Project1
标题:
目前不显示战斗动画了 求修改
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作者:
huangke
时间:
2017-12-4 21:03
标题:
目前不显示战斗动画了 求修改
# ■ Scene_Battle (分割定义 4)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
Xianfengstate = 50
module RPG
class Weapon
def name
return @name.split(/@/)[2]
end
end
end
#--------------------------------------------------------------------------
# ● 去后缀处理
#--------------------------------------------------------------------------
class Window_Base < Window
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name.split("@")[0])
end
end
class Game_Enemy < Game_Battler
def name
return $data_enemies[@enemy_id].name.split("@")[0]
end
def ifQungong
###如果要改变敌人群体攻击属性的后缀,改下面
return $data_enemies[@enemy_id].name.split("@")[1] == "群攻"
end
def ifXianfeng
###如果要改变敌人群体攻击属性的后缀,改下面
return $data_enemies[@enemy_id].name.split("@")[2] == "仙风"
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# ● 开始主回合
#--------------------------------------------------------------------------
def start_phase4
# 转移到回合 4
$game_variables[22] = 0
$game_variables[33] = 0#策略清零
$game_variables[34] = 0
$game_variables[35] = 0
$game_variables[36] = 0
$game_variables[37] = 0
$game_variables[21] = 0
$game_switches[30] = true#連擊數
@phase = 4
# 回合数计数
$game_temp.battle_turn += 1
# 搜索全页的战斗事件
for index in 0...$data_troops[@troop_id].pages.size
# 获取事件页
page = $data_troops[@troop_id].pages[index]
# 本页的范围是 [回合] 的情况下
if page.span == 1
# 设置已经执行标志
$game_temp.battle_event_flags[index] = false
end
end
# 设置角色为非选择状态
@actor_index = -1
@active_battler = nil
# 有效化同伴指令窗口
@party_command_window.active = false
@party_command_window.visible = false
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
# 设置主回合标志
$game_temp.battle_main_phase = true
# 生成敌人行动
for enemy in $game_troop.enemies
enemy.make_action
end
# 生成行动顺序
make_action_orders
# 移动到步骤 1
@phase4_step = 1
end
#--------------------------------------------------------------------------
# ● 生成行动循序
#--------------------------------------------------------------------------
def make_action_orders
# 初始化序列 @action_battlers
@action_battlers = []
# 添加敌人到 @action_battlers 序列
for enemy in $game_troop.enemies
@action_battlers.push(enemy)
if enemy.ifXianfeng
@action_battlers.push(enemy)
end
end
# 添加角色到 @action_battlers 序列
for actor in $game_party.actors
@action_battlers.push(actor)
# weapon_id=$data_weapons[actor.weapon_id]
# if @actor.weapon_id !=nil
if (actor.current_action.basic == 0 and actor.restriction == 0 and $data_weapons[actor.weapon_id].name.split("@")[2] == "仙风")
@action_battlers.push(actor)
else
if actor.state?(Xianfengstate)
@action_battlers.push(actor)
end
end
# end
end
# 确定全体的行动速度
for battler in @action_battlers
battler.make_action_speed
end
# 按照行动速度从大到小排列
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合)
#--------------------------------------------------------------------------
def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 1 : 准备行动)
#--------------------------------------------------------------------------
def update_phase4_step1
# 隐藏帮助窗口
@help_window.visible = false
# 判定胜败
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 设置战斗事件
setup_battle_event
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
return
end
end
# 强制行动的战斗者存在的情况下
if $game_temp.forcing_battler != nil
# 在头部添加后移动
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# 未行动的战斗者不存在的情况下 (全员已经行动)
if @action_battlers.size == 0
# 开始同伴命令回合
if $game_variables[402] > 0
$game_variables[402] -= 1
end
if $game_variables[402] == 0
if $game_variables[401] == 0
$game_variables[401] = rand(20)
end
if $game_variables[401] == 1
$game_variables[401] = rand(10)+10
end
if $game_variables[401] == 2
$game_variables[401] = rand(20)
end
if $game_variables[401] == 3
$game_variables[401] = rand(10)+10
end
if $game_variables[401] <= 10
$game_variables[401] = 0
end
if $game_variables[401] > 10 and $game_variables[151] <= 13
$game_variables[401] = 1
end
if $game_variables[401] > 13 and $game_variables[151] <= 17
$game_variables[401] = 2
end
if $game_variables[401] > 17 and $game_variables[151] <= 20
$game_variables[401] = 3
end
$game_screen.weather($game_variables[401], 9, 1)
start_phase2
return
end
end
# 初始化动画 ID 和公共事件 ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# 未行动的战斗者移动到序列的头部
@active_battler = @action_battlers.shift
# 如果已经在战斗之外的情况下
if @active_battler.index == nil
return
end
# 连续伤害
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
if $game_switches[35] == false and $game_variables[4] != 0
@active_battler.damage_pop = true
end
end
# 自然解除状态
if @active_battler.state?(2) or @active_battler.state?(4) or
@active_battler.state?(19) or @active_battler.state?(20) or
@active_battler.state?(21) or @active_battler.state?(22)
@active_battler.remove_states_auto
end
if $game_switches[35] == false and $game_switches[47] == true
$game_switches[42] = true
if $game_variables[60] == 2
@help_window.set_text2(@active_battler.name + "擺脫了疑心計","","",1)
@wait_count = 30
end
if $game_variables[60] == 4
@help_window.set_text2(@active_battler.name + "擺脫了混亂計","","",1)
@wait_count = 30
end
$game_switches[47] = false
$game_variables[60] = 0
end
# 刷新状态窗口
@status_window.refresh
# 移至步骤 2
@phase4_step = 2
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 2 : 开始行动)
#--------------------------------------------------------------------------
def update_phase4_step2
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 限制为 [敌人为普通攻击] 或 [我方为普通攻击] 的情况下
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# 设置行动为攻击
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# 限制为 [不能行动] 的情况下
if @active_battler.restriction == 4
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# 清除对像战斗者
@target_battlers = []
# 行动种类分支
case @active_battler.current_action.kind
when 0 # 基本
make_basic_action_result
when 1 # 特技
make_skill_action_result
when 2 # 物品
make_item_action_result
end
# 移至步骤 3
if @phase4_step == 2
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
# ● 生成基本行动结果
#--------------------------------------------------------------------------
def make_basic_action_result
# 攻击的情况下
if @active_battler.current_action.basic == 0
# 设置攻击 ID
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
#雷暴
leiyu = 0
if @active_battler.element_rate(13) == 50 #追风呼雷豹
leiyu += 30
end
if @active_battler.element_rate(41) == 50
leiyu += 7
end
if @active_battler.element_rate(42) == 50
leiyu += 8
end
if @active_battler.element_rate(43) == 50
leiyu += 9
end
if @active_battler.element_rate(44) == 50
leiyu += 10
end
if @active_battler.element_rate(181) == 50
leiyu += 100
end
if @active_battler.element_rate(351) == 50
leiyu += 100
end
if $game_troop.random_target_enemy.element_rate(24) == 50
leiyu -= 999
end
if $game_troop.random_target_enemy.element_rate(185) == 50
leiyu -= 999
end
if $game_troop.random_target_enemy.element_rate(122) == 50
leiyu -= 999
end
if @active_battler.element_rate(41) < 100 and rand(100) <= 10 + leiyu
$game_variables[40] = 1
end
if @active_battler.element_rate(42) < 100 and rand(100) <= 10 + leiyu
$game_variables[40] = 2
end
if @active_battler.element_rate(43) < 100 and rand(100) <= 10 + leiyu
$game_variables[40] = 3
end
if @active_battler.element_rate(44) < 100 and rand(100) <= 10 + leiyu
$game_variables[40] = 4
end
if @active_battler.element_rate(201) < 100 and rand(100) <= 30
$game_variables[40] = 5
end
if @active_battler.element_rate(201) < 100 and rand(100) <= 30
$game_variables[40] = 6
end
# 行动方的战斗者是敌人的情况下
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
#雷玉
if $game_variables[40] >= 1
for actor in $game_party.actors
if actor.exist?
if $game_variables[201] != 5
$game_switches[39] = true
end
if $game_variables[230] != 5
$game_switches[39] = true
end
@target_battlers.push(actor)
end
end
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
end
# 行动方的战斗者是角色的情况下
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
#雷玉
if $game_variables[40] >= 1
for enemy in $game_troop.enemies
if enemy.exist?
if $game_variables[201] != 5
$game_switches[39] = true
end
if $game_variables[230] != 5
$game_switches[39] = true
end
@target_battlers.push(enemy)
end
end
else
if @active_battler.element_rate(214) == 50 and rand(100) < 50
index = rand(5)
@target_battlers.push($game_troop.smooth_target_enemy(index))
index = rand(5)
@target_battlers.push($game_troop.smooth_target_enemy(index))
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
end
end
if @target_battlers == []
# 设置对像方的战斗者序列
@target_battlers = [target]
# 如果敌人有“群攻”标记
if @active_battler.is_a?(Game_Enemy)
if @active_battler.ifQungong
if @active_battler.restriction == 0
@target_battlers = []
for target in $game_party.actors
if target.exist?
@target_battlers.push(target)
end
end
end
end
end
end
# 如果角色标有群攻或者武器含有“群攻”标记
if @active_battler.is_a?(Game_Actor)
###如果要改变武器群体攻击属性的后缀,改下面
if $data_weapons[@active_battler.weapon_id].name.split("@")[1] == "群攻"
if @active_battler.restriction == 0
@target_battlers = []
for target in $game_troop.enemies
if target.exist?
@target_battlers.push(target)
end
end
end
end
end
# 应用通常攻击效果
for target in @target_battlers
target.attack_effect(@active_battler)
end
if @active_battler.is_a?(Game_Actor)
explus
end
text1 = "攻擊"
text7 = ""
if $game_switches[36] == true
text1 = "會心一擊"
end
if $game_switches[37] == true
text2 = " 烈風"
text7 = "發動"
end
if $game_switches[38] == true
text3 = " 斬擊"
text7 = "發動"
end
if $game_switches[39] == true
text4 = " 雷暴"
text7 = "發動"
end
if $game_switches[40] == true
text5 = " 冰霜"
text7 = "發動"
end
if $game_switches[41] == true
text6 = " 紅蓮"
text7 = "發動"
end
if $game_switches[35] == false
$game_switches[42] = true
@help_window.set_text2(@active_battler.name + text1.to_s + text2.to_s +
text3.to_s + text4.to_s + text5.to_s + text6.to_s + text7.to_s,"","",1)
end
#属性文字描述重置
$game_switches[36] = false
$game_switches[37] = false
$game_switches[38] = false
$game_switches[39] = false
$game_switches[40] = false
$game_switches[41] = false
return
end
# 防御的情况下
if @active_battler.current_action.basic == 1
# 帮助窗口显示"防御"
@help_window.set_text(@active_battler.name + "防禦", 1)
Audio.se_play("Audio/SE/音效03-防御", 100, 100)
# 回復值的表示
@target_battlers.push(@active_battler)
return
end
# 逃跑的情况下
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
# 帮助窗口显示"逃跑"
#@help_window.set_text("劉備軍撤退!", 1)
# 逃跑
@active_battler.escape
return
end
# 什么也不做的情况下
if @active_battler.current_action.basic == 3
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
#--------------------------------------------------------------------------
# ● 设置物品或特技对像方的战斗者
# scope : 特技或者是物品的范围
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
xushi = 0
skill_leixing = 0
if @skill.atk_f == 1 or @skill.atk_f == 2 or @skill.atk_f == 3
skill_leixing = 1
end
#虚实
if @active_battler.element_rate(97) < 100 and skill_leixing == 1
xushi += 2
end
if @active_battler.element_rate(98) < 100 and skill_leixing == 1
xushi += 3
end
if @active_battler.element_rate(99) < 100 and skill_leixing == 1
xushi += 4
end
if @active_battler.element_rate(100) < 100 and skill_leixing == 1
xushi += 5
end
if @active_battler.element_rate(262) < 100 and skill_leixing == 1
xushi += 80
end
if @active_battler.element_rate(17) < 100 and skill_leixing == 1
xushi += 100
end
if @active_battler.element_rate(232) < 100 and skill_leixing == 1
xushi += 100
end
if xushi > 0
xushi += 10
end
if rand(100) < xushi
scope = 2
end
#黃帝內經
if @active_battler.element_rate(30) == 50 and @skill.atk_f == 4 and rand(100) <= 50
scope = 4
end
#治疗
if @active_battler.element_rate(154) == 50 and @skill.atk_f == 4 and rand(100) <= 50
scope = 4
end
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # 敌全体
for actor in $game_party.actors
if actor.exist?
@target_battlers.push(actor)
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # 我方全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # 我方全体 (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor)
if @active_battler.current_action.kind == 1
xushi = 0
skill_leixing = 0
if @skill.atk_f == 1 or @skill.atk_f == 2 or @skill.atk_f == 3
skill_leixing = 1
end
#虚实
if @active_battler.element_rate(97) < 100 and skill_leixing == 1
xushi += 2
end
if @active_battler.element_rate(98) < 100 and skill_leixing == 1
xushi += 3
end
if @active_battler.element_rate(99) < 100 and skill_leixing == 1
xushi += 5
end
if @active_battler.element_rate(100) < 100 and skill_leixing == 1
xushi += 10
end
if @active_battler.element_rate(17) < 100 and skill_leixing == 1
xushi += 100
end
if @active_battler.element_rate(222) < 100 and skill_leixing == 1
xushi += 100
end
if @active_battler.element_rate(232) < 100 and skill_leixing == 1
xushi += 100
end
if @active_battler.element_rate(262) < 100 and skill_leixing == 1
xushi += 80
end
if xushi > 0
xushi += 10
end
if rand(100) < xushi
scope = 2
end
# 天雷
#黃帝內經
if @active_battler.element_rate(30) == 50 and @skill.atk_f == 4 and rand(100) <= 50
scope = 4
end
#治疗
if @active_battler.element_rate(154) == 50 and @skill.atk_f == 4 and rand(100) <= 50
scope = 4
end
end
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # 敌全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # 我方全体
for actor in $game_party.actors
if actor.exist?
@target_battlers.push(actor)
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # 我方全体 (HP 0)
for actor in $game_party.actors
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
end
#--------------------------------------------------------------------------
# ● 生成特技行动结果
#--------------------------------------------------------------------------
def make_skill_action_result
# 获取特技
@skill = $data_skills[@active_battler.current_action.skill_id]
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 因为 SP 耗尽而无法使用的情况下
#unless @active_battler.skill_can_use?(@skill.id)
# 清除强制行动对像的战斗者
#$game_temp.forcing_battler = nil
# 移至步骤 1
#@phase4_step = 1
#return
#end
end
# 消耗 SP
#if @skill.atk_f == 6
# @active_battler.sp = 0
#end
#if @skill.atk_f == 7
# @active_battler.sp -= @skill.sp_cost
#end
# 设置动画 ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# 设置公共事件 ID
@common_event_id = @skill.common_event_id
# 设置对像侧战斗者
set_target_battlers(@skill.scope)
# 应用特技效果
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
# 刷新状态窗口
#@status_window.refresh
# 在帮助窗口显示特技名
if $game_switches[35] == false
$game_switches[42] = true
jicewenzi = "使用"
shenmou = ""
if $game_switches[76] == true
shenmou = " 會心一擊"
end
$game_switches[76] = false
if @skill.atk_f == 0
jicewenzi = "佈置"
end
@help_window.set_text2(@active_battler.name + jicewenzi + @skill.name + shenmou,"","", 1)
end
end
#--------------------------------------------------------------------------
# ● 生成物品行动结果
#--------------------------------------------------------------------------
def make_item_action_result
# 获取物品
@item = $data_items[@active_battler.current_action.item_id]
# 因为物品耗尽而无法使用的情况下
unless $game_party.item_can_use?(@item.id)
# 移至步骤 1
@phase4_step = 1
return
end
# 消耗品的情况下
if @item.consumable
# 使用的物品减 1
if @active_battler.element_rate(113) < 100
else
$game_party.lose_item(@item.id, 1)
end
end
# 在帮助窗口显示物品名
if $game_switches[35] == false
$game_switches[42] = true
@help_window.set_text2(@active_battler.name + "使用" + @item.name,"","", 1)
end
# 设置动画 ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# 设置公共事件 ID
@common_event_id = @item.common_event_id
# 确定对像
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# 设置对像侧战斗者
set_target_battlers(@item.scope)
# 应用物品效果
for target in @target_battlers
target.item_effect(@item)
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 3 : 行动方动画)
#--------------------------------------------------------------------------
def update_phase4_step3
if $game_switches[35] == false
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
if $game_variables[23] != 0
@active_battler.animation_id = $game_variables[23]
end
end
end
# 设置头像
if @active_battler.is_a?(Game_Actor)
@head_window_left.set_actor_head(@active_battler)
elsif @active_battler.is_a?(Game_Enemy)
@head_window_right.set_enemy_head(@active_battler)
end
# 移至步骤 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 4 : 对像方动画)
#--------------------------------------------------------------------------
def update_phase4_step4
# 对像方动画
for target in @target_battlers
target.animation_id = @animation2_id
if $game_variables[40] >= 1
$game_variables[39] = 203
end
if $game_variables[39] != 0
target.animation_id = $game_variables[39]
end
target.animation_hit = (target.damage != "Miss")
end
# 设置头像
if target.is_a?(Game_Actor)
@head_window_left.set_actor_head(target)
elsif target.is_a?(Game_Enemy)
@head_window_right.set_enemy_head(target)
end
# 移至步骤 5
@phase4_step = 5
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 5 : 显示伤害)
#--------------------------------------------------------------------------
def update_phase4_step5
# 隐藏帮助窗口
@help_window.visible = false
#觉醒动画
if $game_variables[2] == 2
@active_battler.animation_id = 282
@active_battler.animation_hit = true
@active_battler.add_state(14)
end
if $game_variables[3] == 2
for target in @target_battlers
target.animation_id = 282
target.animation_hit = true
target.add_state(14)
end
end
# 刷新状态窗口
@status_window.refresh
# 显示伤害
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
if $game_variables[6] == 265
for target in @target_battlers
target.animation_id = 265
target.animation_hit = true
@wait_count = 8
target.hp = 9999
end
end
#文字顯示
if target != nil
if $game_switches[35] == false and target.hp == 0
@help_window.set_text2("","",@active_battler.name + "擊敗了" + target.name,1)
# 限制动画长度、最低 8 帧
@wait_count = 20
end
end
# 移至步骤 6
@phase4_step = 6
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 6 : 刷新)
#--------------------------------------------------------------------------
def update_phase4_step6
# 清除强制行动对像的战斗者
$game_variables[2] = 0
$game_variables[3] = 0
$game_variables[6] = 0
$game_variables[23] = 0
$game_variables[39] = 0
$game_variables[40] = 0
$game_switches[44] = false
$game_temp.forcing_battler = nil
# 公共事件 ID 有效的情况下
if @common_event_id > 0
# 设置事件
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# 刷新状态窗口
@status_window.refresh
#連擊判斷
#if $game_switches[30] == true and $game_switches[32] == true
if $game_variables[22] > 0
$game_variables[22] -= 1
@phase4_step = 2
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
else
###为二次攻击者重新设置动作
if @active_battler.is_a?(Game_Enemy)
@active_battler.make_action
end
# 移至步骤 1
@phase4_step = 1
$game_switches[30] = true
end
# 自然解除状态
if not @active_battler.state?(2) and not @active_battler.state?(4) and
not @active_battler.state?(19) and not @active_battler.state?(20) and
not @active_battler.state?(21) and not @active_battler.state?(22)
@active_battler.remove_states_auto
end
if $game_switches[35] == false and $game_switches[47] == true
$game_switches[42] = true
case $game_variables[60]
when 5,6,7,8,9,10,11,12,13
@help_window.set_text2(@active_battler.name + "能力恢复正常","","",1)
@wait_count = 30
end
if $game_variables[60] == 3
@help_window.set_text2(@active_battler.name + "擺脫了離間計","","",1)
@wait_count = 30
end
$game_switches[47] = false
$game_variables[60] = 0
end
end
end
复制代码
作者:
huangke
时间:
2017-12-5 17:31
求修改
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