# =================================================================== # 连击效果(完美版) v1.2 by SailCat # =================================================================== # 数据库设定(特技): # 名称:技能名称,连击次数(要用半角逗号) # 例如:超究舞神霸斩,11 # 狮子心,16 # 陨石,9 # 注意这是连击次数,实际攻击的回数是这个回数+1回。 # 省略逗号连同后面的参数的话,连击次数默认为零。 # 连击次数是负数的话,将取绝对值处理。 # 视觉效果是发动动画只放1回,击中动画放N回,伤害值显示N次, # 所以,如使用了齐时战斗的话,要修改倒数第四行,该行内容为: # @phase4_step = 4 # 改为@phase4_step = 3 # 其他:RTAB不适用 # =================================================================== 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 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[3618] = 0 $game_variables[51] = 0 $game_variables[3589] = 0 $game_variables[3387]=0 $game_variables[3622]=0 $game_variables[3370]=0 $game_variables[3368]=0 $game_variables[3357]=0 $game_variables[3366]=0 sailcat_update_phase4_step1 end def make_skill_action_result sailcat_make_skill_action_result @hit_count = @skill.hit_count if @skill.id==977 or @skill.id==923 or @skill.id==893 @hit_count+=$game_variables[3387] end if @skill.id==922 @hit_count+=$game_variables[3622] end if @skill.id==127 @hit_count+=$game_variables[3589] end if @skill.id==260 #葵花宝典 @hit_count+=$game_variables[3370] end if @skill.id==261 @hit_count+=$game_variables[3368] end if @skill.id==265 @hit_count+=$game_variables[3357] end if @skill.id == 262 @hit_count+=$game_variables[3366] end end =begin def update_phase4_step5 sailcat_update_phase4_step5 if @hit_count > 0 $game_variables[51] += 1 for target in @target_battlers.clone if @active_battler.dead? return end if target.dead? if @target_battlers.size > 1 @target_battlers.delete(target) else @target_battlers.delete(target) if target.is_a?(Game_Enemy) target = $game_troop.smooth_target_enemy(target.index) else target = $game_party.smooth_target_actor(target.index) end if target.is_a?(Game_Battler) @target_battlers.push(target) end end else end end =end #=begin def update_phase4_step5 sailcat_update_phase4_step5 #添加防止角色阵亡时候会继续连击的BUG! if @active_battler.is_a?(Game_Actor) case @active_battler.id when 0..27 if @active_battler.hp == 0 @hit_count=0 end when 29 if @active_battler.hp == 0 @hit_count=0 end end;end if @hit_count > 0 $game_variables[51]+= 1 for target in @target_battlers.clone #if target.dead?#羞射了 if @target_battlers.size > 1 @target_battlers.delete(target) else @target_battlers.delete(target) if @skill.element_set.include?(50)#($data_system.elements.index("随机")) 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 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
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