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我怎么才能把逗号 改为#号- #=======================================================================
- # 豪华版技能冷却系统 By 绿发的Eclair
- # 使用方法:在特技名称后面用半角逗号分割,写上冷却回合数。
- # 比如 十字斩,10 就是特技 十字斩 冷却10个回合了。
- # 注意这个冷却是敌我通用的,不只是我方,敌人也不会使用冷却中的技能哦。
- # 不想让特技窗口中显示冷却回合数, $冷却时间显示 = false 就行了。
- # 冲突性:存在,但是除了RTAB外似乎整合难度不大。
- #=======================================================================
- $冷却时间显示 = false
- module RPG
- class Skill
- def cold
- return @name.split(/#/)[1]
- end
- def name(actor = nil)
- if $冷却时间显示 and actor != nil and actor.cold[@id] != nil
- a = (@name.split(/#/)[0] == nil ? 0 : @name.split(/#/)[0])
- return a + "(" + actor.cold[@id].to_s + "回合冷却)"
- else
- return (@name.split(/#/)[0] == nil ? 0 : @name.split(/#/)[0])
- end
- end
- end
- end
- class Game_Battler
- attr_accessor :cold
- alias initialize_cold :initialize
- def initialize
- @cold = {}
- initialize_cold
- end
- def set_cold(key,val)
- return if @cold[key] == nil
- @cold[key] += val
- @cold.delete(key) if @cold[key] <= 0
- end
- alias skill_can_use_addcold :skill_can_use?
- def skill_can_use?(skill_id)
- return false if @cold[skill_id] != nil
- skill_can_use_addcold(skill_id)
- end
- end
- class Scene_Battle
- alias make_skill_action_result_addcold :make_skill_action_result
- def make_skill_action_result
- make_skill_action_result_addcold
- if @skill.cold.to_i != 0
- @active_battler.cold[@skill.id] = @skill.cold.to_i
- end
- end
- alias start_phase4_addcold :start_phase4
- def start_phase4
- for i in $game_party.actors + $game_troop.enemies
- for j in i.cold.keys
- i.set_cold(j,-1)
- end
- end
- start_phase4_addcold
- end
- end
- class Window_Skill < Window_Selectable
- def draw_item(index)
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- if $scene.is_a?(Scene_Battle)
- self.contents.draw_text(x + 28, y, 204, 32, skill.name(@actor), 0)
- else
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
- end
- self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
- end
- end
- class Game_Enemy < Game_Battler
- def make_action
- # 清除当前行动
- self.current_action.clear
- # 无法行动的情况
- unless self.movable?
- # 过程结束
- return
- end
- # 抽取现在有效的行动
- available_actions = []
- rating_max = 0
- for action in self.actions
- # 确认回合条件
- n = $game_temp.battle_turn
- a = action.condition_turn_a
- b = action.condition_turn_b
- if (b == 0 and n != a) or
- (b > 0 and (n < 1 or n < a or n % b != a % b))
- next
- end
- # 确认 HP 条件
- if self.hp * 100.0 / self.maxhp > action.condition_hp
- next
- end
- if self.cold[action.skill_id] != nil
- next
- end
- # 确认等级条件
- if $game_party.max_level < action.condition_level
- next
- end
- # 确认开关条件
- switch_id = action.condition_switch_id
- if switch_id > 0 and $game_switches[switch_id] == false
- next
- end
- # 符合条件 : 添加本行动
- available_actions.push(action)
- if action.rating > rating_max
- rating_max = action.rating
- end
- end
- # 最大概率值作为 3 合计计算(0 除外)
- ratings_total = 0
- for action in available_actions
- if action.rating > rating_max - 3
- ratings_total += action.rating - (rating_max - 3)
- end
- end
- # 概率合计不为 0 的情况下
- if ratings_total > 0
- # 生成随机数
- value = rand(ratings_total)
- # 设置对应生成随机数的当前行动
- for action in available_actions
- if action.rating > rating_max - 3
- if value < action.rating - (rating_max - 3)
- self.current_action.kind = action.kind
- self.current_action.basic = action.basic
- self.current_action.skill_id = action.skill_id
- self.current_action.decide_random_target_for_enemy
- return
- else
- value -= action.rating - (rating_max - 3)
- end
- end
- end
- end
- end
- end
- #=======================================================================
- #豪华版技能冷却系统
- #=======================================================================
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