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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 LimBattlePlug5 L! o) d, Q- N$ a% l |% L8 j
- ) m4 c( z& l% G. B! j8 C+ `+ d- S9 a
- # 队伍最大人数
i( E4 ` W4 P- J3 A! F - MaxPartySize = 8
8 ]5 T4 y% w1 i J" Y& g f! I - 0 Y7 U w# {0 \ n" s9 Q1 @8 k o8 m
- # 出战人数
: a% T Q1 w$ f4 F# K8 H3 I) ] - MaxBattlerSize = 1
% X* V5 @; B% L' q; w7 F% `4 e. c
# E- R) o2 A, |' f3 m. f- # 换人语句
+ E: W0 r) |" n, w) ~( M - WordChangeBattler = "换人"
+ f: n7 @. {# M \4 s) L& N! N9 o' | - ; k( _. t3 F2 a2 j5 N- K
- # 换人时播放的动画' [6 J( a- U: e0 ^$ g- ^9 @
- AnimationChangeBattler = 26
0 s. c" q4 N/ Q1 S
1 |' i$ T- i# |# k; L2 V- end
) F) o* N( K0 Q/ a8 r - / E" w E6 O7 I3 e$ A4 p
- class Game_BattleAction1 @! c8 \. m8 b6 V3 Y
- attr_accessor :change_to_battler; h0 h: A- X$ }- N7 s
- # 初始化/ L4 s) S- ]. F& B. b, h; G7 [
- alias lbp_initialize initialize+ A7 [ p; A2 c5 I/ v
- def initialize
: A# \6 ?: m9 P9 ]. x - lbp_initialize8 H2 y& H7 `7 A, W
- @change_to_battler = 0% W7 G: N7 T# B B I i0 f
- end- r4 m, E8 h, J2 ?# B, z
- # 欲更换角色编号/ L% O9 v2 M0 v1 y% W
- def set_change_battler( _: k4 @; |: d' ^3 p
- @kind = 3" x$ v! F; J" C$ k4 r2 ?" T
- end1 I# g! U. K" Y4 F
- # 判断行动是否为更换角色
2 c6 G4 c) J8 m8 [: q4 s$ N0 q8 y - def is_change_battler?) U1 a6 \. c5 d( g4 s1 k' X U
- return (@kind == 3)$ N8 J7 A; Y9 E4 a3 q5 a8 G
- end
8 _ z3 c& S. V9 U$ Y, ~4 I0 n) T - end
% O; a8 g, |# a/ p6 L! f
- a' D( z# w2 p' Q8 L9 j- class Game_Party
& A% H# b: t; ` - include LimBattlePlug0 o" _# _' g# u4 r
- attr_reader :actors2
( D( v2 n5 ]+ H% C - alias lpb_initialize initialize9 a, X7 a5 J$ {1 g' E/ z' {
- def initialize
+ r* t; P: n7 J0 P - lpb_initialize
4 y4 }# N2 D% \' ^' o - @actors2 = []4 |1 w. t3 q2 i; {
- end
3 M0 J) g! a6 @4 f7 J: A - # 角色加入, d" {! t0 Y( _3 `; ^" p
- def add_actor(actor_id)( Q0 p+ d4 \" F# M1 Q# P7 Z0 m
- actor = $game_actors[actor_id]" x ?( i" S7 E K: {
- if @actors.size < MaxPartySize and not @actors.include?(actor)
: R+ L, W4 V' W - @actors.push(actor)
$ K5 G1 {' w q. g' B - $game_player.refresh% Y9 i* b% I3 r5 A
- end% V2 W8 S, _5 P9 a* N `
- end% X7 z. J) d; V% s* y& o) l/ O
- # 设置战斗的角色0 o8 g0 w# Y4 ~
- def set_actor_to_battle) t9 G5 j2 t, f; \5 e1 Q% c, A' U7 y
- @actors2 = []8 x( c2 |; k, \4 I1 ]
- @actors.each do |actor|, P. E: s% `) F9 I& y7 N3 c
- @actors2.push(actor)
8 C% E& p5 F3 I - end3 E7 E% l+ t6 w) h" [3 b
- @actors = []
. ^1 z4 ]$ N7 e7 c/ z) k - @actors2.each do |actor|
7 g5 P$ \% i. U( j. x. L - @actors.push(actor)
* |+ o, a) t1 I: ]6 M- e - break if @actors.size == MaxBattlerSize
$ h5 G1 q1 ?0 U0 L1 y8 X4 a - end
; t" t6 y3 l, F9 K4 r! F% z - end) f( D% ~- V) Y |+ @4 y: A
- # 还原战斗的角色
( w6 S* p. \/ H+ ?: h8 q - def set_actor_to_normal) K1 t8 n! }% d4 Q
- @actors = []
- y( A' H! R ~ d' c& y. p - @actors2.each do |actor|- H" s! g' R* \( g
- @actors.push(actor)
2 |! a9 I9 T' F7 S" Q - end& y3 J( Y/ Q+ N0 x1 [) ^% [
- end' D9 T) f4 W) L+ h* y
- # 获取角色id数组
+ ^8 W% j4 z3 w5 h' _1 ?6 F; p2 P% P - def get_actors_id
3 T. s/ a& _$ j% u9 C, j - id = []1 C% b% d6 g5 p& c, ~3 y; C
- @actors.each{|actor|id.push(actor.id)}' m& r! E, ?1 x+ s9 u
- return id
; {% C" I" D' i3 Z" c& e; J - end8 e- d% N0 L) B; r3 G+ p$ n( { Y
- # 获取角色id数组0 Z- y3 ^% j( L& p) W2 v: y
- def get_actors2_id
/ b8 q0 j1 ^2 G0 \. X - id = []
( @0 \' c, u* l4 F, ~) r - @actors2.each{|actor|id.push(actor.id)}0 p" z1 x) O/ q- d. H4 s1 d" h
- return id ?+ Y* F2 o+ }
- end
: y( @) Q! T4 I1 N# t7 i - # 兑换角色
4 X2 e0 B! R. `# `/ g( w' r - def change_actor(index,id)
5 `- {1 o; N; v! H1 e - @actors[index] = $game_actors[id]
; [/ b9 T A1 X8 I - end
) i) o& o1 P. O( M4 B - # 全灭判定& f/ p0 q, N0 f" }" Q
- def all_dead?
' }6 ?* e5 D' h7 z - # 同伴人数为 0 的情况下
% y' p8 |$ j9 N9 o: c5 ?2 I8 ] - if $game_party.actors.size == 00 ^5 r% V. L9 X1 v/ X" A6 U! [: e
- return false
; x6 A! r) `0 Q& }2 s: c' u+ H' } - end
5 ]" w- B# T+ H: b8 x - # 同伴中无人 HP 在 0 以上! c# C+ D- h0 J& r8 B# Y
- for actor in @actors2
/ h$ [) r5 x' z% ]( D2 r7 g# o - if actor.hp > 0
( r. P! K$ |/ F7 p P - return false7 W \, z4 J' x6 f8 `
- end
6 I* ^2 p/ \7 S- `0 s - end
; x2 ?5 N, c$ A0 M$ K. | - for actor in @actors
5 ]/ \5 {* ~( l" d - if actor.hp > 0
- W3 D" U' Q& I& F - return false1 ?0 d8 \/ B# f; l
- end, v0 Q; S7 X& n, k, m4 k
- end" T; v6 ]% P' J0 |+ {8 d
- # 全灭
/ F* Z% C: E4 ?. S - return true
' B: f6 b8 U/ }4 C0 U4 } - end
+ K( Q- ]9 d! W+ @ J - # 其他角色$ Z: C$ [: I& b7 m- u; P1 u7 z+ Z
- def other_actors
5 T$ ]8 a0 }& t - actors = []
% v6 a5 R! ?* ^ - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
& C- |8 u y& C0 r; K% `: N - return actors
4 P, [" {3 O% g N% o. D6 J+ d - end3 l6 n. \+ b* C4 g
- # 角色位置互换
$ U% f/ p3 m- U! t - def change_actor_pos(id1,id2)8 W1 X' b( a* A
- actor_id = []
7 K1 ^$ {+ w/ B/ @7 a/ d: H- k - @actors.each do |actor|3 j# i2 O$ H2 o: I4 Y2 F/ E: [
- actor_id.push(actor.id)
, n+ {! r/ c/ y u - end( q @3 `% B) p' a, K1 W
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
% S- x# q% e( ?6 s9 M% H# D. E0 x - id1_index = id2_index = -1
8 I( S5 ]/ H- Z. o$ C3 [ - (0...actor_id.size).each do |i|
6 a! F8 t. z5 ^# i& W0 l2 j - if actor_id[i] == id1, _1 g7 k: Z3 y' e! h
- id1_index = i: K% _: l' U: |. c7 s
- elsif actor_id[i] == id2/ [% c0 R' ^4 s) ?/ b' ]' z+ C; x1 b
- id2_index = i! b* f; a; L; K% F
- end
# j) T8 A% P# I7 ]2 @6 C; P - end
5 b7 H6 ^+ `; T3 X0 H1 w% g- c. c - temp_actor = @actors[id1_index]
4 [- U- s8 X* [ - @actors[id1_index] = @actors[id2_index]
! A2 p. |- ^9 k - @actors[id2_index] = temp_actor w) M8 b* C5 |
- end
' I5 C# ~- l( c: Q8 w* I - end( ]" |, }1 u1 ~6 D( L3 d3 v# @/ p
- ' i8 Z! K& @: O9 P( n( m% L
- class Window_Actor < Window_Selectable
/ ~ p' ~+ i5 W - # 初始化
5 I1 q2 O* s$ L) _7 A' i+ x( O - def initialize& ^8 t8 N' H- l& n9 i
- super(0,64,640,256)) b% r! f# U% y; T/ h" j# @
- self.back_opacity = 1605 E% }$ B- U, b# }3 m9 D
- refresh
* m* v& _6 ^) |( E - self.index = -1
# }3 o' \" F" W* A$ m - self.active = false
9 L- w N/ ~) d - end
$ F9 D- P9 t! {/ p9 @% t i/ |" S - # 刷新$ B# w* q- p# y2 N- m
- def refresh1 E0 I, C! x. t, ]
- @item_max = $game_party.actors2.size9 K: G2 f- W8 u$ |( O c9 G- H
- @data = []# x/ l' _9 v; y* B( x- T; t
- $game_party.actors.each do |actor|
2 W `- J& j/ W) R% u! N/ C - @data.push(actor)* V) q, ?' l, M8 t" Z i9 n
- end$ i8 f' p& j$ p$ o8 t- ?1 o
- $game_party.actors2.each do |actor|8 T& N0 x5 }) f7 p3 _7 b7 E; ~
- @data.push(actor) if [email protected]?(actor)5 F) ?, g# p: ^$ V* i# g! c
- end+ k/ Y- ]- ?% |( i1 ?
- if self.contents != nil+ F B! |3 |* K+ P' y
- self.contents.clear; j& s/ q$ X! y: a. F& G
- self.contents = nil
+ L( _% B+ j2 D9 G# \6 } - end
0 }# p/ R% ]/ s$ t' d - self.contents = Bitmap.new(608,@data.size*32)( Y" B' d8 S( b8 L0 ?5 V/ r
- x = 4
( c T. K, U2 j2 o - y = 00 f6 }" E, i4 S9 [0 q g6 Q
- @data.each do |actor|& r7 D; C/ a, C. C* H e- Q
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: p8 K E/ m+ W" l3 a D# @$ z( ] - rect = Rect.new(0,0,bitmap.width/4,31)
5 i9 i2 c' X" A: d4 ?; ^ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
. B' `& J9 H; v, {& A - draw_actor_name(actor,x+36,y)2 @ W; p/ A4 }4 m
- draw_actor_state(actor,156,y)
2 N, q4 Q2 q6 k$ g) b - draw_actor_hp(actor,x+256,y,96)6 _5 k4 V( ^/ H/ b" ?* x
- draw_actor_sp(actor,x+376,y,96)) I0 J9 m. S x! I ~
- if $game_party.actors.include?(actor)
/ a0 p- n2 h k3 O. m. I - self.contents.font.color = text_color(6)
& h8 I7 q5 Z. I - cword = "出战"" h" Z$ l: ^( M( c b3 N
- else) A, U' f$ t' |$ z2 a
- self.contents.font.color = text_color(0)
( {2 j p/ c) o, U6 l - cword = "待战"
: A# D+ h2 S/ a/ S - end6 L* t5 ^( b% I' x9 U4 z, _" ?2 u
- self.contents.draw_text(x+496,y,60,32,cword)2 Z U# a: C' q* I' C G0 f! W" C
- y += 32+ |9 I3 S: }2 Q+ S: o- ^( y+ u
- end8 P9 Q. U! k' q7 e1 o
- end
[7 Q0 \0 u4 Y& W: @* M4 X - # 获取当前角色编号
; h* V$ u2 R9 N7 w& Y - def actor_id3 `7 l5 F; K7 ^3 p/ F
- return @data[self.index].id- Y9 o. \6 ?; X% l- O) R
- end
/ O0 w6 W, T7 f! Y1 b - # 刷新帮助
* g- T% y; h, h1 j - def update_help
0 h5 `+ t" [ U5 v6 C) i1 Y - @help_window.set_text(@data[self.index] == nil ?\3 l- N3 s' n/ r- p1 y7 \% X
- "" : @data[self.index].name)
9 E. f7 G; k! d# m$ ]3 d/ j - end
6 S% Z4 f) X; S1 Q0 T7 O3 u4 c - end
% R* N* l5 ]4 u8 O" k% J
; |& \; T7 [) ?; K& t C0 n- class Scene_Battle
* k) y# L! E$ q - include LimBattlePlug
/ x5 n7 J4 U1 E! B0 X; i8 o7 Z. e - # 初始化
9 L" G2 V0 S* a/ ~" M9 P' d; Y - def initialize
% ]& h* R- |# F - $game_party.set_actor_to_battle
, K) P" J/ Z' r9 k7 L) P2 ] - end/ J. }% R) ^+ [, P
- # 主处理7 E3 W# x: o0 t
- def main( J* H7 q% u: }4 ^! y* @
- # 初始化战斗用的各种暂时数据$ d/ K, T0 V& F7 X3 c" I& a: D
- $game_temp.in_battle = true
* t% s2 V+ G* w: q& x - $game_temp.battle_turn = 0% m9 K9 B y1 w$ l0 b, ^, w
- $game_temp.battle_event_flags.clear R: t1 G- u) b- r8 H8 p1 A
- $game_temp.battle_abort = false: P5 Q1 t. O8 C' T. y1 y
- $game_temp.battle_main_phase = false
5 p' F0 U: u, Y- S- @, r" Y - $game_temp.battleback_name = $game_map.battleback_name
3 s5 R% t) Q8 H7 W1 w - $game_temp.forcing_battler = nil# g- x( ~4 b2 ]8 i6 G U) E% G
- # 初始化战斗用事件解释器2 V9 T! Z$ _0 p: l+ b
- $game_system.battle_interpreter.setup(nil, 0)- _. u, ^% W, ], ~( {3 W
- # 准备队伍
8 D0 T! m+ _) {; O - @troop_id = $game_temp.battle_troop_id' L$ J9 A/ U8 n) e, P* I
- $game_troop.setup(@troop_id)" O1 c8 a0 m& T2 b& `+ u" o: r/ t( M
- # 生成角色命令窗口4 \* T9 o0 P/ }6 }
- s1 = $data_system.words.attack; B. @3 X: R6 S3 L0 Z; `1 |
- s2 = $data_system.words.skill
3 z. r! }- I# ~) Q - s3 = $data_system.words.guard
& L& T5 y2 }7 f) [2 a - s4 = $data_system.words.item
: d: p! S |# E( X% |0 F - s5 = WordChangeBattler6 J9 R: h' l3 b5 l& q
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
: U, b# c; R: s F - @actor_command_window.y = 128
) C2 E" [& @, _ E0 J& [, m" W - @actor_command_window.back_opacity = 160
% L& [* Q; M! R0 o; Z5 i( t - @actor_command_window.active = false
. E( J+ R, M- A; P' P+ L+ y3 G - @actor_command_window.visible = false% c7 w6 s* t p
- # 生成其它窗口8 b4 `; E; i- h6 |
- @party_command_window = Window_PartyCommand.new
* R0 |* e* D" J! S$ U - @help_window = Window_Help.new# |5 [4 _, A e: w0 |6 e$ f
- @help_window.back_opacity = 1609 W; R# O6 U4 {- q1 u- {9 c8 a
- @help_window.visible = false
- q5 |9 c0 ^. G- c$ f - @status_window = Window_BattleStatus.new; Z" ?; \) Y! F2 t# b7 `5 B8 {9 B
- @message_window = Window_Message.new
, y9 d. X$ V. \; { S4 r. w - # 生成活动块: l) R; X. Z# B% {+ @3 ^% R. r+ Z
- @spriteset = Spriteset_Battle.new
6 B. \3 \) x, q& }8 b; N$ R, Z5 m* i - # 初始化等待计数6 z! e k" b |
- @wait_count = 0/ w. J9 I6 a; C% b
- # 执行过渡
) h+ S* k2 O3 n2 G6 v - if $data_system.battle_transition == ""8 n/ n- g8 M, m. U( Y8 [2 B
- Graphics.transition(20)
\. C0 Q# M5 z4 W - else
* W% z$ V0 r- v- P ^; Z - Graphics.transition(40, "Graphics/Transitions/" +" K* o+ _* N+ V- {0 o2 e2 V+ H
- $data_system.battle_transition)
2 Z5 r; m" A) n- _$ V: p! I3 H3 Y - end
0 o' r( }) \) v6 a - # 开始自由战斗回合' o/ k: X$ a6 u3 y
- start_phase1) t9 X9 ]! @7 U- y+ W7 f
- # 主循环
; z Q1 W; O, u$ s' v+ a1 ]) G6 w - loop do
+ h4 k! M4 J {% v - # 刷新游戏画面
' p- J6 b. S6 D2 D; c+ R1 o - Graphics.update
' M* @: g+ S) H7 x4 J" d3 [ - # 刷新输入信息6 q) V2 {4 z7 `; Q
- Input.update( {4 w0 F5 D; p' r& I. @# O- f u
- # 刷新画面
9 X, Y4 H3 j, X' }2 S* |$ I - update
$ D$ a! o5 e8 d2 t/ n0 b! A# N - # 如果画面切换的话就中断循环
6 q$ Q$ M1 J* o8 m* ` - if $scene != self
/ G; I3 ^7 ^% c* x - break
6 v1 N b2 ~- ~' {5 M$ H/ z - end
+ |8 t/ q/ {' F( v! S4 J& ~( R - end* \4 Q1 U0 R5 ~+ R. y' E
- # 刷新地图' K$ M! `! Y3 d. o, E: u9 W# {/ P
- $game_map.refresh
0 d5 j5 K/ G% T+ E- M$ {8 ~ - # 准备过渡# f! Z: j, G1 y; o; W" n
- Graphics.freeze
; y6 V, [/ ?: K5 L8 g5 B3 y - # 释放窗口: V- W3 x6 s3 B _: n6 Y
- @actor_command_window.dispose
! V: W, {" ~4 o/ O5 u/ T - @party_command_window.dispose: s$ D0 N# w& S( P7 S' H9 c6 W3 h- m
- @help_window.dispose7 e3 T/ i5 g- f: [
- @status_window.dispose& D3 ]' l! i0 p* e! O n2 U, F
- @message_window.dispose
, L4 _- L. m9 [/ I) m" i4 p0 l! H - if @skill_window != nil; B+ }& F- ^9 O
- @skill_window.dispose
/ `6 Y+ ^# o3 v" \ - end
1 K7 w7 b! g! X4 w2 v - if @item_window != nil) `7 \0 z( [1 v
- @item_window.dispose
& M8 J# j+ x' x$ `& x! ? - end
% k7 g# C8 s6 ^! \; ?5 P+ b - if @actor_window != nil" Q$ N6 ~5 X3 S- a+ K- H0 E; s' W
- @actor_window.dispose2 K' r g% X2 _
- end
2 n- m2 ]+ E, d% u - if @result_window != nil
8 w7 B0 R+ i0 U! g2 d! w - @result_window.dispose) }+ \% r4 [ `, y. K$ S! `
- end
) B2 v* z# T8 x7 U - # 释放活动块
# ]# Q; T+ }" l! \7 ^ - @spriteset.dispose
3 E- o5 i; U3 D; F1 P- {6 ` - # 标题画面切换中的情况
, S; F. ?0 `0 d3 K! T7 {6 R - if $scene.is_a?(Scene_Title)/ w: j/ w1 f% D5 C+ J1 P
- # 淡入淡出画面" b3 A1 A2 K/ f1 B
- Graphics.transition
! V3 C7 q, B- e3 L: t! y% V - Graphics.freeze
6 K& B$ H5 _/ G' j - end, v3 h& f* {2 S& d( W. a# B6 x
- # 战斗测试或者游戏结束以外的画面切换中的情况, S' U* A3 Q% G7 j! L
- if $BTEST and not $scene.is_a?(Scene_Gameover)
0 D" M+ r5 M5 X4 E% T* Q - $scene = nil+ E9 Y- b8 `" u! c
- end) f1 I g: k T: P( t# L% t a
- end$ p" f* P8 [( v6 G/ ?
- # 战斗结束
# I# c, R" F; j% r - alias lpb_battle_end battle_end7 m6 m+ \$ G9 [$ T; \
- def battle_end(n)
8 ?' e- q8 e3 B, d/ Q4 ^ - lpb_battle_end(n)
R3 R m6 C0 T- r8 o* L - $game_party.set_actor_to_normal
4 H+ ^9 c# Z, A- f - end/ Y; R2 y. W; x0 v8 [5 H
- # 开始回合3
; f3 r( R& J! g - alias lbp_start_phase3 start_phase3
$ i6 v+ Q1 k# y1 Y) N# m - def start_phase3& Q- V' a6 _2 X3 j; ^) o
- @changed_battler_id = []
" `$ `2 y7 g7 \+ x. ~ - lbp_start_phase3
1 W' }" \) ?! S) h$ l( k2 i' f( C- H, | - end
1 ^- y- d; t4 T% o - # 刷新角色命令回合画面
) Y z/ c6 r! A# E. ~0 n4 D - def update_phase3( z1 ?7 D7 l$ ?. S8 F4 c$ ]
- # 敌人光标有效的情况下$ Y2 j5 K! @3 T/ z
- if @enemy_arrow != nil
8 j4 s0 A% b7 x+ q- O- q" y; p - update_phase3_enemy_select
! {( h7 s( ^- |" S3 o5 ^8 Y - # 角色光标有效的情况下: K; b) @5 p" F" B. r% @
- elsif @actor_arrow != nil
1 j: j+ w" \7 m8 \1 ~' `) _ - update_phase3_actor_select" N! g: N" H- y$ @' E1 Q
- # 特技窗口有效的情况下4 z3 D8 Y1 _, Z1 Z
- elsif @skill_window != nil) b% D% k& o" I) w' A
- update_phase3_skill_select; f" ?9 }" N' H% z$ A M3 H* B
- # 物品窗口有效的情况下
5 ~( C% c; {' g$ u! W - elsif @item_window != nil- P! A) f, B, o
- update_phase3_item_select: o' S [: U3 s# R
- elsif @actor_window != nil
0 _& s2 C, p. }7 D - update_phase3_battler_select! o& J( q" Q0 t" m- [. w! W* Y
- # 角色指令窗口有效的情况下- ^5 m# H+ b0 g, f- p
- elsif @actor_command_window.active* G# f! _2 ?) }: e- O0 m
- update_phase3_basic_command4 e5 b0 M% a5 V9 I
- end q$ w% O& E E% @
- end" x1 j! }7 F- i5 o- i
- # 角色基本命令
}1 i" V* c2 q' S" A7 N - def update_phase3_basic_command; s d, Z/ C2 F6 H* \
- # 按下 B 键的情况下
$ I# Z, g1 _/ I/ V - if Input.trigger?(Input::B)
8 l3 h# p( `) K! L - # 演奏取消 SE
9 c& v: A. q* f4 a - $game_system.se_play($data_system.cancel_se)( s8 Q$ S/ M7 P0 Q8 n
- # 转向前一个角色的指令输入8 L. o% r* e. j
- phase3_prior_actor
9 H. ?( C' g9 `- R1 R3 o0 ~5 J - return
" S+ }8 g2 U; N6 ^6 k3 [ - end' q$ c) A/ z# O& l
- # 按下 C 键的情况下
/ P! d" |9 W8 K - if Input.trigger?(Input::C)
! V: o( i' X! c& x - # 角色指令窗口光标位置分之
1 Z) v( D# }" \3 D i - case @actor_command_window.index
) Y, O+ m8 c. W! g5 a2 L; p# y% i - when 0 # 攻击4 @4 L$ m; {* a" a
- # 演奏确定 SE
6 j) y" H1 O1 `% b - $game_system.se_play($data_system.decision_se)5 a2 I" a/ J* u1 m3 U
- # 设置行动
/ E, f# t& i/ {& S8 ^ - @active_battler.current_action.kind = 09 Q8 F! J7 v' ~3 o8 y) @) L
- @active_battler.current_action.basic = 0
* T' J3 D/ Z4 r - # 开始选择敌人
; g6 G2 v/ b7 ~$ U% L# w0 | - start_enemy_select( j& s: ], |) _/ m) Z+ T3 K
- when 1 # 特技
. a- H9 p+ e+ t& C9 t" N) E - # 演奏确定 SE2 c& h& x4 M9 n% |0 G* ]
- $game_system.se_play($data_system.decision_se) P9 c* p2 ]) e2 S
- # 设置行动
$ o4 m7 s' {! p8 n2 I - @active_battler.current_action.kind = 1, U% |% U/ H* F2 a. N7 N
- # 开始选择特技! I$ x- [4 a+ A7 e1 E% u+ z
- start_skill_select
# D4 `' X: h3 E1 F" A6 P - when 2 # 防御: X& G1 A$ y% N6 z( p
- # 演奏确定 SE
2 }3 H6 I4 L8 P7 [" b& o u - $game_system.se_play($data_system.decision_se)
' }- M: u& N4 B - # 设置行动
% p- B% t" Z5 D2 O& l$ S - @active_battler.current_action.kind = 0
: M6 r4 p5 c( S. O8 [ - @active_battler.current_action.basic = 14 f! R" U* b1 j5 }6 _8 I% @
- # 转向下一位角色的指令输入9 I3 j3 m! u) d& _& n7 A) q
- phase3_next_actor
% y, n! E( G4 }/ @2 K- i1 m - when 3 # 物品7 q& [+ ?* o' Q! U+ ^' T5 e
- # 演奏确定 SE
; E" ~8 r8 {0 h" X/ D: g- D5 g - $game_system.se_play($data_system.decision_se)* G5 w# f! L+ r+ W( |3 a: Q
- # 设置行动4 u' L+ \, D1 I3 F0 j: ]1 ?
- @active_battler.current_action.kind = 2
9 j1 C8 h) ^3 u - # 开始选择物品9 V" a' i/ K8 Y. o* z* |$ B9 I
- start_item_select
6 u1 A0 ?. l( r4 R/ d/ q - when 4 # 换人
4 t7 f3 X) y# E( ?% d - $game_system.se_play($data_system.decision_se)
& _" S0 w0 A: z) k - @active_battler.current_action.set_change_battler
7 O' S7 R4 G% H# S0 v - start_battler_select0 N, l* \/ [+ m
- end7 u2 m8 n) [4 t3 a, h
- return' Y) l6 g0 T/ @0 P% ~* {
- end1 {- ]$ z7 u. `& i, f
- end
( h) G' g& y/ @) g- [ L - # 开始角色选择4 g2 c8 w' u4 w8 m: s5 m
- def start_battler_select
$ a l6 t' b- y0 _ - @actor_window = Window_Actor.new
; e8 A5 d5 t/ D6 e" I - @actor_window.active = true
5 z; M! ` J" R- t/ X2 L - @actor_window.index = 0
$ U! X; h5 p2 I - @actor_window.help_window = @help_window" M! u; I! E! j$ N6 h
- @actor_command_window.active = false3 C9 e9 a# D' ]$ e; l
- @actor_command_window.visible = false) s9 [) w* P, Q9 W& C
- end8 K. a' x* p" L' @/ n
- # 结束角色选择1 V; E6 }- u! g8 ~1 Z/ U
- def end_battler_select$ l, V8 B/ F1 F( W
- @actor_window.dispose8 O: i l( h0 n6 O* D- J
- @actor_window = nil
, `, Q4 e2 s# e6 U/ S - @help_window.visible = false) ?5 h* B3 X& v, v, C# ~+ u1 I2 O
- @actor_command_window.active = true) A7 X6 ?9 h6 k% E
- @actor_command_window.visible = true
, n, {) ^$ J2 m - end
% W& S& E4 F: U! e- p8 H - # 刷新角色选择
$ F1 K d7 s$ H! y - def update_phase3_battler_select# k& V; [- _6 U1 P5 ?7 e% l
- @actor_window.visible = true
. Y0 G% e) \9 B# V( v/ P- }- I8 Z - @actor_window.update
4 E! Y4 H7 d( Y9 g& q - if Input.trigger?(Input::B)
1 y# z. m6 _6 r! H - $game_system.se_play($data_system.cancel_se)7 m0 a: O. f# F) Y* G7 R( X+ q
- end_battler_select( l, B( e! e* m- w0 B; l/ H( A
- return
3 a, n- n! m8 d3 I4 c. }: k - end
$ F1 F7 B- r( f& o+ }3 Q1 p( b2 L; K - if Input.trigger?(Input::C)
C# Q' S3 i' q - actor_id = @actor_window.actor_id
n, \+ B) G0 Q - if $game_party.get_actors_id.include?(actor_id) or
K$ c. \% A6 O- F$ N - $game_actors[actor_id].dead? or
% |4 F) V0 E# `" s - @changed_battler_id.include?(actor_id)% N) j9 k6 @& d4 n
- $game_system.se_play($data_system.buzzer_se)
% c- j2 g4 g- x( c) M$ t - return
8 m" C9 ^+ z: A5 \" ], G9 k - end8 I1 ?: |9 f) r7 g4 Z' Z
- $game_system.se_play($data_system.decision_se)& c* g; X/ b k2 o" P
- @active_battler.current_action.change_to_battler = actor_id- D2 e" }" M; d3 e
- @changed_battler_id.push(actor_id)
- F# V8 o1 C+ O1 ~4 k& t9 b4 ` - end_battler_select
" X8 I1 J! r0 H- ^ - phase3_next_actor
1 ~+ X) G) ~* L7 { - return
7 M: ^9 }+ P8 A* Y- ]8 T - end$ d/ {; W7 \- l) a4 q4 ~$ ~
- end
4 m% L0 m2 U' H" M- K; h! p6 | - # 行动方动画
) G; H; y, l; k! p% B3 O! N - def update_phase4_step3% Z4 C* ~( X8 E% C- h! r9 g) A
- if @active_battler.current_action.is_change_battler?
* |1 Z" @* f8 Q) s - @animation1_id = AnimationChangeBattler9 {9 [, f' |* Y' |( o; n" S
- @target_battlers = []5 I {/ U; E6 ?& H/ y" \
- end" i) g' f8 a8 p/ D# R4 V% D. d7 |" z
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
2 e8 N l; j( J! F5 f- E& }) o+ i - if @animation1_id == 0
) ?0 U. ^, R$ D' a: W6 }! j! b - @active_battler.white_flash = true
1 {) P8 k- h3 d3 k$ q& l9 j& [ - else1 J- k9 h- b1 T) L; \8 r4 f5 o
- @active_battler.animation_id = @animation1_id' I7 [# B, w7 p1 B3 @
- @active_battler.animation_hit = true
. q; x4 e# T6 T4 j4 P9 ]! w! V3 ` - end# P1 v' ?, b1 Z% F6 |! v: i+ |
- # 移至步骤 4
( _$ E7 b% v+ V0 ? a% S% ~ - @phase4_step = 4
" j- }1 _# ]: |$ }+ d" K' ] - end3 D+ E8 F/ w* T. E9 ~) d9 O
- # 对象方动画
3 `8 A* ^% m! }6 V7 P1 ~& Q - def update_phase4_step4
4 i( F0 P' r5 Q s4 ^: |( s& u - if @active_battler.current_action.is_change_battler?
7 ]2 L, H) w0 O! J# N0 R' d - actor1_id = @active_battler.current_action.change_to_battler/ o9 P6 T; g* A; `
- actor2_id = @active_battler.id
3 {# m+ @! k8 H! N8 \$ E7 U+ n# D - (0...$game_party.actors.size).each do |i|
" E* x/ l# z9 L* S/ I - if $game_party.actors[i].id == actor2_id
+ [) J( V8 a3 v4 K- @ - $game_party.change_actor(i,actor1_id)) f8 j! g9 e) }1 \5 X% \
- @active_battler = $game_actors[actor1_id]
9 I- [' [+ b) c5 u - @status_window.refresh* q5 u3 y8 w$ P* L0 H5 [
- end% @# Z; V) i( `3 c4 o/ A. R
- end
/ y7 p% y) W4 P5 Y* l1 c. K) d - end$ Y5 e& f, n: g. \3 K
- # 对像方动画* o- e- g a. V+ h' v/ a
- for target in @target_battlers1 I$ u) X ~3 ]/ ?$ z
- target.animation_id = @animation2_id
& l) c4 t0 o" c- ^3 { O' L6 x - target.animation_hit = (target.damage != "Miss")
; {+ T( D/ e2 B2 O% a - end2 v* G. s, `; I
- # 限制动画长度、最低 8 帧
7 r& |7 ~6 \2 j2 o4 M - @wait_count = 8# Y! [ z, `- S( j6 g) p
- # 移至步骤 5" E' a% w! ~# q
- @phase4_step = 5; {' Q9 _" N- d/ ~+ |; Q0 t, V" N
- end( t; K _; K" b/ D- `" E2 X
- # 公共事件
) B! r: m$ e8 W4 T - def update_phase4_step6
5 t$ r9 }3 I3 J2 V1 s5 t9 A' m0 g% C - @target_battlers.each do |target|( y2 P9 X, Z# Z& m+ @+ E
- if target.is_a?(Game_Actor) and target.dead? and. Q6 i1 P$ |9 `5 {
- !$game_party.other_actors.all?{|actor|actor.dead?}( y5 R" w, u6 k6 f# E
- @actor_window = Window_Actor.new8 }% b* M# f7 Q( h' l/ w$ }' a
- @actor_window.index = 0; Q7 S1 a$ i8 ]( [ X6 D/ G
- @actor_window.active = true1 N' q9 p& V P# Y( \
- @actor_window.help_window = @help_window
1 \9 y- A( b0 E! |- c0 O7 Z4 | - actor_id = -1
; s/ R) ?5 E z+ k R( a; q - loop do5 L* P( m, G! O( {# r
- Graphics.update- V# f' l/ b% @4 I% n' C
- Input.update
& T- {8 r+ ~' Q1 r. t2 {/ N5 O - @actor_window.update
8 L1 q8 C6 F/ U2 l - if Input.trigger?(Input::C)
" \9 N, `' r4 K6 j - actor = $game_actors[@actor_window.actor_id]' v7 [5 u& r# {- s4 W# ]6 V# b
- if actor.dead? or) E9 Q" a% }- v1 x! e' H9 l* g
- (@changed_battler_id.include?(actor.id) and
' m A4 b# n, U* w/ j# L# e - target.current_action.change_to_battler != actor.id) or
- }! L$ b" t: f$ l( Q8 ^# C - $game_party.actors.include?(actor)
: J1 C2 @+ s) V+ H - $game_system.se_play($data_system.buzzer_se)- O9 N$ S' Y1 [- O J! [0 c; x
- else
3 S' Y/ S9 m6 u8 d0 W' \5 j - actor_id = actor.id
( G. E7 j( u9 V$ _( M7 C - end
! ]- s* E& X( v! B - end |% {4 J7 u- v% ^
- break if actor_id >= 0/ X5 o, U2 m& e( `/ C
- end
2 F& t# U9 X* W2 v( c - @actor_window.visible = false
! F: R2 S9 j4 X; Z - @actor_window.dispose/ [2 V7 \1 F) o: Q
- @actor_window = nil
! ]+ ^5 I) `/ V% @ - @help_window.visible = false' ]. O: E6 D* v% T/ w* T6 ~
- (0...$game_party.actors.size).each do |i|" [: K; ]9 F; M
- if $game_party.actors[i].id == target.id
! i- G7 k" V {/ p% I' y+ t# ^) t - $game_party.change_actor(i,actor_id)# u# X/ s( L( f1 P& X$ W$ D& J5 `
- @status_window.refresh5 M/ Y7 p/ ?: z4 c
- end
2 a+ H4 k# z4 R& B$ D1 D - end
. T- T, O% _7 F( p - end
4 b' b" b+ z. ?6 h) Z- d - end Z, \6 U0 f- I+ b9 k" \
- # 清除强制行动对像的战斗者* y0 o# A' Y2 H- R- h
- $game_temp.forcing_battler = nil/ j1 c3 \% `4 i+ I9 I9 |" y: a
- # 公共事件 ID 有效的情况下) |# n' Q% A1 h/ l/ Y# Z, v
- if @common_event_id > 0: m1 t8 ^3 K% j$ z8 R. r& p
- # 设置事件
o3 m( [) ^4 H" r1 Z( y- c - common_event = $data_common_events[@common_event_id]" W$ ?; z( M/ B0 W8 U
- $game_system.battle_interpreter.setup(common_event.list, 0)
; I, ]. K! K" ~4 a+ u - end
4 r, [& U( a7 ?% u2 F5 e - # 移至步骤 1
5 b1 X0 k# T" f" X, k- E m% V& v. [& { - @phase4_step = 1
& n j! W1 e2 r+ ~7 g - end
+ m: U& x% U1 ^( w% |0 p, U) j# m - end
0 E' K: I0 G! u2 J6 R; ~1 c5 l
3 d+ s$ x3 {) O8 }8 b6 A9 j- class Window_MenuStatus; i6 t+ d+ j+ ?
- def refresh
& q- L; u5 P) P: G - self.contents.clear0 H9 L2 Y' U/ C$ Q! W
- @item_max = $game_party.actors.size
8 D/ `3 Q" b" |* p - for i in 0...$game_party.actors.size
% w6 M" C" x3 y8 Y, |& P* x - x = 43 X' v0 z V; A. H& j- }* x
- y = i * 322 A- d- l. e# m& p3 T
- actor = $game_party.actors[i]
+ l+ J# M0 ] ?. z' f - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
# u& D7 y% ?2 I. A8 D) [. ?- n- S8 z - rect = Rect.new(0,0,bitmap.width/4,31)
6 b. |. v( G! f! | - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( s1 e9 M7 j& E+ D, z - draw_actor_name(actor, x+36, y)
$ L! V! k9 y7 ~9 I p - draw_actor_state(actor, x + 136,y)) B4 P3 a8 W' X, Z
- draw_actor_hp(actor, x + 236, y,96)# x' v# |$ Y; [: C# e
- draw_actor_sp(actor, x + 336, y,96)
: ]! j6 s' B. g - end
" o# K+ F0 [9 ~+ p, X' f$ H/ ]) G$ m - end
5 Y. c* A" ~! `# @0 e - def update_cursor_rect
4 A5 ]# M% J/ H8 R) {4 j' v' y- F - super4 ], Q6 t. H N4 O0 r
- end: O3 }; T4 u9 b
- 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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