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[已经过期] 角色仓库的问题

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发表于 2016-10-3 20:33:18 | 显示全部楼层 |阅读模式

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本帖最后由 fjm 于 2016-10-3 22:22 编辑

怎样使仓库里的角色在不出战的情况下,也能获得和出战人员相同的经验


[pre lang="ruby"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Interpreter (分割定义 4)
#------------------------------------------------------------------------------
#  执行事件命令的解释器。本类在 Game_System 类
# 和 Game_Event 类的内部使用。
#==============================================================================
class Interpreter
    #--------------------------------------------------------------------------
    # ● 角色的替换
    #--------------------------------------------------------------------------
    def command_129
        # 获取角色
        actor = $game_actors[@parameters[0]]
        # 角色有效的情况下
        if actor != nil
            # 操作分支
            if @parameters[1] == 0
                if @parameters[2] == 1
                    $game_actors[@parameters[0]].setup(@parameters[0])
                end
                if $game_party.actors.size == 3
                    $game_party.add_actor(@parameters[0],2)
                else
                    $game_party.add_actor(@parameters[0])
                end
            else
                $game_party.remove_actor(@parameters[0],3)
            end
        end
        # 继续
        return true
    end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
[/pre]


[pre lang="ruby"]
  1. [code]#==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================
  4. #==============================================================================
  5. # ■ Interpreter (分割定义 4)
  6. #------------------------------------------------------------------------------
  7. #  执行事件命令的解释器。本类在 Game_System 类
  8. # 和 Game_Event 类的内部使用。
  9. #==============================================================================
  10. class Interpreter
  11.     #--------------------------------------------------------------------------
  12.     # ● 角色的替换
  13.     #--------------------------------------------------------------------------
  14.     def command_129
  15.         # 获取角色
  16.         actor = $game_actors[@parameters[0]]
  17.         # 角色有效的情况下
  18.         if actor != nil
  19.             # 操作分支
  20.             if @parameters[1] == 0
  21.                 if @parameters[2] == 1
  22.                     $game_actors[@parameters[0]].setup(@parameters[0])
  23.                 end
  24.                 if $game_party.actors.size == 3
  25.                     $game_party.add_actor(@parameters[0],2)
  26.                 else
  27.                     $game_party.add_actor(@parameters[0])
  28.                 end
  29.             else
  30.                 $game_party.remove_actor(@parameters[0],3)
  31.             end
  32.         end
  33.         # 继续
  34.         return true
  35.     end
  36. end
  37. #==============================================================================
  38. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  39. #==============================================================================
复制代码
[/code][/pre]
[pre lang="ruby"]#==============================================================================
# ■ chaochao的人物仓库ver1.02正式版
# 修改了Game_Party
# 功能:
# 用来存放角色的仓库……
# 召唤画面用$scene = Chaochao_Scene_Party.new
# 其它使用说明在代码里已经备注。
#------------------------------------------------------------------------------
# 作者:chaochao
# http://zhuchao.go1.icpcn.com
#==============================================================================
class Chaochao_Window_PartyLeft < Window_Selectable
  def initialize
    super(0, 0, 320, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    self.opacity = 160   
    refresh
  end
  def actor
    return @actors[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @actors = []
    for i in 0...$game_party.actors.size
      @actors.push($game_party.actors)
    end
   
    @item_max = 3
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, (row_max+1) * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    if @actors[index] != nil
      actor = @actors[index]
      text = @actors[index].name
      lv = @actors[index].level.to_s + " "
      if $game_party.chaochao.include?(actor.id) or $game_party.actors.size <= 1
        self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
      else
        self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
      end
      self.contents.draw_text(3, index * 32 + 32, 288, 32, text)
      self.contents.font.color = normal_color
      self.contents.font.size = 16
      self.contents.draw_text(3, index * 32 + 36, 264, 32,  "Lv:   ", 2)
      colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
      colory = [255.0000 / 60 * @actors[index].level,255].min
      self.contents.font.color = Color.new(colorx, colory, 0)
      self.contents.draw_text(3, index * 32 + 36, 288, 32,  lv, 2)
      self.contents.font.color = normal_color
      self.contents.font.size = 22
    else
      self.contents.draw_text(3, index * 32 + 32, 288, 32,  "空缺")
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy + 32
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  def item_max
    return @item_max
  end
  def actor?(index)
    return @actors[index] == nil ? false : true
  end
  def set_index(x)
    @index = x
  end
end

#------------------------------------------------------------------------------

class Chaochao_Window_PartyRight < Window_Selectable
  def initialize
    super(320, 0, 320, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    self.index = -1
    refresh
  end
  def actor
    return @actors[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @actors = []
    for i in 0...$game_party.actors2.size
      @actors.push($game_party.actors2)
    end
   
    @item_max = $game_party.actors2.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    elsif @item_max == 0
      
    end
  end
  def draw_item(index)
    actor = @actors[index]
    text = @actors[index].name
    lv = @actors[index].level.to_s + " "
    if $game_party.chaochao2.include?(actor.id) or $game_party.actors.size >= 4
        self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
      else
        self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
      end
    self.contents.draw_text(3, index * 32, 288, 32, text)
    self.contents.font.color = normal_color
    self.contents.font.size = 16
    self.contents.draw_text(3, index * 32 + 4, 264, 32,  "Lv:   ", 2)
    colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
    colory = [255.0000 / 60 * @actors[index].level,255].min
    self.contents.font.color = Color.new(colorx, colory, 0)
    self.contents.draw_text(3, index * 32 + 4, 288, 32,  lv, 2)
    self.contents.font.color = normal_color
    self.contents.font.size = 22
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  def item_max
    return @item_max
  end
  def actor?(index)
    return @actors[index] == nil ? false : true
  end
  def set_index(x)
    @index = x
  end
end

#------------------------------------------------------------------------------

class Chaochao_Window_PartyData < Window_Base
  
  def initialize
    super(0, 224, 640, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    @actor = nil
  end
  
  def set_actor(actor)
    self.contents.clear
    draw_actor_name(actor, 4, 0)
    draw_actor_state(actor, 140, 0)
    draw_actor_hp(actor, 284, 0)
    draw_actor_sp(actor, 460, 0)
    @actor = actor
    self.visible = true
  end
  def clear
    self.contents.clear
  end
end

#------------------------------------------------------------------------------

class Game_Party
  attr_reader   :actors2
  attr_reader   :chaochao#不能从队伍向备用角色移动的角色ID
  attr_reader   :chaochao2#不能从备用角色向队伍移动的角色ID
  def initialize
    @actors = []
    @gold = 0
    @steps = 0
    @items = {}
    @weapons = {}
    @armors = {}
    @actors2 = []
    @chaochao = [37]
    @chaochao2 = []
  end
  def add_actor(actor_id,type=1)#type为1是向队伍中添加,为2则相反。
    case type
    when 1
      if $game_actors[actor_id] != nil
        actor = $game_actors[actor_id]
        #如果队伍没有满和队伍中没有此角色
        if @actors.size < 4 and not @actors.include?(actor) and not @actors2.include?(actor)
          @actors.push(actor)
          $game_player.refresh
        end
      end
    when 2
      if $game_actors[actor_id] != nil
        actor = $game_actors[actor_id]
        #如果角色不在队伍中和不在备用角色队伍中的情况下
        #向备用角色中添加角色
        if not @actors.include?(actor) and not @actors2.include?(actor)
          @actors2.push(actor)
          $game_player.refresh
        end
      end
    end
  end
  
  def huanren(index,type=1)#type为1是从备用角色向队伍中移动,为2则相反。
    actor = $game_actors[index]
    case type
    when 1
      if @actors.size < 3 and @actors2.include?(actor) and not @chaochao2.include?(index) and not @actors.include?(actor)
        @actors.push(actor)
        @actors2.delete(actor)
        $game_system.se_play($data_system.decision_se)
        $game_player.refresh
      end
    when 2
      if @actors.include?(actor) and not @chaochao.include?(index) and not @actors2.include?(actor)
        @actors2.push(actor)
        @actors.delete(actor)
        $game_system.se_play($data_system.decision_se)
        $game_player.refresh
      end
    end
  end
  
  #type1,1是操作队伍中的角色能否向备用队伍移动,2则相反。
  #type2,1是添加不能移动的,2是删除不能移动的。
  def yidong(actor_id,type1,type2=1)
    case type2
    when 1
      case type1
      when 1
        @chaochao.push(actor_id)
      when 2
        @chaochao2.push(actor_id)
      end
    when 2
      case type1
      when 1
        @chaochao.delete(actor_id)
      when 2
        @chaochao2.delete(actor_id)
      end
    end
  end
  
  #type,1从队伍中离开,2从备用角色中离开,3从队伍和备用角色中离开。
  def remove_actor(actor_id,type=1)
    actor = $game_actors[actor_id]
    case type
    when 1
      @actors.delete(actor)
      $game_player.refresh
    when 2
      @actors2.delete(actor)
      $game_player.refresh
    when 3
      @actors.delete(actor)
      @actors2.delete(actor)
      $game_player.refresh
    end
  end
  
  def refresh
    new_actors = []
    new_actors2 = []
    for i in 0...@actors.size
      if $data_actors[@actors.id] != nil
        new_actors.push($game_actors[@actors.id])
      end
    end
    @actors = new_actors
    for i in 0...@actors2.size
      if $data_actors[@actors2.id] != nil
        new_actors2.push($game_actors[@actors2.id])
      end
    end
    @actors2 = new_actors2
  end
end

#------------------------------------------------------------------------------

class Chaochao_Scene_Party
  def main
    @left_temp_command = 0
    @right_temp_command = 0
    @temp = 0
    @left_window = Chaochao_Window_PartyLeft.new
    @left_window.active = true
    @right_window = Chaochao_Window_PartyRight.new
    @right_window.active = false
    @data_window = Chaochao_Window_PartyData.new
    update_data
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @left_window.dispose
    @right_window.dispose
    @data_window.dispose
  end
  
  def update
    @left_window.update
    @right_window.update
    @data_window.update
    update_command
    update_data
  end
  
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      #画面切换
      $scene = Scene_Map.new
      return
    end
    if @left_window.active
      update_left
      return
    end
    if @right_window.active
      update_right
      return
    end
  end
  
  def update_left
    if Input.trigger?(Input::RIGHT)
      if @right_window.item_max > 0
        @left_temp_command = @left_window.index
        @left_window.set_index(-1)
        $game_system.se_play($data_system.cursor_se)
        @left_window.active = false
        @right_window.active = true
        @left_window.refresh
        @right_window.refresh
        @right_window.set_index(@right_temp_command)
        return
      else
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    if Input.trigger?(Input::C)
      if @left_window.active and @left_window.actor?(@left_window.index) and $game_party.actors.size > 1 and not $game_party.chaochao.include?($game_party.actors[@left_window.index].id)
        $game_party.huanren($game_party.actors[@left_window.index].id,2)#type为1是从备用角色向队伍中移动,为2则相反。
        @left_window.refresh
        @right_window.refresh
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    return
  end
  
  def update_right
    if Input.trigger?(Input::LEFT)
      if @left_window.item_max > 0
        @right_temp_command = @right_window.index
        @right_window.set_index(-1)
        $game_system.se_play($data_system.cursor_se)
        @left_window.active = true
        @right_window.active = false
        @left_window.refresh
        @right_window.refresh
        @left_window.set_index(@left_temp_command)
        return
      else
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size >= 3
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @right_window.active and @right_window.actor?(@right_window.index) and not $game_party.chaochao2.include?($game_party.actors2[@right_window.index].id)
        $game_party.huanren($game_party.actors2[@right_window.index].id,1)#type为1是从备用角色向队伍中移动,为2则相反。
        if $game_party.actors2.size == 0
          @right_temp_command = @right_window.index
          @right_window.set_index(-1)
          $game_system.se_play($data_system.cursor_se)
          @left_window.active = true
          @right_window.active = false
          @left_window.refresh
          @right_window.refresh
          @left_window.set_index(@left_temp_command)
        end
        if @right_window.index > 0
          @right_window.set_index(@right_window.index-1)
        end
        @left_window.refresh
        @right_window.refresh
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    return
  end
  
  def update_data
    if @left_window.active
      if $game_party.actors[@left_window.index] != nil
        @data_window.set_actor($game_party.actors[@left_window.index])
      else
        @data_window.clear
      end
      return
    end
    if @right_window.active
      if $game_party.actors2[@right_window.index] != nil
        @data_window.set_actor($game_party.actors2[@right_window.index])
      else
        @data_window.clear
      end
      return
    end
  end
end
class Chaochao_Window_PartyData < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 224, 640, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 160
@actor = nil
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def set_actor(actor)
clear
@actor = actor

x = 4 + 32
y = 0
draw_actor_graphic(@actor, 32, 64)
self.contents.font.color = normal_color
self.contents.draw_text(x - 120 + 128, y, 120, 32, @actor.name, 2)
draw_actor_state(@actor, x + 64, y + 32)

x = 4
y = 72
draw_actor_level(@actor, x, y)
self.contents.draw_text(x - 236 + 160, y, 236, 32, @actor.class_name, 2)
draw_actor_hp(@actor, x, y + 32, 172)
draw_actor_sp(@actor, x, y + 64, 172)
self.contents.font.color = system_color
self.contents.draw_text(x, y + 96 , 80, 32, "EXP")
self.contents.draw_text(x, y + 128, 80, 32, "NEXP EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 72, y + 96 , 84, 32, @actor.exp_s, 2)
self.contents.draw_text(x + 72, y + 128, 84, 32, @actor.next_rest_exp_s, 2)

x = 224 - 16
for i in 0..6 do draw_actor_parameter(@actor, x, 32*i, i) end

x = 420 - 16
width = 96
self.contents.font.color = system_color
self.contents.draw_text(x-16, 32*0, width, 32, "裝備")
self.contents.draw_text(x-16, 32*1, width, 32, $data_system.words.weapon)
self.contents.draw_text(x-16, 32*2, width, 32, $data_system.words.armor1)
self.contents.draw_text(x-16, 32*3, width, 32, $data_system.words.armor2)
self.contents.draw_text(x-16, 32*4, width, 32, $data_system.words.armor3)
self.contents.draw_text(x-16, 32*5, width, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], x + 36, 32*1)
draw_item_name($data_armors[@actor.armor1_id] , x + 36, 32*2)
draw_item_name($data_armors[@actor.armor2_id] , x + 36, 32*3)
draw_item_name($data_armors[@actor.armor3_id] , x + 36, 32*4)
draw_item_name($data_armors[@actor.armor4_id] , x + 36, 32*5)
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
self.contents.clear
end
end[/pre]
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发表于 2016-10-4 07:25:40 | 显示全部楼层
参考这个对你有帮助吗?战斗换人脚本 加 角色不参战也能获得经验。[pre lang="ruby"]module LimBattlePlug

# 队伍最大人数
MaxPartySize = 8

# 出战人数
MaxBattlerSize = 1

# 换人语句
WordChangeBattler = "换人"

# 换人时播放的动画
AnimationChangeBattler = 0

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 = []
    @actors2.each do |actor|
      @actors.push(actor)
      break if @actors.size == MaxBattlerSize
    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 == id1
        id1_index = i
      elsif actor_id == 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(85, [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
  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.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.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[/pre]

点评

fjm
145行出问题了,注释掉以后感觉没有换人的功能了  发表于 2016-10-4 09:15
Vanyogin
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发表于 2016-10-4 10:29:44 | 显示全部楼层
加到仓库脚本后[pre lang="ruby"]class Scene_Battle
  alias start_phase56104 start_phase5
  def start_phase5
     start_phase56104
     # 敌人不是隐藏状态的情况下获得 EXP
     @exp104=0
     $game_troop.enemies.each{|enemy|@exp104 += enemy.exp if !enemy.hidden}
     $game_party.actors2.each{|actor|actor.exp += @exp104 if !actor.cant_get_exp?}
  end
end[/pre]

点评

fjm
你QQ多少,加个好友,我可以把你需要的图发给你  发表于 2016-10-4 13:44
OK  发表于 2016-10-4 12:23
fjm
剧情啥的我也做的很差,我只会画点图,要是有需要的话,我画的图你拿去用吧  发表于 2016-10-4 11:49
fjm
非常感谢,可以了  发表于 2016-10-4 11:42
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