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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
& Y( s _" ]% C$ C
+ o: [' x( p: Q; ?- f) X: C5 A8 [2 i- # 队伍最大人数
; h. N7 Z _) r - MaxPartySize = 8
6 R M) w0 o- r - 1 B4 _& q U% y9 p7 z
- # 出战人数3 e' t2 m3 a' w2 |* ~5 x3 E8 @( a
- MaxBattlerSize = 12 G' t( L4 ?! y
6 u) r, \& F: S2 V( L$ V- # 换人语句# p# c: u+ p2 Y- s/ S
- WordChangeBattler = "换人": l* n" x9 ^( W( a* |2 f+ ] A) ]
- # d% r f% T {& z! r
- # 换人时播放的动画
. T+ w- a3 {( ^' i9 C- M* {2 o - AnimationChangeBattler = 264 S7 ?$ P" F: N& C3 s
# L$ O; Y" n9 {7 n0 g- end
# B+ s0 q- F! q! s5 u0 P
* J1 m" }9 D$ J4 `$ A+ ]/ ]" Z- class Game_BattleAction
" ?4 j: u' n9 Q9 e+ V - attr_accessor :change_to_battler1 v! \: I3 H$ p D+ B ?% K
- # 初始化9 [; b A4 U, h8 v2 H
- alias lbp_initialize initialize6 r" M: N; |! j7 d
- def initialize
5 K) f6 F1 _5 P/ B4 w/ B. B - lbp_initialize$ {& s" r# _1 ]4 ?
- @change_to_battler = 04 E/ a$ v2 v1 Z1 {
- end0 b( O" @" r* `. m& U& V" g+ {" ~7 r
- # 欲更换角色编号
! M5 W( X+ r" z0 ] - def set_change_battler
6 m, W0 O9 J, _0 Z) v+ a - @kind = 3
' c# \1 q3 x7 k, P3 Y+ l; K$ g - end
' S9 K; Z; }& D0 X# K5 e( e - # 判断行动是否为更换角色& Z9 H% w0 ^/ [1 L5 s
- def is_change_battler?7 ^* c/ U K9 _- x+ _
- return (@kind == 3)
) j2 N' o c0 ~( V - end W! z, Y* A [. b' B. l
- end
% a! f: e6 S* B1 O+ r - # m9 W! d# a" D& }; R
- class Game_Party5 h/ D {7 x$ X8 W/ l: t
- include LimBattlePlug) F# c! x$ l* v6 A" e
- attr_reader :actors2
) h1 I! p1 d, `0 g* R9 |% w" @' I - alias lpb_initialize initialize" [! v% V" W! R6 h$ W' i3 {2 {
- def initialize" J6 E9 S" J% T2 m- O
- lpb_initialize7 Y S, l# s. W0 _# J! ]1 A
- @actors2 = []
% F- p6 q% s. a, A, o, S - end
+ P- b$ l4 `0 [ m) y - # 角色加入
: M: X, F4 y$ B6 f0 |4 T4 D& V - def add_actor(actor_id)8 d) f8 g: P8 l6 j7 _* b, T
- actor = $game_actors[actor_id]
4 _& J4 K1 v6 S% m( o- z; n - if @actors.size < MaxPartySize and not @actors.include?(actor)* q0 l8 d3 B- u8 E( Z6 I. D; i- k0 t3 A
- @actors.push(actor)( g' |9 W j: R" p9 B
- $game_player.refresh
$ I1 ~, }) e+ ~' N - end6 ?8 u# _* _4 `! f1 E: [$ L
- end7 K3 d1 X" ?" P) u" ?0 S' o- d
- # 设置战斗的角色4 }! b. W7 t0 _) ^/ J
- def set_actor_to_battle0 |- U$ V+ T$ i# [5 i
- @actors2 = []
) N' J \) J/ u" l1 a& U! V - @actors.each do |actor|
% B, \2 h" D$ l. n - @actors2.push(actor)
" @1 b. k' c, _& W1 x7 r5 W - end
+ t! r+ ]/ z3 l. e - @actors = []; R; l( D: A4 U. l
- @actors2.each do |actor|
$ ~& _9 o y# B( ]$ N - @actors.push(actor)
) h, P3 A) r& [4 L - break if @actors.size == MaxBattlerSize
) \% K+ Z6 T7 t9 w2 c+ ^$ i+ D - end
0 S. V/ W/ ]0 c - end: M0 K+ I# o- a' d8 O
- # 还原战斗的角色! @. F: a! W3 u) T7 h$ N. p; Y- Y/ x
- def set_actor_to_normal
; |2 t+ Y1 c: W! O) E7 j: \5 y- P - @actors = []+ ~; d- _, F e- J2 @1 G
- @actors2.each do |actor|9 j" B0 H i7 V, P y5 r
- @actors.push(actor)) e d4 |4 y9 N$ B5 ~" a8 f. K+ j' Y
- end
9 m* w. U' j3 L H$ u( X - end
' x8 X2 h/ t' O1 A- o - # 获取角色id数组& Q; e8 V, q* x0 @7 g2 o" |1 ~) \
- def get_actors_id
6 Y4 C/ a$ o, C4 t% z! [$ h - id = []0 c" x. `4 {+ Y& _/ X) d7 o
- @actors.each{|actor|id.push(actor.id)}
( ~; x$ x# k. `' f& ]# u( }7 ^ - return id: F Y1 G2 \2 ]
- end6 V% Z: q( _1 M3 ~3 Z: v5 N
- # 获取角色id数组
/ g7 y: s- V9 [: I$ k* l - def get_actors2_id
) r8 \9 d4 D3 z$ X3 K - id = []
5 f5 P% d$ t I2 F* ] - @actors2.each{|actor|id.push(actor.id)}+ m8 l4 }0 J; d9 O: A0 j4 e8 a
- return id; Q6 r( \* Y7 A% F Y
- end
6 p8 ], G& C& [1 s8 s - # 兑换角色3 o" l2 X* e4 U& ^ ?
- def change_actor(index,id)4 A' j& o. O! `% |2 c3 }- }
- @actors[index] = $game_actors[id]
) c4 F" d* r' I% u: `, x4 D+ e5 v9 { - end7 K- u$ a1 K2 T( y; s) ?
- # 全灭判定$ H8 a# _7 a. ~! p
- def all_dead?5 `% l; L$ `+ M! O {+ P- B
- # 同伴人数为 0 的情况下% O l$ K! f. D$ L
- if $game_party.actors.size == 0
; x3 F- T. d" K - return false' o% |+ `6 r* Y a
- end
7 R s. p( {1 l: H$ N, g - # 同伴中无人 HP 在 0 以上6 C+ A; e' N7 L$ _
- for actor in @actors2 C( a0 y J0 T+ F( x$ u
- if actor.hp > 0' E8 q* E( X- S1 {, k; B/ K
- return false: B: n* r8 s' v! b$ K! l5 k
- end
8 v; D$ ]# T- | C& [8 r9 D" G - end
2 J7 k5 {* U+ {3 n t6 @ _( l - for actor in @actors9 W6 L# T, r" u3 S6 ~# @" V
- if actor.hp > 0/ s* t! S ]8 j% k
- return false
. u, }4 ^4 f. l1 ?- W7 ^# R - end
; a" O! S7 ~$ Z* X1 L - end* H$ x; f+ B) @% p1 B
- # 全灭
2 x. @0 `( j+ D; g* l& S* Z - return true
( i% s* o l" a8 N- w - end7 E/ R Z9 x E7 Y4 F: O" g
- # 其他角色
0 N/ ^: H- J0 R4 f: D% P# ` - def other_actors
. v: a, K: i$ _% W0 t* O4 L+ C1 C - actors = []
9 i0 M" L' g9 \2 n! {5 T - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
3 M; x3 s1 N% E$ T/ h - return actors2 i* q7 y" f' T% x! u$ ]
- end+ W3 [) M' p" F8 F' y* _. @9 f, O8 p1 y
- # 角色位置互换! I& M' Z+ s, U
- def change_actor_pos(id1,id2)' G9 J0 [5 E7 j, V ?" {
- actor_id = []
% I# {2 Z' D* G - @actors.each do |actor|
; b# S, {' N+ y; c& e3 a" _ - actor_id.push(actor.id)
6 ?9 Q; [' ?% z R% s2 F - end
3 Y/ x9 s% O4 p0 q - return if !actor_id.include?(id1) and !actor_id.include?(id2). _3 x' ?5 ~" \# ~0 \) j$ r, s
- id1_index = id2_index = -15 u. s; f: b" v, ]: v$ l* O
- (0...actor_id.size).each do |i|; d$ B1 k/ A/ f- n$ I6 t- {
- if actor_id[i] == id18 S$ K; h2 s. Z+ S3 `: c
- id1_index = i
, K7 Q5 h5 `! ~# r - elsif actor_id[i] == id2' Z% _" e* \. q8 ?1 I8 C) [
- id2_index = i
A) D* ], h+ C0 v2 H8 v; n& `6 \. h - end7 `' \8 O9 \* M( F; y
- end% {& T& H7 o8 b- Y# q
- temp_actor = @actors[id1_index]
# M8 q2 l: ?, g7 ~% v - @actors[id1_index] = @actors[id2_index]
' z0 k2 g& T' K+ ^7 { - @actors[id2_index] = temp_actor" u6 Q. X2 ?. p
- end& L6 s' |9 |& Y1 I7 X. I
- end% f* Z" m( X. H- o5 i1 o5 n- V
8 Z" @8 J/ b+ c6 ?+ f$ m+ o- class Window_Actor < Window_Selectable
" T1 w6 p& q0 w - # 初始化
5 ?0 \+ a* v9 \+ M5 _7 T3 c4 K) N - def initialize& K/ r3 D4 Q% D; z* K
- super(0,64,640,256). w2 b$ g& c+ Q+ O7 \! @9 F
- self.back_opacity = 160
- }- A, q2 u( d& a# N! N - refresh$ U" L/ v) S E! F% j
- self.index = -1
( A \6 F }5 u$ B; z4 z2 d, `; C3 r) `7 ^ - self.active = false+ U3 h! w7 K9 Q- Q. ]
- end
3 e3 U P8 L1 A7 z: E - # 刷新
, t. L' M7 n, j - def refresh& R+ O0 ^3 I l
- @item_max = $game_party.actors2.size" S0 e9 g- o7 {2 |6 e
- @data = []
: T7 ]4 e; p1 L# l; h/ O3 r - $game_party.actors.each do |actor|5 ^6 P9 H6 ~1 d P7 u* h
- @data.push(actor)
Z8 E- u1 u( l! b+ W4 H - end8 Y! ~% I0 X _6 S }- X
- $game_party.actors2.each do |actor|2 @; U1 p/ n) g8 g7 ~. N- k
- @data.push(actor) if [email protected]?(actor)
( m8 ?8 M' Y/ ~$ V - end6 K+ d! `5 `9 K5 c8 w2 w8 T) K1 C
- if self.contents != nil
`- e- ?3 h: n3 r( o - self.contents.clear5 g6 L+ @' E; @! U1 y
- self.contents = nil& l7 _' T0 Z3 [
- end
G5 k" M- [0 z# W - self.contents = Bitmap.new(608,@data.size*32)/ O/ ~7 {' F3 s4 O: }; a
- x = 4
* v, z, r' n( X4 [: V8 J! H4 E - y = 0! k; v! q2 V/ a" c7 ^
- @data.each do |actor|, K2 m9 n. g* f" e; a1 [% O6 T
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
6 P" W0 ~5 \* I5 d2 a - rect = Rect.new(0,0,bitmap.width/4,31)
2 P4 _0 f" h1 d' I: K4 x+ ] - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)5 J! O& }. v* L6 J
- draw_actor_name(actor,x+36,y)5 Y; Z4 ~4 \# ?
- draw_actor_state(actor,156,y)
3 r1 H" e/ n3 K& g6 x- {6 ^ - draw_actor_hp(actor,x+256,y,96)! o. v" }& q8 e* y* Y3 o
- draw_actor_sp(actor,x+376,y,96)
6 p1 I/ j: S/ \4 Y - if $game_party.actors.include?(actor)5 c' b, ~0 z s& j+ P
- self.contents.font.color = text_color(6)9 G5 g/ b& _+ b; I2 I4 I
- cword = "出战"9 I" S- C$ r' i7 @2 B5 T
- else9 m, L1 |' R9 J- ?# k( V
- self.contents.font.color = text_color(0)
$ w" l5 y6 z/ K# y - cword = "待战"% _3 s9 Z7 k/ x$ E8 E
- end
2 w. L. c9 c6 }1 G e+ j( {& q( e - self.contents.draw_text(x+496,y,60,32,cword)5 L9 h4 V. g4 `7 h# ]+ K
- y += 32" y+ k8 J1 ^7 J) x1 B8 x" c
- end V/ t5 u0 u4 q: ` T. |/ \
- end
2 ~7 U: J' c7 _4 d - # 获取当前角色编号
9 R/ {& x" a9 p8 N" f8 _4 N - def actor_id
1 d7 ?, o. b7 Y - return @data[self.index].id5 b% x% o$ T$ U5 ^7 F" r' K' z
- end
$ ~4 L# L1 \/ j - # 刷新帮助4 |& a( Q, l* Y0 V; k. n" a0 E
- def update_help
* E& w: K0 s4 G1 h% I, @4 B7 W - @help_window.set_text(@data[self.index] == nil ?\, v' S* t% f/ O5 q. @: X& L4 ]
- "" : @data[self.index].name)% }$ U8 t6 P9 ^ r X
- end: @: \2 ~6 N& d( z# C4 j- w
- end
' \+ A: m3 ~5 p( e- ^ - ) t9 |& h! ?2 E) ?
- class Scene_Battle2 f9 _( Q3 {. @, \" m
- include LimBattlePlug' s! t' Q1 }. i. O: u8 }7 u
- # 初始化) l# d- j; G7 p0 z* W3 |" V: K
- def initialize
# l( u) a/ g! W% J) }) g' X - $game_party.set_actor_to_battle0 a0 F/ R/ U0 P% O9 ?
- end l/ u# J6 [! {
- # 主处理3 x) n2 y" [ p8 A. |' Y
- def main
% y/ J& B+ Q* s% `( R- W - # 初始化战斗用的各种暂时数据
. g9 a5 k. i7 v6 w1 m. X4 \6 R+ ? - $game_temp.in_battle = true4 ~' X* X' ^7 K- H& {& @
- $game_temp.battle_turn = 0
1 R6 _5 ?+ [; A# M+ O0 F+ n - $game_temp.battle_event_flags.clear; x- u; E; m6 V( {
- $game_temp.battle_abort = false
7 K; a4 _: N8 Y1 P6 H - $game_temp.battle_main_phase = false
- o/ Q% ]& I/ M& K. y - $game_temp.battleback_name = $game_map.battleback_name9 m: p! g7 |, F* o( G# w8 @' P
- $game_temp.forcing_battler = nil5 m+ O# a+ D: ~7 J1 Z1 D1 n, |" e. p
- # 初始化战斗用事件解释器
' H$ R: c9 _" P) }8 T9 R& } - $game_system.battle_interpreter.setup(nil, 0); F% F6 |% `3 @) {( ^- }9 D
- # 准备队伍5 e' r1 N) q, q V9 m6 u# p
- @troop_id = $game_temp.battle_troop_id! q- _6 [3 q# s3 f
- $game_troop.setup(@troop_id)
; b6 a, p7 W/ p. {; \8 ^ - # 生成角色命令窗口
% s' @1 B7 y/ z9 w+ F - s1 = $data_system.words.attack
+ }) p7 C/ \! m- [: _. r0 L - s2 = $data_system.words.skill
9 [9 `: m$ s8 D* x - s3 = $data_system.words.guard4 s0 k; V; o+ X0 W( R3 K, I c
- s4 = $data_system.words.item- C: u! ^( b; R4 V8 Y
- s5 = WordChangeBattler
- }2 x: Y6 e, ?8 V4 i. { - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
. I, H2 G! l9 O1 ` - @actor_command_window.y = 128
' W1 Z3 T) x" ? U- R: W - @actor_command_window.back_opacity = 1602 d1 T& U/ P4 ~- B
- @actor_command_window.active = false* x( g9 L6 D5 @' U8 d* V
- @actor_command_window.visible = false8 ? x: v7 B+ _/ |5 g8 a0 |
- # 生成其它窗口% d9 g& s$ C# q' T8 V' O! m+ V
- @party_command_window = Window_PartyCommand.new( a( A8 T: U1 \/ t( F
- @help_window = Window_Help.new
4 D1 K/ M" [: x6 X( R - @help_window.back_opacity = 160
1 \ T1 a: ?! D* M- Q/ B! L! K - @help_window.visible = false
" q8 f: ^* U5 `3 h - @status_window = Window_BattleStatus.new( J) i1 ?9 i. i. ^: _4 O5 T2 y9 Y
- @message_window = Window_Message.new
* m6 v! o9 `! `& i5 H - # 生成活动块
9 }0 _8 Y* s( C8 L( h- c# K$ H - @spriteset = Spriteset_Battle.new. \7 F% ?* H& U* _* ~
- # 初始化等待计数3 t! H+ N5 }- `8 a
- @wait_count = 0
. N# ~1 v* | _* ^2 ? - # 执行过渡
! W2 @" T9 S- i6 W- P: ` - if $data_system.battle_transition == ""
: G! a4 b" R3 ]. B0 \2 c8 L$ k - Graphics.transition(20)
9 e# f: N1 v' E+ y2 c; j+ ~: r X - else
7 h: `" U, j, _; W- N! {3 t - Graphics.transition(40, "Graphics/Transitions/" ++ |) a1 j/ C" _ y; }* @. q* C
- $data_system.battle_transition)7 E" |! N7 o# A* S
- end
$ x3 d k: @+ `# |3 F - # 开始自由战斗回合6 q+ e! G5 w, L; l( N8 F/ [
- start_phase1, D" o" r1 [0 f2 H
- # 主循环 b6 [2 S( L8 R
- loop do! T, ?$ y! Y! s
- # 刷新游戏画面# m8 Q# x# c b6 r6 Y
- Graphics.update( v+ u* Y! U% k# e
- # 刷新输入信息. _ Y2 Z% R( }3 t
- Input.update
1 ]$ |9 G2 y* k* t - # 刷新画面5 i" z- }' u1 ^/ g3 }
- update
6 x* S7 B" Q& @. W& t1 N8 i - # 如果画面切换的话就中断循环
+ T1 S% d4 V: A% D; d' m& g7 q4 A - if $scene != self
" [+ G( W) `7 `5 G5 t! J- Y5 A - break
' O- f% D/ ^# ?8 O1 K; F1 U7 ] - end
1 U* y% {4 T7 }: A5 ], { - end3 @% C* {5 Q0 g; C( ?
- # 刷新地图
5 D4 H/ S: E0 O, R" E' C( \* s - $game_map.refresh8 k @% E3 v* l9 O5 d& B
- # 准备过渡
- q" q8 W# J5 l. |/ d, b - Graphics.freeze9 a1 F/ ]( C1 t' ]( `4 [" v, n
- # 释放窗口
4 z$ T! V" W8 } - @actor_command_window.dispose! F1 h# M" G; b. s5 A4 g
- @party_command_window.dispose/ c: P& s4 ~4 s5 I3 I3 q6 q
- @help_window.dispose
& ~5 e0 O4 }' F& y( o9 r9 Y - @status_window.dispose' U& C3 ^9 x( S# b, l
- @message_window.dispose
3 g. r7 m2 H# q& W* D+ ]4 L - if @skill_window != nil& N( M& \. m& }4 o
- @skill_window.dispose
( ~% e; H* a I- F3 I2 i7 @ - end
; p2 }0 I7 P$ w: T/ b - if @item_window != nil! D" E; S, }* X* l9 ~3 G" | A
- @item_window.dispose' f: q' D7 a8 x8 W0 S% Q
- end
# s7 h& s) z* a0 E$ P - if @actor_window != nil l/ h5 Y7 k- E; ?
- @actor_window.dispose
9 B7 {& m! i( |7 u6 u# E - end1 `! z9 _& N' [/ D0 y+ a5 l: N0 v) Y
- if @result_window != nil
( h9 [1 j2 O+ N" C' N, W - @result_window.dispose
+ n1 T0 [* C! `' o1 I5 F2 Z - end2 M1 z2 I- R5 r3 H" Z6 U+ o3 J
- # 释放活动块
! @6 F) z9 d8 i [5 z; n - @spriteset.dispose, ]. F. ~; f2 a. q
- # 标题画面切换中的情况5 |( X( i- v- [
- if $scene.is_a?(Scene_Title)) x p- s5 o: g/ s, U. O' K1 y& }9 F
- # 淡入淡出画面, o5 }$ S5 x, _" l# n( k. \* k
- Graphics.transition5 [. ]+ c' O( g {2 l7 F
- Graphics.freeze, C. g3 K! u1 G- H
- end
2 h4 x$ h6 O8 f7 r# i( D! k - # 战斗测试或者游戏结束以外的画面切换中的情况
2 a/ T. K7 E4 b+ L( t' U1 e - if $BTEST and not $scene.is_a?(Scene_Gameover)2 s2 Z( ?, L% G: x$ O- ~9 v) H
- $scene = nil- n# K/ s0 ]4 W4 h4 |4 B6 s
- end g) t: i8 s4 u4 o) N9 h& c; ~. j
- end/ M' H3 Y. [9 M& Z3 s, j- B
- # 战斗结束9 _% h7 W# c6 T, ~' @* J8 e
- alias lpb_battle_end battle_end
f2 Y# f" ]0 H b - def battle_end(n)
5 y. V7 m& Q+ p$ N$ b9 H- _ - lpb_battle_end(n)
: q/ U7 k5 j. N: S. `0 s) v! | - $game_party.set_actor_to_normal
% T9 u) U! k2 C+ M; V0 } - end
; U B& U8 ]4 Z3 d. H - # 开始回合3: D( d3 k* Y3 K" e" d r
- alias lbp_start_phase3 start_phase3
) j( a) j% T. Z# z - def start_phase3: a; c+ U/ p2 D0 l W; l) k4 X
- @changed_battler_id = []( r c$ j) J8 l4 K" D- \# C
- lbp_start_phase3. P a, c& I3 G6 w
- end* M2 Y; t/ A$ @- z F5 Q/ ~) v2 g
- # 刷新角色命令回合画面* S/ G2 l! y/ M9 |( C
- def update_phase31 B. Z5 L+ c6 c% ~" ]0 b
- # 敌人光标有效的情况下7 _+ ^7 r5 ~: G
- if @enemy_arrow != nil0 j! [- X3 a( S
- update_phase3_enemy_select2 [. [9 R( V( l! Y
- # 角色光标有效的情况下
- a1 c( L t3 g. J - elsif @actor_arrow != nil/ ?/ j& y# x F3 h' [
- update_phase3_actor_select
( n% R# ~, j/ ] - # 特技窗口有效的情况下
# X( @1 m: E3 }7 {. R: o - elsif @skill_window != nil
7 Q) e# g% @4 @0 O& O9 e - update_phase3_skill_select d7 s3 f" G3 n$ x0 }
- # 物品窗口有效的情况下
5 x7 m6 p# ~7 Q1 d - elsif @item_window != nil) U+ Y& q$ j) B. h' Q+ b4 b
- update_phase3_item_select
3 N7 ^& Y' |% l2 L& L - elsif @actor_window != nil1 q! B7 O) Y. f$ K: e4 H: a# p( A
- update_phase3_battler_select, E5 I) K! H- D. x6 d+ Q
- # 角色指令窗口有效的情况下
' \8 y; o& u2 C9 o- I - elsif @actor_command_window.active
9 t3 d; { R5 q- l X! A - update_phase3_basic_command
3 F8 Z, w% S; q - end& n0 d9 b1 l# j f7 H E
- end7 z9 ^) z, G8 j
- # 角色基本命令
" n, U3 y9 y, _' j$ a - def update_phase3_basic_command
: q* X, l+ U2 }+ r8 m" ]" v- V0 G: o - # 按下 B 键的情况下 q$ u, k$ G5 T) U7 z% h6 s7 U
- if Input.trigger?(Input::B)
- S8 ?( K2 z+ q" T. c - # 演奏取消 SE: d8 F+ [, t# t) L/ O9 o8 F
- $game_system.se_play($data_system.cancel_se)$ T9 z5 F( r$ m/ f u
- # 转向前一个角色的指令输入8 B1 W# t. r! ]; R
- phase3_prior_actor4 _7 s5 j* Q( A+ ?
- return
W1 J+ F/ t% o8 k& M) s( e - end; h- x4 o6 U! p$ S' `
- # 按下 C 键的情况下/ x2 @) V+ N4 g5 |- F4 y
- if Input.trigger?(Input::C)
! D$ F0 W! j/ L& ? - # 角色指令窗口光标位置分之7 `2 v" D; w" V. W% P$ `& D7 B
- case @actor_command_window.index
/ i# `( i- F2 Y* H4 O" ] - when 0 # 攻击
& E( i. d; Y! L8 ]# E2 D - # 演奏确定 SE
/ S# p6 F/ s3 R Y: W - $game_system.se_play($data_system.decision_se); c. `0 s6 m& \6 V
- # 设置行动7 D$ m8 k& P' I7 t0 V3 r6 R2 [$ ^
- @active_battler.current_action.kind = 0
$ g( h/ [9 {& X# U9 V, K - @active_battler.current_action.basic = 0" v9 O% y6 y6 f. s1 o
- # 开始选择敌人( ?. J7 G/ ?& d; F8 l
- start_enemy_select
& y7 l1 i- F( \- k/ Z3 g - when 1 # 特技
/ u s/ z( E3 _9 N1 c" @ - # 演奏确定 SE
. |- S) n4 x! b - $game_system.se_play($data_system.decision_se)
) P: J# n* P1 Q. ]- z9 m - # 设置行动
, ~* h# C; v$ ?! @8 C# J- \0 c - @active_battler.current_action.kind = 1 S% v3 U! }$ l$ U ?$ H
- # 开始选择特技
- H' p5 q) r! ^3 I - start_skill_select& u" u l, Z( S3 m
- when 2 # 防御/ `" w' D& I; T6 Z' g4 Q- R! [4 U
- # 演奏确定 SE
4 J3 m1 j2 U! x2 ? - $game_system.se_play($data_system.decision_se)2 q: W- Y. _9 M, X1 n) p. Q
- # 设置行动
. y) N9 A0 x* B V8 R! l - @active_battler.current_action.kind = 0
( s6 V2 K/ B7 [7 L( @, g - @active_battler.current_action.basic = 1
( c/ u" Z; \0 o9 L# _ - # 转向下一位角色的指令输入$ s% T* C- e$ d$ @/ o& v; q' S$ ^
- phase3_next_actor
/ z! r9 e5 r" O( q/ ] - when 3 # 物品
4 ^" o0 w+ `+ \# O8 e- r - # 演奏确定 SE9 O3 M# ~8 S1 b; C4 Y- [
- $game_system.se_play($data_system.decision_se)
$ K/ J# X- c0 {' r) v1 U+ t - # 设置行动/ Q0 {7 R, w9 P+ {" [
- @active_battler.current_action.kind = 2" t' a1 n% k) m7 A6 |$ ~% A5 W
- # 开始选择物品0 m/ w S/ w$ d/ J% \* t
- start_item_select
, F; R& b4 L' Z0 o) i6 f$ w- n - when 4 # 换人
& K+ m: f6 X, w+ b/ ?5 a, P( N - $game_system.se_play($data_system.decision_se)
* y2 f0 p5 e9 e* z1 M M$ m/ Y - @active_battler.current_action.set_change_battler9 j( `- M, I* H: ~
- start_battler_select
* v. H4 ^+ R- `. ^4 V( b. ? ] - end/ U3 k$ E% c6 u8 b
- return
# c3 ^- \' R g; p5 R6 W. V+ f - end
2 J f4 X4 k3 Z- y - end
! X; Y0 U8 G4 g7 _5 ^( C. d - # 开始角色选择, G8 W- |& _/ Q. x8 W
- def start_battler_select
1 [9 E! d/ y0 R+ N8 @ - @actor_window = Window_Actor.new
1 |- V5 I* I. X% f+ I' j! V: P - @actor_window.active = true
. Y! Y4 M7 Z& C+ n - @actor_window.index = 01 |: M4 l& M2 s% T' G# }; I
- @actor_window.help_window = @help_window
3 K {; r) l- s5 E - @actor_command_window.active = false
9 J6 H- s U1 _6 \ - @actor_command_window.visible = false9 b6 n8 E) S* Y! ~$ ~2 w5 v0 `
- end
7 d9 J/ z# T V* a' O' Y8 [+ @ - # 结束角色选择
+ W. e" n) n* }2 C3 T( W, j- F! E - def end_battler_select
) X/ ~+ {3 K7 V s - @actor_window.dispose
0 j3 k0 C& p4 \3 B - @actor_window = nil
! h' r) m5 g8 ~ - @help_window.visible = false* y' Z4 P; Q2 b% @0 T1 G5 S( e
- @actor_command_window.active = true# [5 F9 }, G. \8 [, `3 T
- @actor_command_window.visible = true
6 V/ ~4 M! o" Q$ |; _ - end
' \# M" ^; `1 c) x- L - # 刷新角色选择& ]1 V) @" ]* H/ k8 H
- def update_phase3_battler_select" |4 \1 L; p' o# Q/ \% y$ m
- @actor_window.visible = true$ B7 }; j: I" U2 K0 {
- @actor_window.update
: W0 _9 o e- r - if Input.trigger?(Input::B)
1 v. W. ?, A* {/ r- d7 {8 O - $game_system.se_play($data_system.cancel_se)
6 V- A9 c, Z- |8 P - end_battler_select+ p: {, T# C8 M& ?. m; j5 l8 |" S
- return
6 h( ~9 m; b) v+ u - end
( k7 _3 i7 p+ R* W5 l1 j2 ]2 s - if Input.trigger?(Input::C)
2 R. q( ?$ K0 P, h - actor_id = @actor_window.actor_id
+ Y. \' d- p7 N N( p7 a* z - if $game_party.get_actors_id.include?(actor_id) or
+ t& D: b) E5 W \ - $game_actors[actor_id].dead? or
0 n4 T* r% c( p) B9 ~* w - @changed_battler_id.include?(actor_id)
9 t: }' ~5 z; F, d8 O - $game_system.se_play($data_system.buzzer_se)
; h0 t( q1 w; `9 X" o - return* ^# R; }: ^3 Z' h; |
- end5 D+ u6 t) m w
- $game_system.se_play($data_system.decision_se)
9 q" I6 ]4 g. L3 @6 |7 ^ - @active_battler.current_action.change_to_battler = actor_id# i* F3 ^: ` s7 _& }! n
- @changed_battler_id.push(actor_id)& i3 y r, z+ U+ j
- end_battler_select ]' c2 l* e q! {3 d
- phase3_next_actor
9 r$ k( ]5 p0 F* O - return' o" P4 |$ |+ m- p( ?8 {
- end0 {* L5 Q8 T2 s* k+ t
- end0 Z- ]+ A% T! M4 M
- # 行动方动画
# y. s# M: a) h/ @ - def update_phase4_step3
; z- d4 ~8 P) Y2 E9 _0 D - if @active_battler.current_action.is_change_battler?
8 W4 m2 X" \& {+ S - @animation1_id = AnimationChangeBattler# f% h5 m( O! H0 X3 v2 `
- @target_battlers = [], L& {. N4 j2 I; q! q3 j
- end
6 B, a8 A0 i6 k5 z1 d - # 行动方动画 (ID 为 0 的情况下是白色闪烁)$ O0 t* [7 K0 Q. C; N" s" t; Q9 ^, V
- if @animation1_id == 0
& C0 r2 s0 g7 [ `8 L0 i$ n( U/ q - @active_battler.white_flash = true; Q5 `% a* ?7 x/ Q. M m% c
- else8 k- s8 [5 b4 b
- @active_battler.animation_id = @animation1_id1 C6 p( @* T1 j6 d
- @active_battler.animation_hit = true
% v1 u3 d3 U4 d0 f - end
0 {3 }7 s4 {; {3 i: @: { - # 移至步骤 4
8 O+ ^: _) s) `4 G; \! k - @phase4_step = 4& ?8 I" |. O+ c$ ^6 A. y; F4 r& r
- end, y% B6 {+ i* ?( F2 Q8 ]
- # 对象方动画
* h, A; J! B+ Y& S8 Y. R - def update_phase4_step4
/ v2 p m5 U9 l, ] K - if @active_battler.current_action.is_change_battler?# B# v( R9 ]1 F; K y5 L& O, o
- actor1_id = @active_battler.current_action.change_to_battler
+ H7 L+ W5 h. M! }, {. O2 c - actor2_id = @active_battler.id
1 S- d3 t$ M$ O; M0 S1 \* J! O - (0...$game_party.actors.size).each do |i|
o e. r* \% ~. f4 K - if $game_party.actors[i].id == actor2_id
* B+ G( }& \) F7 K+ f* k% y - $game_party.change_actor(i,actor1_id)
. f) N& w, _6 w( ^ - @active_battler = $game_actors[actor1_id]
" ?* m6 f2 N& X/ ~) Q' ^: y - @status_window.refresh
" ]: Y9 R$ |' J - end; T+ b( |2 U9 a/ f! ^& y
- end
/ v5 u4 i# Y& w: L, ~ - end+ e$ F4 _) j1 v$ }8 g( m+ u% U
- # 对像方动画
- u3 S' N- n" E5 }7 ^4 {# F - for target in @target_battlers, z2 \# q+ z. j p" n; S
- target.animation_id = @animation2_id' m/ e$ E: V$ l6 P6 u0 k
- target.animation_hit = (target.damage != "Miss")$ H; }2 h9 _1 H' v: X( Y
- end
3 Z& q( H6 ~$ B. {) d - # 限制动画长度、最低 8 帧
- z- F. |# E# H8 t( e2 j! @ - @wait_count = 8
/ m4 x, T( ~6 Y; G6 i8 N% C - # 移至步骤 5
6 G# R4 `1 j! J# H# X0 Y @. H# ]. ~6 e - @phase4_step = 5
' j4 K1 e0 C" `% O) l( } - end5 q* S: P3 J- o, \! M* \
- # 公共事件
4 A# P T7 ?5 w% O; v - def update_phase4_step6* H3 V+ w3 w/ f0 b6 H
- @target_battlers.each do |target|: J( {$ e: e# q6 F
- if target.is_a?(Game_Actor) and target.dead? and+ G9 Z- J7 | ~7 A
- !$game_party.other_actors.all?{|actor|actor.dead?}: a: b: [+ |" i5 ~
- @actor_window = Window_Actor.new
2 r3 A$ h. z& C& d' X y6 V - @actor_window.index = 01 S" \; R; i( ]1 L# r8 U
- @actor_window.active = true
. Q- k& T* j' J% w3 ^* F( U* `% F - @actor_window.help_window = @help_window/ C8 t. z7 L4 s W Q: \
- actor_id = -1
9 D1 q; b/ p+ [2 ^ - loop do
; N5 G9 m. Y6 V; _5 \ - Graphics.update
0 Y* d0 D( n- g9 g/ X7 g - Input.update( s6 G. h- i+ B$ E
- @actor_window.update
; j3 \" ]" A1 X* H3 x7 @4 S - if Input.trigger?(Input::C)7 k0 d0 R* Q7 c' H
- actor = $game_actors[@actor_window.actor_id]
7 K& A- P- b" c6 N9 v x6 d - if actor.dead? or
% r R7 M b3 ]8 `1 z1 D2 v Z% P/ S - (@changed_battler_id.include?(actor.id) and
9 M7 S5 B d0 E; y: d; H7 U# A - target.current_action.change_to_battler != actor.id) or
% T |/ j$ I4 d1 A - $game_party.actors.include?(actor)
0 C4 H7 w4 p+ M# x) {: S - $game_system.se_play($data_system.buzzer_se)6 O' \. {' p, V+ |/ b% a0 E# Y ]9 R
- else+ {/ `2 R- g) h3 O8 R9 W- X
- actor_id = actor.id6 F7 W9 R5 W, O* Z
- end
7 X8 T1 N6 S" w4 z - end
- b. g. L% ?! k+ B$ o7 V/ ]" M - break if actor_id >= 0, ?7 {1 o6 U& g% `6 b- M- f8 d$ F
- end6 g. M* c! r: F1 m6 q* l
- @actor_window.visible = false" B7 h/ _" f# f' I6 ^+ ]1 q6 ~% N% r
- @actor_window.dispose: D- c1 d. Q9 j2 ^
- @actor_window = nil5 v3 k6 K$ p: ~
- @help_window.visible = false7 U3 E3 Z, N# w" j( R7 y+ J
- (0...$game_party.actors.size).each do |i|
3 m+ y3 p8 V1 P' T1 b4 V - if $game_party.actors[i].id == target.id" ]1 W7 X }+ W0 q8 d" y+ Y7 B8 a
- $game_party.change_actor(i,actor_id)
4 u+ Y. f# {( T1 W p - @status_window.refresh
0 S% E) _: A Z, Q( ]" \5 Q: k - end
" T3 U8 l: e/ v5 j& h2 H# u - end
; S% B3 B+ @: s% V- y$ V - end
! t$ A+ u4 X- M) ~% F - end
* [# h# d+ a9 E - # 清除强制行动对像的战斗者
: |( ]! _; D7 Z - $game_temp.forcing_battler = nil
" |8 t; u5 d9 M - # 公共事件 ID 有效的情况下% f/ k( z2 V* t: D/ ~7 m
- if @common_event_id > 00 k1 o" W9 x& e _ e
- # 设置事件$ j/ F& A) L5 s+ f% ]9 d2 F) k
- common_event = $data_common_events[@common_event_id]
' i9 e2 y3 r% a - $game_system.battle_interpreter.setup(common_event.list, 0)
6 B# [ M- l2 M4 t - end
. m2 ?$ B! H6 k# t# q - # 移至步骤 1
- `! T; T/ Z( ?3 O$ \+ b) Q$ C5 o/ V; B - @phase4_step = 1
5 x* }$ V! B! u - end
6 T( j x; t0 Z: g - end
" ?! i; l* m8 d, X& Y - 4 J0 ]# ?% v7 n5 ]9 |
- class Window_MenuStatus
$ c( c7 s/ ^# x! m" W) V x - def refresh6 V- [) J$ A# X* |2 A
- self.contents.clear. o: |) L0 D* Z# [; N$ a/ w8 K% E
- @item_max = $game_party.actors.size
* [/ b+ l3 e; ~6 K, V7 f$ G$ Z - for i in 0...$game_party.actors.size
) `2 A% [' x& g" ^' @2 y( {) H - x = 4
4 @/ q) u" J3 Y$ Q/ n - y = i * 32
1 k+ m6 ^% T* Y* A0 s& w- e( S - actor = $game_party.actors[i]/ o0 g: m* R2 ~2 Z
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ N5 P ], B* z+ b" _+ c - rect = Rect.new(0,0,bitmap.width/4,31)1 q+ L6 N$ F6 H+ X# X
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
8 R0 s5 h& Z6 E - draw_actor_name(actor, x+36, y)" U0 m- o( z2 x. f6 R: G- [, X
- draw_actor_state(actor, x + 136,y)
6 Z) r0 ]. k8 B K# K. J8 N - draw_actor_hp(actor, x + 236, y,96)
( l& q' q: |% }% r( s& O" z6 j - draw_actor_sp(actor, x + 336, y,96)
8 m5 _% p4 K0 ? - end2 ~$ | D8 p) K( @
- end( q0 M6 j* R: W; F
- def update_cursor_rect
) |; Y* f5 w8 c$ I# Q p. @' z - super
4 ~! y, r3 O6 J* y5 ` - end5 ]* i, B: d! `# F$ Q
- end
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