本帖最后由 soulsaga 于 2019-7-6 16:00 编辑
#-------------------------------------------------------------------------- # ● 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_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
#--------------------------------------------------------------------------
# ● 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_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
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