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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# f1 ~$ R& {# P) T
0 z% T% D# u, r, H/ C' d- # 队伍最大人数
. a8 E; `5 `# _; Z' W - MaxPartySize = 8
& h# m( R% L. ^) u& j
- L0 P+ h- C6 w( y( j3 K- # 出战人数" Z. x4 I/ ]8 V$ @, Z
- MaxBattlerSize = 1. e. d) f7 V& K: Q5 a4 l: j n
- 0 @ ]2 |* I4 w7 |. y- }; ]8 _
- # 换人语句% T3 @8 s# G/ B; f
- WordChangeBattler = "换人"
) n5 p/ |) q) W& T7 Q2 S
8 `0 g" f$ w& N) a$ l6 C- # 换人时播放的动画% p4 H. l4 d: }' g) f
- AnimationChangeBattler = 26# |: n: s: A' f; c
. g- ~2 P& G8 M% i/ f" X- end/ C7 Q$ B, P' B
6 ~8 Y2 W8 \0 Z1 h* R- class Game_BattleAction
. s* L4 i7 p! _( Y3 g0 T8 u - attr_accessor :change_to_battler) q, y! x* k1 `. z3 P3 j+ N
- # 初始化3 I* S9 G; _2 E7 _, x2 q
- alias lbp_initialize initialize
, M% o7 Y7 F( L# ?7 X. q% \$ Q3 ^ - def initialize
% }! l* P3 u6 o$ U, b+ V, k - lbp_initialize
$ z: `( [- b2 { - @change_to_battler = 0- m# ?$ \0 B: f& O9 s- M
- end
: a) U. G8 t" D u# \/ o h - # 欲更换角色编号
$ x2 m4 a% P* J& e8 u/ h - def set_change_battler5 N# ^6 ?* ]# c, I
- @kind = 3) o. ?7 e ]1 D2 V
- end
- [: `, v; e- W6 I! m7 ? - # 判断行动是否为更换角色
8 X9 n, |/ Z2 z, ~% t+ m - def is_change_battler?0 Z& U% z" Q: T* i0 X$ j5 j# M
- return (@kind == 3), m- B( q* I4 N$ Q: n% w! d
- end
! ?. M+ w5 L( t* I, Z - end
8 g$ H ]/ Q5 G( f6 J
. r! T% I9 z7 C6 N; e' C) Y: R- class Game_Party: V W& ]; o( Q/ n) D6 H' \; v
- include LimBattlePlug
4 o" H) c4 W% T2 L4 K2 d7 Q - attr_reader :actors2
. J5 z( l# H& n - alias lpb_initialize initialize( e$ g4 @# S4 ~1 }$ f. Y
- def initialize
! Q3 p4 C( m' q7 m$ `, k7 A+ x - lpb_initialize
( i# B) S* p( O ]! v7 m+ T - @actors2 = []% _9 r. o4 i0 _$ q" Y
- end
, \8 u+ x9 g- r Z' c - # 角色加入
+ k P8 C- _0 o9 Z$ V8 S3 } - def add_actor(actor_id)
" F2 _; o' `9 _+ V - actor = $game_actors[actor_id]$ M% W% E9 N& a4 t- G' u/ i
- if @actors.size < MaxPartySize and not @actors.include?(actor)+ e, ?9 w0 h3 O8 c9 {$ l
- @actors.push(actor)
; E9 r3 x2 r& ], B/ W - $game_player.refresh
9 b B$ Y+ Y) d - end4 u3 {+ Q+ `' ^* ?. P. s x* [
- end- Y; Y; T4 |4 f4 n% B3 \6 ^
- # 设置战斗的角色3 [+ m4 |& l0 g6 f& t- F
- def set_actor_to_battle
# n% x% P2 T2 \- m- d - @actors2 = []. W! C! k1 d& t: a6 K6 `
- @actors.each do |actor|
) b$ z3 |% ^( ~# h - @actors2.push(actor)7 G n2 K! _/ o' ?4 H; w
- end6 ~ J; s1 `+ q
- @actors = []
/ M% o8 A, l t& o% l" k5 d - @actors2.each do |actor|6 v( P, X5 M; i" t3 }
- @actors.push(actor)+ M$ T8 n( Y# ^) S1 k0 _
- break if @actors.size == MaxBattlerSize
1 @; c/ V: D3 ^5 b - end
1 _5 l8 m5 U' a$ t. d0 U - end; R3 c* y' t3 r1 t0 W- I
- # 还原战斗的角色
2 P& U) q" N) h2 I4 U& V - def set_actor_to_normal" a/ Y" S$ c) E
- @actors = []
% \3 K. L6 J4 l8 Z - @actors2.each do |actor|' z6 Z. J2 C$ _7 b. |; _
- @actors.push(actor)
" h/ y; U1 A: m3 v% k4 z - end: h4 `4 J8 U9 Y% S
- end
0 k& h7 ~* W- i6 ?& k - # 获取角色id数组
8 p8 _* @& m6 k5 u) Y - def get_actors_id1 l6 e& v. ?% D2 s) Q
- id = []: w0 q& ]0 j) E9 e2 z @. g% A9 N
- @actors.each{|actor|id.push(actor.id)}
) w% e' C7 _" Q& x8 `& S/ E+ T - return id) P/ @, @' C" }: B- G
- end
; S$ T( d4 V8 [* |0 |( e - # 获取角色id数组
1 |& u8 M8 x! `8 } - def get_actors2_id
9 `& [2 D* G* ~) k+ _ - id = []. D) y! y( g( N* U
- @actors2.each{|actor|id.push(actor.id)}3 K' L3 G4 C' i: g+ k, J. `
- return id
& G- p6 F" H3 | B( S1 f - end
% |$ C# R2 Z$ J: q7 Q! K9 P7 s - # 兑换角色
) `) `- t% F& D - def change_actor(index,id)
5 k& d Q$ u5 v6 `7 C - @actors[index] = $game_actors[id]- W4 _- q7 N. Z7 O e
- end
: ]3 ^2 m: v/ P8 X X5 u' g - # 全灭判定, r0 i; G8 R$ G; @, _4 M9 D i
- def all_dead?8 X0 r9 H1 |$ |# j
- # 同伴人数为 0 的情况下% U. w. E% g/ L( V" ?3 q
- if $game_party.actors.size == 0$ F% w+ d1 P' S. ]* u
- return false
% ^5 d: q; b& M+ m; Z - end; A n. _6 B/ `$ u/ f+ B( v
- # 同伴中无人 HP 在 0 以上( @, l, f5 {3 Z: \3 u
- for actor in @actors2
7 }: F8 p; J. q8 T4 L - if actor.hp > 0
$ ~8 ~' [* X) H$ u - return false$ H4 G5 K4 |$ e& z) Q
- end1 |6 z: n0 p$ |9 ?7 n
- end2 R ^+ T% W, l H7 Q) R" w G
- for actor in @actors: {" C% n5 R8 W
- if actor.hp > 0
6 f6 n. M7 d `# B0 R2 x - return false, S, {9 f2 _0 W" V5 ^; S9 N9 Q2 ]
- end
# B/ ~7 B; x6 Q) F' V6 f - end
3 t6 W: S2 s# J3 s0 S - # 全灭& F( c" D! ?; ]0 I, d( I9 O/ {
- return true
, j2 V5 @9 G% J- L. I1 p - end
3 t% G! b8 n+ R - # 其他角色
. _7 ?9 s" o; a" c3 K' H - def other_actors
2 u: t7 \1 N, n$ I, q) b - actors = []
7 t: d" C& l9 g9 V" u - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
. x/ {! b4 n: Y5 {/ I* p% u( V( L - return actors
; e N U; A5 m - end
- M% y* {; q1 k% G' @9 E* j. V) T - # 角色位置互换
, K% U4 `% d* O) R5 T0 G4 } - def change_actor_pos(id1,id2)2 z# M! L9 h5 L; r) ]
- actor_id = []# ]: d. ]2 k+ @" G( w9 W
- @actors.each do |actor|
% ]7 B) l3 S* }4 _( l1 n4 n4 u - actor_id.push(actor.id)
5 V0 a+ G" ~; t5 b2 n: W5 c6 ~ - end9 o! |6 z% r/ y, h) y! C
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
% x u' @/ ]+ }8 _ p! b - id1_index = id2_index = -1
+ V D1 G+ }0 \$ i. n - (0...actor_id.size).each do |i|# h6 m; l) y3 O+ w; S* y
- if actor_id[i] == id13 |5 ^2 D4 Q% W
- id1_index = i+ X( f/ t' W/ f+ l' I- M
- elsif actor_id[i] == id2
" n$ K- ~6 X2 G. U - id2_index = i
7 j$ t& P$ x7 K( U5 ` - end% b* U( `4 `5 e6 d l* u ?
- end8 H# w& b9 u: {- P% m
- temp_actor = @actors[id1_index]
" A7 R0 Q `( _3 U/ e. D - @actors[id1_index] = @actors[id2_index]) T/ e& b" K* ^6 d& A! z4 [0 q
- @actors[id2_index] = temp_actor
8 j6 r% j' m; ~: p: V1 J, b - end# q3 w; L# K6 o( N1 }, W& N
- end5 ]8 U' d/ s! \, R+ e- }
1 e6 `' R4 w: p n5 X( V! O& s- class Window_Actor < Window_Selectable' A9 P: I V; B
- # 初始化. F$ }9 d4 D; r- Z8 G
- def initialize3 M7 h+ N, { Y: t
- super(0,64,640,256)- V5 W. `( e, C$ ^; K0 E J& q
- self.back_opacity = 160; d- a8 R$ m: m; j
- refresh1 x' h$ X1 q( e6 s
- self.index = -1
) r& T8 s+ ]; q0 A+ I+ x8 | - self.active = false
- K7 `) X, | j4 h- a$ \ - end; S& F4 X# R# I3 n
- # 刷新: G7 Q( i% s- |- z
- def refresh
. m# p- t y" J. l! [3 p - @item_max = $game_party.actors2.size
* \, s5 |* p' T- ?! O1 J - @data = []" j. n' ~/ D4 j* S) q
- $game_party.actors.each do |actor|
0 f- |. o* m% z2 w" X% G - @data.push(actor)
. A4 E0 f8 q3 | E6 H3 W - end Y# A, g$ |5 p4 M H# \
- $game_party.actors2.each do |actor|
8 i* Y2 B E7 _0 |) f( t4 t1 _+ N - @data.push(actor) if [email protected]?(actor)
; A* Z0 A0 J) s. r6 s+ ` - end3 u1 D% {$ {9 ?$ X! f
- if self.contents != nil
/ \# s7 c3 q* {: O/ E; B/ G. S+ ? - self.contents.clear) S s* \' c: ^6 N2 v' I
- self.contents = nil
' q4 L7 N: T4 I; F% @' H' A - end2 a2 @4 k( j& W( x
- self.contents = Bitmap.new(608,@data.size*32)* Q* l5 v6 w! X% [
- x = 43 a) h% z/ v* e$ `2 w
- y = 0" h# Z/ R- ]5 t8 O7 _5 \
- @data.each do |actor|. A9 X5 q' L2 h3 A5 }5 v
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* _0 {$ J% k) F! V
- rect = Rect.new(0,0,bitmap.width/4,31)$ J; @0 P# l) f7 w- I. C
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) K( z7 p: a d* D5 M5 q- R$ K
- draw_actor_name(actor,x+36,y)
7 p$ q! }8 G/ R1 s( l$ t J* N/ r - draw_actor_state(actor,156,y)
3 R+ C$ Z# a5 K2 @/ g# ? - draw_actor_hp(actor,x+256,y,96); a# t0 N2 Y7 S8 D) q( w% a" J1 d
- draw_actor_sp(actor,x+376,y,96)$ `) w$ I k3 T4 A3 T M1 b
- if $game_party.actors.include?(actor)
! g: b, J, Z/ j1 h) o& P7 W. Z5 _) X - self.contents.font.color = text_color(6)5 E" y; O# y7 C+ t. f: L; P
- cword = "出战"! V/ Y. z$ J" x$ N# Z3 d. Z
- else
) g$ O o* ]+ R& Z; X3 M; z - self.contents.font.color = text_color(0)& z6 }5 a8 Y) ^, t" W2 N
- cword = "待战"# m& A0 Y8 H. T& {
- end
. l7 s" ?7 Z- i, v9 e" d0 Z - self.contents.draw_text(x+496,y,60,32,cword)
" v1 R8 F" ?! p; c - y += 32
; c7 F& A+ E) h8 ? o - end
" F0 H. Y4 G$ g! U! {8 {3 z - end, S( j. R3 p! f+ g/ u2 b' H$ s- `
- # 获取当前角色编号& i* N& n6 _, ?* G7 _$ S# h
- def actor_id% A* Q ?, c* w- b# N7 d( S
- return @data[self.index].id. |, r, ?; b+ @8 L7 a. S& p8 W1 g
- end6 I3 C7 K; q" B: C6 u R
- # 刷新帮助" t# o" y$ U/ ?5 V. d
- def update_help
m& X' @: r$ R' f) U+ B/ B1 @ - @help_window.set_text(@data[self.index] == nil ?\# z) _, K- C! }! c+ v9 W9 }- a" @
- "" : @data[self.index].name)
2 x3 d) R5 x0 B1 q7 e2 d - end
2 [0 c. _. b, N - end
( O5 H, g- _; w5 m
3 q2 o; ]! W. J0 e( m; K- class Scene_Battle# I' a9 B( d+ c4 ?" y3 b8 d( }
- include LimBattlePlug
/ |- H! J. D& q4 v: t* U - # 初始化
$ y7 Y5 K* l% p- |" d7 ]% H# j - def initialize9 ~& C. [2 G" R, D
- $game_party.set_actor_to_battle
+ m' \7 X2 Y: |, u3 C0 @" D - end. L) J, D7 L' `9 ~3 x& A5 G
- # 主处理! |: w7 r4 y$ o0 n' p5 D2 B
- def main9 q3 {* o u5 ?6 v% u- h8 `
- # 初始化战斗用的各种暂时数据
, i9 ^$ J5 K& J, S/ U: e - $game_temp.in_battle = true
! h% K6 l) X# Y" F) H0 k - $game_temp.battle_turn = 0
S$ O. [: Y9 I - $game_temp.battle_event_flags.clear
3 ]* ~; k' v, ^ M% O# b8 U - $game_temp.battle_abort = false
2 x9 l4 v1 _3 c - $game_temp.battle_main_phase = false" R; r' n |8 s) D1 I3 f
- $game_temp.battleback_name = $game_map.battleback_name3 O, G. z5 X6 J* O
- $game_temp.forcing_battler = nil2 h1 W9 {1 G' Y9 ]
- # 初始化战斗用事件解释器
1 L9 h3 d9 ]2 b, _+ Q: ~ - $game_system.battle_interpreter.setup(nil, 0)! i( P3 p/ E& T8 f% W/ N
- # 准备队伍
5 p" y" Q+ Y0 A5 O7 m - @troop_id = $game_temp.battle_troop_id
8 D; r6 e7 J- {# V6 h( c# U - $game_troop.setup(@troop_id)
6 I) \- b; o! M' _# v, m* x& o - # 生成角色命令窗口% k; u9 t: k( n6 F: q$ w/ y
- s1 = $data_system.words.attack
9 S' ?. d- m8 L+ f! r; V - s2 = $data_system.words.skill9 ]3 P8 |2 d0 o) z( }% E, H
- s3 = $data_system.words.guard5 J, l9 P! Y. F9 E4 }4 u
- s4 = $data_system.words.item
, @. {5 g9 F! C3 q* v5 ` - s5 = WordChangeBattler
3 c. e4 C$ ]3 F( `) w, I8 G7 | - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
- I0 G$ O5 Y5 B, R - @actor_command_window.y = 128
" q; J& _$ j% n) m% D& W - @actor_command_window.back_opacity = 160
6 f9 }! }& f/ N9 Z: s8 z - @actor_command_window.active = false
0 d, m" d. X- B6 u: {. T - @actor_command_window.visible = false
% e: D* a. n* G - # 生成其它窗口
! A! W0 p- m9 l. `' k1 b - @party_command_window = Window_PartyCommand.new/ ^% O8 C0 A9 Q* u- |
- @help_window = Window_Help.new
1 U' _, }! y0 M5 s - @help_window.back_opacity = 160) K9 V7 K/ n: Y, J. w+ H! X; x
- @help_window.visible = false
6 x% _* S; N5 X" P$ e0 U( f2 W - @status_window = Window_BattleStatus.new m9 t0 e# b9 v6 d' d
- @message_window = Window_Message.new
' n3 d4 G T p7 ?/ Y& m - # 生成活动块
% N6 @5 q$ }* u+ z8 n2 t J- Q - @spriteset = Spriteset_Battle.new, n9 O3 K3 o" ~5 C) o
- # 初始化等待计数
$ E' [3 d4 q; ~. p% Y- |) B U% [$ N - @wait_count = 0
k3 N# m+ c. S. i( @ u: ^# x) s - # 执行过渡) J2 _+ g4 l4 z' O' j( {. N. P, N
- if $data_system.battle_transition == ""
0 X& y$ ~8 Q+ `# b. ]7 a* E$ ]; u; C - Graphics.transition(20)7 i% r6 v* d1 b' K
- else
; p, \# t/ C# u% i _$ r7 m - Graphics.transition(40, "Graphics/Transitions/" +
2 O# b7 z4 L! r3 A& i5 N - $data_system.battle_transition)
2 @: c: G( c3 F - end
- b3 V* k8 Z6 ]+ ^' o i. L - # 开始自由战斗回合
% c: C* F. h1 W6 T# g9 Z - start_phase1
5 n9 f( Q* \" ^& m: r - # 主循环 c) @/ o( g' `5 V# u/ A7 F8 z. m6 l
- loop do
/ r# v F; t; U0 ]5 H$ F - # 刷新游戏画面* T; c: R/ ]. n J$ J, O M2 v6 {
- Graphics.update
# D$ [ u0 Q5 h3 O( O+ _ - # 刷新输入信息
) y H% F/ Y# B - Input.update6 |" Q( u7 e% S1 R6 j, C0 e1 B
- # 刷新画面6 ^& ~. w1 V* r$ Y( b& L0 I. R# @4 [
- update
$ u! T! }9 g6 R c$ A3 k8 ? - # 如果画面切换的话就中断循环
8 b# {; m# Z" ` - if $scene != self/ F9 M; }. x: G5 M1 ]: O
- break& C8 |+ `5 ?; V2 B
- end* p+ G# K, L3 T" t
- end$ \0 [' Y1 |# o. Y' ?
- # 刷新地图# K3 q/ V% t4 N
- $game_map.refresh
" L9 A+ j" G( @8 ^0 O/ B, @ - # 准备过渡 O! O. ], W% H9 w) a- j
- Graphics.freeze* s/ r7 L( f0 r6 f
- # 释放窗口
) Y/ _) X3 _. f: } - @actor_command_window.dispose
* L! \& n1 o! I, ~/ k) F0 s0 P+ q - @party_command_window.dispose) x" ~; |* J* \! R
- @help_window.dispose
7 {1 w# `/ }# i* z# T1 M @& p5 I - @status_window.dispose
5 [+ R/ W* Q' \ - @message_window.dispose1 t" K4 L& ]* J6 O+ M9 k, {
- if @skill_window != nil
" l: E. A& S8 I$ ?" c/ r" `/ w - @skill_window.dispose1 z. Z! p" v3 X; r
- end8 j( Y: l8 S9 p
- if @item_window != nil) o6 M: {( z* t' h$ p
- @item_window.dispose/ K( F* W! H3 Y8 r
- end
$ Q$ a. f7 v$ J0 A& z - if @actor_window != nil
3 |" a- ~5 ?9 l; s4 `3 W8 ~ - @actor_window.dispose
2 O1 c, `0 b' u' b - end
" x+ y2 H, U% v* q - if @result_window != nil& J( s" q2 v) Z8 e3 t' l7 g
- @result_window.dispose$ W6 x1 j3 K2 k D4 D
- end# `/ K# _- t K3 n. \% j3 p
- # 释放活动块* b2 n- X4 m; s3 C0 A- X
- @spriteset.dispose6 f' v3 } N+ b$ u6 M! b
- # 标题画面切换中的情况 i2 z+ y+ e1 ^1 A/ C% C
- if $scene.is_a?(Scene_Title)
Y( n) f+ @9 @: F, q2 g - # 淡入淡出画面2 f+ k' v' O% U! b
- Graphics.transition3 V5 i! q7 G. M- O. C1 C; S0 w
- Graphics.freeze! G: L. u: z6 X5 Q
- end
Y* L/ j1 ?+ {& C; ?- T- C: X - # 战斗测试或者游戏结束以外的画面切换中的情况
1 ^- @8 G1 `7 {; B - if $BTEST and not $scene.is_a?(Scene_Gameover)
$ \- J9 |( V/ e - $scene = nil
: @* R; Y6 O2 i - end* u0 h4 P3 }( ^; }$ _
- end, p# z `! w0 h+ {9 R ?. S
- # 战斗结束& t, D. ?0 ]. j. |" ] l
- alias lpb_battle_end battle_end
5 U3 W+ {. Y6 M: ?( W5 F - def battle_end(n)$ [, {/ S7 f7 v3 a$ p/ F
- lpb_battle_end(n)/ d9 A! g$ t7 I4 A
- $game_party.set_actor_to_normal) z+ f; w. f1 M0 R- L( i
- end1 H g, {7 p# ]$ d& Q0 f
- # 开始回合3
' |( o, _! e; a9 x. ^2 f( E - alias lbp_start_phase3 start_phase3
! ?: K) x# b3 x1 O I" r - def start_phase39 r0 a1 H2 v6 T7 l+ k0 F
- @changed_battler_id = []2 ]' Q# v- R1 H1 u6 J/ R% ^3 ^
- lbp_start_phase35 k4 m: E) t5 f7 h4 u, M
- end
9 c) ]3 v0 R+ ?! L - # 刷新角色命令回合画面 F+ B2 l+ F% M6 e: m" n" k& @/ x" j9 v
- def update_phase3
2 U. A5 L" I3 y, p" k- b - # 敌人光标有效的情况下, g6 [8 d: m0 w3 @0 j
- if @enemy_arrow != nil/ S6 |2 h& a2 A8 b8 c$ k3 a1 l
- update_phase3_enemy_select- X7 G: e2 I8 T
- # 角色光标有效的情况下, |2 C0 F3 [1 A
- elsif @actor_arrow != nil$ e+ j5 m# ?3 \- X
- update_phase3_actor_select$ X& e9 T- S! `4 G
- # 特技窗口有效的情况下6 W0 b0 |3 v( F, Y" t
- elsif @skill_window != nil' Q; P, |3 h ^: M
- update_phase3_skill_select) m2 _% ]) D/ X% Q9 a' @, G
- # 物品窗口有效的情况下6 o6 E. ^& G: m" y6 c
- elsif @item_window != nil( J* i4 P3 s4 s( `! n) s* T% q
- update_phase3_item_select
: c# ~: m2 {0 |7 _% [ - elsif @actor_window != nil
/ B4 }2 R# d4 Q - update_phase3_battler_select6 s. {+ u7 V3 j
- # 角色指令窗口有效的情况下
6 F* z8 R& C% @& ~ - elsif @actor_command_window.active2 H- H& R! u. M! M$ S
- update_phase3_basic_command
! R3 n( M) C5 r9 d3 W6 |: U - end: e* l6 p9 @9 U0 \/ P A
- end, c% J( ]6 j* r4 c8 E$ I* }
- # 角色基本命令
! H, i1 @' l- Z+ E. W9 z - def update_phase3_basic_command
/ S6 b, F* u. G# z& H" i+ V - # 按下 B 键的情况下
4 I: h5 u6 B1 I3 y4 P, I0 \; g - if Input.trigger?(Input::B)
8 U2 e/ ]4 i: j/ \ - # 演奏取消 SE; j$ e; i1 b4 N3 V, P) _3 x
- $game_system.se_play($data_system.cancel_se)# D! p* n4 C3 o9 t5 R
- # 转向前一个角色的指令输入8 c, |1 S- n$ Q
- phase3_prior_actor0 d' c \' B, i7 A: C
- return; @: J, ?/ H' ^4 Z& A5 {7 K
- end
C0 A( W$ _ \( ^ T - # 按下 C 键的情况下4 T$ f$ G* ]# N- Q5 [$ Q
- if Input.trigger?(Input::C). f0 [, D$ s& x& P/ O
- # 角色指令窗口光标位置分之" T( i$ o1 M; n; d0 c3 f
- case @actor_command_window.index
* D- l3 B8 U- e7 `* Y - when 0 # 攻击
, n6 X8 _+ W& e: r - # 演奏确定 SE5 q$ U" j4 f! E: {
- $game_system.se_play($data_system.decision_se)" W, I* d: \5 r, b# h
- # 设置行动
0 I4 n" ~, q( z ~- r6 P4 @ - @active_battler.current_action.kind = 0
. Z, M/ ?: l: i9 [. @0 U - @active_battler.current_action.basic = 0
1 |: J- U' @& M1 | - # 开始选择敌人
( K. z6 q+ h; c# v- F - start_enemy_select
' u4 o* E, y7 }; j6 X - when 1 # 特技
7 x% b P: I j7 B3 O4 Z - # 演奏确定 SE
" c$ i. K6 d, d" U - $game_system.se_play($data_system.decision_se)7 {+ W: K, a2 k* n! `0 w- L# {
- # 设置行动
/ S- j3 t. ~2 w/ i - @active_battler.current_action.kind = 1
/ Q! ~* t5 I) ~( G% i' q - # 开始选择特技
" z, W/ b7 Y9 a0 U' ~ a0 s8 Y, X/ @5 ~ - start_skill_select
: j3 v- |/ s% y, e* ? - when 2 # 防御% [( m9 j7 E5 h* z# r; k$ Z# I
- # 演奏确定 SE) |* Q+ h" |7 W2 j* |2 d
- $game_system.se_play($data_system.decision_se)
( z, F7 W, V5 @ - # 设置行动% A. P) o- z: ]
- @active_battler.current_action.kind = 0
4 G3 }$ ^3 J! Q - @active_battler.current_action.basic = 11 s. |; y' c2 H' o
- # 转向下一位角色的指令输入; B7 S9 r* r& }2 w8 f F5 V
- phase3_next_actor
( w# | J" [/ g- W - when 3 # 物品' ]) r8 v- j5 K x' @+ B! x4 C
- # 演奏确定 SE$ I. ]2 |7 f% U z
- $game_system.se_play($data_system.decision_se)5 y% r) V" \3 q" V$ O: l- T1 A
- # 设置行动7 n% |* m7 t) y! e: Z# L+ X
- @active_battler.current_action.kind = 2
' q: a! F% E# ~# }. ^4 W9 c - # 开始选择物品
- \5 {, O# R( l* j! z$ V - start_item_select3 `& r- t) K+ Y% @
- when 4 # 换人
% B3 g- l* b9 _' `4 D- D - $game_system.se_play($data_system.decision_se)% S2 n4 d( n1 |5 L& e, c
- @active_battler.current_action.set_change_battler
. r! Z: X |% v. ]; ]5 N - start_battler_select ]5 ]9 q- I" B$ d8 v7 N+ p2 g6 V
- end
6 j& S( m0 h8 s+ }$ z - return7 M( B2 R. P9 m+ g
- end
3 r' C% m# ~+ x* G; o z5 X- }0 r - end1 o, N" h. ^3 H" O% l u
- # 开始角色选择 r$ y( F) A# e( x
- def start_battler_select1 c: g+ t. `/ X0 _8 E% v
- @actor_window = Window_Actor.new/ e( H a) S; D
- @actor_window.active = true% k) X* b# g9 O2 |. h
- @actor_window.index = 0
) q# A( Q" Q! Q; _' N - @actor_window.help_window = @help_window
; G+ i: n6 z+ X$ ^6 f - @actor_command_window.active = false
7 z/ F) E; S M+ W - @actor_command_window.visible = false4 I6 ~4 B& o4 O5 w$ R
- end
% v1 [" Y3 A/ S% r5 [ - # 结束角色选择
: m& H) v" B) h, T* j: n/ ]! x - def end_battler_select; @& s3 C5 e. Q3 _3 f
- @actor_window.dispose2 w! E" F; Q" M s* ^2 {5 t
- @actor_window = nil
0 I; }& ^' V* L: [ - @help_window.visible = false
- h! }, `3 s: G9 d$ V- s7 H8 b - @actor_command_window.active = true5 F; I* t2 F: I) v
- @actor_command_window.visible = true$ h3 w$ [2 R1 k7 o8 a$ j
- end
# G! u2 m, m2 R' }2 _5 h' w9 N( z - # 刷新角色选择
2 C, L. q% S, ^ - def update_phase3_battler_select. S, o- ]3 V% ^ |& n( T
- @actor_window.visible = true% X z+ ]1 V* q7 M# u2 m
- @actor_window.update6 K1 |- ?8 q4 k. [( w) `
- if Input.trigger?(Input::B)
* x" ~0 s( C5 b5 z( p+ C. r - $game_system.se_play($data_system.cancel_se)
5 e# I6 u. r3 @# R& D% U4 w - end_battler_select
0 P) C- g" I$ ? - return/ v6 M4 R, K6 f$ i
- end0 O: i' C0 b, B
- if Input.trigger?(Input::C)0 x i9 Y2 n% z/ C
- actor_id = @actor_window.actor_id, V- b- i& f1 r. D
- if $game_party.get_actors_id.include?(actor_id) or, r! ]1 K( }2 B W# V6 }4 d6 m
- $game_actors[actor_id].dead? or
+ k0 Z; U6 [' k, d' M F - @changed_battler_id.include?(actor_id)5 `( Z! u; R* K; `, n
- $game_system.se_play($data_system.buzzer_se)% Z4 p4 f0 K" \0 H: f Z, A
- return8 C4 ] c+ T" G6 `6 \6 i- o* J
- end
5 a6 q c% T' W0 E6 @$ L - $game_system.se_play($data_system.decision_se)
$ O5 V4 q$ I( N% ~' ] - @active_battler.current_action.change_to_battler = actor_id
, F( n* |, [# V' n5 Y. \8 b( W9 i - @changed_battler_id.push(actor_id)
+ f0 T8 }1 i2 S; ], C3 ?+ A - end_battler_select6 O, Q4 h! H" o& T1 ]: S, ?
- phase3_next_actor
& A9 a9 m7 `% ]5 D1 k. z, a - return
; w% g9 M- o1 B& h& D, C0 x2 A1 [ - end
# W+ t7 o8 n$ F! h3 p S - end& A' B9 S# o/ r$ o
- # 行动方动画, Z4 }" X8 r+ |
- def update_phase4_step35 K$ `* P0 u1 U; b3 w9 w4 M
- if @active_battler.current_action.is_change_battler?
0 q. D% w: F# ~ - @animation1_id = AnimationChangeBattler4 w8 S9 y5 \: X
- @target_battlers = []
P2 |( _) v, h( `- v* X - end
, r1 a9 x3 H7 L5 S# O - # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ k! c; u; D/ ]
- if @animation1_id == 0: u; k$ A0 b% [ d4 r, {
- @active_battler.white_flash = true3 ?0 P( z& \3 ~! _" G, _. l N
- else# T9 Y9 G3 }4 a m
- @active_battler.animation_id = @animation1_id& X* S+ v; K1 }: G" t1 `& [
- @active_battler.animation_hit = true
1 w( }. o$ v1 N0 P4 y- i - end$ K0 `: a# W, A; O/ j; Y- `9 H' o
- # 移至步骤 4
( l% k8 E0 Y: v9 I7 m - @phase4_step = 4
" T) A9 r: I4 B6 n - end: q5 ] r4 t! \* L
- # 对象方动画+ A7 L" d. v* m
- def update_phase4_step4$ ]( {5 f7 I* E. x
- if @active_battler.current_action.is_change_battler?2 w, T3 e& O7 p% T7 Y# Y
- actor1_id = @active_battler.current_action.change_to_battler
7 ~% P$ g* b( F" f& q8 ] - actor2_id = @active_battler.id b, R; b4 X& {1 Y* F+ F
- (0...$game_party.actors.size).each do |i|: g Q8 R0 ]' x: X6 G% h8 O
- if $game_party.actors[i].id == actor2_id
! \9 M: W7 G) _. n7 I, {& J - $game_party.change_actor(i,actor1_id); t O- g( M' r/ J) E
- @active_battler = $game_actors[actor1_id]
3 z; o* t% t" F6 F3 J - @status_window.refresh
# _/ z c0 C, Q X* N4 x - end$ X9 I$ t* Z, g5 u$ _; ?2 f
- end0 H1 w/ x O2 o" c. D4 M
- end/ @" z6 i* Y6 X: g! {' }
- # 对像方动画
7 _0 l4 m7 d0 e1 F$ S4 i/ N$ h! r - for target in @target_battlers
( h2 M$ K `+ j6 }( I - target.animation_id = @animation2_id, I2 L" K7 L5 Y, ~$ P' s X
- target.animation_hit = (target.damage != "Miss")9 I* z8 Y# G# c# b% h
- end
2 J* l- t% q3 W2 R [- M! ? - # 限制动画长度、最低 8 帧
0 ^1 a; ]4 Y, p4 x' o$ P! k - @wait_count = 8
8 ~! K& B. |; K' ^2 X1 W - # 移至步骤 5
; K, _! F- w1 r& b% e/ e% p2 n - @phase4_step = 5* k. m3 g6 C, L( m. p: `& ]: s
- end
1 u7 | I- L/ S8 K/ p - # 公共事件
' E5 {* u/ u' p3 J1 A5 o8 { - def update_phase4_step68 o/ y/ c- E/ \& ~# b1 K) y( N4 m
- @target_battlers.each do |target|
) c) s4 S2 H5 G! E2 H4 n5 r# n - if target.is_a?(Game_Actor) and target.dead? and2 g" I% a/ m7 N( `* ~+ I
- !$game_party.other_actors.all?{|actor|actor.dead?}
/ L( \( T' {' l9 ^1 F - @actor_window = Window_Actor.new& A! ?* o) a* i' q8 `
- @actor_window.index = 09 B9 ~# S, G# A& D, H; z( h O, `$ k
- @actor_window.active = true R' @- p: f) v$ p
- @actor_window.help_window = @help_window1 d; M4 s7 l7 _
- actor_id = -1+ U2 T, ?) V# W9 a* H* N F
- loop do! O7 U, c' q- y" S6 N6 E
- Graphics.update
' L0 s0 I# E( h" C6 _1 s6 n" M - Input.update) [$ k; E! v/ i" J' p
- @actor_window.update
0 Z' s5 C- t' ~: N; Q/ n8 _6 o: K5 o - if Input.trigger?(Input::C)2 s: T5 \8 s; K
- actor = $game_actors[@actor_window.actor_id]
: i1 s) `7 e1 Y* ?, k$ k - if actor.dead? or, H: D5 e! Z5 @9 y& }
- (@changed_battler_id.include?(actor.id) and ! q4 P3 [/ d4 f+ _
- target.current_action.change_to_battler != actor.id) or
$ W4 a; m7 ]" k" r, h - $game_party.actors.include?(actor)
! W( d9 r- k3 t9 R8 w - $game_system.se_play($data_system.buzzer_se)
! G3 s" ?/ I Y `* S1 G - else' L7 i% E3 n" R/ o3 N1 t
- actor_id = actor.id& H- }9 M9 B0 |% ], W" q/ I
- end
) i3 t3 f2 u6 X: ] - end
( E4 f/ {: Q( J - break if actor_id >= 0
1 D0 q/ [' p" o. f - end
3 O* P' Q$ n K - @actor_window.visible = false3 f. y% D* y( H9 F. Y
- @actor_window.dispose" g2 j1 i9 k4 T0 @- B/ N
- @actor_window = nil' ]+ P* p3 g7 t( d3 q4 J
- @help_window.visible = false
" }, U6 D+ C1 o$ l7 U8 O# q9 z: Q - (0...$game_party.actors.size).each do |i|
' E: q9 x# n5 n \8 ^" k - if $game_party.actors[i].id == target.id4 F0 q- M% a( E) T: r% W9 w2 ?
- $game_party.change_actor(i,actor_id)
+ |2 @# |* ~$ Y" B- f& x - @status_window.refresh
/ z" h, K" S! R z3 g, Z; k - end
, b" r7 Y# v( G - end# i, s" Z. `7 A$ X1 t: V
- end- X7 I8 e! d; X: i9 r# Y/ j
- end
. o9 r3 M) J0 g9 q: ?1 [1 {1 c1 y" U - # 清除强制行动对像的战斗者7 h% D( V2 a8 y* |! x8 Z
- $game_temp.forcing_battler = nil
+ @" |6 u3 k" T! ]+ C" c4 |4 @8 J - # 公共事件 ID 有效的情况下* P. x1 z5 b/ Q! ]* j5 q
- if @common_event_id > 06 g+ I0 i u: I. W, D
- # 设置事件& l5 E( d1 }- m4 a# T
- common_event = $data_common_events[@common_event_id]
- i3 q i1 T' I9 J: {, ]; s - $game_system.battle_interpreter.setup(common_event.list, 0)
8 K3 b& A7 W. U4 P6 V' I: ~/ \; n - end
% E1 W S0 {( j2 j) M$ S% F - # 移至步骤 11 p6 i" P2 Z. ^* u
- @phase4_step = 1( G* N' K( C3 k& \
- end) `( d9 v" \0 @, `* C4 g
- end
% X: p) j( I7 Q) t* S/ L - 6 P2 B* X$ K. f$ U' Z( d
- class Window_MenuStatus
1 z( {; M1 Q1 ~6 e/ G% I d - def refresh% L3 l5 g/ ~3 f& Y$ ^4 V% T3 R
- self.contents.clear
! Z- K; O6 O, n1 l - @item_max = $game_party.actors.size" O4 J9 M5 m0 H1 }9 v
- for i in 0...$game_party.actors.size
. j- l! R& }: F1 j! V; C- x - x = 4, K& {9 Y+ @" S4 f; o0 B3 y
- y = i * 32
9 c2 O9 U" a! U) C - actor = $game_party.actors[i]
+ P5 l, [/ T. ~7 d2 u1 v2 g - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* U, `2 e, k6 I. t( f
- rect = Rect.new(0,0,bitmap.width/4,31)
+ R* Q5 U6 q7 {5 H - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
0 i; e- J) \8 e! h F& r+ X - draw_actor_name(actor, x+36, y)7 H! e3 i3 w& q. q0 a
- draw_actor_state(actor, x + 136,y)
9 `0 k. l6 x: Y" K5 } - draw_actor_hp(actor, x + 236, y,96)
8 _/ f4 T2 e* R/ F2 c5 x" v1 _& h - draw_actor_sp(actor, x + 336, y,96)
( F% Z$ ^1 ~' |& u+ m* L! M - end
' S9 { y1 T: H1 J1 K: r - end
9 b7 b; G: _$ R+ ~* M1 Y; H - def update_cursor_rect7 d% g* q: P2 Y1 v: c' D$ T( r+ Y
- super8 Y2 h) S1 l7 ^5 N7 Y
- end
' ^) W i S7 O* Z Z - 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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