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[已经解决] 我想做一个全语音战斗

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Lv1.梦旅人

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发表于 2013-11-28 19:26:51 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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我想做一个全语音战斗,就像游戏“默砂之歌”那样的,@迷糊的安安 ,你能给我提供一下脚本吗?正巧我和你一样也用碧之轨迹里的语音,谢谢。

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开拓者贵宾短篇七成年组亚军剧作品鉴家

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发表于 2013-11-28 20:03:28 | 只看该作者
=w= 脚本都是发布区找的。
若后退就皆成谎言。
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Lv1.梦旅人

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发表于 2013-11-29 12:17:07 | 只看该作者
放技能时播放SE??

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Lv3.寻梦者

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发表于 2013-12-9 18:21:19 | 只看该作者
本帖最后由 卡奥尼特 于 2013-12-9 18:41 编辑

http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT10.html
战斗全语音的脚本,大概就是这个了。但我没有用过这个脚本
此脚本不能直接贴到脚本编辑器上,还需要对应的声音文件
SE.rar (1.33 MB, 下载次数: 60)
RUBY 代码复制
  1. #==============================================================================
  2. # +++ MOG - Battle Cry (V1.0) +++
  3. #==============================================================================
  4. # By Moghunter
  5. # [url]http://www.atelier-rgss.com[/url]
  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.   ACTOR_LEVEL_UP = []  
  25.   ENEMY_SKILL = []
  26.   ENEMY_GENERAL_ACTION = []
  27.   ENEMY_DAMAGE = []
  28.   ENEMY_RECOVER = []
  29.   ENEMY_DEFEATED = []
  30.  
  31.   # ----------------------------------------------------------------------------
  32.   # Definição do volume da voz.
  33.   VOLUME = 130
  34.  
  35.   # Exemplo de configuração geral, o modo de configurar é igual para todas as
  36.   # ações do battler.
  37.   #
  38.   # ACTOR_SKILL[ A ] = {  B=>["C","C","C"],
  39.   #
  40.   # A - ID do battler.
  41.   # B - ID da skill. (Caso necessário)
  42.   # C - Nome do arquivo de som.
  43.  
  44.  
  45.   #----------------------------------------------------------------------------
  46.   # BATTLE START
  47.   #----------------------------------------------------------------------------  
  48.   ACTOR_BATTLE_START[1] = ["V_ACT1_START_1","V_ACT1_START_2"]
  49.   ACTOR_BATTLE_START[2] = ["V_ACT2_START_1","V_ACT2_START_2","V_ACT2_START_3"]
  50.   ACTOR_BATTLE_START[3] = ["V_ACT3_START_1","V_ACT3_START_2"]
  51.   ACTOR_BATTLE_START[4] = ["V_ACT4_START_1","V_ACT4_START_2","V_ACT4_START_3"]
  52.  
  53.   #----------------------------------------------------------------------------
  54.   # BATTLE END
  55.   #----------------------------------------------------------------------------   
  56.   ACTOR_BATTLE_END[1] = ["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  57.   ACTOR_BATTLE_END[2] = ["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"]
  58.   ACTOR_BATTLE_END[3] = ["V_ACT3_WIN_1","V_ACT3_WIN_2","V_ACT3_WIN_3"]
  59.   ACTOR_BATTLE_END[4] = ["V_ACT4_WIN_1","V_ACT4_WIN_2"]
  60.  
  61.   #----------------------------------------------------------------------------
  62.   # BATTLE ESCAPE
  63.   #----------------------------------------------------------------------------      
  64.   ACTOR_BATTLE_ESCAPE[1] = ["V_ACT1_SKILL_9"]
  65.   ACTOR_BATTLE_ESCAPE[2] = ["V_ACT2_SKILL_4"]
  66.   ACTOR_BATTLE_ESCAPE[3] = ["V_ACT3_SKILL_4"]
  67.   ACTOR_BATTLE_ESCAPE[4] = ["V_ACT4_SKILL_7"]
  68.  
  69.   #----------------------------------------------------------------------------
  70.   # ACTOR TURN ACTIVE
  71.   #----------------------------------------------------------------------------
  72.   # Funciona apenas com script MOG AT SYSTEM.
  73.   ACTOR_TURN_ACTIVE[1] = ["V_ACT1_TURN_1","V_ACT1_TURN_2","V_ACT1_TURN_3"]
  74.   ACTOR_TURN_ACTIVE[2] = ["V_ACT2_TURN_1","V_ACT2_TURN_2","V_ACT2_TURN_3"]
  75.   ACTOR_TURN_ACTIVE[3] = ["V_ACT3_TURN_1","V_ACT3_TURN_2","V_ACT3_TURN_3"]
  76.   ACTOR_TURN_ACTIVE[4] = ["V_ACT4_TURN_1","V_ACT4_TURN_2","V_ACT4_TURN_3"]  
  77.  
  78.   #----------------------------------------------------------------------------
  79.   # ACTOR LEVEL UP
  80.   #----------------------------------------------------------------------------  
  81.   ACTOR_LEVEL_UP[1] = ["V_ACT1_TURN_1"]
  82.   ACTOR_LEVEL_UP[2] = ["V_ACT2_TURN_1"]
  83.   ACTOR_LEVEL_UP[3] = ["V_ACT3_TURN_1"]
  84.   ACTOR_LEVEL_UP[4] = ["V_ACT4_TURN_1"]
  85.  
  86.   #----------------------------------------------------------------------------
  87.   # ACTOR SKILL
  88.   #----------------------------------------------------------------------------
  89.   ACTOR_SKILL[1] = {
  90.   1=>["V_ACT1_ATTACK_1","V_ACT1_ATTACK_2","V_ACT1_ATTACK_3"],
  91.   2=>["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  92.   }  
  93.  
  94.   ACTOR_SKILL[2] = {
  95.   1=>["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"],
  96.   2=>["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"],
  97.   26=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  98.   29=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  99.   32=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  100.   33=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  101.   }
  102.  
  103.   ACTOR_SKILL[3] = {
  104.   1=>["V_ACT3_ATTACK_1","V_ACT3_ATTACK_2","V_ACT3_ATTACK_3"],
  105.   2=>["V_ACT3_SKILL_4"],
  106.   26=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  107.   76=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  108.   77=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  109.   78=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"]
  110.   }
  111.  
  112.   ACTOR_SKILL[4] = {
  113.   1=>["V_ACT4_ATTACK_1","V_ACT4_ATTACK_2","V_ACT4_ATTACK_3"],
  114.   2=>["V_ACT4_SKILL_3","V_ACT4_SKILL_8"],
  115.   51=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  116.   53=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  117.   61=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  118.   66=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  119.   74=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"]
  120.   }
  121.  
  122.   #----------------------------------------------------------------------------
  123.   # ACTOR ITEM
  124.   #----------------------------------------------------------------------------
  125.   ACTOR_ITEM[1] = {
  126.   1=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 2=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  127.   3=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 4=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  128.   5=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 6=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  129.   7=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 8=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  130.   17=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"]
  131.   }  
  132.  
  133.   ACTOR_ITEM[2] = {
  134.   1=>["V_ACT2_RECOVER_2"],  2=>["V_ACT2_RECOVER_2"],  3=>["V_ACT2_RECOVER_2"],
  135.   4=>["V_ACT2_RECOVER_2"],  5=>["V_ACT2_RECOVER_2"],  6=>["V_ACT2_RECOVER_2"],
  136.   7=>["V_ACT2_RECOVER_2"],  8=>["V_ACT2_RECOVER_2"],  17=>["V_ACT2_RECOVER_2"]
  137.   }
  138.  
  139.   ACTOR_ITEM[3] = {
  140.   1=>["V_ACT3_WIN_2"],  2=>["V_ACT3_WIN_2"],  3=>["V_ACT3_WIN_2"],
  141.   4=>["V_ACT3_WIN_2"],  5=>["V_ACT3_WIN_2"],  6=>["V_ACT3_WIN_2"],
  142.   7=>["V_ACT3_WIN_2"],  8=>["V_ACT3_WIN_2"],  17=>["V_ACT3_WIN_2"]
  143.   }  
  144.  
  145.   ACTOR_ITEM[4] = {
  146.   1=>["V_ACT4_START_3"],  2=>["V_ACT4_START_3"],  3=>["V_ACT4_START_3"],
  147.   4=>["V_ACT4_START_3"],  5=>["V_ACT4_START_3"],  6=>["V_ACT4_START_3"],
  148.   7=>["V_ACT4_START_3"],  8=>["V_ACT4_START_3"],  17=>["V_ACT4_START_3"]
  149.   }  
  150.  
  151.   #----------------------------------------------------------------------------
  152.   # ACTOR GENERAL ACTION *( STANDARD / FOR ALL SKILLS / ITEMS)
  153.   #----------------------------------------------------------------------------  
  154.   # Definição das vozes para habilidades não especificas. Essas vozes serão
  155.   # ativadas em todas habilidades que não estejam definidas na função ACTOR SKILL.
  156.   # Naturalmente se não desejar essa função basta não definir nada.
  157.   ACTOR_GENERAL_ACTION[2] = ["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"]
  158.  
  159.   #----------------------------------------------------------------------------
  160.   # ACTOR DAMAGE
  161.   #----------------------------------------------------------------------------
  162.   ACTOR_DAMAGE[1] = ["V_ACT1_DAMAGE_1","V_ACT1_DAMAGE_2"]
  163.   ACTOR_DAMAGE[2] = ["V_ACT2_DAMAGE_1","V_ACT2_DAMAGE_2","V_ACT2_DAMAGE_3"]
  164.   ACTOR_DAMAGE[3] = ["V_ACT3_DAMAGE_1","V_ACT3_DAMAGE_2","V_ACT3_DAMAGE_3"]
  165.   ACTOR_DAMAGE[4] = ["V_ACT4_DAMAGE_1","V_ACT4_DAMAGE_2","V_ACT4_DAMAGE_3"]
  166.  
  167.   #----------------------------------------------------------------------------
  168.   # ACTOR RECOVER
  169.   #----------------------------------------------------------------------------
  170.   ACTOR_RECOVER[1] = ["V_ACT1_RECOVER_1","V_ACT1_RECOVER_2"]
  171.   ACTOR_RECOVER[2] = ["V_ACT2_RECOVER_1","V_ACT2_RECOVER_2"]
  172.   ACTOR_RECOVER[3] = ["V_ACT3_RECOVER_1","V_ACT3_RECOVER_2"]
  173.   ACTOR_RECOVER[4] = ["V_ACT4_RECOVER_1","V_ACT4_RECOVER_2"]
  174.  
  175.   #----------------------------------------------------------------------------
  176.   # ACTOR DEFEATED
  177.   #----------------------------------------------------------------------------
  178.   ACTOR_DEFEATED[1] = ["V_ACT1_DEFEAT_1"]
  179.   ACTOR_DEFEATED[2] = ["V_ACT2_DEFEAT_1"]
  180.   ACTOR_DEFEATED[3] = ["V_ACT3_DEFEAT_1"]
  181.   ACTOR_DEFEATED[4] = ["V_ACT4_DEFEAT_1","V_ACT4_DEFEAT_2"]  
  182.  
  183.   #----------------------------------------------------------------------------
  184.   # ENEMY SKILL
  185.   #----------------------------------------------------------------------------
  186.   ENEMY_SKILL[7] = {
  187.   135=>["V_ENE1_SKILL_3"]
  188.   }   
  189.   ENEMY_SKILL[9] = {
  190.   137=>["Cel_Attack_01","Cel_Attack_02","Cel_Attack_03","Cel_Attack_04"]
  191.   }      
  192.  
  193.  
  194.   #----------------------------------------------------------------------------
  195.   # ENEMY GENERAL SKILLS
  196.   #----------------------------------------------------------------------------  
  197.   ENEMY_GENERAL_ACTION[7] = ["V_ENE1_ATTACK_1","V_ENE1_ATTACK_2","V_ENE1_ATTACK_3"]
  198.  
  199.   #----------------------------------------------------------------------------
  200.   # ENEMY DAMAGE
  201.   #----------------------------------------------------------------------------
  202.   ENEMY_DAMAGE[7] = ["V_ENE1_DAMAGE_1","V_ENE1_DAMAGE_2","V_ENE1_DAMAGE_3"]
  203.   ENEMY_DAMAGE[9] = ["Cel_Damage1","Cel_Damage2"]
  204.  
  205.   #----------------------------------------------------------------------------
  206.   # ENEMY RECOVER
  207.   #----------------------------------------------------------------------------
  208.   ENEMY_RECOVER[7] = []
  209.  
  210.   #----------------------------------------------------------------------------
  211.   # ENEMY DEFEATED
  212.   #----------------------------------------------------------------------------
  213.   ENEMY_DEFEATED[7] =  ["V_ENE1_DEFEAT_1"]
  214.  
  215. end
  216.  
  217. #===============================================================================
  218. # ■ Battle Cry
  219. #===============================================================================
  220. module BATTLE_CRY
  221.  
  222.   include MOG_BATTLE_CRY
  223.  
  224.   #--------------------------------------------------------------------------
  225.   # ● Execute Battle Cry
  226.   #--------------------------------------------------------------------------      
  227.   def execute_battle_cry(type = 0, skill_id = nil, battler = nil)
  228.       @type = type
  229.       @skill_id = skill_id
  230.       [url=home.php?mod=space&uid=133701]@battler[/url] = battler
  231.       case @type
  232.          when 0 # START #
  233.            check_members_alive
  234.            voice_list = ACTOR_BATTLE_START[@battler.id] rescue nil         
  235.          when 1 # END   #
  236.             check_members_alive
  237.             voice_list = ACTOR_BATTLE_END[@battler.id] rescue nil
  238.          when 2 # SKILL #
  239.             if @battler.is_a?(Game_Actor)
  240.                voice = ACTOR_SKILL[@battler.id] rescue nil     
  241.             else  
  242.                voice = ENEMY_SKILL[@battler.enemy_id] rescue nil
  243.             end
  244.             voice_list = voice[@skill_id] rescue nil
  245.             if voice_list == nil # GENERAL ACTION
  246.                if @battler.is_a?(Game_Actor)
  247.                   voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  248.                else  
  249.                   voice_list = ENEMY_GENERAL_ACTION[@battler.enemy_id] rescue nil
  250.                end
  251.             end  
  252.          when 3 # DAMAGE #
  253.             if @battler.hp > 0
  254.                if @battler.is_a?(Game_Actor)
  255.                   voice_list = ACTOR_DAMAGE[@battler.id] rescue nil     
  256.                else  
  257.                   voice_list = ENEMY_DAMAGE[@battler.enemy_id] rescue nil
  258.                end            
  259.             else # DEFEATED #
  260.                if @battler.is_a?(Game_Actor)
  261.                   voice_list = ACTOR_DEFEATED[@battler.id] rescue nil     
  262.                else  
  263.                   voice_list = ENEMY_DEFEATED[@battler.enemy_id] rescue nil
  264.                end                        
  265.             end
  266.          when 4 # RECOVER #
  267.               if @battler.is_a?(Game_Actor)
  268.                  voice_list = ACTOR_RECOVER[@battler.id] rescue nil     
  269.               else  
  270.                  voice_list = ENEMY_RECOVER[@battler.enemy_id] rescue nil
  271.               end            
  272.          when 5 # ITEM #
  273.                voice = ACTOR_ITEM[@battler.id] rescue nil     
  274.                voice_list = voice[@skill_id] rescue nil
  275.             if voice_list == nil # GENERAL SKILLS
  276.                voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  277.             end         
  278.          when 6 # START #
  279.                check_members_alive
  280.                voice_list = ACTOR_BATTLE_ESCAPE[@battler.id] rescue nil
  281.          when 7 # TURN #
  282.                voice_list = ACTOR_TURN_ACTIVE[@battler.id] rescue nil            
  283.       end
  284.       play_battle_cry(voice_list)
  285.       check_battle_addons
  286.   end
  287.  
  288.   #--------------------------------------------------------------------------
  289.   # ● Play Battle Cry
  290.   #--------------------------------------------------------------------------      
  291.   def play_battle_cry(voice_list)
  292.       return if voice_list == nil
  293.       voice_id = voice_list[rand(voice_list.size)]
  294.       Audio.se_play("Audio/SE/" + voice_id.to_s,VOLUME,100) rescue nil      
  295.   end
  296.  
  297.   #--------------------------------------------------------------------------
  298.   # ● Check Members Alive
  299.   #--------------------------------------------------------------------------        
  300.   def check_members_alive
  301.       alive_members = []
  302.       id = 0
  303.       for i in $game_party.battle_members
  304.           alive_members.push(i) if i.hp > 0
  305.       end   
  306.       members_id = rand(alive_members.size)
  307.       for i in alive_members
  308.           if members_id == id
  309.              [url=home.php?mod=space&uid=133701]@battler[/url] = i
  310.              break
  311.           end   
  312.           id += 1
  313.        end            
  314.        [url=home.php?mod=space&uid=133701]@battler[/url] = alive_members[members_id]
  315.   end     
  316.  
  317.   #--------------------------------------------------------------------------
  318.   # ● Check Battle Addons
  319.   #--------------------------------------------------------------------------      
  320.   def check_battle_addons
  321.       if $mog_rgss3_battle_hud != nil and MOG_BATTLE_HUD::BATTLER_FACE_ENABLE and
  322.          [url=home.php?mod=space&uid=133701]@battler[/url] != nil and @battler.is_a?(Game_Actor)
  323.          if @type == 0 or @type == 1 or @type == 6
  324.             @battler.battler_face = [2,3,50]
  325.          elsif @type == 7
  326.             @battler.battler_face = [0,3,50]
  327.          end   
  328.       end  
  329.   end  
  330.  
  331. end
  332.  
  333. #==============================================================================
  334. # ■ BattleManager
  335. #==============================================================================
  336. class << BattleManager
  337.   include BATTLE_CRY
  338.  
  339.   #--------------------------------------------------------------------------
  340.   # ● Battle Start
  341.   #--------------------------------------------------------------------------  
  342.   alias mog_battle_cry_battle_start battle_start
  343.   def battle_start
  344.       mog_battle_cry_battle_start
  345.     #  execute_battle_cry(0, nil, nil)
  346.   end  
  347.  
  348.   #--------------------------------------------------------------------------
  349.   # ● Process Victory
  350.   #--------------------------------------------------------------------------   
  351.   alias mog_battle_cry_process_victory process_victory
  352.   def process_victory
  353.       execute_battle_cry(1, nil, nil)         
  354.       mog_battle_cry_process_victory
  355.   end  
  356.  
  357.   #--------------------------------------------------------------------------
  358.   # ● Process Abort
  359.   #--------------------------------------------------------------------------      
  360.   alias mog_battle_cry_process_abort process_abort
  361.   def process_abort
  362.       execute_battle_cry(6, nil, nil)
  363.       mog_battle_cry_process_abort
  364.   end  
  365.  
  366. end
  367.  
  368. #==============================================================================
  369. # ■ Game Battler
  370. #==============================================================================
  371. class Game_Battler < Game_BattlerBase
  372.   include BATTLE_CRY
  373.  
  374.   #--------------------------------------------------------------------------
  375.   # ● Execute Damage
  376.   #--------------------------------------------------------------------------      
  377.   alias mog_battle_cry_execute_damage execute_damage
  378.   def execute_damage(user)
  379.       mog_battle_cry_execute_damage(user)   
  380.       execute_battle_cry_damage
  381.   end
  382.  
  383.   #--------------------------------------------------------------------------
  384.   # ● Execute Battle Cry Damage
  385.   #--------------------------------------------------------------------------        
  386.   def execute_battle_cry_damage
  387.       if @result.hp_damage > 0
  388.          execute_battle_cry(3, nil, self)
  389.       elsif @result.hp_damage < 0   
  390.          execute_battle_cry(4, nil, self)
  391.       else
  392.          if @result.hp_damage == 0
  393.             if @result.mp_damage > 0
  394.                execute_battle_cry(3, nil, self)
  395.             elsif @result.mp_damage < 0
  396.                execute_battle_cry(4, nil, self)
  397.             end   
  398.          end   
  399.       end
  400.   end  
  401.  
  402.   #--------------------------------------------------------------------------
  403.   # ● Item Effect Recover HP
  404.   #--------------------------------------------------------------------------         
  405.   alias mog_battle_cry_item_effect_recover_hp item_effect_recover_hp  
  406.   def item_effect_recover_hp(user, item, effect)
  407.       chp = self.hp
  408.       mog_battle_cry_item_effect_recover_hp(user, item, effect)
  409.       if self.hp > chp
  410.          execute_battle_cry(4, nil, self)
  411.       elsif self.hp < chp
  412.          execute_battle_cry(3, nil, self)
  413.       end  
  414.   end
  415.  
  416.   #--------------------------------------------------------------------------
  417.   # ● Item Effect Reover MP
  418.   #--------------------------------------------------------------------------            
  419.   alias mog_battle_cry_item_effect_recover_mp item_effect_recover_mp
  420.   def item_effect_recover_mp(user, item, effect)
  421.       cmp = self.mp
  422.       mog_battle_cry_item_effect_recover_mp(user, item, effect)
  423.       if self.mp > cmp
  424.          execute_battle_cry(4, nil, self)
  425.       elsif self.mp < cmp
  426.          execute_battle_cry(3, nil, self)
  427.       end        
  428.   end  
  429.  
  430. end
  431.  
  432. #==============================================================================
  433. # ■ Game Action
  434. #==============================================================================
  435. class Scene_Battle < Scene_Base
  436. include BATTLE_CRY
  437.  
  438.   #--------------------------------------------------------------------------
  439.   # ● Show Animations
  440.   #--------------------------------------------------------------------------     
  441.   alias mog_battle_cry_show_animation show_animation
  442.   def show_animation(targets, animation_id)
  443.       if @subject.is_a?(Game_Actor) and @subject.current_action.item.is_a?(RPG::Item)
  444.           execute_battle_cry(5, @subject.current_action.item.id, @subject)
  445.       else   
  446.           execute_battle_cry(2, @subject.current_action.item.id, @subject)
  447.       end  
  448.       mog_battle_cry_show_animation(targets, animation_id)
  449.   end
  450.  
  451.   if $mog_rgss3_at_system != nil
  452.   #--------------------------------------------------------------------------
  453.   # ● Update AT Actor
  454.   #--------------------------------------------------------------------------            
  455.   alias mog_battle_cry_update_at_actor update_at_actor
  456.   def update_at_actor(battler)   
  457.        mog_battle_cry_update_at_actor(battler)  
  458.        execute_battle_cry(7, nil, battler) if battler.is_a?(Game_Actor)
  459.   end   
  460.   end   
  461.  
  462.   #--------------------------------------------------------------------------
  463.   # ● Battle Start
  464.   #--------------------------------------------------------------------------  
  465.   alias mog_battle_cry_update_battle update
  466.   def update
  467.       mog_battle_cry_update_battle
  468.       execute_battle_cry_start
  469.   end   
  470.  
  471.   #--------------------------------------------------------------------------
  472.   # ● Execite Battle Cry Start
  473.   #--------------------------------------------------------------------------   
  474.   def execute_battle_cry_start
  475.       return if @battle_cry_start != nil
  476.       @battle_cry_start = true
  477.       execute_battle_cry(0, nil, nil)
  478.   end
  479. end  
  480.  
  481. $mog_rgss3_battle_cry = true
   

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