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- 2007-10-8
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- 2008-12-8
⑥精研
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发表于 2007-12-22 15:11:36
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显示全部楼层
如果只是养宠物发展剧情那就跟风雪优游说得一样做成角色
如果是抓来战斗的话就用这个脚本……
#==============================================================================
# ■ Game_BattleAction
#------------------------------------------------------------------------------
# 处理行动 (战斗中的行动) 的类。这个类在 Game_Battler 类
# 的内部使用。
#==============================================================================
class Game_BattleAction
#--------------------------------------------------------------------------
# ● 随机目标 (敌人用)
#--------------------------------------------------------------------------
def decide_random_target_for_pet
# 效果范围的分支
if for_one_friend_hp0?
battler = $game_party.random_target_actor_hp0
elsif for_one_friend?
battler = $game_party.random_target_actor
else
battler = $game_troop.random_target_enemy
end
# 对像存在的话取得索引、
# 对像不存在的场合下清除行动
if battler != nil
@target_index = battler.index
else
clear
end
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :pet_id # 宠物的敌人ID号
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
#########################################################################
@pet_id = 0
#########################################################################
setup(actor_id)
end
end
#==============================================================================
# ■ Game_Pet
#------------------------------------------------------------------------------
# 处理宠物的类,专用。
#==============================================================================
class Game_Pet < Game_Battler
#--------------------------------------------------------------------------
# ● 初始化对像
# troop_id : 循环 ID
# member_index : 循环成员的索引
#--------------------------------------------------------------------------
def initialize(enemy_id)
super()
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
#--------------------------------------------------------------------------
# ● 获取敌人 ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# ● 获取索引
#--------------------------------------------------------------------------
def index
return @member_index
end
#--------------------------------------------------------------------------
# ● 获取名称
#--------------------------------------------------------------------------
def name
return $data_enemies[@enemy_id].name
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxHP
#--------------------------------------------------------------------------
def base_maxhp
return $data_enemies[@enemy_id].maxhp
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxSP
#--------------------------------------------------------------------------
def base_maxsp
return $data_enemies[@enemy_id].maxsp
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_str
return $data_enemies[@enemy_id].str
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_dex
return $data_enemies[@enemy_id].dex
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_agi
return $data_enemies[@enemy_id].agi
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_int
return $data_enemies[@enemy_id].int
end
#--------------------------------------------------------------------------
# ● 获取基本攻击力
#--------------------------------------------------------------------------
def base_atk
return $data_enemies[@enemy_id].atk
end
#--------------------------------------------------------------------------
# ● 获取基本物理防御
#--------------------------------------------------------------------------
def base_pdef
return $data_enemies[@enemy_id].pdef
end
#--------------------------------------------------------------------------
# ● 获取基本魔法防御
#--------------------------------------------------------------------------
def base_mdef
return $data_enemies[@enemy_id].mdef
end
#--------------------------------------------------------------------------
# ● 获取基本回避修正
#--------------------------------------------------------------------------
def base_eva
return $data_enemies[@enemy_id].eva
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取攻击方动画 ID
#--------------------------------------------------------------------------
def animation1_id
return $data_enemies[@enemy_id].animation1_id
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取对像方动画 ID
#--------------------------------------------------------------------------
def animation2_id
return $data_enemies[@enemy_id].animation2_id
end
#--------------------------------------------------------------------------
# ● 获取属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
# 状态能防御本属性的情况下效果减半
for i in @states
if $data_states.guard_element_set.include?(element_id)
result /= 2
end
end
# 过程结束
return result
end
#--------------------------------------------------------------------------
# ● 获取属性有效度
#--------------------------------------------------------------------------
def state_ranks
return $data_enemies[@enemy_id].state_ranks
end
#--------------------------------------------------------------------------
# ● 属性防御判定
# state_id : 状态 ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
return false
end
#--------------------------------------------------------------------------
# ● 获取普通攻击属性
#--------------------------------------------------------------------------
def element_set
return []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击的状态变化 (+)
#--------------------------------------------------------------------------
def plus_state_set
return []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击的状态变化 (-)
#--------------------------------------------------------------------------
def minus_state_set
return []
end
#--------------------------------------------------------------------------
# ● 获取行动
#--------------------------------------------------------------------------
def actions
return $data_enemies[@enemy_id].actions
end
#--------------------------------------------------------------------------
# ● 获取 EXP
#--------------------------------------------------------------------------
def exp
return $data_enemies[@enemy_id].exp
end
#--------------------------------------------------------------------------
# ● 获取金钱
#--------------------------------------------------------------------------
def gold
return $data_enemies[@enemy_id].gold
end
#--------------------------------------------------------------------------
# ● 获取物品 ID
#--------------------------------------------------------------------------
def item_id
return $data_enemies[@enemy_id].item_id
end
#--------------------------------------------------------------------------
# ● 获取武器 ID
#--------------------------------------------------------------------------
def weapon_id
return $data_enemies[@enemy_id].weapon_id
end
#--------------------------------------------------------------------------
# ● 获取放具 ID
#--------------------------------------------------------------------------
def armor_id
return $data_enemies[@enemy_id].armor_id
end
#--------------------------------------------------------------------------
# ● 获取宝物出现率
#--------------------------------------------------------------------------
def treasure_prob
return $data_enemies[@enemy_id].treasure_prob
end
#--------------------------------------------------------------------------
# ● 逃跑
#--------------------------------------------------------------------------
def escape
# 设置击中标志
@hidden = true
# 清除当前行动
self.current_action.clear
end
#--------------------------------------------------------------------------
# ● 变身
# enemy_id : 变身为的敌人 ID
#--------------------------------------------------------------------------
def transform(enemy_id)
# 更改敌人 ID
@enemy_id = enemy_id
# 更改战斗图形
@battler_name = $data_enemies[@enemy_id].battler_name
@battler_hue = $data_enemies[@enemy_id].battler_hue
# 在生成行动
make_action
end
#--------------------------------------------------------------------------
# ● 生成行动
#--------------------------------------------------------------------------
def make_action
# 清除当前行动
self.current_action.clear
# 无法行动的情况
unless self.movable?
# 过程结束
return
end
# 抽取现在有效的行动
available_actions = []
rating_max = 0
for action in self.actions
# 确认回合条件
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
# 确认 HP 条件
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# 确认等级条件
if $game_party.max_level < action.condition_level
next
end
# 确认开关条件
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# 符合条件 : 添加本行动
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# 最大概率值作为 3 合计计算(0 除外)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# 概率合计不为 0 的情况下
if ratings_total > 0
# 生成随机数
value = rand(ratings_total)
# 设置对应生成随机数的当前行动
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_pet
return
else
value -= action.rating - (rating_max - 3)
end
end
end
end
end
end
#==============================================================================
# ■ Sprite_Pet
#——————————————————————————————————————
# 全新定义
#==============================================================================
class Sprite_Pet < RPG::Sprite
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :battler # 战斗者
#--------------------------------------------------------------------------
# ● 初始化对像
# viewport : 显示端口;battler : 战斗者 (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, father_id = 0)
super(viewport)
@father_id = father_id
if $game_party.actors[father_id] != nil
if $game_party.actors[father_id].pet_id != 0
@battler = Game_Pet.new($game_party.actors[father_id].pet_id)
else
@battler = nil
end
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
if self.battler != nil
self.bitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
if $game_party.actors[@father_id].pet_id == 0
self.battler = nil
collapse
end
end
# 设置活动块的坐标
self.x = @father_id * 160 + 85
self.y = 400
self.z = 5
self.zoom_x = 0.6
self.zoom_y = 0.6
end
end
#==============================================================================
# ■ Spriteset_Battle
#------------------------------------------------------------------------------
# 处理战斗画面的活动块的类。本类在 Scene_Battle 类
# 的内部使用。
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :viewport1 # 敌人方的显示端口
attr_reader :viewport2 # 角色方的显示端口
#--------------------------------------------------------------------------
# ● 初始化变量
#--------------------------------------------------------------------------
def initialize
# 生成显示端口
@viewport1 = Viewport.new(0, 0, 640, 320)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
# 生成战斗背景活动块
@battleback_sprite = Sprite.new(@viewport1)
# 生成敌人活动块
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# 生成自己人活动块
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
###########################################################################
$pet_sprites = []
$pet_sprites.push(Sprite_Pet.new(@viewport2,0))
$pet_sprites.push(Sprite_Pet.new(@viewport2,1))
$pet_sprites.push(Sprite_Pet.new(@viewport2,2))
$pet_sprites.push(Sprite_Pet.new(@viewport2,3))
###########################################################################
# 生成天候
@weather = RPG::Weather.new(@viewport1)
# 生成图片活动块
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures))
end
# 生成计时器块
@timer_sprite = Sprite_Timer.new
# 刷新画面
update
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
# 如果战斗背景位图存在的情况下就释放
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
# 释放战斗背景活动块
@battleback_sprite.dispose
# 释放敌人活动块、角色活动块
###########################################################################
for sprite in @enemy_sprites + @actor_sprites + $pet_sprites
sprite.dispose
end
###########################################################################
# 释放天候
@weather.dispose
# 释放图片活动块
for sprite in @picture_sprites
sprite.dispose
end
# 释放计时器活动块
@timer_sprite.dispose
# 释放显示端口
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# ● 显示效果中判定
#--------------------------------------------------------------------------
def effect?
# 如果是在显示效果中的话就返回 true
for sprite in @enemy_sprites + @actor_sprites
return true if sprite.effect?
end
return false
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新角色的活动块 (对应角色的替换)
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
# 战斗背景的文件名与现在情况有差异的情况下
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
@battleback_sprite.src_rect.set(0, 0, 640, 320)
end
# 刷新战斗者的活动块
###########################################################################
for sprite in @enemy_sprites + @actor_sprites + $pet_sprites
sprite.update
end
###########################################################################
# 刷新天气图形
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
# 刷新图片活动块
for sprite in @picture_sprites
sprite.update
end
# 刷新计时器活动块
@timer_sprite.update
# 设置画面的色调与震动位置
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# 设置画面的闪烁色
@viewport4.color = $game_screen.flash_color
# 刷新显示端口
@viewport1.update
@viewport2.update
@viewport4.update
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
#############################################################################
def draw_actor_pet(actor, x, y)#——绘制宠物图形
if actor.pet_id != 0
bitmap = RPG::Cache.battler($data_enemies[actor.pet_id].battler_name, $data_enemies[actor.pet_id].battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#############################################################################
end
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
# 显示状态画面、完全规格的状态窗口。
#==============================================================================
class Window_Status < Window_Base
alias carol3_refresh refresh
def refresh
carol3_refresh
draw_actor_pet(@actor, 40, 250)
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 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
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@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
############################################################################
@pet_actor = []
for i in 0..3
if $pet_sprites.battler != nil
@pet_actor.push($pet_sprites.battler)
end
end
############################################################################
# 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 @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
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
# 无效化同伴指令窗口
@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
############################################################################
for enemy in @pet_actor
enemy.make_action
enemy.current_action.decide_random_target_for_pet
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)
end
############################################################################
for enemy in @pet_actor
@action_battlers.push(enemy)
end
############################################################################
# 添加角色到 @action_battlers 序列
for actor in $game_party.actors
@action_battlers.push(actor)
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
###########################################################################
if @active_battler.is_a?(Game_Pet)
# 移至步骤 2
@phase4_step = 2
else
# 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
###########################################################################
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
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Actor) or @active_battler.is_a?(Game_Pet)
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
else
if @active_battler.restriction == 3
$game_variables[2]+=1
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 = $game_party.smooth_target_actor(index)
end
end
# 设置对像方的战斗者序列
@target_battlers = [target]
# 应用通常攻击效果
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
# 防御的情况下
if @active_battler.current_action.basic == 1
# 帮助窗口显示"防御"
@help_window.set_text($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
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
#--------------------------------------------------------------------------
# ● 设置物品或特技对像方的战斗者
# scope : 特技或者是物品的范围
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($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 $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor) or @active_battler.is_a?(Game_Pet)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($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 $game_party.actors
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
class Sprite_Battler < RPG::Sprite
def update
super
# 战斗者为 nil 的情况下
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# 文件名和色相与当前情况有差异的情况下
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# 获取、设置位图
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
# 如果是战斗不能或者是隐藏状态就把透明度设置成 0
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
# 动画 ID 与当前的情况有差异的情况下
if @battler.damage == nil and
@battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# 应该被显示的角色的情况下
if @battler.is_a?(Game_Actor) and @battler_visible
# 不是主状态的时候稍稍降低点透明度
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# 明灭
if @battler.blink
blink_on
else
blink_off
end
# 不可见的情况下
unless @battler_visible
# 出现
if not @battler.hidden and not @battler.dead? and
(@battler.damage == nil or @battler.damage_pop)
appear
@battler_visible = true
end
end
# 可见的情况下
if @battler_visible
# 逃跑
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# 白色闪烁
if @battler.white_flash
whiten
@battler.white_flash = false
end
# 动画
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
animation(animation, @battler.animation_hit)
@battler.animation_id = 0
end
# 伤害
if @battler.damage_pop
damage(@battler.damage, @battler.critical)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
end
# korapusu
if @battler.damage == nil and @battler.dead?
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
@battler.pet_id = 0
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
# 设置活动块的坐标
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end |
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