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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
5 r, p/ [3 h! Z8 S - * A+ C$ N5 `8 O: T
- # 队伍最大人数1 o! p0 D0 r' X5 F8 C
- MaxPartySize = 86 ^3 O5 Z) a/ ^9 L' M
+ D% o- ]' M* O. O( `% S- # 出战人数
0 K: g1 N& o' t a - MaxBattlerSize = 14 Y: w4 b" X+ F$ q. c2 w: G. H
- % T, i$ v8 k: v6 K' p
- # 换人语句
% R0 j3 n- T) X - WordChangeBattler = "换人"
+ e6 V) S6 f6 @ - e8 F+ Z9 s7 @# O
- # 换人时播放的动画
9 N) F2 i" B" \: l% l, ^; r7 x - AnimationChangeBattler = 26, v2 ^2 j4 z; U: G' M% ?
- 3 U2 H# r1 h1 V# n, V; }( I8 t
- end9 |+ }- Y5 ]: u7 | h1 a1 w
" y( l# L+ V3 R4 P- class Game_BattleAction
7 ?1 ]% ? a7 s( }" f) n - attr_accessor :change_to_battler2 n+ x4 O& k+ n0 p
- # 初始化
+ i, d& r1 v# K/ J5 K - alias lbp_initialize initialize
$ a6 c5 G; u! j% v - def initialize' b; V; U8 q1 B- {6 E
- lbp_initialize
& f: v6 s% e% {: D$ U - @change_to_battler = 0
) E' C2 o- n2 q% D; s; \ - end
' U; f& O6 S$ z - # 欲更换角色编号
$ c8 {1 F4 z3 l* f - def set_change_battler
9 c; l2 i# T. p) ?2 _# }( o - @kind = 3
* s3 P* X, \. N/ Q- E2 z& S - end, I* B% b( e' }
- # 判断行动是否为更换角色
6 {4 l5 s2 I& l! t0 o! t - def is_change_battler?
4 J* C R) R% h - return (@kind == 3)
+ r3 s: G! v g4 E - end
4 D7 x' A) m+ G' U' l: @ - end
: y: a. i$ X. v
0 R, H) R5 \$ B% G' L+ d% d- class Game_Party4 `" s" } \+ D+ y- C! f1 l6 C
- include LimBattlePlug
2 S6 g) @! {8 P& P$ M8 i1 @ - attr_reader :actors2
6 i( U, h) T3 d# J) e3 ^ - alias lpb_initialize initialize- s- I/ O+ m/ b: g' \" a
- def initialize
% T" f! f, N" s, f P, M - lpb_initialize
/ C/ Q8 q* j1 l/ j - @actors2 = []
& v* J# ]+ L4 q1 ]! S5 L( p - end: d2 E, S9 E; ^1 d, G2 J
- # 角色加入
( n, H9 [( |: T$ f# H/ Z: x# @9 y3 } - def add_actor(actor_id)) \: i0 C8 W! M3 ~' U
- actor = $game_actors[actor_id]( C0 S. f9 x: k( U$ l& |5 W
- if @actors.size < MaxPartySize and not @actors.include?(actor)
' R; Y s$ j j0 L2 C E$ i! i - @actors.push(actor)1 P: V5 d9 ~' \# B5 B1 M( @
- $game_player.refresh! ?8 c/ ^- M) J; P* S% \
- end
. S5 w6 O; d* C% t7 Z - end
5 P2 G4 p; P: A5 o, j: m" p3 [- ` - # 设置战斗的角色, a& ]% s2 q( ^3 ]" l9 m
- def set_actor_to_battle
: ] L; x5 y' b - @actors2 = []! t# u1 c$ o7 m+ ^9 \
- @actors.each do |actor|
9 N3 P8 G+ D, ~# Q" |8 X - @actors2.push(actor)9 r- `8 P V/ U5 z( w/ ^
- end
[, ]- n: F. K - @actors = []
& Y8 \2 Q' H7 i, B9 O - @actors2.each do |actor|
9 p; ]; \/ V/ q$ ^( B7 \ - @actors.push(actor)
5 g# d! V/ v: {. [; G" b2 p0 n - break if @actors.size == MaxBattlerSize$ w- |7 X5 f4 [- V' a: ^# S
- end
& i9 n: o8 e S4 y6 `; Z0 V- v - end
7 D; a* l1 ^5 R - # 还原战斗的角色
* l r5 H K+ N- X! Y/ O2 } - def set_actor_to_normal. v/ P$ @9 i5 O0 J( z: z
- @actors = []
7 M3 u( E! u5 U& h9 ~ - @actors2.each do |actor|$ m5 q2 f$ w! x$ N, R2 n
- @actors.push(actor)
( Y+ b3 s$ [, W9 v - end# w+ N! _; p+ s) ^
- end7 f h+ X4 w3 @
- # 获取角色id数组
! |, e' { `. } - def get_actors_id( T8 Z& M6 e0 W
- id = []
4 ?7 h$ _# |3 N, p4 v% n - @actors.each{|actor|id.push(actor.id)}1 Y! \: [) |+ ?% i( M
- return id2 V' }2 u `; m6 O( E8 G( s8 k) N
- end
/ ? A N; s ? - # 获取角色id数组1 R8 ]! z3 z5 h+ Y4 `5 V+ }: \
- def get_actors2_id
! h f% q: a/ E7 p$ C# Z - id = []
" l* I# m6 x, A i9 J- {+ q7 {1 M - @actors2.each{|actor|id.push(actor.id)}
) x/ |- i, w3 \# g' C, v; Z - return id/ ]' o& v& K; L6 z! @& m' r
- end0 ?- j3 ~$ z \4 s: K- v
- # 兑换角色; @ @- B# c- p/ R8 g
- def change_actor(index,id)
F) `' o: z1 o0 Y; s6 G - @actors[index] = $game_actors[id]
' H- F0 M, w( X* p - end
- z% ^1 F& Y K6 B2 j - # 全灭判定
6 a# q% N: e7 {# E5 S - def all_dead?
4 M! j6 J- m) O - # 同伴人数为 0 的情况下. t6 \ N1 B& K7 Y( t+ A. D
- if $game_party.actors.size == 0, Q" T9 E7 }3 S% x& w0 E9 _6 }" ~
- return false
% K# y* F" J) S" o1 c: R - end
" d+ B& Q2 u4 u+ G4 o2 M - # 同伴中无人 HP 在 0 以上7 J6 b( s" R# b
- for actor in @actors2% B! \9 g2 Q) x7 g! t
- if actor.hp > 0
) W$ A% O2 o$ D; r8 e7 _ - return false
5 `, r7 y6 b$ @/ ~4 c0 D0 ] - end) }: b. v& |% n% F
- end' X B/ ?% m5 D" y
- for actor in @actors6 ]2 Z) ~. `, D
- if actor.hp > 01 y9 P+ A2 E- `. U+ }' n
- return false
; Z( T: U5 W* v+ I E) W# x% W: M - end
+ A/ d4 q, c( W/ e/ Q R2 j/ z, i - end
( p7 a6 @) t2 g8 E - # 全灭3 j+ c" f: ~1 i0 l9 R' U5 v
- return true+ Q# o# ]3 R+ ~
- end
* W+ C( r5 J4 Q; c3 O9 x; m - # 其他角色& z; D0 Q, ?6 N) A% S- {( w" m
- def other_actors5 I4 k# y1 F% w. B5 l7 W' y
- actors = []
9 k/ C) g& D3 c5 a' t9 \$ ^: y4 { - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}3 }! }: V/ M3 `; l: g
- return actors
/ t7 q0 t5 u1 V3 F! y - end% M9 `2 f3 J/ Z0 H' b- ~- y& X8 M
- # 角色位置互换; u$ l8 R5 r! r0 a
- def change_actor_pos(id1,id2)
# n- e5 H1 i4 w - actor_id = []! J7 L1 f2 H8 R2 R; S1 S$ _" z
- @actors.each do |actor|& g4 r5 @3 _1 d% ^
- actor_id.push(actor.id)$ x: z# O$ f* G# r$ e
- end
3 F/ A& i8 l- F* \& W! N3 a# f# E0 Q - return if !actor_id.include?(id1) and !actor_id.include?(id2)
/ W0 ~* ?) s7 F! _; G% | - id1_index = id2_index = -1
; L, b( I* ]6 k( ]( G6 c) X - (0...actor_id.size).each do |i|
8 z4 s. @9 J$ _; L5 B - if actor_id[i] == id13 z+ |6 e8 Q6 b% T9 W0 t* i
- id1_index = i
8 P1 M/ G% f. \8 z' L0 { - elsif actor_id[i] == id2* I7 b' M: S! v$ ?& C# c& h
- id2_index = i
/ \$ W/ l. [" M- S, p; h - end
~4 ~7 Y9 j8 V8 j - end
. d& ^% x1 J6 r& y& C; Z - temp_actor = @actors[id1_index]! R# \8 a+ V, J1 N# h3 ]
- @actors[id1_index] = @actors[id2_index]
1 |- P: d, {7 z8 Q - @actors[id2_index] = temp_actor- D \% c- |) Q; ` _
- end$ u4 B% h, ?+ o" n
- end
- `1 m& X" v9 W6 W; h+ _ - . H+ x0 t& L- ^1 V" m( t
- class Window_Actor < Window_Selectable) y# _/ y8 R7 v: y- N9 B7 ~
- # 初始化
8 X& h6 e. p2 w$ p" x- L/ I0 P/ X- ] - def initialize
/ f& x, s7 T- v3 W, G9 z" y - super(0,64,640,256)
0 I5 V8 Z$ O8 p2 x7 [ - self.back_opacity = 160
1 F3 Z/ Q! ]3 o - refresh# f$ z" I& B5 J% Z4 V
- self.index = -1
! W) U& R6 v9 Z8 D. h - self.active = false
: k9 n/ v4 F- p; l# O) q( u0 k - end
0 c3 R% f) ]/ @" I C; i# q - # 刷新) `4 `; \. s1 {5 T
- def refresh- w2 N. h# w) y4 p7 T
- @item_max = $game_party.actors2.size+ B" C) g! F, `/ T, J: r5 I
- @data = []5 g- X. l4 N0 V
- $game_party.actors.each do |actor|
4 |* @+ m6 a* p( ]4 U# G( r v' d - @data.push(actor)6 o# S% h. c/ W3 l
- end4 m7 D+ J0 d# F F# P G
- $game_party.actors2.each do |actor|% t- \/ H2 L* Y. L7 r
- @data.push(actor) if [email protected]?(actor); U8 S6 F! X7 A( z+ S* @
- end
l/ i! u+ n& Z - if self.contents != nil
) F+ b5 v6 d5 u1 }! s - self.contents.clear2 R& U1 y9 @: ?1 F2 [( P8 j6 b
- self.contents = nil
9 P1 e' F! L. R3 B - end& V8 W3 A p8 [: s6 z- O
- self.contents = Bitmap.new(608,@data.size*32)2 B+ [% r( o8 n3 B
- x = 4
0 ^0 M8 |- Y+ b; y0 L6 F - y = 0
! V0 A2 ] a+ ` {5 m: J - @data.each do |actor|
8 G0 b+ |* [! s5 w* k7 [% a* l4 q - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
, ^/ B& e& x; q4 f- p8 \ - rect = Rect.new(0,0,bitmap.width/4,31)
E; Q+ C, f6 B( W0 a: a$ F - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)8 b) r4 P/ ~( ~# I6 H( f
- draw_actor_name(actor,x+36,y)
$ ^8 D' M9 u$ ~- E - draw_actor_state(actor,156,y)/ Y3 j2 L! d. d8 q# J
- draw_actor_hp(actor,x+256,y,96)" G! }$ c6 N* I9 u' z- }$ u2 U
- draw_actor_sp(actor,x+376,y,96)
& u! Z) R' `0 f9 }# w( K- B: o - if $game_party.actors.include?(actor)& O, j( l" j; |7 _# e8 Z) ]
- self.contents.font.color = text_color(6) q0 L, u$ d4 J2 X: [9 W6 t4 a
- cword = "出战"
& ~# ?+ l0 Z/ s3 j - else
8 k) X. ~$ ?$ Q9 _6 B! K5 w. q - self.contents.font.color = text_color(0)
$ K& I- {9 G" i% w4 V, Y - cword = "待战"
: [. L% Y& ^7 G \( B# } - end3 q+ ^" h1 O- ]
- self.contents.draw_text(x+496,y,60,32,cword)! c# x3 D% T- A6 x5 d7 k/ D8 P) {# w
- y += 32 Q6 U% x- S7 G" v$ V: G$ h4 s0 u H
- end9 q) X% ?8 P$ Y9 U0 f/ _8 O
- end" t& Q& x: G1 ~! x: |0 G9 C% l
- # 获取当前角色编号) r( H8 `* u6 w) s- b0 M
- def actor_id! D! L J; W3 d# x1 N3 h$ k/ W
- return @data[self.index].id' ?: ]5 k5 e( V6 u% f( O- k% u
- end
/ W+ M' ?5 b& ^9 r - # 刷新帮助
3 S! e( i; d( f# Z! h - def update_help2 q/ {+ N, B5 ]1 _7 M" |/ I8 J2 Q
- @help_window.set_text(@data[self.index] == nil ?\
5 j, Y0 _2 v- T6 p - "" : @data[self.index].name)) U* Q. J- P1 ~1 ^$ v0 p9 D6 Z
- end
7 X" _2 R1 N# ~1 k) N0 u - end
7 `# R! [6 W% K, N9 m! f1 N
8 R0 h* [" ~, @) S' Q |' ^- class Scene_Battle" b4 ?2 ~+ e; I/ r$ e
- include LimBattlePlug* V; |: \9 |. r
- # 初始化
; l( c3 J5 W& g; U+ W4 V6 W! j, Q - def initialize8 D/ w- }3 Y( h7 _
- $game_party.set_actor_to_battle
2 a' m! @2 C- Z- C7 V r - end
, m* `( T6 A6 T. n+ [, ~* U6 H1 j- Q" N - # 主处理% x( q$ n, {/ r$ E
- def main2 s$ N, V. d( f3 C) F+ u: B% m
- # 初始化战斗用的各种暂时数据
( f) E/ N# W' Q' U7 O7 Q: N - $game_temp.in_battle = true0 C. A& ~8 w4 ]& y" P6 p" Q- E
- $game_temp.battle_turn = 0
3 k# `# K$ {& p. L6 ^ v9 ~ - $game_temp.battle_event_flags.clear
, K0 ?) d9 C$ C3 a6 g& X7 t7 q - $game_temp.battle_abort = false$ s$ a) U( \ ^ d
- $game_temp.battle_main_phase = false
: r; f, I& M7 j+ ?! q2 P- t) W - $game_temp.battleback_name = $game_map.battleback_name
# K8 c4 F: ]5 K3 B - $game_temp.forcing_battler = nil6 i5 _4 H. Y+ z2 r2 f
- # 初始化战斗用事件解释器
6 h- H4 H, ^8 f" S8 L( t - $game_system.battle_interpreter.setup(nil, 0)7 [* S/ l7 v( q& s1 q
- # 准备队伍: i% D- ^/ j! |& s B9 v; H+ P
- @troop_id = $game_temp.battle_troop_id
# Q. ]& p" L0 C: y; { - $game_troop.setup(@troop_id). k& ~% v; u2 f. A1 D8 S
- # 生成角色命令窗口5 v2 f: _* L- e; x7 [) h& S
- s1 = $data_system.words.attack
1 m0 {4 i- ]" r e - s2 = $data_system.words.skill
3 K2 a, V% y1 M- O; z - s3 = $data_system.words.guard5 y5 b! U! o( j5 @) |" {
- s4 = $data_system.words.item( W, p8 G7 U! P
- s5 = WordChangeBattler( ~( N9 o# ]" A$ `8 G' q# M7 |
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
; d( b+ p; o) W* F# P - @actor_command_window.y = 1289 I8 q8 z5 {! ?
- @actor_command_window.back_opacity = 160
. j8 L: l+ l' O. _ - @actor_command_window.active = false/ u5 l( r$ V( n# A( y8 q
- @actor_command_window.visible = false
3 P* X" Q4 y0 q" G) A- v: A9 G - # 生成其它窗口" P# k8 I R! w2 w( D' n
- @party_command_window = Window_PartyCommand.new
2 A$ H9 @1 |. ~5 W5 C2 N - @help_window = Window_Help.new
! a S( H7 H, W6 q; d& a9 {5 { - @help_window.back_opacity = 1609 r7 h% {- H f
- @help_window.visible = false7 g7 K) T' S, A7 v& k
- @status_window = Window_BattleStatus.new
/ X. k* L* P! W( k3 u1 U - @message_window = Window_Message.new
8 w5 W2 k* f' X - # 生成活动块
$ K, }- |: [7 h- ` - @spriteset = Spriteset_Battle.new
3 Y0 c$ [/ k% O' l# t - # 初始化等待计数3 o2 v7 `' p% r0 h+ @
- @wait_count = 0
, A& ?) z: k3 Z+ N, ~- @1 ]- v+ } - # 执行过渡! M# h/ i' e2 Z7 F
- if $data_system.battle_transition == ""
$ C t7 S7 b9 R& Y* o ~ - Graphics.transition(20)/ V; X, Z! c) ?* E& Z6 d/ F
- else) s; s e U( B% k& M
- Graphics.transition(40, "Graphics/Transitions/" +
3 Q0 H& G8 Y. l; N - $data_system.battle_transition)' k5 T. w6 f6 X" x* U' I% F
- end5 f4 {* E' Z% b ]* s
- # 开始自由战斗回合7 ? {/ U. b2 Z7 v) Q
- start_phase1
& x8 q9 L! r& @ - # 主循环: y, t- j6 Z) n2 I
- loop do. S8 w8 t3 N$ A0 g3 `; R6 S
- # 刷新游戏画面4 E3 N, u$ q1 y1 g/ I
- Graphics.update, k+ v. D8 ]! P0 W+ L5 ?
- # 刷新输入信息6 g5 v. q( J. N" X6 n& g( i6 P
- Input.update. V( V1 K7 e' ?; A! s) t, g, [. i2 H
- # 刷新画面0 r r6 X! y, `4 s
- update
/ _( c' k1 L) D3 W+ b" O$ l# c - # 如果画面切换的话就中断循环. Z. c, S% k. r3 [1 s. t2 W
- if $scene != self; g8 a/ p4 |+ l* O. d
- break
, i2 o1 @8 x/ X1 k8 K% G2 V6 q - end ?7 f3 b/ O& k* l5 R! {3 U
- end8 ?" A, K" Q0 P
- # 刷新地图9 X0 @) p9 m; r) m! @
- $game_map.refresh
+ X2 c$ x. o g! ^9 L6 o - # 准备过渡8 d+ E) a( ?9 E% y- p2 p! y5 F
- Graphics.freeze
7 h5 x6 l! o3 e - # 释放窗口& w7 `% M. V4 w: H2 J7 A2 ]
- @actor_command_window.dispose
1 m# D1 m: t# x9 J$ E - @party_command_window.dispose
5 S. H* t& X: M. Q$ i6 x6 x - @help_window.dispose
0 P; N9 Y* v; V6 ~ r" G - @status_window.dispose* N- ~$ c: y# ~% Z" D$ z
- @message_window.dispose. m$ N( w/ y/ x( U/ _! ^
- if @skill_window != nil9 h c* c: }/ K. V8 r
- @skill_window.dispose' {* B$ Z3 D# L4 ~( t3 n/ i1 S
- end
: O9 N* N' o4 \8 D8 V3 D' m+ H: ` - if @item_window != nil
9 W# }1 Q6 i; E" _7 A' Y4 { - @item_window.dispose- H7 j" {! I4 h9 K
- end `3 j- E# H' Y) ?
- if @actor_window != nil
! v0 p: f+ X& ]8 x$ ? - @actor_window.dispose4 W# W3 g( [; F7 a6 Z5 u" W% `
- end
h6 V u; R9 W' E - if @result_window != nil
, S* V2 r+ r7 ~# ~1 u8 w) E5 S7 S - @result_window.dispose
# {% G0 L+ K9 u! S9 ^8 W, z - end! C6 M" a0 o5 M+ u& Z" h q- ~
- # 释放活动块1 _) ?. V3 E, X2 }
- @spriteset.dispose
6 x' [! j: K$ G: x* @/ V1 @' ? - # 标题画面切换中的情况! _1 \3 ~2 J) K" D- L) {* K6 C
- if $scene.is_a?(Scene_Title)5 _% g; i0 n# Z: z) T9 W+ O/ L# \; O) D
- # 淡入淡出画面/ S2 f7 e0 q3 i% A
- Graphics.transition
8 B. |9 Z. [, D& G1 Z - Graphics.freeze6 i) F# Z$ @) u# o. J8 L. ?$ g# c
- end2 _: A5 f1 n5 u- s" a% N
- # 战斗测试或者游戏结束以外的画面切换中的情况
3 J7 k0 D# I3 {, F. b" i8 \7 A1 \ - if $BTEST and not $scene.is_a?(Scene_Gameover)
5 V: K* w' D$ Y0 j ?" K$ ? - $scene = nil/ I G' t* Q2 H6 S. r9 [
- end
, _$ g) R4 B( B - end; q& I, D1 G$ B* X$ q
- # 战斗结束
% N$ u1 c+ I {: R$ A/ w - alias lpb_battle_end battle_end
4 ^2 E1 e4 U: C3 x$ c R - def battle_end(n)5 B" m' W! \3 u, o9 `
- lpb_battle_end(n)7 p4 d3 ]( G; s4 I T
- $game_party.set_actor_to_normal
4 F" e( M; f' t0 H7 g# @ - end7 W. Z- l$ ?/ ]0 ^ T" H
- # 开始回合3" Z/ {3 q. V6 H7 x9 J# H: L
- alias lbp_start_phase3 start_phase3
7 ^, y+ _: ]' F2 E" | - def start_phase3
5 M0 P9 |, n! N" [ - @changed_battler_id = []4 s5 C( `" k3 f& P7 n! Y3 }; u
- lbp_start_phase33 ]9 W3 r2 ~- M( D; W& Y: A
- end' w6 c* K9 _: J, X
- # 刷新角色命令回合画面, \2 j2 A; ^) u& v) [( C
- def update_phase3
( K$ `3 ?. L/ q2 W6 L& l: H4 r - # 敌人光标有效的情况下
$ y3 g! G9 ?4 i5 Q1 y9 c6 G* C: g - if @enemy_arrow != nil
2 [! [8 L1 f4 o2 H. r4 @2 ? - update_phase3_enemy_select
+ f8 i* E5 t6 \2 X# r0 O - # 角色光标有效的情况下
* J" B) [9 _* M$ k \/ f4 F - elsif @actor_arrow != nil
. b4 e2 Z; O) a/ f6 e4 ~ - update_phase3_actor_select
( z' \3 o: J$ R* y) F - # 特技窗口有效的情况下+ A- Q/ N7 j/ W$ b
- elsif @skill_window != nil
# A6 Y- a5 s! E9 M - update_phase3_skill_select! D( P3 R1 G/ [9 v( B
- # 物品窗口有效的情况下) j* p" k6 Y# P- g; \8 h+ {
- elsif @item_window != nil
! O3 B3 P' z. F) `/ i! m3 \ - update_phase3_item_select
" T# e/ g" @! [: U% S - elsif @actor_window != nil
3 |8 ~# D3 b6 F+ B/ f - update_phase3_battler_select
- U& h0 r8 a) k: b9 e5 d; k2 E* U - # 角色指令窗口有效的情况下/ I6 I C; @/ N1 W9 V6 z0 W& I3 J
- elsif @actor_command_window.active2 j- N- g" S, h6 C2 }' j
- update_phase3_basic_command
9 K# b" o8 U U4 M - end/ z, I6 M6 B3 V+ c2 z E) o
- end0 l% M) _8 |# T% ^( B2 X. b
- # 角色基本命令
# M* l: o& t& O& w - def update_phase3_basic_command/ X Y% F7 y, Z7 J. r
- # 按下 B 键的情况下
9 j/ R2 C7 }. f: t* K- q$ I - if Input.trigger?(Input::B)( }) f# k1 n) G2 d
- # 演奏取消 SE' W5 |0 @% Y- s
- $game_system.se_play($data_system.cancel_se)
8 ^; ` Z/ N/ L3 n# Y - # 转向前一个角色的指令输入
" H. k& }9 p* W% w - phase3_prior_actor- u( Z7 v3 z$ F( i2 ~
- return# g, l4 M+ k: g1 j
- end# h. T, N. @6 b7 G0 v
- # 按下 C 键的情况下
9 Z3 z% W* v4 G* h! k5 c& z2 D/ H - if Input.trigger?(Input::C)
% h* r4 N1 `# Q4 ]0 V0 { - # 角色指令窗口光标位置分之' L; B( Q* u: k! d/ P, c* E
- case @actor_command_window.index
; `/ D5 h) I x7 U2 K& H! S Y - when 0 # 攻击, }; j5 W, R3 d8 O9 q! f: n
- # 演奏确定 SE
+ B# F9 v6 ?8 h! b; M3 I+ ^ - $game_system.se_play($data_system.decision_se)
$ C( o, P( _# ]8 m a/ t& Q7 ? - # 设置行动8 B# Q' q* f3 Y" a( A3 ^# A
- @active_battler.current_action.kind = 0
! @ o" I, \" d9 }) C - @active_battler.current_action.basic = 0% ], n% l1 U1 G0 P( q L
- # 开始选择敌人
! r; }+ Y8 g$ e) w- Q0 j - start_enemy_select
4 z& Q }8 d* \/ f( i& r! R( `# b - when 1 # 特技, M3 L, |7 p' i! A \$ h% U# q
- # 演奏确定 SE
8 T: R8 T5 M9 C- f2 a: u - $game_system.se_play($data_system.decision_se), G" E5 K8 A3 v8 t$ Q" n
- # 设置行动
9 y1 {% m* B5 I7 M+ }" x0 H; V, D" t - @active_battler.current_action.kind = 1/ V" K2 K- B3 R( v6 o; k
- # 开始选择特技) |8 H% |' ^, Q4 U+ C
- start_skill_select9 R6 Y3 `( R( ]% p; x$ R/ {
- when 2 # 防御+ R. q! m" b( E) |3 C$ P; P
- # 演奏确定 SE
H7 |. Z; |" X - $game_system.se_play($data_system.decision_se)
0 o& d6 T& i# i - # 设置行动. m* S$ \: ~- ^3 ]0 z& ]
- @active_battler.current_action.kind = 0
* ~0 U8 u3 v& v, P - @active_battler.current_action.basic = 18 m5 H0 C8 g$ Y4 R
- # 转向下一位角色的指令输入
9 S6 I0 B% y( ?" X - phase3_next_actor5 t, i v# z0 U0 d2 N' q8 a" z
- when 3 # 物品. n0 K7 U0 n0 ^3 _5 S
- # 演奏确定 SE$ d5 ~3 c, J; k) N3 c: q
- $game_system.se_play($data_system.decision_se)7 K# N9 v' g9 k/ \
- # 设置行动
~' o/ b6 ` q* D - @active_battler.current_action.kind = 2
, F1 ?% f8 y( f) L2 R+ B - # 开始选择物品' l: X! S* i; Q, N1 H
- start_item_select; c" J' s3 \ V7 w# i
- when 4 # 换人
. e5 F4 ]6 H W. P' g - $game_system.se_play($data_system.decision_se)
) \$ G( L& j; S7 e7 X - @active_battler.current_action.set_change_battler
; P7 P! a/ t6 U - start_battler_select5 M& Q! D" C+ H8 z7 ]; _; B
- end$ } R7 A H; I" ~; j, n7 T5 |
- return
; o" f5 W2 X0 w0 S( s - end
& b, _0 m& i, |. t0 H' A# M9 P - end
k( Z4 y$ U. {: q& }8 l - # 开始角色选择( o6 c6 j* h* c L$ d8 W/ c5 j
- def start_battler_select3 G+ I+ y6 ^' a8 o2 P8 h" E
- @actor_window = Window_Actor.new
+ s2 C7 `) r1 B$ p - @actor_window.active = true
% ~& s5 C4 f# {9 J% Y& Y/ N - @actor_window.index = 0
; Q) o9 [6 f. x% V( w6 ^( E; @ - @actor_window.help_window = @help_window9 m3 K7 [/ ]' l$ i, d8 A1 X
- @actor_command_window.active = false
. G+ x" \ E, h& ^ - @actor_command_window.visible = false! G/ C) h3 e9 X5 W
- end' K! O0 ?6 x& t& ~
- # 结束角色选择
6 [) Y b# _5 F" |6 l3 \% O8 s - def end_battler_select
. y: d# w/ ]. p1 E0 e N - @actor_window.dispose& r8 }+ z* B# B" C* F) U4 R& p
- @actor_window = nil
# U3 ]' ]: ^7 |1 b& K/ z - @help_window.visible = false5 |% k6 Y2 q0 P0 o
- @actor_command_window.active = true( m& g* `- i- n4 t4 _) f! ~6 l
- @actor_command_window.visible = true) F- d$ x6 X: {2 c3 b
- end: z# O; V" W9 b
- # 刷新角色选择
o) B' B i9 m - def update_phase3_battler_select6 V, y4 S( V1 i, W
- @actor_window.visible = true+ z, E0 V5 [2 p# t3 Z( H
- @actor_window.update. p1 R! k5 w9 C2 F
- if Input.trigger?(Input::B)
5 ]( f, `& G, O! K( K+ y, } - $game_system.se_play($data_system.cancel_se)
8 [% D( [1 v) a2 | - end_battler_select( d( q8 h; w" P W( l
- return
' `2 a2 Z- O, c" K& a8 Z - end
' R& ?$ Y. m I, \0 |/ R b - if Input.trigger?(Input::C)
8 j0 P9 t/ _" a w - actor_id = @actor_window.actor_id
; l3 x6 \& x J6 s: e - if $game_party.get_actors_id.include?(actor_id) or
7 n) J, `. [- u5 d/ e, b& z - $game_actors[actor_id].dead? or
1 t7 D/ w! E4 {$ F! b8 Y! W1 H$ r& | - @changed_battler_id.include?(actor_id); i. R4 M( F5 h/ S$ W1 x. r, i
- $game_system.se_play($data_system.buzzer_se). Z5 a1 J2 k! w( c
- return
. T% E- c' \5 K0 r' g6 Q5 ~6 X - end
1 N0 r/ ?4 }: a3 v/ O7 q - $game_system.se_play($data_system.decision_se)
8 Q' P, s2 r; b/ |5 A" r/ n - @active_battler.current_action.change_to_battler = actor_id
$ Z2 V) l; d' L' a) Y5 J - @changed_battler_id.push(actor_id)
6 a; e# G g, r - end_battler_select3 Q: [% V" U9 z3 C, |( n: q
- phase3_next_actor
1 U E; f' R- e5 R+ s# b& }4 h0 Y - return- k3 j) Z2 Q' O* n z0 @! w3 d/ Y
- end
/ E' F$ q# u0 G" t - end+ n R2 O1 [7 }% r
- # 行动方动画
4 C* W4 S4 i( I- d9 e' S5 g$ _ - def update_phase4_step3
}( g6 b- r7 c; o - if @active_battler.current_action.is_change_battler?+ H7 m" S$ c0 F/ D, C9 x, y5 L+ D
- @animation1_id = AnimationChangeBattler5 f! X3 C7 S+ j
- @target_battlers = []! w2 m# ?& O7 E3 N4 A
- end
+ x- y9 O& H, K" c" P1 C! j - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
" C p* _' Y1 r" L" C% h! x; z - if @animation1_id == 0
% C e1 M( @/ X - @active_battler.white_flash = true+ G5 d+ `6 d8 G
- else
. n \" p) F+ ^5 k' c" J - @active_battler.animation_id = @animation1_id: C( { }$ V, I6 P8 d+ }! P9 K: }
- @active_battler.animation_hit = true0 X* y/ q+ N% \/ v$ O9 g+ j/ U' N
- end# ?4 I- q! C4 Y* h6 U) A
- # 移至步骤 4
+ }4 Q4 R1 V" f, p" M4 ~# R! f: u - @phase4_step = 4
' Z6 A8 \( _! Y7 c - end
1 r! r6 h; x1 @; { f* { - # 对象方动画
) N& P, _6 l: Z2 b, k: _0 G - def update_phase4_step4
1 C* p5 |$ ]) ?3 F# o - if @active_battler.current_action.is_change_battler?
, v2 d3 _1 [; A - actor1_id = @active_battler.current_action.change_to_battler8 |5 B3 e, z( o+ A0 t) H( |( x
- actor2_id = @active_battler.id5 g5 L3 Z$ u6 f; E+ ~2 G
- (0...$game_party.actors.size).each do |i|
* o; r( [% H' M1 ] - if $game_party.actors[i].id == actor2_id" c& f& H/ {* u$ x. k
- $game_party.change_actor(i,actor1_id)
/ O Z% |* G3 l+ [+ ` - @active_battler = $game_actors[actor1_id]6 y) N& j: r( \: U0 V/ p) }
- @status_window.refresh/ t( {+ J* R' d2 `4 `
- end* \- }' i- q' p7 M0 {& p- S( i
- end
! r. y! `4 V& s% Z3 i( `. b - end* w% n1 K( l+ H
- # 对像方动画( ^# B+ L* [& w1 I
- for target in @target_battlers& V3 Q3 t! ?) z1 h% O1 l
- target.animation_id = @animation2_id
" W, T9 k3 Y7 P7 P' w; y6 Q - target.animation_hit = (target.damage != "Miss")! L: f! P% b6 V
- end% e, c0 d6 c) a' \$ f* h# v a
- # 限制动画长度、最低 8 帧
0 P3 N, i( C2 i% P9 h9 P - @wait_count = 80 J. L6 Y, A6 `4 `6 J- n
- # 移至步骤 5
6 j$ ^3 C, [# F+ U3 {6 [ g - @phase4_step = 5
( }% y+ W: {. T7 e5 V; s - end! o: V6 Q$ q6 T
- # 公共事件
6 m% u+ V+ d* j - def update_phase4_step6
' ^% Q( M% ?9 \9 v5 U o% P& t - @target_battlers.each do |target|& [0 w4 |0 k8 z+ A6 E
- if target.is_a?(Game_Actor) and target.dead? and: ]' ^* {) | ]6 x4 [
- !$game_party.other_actors.all?{|actor|actor.dead?}
& f# x' w; G9 c - @actor_window = Window_Actor.new
4 e e, h$ W( L - @actor_window.index = 0
( E9 \8 T+ K, k9 U* e4 C - @actor_window.active = true
8 |( O: R( t8 d/ @, v - @actor_window.help_window = @help_window% d- ^' p) P; j* g
- actor_id = -1
. S' |/ \% H: @3 ]) B: m: s. Z - loop do9 G1 U/ y" B, _' |$ S$ } @
- Graphics.update1 ~0 L! P9 C* }1 M* Q# Q. I6 T
- Input.update; e' }' O% [. f# C8 y) O& F- k
- @actor_window.update( Z3 D) X o5 n: J3 i
- if Input.trigger?(Input::C)7 @1 k b3 F1 e8 Y2 x% p' Z0 {
- actor = $game_actors[@actor_window.actor_id]8 }/ L+ e# w7 u& e, e
- if actor.dead? or
) i% ^5 y2 k! B \ - (@changed_battler_id.include?(actor.id) and 6 v9 H0 m* r/ _) o& D; ~
- target.current_action.change_to_battler != actor.id) or
8 E" y7 w! ]; a! |: }( ? - $game_party.actors.include?(actor)9 E" }1 f; w- U( `
- $game_system.se_play($data_system.buzzer_se)" Q. p, Y y* m* ~
- else) q! P# H! l( b/ M2 @
- actor_id = actor.id6 E s3 `$ ]. U& k0 x$ f {
- end
; m1 Q7 [4 h, d! C - end
4 J A0 A2 s; E1 X- |% H - break if actor_id >= 0' L2 S9 G v- I# y( `" O
- end6 _- e: D& O# U, z7 w
- @actor_window.visible = false
' r9 |: y0 G5 R, b - @actor_window.dispose0 P' `) X2 j a0 R* _, Q0 ]
- @actor_window = nil
9 a6 U( O, g1 r. {2 f - @help_window.visible = false
+ H4 ?0 I+ B( L1 y# o b) H4 v7 s# R, Q; ^ - (0...$game_party.actors.size).each do |i|) T, S0 u7 r6 h8 g4 a, F
- if $game_party.actors[i].id == target.id
: V* d' A, r; L - $game_party.change_actor(i,actor_id)6 t4 \4 a# U' }, S* V/ j n$ o
- @status_window.refresh% p2 T$ j' O' S7 n+ R% Z
- end; k- z. C3 n: {) `( z
- end/ k: q& w& }# m! C
- end/ I# E% u0 B7 S2 P3 t$ y c7 z/ Y. S
- end2 [2 n' z4 q( I2 i" Y1 D8 p5 x' I5 ]
- # 清除强制行动对像的战斗者
! P4 m3 T% ?# [9 H6 Y; [6 ^' p' u - $game_temp.forcing_battler = nil$ G' E! g! m* v! h
- # 公共事件 ID 有效的情况下) I* u9 {3 C9 {. B3 [0 n
- if @common_event_id > 0, X( g+ @5 {1 i& R! O
- # 设置事件, S4 \5 N* ^! I$ M" e# D1 ~
- common_event = $data_common_events[@common_event_id]- K. @& W$ K" k
- $game_system.battle_interpreter.setup(common_event.list, 0)2 _. Q% T3 F/ A: g8 k! z. X( g: `
- end1 y8 I7 V, J% a& i. a
- # 移至步骤 17 x- C! |9 z' c2 t4 I9 b
- @phase4_step = 1
/ Z5 n# {1 x. w K9 V2 t - end7 c2 R$ L9 [# [4 I
- end) B2 n: M$ {' x& O4 {% F% n
- ?1 R5 j* J- m
- class Window_MenuStatus
& n& @ O* G. A. a - def refresh/ j) |% q# l$ c2 Y
- self.contents.clear# d% w& u1 R8 f/ s% u, X
- @item_max = $game_party.actors.size
4 m+ h( t, D/ h - for i in 0...$game_party.actors.size% f: h( g7 f. N
- x = 4
5 w: i+ K- D; w U$ g; J - y = i * 323 O5 T0 i( h$ w2 W% n- a1 g
- actor = $game_party.actors[i]" y7 y( w2 Z* a0 T, ]. @
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)% Z) [! a+ |1 O e, N/ x4 j6 Q
- rect = Rect.new(0,0,bitmap.width/4,31)
$ w) l5 l* J" S7 Q* M b - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)+ m, p9 r& `/ n6 W) T1 d7 a
- draw_actor_name(actor, x+36, y)% a: s! ]& C: }4 s
- draw_actor_state(actor, x + 136,y)5 f- d# M7 M( d* T9 H
- draw_actor_hp(actor, x + 236, y,96)! m* M, A/ c# I) Y6 ^% R2 _5 T
- draw_actor_sp(actor, x + 336, y,96)
% [' k) P/ m, `( r% c5 A1 N - end! ?1 U( }4 C, l6 p
- end. a/ h' H0 B& l+ f) ]
- def update_cursor_rect
/ y w% j6 g. b( n - super
/ U9 Y. c# H/ E8 {# w - end* E3 Q M# p1 D5 F) e# {& }
- 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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