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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' G, L9 f0 f+ v- y* Q0 Q4 ?
! j# x4 |& ]; a2 h9 A- # 队伍最大人数
) u% W& n$ A* n4 Z - MaxPartySize = 8
# N5 H( O8 y' o - 3 S+ B4 x8 t% t: _$ O: ]
- # 出战人数7 [* R3 L2 ?/ x) h' \. d
- MaxBattlerSize = 1
/ L: u8 i$ O' {' r2 {1 v* [# i
- n7 T, X9 v1 a$ [; Q- # 换人语句
8 c8 N2 j# G4 C/ x - WordChangeBattler = "换人"5 @6 x1 y( |% I; X4 n9 y
- : \2 P7 l: A! j- D3 R% ?' J# D# e
- # 换人时播放的动画( O7 e% K; B+ v, X! V
- AnimationChangeBattler = 26
( ^/ X! ?; W/ e) {
7 l V. u8 c5 l2 m5 n- end
- L" h* n% D# N6 u
9 J3 c( r; D9 k6 D) u- class Game_BattleAction
( Y( Q* A) y9 I( B$ H4 W* D - attr_accessor :change_to_battler% X& D: g! @+ p) d9 S; T
- # 初始化
7 _3 s, V+ {. Q6 z - alias lbp_initialize initialize
3 c' T# c8 U5 p - def initialize
, l0 g* }0 i" a" }& X - lbp_initialize; J+ f8 G8 o; ^: P6 `/ _7 Z
- @change_to_battler = 0
+ T) {6 P* D2 ]* }( S - end0 X# }; O$ \6 U) `- ~. Q
- # 欲更换角色编号" @- z) Q+ A# R, b6 V5 X( P* x/ n
- def set_change_battler4 R4 {- ]& t% ]1 S9 @+ X
- @kind = 3# {$ \* Z0 g7 K
- end3 d# [' P) k/ {6 w
- # 判断行动是否为更换角色
4 P; s- X) v9 x; U. G - def is_change_battler?8 e( L8 h: G A/ T
- return (@kind == 3)
$ ]2 T0 N0 X0 ?; L9 A: d - end
1 \2 Z u% V: b8 P' L6 u - end" v& u) ~7 s4 N. I" G& _
- `+ |8 a9 A8 L! v& ?
- class Game_Party
5 D7 W6 k' X8 C' s8 @ - include LimBattlePlug
( @ N; i+ }/ v; b% H2 z - attr_reader :actors29 f2 J6 w8 t4 h; d$ h+ k
- alias lpb_initialize initialize
9 j: w& E! x" ^ - def initialize4 `( d" C+ ?5 Q0 h" l7 I* K" T* O$ \
- lpb_initialize
t6 P' S& q0 T0 \* U! q - @actors2 = []. `1 B) i7 U: i, x! f
- end
$ P0 t6 X" Q4 P! O5 q - # 角色加入) I2 ^4 x: {$ y! C
- def add_actor(actor_id)* ?( T3 Y1 B/ ?/ ^
- actor = $game_actors[actor_id]
( z' Y; c" Z, @, X1 e( m. w - if @actors.size < MaxPartySize and not @actors.include?(actor)7 x1 B7 v. h' m" A- C
- @actors.push(actor)
, C2 _% l* i4 k4 b( n0 M - $game_player.refresh
3 u9 \2 J: x& j - end
. k& ]. a/ i3 x6 d2 d" i6 E - end
9 u$ E( ^, F3 l4 z6 E& K - # 设置战斗的角色
; q0 p, ]* A! _' `. }( L - def set_actor_to_battle
/ k z; e, ?( E - @actors2 = []
) i m- z& _+ A4 J* C* f" e - @actors.each do |actor|
4 v# ~% b4 R' d* f+ m& U; W - @actors2.push(actor)9 d& t0 {. ?0 Q$ ~
- end
4 |3 n) Y, E1 Z4 G; z - @actors = []
( I% Q) j$ c( g - @actors2.each do |actor|
& g2 c! g& D% n - @actors.push(actor)
/ s4 q+ m6 w4 s1 u6 w- p - break if @actors.size == MaxBattlerSize6 N% o9 E0 z; o) ^) W
- end
( \8 a" z7 e" U+ j$ L7 L" A6 N/ D - end: H' f+ W9 U; ?
- # 还原战斗的角色
% `9 `+ j5 m# O6 U) J" ], y - def set_actor_to_normal
& ~0 D0 o2 j2 p- p - @actors = [], {" Q* M- G+ W, I% Q! g4 \
- @actors2.each do |actor|
' B, y! z' V( H% ^+ m' o7 v - @actors.push(actor)
; q5 e/ f7 {% C7 i - end7 ~; F6 m8 f F' A3 y3 ~8 f8 H
- end
0 z, M0 z" t' |2 r' ~! u. x3 e - # 获取角色id数组
+ n% _' e0 @9 {* D) y% P/ j; j% P - def get_actors_id- m, b: k& y7 h2 B, L' ~
- id = []
5 _( f0 u* w5 m5 X - @actors.each{|actor|id.push(actor.id)}4 q3 J( U3 w# G& y& @
- return id ^! c" `- U3 K1 B9 a. y2 b
- end0 `7 t! d, }" i0 a- Z) r+ ]
- # 获取角色id数组2 y( Z* T+ c2 y2 l8 H# a
- def get_actors2_id
6 E( ?5 d$ I& E# n9 S7 _ - id = []
, W W" L. x8 S7 E - @actors2.each{|actor|id.push(actor.id)}6 Q4 J+ S) w) z
- return id
9 H. C$ z" S D3 q1 c6 C - end
" L+ t4 d% [- |. c8 i/ f5 ]+ \. ` - # 兑换角色& _2 z) P: m1 J1 M
- def change_actor(index,id)
& F5 s+ v& ?$ J( E2 K' v# T - @actors[index] = $game_actors[id]
- i, u# y7 m* C0 N - end! w9 k& G9 `7 P0 t2 {7 i3 e
- # 全灭判定5 m* z$ \+ j. C% `; D1 C( F5 v o
- def all_dead?
4 K/ l# Q6 n4 U- s( @ - # 同伴人数为 0 的情况下( e. D6 _; g3 m- b# E! k) {9 r
- if $game_party.actors.size == 0
) _) O/ r8 f2 ?1 x - return false$ r1 a) J+ m; S9 B5 a7 ?) b! \4 t
- end4 Y& v3 Y! v: A- y. a
- # 同伴中无人 HP 在 0 以上. t/ A; m; k7 R& t& E
- for actor in @actors2
' M) K- W \0 D% {. w; Y' e - if actor.hp > 07 u& v; r& _5 ]3 \5 z
- return false
4 _* s- b) l B2 }: _' _) w% v - end
" m# z. q* T/ Q6 O7 _ - end! f% W* R4 @4 i* s# |8 `! Q3 X4 ~6 p
- for actor in @actors1 j6 P: _7 i. N/ t2 c
- if actor.hp > 0
5 G" j3 v/ T; u" F3 J ~ - return false
, E8 ]6 m' G' P1 ]6 ?; h; ~% z% ~6 c - end
' z& g! O- ~6 j) q. Q - end1 U l5 t4 K$ b7 N( }
- # 全灭
6 b2 X, m- d" k; _ - return true
# N" ]7 V5 e$ C% r& l7 Y+ t - end
3 }6 a9 d0 u' t' ~2 R - # 其他角色
, w( Z {* p' e! s* i - def other_actors
. `$ H8 B, f v( X8 T g9 W# A - actors = []. b) A: T, v9 x
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}/ j; h3 V8 r! ~2 k# y" x4 T
- return actors- o* Z, t: I1 m& A. o6 E0 Y5 T
- end4 }* q' b, H. i- s4 @' w/ ^
- # 角色位置互换
. U0 w2 \+ `; k - def change_actor_pos(id1,id2)& G J, o: ^. D
- actor_id = []+ Y# B/ o* p; g# ]+ A
- @actors.each do |actor|9 C' B& R t& z8 R! ]6 X3 ]
- actor_id.push(actor.id)+ s$ j `3 c" Q' i+ N7 v4 l) C
- end6 F4 }$ v0 f, N* N( e- {' |! M& ~
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
1 p# B- ?: r; z* N' u$ C4 Y - id1_index = id2_index = -1
3 w# u. n$ Q5 Q' x - (0...actor_id.size).each do |i|* B! ^' v7 i7 e& B# p
- if actor_id[i] == id1( E1 Y& ]- T2 @$ A; _$ K) r
- id1_index = i
5 ~ f- d, a3 p; h* N2 | - elsif actor_id[i] == id2
\/ M+ |+ h7 N3 d% y F - id2_index = i, p: a3 W- x o# G# S3 Y/ Y
- end
0 @% H4 a- y' R! R - end. |4 J( e' @. n O% n
- temp_actor = @actors[id1_index]9 f m. x& Z+ o! I: I8 x5 b: g
- @actors[id1_index] = @actors[id2_index]
3 U4 c! g5 G& O7 ` - @actors[id2_index] = temp_actor; ] D0 ^" k0 Y
- end
- y" V1 V" y# f& h. m - end
4 Z6 e% F7 f( t B- D' P* a' ] - 5 P# x- h, C6 N( n
- class Window_Actor < Window_Selectable
& V7 h8 D; }- U' q; F, [ - # 初始化
8 M: g6 [5 A. Z# n: l/ v9 V - def initialize6 R7 s0 P6 \7 u3 ?
- super(0,64,640,256)
+ M g. }, M( y) k: b0 f - self.back_opacity = 160
# ~# K3 _7 \# u; D, [2 n/ x - refresh+ _/ u/ Y1 V' q
- self.index = -14 V- |: ?- _) o
- self.active = false
% J3 |9 X: `9 Q, U' k9 S; D+ g - end7 P' s/ S& n) E( W' ^
- # 刷新
7 i( k: Q3 b3 H: _; l - def refresh
- R9 F* S- }$ q- J+ [ B - @item_max = $game_party.actors2.size7 G8 J! \& U* e
- @data = []3 d! n) t, k7 b: d x5 f7 V4 T. ~
- $game_party.actors.each do |actor|& f7 x7 o* F% Q8 Q: |4 G( _/ p
- @data.push(actor)& ~3 w( P6 N! D& y; X- ]' o
- end- J3 m* Y" f6 y
- $game_party.actors2.each do |actor|
( S' e. N s8 H6 t* J, G" i - @data.push(actor) if [email protected]?(actor)
! L# Q# V8 [9 G' O- D$ ^6 Y3 M - end7 m) E# F: u6 L6 F0 v1 m
- if self.contents != nil
9 q) q# P5 Q( D$ i. ?% ?, c - self.contents.clear
) I E1 ]5 H, O5 r: ~$ { - self.contents = nil# G7 @9 b( U( _: Q$ H" f; V
- end( O9 `# T: n/ _! q
- self.contents = Bitmap.new(608,@data.size*32)) d0 V' { O6 Q7 v" W9 o$ t8 t
- x = 4; u6 T' @# x2 m) W; ^$ w* V
- y = 0: I5 A: b+ K9 ~1 t6 J
- @data.each do |actor| k8 h: m2 s; n; ~# T' F9 W- j0 ~
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)+ E2 O! [) M7 u+ z4 \' }
- rect = Rect.new(0,0,bitmap.width/4,31)
$ f0 ^4 \% n+ b - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
) Q5 R& u8 z2 J. _% I- w - draw_actor_name(actor,x+36,y)7 z+ K: z3 b: E) S0 i) v) V6 D
- draw_actor_state(actor,156,y)
0 g! g) j7 }8 d* S/ ? - draw_actor_hp(actor,x+256,y,96)
& C$ u- Y( c# m9 X& I2 @6 R% {/ P8 y - draw_actor_sp(actor,x+376,y,96)3 a$ x9 t! _( e) i- N
- if $game_party.actors.include?(actor)+ P& p, f( |! `8 Q" D6 H P
- self.contents.font.color = text_color(6)- T; h+ W- ]0 c# K4 p8 d
- cword = "出战"
1 f( t+ \( w" H6 [4 F O9 W K4 f - else
$ [2 `" [* ?+ p7 s' j6 l - self.contents.font.color = text_color(0)
$ K. o- o9 }# r4 p3 {8 {5 J0 T' g - cword = "待战"1 y0 r3 P) B5 B* E% u q/ w
- end
* E# q2 V& c6 m" H; @: q - self.contents.draw_text(x+496,y,60,32,cword)- a. }- @1 I' o& |7 V- W
- y += 32
$ I+ ?' S8 u: K; A; C/ b6 [# e+ N Q - end
3 `$ f8 C! W* Y' G) ^ - end7 H1 l5 `- m7 ^. D
- # 获取当前角色编号
) @6 i' D( u9 Y9 S! p - def actor_id. v5 F7 W0 p+ ^5 E# g: \
- return @data[self.index].id
8 _+ Z) V1 I) Z5 ^3 z% o - end
6 h% c5 E, r; J: M, P( M - # 刷新帮助
8 Y# A) c- A1 G' _" @4 W - def update_help
. o' u& A/ S0 \" l - @help_window.set_text(@data[self.index] == nil ?\
1 m/ x/ |; y2 Z) Y) ]9 y - "" : @data[self.index].name) `2 F1 b2 ~ ]
- end
A7 @4 z- _, J% s8 S - end" R( C. U( ?0 _+ A' j
0 d# @1 V( J; [) `. N. R- class Scene_Battle4 f7 |6 b1 Y' ]8 v' P4 R
- include LimBattlePlug) ~+ r, d$ b s, m9 p8 |# F
- # 初始化# g4 _( i6 l) ]7 _
- def initialize
4 P" p% x* t+ u! p N* U8 G - $game_party.set_actor_to_battle, E' S& ~$ \- d% [5 X
- end9 V+ f3 }! _3 D; f. x
- # 主处理( `, ~$ e- F+ q' l
- def main
* N- \4 o% j" ~6 `6 ~: U* e/ | - # 初始化战斗用的各种暂时数据
" ~. V6 ~( S9 }5 T# z. z% Z: Y- w - $game_temp.in_battle = true
- _" [( } Q. J' b4 S6 }* \ - $game_temp.battle_turn = 0
5 ]) A- t g) ~0 i s7 A - $game_temp.battle_event_flags.clear% Y) b& d& C4 Y- D- s; L9 E
- $game_temp.battle_abort = false
* Z- W% ^4 Z* \" O2 J - $game_temp.battle_main_phase = false$ I% U$ D; ?5 R8 h
- $game_temp.battleback_name = $game_map.battleback_name7 i4 u; d5 {! L- z- d
- $game_temp.forcing_battler = nil
! [, Z, h9 V9 [4 C - # 初始化战斗用事件解释器
/ o) ?/ S( {) D* R5 f# H: _3 z - $game_system.battle_interpreter.setup(nil, 0)
/ x* Y `5 e( s- W4 L - # 准备队伍; C7 d$ P$ [; R! ?
- @troop_id = $game_temp.battle_troop_id
* A: N$ H0 A# Y' D; A3 N - $game_troop.setup(@troop_id)3 H3 K' f+ g( U4 A) u. a m. M8 N( d
- # 生成角色命令窗口/ o+ h* B, U3 @5 h' C2 f$ V+ Q
- s1 = $data_system.words.attack4 F1 p" d: d3 P6 N6 k
- s2 = $data_system.words.skill
1 G, k" }% P5 F0 T - s3 = $data_system.words.guard
6 L9 o, f1 V6 ~4 c - s4 = $data_system.words.item% j* P; _- ]& y" z$ ^' c3 W4 @
- s5 = WordChangeBattler
9 @% W+ w |, g" p: Y9 G - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
1 q2 _% C9 [1 Q5 c: R - @actor_command_window.y = 128
0 F/ m$ `. L( a" I2 W - @actor_command_window.back_opacity = 160
y3 i) ^% ]0 q9 V - @actor_command_window.active = false
1 }0 D7 k" A; H) V+ G - @actor_command_window.visible = false
# S& L( ]* ^ h% U+ I - # 生成其它窗口) h3 g' Q9 l) G H
- @party_command_window = Window_PartyCommand.new
/ ^( ?3 T, L0 S( {/ d7 W - @help_window = Window_Help.new
' J4 \0 K g# @ Z' t* I: G - @help_window.back_opacity = 1606 K; E% E% I8 Z$ l7 {- ^8 l5 A
- @help_window.visible = false4 G5 m6 K& ^4 v2 r
- @status_window = Window_BattleStatus.new: N2 K1 D. j1 _1 X2 E) E. X O. R* k. f
- @message_window = Window_Message.new
J+ `; W! o: @2 b& y3 ~ - # 生成活动块
7 S( T/ r# v+ Y/ ?1 K+ L: k9 A - @spriteset = Spriteset_Battle.new) M$ u' Q1 a) D8 O" g/ K4 Z7 C2 F3 N; `
- # 初始化等待计数
& ]0 W* E7 f1 B - @wait_count = 01 m. ^; O% T; f* `0 v/ M8 p
- # 执行过渡
: o; D* |1 A+ q+ F - if $data_system.battle_transition == ""' y/ A( q( H' \& e! T) u
- Graphics.transition(20)
3 N% I1 d! H v4 r) I - else; a. t f( b2 F; a% f
- Graphics.transition(40, "Graphics/Transitions/" +
* x1 }* G- y4 {3 u# H, k# G - $data_system.battle_transition)" A; `& U# L9 f
- end$ L: W! c, W" g0 t, ^) S
- # 开始自由战斗回合' S3 c( h/ V% g6 Y* q8 K; S* r- P
- start_phase1/ z5 Q3 e: i% j7 c
- # 主循环
4 T& o! ~' M1 A8 E0 B- G - loop do
, a8 ?; k% H- @6 n - # 刷新游戏画面
- l2 P. O& |* V& o* M - Graphics.update* x' w9 O' @8 w% H( @4 {- ?
- # 刷新输入信息
' U* `' g2 b0 i - Input.update, x* `3 A" v: n3 n) ~
- # 刷新画面( W" t( h7 D% R/ p* ~
- update
# {9 r3 U4 T! \, C7 i9 J$ _ - # 如果画面切换的话就中断循环( p8 X$ O* e+ y6 H% t) L6 z
- if $scene != self7 y/ @! S0 J& @: t% h' D
- break
$ U2 j h* E. D8 L! t - end
, S% T) O: ]8 [( L# G - end. b/ I% c3 o5 W
- # 刷新地图
$ \$ Q" O" u- D1 ?9 v0 i$ l3 r - $game_map.refresh
0 b& }( k0 f; P/ x; P) g0 S - # 准备过渡
) u, ]: A1 h* x" q% L2 k - Graphics.freeze
0 d1 H9 K9 g) `2 i4 T( t% ^, }$ h ? - # 释放窗口
! B; d! o& H8 q& V# I3 }1 i7 Q7 G - @actor_command_window.dispose
) i2 }7 P9 R6 @0 o' b9 q% b" T - @party_command_window.dispose
2 g- x P2 h# ]. @- n/ n - @help_window.dispose
; g; Z% j; O% O - @status_window.dispose
: h3 j4 u0 h3 s: R$ S! { - @message_window.dispose
* {9 |: M# i1 Y - if @skill_window != nil
( ^* B/ ?" a$ v- B4 r - @skill_window.dispose( F( g: I& Q$ o: \/ L& K
- end- I3 T; g/ g* K% F& Y& l. y% Z
- if @item_window != nil
+ Z' |" I8 O" q+ }$ i - @item_window.dispose, F7 q% Q& X6 c8 w+ h4 G+ N
- end
0 _3 J+ z, i5 p W# m" ]; G - if @actor_window != nil
7 Y( v; Z( V6 p8 C9 f( M - @actor_window.dispose Z+ F/ t& v& p! d3 J
- end
( {) f- F i {+ E3 @ - if @result_window != nil
/ O) l7 i9 `! E - @result_window.dispose; m! p+ s. ?8 W# v
- end o2 y0 P1 g$ m. J5 v4 f2 q9 T
- # 释放活动块1 C: b) x9 ]3 x7 i
- @spriteset.dispose6 c3 a+ Y4 a8 r# _- [% a/ s; w
- # 标题画面切换中的情况
[! m. A. R( ? - if $scene.is_a?(Scene_Title)
, d% v+ D$ t' u - # 淡入淡出画面2 m8 x( _7 Y, g* L
- Graphics.transition
* M- r3 J* b3 O, f7 r9 R6 F - Graphics.freeze9 f- Y z/ T# l8 u. J- L I
- end
* v) n1 o( ?$ S) V - # 战斗测试或者游戏结束以外的画面切换中的情况( c: M5 r7 B+ c
- if $BTEST and not $scene.is_a?(Scene_Gameover)8 a5 m* b% s& D4 W8 E" _: B
- $scene = nil
4 ] G- p9 p3 l" {- l - end
; l. b" Q8 p4 M8 h6 k+ n! w/ h4 K - end1 J2 i! J! i5 m6 T! v! X; U5 j3 [
- # 战斗结束+ E0 h; V& Y: n" D; a$ P8 ?- n
- alias lpb_battle_end battle_end
9 V5 @% Z6 [4 ?. Q e7 [4 ^ - def battle_end(n)- h) c, X& R$ T/ a2 x" }
- lpb_battle_end(n)
) G$ z$ }* J4 ^: T/ n - $game_party.set_actor_to_normal
7 b, ^/ h! R1 s; M" \7 i1 ^ - end
" J% }' ?1 x' m) W - # 开始回合3" y. R, s. `/ ]# Q" s
- alias lbp_start_phase3 start_phase3
1 y% h( l& b: O5 D j - def start_phase39 M9 L3 d3 P7 q9 H
- @changed_battler_id = []
* R) S+ ~ `; C7 D4 n6 X6 o - lbp_start_phase3
1 g5 F9 E) J. @. s- D3 N! c - end \- [" C3 F- r3 A4 h2 Q! K
- # 刷新角色命令回合画面# m3 [- x5 d7 v6 `4 q, I4 ?
- def update_phase3
3 ?3 o( A8 g. U: V% L* o - # 敌人光标有效的情况下
, a, p. S: G. }$ p* t+ t# n% x2 J - if @enemy_arrow != nil' k% R; L7 \1 D8 T0 ?
- update_phase3_enemy_select
% u$ Z% m4 v7 \6 v7 T' o2 T - # 角色光标有效的情况下/ l0 _$ N; L( ?: k+ t2 F3 E
- elsif @actor_arrow != nil. x& G2 v7 `- y
- update_phase3_actor_select: C: `4 h) j6 [3 w( o, [- ^! p2 k
- # 特技窗口有效的情况下, ~0 U1 c0 E, R" g$ j6 i0 d6 Y
- elsif @skill_window != nil
: ~8 Q3 }$ [' k: r - update_phase3_skill_select
2 g# `: W. Z! L4 `* E, A - # 物品窗口有效的情况下
" a% S& i i6 j! C- O - elsif @item_window != nil
1 J" M6 h% S Q" N; L - update_phase3_item_select
# [: Z1 Z% S. f4 R+ L' i1 _+ } - elsif @actor_window != nil% _) d: h( }! s! B6 f0 [
- update_phase3_battler_select
* J5 i% i- l! o# X* y, `! G/ Y. _& ` - # 角色指令窗口有效的情况下* C: u S3 S8 A* P, d0 e8 [* k
- elsif @actor_command_window.active
4 t, L4 b4 I# C6 [6 x - update_phase3_basic_command, K/ S; Q" k# |% n, v+ @4 E; u
- end
; u4 _- j% A2 h2 C, H2 W - end( {' X3 [3 a" e, [: \' b& t
- # 角色基本命令* N3 y6 A! e6 g
- def update_phase3_basic_command+ {, S: l) o; Y4 H; o4 V* H
- # 按下 B 键的情况下0 O6 P' R% B6 l6 h. ?( O0 {+ X
- if Input.trigger?(Input::B)
6 E* p! {; l4 r3 {) j7 M - # 演奏取消 SE8 w6 y1 s0 s) S l
- $game_system.se_play($data_system.cancel_se)
4 B- M2 G% u, O: U& B - # 转向前一个角色的指令输入2 l, ^% g( a$ T* c8 `; F
- phase3_prior_actor# M3 ]/ n$ o* {7 T! H
- return
! ]* w8 w" G# n1 K5 ~. N# T - end
0 D& c1 [/ \" r- Q1 z3 n - # 按下 C 键的情况下* L6 ?! N) g' w6 s3 W- }
- if Input.trigger?(Input::C)
: j+ |3 h; z5 a( x, q - # 角色指令窗口光标位置分之
% q$ F& Z2 t1 x9 Y0 r8 Z- `; j - case @actor_command_window.index& x# c( E2 m6 b& Q6 o
- when 0 # 攻击
2 y8 K! z. |0 T: c6 [2 K0 g - # 演奏确定 SE
: Q9 D6 \ Z1 w4 x- t; U* G* X - $game_system.se_play($data_system.decision_se)# P$ ^. k4 J4 W. ] x
- # 设置行动: k3 V. y; x4 z3 K- }) Y- B% k
- @active_battler.current_action.kind = 0
/ S$ @& Z5 b1 ]# \; {7 r! { - @active_battler.current_action.basic = 0& F" n- J* |( E, T
- # 开始选择敌人8 m- G& @" h E* V; U' @4 C
- start_enemy_select
. ?: H. E0 U. I2 D* @. y* u - when 1 # 特技" ]* w+ V/ V3 S3 n( @1 Q
- # 演奏确定 SE. @: ~& C+ R7 a5 ^
- $game_system.se_play($data_system.decision_se)
, G8 n' s& N& X8 J6 U! v# I; s, V - # 设置行动5 C8 d& M: F* }0 {1 v
- @active_battler.current_action.kind = 1+ S+ S, q- }8 X. @) c
- # 开始选择特技
4 E: F/ i; E$ b* f: U - start_skill_select+ P4 K5 A5 T- N
- when 2 # 防御6 Z* @% m! R1 `0 f2 N
- # 演奏确定 SE
8 ^# L9 t8 G, ^5 E1 `' L j# R" J V - $game_system.se_play($data_system.decision_se)
& O- t; R! _6 N - # 设置行动; j1 y" _' M6 `# L. a$ O
- @active_battler.current_action.kind = 0
3 w. H7 z- {) N& o, Y! J - @active_battler.current_action.basic = 1 ^% m# _) e$ ]- l2 X4 E
- # 转向下一位角色的指令输入7 O6 g% w% k9 P" R7 P0 w
- phase3_next_actor
$ i1 E: _/ c, S# ~ - when 3 # 物品& a/ O, U1 ~/ b! t; c' [$ x% j9 G! c
- # 演奏确定 SE
, Q+ T9 W: P5 K7 q5 V5 n$ j3 W - $game_system.se_play($data_system.decision_se)/ p' R* e/ q; D2 F* a
- # 设置行动
* r4 ^- d g( L- h v Q" ?1 k' w: ` - @active_battler.current_action.kind = 2
. F$ q1 J# b4 D - # 开始选择物品* ^. ^4 K- U) g9 u% y! J
- start_item_select
5 n1 v4 F+ C$ ^7 P5 M3 D - when 4 # 换人6 z2 \6 R- E9 O: U9 i
- $game_system.se_play($data_system.decision_se)
% e6 X) F' O. }+ F - @active_battler.current_action.set_change_battler
$ ^; R# A9 y4 g9 T$ t% }* y8 F - start_battler_select- z1 {* J$ T8 E, K) Z7 m* u
- end
3 n9 o) }% a6 T1 M) X g5 R - return
4 P/ p4 [, P r7 y6 D; o8 g0 ]; b/ ~ - end
" C8 Q* F6 j8 | - end& ~5 X; }! V! e2 q2 \4 F4 V5 L
- # 开始角色选择
- c! Q$ I" @: T6 d0 C) M - def start_battler_select) n+ n% F/ A$ u
- @actor_window = Window_Actor.new! T& ^2 r! G! ?! b! F& C
- @actor_window.active = true3 P& g* Q# N# {+ q( L
- @actor_window.index = 0# L6 X7 [0 o7 G9 z
- @actor_window.help_window = @help_window
" H' _( Q- D6 `" O; B6 }: H - @actor_command_window.active = false% H, [ q+ j+ M+ X7 A
- @actor_command_window.visible = false
- v0 n* C3 D& l6 _' J4 t) P1 a - end
: H }- f U) t - # 结束角色选择
8 t3 e, e: X- v6 C# ?- r" } - def end_battler_select
% ?# N9 |& N' d# @% W+ Q - @actor_window.dispose; ~9 d& P* `" R1 o! p: y# \
- @actor_window = nil- d s( M0 j- ]) E8 P1 L1 C
- @help_window.visible = false% D' Q2 E0 H) {$ M& f
- @actor_command_window.active = true& [; s- L* z2 A+ }0 f# F8 }# y6 q
- @actor_command_window.visible = true5 q" ~: \. t! l3 s) g' h
- end
3 _, K: m& o0 ^6 ]# A( s - # 刷新角色选择
2 P2 Y4 {2 W0 k# n - def update_phase3_battler_select
* Y6 e- P0 [1 _. v2 h* r& N - @actor_window.visible = true8 P& L' o7 w. S5 T) p& D* B
- @actor_window.update
& D# Q: M) ]$ s( b, v/ } - if Input.trigger?(Input::B)4 {" I0 k! `8 F9 C
- $game_system.se_play($data_system.cancel_se)
1 M# J, n% T8 C7 Y - end_battler_select* k) g. M2 x& @: _/ l
- return
. z2 L2 O$ ?% |* L - end. W/ k9 k# O0 U9 B
- if Input.trigger?(Input::C)
$ r* R1 D, P& ]- `( i5 b - actor_id = @actor_window.actor_id
% c5 l/ c9 W# s4 m/ Q - if $game_party.get_actors_id.include?(actor_id) or. k7 ?. F2 j( R. {, ^% m6 K
- $game_actors[actor_id].dead? or
3 J" J4 L" q w, J4 h0 J - @changed_battler_id.include?(actor_id)3 y9 w: P, r* E1 G, _
- $game_system.se_play($data_system.buzzer_se)
$ z9 l5 f f# P6 o+ H( @! T - return! ]4 R9 h. K7 v9 l& P1 X
- end
5 o: C- x: E0 w' c. F - $game_system.se_play($data_system.decision_se)& `# l+ i; i- K3 B
- @active_battler.current_action.change_to_battler = actor_id& q! a) Z( h. \ N" c7 r. h
- @changed_battler_id.push(actor_id)
7 f1 E+ e+ S+ Z) S1 ]2 l$ D - end_battler_select
9 w" z5 m) ~% t - phase3_next_actor
8 c4 p, L. J$ L" Q6 {* W7 S - return
/ G/ Z" J: p. Z% e9 A1 K" j - end
+ S' K& U4 ]$ s8 ]' |/ n+ K& l - end
( n& v F" Y1 _) |$ t m) k - # 行动方动画' m/ e9 U; o: O7 d8 \2 g, n
- def update_phase4_step3, H4 F' O7 p, r
- if @active_battler.current_action.is_change_battler?
' F) _ t# T3 [* I - @animation1_id = AnimationChangeBattler
0 q/ B6 R! I( _! n5 o! m# |3 v - @target_battlers = []
( q. e8 T" ]/ j% T* s" j) e9 w - end7 E5 M4 \& O& E, a5 p
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)7 u8 b! a }0 K. g: o& b
- if @animation1_id == 0
3 y0 Z" o* n" b9 q3 k; V - @active_battler.white_flash = true9 J/ `7 D7 T7 {8 }3 H6 _& n1 f( P
- else( w* |, v1 O& b. q
- @active_battler.animation_id = @animation1_id
! d" w6 f7 `. \0 G# w - @active_battler.animation_hit = true
7 P& A8 s' `; {' P0 t" I - end
0 [! B8 N; z; d6 C& ? - # 移至步骤 4$ P w# M& K3 N0 D/ u, K
- @phase4_step = 4* T; Z5 @: z) l. e4 ?3 N# D2 S
- end* Y' z1 D3 J4 f3 w
- # 对象方动画
( ?! I% D: e% M# J - def update_phase4_step48 H' u) N" n5 g! [# [/ T/ s
- if @active_battler.current_action.is_change_battler?
6 Q: y. A. H E& @; n, p - actor1_id = @active_battler.current_action.change_to_battler
) I+ V2 V6 I: k) m) `; P0 { - actor2_id = @active_battler.id+ N% s. t$ ^' v: l& ^1 E R4 M
- (0...$game_party.actors.size).each do |i|6 K+ c2 f* L9 H9 E
- if $game_party.actors[i].id == actor2_id
1 D- s9 A, p/ D E( J V - $game_party.change_actor(i,actor1_id)
! R( y$ z2 O# w2 ]) `: T - @active_battler = $game_actors[actor1_id]
+ e# U* b5 B1 ~; S - @status_window.refresh* b }7 _8 G. J! W
- end
% I* n: U- {; D9 [ - end' X( Q3 a9 e* N: V1 ]( ]
- end2 [5 e+ e+ Z& Q8 g' z. |$ A
- # 对像方动画$ a) _: L% X1 t* B
- for target in @target_battlers
, u4 ]% J% k1 | _' j - target.animation_id = @animation2_id
% \) c0 j% @; E* S8 [0 ^, B - target.animation_hit = (target.damage != "Miss")! N+ V6 _# u9 O9 s* y' m
- end
& q, G- _6 O4 `4 \% l - # 限制动画长度、最低 8 帧
+ h- m: `( q# R% u - @wait_count = 8
# W3 M$ u( b2 }; i - # 移至步骤 52 M+ C2 C* @& T7 Z1 I6 c; c
- @phase4_step = 5
. M1 [" f1 e: H: l - end
. ?4 V2 h: H4 h7 i, P - # 公共事件8 J* R! p8 b* I# _1 n9 y
- def update_phase4_step6
5 U+ h6 x" K; A - @target_battlers.each do |target|
% Q+ Q3 \$ Q5 m# N, u - if target.is_a?(Game_Actor) and target.dead? and
+ v8 d9 u& b/ a( G. J - !$game_party.other_actors.all?{|actor|actor.dead?}# l- w: q3 y- d3 ]* T) e# x
- @actor_window = Window_Actor.new
$ {4 U3 ]5 ~3 ^ - @actor_window.index = 0
% @. S& I4 I! C7 g" e - @actor_window.active = true
7 ?0 {! S6 Y4 S0 b" F6 F: I1 }8 _ - @actor_window.help_window = @help_window
1 z! i5 x. t4 e - actor_id = -1
/ O( r# C6 e- M6 `* q l5 s: D5 { - loop do" K* b. p% r# C; d8 D. ?/ E4 D: M- O
- Graphics.update
& \ H- `$ R" } - Input.update
% y1 P# i9 ~! A% M - @actor_window.update
, p* j6 t c0 M' o/ f - if Input.trigger?(Input::C)4 v, l$ B* O; W: w
- actor = $game_actors[@actor_window.actor_id]1 z Z6 F+ K; q& ?8 m9 a" Z
- if actor.dead? or2 e( _! {/ G1 y1 E3 ^
- (@changed_battler_id.include?(actor.id) and ! N' I2 b$ ~1 i7 Y% U! u' m1 p
- target.current_action.change_to_battler != actor.id) or2 y o% S' l# `% N
- $game_party.actors.include?(actor)
& N2 m+ {9 d+ q+ ^, H9 @ - $game_system.se_play($data_system.buzzer_se)
5 ~4 r8 V4 k* r! z% C/ j+ j q - else
- P- V( x% M! s$ q0 A& f - actor_id = actor.id
1 D* p8 X: W3 z+ \8 J1 z" @ - end$ V- d9 ?% `, W( y( n4 }
- end( {- n( z }+ s! U
- break if actor_id >= 0
* k; J# }* |; k i( P/ d$ ^3 C - end
" l. r! v* H4 v! Y. \& |$ u - @actor_window.visible = false$ o2 F( R; ^+ t
- @actor_window.dispose
7 j4 f, C: \1 q. b" b* a - @actor_window = nil1 r6 \9 C3 G' R6 C
- @help_window.visible = false
! D7 }8 w) X4 o' [0 i. X3 f - (0...$game_party.actors.size).each do |i|
B, h* |9 j4 |$ p2 Q" W - if $game_party.actors[i].id == target.id. |* F7 M8 k) o$ s+ ~
- $game_party.change_actor(i,actor_id)
3 d n+ @2 q/ |, P8 B - @status_window.refresh
. R8 t) W6 F0 y& w; L" _- u7 z - end
. b3 i+ F7 |# R0 Q; a" ?6 y - end; q9 l0 |$ f7 f7 Y
- end
8 z6 v q. N9 w4 V& k - end
. R f0 g. g4 B1 z- ?8 G8 ? - # 清除强制行动对像的战斗者. E I/ _" O: y* o# X, U! h+ }
- $game_temp.forcing_battler = nil! H- R6 @2 z3 R
- # 公共事件 ID 有效的情况下
. i/ D8 c" F4 l1 E5 w$ k6 c - if @common_event_id > 0
5 i' \& P0 K6 q! H - # 设置事件7 J$ i) a. l: c( x- X! x R
- common_event = $data_common_events[@common_event_id]
. O* h# ^' |5 j' R! B5 [* b - $game_system.battle_interpreter.setup(common_event.list, 0)
' [9 u/ M1 h- z& N+ k* m+ o - end
3 }; y& J; @/ `5 J$ @ - # 移至步骤 1* K1 P6 z/ E* X! \9 C* g
- @phase4_step = 10 u8 I; [0 h& w6 T7 p
- end4 m# I! x1 J, a4 Q, C
- end+ P# f, F$ X& |( K) v( Z2 s
" `3 b* Y; h# D0 p, {( _- class Window_MenuStatus# |9 B0 F/ ~4 @% S: E G! x# J
- def refresh& o5 A, a6 k" ]
- self.contents.clear1 |( y1 T* k% ^
- @item_max = $game_party.actors.size1 G9 Y4 ^7 G3 f2 S% ^, i/ ^
- for i in 0...$game_party.actors.size/ M, u5 P& ?8 z8 k6 m/ o
- x = 4
6 ]) L' z# s `/ j3 A - y = i * 32
. Q [4 e! D: l. u+ o1 N( \: B - actor = $game_party.actors[i]. Q. g# z5 r' T3 v
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* Z% B) m! z5 S2 @* ] - rect = Rect.new(0,0,bitmap.width/4,31)% f& O: [+ P6 G# x; m
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)0 X6 ~4 R+ } h: y- \
- draw_actor_name(actor, x+36, y)
8 b9 \; V3 ]4 X' S4 S$ W8 N4 T% S& f - draw_actor_state(actor, x + 136,y). ~& T% E z+ y
- draw_actor_hp(actor, x + 236, y,96)
7 Q$ [3 s( A+ k V4 H - draw_actor_sp(actor, x + 336, y,96)
: v. c6 I; b$ I3 V0 c - end# [# h5 ~% }( Q7 _2 a
- end
4 v8 k, H6 o, d+ k+ k1 h: i - def update_cursor_rect$ [8 i+ n5 y/ k# K$ r
- super
( O T$ v4 l+ c& u3 L, K - end
6 c7 B; b: u: Y0 J& F - 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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