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 本帖最后由 忧雪の伤 于 2012-6-10 10:28 编辑  
 
我想弄个自动攻击的脚本,于是找到了这个,可是显示41行有问题,怎么回事? - class Scene_Battle
 
 -   alias hzhj_next_actor phase3_next_actor
 
 -   alias hzhj_prior_actor phase3_prior_actor
 
 -   alias hzhj_setup_command_window phase3_setup_command_window
 
 -   alias update_hzhj_basic_command update_phase3_basic_command
 
 - # alias s_e start_enemy_select
 
 - # alias s_a start_actor_select
 
 -  alias battleback_map_main main
 
 -  def main
 
 -   @battleback_sprite = Spriteset_Map.new unless $BTEST
 
 -   battleback_map_main
 
 -    @battleback_sprite.dispose unless $BTEST
 
 -  end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 转到输入下一个角色的命令
 
 -   #--------------------------------------------------------------------------
 
 -   def phase3_next_actor
 
 -     @hzhj_arrow.dispose if not @hzhj_arrow.nil?
 
 -     @hzhj_arrow = nil
 
 -     @help_window.visible = false
 
 -     hzhj_next_actor
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 转向前一个角色的命令输入
 
 -   #--------------------------------------------------------------------------
 
 -   def phase3_prior_actor
 
 -     @hzhj_arrow.dispose if not @hzhj_arrow.nil?
 
 -     @hzhj_arrow = nil
 
 -     @help_window.visible = false
 
 -     hzhj_prior_actor
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 设置角色指令窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def phase3_setup_command_window
 
 -     if Kboard.keyboard($R_Key_TAB)
 
 -       @hzhj_arrow = Arrow_Actor.new(@spriteset.viewport2)
 
 -       $按键[@active_battler.id] = 1
 
 -     else
 
 -       @hzhj_arrow = Arrow_Enemy.new(@spriteset.viewport4)
 
 -       $按键[@active_battler.id] = 0 
 
 -     end
 
 -     @hzhj_arrow.help_window = @help_window
 
 -     hzhj_setup_command_window
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面 (角色命令回合 : 基本命令)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_phase3_basic_command
 
 -     @hzhj_arrow.visible = @actor_command_window.index == 0
 
 -     @help_window.visible = @hzhj_arrow.visible
 
 -     @hzhj_arrow.update if @hzhj_arrow.visible
 
 -     Mouse.click_unlock
 
 -     if Input.trigger?(Input::C)
 
 -       if @actor_command_window.index == 0
 
 -         $game_system.se_play($data_system.decision_se)
 
 -         @active_battler.current_action.kind = 0
 
 -         @active_battler.current_action.basic = 0
 
 -         @active_battler.current_action.target_index = @hzhj_arrow.index
 
 -         @actor_command_window.active = false
 
 -         @actor_command_window.visible = false
 
 -         phase3_next_actor
 
 -         return
 
 -       end
 
 -     end
 
 -     update_hzhj_basic_command
 
 -   end
 
 -   ################################################################
 
 -   def auto_battle
 
 -     $game_system.se_play($data_system.decision_se)
 
 -     if @active_battler.past_action == 1
 
 -       if @active_battler.skill_learn?(@active_battler.past_skill)
 
 -         @active_battler.current_action.kind = 1
 
 -         kds = rand($game_troop.enemies.size)
 
 -         @active_battler.current_action.skill_id = @active_battler.past_skill
 
 -         @active_battler.current_action.target_index = kds
 
 -       else
 
 -         $game_system.se_play($data_system.decision_se)
 
 -         @active_battler.current_action.kind = 0
 
 -         @active_battler.current_action.basic = 0
 
 -         if @active_battler.hp<(@active_battler.maxhp/8)and 
 
 -           !@active_battler.skill_learn?(4)#吸血
 
 -           @active_battler.current_action.basic = 1
 
 -         end
 
 -         kds = rand($game_troop.enemies.size)
 
 -         @active_battler.current_action.target_index = kds
 
 -         phase3_next_actor
 
 -       end
 
 -       phase3_next_actor
 
 -     end
 
 -     start_phase4
 
 -     return
 
 -   end
 
 - end
 
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