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Lv1.梦旅人 
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        - 在线时间
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 - 2012-6-1
 
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楼主是不是要用梦幻西游的多体攻击啊- #==============================================================================
 
 - #[仿大话梦幻]多体攻击(俗称秒2~秒7,非全体攻击)Ver0.03b
 
 - #
 
 - #by SixRice = 66fan
 
 - #==============================================================================
 
 - #适用战斗系统:默认回合制,CP半即时;RTAB不适用
 
 - #
 
 - #很简单的脚本,不推荐作为外挂脚本来用。希望大家能看懂之后添加近自己的游戏中去。
 
 - #
 
 - #重定义部分:set_target_battlers,其余为新定义。
 
 - #
 
 - #上面三个XRXS的脚本不要删除,请尊重别人的版权。
 
 - #
 
 - #Ver0.03根据玩家的建议,追加范围变成按照对象的速度排序。
 
 - #
 
 - #Ver0.02新增随机范围
 
 - #       修正0.01中,如果什么范围都不选,会变成全体攻击的BUG
 
 - #
 
 - #==============================================================================
 
 - # 使用说明:
 
 - #1,单体目标的情况下,以下秒几的效果为追加范围
 
 - #2,全体目标的情况下,以下秒几的效果为固定范围
 
 - #3,如果附加了“随机”属性,
 
 - #   单体攻击追加范围变成 0 到 X,
 
 - #   全体攻击固定范围变成 1 到 X,
 
 - #   举例:单体攻击,追加范围“秒7”,“随机”,实际范围是 1 +(0 ~ 7)
 
 - #         全体攻击,固定范围“秒8”,“随机”,实际范围是 1 ~ 8
 
 - #
 
 - # 如有其他特殊要求,请看懂脚本自行设置。
 
 - #==============================================================================
 
 - module SXR
 
 - #==============================================================================
 
 - #属性名(同时存在的话,取最大值;同时包括多体范围和随机范围的话,取随机范围。)
 
 - #==============================================================================
 
 - ADD_TARGET2 = "秒2"#1体目标,追加1体序列
 
 - ADD_TARGET3 = "秒3"#1体目标,追加2体序列
 
 - ADD_TARGET4 = "秒4"#1体目标,追加3体序列
 
 - ADD_TARGET5 = "秒5"#1体目标,追加4体序列
 
 - ADD_TARGET6 = "秒6"#1体目标,追加5体序列
 
 - ADD_TARGET7 = "秒7"#1体目标,追加6体序列
 
 - ADD_TARGET8 = "秒8"#1体目标,追加7体序列
 
 - ARA_TARGET = "随机"#单选无效,配合上面才能产生效果,将追加改为随机追加
 
 - end
 
 - #==============================================================================
 
 - # ■ Game_BattleAction
 
 - #==============================================================================
 
 - class Game_BattleAction
 
 - attr_accessor :add_target
 
 - attr_accessor :ara_target
 
 - #------------------------------------------------------------------------------
 
 - # ○ clear
 
 - #------------------------------------------------------------------------------
 
 -   alias sxr_clear clear
 
 -   def clear
 
 -     sxr_clear
 
 -     clear_sxr_add_target
 
 -   end
 
 - #------------------------------------------------------------------------------
 
 - # ○ 特殊效果clear
 
 - #------------------------------------------------------------------------------
 
 - def clear_sxr_add_target
 
 -     self.add_target = 0
 
 -     self.ara_target = 0
 
 -   end  
 
 - #------------------------------------------------------------------------------
 
 - # ○ 无效化特殊效果
 
 - #------------------------------------------------------------------------------
 
 -   def nillize_sxr_add_target
 
 -     self.add_target = nil
 
 -     self.ara_target = nil
 
 -   end 
 
 - end   
 
 - #==============================================================================
 
 - # ■ Game_Battler
 
 - #==============================================================================
 
 - class Game_Battler
 
 - #------------------------------------------------------------------------------
 
 - # ○追加目标范围设定
 
 - #------------------------------------------------------------------------------ 
 
 - def set_sxr_add_target(set)
 
 - # 追加/固定目标范围强制值
 
 - self.current_action.add_target = 
 
 - XRXS.element_include?(set, SXR::ADD_TARGET8) ? 8 :
 
 - XRXS.element_include?(set, SXR::ADD_TARGET7) ? 7 :
 
 - XRXS.element_include?(set, SXR::ADD_TARGET6) ? 6 :
 
 - XRXS.element_include?(set, SXR::ADD_TARGET5) ? 5 :
 
 - XRXS.element_include?(set, SXR::ADD_TARGET4) ? 4 : 
 
 - XRXS.element_include?(set, SXR::ADD_TARGET3) ? 3 : 
 
 - XRXS.element_include?(set, SXR::ADD_TARGET2) ? 2 : 
 
 - 0
 
 - # 是否随机目标范围
 
 - self.current_action.ara_target = 
 
 - XRXS.element_include?(set, SXR::ARA_TARGET) ? 1 :
 
 - 0
 
 - end
 
 - end
 
 - #==============================================================================
 
 - # ■ Scene_Battle
 
 - #==============================================================================
 
 - class Scene_Battle
 
 - #--------------------------------------------------------------------------
 
 - # ● 主处理
 
 - #--------------------------------------------------------------------------
 
 -   alias sxr_main main
 
 -   def main
 
 -     # recall
 
 -     sxr_main
 
 -     # 清空角色的特殊效果设置
 
 -     for actor in $game_party.actors
 
 -       actor.current_action.clear_sxr_add_target
 
 -       actor.current_action.nillize_sxr_add_target
 
 -     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)
 
 -       # 效果范围分支
 
 -       case scope
 
 -       when 1  # 敌单体
 
 -        
 
 -         for actor in $game_party.actors
 
 -           if actor.exist?
 
 -             @target_battlers.push(actor)
 
 -           end
 
 -         end
 
 - index = @active_battler.current_action.target_index
 
 - @target_battlers.push($game_party.smooth_target_actor(index))        
 
 - @target_battlers.delete($game_party.smooth_target_actor(index)) 
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
 
 - @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
 
 - @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
 
 - @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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)            
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           end
 
 -         end
 
 -       when 3  # 我方单体
 
 -        
 
 -           for enemy in $game_troop.enemies
 
 -           if enemy.exist?
 
 -             @target_battlers.push(enemy) 
 
 -           end
 
 -         end
 
 - index = @active_battler.current_action.target_index
 
 - @target_battlers.push($game_troop.smooth_target_enemy(index))        
 
 - @target_battlers.delete($game_troop.smooth_target_enemy(index)) 
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
 
 - @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
 
 - @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
 
 - @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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)            
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }  #(0.03)          
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           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)      
 
 - @active_battler.set_sxr_add_target(@active_battler.skill_element_set(@skill)) 
 
 -       # 效果范围分支
 
 -       case scope
 
 -       when 1  # 敌单体
 
 -         
 
 -           for enemy in $game_troop.enemies
 
 -           if enemy.exist?
 
 -             @target_battlers.push(enemy) 
 
 -           end
 
 -         end
 
 - index = @active_battler.current_action.target_index
 
 - @target_battlers.push($game_troop.smooth_target_enemy(index))        
 
 - @target_battlers.delete($game_troop.smooth_target_enemy(index)) 
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
 
 - @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
 
 - @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
 
 - @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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi } #(0.03)           
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           end
 
 -         end
 
 -       when 3  # 我方单体
 
 -        
 
 -         for actor in $game_party.actors
 
 -           if actor.exist?
 
 -             @target_battlers.push(actor)
 
 -           end
 
 -         end
 
 - index = @active_battler.current_action.target_index
 
 - @target_battlers.push($game_party.smooth_target_actor(index))        
 
 - @target_battlers.delete($game_party.smooth_target_actor(index)) 
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
 
 - @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
 
 - @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
 
 - @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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)            
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           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)
 
 - @target_battlers.sort! {|a,b| b.agi - a.agi }  #(0.03)          
 
 - @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
 
 - @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
 
 - @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
 
 - @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
 
 - @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
 
 - @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
 
 - @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
 
 - @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2            
 
 -           end
 
 -         end
 
 -       when 7  # 使用者
 
 -         @target_battlers.push(@active_battler)
 
 -       end
 
 -     end
 
 -   end
 
 - #--------------------------------------------------------------------------
 
 - # ● 生成特技行动结果
 
 - #--------------------------------------------------------------------------
 
 -   alias sxr_make_skill_action_result make_skill_action_result
 
 -     def make_skill_action_result
 
 -     # 获取特技
 
 -     @skill = $data_skills[@active_battler.current_action.skill_id]
 
 -     # 获取行动者特技附加的战斗特效
 
 -     @active_battler.set_sxr_add_target(@active_battler.skill_element_set(@skill))
 
 -     # recall
 
 -    sxr_make_skill_action_result
 
 -   end
 
 - end
 
 
  复制代码 图文教程里有啊 |   
 
 
 
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