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以前曾经写了一个,貌似那个贴已经失踪到不懂哪里去了,所以今天重写了一个。而且之前写那个还可以玩围攻,这个是模仿口袋的战斗换人,功能就是那样,没得介绍,插入脚本后即可用。- module LimBattlePlug4 U1 o( V/ A& P3 j9 G% L
# Y T. y6 c3 F5 Y- m- # 队伍最大人数
4 r( ?6 p- Z; K7 q+ z! {( P - MaxPartySize = 8) F, l6 j) b) L# R3 D7 b9 g5 P( P
+ M2 u# N' O0 L$ O- # 出战人数
5 _& U! B; X' k6 U% j$ C0 { - MaxBattlerSize = 1
; _: ]+ s% H3 X4 b! e
8 e: d4 E2 X1 C' E2 d! u5 p3 ]7 u3 E" F- # 换人语句
4 F8 j; B! S7 S/ V2 ~0 B' d - WordChangeBattler = "换人"' B& M6 x4 |$ F4 C* h
- ; [4 M7 {& Z+ ?# s
- # 换人时播放的动画$ \- k9 q8 n) y3 _; _
- AnimationChangeBattler = 26
2 S3 ? g2 ]# J9 v, g
7 e8 J7 }0 _, v' b2 O* w' k/ s- end
- R" }* \! }% y3 l% ]' J - ! Y+ Q0 O& j7 n/ I' r
- class Game_BattleAction. x1 N7 j! A4 Q+ T7 c
- attr_accessor :change_to_battler+ [) [" [* s5 c4 n) G$ I+ b7 o
- # 初始化
+ v' d `! c' b9 {: E: |- F8 x3 L& W - alias lbp_initialize initialize$ e1 {- P; n6 H
- def initialize, k% @; E* e4 S( m$ U! a
- lbp_initialize. U5 z7 ?3 B; d+ V" _
- @change_to_battler = 0, R$ N4 ~& z4 R' o2 L
- end
, d; G$ G5 g* ~* q& `5 w* l8 N - # 欲更换角色编号, n! k6 C+ \1 ~6 Z
- def set_change_battler
3 z8 i6 _+ y/ @8 n - @kind = 3
; X$ k7 f. b; c- e' b& G - end y7 A0 ]# E6 @, z' |
- # 判断行动是否为更换角色# g* ?9 Q2 [* L5 U" g4 _' l2 J! y3 p1 I
- def is_change_battler?' l4 _. L, E& V. G' J2 O
- return (@kind == 3)5 ~' I# B$ D* Z7 a4 N
- end
& X; F9 j7 R9 a, G& B' N! ? - end
( }: |( Y2 _: y& x; N/ a - 1 X- p+ D& R- J2 X
- class Game_Party
7 S! r; ~5 s. e6 r0 y; ? - include LimBattlePlug
6 M2 E" ?' Y& Z/ \ - attr_reader :actors2
$ _/ {* k* b5 j+ ^1 M$ @; E - alias lpb_initialize initialize6 d& m B9 m8 z
- def initialize
: |! J# a" a1 W9 Z7 k: O* B4 ~ - lpb_initialize
, c) } Y) S/ D, q - @actors2 = []
3 S @7 U9 a9 X1 _6 H- ~: Y! S - end
& X; O5 u6 K! C _1 }4 {/ I3 ] - # 角色加入. F8 n2 W2 d9 a0 @/ U
- def add_actor(actor_id)
9 R- |0 {" L2 ~4 i6 _: g - actor = $game_actors[actor_id]3 B# W; s7 u" }: i7 v3 D$ j; y
- if @actors.size < MaxPartySize and not @actors.include?(actor)
& V) M9 x9 S/ l8 f* V+ r' X - @actors.push(actor)
8 E R+ M! u D* J5 @ - $game_player.refresh8 W; E# n/ O# N) o1 z% A+ F
- end
, n9 G" c' d: ~$ t3 T) g" z - end' C6 A$ }. P) |: h$ y+ O z* R. c4 \, r
- # 设置战斗的角色2 [: ]5 Y# c1 {) I( T+ Q
- def set_actor_to_battle
9 B/ E1 p" r- b/ ] - @actors2 = []; @5 L/ n$ k5 B* J
- @actors.each do |actor|8 X+ J' t, T) _- s- E" i
- @actors2.push(actor)6 }7 u @8 } o: M' q! L% o
- end
c& S, j% r1 L - @actors = []2 r8 s$ l7 h, p' `; c
- @actors2.each do |actor|
; B: G4 U" }0 B1 D) k4 N: a0 _ - @actors.push(actor)/ {+ o" M( G/ E& H
- break if @actors.size == MaxBattlerSize; D$ X4 \( j' u) f
- end
0 n1 ]$ ~* B& l0 H0 _$ Z& G& I- L2 ^+ m+ I - end
' ~ a3 y, f9 U - # 还原战斗的角色
* ^) l* |4 @- ^) V/ w/ K# Q; l' ? - def set_actor_to_normal% N/ g& |6 i: G6 T
- @actors = []
. V) T' f, g$ n$ K; m2 [# i5 \+ O - @actors2.each do |actor|
% {& m5 c" P. l2 F - @actors.push(actor)
; r q8 ]1 G, C4 l - end3 r4 N2 b4 l- v, W& L0 O* J# T
- end
! T* k) U" a. |1 i1 a/ n - # 获取角色id数组# U9 h; \3 a5 _% a2 G& M6 x
- def get_actors_id
; M, U$ p) E5 s% W/ J/ Y" g8 U, ] - id = []
! q0 H4 O3 `7 a) X) T - @actors.each{|actor|id.push(actor.id)}% O1 e9 }9 v% Y- }& A% W
- return id) G$ c! i) s5 [ M# h" K2 H
- end
f* G/ O# n9 A" Q Y - # 获取角色id数组7 m2 F2 s6 \( [* V3 _
- def get_actors2_id
' u6 K! n# Q1 k' W1 b8 I, k - id = []
9 t& m) v0 I. S# F& n - @actors2.each{|actor|id.push(actor.id)}
x. I& N0 f% }, p - return id
/ o+ e Z7 I% ?; h6 i- H - end0 \, t N" ~3 L/ D3 \% L! p
- # 兑换角色 p X' J: c1 N _- C" G2 N) J
- def change_actor(index,id)
$ q: ?7 @! a6 _ B9 } - @actors[index] = $game_actors[id]
" ~* p- w1 J7 d( Z6 J - end B1 w2 j. v4 ]7 {% s; m
- # 全灭判定
% N7 Q; z3 p- ]% w0 j, D - def all_dead?
( ?& M" P9 ~( \$ U) a: [" Z O - # 同伴人数为 0 的情况下! t! ` Z4 i- ]$ S7 e
- if $game_party.actors.size == 0
9 ?+ b" y+ ?8 v: j - return false
9 K7 K4 c, ^. F' g8 S8 | - end B* ?6 D* u/ u- S
- # 同伴中无人 HP 在 0 以上
- X( T& h" ?2 a& @. a, G - for actor in @actors2
( n$ z2 R! u3 c# E - if actor.hp > 0
4 _( N4 b# |1 q7 `5 J - return false" [2 C6 ]" B* f& f9 [
- end
8 F P, Q) ~! p/ H! r* I: N - end/ g/ f$ h) E" l, s V
- for actor in @actors
4 O, N; u7 T6 M/ Q& z4 O x - if actor.hp > 0 n5 s6 R$ V) B: D7 P/ R
- return false
/ }+ U, q+ w# w" z0 T4 g' k - end
1 B& |/ s# A T- V - end0 U, H; z6 Z, e+ c
- # 全灭. k) ?/ `0 `( H$ g
- return true
/ r- ^ W) d( G8 {! l9 i8 D - end. e. u1 F0 R6 o1 }- [( i
- # 其他角色
' e I: m2 p! p1 z) z# E4 F- g/ n - def other_actors$ ?; n) i: g a1 o; ~) R5 Q4 Y3 w
- actors = []4 Z( r" C- b4 n7 J* p
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}+ T4 N7 W( D- C& H
- return actors* B, Q, w0 }, M1 J$ u& a
- end& w+ l \3 m" o" F
- # 角色位置互换( k5 _+ e0 V! R
- def change_actor_pos(id1,id2)
7 E1 ~1 u y% y7 l- V" O - actor_id = []! g' s/ n3 R5 \+ [4 r j
- @actors.each do |actor|" F6 k# S8 E9 A- m# Q i
- actor_id.push(actor.id)3 v4 }5 u* a+ b/ `: _1 q( X) _. L j
- end3 O( a8 k+ j0 ^, C
- return if !actor_id.include?(id1) and !actor_id.include?(id2)& h! f( M/ E: ^" J
- id1_index = id2_index = -1. ~# p1 X. D: X$ |6 O9 R4 g1 f# [
- (0...actor_id.size).each do |i|( X: h6 H3 l6 { i
- if actor_id[i] == id1
* t$ l6 K0 s* K. z" e' e8 | - id1_index = i) K4 N# k/ L% z0 B/ ^2 g6 H
- elsif actor_id[i] == id2' n% C7 i: L- f, T
- id2_index = i
) R& Q& S$ v. p$ r, H' } - end0 Z0 v* m0 {' U: q" w: i% R, G
- end
2 i( a0 C7 S$ s6 D( G$ y - temp_actor = @actors[id1_index]. n- A( p7 \& ~# n; P& H* H0 j5 H
- @actors[id1_index] = @actors[id2_index]- t9 z5 J) ^- ]/ |9 _9 j3 W; h
- @actors[id2_index] = temp_actor) Q# ^7 q- T( B6 a6 U
- end3 U: u# A' Q% @, I' P0 `. u$ h
- end
: r1 T, `8 n/ R% M: P) ~
! y1 R/ T8 b) A h, O3 K( e* A- class Window_Actor < Window_Selectable
& j$ m6 M6 D/ o - # 初始化
/ L) U D' h5 R+ C1 H' q4 @ - def initialize9 c1 @. v' S2 y) H0 Q2 j+ E! V$ b( f6 |
- super(0,64,640,256)
4 @# {3 c; q+ _; B - self.back_opacity = 160
+ W# u$ t5 k& j. ]3 k$ E - refresh8 P" }9 P, x* x& D! k) T
- self.index = -1
* D, T8 V! {* G2 P' N! _* C - self.active = false
5 p9 {# ]2 w3 V" _/ D2 ] - end4 Y% ~, }; o! |
- # 刷新
5 T$ Y8 k( A3 R4 W- W" X1 V - def refresh8 W. k2 a" _* d) K( D$ ?8 U+ Z
- @item_max = $game_party.actors2.size+ \! |: H* h$ O- {7 A/ ^2 z
- @data = []$ T+ w N2 ^! x2 o4 p6 I7 h& s" A
- $game_party.actors.each do |actor|
* U3 |" x; V: p3 E- s - @data.push(actor)
0 z! V& y- p$ Z9 w$ t; ?- L0 l2 S - end4 h: \ H6 f8 v, R$ B- {
- $game_party.actors2.each do |actor|
) H7 f" y7 j/ C6 w - @data.push(actor) if [email protected]?(actor)) c# ^( M* y |/ q! p+ A
- end
5 M. [3 n t. x& t5 R - if self.contents != nil
( q$ O/ v# y% R# o+ ~* w - self.contents.clear A- X7 G5 M Z
- self.contents = nil1 c) r+ l) `: D% a8 x1 `
- end. F( `% ^9 s8 h7 N* t- V5 h
- self.contents = Bitmap.new(608,@data.size*32)
" o& p8 B8 B" g1 e# H3 g. G | - x = 4+ h( p9 \% A4 c* b" Z
- y = 0
6 A2 h& j. e6 {1 O7 [, M A, M& K - @data.each do |actor|, E \ ]9 d% T0 y' m# w! d! f
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
0 Y! r$ V0 Q; a. E6 A# n - rect = Rect.new(0,0,bitmap.width/4,31)
3 I6 v- V; p! U1 }/ b* m% L& W - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): D2 ]( j/ {# |8 m* Z4 W
- draw_actor_name(actor,x+36,y)
' G y% Q6 F- [* n9 A% u8 E - draw_actor_state(actor,156,y)+ _3 D' [; x& ^1 W# h- d
- draw_actor_hp(actor,x+256,y,96)6 r5 O; d: y, d z
- draw_actor_sp(actor,x+376,y,96)7 c5 T( w+ |/ k" N
- if $game_party.actors.include?(actor)0 k1 f7 Z$ [4 J1 g
- self.contents.font.color = text_color(6), c+ H. W" N$ a! t0 M
- cword = "出战"
7 ?8 l5 q: @: J) M' I2 q - else
: S/ u0 v: I- L1 u/ K - self.contents.font.color = text_color(0)
* K8 p f$ K7 ~) C/ O1 K, O - cword = "待战"
8 f6 y/ [1 @% |! Y4 }- k4 @, V$ g - end- p2 \' F7 B5 I& l* X
- self.contents.draw_text(x+496,y,60,32,cword)
4 L+ E* _" J! k4 K* _+ V - y += 32% @. ~, c" k! @1 M1 H+ z' K
- end
5 R7 J y, p6 t( e& R; a - end. G; q, M9 y4 D4 O2 |- I
- # 获取当前角色编号
1 ^, ^4 O' C; X$ @ - def actor_id
. c! A* l7 g8 d - return @data[self.index].id
- X% u- k S3 @: h" z. p - end6 l. H. H/ e& Y1 t \
- # 刷新帮助7 @8 ?9 P0 |# k) b, v0 V
- def update_help' L4 R3 \3 ~: y. @; r! u; F
- @help_window.set_text(@data[self.index] == nil ?\
: P6 p a: d/ r! j( y+ Q) @ - "" : @data[self.index].name)0 k4 Y+ Z1 v* g% F: r* [
- end
0 Z7 Z- C5 e8 V9 Y( _, s - end( Q# O7 m* N' M( A% T5 k
0 V- U5 U$ ? r" Y1 _1 p! i$ M- class Scene_Battle+ o7 |+ k1 F5 y" y/ l1 Y
- include LimBattlePlug
3 ` g* j2 N+ ?% [ - # 初始化; x$ R% ^0 a& ], e
- def initialize
+ I; i. O; ^! m$ r' B. A - $game_party.set_actor_to_battle
' O6 \9 D8 ^, h8 ~. q - end. H- c3 A; D/ A G+ P2 a$ d2 R
- # 主处理% d) S1 `9 e2 B( P& r$ y
- def main
* y" D. Z7 k1 C: H - # 初始化战斗用的各种暂时数据/ c- J. D5 p: E" R: o1 r( Q+ O
- $game_temp.in_battle = true$ l1 j2 E z. P! \% ?2 N
- $game_temp.battle_turn = 01 _" q' Q" a' x3 Q) Z
- $game_temp.battle_event_flags.clear4 D b* `6 S! C
- $game_temp.battle_abort = false" J5 }( b5 E. [# h" p% U
- $game_temp.battle_main_phase = false1 \4 ]6 M7 Y7 g8 h- |7 n
- $game_temp.battleback_name = $game_map.battleback_name
0 w1 Q. {7 _$ u* [ - $game_temp.forcing_battler = nil: h/ c' d- | d
- # 初始化战斗用事件解释器
6 A n, N/ l9 w - $game_system.battle_interpreter.setup(nil, 0)5 \- n0 S9 a/ q/ _4 V
- # 准备队伍
0 x7 t& ?9 o1 h: W0 n8 k- O - @troop_id = $game_temp.battle_troop_id; O0 z- `5 J1 B" V
- $game_troop.setup(@troop_id)7 G* y8 c# ?. m" R8 B
- # 生成角色命令窗口
$ S* i2 g* s) D2 [ - s1 = $data_system.words.attack
: N- D0 q. t* l" U2 R6 j; v - s2 = $data_system.words.skill* N0 ]0 |% t% u0 |4 W
- s3 = $data_system.words.guard
; v0 t d9 A# d) f - s4 = $data_system.words.item6 |& D1 ` b/ g" L* G
- s5 = WordChangeBattler& O1 W- Y$ e- c
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
! N8 p2 c4 b" F2 y& x - @actor_command_window.y = 128
( d4 v" h2 W/ c k - @actor_command_window.back_opacity = 160. Q S2 i8 |) B3 d$ |+ J1 S
- @actor_command_window.active = false
* N( \9 H Q5 A' j8 S - @actor_command_window.visible = false) `7 F' L9 @9 \3 v
- # 生成其它窗口
6 K9 D8 {+ c) K9 B - @party_command_window = Window_PartyCommand.new
* x% Y; f3 u' a5 `7 n3 G) a% R - @help_window = Window_Help.new5 E& F% O- c' Y- e" L1 T
- @help_window.back_opacity = 160( `% H# J' d1 k1 Y
- @help_window.visible = false
& O7 l! x# n+ {! J4 C( l1 Q - @status_window = Window_BattleStatus.new3 Z' p. z4 V+ i1 U7 A; B r
- @message_window = Window_Message.new: P1 M( o2 H1 o* Z- j k( A6 G
- # 生成活动块
1 x1 Q, X8 {: { - @spriteset = Spriteset_Battle.new9 Y& A" ]; f" E. i5 E
- # 初始化等待计数
( c) @' f5 k% k. T - @wait_count = 0/ P* d9 I( `& s! j) C
- # 执行过渡5 y/ F% N1 }4 s: I8 l
- if $data_system.battle_transition == ""
: B2 m; ^/ V+ s" R+ M1 R - Graphics.transition(20)
! u& x Y! U& d4 {9 D - else8 E! b/ T% ^$ Z0 g B! t
- Graphics.transition(40, "Graphics/Transitions/" +# I; \1 \" e4 Z4 U. H4 I4 A
- $data_system.battle_transition)3 U) Y1 ~3 k/ K' ]5 d r
- end
) K) q1 \0 S* p8 g2 c - # 开始自由战斗回合% k5 B7 z- @! A0 z1 `0 l
- start_phase14 V1 _& X* a4 K
- # 主循环
t1 a9 `* q, ^( ] - loop do J# G! h( M1 x
- # 刷新游戏画面
7 c$ K5 k' j/ E$ ^/ Q - Graphics.update& M& N% @# g. a
- # 刷新输入信息' g* B& j0 |# v+ ^8 N
- Input.update% I- i% Z9 Y4 L) y6 |
- # 刷新画面
4 h9 X/ z: A- b# z1 m2 [& H) A - update, C W. z) K; ^0 V: l/ a! F+ m3 @
- # 如果画面切换的话就中断循环
* V& u% ^% x# g/ k0 p - if $scene != self
5 e- C; X$ H; F9 x% ]$ U - break
9 d2 g2 `3 [: o! I - end
% R: I4 T& ]* `; f" ` - end- Z1 ? `% n: t: C, H: z
- # 刷新地图
1 @4 U i6 m; \9 `/ K - $game_map.refresh2 B3 m4 N, i9 d, h1 [% ~1 G+ Z
- # 准备过渡5 `) k2 y( x7 x0 e
- Graphics.freeze
% j* U8 X4 N: Q( q+ F - # 释放窗口1 \8 G0 s% O* n+ F- Y; F
- @actor_command_window.dispose- ^: c9 q$ P* {2 U# b
- @party_command_window.dispose
) j0 d, [# i+ u# E) j - @help_window.dispose! k& V7 m F" I- y
- @status_window.dispose
3 ~; d$ z) @0 X - @message_window.dispose; @$ y* B( P2 o/ ^/ z$ h7 e
- if @skill_window != nil: T( [" f4 h& }/ X1 J) d$ D2 Q
- @skill_window.dispose9 T2 N1 b7 [( [
- end
! ~$ X: v- {1 N" u. M - if @item_window != nil
6 o' M% R1 L7 u% W - @item_window.dispose
1 `% ]% Q Q r( X" R - end
6 ~; m; ~, X; D) B - if @actor_window != nil8 L0 C2 ^+ a1 _: \
- @actor_window.dispose
3 E+ ?: P7 f/ r( l' o6 b, [ - end- W" c4 r' e7 m G% }9 z8 l" z
- if @result_window != nil `$ w5 ~/ o+ S! D9 I% k7 W2 }
- @result_window.dispose
- f' {3 t, }) s( r - end: B2 J' b1 f! @/ Z
- # 释放活动块
; t X ?( k! @: i5 }) m2 W - @spriteset.dispose
( S; i9 w5 B9 Z% R - # 标题画面切换中的情况
; ^ l; ?8 m/ W5 N0 s- z: Y2 |8 ~ - if $scene.is_a?(Scene_Title)8 V" n3 F3 {1 J. M5 m' x2 x
- # 淡入淡出画面
& m" i9 i) W# @ - Graphics.transition4 ~! r7 G4 d4 `( M
- Graphics.freeze, w# H' R- p* ~; F0 k: ], m
- end* x7 k/ x4 W7 l/ S& K
- # 战斗测试或者游戏结束以外的画面切换中的情况
, M) m6 y; v" A0 U# V# j# h - if $BTEST and not $scene.is_a?(Scene_Gameover)& G6 a6 [* [9 Y. p
- $scene = nil
. z# b6 x) P, C3 y - end
* Q- d c9 y+ j0 V- M. P - end
2 s8 R1 \: |4 V; n" F& k3 a `, C# Z - # 战斗结束, Z) ]; o" R n2 {
- alias lpb_battle_end battle_end$ z. v: p$ u W C* y
- def battle_end(n)
* k0 a! L' i, b# F - lpb_battle_end(n)' A( P/ B9 x0 K+ Y
- $game_party.set_actor_to_normal
/ S% _: }" u6 A4 H: N! ] - end
: y, `8 @! T1 G4 R - # 开始回合3
( ?( D7 t; N/ ^ - alias lbp_start_phase3 start_phase3
5 l: R, {9 W: _. C7 a% B" X9 T! S - def start_phase3: _9 l2 g5 E" V
- @changed_battler_id = []/ s5 @& i2 R: S7 ?1 o! Q
- lbp_start_phase3
5 T5 I, U6 T* D; A$ C" ^ - end3 ?/ b8 f+ L R D
- # 刷新角色命令回合画面- q( s1 u9 v9 z
- def update_phase3
. e* `1 b8 i+ X+ k2 X( J; W y - # 敌人光标有效的情况下
- ]1 v6 l& b6 A j/ d0 T - if @enemy_arrow != nil
+ i' {7 d3 `+ i9 F0 M Y& m - update_phase3_enemy_select/ h/ U- m! `$ N: l3 E" }1 Q
- # 角色光标有效的情况下
0 `# N. G# j9 N) f - elsif @actor_arrow != nil
& W8 r! v7 k8 Z) W" t8 F' @7 q - update_phase3_actor_select
' A/ _9 @! h( A8 ~3 Z( W - # 特技窗口有效的情况下
( q! b# F: O0 E& x6 N - elsif @skill_window != nil0 A, _) Z# F. u K( _
- update_phase3_skill_select
3 h" ~9 Q { U9 I - # 物品窗口有效的情况下
1 W3 r: V( K2 H- g5 C, O - elsif @item_window != nil& k" c, T# t4 W
- update_phase3_item_select
o9 p$ {; s5 v( p% k9 C" g+ ^5 [ - elsif @actor_window != nil
8 W& \# Q' A3 w' \5 q% [ - update_phase3_battler_select
0 I! G6 g0 v5 o - # 角色指令窗口有效的情况下
, E! O! ^" {# d! W" w - elsif @actor_command_window.active5 \- ^) F2 w2 X2 M
- update_phase3_basic_command
# ?2 X! a5 z8 P* F! J. Y) y/ K8 b- o - end
. m, K& c' \5 x5 V4 b% Y - end
+ D1 m: v2 s. ` - # 角色基本命令3 t9 [0 U: C0 A
- def update_phase3_basic_command6 {, }# d7 T' Y* D% w
- # 按下 B 键的情况下+ F7 u4 M3 t/ b0 Q* s8 |" i
- if Input.trigger?(Input::B)
% N5 n |/ w/ |5 c1 O0 o - # 演奏取消 SE
# e+ W/ _1 L/ Y) R - $game_system.se_play($data_system.cancel_se)
7 Y* L" n z! I. Z: Y5 h! k - # 转向前一个角色的指令输入
& \' {& }/ d. [" j6 T% s - phase3_prior_actor+ _2 E1 y0 _2 R" M
- return1 V: m' U0 _8 I( s
- end6 j' p+ W& Y- S5 i7 m8 b
- # 按下 C 键的情况下 ]; Y& [& G' F |3 y7 C C
- if Input.trigger?(Input::C)
" S/ E4 |1 a+ \- q, k* m( a - # 角色指令窗口光标位置分之% t% w# w' s: R0 a
- case @actor_command_window.index, K8 i+ [. X3 w: ~9 Q9 _
- when 0 # 攻击
% \) |$ A0 b4 x" M: x - # 演奏确定 SE
9 ^ l) B/ u$ p - $game_system.se_play($data_system.decision_se)
9 h, N- H$ P& O. M* T {7 G - # 设置行动/ e/ r, @3 o+ V% x2 d
- @active_battler.current_action.kind = 0
9 m' P5 i8 U. |% Y: l - @active_battler.current_action.basic = 0
4 |( {" ^$ D4 \2 {% @4 b U - # 开始选择敌人, T, u6 t' T5 M _3 I$ |2 c$ m
- start_enemy_select
! |# J, L# k. X - when 1 # 特技
. E+ A2 Q) E6 s: { - # 演奏确定 SE8 j4 H: `1 ~8 u0 W
- $game_system.se_play($data_system.decision_se)
. w# }7 U. C/ G$ K - # 设置行动6 Y- B2 M" F0 j6 ~* O
- @active_battler.current_action.kind = 1
9 \+ q) @# W N - # 开始选择特技0 H7 B& k. }+ G o& i! x" M# Y
- start_skill_select" w6 `! U: q1 T
- when 2 # 防御 E1 p5 g3 z2 t8 [; j# V/ d+ i
- # 演奏确定 SE
5 a, f* F8 V9 V8 E8 t) S' n1 X: B/ v: K - $game_system.se_play($data_system.decision_se)# I9 w( [% E+ n! @) u! W! P
- # 设置行动/ l4 t7 H0 ?4 I; |( u
- @active_battler.current_action.kind = 0
9 i3 v! G$ |+ {* T/ O% Z8 J6 n - @active_battler.current_action.basic = 1
( U+ Q. ?$ S. { - # 转向下一位角色的指令输入$ \, G. n+ X/ v+ g4 q# ~) S' D9 Z
- phase3_next_actor
5 q/ J0 H; i: B# T0 e" H - when 3 # 物品7 H/ i2 g% \# c& R% X
- # 演奏确定 SE, s3 v D" C+ G1 @% l% o
- $game_system.se_play($data_system.decision_se) p6 d+ f) i) y; F0 L3 J
- # 设置行动
# e1 D3 W' x" i& } - @active_battler.current_action.kind = 2" N7 J( o- e0 u0 |
- # 开始选择物品( {6 ~8 |& E0 W4 X1 D
- start_item_select" C& U, K' f% {6 P, P! Q
- when 4 # 换人3 C3 G2 Z3 r, P' ?* e
- $game_system.se_play($data_system.decision_se)7 G* s) ]" x2 x0 l/ c
- @active_battler.current_action.set_change_battler/ d- {6 ^8 _5 ~9 Q" `, d+ K9 b
- start_battler_select& s6 n+ A' Y$ V7 I: y V# j c
- end
% h- Z5 ~0 p0 L+ O& F - return
0 F/ Z# [/ a# m - end$ y$ ]% G$ z) L, x; {: z
- end
: U6 H8 Z2 m f$ p - # 开始角色选择
/ @- Q0 J P- ^& n* l$ E$ k7 R - def start_battler_select
' K$ {2 [: n$ H5 W; ]3 ?6 Y - @actor_window = Window_Actor.new
, M; C7 v4 U. w9 g - @actor_window.active = true8 h0 }+ Z) u# T3 _* X7 X
- @actor_window.index = 0+ j% y3 F9 ]* g& s6 W
- @actor_window.help_window = @help_window
1 k% \7 u f, ^8 ?, ] - @actor_command_window.active = false4 Q; v1 G; w* @" v6 D
- @actor_command_window.visible = false$ N: a0 E, {8 k* ^
- end$ J4 w- ]" ~0 C% l0 O
- # 结束角色选择8 k5 f% A' Z* Z& z! L6 \
- def end_battler_select( O8 J. W \+ ^" k/ D1 d
- @actor_window.dispose! |% v4 l8 \% F: Z1 f. `
- @actor_window = nil& `: \' ^9 ?+ J$ i) W
- @help_window.visible = false& Q1 r, W# y9 ^# p' q6 Y
- @actor_command_window.active = true5 Y5 S) o! L0 Y, ?
- @actor_command_window.visible = true7 f9 i4 b7 u% a. L2 q7 g
- end
8 m! |2 h$ B% f' b7 s4 b+ Q# B& D - # 刷新角色选择
, k$ I4 D5 h9 M - def update_phase3_battler_select
' _! N, t+ I0 P D, B0 {0 s" a0 |% M8 ? - @actor_window.visible = true( g* P6 i" {4 I7 @$ v* O8 a9 O# s: ?
- @actor_window.update
) E1 r9 N6 q- Y; B - if Input.trigger?(Input::B)
0 @( t. R( C4 d; ?2 C2 h - $game_system.se_play($data_system.cancel_se)7 v1 g7 T. @5 R$ p7 I
- end_battler_select* g; \: q7 h1 y8 d- t/ M# j) \
- return
t1 b: U( |) e9 W7 D - end
/ W; v+ j' }8 I* w2 A1 p - if Input.trigger?(Input::C)( i) X7 N' q A. }# t" y& _
- actor_id = @actor_window.actor_id* H3 w7 P! }0 y& O
- if $game_party.get_actors_id.include?(actor_id) or
7 B% n2 h) _+ k: u7 ] - $game_actors[actor_id].dead? or 7 i$ ^- e5 | e/ e1 l* v: A
- @changed_battler_id.include?(actor_id)
* V/ B" `" h+ [& D$ { - $game_system.se_play($data_system.buzzer_se)
. U( J: @5 R! K1 h - return! ^. X6 t9 o* B- ^6 g
- end
7 ], y" ^3 D% e& ^+ Z7 D* \ - $game_system.se_play($data_system.decision_se)
" P' q8 p* E% T5 a% j - @active_battler.current_action.change_to_battler = actor_id
1 R' L# U6 X! F) F! s - @changed_battler_id.push(actor_id)! W) s( W6 n G! M
- end_battler_select
3 _5 L5 ~ b" p8 E4 Z - phase3_next_actor q2 }7 Q. q' l) G% e! o
- return
0 r' U- o' k9 ~- G# _& | - end3 r3 ]* I2 U( C' E
- end- A% E! |" j/ O! z: k& x
- # 行动方动画8 K/ D4 p; B/ @, V: P
- def update_phase4_step32 Z3 o6 a1 W! Q7 z" b
- if @active_battler.current_action.is_change_battler?
6 `3 }5 e& F/ W6 g7 d& g - @animation1_id = AnimationChangeBattler
+ t9 T- ~3 W, ~1 D - @target_battlers = []5 j4 j, j. {# Q j8 U
- end9 ~) x# V. Y4 P! U" {
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
8 p0 k* N9 z( e+ Z - if @animation1_id == 0 f+ K" q5 M0 H- y( O. I) U2 h8 k
- @active_battler.white_flash = true# l9 G3 H0 j6 e( x4 G* n" _8 w
- else
4 C: S ]2 V: x- L$ q' U - @active_battler.animation_id = @animation1_id
' Q" L; J& N; S! S1 @- m - @active_battler.animation_hit = true
' _: W _+ J8 O( z - end
' ^/ A/ W3 [$ F - # 移至步骤 43 L# X/ }4 w5 @+ v% d5 R
- @phase4_step = 4
$ @2 V; Z( l1 F; O$ o - end5 |( l" m$ }0 k
- # 对象方动画
. W! o; e; s! Z$ d. t - def update_phase4_step45 u9 z* ]4 g- L+ c5 Q7 x
- if @active_battler.current_action.is_change_battler?6 v$ q6 G- A6 l! J7 b# M
- actor1_id = @active_battler.current_action.change_to_battler
$ T. U4 M6 H/ n7 c% m9 ? - actor2_id = @active_battler.id
* g+ W5 d/ v( n5 m' l0 l - (0...$game_party.actors.size).each do |i|
. R9 y" Y# d( Z/ x Y" H: P' c - if $game_party.actors[i].id == actor2_id
4 H* C7 n" P+ ^0 A: Y - $game_party.change_actor(i,actor1_id)
0 {* y6 r8 j1 N4 N - @active_battler = $game_actors[actor1_id]
- |' q3 Y- \, W; v7 d# W - @status_window.refresh5 J% }) [/ W% J
- end
# W5 k0 a: a- c - end; B0 {& Y2 `! Y6 F" a3 {& e8 }
- end, J+ p- G- m2 f3 Z
- # 对像方动画
- H' H2 O: t$ R9 c; C4 F4 ? - for target in @target_battlers3 C3 X6 l( P _9 n$ O
- target.animation_id = @animation2_id) W' I8 ?8 y, z+ X" c
- target.animation_hit = (target.damage != "Miss")( H' b% x4 i' m
- end" j7 S1 P" E( E( C
- # 限制动画长度、最低 8 帧 A5 B2 `$ V5 c/ U0 s3 t! t
- @wait_count = 8: d0 s/ B& O; y- ^5 `1 u, _
- # 移至步骤 5
. J7 L: i8 I4 g) `4 d, h- Q6 U8 b - @phase4_step = 5
; P- O4 S; v7 o$ M7 r: i1 T - end/ Y2 r6 a' R5 m% _
- # 公共事件, j `, e. F* o) @& x
- def update_phase4_step6
& Q7 w$ r, l$ |( s. n! e" j% j* F% D, u - @target_battlers.each do |target|
# k e5 |1 g; { - if target.is_a?(Game_Actor) and target.dead? and
% r. U: A$ b( g4 l( f4 Q! i# o% R% y" F - !$game_party.other_actors.all?{|actor|actor.dead?}' l1 Z4 P( F5 Q7 r
- @actor_window = Window_Actor.new$ R5 ?3 X" `5 b: g m! T5 S }
- @actor_window.index = 0& V! u* N6 ?. m% q" j
- @actor_window.active = true3 ?6 x+ _% {4 o6 G" c; H8 P/ j0 r! j
- @actor_window.help_window = @help_window' {1 Q. v! e0 [
- actor_id = -19 R* } _9 A, K$ y
- loop do+ _& p i; a5 M. \/ ^. F4 O A: E
- Graphics.update
& B6 T: z9 y2 d3 u$ K: F& t - Input.update; ]* `+ Z5 ^4 Y, i
- @actor_window.update0 H! @8 m. d3 \/ Z, c
- if Input.trigger?(Input::C)% z! X4 w I- X$ l: @
- actor = $game_actors[@actor_window.actor_id]
: H$ k7 u0 ]; b+ w N6 b3 v - if actor.dead? or( p4 X) e, ?' n/ l
- (@changed_battler_id.include?(actor.id) and
1 B" @! y& ~* w4 ] - target.current_action.change_to_battler != actor.id) or% ?9 c4 ]% H) b, G6 |% x
- $game_party.actors.include?(actor)4 c) i; U6 l8 [
- $game_system.se_play($data_system.buzzer_se)
4 b) R: F4 k6 g5 a* M5 i: c - else* W) \9 k( T; w( j
- actor_id = actor.id
6 `# r# M/ t$ t* r8 G - end
$ o! n0 M- ^0 O2 @$ ]4 ] - end* |9 h8 b& `' _; {% Y; H
- break if actor_id >= 0$ g- L# ]9 Z% W2 x6 V) I
- end. Z* e; y: r1 Q: h3 ]( H) ]( Y* c% Q
- @actor_window.visible = false' J$ M; c \$ }0 s5 o# H
- @actor_window.dispose/ n! B8 |- M+ m; i2 G. F
- @actor_window = nil2 {, |0 R2 P" S) q6 D9 @
- @help_window.visible = false8 |4 `- h& l9 b* H& v
- (0...$game_party.actors.size).each do |i| ~2 f7 ^4 W0 x( B/ j* a+ l3 i
- if $game_party.actors[i].id == target.id
$ F: N0 U; L+ R. q2 } - $game_party.change_actor(i,actor_id)" T* F* O) M$ R- M, |! v4 X
- @status_window.refresh* i; K m/ Z3 V" _- b" _
- end
2 Z! D' j$ g9 p - end
; \5 W6 o d; |: b8 d# x! r - end$ L: x* j5 ], C4 W7 X. {& I
- end
2 f! V% [# r$ V3 E- }1 |/ u - # 清除强制行动对像的战斗者7 z9 ?* ]/ O$ ~/ k( ~
- $game_temp.forcing_battler = nil
2 b+ t- Z( F8 r2 Z/ ]3 J - # 公共事件 ID 有效的情况下 n7 @' @" t. _$ ]1 Y
- if @common_event_id > 0) ]) t2 z8 X5 N/ e
- # 设置事件- m& c( q* a* M& n1 w6 u
- common_event = $data_common_events[@common_event_id]
% n! S* |' j0 f+ j" t% S2 \8 k* | - $game_system.battle_interpreter.setup(common_event.list, 0)
* D6 o( p, y) H6 ]! i. C$ [! U, K - end0 t4 g$ q; F9 G
- # 移至步骤 12 p% O. G% c C; Z! v+ @
- @phase4_step = 1
& N8 T5 b ^4 l! i/ |5 g - end
( j& g9 N/ C V a5 E- b% T% p - end8 w3 X; ?' U. }5 X8 C% u
) S7 i6 r- e& l' {- p! G- class Window_MenuStatus3 Y6 M* @& k0 u9 G) {; ?" d
- def refresh& O; o$ @ j: y% x0 Q& k- J. ^
- self.contents.clear
) E( }( ?# V$ O$ m; {6 B4 d - @item_max = $game_party.actors.size' a& G* d6 b) L [( B3 q" D$ J9 I
- for i in 0...$game_party.actors.size. Q8 g6 _) l" k: r. F
- x = 4
+ ^2 f) ^" B) f3 Z, v. b. a - y = i * 32
* o4 v* ]- Z* I1 ^' U _+ t+ A, `; d - actor = $game_party.actors[i]2 L6 Y" s, d9 x }* w0 @) r
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 Y, j/ K' k3 l: F* o$ q+ H" s% B
- rect = Rect.new(0,0,bitmap.width/4,31)' |4 x! ^, b% E% y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect). f( G- F; F* q; D/ g& r( B
- draw_actor_name(actor, x+36, y)" h4 C" M, i8 F9 [
- draw_actor_state(actor, x + 136,y)* X. v/ J% _6 v |2 P
- draw_actor_hp(actor, x + 236, y,96)# e6 y" m; S3 l. W! |
- draw_actor_sp(actor, x + 336, y,96), x6 X# S/ `' L: @+ E2 a9 K3 K6 V: S' E
- end) s4 r% L# Z2 |/ ~2 }
- end
7 B% x9 Q7 e& X6 v5 n0 T - def update_cursor_rect! G' X5 v: G7 Q
- super
8 s/ s6 a L$ ~8 T. N, x0 ^6 K* z - end' J* g' X, ?) ]7 e2 X6 C& d6 W, _
- end
复制代码 说明:这个东西是转自enghao_lim的一篇帖子,版权归原作者所有。 |
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