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Lv1.梦旅人 彩色的银子
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把这个替换Scene_Battle 4
-_____-你要给光标我才行啊`````
- #==============================================================================
- # ■ Scene_Battle (分割定义 4)
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 开始主回合
- #--------------------------------------------------------------------------
- def start_phase4
- # 转移到回合 4
- @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
- if enemy.cp >= enemy.maxcp
- @action_battlers.push(enemy)
- end
- end
- # 添加角色到 @action_battlers 序列
- for actor in $game_party.actors
- if actor.cp >= actor.maxcp
- @action_battlers.push(actor)
- 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
- 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
- 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
- #--------------------------------------------------------------------------
- # ● 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
- @battler_cp.stop = true
- # 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
- # 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
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- 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
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- end
- # 设置对像方的战斗者序列
- @target_battlers = [target]
- # 应用通常攻击效果
- for target in @target_battlers
- target.attack_effect(@active_battler)
- end
- return
- end
- # 防御的情况下
- if @active_battler.current_action.basic == 1
- # 帮助窗口显示"防御"
- @help_window.set_text($data_system.words.guard, 1)
- 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("逃跑", 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
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置物品或特技对像方的战斗者
- # scope : 特技或者是物品的范围
- #--------------------------------------------------------------------------
- def set_target_battlers(scope)
- @battler_cp.stop = true
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($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 $game_troop.enemies
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- # 效果范围分支
- case scope
- when 1 # 敌单体
- index = @active_battler.current_action.target_index
- @target_battlers.push($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
- @battler_cp.stop = true
- # 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
- @active_battler.sp -= @skill.sp_cost
- # 刷新状态窗口
- @status_window.refresh
- # 在帮助窗口显示特技名
- @help_window.set_text(@skill.name, 1)
- # 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
- 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
- $game_party.lose_item(@item.id, 1)
- end
- # 在帮助窗口显示物品名
- @help_window.set_text(@item.name, 1)
- # 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 @active_battler.current_action.basic == 0 and
- @active_battler.current_action.kind == 0
- @active_battler.startactive = "移动"
- @_move_duration = Move_Duration
- ox,oy = @active_battler.screen_x,@active_battler.screen_y
- @oldxy = [@active_battler.screen_x,@active_battler.screen_y]
- while @_move_duration > 0
- Graphics.update
- Input.update
- @spriteset.update
- tag = [@target_battlers[0].screen_x,@target_battlers[0].screen_y]
- move(@active_battler, tag, ox, oy)
- @_move_duration -= 1
- end
- @active_battler.startactive = "待机"
- 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
- for target in @target_battlers
- target.animation_id = @animation2_id
- target.animation_hit = (target.damage != "Miss")
- 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
- # 刷新状态窗口
- @status_window.refresh
- # 对像方动画
- for target in @target_battlers
- #target.animation_id = @animation2_id
- #target.animation_hit = (target.damage != "Miss")
- if target.damage != nil
- target.damage_pop = true
- if target.damage != "Miss"
- r = rand(5)+10
- for i in 1..r
- Graphics.update
- Input.update
- update
- target.cp -= 1
- @battler_cp.ttbar[target].y = (142 - (target.cp * 135 / target.maxcp)) + 32-7
- end
- end
- end
- end
- if @active_battler.current_action.basic == 0 and
- @active_battler.current_action.kind == 0
- @active_battler.startactive = "返回"
- @_move_duration = Move_Duration
- ox,oy = @active_battler.screen_x - @active_battler.movex,\
- @active_battler.screen_y - @active_battler.movey
- while @_move_duration > 0
- Graphics.update
- Input.update
- @spriteset.update
- move(@active_battler, @oldxy, ox, oy, true)
- @_move_duration -= 1
- end
- @active_battler.startactive = "待机"
- end
- # 限制动画长度、最低 8 帧
- #@wait_count = 4
- # 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
- @phase4_step = 6
- return
- # 显示伤害
- for target in @target_battlers
- if target.damage != nil
- target.damage_pop = true
- if target.damage != "Miss"
- r = rand(5)+10
- for i in 1..r
- Graphics.update
- Input.update
- update
- target.cp -= 1
- @battler_cp.ttbar[target].y = (142 - (target.cp * 135 / target.maxcp)) + 32-7
- end
- end
- 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
- @battler_cp.stop = false
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- @battler_cp.refresh[@active_battler] = true
- @active_battler.cp = 0
- @active_battler.movex = 0
- @active_battler.movey = 0
- # 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
- #--------------------------------------------------------------------------
- # ● 移动 (攻击者) (被攻击者)#(active_battler.width / 2)
- #--------------------------------------------------------------------------
- def move(active_battler, target, ox, oy, 返回标记 = false)
- ta_x = target[0]
- ta_y = target[1]
- if 返回标记
- active_battler.movex = (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox) / @_move_duration
- active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy) / @_move_duration
- else
- if @active_battler.is_a?(Game_Enemy)
- active_battler.movex = (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox - (active_battler.width / 2.5)) / @_move_duration
- active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy - (active_battler.height / 5.5)) / @_move_duration
- else
- active_battler.movex = (active_battler.movex * (@_move_duration - 1) + ta_x.to_f - ox + (active_battler.width / 2.5)) / @_move_duration
- active_battler.movey = (active_battler.movey * (@_move_duration - 1) + ta_y.to_f - oy + (active_battler.height / 5.5)) / @_move_duration
- end
- end
- end
- end
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