Project1
标题:
审时度势,于战斗中更换武器!
[打印本页]
作者:
K’
时间:
2007-8-22 06:39
标题:
审时度势,于战斗中更换武器!
一个朋友说让人帮忙写脚本会有负罪感,于是捏,某K就发出来赚VV好了{/hx}
不算复杂的功能,实现起来挺麻烦,把SCENE_EQUIP的几个窗口搬进来了。。
时间匆忙,不知道有没有BUG ,有的话请尽快告诉我,感谢。
由于是战斗中调用,就把默认装备中显示能力变化的部分拿掉了,一切为了FPS嘛{/hx}(其实是偷懒)
武器带的属性最好不要超过3个,要是名字超长的1,2个就撑满窗口了。。。
冲突性未知,要整合请回复或者PM。
附:截图2张,范例1个,脚本N行
http://rpg.blue/upload_program/files/kk_changewp.rar
class Scene_Battle
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
#kk开始
s5 = "变更武器"
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4 , s5])
@actor_command_window.y = 128
#kk结束
@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 @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 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
#kk_开始
when 4 # 变更武器
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 3
# 开始选择武器
start_weapon_select
#kk_结束
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合)
#--------------------------------------------------------------------------
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
#kk开始
elsif @weapon_window != nil
update_phase3_weapon_select
#kk结束
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择武器)
#--------------------------------------------------------------------------
def update_phase3_weapon_select
# 设置物品窗口为可视状态
# @weapon_window.visible = true
# 刷新物品窗口
@weapon_window.update
# 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)
# 选择物品结束
end_weapon_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品窗口现在选择的物品资料
@weapon = @weapon_window.item
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
item = @weapon_window.item
@active_battler.equip(0, item == nil ? 0 : item.id)
@weapon_window.refresh
@actor_window.refresh
end
return
end
#--------------------------------------------------------------------------
# ● 开始选择武器
#--------------------------------------------------------------------------
def start_weapon_select
# 生成特技窗口
@weapon_window = Window_EquipItemk.new(@active_battler,0)
@actor_window = Window_EquipLeftk.new(@active_battler)
# 关联帮助窗口
@weapon_window.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_weapon_select
# 释放物品窗口
@weapon_window.dispose
@weapon_window = nil
@actor_window.dispose
@actor_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
class Window_EquipItemk < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(320, 64, 320, 256)
@actor = actor
@equip_type = equip_type
@column_max = 1
self.opacity = 160
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 添加可以装备的武器
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# 添加可以装备的防具
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# 添加空白
@data.push(nil)
# 生成位图、描绘全部项目
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 项目的描绘
# index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_EquipLeftk < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 320, 256)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 160
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_item_name($data_weapons[@actor.weapon_id], 132, 160)
self.contents.font.color = system_color
self.contents.draw_text(4, 160, 128, 32, "目前武器")
self.contents.draw_text(4, 192, 128, 32, "武器属性")
self.contents.font.color = Color.new(0,255,0)
element = ""
if @actor.weapon_id == 0
element = "无"
else
if $data_weapons[@actor.weapon_id].element_set[1] == nil
element = "无"
else
for i in 1...$data_weapons[@actor.weapon_id].element_set.size
element += $data_system.elements[$data_weapons[@actor.weapon_id].element_set[i]] + " "
end
end
end
self.contents.draw_text(132, 192, 128, 32, element)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
复制代码
[本贴由 叶舞枫 于 2008-1-24 21:53:29 进行了编辑]
作者:
K’
时间:
2007-8-22 06:39
标题:
审时度势,于战斗中更换武器!
一个朋友说让人帮忙写脚本会有负罪感,于是捏,某K就发出来赚VV好了{/hx}
不算复杂的功能,实现起来挺麻烦,把SCENE_EQUIP的几个窗口搬进来了。。
时间匆忙,不知道有没有BUG ,有的话请尽快告诉我,感谢。
由于是战斗中调用,就把默认装备中显示能力变化的部分拿掉了,一切为了FPS嘛{/hx}(其实是偷懒)
武器带的属性最好不要超过3个,要是名字超长的1,2个就撑满窗口了。。。
冲突性未知,要整合请回复或者PM。
附:截图2张,范例1个,脚本N行
http://rpg.blue/upload_program/files/kk_changewp.rar
class Scene_Battle
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
#kk开始
s5 = "变更武器"
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4 , s5])
@actor_command_window.y = 128
#kk结束
@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 @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 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
#kk_开始
when 4 # 变更武器
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 3
# 开始选择武器
start_weapon_select
#kk_结束
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合)
#--------------------------------------------------------------------------
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
#kk开始
elsif @weapon_window != nil
update_phase3_weapon_select
#kk结束
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择武器)
#--------------------------------------------------------------------------
def update_phase3_weapon_select
# 设置物品窗口为可视状态
# @weapon_window.visible = true
# 刷新物品窗口
@weapon_window.update
# 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)
# 选择物品结束
end_weapon_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品窗口现在选择的物品资料
@weapon = @weapon_window.item
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
item = @weapon_window.item
@active_battler.equip(0, item == nil ? 0 : item.id)
@weapon_window.refresh
@actor_window.refresh
end
return
end
#--------------------------------------------------------------------------
# ● 开始选择武器
#--------------------------------------------------------------------------
def start_weapon_select
# 生成特技窗口
@weapon_window = Window_EquipItemk.new(@active_battler,0)
@actor_window = Window_EquipLeftk.new(@active_battler)
# 关联帮助窗口
@weapon_window.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_weapon_select
# 释放物品窗口
@weapon_window.dispose
@weapon_window = nil
@actor_window.dispose
@actor_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
end
class Window_EquipItemk < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(320, 64, 320, 256)
@actor = actor
@equip_type = equip_type
@column_max = 1
self.opacity = 160
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# 添加可以装备的武器
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# 添加可以装备的防具
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# 添加空白
@data.push(nil)
# 生成位图、描绘全部项目
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 项目的描绘
# index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_EquipLeftk < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 320, 256)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 160
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_item_name($data_weapons[@actor.weapon_id], 132, 160)
self.contents.font.color = system_color
self.contents.draw_text(4, 160, 128, 32, "目前武器")
self.contents.draw_text(4, 192, 128, 32, "武器属性")
self.contents.font.color = Color.new(0,255,0)
element = ""
if @actor.weapon_id == 0
element = "无"
else
if $data_weapons[@actor.weapon_id].element_set[1] == nil
element = "无"
else
for i in 1...$data_weapons[@actor.weapon_id].element_set.size
element += $data_system.elements[$data_weapons[@actor.weapon_id].element_set[i]] + " "
end
end
end
self.contents.draw_text(132, 192, 128, 32, element)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
复制代码
[本贴由 叶舞枫 于 2008-1-24 21:53:29 进行了编辑]
作者:
蓝色蝴蝶
时间:
2007-8-22 06:52
提示:
作者被禁止或删除 内容自动屏蔽
作者:
doranikofu
时间:
2007-8-22 07:29
话说某只策划中的游戏 只给主角准备了一件武器
纯支持一下{/hx}
作者:
黑暗之神
时间:
2007-8-22 09:49
以下引用
蓝色蝴蝶于2007-8-21 22:52:09
的发言:
K' sama好厉害...........
PS 如果更换武器能消耗掉一个回合就好了,至少我是这么认为的..........
恩,在更换完武器后加上一句
phase3_next_actor
便完成了…
作者:
北大路花火
时间:
2007-8-23 00:50
提示:
作者被禁止或删除 内容自动屏蔽
作者:
白云
时间:
2007-8-23 01:22
提示:
作者被禁止或删除 内容自动屏蔽
作者:
叶舞枫
时间:
2008-1-25 05:53
这帖子挂得比较厉害……
VIP 3
http://rpg.blue/web/htm/news902.htm
作者:
Discry
时间:
2008-6-15 18:50
{/se}{/se}{/se}色魔
作者:
Discry
时间:
2008-6-15 18:51
没bug 很好
作者:
Discry
时间:
2008-12-1 02:22
k 最近过的怎么样啊
作者:
hykwf233
时间:
2009-3-17 09:14
楼主,这跟RTAB1.16战斗系统冲突,能否帮忙整合一下?
RTAB1.16战斗系统太长了,贴不出来。。。
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