class Game_Event
def return_erased2
return @erased2
end
def erase2
@erased2 = true
end
end
class ARPG
def skill
return @skill
end
end
#==============================================================================
$wait_H = 0
$wait_H2 = 0
$普通攻击动画ID = 0
#==============================================================================
class Scene_Map
alias update_olc update
def update
update_olc
@ppp = $game_party.actors[0]
#--------------------------------------------------------------------------
# ● 敌人攻击
#--------------------------------------------------------------------------
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
#敌人的攻击力:
@enemy_attack = enemy.list[6].parameters[0].to_i
@enemy_animation = enemy.list[9].parameters[0].to_i
#敌人面向下,攻击角色
$wait_H += 0.1
if $game_player.x == enemy.x and $game_player.y - enemy.y == 1 and enemy.direction == 2
if $wait_H >= 200
case rand(40)
when 2
enemy.animation_id = @enemy_animation
if @ppp.pdef >= @enemy_attack #当敌人攻击少于角色防御
$game_switches[31] = true #显示MISS
$game_player.damage_pop = true
Mess_Text.write ("#{@ppp.name}没有受到伤害。")
$wait_H += 0
else
$game_player.damage = @enemy_attack - @ppp.pdef
$game_player.damage_pop = true
@ppp.hp -= $game_player.damage
Mess_Text.write ("#{@ppp.name}受到#{$game_player.damage.to_i}点伤害。")
$wait_H += 0
end #if
end #if
end #case
end #if
#敌人面向左,攻击角色
if $game_player.x - enemy.x == -1 and $game_player.y == enemy.y and enemy.direction == 4
if $wait_H >= 200
case rand(40)
when 2
enemy.animation_id = @enemy_animation + 1
if @ppp.pdef >= @enemy_attack #当敌人攻击少于角色防御
$game_switches[31] = true #显示MISS
$game_player.damage_pop = true
Mess_Text.write ("#{@ppp.name}没有受到伤害。")
$wait_H += 0
else
$game_player.damage = @enemy_attack - @ppp.pdef
$game_player.damage_pop = true
@ppp.hp -= $game_player.damage
Mess_Text.write ("#{@ppp.name}受到#{$game_player.damage.to_i}点伤害。")
$wait_H += 0
end #if
end #if
end #case
end #if
#敌人面向右,攻击角色
if $game_player.x - enemy.x == 1 and $game_player.y == enemy.y and enemy.direction == 6
if $wait_H >= 200
case rand(40)
when 2
enemy.animation_id = @enemy_animation + 2
if @ppp.pdef >= @enemy_attack #当敌人攻击少于角色防御
$game_switches[31] = true #显示MISS
$game_player.damage_pop = true
Mess_Text.write ("#{@ppp.name}没有受到伤害。")
$wait_H += 0
else
$game_player.damage = @enemy_attack - @ppp.pdef
$game_player.damage_pop = true
@ppp.hp -= $game_player.damage
Mess_Text.write ("#{@ppp.name}受到#{$game_player.damage.to_i}点伤害。")
$wait_H += 0
end #if
end #if
end #case
end #if
#敌人面向上,攻击角色
if $game_player.x == enemy.x and $game_player.y - enemy.y == -1 and enemy.direction == 8
if $wait_H >= 200
case rand(40)
when 2
enemy.animation_id = @enemy_animation + 3
if @ppp.pdef >= @enemy_attack #当敌人攻击少于角色防御
$game_switches[31] = true #显示MISS
$game_player.damage_pop = true
Mess_Text.write ("#{@ppp.name}没有受到伤害。")
$wait_H += 0
else
$game_player.damage = @enemy_attack - @ppp.pdef
$game_player.damage_pop = true
@ppp.hp -= $game_player.damage
Mess_Text.write ("#{@ppp.name}受到#{$game_player.damage.to_i}点伤害。")
$wait_H += 0
end #if
end #if
end #case
end #if
#★★★★
end#for★
#--------------------------------------------------------------------------
# ● 定义旋舞斩
#--------------------------------------------------------------------------
def skill_旋舞斩
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 2 and (py - enemy.y).abs <= 1
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #旋舞斩技能