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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 LimBattlePlug4 _) q e4 }) X1 g$ H
0 C U. M' d8 G' H& T( i- # 队伍最大人数
) Q& S8 c% L& `1 a5 p" p2 x - MaxPartySize = 80 g- E: l# u8 T" O* `
( j; o7 E& o4 \) y1 C2 ^) z8 k- # 出战人数2 _& R$ {& J8 [8 Y7 R* z# b
- MaxBattlerSize = 1
, i3 w8 ~' i; I. \4 N4 H3 } - 4 i4 k$ R$ R7 W. ~0 g! F
- # 换人语句8 y: I: O7 c0 w* q5 `, o4 g4 I- p
- WordChangeBattler = "换人"
/ s1 v1 z; f1 B( A" u8 P
% O7 ~% @. Y" ]& y0 p- # 换人时播放的动画
! L- ?/ p" D2 I - AnimationChangeBattler = 26# ~/ V; o# p1 R. E, C
; E/ }( k" V2 ^/ K, q- end- Y$ f0 S6 }' x* j/ S U: s8 V
- $ g1 R/ m5 K8 d: w! f$ J/ |2 @ G, ?
- class Game_BattleAction: O- F) c! }9 P( `/ h( t
- attr_accessor :change_to_battler5 q0 s; C; [4 A9 e
- # 初始化! H" S; _6 e2 g* z/ {6 d4 J. b7 I
- alias lbp_initialize initialize
, I8 O2 T3 [4 Y2 R* x3 f - def initialize( A5 Z$ U/ P( x
- lbp_initialize$ k' O" V# ]& w* @) h* c
- @change_to_battler = 01 s' ~ o, y$ y- h" }4 l& P
- end$ p ?( n: a/ X q+ @' K$ @
- # 欲更换角色编号
, U+ }7 C, i& o - def set_change_battler" b4 u Y' D: C8 t4 Q
- @kind = 3
! y' N- `- C6 f# s* D1 R* g& l - end8 |. j2 @' H7 i9 N% f/ A
- # 判断行动是否为更换角色
- @) C3 I. O9 O, j0 g( m3 _ - def is_change_battler?% y4 C5 ^& {% q8 \) @8 B
- return (@kind == 3)
6 v3 K9 p2 p) f( H. k - end% P2 @# _* ~7 o: V: W+ L* \
- end
y9 t$ ?$ e1 S* o$ W, h - 2 m# J' O# g2 V0 [( z0 _( R i
- class Game_Party! c5 r1 h7 v3 P/ S% X4 s& r/ G
- include LimBattlePlug
' C( E' o8 a- [9 o6 f5 b4 @" W - attr_reader :actors2
1 I* N( u2 {5 P7 ]9 ], a4 [ - alias lpb_initialize initialize
! U2 W. j' S$ Y9 S# S1 N - def initialize) B( a5 M* ]. s6 P
- lpb_initialize# o' v+ W. @& v# t( R8 a5 n
- @actors2 = []
. n; ]5 k+ J9 T7 F5 [* y g/ V - end
0 j; `+ e$ X, K1 c1 e( X: I - # 角色加入
, [# L2 C1 ~$ n0 c - def add_actor(actor_id)( P- p3 U Q2 _' H
- actor = $game_actors[actor_id]
1 v% Z$ s0 E6 T% D; j, p- \ - if @actors.size < MaxPartySize and not @actors.include?(actor)
+ B' P; ~! R6 A4 E. K2 @ - @actors.push(actor)6 a+ R2 m7 j7 L( o5 g
- $game_player.refresh
8 s1 ?. g" |4 X- G( }6 o - end1 j X1 K5 D; u: f, L% z+ a
- end9 L+ r: m4 z9 ^: \" j
- # 设置战斗的角色
- r @4 w" {- n3 Q - def set_actor_to_battle$ ?% v8 N; A0 p. ~) W
- @actors2 = []! g. [5 S4 _$ K2 B
- @actors.each do |actor|+ N/ b5 _; `( F# m u X6 ~' l
- @actors2.push(actor)
( s2 K2 @7 U) P( V - end
" O' C+ m7 R( d5 G - @actors = []
& A: G# O7 x B" U: Y5 Z - @actors2.each do |actor|2 `! a5 G4 X- X0 [/ p
- @actors.push(actor)2 h$ `9 e, ^2 b6 m
- break if @actors.size == MaxBattlerSize0 @( L, W8 C m; V: ?6 E. t
- end
$ g' Y8 o* U% L! K1 v5 R/ d - end
& n, |3 B; z( f2 U8 V9 C - # 还原战斗的角色5 B( j8 U5 ~7 P/ ^; t
- def set_actor_to_normal
8 T/ G9 s* Q' G+ K0 S, W - @actors = []
. c1 c" F' h3 J - @actors2.each do |actor|
) a9 n7 D* n' V - @actors.push(actor)9 l$ I5 S6 T" K2 `5 i
- end
. L& G* G: T, `* e, W - end, C- X1 [/ v/ g
- # 获取角色id数组9 B) d3 A0 y ^* ?
- def get_actors_id/ X: m* P5 H8 w3 j+ H& y
- id = []- @; m$ k' m9 `
- @actors.each{|actor|id.push(actor.id)}
5 J8 R& X" Y0 i+ q ? - return id4 ~: j% M% R- D- @- C
- end- A2 M- T( c6 o) r
- # 获取角色id数组
, _- E1 v1 b8 R. S6 t! k - def get_actors2_id& R. p0 S% \( i5 c& h. z
- id = []
Z9 h0 {# e5 t6 J- [* }- z! u - @actors2.each{|actor|id.push(actor.id)}3 Q2 C$ d# H( `3 n. @
- return id
n% |4 S% |; D - end
7 T% c% n: y8 `8 @: u, n - # 兑换角色! w8 C! A( X8 Y" x5 X' O, p% N; m
- def change_actor(index,id)" C* \8 j+ x# l8 `
- @actors[index] = $game_actors[id]4 R, X q4 h, k8 |$ d/ [: c! k1 S* I
- end6 b0 ~9 t x0 U% O. a
- # 全灭判定
! x8 y) c' {# S9 g1 W% z# W - def all_dead?
- [2 T- K7 i6 y& I5 J% P( p - # 同伴人数为 0 的情况下
S1 Q' T6 L% C1 Q6 K - if $game_party.actors.size == 0
2 v0 d7 r' y- ]; F9 C - return false
0 k" i' V3 p7 S - end
& ?( p* z/ p0 \. |# g - # 同伴中无人 HP 在 0 以上
( \3 p) E2 T7 V2 I/ v. s8 ^ - for actor in @actors2
, N3 Y( Q' a/ n) _8 h7 i$ a3 b - if actor.hp > 03 S2 w$ U, j9 ]9 L4 ~2 G
- return false: _% \( Y6 O( g: e1 f
- end! O4 S" A3 _3 {( E6 X; y" e
- end
; z% i! e- b2 W8 v" `- l - for actor in @actors( L7 X, D/ g9 e& @% D
- if actor.hp > 0
! s; A# g5 }9 H0 T$ A - return false# M; k, v" m- n1 b
- end
% g- t* }) ~& A2 C9 D - end6 T3 l) @+ \4 c/ ]7 w) ?' Q) l
- # 全灭. @8 O# J1 \$ D/ }& g5 ^; E3 h7 N
- return true. l# ^0 \. s( u, y9 }
- end
8 e" F6 J8 @3 O! z7 v* u) L - # 其他角色& v* A4 y% W0 o1 A y: }
- def other_actors
& d( I7 ^! T$ G- d! m8 ? W - actors = []
( C6 K5 B7 q; B2 i: n - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
( G B& C# w) F- F& Q+ s8 e! f. C - return actors
9 e, I; S0 A3 t$ @8 g. w: W% Z - end8 H9 H0 P, ]6 H+ l8 H, ]% l& w. ?3 K
- # 角色位置互换 M. _- w ~) b D ?/ a
- def change_actor_pos(id1,id2)7 v5 i6 F: D0 S
- actor_id = []
' C9 F; M& ?2 G3 B; [ - @actors.each do |actor|8 x; _" [% N" R! u E* M: \, g! V0 |
- actor_id.push(actor.id)
* q1 E6 Y# ?, i) s - end8 O/ S; u3 j. l8 l* [9 |' T- k/ N0 n0 b
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
, Z9 O) `, X: n8 m! c) M - id1_index = id2_index = -1
' l" v% w0 m$ T& L# A+ V; t! m - (0...actor_id.size).each do |i|) P$ R' L. K g6 k* J2 |: }
- if actor_id[i] == id1* s: q/ D9 U1 G1 u3 m
- id1_index = i; V* A2 E( {' c, [/ \" T
- elsif actor_id[i] == id2
6 X7 [5 r; I1 m - id2_index = i3 X6 P& a: O6 {: b2 T
- end
! N( D- ~1 _3 F4 [( f! O9 |: N; G - end' V$ m7 H7 P4 F! |0 N# g) y& {
- temp_actor = @actors[id1_index]" g! o7 j* I9 f6 A) z+ u# k
- @actors[id1_index] = @actors[id2_index]* {. ^) t7 E* G! I5 I! j
- @actors[id2_index] = temp_actor
6 [7 B7 Y9 C5 `& L3 V. _3 G3 @ - end
/ G) a7 z" F U( b' s0 q0 x: P4 \5 T - end
1 F8 X8 v' S& [! u( g; N+ ^0 j - $ ^+ P8 b. A6 y; A; f5 k
- class Window_Actor < Window_Selectable
* d% F' _6 |: I/ d - # 初始化
$ J" {2 T3 I; g. o" B3 s+ W, Q - def initialize
" t0 j5 p! C E- [9 Z" R0 { - super(0,64,640,256)
( J0 B% g# @# V8 Y! u - self.back_opacity = 1608 H3 |' c. P9 r9 q, l) ` G/ x
- refresh5 `; V5 x/ U6 T" t& M( s$ O
- self.index = -1$ E+ |& w! T1 s1 ]( B) z; a
- self.active = false
! P+ G" R4 L# K: @* S& Q# N/ p; s. H - end
0 y5 a$ ?& L2 I6 y7 h" {: Z& y+ l4 S - # 刷新& y! [" p, w B$ {! q+ @
- def refresh+ m( C+ u: H I. S" D( C
- @item_max = $game_party.actors2.size5 a* Y& J% I5 ]5 Q0 }
- @data = []
4 @. D! P/ U% r+ j: t- f - $game_party.actors.each do |actor|/ S. V$ Y! L; K& d: S. j
- @data.push(actor)
( B0 I9 [* a0 X - end( S/ Z1 K5 A y2 t' a/ M' L3 ?
- $game_party.actors2.each do |actor|
: N3 z" I8 d1 u+ d8 p - @data.push(actor) if [email protected]?(actor)
: c! R9 i! s( [$ I - end
( E) f- T) \, | - if self.contents != nil* [% @0 g8 w f* v+ i6 n. ]
- self.contents.clear& Y+ i1 K7 `' ^+ J& k
- self.contents = nil
9 M: Q9 B; L3 i9 q1 {) j5 U) g, z - end8 |2 M8 E+ A: A0 ^, [2 N
- self.contents = Bitmap.new(608,@data.size*32)8 H" H$ W; T& u5 Y8 H/ s
- x = 4) V [+ }3 ?) N0 A6 t
- y = 0
: d, r/ r/ ^+ K { - @data.each do |actor|, B, } A% [. J) r
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
, _' [# d1 V- e/ j6 b1 } - rect = Rect.new(0,0,bitmap.width/4,31)
9 k7 K) ?% l; f7 s, K/ Y7 E4 L - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
1 w2 e' P* z a/ _7 d; O l - draw_actor_name(actor,x+36,y)
' T( j* o2 s4 D1 Y+ S5 l( g* j - draw_actor_state(actor,156,y)$ f/ G& |/ R5 P" G' L* ^9 G+ G
- draw_actor_hp(actor,x+256,y,96)) e4 ~0 Z7 W' x9 H2 l0 {
- draw_actor_sp(actor,x+376,y,96)0 j) }$ i6 c y
- if $game_party.actors.include?(actor)
( @2 R# g0 a2 J9 z v - self.contents.font.color = text_color(6)" T( d+ _6 w5 i2 y4 X( \, @
- cword = "出战"4 Q: v8 { h: S5 K' Z, k
- else) b: s$ i7 C* S9 Q4 p; z+ a9 h) [' x
- self.contents.font.color = text_color(0)* u# z ~5 q9 G
- cword = "待战"1 {) P/ X, l) p: K
- end
6 U8 m: m- A2 B8 z& s5 t - self.contents.draw_text(x+496,y,60,32,cword)5 s {' P+ s2 F6 ?8 \+ O7 `: E/ Z
- y += 32
% Y; D' T1 _( g. T0 S1 ]( w& E2 y - end# m; e2 ]! _6 M* E6 w
- end
- Q. d2 W G- }2 S) W- z - # 获取当前角色编号 \ ?- ]* ]* F
- def actor_id
( Y& T2 \# e) X6 }+ c' u - return @data[self.index].id9 R: n; I6 n9 e2 |) b% h$ M; t/ J
- end
5 f8 h" |# C. s( q* _ {; H! I - # 刷新帮助
( a# ^8 H! l1 X/ S3 l% T - def update_help
- j4 k- z4 A# i! H - @help_window.set_text(@data[self.index] == nil ?\1 o7 ^; e! d1 i1 N1 ?( u6 k1 C2 d" ^
- "" : @data[self.index].name)7 |& f! Z/ b- I" l
- end
: t3 b9 x8 @" E - end
* I& B$ |5 X6 |- D
" b/ ~0 z4 W: |2 P+ i/ M- class Scene_Battle1 `0 a( C# v S$ f) w
- include LimBattlePlug" W! m7 k: r4 u, N# I+ F; y2 ^2 \
- # 初始化
7 |) @/ b$ \. y' i - def initialize
& m3 F, ~7 w; r) |5 f - $game_party.set_actor_to_battle0 }; a' T/ G1 L# A' U
- end4 b3 D5 o) M. t6 t% Z
- # 主处理
8 N8 a" J' l, r- L* n$ A - def main
* }- P1 \, {: F8 Q) ` - # 初始化战斗用的各种暂时数据
- q0 e1 ?& h1 K9 E - $game_temp.in_battle = true
: v1 s4 s7 D( M, r - $game_temp.battle_turn = 0
b4 a- |! e* h a6 H$ u9 t: u2 E - $game_temp.battle_event_flags.clear
: T* V2 x+ r' w/ { - $game_temp.battle_abort = false3 N; r) Y2 u( z. C: I) \ U
- $game_temp.battle_main_phase = false, d# E3 e3 }# v% _
- $game_temp.battleback_name = $game_map.battleback_name
. ^, `7 _/ n. f% M1 @1 H$ x - $game_temp.forcing_battler = nil
9 ~/ u* Y+ P# I' k5 L* _+ p - # 初始化战斗用事件解释器7 F8 R$ t6 B* i" ?$ I& t9 c
- $game_system.battle_interpreter.setup(nil, 0)
% S. ~1 Z( Q& l6 h% X - # 准备队伍
- @5 p0 h; \# x8 n - @troop_id = $game_temp.battle_troop_id' Z4 I8 m& J9 H/ f) s' O3 ~8 N( n
- $game_troop.setup(@troop_id)
, N$ U" P/ k5 j* P$ D1 L3 f( e/ E5 y' h - # 生成角色命令窗口- c3 E3 j- f0 b8 ^- P
- s1 = $data_system.words.attack
% ^! ~4 l4 O, l( c+ L - s2 = $data_system.words.skill
" e: }& F1 }9 R! U" |0 h! S. k - s3 = $data_system.words.guard8 h, A# @3 O0 @# ]3 g! Q
- s4 = $data_system.words.item1 \2 O# K6 Z5 q
- s5 = WordChangeBattler
& l2 j; l! Y& o8 C3 F7 l# h - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])9 _8 h% @% \ ^* ]
- @actor_command_window.y = 128
! T, Q: v5 B* m1 I. y - @actor_command_window.back_opacity = 160+ b6 d3 B2 D, Z. X/ s
- @actor_command_window.active = false! l9 m/ i8 |. S# w0 k9 H1 V
- @actor_command_window.visible = false, M* j3 P( h/ y' t: a/ ]3 `: D
- # 生成其它窗口
/ [6 s9 ?+ ] e2 m% X- Q& G2 } - @party_command_window = Window_PartyCommand.new
$ i5 l C, N+ E) |' V - @help_window = Window_Help.new c2 m. Y; p$ `, g1 S* ~1 f/ k$ o% S+ i
- @help_window.back_opacity = 160
* {) |1 h* D; q# m1 R' j8 j; L - @help_window.visible = false
) g/ `/ A# H8 F1 X) l* N - @status_window = Window_BattleStatus.new/ v. a' d# d' J7 P' J" S) Y
- @message_window = Window_Message.new
! @/ z$ W* C: Q - # 生成活动块: Y- r" v3 k2 `, Y6 Z/ V% O0 b% p
- @spriteset = Spriteset_Battle.new
g2 _ @, N* e: {! M' q" V - # 初始化等待计数
: p, R6 [* n$ J+ H$ ^( i8 J - @wait_count = 0
* m7 y% Y% F- F& ? - # 执行过渡4 E( u1 f% [' L/ Y/ b! j$ V& i5 Y! S
- if $data_system.battle_transition == ""
5 S. m3 M) W; k# a% ~, q5 G - Graphics.transition(20)
& a, u6 n8 B7 Q8 h' O. g - else+ u" V" `; D9 _2 q
- Graphics.transition(40, "Graphics/Transitions/" +
6 p% Z* F" l/ U1 }2 E - $data_system.battle_transition)
, z5 C* A: ~2 U P0 p - end" T# M; B! C/ W' m9 J+ l7 ~$ X
- # 开始自由战斗回合9 o2 t3 p% X* r' g1 w8 ~
- start_phase1
6 b; w. S0 L# Q6 Q5 E - # 主循环) V5 V: n: x3 S- A0 s3 A
- loop do- H/ ~6 n, X; D; f q
- # 刷新游戏画面6 G# z; m N0 b2 U9 Q
- Graphics.update5 V8 U0 ?! g _3 e
- # 刷新输入信息
) `5 u) A: `! x& v u0 Q- z/ U- k - Input.update- H4 ]2 r8 k% E' L
- # 刷新画面, l' V7 r6 l0 u3 k
- update
/ G4 E; B& m9 d; L0 Z3 D9 e3 f) a - # 如果画面切换的话就中断循环9 `1 v, M) s l( }+ b; w& g
- if $scene != self8 z* j4 G0 ?" F, S& B
- break
" Q+ ^! Q. t! ^+ U. }% e - end
U1 ?8 P% p: d9 A - end
' S8 C4 m& C- u8 ], a8 s: p - # 刷新地图' U' `3 Z' @: G. X: U. e' K
- $game_map.refresh
S4 o. h/ u4 R. f4 d& ?. v, m - # 准备过渡) k% a$ ]. |2 v ?& O* o6 m) Y
- Graphics.freeze
2 J$ ~; O1 X! d8 H5 M - # 释放窗口
: p# L$ y# A1 n' p1 A$ o - @actor_command_window.dispose+ j7 J3 u" V I
- @party_command_window.dispose
4 A% x7 h5 q. ~- P - @help_window.dispose
|6 \- f' x0 A. N - @status_window.dispose! v! X4 t2 } {+ u' t# B
- @message_window.dispose- K$ s j: N" `2 u
- if @skill_window != nil
E7 S( M4 Q$ R* C3 h1 i2 G - @skill_window.dispose, X' [+ c% K$ n+ z: j0 a
- end
& T; X0 p# ]8 X1 @ - if @item_window != nil! F R* I& i' x
- @item_window.dispose
& Q7 N+ n) o J. T, d - end l7 f( Y7 m7 U& V* H
- if @actor_window != nil
! g: r+ E |( N; B3 U, q# q* _$ C, E+ ~ - @actor_window.dispose+ P! @( a& o! o0 x( e
- end
9 l* x9 g1 d. J6 N; h - if @result_window != nil+ T; R7 H) i: {( K, s
- @result_window.dispose
# n8 e& k/ x r% ^4 c! F% ^ - end
7 d2 H/ G) g2 u+ M$ k% [7 ~) Q - # 释放活动块
. {+ V/ _' G9 ^, u$ W& C - @spriteset.dispose2 ] A- Y0 E, p& J0 E
- # 标题画面切换中的情况5 P3 ` @ g5 C6 H! a
- if $scene.is_a?(Scene_Title) r0 G9 E- }3 }* B) M) Y
- # 淡入淡出画面
- ~" R0 c8 p5 n+ M* j, E7 C - Graphics.transition
* y7 p- W; i( f. c. [ - Graphics.freeze
8 n+ c6 A3 c0 o3 ^ U - end$ P! g1 _, U* K8 y6 k B* f7 Y
- # 战斗测试或者游戏结束以外的画面切换中的情况
' l P( f( _/ E - if $BTEST and not $scene.is_a?(Scene_Gameover)
* o7 L; q- v+ P. F5 x8 E; n$ X7 i - $scene = nil
R1 p: H8 u4 @/ W - end9 A- W4 |4 A: |2 c" L
- end
4 L# c' ?/ z+ C2 a; b - # 战斗结束5 M1 i. W6 X. s! f+ [2 Q6 Q
- alias lpb_battle_end battle_end6 w) h1 l% f1 O" X
- def battle_end(n)
" o: a% g1 b" f/ L/ {- D, \ - lpb_battle_end(n)# g; ^# r. A& z6 N! b' q1 ^" y
- $game_party.set_actor_to_normal
% [; A+ c# C7 G8 q - end m0 b1 w" ]" O, {) z3 z5 k% b
- # 开始回合30 X4 N( C! h, Y1 \+ y4 B- `# o
- alias lbp_start_phase3 start_phase3
9 Y. m- z" {- a9 g9 S/ p8 } - def start_phase3! p \/ W& L/ O+ S4 R1 {5 \
- @changed_battler_id = []3 X& R& ~2 s) i8 v) {9 Z3 L/ C
- lbp_start_phase3
; R+ t4 C3 v$ ?+ }; `- @ - end+ G3 \8 b; ?. S, r
- # 刷新角色命令回合画面
# ], B0 y4 W" W) ~4 x6 F2 \ - def update_phase3
0 Q) p' R6 q. r- N: N- h - # 敌人光标有效的情况下
3 T8 }/ S0 U$ Q D) G - if @enemy_arrow != nil! G2 S9 P& Q5 P- w# f
- update_phase3_enemy_select
: n9 P! v. g' z7 I& _ - # 角色光标有效的情况下7 m6 s' X# V# |( B9 {% G) a1 h- v: ]
- elsif @actor_arrow != nil- o: A- d2 F5 y) N! c! o: B
- update_phase3_actor_select; J8 X0 i1 a3 T
- # 特技窗口有效的情况下
* E' k3 z* W4 @; E' w - elsif @skill_window != nil
+ ]7 ~9 N* }. n - update_phase3_skill_select
6 y) E3 v% \, ~$ w d& y* r - # 物品窗口有效的情况下- V$ a, w* E. m% n; Z+ P+ K9 {
- elsif @item_window != nil) S" y4 \- ~6 T. A& w- U
- update_phase3_item_select
6 M! ]( n2 C$ ]7 x L' }8 b. e' z - elsif @actor_window != nil$ f/ n7 U9 t' R' B4 q
- update_phase3_battler_select
- o8 D3 I* H8 n" P - # 角色指令窗口有效的情况下% I2 f3 V9 A6 D; S) p
- elsif @actor_command_window.active
; y8 O- a- T8 X b! p - update_phase3_basic_command/ }' }$ k. ]" ]9 h) [
- end8 A# B3 h' k2 U/ H5 c6 N3 C
- end
1 a# }3 Z2 b$ A% q- F! |" v- Z; ^ - # 角色基本命令
* W0 a: n4 E* t- ~ - def update_phase3_basic_command
. D( @7 P1 V4 u p6 g - # 按下 B 键的情况下
) Z2 m9 N. E8 V/ T% t. [, m - if Input.trigger?(Input::B)
% m% Z7 g0 k% `3 b# u5 l) B$ I4 P. W- H - # 演奏取消 SE6 d# F- _$ n# W& U) f
- $game_system.se_play($data_system.cancel_se)
7 R, c) _8 x" H! c& ^& j( d6 s - # 转向前一个角色的指令输入' p7 R, l0 n2 V
- phase3_prior_actor2 M" t% C! d% ~% A# @$ w- W
- return
4 S% ~. d0 B/ r# l" \ - end9 w- \0 x1 F' F' a
- # 按下 C 键的情况下
4 y- V R r7 G* b - if Input.trigger?(Input::C)% {5 m$ [# I0 G( Y2 O* Y
- # 角色指令窗口光标位置分之* R- \# O! i o! r/ i% _: S: j v: U
- case @actor_command_window.index1 c- F& Z) l& V6 ^$ K0 T
- when 0 # 攻击
: X, i: H$ |: U2 \8 @ - # 演奏确定 SE
$ o6 ^( M. z: ~: j - $game_system.se_play($data_system.decision_se)
, o# v1 T/ p, z+ ? - # 设置行动
: R) T3 ^9 H# F - @active_battler.current_action.kind = 0
. D! \" k: o% w7 T - @active_battler.current_action.basic = 0! U( M1 Z. |( L7 }9 t
- # 开始选择敌人
$ n+ ?% ^/ u- Q0 Y" m - start_enemy_select
4 w6 R- z0 c3 U3 F5 `+ Y" E - when 1 # 特技
0 B2 n& {, u8 {% y - # 演奏确定 SE% b8 n7 r# [. u, v; Z2 ^
- $game_system.se_play($data_system.decision_se)
/ D0 D6 W! g' u# R - # 设置行动( u% R" K2 m' d* C* q
- @active_battler.current_action.kind = 1
6 Z4 ?" k5 T; l8 L - # 开始选择特技
. t( F& y% q) x% e2 p5 k% o+ T3 O - start_skill_select: A% H ~! X5 L6 U- D P/ {
- when 2 # 防御8 C" o9 l& v/ t- ~' ~
- # 演奏确定 SE
+ Y1 b. k! _. G+ U# w8 Y- \ - $game_system.se_play($data_system.decision_se)
g0 F# D1 a- a, T3 C, o+ ^6 c( s - # 设置行动
2 l, i0 w j9 G& q- g' U - @active_battler.current_action.kind = 05 L+ S8 c+ X% N
- @active_battler.current_action.basic = 1
' k/ N& g7 X. M$ q, e; c - # 转向下一位角色的指令输入
: t, K7 s: ~6 O$ ` - phase3_next_actor
2 x: d' g1 K* P) s - when 3 # 物品
2 v m& y+ @% y( f/ w- {5 i% A6 F - # 演奏确定 SE
! }2 d- W# N j9 i3 ]: i - $game_system.se_play($data_system.decision_se)
' |4 W' ^4 a; u( u. D+ g7 U - # 设置行动& U* _# \% F! J
- @active_battler.current_action.kind = 2
: n8 u/ `+ q$ v7 u$ U - # 开始选择物品
# {; J7 V: I/ ` - start_item_select3 I! ]& ^$ O- `+ K+ b- l
- when 4 # 换人
3 Q$ k( U& t, ~/ m" K - $game_system.se_play($data_system.decision_se)
* ^* R3 k8 e1 H4 w* U7 |" i - @active_battler.current_action.set_change_battler
. O; g' J' e5 |$ G - start_battler_select& F2 r7 B X, k
- end0 n/ e/ a5 g" b ^
- return
% H" B9 r" q( P - end
9 B+ [, M; j0 o* L: ^ - end$ m' p6 j8 g$ E$ f7 P' {3 C0 Z' e
- # 开始角色选择8 n: T% i) P$ b9 K4 ]4 A
- def start_battler_select
3 h0 T* b0 {! b( z0 | - @actor_window = Window_Actor.new
8 h: i i( N( c- u, l! O - @actor_window.active = true
( Y/ K1 B% | T - @actor_window.index = 0# T* {) h! {8 q0 N! ~+ @
- @actor_window.help_window = @help_window; ^6 y" n* u5 S/ T z9 M
- @actor_command_window.active = false$ I1 I) ]# u" v2 g+ S
- @actor_command_window.visible = false
5 }- Q2 D; h+ a2 w - end
4 w! E6 h9 V- N4 P# t8 Q; b - # 结束角色选择
+ a+ P; ?) Q+ w2 U/ [5 L - def end_battler_select* T: r4 j. w6 }
- @actor_window.dispose% C' I( F+ r5 t y p9 U* e
- @actor_window = nil
/ m: l3 n' [( N! O- F: F+ E( P - @help_window.visible = false
9 D/ f! `6 e: `4 l* p* y9 e - @actor_command_window.active = true
8 B* `& n, V5 x+ g. U/ p3 @4 s - @actor_command_window.visible = true
5 E( ~4 c6 x0 K% F8 C% k1 B - end9 Z, z+ Y$ i+ h- [ B$ [
- # 刷新角色选择% b R4 x+ T* w, W# N
- def update_phase3_battler_select
5 Z9 A1 |9 _# N - @actor_window.visible = true
2 ~6 A' A; h3 `* R# R0 ? - @actor_window.update
. L- S* h2 G! l0 o# D - if Input.trigger?(Input::B)
" [" ]/ Z, ~$ d8 s/ L6 |, d - $game_system.se_play($data_system.cancel_se)( I+ j1 p. P' F
- end_battler_select! }' R( j+ L' n# g2 u2 f
- return1 v8 }: R* d, C; G
- end& y" E( y2 w5 ~# w7 w6 h
- if Input.trigger?(Input::C); K# S" y+ P" B( T% ~0 ?4 \. C
- actor_id = @actor_window.actor_id$ K# j- o" b9 Y
- if $game_party.get_actors_id.include?(actor_id) or
& u! ]0 T: W8 J* g. c$ u# s - $game_actors[actor_id].dead? or + o, f H0 U% ]+ e7 [" h$ `8 W; [: O
- @changed_battler_id.include?(actor_id)
4 D2 Z. m4 z. q0 j - $game_system.se_play($data_system.buzzer_se)
+ D$ B. _& D+ M - return
4 E( Y% C$ w C; j6 D - end
+ i8 f4 G9 v7 E& v( a, b# G - $game_system.se_play($data_system.decision_se)/ H) t* @* ^. b# r) A
- @active_battler.current_action.change_to_battler = actor_id; u) K9 w# [- z) I/ s
- @changed_battler_id.push(actor_id)
' B9 h1 {" p+ X7 }9 S - end_battler_select, M9 i# C5 C. N) B4 @ w# g
- phase3_next_actor7 O9 U7 @% \% ~' Y7 P
- return
2 e2 e7 H% s4 v/ h2 N - end3 {6 _2 j' J- t( i+ F( }
- end
/ l: y) n0 j) D: e/ l7 i2 W* ] - # 行动方动画* @9 F2 F3 E9 {7 R
- def update_phase4_step3
* B$ E8 O, d" v$ T) |* R0 Z* v- V - if @active_battler.current_action.is_change_battler?
, p) P/ y( p. I6 n8 U$ W$ ?1 P' u. _ - @animation1_id = AnimationChangeBattler s' Y. t) Y2 m3 r: U6 X3 X
- @target_battlers = []/ X7 G' g0 h& c/ A
- end
$ t- a5 G) @# W2 N$ @; {+ \ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)2 B" \2 L- T* K0 l p' Q5 r) ?
- if @animation1_id == 0
# h. O" {! g; ?$ W( J. \ - @active_battler.white_flash = true% m1 d3 z4 ^7 K' ~0 J
- else- F, S' i1 T5 h' C4 h* ]+ X0 u
- @active_battler.animation_id = @animation1_id2 r" }! | R: G: U0 I8 t6 g# {
- @active_battler.animation_hit = true6 Y. W P% m5 ?: _ |3 n7 |
- end+ H/ o) b9 l5 ~
- # 移至步骤 4
. y E! ^7 ?; f- d) q; b - @phase4_step = 44 B( s$ Q Z$ N5 H& ]/ R5 f
- end4 d. |0 [; |+ B9 q
- # 对象方动画1 L+ t+ C& x* t5 d6 I6 ^. \/ r
- def update_phase4_step4: v5 b; K' C9 I( \0 v. |& V( f
- if @active_battler.current_action.is_change_battler?% D/ H& }. I; K; `" U |
- actor1_id = @active_battler.current_action.change_to_battler
. x' c! Y, k: ? - actor2_id = @active_battler.id
2 r: P, }1 q( F) y# j: { - (0...$game_party.actors.size).each do |i|
0 m% M2 j6 B F0 o+ y2 ?0 K% ^0 ^ - if $game_party.actors[i].id == actor2_id
! d3 T9 Y9 A4 v( U1 U' u - $game_party.change_actor(i,actor1_id)+ F! E- ^) Z& J
- @active_battler = $game_actors[actor1_id]( t/ Y5 d# t b) N$ b" t1 x& t- ~
- @status_window.refresh, U. Z4 ]5 z. H9 s4 }
- end
: T. y9 D3 s/ U L! i( r: C' z( M - end B6 ?( L& U$ K8 p$ x2 }5 @/ P
- end
3 l5 h- a% W0 f `4 w - # 对像方动画' O* ~2 Q q3 T: ^9 c* O1 R
- for target in @target_battlers6 s( c- k8 {# v
- target.animation_id = @animation2_id
! z/ \9 U% i3 H - target.animation_hit = (target.damage != "Miss")4 v, H* ~0 ?; ~% E" I+ n" w
- end
2 y- }: N, M& K( X - # 限制动画长度、最低 8 帧
% h/ w2 n7 o# ?+ ?0 u2 T; r - @wait_count = 8- c$ Y! F( ^- Y, j
- # 移至步骤 5
6 m3 y% R/ `3 A1 p4 X9 G/ w5 Y1 P - @phase4_step = 5& J' @! C! q. {7 f
- end+ R# _" E/ I# l
- # 公共事件2 D8 S9 Q8 f2 q9 x3 t8 H
- def update_phase4_step6$ z) V* ^5 @3 C. {1 ?2 d
- @target_battlers.each do |target|8 n$ \, ]- N$ E* `
- if target.is_a?(Game_Actor) and target.dead? and/ `8 r0 v2 Y9 v, B0 U
- !$game_party.other_actors.all?{|actor|actor.dead?}
5 U9 e2 d4 e( |0 J1 e0 X - @actor_window = Window_Actor.new
% ~( O' Q# S9 ] - @actor_window.index = 0
% X) p9 N* \7 P9 L( C - @actor_window.active = true
: ?/ {8 X7 \; a5 \ - @actor_window.help_window = @help_window
. p% P- k1 ~; m* E - actor_id = -1& m; R& T! r; f0 R0 R j
- loop do6 D2 u" x4 N5 P8 n3 A) M
- Graphics.update
+ {; t3 }. n0 f3 S" W- P - Input.update
# @& Z1 d8 x' Z1 w - @actor_window.update+ V' x$ }2 D7 P1 j$ j' c
- if Input.trigger?(Input::C)
: s5 e, Z: o* ?7 v. V- w1 y - actor = $game_actors[@actor_window.actor_id]: a6 i, z8 A9 A3 |, Z2 \/ y) w
- if actor.dead? or- M0 q6 V9 y6 x8 v
- (@changed_battler_id.include?(actor.id) and 7 `( F6 Z2 F7 ^3 W
- target.current_action.change_to_battler != actor.id) or
, U% `' s6 g4 U( c" }. r - $game_party.actors.include?(actor)9 c1 d6 @( A. v; `4 A! J
- $game_system.se_play($data_system.buzzer_se)
9 u$ F" C3 c7 L - else- f- O9 C$ {9 m5 L- A
- actor_id = actor.id3 ~4 P- y4 F0 U* o
- end) _, j" z3 K! q
- end4 m6 _; F& w; [8 q& Q
- break if actor_id >= 0: C! t) ~9 y1 O! s# S
- end
# {8 ]) ~0 S% I9 {+ f- k& j V8 @ - @actor_window.visible = false0 X' o0 P& I5 Z" V& w6 q* n' U
- @actor_window.dispose
* f# d( }- G) c F - @actor_window = nil& X! w) }7 q( J
- @help_window.visible = false
# d* S. t0 q2 n/ Y6 U - (0...$game_party.actors.size).each do |i|3 [' E& y5 g3 h/ Q4 f0 F/ h- t
- if $game_party.actors[i].id == target.id- z' c0 T* U( O3 d* w7 h
- $game_party.change_actor(i,actor_id)8 n: n5 G( H e
- @status_window.refresh" d; j' q9 N9 D; s" h" j
- end
& J1 d v4 i# v" ]- s9 E# {0 u - end
# O6 w4 w' e2 j1 d - end
9 j4 k; E* |/ G9 ? - end
4 ?% {6 c$ k* C1 B; X1 [3 U - # 清除强制行动对像的战斗者0 c( t8 [% v$ P: [/ \; G
- $game_temp.forcing_battler = nil4 ? S, @; h& B
- # 公共事件 ID 有效的情况下3 h* O# Z/ U- p! _0 _, p
- if @common_event_id > 0
$ A+ a' x" ~* @; C* S" ^) H - # 设置事件* w( C4 V+ U9 V( I7 ?% I
- common_event = $data_common_events[@common_event_id]% d6 o6 q) G% g3 G
- $game_system.battle_interpreter.setup(common_event.list, 0)
+ k* d' ~; A) y# m - end6 Y% X1 U- c& i( p; L$ d( e
- # 移至步骤 1
: h8 M E0 o, v- }, Z( ^ - @phase4_step = 1
! d& w- X$ t- c - end
G- J7 `* m8 _ f2 {! A - end
) z8 Q2 ?5 p" }6 R
, v0 E1 h. p5 X4 @: B0 ]- class Window_MenuStatus X2 @3 X! |" T+ u: U
- def refresh& z9 m5 I- V( O
- self.contents.clear' N+ S8 ^. g8 F. v. c' v
- @item_max = $game_party.actors.size. }" P% E! @7 U2 f" X
- for i in 0...$game_party.actors.size" G+ M) f! z; Q" R& a' W' o- s
- x = 4
+ M- t& P8 S0 G; m6 { - y = i * 32
( V, \9 D# q/ ? - actor = $game_party.actors[i]
* x* h, s7 C, U V% m, `, C - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
5 E& Z$ S [2 s9 F6 l+ Z' w+ _+ o - rect = Rect.new(0,0,bitmap.width/4,31)' \# a4 d# _4 U+ W8 }8 ^$ B) f0 l
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect), o* e/ q- q* a2 Q
- draw_actor_name(actor, x+36, y)
n. e* g. h0 H - draw_actor_state(actor, x + 136,y)+ \+ e" y3 q5 M! i: B! @2 G" |
- draw_actor_hp(actor, x + 236, y,96)+ j, z# h" H& @8 G' w
- draw_actor_sp(actor, x + 336, y,96)5 T. q7 i' E1 G& G: z" H
- end" o* ]- |# H% ` g9 d0 ^4 W; o4 [
- end
" P- {5 R; p0 z7 L - def update_cursor_rect
9 K+ b5 q( p& c. ^% a/ _ - super' O' Z' i& O4 |& B6 c9 ]! S! x2 e6 n
- end6 e, M9 B+ v+ Z, O! G/ _
- 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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