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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 LimBattlePlug1 g* s: q+ l1 `+ J
- ) F- Z7 q, M5 a
- # 队伍最大人数! u7 D8 u+ ?% E. Q, M
- MaxPartySize = 8
' f% C* ?% a3 U3 Z( [: W# Z: { - ' M4 ?* t; u1 c! d8 R
- # 出战人数3 e4 ~8 X. `1 y: z, g9 e8 m
- MaxBattlerSize = 1
: b( n% _* l* S- k" G6 v. z1 ] - 7 I4 D4 T' k6 G+ {6 L G7 K& w6 Z
- # 换人语句
" V7 ^1 r. g" O% u& G) V - WordChangeBattler = "换人", r* i! w' N L; H# W, }$ K% D
- 8 P/ W1 ` H, b2 M3 Y- I6 j/ y A
- # 换人时播放的动画
, V# _- N/ D B0 b! C D - AnimationChangeBattler = 26
4 u- s+ [& M' \+ C+ F6 h: @
/ d v$ e/ T% k- U7 Y: ~- end, U/ O3 ^$ _- D$ z6 y" t7 f8 B
# x1 [* ?' M: S1 J- class Game_BattleAction- w5 v: M# O1 Z$ v
- attr_accessor :change_to_battler' ] m/ S0 A* K- G9 X' Y$ m
- # 初始化
/ T+ g+ }* @8 ^% l% `( h( k - alias lbp_initialize initialize
6 _- ~1 N- Z5 t6 }- K, C5 y0 g - def initialize
! H* T- W) X0 K' K! }7 L - lbp_initialize
( v7 H2 `' s' G/ |# U3 T j* x - @change_to_battler = 0
* a7 }/ L8 d8 q }/ X - end
* o, e, Z- E& {3 D+ A - # 欲更换角色编号/ [; O0 L5 v% h$ z
- def set_change_battler
' g3 h' ~, s7 j) c; L# ]) { - @kind = 3 G1 y" ?, L1 v3 h
- end
/ l0 O3 T3 T, h; G( N8 U - # 判断行动是否为更换角色
4 x1 c9 z7 N k. s" S# I' } - def is_change_battler?9 j, o% M8 s! i9 [$ T; B3 o' R6 S
- return (@kind == 3)
) C7 ~$ ?& D# z/ J- ]2 F y2 D - end& _! J- c1 w7 u3 B- ~% {
- end
% A- x7 c$ r8 a* O$ _
6 w& Q+ b7 g9 P( t- class Game_Party
1 ] U& g0 ?# i' }# C - include LimBattlePlug
9 Q! c& [( D% A7 e/ E - attr_reader :actors2
- I7 r3 g t! a7 c& h$ C - alias lpb_initialize initialize
7 d! x6 [" f8 d* `0 a/ f$ L) q - def initialize% E) a2 d8 C- a+ }- o3 M9 p
- lpb_initialize
1 g# U8 C/ W& O" g6 j5 ]/ d - @actors2 = []$ T# g6 k/ [: r& A. ?" b% G6 ~# ?
- end- u4 o e0 o) i4 K. \
- # 角色加入% u" Q. f" G" b ~+ a% h5 W
- def add_actor(actor_id)
+ m# p: K) M. ?/ i8 ]: a! W - actor = $game_actors[actor_id]9 ~6 c* J+ Z4 E# p
- if @actors.size < MaxPartySize and not @actors.include?(actor)
% }# P" I; J* p! A8 p& r0 \/ [ - @actors.push(actor); {9 v" O! P' m @% H+ N, Z
- $game_player.refresh3 R9 Q8 Z C' f! g7 t) Q- }
- end
3 e6 V8 D7 |/ o' @. i - end
# k8 o! g0 W* I8 V - # 设置战斗的角色
. V* {; G+ A4 V& ~' s0 W+ G - def set_actor_to_battle
/ R. @9 g$ z; r/ r4 e3 \ - @actors2 = []: w& t+ L' Z4 {5 L; E
- @actors.each do |actor|
) k9 H1 l$ D; N4 Q - @actors2.push(actor)
; x3 [+ S" G7 @0 t) E+ ` - end8 o- I7 Q N( C# J
- @actors = []4 t! H' o; Q+ z* ]* F
- @actors2.each do |actor|6 J: s! N: D3 _" O- G+ E Z' l
- @actors.push(actor)
7 h$ s1 r! `/ @ - break if @actors.size == MaxBattlerSize& e$ h( q# m% n
- end7 P, N+ u2 R& L) k1 l
- end) O+ n" d, g% _
- # 还原战斗的角色8 g4 e* V" @/ V$ [" k7 q
- def set_actor_to_normal
; N% E* i( I$ Y3 Q! ^ - @actors = []
9 O: q ]( `) g- j* [" o - @actors2.each do |actor|
. _: q. q4 Y% o J. Z! r - @actors.push(actor)
4 C& K" ?. k/ u" h. `1 e - end
) E8 R" N8 @3 E' y" y - end# }8 x8 j9 e; i% r% D
- # 获取角色id数组, `! o% p( F3 r [; |: d9 ^
- def get_actors_id& X3 y# M. {8 l6 e1 {; ?1 ^3 n
- id = []
+ X; P" S5 U; |+ n! N" a, { - @actors.each{|actor|id.push(actor.id)}
: w% u, b( A; s x - return id3 Q n' E( x2 [( \4 L. S7 } ?% D# c6 `
- end
# c% C8 L8 g( F+ ? - # 获取角色id数组0 B8 L6 {5 S, ~- A6 l! r
- def get_actors2_id
% G7 K: Z% Q$ O8 w6 T0 l } - id = []
0 V. j3 h! j- g* H - @actors2.each{|actor|id.push(actor.id)}5 M/ {* Z% ?' ^! P4 J/ ^
- return id
, `! J6 A- p9 K - end, e* r8 F8 o2 M$ z% z7 z$ A3 ]0 i
- # 兑换角色
; k" r1 v2 E, ]0 j e6 {& ~6 L - def change_actor(index,id)
8 a% u- G. s# M9 W+ |5 K - @actors[index] = $game_actors[id]6 `. s. n( w) a/ E
- end
- `7 u+ r. C! D( y1 t% ?# @ - # 全灭判定5 r( C9 ?# o _- {- k4 ?
- def all_dead?
: s& w+ b1 M$ x% _ - # 同伴人数为 0 的情况下
r8 g0 Y8 _- k: t: _) K - if $game_party.actors.size == 0" M5 h; l1 Q" X4 N+ }" {& I
- return false" F$ P+ ~( P8 A5 t$ P1 f6 ?
- end
, T3 ~/ W' W9 y7 I3 D: h6 k! J) q - # 同伴中无人 HP 在 0 以上# O) E& ^" B' c
- for actor in @actors2- e2 s0 [- Z2 G1 v
- if actor.hp > 0
( A6 ~& t. A; m8 w: I - return false
9 n) ]2 B4 H2 V: [ z - end
9 w, z+ _8 F9 I8 E& V - end
' `- G' {' n& v V( l+ y - for actor in @actors
5 G3 d9 K/ W& ] - if actor.hp > 0
9 n& D9 M* Q; ?, x1 B - return false5 n; l/ U3 ?8 p0 n, ]$ z
- end9 [/ }2 e& R6 |- W4 `+ r# h
- end
) _; P/ I+ {1 e9 d6 O - # 全灭
6 g9 @/ ]6 [- A7 }6 D; |/ }% z+ b - return true
4 e7 G2 }+ X7 h0 k7 e+ X - end! [# O) {1 b- N
- # 其他角色 U" i8 C7 e. |% B# z3 K; J6 @
- def other_actors
* |" N3 u, C6 k1 M0 q2 r& m2 n - actors = []1 l! [, |2 Z, a( G/ w8 k
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
; {% A6 @3 [( [, Z - return actors! |# i( i; b1 ]9 O
- end
) a4 Y& F7 ?2 ?8 f - # 角色位置互换
" v3 W% |, |% Y2 a1 ?7 d } - def change_actor_pos(id1,id2). k9 j, `$ \4 N. R! t; q }! t) ]
- actor_id = []# ~) E0 }% j3 u. s% b5 b. h
- @actors.each do |actor|
: A2 @! O* `0 M3 n - actor_id.push(actor.id)
6 T, q; c# G( r - end5 u/ ]5 b$ e" M% x3 a
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
( A# W2 ^8 [8 ]7 K# A - id1_index = id2_index = -1$ J% ^& e$ N2 C) @, t/ G
- (0...actor_id.size).each do |i|, e: }2 f! o% E+ Q E* Q1 s' L$ r
- if actor_id[i] == id1
2 h* n# m& R) R- v1 l3 E - id1_index = i" L2 o( I- P' o; j) T. b+ Z. f
- elsif actor_id[i] == id2" P* y) l- O/ `' }
- id2_index = i
0 i g I2 h, M2 m% r# J' K - end& c1 ]- i8 o' l7 m H
- end
% J% P/ e: c9 }& c \8 a - temp_actor = @actors[id1_index]
9 f* v9 U0 t& T& U& n6 x - @actors[id1_index] = @actors[id2_index]
G1 O/ G! u6 c" g8 e - @actors[id2_index] = temp_actor5 O/ \4 [8 h2 Q* {
- end
5 R s' a1 w. x: c3 M - end. q* ]6 R$ x. [; v# |
) A6 ]; D& O# a& @- class Window_Actor < Window_Selectable2 x0 c0 e- o% P
- # 初始化; f3 H0 I- S7 ~ o
- def initialize
/ F' U3 e. ~4 r( \1 L* @! d# _8 X - super(0,64,640,256)
( b( P. S% w. \' X8 E - self.back_opacity = 160
Q+ [' w* J9 V: n - refresh7 Z: G8 V" [) i7 x
- self.index = -1
. E% [1 u; d/ z& L0 D+ g0 C - self.active = false
/ d; A) S2 Y: C1 h. D4 N - end, F2 v$ ?( h9 C$ F/ m' e. L( Y
- # 刷新
3 C7 t4 H) V, t+ j3 y8 v' X - def refresh! Z& w I' x! A1 @/ A3 M
- @item_max = $game_party.actors2.size& {' z* \' M4 R+ p
- @data = []2 I# Y) ]3 j% E# s
- $game_party.actors.each do |actor|
( r& e, S Y, g0 h x6 q/ {. V - @data.push(actor)
5 R! a9 @; S/ D. ^0 _7 T0 | - end X, S( @( S* P3 |
- $game_party.actors2.each do |actor|
3 R) e( j; B: d' Z. b9 O+ k2 u - @data.push(actor) if [email protected]?(actor)& L6 ?4 d. V0 z
- end# Y$ j% ^6 v; j$ Y
- if self.contents != nil* H8 u8 Y/ z- \* N/ L6 s
- self.contents.clear
0 R1 U' _& o F+ x. |8 L - self.contents = nil7 f5 f4 C8 C1 ]6 D
- end& q* z: s1 g: T) w8 G9 K
- self.contents = Bitmap.new(608,@data.size*32)& C4 ?9 M* s4 V( ~
- x = 46 u2 `5 d2 X8 F5 o" n
- y = 0
' y/ G9 P, k% J, k/ R) m) v0 K - @data.each do |actor|
( i' [- y# U2 L& p5 q - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* U9 V8 v9 b9 O9 l; B6 j
- rect = Rect.new(0,0,bitmap.width/4,31)* o4 W1 |0 ?( ^& ~4 L s e/ \
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)6 ?. G4 i# s/ M1 p( o
- draw_actor_name(actor,x+36,y)! Y) m, ]% v& g# h( Z
- draw_actor_state(actor,156,y)
# [ M( M; s+ D3 A - draw_actor_hp(actor,x+256,y,96)
|1 H. h K* J' s k - draw_actor_sp(actor,x+376,y,96)
1 p, T: w( O# u' ~* p2 o - if $game_party.actors.include?(actor)+ [' |: z5 h( f8 R
- self.contents.font.color = text_color(6)0 C& R S0 {: C( ]
- cword = "出战"0 V' e% B1 P7 H& U# b; k |+ ?
- else
. \) `- C4 v% }" Z& ~ - self.contents.font.color = text_color(0)6 r- u4 W: u5 Y5 m; l6 U
- cword = "待战"0 w6 }- j3 ^' U$ y+ h. M
- end
% }0 v- \/ H8 A, }& T - self.contents.draw_text(x+496,y,60,32,cword)
% Q4 c! V- J. J, ^! H- r- ? R: l1 v - y += 328 b$ y4 U3 {( f( z
- end! J. r. `3 M# i
- end
9 p }0 |5 z# S6 {1 \4 |1 | - # 获取当前角色编号
7 `! Q) G3 P% M - def actor_id- v. e) G3 I9 W3 l9 J0 J
- return @data[self.index].id8 v" p: B- Q9 y3 d3 y- q2 F
- end0 A8 Y, e5 _6 f
- # 刷新帮助
7 [ r- m( b2 V/ Y- ~ i2 n - def update_help$ d% J# U6 Q, z1 i% M
- @help_window.set_text(@data[self.index] == nil ?\
' Y T) W8 Z; E" ]: D# C# O - "" : @data[self.index].name)
& c) B9 I; Z! V4 B# W+ ~& } - end) O6 E3 m/ r0 f# T, X7 v
- end
/ ]+ Z8 ?( e8 w# [ z
& e: U/ P6 o3 h5 [- class Scene_Battle
% {, s" r9 H- I% M/ v: u - include LimBattlePlug2 n. Z, c7 t$ O% C* z
- # 初始化7 l& Q5 I1 E9 r9 h: [
- def initialize3 x3 h" C8 X& Y4 @3 r0 G7 @6 _
- $game_party.set_actor_to_battle
/ R* D; y- d: M2 W. Y( _ - end7 z4 d4 U* ~( o' u) m4 W* R
- # 主处理
7 g- f( F9 x& x - def main8 ~% v4 y3 F* o5 h% C2 M$ M
- # 初始化战斗用的各种暂时数据
5 x) ?* \8 [: @% v3 D - $game_temp.in_battle = true
" n* H! Q5 ^# {) }( g2 r4 C - $game_temp.battle_turn = 0% v3 j5 ]; d+ G& t
- $game_temp.battle_event_flags.clear9 H/ }9 B# p8 Y& R ]
- $game_temp.battle_abort = false( U B. R" M* q# J8 n
- $game_temp.battle_main_phase = false
$ g2 p. x5 f9 j - $game_temp.battleback_name = $game_map.battleback_name
' f% _9 q6 u8 O7 [! V4 z - $game_temp.forcing_battler = nil
& \, D; q: \3 G8 d! x - # 初始化战斗用事件解释器2 A" L0 F' F4 f0 {4 A
- $game_system.battle_interpreter.setup(nil, 0)
6 h/ ?6 Y# a2 @3 k x0 e - # 准备队伍( B+ c4 h: S3 {7 _/ U3 _, v. h$ W ~
- @troop_id = $game_temp.battle_troop_id
. C( j; b. e$ j7 m; d - $game_troop.setup(@troop_id)" y. F! J M( f6 K; q7 X8 h
- # 生成角色命令窗口
, m' E* t& r8 v - s1 = $data_system.words.attack
8 t1 M z1 @5 A- V) x) a0 a4 B - s2 = $data_system.words.skill" d' x' K, P+ Y/ d9 c
- s3 = $data_system.words.guard
5 O' ~0 e* }8 A @ - s4 = $data_system.words.item- A& v( i2 v0 A7 X6 m. ^1 R. S: G( p
- s5 = WordChangeBattler
/ f5 U% X: o+ h5 ]' [( ^0 J - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])3 N( x' z E; S: ~# w
- @actor_command_window.y = 128
- {# A1 N# K$ K) c" J4 I - @actor_command_window.back_opacity = 1603 Y$ b0 z8 c: g2 a# B
- @actor_command_window.active = false
, T6 ]: M: _9 v0 ]7 M; o - @actor_command_window.visible = false$ j6 t' I L! l; ]9 ~
- # 生成其它窗口0 }" u0 L( r+ g* L
- @party_command_window = Window_PartyCommand.new2 k7 X2 v* ~; L9 O2 Y
- @help_window = Window_Help.new
; \3 X2 U& t! y; \) g7 p - @help_window.back_opacity = 1606 m/ k4 `9 B8 b9 E
- @help_window.visible = false
' \6 W/ e5 n3 w7 z) A - @status_window = Window_BattleStatus.new4 F" G$ K! X; E1 i8 g9 O, |
- @message_window = Window_Message.new
# j; E* L& K: l3 v - # 生成活动块7 `; e$ B, r6 B( {7 u' h+ O+ U
- @spriteset = Spriteset_Battle.new: d, C" P/ f+ q5 }" f
- # 初始化等待计数
" }" S) `4 _2 F' A- M2 `2 L9 }8 j - @wait_count = 05 R8 J1 I: T# U) l/ L; ]7 x
- # 执行过渡+ C8 w M% s: R9 U# Z; w, y
- if $data_system.battle_transition == ""
z4 t; q) v: F- E' l8 o8 N7 s - Graphics.transition(20)4 \5 ?$ Y w( n7 l0 \& O1 d
- else
) @$ C( k1 z2 ^8 s - Graphics.transition(40, "Graphics/Transitions/" +
/ s' N3 z0 [6 ^# M; ?8 S7 s3 q - $data_system.battle_transition)# I" L- P* B+ ~
- end* G3 E% Y% `3 z% j$ Q
- # 开始自由战斗回合
: D3 L& I7 S+ O, h P o( Y0 _ - start_phase1
/ q# B: |4 Y1 S% Y - # 主循环
4 a+ A) z0 L \% J0 A8 j: d - loop do% ]( W1 N0 }0 E+ x! H1 E( V
- # 刷新游戏画面8 H# A( S$ b, Z$ u* z
- Graphics.update
( R. Z! s( C% h4 P3 R* e - # 刷新输入信息
* J1 |" `, {" q* [6 v - Input.update
; }3 m$ K, S6 w$ L9 B! X2 Y5 } - # 刷新画面
' y! l' |9 ^" k6 d - update$ r% }5 H9 K! v$ N
- # 如果画面切换的话就中断循环* R$ q; z, [9 }
- if $scene != self( n; x5 a" R' _6 l5 S( s: q" Z J
- break
! Z O: a/ z' t9 a* n9 _ - end
. s' n1 l. _" D - end; g$ a5 j8 y5 _- K. ~1 C
- # 刷新地图
; \ r5 W$ X9 K C - $game_map.refresh; Q1 ]% ~. `# V' J
- # 准备过渡
* k! h9 B7 r0 s G5 y - Graphics.freeze# M6 i& j8 n7 j# z& j" b. I" {
- # 释放窗口, M* Y; _1 N, }$ s n( \. ~6 M5 }
- @actor_command_window.dispose+ d8 m! g5 B' w5 f0 u2 L: R
- @party_command_window.dispose, ?, f$ g7 E+ q/ G9 n
- @help_window.dispose
+ O% F9 X' T& Y7 m- l. Q6 F - @status_window.dispose! o u+ n" H! d8 a9 C
- @message_window.dispose5 c% K! d4 M: {
- if @skill_window != nil
! ^: O; S5 N- q9 _ - @skill_window.dispose
( {/ U, U; }6 ]: o* U( d) ~ - end
2 M7 F6 |+ _: w6 { v& i3 E - if @item_window != nil' b5 h3 w/ C7 m2 C
- @item_window.dispose
R) `7 Y+ m, T# c' T1 K- x& x! [ - end7 j: O% F' Y- z7 A# k: |
- if @actor_window != nil
b8 Y# [4 r; q - @actor_window.dispose
! K& r; e1 O1 e& i) M* v, } - end
) s3 }( T, w& a9 K1 W5 Q - if @result_window != nil% a6 o( D% C0 V3 P; l
- @result_window.dispose
+ B4 Y$ k! V) ]# u8 j1 O: c - end
9 `, l e K! \ - # 释放活动块5 \0 p f- i3 ~
- @spriteset.dispose6 y' y7 g1 ~' j' Y9 k- t
- # 标题画面切换中的情况$ N0 {7 n0 R9 i) j3 W _
- if $scene.is_a?(Scene_Title)
: ^3 O) v, W2 R - # 淡入淡出画面
, c( G7 ~- l7 ]9 M - Graphics.transition
% A. V1 ` G! C2 T5 q& A2 }. B - Graphics.freeze
: r3 ]: j# s* x/ D Y9 x" B! T - end
9 [$ c+ ]/ T' [: N+ Q. [; G - # 战斗测试或者游戏结束以外的画面切换中的情况) G7 T% E# Z+ x( N$ e
- if $BTEST and not $scene.is_a?(Scene_Gameover) i9 s- {2 P$ l9 c) e
- $scene = nil
- F5 U$ |8 J5 u, O$ M. v - end7 H0 ]2 y5 X/ R/ i/ ~* j
- end
6 O ^5 ?$ ^# `1 H) X; V - # 战斗结束# A4 P) H- j$ @9 c# p: G3 D# A4 I
- alias lpb_battle_end battle_end! { c% y) F% {& ?. O4 Z& O7 h# q
- def battle_end(n)
9 }; {% F. W) Z. i - lpb_battle_end(n) w+ p# w# @- D% \, p S+ C
- $game_party.set_actor_to_normal
: @" t+ A3 }7 ^7 A3 e$ g - end4 N* d: g/ k7 B2 C8 X
- # 开始回合3. F+ e- d) [5 U8 C, u
- alias lbp_start_phase3 start_phase3
# Q- j% P, G3 q! _5 Y5 H" ~& z- } - def start_phase33 p% W/ D+ w# Y0 j) F
- @changed_battler_id = []; v% y5 m4 z) q& a1 y: y
- lbp_start_phase3$ W, ~7 z( m9 x5 R# g6 T
- end
# v0 V; M: z5 q - # 刷新角色命令回合画面9 u6 M" u: h4 T- H
- def update_phase3* I5 P. w+ M o$ ~: z$ ^( `
- # 敌人光标有效的情况下
+ }7 t7 r7 m8 D+ v5 i% g - if @enemy_arrow != nil
7 C3 o, _& F6 j8 e) m9 h$ b - update_phase3_enemy_select, D: m- c1 S H
- # 角色光标有效的情况下
6 B: J, R) b/ d- T - elsif @actor_arrow != nil: ~4 w. t1 j: l) u$ Z4 |
- update_phase3_actor_select, ~ z2 z8 m" B/ A/ r0 X; j
- # 特技窗口有效的情况下
8 g) X, R2 }" F! G" Z5 z1 g - elsif @skill_window != nil4 |; q" `5 Q9 \* Q$ f2 {& x0 a C( _
- update_phase3_skill_select
3 B [3 t, N) N% g y - # 物品窗口有效的情况下
1 o! {& z9 {( E6 {2 b - elsif @item_window != nil! i2 z( p. u: S6 ]8 g$ C# U
- update_phase3_item_select
/ d3 |9 [) m/ g u, v - elsif @actor_window != nil) |2 x% y' H0 Z# G
- update_phase3_battler_select, p, Z8 ]) k3 y7 |0 f
- # 角色指令窗口有效的情况下& M/ n1 b4 J7 M% g* H5 i5 H- s
- elsif @actor_command_window.active, D! p1 Q6 f% x- Q8 u# r8 i# X
- update_phase3_basic_command/ s- I, O; O- B- J( C( _' e8 p
- end; x6 A: x& Q. w7 t1 e
- end
5 W8 L2 C1 E# }4 o. |4 G( e% K- m - # 角色基本命令
/ X7 q; c2 b/ Y( O, q - def update_phase3_basic_command( ~5 B( D6 Q/ G! \; |! }
- # 按下 B 键的情况下; `" {0 S0 W: B( L- h! s
- if Input.trigger?(Input::B)
( r* K* K- O7 j4 ?# [# z - # 演奏取消 SE* X( h+ m. I! G# g5 L
- $game_system.se_play($data_system.cancel_se)" m0 \- x, e7 l
- # 转向前一个角色的指令输入
& T4 @: X* j { - phase3_prior_actor
" w2 F4 h3 h" U5 m( ?3 m - return9 N: Z* U# q7 S% O9 i- J" H
- end
* c F+ n) O* e7 F0 o. ^ - # 按下 C 键的情况下+ v" P9 m! b2 A
- if Input.trigger?(Input::C)
! m# n& |" [& V- F - # 角色指令窗口光标位置分之
5 I" \8 D$ f5 w1 V- R8 l - case @actor_command_window.index7 ]8 j( I( u" U8 F2 W. y- S% _
- when 0 # 攻击
6 A+ a. A0 z$ B6 }% \3 m9 k' c - # 演奏确定 SE
2 `3 q* U" b$ o( ?; u! N$ F - $game_system.se_play($data_system.decision_se)5 X+ J6 _$ A, ~% k: S
- # 设置行动' P9 u9 d6 ^9 G. u! C
- @active_battler.current_action.kind = 08 C8 M3 [1 J9 w6 i9 B
- @active_battler.current_action.basic = 0
# I. K3 _8 z8 F/ D7 B% N% x - # 开始选择敌人
8 a# E0 f! {, T$ J+ M - start_enemy_select
6 h# A# S5 I* [! h* l% K, L - when 1 # 特技
9 @7 R$ w: ~$ l" T+ J f - # 演奏确定 SE# `$ E+ r( x& K* U3 g
- $game_system.se_play($data_system.decision_se)
( c1 D8 F% v' m3 U- C" r - # 设置行动
. ^' j" ~& v1 l - @active_battler.current_action.kind = 17 f* a' P5 o E- @1 ^
- # 开始选择特技
$ H% N, S( c: R5 X# L - start_skill_select
+ T4 v" x. G3 A9 S+ }8 o* t$ Z - when 2 # 防御
% B# \, K0 X: k4 C; n6 t; \& G3 k/ }% j - # 演奏确定 SE
/ _! ~, {6 A9 w1 ?, m2 B8 P - $game_system.se_play($data_system.decision_se), w: ^2 W' Q. d$ r- V
- # 设置行动2 E0 ~" h, _6 _% U" O y
- @active_battler.current_action.kind = 0 ]; @, C: ?* L" h, v& s# T
- @active_battler.current_action.basic = 10 k/ a3 Z1 l: ~% n- ^+ s
- # 转向下一位角色的指令输入
( Q4 |7 B2 y0 z9 N8 e% o2 _+ b - phase3_next_actor
' m8 Z% \3 \( ^5 \ h( f+ X - when 3 # 物品
3 n* A6 @7 U1 P7 @ - # 演奏确定 SE9 {8 ]0 u) `* x# R; f+ m6 G
- $game_system.se_play($data_system.decision_se)
, @) A+ Q2 P/ {0 p# O, K - # 设置行动+ q( K; p2 ?0 y+ X* Y1 {
- @active_battler.current_action.kind = 2( W6 U, I8 S) Y# k: Y
- # 开始选择物品
7 G2 v8 @, E$ N( [9 d; @; p# } - start_item_select
4 \: y, q0 ~. V - when 4 # 换人
" I( d; |; V6 k( n1 \3 A# i - $game_system.se_play($data_system.decision_se)
% y* `2 ^" g, T' A3 [4 u! i8 G: ]$ k - @active_battler.current_action.set_change_battler
8 R1 c% K, ~/ T - start_battler_select! W, C/ ^2 V% U
- end
& {6 J+ z6 Q! I! `1 r# i& S - return" B) t' u1 R1 a5 g
- end: K% b s3 Z# k( C
- end) f0 G. p7 j h8 U$ H% V- u
- # 开始角色选择) S8 z7 j5 s4 `
- def start_battler_select# t( ?) F2 S' e
- @actor_window = Window_Actor.new9 u" ~' A. U( V
- @actor_window.active = true0 ^: F" U* N$ Y8 o/ ~# K3 M& u
- @actor_window.index = 0
! @5 L& |* N: `& u: w - @actor_window.help_window = @help_window4 q0 F2 k2 n% z2 ?+ A0 A" z2 _- a
- @actor_command_window.active = false9 B2 Z ` ?3 {* ^0 N a1 ~8 h
- @actor_command_window.visible = false; _8 d; ~( x* S/ R, T& R
- end
1 y+ o2 n% }2 W+ k) N - # 结束角色选择
! W# i( R) P1 H$ X1 j2 z - def end_battler_select
3 o0 \! g/ l$ R" `" c- x - @actor_window.dispose
& U) a0 V% J" q4 S/ d - @actor_window = nil
6 z3 z: K. D+ J7 r, }8 b7 N - @help_window.visible = false
# ]& T9 |/ p- U8 O1 ?" A# ^6 k - @actor_command_window.active = true2 A) w( y, d( c# o! c0 c) ^+ J
- @actor_command_window.visible = true0 |- b5 e1 m$ v2 D! m6 w
- end# q6 r; O( x/ u8 M& B$ l
- # 刷新角色选择' F r9 L9 _& A* J, q" v" r
- def update_phase3_battler_select
! W8 V2 J' f& m# [4 n# V0 s - @actor_window.visible = true- ]+ o9 m [7 _/ b2 u
- @actor_window.update7 J8 |# [' g8 j% q7 S0 `
- if Input.trigger?(Input::B)" T) [3 w& S. \! e4 k
- $game_system.se_play($data_system.cancel_se)4 }6 X& i: d5 N) G7 \0 v# [2 ^0 i
- end_battler_select0 H% z) x2 z1 w5 U9 i
- return
6 H6 ~ J- c* F; U7 t* t( _6 D - end- I6 s6 G2 [" T. B( f1 ]" {3 @
- if Input.trigger?(Input::C)- J t9 T% L: G5 s% ^: t
- actor_id = @actor_window.actor_id3 c' h( \ X% Q7 R
- if $game_party.get_actors_id.include?(actor_id) or) {" h) w2 N: @- {5 b, R
- $game_actors[actor_id].dead? or : h! z# f& c( t, @
- @changed_battler_id.include?(actor_id)
. `% q8 r1 Z8 ~6 ?* E' J: H& L - $game_system.se_play($data_system.buzzer_se)
' q% q4 x: R2 @2 ~- C - return
" B% P: a8 M) d4 H3 {2 _ - end
$ ?: `" H( g# j! ^+ [% N - $game_system.se_play($data_system.decision_se)& i" [$ a% e$ z( \5 B/ Q, o) `
- @active_battler.current_action.change_to_battler = actor_id
, G+ Z! G9 K* A# W. a8 l0 f- F; M - @changed_battler_id.push(actor_id)
. K- j' U3 _1 N1 ^5 T) _ - end_battler_select' `( d3 q! @6 ]0 R8 C
- phase3_next_actor
) c7 i& v0 b3 d i) ~2 G - return
9 y$ B5 @3 ?' l% f - end" A- B* P4 A+ Q1 A3 v: F0 m
- end% _, }4 ~$ r a6 B5 [
- # 行动方动画2 |' ?: W' W# n% B( b# X1 M. `1 Q
- def update_phase4_step3* W! a2 u0 d' b- b: F9 k1 j
- if @active_battler.current_action.is_change_battler?# q2 L- U" b/ v; p4 ~
- @animation1_id = AnimationChangeBattler
4 |& v, T* P% y4 Y- \# Y( q# H2 C - @target_battlers = []( `) E- X% o7 O$ f( o, @$ d
- end
, l Y4 X& V5 p5 ^1 \' W - # 行动方动画 (ID 为 0 的情况下是白色闪烁)! ]8 f4 C w9 ?; F- `4 H5 H
- if @animation1_id == 0
7 Q2 y+ H3 K/ S, C! \/ i8 x - @active_battler.white_flash = true/ v# e% E' l, ~4 \
- else
3 t7 h/ y5 V4 ` - @active_battler.animation_id = @animation1_id
, U7 k) {, R% J) m. s. ~' r% m& d - @active_battler.animation_hit = true5 K/ M3 \* S; I. A9 f
- end, } ]/ c& r9 w) X" K
- # 移至步骤 4
) W! D3 [2 X3 i3 V0 o0 s - @phase4_step = 4; S5 j5 [3 R7 o, ]
- end
. L# f( |$ l! L$ X - # 对象方动画4 k& C$ M: w, ~; E& A% }" F
- def update_phase4_step4
# F& Y6 ^0 ~5 A1 r5 x+ ]% O: ^ - if @active_battler.current_action.is_change_battler?- Q( w# e9 @, ]8 ^3 w9 c
- actor1_id = @active_battler.current_action.change_to_battler
" v) r4 u% `' t- n' l) [ - actor2_id = @active_battler.id
1 m5 K0 h6 x( Z9 N- i - (0...$game_party.actors.size).each do |i|3 [$ L% A6 R! ~3 o3 f, h3 H
- if $game_party.actors[i].id == actor2_id
! h1 L# D& p/ }% e - $game_party.change_actor(i,actor1_id)% p5 r8 W( ?" J9 @# v* q1 K
- @active_battler = $game_actors[actor1_id]
- {( h" V* p- T8 S5 E4 N) `8 M6 Q6 M( e( G - @status_window.refresh+ d, D+ U9 p( j3 x
- end6 I0 H9 d# g; e: ^# o9 u0 d, G/ I9 X
- end3 l* X% `1 I" T& N
- end
% t, @ m6 G( j - # 对像方动画5 y+ _- O0 E. u( S2 R- ~ I9 U! r
- for target in @target_battlers
1 s6 k% Y2 _$ S3 Z" E6 F - target.animation_id = @animation2_id# ^, t4 o% q4 i& p: c
- target.animation_hit = (target.damage != "Miss")
6 w) y! h! w; }7 y3 I" \1 k7 Y - end
! K( J0 R. A2 o, h$ x! m - # 限制动画长度、最低 8 帧
# }2 Q7 D! E( }, g3 x7 T - @wait_count = 8$ y5 o- w: Y1 V
- # 移至步骤 5
2 `0 X* U9 K$ Z1 h9 L6 A$ C - @phase4_step = 57 L+ }0 I3 _: r
- end0 m5 }8 }# T" K0 y- R
- # 公共事件, ~/ [' e0 t% O) t( A* b
- def update_phase4_step65 u3 K7 E) Q) z$ T" R
- @target_battlers.each do |target|5 x/ z+ N! L. U# b. B* ]/ N7 X
- if target.is_a?(Game_Actor) and target.dead? and
6 w6 l% S& S* u- ] - !$game_party.other_actors.all?{|actor|actor.dead?}
* K6 p5 a0 r/ u+ n; y/ P% G! F - @actor_window = Window_Actor.new
4 e. t+ _1 c" K; }. L - @actor_window.index = 0" J! O! P4 G( s4 y
- @actor_window.active = true+ e4 N# L' F. B1 e. g
- @actor_window.help_window = @help_window* h% m+ s: c5 R8 ~+ f8 k
- actor_id = -1
1 `1 S& R5 S& n9 k - loop do
3 _, J$ O& L7 `1 r+ w J - Graphics.update
( Z; @5 P% w. x: F' U) s# @ - Input.update
& D% L; n: Q# w0 c; X9 x - @actor_window.update2 B! R- p! Q) ^& v# L K
- if Input.trigger?(Input::C)4 P- _3 w& e- w* b' E' i; u& ~
- actor = $game_actors[@actor_window.actor_id]
6 V, t. [5 H9 Q+ T3 e$ z& B - if actor.dead? or
. A; m: i( B0 _ - (@changed_battler_id.include?(actor.id) and
0 L K& h, c2 K. s2 @/ r - target.current_action.change_to_battler != actor.id) or* V2 @. Q. P, g+ w% [9 ~
- $game_party.actors.include?(actor)6 n V2 z1 A. ` i5 ?( |, @7 f$ L
- $game_system.se_play($data_system.buzzer_se)
: I! Q) U) J w5 o3 i2 d - else
- U! Q7 F3 W4 q4 X6 T - actor_id = actor.id
4 b) Z6 q% d' ` `, r - end+ j& s7 `8 }& ~0 {6 L; i
- end" K) U% [* j% G6 O. K4 q2 S& ^$ J
- break if actor_id >= 0
4 Y+ g" w& }2 U% O; M. x. K3 J - end) Y v; P% E2 ]$ \' j3 N
- @actor_window.visible = false+ ~! g+ w0 o. o V. `& [" T( v
- @actor_window.dispose
7 [$ ~4 D6 a7 ?9 p: l( F5 a - @actor_window = nil8 r. a$ U* z( Z4 {$ u" \
- @help_window.visible = false( ^: l* H# f4 f J
- (0...$game_party.actors.size).each do |i|( {% }1 p; Q8 I( R6 G
- if $game_party.actors[i].id == target.id7 B s0 e' n2 s7 U2 Z
- $game_party.change_actor(i,actor_id)
7 p4 N/ l3 D- b4 J% z" b0 U: Z+ ` - @status_window.refresh
% r' x" n( M$ ^9 _! ?0 F; \ - end
# C' Z' v+ a3 A5 G& D" ~ - end4 T, G2 w8 e4 I$ A" g
- end" h" z$ H `2 R0 S$ s! X T5 g0 Z
- end
1 o, m1 h! j' o, w9 V! P2 K' c3 K6 s - # 清除强制行动对像的战斗者' }# n+ \* j- w" F( R$ D
- $game_temp.forcing_battler = nil, y& \1 L& [. i; z1 p4 D
- # 公共事件 ID 有效的情况下, r: c* E4 Q _/ ]4 f4 }! c! C
- if @common_event_id > 0! B6 w5 q! j+ l1 S E& {/ T
- # 设置事件
4 ~8 d6 O' r7 ?* N7 i v5 I5 E - common_event = $data_common_events[@common_event_id]/ S$ z2 h0 l* C6 H% @5 d! b
- $game_system.battle_interpreter.setup(common_event.list, 0)
9 x% ]) P0 J4 y* E, t9 p! n( ? - end
6 E0 ]) U. L. n: j }2 s5 p - # 移至步骤 1
5 z0 C" E, B$ H( X9 H8 M - @phase4_step = 18 N9 v% C4 s v7 ~# g% _& `
- end
. {) i1 a0 ^0 T9 ~+ C5 |0 N: Z) T - end
( l1 S# O' v3 {- ` - ( u/ |4 l9 V6 ~* o+ _
- class Window_MenuStatus
5 j; P: N( Y" c! E2 }% j' r9 d - def refresh; r2 y& k' ^8 ?4 y$ Q
- self.contents.clear
& ]: D: t- _, {) N- s* k7 c, A - @item_max = $game_party.actors.size
5 E0 g6 u) W& t T7 }! n1 X" c' L - for i in 0...$game_party.actors.size: o3 l N6 m; C' O6 P
- x = 4
B- Y' `- ]6 ^! l - y = i * 32* w2 `, V$ P. u" I, M* \6 s, x. {
- actor = $game_party.actors[i]- e: f$ N/ l* g9 h N
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
- U- ^3 ]. G4 }9 T) e - rect = Rect.new(0,0,bitmap.width/4,31) ?2 o% z% _' }6 U9 d# a6 o2 @+ p. C; C
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
; _0 w0 `2 j& i - draw_actor_name(actor, x+36, y)
5 B3 P9 w6 A9 C: S' G' p( Z - draw_actor_state(actor, x + 136,y)
% y) a. U1 C. | - draw_actor_hp(actor, x + 236, y,96): n+ d$ k% @, \+ ?
- draw_actor_sp(actor, x + 336, y,96)
3 E x) J) I5 j6 X, E3 P - end9 y1 W0 f% G0 U' W" @5 e1 {. G
- end
& |9 i; a/ t- ], N6 }/ M( ~ - def update_cursor_rect
, v: Z( Q8 s5 o+ e) n' } - super) X% d' X0 m) M$ M0 l6 A
- end2 B u+ j1 t# P" e4 q t
- end
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