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 Skill Regex_LJ = /%lj\[(\d+)\]/ unless method_defined? :mhy_description_20161012 alias mhy_description_20161012 description def description mhy_description_20161012.gsub(Regex_LJ){ "" } end end def hit_count Regex_LJ =~ @description return $1.to_i 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[51] = 0 sailcat_update_phase4_step1 end def make_skill_action_result sailcat_make_skill_action_result @hit_count = @skill.hit_count end def update_phase4_step5 sailcat_update_phase4_step5 if @hit_count > 0 $game_variables[51]+= 1 for target in @target_battlers.clone if @target_battlers.size > 1 @target_battlers.delete(target) else @target_battlers.delete(target) if @skill.element_set.include?(50) 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 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
def update_phase4_step4 # 对像方动画 for target in @target_battlers if $game_variables[51]==0 target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end;end # 限制动画长度、最低 8 帧 @wait_count = 8 # 移至步骤 5 @phase4_step = 5 end
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