Project1
标题:
怎样禁止空手攻防?
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作者:
tree52
时间:
2010-8-29 15:57
标题:
怎样禁止空手攻防?
本帖最后由 tree52 于 2010-8-29 16:57 编辑
怎样使人物装备身上的武器不能为空,也就是说不准将武器脱掉,手上必须持武器,但可以更换。因为空手攻防脚本不适合我的游戏。
作者:
oОS+WEi
时间:
2010-8-29 16:08
虽然无法解决LZ的第一个问题,但是给你个好点的空手攻击力脚本,空手有攻击力,然后武器装备后有加成攻击力
把这个覆盖掉 Game_Battler 1这个即可
# ————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————
#==========================================================================
# ■ Game_Battler (分割定义 1)
#--------------------------------------------------------------------------
# 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
# 超级类来使用。
#==========================================================================
class Game_Battler
#----------------------------------------------------------------------
# ● 定义实例变量
#----------------------------------------------------------------------
attr_reader :battler_name # 战斗者 文件名
attr_reader :battler_hue # 战斗者 色相
attr_reader :hp # HP
attr_reader :sp # SP
attr_reader :states # 状态
attr_accessor :hidden # 隐藏标志
attr_accessor :immortal # 不死身标志
attr_accessor :damage_pop # 显示伤害标志
attr_accessor :damage # 伤害值
attr_accessor :critical # 会心一击标志
attr_accessor :animation_id # 动画 ID
attr_accessor :animation_hit # 动画 击中标志
attr_accessor :white_flash # 白色屏幕闪烁标志
attr_accessor :blink # 闪烁标志
#----------------------------------------------------------------------
# ● 初始化对像
#----------------------------------------------------------------------
def initialize
@battler_name = ""
@battler_hue = 0
@hp = 0
@sp = 0
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@hidden = false
@immortal = false
@damage_pop = false
@damage = nil
@critical = false
@animation_id = 0
@animation_hit = false
@white_flash = false
@blink = false
@current_action = Game_BattleAction.new
end
#----------------------------------------------------------------------
# ● 获取 MaxHP
#----------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 999999].min
return n
end
#----------------------------------------------------------------------
# ● 获取 MaxSP
#----------------------------------------------------------------------
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, 999999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 999999].min
return n
end
#---------------------------------------------------------------------
# ● 获取力量
#---------------------------------------------------------------------
def str
n = [[base_str + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#----------------------------------------------------------------------
# ● 获取灵巧
#----------------------------------------------------------------------
def dex
n = [[base_dex + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#----------------------------------------------------------------------
# ● 获取速度
#----------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#------------------------------------------------------------------------
# ● 获取魔力
#------------------------------------------------------------------------
def int
n = [[base_int + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#------------------------------------------------------------------------
# ● 设置 MaxHP
# maxhp : 新的 MaxHP
#------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
#------------------------------------------------------------------------
# ● 设置 MaxSP
# maxsp : 新的 MaxSP
#------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -999999].max, 999999].min
@sp = [@sp, self.maxsp].min
end
#------------------------------------------------------------------------
# ● 设置力量
# str : 新的力量
#------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -999].max, 999].min
end
#------------------------------------------------------------------------
# ● 设置灵巧
# dex : 新的灵巧
#------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -999].max, 999].min
end
#------------------------------------------------------------------------
# ● 设置速度
# agi : 新的速度
#------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
#------------------------------------------------------------------------
# ● 设置魔力
# int : 新的魔力
#------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -999].max, 999].min
end
#------------------------------------------------------------------------
# ● 获取命中率
#------------------------------------------------------------------------
def hit
n = 100
for i in @states
n *= $data_states[i].hit_rate / 100.0
end
return Integer(n)
end
#------------------------------------------------------------------------
# ● 获取攻击力
#------------------------------------------------------------------------
def atk
n = base_atk + base_str + @str_plus.to_i
for i in @states
n *= $data_states[i].atk_rate / 100.0
end
return Integer(n)
end
#------------------------------------------------------------------------
# ● 获取物理防御
#------------------------------------------------------------------------
def pdef
n = base_pdef + base_dex + @dex_plus.to_i
for i in @states
n *= $data_states[i].pdef_rate / 100.0
end
return Integer(n)
end
#------------------------------------------------------------------------
# ● 获取魔法防御
#------------------------------------------------------------------------
def mdef
n = base_mdef + base_int + @int_plus.to_i
for i in @states
n *= $data_states[i].mdef_rate / 100.0
end
return Integer(n)
end
#------------------------------------------------------------------------
# ● 获取回避修正
#------------------------------------------------------------------------
def eva
n = base_eva + base_agi + @agi_plus.to_i
for i in @states
n += $data_states[i].eva
end
return n
end
#------------------------------------------------------------------------
# ● 更改 HP
# hp : 新的 HP
#------------------------------------------------------------------------
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
# 解除附加的战斗不能状态
for i in 1...$data_states.size
if $data_states[i].zero_hp
if self.dead?
add_state(i)
else
remove_state(i)
end
end
end
end
#------------------------------------------------------------------------
# ● 更改 SP
# sp : 新的 SP
#------------------------------------------------------------------------
def sp=(sp)
@sp = [[sp, maxsp].min, 0].max
end
#------------------------------------------------------------------------
# ● 全回复
#------------------------------------------------------------------------
def recover_all
@hp = maxhp
@sp = maxsp
for i in @states.clone
remove_state(i)
end
end
#------------------------------------------------------------------------
# ● 获取当前的动作
#------------------------------------------------------------------------
def current_action
return @current_action
end
#------------------------------------------------------------------------
# ● 确定动作速度
#------------------------------------------------------------------------
def make_action_speed
@current_action.speed = agi + rand(10 + agi / 4)
end
#------------------------------------------------------------------------
# ● 战斗不能判定
#------------------------------------------------------------------------
def dead?
return (@hp == 0 and not @immortal)
end
#------------------------------------------------------------------------
# ● 存在判定
#------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal))
end
#------------------------------------------------------------------------
# ● HP 0 判定
#------------------------------------------------------------------------
def hp0?
return (not @hidden and @hp == 0)
end
#------------------------------------------------------------------------
# ● 可以输入命令判定
#------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1)
end
#------------------------------------------------------------------------
# ● 可以行动判定
#------------------------------------------------------------------------
def movable?
return (not @hidden and restriction < 4)
end
#------------------------------------------------------------------------
# ● 防御中判定
#------------------------------------------------------------------------
def guarding?
return (@current_action.kind == 0 and @current_action.basic == 1)
end
#------------------------------------------------------------------------
# ● 休止中判定
#------------------------------------------------------------------------
def resting?
return (@current_action.kind == 0 and @current_action.basic == 3)
end
end
复制代码
作者:
tree52
时间:
2010-8-29 16:30
回复
oОS+WEi
的帖子
呵呵,我之前用的这个,现在做的这个游戏不适合用这个。
作者:
oОS+WEi
时间:
2010-8-29 16:33
回复
tree52
的帖子
虽然不能解决你的问题,还是帮你找了个帖子看看能不能解决你的问题
http://rpg.blue/forum.php?mod=vi ... =%E7%A9%BA%E6%89%8B
作者:
六祈
时间:
2010-8-29 16:35
回复
tree52
的帖子
Scene_Equip脚本第209行
item = @item_window.item
复制代码
在其后跟上
if item == nil
$game_system.se_play($data_system.buzzer_se)
return
end
复制代码
作者:
tree52
时间:
2010-8-29 16:57
回复
六祈
的帖子
搞定,谢谢!等认可帖子出来了认可你哈。
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