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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
+ N. ?: V) U, D5 ]2 M - * p# [( X/ p; D v
- # 队伍最大人数
. {8 Z! b* t8 |1 k - MaxPartySize = 8
( V' [+ Q T# C2 D/ f! [# k
/ Y$ P1 @% y: i J; G- # 出战人数
+ G, p$ ?% O9 g* k' U8 z9 u& U. w - MaxBattlerSize = 1
0 x9 B% m: {, r' J& |
7 z, _9 H4 E! A Y' t- E) E- # 换人语句
- F+ X: F( q- d! w, ~" T' I - WordChangeBattler = "换人"/ I, w5 J* K0 P+ ^ ]
0 j4 s- U$ L7 i1 i8 G$ Q. R8 l- # 换人时播放的动画
6 ]$ f; x b: u# E, I9 W9 Y+ Q. G - AnimationChangeBattler = 26
: y% e5 r" I" w; e" B% [1 N, ?
: r& s. `7 o9 u1 J7 \: I2 H! \- end8 }5 w0 B8 |5 r5 T
- - t2 F/ g, Q* G" V9 [: @7 S- O
- class Game_BattleAction
# n) y" P! B5 O" B - attr_accessor :change_to_battler! L1 l3 c' Q D& f x% @
- # 初始化2 r1 a* M, P* _- P& T7 t! {4 z
- alias lbp_initialize initialize4 I3 v3 h$ A' |, b/ P' H$ U& L
- def initialize
; _' X5 I {8 k0 o - lbp_initialize
& h' m/ F7 s. M - @change_to_battler = 0
v- v' D7 R0 V4 ] - end
# p8 w* ^* q8 d' V - # 欲更换角色编号4 ^# N1 N: S1 G5 f% e
- def set_change_battler
- i l0 w% _4 t- J0 ? - @kind = 36 y; D% \3 V- s; l* ~* |
- end
0 Y$ I" `8 b/ R - # 判断行动是否为更换角色) a7 q$ w' u! ~/ D
- def is_change_battler?4 V; D* b: y& R2 {0 R6 w/ [6 d
- return (@kind == 3)4 L6 o' M: N3 l2 g; F# E
- end( ]% p; [* X3 q: G- s' x0 o
- end
# k6 }8 ~9 b* H8 p0 P: ]
. T5 s4 Z! J+ m2 v* h- class Game_Party7 z- S; _4 S7 m2 }5 e
- include LimBattlePlug
; z2 |' E$ c% | - attr_reader :actors27 w& f) _) {# I; S: j8 {* V" C& t
- alias lpb_initialize initialize
0 C& Y6 e& g2 W- v - def initialize
$ r5 [8 o# Y! `1 ^ - lpb_initialize" D. E/ j2 g4 @6 R" w- G0 j3 S3 ^
- @actors2 = []" K$ W* Q+ n) L ]- v1 k
- end
) M1 \( z* e* N9 ]! \* I n - # 角色加入
! L. ]" X6 R- v4 l. `$ ? - def add_actor(actor_id)
1 i" l1 I3 r6 A/ C" j8 ? - actor = $game_actors[actor_id]
L, w5 k7 r3 z4 M( ~ - if @actors.size < MaxPartySize and not @actors.include?(actor); h+ Z; r9 h a: ?% ^' e5 C7 _$ J! n
- @actors.push(actor)$ K3 ^9 \! p9 ?/ C/ I
- $game_player.refresh
. A8 Z% s- S# }9 k: Q Q" ^ - end! j$ R. I' c" l, v. a4 N
- end
; }& }1 ?9 X- W+ p: Z# G8 g: f$ R" @ - # 设置战斗的角色3 A! |* c0 v j
- def set_actor_to_battle
$ k2 ~$ f. y7 K! m - @actors2 = []) Y+ h, x( t& f5 V& F
- @actors.each do |actor|, h3 G* l) J) u! E, u
- @actors2.push(actor)& Z5 }% s2 d1 h! l) U, V. [% g
- end# W% U/ F; ~$ s1 s. ~6 Q& ]
- @actors = []! K( ~9 ?. f _3 c! C8 ~9 |
- @actors2.each do |actor|
! }( y3 p$ w% a - @actors.push(actor); f8 m4 \ F, s3 M: _
- break if @actors.size == MaxBattlerSize$ P; h' R5 p; S2 l4 S" G7 Q/ ?
- end! w, }4 Q4 b3 y
- end
; h3 U# w& {, Z3 p* C- ~ - # 还原战斗的角色% `* L7 ?4 B" a( z% y4 J
- def set_actor_to_normal
# o. s/ G+ e9 L( s - @actors = []+ ?$ {: o& P- q- ]: P5 u& h7 z
- @actors2.each do |actor|
3 R' L% B' M, \1 u W4 H+ P! d - @actors.push(actor)5 H( ?8 p; O$ u, G: p
- end5 J1 n: A3 t. g9 i# U
- end% P$ e# r! Q( S" c6 ~2 I6 {
- # 获取角色id数组$ O* |6 I$ x0 P4 `* N* H+ _9 _
- def get_actors_id5 }& w' o% Z* F* r& a, I" S
- id = []" D* ]- \8 t* ]# @
- @actors.each{|actor|id.push(actor.id)}
- O! b* M3 y H5 ~/ u @ - return id
8 F" B8 o" C& G( z" ] - end- e& [$ i% x/ z N
- # 获取角色id数组4 [9 O8 `2 c3 N, c6 ]1 M) f+ J+ U& M/ L
- def get_actors2_id* ^8 p! ^4 ^& J$ y& r. [
- id = []
3 b/ D3 f2 ]+ l - @actors2.each{|actor|id.push(actor.id)}
1 k1 s5 T E$ r - return id) H7 K0 d) t- o" h% I: x" C L
- end
$ z h# J9 {& I6 a$ c - # 兑换角色
' M& l3 m. `* L' q( g2 a - def change_actor(index,id)- W8 ]. J% V+ W1 }
- @actors[index] = $game_actors[id]
% [! p* { q- X" D* { - end
, j- W8 x0 w/ N/ Z - # 全灭判定
$ W. W. I5 D6 e& {* }5 O - def all_dead?
9 ^* I6 r# M0 j4 x* U- |6 r; ]% f4 y - # 同伴人数为 0 的情况下4 Z+ u% ~. d/ M
- if $game_party.actors.size == 0. v& ^! D5 t1 w0 ?
- return false0 J5 {2 Q' Y4 Y. a- y- s8 \
- end6 p2 C; v- O- \1 `6 [5 T
- # 同伴中无人 HP 在 0 以上/ a- _# \% Z; l' U
- for actor in @actors23 s8 [2 d7 H3 ^' q
- if actor.hp > 0
+ J; Q6 D |; |$ b# c - return false3 C- `, |8 N, ^8 J' V
- end- D$ G }- V5 y
- end
" F+ y8 {% S7 @7 x - for actor in @actors
2 P6 ~, P5 C1 b4 c' n - if actor.hp > 0
8 ?# }8 Q, n2 U3 [- Z" q - return false
$ y) a& f7 s- i- H: `, }* d% I - end) D$ l& k) I# A5 l
- end% R# R3 L. F6 ^. [1 T2 a% V; g
- # 全灭( _* ]5 g2 s, c2 `, I+ m% h
- return true
4 O+ I& q. n3 u2 ] - end2 Q3 T I- w# h& |. M& a
- # 其他角色/ H3 J+ @6 }+ N! ?7 Z; ?
- def other_actors& P2 E/ h3 |; z8 o, l W+ i" N" o
- actors = []
% R4 P$ ?7 d0 T) V( n5 O4 _ - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
( m" M4 P4 R V9 N* Z% u - return actors' ]% T8 k+ \6 p' V! g
- end
) O0 ~* N; C! _6 V' R - # 角色位置互换
5 _$ S$ [6 e. m* ^ - def change_actor_pos(id1,id2)
1 }7 K1 _- N) ]' R& M) @ - actor_id = []& P1 m6 T4 H% g) a& r% G
- @actors.each do |actor|$ r+ h5 J- h4 i" W/ _: F O
- actor_id.push(actor.id)( W* }3 h6 n2 W# h* T
- end
" @( v; w: ~2 n% ^4 K* T! o - return if !actor_id.include?(id1) and !actor_id.include?(id2)' H" g2 G7 h/ x1 U9 l2 m% @
- id1_index = id2_index = -1: e/ m5 {* a' I1 q
- (0...actor_id.size).each do |i|+ K- k3 y" p; v8 w
- if actor_id[i] == id1 \' j; C/ T* X! z) ?) B
- id1_index = i
2 s: ?# |+ R- O' t: k" H - elsif actor_id[i] == id2
. f, j: ?: p! \6 R j$ E - id2_index = i1 D G) Z9 j+ {$ m1 \0 L
- end9 k3 Z. E8 A7 v) y( k
- end
. v! K; D2 X. B8 ^: Y, t - temp_actor = @actors[id1_index]
6 V' e$ w2 u6 f - @actors[id1_index] = @actors[id2_index]# S' u5 K6 ~; @- R
- @actors[id2_index] = temp_actor
, Q/ W+ c) [! O7 Q9 s+ x - end
. u; ~2 f9 i8 W2 {0 S - end
% y9 \) G9 p l( c) q - ( f `( Y' i5 Y& y+ ^- ]( w6 q
- class Window_Actor < Window_Selectable
) x( B+ D4 A& x# }8 U6 R - # 初始化' ~. p+ y2 D& p) q) K3 e) q
- def initialize
: E- A: R7 t' O: l( }5 Q3 q2 ^ - super(0,64,640,256)8 ^1 R, v8 J" \6 D- D
- self.back_opacity = 160
$ I) O- |' z9 h ~" b6 d - refresh
9 h2 U& K2 q9 \( l& r - self.index = -10 L$ N6 I$ v# U" f4 I1 J$ y7 ~
- self.active = false
7 W5 O5 u- T( q& C" g - end1 |2 \- V2 ?# H \6 S- `2 X
- # 刷新) _* T, H9 I& c
- def refresh
$ n# a8 k( h. I/ J/ G - @item_max = $game_party.actors2.size
8 p+ S- _) a2 i; F - @data = []
& ?4 Q9 R; Y& \5 w$ K) _ - $game_party.actors.each do |actor|
F" e8 t# m8 W - @data.push(actor)" ~' B8 @" z3 d
- end
8 {$ v0 U0 {+ f! ]* p! @6 [ - $game_party.actors2.each do |actor|1 b- m8 e/ Y) [' L2 }3 s0 ?$ D7 r
- @data.push(actor) if [email protected]?(actor)& h) u Y4 \, D) g8 A
- end6 t. T" U l0 i( d) K3 |
- if self.contents != nil
5 q7 v) K; q& T/ n/ ~1 p - self.contents.clear
/ K3 l2 {: K4 n3 p/ J. n - self.contents = nil% D1 Q* L1 R3 y! Q: D( U' F
- end
4 L/ Y' Y3 b, X S5 i( J5 \ - self.contents = Bitmap.new(608,@data.size*32)
$ a- t) ]6 r ?4 W/ {: d; } - x = 4
+ ?5 i" E( k# V1 H, F0 l - y = 0
+ y, Z x9 U/ ?$ K9 ^7 F - @data.each do |actor|! r, S8 e) B" F( W- M' W! K4 w, O
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ o8 Z$ L' d7 x, n$ z
- rect = Rect.new(0,0,bitmap.width/4,31)/ C$ m. @) v" Z
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect); D( e$ V: f3 Q1 Y
- draw_actor_name(actor,x+36,y); w2 }' N" g+ p- {
- draw_actor_state(actor,156,y)
1 D# e. c9 t! ~( M - draw_actor_hp(actor,x+256,y,96)' |; ~8 ^6 N' a6 a$ x* p
- draw_actor_sp(actor,x+376,y,96): A: F3 F8 F7 d) Q2 f
- if $game_party.actors.include?(actor)
. q& j0 Q: f; x' z7 R0 g - self.contents.font.color = text_color(6)
% c3 A5 f, S! l4 k+ P2 [ - cword = "出战", [+ W. Y% n4 [" \$ x& {: ?
- else0 N. @7 _7 g2 Y0 D; W
- self.contents.font.color = text_color(0) d3 B1 q/ s/ E# ~ V
- cword = "待战"
; \/ G* X; L$ ~2 k - end
- I; s0 `6 E: _+ X4 O, r; N7 J - self.contents.draw_text(x+496,y,60,32,cword)! Z% i* T" o3 Z& N, n8 }" h' `
- y += 32
* p" f8 S+ y6 b2 @( `5 u. T - end' e9 F3 a3 d! |/ S- M" a# D: }
- end& t7 k, T- E/ U
- # 获取当前角色编号3 F6 H2 j& K5 n
- def actor_id
D. l* p1 D$ N- l( j. W$ R2 @2 a - return @data[self.index].id- d* [4 g5 ^/ {6 g: X) z
- end, h9 ^% X0 u; H/ }% b4 o g6 B1 V
- # 刷新帮助
4 @1 R( k! `( H) {4 e - def update_help- z; ~$ [" {3 [. q, _
- @help_window.set_text(@data[self.index] == nil ?\. \- b/ v3 r; [3 x& I" Z+ t
- "" : @data[self.index].name)
; Q3 U: u9 p8 x+ L - end
+ n; B& s; }, E - end3 d- T% B3 P- p2 N" D
- 9 L% w# w" g5 w* I$ V1 [) l# c
- class Scene_Battle
& I; p9 z/ P- Q% s$ U5 M$ V - include LimBattlePlug f3 q! A. ~1 ]
- # 初始化! I7 L6 y( t. {5 Z
- def initialize
- t% ^+ l0 Q L$ T% U& f$ w - $game_party.set_actor_to_battle
3 X, W' ~8 B9 d! u9 | - end6 Z5 P( f$ O( k3 K- C
- # 主处理
# Y/ j9 z) C8 C% _. N% @, H - def main
* m1 x5 r i3 Y+ }0 Q - # 初始化战斗用的各种暂时数据
/ Y9 N" L+ b3 b* }+ m% a+ p - $game_temp.in_battle = true
, o. O V4 m. Z9 j - $game_temp.battle_turn = 0 M4 G% ~8 }, w- r) j7 I0 c
- $game_temp.battle_event_flags.clear
% z- l5 E/ I( _0 Z2 ^3 i8 o- | - $game_temp.battle_abort = false& u4 ]( Z6 l3 J$ W! y
- $game_temp.battle_main_phase = false2 w) J; K4 w1 D* s
- $game_temp.battleback_name = $game_map.battleback_name
4 D1 U/ X" Y8 o7 T9 r- B, O& b - $game_temp.forcing_battler = nil
' }$ ?6 \% K8 Y; W$ P. n' y! z9 A - # 初始化战斗用事件解释器 K( l$ _) W* k8 A: T; L( A
- $game_system.battle_interpreter.setup(nil, 0)+ p! Y M4 V B" G& v, N% k' p( M
- # 准备队伍
) r3 u5 I& h4 k7 F$ R1 N - @troop_id = $game_temp.battle_troop_id
6 Z0 w3 H, q. b7 h7 ^8 f - $game_troop.setup(@troop_id)
! `* z0 K/ O e- }* M - # 生成角色命令窗口+ M! A/ M5 @4 t
- s1 = $data_system.words.attack
: f6 a$ K T7 a! H( w - s2 = $data_system.words.skill! M) c8 O0 a: C0 S; ]# w
- s3 = $data_system.words.guard# K0 C) ^5 l- z
- s4 = $data_system.words.item+ ^7 w3 n5 N" ] _1 @! h1 V% {9 R# {
- s5 = WordChangeBattler
: j* _) k4 l' l - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])1 [1 g! ~6 r: I1 Z! g3 w7 w
- @actor_command_window.y = 128
4 S' g8 L! V& G4 L8 [1 i7 ?0 S - @actor_command_window.back_opacity = 160
* T" u' Y0 [8 U9 b) {* c - @actor_command_window.active = false
0 |4 X. i+ V C& V( P9 L/ Z7 N - @actor_command_window.visible = false
8 B) z. m( V4 U - # 生成其它窗口
: B5 l: ]. Y2 K8 Z8 M. W - @party_command_window = Window_PartyCommand.new* n$ m7 L. d$ ?5 p/ Z5 c
- @help_window = Window_Help.new8 J# h2 ^, F# ? V$ ]+ i
- @help_window.back_opacity = 160. J3 x6 K1 i( u4 ^+ j" @% r2 ]
- @help_window.visible = false
- V: Q6 {: ~7 v - @status_window = Window_BattleStatus.new
5 y7 N1 L& }& m/ o- i1 D - @message_window = Window_Message.new/ S0 I* m; T9 i1 O$ o
- # 生成活动块* b' S z6 D$ \4 g; n) S
- @spriteset = Spriteset_Battle.new: ~: @) w' E% n/ h- t* a) l/ ]
- # 初始化等待计数
1 h' T" Q7 v2 M7 ~ - @wait_count = 03 D8 d. G, x& y. c7 v$ j& c# w+ `
- # 执行过渡! g! e5 |% o8 _: J* Q+ B
- if $data_system.battle_transition == ""
" i$ a6 C4 }3 b% K! O - Graphics.transition(20)2 J7 j U. _' f, q/ j& z9 [& c
- else
+ w% o4 `) j, c O2 n - Graphics.transition(40, "Graphics/Transitions/" +
' x2 }5 m; r7 |9 k2 {% Z& a. ?) \ - $data_system.battle_transition)( Y+ W; ?; P/ A2 z0 g X {
- end
3 d; g% Y. P7 w- Q$ D - # 开始自由战斗回合* j$ Y6 Z, b* Y+ J
- start_phase1' p% W$ j- E' {7 A' d
- # 主循环
~2 A* c% {% ^7 O - loop do9 L1 x7 G4 E, f8 N
- # 刷新游戏画面4 d" S5 B2 P4 k2 x/ [
- Graphics.update
, f) ] F+ ~% R6 [% z) p - # 刷新输入信息- v& ~, U0 E' k7 }" t5 [! ?
- Input.update5 D- J' e O7 g1 V b
- # 刷新画面
6 S2 Q/ m; A1 G6 d5 r - update) I7 o5 A/ R& q
- # 如果画面切换的话就中断循环0 V4 B0 t$ m3 Q; O M% s& R7 n
- if $scene != self# u b( Y5 q- |) V$ C
- break
9 x7 p0 E9 h" A* Y% h% f+ t6 j - end
8 _3 g* r% H7 J( a+ q7 L - end
! `2 F+ j, i# q9 O - # 刷新地图- }$ t. Q7 A/ E9 a- C
- $game_map.refresh% B' @9 B6 k5 v
- # 准备过渡( S1 L" G* _" U
- Graphics.freeze
, X9 c5 r' V) R2 r: c7 b6 f - # 释放窗口2 U# {; t _/ f e
- @actor_command_window.dispose8 j+ T. S& e: L4 q6 e
- @party_command_window.dispose
5 o5 `% W+ s) x5 q7 V7 i5 k - @help_window.dispose
7 D- O' x! H) p$ [+ Y4 q7 |- w0 S: v+ } - @status_window.dispose
' j T% i4 V& ` O - @message_window.dispose4 _1 G8 ?! d% l' R5 \
- if @skill_window != nil
( ]& H# K! R. y7 L) K$ x$ ] - @skill_window.dispose0 @ t7 A+ ?' @) `) d2 u) l
- end. z9 ]5 k: w; P. E/ Z, S1 A @' o
- if @item_window != nil! A2 L# O; q. R5 x6 M4 u$ F% J K
- @item_window.dispose2 Y$ _+ x1 L H0 U
- end: g5 G5 c* y! T5 S. O4 J/ o
- if @actor_window != nil
! F7 r7 h" @ n - @actor_window.dispose
" B& Z" `( u" N* K1 e6 c8 r - end- R* S6 ]8 p( f) R; h
- if @result_window != nil
9 n$ j" N4 ^) d! u. `( C - @result_window.dispose
3 T1 K7 W* }% W P - end5 i5 |* M/ N2 D! u/ d
- # 释放活动块 H* [: {9 B$ }3 F, ]) }
- @spriteset.dispose- `2 u9 n9 C/ _
- # 标题画面切换中的情况
! s1 b+ y# l/ r, D - if $scene.is_a?(Scene_Title)
5 `8 Q4 F4 ?9 T5 F M' b! o - # 淡入淡出画面: a- e k/ v. y* F3 D
- Graphics.transition; W! Y; l; w% C P
- Graphics.freeze! V2 o# k# S; m9 ^( r; e& m( Q
- end: i" B& C, ?2 y9 @/ F
- # 战斗测试或者游戏结束以外的画面切换中的情况% D, L' H4 Z( l7 |9 w. s" `
- if $BTEST and not $scene.is_a?(Scene_Gameover)5 P6 t1 r! e: _8 `) f
- $scene = nil
' }7 L* H8 L7 N8 K - end
& _6 V# S: Q3 }+ S - end9 R) R4 m, g1 L
- # 战斗结束
8 m1 ~. G& w& X, p& C0 U - alias lpb_battle_end battle_end2 o7 J1 _! r5 Y0 P9 a
- def battle_end(n)
# U8 Y9 a# s0 g* m/ a4 \ - lpb_battle_end(n)
+ S* H1 s0 U! ^+ f - $game_party.set_actor_to_normal- n# L# H# @, Z" L/ T* Y
- end
( H" u0 L0 w1 I. @8 ] - # 开始回合3) w% [1 [3 \, P- h" J' k
- alias lbp_start_phase3 start_phase3! k6 d8 l0 X* _( ]/ x
- def start_phase3: ?# U# h+ F. h0 E2 g# {5 _
- @changed_battler_id = []8 _) t6 j0 ^# K& H. ~
- lbp_start_phase3
% D3 P8 z; }. ?* X( K - end3 v. [2 v/ L0 x8 O5 V/ x! E8 t
- # 刷新角色命令回合画面! r8 R& F" l6 Q7 n
- def update_phase3
; A4 ^ S8 s$ \( U: F - # 敌人光标有效的情况下7 k9 {- d( H' |8 H7 V
- if @enemy_arrow != nil
9 ~9 o& J2 n" A( A8 Z* w - update_phase3_enemy_select
% m, A& ~$ h3 K( Z- x - # 角色光标有效的情况下
' H3 Q: j1 |: x# F P7 G2 s* B - elsif @actor_arrow != nil5 Y8 u6 Q4 a& M2 I, D. Y
- update_phase3_actor_select% z' W' M% h) m5 i
- # 特技窗口有效的情况下
8 E5 Z0 X( J! h - elsif @skill_window != nil
7 o ~9 ~* o, B7 H6 B - update_phase3_skill_select- R! z1 E$ S/ g9 H1 ~2 K# ^4 I
- # 物品窗口有效的情况下/ O- j4 C4 p. J
- elsif @item_window != nil( K: L8 z1 q1 c2 w% X T# @
- update_phase3_item_select/ Z+ G8 N% O) l7 m1 p F& K
- elsif @actor_window != nil) o1 b' e. w0 D6 G7 s+ ~
- update_phase3_battler_select
/ u% r' U% M$ Q9 H - # 角色指令窗口有效的情况下
: V$ j M- ]5 C% e4 T; C8 X - elsif @actor_command_window.active
. i5 Z$ s9 c2 Q - update_phase3_basic_command; P* H" J5 W4 B9 K) _2 V
- end
4 V1 T8 s# A$ Z - end
, V+ i5 H& Z9 I" n+ o - # 角色基本命令
! @ @2 w6 [/ y* Q3 I - def update_phase3_basic_command: _$ Q6 ~& [/ p
- # 按下 B 键的情况下9 |0 M2 G+ ^. U/ A- y9 R
- if Input.trigger?(Input::B)& k( ]0 y; [4 O2 h. r9 g. r
- # 演奏取消 SE! S* J/ O6 T4 @! b
- $game_system.se_play($data_system.cancel_se)
! V( M1 i1 ]" L( g& } - # 转向前一个角色的指令输入
/ ^" ^; R+ N. r3 Q, m$ T - phase3_prior_actor
2 t6 x& t; o3 G2 Y4 l* x' r - return9 R2 ^2 T7 z( W0 G1 a
- end
. M% \! w3 d8 n& K2 p0 t - # 按下 C 键的情况下0 N9 p) a9 x/ B
- if Input.trigger?(Input::C) i0 w% o# \/ u- \3 v2 v
- # 角色指令窗口光标位置分之% I/ m1 t( g# u5 l. r
- case @actor_command_window.index
1 d7 p. i- q+ b - when 0 # 攻击" G% e! D- [" r8 t( U
- # 演奏确定 SE( N3 n+ C% }. y/ ?, C$ c
- $game_system.se_play($data_system.decision_se)
* z B8 P7 L( S1 |4 P1 L - # 设置行动& @: c- s% G5 a( u# [
- @active_battler.current_action.kind = 0
/ j" q5 n$ _2 x! K, C: T - @active_battler.current_action.basic = 0
3 N* r8 Y2 t# O8 W; P: d/ Y - # 开始选择敌人
" _$ U" B7 y* D: T2 j& z! c: H# }% L - start_enemy_select
4 }5 o# n0 ?5 n# {. K - when 1 # 特技
0 l2 I( V, Q( S - # 演奏确定 SE7 V# l7 q7 U4 P9 I- F$ G
- $game_system.se_play($data_system.decision_se)
( @- X9 I% O3 c% L. M7 n* r - # 设置行动! L7 y. K- c8 w2 c9 c3 G) m
- @active_battler.current_action.kind = 1
7 J+ X! j K1 I: r- a7 b/ z - # 开始选择特技
% K! T$ i% M2 ?, u5 f& } - start_skill_select
) n( U/ F0 ^/ j. ]) { - when 2 # 防御& W1 y- j) [/ i4 ]/ D+ @
- # 演奏确定 SE+ K8 n1 X( r) S& ?- ^( D. y5 \
- $game_system.se_play($data_system.decision_se)5 a8 @$ x0 t1 y `0 J
- # 设置行动; @6 T5 n0 T2 B3 f/ J! B9 F+ X
- @active_battler.current_action.kind = 01 T) r9 B0 L9 {+ f: ?* G
- @active_battler.current_action.basic = 1
- @- f4 v+ Y# A" Y6 X1 H1 l - # 转向下一位角色的指令输入6 b* D! n, v3 j+ a; b& l$ E
- phase3_next_actor
3 O6 I& x; E. X4 a1 c5 }: o - when 3 # 物品" M' u4 t# I# [: {& ? t, c I
- # 演奏确定 SE
$ r5 P& A: H2 j N. G - $game_system.se_play($data_system.decision_se)3 p: G) O& L$ k9 O5 O
- # 设置行动
- R8 Q; |4 y" M: b - @active_battler.current_action.kind = 2
" m, t' X, k& _9 E' U/ t p. l2 k9 ? - # 开始选择物品/ ?% w2 K5 J0 B
- start_item_select
1 b* N: U! `- z3 C( q5 }/ q R - when 4 # 换人
8 G, Y }, W% b7 T$ U - $game_system.se_play($data_system.decision_se)) K: T# Q, J- ]5 { v" k
- @active_battler.current_action.set_change_battler+ d: {9 Y3 ^) G
- start_battler_select8 c# X5 D5 W. q& m- b
- end. ~- u: j! q! o- L
- return
* E3 o1 `6 H& W( ]9 V4 [4 H8 L) R3 h% _ - end
% ]/ y! H7 U5 H# F: A - end
2 B0 i' j/ }" ]4 C1 `5 U - # 开始角色选择
* T: ^2 j* l0 j* c1 L3 c - def start_battler_select
7 J, l; n3 I. N - @actor_window = Window_Actor.new) X5 ^4 A. M' N7 O! C7 H- w
- @actor_window.active = true: A/ {1 B! ]7 V
- @actor_window.index = 0
+ {, T/ [# R- {/ S2 Y, C - @actor_window.help_window = @help_window
. Q$ `, i1 i; {& C8 x" U - @actor_command_window.active = false
5 z4 D& M4 U: h8 M- c. I - @actor_command_window.visible = false
! Y% N# @0 c3 V/ @5 I - end
- `8 d% b6 }+ } K% [! r4 _- q- _ - # 结束角色选择. H6 ? {% U4 j2 G
- def end_battler_select
- P! O% H% L+ v; `/ H/ a' a - @actor_window.dispose. K: u0 y6 \( n1 I5 F4 ?
- @actor_window = nil% v5 Z0 T2 S& p; g7 n8 x" y
- @help_window.visible = false1 ]1 Z' D1 P" l0 B3 H. l; D# J
- @actor_command_window.active = true
, S! e1 k1 U' U1 T& w2 ` - @actor_command_window.visible = true
$ h% E$ w( k; G8 u [% ^% T+ p - end
A8 U7 d) U8 f5 p$ c: t% F* { - # 刷新角色选择
G- h. n$ Y- z' v9 U$ W - def update_phase3_battler_select
( W2 G) W7 Q0 U1 K" v Y - @actor_window.visible = true1 {1 X0 y6 [8 H9 a5 c6 l5 u# M. E4 n" V" U
- @actor_window.update
- P/ e6 `3 J J$ c5 D, s - if Input.trigger?(Input::B)& c- y2 L; K+ d
- $game_system.se_play($data_system.cancel_se); J# I; {% m& U( d1 k
- end_battler_select
, W l/ H8 H! _. ^5 {% L8 I - return; p$ z! g$ w* N, {, G7 ~
- end4 K' z* O: z: M# B/ V! h
- if Input.trigger?(Input::C): [. z* A- N; p
- actor_id = @actor_window.actor_id/ [0 B1 l# @# H- H1 |# X; O! [8 G
- if $game_party.get_actors_id.include?(actor_id) or2 Q$ a p$ K* ?. Y% P7 |
- $game_actors[actor_id].dead? or : D# ~+ r2 C; V! J
- @changed_battler_id.include?(actor_id)! ?/ u7 W E2 X @9 w
- $game_system.se_play($data_system.buzzer_se)
( S' K( N/ j$ \# w7 E9 I0 Z - return
& K/ Z9 e0 Y; T2 C* S' ? - end$ N2 i* M# I3 Z# D. G2 Q
- $game_system.se_play($data_system.decision_se)
. E1 y: v& y3 a3 l6 Y - @active_battler.current_action.change_to_battler = actor_id, |: m& L, V; a0 K0 I
- @changed_battler_id.push(actor_id)% R) O5 F' P b9 S
- end_battler_select1 i% ]" @% S+ c" }# S6 _
- phase3_next_actor. z% q7 W: i, d2 D
- return
3 P8 f% Y. o7 f: I, ?+ p) e2 y - end! S, c7 K! X9 }# S/ }0 D2 p3 w9 u: n
- end+ F& o1 H1 s' m- f- d
- # 行动方动画, u) Z8 Y1 a$ P. U( J I% ~
- def update_phase4_step3% s4 U0 c! f( A6 ~( T& [4 k
- if @active_battler.current_action.is_change_battler?
" r1 W! W$ @) z - @animation1_id = AnimationChangeBattler1 c/ h, S$ F: [/ O* J8 }
- @target_battlers = []
( Y( N1 @# Q/ _9 t) M - end
" @' O+ W* M( Z9 a; x$ @( ?! L* W - # 行动方动画 (ID 为 0 的情况下是白色闪烁) S D0 B; ~6 P# Y( j
- if @animation1_id == 0. h) s) C4 v: J7 x
- @active_battler.white_flash = true
% i- g' G5 D5 N* L- w# z& g - else, ~1 ~" Y7 {4 `# I# a. {. `
- @active_battler.animation_id = @animation1_id
( D" G( f& A9 I" K5 R$ {0 s - @active_battler.animation_hit = true
& ]& n* [1 ]5 Q3 x - end s8 B- }* t* P0 u
- # 移至步骤 4
7 ^. Q+ s$ \3 A4 T4 m - @phase4_step = 40 d( N5 E+ ?* @" M" n" d& _
- end* g( S X" X4 f9 @ H
- # 对象方动画
0 c- D' {. Z' O1 Z/ ~4 L! @ - def update_phase4_step4/ D' x2 p1 O( X9 s4 H1 E' @& _# q3 _
- if @active_battler.current_action.is_change_battler?
r, T6 b/ o7 x% o; Z - actor1_id = @active_battler.current_action.change_to_battler ]) r# [$ f; u s$ v3 f s* B% r+ M
- actor2_id = @active_battler.id
) M4 T+ ~/ I- v2 e* d - (0...$game_party.actors.size).each do |i|* K. ?$ U2 W! o' s) C
- if $game_party.actors[i].id == actor2_id
' u0 A: \. U E - $game_party.change_actor(i,actor1_id)
1 u/ X, z" I2 J* ]1 P9 o - @active_battler = $game_actors[actor1_id]
" X9 E" e& [4 [! J9 f5 L- \' D - @status_window.refresh" D( ]: v! Q: |3 H; N/ j3 H
- end
2 g7 Q; u$ M/ ]5 \ - end
/ Z: p$ j" ]- R. I4 h8 j8 S: _- Q9 b - end
6 q2 {2 @) C% ]: | - # 对像方动画( ?2 Q1 y' ?! S
- for target in @target_battlers8 } f5 c3 c/ G+ i: }/ ?' q
- target.animation_id = @animation2_id
: y0 K" P. y9 z4 N9 ]8 k$ Q - target.animation_hit = (target.damage != "Miss")
( Z5 p6 G& k5 d0 w2 V* z, J" J - end( Q6 j! F. t) {( S& C2 S
- # 限制动画长度、最低 8 帧- y/ k. u9 `$ v. U- P- V, D
- @wait_count = 8( p# b7 v* u+ r b$ k5 W
- # 移至步骤 5( q' R1 G8 w$ I/ h# e+ i, W7 W
- @phase4_step = 5
& H) h n1 D6 c3 ^ - end- k q1 b9 ]4 {9 p9 |, E
- # 公共事件
7 L/ S6 T; M+ C2 _. d6 |, _6 F - def update_phase4_step6
* w1 I2 k9 N/ C, |, E; m, O5 A3 e7 H& O - @target_battlers.each do |target|0 Z$ q. \; v5 ]3 o
- if target.is_a?(Game_Actor) and target.dead? and
5 X; r( G" S- F* L& V, I8 Y+ h/ w - !$game_party.other_actors.all?{|actor|actor.dead?}- I& s2 ]' \5 J% W
- @actor_window = Window_Actor.new
6 x/ n' f: Z8 d' T8 F8 g8 I8 W, V - @actor_window.index = 0
+ V2 M1 R8 e$ v- K$ e - @actor_window.active = true
% @) a0 V+ M! a - @actor_window.help_window = @help_window# ?$ Y, B: _6 Q' H
- actor_id = -1& ~1 q# ^& i1 W/ V) J A( e/ _
- loop do
7 ~3 |0 x6 A& ]( L- |# g" E" @" v6 G - Graphics.update
) ^ L: s2 b. }# t3 w0 ] - Input.update2 e9 \9 T9 Y/ v0 G+ v' D* m) [
- @actor_window.update/ e ]5 g! e, }" P9 @" D
- if Input.trigger?(Input::C)
: R, F" N% K4 b' x: I - actor = $game_actors[@actor_window.actor_id], A1 n$ m# V$ z, h
- if actor.dead? or
- ^" @: J0 t$ p9 x! F - (@changed_battler_id.include?(actor.id) and
D+ [, P6 f3 ~) R$ f1 _* V - target.current_action.change_to_battler != actor.id) or* U8 O4 `4 {& w. w8 I7 q+ e" \
- $game_party.actors.include?(actor)
; | X8 G: }# D+ i% [/ T* j - $game_system.se_play($data_system.buzzer_se)! j% P) X2 a$ N2 e W5 q- _
- else% \% g6 {5 i& l, \
- actor_id = actor.id
+ M$ R: j L8 n( F - end5 R; x; W9 H# K$ X. t! i- w
- end1 y! z$ D% m; e
- break if actor_id >= 06 K, }9 Q i/ V1 j# D# B A
- end
2 Y, v# ^' b1 ` K$ ^+ _ - @actor_window.visible = false% |. J0 v/ A Q1 w0 T
- @actor_window.dispose
# E* N8 a, `. e( s - @actor_window = nil+ |0 `+ o/ c3 c6 v
- @help_window.visible = false4 i ~1 r' |6 | H7 B: r
- (0...$game_party.actors.size).each do |i|) [, h4 F- b7 r2 k+ _
- if $game_party.actors[i].id == target.id6 r+ v# D/ w7 I
- $game_party.change_actor(i,actor_id)
, g/ S% S' m4 w4 i; @6 t - @status_window.refresh
& B& K5 y8 A# I, ]1 k* v - end
( v2 t- n* a, _" R! L- W - end
2 ^8 ^* T2 R2 p+ ~: f% Q - end
6 Y+ f+ E8 Y* ~: x q& u" T - end
8 [: u$ e6 Y9 T. u4 F - # 清除强制行动对像的战斗者
* }* K, l: j `: s6 u - $game_temp.forcing_battler = nil' i( U& ~) k& q9 `% C+ {
- # 公共事件 ID 有效的情况下
3 H1 a$ n3 Q% }4 O8 F: ]4 J9 t - if @common_event_id > 0
: k% y- S4 o S, U% X - # 设置事件6 {6 g4 p8 {, Y# i; D4 U
- common_event = $data_common_events[@common_event_id]! B6 k' ]+ j) O: _4 `
- $game_system.battle_interpreter.setup(common_event.list, 0)! n* l8 O1 `. m# a
- end
, j- F/ r7 y4 p# E - # 移至步骤 1
# i# j: z4 A5 {$ F* c* [ - @phase4_step = 1. }7 y. r: r( j9 L
- end
N) g5 n! S9 v( l( G C - end
* w$ B& n4 N* w" u
2 \! w5 a N5 T v2 C) x6 {- class Window_MenuStatus
5 v( d3 t M/ ^4 j6 ^ - def refresh
$ r, n: H z: E! D1 Y1 @( g+ @; i - self.contents.clear
( ?1 r l( ?. E9 n3 T# v* A, W - @item_max = $game_party.actors.size
' k. v$ E/ P+ ?: u - for i in 0...$game_party.actors.size: L+ ^3 H# n; b- x0 u- _1 g3 i
- x = 4
! n5 m7 @. Q; B- M - y = i * 32
9 m* K9 v, z0 }, _; N- U - actor = $game_party.actors[i]* h& u- H9 S. {) Z2 F% f# C% k
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): Q K) r3 w$ X1 ~) B0 Y2 P
- rect = Rect.new(0,0,bitmap.width/4,31)+ A; ^& E) D' W
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) G, H# @+ h$ [3 O# k3 H
- draw_actor_name(actor, x+36, y)6 N/ j4 M4 a& m4 z0 \" a
- draw_actor_state(actor, x + 136,y)
0 J$ }" l& n! \/ r x - draw_actor_hp(actor, x + 236, y,96) r8 k0 ]' B" J2 n
- draw_actor_sp(actor, x + 336, y,96)7 A0 a: h" Y! o3 m! e! v
- end4 D" R! T3 ^ |* Q* P1 Q# X5 d
- end
' V$ m% H- `! Y# L3 M - def update_cursor_rect- i+ i" x9 N. Q2 U' \" k
- super/ _; T2 ~7 G# y4 D V
- end1 d1 A. R8 F0 s* g5 K- ~8 _
- end
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