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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, Y0 ?+ M/ _# a: F9 Z% s0 _+ j
- 7 E% ~( B+ U0 D4 C, Y0 E& e( E
- # 队伍最大人数. d) }- J9 a" }* U4 h0 f7 B. F3 n
- MaxPartySize = 85 E2 X+ n* `' F
- 2 x8 ?' i( g! o7 D d% d) E
- # 出战人数7 b9 P% t5 b b% ?
- MaxBattlerSize = 1& w# z z1 n% X7 D3 l
- , ?7 k& A1 D- N
- # 换人语句
( [1 \' N1 B P* I/ @. Z# w - WordChangeBattler = "换人"% n$ W; _8 t# L
- 1 P7 J3 q# M n7 l* K
- # 换人时播放的动画, g6 k# Y. Z. z2 G* y
- AnimationChangeBattler = 26
' Z# g! K- x( [, S. _4 z3 W
4 _9 j( G% o9 k4 z- end
! [) e+ ]5 x7 t: Q( Y1 j* G
( \4 f! q. H7 |' T- class Game_BattleAction, H2 k5 j+ y, h2 D6 Z4 a7 G% Z
- attr_accessor :change_to_battler
2 u+ `1 Y, \; J \' c - # 初始化' ?) A5 O) Q6 ?% ]
- alias lbp_initialize initialize) E3 W+ ^' {# s3 d6 z
- def initialize: U; _% V( V3 _2 T- {; }4 @
- lbp_initialize
7 b, o" E6 D/ N - @change_to_battler = 0
, U3 T+ ]$ ^" J& Q, y - end- s/ F' q2 h& m4 h9 c
- # 欲更换角色编号' n6 E4 K& y. N9 I* B. T
- def set_change_battler
& n) D5 l$ Q" W: z1 L5 z - @kind = 3
! [6 h" L r( K& B# d. p - end
P! [% r T) A8 v# O - # 判断行动是否为更换角色
: B! F. R: S8 H( b" w& b o - def is_change_battler?
% Y- W2 R9 c2 s" | - return (@kind == 3)
0 ^' I8 ^9 S7 A' X& H& R - end' G2 Y y" c, o0 `
- end
# I7 h! |& E: z! ]8 D, V - ) F5 Q4 Q2 Z) ]$ d; P2 B
- class Game_Party, ?1 g! N8 \7 ^1 q" k
- include LimBattlePlug
$ H4 e: K, @6 O - attr_reader :actors22 |. m/ O1 e* h2 a( y
- alias lpb_initialize initialize) M4 ^+ g& N* G2 J
- def initialize
0 e& l q' {9 }% x9 G( c7 O - lpb_initialize
* f* B* r% q; r3 \. M, } - @actors2 = []
0 M9 w1 i! ?+ d/ l! k/ C7 y - end
- M$ ~! t& ^+ M/ _; F - # 角色加入. l' e _& }: X& Y& T; V
- def add_actor(actor_id)' Z6 ~; `9 S) s T& S( t6 j
- actor = $game_actors[actor_id]
( Z+ W: c- P& {* m- Z4 T) g2 ]2 C - if @actors.size < MaxPartySize and not @actors.include?(actor)
- o$ n5 N$ F# d9 ] ^. } - @actors.push(actor)
9 I' V% \7 F) v% v; | - $game_player.refresh5 I' L/ P3 }; N/ f
- end( O( M) }4 i$ m$ F2 W
- end
% @( ~- `' x' A8 A5 v( T7 k& V - # 设置战斗的角色
5 k) ^( y2 e% q4 c8 U - def set_actor_to_battle
' G! S- S! _7 c) i% x - @actors2 = []# d* k* @+ D5 p/ d- F
- @actors.each do |actor|
- I9 r$ Q- P9 W - @actors2.push(actor)
7 L9 R& V% ^# C2 Q# o' G - end
/ `# v2 V3 A8 a4 m, I) Q- g$ e - @actors = []8 {1 W# K& K4 `2 \
- @actors2.each do |actor|
8 ]. W% a# \! q5 m. L! s) Q$ ?+ { - @actors.push(actor)
$ o' l% p& j! A) o' V - break if @actors.size == MaxBattlerSize
2 {. O* h6 v2 t3 W; e( M9 j - end
L& V, V u- F( {+ j* E - end
; K8 \- Q9 m/ K5 y6 \1 `+ _8 f8 M7 { - # 还原战斗的角色
9 g J, D" z( }8 N0 N - def set_actor_to_normal
6 w, l O- D5 O$ t2 W: N - @actors = []
, a- V5 F; A" _3 l - @actors2.each do |actor| z. L* w' h1 h, M5 N+ g7 r6 K2 Q: X3 [ b
- @actors.push(actor)2 ^ ]) @$ J4 s: I8 i" M
- end
! x/ \! z2 g I' {; p4 V a0 J - end9 _9 C n# r9 |2 Y! U9 Z* P! k
- # 获取角色id数组
8 |4 M' C' w6 G& A - def get_actors_id
6 |6 l* ]" L6 r8 u5 V' S K" V# N - id = [], K; G% {3 y! M
- @actors.each{|actor|id.push(actor.id)}
/ V) \( j; g5 M5 v; }4 F, j - return id* Q3 [! f& V( Q3 D3 s/ H
- end
, S! i8 P1 V3 G- O! }* i# }( n r' b - # 获取角色id数组2 r# W) d4 P& w: i* A( g! q
- def get_actors2_id
, o1 y( P: _7 s9 i - id = []
6 G D2 M. c4 N9 J& c9 j" v - @actors2.each{|actor|id.push(actor.id)}2 {% t0 O* e0 H' u$ c
- return id7 Z! E1 |& c' R; }
- end# }1 P- h& q' S' w4 Z2 c
- # 兑换角色
/ e' s% t! e4 {6 U: x9 J - def change_actor(index,id)9 `& b3 K' |# v( H& J: ?
- @actors[index] = $game_actors[id]+ q- u* i7 q) i5 ]+ U$ ~6 Q1 ^+ T
- end
. y* U- I6 h) E6 k U - # 全灭判定$ P$ ]! Y( J: b, Q* G6 R
- def all_dead?+ y' H0 m8 Q6 b% @/ H5 r) W
- # 同伴人数为 0 的情况下
( e E1 ^( o8 y7 f8 V - if $game_party.actors.size == 0
0 ?# S2 o2 L" P! Q - return false; q& N5 {! ]1 d: c' f
- end
{: S3 @; U5 d4 w - # 同伴中无人 HP 在 0 以上
0 C! g& A! f( F3 T) P( Z8 P - for actor in @actors26 G6 q3 k! b L5 Z+ G% x; Y
- if actor.hp > 0% f4 C; A1 K0 |. `! C
- return false q* J( Q5 p0 ?* I e+ ?
- end
+ `* O& B; n- r4 C% Q& M% a8 y - end3 \; Y! p- l0 n5 }# k
- for actor in @actors
+ c. b( |* _ S+ D1 M0 f - if actor.hp > 01 l7 n7 {6 V" A0 y9 d
- return false
# D' ]0 m1 k/ u; U) m - end, a6 `, _7 h5 }2 u! D
- end% I9 M. {$ w7 `( R; T2 L! ]
- # 全灭
( X6 z1 c9 \, Y4 g1 } - return true
' Q# l( C d! w5 |* | - end
5 A( w8 A4 n* M - # 其他角色' V8 Z K% Z3 J0 M% Y7 @, e6 F1 s. Y
- def other_actors- X# y5 x( l0 A6 H/ N; g7 q1 ~
- actors = []$ r! U+ \: i+ S8 B0 K4 f3 V) E
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}" n% C8 h8 A5 @2 V
- return actors
& k# N# e5 T$ n) b( Y, z - end% @3 y8 j' r0 _5 \8 v; e* R
- # 角色位置互换
; N8 d6 J% ~5 h( j: C; u6 x3 _! N - def change_actor_pos(id1,id2) E% |" W8 D0 C' c k3 z
- actor_id = []
2 W! k: p$ T+ k" ? - @actors.each do |actor|
4 S& \8 Y; z' R& H - actor_id.push(actor.id)/ p3 l& @1 O, Z" X4 l
- end3 I, H; }* l7 k8 k
- return if !actor_id.include?(id1) and !actor_id.include?(id2)% R; C4 ~$ D- n3 e+ X
- id1_index = id2_index = -1
# e' C7 r- m7 N+ F - (0...actor_id.size).each do |i|
! ?- G; H- c! j k, S' k - if actor_id[i] == id1
8 ?, Q! g& d: z& d. X - id1_index = i) T5 }7 z9 D X3 s! \
- elsif actor_id[i] == id2 r* L% U8 |& M+ O( P( \
- id2_index = i
z8 M5 Z' W: d7 o - end
* M* l3 t* R0 Q$ z$ P6 w; ~9 L; l - end7 m4 B' I. k/ S$ E: y
- temp_actor = @actors[id1_index]
0 _& o" k3 A) K: d, }: O! a - @actors[id1_index] = @actors[id2_index]
) u( h0 I; H% C. y9 `" v - @actors[id2_index] = temp_actor
* Q- g* [7 Z& w1 w/ b - end
+ S" U* T- Y6 K% K) K, | - end. D$ _7 s/ `. w
- ( t$ A2 L) p2 E: a
- class Window_Actor < Window_Selectable
# q$ k- A8 s/ N8 F* R& f. N6 L - # 初始化
/ m) @$ x; d o - def initialize
4 @5 v* g3 }% e& U: r" y - super(0,64,640,256)
6 V6 m( i0 L+ w8 @- @1 D$ E - self.back_opacity = 160
z- Q% }1 _, A. a$ J - refresh2 u% z5 i: Y) B; O N
- self.index = -1 g! \- T3 u' \; V0 N m
- self.active = false [3 {& Z' ^; `6 o9 q
- end
. D" X/ M0 Z1 I0 W% w8 R N9 v1 G - # 刷新
8 c( I2 A1 m0 s6 h - def refresh t: h7 C, N) C% w
- @item_max = $game_party.actors2.size9 P3 T3 k4 s6 h5 ]2 C
- @data = []0 F+ g, }0 a, ]* a/ L5 L) f6 d2 S
- $game_party.actors.each do |actor|* ]" D; O5 N0 j, T( K, } O2 S; q
- @data.push(actor)
# Y( e8 q" x0 N0 O$ S& P$ {$ k - end9 h& Z" S& m% s7 m9 v! a. @; A2 R
- $game_party.actors2.each do |actor|* c. |4 p1 n" m8 ~+ z
- @data.push(actor) if [email protected]?(actor)5 q: R2 `" j- j
- end
8 n& q, I- I. q! @: I. E& ~! f/ I8 ? - if self.contents != nil
. N: Z% E) L/ O+ w% M% t: A - self.contents.clear
- i- c7 q% ~6 J/ q - self.contents = nil _+ t9 n. W T" X l
- end9 p% Q( o" l; ]6 u" @$ v
- self.contents = Bitmap.new(608,@data.size*32)+ V! `+ _# O) l$ _5 _# M) Y
- x = 4! v0 t3 y3 m$ s3 Y" N
- y = 0
+ Q( P. K$ ^/ d; o! k& @9 n - @data.each do |actor|
/ m3 `+ o2 `; u* C+ T2 f - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)& F8 N' @; j; K" ]6 X* J! I
- rect = Rect.new(0,0,bitmap.width/4,31)
' L) a/ s/ V) f! N - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ f; g( ^9 \4 l$ a1 q - draw_actor_name(actor,x+36,y)
B; B) ^2 l/ A3 o3 A3 H$ N) G - draw_actor_state(actor,156,y)0 ^( D) f5 Z+ J8 h
- draw_actor_hp(actor,x+256,y,96)
$ _# S. T& J. W - draw_actor_sp(actor,x+376,y,96)
4 M& P4 Q/ T' f7 w4 i/ \7 } - if $game_party.actors.include?(actor)
4 J& q) H+ `3 H - self.contents.font.color = text_color(6)
0 b# C5 M Q- a. w. H2 b/ C7 ? - cword = "出战"+ y/ ?8 o' t* m9 |' h& E2 L
- else
' k9 ]8 b8 D( ^! v' I - self.contents.font.color = text_color(0)
/ I! K( ~6 h8 [ - cword = "待战"
5 q; O. K% m. l2 a7 V) ^ - end. _5 C1 x: N' F/ O
- self.contents.draw_text(x+496,y,60,32,cword)
5 H6 R9 x* \+ ~6 c3 ?, |3 U2 V - y += 32
' h+ x* s+ x2 q: S: h - end
& K' r) J+ F) E% P, [ - end3 T s b6 D3 S* y; A6 r7 w/ m
- # 获取当前角色编号
: S2 G! u9 K$ L: \ - def actor_id* g: X; o- Y- W3 [) f
- return @data[self.index].id6 K+ p% B9 T& m5 I) J
- end& e3 t7 H& {9 W
- # 刷新帮助1 y J% H( ]5 G5 C% p: S9 U
- def update_help' A: u- a1 j; v B; m1 ~& [1 t ?0 Z
- @help_window.set_text(@data[self.index] == nil ?\
: c* I9 P1 o8 O' s. P0 ?8 _5 x6 ^* L - "" : @data[self.index].name)
0 e6 V& l/ w9 Y, q - end
" q) c5 N) h: V/ C6 t - end
$ ~2 ~$ P5 K2 i; d4 s
. e) z+ C$ r2 i5 `- class Scene_Battle
+ X# X$ ?" x' E( S: A+ P: c - include LimBattlePlug
- S0 O+ h8 z% y - # 初始化
# ]1 e' V9 c, D/ D5 S - def initialize: p9 {% C1 T$ i
- $game_party.set_actor_to_battle+ Z' I5 S+ e D2 r
- end
# T1 P1 ~5 Q$ T( p3 @) t% u - # 主处理
! E; ~* _2 l+ b2 ?- \2 _6 x$ e - def main
! M! l5 L' E! U0 \# N - # 初始化战斗用的各种暂时数据
3 }9 y5 ~0 P3 C8 o - $game_temp.in_battle = true" V: i3 u7 f% k2 `. T* C
- $game_temp.battle_turn = 0
0 i6 P7 f7 K; V - $game_temp.battle_event_flags.clear
! f' L5 Q" w1 z; y, l6 z - $game_temp.battle_abort = false
4 U5 B4 j j: i) `" o% N$ g - $game_temp.battle_main_phase = false
3 E& C0 U# Q2 f% d3 w - $game_temp.battleback_name = $game_map.battleback_name
' H8 F8 y6 n' D - $game_temp.forcing_battler = nil
& M! V" w8 Q6 m6 R5 L - # 初始化战斗用事件解释器. N/ ~* S- l( h$ m, O: |
- $game_system.battle_interpreter.setup(nil, 0)
* g0 V2 ~$ p/ U+ b! [8 b% m( _ - # 准备队伍7 {. a( P/ y) @ z" {" E
- @troop_id = $game_temp.battle_troop_id" P2 q* G8 Q) O; g5 l
- $game_troop.setup(@troop_id)
* W* R$ E- f- {8 A0 S j( y% q - # 生成角色命令窗口* [: b; K: m, C. M' s. _- q: e1 {
- s1 = $data_system.words.attack
3 N3 d7 h/ l7 c- O - s2 = $data_system.words.skill
x+ P7 J2 q' M8 O - s3 = $data_system.words.guard
' |; f* q) @- u/ }9 r - s4 = $data_system.words.item" m+ X& B' ]$ z H; f
- s5 = WordChangeBattler
X8 D2 T6 S: }" C - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])9 ^" o( G" b- [7 L& H
- @actor_command_window.y = 128* p5 ?8 j6 K3 I# W* d
- @actor_command_window.back_opacity = 160. W4 o1 H; N% Y/ e) ?* ~
- @actor_command_window.active = false3 d% b8 H4 @" f8 H6 b, s
- @actor_command_window.visible = false
. V8 i' Y; o1 ^ m+ ^! d$ a - # 生成其它窗口
8 z* n E9 O( g2 A+ i% ? g - @party_command_window = Window_PartyCommand.new5 B. A$ s: `% G7 S, S0 O; f7 j
- @help_window = Window_Help.new X c4 s, M) ?8 X
- @help_window.back_opacity = 160# ?9 D0 q5 }5 s+ F/ m) k3 i1 w
- @help_window.visible = false
. p) I: c4 \8 K8 ?: `+ u& Z - @status_window = Window_BattleStatus.new
( X* s: o0 t! Q O! `* ?, \9 f7 ^3 V - @message_window = Window_Message.new8 u5 g; H. {. A+ C
- # 生成活动块+ w$ W- \2 o! K6 h! _
- @spriteset = Spriteset_Battle.new
5 q5 x: P1 H7 n& B0 Z* V - # 初始化等待计数
9 W, O# `, W* V: R1 ^ - @wait_count = 0& K$ c" n, K1 F& b1 u _; }* u, }
- # 执行过渡
. L9 b+ H! t9 O2 u: [( D - if $data_system.battle_transition == ""8 n! W' U5 {6 Q+ O: [ s" `& X
- Graphics.transition(20)
! C4 n# s) ]7 e) B' [ - else
9 V9 Q0 S" U, K% [) z - Graphics.transition(40, "Graphics/Transitions/" +
. J3 ?' W0 l/ i7 u - $data_system.battle_transition)
- O6 U/ M' Q0 j) g - end* R( ?7 ]0 E1 j+ v
- # 开始自由战斗回合; B' T$ x- c$ X* |
- start_phase1' M5 z9 i1 E2 n" d. ]& a
- # 主循环" v8 _( r$ f0 Y: w
- loop do
; b8 x, A0 ~; x3 n - # 刷新游戏画面
& y/ x0 L4 l; M2 x - Graphics.update
+ U! L. w7 h6 a4 d% c4 S, s) i! ? - # 刷新输入信息
* L# R5 f! g2 P. n. C* I - Input.update0 J# w! K$ a: ]# u; B4 h
- # 刷新画面
0 F4 V; v7 X6 Q# T- L - update
2 L+ e6 \4 j {9 e% | - # 如果画面切换的话就中断循环
& y0 h$ ?# R y6 h) F {5 c - if $scene != self) C- D& e1 g' @5 }, Y4 Q
- break4 W; o, _& q6 t/ l2 o
- end
) v4 @$ d$ _# G$ R - end
: Z# u7 j) u2 Y# Y: A - # 刷新地图$ V7 ?7 X& `# i, l
- $game_map.refresh6 X$ ~+ @4 }8 h! T3 C5 C# A& f
- # 准备过渡
/ _4 K; c' k& H/ z, L3 l - Graphics.freeze; {( g6 _! n$ x/ j) j
- # 释放窗口7 ], N9 ~+ E2 P7 R3 b$ ]8 d% R
- @actor_command_window.dispose1 [, w; g; W0 @! j7 Y- _
- @party_command_window.dispose: H6 J. e% n7 s: F4 ?0 W/ |8 w/ O
- @help_window.dispose8 @: O7 O, r! u- y2 r6 a
- @status_window.dispose: U3 F, C" U0 y1 h/ ~9 C. _2 v+ j
- @message_window.dispose
+ M; W1 J+ `* a7 K+ n ?; l9 s& W- { - if @skill_window != nil0 L2 p# o! I. F) b9 D5 @9 h
- @skill_window.dispose! J" D: C" w/ E! h1 d# U
- end
) Y; O8 m U6 S5 P" u3 {! Z% ^ V - if @item_window != nil5 U, E0 Z7 O; J) ?- Z
- @item_window.dispose- e! z8 i" k& G. O
- end
* F' S9 g, E/ b' ^3 n - if @actor_window != nil6 h* }" b" f; z0 [1 \7 A
- @actor_window.dispose- q7 E6 }# B! ^/ F( Z6 ]/ k) ` _2 w' C
- end
% b) V' T0 Q, f' U% G r - if @result_window != nil+ I0 n# M/ O4 w" ?
- @result_window.dispose
; {% ]9 M* S* C - end9 X0 w. N. ~% @& Y: h" B% A
- # 释放活动块
y: M' t4 U, ]* r - @spriteset.dispose1 S [- n- {1 V5 s! e( K
- # 标题画面切换中的情况
( t. O3 W. G: G" ] {2 X - if $scene.is_a?(Scene_Title)4 j0 W5 n p6 o8 Z4 |* C% i
- # 淡入淡出画面* y' P* }! o' W K2 H/ H/ j
- Graphics.transition
2 F$ F8 s$ E+ K - Graphics.freeze! N$ X% v3 j3 _6 l+ C
- end
3 O9 T6 l E9 Z1 v$ [/ O/ T2 e9 d* O& h - # 战斗测试或者游戏结束以外的画面切换中的情况
9 ~1 S' y5 T. ?' t2 A7 e - if $BTEST and not $scene.is_a?(Scene_Gameover)% m8 D) u+ [# r3 Y% }% M4 @& v
- $scene = nil( E+ ?$ b% f- T6 t0 l3 W
- end
; C( U( Z: ~; j, @' H. O( P# ~ - end& q0 H- w, y1 f$ ?9 U4 r
- # 战斗结束
& _; D' l Y5 {0 H5 b - alias lpb_battle_end battle_end
7 V6 L- T f* f: a7 i6 P2 B - def battle_end(n)* C) z. J% s9 C8 @/ y6 n
- lpb_battle_end(n). w# i+ P- `$ s. Q/ Z
- $game_party.set_actor_to_normal
1 g; E2 A3 K4 n7 n$ K: T - end5 H. O4 y4 C7 J+ }+ u" f5 X0 T
- # 开始回合3, k! R3 p" _ x6 [
- alias lbp_start_phase3 start_phase3
$ [, q" D* d0 E1 S) A9 k5 i - def start_phase3/ Z9 J2 S6 y% Y0 {, s" M
- @changed_battler_id = []
. F# {0 e/ _0 U - lbp_start_phase3
) F+ @" Y; H* o, E5 _8 } - end
8 b% |( u& h8 r5 h3 x# ~) q - # 刷新角色命令回合画面
' _* Y" E$ s8 g - def update_phase36 {) u3 V% r; b/ f' O
- # 敌人光标有效的情况下0 Z( x3 ?/ m2 p" p6 ?
- if @enemy_arrow != nil
5 Y' }# S% J+ j - update_phase3_enemy_select
c1 ~: }, r% K6 Q8 A3 C. A5 r - # 角色光标有效的情况下
" i2 R8 |3 A2 a# Y' ~, J3 g3 _ - elsif @actor_arrow != nil
$ B) j; P& ]0 H8 W - update_phase3_actor_select4 V. ]+ g3 ]" u0 `- H) ]
- # 特技窗口有效的情况下7 V5 g8 K ~& I# U
- elsif @skill_window != nil1 Z) P7 d+ f+ {+ X# o+ i% L
- update_phase3_skill_select
! p" d* h$ }- R% Y$ u8 [" P2 L) o - # 物品窗口有效的情况下
* H: m i& t7 [ - elsif @item_window != nil
0 c$ N4 F) P- |+ l$ _1 f8 {# f - update_phase3_item_select& f' ~9 e4 }; |0 n$ @! }7 D8 A2 @% i
- elsif @actor_window != nil# G/ ` h `% v
- update_phase3_battler_select7 k' E+ c# T- [, H d6 F
- # 角色指令窗口有效的情况下2 _3 W% S" [0 o8 F' D9 Q% O
- elsif @actor_command_window.active
9 U2 C5 m/ T! r8 I - update_phase3_basic_command
, g. [ C6 F- d/ ?1 f: \ - end& W. T6 Q# x0 @3 B/ ~/ @$ q) W6 a
- end
& o- n# m. K" i' B' G: X3 m - # 角色基本命令( S- \3 s3 _; @% F0 N
- def update_phase3_basic_command% S e0 Q. ]! i3 l* ~
- # 按下 B 键的情况下
& y# W4 n2 ?$ V: ^7 E8 c- g6 w - if Input.trigger?(Input::B)
# R- ~8 j [6 ]/ F# D - # 演奏取消 SE
' Y9 y q ~6 y& v/ ~ - $game_system.se_play($data_system.cancel_se)
% p+ J- n' c6 o( `$ u3 k - # 转向前一个角色的指令输入
/ [( x* f7 @: y. W2 J. F3 _ - phase3_prior_actor
* y. S6 M4 z# `( G5 D - return: ]1 f3 Y! D/ c1 [* n- m% ^* n1 P" [
- end
r: u/ [' X2 N$ Y4 n - # 按下 C 键的情况下
. w/ {- k( B p, h6 G - if Input.trigger?(Input::C)
( r0 K) T1 V$ T - # 角色指令窗口光标位置分之
. Z7 V* |1 A: C( I" X# V - case @actor_command_window.index
% o0 @8 ]5 e' U% z7 Z6 T1 M1 t - when 0 # 攻击
3 N3 G/ h7 y" [2 v, B) V( \0 x - # 演奏确定 SE5 n" k( j# r: o/ l
- $game_system.se_play($data_system.decision_se)
: k! c) n$ \7 x" y( B1 ~" y$ r - # 设置行动
; Z; }" X! U5 q8 e7 i# J" ~ - @active_battler.current_action.kind = 0+ e! W& d$ E( T, f* l
- @active_battler.current_action.basic = 01 V' f& h0 }2 ]
- # 开始选择敌人
* w$ z4 m( {0 b0 E; m8 }: `3 z/ O - start_enemy_select: L. `7 ?" N8 Y2 Y& }0 @9 Z7 m
- when 1 # 特技0 P; }! |, \& |2 S3 X
- # 演奏确定 SE+ b( s1 Y8 O6 X2 ^3 q/ X
- $game_system.se_play($data_system.decision_se)8 P" N, \) F. S) L8 J( H& e
- # 设置行动
( r" D5 b1 I5 I# ?; [9 U - @active_battler.current_action.kind = 19 F: v a8 k; S
- # 开始选择特技
/ s7 _+ B0 X. D4 Z - start_skill_select
Q+ l. z; W+ v, I* H - when 2 # 防御
" i* a7 y% e. S$ u3 ~ - # 演奏确定 SE- h5 t7 U1 c+ q" p4 m
- $game_system.se_play($data_system.decision_se)$ ?3 T; t/ u+ ~0 H, K
- # 设置行动. A' v' V( N1 d% \( _+ W
- @active_battler.current_action.kind = 0
$ ? q' H* m- Q2 ^3 m - @active_battler.current_action.basic = 1- o2 y ~( B# T- s) y$ `* i
- # 转向下一位角色的指令输入# c) K: A/ R* F k# Y* K
- phase3_next_actor1 {: L; z2 R5 ]: ?: q5 o5 U/ f' M
- when 3 # 物品7 s) s- i1 u$ j" H- H
- # 演奏确定 SE8 y/ Y8 a2 j9 `
- $game_system.se_play($data_system.decision_se)
5 S0 y1 W9 Z1 a7 \) O! ? - # 设置行动
4 B" e O ^/ D, V - @active_battler.current_action.kind = 20 q4 j! a, V! O% K* l
- # 开始选择物品
/ G( v; F7 r2 T1 L+ H - start_item_select7 e' |8 s7 ]/ D7 O) L) ^
- when 4 # 换人
# O- E) P$ @2 J' i# C+ W w - $game_system.se_play($data_system.decision_se)9 K" F F/ a5 I, n1 k9 C+ ^
- @active_battler.current_action.set_change_battler
* D4 A: ^4 V$ z9 s# N - start_battler_select
& Z/ W/ h0 L" k5 D - end
# ~; O* _( O: A" a' C - return
5 P `5 P: W) V' t - end: \: e B# Z1 A. H8 T% D; w
- end
# |8 U. @$ F0 Z) K4 ^ Z0 V - # 开始角色选择
# D# _: Q8 b# M9 a1 Z - def start_battler_select" C# C( e5 j2 W+ V
- @actor_window = Window_Actor.new
+ O) l3 x* P: g - @actor_window.active = true
+ o4 U. ?. ?3 S: P% M - @actor_window.index = 00 W* I+ V9 V! ]% w3 ~5 G6 G& r, _) f
- @actor_window.help_window = @help_window
+ [3 P0 q% X# y. K/ a - @actor_command_window.active = false
g2 P- v* w5 m% ^ - @actor_command_window.visible = false- r7 H. \, x7 ^5 s0 b( ~: g
- end
/ Z( X6 y6 f* m& a' f: M - # 结束角色选择8 S) g2 x6 v- Q* ?# ]' o
- def end_battler_select; G- g7 r) i9 ]: W- x2 T
- @actor_window.dispose* \6 l8 L2 @: l: J# L( o
- @actor_window = nil
' a: C( P! p: o6 J - @help_window.visible = false
2 w+ m' k: W, b& n4 I5 Y- l% N - @actor_command_window.active = true$ d% v! m! m. q
- @actor_command_window.visible = true
$ ~4 r# j4 \/ c+ ?' \# [9 Z2 J - end! e5 U0 H* H6 x9 d4 U2 R# y2 N
- # 刷新角色选择
* H" V2 u4 Y$ E7 y - def update_phase3_battler_select1 W5 P8 d4 \4 t9 o% F0 B
- @actor_window.visible = true# Q# ^' D! r) {! e6 \& U3 T
- @actor_window.update1 g4 m( J o& @8 R# z; O
- if Input.trigger?(Input::B): M( ^" }) p4 j. q5 g3 g
- $game_system.se_play($data_system.cancel_se)
% ~: v% ], W0 s' M - end_battler_select
# \, D7 t+ P: c - return2 C, y% i, {- Q7 c) h/ {- N
- end) C9 p- i& \- X5 U
- if Input.trigger?(Input::C) K$ `% X# C5 q
- actor_id = @actor_window.actor_id
7 ^/ \4 R v/ g, r - if $game_party.get_actors_id.include?(actor_id) or( J# o3 X& S/ r& Q/ {% j8 }3 g
- $game_actors[actor_id].dead? or
6 d) F1 o( t {) e7 u8 ^5 [' U - @changed_battler_id.include?(actor_id)
u( }" I/ j2 B8 v3 z S - $game_system.se_play($data_system.buzzer_se)' \1 |9 J( ] g
- return
* g% N6 p' ]4 v5 `5 Z - end8 y0 N8 A Z# M W- D% R; {) L) S
- $game_system.se_play($data_system.decision_se)
/ Y N- ]1 m. Z. Q+ Z& F - @active_battler.current_action.change_to_battler = actor_id
+ m' f- S4 x @8 V5 d# ^ - @changed_battler_id.push(actor_id)
/ m7 x6 ~' H; I - end_battler_select
3 g& `. m& c/ w' u8 @5 P0 Z - phase3_next_actor$ k+ {# Y6 b; E- y
- return3 o1 [* R5 I, y) k4 G& c
- end( e! f4 X2 _' P# l4 Z8 ?
- end6 l$ N6 P6 `$ O; I# M
- # 行动方动画
0 H" W% Q* W- l4 K( H% h0 D - def update_phase4_step3' K# x$ h1 |! l5 F/ f
- if @active_battler.current_action.is_change_battler?& r$ M% S1 v( B- a
- @animation1_id = AnimationChangeBattler
3 V% E1 X$ `8 N0 J6 {9 k. @9 y - @target_battlers = []
8 X4 H0 V! w8 E1 I- k* ~ - end
; V1 S! M& D- \7 ~. T E$ T3 I2 [ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
9 H6 z- H( Y" M, C/ Y# e. S* C, z+ B - if @animation1_id == 0
7 Q9 @0 T" Q5 {9 b4 p* ` - @active_battler.white_flash = true
& N, [* ], |, R. l* [ - else% C% b V, w c1 h1 J0 F5 g* d8 o+ U
- @active_battler.animation_id = @animation1_id
3 u' w5 A2 G# t3 s8 ] - @active_battler.animation_hit = true
2 v, n1 H( w; W: I8 H - end* k) p' h4 } |- z, D7 w
- # 移至步骤 43 Q) W: L% W; {2 }; y" K
- @phase4_step = 4
& P/ D0 M6 s6 u; ^ - end0 N6 m+ ~3 G0 f4 f6 @$ N
- # 对象方动画( t x h5 s u4 P8 ^$ _2 [
- def update_phase4_step4
$ p0 `0 P( L' ?! x) G - if @active_battler.current_action.is_change_battler?
% z; {% {, F* l& ^4 ]% p. I: U - actor1_id = @active_battler.current_action.change_to_battler
. k4 j! `2 _0 N" c6 `$ w! s; s& M/ ? - actor2_id = @active_battler.id
3 d' }( g u, O4 }5 u% q" i - (0...$game_party.actors.size).each do |i|
1 A: K* O# R' R - if $game_party.actors[i].id == actor2_id& D' S" u4 y% Z6 u! Z) y
- $game_party.change_actor(i,actor1_id)
& E9 A* b" ^. C- E5 C7 z# N7 @- ^ - @active_battler = $game_actors[actor1_id]# ~" ?7 t0 F) P, N* m, I @4 v2 L
- @status_window.refresh
s6 z! Z2 Z) e4 b9 X$ W0 G s$ j - end$ O# j- a& ^. w2 N9 Q
- end
/ x& S. N& e- M1 B N) R% S - end
2 D1 V4 g# a2 M8 J+ D" T5 ^$ B - # 对像方动画
6 m4 b$ E) x o - for target in @target_battlers0 B. D- a$ Y7 E$ h5 Q, ?
- target.animation_id = @animation2_id8 G: R, k" I( a5 K
- target.animation_hit = (target.damage != "Miss")
c: Y- ^4 b0 X1 Z - end
$ W1 J. d! f5 U2 z6 g5 B - # 限制动画长度、最低 8 帧( e3 T/ }4 _# `, k9 z7 S
- @wait_count = 8
& b+ w, |3 X& i" R/ X - # 移至步骤 5
! C4 S E5 O- V0 v - @phase4_step = 58 C! ]' J5 X, ^+ n
- end5 {- O9 s: u& c O- t q
- # 公共事件* _) o6 u$ l# m1 ^6 w0 i6 o
- def update_phase4_step69 y; P; d; x. B c$ t5 O
- @target_battlers.each do |target|- K1 d: i' H# M, E! A g% y
- if target.is_a?(Game_Actor) and target.dead? and
! b) @0 {* s# _; F* L1 e/ u5 d - !$game_party.other_actors.all?{|actor|actor.dead?}. T7 M' @& x8 Q9 w P4 U- Q9 v
- @actor_window = Window_Actor.new
9 p1 D3 F+ F2 J! p- q& u0 n5 n - @actor_window.index = 0" l' b. v% B/ Q
- @actor_window.active = true
/ g' A/ N' d, K5 s; Y. {/ b - @actor_window.help_window = @help_window
# u# \1 {5 P2 \! U) ]7 V - actor_id = -14 L' A+ R2 b& f8 w6 h X. S) g; t
- loop do
% B9 }: G5 j l! I% C - Graphics.update
6 u( g5 M7 p: t - Input.update- q; @/ s9 e! N: M# a1 M
- @actor_window.update' a) i( D5 p4 E6 d' I x5 S
- if Input.trigger?(Input::C)2 |7 E+ _( T4 Y% A. y
- actor = $game_actors[@actor_window.actor_id]
% Q/ O) a+ y$ h1 R - if actor.dead? or
/ z% n, ^3 F4 I k7 G+ _ - (@changed_battler_id.include?(actor.id) and
) I7 D- c8 n6 N& O7 H* k! J - target.current_action.change_to_battler != actor.id) or- v, D" \& o) O' n
- $game_party.actors.include?(actor)% p/ l7 m$ K/ o/ X3 T) g0 d
- $game_system.se_play($data_system.buzzer_se)
" Q4 R3 Y7 e0 P; o v. {/ d: s) { - else5 H( G& w+ ^2 Q% K8 b' D' {$ L$ L( l( _
- actor_id = actor.id
' K4 ]* u( x7 j [2 W: ^ - end$ f# G0 o3 k! O/ N; B
- end; F/ M1 l: o- F V
- break if actor_id >= 0% O, m' ^: Q7 `. D7 y7 j# y
- end
$ n9 I, j& @( ^6 r3 b - @actor_window.visible = false8 H2 H3 D$ R! a* ]( `
- @actor_window.dispose; W: j% M3 D3 t
- @actor_window = nil
% O5 c' M; j+ s4 z8 |/ C - @help_window.visible = false
5 @1 S, {1 Y6 K, e - (0...$game_party.actors.size).each do |i|6 p$ O$ b6 c0 q$ v, Z! ~
- if $game_party.actors[i].id == target.id
/ M% w4 ?& c( Z3 G) O4 K3 @ - $game_party.change_actor(i,actor_id), ?. p+ @" {4 u
- @status_window.refresh
5 B* `1 X6 P3 N. B - end, j+ S6 I6 ^; }
- end
5 _; g! n8 p M" O! g - end2 a9 H; \9 _5 t5 x' ~& r6 `% K1 O
- end
# O$ B0 p$ u# ~6 B; o" v( j+ m - # 清除强制行动对像的战斗者4 ^8 A; m! e0 ]! j! B! Z$ ?
- $game_temp.forcing_battler = nil& J' F1 B4 D' N4 d2 x, Y0 j- G9 m2 F
- # 公共事件 ID 有效的情况下
9 J6 A& p! v, A3 H G8 X - if @common_event_id > 0
8 g8 ~+ J# Z9 r7 l+ R$ c; i! j - # 设置事件8 S' _5 i2 H& j
- common_event = $data_common_events[@common_event_id]
4 F* j8 m/ v3 k! X9 D) G1 O2 ]& o. I - $game_system.battle_interpreter.setup(common_event.list, 0)2 Q0 ^' J! J) }' ^% v! G
- end
& |8 D+ b! d/ d' E - # 移至步骤 1
, I, j ?# j6 J1 `- ] v# Q - @phase4_step = 1! Y/ Q( N8 _- N" W) r
- end
, S! d0 T! |" `1 M - end3 i# g+ t0 o7 Y! U! o9 N7 A
; W% i9 Z {% @; ] ?0 b- class Window_MenuStatus
l/ ]. r. [! g! P ~, _ - def refresh: c" \' d% G/ I/ l+ Q0 c8 @ _5 Q
- self.contents.clear
9 V7 y7 A' Q1 |( \7 a - @item_max = $game_party.actors.size) V% f0 [) Y! V7 n: w* T3 R: h4 t
- for i in 0...$game_party.actors.size7 t" d# C! `7 E* F
- x = 4
' I! k' e" Q; c6 k& \1 d u; }) x - y = i * 32
& v. C `& m& ]8 ~# ~ - actor = $game_party.actors[i]
" i4 Q; n& f' J; [: H - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: ^8 x7 G# l; |" J - rect = Rect.new(0,0,bitmap.width/4,31)
b z/ `% _$ T# w) M1 B - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
o1 G* D! l1 d% l4 U - draw_actor_name(actor, x+36, y)9 F0 b3 U/ K$ X8 Q+ r3 L, D
- draw_actor_state(actor, x + 136,y) O. H4 R4 o2 K6 ]+ V0 B
- draw_actor_hp(actor, x + 236, y,96)
' u$ H- l( ~* ?: u - draw_actor_sp(actor, x + 336, y,96)
) X5 r2 Q2 a& e+ b! n - end
; r8 M T( t" u. R - end/ @; u: ^7 w0 m$ h; f/ X6 a
- def update_cursor_rect
& _! V9 A1 u1 E Q - super
! ]5 n; U. }7 `/ w% [% h4 d G0 l - end
# |9 Z6 z! t6 x. ]! W3 P - end
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