设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 4033|回复: 2
打印 上一主题 下一主题

[已经过期] 一个小小的脚本问题

[复制链接]

Lv1.梦旅人

梦石
0
星屑
50
在线时间
22 小时
注册时间
2012-1-26
帖子
31
跳转到指定楼层
1
发表于 2012-12-22 11:21:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有帐号?注册会员

x
如何设置一个角色在受伤死亡时不同的音效。

Lv2.观梦者 (暗夜天使)

梦石
0
星屑
266
在线时间
2355 小时
注册时间
2009-3-13
帖子
2309

贵宾

2
发表于 2012-12-22 13:33:40 | 只看该作者
本帖最后由 Sion 于 2012-12-22 13:38 编辑

音效文件需要放在SE文件夹里;脚本里的示例诸如"V_ACT1_START_1","V_ACT1_START_2",这些都是音效文件名。
  1. #==============================================================================
  2. # +++ MOG - Battle Cry (V1.0) +++
  3. #==============================================================================
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #==============================================================================
  7. # Sistema de execução de multiplas vozes aleatórias durante a batalha.
  8. # O sistema funciona tanto para inimigos como para os personagens.
  9. #===============================================================================
  10. module MOG_BATTLE_CRY
  11.   
  12.   # Não modifique essa parte.
  13.   # ☢CAUTION!!☢ Don't Touch.^_^
  14.   ACTOR_SKILL = []
  15.   ACTOR_ITEM = []
  16.   ACTOR_GENERAL_ACTION = []
  17.   ACTOR_DAMAGE = []
  18.   ACTOR_RECOVER = []
  19.   ACTOR_DEFEATED = []
  20.   ACTOR_BATTLE_START = []  
  21.   ACTOR_BATTLE_END = []
  22.   ACTOR_BATTLE_ESCAPE = []
  23.   ACTOR_TURN_ACTIVE = []  
  24.   ENEMY_SKILL = []
  25.   ENEMY_GENERAL_ACTION = []
  26.   ENEMY_DAMAGE = []
  27.   ENEMY_RECOVER = []
  28.   ENEMY_DEFEATED = []
  29.   
  30.   # ----------------------------------------------------------------------------
  31.   #  定义音量.
  32.   VOLUME = 130
  33.   
  34.   # 整体设置的例子如下
  35.   #
  36.   # ACTOR_SKILL[ A ] = {  B1=>["C","C","C"], B2=>["C","C","C"] }
  37.   # ENEMY_DAMAGE[ A ] = ["C","C","C"]
  38.   # A - 行动者的ID.
  39.   # B - 技能的ID. (如果有必要)
  40.   # C - 音效文件名.
  41.   
  42.   
  43.   #----------------------------------------------------------------------------
  44.   # BATTLE START
  45.   #----------------------------------------------------------------------------  
  46.   ACTOR_BATTLE_START[1] = ["V_ACT1_START_1","V_ACT1_START_2"]
  47.   ACTOR_BATTLE_START[2] = ["V_ACT2_START_1","V_ACT2_START_2","V_ACT2_START_3"]
  48.   ACTOR_BATTLE_START[3] = ["V_ACT3_START_1","V_ACT3_START_2"]
  49.   ACTOR_BATTLE_START[4] = ["V_ACT4_START_1","V_ACT4_START_2","V_ACT4_START_3"]
  50.   
  51.   #----------------------------------------------------------------------------
  52.   # BATTLE END
  53.   #----------------------------------------------------------------------------   
  54.   ACTOR_BATTLE_END[1] = ["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  55.   ACTOR_BATTLE_END[2] = ["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"]
  56.   ACTOR_BATTLE_END[3] = ["V_ACT3_WIN_1","V_ACT3_WIN_2","V_ACT3_WIN_3"]
  57.   ACTOR_BATTLE_END[4] = ["V_ACT4_WIN_1","V_ACT4_WIN_2"]
  58.   
  59.   #----------------------------------------------------------------------------
  60.   # BATTLE ESCAPE
  61.   #----------------------------------------------------------------------------      
  62.   ACTOR_BATTLE_ESCAPE[1] = ["V_ACT1_SKILL_9"]
  63.   ACTOR_BATTLE_ESCAPE[2] = ["V_ACT2_SKILL_4"]
  64.   ACTOR_BATTLE_ESCAPE[3] = ["V_ACT3_SKILL_4"]
  65.   ACTOR_BATTLE_ESCAPE[4] = ["V_ACT4_SKILL_7"]
  66.   
  67.   #----------------------------------------------------------------------------
  68.   # ACTOR TURN ACTIVE (只用于脚本:MOG AT SYSTEM)
  69.   #----------------------------------------------------------------------------
  70.   ACTOR_TURN_ACTIVE[1] = ["V_ACT1_TURN_1","V_ACT1_TURN_2","V_ACT1_TURN_3"]
  71.   ACTOR_TURN_ACTIVE[2] = ["V_ACT2_TURN_1","V_ACT2_TURN_2","V_ACT2_TURN_3"]
  72.   ACTOR_TURN_ACTIVE[3] = ["V_ACT3_TURN_1","V_ACT3_TURN_2","V_ACT3_TURN_3"]
  73.   ACTOR_TURN_ACTIVE[4] = ["V_ACT4_TURN_1","V_ACT4_TURN_2","V_ACT4_TURN_3"]
  74.   
  75.   
  76.   #----------------------------------------------------------------------------
  77.   # ACTOR SKILL
  78.   #----------------------------------------------------------------------------
  79.   ACTOR_SKILL[1] = {
  80.   1=>["V_ACT1_ATTACK_1","V_ACT1_ATTACK_2","V_ACT1_ATTACK_3"],
  81.   2=>["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  82.   }  
  83.   
  84.   ACTOR_SKILL[2] = {
  85.   1=>["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"],
  86.   2=>["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"],
  87.   26=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  88.   29=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  89.   32=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  90.   33=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  91.   }
  92.   
  93.   ACTOR_SKILL[3] = {
  94.   1=>["V_ACT3_ATTACK_1","V_ACT3_ATTACK_2","V_ACT3_ATTACK_3"],
  95.   2=>["V_ACT3_SKILL_4"],
  96.   26=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  97.   76=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  98.   77=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  99.   78=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"]
  100.   }
  101.   
  102.   ACTOR_SKILL[4] = {
  103.   1=>["V_ACT4_ATTACK_1","V_ACT4_ATTACK_2","V_ACT4_ATTACK_3"],
  104.   2=>["V_ACT4_SKILL_3","V_ACT4_SKILL_8"],
  105.   51=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  106.   53=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  107.   61=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  108.   66=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  109.   74=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"]
  110.   }
  111.   
  112.   #----------------------------------------------------------------------------
  113.   # ACTOR ITEM
  114.   #----------------------------------------------------------------------------
  115.   ACTOR_ITEM[1] = {
  116.   1=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 2=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  117.   3=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 4=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  118.   5=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 6=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  119.   7=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 8=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  120.   17=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"]
  121.   }  
  122.   
  123.   ACTOR_ITEM[2] = {
  124.   1=>["V_ACT2_RECOVER_2"],  2=>["V_ACT2_RECOVER_2"],  3=>["V_ACT2_RECOVER_2"],
  125.   4=>["V_ACT2_RECOVER_2"],  5=>["V_ACT2_RECOVER_2"],  6=>["V_ACT2_RECOVER_2"],
  126.   7=>["V_ACT2_RECOVER_2"],  8=>["V_ACT2_RECOVER_2"],  17=>["V_ACT2_RECOVER_2"]
  127.   }
  128.   
  129.   ACTOR_ITEM[3] = {
  130.   1=>["V_ACT3_WIN_2"],  2=>["V_ACT3_WIN_2"],  3=>["V_ACT3_WIN_2"],
  131.   4=>["V_ACT3_WIN_2"],  5=>["V_ACT3_WIN_2"],  6=>["V_ACT3_WIN_2"],
  132.   7=>["V_ACT3_WIN_2"],  8=>["V_ACT3_WIN_2"],  17=>["V_ACT3_WIN_2"]
  133.   }  
  134.    
  135.   ACTOR_ITEM[4] = {
  136.   1=>["V_ACT4_START_3"],  2=>["V_ACT4_START_3"],  3=>["V_ACT4_START_3"],
  137.   4=>["V_ACT4_START_3"],  5=>["V_ACT4_START_3"],  6=>["V_ACT4_START_3"],
  138.   7=>["V_ACT4_START_3"],  8=>["V_ACT4_START_3"],  17=>["V_ACT4_START_3"]
  139.   }  
  140.   
  141.   #----------------------------------------------------------------------------
  142.   # ACTOR GENERAL ACTION *( STANDARD / FOR ALL SKILLS / ITEMS)
  143.   #----------------------------------------------------------------------------  
  144.   # 此处处理未定义的ACTOR SKILLS / ITEMS音效,如果不需要,也可以不填
  145.   ACTOR_GENERAL_ACTION[2] = ["V_ACT2_DAMAGE_1","V_ACT2_DAMAGE_2","V_ACT2_DAMAGE_3"]
  146.   
  147.   #----------------------------------------------------------------------------
  148.   # ACTOR DAMAGE
  149.   #----------------------------------------------------------------------------
  150.   ACTOR_DAMAGE[1] = ["V_ACT1_DAMAGE_1","V_ACT1_DAMAGE_2"]
  151.   ACTOR_DAMAGE[2] = ["V_ACT2_DAMAGE_1","V_ACT2_DAMAGE_2","V_ACT2_DAMAGE_3"]
  152.   ACTOR_DAMAGE[3] = ["V_ACT3_DAMAGE_1","V_ACT3_DAMAGE_2","V_ACT3_DAMAGE_3"]
  153.   ACTOR_DAMAGE[4] = ["V_ACT4_DAMAGE_1","V_ACT4_DAMAGE_2","V_ACT4_DAMAGE_3"]
  154.    
  155.   #----------------------------------------------------------------------------
  156.   # ACTOR RECOVER
  157.   #----------------------------------------------------------------------------
  158.   ACTOR_RECOVER[1] = ["V_ACT1_RECOVER_1","V_ACT1_RECOVER_2"]
  159.   ACTOR_RECOVER[2] = ["V_ACT2_RECOVER_1","V_ACT2_RECOVER_2"]
  160.   ACTOR_RECOVER[3] = ["V_ACT3_RECOVER_1","V_ACT3_RECOVER_2"]
  161.   ACTOR_RECOVER[4] = ["V_ACT4_RECOVER_1","V_ACT4_RECOVER_2"]
  162.   
  163.   #----------------------------------------------------------------------------
  164.   # ACTOR DEFEATED
  165.   #----------------------------------------------------------------------------
  166.   ACTOR_DEFEATED[1] = ["V_ACT1_DEFEAT_1"]
  167.   ACTOR_DEFEATED[2] = ["V_ACT2_DEFEAT_1"]
  168.   ACTOR_DEFEATED[3] = ["V_ACT3_DEFEAT_1"]
  169.   ACTOR_DEFEATED[4] = ["V_ACT4_DEFEAT_1","V_ACT4_DEFEAT_2"]  
  170.   
  171.   #----------------------------------------------------------------------------
  172.   # ENEMY SKILL
  173.   #----------------------------------------------------------------------------
  174.   ENEMY_SKILL[7] = {
  175.   135=>["V_ENE1_SKILL_3"],
  176.   }   
  177.   
  178.   #----------------------------------------------------------------------------
  179.   # ENEMY GENERAL SKILLS
  180.   #----------------------------------------------------------------------------  
  181.   ENEMY_GENERAL_ACTION[7] = ["V_ENE1_ATTACK_1","V_ENE1_ATTACK_2","V_ENE1_ATTACK_3"]
  182.   
  183.   #----------------------------------------------------------------------------
  184.   # ENEMY DAMAGE
  185.   #----------------------------------------------------------------------------
  186.   ENEMY_DAMAGE[7] = ["V_ENE1_DAMAGE_1","V_ENE1_DAMAGE_2","V_ENE1_DAMAGE_3"]
  187.   
  188.   #----------------------------------------------------------------------------
  189.   # ENEMY RECOVER
  190.   #----------------------------------------------------------------------------
  191.   ENEMY_RECOVER[7] = []
  192.   
  193.   #----------------------------------------------------------------------------
  194.   # ENEMY DEFEATED
  195.   #----------------------------------------------------------------------------
  196.   ENEMY_DEFEATED[7] =  ["V_ENE1_DEFEAT_1"]

  197. end

  198. # 以上定义需要自己修改后使用。请确保指定的音效文件存在于SE文件夹中。

  199. #===============================================================================
  200. # ■ Battle Cry
  201. #===============================================================================
  202. module BATTLE_CRY
  203.   
  204.   include MOG_BATTLE_CRY
  205.   
  206.   #--------------------------------------------------------------------------
  207.   # ● Execute Battle Cry
  208.   #--------------------------------------------------------------------------      
  209.   def execute_battle_cry(type = 0, skill_id = nil, battler = nil)
  210.       @type = type
  211.       @skill_id = skill_id
  212.       [url=home.php?mod=space&uid=133701]@battler[/url] = battler
  213.       case @type
  214.          when 0 # START #
  215.            check_members_alive
  216.            voice_list = ACTOR_BATTLE_START[@battler.id] rescue nil         
  217.          when 1 # END   #
  218.             check_members_alive
  219.             voice_list = ACTOR_BATTLE_END[@battler.id] rescue nil         
  220.          when 2 # SKILL #
  221.             if @battler.is_a?(Game_Actor)
  222.                voice = ACTOR_SKILL[@battler.id] rescue nil     
  223.             else  
  224.                voice = ENEMY_SKILL[@battler.enemy_id] rescue nil
  225.             end
  226.             voice_list = voice[@skill_id] rescue nil
  227.             if voice_list == nil # GENERAL ACTION
  228.                if @battler.is_a?(Game_Actor)
  229.                   voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  230.                else  
  231.                   voice_list = ENEMY_GENERAL_ACTION[@battler.enemy_id] rescue nil
  232.                end
  233.             end  
  234.          when 3 # DAMAGE #
  235.             if @battler.hp > 0
  236.                if @battler.is_a?(Game_Actor)
  237.                   voice_list = ACTOR_DAMAGE[@battler.id] rescue nil     
  238.                else  
  239.                   voice_list = ENEMY_DAMAGE[@battler.enemy_id] rescue nil
  240.                end            
  241.             else # DEFEATED #
  242.                if @battler.is_a?(Game_Actor)
  243.                   voice_list = ACTOR_DEFEATED[@battler.id] rescue nil     
  244.                else  
  245.                   voice_list = ENEMY_DEFEATED[@battler.enemy_id] rescue nil
  246.                end                        
  247.             end
  248.          when 4 # RECOVER #
  249.               if @battler.is_a?(Game_Actor)
  250.                  voice_list = ACTOR_RECOVER[@battler.id] rescue nil     
  251.               else  
  252.                  voice_list = ENEMY_RECOVER[@battler.enemy_id] rescue nil
  253.               end            
  254.          when 5 # ITEM #
  255.                voice = ACTOR_ITEM[@battler.id] rescue nil     
  256.                voice_list = voice[@skill_id] rescue nil
  257.             if voice_list == nil # GENERAL SKILLS
  258.                voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  259.             end         
  260.          when 6 # START #
  261.                check_members_alive
  262.                voice_list = ACTOR_BATTLE_ESCAPE[@battler.id] rescue nil
  263.          when 7 # TURN #
  264.                voice_list = ACTOR_TURN_ACTIVE[@battler.id] rescue nil            
  265.       end
  266.       play_battle_cry(voice_list)
  267.       check_battle_addons
  268.   end
  269.   
  270.   #--------------------------------------------------------------------------
  271.   # ● Play Battle Cry
  272.   #--------------------------------------------------------------------------      
  273.   def play_battle_cry(voice_list)
  274.       return if voice_list == nil
  275.       voice_id = voice_list[rand(voice_list.size)]
  276.       Audio.se_play("Audio/SE/" + voice_id.to_s,VOLUME,100) rescue nil      
  277.   end
  278.   
  279.   #--------------------------------------------------------------------------
  280.   # ● Check Members Alive
  281.   #--------------------------------------------------------------------------        
  282.   def check_members_alive
  283.       alive_members = []
  284.       id = 0
  285.       for i in $game_party.battle_members
  286.           alive_members.push(i) if i.hp > 0
  287.       end   
  288.       members_id = rand(alive_members.size)
  289.       for i in alive_members
  290.           if members_id == id
  291.              [url=home.php?mod=space&uid=133701]@battler[/url] = i
  292.              break
  293.           end   
  294.           id += 1
  295.        end            
  296.        [url=home.php?mod=space&uid=133701]@battler[/url] = alive_members[members_id]
  297.   end     
  298.   
  299.   #--------------------------------------------------------------------------
  300.   # ● Check Battle Addons
  301.   #--------------------------------------------------------------------------      
  302.   def check_battle_addons
  303.       if $mog_rgss3_battle_hud != nil and MOG_BATTLE_HUD::BATTLER_FACE_ENABLE and
  304.          @battler != nil and @battler.is_a?(Game_Actor)
  305.          if @type == 0 or @type == 1 or @type == 6
  306.             @battler.battler_face = [2,3,50]
  307.          elsif @type == 7
  308.             @battler.battler_face = [0,3,50]
  309.          end   
  310.       end  
  311.   end  
  312.   
  313. end

  314. #==============================================================================
  315. # ■ BattleManager
  316. #==============================================================================
  317. class << BattleManager
  318.   include BATTLE_CRY

  319.   #--------------------------------------------------------------------------
  320.   # ● Battle Start
  321.   #--------------------------------------------------------------------------  
  322.   alias mog_battle_cry_battle_start battle_start
  323.   def battle_start
  324.       mog_battle_cry_battle_start
  325.     #  execute_battle_cry(0, nil, nil)
  326.   end  
  327.   
  328.   #--------------------------------------------------------------------------
  329.   # ● Process Victory
  330.   #--------------------------------------------------------------------------   
  331.   alias mog_battle_cry_process_victory process_victory
  332.   def process_victory
  333.       execute_battle_cry(1, nil, nil)         
  334.       mog_battle_cry_process_victory
  335.   end  
  336.   
  337.   #--------------------------------------------------------------------------
  338.   # ● Process Abort
  339.   #--------------------------------------------------------------------------      
  340.   alias mog_battle_cry_process_abort process_abort
  341.   def process_abort
  342.       execute_battle_cry(6, nil, nil)
  343.       mog_battle_cry_process_abort
  344.   end  
  345.   
  346. end

  347. #==============================================================================
  348. # ■ Game Battler
  349. #==============================================================================
  350. class Game_Battler < Game_BattlerBase
  351.   include BATTLE_CRY
  352.   
  353.   #--------------------------------------------------------------------------
  354.   # ● Execute Damage
  355.   #--------------------------------------------------------------------------      
  356.   alias mog_battle_cry_execute_damage execute_damage
  357.   def execute_damage(user)
  358.       mog_battle_cry_execute_damage(user)   
  359.       execute_battle_cry_damage
  360.   end

  361.   #--------------------------------------------------------------------------
  362.   # ● Execute Battle Cry Damage
  363.   #--------------------------------------------------------------------------        
  364.   def execute_battle_cry_damage
  365.       if @result.hp_damage > 0
  366.          execute_battle_cry(3, nil, self)
  367.       elsif @result.hp_damage < 0   
  368.          execute_battle_cry(4, nil, self)
  369.       else
  370.          if @result.hp_damage == 0
  371.             if @result.mp_damage > 0
  372.                execute_battle_cry(3, nil, self)
  373.             elsif @result.mp_damage < 0
  374.                execute_battle_cry(4, nil, self)
  375.             end   
  376.          end   
  377.       end
  378.   end  

  379.   #--------------------------------------------------------------------------
  380.   # ● Item Effect Recover HP
  381.   #--------------------------------------------------------------------------         
  382.   alias mog_battle_cry_item_effect_recover_hp item_effect_recover_hp  
  383.   def item_effect_recover_hp(user, item, effect)
  384.       chp = self.hp
  385.       mog_battle_cry_item_effect_recover_hp(user, item, effect)
  386.       if self.hp > chp
  387.          execute_battle_cry(4, nil, self)
  388.       elsif self.hp < chp
  389.          execute_battle_cry(3, nil, self)
  390.       end  
  391.   end
  392.    
  393.   #--------------------------------------------------------------------------
  394.   # ● Item Effect Reover MP
  395.   #--------------------------------------------------------------------------            
  396.   alias mog_battle_cry_item_effect_recover_mp item_effect_recover_mp
  397.   def item_effect_recover_mp(user, item, effect)
  398.       cmp = self.mp
  399.       mog_battle_cry_item_effect_recover_mp(user, item, effect)
  400.       if self.mp > cmp
  401.          execute_battle_cry(4, nil, self)
  402.       elsif self.mp < cmp
  403.          execute_battle_cry(3, nil, self)
  404.       end        
  405.   end  
  406.   
  407. end

  408. #==============================================================================
  409. # ■ Game Action
  410. #==============================================================================
  411. class Scene_Battle < Scene_Base
  412. include BATTLE_CRY
  413.   
  414.   #--------------------------------------------------------------------------
  415.   # ● Show Animations
  416.   #--------------------------------------------------------------------------     
  417.   alias mog_battle_cry_show_animation show_animation
  418.   def show_animation(targets, animation_id)
  419.       if @subject.is_a?(Game_Actor) and @subject.current_action.item.is_a?(RPG::Item)
  420.           execute_battle_cry(5, @subject.current_action.item.id, @subject)
  421.       else   
  422.           execute_battle_cry(2, @subject.current_action.item.id, @subject)
  423.       end  
  424.       mog_battle_cry_show_animation(targets, animation_id)
  425.   end
  426.   
  427.   if $mog_rgss3_at_system != nil
  428.   #--------------------------------------------------------------------------
  429.   # ● Update AT Actor
  430.   #--------------------------------------------------------------------------            
  431.   alias mog_battle_cry_update_at_actor update_at_actor
  432.   def update_at_actor(battler)   
  433.        mog_battle_cry_update_at_actor(battler)  
  434.        execute_battle_cry(7, nil, battler) if battler.is_a?(Game_Actor)
  435.   end   
  436.   end   
  437.   
  438.   #--------------------------------------------------------------------------
  439.   # ● Battle Start
  440.   #--------------------------------------------------------------------------  
  441.   alias mog_battle_cry_update_battle update
  442.   def update
  443.       mog_battle_cry_update_battle
  444.       execute_battle_cry_start
  445.   end   
  446.   
  447.   #--------------------------------------------------------------------------
  448.   # ● Execite Battle Cry Start
  449.   #--------------------------------------------------------------------------   
  450.   def execute_battle_cry_start
  451.       return if @battle_cry_start != nil
  452.       @battle_cry_start = true
  453.       execute_battle_cry(0, nil, nil)
  454.   end
  455. end  

  456. $mog_rgss3_battle_cry = true
复制代码

评分

参与人数 1星屑 +50 收起 理由
Mic_洛洛 + 50 回复奖励~

查看全部评分

回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
189 小时
注册时间
2013-1-26
帖子
72
3
发表于 2013-1-29 19:28:46 | 只看该作者
本帖最后由 ninesound 于 2013-1-29 19:43 编辑

找到解答了
腳本排序有關連..

评分

参与人数 1星屑 -20 收起 理由
Mic_洛洛 -20 请勿挖坟~

查看全部评分

回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-4-30 03:25

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表