Project1
标题:
sideview..还是..sideview
[打印本页]
作者:
s05s0039
时间:
2012-5-13 13:19
标题:
sideview..还是..sideview
请问菜鸟sideview的分段伤害怎么用?
不知道菜鸟里面有没有设置可以用到像彩虹神剑一样
比方说在动画每闪一帧就代表一段伤害
我只找到用五回攻击那个
每攻击一下就跳一次伤害
可是法术系的动画一直拼不好
dsu_plus_rewardpost_czw
作者:
Luciffer
时间:
2012-5-13 14:55
那个脚本没这功能,法术连击要用进阶横版
作者:
hcm
时间:
2012-5-17 12:39
试试看连发技能脚本合不合意?
#==============================================================================
#
# ▼ Yanfly Engine Ace - Follow-Up Skill v1.01
# -- Last Updated: 2012.02.12
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-FollowUpSkill"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.12 - Bug Fixed: Follow Up skills do not stack with multi-hits.
# 2012.02.05 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script allows for follow-up skills when the skill lands a successful hit
# (ie. no misses or evades). The script provides a chance to proceed with a
# follow-up skill or a guaranteed follow-up skill provided that the prior skill
# has successfully connected.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <follow up x>
# This causes the skill x to have a 100% chance of a follow-up upon usage of
# the current skill and the current skill landing a successful hit.
#
# <follow up x: y%>
# This causes the skill x to have y% chance of a follow-up upon usage of the
# current skill and the current skill landing a successful hit.
#
# <follow up state: x>
# <follow up all states: x, x>
# This causes the follow-up skill to require all of the states x to follow-up.
# If one state is missing, the follow-up skill will not occur. To add in more
# states required, insert multiples of this notetag.
#
# <follow up any states: x, x>
# This causes the follow-up skill to require at least one of the listed states
# x to follow-up. If all states are missing, the follow-up skill will not
# occur. To add in more states required, insert multiples of this notetag.
#
# <follow up switch: x>
# <follow up all switch: x, x>
# This causes the follow-up skill to require all switches x to be ON before the
# skill will follow-up. If one switch is OFF, the follow-up skill will not
# occur. To add in more switches required, insert multiples of this notetag.
#
# <follow up any switch: x, x>
# This causes the follow-up skill to require at least one of the listed
# switches to be ON before the the follow-up skill will occur. If all switches
# are off, the follow-up skill will not occur. To add in more switches required
# insert multiples of this notetag.
#
# <follow up eval>
# string
# string
# </follow up eval>
# For the more advanced users, replace string with code to determine whether
# or not the skill will follow-up. If multiple lines are used, they are all
# considered part of the same line.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module SKILL
FOLLOWUP = /<(?:FOLLOW_UP|follow up)[ ](\d+)>/i
FOLLOWUP_CHANCE = /<(?:FOLLOW_UP|follow up)[ ](\d+):[ ](\d+)([%%])>/i
FOLLOWUP_STATES =
/<(?:FOLLOW_UP_STATE|follow up state):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_ALL_STATES =
/<(?:FOLLOW_UP_ALL_STATES|follow up all states):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_ANY_STATES =
/<(?:FOLLOW_UP_ANY_STATES|follow up any states):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_SWITCH =
/<(?:FOLLOW_UP_SWITCH|follow up switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_ALL_SWITCH =
/<(?:FOLLOW_UP_ALL_SWITCH|follow up all switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_ANY_SWITCH =
/<(?:FOLLOW_UP_ANY_SWITCH|follow up any switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
FOLLOWUP_EVAL_ON = /<(?:FOLLOW_UP_EVAL|follow up eval)>/i
FOLLOWUP_EVAL_OFF = /<\/(?:FOLLOW_UP_EVAL|follow up eval)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_fus load_database; end
def self.load_database
load_database_fus
load_notetags_fus
end
#--------------------------------------------------------------------------
# new method: load_notetags_fus
#--------------------------------------------------------------------------
def self.load_notetags_fus
for obj in $data_skills
next if obj.nil?
obj.load_notetags_fus
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :follow_up
attr_accessor :follow_chance
attr_accessor :follow_states_all
attr_accessor :follow_states_any
attr_accessor :follow_switch_all
attr_accessor :follow_switch_any
attr_accessor :follow_eval
#--------------------------------------------------------------------------
# common cache: load_notetags_fus
#--------------------------------------------------------------------------
def load_notetags_fus
@follow_up = 0
@follow_chance = 1.0
@follow_states_all = []
@follow_states_any = []
@follow_switch_all = []
@follow_switch_any = []
@follow_eval = ""
@follow_eval_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::FOLLOWUP
@follow_up = $1.to_i
@follow_chance = 1.0
when YEA::REGEXP::SKILL::FOLLOWUP_CHANCE
@follow_up = $1.to_i
@follow_chance = $2.to_i * 0.01
#---
when YEA::REGEXP::SKILL::FOLLOWUP_STATES
$1.scan(/\d+/).each { |num|
@follow_states_all.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::FOLLOWUP_ALL_STATES
$1.scan(/\d+/).each { |num|
@follow_states_all.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::FOLLOWUP_ANY_STATES
$1.scan(/\d+/).each { |num|
@follow_states_any.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::FOLLOWUP_SWITCH
$1.scan(/\d+/).each { |num|
@follow_switch_all.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::FOLLOWUP_ALL_SWITCH
$1.scan(/\d+/).each { |num|
@follow_switch_all.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::FOLLOWUP_ANY_SWITCH
$1.scan(/\d+/).each { |num|
@follow_switch_any.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::FOLLOWUP_EVAL_ON
@follow_eval_on = true
when YEA::REGEXP::SKILL::FOLLOWUP_EVAL_OFF
@follow_eval_off = false
#---
else
@follow_eval += line.to_s if @follow_eval_on
end
} # self.note.split
#---
end
end # RPG::Skill
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :follow_up
end # Game_Action
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: item_user_effect
#--------------------------------------------------------------------------
alias game_battler_item_user_effect_fus item_user_effect
def item_user_effect(user, item)
game_battler_item_user_effect_fus(user, item)
user.process_follow_up_skill(item)
end
#--------------------------------------------------------------------------
# new method: process_follow_up_skill
#--------------------------------------------------------------------------
def process_follow_up_skill(item)
return unless meet_follow_up_requirements?(item)
action = Game_Action.new(self)
action.set_skill(item.follow_up)
if current_action.nil?
action.decide_random_target
else
action.target_index = current_action.target_index
end
@actions.insert(1, action)
@actions[1].follow_up = true
end
#--------------------------------------------------------------------------
# new method: meet_follow_up_requirements?
#--------------------------------------------------------------------------
def meet_follow_up_requirements?(item)
return false if item.nil?
return false unless item.is_a?(RPG::Skill)
return false if @actions[1] != nil && @actions[1].follow_up
return false if $data_skills[item.follow_up].nil?
return false unless follow_up_all_states?(item)
return false unless follow_up_any_states?(item)
return false unless follow_up_all_switch?(item)
return false unless follow_up_any_switch?(item)
return false unless follow_up_eval?(item)
return rand < item.follow_chance
end
#--------------------------------------------------------------------------
# new method: follow_up_all_states?
#--------------------------------------------------------------------------
def follow_up_all_states?(item)
for state_id in item.follow_states_all
next if $data_states[state_id].nil?
return false unless state?(state_id)
end
return true
end
#--------------------------------------------------------------------------
# new method: follow_up_any_states?
#--------------------------------------------------------------------------
def follow_up_any_states?(item)
return true if item.follow_states_any == []
for state_id in item.follow_states_any
next if $data_states[state_id].nil?
return true if state?(state_id)
end
return false
end
#--------------------------------------------------------------------------
# new method: follow_up_all_switch?
#--------------------------------------------------------------------------
def follow_up_all_switch?(item)
for switch_id in item.follow_switch_all
return false unless $game_switches[switch_id]
end
return true
end
#--------------------------------------------------------------------------
# new method: follow_up_any_switch?
#--------------------------------------------------------------------------
def follow_up_any_switch?(item)
return true if item.follow_switch_all == []
for switch_id in item.follow_switch_all
return true if $game_switches[switch_id]
end
return false
end
#--------------------------------------------------------------------------
# new method: follow_up_eval?
#--------------------------------------------------------------------------
def follow_up_eval?(item)
return true if item.follow_eval == ""
return eval(item.follow_eval)
end
end # Game_Battler
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
复制代码
不好意思看错了。这个脚本才是伴随技能,前面那个是连锁技能,要战斗中手动按的。
用法:在技能备注里写<follow up x>,X是技能编号。
<follow up x: y%>可以设置伴随技能触发的概率。
还可以设置伴随状态、开关什么的,在脚本开头那里都有说明的
作者:
s05s0039
时间:
2012-5-18 00:01
本帖最后由 s05s0039 于 2012-5-18 00:01 编辑
謝謝樓上兩位回答
我已找到答案了~
那就是只有拼動畫實現
由於沒有漢化 花了小弟一段時間去拼
如果功力純熟一點 真移位也應該可以拼出來
不論物理還法術連擊
也只有動畫強制結算單次傷害 然後重複動畫來達成連擊
作者:
562305484
时间:
2012-5-24 11:11
我也有这个问题,希望ACE也有彩虹剑的脚本
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