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- # ■ Scene_Battle (分割定义 4)
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- Xianfengstate = 50
- module RPG
- class Weapon
- def name
- return @name.split(/@/)[2]
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 去后缀处理
- #--------------------------------------------------------------------------
- class Window_Base < Window
- def draw_item_name(item, x, y)
- if item == nil
- return
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 212, 32, item.name.split("@")[0])
- end
- end
- class Game_Enemy < Game_Battler
- def name
- return $data_enemies[@enemy_id].name.split("@")[0]
- end
- def ifQungong
- ###如果要改变敌人群体攻击属性的后缀,改下面
- return $data_enemies[@enemy_id].name.split("@")[1] == "群攻"
- end
- def ifXianfeng
- ###如果要改变敌人群体攻击属性的后缀,改下面
- return $data_enemies[@enemy_id].name.split("@")[2] == "仙风"
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 开始主回合
- #--------------------------------------------------------------------------
- def start_phase4
- # 转移到回合 4
- $game_variables[22] = 0
- $game_variables[33] = 0#策略清零
- $game_variables[34] = 0
- $game_variables[35] = 0
- $game_variables[36] = 0
- $game_variables[37] = 0
- $game_variables[21] = 0
- $game_switches[30] = true#連擊數
- @phase = 4
- # 回合数计数
- $game_temp.battle_turn += 1
- # 搜索全页的战斗事件
- for index in 0...$data_troops[@troop_id].pages.size
- # 获取事件页
- page = $data_troops[@troop_id].pages[index]
- # 本页的范围是 [回合] 的情况下
- if page.span == 1
- # 设置已经执行标志
- $game_temp.battle_event_flags[index] = false
- end
- end
- # 设置角色为非选择状态
- @actor_index = -1
- @active_battler = nil
- # 有效化同伴指令窗口
- @party_command_window.active = false
- @party_command_window.visible = false
- # 无效化角色指令窗口
- @actor_command_window.active = false
- @actor_command_window.visible = false
- # 设置主回合标志
- $game_temp.battle_main_phase = true
- # 生成敌人行动
- for enemy in $game_troop.enemies
- enemy.make_action
- end
- # 生成行动顺序
- make_action_orders
- # 移动到步骤 1
- @phase4_step = 1
- end
- #--------------------------------------------------------------------------
- # ● 生成行动循序
- #--------------------------------------------------------------------------
- def make_action_orders
- # 初始化序列 @action_battlers
- @action_battlers = []
- # 添加敌人到 @action_battlers 序列
- for enemy in $game_troop.enemies
- @action_battlers.push(enemy)
- if enemy.ifXianfeng
- @action_battlers.push(enemy)
- end
- end
- # 添加角色到 @action_battlers 序列
- for actor in $game_party.actors
- @action_battlers.push(actor)
- # weapon_id=$data_weapons[actor.weapon_id]
- # if @actor.weapon_id !=nil
- if (actor.current_action.basic == 0 and actor.restriction == 0 and $data_weapons[actor.weapon_id].name.split("@")[2] == "仙风")
- @action_battlers.push(actor)
- else
- if actor.state?(Xianfengstate)
- @action_battlers.push(actor)
- end
- end
- # end
- end
- # 确定全体的行动速度
- for battler in @action_battlers
- battler.make_action_speed
- end
- # 按照行动速度从大到小排列
- @action_battlers.sort! {|a,b|
- b.current_action.speed - a.current_action.speed }
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合)
- #--------------------------------------------------------------------------
- def update_phase4
- case @phase4_step
- when 1
- update_phase4_step1
- when 2
- update_phase4_step2
- when 3
- update_phase4_step3
- when 4
- update_phase4_step4
- when 5
- update_phase4_step5
- when 6
- update_phase4_step6
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 1 : 准备行动)
- #--------------------------------------------------------------------------
- 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
- if $game_variables[402] > 0
- $game_variables[402] -= 1
- end
- if $game_variables[402] == 0
- if $game_variables[401] == 0
- $game_variables[401] = rand(20)
- end
- if $game_variables[401] == 1
- $game_variables[401] = rand(10)+10
- end
- if $game_variables[401] == 2
- $game_variables[401] = rand(20)
- end
- if $game_variables[401] == 3
- $game_variables[401] = rand(10)+10
- end
- if $game_variables[401] <= 10
- $game_variables[401] = 0
- end
- if $game_variables[401] > 10 and $game_variables[151] <= 13
- $game_variables[401] = 1
- end
- if $game_variables[401] > 13 and $game_variables[151] <= 17
- $game_variables[401] = 2
- end
- if $game_variables[401] > 17 and $game_variables[151] <= 20
- $game_variables[401] = 3
- end
- $game_screen.weather($game_variables[401], 9, 1)
- start_phase2
- return
- end
- 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
- if $game_switches[35] == false and $game_variables[4] != 0
- @active_battler.damage_pop = true
- end
- end
- # 自然解除状态
- if @active_battler.state?(2) or @active_battler.state?(4) or
- @active_battler.state?(19) or @active_battler.state?(20) or
- @active_battler.state?(21) or @active_battler.state?(22)
- @active_battler.remove_states_auto
- end
- if $game_switches[35] == false and $game_switches[47] == true
- $game_switches[42] = true
- if $game_variables[60] == 2
- @help_window.set_text2(@active_battler.name + "擺脫了疑心計","","",1)
- @wait_count = 30
- end
- if $game_variables[60] == 4
- @help_window.set_text2(@active_battler.name + "擺脫了混亂計","","",1)
- @wait_count = 30
- end
- $game_switches[47] = false
- $game_variables[60] = 0
- end
-
-
- # 刷新状态窗口
- @status_window.refresh
- # 移至步骤 2
- @phase4_step = 2
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 2 : 开始行动)
- #--------------------------------------------------------------------------
- def update_phase4_step2
- # 如果不是强制行动
- unless @active_battler.current_action.forcing
- # 限制为 [敌人为普通攻击] 或 [我方为普通攻击] 的情况下
- if @active_battler.restriction == 2 or @active_battler.restriction == 3
- # 设置行动为攻击
- @active_battler.current_action.kind = 0
- @active_battler.current_action.basic = 0
- end
- # 限制为 [不能行动] 的情况下
- if @active_battler.restriction == 4
- # 清除行动强制对像的战斗者
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- # 清除对像战斗者
- @target_battlers = []
- # 行动种类分支
- case @active_battler.current_action.kind
- when 0 # 基本
- make_basic_action_result
- when 1 # 特技
- make_skill_action_result
- when 2 # 物品
- make_item_action_result
- end
- # 移至步骤 3
- if @phase4_step == 2
- @phase4_step = 3
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成基本行动结果
- #--------------------------------------------------------------------------
- def make_basic_action_result
- # 攻击的情况下
- if @active_battler.current_action.basic == 0
-
- # 设置攻击 ID
- @animation1_id = @active_battler.animation1_id
- @animation2_id = @active_battler.animation2_id
-
- #雷暴
- leiyu = 0
-
- if @active_battler.element_rate(13) == 50 #追风呼雷豹
- leiyu += 30
- end
- if @active_battler.element_rate(41) == 50
- leiyu += 7
- end
- if @active_battler.element_rate(42) == 50
- leiyu += 8
- end
- if @active_battler.element_rate(43) == 50
- leiyu += 9
- end
- if @active_battler.element_rate(44) == 50
- leiyu += 10
- end
- if @active_battler.element_rate(181) == 50
- leiyu += 100
- end
- if @active_battler.element_rate(351) == 50
- leiyu += 100
- end
- if $game_troop.random_target_enemy.element_rate(24) == 50
- leiyu -= 999
- end
- if $game_troop.random_target_enemy.element_rate(185) == 50
- leiyu -= 999
- end
- if $game_troop.random_target_enemy.element_rate(122) == 50
- leiyu -= 999
- end
-
- if @active_battler.element_rate(41) < 100 and rand(100) <= 10 + leiyu
- $game_variables[40] = 1
- end
- if @active_battler.element_rate(42) < 100 and rand(100) <= 10 + leiyu
- $game_variables[40] = 2
- end
- if @active_battler.element_rate(43) < 100 and rand(100) <= 10 + leiyu
- $game_variables[40] = 3
- end
- if @active_battler.element_rate(44) < 100 and rand(100) <= 10 + leiyu
- $game_variables[40] = 4
- end
- if @active_battler.element_rate(201) < 100 and rand(100) <= 30
- $game_variables[40] = 5
- end
- if @active_battler.element_rate(201) < 100 and rand(100) <= 30
- $game_variables[40] = 6
- end
-
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- if @active_battler.restriction == 3
- target = $game_troop.random_target_enemy
- elsif @active_battler.restriction == 2
- target = $game_party.random_target_actor
- else
- #雷玉
- if $game_variables[40] >= 1
- for actor in $game_party.actors
- if actor.exist?
- if $game_variables[201] != 5
- $game_switches[39] = true
- end
- if $game_variables[230] != 5
- $game_switches[39] = true
- end
- @target_battlers.push(actor)
- end
- end
- else
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- end
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- if @active_battler.restriction == 3
- target = $game_party.random_target_actor
- elsif @active_battler.restriction == 2
- target = $game_troop.random_target_enemy
- else
- #雷玉
- if $game_variables[40] >= 1
- for enemy in $game_troop.enemies
- if enemy.exist?
- if $game_variables[201] != 5
- $game_switches[39] = true
- end
- if $game_variables[230] != 5
- $game_switches[39] = true
- end
- @target_battlers.push(enemy)
- end
- end
- else
- if @active_battler.element_rate(214) == 50 and rand(100) < 50
- index = rand(5)
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- index = rand(5)
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- else
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- end
- end
- end
- if @target_battlers == []
- # 设置对像方的战斗者序列
- @target_battlers = [target]
- # 如果敌人有“群攻”标记
- if @active_battler.is_a?(Game_Enemy)
- if @active_battler.ifQungong
- if @active_battler.restriction == 0
- @target_battlers = []
- for target in $game_party.actors
- if target.exist?
- @target_battlers.push(target)
- end
- end
- end
- end
- end
- end
- # 如果角色标有群攻或者武器含有“群攻”标记
- if @active_battler.is_a?(Game_Actor)
- ###如果要改变武器群体攻击属性的后缀,改下面
- if $data_weapons[@active_battler.weapon_id].name.split("@")[1] == "群攻"
- if @active_battler.restriction == 0
- @target_battlers = []
- for target in $game_troop.enemies
- if target.exist?
- @target_battlers.push(target)
- end
- end
- end
- end
- end
-
-
- # 应用通常攻击效果
- for target in @target_battlers
- target.attack_effect(@active_battler)
- end
-
- if @active_battler.is_a?(Game_Actor)
- explus
- end
- text1 = "攻擊"
- text7 = ""
- if $game_switches[36] == true
- text1 = "會心一擊"
- end
-
- if $game_switches[37] == true
- text2 = " 烈風"
- text7 = "發動"
- end
-
- if $game_switches[38] == true
- text3 = " 斬擊"
- text7 = "發動"
- end
-
- if $game_switches[39] == true
- text4 = " 雷暴"
- text7 = "發動"
- end
-
- if $game_switches[40] == true
- text5 = " 冰霜"
- text7 = "發動"
- end
-
- if $game_switches[41] == true
- text6 = " 紅蓮"
- text7 = "發動"
- end
- if $game_switches[35] == false
- $game_switches[42] = true
- @help_window.set_text2(@active_battler.name + text1.to_s + text2.to_s +
- text3.to_s + text4.to_s + text5.to_s + text6.to_s + text7.to_s,"","",1)
- end
-
- #属性文字描述重置
- $game_switches[36] = false
- $game_switches[37] = false
- $game_switches[38] = false
- $game_switches[39] = false
- $game_switches[40] = false
- $game_switches[41] = false
-
- return
- end
- # 防御的情况下
- if @active_battler.current_action.basic == 1
- # 帮助窗口显示"防御"
- @help_window.set_text(@active_battler.name + "防禦", 1)
- Audio.se_play("Audio/SE/音效03-防御", 100, 100)
- # 回復值的表示
- @target_battlers.push(@active_battler)
- return
- end
- # 逃跑的情况下
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2
- # 帮助窗口显示"逃跑"
- #@help_window.set_text("劉備軍撤退!", 1)
- # 逃跑
- @active_battler.escape
- return
- end
- # 什么也不做的情况下
- if @active_battler.current_action.basic == 3
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置物品或特技对像方的战斗者
- # scope : 特技或者是物品的范围
- #--------------------------------------------------------------------------
- def set_target_battlers(scope)
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
-
- xushi = 0
- skill_leixing = 0
-
- if @skill.atk_f == 1 or @skill.atk_f == 2 or @skill.atk_f == 3
- skill_leixing = 1
- end
- #虚实
- if @active_battler.element_rate(97) < 100 and skill_leixing == 1
- xushi += 2
- end
-
- if @active_battler.element_rate(98) < 100 and skill_leixing == 1
- xushi += 3
- end
-
- if @active_battler.element_rate(99) < 100 and skill_leixing == 1
- xushi += 4
- end
-
- if @active_battler.element_rate(100) < 100 and skill_leixing == 1
- xushi += 5
- end
- if @active_battler.element_rate(262) < 100 and skill_leixing == 1
- xushi += 80
- end
- if @active_battler.element_rate(17) < 100 and skill_leixing == 1
- xushi += 100
- end
-
- if @active_battler.element_rate(232) < 100 and skill_leixing == 1
- xushi += 100
- end
-
- if xushi > 0
- xushi += 10
- end
-
- if rand(100) < xushi
- scope = 2
- end
-
- #黃帝內經
- if @active_battler.element_rate(30) == 50 and @skill.atk_f == 4 and rand(100) <= 50
- scope = 4
- end
- #治疗
- if @active_battler.element_rate(154) == 50 and @skill.atk_f == 4 and rand(100) <= 50
- scope = 4
- end
-
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 2 # 敌全体
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 4 # 我方全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- enemy = $game_troop.enemies[index]
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- when 6 # 我方全体 (HP 0)
- for enemy in $game_troop.enemies
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- if @active_battler.current_action.kind == 1
- xushi = 0
- skill_leixing = 0
-
- if @skill.atk_f == 1 or @skill.atk_f == 2 or @skill.atk_f == 3
- skill_leixing = 1
- end
- #虚实
- if @active_battler.element_rate(97) < 100 and skill_leixing == 1
- xushi += 2
- end
-
- if @active_battler.element_rate(98) < 100 and skill_leixing == 1
- xushi += 3
- end
-
- if @active_battler.element_rate(99) < 100 and skill_leixing == 1
- xushi += 5
- end
-
- if @active_battler.element_rate(100) < 100 and skill_leixing == 1
- xushi += 10
- end
-
- if @active_battler.element_rate(17) < 100 and skill_leixing == 1
- xushi += 100
- end
-
- if @active_battler.element_rate(222) < 100 and skill_leixing == 1
- xushi += 100
- end
-
- if @active_battler.element_rate(232) < 100 and skill_leixing == 1
- xushi += 100
- end
-
- if @active_battler.element_rate(262) < 100 and skill_leixing == 1
- xushi += 80
- end
- if xushi > 0
- xushi += 10
- end
-
- if rand(100) < xushi
- scope = 2
- end
-
- # 天雷
- #黃帝內經
- if @active_battler.element_rate(30) == 50 and @skill.atk_f == 4 and rand(100) <= 50
- scope = 4
- end
- #治疗
- if @active_battler.element_rate(154) == 50 and @skill.atk_f == 4 and rand(100) <= 50
- scope = 4
- end
- end
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 2 # 敌全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- when 3 # 我方单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- when 4 # 我方全体
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- actor = $game_party.actors[index]
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- end
- when 6 # 我方全体 (HP 0)
- for actor in $game_party.actors
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成特技行动结果
- #--------------------------------------------------------------------------
- def make_skill_action_result
- # 获取特技
- @skill = $data_skills[@active_battler.current_action.skill_id]
- # 如果不是强制行动
- unless @active_battler.current_action.forcing
- # 因为 SP 耗尽而无法使用的情况下
- #unless @active_battler.skill_can_use?(@skill.id)
- # 清除强制行动对像的战斗者
- #$game_temp.forcing_battler = nil
- # 移至步骤 1
- #@phase4_step = 1
- #return
- #end
- end
- # 消耗 SP
- #if @skill.atk_f == 6
- # @active_battler.sp = 0
- #end
- #if @skill.atk_f == 7
- # @active_battler.sp -= @skill.sp_cost
- #end
-
- # 设置动画 ID
- @animation1_id = @skill.animation1_id
- @animation2_id = @skill.animation2_id
- # 设置公共事件 ID
- @common_event_id = @skill.common_event_id
- # 设置对像侧战斗者
- set_target_battlers(@skill.scope)
- # 应用特技效果
- for target in @target_battlers
- target.skill_effect(@active_battler, @skill)
- end
- # 刷新状态窗口
- #@status_window.refresh
- # 在帮助窗口显示特技名
- if $game_switches[35] == false
- $game_switches[42] = true
- jicewenzi = "使用"
- shenmou = ""
- if $game_switches[76] == true
- shenmou = " 會心一擊"
- end
- $game_switches[76] = false
- if @skill.atk_f == 0
- jicewenzi = "佈置"
- end
- @help_window.set_text2(@active_battler.name + jicewenzi + @skill.name + shenmou,"","", 1)
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 生成物品行动结果
- #--------------------------------------------------------------------------
- def make_item_action_result
- # 获取物品
- @item = $data_items[@active_battler.current_action.item_id]
- # 因为物品耗尽而无法使用的情况下
- unless $game_party.item_can_use?(@item.id)
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- # 消耗品的情况下
- if @item.consumable
- # 使用的物品减 1
- if @active_battler.element_rate(113) < 100
-
- else
- $game_party.lose_item(@item.id, 1)
- end
- end
- # 在帮助窗口显示物品名
- if $game_switches[35] == false
- $game_switches[42] = true
- @help_window.set_text2(@active_battler.name + "使用" + @item.name,"","", 1)
- end
- # 设置动画 ID
- @animation1_id = @item.animation1_id
- @animation2_id = @item.animation2_id
- # 设置公共事件 ID
- @common_event_id = @item.common_event_id
- # 确定对像
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- # 设置对像侧战斗者
- set_target_battlers(@item.scope)
- # 应用物品效果
- for target in @target_battlers
- target.item_effect(@item)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 3 : 行动方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step3
- if $game_switches[35] == false
- # 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
-
- if $game_variables[23] != 0
- @active_battler.animation_id = $game_variables[23]
- end
- end
-
- end
- # 设置头像
- if @active_battler.is_a?(Game_Actor)
- @head_window_left.set_actor_head(@active_battler)
- elsif @active_battler.is_a?(Game_Enemy)
- @head_window_right.set_enemy_head(@active_battler)
- end
- # 移至步骤 4
- @phase4_step = 4
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # 对像方动画
- for target in @target_battlers
- target.animation_id = @animation2_id
-
- if $game_variables[40] >= 1
- $game_variables[39] = 203
- end
-
- if $game_variables[39] != 0
- target.animation_id = $game_variables[39]
- end
-
-
- target.animation_hit = (target.damage != "Miss")
- end
- # 设置头像
- if target.is_a?(Game_Actor)
- @head_window_left.set_actor_head(target)
- elsif target.is_a?(Game_Enemy)
- @head_window_right.set_enemy_head(target)
- end
- # 移至步骤 5
- @phase4_step = 5
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 5 : 显示伤害)
- #--------------------------------------------------------------------------
- def update_phase4_step5
- # 隐藏帮助窗口
- @help_window.visible = false
- #觉醒动画
- if $game_variables[2] == 2
- @active_battler.animation_id = 282
- @active_battler.animation_hit = true
- @active_battler.add_state(14)
- end
-
- if $game_variables[3] == 2
- for target in @target_battlers
- target.animation_id = 282
- target.animation_hit = true
- target.add_state(14)
- end
- end
- # 刷新状态窗口
- @status_window.refresh
- # 显示伤害
- for target in @target_battlers
- if target.damage != nil
- target.damage_pop = true
- end
- end
- if $game_variables[6] == 265
- for target in @target_battlers
- target.animation_id = 265
- target.animation_hit = true
- @wait_count = 8
- target.hp = 9999
- end
- end
- #文字顯示
- if target != nil
- if $game_switches[35] == false and target.hp == 0
- @help_window.set_text2("","",@active_battler.name + "擊敗了" + target.name,1)
- # 限制动画长度、最低 8 帧
- @wait_count = 20
- end
- end
-
- # 移至步骤 6
- @phase4_step = 6
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 6 : 刷新)
- #--------------------------------------------------------------------------
- def update_phase4_step6
- # 清除强制行动对像的战斗者
-
-
-
- $game_variables[2] = 0
- $game_variables[3] = 0
- $game_variables[6] = 0
- $game_variables[23] = 0
- $game_variables[39] = 0
- $game_variables[40] = 0
- $game_switches[44] = false
-
- $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
- # 刷新状态窗口
- @status_window.refresh
- #連擊判斷
- #if $game_switches[30] == true and $game_switches[32] == true
- if $game_variables[22] > 0
- $game_variables[22] -= 1
- @phase4_step = 2
- if judge
- # 胜利或者失败的情况下 : 过程结束
- return
- end
- else
- ###为二次攻击者重新设置动作
- if @active_battler.is_a?(Game_Enemy)
- @active_battler.make_action
- end
- # 移至步骤 1
- @phase4_step = 1
- $game_switches[30] = true
- end
- # 自然解除状态
- if not @active_battler.state?(2) and not @active_battler.state?(4) and
- not @active_battler.state?(19) and not @active_battler.state?(20) and
- not @active_battler.state?(21) and not @active_battler.state?(22)
- @active_battler.remove_states_auto
- end
- if $game_switches[35] == false and $game_switches[47] == true
- $game_switches[42] = true
- case $game_variables[60]
- when 5,6,7,8,9,10,11,12,13
- @help_window.set_text2(@active_battler.name + "能力恢复正常","","",1)
- @wait_count = 30
- end
- if $game_variables[60] == 3
- @help_window.set_text2(@active_battler.name + "擺脫了離間計","","",1)
- @wait_count = 30
- end
- $game_switches[47] = false
- $game_variables[60] = 0
- end
-
- end
- end
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