level 1
你可以用一下队伍脚本,由于脚本太长你自己整理吧~
先定义块
#============================================================
module RB
end
module RB::Party
Words_Swap = "换人"
# 替补队员是否能在战斗胜利后获得 EXP 奖励,设置为 true 时可以获得奖励,设置
# 为 false 时则不能。
Get_Exp_Reserve = false
# 角色阵亡时,是否自动切换替补队员,设置为 true 则开启此功能。
Auto_Swap = false
end
#============================================================
# 后面的不怕冲突的话只要改一下基本脚本,当然最好就组合在一起,方便修改。
#============================================================
class Game_Temp
attr_accessor :gain_exp_flag
end
class Game_Party
attr_reader :battle_actors
alias old_ini initialize
def initialize
@leader_id = 0
@battle_actors = []
old_ini
end
def leader
return @leader_id == 0 ? nil : $game_actors[@leader_id]
end
def set_leader(actor_id)
@leader_id = actor_id
$game_player.refresh
$game_map.need_refresh = true
end
def actors
all_flag = !$game_temp.in_battle || (RB::Party::Get_Exp_Reserve && $game_temp.gain_exp_flag)
return all_flag ? @actors : @battle_actors
end
def all_actors
return @actors
end
def reserved_actors
return @actors - @battle_actors
end
#--------------------------------------------------------------------------
# ● 加入同伴
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# 获取角色
actor = $game_actors[actor_id]
# 同伴人数未满 4 人、本角色不在队伍中的情况下
unless @actors.include?(actor)
# 添加角色
@actors.push(actor)
@battle_actors.push(actor) if @battle_actors.size < 4
self.set_leader(actor.id) if self.leader.nil?
# 还原主角
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# ● 角色离开
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
actor = $game_actors[actor_id]
# 删除角色
@actors.delete(actor)
@battle_actors.delete(actor)
self.set_leader(self.actors[0].id) if self.leader == actor
# 还原主角
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● 设置初期同伴
#--------------------------------------------------------------------------
def setup_starting_members
@actors = []
@battle_actors = []
for i in $data_system.party_members
@actors.push($game_actors[i])
@battle_actors.push($game_actors[i]) if @battle_actors.size < 4
end
self.set_leader(@actors[0].id) unless @actors.empty?
end
#--------------------------------------------------------------------------
# ● 设置战斗测试用同伴
#--------------------------------------------------------------------------
def setup_battle_test_members
@actors = []
@battle_actors = []
for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.recover_all
@actors.push(actor)
@battle_actors.push(actor)
end
@items = {}
for i in 1...$data_items.size
if $data_items[i].name != ""
occasion = $data_items[i].occasion
if occasion == 0 or occasion == 1
@items[i] = 99
end
end
end
end
#--------------------------------------------------------------------------
# ● 同伴成员的还原
#--------------------------------------------------------------------------
def refresh
# 游戏数据载入后角色对像直接从 $game_actors
# 分离。
# 回避由于载入造成的角色再设置的问题。
new_actors = []
new_battle_actors = []
@actors.each do |actor|
if $data_actors[actor.id] != nil
new_actors.push($game_actors[actor.id])
end
end
@battle_actors.each do |actor|
if $data_actors[actor.id] != nil
new_battle_actors.push($game_actors[actor.id])
end
end
@actors = new_actors
@battle_actors = new_battle_actors
end
#--------------------------------------------------------------------------
# ● 全灭判定
#--------------------------------------------------------------------------
def all_dead?
# 同伴人数为 0 的情况下
if self.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for actor in self.actors
if actor.hp > 0
return false
end
end
# 全灭
return true
end
#--------------------------------------------------------------------------
# ● 对像角色的随机确定
# hp0 : 限制为 HP 0 的角色
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# 初始化轮流
roulette = []
# 循环
for actor in @battle_actors
# 符合条件的场合
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# 获取角色职业的位置 [位置]
position = $data_classes[actor.class_id].position
# 前卫的话 n = 4、中卫的话 n = 3、后卫的话 n = 2
n = 4 - position
# 添加角色的轮流 n 回
n.times do
roulette.push(actor)
end
end
end
# 轮流大小为 0 的情况
if roulette.size == 0
return nil
end
# 转轮盘赌,决定角色
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# ● 对像角色的顺序确定
# actor_index : 角色索引
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# 取得对像
actor = @battle_actors[actor_index]
# 对像存在的情况下
if actor != nil and actor.exist?
return actor
end
# 循环
for actor in @actors
# 对像存在的情况下
if actor.exist?
return actor
end
end
end
end
class Game_Actor
attr_reader :battle_disabled
def leader?
return self == $game_party.leader
end
def active
return $game_party.battle_actors.include?(self)
end
def battle_disabled=(bool)
@battle_disabled = bool
$game_party.battle_actors.delete(self) if bool
end
end
class Game_Player
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0 or $game_party.leader == nil
# 清除角色的文件名及对像
@character_name = ""
@character_hue = 0
# 分支结束
return
end
# 获取带头的角色
if $game_party.leader != nil
actor = $game_party.leader
# 设置角色的文件名及对像
@character_name = actor.character_name
@character_hue = actor.character_hue
# 初始化不透明度和合成方式子
@opacity = 255
@blend_type = 0
end
end
end
class Game_BattleAction
attr_accessor :reserved_actor_id
unless method_defined? :rb_clear_20150422
alias rb_clear_20150422 clear
def clear
rb_clear_20150422
@reserved_actor_id = 0
end
end
end
2015年12月04日 02点12分