module LimBattlePlug
# 队伍最大人数
MaxPartySize = 7
# 出战人数
MaxBattlerSize = 1
# 换人语句
WordChangeBattler = "更换精灵"
# 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 !@actors.include?(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 !@data.include?(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, [s2, s3, s4,s5])
@actor_command_window.y = 128+32
@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
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 0 # 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 1 # 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 2 # 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 3 # 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
def update_phase4_step1
# 隐藏帮助窗口
@help_window.visible = false
# 判定胜败
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 设置战斗事件
setup_battle_event
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
return
end
end
# 强制行动的战斗者存在的情况下
if $game_temp.forcing_battler != nil
# 在头部添加后移动
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# 未行动的战斗者不存在的情况下 (全员已经行动)
if @action_battlers.size == 0
# 开始同伴命令回合
start_phase2
return
end
# 初始化动画 ID 和公共事件 ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# 未行动的战斗者移动到序列的头部
@active_battler = @action_battlers.shift
# 如果已经在战斗之外的情况下
if @active_battler.index == nil
return
end
# 连续伤害
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
update_phase4_step5
update_phase4_step6
end
# 自然解除状态
@active_battler.remove_states_auto
# 刷新状态窗口
@status_window.refresh
# 移至步骤 2
@phase4_step = 2
end
# 对象方动画
def update_phase4_step4
if @active_battler.current_action.is_change_battler?
actor1_id = @active_battler.current_action.change_to_battler
actor2_id = @active_battler.id
(0...$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