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本帖最后由 幻耶 于 2011-9-28 11:18 编辑
战斗中换人脚本,如何在游戏的战斗中更改出战的人数?例如缺省出战人数最多2个,当打开某个开关,出战人数可以达到3个,关闭开关,出战人数恢复2个,在脚本开头改成下面这样会出错
if $game_switches[1] == true
MaxBattlerSize = 3
else
MaxBattlerSize = 2
end
战斗中换人脚本:- module LimBattlePlug
- # 队伍最大人数
- MaxPartySize = 8
- # 出战人数
- MaxBattlerSize = 2
- # 换人语句
- WordChangeBattler = "换人"
- # 换人时播放的动画
- AnimationChangeBattler = 26
- end
- class Game_BattleAction
- attr_accessor :change_to_battler
- # 初始化
- alias lbp_initialize initialize
- def initialize
- lbp_initialize
- @change_to_battler = 0
- end
- # 欲更换角色编号
- def set_change_battler
- @kind = 3
- end
- # 判断行动是否为更换角色
- def is_change_battler?
- return (@kind == 3)
- end
- end
- class Game_Party
- include LimBattlePlug
- attr_reader :actors2
- alias lpb_initialize initialize
- def initialize
- lpb_initialize
- @actors2 = []
- end
- # 角色加入
- def add_actor(actor_id)
- actor = $game_actors[actor_id]
- if @actors.size < MaxPartySize and not @actors.include?(actor)
- @actors.push(actor)
- $game_player.refresh
- end
- end
- # 设置战斗的角色
- def set_actor_to_battle
- @actors2 = []
- @actors.each do |actor|
- @actors2.push(actor)
- end
- @actors = []
- dead_actor = []
- @actors2.each do |actor|
- if !actor.dead?
- @actors.push(actor)
- else
- dead_actor.push(actor)
- end
- break if @actors.size == MaxBattlerSize
- end
- if @actors.size < MaxBattlerSize
- for actor in dead_actor
- @actors.push(actor)
- break if @actors.size == MaxBattlerSize
- end
- end
- end
- # 还原战斗的角色
- def set_actor_to_normal
- @actors = []
- @actors2.each do |actor|
- @actors.push(actor)
- end
- end
- # 获取角色id数组
- def get_actors_id
- id = []
- @actors.each{|actor|id.push(actor.id)}
- return id
- end
- # 获取角色id数组
- def get_actors2_id
- id = []
- @actors2.each{|actor|id.push(actor.id)}
- return id
- end
- # 兑换角色
- def change_actor(index,id)
- @actors[index] = $game_actors[id]
- end
- # 全灭判定
- def all_dead?
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- return false
- end
- # 同伴中无人 HP 在 0 以上
- for actor in @actors2
- if actor.hp > 0
- return false
- end
- end
- for actor in @actors
- if actor.hp > 0
- return false
- end
- end
- # 全灭
- return true
- end
- # 其他角色
- def other_actors
- actors = []
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
- return actors
- end
- # 角色位置互换
- def change_actor_pos(id1,id2)
- actor_id = []
- @actors.each do |actor|
- actor_id.push(actor.id)
- end
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
- id1_index = id2_index = -1
- (0...actor_id.size).each do |i|
- if actor_id[i] == id1
- id1_index = i
- elsif actor_id[i] == id2
- id2_index = i
- end
- end
- temp_actor = @actors[id1_index]
- @actors[id1_index] = @actors[id2_index]
- @actors[id2_index] = temp_actor
- end
- end
- class Window_Actor < Window_Selectable
- # 初始化
- def initialize
- super(0,64,640,256)
- self.back_opacity = 160
- refresh
- self.index = -1
- self.active = false
- end
- # 刷新
- def refresh
- @item_max = $game_party.actors2.size
- @data = []
- $game_party.actors.each do |actor|
- @data.push(actor)
- end
- $game_party.actors2.each do |actor|
- @data.push(actor) if [email protected]?(actor)
- end
- if self.contents != nil
- self.contents.clear
- self.contents = nil
- end
- self.contents = Bitmap.new(608,@data.size*32)
- x = 4
- y = 0
- @data.each do |actor|
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
- rect = Rect.new(0,0,bitmap.width/4,31)
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
- draw_actor_name(actor,x+36,y)
- draw_actor_state(actor,156,y)
- draw_actor_hp(actor,x+256,y,96)
- draw_actor_sp(actor,x+376,y,96)
- if $game_party.actors.include?(actor)
- self.contents.font.color = text_color(6)
- cword = "出战"
- else
- self.contents.font.color = text_color(0)
- cword = "待战"
- end
- self.contents.draw_text(x+496,y,60,32,cword)
- y += 32
- end
- end
- # 获取当前角色编号
- def actor_id
- return @data[self.index].id
- end
- # 刷新帮助
- def update_help
- @help_window.set_text(@data[self.index] == nil ?\
- "" : @data[self.index].name)
- end
- end
- class Scene_Battle
- include LimBattlePlug
- # 初始化
- def initialize
- $game_party.set_actor_to_battle
- end
- # 主处理
- def main
- # 初始化战斗用的各种暂时数据
- $game_temp.in_battle = true
- $game_temp.battle_turn = 0
- $game_temp.battle_event_flags.clear
- $game_temp.battle_abort = false
- $game_temp.battle_main_phase = false
- $game_temp.battleback_name = $game_map.battleback_name
- $game_temp.forcing_battler = nil
- # 初始化战斗用事件解释器
- $game_system.battle_interpreter.setup(nil, 0)
- # 准备队伍
- @troop_id = $game_temp.battle_troop_id
- $game_troop.setup(@troop_id)
- # 生成角色命令窗口
- s1 = $data_system.words.attack
- s2 = $data_system.words.skill
- s3 = $data_system.words.guard
- s4 = $data_system.words.item
- s5 = WordChangeBattler
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
- @actor_command_window.y = 128
- @actor_command_window.back_opacity = 160
- @actor_command_window.active = false
- @actor_command_window.visible = false
- # 生成其它窗口
- @party_command_window = Window_PartyCommand.new
- @help_window = Window_Help.new
- @help_window.back_opacity = 160
- @help_window.visible = false
- @status_window = Window_BattleStatus.new
- @message_window = Window_Message.new
- # 生成活动块
- @spriteset = Spriteset_Battle.new
- # 初始化等待计数
- @wait_count = 0
- # 执行过渡
- if $data_system.battle_transition == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $data_system.battle_transition)
- end
- # 开始自由战斗回合
- start_phase1
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 刷新地图
- $game_map.refresh
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @actor_command_window.dispose
- @party_command_window.dispose
- @help_window.dispose
- @status_window.dispose
- @message_window.dispose
- if @skill_window != nil
- @skill_window.dispose
- end
- if @item_window != nil
- @item_window.dispose
- end
- if @actor_window != nil
- @actor_window.dispose
- end
- if @result_window != nil
- @result_window.dispose
- end
- # 释放活动块
- @spriteset.dispose
- # 标题画面切换中的情况
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- # 战斗测试或者游戏结束以外的画面切换中的情况
- if $BTEST and not $scene.is_a?(Scene_Gameover)
- $scene = nil
- end
- end
- # 战斗结束
- alias lpb_battle_end battle_end
- def battle_end(n)
- lpb_battle_end(n)
- $game_party.set_actor_to_normal
-
- # XXOO 解除战斗用状态(中途换下的队员)
- for actor in $game_party.actors2
- actor.remove_states_battle
- end
-
- end
- # 开始回合3
- alias lbp_start_phase3 start_phase3
- def start_phase3
- @changed_battler_id = []
- lbp_start_phase3
- end
- # 刷新角色命令回合画面
- def update_phase3
- # 敌人光标有效的情况下
- if @enemy_arrow != nil
- update_phase3_enemy_select
- # 角色光标有效的情况下
- elsif @actor_arrow != nil
- update_phase3_actor_select
- # 特技窗口有效的情况下
- elsif @skill_window != nil
- update_phase3_skill_select
- # 物品窗口有效的情况下
- elsif @item_window != nil
- update_phase3_item_select
- elsif @actor_window != nil
- update_phase3_battler_select
- # 角色指令窗口有效的情况下
- elsif @actor_command_window.active
- update_phase3_basic_command
- end
- end
- # 角色基本命令
- def update_phase3_basic_command
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 转向前一个角色的指令输入
- phase3_prior_actor
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 角色指令窗口光标位置分之
- case @actor_command_window.index
- when 0 # 攻击
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 设置行动
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 0
- # 开始选择敌人
- start_enemy_select
- when 1 # 特技
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 设置行动
- @active_battler.current_action.kind = 1
- # 开始选择特技
- start_skill_select
- when 2 # 防御
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 设置行动
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 1
- # 转向下一位角色的指令输入
- phase3_next_actor
- when 3 # 物品
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 设置行动
- @active_battler.current_action.kind = 2
- # 开始选择物品
- start_item_select
- when 4 # 换人
- $game_system.se_play($data_system.decision_se)
- @active_battler.current_action.set_change_battler
- start_battler_select
- end
- return
- end
- end
- # 开始角色选择
- def start_battler_select
- @actor_window = Window_Actor.new
- @actor_window.active = true
- @actor_window.index = 0
- @actor_window.help_window = @help_window
- @actor_command_window.active = false
- @actor_command_window.visible = false
- end
- # 结束角色选择
- def end_battler_select
- @actor_window.dispose
- @actor_window = nil
- @help_window.visible = false
- @actor_command_window.active = true
- @actor_command_window.visible = true
- end
- # 刷新角色选择
- def update_phase3_battler_select
- @actor_window.visible = true
- @actor_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- end_battler_select
- return
- end
- if Input.trigger?(Input::C)
- actor_id = @actor_window.actor_id
- if $game_party.get_actors_id.include?(actor_id) or
- $game_actors[actor_id].dead? or
- @changed_battler_id.include?(actor_id)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- @active_battler.current_action.change_to_battler = actor_id
- @changed_battler_id.push(actor_id)
- end_battler_select
- phase3_next_actor
- return
- end
- end
- # 行动方动画
- def update_phase4_step3
- if @active_battler.current_action.is_change_battler?
- @animation1_id = AnimationChangeBattler
- @target_battlers = []
- end
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- if @animation1_id == 0
- @active_battler.white_flash = true
- else
- @active_battler.animation_id = @animation1_id
- @active_battler.animation_hit = true
- end
- # 移至步骤 4
- @phase4_step = 4
- end
- # 对象方动画
- def update_phase4_step4
- if @active_battler.current_action.is_change_battler?
- actor1_id = @active_battler.current_action.change_to_battler
- actor2_id = @active_battler.id
- (0...$game_party.actors.size).each do |i|
- if $game_party.actors[i].id == actor2_id
- $game_party.change_actor(i,actor1_id)
- @active_battler = $game_actors[actor1_id]
- @status_window.refresh
- end
- end
- end
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- end
- # 限制动画长度、最低 8 帧
- @wait_count = 8
- # 移至步骤 5
- @phase4_step = 5
- end
- # 公共事件
- def update_phase4_step6
- @target_battlers.each do |target|
- if target.is_a?(Game_Actor) and target.dead? and
- !$game_party.other_actors.all?{|actor|actor.dead?}
- @actor_window = Window_Actor.new
- @actor_window.index = 0
- @actor_window.active = true
- @actor_window.help_window = @help_window
- actor_id = -1
- loop do
- Graphics.update
- Input.update
- @actor_window.update
- if Input.trigger?(Input::C)
- actor = $game_actors[@actor_window.actor_id]
- if actor.dead? or
- (@changed_battler_id.include?(actor.id) and
- target.current_action.change_to_battler != actor.id) or
- $game_party.actors.include?(actor)
- $game_system.se_play($data_system.buzzer_se)
- else
- actor_id = actor.id
- end
- end
- break if actor_id >= 0
- end
- @actor_window.visible = false
- @actor_window.dispose
- @actor_window = nil
- @help_window.visible = false
- (0...$game_party.actors.size).each do |i|
- if $game_party.actors[i].id == target.id
- $game_party.change_actor(i,actor_id)
- @status_window.refresh
- end
- end
- end
- end
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- # 公共事件 ID 有效的情况下
- if @common_event_id > 0
- # 设置事件
- common_event = $data_common_events[@common_event_id]
- $game_system.battle_interpreter.setup(common_event.list, 0)
- end
- # 移至步骤 1
- @phase4_step = 1
- end
- end
- class Window_MenuStatus
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 4
- y = i * 32
- actor = $game_party.actors[i]
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
- rect = Rect.new(0,0,bitmap.width/4,31)
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
- draw_actor_name(actor, x+36, y)
- draw_actor_state(actor, x + 136,y)
- draw_actor_hp(actor, x + 236, y,96)
- draw_actor_sp(actor, x + 336, y,96)
- end
- end
- def update_cursor_rect
- super
- end
- end
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