# ===================================================================
# 连击效果(完美版) v1.2 by SailCat
# ===================================================================
# 数据库设定(特技):
# 名称:技能名称,连击次数(要用半角逗号)
# 例如:超究舞神霸斩,11
# 狮子心,16
# 陨石,9
# 注意这是连击次数,实际攻击的回数是这个回数+1回。
# 省略逗号连同后面的参数的话,连击次数默认为零。
# 连击次数是负数的话,将取绝对值处理。
# 视觉效果是发动动画只放1回,击中动画放N回,伤害值显示N次,
# 所以,如使用了齐时战斗的话,要修改倒数第四行,该行内容为:
# @phase4_step = 4
# 改为@phase4_step = 3
# 其他:RTAB不适用
# ===================================================================
module RPG
class Skill
def name
name = @name.split(/,/)[0]
return name != nil ? name : ""
end
def hit_count
name = @name.split(/,/)[1]
return name != nil ? name.to_i.abs : 0
end
end
class Sprite < ::Sprite
def effect?
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_animation_duration > 0
end
def damage_effect?
@_damage_duration > 0 or
@_collapse_duration > 0
end
end
end
class Spriteset_Battle
def damage_effect?
for sprite in @enemy_sprites + @actor_sprites
return true if sprite.damage_effect?
end
return false
end
end
class Scene_Battle
alias sailcat_update_phase4_step1 update_phase4_step1
alias sailcat_make_skill_action_result make_skill_action_result
alias sailcat_update_phase4_step5 update_phase4_step5
def update_phase4_step1
@hit_count = 0
#$game_variables[3618] = 0
$game_variables[51] = 0
$game_variables[3589] = 0
$game_variables[3387]=0
$game_variables[3622]=0
$game_variables[3370]=0
$game_variables[3368]=0
$game_variables[3357]=0
$game_variables[3366]=0
sailcat_update_phase4_step1
end
def make_skill_action_result
sailcat_make_skill_action_result
@hit_count = @skill.hit_count
if @skill.id==977 or @skill.id==923 or @skill.id==893
@hit_count+=$game_variables[3387]
end
if @skill.id==922
@hit_count+=$game_variables[3622]
end
if @skill.id==127
@hit_count+=$game_variables[3589]
end
if @skill.id==260 #葵花宝典
@hit_count+=$game_variables[3370]
end
if @skill.id==261
@hit_count+=$game_variables[3368]
end
if @skill.id==265
@hit_count+=$game_variables[3357]
end
if @skill.id == 262
@hit_count+=$game_variables[3366]
end
end
=begin
def update_phase4_step5
sailcat_update_phase4_step5
if @hit_count > 0
$game_variables[51] += 1
for target in @target_battlers.clone
if @active_battler.dead?
return
end
if target.dead?
if @target_battlers.size > 1
@target_battlers.delete(target)
else
@target_battlers.delete(target)
if target.is_a?(Game_Enemy)
target = $game_troop.smooth_target_enemy(target.index)
else
target = $game_party.smooth_target_actor(target.index)
end
if target.is_a?(Game_Battler)
@target_battlers.push(target)
end
end
else
end
end
=end
#=begin
def update_phase4_step5
sailcat_update_phase4_step5
#添加防止角色阵亡时候会继续连击的BUG!
if @active_battler.is_a?(Game_Actor)
case @active_battler.id
when 0..27
if @active_battler.hp == 0
@hit_count=0
end
when 29
if @active_battler.hp == 0
@hit_count=0
end
end;end
if @hit_count > 0
$game_variables[51]+= 1
for target in @target_battlers.clone
#if target.dead?#羞射了
if @target_battlers.size > 1
@target_battlers.delete(target)
else
@target_battlers.delete(target)
if @skill.element_set.include?(50)#($data_system.elements.index("随机"))
if target.is_a?(Game_Enemy)
target = $game_troop.random_target_enemy
else
target = $game_party.random_target_actor
end
else
if target.is_a?(Game_Enemy)
target = $game_troop.smooth_target_enemy(target.index)
else
target = $game_party.smooth_target_actor(target.index)
end
end
if target.is_a?(Game_Battler)
@target_battlers.push(target)
end
# end
end
end
#=end
if @target_battlers.size == 0
return
end
for target in @target_battlers
if target.damage != nil
@phase4_step = 5
return
end
target.skill_effect(@active_battler, @skill)
end
# 如果你应用了23种战斗特效的公共事件版脚本请去掉下面几行的注释
if @common_event_id > 0
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
@hit_count -= 1
$game_temp.enemy_hpsp_refresh = false
@phase4_step = 4
end
end
end