Project1
标题:
使用法术时的显示。
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作者:
黑米馒头
时间:
2011-5-1 17:36
标题:
使用法术时的显示。
本帖最后由 黑米馒头 于 2011-5-1 17:37 编辑
系统默认的是这样的,比如1号角色名字为阿尔西斯,该角色有个技能为治疗,系统默认的话好象只显示-----治疗,如何弄成战斗的时候角色使用技能的时候为-------阿尔西斯使用了治疗。使用物品也像这样,显示角色的名字在显示物品名字。 dsu_plus_rewardpost_czw
作者:
Wind2010
时间:
2011-5-1 19:48
本帖最后由 Wind2010 于 2011-5-1 20:07 编辑
于是乎RM回来了
LZ用的是默认战斗脚本么?
默认脚本的话试试用这个
class Scene_Battle
#--------------------------------------------------------------------------
# ● 生成基本行动结果
#--------------------------------------------------------------------------
def make_basic_action_result
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
@help_window.set_text(@active_battler.name + "选择了" + $data_system.words.guard, 1) #修改内容
return
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
@help_window.set_text(@active_battler.name + "逃跑了", 1) #修改内容
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
def make_skill_action_result
@skill = $data_skills[@active_battler.current_action.skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(@skill.id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
@active_battler.sp -= @skill.sp_cost
@status_window.refresh
@help_window.set_text(@active_battler.name + "使用技能" + @skill.name, 1) #修改内容
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end
def make_item_action_result
@item = $data_items[@active_battler.current_action.item_id]
unless $game_party.item_can_use?(@item.id)
@phase4_step = 1
return
end
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@help_window.set_text(@active_battler.name + "使用物品" + @item.name, 1) #修改内容
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
@common_event_id = @item.common_event_id
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
set_target_battlers(@item.scope)
for target in @target_battlers
target.item_effect(@item)
end
end
end
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