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[有事请教] 帮帮忙……

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Lv1.梦旅人

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发表于 2014-2-11 18:54:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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有个外网,就是“Yanfly”,就是:http://yanflychannel.wordpress.com/
里面有几个VX的整合包,但是下不了(主要是我的两个在线代理都挂了),谁可以帮帮忙?谢谢……
算了,不想那些不开心的事了!因为喜欢,所以才会去做,以后就不要再想“一步登天”了!Let it go!^_^

Lv3.寻梦者

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贵宾

2
发表于 2014-2-11 19:17:46 | 只看该作者
这种问题就像上次水区里一个帖子提到的:“我有几个脚本问题,求帮忙,我不会,求教”

链接各种奇怪,明明找到了个fixs,然后进去点那个点这个进到另一个
VA - Convert Damage的东东= =然后就看见Download 搬了过来~
VX无望 {:2_281:} 要么直接给地址我下载,我不懂英语我可不想找 {:2_278:}
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Convert Damage v1.02
  4. # -- Last Updated: 2012.01.23
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-ConvertDamage"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2013.02.17 - Bug fixes.
  15. # 2012.01.23 - Compatibility Update: Doppelganger
  16. # 2011.12.21 - Started Script and Finished.
  17. #
  18. #==============================================================================
  19. # ▼ Introduction
  20. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  21. # This script gives actors, classes, equipment, enemies, and states passive
  22. # convert damage HP/MP traits. By dealing physical or magical damage (dependant
  23. # on the type of attack), attackers may recover HP or MP depending on what
  24. # kinds of convert damage types they have.
  25. #
  26. #==============================================================================
  27. # ▼ Instructions
  28. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  29. # To install this script, open up your script editor and copy/paste this script
  30. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  31. #
  32. # -----------------------------------------------------------------------------
  33. # Actor Notetags - These notetags go in the actors notebox in the database.
  34. # -----------------------------------------------------------------------------
  35. # <convert hp physical: +x%>
  36. # <convert hp physical: -x%>
  37. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  38. # Bonus converted damage rates are additive. There will be no effects if HP
  39. # to be healed is 0 or below.
  40. #
  41. # <convert hp magical: +x%>
  42. # <convert hp magical: -x%>
  43. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  44. # Bonus converted damage rates are additive. There will be no effects if HP
  45. # to be healed is 0 or below.
  46. #
  47. # <convert mp physical: +x%>
  48. # <convert mp physical: -x%>
  49. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  50. # Bonus converted damage rates are additive. There will be no effects if MP
  51. # to be healed is 0 or below.
  52. #
  53. # <convert mp magical: +x%>
  54. # <convert mp magical: -x%>
  55. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  56. # Bonus converted damage rates are additive. There will be no effects if MP
  57. # to be healed is 0 or below.
  58. #
  59. # <anticonvert hp physical>
  60. # <anticonvert hp magical>
  61. # <anticonvert mp physical>
  62. # <anticonvert mp magical>
  63. # Prevents attackers from converting damage of those particular types. All
  64. # converted recovery effects of that type will be reduced to 0.
  65. #
  66. # -----------------------------------------------------------------------------
  67. # Class Notetags - These notetags go in the class notebox in the database.
  68. # -----------------------------------------------------------------------------
  69. # <convert hp physical: +x%>
  70. # <convert hp physical: -x%>
  71. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  72. # Bonus converted damage rates are additive. There will be no effects if HP
  73. # to be healed is 0 or below.
  74. #
  75. # <convert hp magical: +x%>
  76. # <convert hp magical: -x%>
  77. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  78. # Bonus converted damage rates are additive. There will be no effects if HP
  79. # to be healed is 0 or below.
  80. #
  81. # <convert mp physical: +x%>
  82. # <convert mp physical: -x%>
  83. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  84. # Bonus converted damage rates are additive. There will be no effects if MP
  85. # to be healed is 0 or below.
  86. #
  87. # <convert mp magical: +x%>
  88. # <convert mp magical: -x%>
  89. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  90. # Bonus converted damage rates are additive. There will be no effects if MP
  91. # to be healed is 0 or below.
  92. #
  93. # <anticonvert hp physical>
  94. # <anticonvert hp magical>
  95. # <anticonvert mp physical>
  96. # <anticonvert mp magical>
  97. # Prevents attackers from converting damage of those particular types. All
  98. # converted recovery effects of that type will be reduced to 0.
  99. #
  100. # -----------------------------------------------------------------------------
  101. # Skill Notetags - These notetags go in the skills notebox in the database.
  102. # -----------------------------------------------------------------------------
  103. # <no convert>
  104. # Prevents any kind of converted damage effects from being applied when this
  105. # skill is used.
  106. #
  107. # -----------------------------------------------------------------------------
  108. # Item Notetags - These notetags go in the items notebox in the database.
  109. # -----------------------------------------------------------------------------
  110. # <no convert>
  111. # Prevents any kind of converted damage effects from being applied when this
  112. # item is used.
  113. #
  114. # -----------------------------------------------------------------------------
  115. # Weapon Notetags - These notetags go in the weapons notebox in the database.
  116. # -----------------------------------------------------------------------------
  117. # <convert hp physical: +x%>
  118. # <convert hp physical: -x%>
  119. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  120. # Bonus converted damage rates are additive. There will be no effects if HP
  121. # to be healed is 0 or below.
  122. #
  123. # <convert hp magical: +x%>
  124. # <convert hp magical: -x%>
  125. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  126. # Bonus converted damage rates are additive. There will be no effects if HP
  127. # to be healed is 0 or below.
  128. #
  129. # <convert mp physical: +x%>
  130. # <convert mp physical: -x%>
  131. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  132. # Bonus converted damage rates are additive. There will be no effects if MP
  133. # to be healed is 0 or below.
  134. #
  135. # <convert mp magical: +x%>
  136. # <convert mp magical: -x%>
  137. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  138. # Bonus converted damage rates are additive. There will be no effects if MP
  139. # to be healed is 0 or below.
  140. #
  141. # <anticonvert hp physical>
  142. # <anticonvert hp magical>
  143. # <anticonvert mp physical>
  144. # <anticonvert mp magical>
  145. # Prevents attackers from converting damage of those particular types. All
  146. # converted recovery effects of that type will be reduced to 0.
  147. #
  148. # -----------------------------------------------------------------------------
  149. # Armour Notetags - These notetags go in the armours notebox in the database.
  150. # -----------------------------------------------------------------------------
  151. # <convert hp physical: +x%>
  152. # <convert hp physical: -x%>
  153. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  154. # Bonus converted damage rates are additive. There will be no effects if HP
  155. # to be healed is 0 or below.
  156. #
  157. # <convert hp magical: +x%>
  158. # <convert hp magical: -x%>
  159. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  160. # Bonus converted damage rates are additive. There will be no effects if HP
  161. # to be healed is 0 or below.
  162. #
  163. # <convert mp physical: +x%>
  164. # <convert mp physical: -x%>
  165. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  166. # Bonus converted damage rates are additive. There will be no effects if MP
  167. # to be healed is 0 or below.
  168. #
  169. # <convert mp magical: +x%>
  170. # <convert mp magical: -x%>
  171. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  172. # Bonus converted damage rates are additive. There will be no effects if MP
  173. # to be healed is 0 or below.
  174. #
  175. # <anticonvert hp physical>
  176. # <anticonvert hp magical>
  177. # <anticonvert mp physical>
  178. # <anticonvert mp magical>
  179. # Prevents attackers from converting damage of those particular types. All
  180. # converted recovery effects of that type will be reduced to 0.
  181. #
  182. # -----------------------------------------------------------------------------
  183. # Enemy Notetags - These notetags go in the enemies notebox in the database.
  184. # -----------------------------------------------------------------------------
  185. # <convert hp physical: +x%>
  186. # <convert hp physical: -x%>
  187. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  188. # Bonus converted damage rates are additive. There will be no effects if HP
  189. # to be healed is 0 or below.
  190. #
  191. # <convert hp magical: +x%>
  192. # <convert hp magical: -x%>
  193. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  194. # Bonus converted damage rates are additive. There will be no effects if HP
  195. # to be healed is 0 or below.
  196. #
  197. # <convert mp physical: +x%>
  198. # <convert mp physical: -x%>
  199. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  200. # Bonus converted damage rates are additive. There will be no effects if MP
  201. # to be healed is 0 or below.
  202. #
  203. # <convert mp magical: +x%>
  204. # <convert mp magical: -x%>
  205. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  206. # Bonus converted damage rates are additive. There will be no effects if MP
  207. # to be healed is 0 or below.
  208. #
  209. # <anticonvert hp physical>
  210. # <anticonvert hp magical>
  211. # <anticonvert mp physical>
  212. # <anticonvert mp magical>
  213. # Prevents attackers from converting damage of those particular types. All
  214. # converted recovery effects of that type will be reduced to 0.
  215. #
  216. # -----------------------------------------------------------------------------
  217. # State Notetags - These notetags go in the states notebox in the database.
  218. # -----------------------------------------------------------------------------
  219. # <convert hp physical: +x%>
  220. # <convert hp physical: -x%>
  221. # Converts any physical damage dealt to recover HP by x% of the damage dealt.
  222. # Bonus converted damage rates are additive. There will be no effects if HP
  223. # to be healed is 0 or below.
  224. #
  225. # <convert hp magical: +x%>
  226. # <convert hp magical: -x%>
  227. # Converts any magical damage dealt to recover HP by x% of the damage dealt.
  228. # Bonus converted damage rates are additive. There will be no effects if HP
  229. # to be healed is 0 or below.
  230. #
  231. # <convert mp physical: +x%>
  232. # <convert mp physical: -x%>
  233. # Converts any physical damage dealt to recover MP by x% of the damage dealt.
  234. # Bonus converted damage rates are additive. There will be no effects if MP
  235. # to be healed is 0 or below.
  236. #
  237. # <convert mp magical: +x%>
  238. # <convert mp magical: -x%>
  239. # Converts any magical damage dealt to recover MP by x% of the damage dealt.
  240. # Bonus converted damage rates are additive. There will be no effects if MP
  241. # to be healed is 0 or below.
  242. #
  243. # <anticonvert hp physical>
  244. # <anticonvert hp magical>
  245. # <anticonvert mp physical>
  246. # <anticonvert mp magical>
  247. # Prevents attackers from converting damage of those particular types. All
  248. # converted recovery effects of that type will be reduced to 0.
  249. #
  250. #==============================================================================
  251. # ▼ Compatibility
  252. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  253. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  254. # it will run with RPG Maker VX without adjusting.
  255. #
  256. # For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place
  257. # this script under Ace Battle Engine.
  258. #
  259. #==============================================================================

  260. module YEA
  261.   module CONVERT_DAMAGE
  262.    
  263.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  264.     # - Limit Settings -
  265.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  266.     # Adjust the maximum converted damage rate for dealing damage (so that an
  267.     # attacker cannot gain huge amounts of recovery).
  268.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  269.     MAXIMUM_RATE = 1.0   # Maximum gain from dealing damage.
  270.    
  271.   end # CONVERT_DAMAGE
  272. end # YEA

  273. #==============================================================================
  274. # ▼ Editting anything past this point may potentially result in causing
  275. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  276. # halitosis so edit at your own risk.
  277. #==============================================================================

  278. module YEA
  279.   module REGEXP
  280.   module BASEITEM
  281.    
  282.     CONVERT_DMG = /<(?:CONVERT|convert)[ ](.*)[ ](.*):[ ]([\+\-]\d+)([%%])>/i
  283.     ANTICONVERT = /<(?:ANTI_CONVERT|anti convert|anticonvert)[ ](.*)[ ](.*)>/i
  284.    
  285.   end # BASEITEM
  286.   module USABLEITEM
  287.    
  288.     NO_CONVERT = /<(?:NO_CONVERT|no convert)>/i
  289.    
  290.   end # USABLEITEM
  291.   end # REGEXP
  292. end # YEA

  293. #==============================================================================
  294. # ■ DataManager
  295. #==============================================================================

  296. module DataManager
  297.   
  298.   #--------------------------------------------------------------------------
  299.   # alias method: load_database
  300.   #--------------------------------------------------------------------------
  301.   class <<self; alias load_database_convertdmg load_database; end
  302.   def self.load_database
  303.     load_database_convertdmg
  304.     load_notetags_convertdmg
  305.   end
  306.   
  307.   #--------------------------------------------------------------------------
  308.   # new method: load_notetags_convertdmg
  309.   #--------------------------------------------------------------------------
  310.   def self.load_notetags_convertdmg
  311.     groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
  312.       $data_enemies, $data_states, $data_skills, $data_items]
  313.     for group in groups
  314.       for obj in group
  315.         next if obj.nil?
  316.         obj.load_notetags_convertdmg
  317.       end
  318.     end
  319.   end
  320.   
  321. end # DataManager

  322. #==============================================================================
  323. # ■ RPG::BaseItem
  324. #==============================================================================

  325. class RPG::BaseItem
  326.   
  327.   #--------------------------------------------------------------------------
  328.   # public instance variables
  329.   #--------------------------------------------------------------------------
  330.   attr_accessor :convert_dmg
  331.   attr_accessor :anticonvert
  332.   
  333.   #--------------------------------------------------------------------------
  334.   # common cache: load_notetags_convertdmg
  335.   #--------------------------------------------------------------------------
  336.   def load_notetags_convertdmg
  337.     @convert_dmg ={
  338.       :hp_physical => 0.0,
  339.       :hp_magical  => 0.0,
  340.       :mp_physical => 0.0,
  341.       :mp_magical  => 0.0,
  342.     } # Do not remove this.
  343.     @anticonvert = []
  344.     #---
  345.     self.note.split(/[\r\n]+/).each { |line|
  346.       case line
  347.       #---
  348.       when YEA::REGEXP::BASEITEM::CONVERT_DMG
  349.         case $1.upcase
  350.         when "HP"
  351.           case $2.upcase
  352.           when "PHYSICAL"; type = :hp_physical
  353.           when "MAGICAL";  type = :hp_magical
  354.           else; next
  355.           end
  356.         when "MP"
  357.           case $2.upcase
  358.           when "PHYSICAL"; type = :mp_physical
  359.           when "MAGICAL";  type = :mp_magical
  360.           else; next
  361.           end
  362.         else; next
  363.         end
  364.         @convert_dmg[type] = $3.to_i * 0.01
  365.       #---
  366.       when YEA::REGEXP::BASEITEM::ANTICONVERT
  367.         case $1.upcase
  368.         when "HP"
  369.           case $2.upcase
  370.           when "PHYSICAL"; type = :hp_physical
  371.           when "MAGICAL";  type = :hp_magical
  372.           else; next
  373.           end
  374.         when "MP"
  375.           case $2.upcase
  376.           when "PHYSICAL"; type = :mp_physical
  377.           when "MAGICAL";  type = :mp_magical
  378.           else; next
  379.           end
  380.         else; next
  381.         end
  382.         @anticonvert.push(type)
  383.       #---
  384.       end
  385.     } # self.note.split
  386.     #---
  387.   end
  388.   
  389. end # RPG::BaseItem

  390. #==============================================================================
  391. # ■ RPG::UsableItem
  392. #==============================================================================

  393. class RPG::UsableItem < RPG::BaseItem
  394.   
  395.   #--------------------------------------------------------------------------
  396.   # public instance variables
  397.   #--------------------------------------------------------------------------
  398.   attr_accessor :no_convert
  399.   
  400.   #--------------------------------------------------------------------------
  401.   # common cache: load_notetags_convertdmg
  402.   #--------------------------------------------------------------------------
  403.   def load_notetags_convertdmg
  404.     #---
  405.     self.note.split(/[\r\n]+/).each { |line|
  406.       case line
  407.       #---
  408.       when YEA::REGEXP::USABLEITEM::NO_CONVERT
  409.         @no_convert = true
  410.       #---
  411.       end
  412.     } # self.note.split
  413.     #---
  414.   end
  415.   
  416. end # RPG::UsableItem

  417. #==============================================================================
  418. # ■ Game_BattlerBase
  419. #==============================================================================

  420. class Game_BattlerBase
  421.   
  422.   #--------------------------------------------------------------------------
  423.   # new method: convert_dmg_rate
  424.   #--------------------------------------------------------------------------
  425.   def convert_dmg_rate(type)
  426.     n = 0.0
  427.     if actor?
  428.       n += self.actor.convert_dmg[type]
  429.       n += self.class.convert_dmg[type]
  430.       for equip in equips
  431.         next if equip.nil?
  432.         n += equip.convert_dmg[type]
  433.       end
  434.     else
  435.       n += self.enemy.convert_dmg[type]
  436.       if $imported["YEA-Doppelganger"] && !self.class.nil?
  437.         n += self.class.convert_dmg[type]
  438.       end
  439.     end
  440.     for state in states
  441.       next if state.nil?
  442.       n += state.convert_dmg[type]
  443.     end
  444.     max_rate = YEA::CONVERT_DAMAGE::MAXIMUM_RATE
  445.     return [[n, max_rate].min, -max_rate].max
  446.   end
  447.   
  448.   #--------------------------------------------------------------------------
  449.   # new method: anti_convert?
  450.   #--------------------------------------------------------------------------
  451.   def anti_convert?(type)
  452.     if actor?
  453.       return true if self.actor.anticonvert.include?(type)
  454.       return true if self.class.anticonvert.include?(type)
  455.       for equip in equips
  456.         next if equip.nil?
  457.         return true if equip.anticonvert.include?(type)
  458.       end
  459.     else
  460.       return true if self.enemy.anticonvert.include?(type)
  461.     end
  462.     for state in states
  463.       next if state.nil?
  464.       return true if state.anticonvert.include?(type)
  465.     end
  466.     return false
  467.   end
  468.   
  469. end # Game_BattlerBase

  470. #==============================================================================
  471. # ■ Game_Battler
  472. #==============================================================================

  473. class Game_Battler < Game_BattlerBase
  474.   
  475.   #--------------------------------------------------------------------------
  476.   # alias method: execute_damage
  477.   #--------------------------------------------------------------------------
  478.   alias game_battler_execute_damage_convertdmg execute_damage
  479.   def execute_damage(user)
  480.     apply_vampire_effects(user)
  481.     game_battler_execute_damage_convertdmg(user)
  482.   end
  483.   
  484.   #--------------------------------------------------------------------------
  485.   # new method: apply_vampire_effect
  486.   #--------------------------------------------------------------------------
  487.   def apply_vampire_effects(user)
  488.     return unless $game_party.in_battle
  489.     return unless @result.hp_damage > 0 || @result.mp_damage > 0
  490.     return if user.current_action.nil?
  491.     action = user.current_action.item
  492.     return if action.no_convert
  493.     apply_convert_physical_effect(user) if action.physical?
  494.     apply_convert_magical_effect(user) if action.magical?
  495.   end
  496.   
  497.   #--------------------------------------------------------------------------
  498.   # new method: apply_convert_physical_effect
  499.   #--------------------------------------------------------------------------
  500.   def apply_convert_physical_effect(user)
  501.     hp_rate = user.convert_dmg_rate(:hp_physical)
  502.     hp_rate = 0 if anti_convert?(:hp_physical)
  503.     hp_healed = (@result.hp_damage * hp_rate).to_i
  504.     mp_rate = user.convert_dmg_rate(:mp_physical)
  505.     mp_rate = 0 if anti_convert?(:mp_physical)
  506.     mp_healed = (@result.mp_damage * mp_rate).to_i
  507.     if hp_healed != 0
  508.       user.hp += hp_healed
  509.       make_ace_battle_engine_convert_hp_popup(user, hp_healed)
  510.     end
  511.     if mp_healed != 0
  512.       user.mp += mp_healed
  513.       make_ace_battle_engine_convert_mp_popup(user, mp_healed)
  514.     end
  515.   end
  516.   
  517.   #--------------------------------------------------------------------------
  518.   # new method: apply_convert_magical_effect
  519.   #--------------------------------------------------------------------------
  520.   def apply_convert_magical_effect(user)
  521.     hp_rate = user.convert_dmg_rate(:hp_magical)
  522.     hp_rate = 0 if anti_convert?(:hp_magical)
  523.     hp_healed = (@result.hp_damage * hp_rate).to_i
  524.     mp_rate = user.convert_dmg_rate(:mp_magical)
  525.     mp_rate = 0 if anti_convert?(:mp_magical)
  526.     mp_healed = (@result.mp_damage * mp_rate).to_i
  527.     if hp_healed != 0
  528.       user.hp += hp_healed
  529.       make_ace_battle_engine_convert_hp_popup(user, hp_healed)
  530.     end
  531.     if mp_healed != 0
  532.       user.mp += mp_healed
  533.       make_ace_battle_engine_convert_mp_popup(user, mp_healed)
  534.     end
  535.   end
  536.   
  537.   #--------------------------------------------------------------------------
  538.   # new method: make_ace_battle_engine_convert_hp_popup
  539.   #--------------------------------------------------------------------------
  540.   def make_ace_battle_engine_convert_hp_popup(user, hp_healed)
  541.     return unless $imported["YEA-BattleEngine"]
  542.     setting = hp_healed > 0 ? :hp_heal : :hp_dmg
  543.     rules = hp_healed > 0 ? "HP_HEAL" : "HP_DMG"
  544.     value = hp_healed.abs
  545.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  546.     user.create_popup(text, rules)
  547.   end
  548.   
  549.   #--------------------------------------------------------------------------
  550.   # new method: make_ace_battle_engine_convert_mp_popup
  551.   #--------------------------------------------------------------------------
  552.   def make_ace_battle_engine_convert_mp_popup(user, mp_healed)
  553.     return unless $imported["YEA-BattleEngine"]
  554.     setting = mp_healed > 0 ? :mp_heal : :mp_dmg
  555.     rules = mp_healed > 0 ? "MP_HEAL" : "MP_DMG"
  556.     value = mp_healed.abs
  557.     text = sprintf(YEA::BATTLE::POPUP_SETTINGS[setting], value.group)
  558.     user.create_popup(text, rules)
  559.   end
  560.   
  561. end # Game_Battler

  562. #==============================================================================
  563. #
  564. # ▼ End of File
  565. #
  566. #==============================================================================
复制代码

点评

标题真的没问题吗?  发表于 2014-2-12 15:39
这脚本好像是关于伤害转换成HP或MP的。  发表于 2014-2-12 15:02
本人收不到提醒(点评|回复|@人),总之有事情到空间留言一起普通普通
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Lv1.梦旅人

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 楼主| 发表于 2014-2-12 15:00:25 | 只看该作者
delv25 发表于 2014-2-11 19:17
这种问题就像上次水区里一个帖子提到的:“我有几个脚本问题,求帮忙,我不会,求教”

链接各种奇怪,明 ...

我想给你提供地址,但是,之前说过我的在线代理都挂了……有一点点印象就是VX项有3个后缀是Engine的,应该是。
算了,不想那些不开心的事了!因为喜欢,所以才会去做,以后就不要再想“一步登天”了!Let it go!^_^
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 楼主| 发表于 2014-3-12 20:43:28 | 只看该作者
delv25 发表于 2014-2-11 19:17
这种问题就像上次水区里一个帖子提到的:“我有几个脚本问题,求帮忙,我不会,求教”

链接各种奇怪,明 ...

http://yanflychannel.wordpress.com/rmvx/melody/
是这个,我刚刚找到的,求求你了……谢谢……

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参与人数 1星屑 -20 收起 理由
咕噜 -20 挖坟,我现在没时间,星期天吧.

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算了,不想那些不开心的事了!因为喜欢,所以才会去做,以后就不要再想“一步登天”了!Let it go!^_^
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Lv2.观梦者 (暗夜天使)

万兽

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发表于 2014-3-13 08:58:12 | 只看该作者
为啥连wordpress都墙了?
话说俺们公司的网站就是买的WORDPRESS的服务器呀
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发表于 2014-3-13 09:27:44 | 只看该作者
点不开网页哦!
RM,始终放不下,它给我带来的充实生活

【Labyrinth】失落秘密基地!!
请来此看看我的论坛,注册一个会员,来夸或骂我两句~!点图片进入,感谢你的参与!

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进击的屌丝
中二同好会长

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发表于 2014-3-13 12:02:43 | 只看该作者
YEM.zip (2.6 MB, 下载次数: 38)
给您~~~
话说求好人卡QAQ

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还有,谢谢!  发表于 2014-3-22 14:32

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参与人数 1星屑 +12 收起 理由
命真苦 + 12 可是我不会给好人卡……给你一点糖吧。.

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吾乃不明事理之人,疯狂之人。


才怪咧,当时是怎么想到这么中二的句子233
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