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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 LimBattlePlug( l$ J$ m% |) {; D$ B( x& I2 }9 B7 \
- ! H4 Y8 a/ L1 f4 o1 q1 e7 D
- # 队伍最大人数
7 d; t3 T+ _' a! X/ G - MaxPartySize = 8
3 [" h/ o/ X/ A - 2 g+ U1 ~8 U h* `! h
- # 出战人数
! c$ F! e% H& L6 [ - MaxBattlerSize = 1& b' y+ F0 Y/ l2 Q6 ?0 z/ c
- : G/ _) @& _& L5 g/ H
- # 换人语句5 m9 z8 U* N& v# O" {1 P! b# v
- WordChangeBattler = "换人"0 ~5 z: g/ ]( k$ P/ _# b' `6 `
- # w: x3 L5 K( o- A
- # 换人时播放的动画
6 E% o. s! {7 f F( H. e' U& ? - AnimationChangeBattler = 26: i6 L! r) C4 V4 ` r6 a0 j* T
* I. I# l. ^+ R$ C$ g+ a- end9 `1 |: q3 P5 B$ u$ X
s) D2 M: e( |8 Z3 o9 c4 H- class Game_BattleAction: t8 t# P1 B- A! ^! ?8 L/ W
- attr_accessor :change_to_battler+ D# ~9 N8 k1 ]; X% n: h0 a! t
- # 初始化" b5 V: ]1 Z' V
- alias lbp_initialize initialize% c8 x/ j! v- p
- def initialize
! M" w. r. |1 }. w - lbp_initialize
+ R2 }% @5 E% K( R - @change_to_battler = 0
9 M) b# h+ Q2 M r# L: @) | - end$ w; }8 X! }0 [/ s) l
- # 欲更换角色编号
1 ?3 k! {. P3 W! i4 [ - def set_change_battler. p$ Z ]) c2 p% N& j- M
- @kind = 3
# M+ e ~% N" g, l - end% f1 x; B% o$ E" \$ R$ s0 ]
- # 判断行动是否为更换角色
& V( }: T% ?* {8 P. d. H; M" X - def is_change_battler?* X5 L- @1 T m; |2 [* t7 O
- return (@kind == 3)
1 t. t& _# q! C4 f - end
/ D6 z" |2 ?% r9 E- T0 m" K3 {. p - end; h. B7 }5 a7 t0 B+ C9 B
- ?9 u; S0 ~% U9 ^2 y5 D
- class Game_Party
2 p+ j/ I9 I0 I4 Q. ^4 W# G d/ c - include LimBattlePlug
$ B% z7 t5 [3 K7 h8 |- I; | - attr_reader :actors2/ A: u% d0 J! V5 E- a4 U( @" W* @
- alias lpb_initialize initialize
3 N' q0 C% |8 B: f! W& s, o - def initialize( W: m w- I" Q/ R4 e5 ~
- lpb_initialize$ c) l. R7 e! |
- @actors2 = []
7 ]* p+ x' [% ? - end
! M1 }3 ^' d& h1 ]- e - # 角色加入$ h6 H! @- c% ` w- y+ j4 i
- def add_actor(actor_id)
7 J3 l3 h* P0 P4 x9 Z- b6 h - actor = $game_actors[actor_id]( Q4 E* U. U. Z% @. H" U4 Y1 V
- if @actors.size < MaxPartySize and not @actors.include?(actor)
6 W1 K% i/ w: |" c2 l( M6 D - @actors.push(actor)
. M0 W4 F' b* N - $game_player.refresh
9 K9 ]+ M% L# R$ f3 b - end
' O0 E$ l P2 I - end5 F3 ? e8 }7 x
- # 设置战斗的角色
4 a+ G' j6 A1 B - def set_actor_to_battle
7 ^7 H% ]+ m" J) i, F - @actors2 = []( V* L9 }( T! W9 C
- @actors.each do |actor|0 Q: g6 C& W! h( F
- @actors2.push(actor)- ]- V5 l5 c2 Y
- end4 Q6 R! n+ ?; d. v7 u g# ~
- @actors = []1 M. y6 p3 O% I9 s
- @actors2.each do |actor|7 h& j2 `$ E) Z2 k; w
- @actors.push(actor)
9 H( P% l, {( @ - break if @actors.size == MaxBattlerSize
: Z+ e+ R. R* `2 C* v - end
% ~5 \- y# l, W% ]9 a5 [ - end
1 L6 g# b6 ]5 n5 A - # 还原战斗的角色 Z5 V3 j5 |( J! ^
- def set_actor_to_normal
+ E& Z) M% A3 W, K4 ^ - @actors = []( y* X: ?1 S4 r/ h8 r
- @actors2.each do |actor|3 s7 l/ {5 n/ _3 |
- @actors.push(actor)
7 T) m' {. ]! I) \ \9 H" @1 z - end: x$ ]+ D8 D$ n8 U% d8 C% x
- end/ ]' x* l1 F+ _1 f
- # 获取角色id数组. d8 f! U3 f9 a6 f/ p' Q
- def get_actors_id
/ U6 v$ x/ W- a! B( {$ L - id = []- ^! e- b: @3 B( I* a$ F3 @
- @actors.each{|actor|id.push(actor.id)}
6 E& r. {4 [5 p& k - return id F, r8 u( W) v! g+ x. T% y
- end
/ V) Y) ]+ _8 c8 z, _! W# _ - # 获取角色id数组
$ U0 j# o7 S7 f$ t! e0 \ - def get_actors2_id7 f( r4 f6 D& M4 S( ^
- id = []" g& ~& n# Y4 S" U1 w8 Q7 o
- @actors2.each{|actor|id.push(actor.id)}
2 q4 o9 j# _! f: J - return id
0 J9 I$ k j9 W) @ - end
/ X& X6 y7 \: ~. K3 C' K+ | - # 兑换角色5 Z6 x6 o) d z7 H1 c/ [' H- `
- def change_actor(index,id)* c1 r" v+ A/ D! ~9 _
- @actors[index] = $game_actors[id]
% i I: C- |8 ?+ S3 N - end4 A+ {! i y9 i8 n& o7 m; y
- # 全灭判定. S" D& d$ [* f& Y+ q, K
- def all_dead?. e! K Z7 j+ w6 d# z0 r8 Q
- # 同伴人数为 0 的情况下
, B C% [5 o( M8 ~/ z r3 y, m- g - if $game_party.actors.size == 0
$ K3 j& F d& X- n2 ~! N( F - return false9 J. J; m& V9 R0 T7 Q1 i
- end- v# U9 h6 X7 D
- # 同伴中无人 HP 在 0 以上
) q9 y( T/ T7 l; ?/ t$ B7 g - for actor in @actors2
( e+ b9 r4 f5 P - if actor.hp > 08 X, c8 {& Y$ C7 Y4 Z8 V
- return false
$ [- w- m7 W" _) a# e# O+ s; R - end
6 k# S, a! `" t& E$ j - end+ p. a1 ` @' G5 g( d9 H/ \
- for actor in @actors! X2 n* s' D8 Y/ _2 L+ D' d8 `9 T
- if actor.hp > 0
- r L/ B, J. h$ \% k$ c - return false
. h2 s% d* A! a - end$ c3 M3 F' u8 ^
- end; B, O: X/ ^. h, j) T$ ^" n
- # 全灭
' W) E; Y! T; n - return true) U& ^" }4 j5 q7 |/ N9 M8 }
- end
2 I/ F+ q0 P! k1 i+ ] - # 其他角色6 h$ Q9 f9 X T* v
- def other_actors+ K: z& q) j8 m) N! y; f( N2 R8 q/ C# P
- actors = []
' C6 y" d1 o% H y( Y - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
* d. v. w% a3 p& B7 K! m3 D - return actors
1 `+ [" t- `9 t. S9 V/ ] - end
& d. |6 r9 M4 M - # 角色位置互换
3 C) T3 \" }: u+ e" J - def change_actor_pos(id1,id2)( A, r1 p' V- e9 B" m& w- M) s4 }
- actor_id = []
8 S" d) s4 H$ m - @actors.each do |actor|# K* } C8 q7 K* H( @
- actor_id.push(actor.id), f# D0 A5 T& {
- end. ?' s, ]( ]& R* H
- return if !actor_id.include?(id1) and !actor_id.include?(id2), ?% Y* Y( ?% F; Z- |# }" ]3 l: c
- id1_index = id2_index = -1
6 f& W; U( o$ s z' A - (0...actor_id.size).each do |i|
1 d: M6 k. U. X( j, G - if actor_id[i] == id1" l# i N3 A! |" W; Y4 [2 g5 @' w3 b
- id1_index = i
( \/ V$ X$ \; P - elsif actor_id[i] == id2
5 e) o# z! o1 y- I2 Y9 m" l+ } - id2_index = i
% ?% L' d3 t; R+ z - end7 L3 O' Y. ?* I- P) N B
- end0 f6 P G! t- J
- temp_actor = @actors[id1_index]
4 M' c% S/ K% O& M4 r8 Y - @actors[id1_index] = @actors[id2_index]6 [% k3 Y! P: B U5 t* ]5 W
- @actors[id2_index] = temp_actor- |1 }1 G. x: P) C: e f
- end. ~$ m3 v" @; m2 N; w6 \6 X
- end
5 Q- |8 D* ?- D6 w
% |# D4 v" l1 M4 B% v- class Window_Actor < Window_Selectable% Q- a5 j9 z8 D( V- k
- # 初始化
% r- A; [# o R% I3 h9 G4 l# v - def initialize; A: B$ @. ?& L9 w" }3 [
- super(0,64,640,256)7 T$ r" X8 G; O0 `
- self.back_opacity = 1609 w5 R3 k- d& Z O. }: y" a
- refresh
/ v5 a# I4 s" k J% g1 A - self.index = -1
. k3 Y6 i5 e5 ]0 r: r! s3 Q - self.active = false* S, T5 v( X" {, n$ }
- end
: ?5 ]; ]' U6 F5 L - # 刷新9 `9 ~' D+ M. Z* V( q1 p% X0 j) X
- def refresh* H$ e- H+ h: J8 J7 |
- @item_max = $game_party.actors2.size0 d. x1 i- U, g4 L5 W' `4 o& b+ c
- @data = []. ]2 ~8 k. Z3 K4 h; |% m0 e7 t
- $game_party.actors.each do |actor|
# D6 T& \1 ?7 z - @data.push(actor). F& Y ^. m! t5 `4 {% {
- end
! @2 j2 e. h' |( v - $game_party.actors2.each do |actor|. O& o8 ?( G9 }0 D
- @data.push(actor) if [email protected]?(actor)0 \& F5 N1 c t5 ]( i
- end6 B& x1 }4 i6 O4 t3 D- | r
- if self.contents != nil1 M# Q' ]5 Y" l$ H, ^
- self.contents.clear A% h1 a h: u$ l5 Z0 q' P
- self.contents = nil0 }9 k" D: v) O5 o0 x1 u* C
- end
& b+ W+ R3 S, k% q- |% T, P) _+ T - self.contents = Bitmap.new(608,@data.size*32)
, u/ p* h% d- H( p$ j - x = 4
# e ]5 c9 e# L# C! v% F- @ - y = 0
' C0 r7 l# Q$ g8 \ - @data.each do |actor|
8 G7 ]9 k+ C# C# \) _" m9 m - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), v7 H& i4 {' ~' [2 Q- K: O
- rect = Rect.new(0,0,bitmap.width/4,31) T5 e" @4 X4 H+ u' E2 S' ~0 T
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)+ l2 v6 `! U+ x* q; G j+ J+ l, c2 N
- draw_actor_name(actor,x+36,y)
1 V9 R! m0 u, q8 ^* [ - draw_actor_state(actor,156,y)
0 ]- X9 J4 Q: k: ? - draw_actor_hp(actor,x+256,y,96)
- Y; ^8 z! R4 k1 R& i - draw_actor_sp(actor,x+376,y,96)6 }' E; ~7 y- K) M" i
- if $game_party.actors.include?(actor)
. t5 O$ c* l8 l8 S1 L" n - self.contents.font.color = text_color(6)
6 u7 S' X/ F, @$ y - cword = "出战"
. f+ M: ^) v# `( p: ~9 L - else; e0 h4 F$ J' L9 e
- self.contents.font.color = text_color(0)
: e/ t( E5 d: ~' \# [1 q8 a - cword = "待战"8 I: ^6 Q" y7 }' W" N5 w7 b7 H
- end
. Y0 R! j: d9 r, G: g" w - self.contents.draw_text(x+496,y,60,32,cword)
) N1 n2 c y* A - y += 325 s' i: Q. o& {+ s, [- ^$ O' R
- end
" P3 K& B9 Y7 H# @7 P: U - end: F% t5 _) d9 N
- # 获取当前角色编号
$ l9 t: K- K# p1 { - def actor_id( X! ?1 O3 d. i5 h! V2 a' Z5 v% _
- return @data[self.index].id' [0 I: e: l" A: p- t& n4 R0 x% t
- end: _+ s8 a( ^) p1 L+ E$ `
- # 刷新帮助# F: s5 H" U. r1 t
- def update_help, @ T( Q7 A6 ~- O9 \! |
- @help_window.set_text(@data[self.index] == nil ?\1 k/ r' e: c+ n+ v' y
- "" : @data[self.index].name)
) Z2 z6 \- @, d+ T1 J: i7 z/ r - end
2 h0 ^5 P8 ?3 w. O# ?' w3 _ - end
0 q/ z0 j. W1 F6 \3 [
" B7 R/ n. v9 d: b2 V- class Scene_Battle
5 |# O8 u3 ~; r2 W - include LimBattlePlug/ _4 p5 z+ Q; ^9 Z2 P! O
- # 初始化
( f Z9 m) d0 h# u+ U/ D - def initialize
9 d1 c+ H( o q7 k - $game_party.set_actor_to_battle
% `+ o, ]& D- A4 D. } - end' R5 {- f0 D+ r# j- @( ` r
- # 主处理
3 b4 r% C+ z( U; J - def main) ^. Q$ }$ l) i3 h' q, B* ]& u
- # 初始化战斗用的各种暂时数据1 A! s% l' v4 j- @: j. A. p! _
- $game_temp.in_battle = true3 j! t& ?, p% j% U
- $game_temp.battle_turn = 01 u5 g4 e0 `8 p8 h" T: C
- $game_temp.battle_event_flags.clear
* H1 G3 o" J" j7 B - $game_temp.battle_abort = false6 Y" `7 l5 V: B, S4 `
- $game_temp.battle_main_phase = false& Y0 \, A2 w E2 l
- $game_temp.battleback_name = $game_map.battleback_name) W" g3 M; l# ~% e! R. a/ f) C
- $game_temp.forcing_battler = nil3 o+ n0 V* V9 n, }
- # 初始化战斗用事件解释器' Y# A3 {2 w4 M/ a+ g
- $game_system.battle_interpreter.setup(nil, 0)# U4 h, R/ D! W& N
- # 准备队伍
( Y7 O3 t h9 \+ O! m0 N6 J - @troop_id = $game_temp.battle_troop_id/ J( r' E3 m* c! c- r! g0 I
- $game_troop.setup(@troop_id). G4 P2 N6 y. t4 v! r
- # 生成角色命令窗口4 m: G( m& k9 F6 S3 n
- s1 = $data_system.words.attack ~0 m7 v x; e+ u! v6 v) | }2 W
- s2 = $data_system.words.skill Y2 u2 e! _& x6 o0 @
- s3 = $data_system.words.guard! [' F9 x ?/ a A
- s4 = $data_system.words.item
1 u- z2 F3 c9 C/ c - s5 = WordChangeBattler2 ^, ]3 O; @: ]1 ^
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
7 ~/ Y, J( R2 Q$ S2 K4 e& h - @actor_command_window.y = 128. m" V7 ?" v$ R2 P; e+ x
- @actor_command_window.back_opacity = 160
9 Y4 U! b# [$ h8 h - @actor_command_window.active = false
' s8 R' t, q, A* Y- _$ O | - @actor_command_window.visible = false
/ p! g. j! _3 h - # 生成其它窗口. V1 z" ]- K3 l7 y
- @party_command_window = Window_PartyCommand.new
' V, J4 M9 u$ X5 V6 H( O1 R - @help_window = Window_Help.new: e+ M* L% n& C& }
- @help_window.back_opacity = 160
B3 p8 I7 t' @$ c/ f1 W - @help_window.visible = false3 e" X/ ^* g" E5 V$ P1 j
- @status_window = Window_BattleStatus.new
& s3 l# k* o" Q: L. R! X$ q - @message_window = Window_Message.new
' t( N5 `8 r0 W0 ?2 X0 a; X1 L; k* ?: m# K - # 生成活动块
/ H! q h: w$ ^ - @spriteset = Spriteset_Battle.new
) y: |2 H0 b6 b+ P k/ Q - # 初始化等待计数
7 S/ |6 f3 x* F - @wait_count = 05 C( S) w1 _& e6 C# S
- # 执行过渡: Y# {; \7 v6 m$ ^( W, e$ L/ @0 O; H6 m
- if $data_system.battle_transition == ""
4 i% e% k2 r( K8 ^0 M0 Y8 ? - Graphics.transition(20)
9 x: K* {1 {6 |" h) t4 Y - else
1 g: r& f" `: c; j5 p - Graphics.transition(40, "Graphics/Transitions/" +) k: j7 Z: d. W* Y* x4 i6 N
- $data_system.battle_transition)
( I4 D% K, f* H2 S6 Y4 s - end
0 w/ Q6 X/ O8 Q' K' i - # 开始自由战斗回合4 T& }7 I# w( }0 }) {( R) M
- start_phase1, e: X. T$ t- j, ^) @# z
- # 主循环- g" Y/ b/ b4 O1 H+ x$ ?* c
- loop do% R1 g( M0 c [% }# U7 \$ s9 z# G
- # 刷新游戏画面
5 q, G( x3 Y% w3 B - Graphics.update% @3 m$ u' t2 I$ _, H$ x& h
- # 刷新输入信息# p }, A& d8 w C
- Input.update
" \. f- o- d. A" R0 X }9 _1 X8 u - # 刷新画面7 D% T6 B& A. K. w
- update
6 V7 h+ T Y6 `" l! r$ X6 `& t' S: H - # 如果画面切换的话就中断循环
* e2 g4 M9 K: W - if $scene != self# F4 i) A& V% @! s/ ]3 s
- break
1 L% T; L/ Z5 Q3 Y1 O* m. d& ~: h - end$ N5 k; Y# n9 i
- end
# s" s( B- a, _& }7 N, K6 B1 } - # 刷新地图& P; b6 N2 A' z' L i1 R
- $game_map.refresh- K) n" W m( `0 m3 ?
- # 准备过渡1 r ^% R# l# Z) E
- Graphics.freeze
5 w6 W7 m3 o8 j: V! \+ h# k - # 释放窗口# R$ e& b" h) q% w4 L" o
- @actor_command_window.dispose
+ M4 X6 l4 y5 i - @party_command_window.dispose. Q& i6 L3 I1 K9 C' _8 _/ F& Q
- @help_window.dispose
# \7 ^: F3 C: |0 [ - @status_window.dispose# s" r) j" g3 M! Q4 L+ t' P7 U: d8 O! t
- @message_window.dispose
8 P5 w) i/ O( v6 H2 m* j+ x - if @skill_window != nil
- s7 m& O% C0 n- t8 T" { t: g4 [. K - @skill_window.dispose. I, n/ b2 Y2 B/ v2 i! U
- end
`3 r8 [$ w; V8 ~1 W - if @item_window != nil
2 w/ [4 `' f, Z0 z6 o/ `! e - @item_window.dispose
2 f! L! V8 w# d! q$ m9 p3 h2 M - end# q3 P v" w+ K
- if @actor_window != nil
5 U6 u$ `/ T9 r; L - @actor_window.dispose
( t, [ J L! w2 G. F - end4 X4 x5 l3 S9 m' r# r* R4 U) C
- if @result_window != nil
) B9 {# m0 x6 Y& f. \7 I; P - @result_window.dispose/ v S, Q$ ^ c" G; ]- M
- end
' W# R4 `. |* N1 R - # 释放活动块; B5 s+ ^1 v$ M- {6 ^+ k. q
- @spriteset.dispose! V8 a W# @7 M& ^
- # 标题画面切换中的情况
8 P8 j; t* J: g/ x/ F G% m' p - if $scene.is_a?(Scene_Title). J8 ]) K4 T5 o
- # 淡入淡出画面2 [1 U+ e$ h6 N& |2 \' i* A/ }
- Graphics.transition
9 R. T3 o0 h' z4 |4 r% H$ U - Graphics.freeze |1 |! x( R% U t, d0 U3 x1 N
- end
; b, T1 X+ ?3 |0 ~4 v) i7 M - # 战斗测试或者游戏结束以外的画面切换中的情况 z1 s' u& X: x# i$ c8 A1 u' n+ B- H1 I
- if $BTEST and not $scene.is_a?(Scene_Gameover)
9 M1 _! ~' E, P, E - $scene = nil
8 a% ]$ t' j; J0 J; { - end
& a1 ^4 G7 ^1 N1 R; r' P, G% u - end1 [$ G# e0 ]7 j. O+ k# e* M- k
- # 战斗结束" Y9 _5 z! k A% q2 v+ }" t) M9 r
- alias lpb_battle_end battle_end
$ Z7 O9 m3 d1 }$ T0 H - def battle_end(n)! f6 ^* Z0 I8 ]9 _: Y" p
- lpb_battle_end(n)
8 O. f/ O! E6 _0 Z( W. T9 Z - $game_party.set_actor_to_normal0 r+ o2 @! `7 Z
- end. ]+ B& B( J* u$ A
- # 开始回合3
" w1 J% F; r9 M% X6 p" b - alias lbp_start_phase3 start_phase38 l8 }. k5 W; P4 y
- def start_phase38 ^' P' ]; Z% Z) A
- @changed_battler_id = []
: o$ Y* n2 j$ m, F - lbp_start_phase3% o. R1 q/ Q" e5 n
- end$ |7 [! W' \, x* X
- # 刷新角色命令回合画面, z9 U3 v. m' o* n1 u9 `
- def update_phase3* \$ h% I$ R7 C7 ]0 I
- # 敌人光标有效的情况下! [ i1 M- y" A
- if @enemy_arrow != nil: ~$ p' r! |6 t0 ~* c
- update_phase3_enemy_select
; Q O3 W/ s8 ^9 N5 E) i - # 角色光标有效的情况下
4 m" h) S7 Z d1 N9 |$ c" p - elsif @actor_arrow != nil
) N1 V+ u8 D- S+ c( Q, j - update_phase3_actor_select
Y: i! O% E. u+ g# t - # 特技窗口有效的情况下$ z h; a ?( n F
- elsif @skill_window != nil
( n* K0 k6 ]+ @ - update_phase3_skill_select" A5 R2 f( e' z2 y' i
- # 物品窗口有效的情况下
* n/ U: J" A8 G" y/ a% O, y; T - elsif @item_window != nil
/ t( w# k3 p x& |$ R7 m" m: _2 }' y - update_phase3_item_select+ |3 |3 i2 f& R+ {
- elsif @actor_window != nil
0 w" ~( n) v2 X. Z2 w - update_phase3_battler_select9 h; L* s8 ]( ~( {( Z3 c
- # 角色指令窗口有效的情况下# O+ a% v/ v& n7 N
- elsif @actor_command_window.active8 l: u1 {7 X S; a0 V9 K: W
- update_phase3_basic_command
) x$ h, M6 Z) b9 S. l - end- ]+ p5 t: c( l, K) ~2 [: ]
- end
+ s" r( P4 V5 x& z - # 角色基本命令0 m( ^$ C& v! N" a$ [5 N
- def update_phase3_basic_command! c6 a2 \* s4 r! i+ j1 A
- # 按下 B 键的情况下
Y7 H9 q8 p4 b- M# G/ S - if Input.trigger?(Input::B)# u" f6 D0 R9 Q+ C0 b( O
- # 演奏取消 SE/ G7 f0 v" F4 R
- $game_system.se_play($data_system.cancel_se)6 h8 S( U+ l; x
- # 转向前一个角色的指令输入
; i" m/ V' p* L, i" L4 U$ K5 k: N - phase3_prior_actor) B# H: U& Y) \ o: a! y
- return
9 N6 b# f7 H6 D5 Y8 N: \ - end9 \7 X# `+ M# ^2 T7 ~
- # 按下 C 键的情况下! c6 R, Y" C o
- if Input.trigger?(Input::C)3 }. b& a" b/ K
- # 角色指令窗口光标位置分之7 u; Q; H% s9 {8 R
- case @actor_command_window.index
4 C- Z" w9 A1 ~$ w9 {" y/ O+ K - when 0 # 攻击
7 |; S4 L. y3 r4 `# U* u - # 演奏确定 SE
( @5 d1 s0 A! d; d n8 K$ L; C x - $game_system.se_play($data_system.decision_se)
: C4 [( P( r) H9 r - # 设置行动
2 Z* J: U+ s+ b+ e+ n5 C - @active_battler.current_action.kind = 00 u2 ~% c( I# I; O1 I' j5 ?; b3 O
- @active_battler.current_action.basic = 0
9 Y5 d" T+ b0 S6 j4 C - # 开始选择敌人
9 z% w a' u+ |/ i* K7 h* M& U, K - start_enemy_select
: P+ k$ F: d- O7 @5 P* j# E - when 1 # 特技
0 {" I$ H" K8 H9 u, ]2 G - # 演奏确定 SE
/ o7 J: ?# |, Y$ y9 | - $game_system.se_play($data_system.decision_se) L) d6 F3 r$ ~# [
- # 设置行动( n# q% R4 U9 W0 w4 B% {
- @active_battler.current_action.kind = 1
2 V) c! a# x; u3 _ - # 开始选择特技* s9 M- b/ T# T
- start_skill_select
: ^; f5 G) t. a9 \- A - when 2 # 防御' ?! s' O3 P& `) F- w
- # 演奏确定 SE2 z2 x$ M; j4 U6 j. L2 E6 P" a/ d
- $game_system.se_play($data_system.decision_se)3 X2 t0 M8 m5 m7 q
- # 设置行动
7 R7 | G( [9 n% g% A9 @ - @active_battler.current_action.kind = 0
, p9 T; k% y- |* a2 K - @active_battler.current_action.basic = 1
- W# ?% t b8 x! A# J - # 转向下一位角色的指令输入8 X6 K8 N% ]4 C" @+ Y1 P% a: X
- phase3_next_actor! \; l3 F. B- ~, x) k/ D, D* g
- when 3 # 物品
6 e V! N. |5 e5 t# ~- g - # 演奏确定 SE0 `2 G7 G9 r8 m$ v6 u
- $game_system.se_play($data_system.decision_se)
: S" T! x0 ?; u/ f! r+ I* t - # 设置行动0 k% L3 a8 V# f
- @active_battler.current_action.kind = 2
9 W+ D( o. w6 F0 x& w; F( Z+ o - # 开始选择物品) ^+ F3 N6 h3 R
- start_item_select
& s) q) ?) q, J* @& Y - when 4 # 换人
2 g) O2 H0 T: d% ^ - $game_system.se_play($data_system.decision_se)* N) Z% G* k3 Y" A" _7 T8 r9 \
- @active_battler.current_action.set_change_battler" r4 _: p9 b: K& G
- start_battler_select5 Z, n/ y& L I: D& T) R
- end5 H) z7 X+ Q K
- return0 _, E" g2 h" B, S! Z) p
- end0 p! K' o' I4 O1 |3 y1 W) j7 e
- end
4 t6 i u3 u2 u* q$ i9 D. W! W - # 开始角色选择& V; X& H4 e# b# Z7 n" t' N
- def start_battler_select# g. \0 x3 c" ~" @
- @actor_window = Window_Actor.new) f* z" J) Q( n" x6 J' G
- @actor_window.active = true
& l7 q% G3 K) C9 e1 W - @actor_window.index = 0
; g5 Y" `/ s M5 q( c0 C - @actor_window.help_window = @help_window, G: ?& z2 @+ n4 ^! G- W) X; K% P
- @actor_command_window.active = false4 q( p, S6 V2 H2 E
- @actor_command_window.visible = false1 S1 _4 F6 ]; ~: A% ?. {
- end
* f! g& {+ L# u/ }9 } - # 结束角色选择' t( d n6 V8 w4 U1 Z! q B- Q
- def end_battler_select% i1 b" y1 Q' p2 r# _4 y& @
- @actor_window.dispose% Z( `5 }: t3 N! L' L" N: H w
- @actor_window = nil/ D; a6 g I7 ]) w9 T
- @help_window.visible = false$ P& X7 N- b% }
- @actor_command_window.active = true$ r% _: x; S0 e+ I
- @actor_command_window.visible = true' }* u7 N B$ s: Y4 v! s2 l
- end
& c- d, `5 ]! K - # 刷新角色选择% N; n# u: |& x! @
- def update_phase3_battler_select
% [+ x5 b6 V9 k& L - @actor_window.visible = true
' ?8 ]" T3 R! j9 c - @actor_window.update; p# y% I# o4 E
- if Input.trigger?(Input::B)! Y0 Z* Q0 m2 S/ {6 |# O
- $game_system.se_play($data_system.cancel_se)/ e, v$ ~& ~, }
- end_battler_select
9 j2 w3 |3 T' ^+ x1 K& A5 e - return
9 }4 M4 p6 j+ B8 W1 i - end2 p/ q; {5 X8 J5 Z& _
- if Input.trigger?(Input::C)4 ]1 Y1 C, f) M
- actor_id = @actor_window.actor_id
i0 d' Y {6 Y& L! [ - if $game_party.get_actors_id.include?(actor_id) or
: ]2 ?, H( y/ Z - $game_actors[actor_id].dead? or
. _: n2 w- c$ z2 [( M - @changed_battler_id.include?(actor_id)
3 v1 l: I$ [) ?7 H9 Q. O! o6 G! m4 j - $game_system.se_play($data_system.buzzer_se)
, O/ S9 Q- o9 u A - return
1 x. z' n# E+ v7 U9 w/ d - end
# _$ ^8 w, A" x) n" N: _7 F - $game_system.se_play($data_system.decision_se)" K+ S7 x/ V" G! e( f
- @active_battler.current_action.change_to_battler = actor_id
1 m; \) h( c9 a - @changed_battler_id.push(actor_id)
' F+ ]4 F c: e" X3 R - end_battler_select
& z% k% P2 ?! T0 v9 A8 p8 M* G7 V - phase3_next_actor
; p3 U- W8 a# F' y - return
; n4 t% f7 r3 L# y! Z - end
0 ~1 M5 `3 ~! ]! \ - end' s' `1 i2 l. ^( L& j, z* \
- # 行动方动画
% k. ?4 ?( I( N( ?/ O- `/ Q. X% G) c - def update_phase4_step3
4 W0 c: ^3 p, X+ x& K$ w& j - if @active_battler.current_action.is_change_battler?
- r$ {7 I5 ?& w, d! \: X) z$ S - @animation1_id = AnimationChangeBattler1 B* {% \9 u6 A7 `) h3 F. f# o
- @target_battlers = []
& r2 D+ N& {& F# s6 i5 N - end
! C: f. S& y. @8 Q: q - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
/ G) H6 A) e. x$ m% ?/ T$ T - if @animation1_id == 0/ i' h0 P5 \" t8 l6 T
- @active_battler.white_flash = true6 e, l) ]/ {5 ~, x: } S8 T9 t0 p
- else; x: N' N% g6 r3 z6 d( \; ~2 S" [8 u; T4 Y
- @active_battler.animation_id = @animation1_id
" l) Q) o* h5 L - @active_battler.animation_hit = true
5 ? t. b5 G0 F8 a! F) [ - end
6 T9 X9 A( D, x! z: H - # 移至步骤 48 O2 F4 H$ G4 v3 `
- @phase4_step = 49 n* |) P/ K" r3 X2 u' [
- end+ n6 }, ~0 u! h0 n+ w D
- # 对象方动画/ o: a( f5 ] U, F6 `' v1 S ~. R
- def update_phase4_step4
- x, y5 W+ m6 b5 W4 D1 t" ` - if @active_battler.current_action.is_change_battler?/ o( v2 x7 U0 o* U
- actor1_id = @active_battler.current_action.change_to_battler
+ U0 Q5 ^5 Q4 ]5 W% C - actor2_id = @active_battler.id
% g" T3 K! y- ~1 L - (0...$game_party.actors.size).each do |i|
( @% a" _7 f" e) B% U - if $game_party.actors[i].id == actor2_id
9 b5 G6 D1 B0 h; l2 i4 g - $game_party.change_actor(i,actor1_id)
) z+ O; ^( G4 f) k1 s) g/ E7 I% | - @active_battler = $game_actors[actor1_id]
3 \5 f9 @4 \+ i4 {2 p) x - @status_window.refresh
8 G0 x' G; Q- u5 @6 E* D - end3 }$ ~0 @6 Y' j. R Q5 D, {. X8 j
- end- h9 E) q" ]+ k2 v
- end/ Z' q6 N" k& W
- # 对像方动画
6 O+ ?* N: b9 K( t, y1 {, T - for target in @target_battlers
9 d6 P* f1 L3 D: V3 }3 a D3 u - target.animation_id = @animation2_id* @ U8 ]; ?6 i+ J' M5 W" m
- target.animation_hit = (target.damage != "Miss")
7 e# D& q; E# h6 _ K, f! n - end
! M, o; t9 l7 V+ f0 D - # 限制动画长度、最低 8 帧
8 R3 E+ z7 C7 w1 ] - @wait_count = 81 i$ T8 C* l% n1 ]( {: n3 y# m
- # 移至步骤 5 J* x P3 ]+ x+ d
- @phase4_step = 5, u2 g# M$ U# P& W" v$ U
- end( w! ^: l1 c. u6 \ t
- # 公共事件; |( I* G* c5 \
- def update_phase4_step6
- u+ X! J3 Z% \ - @target_battlers.each do |target|
% M2 {1 F7 M! R; V, n: u3 I+ U4 z - if target.is_a?(Game_Actor) and target.dead? and. ~6 V0 t3 L2 l
- !$game_party.other_actors.all?{|actor|actor.dead?}" l: z& @, P& T' `$ A9 @: m
- @actor_window = Window_Actor.new
+ Y) w+ {6 d" \7 K# S) i - @actor_window.index = 07 S. t- Y. H! t: [; I& D
- @actor_window.active = true9 D+ v3 [- {* v9 \+ Q
- @actor_window.help_window = @help_window
; u, C0 W+ M+ k3 F6 `8 F' T" l - actor_id = -1* c. _0 K8 Y, u
- loop do1 g2 [$ Y# l$ ~7 d
- Graphics.update
+ e' h) P& {7 B; _ - Input.update
. c/ o- P% e, f0 y' L. X - @actor_window.update/ u) v# [1 j X3 ~2 N
- if Input.trigger?(Input::C)
' ]& z8 P# |! i9 T, c% A - actor = $game_actors[@actor_window.actor_id]
0 e1 F4 o( N4 @5 U8 d - if actor.dead? or
9 r) A& ^5 ~6 G - (@changed_battler_id.include?(actor.id) and 8 p# E- a) V# W; }1 n
- target.current_action.change_to_battler != actor.id) or4 c# Z6 y& l, ~
- $game_party.actors.include?(actor)2 T+ @* y9 C8 i
- $game_system.se_play($data_system.buzzer_se)* Y: v, Z/ m5 K
- else; h& a v; y( \$ \0 d
- actor_id = actor.id
6 Z" n: o, o5 `% R" {9 e/ B - end8 D+ Z1 _7 h( g$ G
- end" M- F; f+ {: P7 ?1 q* ]0 M. y2 I7 C
- break if actor_id >= 05 Z- _' U M) C; G! Q
- end
# d9 y7 g5 S6 L - @actor_window.visible = false2 g7 b7 _! b# p% _1 ]
- @actor_window.dispose g" p- S, [' \# k' R, E4 @
- @actor_window = nil
1 A, B; M1 C% t+ ^ - @help_window.visible = false# ` m( C' B9 V [; C
- (0...$game_party.actors.size).each do |i|
7 F+ h: }* q% t! S( U6 n/ W3 [ - if $game_party.actors[i].id == target.id
* I5 f: ^. q, F4 n - $game_party.change_actor(i,actor_id)
7 Z9 @0 q9 [$ z9 y - @status_window.refresh+ |7 O- C4 z7 B1 n: g4 b
- end$ F3 `) p) i* A5 j( O" Z0 W0 ]
- end/ s- H* _* k' i5 J
- end
6 @& K- m: F1 v* u3 H8 i/ N" f - end
4 t% [" U/ i& E7 ` - # 清除强制行动对像的战斗者
3 {! V2 d0 g) T6 t Y" ] - $game_temp.forcing_battler = nil
4 Q9 J4 k/ D% z& h: }" W - # 公共事件 ID 有效的情况下& H) C( l! X; d. i6 \. W3 a' O
- if @common_event_id > 0
2 ^# |- a% ?" c- |+ P/ D - # 设置事件# w8 X9 D& h9 w1 B; T
- common_event = $data_common_events[@common_event_id]% V3 d' K6 `" u- M+ k
- $game_system.battle_interpreter.setup(common_event.list, 0)1 R# L- ]* X7 D
- end
4 F% { U5 T, u' a; X/ D - # 移至步骤 1
* n% H% K% V m# i0 w% F" \4 z - @phase4_step = 1
- W; I: Z) ?& J9 b1 V6 V2 N - end( i% A) v( p; E; {
- end
4 w% {# m7 Z6 X# A6 ] - 8 w9 v0 O; Z, E2 Z: z8 P; V
- class Window_MenuStatus
6 F3 D& T' Y: j! ?0 {7 q; s) w - def refresh
$ G* j7 D3 }" }0 A& G - self.contents.clear
, W" c" W2 s8 ?1 l+ m. R1 D9 J" J% M - @item_max = $game_party.actors.size, g" q. P8 O( U) q3 N
- for i in 0...$game_party.actors.size, L) i$ g& j* k4 R
- x = 4
4 a: K2 y8 G) o% C - y = i * 32: T0 a: Y9 O$ r' G% ]9 S
- actor = $game_party.actors[i]" ]$ e- ^9 l7 V1 C9 T' U
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)& G' R z) U9 D7 k/ m8 N+ J
- rect = Rect.new(0,0,bitmap.width/4,31)
9 f1 q9 Y- O8 \: F0 F0 C. u. }. F - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( G5 l2 `* m, l3 o - draw_actor_name(actor, x+36, y), l+ d) Z) a- s, ?- a9 z
- draw_actor_state(actor, x + 136,y)
- q. g5 y- v% h3 f- ]; T- l6 s - draw_actor_hp(actor, x + 236, y,96)
" J' v4 y5 B; v8 g6 y( b - draw_actor_sp(actor, x + 336, y,96)
1 ?6 B% f8 b3 G- n$ T6 H( [1 T - end% q% x; o. i& w H8 h) R3 ~. e
- end* x4 ]7 D& A. ]% [, i
- def update_cursor_rect
) _4 W7 s' b& _5 d- S - super) ?+ W6 T3 N8 |+ u5 H0 E2 ~/ \
- end: \2 e( y$ v; O8 S
- 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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