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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
1 B' r! s0 R! B* P; w
& S8 w5 \9 P8 Q$ j9 i7 r3 l- # 队伍最大人数
( F1 a P3 [ s; a; A5 `' t, z( t - MaxPartySize = 8- i" E* O+ P$ Y6 S! X2 [! T
1 E1 M- q: F& O- a1 O' J- # 出战人数
8 P1 m0 H+ k) L2 y, S. ` - MaxBattlerSize = 19 }$ d6 X! n' w5 L, _
- 3 G m3 c$ T* P- a# z5 r
- # 换人语句- ]8 L8 f$ z0 M
- WordChangeBattler = "换人"
% i" Y/ N" \5 d% v2 ] - & D l8 R( @6 l \9 |+ f
- # 换人时播放的动画
6 n% W7 T6 K: ?1 c; V) U - AnimationChangeBattler = 26 V" X- O/ C" p+ J; }! q
- 0 }' ^8 A; {6 h% O0 V% f
- end
8 m9 a% E& t7 H3 \
0 c' ~9 F6 G2 V9 M+ H- class Game_BattleAction( R' ?2 t& [8 L
- attr_accessor :change_to_battler
' @% t" I' L# y0 | - # 初始化
0 ]0 D7 _$ k; _2 A8 V - alias lbp_initialize initialize# n0 w' x8 r% L4 D
- def initialize# O0 I+ C) Q6 r7 Z7 L6 x
- lbp_initialize
+ E2 z' m) J) y* k& x, t - @change_to_battler = 0
4 R( o9 I' F' T4 I$ K" ] - end+ u8 w2 z# l2 C& z2 H2 w W4 u
- # 欲更换角色编号
7 T: K4 e$ t/ s2 P H. T - def set_change_battler
# r9 H* D$ R0 B. p - @kind = 3
$ `* w' S4 R8 d: m - end, _. x3 I& V) N- ^7 |
- # 判断行动是否为更换角色4 n v- q! G& e# |8 W8 ]8 O L& `/ u1 H, }
- def is_change_battler?
1 N2 A* F( H* E# h- ~ - return (@kind == 3)
/ a& c Y% S0 e3 w/ E1 [ - end
4 Q' l$ D4 K6 P7 N4 i$ j$ k3 _ - end+ J; Q1 p$ d- R8 C& i: E3 {
- - @, |) W/ b; j
- class Game_Party
: j3 a* v2 a, v) b( G% Z$ K - include LimBattlePlug( y- b# l% [0 A
- attr_reader :actors2
. w! f ~( S# E. w) U - alias lpb_initialize initialize
8 ?( |8 y, u+ H% `$ A- }4 U - def initialize
7 D9 D; }+ k0 z - lpb_initialize* c' h8 z8 C$ a7 k
- @actors2 = []
6 y& T5 [/ {0 m2 E. f" M! \/ }! H - end
9 _: j& y7 O6 V6 A! U - # 角色加入
& P6 |, ]4 d& }/ L! t/ G: h - def add_actor(actor_id)' B2 Q9 u) r9 `1 l; g) l
- actor = $game_actors[actor_id]: b; Z% C* U* c1 a# a( Y
- if @actors.size < MaxPartySize and not @actors.include?(actor). T$ v C$ a, w, k! Q
- @actors.push(actor)
8 z1 t5 r8 B1 @, b/ v2 K - $game_player.refresh4 a6 N# ^0 z- n" k/ L' ~
- end
0 Q! @8 E, ]; Y1 g2 [" J" m - end! W! F/ E- u7 \2 J
- # 设置战斗的角色& d" O+ |$ ]$ d. @4 y z( g
- def set_actor_to_battle# _ f+ [" @4 D( z0 l& P! q
- @actors2 = []* R' \& ^1 s7 U+ S7 }
- @actors.each do |actor|
! y6 H, ]- T" t0 g3 j0 |; a - @actors2.push(actor)2 G) o2 S# f E# l8 H6 Q9 ^2 C. o9 C* e
- end
7 `+ G2 M+ J/ o( M, `% c: k8 n - @actors = []' N. S/ }0 ~" H# B& |
- @actors2.each do |actor|" Y' B! p% j w% ]8 {! l$ h3 A
- @actors.push(actor)' v5 k0 @: T# K7 M" _
- break if @actors.size == MaxBattlerSize# B. t) p+ b! E9 k
- end
) q0 Z+ k) q7 c$ ] - end; V; K7 X1 }# T: i
- # 还原战斗的角色
% }9 a u) C* w- ]- u - def set_actor_to_normal
% [ ?/ n7 b5 s: V- J/ l3 f - @actors = []
0 a% b; |- D1 s - @actors2.each do |actor|
( K2 F8 T, j- J, |7 }) w- ^ - @actors.push(actor)
4 d/ a( j: U2 M - end) y' {) a/ b) X
- end
+ I2 w8 ?! i+ r0 b# e - # 获取角色id数组
: V+ }! {' @( c5 M8 c( \' O4 a - def get_actors_id
* O1 J& W" v) `# u8 _ - id = []' T- [6 Y5 v( V
- @actors.each{|actor|id.push(actor.id)}8 p3 {$ v# n o+ l3 {
- return id
, s1 C1 y$ i; D! G/ w - end
( D* \1 W% f, u - # 获取角色id数组) t5 A2 ?% W0 G, R( M8 H$ R
- def get_actors2_id% E o y& v" a3 f: d
- id = []3 @; j% _+ s; D5 V, _
- @actors2.each{|actor|id.push(actor.id)}
4 q/ [" I% o7 v - return id% q' q: i! K8 n3 `$ [' G% l; s
- end
6 G- b- W& J1 K4 j" H - # 兑换角色
4 }/ s$ T3 J. v. {1 a+ t4 g - def change_actor(index,id): H4 E+ }0 k3 Q3 |: d$ V/ _
- @actors[index] = $game_actors[id]6 o$ _# F* ~7 Q6 g5 S
- end! G8 @/ y3 D5 m3 Z
- # 全灭判定0 j) t9 o2 B- w, I! T# k6 O0 {9 U; p
- def all_dead? ]; e+ `5 }+ [8 S4 j, a5 U
- # 同伴人数为 0 的情况下! v+ j! Y- z# a g- o
- if $game_party.actors.size == 0- b: j! N5 r8 Y& ?+ E
- return false
4 F0 @9 W2 D6 o - end6 t0 _1 I/ ^4 d+ f4 ^! F4 n+ [ ?/ r
- # 同伴中无人 HP 在 0 以上" N% ~6 N. H: [" e, {' f/ `
- for actor in @actors2
5 ~5 V: |8 }8 Y - if actor.hp > 0- A8 @. E5 _( u5 {2 s$ f1 q; K; V* ]
- return false
; V) ^2 } X" f: B* q! Y. H - end
. [2 a! c; U4 w+ C" L$ Z/ G- y - end
. t' j7 h7 G e% D. h - for actor in @actors
' R& u! W& ^% q* B4 y! } - if actor.hp > 00 p9 x3 X5 a w( j9 c
- return false) \% n( o3 O& C: D9 b. c
- end
) O: ]9 V8 p$ E6 I/ z' {$ A0 | - end
/ J. _; c. d9 \; Y5 \& p/ j5 D - # 全灭
1 Q/ ~4 V; ~# d/ q3 v n0 ` - return true' U5 O$ I' v r% \! n& n
- end
# h7 n( W! K: ]1 ^ v' N - # 其他角色
. A: J/ j3 U6 I4 _( \# I$ ~ - def other_actors. _7 c; R. d4 |. t2 u8 b* f8 c0 t
- actors = []! G7 D6 `3 m0 l" b2 `
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
) Q' _: h+ p# N7 v( C - return actors
8 s( x. I) z# M2 `/ y5 a - end
- I5 n, ~$ p8 `6 e - # 角色位置互换
9 w. G/ d, _9 l; i9 n - def change_actor_pos(id1,id2)
* [5 q; D# w8 u: e; m2 U - actor_id = []
6 q. q J& i! v F; r - @actors.each do |actor|
# ]( ^ L6 ?7 X8 J: i - actor_id.push(actor.id)
0 |# ~" J$ p, r# Q# x& ^' H - end* a; ^( I4 ]6 x0 N& {( P2 s0 \- |
- return if !actor_id.include?(id1) and !actor_id.include?(id2)( g* T& n! f& J9 S0 F3 ^
- id1_index = id2_index = -1
# r- Y( {8 Z" F. Q, T" n) i i" ` - (0...actor_id.size).each do |i|7 ^- p' g8 Q8 u
- if actor_id[i] == id1* O! ^: j: o, G+ d$ N
- id1_index = i
& V: q2 _- L1 H1 q$ P - elsif actor_id[i] == id2
3 {: g0 u1 f: F& ]* f3 M! t - id2_index = i: \1 P- B9 Y8 V* H
- end7 c# m3 n& J& v* s1 {& V$ {3 R$ c
- end
( @1 \# J5 C% y l: W2 B' p8 n6 G - temp_actor = @actors[id1_index]
. N/ X/ B Y) e$ H/ Z9 D6 P - @actors[id1_index] = @actors[id2_index]/ I3 x' d: U5 l1 ^1 u$ J
- @actors[id2_index] = temp_actor! ~. j# X: y5 b u% X4 A
- end" D4 r0 k( b3 Z' ?
- end
5 l; F E" ^7 I! _ - . k$ `5 t- B i% l& {# K
- class Window_Actor < Window_Selectable
2 o* K) D- ]& T8 {7 n( ~" v, N - # 初始化
7 H, @) U1 C; L( l$ Z8 q; X - def initialize4 l) H( U+ Z# T, `0 }; B0 ~* g8 i- T
- super(0,64,640,256)9 x) B* i3 z7 c7 m# N' M
- self.back_opacity = 1605 I. m, g$ O- M- N4 F1 I
- refresh& ]0 ]# } H1 X1 g7 b" |; @
- self.index = -1
$ G' l+ n. ?; V! D0 O - self.active = false D. }) E+ B7 P" g+ @" N. l7 I
- end
|. U& B4 c8 w# U - # 刷新 g8 t! U3 v4 }
- def refresh
9 i7 W! m; P7 u - @item_max = $game_party.actors2.size8 w1 c7 c* u: T0 J
- @data = []3 z5 U7 t6 h4 d' }, W+ f
- $game_party.actors.each do |actor|$ S5 O: s$ f' _
- @data.push(actor), N5 o9 m! P; [. V' R" S) M
- end0 _' _0 {* B$ d8 ~7 D3 @5 r
- $game_party.actors2.each do |actor|; N2 o& }5 |* H0 x
- @data.push(actor) if [email protected]?(actor)
; [2 P0 z2 R! o7 q$ R - end6 T2 X7 X3 }; v$ `+ c" ]
- if self.contents != nil
% D+ |6 \3 m5 V2 K5 }( } - self.contents.clear
2 o U0 P" ?0 L - self.contents = nil2 a K" u/ C0 Y( a t6 u0 j
- end) K$ h- d O0 v
- self.contents = Bitmap.new(608,@data.size*32)
$ b3 L. Y6 N; ]4 b( K; ? - x = 4! n$ @, M! ^$ o. A
- y = 00 n! f" W* e+ L. i
- @data.each do |actor|
) F- v7 E) R7 B6 m- | - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
6 v* f$ T, L. d9 c) [ - rect = Rect.new(0,0,bitmap.width/4,31)3 X: _4 ^( c8 ~9 p$ C* I6 Q5 m
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ }9 H( v( P. G6 @ - draw_actor_name(actor,x+36,y)
# x9 _/ T5 T8 p+ w4 R$ o - draw_actor_state(actor,156,y)* o1 P8 J4 [5 Y; h" x6 g
- draw_actor_hp(actor,x+256,y,96)
: W! H+ _ _( Y - draw_actor_sp(actor,x+376,y,96)
2 F- B6 A9 s0 V - if $game_party.actors.include?(actor)
; X- h5 N9 [" Y$ R! m - self.contents.font.color = text_color(6)2 G6 `5 o; T6 ?; K6 V2 u
- cword = "出战"8 |4 J3 ^/ }8 @
- else
! F$ n, Z0 s. x4 P - self.contents.font.color = text_color(0)% S0 u( j( p: u5 o7 b2 F
- cword = "待战"
5 o1 U# b3 W: n" s' @3 l4 N - end
1 K, U; K5 D* [* o, m$ J' l- ` - self.contents.draw_text(x+496,y,60,32,cword)
: K& n5 Y. ]1 W - y += 32
7 ^1 Z$ a7 Y% B2 K3 t% u7 ]$ X - end
) H% q1 m! U3 i V( a - end
8 p6 }- J+ m3 ? - # 获取当前角色编号
) m; v( Y0 R1 ? - def actor_id/ l T0 B3 f2 P2 ], n5 ~' d/ K
- return @data[self.index].id
9 d( m7 S6 R+ t& f, W - end
) L) \5 a" `5 f0 D" I8 } - # 刷新帮助# U1 b5 Z; {/ B9 ]
- def update_help7 z/ i' X: f/ }: O
- @help_window.set_text(@data[self.index] == nil ?\. a& o% v3 f' K2 c; c, {* c
- "" : @data[self.index].name)8 m( ^+ N! l) P" V
- end7 T# {- \8 r* ~2 x- ?6 _( A. ?
- end" \9 A8 Y6 t1 ~5 ?9 I
9 w/ p9 l4 `+ @) e% `( P- d6 D" g. b- class Scene_Battle4 M: x- \: ~# f% F( X
- include LimBattlePlug1 ~9 i9 p8 Z0 ]9 C
- # 初始化
- ~- m* y8 J3 ]% @( U$ q4 G - def initialize7 T: Q [ _& x! k; j4 H
- $game_party.set_actor_to_battle2 r, A; s3 D$ x, P; p
- end
- b6 F; O# A4 ~8 c7 Q - # 主处理8 `, [9 c P4 J1 w8 a# K" G
- def main2 X h# W* h6 `8 ?( m
- # 初始化战斗用的各种暂时数据 e& w* M; w- g+ L! W* r% F* e. M% G
- $game_temp.in_battle = true
: _- E; k5 v, T5 l - $game_temp.battle_turn = 01 I# l0 |$ j+ `2 J0 Q' n9 w1 R
- $game_temp.battle_event_flags.clear
! T- K, a) } u - $game_temp.battle_abort = false* t2 A# h. M1 u, s! C; A
- $game_temp.battle_main_phase = false+ o+ a. ]. N) z6 M8 B: T+ N1 U/ W
- $game_temp.battleback_name = $game_map.battleback_name; j% a" u* X6 G' I) Q2 o
- $game_temp.forcing_battler = nil4 o1 B, D7 ]; f! ^. f R# t3 y
- # 初始化战斗用事件解释器! G2 n; S' N9 `8 s) k
- $game_system.battle_interpreter.setup(nil, 0)" m( |+ h# d( A- M' g. N* ~; \! Q& d0 @
- # 准备队伍% Y) ^ B: ^0 O6 J
- @troop_id = $game_temp.battle_troop_id9 ]" t$ i0 O4 P" m
- $game_troop.setup(@troop_id)6 e, R) b% o6 g8 Z
- # 生成角色命令窗口9 i' E6 J1 M8 G& ]5 d
- s1 = $data_system.words.attack
" R5 y3 ] ~" U% x - s2 = $data_system.words.skill1 L+ [1 \1 n5 _3 g5 z0 C
- s3 = $data_system.words.guard! X6 Q1 l5 ~9 {9 y
- s4 = $data_system.words.item4 w. y% x F- O: g% W1 b6 c- n
- s5 = WordChangeBattler
+ l0 L* K; s* n8 m. c b6 O - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])( m* c. X' P8 o2 C9 n, A, B
- @actor_command_window.y = 128
" ]9 ]9 o$ J1 |! N2 Z7 w3 B - @actor_command_window.back_opacity = 160* @' A% D7 y- O, M* R, _1 y: e* C4 F
- @actor_command_window.active = false; Y0 G* J0 G8 H5 r, x1 e# j
- @actor_command_window.visible = false5 p7 M- I# Z1 i4 ~5 \6 b) N
- # 生成其它窗口2 Y+ ~: h" X: c" m0 R+ I1 V
- @party_command_window = Window_PartyCommand.new
5 d! d# L5 p; |# o1 j - @help_window = Window_Help.new" S- `7 I/ x3 ~7 b* L' d3 B4 t
- @help_window.back_opacity = 1605 Y4 H% q0 ]8 \) b
- @help_window.visible = false
# A- |. a) p9 A1 F- J - @status_window = Window_BattleStatus.new
, Y% |/ \0 H: h" z9 C$ z' X - @message_window = Window_Message.new* O4 Y) Q/ }: F7 ?. b) _1 p
- # 生成活动块8 ]; U0 X H- d- j( w; C
- @spriteset = Spriteset_Battle.new. x9 U8 k5 b2 ^2 E. s
- # 初始化等待计数
0 h+ d& o! t; ~( _. _ - @wait_count = 0
0 U+ j( C) X' t0 w - # 执行过渡 F4 H, O, n+ A; E- T9 ~# U5 Y
- if $data_system.battle_transition == ""* U2 k1 {) @# R- m) O+ Y M
- Graphics.transition(20)
3 O9 b& \# \" t, P2 [5 i - else
) E# x5 d' X5 A% q; y - Graphics.transition(40, "Graphics/Transitions/" +
* q# y6 M8 d6 h& n: T9 h( j; m - $data_system.battle_transition)) d/ K$ N$ m3 E! B
- end
8 Q; S2 d; b5 d2 U4 D1 J/ V* C, l' s4 y - # 开始自由战斗回合
5 ]# G& t/ W% ]# t - start_phase1
# Z) I$ Z2 j: f+ _7 N5 }. O - # 主循环
3 \0 w- R4 @( z. _ - loop do
5 S v$ w8 V( m: w0 D - # 刷新游戏画面* T5 `" _, c& V$ g/ B1 S, f( x2 C
- Graphics.update
/ ^% G+ H9 ?( g z - # 刷新输入信息
0 r# c( W6 b+ E" g8 U - Input.update
$ s' M. a* ~6 u; n; r - # 刷新画面, ?+ z* p R" v$ d3 J
- update9 V |3 n3 C1 H# d* e
- # 如果画面切换的话就中断循环$ ]2 m' M5 { a$ n+ [; \" `2 O
- if $scene != self
! n! Q! n: F3 t% i3 f) p - break @" \* T8 Z& I
- end
& T, d# G i" [6 k1 g - end
5 x+ ?. k$ \6 i3 P, @' q% ~7 p6 k - # 刷新地图 D+ V$ h/ J3 P! q+ u& u; ]
- $game_map.refresh* \! N3 [# ~ ]4 n
- # 准备过渡
, ]) S6 I' k; x; \* c5 y - Graphics.freeze. G+ f3 e' k) k3 `) W
- # 释放窗口3 M; H6 R0 b6 |* E, W3 k4 x/ ?" |
- @actor_command_window.dispose
% }$ i! S' O# D1 ~- b; p1 ]2 j - @party_command_window.dispose5 A9 f. h% E# W+ a2 }0 r; s
- @help_window.dispose" H; w3 c. _: K7 D
- @status_window.dispose
0 A0 c Z; u8 \7 e! e# U! k - @message_window.dispose
1 \. S: c) k- Q b - if @skill_window != nil
) Q( ~+ i5 m* e. e5 B3 Z+ x - @skill_window.dispose8 z/ _) w9 R. {* w( h3 a
- end
t! }* [9 K3 B0 n - if @item_window != nil
3 K. y3 N5 i/ S% B - @item_window.dispose D8 N6 D% l. t3 U( b- W
- end7 Z a, f4 E& M
- if @actor_window != nil8 D1 j- y$ u- C' T, w' @
- @actor_window.dispose% j- u* O! c8 f0 k1 a1 t h
- end
* Z5 e0 @/ T8 n2 V( c - if @result_window != nil
. n9 |( v! z/ ^+ c% @+ d* K - @result_window.dispose6 ]6 @1 Y! u( F" a# ~" }
- end: Y' ?( W1 g5 H* G J
- # 释放活动块( I. `! N, d4 o' P
- @spriteset.dispose
& H1 H/ Q% [; o, L) \ g' T$ x - # 标题画面切换中的情况
0 v0 r- I, U( D; d* I - if $scene.is_a?(Scene_Title)5 j- ~" a& d& m! S
- # 淡入淡出画面# e: |: p8 ] I) ]* {+ C/ F, ?) l
- Graphics.transition/ `1 D6 \! \& F; H1 V
- Graphics.freeze) D E" T2 V3 m" _# k8 O$ x$ }
- end( t, n5 A, F- U. _5 y' L
- # 战斗测试或者游戏结束以外的画面切换中的情况
; n) j' J7 k( \ - if $BTEST and not $scene.is_a?(Scene_Gameover)/ h0 l8 x9 Q: W1 F b4 n
- $scene = nil( f. C, b1 ?4 C5 }1 q5 K& }
- end7 S8 ~( M0 x1 K; K0 [0 ^; F6 K
- end
& @5 a* V: R. `3 | - # 战斗结束* b B- t; H& ^% y% L' L
- alias lpb_battle_end battle_end
$ U) c/ |8 w/ n3 t/ V0 k' z - def battle_end(n)( c6 G! x7 E2 n4 o; {1 P% `
- lpb_battle_end(n)
# M1 N2 u- p5 A' L# ` \8 ` - $game_party.set_actor_to_normal
) k1 u" K/ F r& L - end
4 o' ^1 O6 t1 j- d: p$ I, b - # 开始回合3
5 a' N# A! H/ d* l8 p3 G6 U - alias lbp_start_phase3 start_phase37 I, x6 }+ d0 N0 _) v
- def start_phase3
! r0 ^. I4 N. n0 x - @changed_battler_id = []
; A/ u0 B) A, D w - lbp_start_phase3) L P0 Q5 c" Y3 s$ R) c w
- end
4 n( d0 r5 a, T. b - # 刷新角色命令回合画面
) b/ U, l$ [. x5 e, _& F - def update_phase3
4 w* |+ m- h6 V, E+ D - # 敌人光标有效的情况下% e( q# U; `$ [5 P
- if @enemy_arrow != nil. z; l0 w' c+ O* z" Y6 {
- update_phase3_enemy_select
+ ^, K% C L I0 R - # 角色光标有效的情况下; r) H6 u6 _$ C7 \! P3 M: a. H% ~
- elsif @actor_arrow != nil
7 w9 [/ M' D& K3 T; Q6 ? P - update_phase3_actor_select! P# p3 @4 b" M# n6 K: I6 Z
- # 特技窗口有效的情况下
1 r, O/ g$ C3 f0 `! m - elsif @skill_window != nil
2 C. ~: Q$ X* c2 d2 M* A, W+ ~& @; ] - update_phase3_skill_select( _: X$ `+ M) I* v9 D; |
- # 物品窗口有效的情况下
/ G T8 Y# C) l3 B* r k; G. ? - elsif @item_window != nil+ K! M& |& ] a7 O0 r" B. k& a
- update_phase3_item_select: M/ s- }# P4 g$ C
- elsif @actor_window != nil
. C% T7 d" K0 p - update_phase3_battler_select
3 \ X2 @3 K2 x+ A: Q) }6 q - # 角色指令窗口有效的情况下7 H6 ]! W: l( G A; p3 h( t3 E
- elsif @actor_command_window.active
6 j0 b4 n& v& l4 m( o+ t - update_phase3_basic_command+ F+ w! J# S* K0 \+ g
- end$ U$ l4 `) @- ?. g l
- end
, S" e5 D) R- O& F8 F* T - # 角色基本命令
9 X8 t, @# g# o, T- [+ J! Z - def update_phase3_basic_command7 ? ~- C: s6 A, ?+ g! o' w7 J
- # 按下 B 键的情况下
4 Z& `3 Y% o& N9 R; q6 z; i - if Input.trigger?(Input::B)
' w9 Y8 x/ x1 d' h6 p+ E - # 演奏取消 SE
6 N( `2 F7 `% o3 R9 o0 q3 } - $game_system.se_play($data_system.cancel_se)) C7 i9 w- M: D& V
- # 转向前一个角色的指令输入
# o0 ?5 I8 E& g1 H" X6 ^5 \ - phase3_prior_actor
6 L/ ~1 G6 a% p/ ` - return
! y9 q( F& ]/ ] - end
7 G* f- }& I! l6 ~, t7 I* I4 ]& C - # 按下 C 键的情况下
/ W; L* L' r8 b$ T/ ^ - if Input.trigger?(Input::C)" A+ W/ y, W6 ?! }
- # 角色指令窗口光标位置分之* b% u/ [! r4 R" I
- case @actor_command_window.index9 d6 b5 o) J3 A
- when 0 # 攻击* D! `8 {0 G/ r) Z/ r
- # 演奏确定 SE/ [% {9 }% G- u' ?
- $game_system.se_play($data_system.decision_se)
+ \4 f. r" @2 h+ M' x - # 设置行动
5 m$ d J4 T- S* }+ h6 E. B - @active_battler.current_action.kind = 0
" y5 ~6 }" G% z6 |! R* |' |6 o - @active_battler.current_action.basic = 0
8 c6 B% z4 f6 p( q - # 开始选择敌人. |8 V3 Z* |9 A8 u r
- start_enemy_select2 Z3 f3 f$ J3 G/ G
- when 1 # 特技
& ^: Z4 ?3 t! s$ q, x" S - # 演奏确定 SE
7 E1 z: Y/ P+ U% k, z% w5 _6 \4 a - $game_system.se_play($data_system.decision_se)9 q& y' X6 P% ]. o7 m3 `0 h
- # 设置行动
* S6 F; i6 u% I v* _" u6 H; z- W - @active_battler.current_action.kind = 17 P6 C& ?7 Z' X5 i
- # 开始选择特技0 e. _' q8 W$ X( g9 g6 p
- start_skill_select+ l! ?7 N, A; k1 n& X; y
- when 2 # 防御
1 v5 p1 J" Q: s - # 演奏确定 SE5 G7 x9 v6 s* j7 t9 @
- $game_system.se_play($data_system.decision_se)
: ~; `( ^ ]$ t/ r8 m1 f g% ~$ N - # 设置行动( X" [0 |/ o5 r* W" ]* j) s7 {9 m
- @active_battler.current_action.kind = 0& q% y( l! |) w1 |" b7 ^
- @active_battler.current_action.basic = 1, Q& Q7 p, v$ d$ J
- # 转向下一位角色的指令输入
. z+ p. C# Z, u - phase3_next_actor T' q# e" R% \' m# h
- when 3 # 物品, G8 o. V: X) Q; {; x
- # 演奏确定 SE5 a9 }( A+ y" s' L+ e1 Y7 ~
- $game_system.se_play($data_system.decision_se)
9 C$ h2 P2 X% t3 P: w - # 设置行动
/ L c3 O5 [+ z) J9 J; i - @active_battler.current_action.kind = 2 x! k7 J- R) p
- # 开始选择物品) I% ]9 u# G+ x. r7 ^: [
- start_item_select
1 }7 X' c& d+ a9 D; t7 d - when 4 # 换人
; N, c. f7 O0 H - $game_system.se_play($data_system.decision_se)
1 G6 |) _. |3 H - @active_battler.current_action.set_change_battler
& w7 }8 Y' c3 E1 v) l" z! c - start_battler_select5 j9 g( O) J3 c5 ]& f
- end! t6 C1 A9 C( M1 a( k5 _3 `
- return
7 j9 s9 `8 v3 o& U6 _" Q0 Z - end& v: F0 i9 \$ r# z4 X
- end# f5 o" ~7 Z9 R! ~- W( ?
- # 开始角色选择+ I8 q# x1 J0 z8 G h( @
- def start_battler_select9 Z& Z- c& C9 h: m' [0 h
- @actor_window = Window_Actor.new2 E: W4 f0 m( Z* Z- F- \- c8 l. R
- @actor_window.active = true
1 a. Z0 K8 x# ~ Z4 a* y - @actor_window.index = 0
; A1 U" H0 {/ r% ^2 T& [ - @actor_window.help_window = @help_window
% T' W5 r, D& d - @actor_command_window.active = false4 E+ Q+ A' ~* A1 Z8 Q/ o3 N
- @actor_command_window.visible = false
( A( M+ O/ Y9 ^ - end
- V% T! R: Q* L0 m8 O2 l* s - # 结束角色选择- m* ?4 I0 m: K! i: c
- def end_battler_select
' e& K8 X: \0 U2 F% o& I$ v - @actor_window.dispose1 E# S0 }' E" D( W5 H7 o
- @actor_window = nil
2 e% ^ F: a: ^ - @help_window.visible = false
% Q4 S) e: r; p; z( Y - @actor_command_window.active = true0 C! z9 j" H! Y& {
- @actor_command_window.visible = true
8 s0 I- k+ B0 D- R* L6 `; r6 P - end
6 L9 q( K( c x: ~* ^( X - # 刷新角色选择
& c- X! S8 \- o: T - def update_phase3_battler_select" w2 }' J u" U" u3 ]2 V, `
- @actor_window.visible = true* |- a4 } Q, q9 J$ y$ d% D( K
- @actor_window.update
9 M% T* ?% M: G - if Input.trigger?(Input::B)9 g& D+ A! _6 N9 p* r/ g
- $game_system.se_play($data_system.cancel_se)
4 {! V1 x$ F& N - end_battler_select# ?+ a4 o. Q! R$ o4 b# ~" R% l3 p
- return
/ s/ m: c ^! V, |% q - end
1 D. v- x3 h' A/ n - if Input.trigger?(Input::C)
% A( N5 P$ I+ v6 E - actor_id = @actor_window.actor_id
1 k- O3 |, e+ g* t0 b/ k& P, d, Y - if $game_party.get_actors_id.include?(actor_id) or
$ J2 F1 D: `& z, ?4 E - $game_actors[actor_id].dead? or
4 ?& @# r, l9 b, J3 @5 C - @changed_battler_id.include?(actor_id)
9 V! c1 k8 J/ ]3 D - $game_system.se_play($data_system.buzzer_se) I: j: [& e( Q
- return0 t) F) z) w) ]/ ]
- end
6 V! ~2 x3 g8 F - $game_system.se_play($data_system.decision_se)/ h+ x. o1 ]2 o
- @active_battler.current_action.change_to_battler = actor_id5 }/ t, k6 z# ?3 C$ {
- @changed_battler_id.push(actor_id)/ F# T# q3 a2 h& z
- end_battler_select
& i' z/ }4 ]. P - phase3_next_actor1 R* A; g$ q4 s3 @1 R% g
- return) T6 n; A a5 }) p: I& c6 L
- end
2 O$ N1 A5 [0 }1 r0 @ - end
$ R/ U& d2 ^3 v y7 L - # 行动方动画
* I' ~2 N. P; B0 t/ w0 w - def update_phase4_step3& o2 Q" ]4 e g h' a: w1 F
- if @active_battler.current_action.is_change_battler?
8 U% i2 t) y0 z( s5 U: u - @animation1_id = AnimationChangeBattler
! j! z( w3 Q: f2 H3 I' V - @target_battlers = []
" T1 G' ~4 `/ j3 v: I* b - end
2 X. K; ?4 w+ O C - # 行动方动画 (ID 为 0 的情况下是白色闪烁)9 E. ^( O! ]& }- t( A Y x9 y4 |
- if @animation1_id == 0
8 ^) q, P. F% F. r2 Z9 u - @active_battler.white_flash = true9 P2 V1 M, d3 q
- else. ~( z4 q1 c2 @$ p8 G4 t; l- j0 k/ ^7 y
- @active_battler.animation_id = @animation1_id
: D3 j" t& S& |1 h9 ?2 i - @active_battler.animation_hit = true
0 R% D+ }5 z4 v$ F! u5 a6 o5 `# P - end: l( I5 S/ _8 _+ a* n
- # 移至步骤 4 \3 i; ?" j$ y% s' V
- @phase4_step = 44 a4 I6 v2 v3 V8 \$ B$ Y0 `
- end$ |$ ] @5 s5 V( O
- # 对象方动画+ r$ q# ?; I$ L
- def update_phase4_step41 a) S3 C8 `) J' w
- if @active_battler.current_action.is_change_battler?
. r1 q. x$ k2 f2 h% p; B - actor1_id = @active_battler.current_action.change_to_battler
0 Y& p9 k8 x0 w. j - actor2_id = @active_battler.id
4 J2 j/ z% j* \/ @) f - (0...$game_party.actors.size).each do |i|
/ B* Y/ z/ E, S$ N- i - if $game_party.actors[i].id == actor2_id% y5 _9 N6 J, S% W) f
- $game_party.change_actor(i,actor1_id)
4 O8 _/ C3 M- g4 c& U9 O+ J - @active_battler = $game_actors[actor1_id]/ [. G3 L& q4 j* l [
- @status_window.refresh
8 N! N3 @" X. S F - end7 e: K- o6 V( D) Z
- end- n. `" `9 [# J
- end/ b3 ^ @; L% y4 m/ _9 X; V) S4 a7 E
- # 对像方动画5 V4 \* c( J: J
- for target in @target_battlers7 @9 k3 U0 E% D& @, _& y
- target.animation_id = @animation2_id
* H; ]+ G0 o' w4 i5 z8 i - target.animation_hit = (target.damage != "Miss")
- L/ `* ?. X$ J - end
9 \% }( h2 H; o& S1 n3 P5 K: N. ` - # 限制动画长度、最低 8 帧5 D9 r9 k; \4 a. J# W, u$ l0 G
- @wait_count = 83 I; f1 J6 d* V: Q# L
- # 移至步骤 52 S% F$ ~; b7 Y. c4 y
- @phase4_step = 5
5 d$ M" |: B! [* X" @) l9 E - end
* d5 W' |4 I5 \% \0 |3 z4 p - # 公共事件 R' {1 i# @- |/ z7 ]: g, f
- def update_phase4_step6
- T7 A( l9 b% U - @target_battlers.each do |target|
" y$ w$ M; o, ~. k0 p/ @ - if target.is_a?(Game_Actor) and target.dead? and
; x$ f6 F3 }9 O; P9 s& H; ~ - !$game_party.other_actors.all?{|actor|actor.dead?}
/ ?: u/ N3 U$ G$ m" Z - @actor_window = Window_Actor.new
; u& f! B' N9 E; E8 |/ b5 q - @actor_window.index = 0
B4 v* k1 z" V- L - @actor_window.active = true
& _# S9 M$ b8 i. p3 ~1 W9 M( K - @actor_window.help_window = @help_window/ a7 c( T/ m& J, c( P
- actor_id = -1
& @7 A- ~) p5 ]+ J - loop do
, ?6 V4 p. H, N! W - Graphics.update
; x' e, G* X4 T) M* t - Input.update- k2 Q4 P# q+ \, q3 d- F+ G
- @actor_window.update' a0 X3 N& Q& T# o5 J
- if Input.trigger?(Input::C)
( x2 X8 ?; Z6 ~' v - actor = $game_actors[@actor_window.actor_id]
. L! a+ S. X2 @1 l - if actor.dead? or
! u+ M( H: g( c% y7 n1 z - (@changed_battler_id.include?(actor.id) and 3 i7 ?1 |2 B; M3 E
- target.current_action.change_to_battler != actor.id) or4 b, Y6 Y; d9 f+ i- d* M
- $game_party.actors.include?(actor)
# g7 n& D1 t8 F& L! I( v+ ^ - $game_system.se_play($data_system.buzzer_se)* h0 ?7 t- D" }( n3 ]) y
- else
( R% _2 O }3 m# D) i - actor_id = actor.id* V- g @/ P. ~* t8 H- W v; G
- end
2 ~8 \4 C% {& B8 v. x6 O - end9 I) L$ y1 s5 i9 m8 f
- break if actor_id >= 0
# V2 M; r" b, O7 ?- D5 ] - end9 v; n* ]+ |% l! m8 I \2 q' n
- @actor_window.visible = false
$ d/ b4 }% C% O! b6 y/ }/ @0 y+ z - @actor_window.dispose4 J' ^' d: C8 X1 V. w0 S
- @actor_window = nil6 i5 v" X# T8 [! `1 D) j
- @help_window.visible = false0 ~8 l5 d' |; h( Q+ W' H- ^- V
- (0...$game_party.actors.size).each do |i|
$ D& u0 M& a! B+ F7 v, G$ w - if $game_party.actors[i].id == target.id5 K% l) F* P5 i* ~$ ?8 R2 _" i* c
- $game_party.change_actor(i,actor_id)' p1 V# `# P6 x; C* }3 l
- @status_window.refresh
1 d1 D& j8 J& f# h5 m - end
( u; Q f& T9 i) C" {5 _ - end
1 n. c% T3 g) @3 G K6 t4 } - end/ O/ O% K% m9 g! O" H2 d
- end' @9 k4 h9 r) x4 B1 P0 J
- # 清除强制行动对像的战斗者$ I+ y2 p6 m" t$ t3 a
- $game_temp.forcing_battler = nil
2 P5 s* N _ [% @) P$ g4 h! C - # 公共事件 ID 有效的情况下. J ?: @6 y2 M1 l
- if @common_event_id > 0! J$ m" m" I6 p& _; l
- # 设置事件9 F# }5 c4 ?. X7 _1 A
- common_event = $data_common_events[@common_event_id]2 b& f' M% `; v, Y/ h. o; s
- $game_system.battle_interpreter.setup(common_event.list, 0)
. i; F# j% L/ _/ i+ t6 q3 P- ^9 k( {( M - end
) e2 g- Z( f# f* x! S7 N2 b - # 移至步骤 1
# U9 R, N$ `! X/ f8 N* ~- ^ - @phase4_step = 14 W* q6 L. Z b% B E3 d O+ L* `
- end; n' [3 w/ `! _ k
- end
- e( _6 _# q! E2 p0 n2 Z
/ [" C, Z1 s' ^0 C+ A- class Window_MenuStatus* J" x' t1 J2 \# g6 w; B9 |0 Q
- def refresh, [; j9 R% W5 g& z! R
- self.contents.clear n. a$ s) g9 K; ~5 I- E
- @item_max = $game_party.actors.size* v# q% U+ u# p5 z: Q1 @+ y
- for i in 0...$game_party.actors.size8 l6 P% }$ N" ~1 `9 p
- x = 4
6 t) H5 x( |( Z$ I8 `( o) n7 g - y = i * 32/ d8 D7 e" R$ o8 C, s% g, ?5 Q1 W
- actor = $game_party.actors[i]
2 U* I# A8 D6 A - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* m: H% n! f! U" @: |6 k) D$ D - rect = Rect.new(0,0,bitmap.width/4,31)
& U; B# n' |5 V$ {( }3 C/ W. C. Q - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 o/ k, q3 i% d
- draw_actor_name(actor, x+36, y)# `6 e1 ^4 z- b' w# b' x
- draw_actor_state(actor, x + 136,y)$ B) B1 ?' O, f
- draw_actor_hp(actor, x + 236, y,96)$ g3 A) F, U; S3 J4 ~( F, Q( \: u
- draw_actor_sp(actor, x + 336, y,96)- p! n. X/ {5 O1 C
- end
9 `! h# Y6 l, d: U - end
6 l3 m6 `7 ^3 g0 G, N2 n, A - def update_cursor_rect7 \% m- a3 p+ x3 e S) N
- super+ k7 D& D, M: j' q* D+ C
- end0 T4 H# t/ U* w4 n2 c
- 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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