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[已经解决] 求教这个脚本怎么用,看不懂英文注释

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发表于 2015-12-7 19:46:05 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 流浪杰哥 于 2015-12-7 19:50 编辑

这个脚本是显示敌人信息的脚本,我不知道怎么用
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Enemy Target Info v1.02
  4. # -- Last Updated: 2012.01.01
  5. # -- Level: Normal
  6. # -- Requires: YEA - Ace Battle Engine v1.10+.
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-EnemyTargetInfo"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.01.01 - Bug Fixed: <scan info: all> didn't work properly.
  15. # 2011.12.30 - Bug Fixed: Crash when using Ace Battle Engine's F8 debug.
  16. # 2011.12.29 - Started Script and Finished.
  17. #
  18. #==============================================================================
  19. # ▼ Introduction
  20. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  21. # The enemy target info window can be activated in battle to show enemy data
  22. # at the bottom of the screen. Information can be revealed straight from the
  23. # start or requires the player to actively reveal the information on their own
  24. # through either defeating the enemies, using skills on them, or scanning them
  25. # in various ways produced by the script.
  26. #
  27. #==============================================================================
  28. # ▼ Instructions
  29. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  30. # To install this script, open up your script editor and copy/paste this script
  31. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  32. #
  33. # -----------------------------------------------------------------------------
  34. # Skill Notetags - These notetags go in the skill notebox in the database.
  35. # -----------------------------------------------------------------------------
  36. # <scan info: all>
  37. # This will scan the target enemy of all properties that are shown in the
  38. # comparison windows. Unless the enemy has a permanent hide tag, all of the
  39. # data becomes available.
  40. #
  41. # <scan info: parameters>
  42. # This will scan the target enemy's parameters and reveal them to the player
  43. # unless the enemy has a permanent hide tag.
  44. #
  45. # <scan info: elements>
  46. # This will scan the target enemy's elemental resistances and reveal them to
  47. # the player unless the enemy has a permanent hide tag.
  48. #
  49. # <scan info: states>
  50. # This will scan the target enemy's state resistances and reveal them to the
  51. # player unless the enemy has a permanent hide tag.
  52. #
  53. # <scan element: x>
  54. # <scan element: x, x>
  55. # This will scan the target enemy's elemental resistance for element x. Insert
  56. # multiple of these tags to scan more elements. If you have the automatic scan
  57. # element setting on in the module, all skills and items will automatically
  58. # scan whatever element the skill or item deals damage with innately.
  59. #
  60. # <scan state: x>
  61. # <scan state: x, x>
  62. # This will scan the target enemy's state resistance for element x. Insert
  63. # multiple of these tags to scan more states. If you have the automatic scan
  64. # state setting on in the module, all skills and items will automatically
  65. # scan whatever state the skill or item inflicts innately.
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Item Notetags - These notetags go in the item notebox in the database.
  69. # -----------------------------------------------------------------------------
  70. # <scan info: all>
  71. # This will scan the target enemy of all properties that are shown in the
  72. # comparison windows. Unless the enemy has a permanent hide tag, all of the
  73. # data becomes available.
  74. #
  75. # <scan info: parameters>
  76. # This will scan the target enemy's parameters and reveal them to the player
  77. # unless the enemy has a permanent hide tag.
  78. #
  79. # <scan info: elements>
  80. # This will scan the target enemy's elemental resistances and reveal them to
  81. # the player unless the enemy has a permanent hide tag.
  82. #
  83. # <scan info: states>
  84. # This will scan the target enemy's state resistances and reveal them to the
  85. # player unless the enemy has a permanent hide tag.
  86. #
  87. # <scan element: x>
  88. # <scan element: x, x>
  89. # This will scan the target enemy's elemental resistance for element x. Insert
  90. # multiple of these tags to scan more elements. If you have the automatic scan
  91. # element setting on in the module, all skills and items will automatically
  92. # scan whatever element the skill or item deals damage with innately.
  93. #
  94. # <scan state: x>
  95. # <scan state: x, x>
  96. # This will scan the target enemy's state resistance for element x. Insert
  97. # multiple of these tags to scan more states. If you have the automatic scan
  98. # state setting on in the module, all skills and items will automatically
  99. # scan whatever state the skill or item inflicts innately.
  100. #
  101. # -----------------------------------------------------------------------------
  102. # Enemy Notetags - These notetags go in the enemies notebox in the database.
  103. # -----------------------------------------------------------------------------
  104. # <hide info: all>
  105. # <show info: all>
  106. # These notetags will set the enemy to either always hide all of their battle
  107. # information or to always show all of their info. The tags will override
  108. # each other if both are used simultaneously.
  109. #
  110. # <hide info: parameters>
  111. # <show info: parameters>
  112. # These notetags will set the enemy to either always hide their parameter
  113. # information or to always show their parameter info. The tags will override
  114. # each other if both are used simultaneously.
  115. #
  116. # <hide info: elements>
  117. # <show info: elements>
  118. # These notetags will set the enemy to either always hide their element
  119. # information or to always show their element info. The tags will override
  120. # each other if both are used simultaneously.
  121. #
  122. # <hide info: states>
  123. # <show info: states>
  124. # These notetags will set the enemy to either always hide their state
  125. # information or to always show their state info. The tags will override
  126. # each other if both are used simultaneously.
  127. #
  128. #==============================================================================
  129. # ▼ Compatibility
  130. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  131. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  132. # it will run with RPG Maker VX without adjusting.
  133. #
  134. # This script requires Yanfly Engine Ace - Ace Battle Engine v1.10+ and the
  135. # script must be placed under Ace Battle Engine in the script listing.
  136. #
  137. #==============================================================================

  138. module YEA
  139.   module ENEMY_INFO
  140.    
  141.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  142.     # - Info Window Settings -
  143.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  144.     # These are the general settings revolving around the info windows shown in
  145.     # battle such as the sound effect played, the button used to open up the
  146.     # menus, the page orders, and the info text.
  147.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  148.     INFO_SFX = RPG::SE.new("Book2", 80, 150) # SFX played for Info Window.
  149.    
  150.     # Button used to toggle the Info Window. Keep in mind that L and R are
  151.     # used for moving between pages so it's best to not use those.
  152.     INFO_BUTTON = :SHIFT
  153.    
  154.     # This sets the page order in which data is displayed for the player. The
  155.     # player can switch pages by pressing L or R.
  156.     PAGE_ORDER =[
  157.       :parameters,
  158.       :elements,
  159.       :states,
  160.     ] # Do not remove this.
  161.    
  162.     # If testplay is being used, reveal all battle information for non-hidden
  163.     # enemy information?
  164.     SHOW_DEBUG_ALL = true
  165.    
  166.     # The follow adjusts the settings regarding the help window. If this
  167.     # setting is on, the the help info will be displayed.
  168.     SHOW_HELP_INFO = true
  169.     HELP_WINDOW_Y  = 72    # Y location of the help window.
  170.    
  171.     # This is the text displayed to let the player know how to activate and
  172.     # show the info windows.
  173.     HELP_INFO_SHOW = "\e}Press \eC[4]SHIFT\eC[0] to show target info."
  174.    
  175.     # This is the text displayed to let the player know how to switch between
  176.     # pages for the info windows.
  177.     HELP_INFO_SWITCH = "\e}Press \eC[4]L\eC[0] or \eC[4]R\eC[0] to switch info."
  178.    
  179.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  180.     # - General Page Settings -
  181.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  182.     # The general page shows the stats of the battlers. The player can compare
  183.     # and contrast the stats of both battlers relative to each other. The
  184.     # settings here adjust the font size, the text displayed if parameters are
  185.     # hidden, and whether or not to show parameters by default?
  186.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  187.     PARAM_FONT_SIZE     = 20       # Font size used for parameters.
  188.     HIDDEN_PARAM_TEXT   = "???"    # Text used if parameters are hidden.
  189.    
  190.     # Show the parameters by default? If false, the enemy must be defeated once
  191.     # or scanned to show the those parameters.
  192.     DEFAULT_SHOW_PARAMS = false
  193.    
  194.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  195.     # - Element Page Settings -
  196.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  197.     # The elements page shows the elemental resistances of the battlers. The
  198.     # player can compare and contrast the resistances relative to each other.
  199.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  200.     ELE_FONT_SIZE   = 20       # Font size used for element resistances.
  201.     HIDDEN_ELE_TEXT = "???"    # Text used if element resistances are hidden.
  202.     SHOWN_ELEMENTS  = [3..10]  # Elements shown. Maximum of 8 can be shown.
  203.     ELEMENT_ICONS   ={         # Contains element icon information.
  204.     # Element ID => Icon,
  205.                3 =>  96, # Fire
  206.                4 =>  97, # Ice
  207.                5 =>  98, # Thunder
  208.                6 =>  99, # Water
  209.                7 => 100, # Earth
  210.                8 => 101, # Wind
  211.                9 => 102, # Holy
  212.               10 => 103, # Dark
  213.     } # Do not remove this.
  214.    
  215.     # Show the elemental resistances by default? If false, a skill with the
  216.     # specific element must be used on the enemy to reveal the element data if
  217.     # the AUTO_SCAN_ELEMENT setting is set to true.
  218.     DEFAULT_SHOW_ELEMENTS = false
  219.    
  220.     # If this is set to true, then skills with elemental properties will
  221.     # automatically scan the specific elemental resistance of that enemy type
  222.     # when used against that enemy.
  223.     AUTO_SCAN_ELEMENT = true
  224.    
  225.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  226.     # - States Page Settings -
  227.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  228.     # The states page shows the state resistances of the battlers. The player
  229.     # can compare and contrast the resistances relative to each other.
  230.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  231.     STATE_FONT_SIZE   = 20     # Font size used for state resistances.
  232.     HIDDEN_STATE_TEXT = "???"  # Text used if state resistances are hidden.
  233.     SHOWN_STATES = [7..14]     # States shown. Maximum of 8 can be shown.
  234.    
  235.     # Show the state resistances by default? If false, a skill with the
  236.     # specific state must be used on the enemy to reveal the element data if
  237.     # the AUTO_SCAN_STATES setting is set to true.
  238.     DEFAULT_SHOW_STATES = false
  239.    
  240.     # If this is set to true, then skills with state applying properties will
  241.     # automatically scan the specific state resistance of that enemy type
  242.     # when used against that enemy.
  243.     AUTO_SCAN_STATES = true
  244.    
  245.   end # ENEMY_INFO
  246. end # YEA

  247. #==============================================================================
  248. # ▼ Editting anything past this point may potentially result in causing
  249. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  250. # halitosis so edit at your own risk.
  251. #==============================================================================

  252. if $imported["YEA-BattleEngine"]

  253. module YEA
  254.   module ENEMY_INFO
  255.     module_function
  256.     #--------------------------------------------------------------------------
  257.     # convert_integer_array
  258.     #--------------------------------------------------------------------------
  259.     def convert_integer_array(array)
  260.       result = []
  261.       array.each { |i|
  262.         case i
  263.         when Range; result |= i.to_a
  264.         when Integer; result |= [i]
  265.         end }
  266.       return result
  267.     end
  268.     #--------------------------------------------------------------------------
  269.     # converted_contants
  270.     #--------------------------------------------------------------------------
  271.     SHOWN_ELEMENTS = convert_integer_array(SHOWN_ELEMENTS)
  272.     SHOWN_STATES = convert_integer_array(SHOWN_STATES)
  273.   end # ENEMY_INFO
  274.   module REGEXP
  275.   module ENEMY
  276.    
  277.     HIDE_INFO = /<(?:HIDE_INFO|hide info):[ ](.*)>/i
  278.     SHOW_INFO = /<(?:SHOW_INFO|show info):[ ](.*)>/i
  279.    
  280.   end # ENEMY
  281.   module USABLEITEM
  282.    
  283.     SCAN_INFO = /<(?:SCAN_INFO|scan info):[ ](.*)>/i
  284.     SCAN_ELE = /<(?:SCAN_ELE|scan ele|scan element):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
  285.     SCAN_STATE = /<(?:SCAN_STATE|scan state):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
  286.    
  287.   end # USABLEITEM
  288.   end # REGEXP
  289. end # YEA

  290. #==============================================================================
  291. # ■ Icon
  292. #==============================================================================

  293. module Icon
  294.   
  295.   #--------------------------------------------------------------------------
  296.   # self.element
  297.   #--------------------------------------------------------------------------
  298.   def self.element(id)
  299.     return 0 unless YEA::ENEMY_INFO::ELEMENT_ICONS.include?(id)
  300.     return YEA::ENEMY_INFO::ELEMENT_ICONS[id]
  301.   end
  302.    
  303. end # Icon

  304. #==============================================================================
  305. # ■ Numeric
  306. #==============================================================================

  307. class Numeric
  308.   
  309.   #--------------------------------------------------------------------------
  310.   # new method: group_digits
  311.   #--------------------------------------------------------------------------
  312.   unless $imported["YEA-CoreEngine"]
  313.   def group; return self.to_s; end
  314.   end # $imported["YEA-CoreEngine"]
  315.    
  316. end # Numeric

  317. #==============================================================================
  318. # ■ DataManager
  319. #==============================================================================

  320. module DataManager
  321.   
  322.   #--------------------------------------------------------------------------
  323.   # alias method: load_database
  324.   #--------------------------------------------------------------------------
  325.   class <<self; alias load_database_eti load_database; end
  326.   def self.load_database
  327.     load_database_eti
  328.     load_notetags_etin
  329.   end
  330.   
  331.   #--------------------------------------------------------------------------
  332.   # new method: load_notetags_etin
  333.   #--------------------------------------------------------------------------
  334.   def self.load_notetags_etin
  335.     groups = [$data_enemies, $data_skills, $data_items]
  336.     for group in groups
  337.       for obj in group
  338.         next if obj.nil?
  339.         obj.load_notetags_etin
  340.       end
  341.     end
  342.   end
  343.   
  344. end # DataManager

  345. #==============================================================================
  346. # ■ RPG::Enemy
  347. #==============================================================================

  348. class RPG::Enemy < RPG::BaseItem
  349.   
  350.   #--------------------------------------------------------------------------
  351.   # public instance variables
  352.   #--------------------------------------------------------------------------
  353.   attr_accessor :hide_info
  354.   attr_accessor :show_info
  355.   
  356.   #--------------------------------------------------------------------------
  357.   # common cache: load_notetags_etin
  358.   #--------------------------------------------------------------------------
  359.   def load_notetags_etin
  360.     @hide_info = []
  361.     @show_info = []
  362.     #---
  363.     self.note.split(/[\r\n]+/).each { |line|
  364.       case line
  365.       #---
  366.       when YEA::REGEXP::ENEMY::HIDE_INFO
  367.         case $1.upcase
  368.         when "PARAM", "PARAMETER", "PARAMETERS"
  369.           @hide_info.push(:param)
  370.           @show_info.delete(:param)
  371.         when "ELE", "ELEMENT", "ELEMENTS"
  372.           @hide_info.push(:ele)
  373.           @show_info.delete(:ele)
  374.         when "STATE", "STATES"
  375.           @hide_info.push(:state)
  376.           @show_info.delete(:state)
  377.         when "ALL"
  378.           @hide_info.push(:all)
  379.           @show_info.delete(:all)
  380.         end
  381.       #---
  382.       when YEA::REGEXP::ENEMY::SHOW_INFO
  383.         case $1.upcase
  384.         when "PARAM", "PARAMETER", "PARAMETERS"
  385.           @show_info.push(:param)
  386.           @hide_info.delete(:param)
  387.         when "ELE", "ELEMENT", "ELEMENTS"
  388.           @show_info.push(:ele)
  389.           @hide_info.delete(:ele)
  390.         when "STATE", "STATES"
  391.           @show_info.push(:state)
  392.           @hide_info.delete(:state)
  393.         when "ALL"
  394.           @show_info.push(:all)
  395.           @hide_info.delete(:all)
  396.         end
  397.       #---
  398.       end
  399.     } # self.note.split
  400.     #---
  401.   end
  402.   
  403. end # RPG::Enemy

  404. #==============================================================================
  405. # ■ RPG::UsableItem
  406. #==============================================================================

  407. class RPG::UsableItem < RPG::BaseItem
  408.   
  409.   #--------------------------------------------------------------------------
  410.   # public instance variables
  411.   #--------------------------------------------------------------------------
  412.   attr_accessor :scan_info
  413.   attr_accessor :scan_ele
  414.   attr_accessor :scan_state
  415.   
  416.   #--------------------------------------------------------------------------
  417.   # common cache: load_notetags_etin
  418.   #--------------------------------------------------------------------------
  419.   def load_notetags_etin
  420.     @scan_info = []
  421.     @scan_ele = []
  422.     @scan_state = []
  423.     #---
  424.     self.note.split(/[\r\n]+/).each { |line|
  425.       case line
  426.       #---
  427.       when YEA::REGEXP::USABLEITEM::SCAN_INFO
  428.         case $1.upcase
  429.         when "PARAM", "PARAMETER", "PARAMETERS"
  430.           @scan_info.push(:param)
  431.         when "ELE", "ELEMENT", "ELEMENTS"
  432.           @scan_info.push(:ele)
  433.         when "STATE", "STATES"
  434.           @scan_info.push(:state)
  435.         when "ALL"
  436.           @scan_info.push(:all)
  437.         end
  438.       #---
  439.       when YEA::REGEXP::USABLEITEM::SCAN_ELE
  440.         $1.scan(/\d+/).each { |num|
  441.         @scan_ele.push(num.to_i) if num.to_i > 0 }
  442.       when YEA::REGEXP::USABLEITEM::SCAN_STATE
  443.         $1.scan(/\d+/).each { |num|
  444.         @scan_state.push(num.to_i) if num.to_i > 0 }
  445.       #---
  446.       end
  447.     } # self.note.split
  448.     #---
  449.     @scan_ele.push(self.damage.element_id) if YEA::ENEMY_INFO::AUTO_SCAN_ELEMENT
  450.     if YEA::ENEMY_INFO::AUTO_SCAN_STATES
  451.       for effect in @effects
  452.         next unless effect.code == 21
  453.         next unless effect.data_id > 0
  454.         @scan_state.push(effect.data_id)
  455.       end
  456.     end
  457.   end
  458.   
  459. end # RPG::UsableItem

  460. #==============================================================================
  461. # ■ Game_System
  462. #==============================================================================

  463. class Game_System
  464.   
  465.   #--------------------------------------------------------------------------
  466.   # alias method: initialize
  467.   #--------------------------------------------------------------------------
  468.   alias game_system_initialize_eti initialize
  469.   def initialize
  470.     game_system_initialize_eti
  471.     initialize_enemy_info_data
  472.   end
  473.   
  474.   #--------------------------------------------------------------------------
  475.   # new method: initialize_enemy_info_data
  476.   #--------------------------------------------------------------------------
  477.   def initialize_enemy_info_data
  478.     @param_enemies = [] if @param_enemies.nil?
  479.     @ele_enemies = {} if @ele_enemies.nil?
  480.     @state_enemies = {} if @state_enemies.nil?
  481.   end
  482.   
  483.   #--------------------------------------------------------------------------
  484.   # new method: info_param_enemies
  485.   #--------------------------------------------------------------------------
  486.   def info_param_enemies
  487.     initialize_enemy_info_data if @param_enemies.nil?
  488.     return @param_enemies
  489.   end
  490.   
  491.   #--------------------------------------------------------------------------
  492.   # new method: add_info_param_enemies
  493.   #--------------------------------------------------------------------------
  494.   def add_info_param_enemies(id)
  495.     initialize_enemy_info_data if @param_enemies.nil?
  496.     @param_enemies.push(id) unless @param_enemies.include?(id)
  497.   end
  498.   
  499.   #--------------------------------------------------------------------------
  500.   # new method: info_ele_enemies
  501.   #--------------------------------------------------------------------------
  502.   def info_ele_enemies(ele_id)
  503.     initialize_enemy_info_data if @ele_enemies.nil?
  504.     @ele_enemies[ele_id] = [] if @ele_enemies[ele_id].nil?
  505.     return @ele_enemies[ele_id]
  506.   end
  507.   
  508.   #--------------------------------------------------------------------------
  509.   # new method: add_info_ele_enemies
  510.   #--------------------------------------------------------------------------
  511.   def add_info_ele_enemies(ele_id, id)
  512.     initialize_enemy_info_data if @ele_enemies.nil?
  513.     @ele_enemies[ele_id] = [] if @ele_enemies[ele_id].nil?
  514.     @ele_enemies[ele_id].push(id) unless @ele_enemies[ele_id].include?(id)
  515.   end
  516.   
  517.   #--------------------------------------------------------------------------
  518.   # new method: info_state_enemies
  519.   #--------------------------------------------------------------------------
  520.   def info_state_enemies(state_id)
  521.     initialize_enemy_info_data if @state_enemies.nil?
  522.     @state_enemies[state_id] = [] if @state_enemies[state_id].nil?
  523.     return @state_enemies[state_id]
  524.   end
  525.   
  526.   #--------------------------------------------------------------------------
  527.   # new method: add_info_state_enemies
  528.   #--------------------------------------------------------------------------
  529.   def add_info_state_enemies(state_id, id)
  530.     initialize_enemy_info_data if @state_enemies.nil?
  531.     @state_enemies[state_id] = [] if @state_enemies[state_id].nil?
  532.     @state_enemies[state_id].push(id) if !@state_enemies[state_id].include?(id)
  533.   end
  534.   
  535. end # Game_System

  536. #==============================================================================
  537. # ■ Game_BattlerBase
  538. #==============================================================================

  539. class Game_BattlerBase
  540.   
  541.   #--------------------------------------------------------------------------
  542.   # new method: show_info_param?
  543.   #--------------------------------------------------------------------------
  544.   def show_info_param?
  545.     return true if YEA::ENEMY_INFO::SHOW_DEBUG_ALL && ($TEST || $BTEST)
  546.     return YEA::ENEMY_INFO::DEFAULT_SHOW_PARAMS
  547.   end
  548.   
  549.   #--------------------------------------------------------------------------
  550.   # new method: show_info_element?
  551.   #--------------------------------------------------------------------------
  552.   def show_info_element?(ele_id)
  553.     return true if YEA::ENEMY_INFO::SHOW_DEBUG_ALL && ($TEST || $BTEST)
  554.     return YEA::ENEMY_INFO::DEFAULT_SHOW_ELEMENTS
  555.   end
  556.   
  557.   #--------------------------------------------------------------------------
  558.   # new method: show_info_state?
  559.   #--------------------------------------------------------------------------
  560.   def show_info_state?(state_id)
  561.     return true if YEA::ENEMY_INFO::SHOW_DEBUG_ALL && ($TEST || $BTEST)
  562.     return YEA::ENEMY_INFO::DEFAULT_SHOW_STATES
  563.   end
  564.   
  565. end # Game_BattlerBase

  566. #==============================================================================
  567. # ■ Game_Battler
  568. #==============================================================================

  569. class Game_Battler < Game_BattlerBase
  570.   
  571.   #--------------------------------------------------------------------------
  572.   # alias method: die
  573.   #--------------------------------------------------------------------------
  574.   alias game_battler_die_eti die
  575.   def die
  576.     game_battler_die_eti
  577.     return if actor?
  578.     $game_system.add_info_param_enemies(@enemy_id)
  579.   end
  580.   
  581.   #--------------------------------------------------------------------------
  582.   # alias method: item_user_effect
  583.   #--------------------------------------------------------------------------
  584.   alias game_battler_item_user_effect_eti item_user_effect
  585.   def item_user_effect(user, item)
  586.     game_battler_item_user_effect_eti(user, item)
  587.     scan_enemy_info_effect(user, item)
  588.   end
  589.   
  590.   #--------------------------------------------------------------------------
  591.   # new method: scan_enemy_info_effect
  592.   #--------------------------------------------------------------------------
  593.   def scan_enemy_info_effect(user, item)
  594.     return if self.actor?
  595.     return unless user.actor?
  596.     #---
  597.     for info in item.scan_info
  598.       case info
  599.       when :all
  600.         $game_system.add_info_param_enemies(@enemy_id)
  601.         for i in 0...$data_system.elements.size
  602.           $game_system.add_info_ele_enemies(i, @enemy_id)
  603.         end
  604.         for i in 0...$data_states.size
  605.           $game_system.add_info_state_enemies(i, @enemy_id)
  606.         end
  607.       when :param
  608.         $game_system.add_info_param_enemies(@enemy_id)
  609.       when :ele
  610.         for i in 0...$data_system.elements.size
  611.           $game_system.add_info_ele_enemies(i, @enemy_id)
  612.         end
  613.       when :state
  614.         for i in 0...$data_states.size
  615.           $game_system.add_info_state_enemies(i, @enemy_id)
  616.         end
  617.       end
  618.     end
  619.     #---
  620.     for ele_id in item.scan_ele
  621.       $game_system.add_info_ele_enemies(ele_id, @enemy_id)
  622.     end
  623.     for state_id in item.scan_state
  624.       $game_system.add_info_state_enemies(state_id, @enemy_id)
  625.     end
  626.   end
  627.   
  628. end # Game_Battler

  629. #==============================================================================
  630. # ■ Game_Actor
  631. #==============================================================================

  632. class Game_Actor < Game_Battler
  633.   
  634.   #--------------------------------------------------------------------------
  635.   # new method: show_info_param?
  636.   #--------------------------------------------------------------------------
  637.   def show_info_param?
  638.     return true
  639.   end
  640.   
  641.   #--------------------------------------------------------------------------
  642.   # new method: show_info_element?
  643.   #--------------------------------------------------------------------------
  644.   def show_info_element?(ele_id)
  645.     return true
  646.   end
  647.   
  648.   #--------------------------------------------------------------------------
  649.   # new method: show_info_state?
  650.   #--------------------------------------------------------------------------
  651.   def show_info_state?(state_id)
  652.     return true
  653.   end
  654.   
  655. end # Game_Actor

  656. #==============================================================================
  657. # ■ Game_Enemy
  658. #==============================================================================

  659. class Game_Enemy < Game_Battler
  660.   
  661.   #--------------------------------------------------------------------------
  662.   # new method: show_info_param?
  663.   #--------------------------------------------------------------------------
  664.   def show_info_param?
  665.     return false if enemy.hide_info.include?(:param)
  666.     return false if enemy.hide_info.include?(:all)
  667.     return true if enemy.show_info.include?(:param)
  668.     return true if enemy.show_info.include?(:all)
  669.     return true if $game_system.info_param_enemies.include?(@enemy_id)
  670.     return super
  671.   end
  672.   
  673.   #--------------------------------------------------------------------------
  674.   # new method: show_info_element?
  675.   #--------------------------------------------------------------------------
  676.   def show_info_element?(ele_id)
  677.     return false if enemy.hide_info.include?(:ele)
  678.     return false if enemy.hide_info.include?(:all)
  679.     return true if enemy.show_info.include?(:ele)
  680.     return true if enemy.show_info.include?(:all)
  681.     return true if $game_system.info_ele_enemies(ele_id).include?(@enemy_id)
  682.     return super(ele_id)
  683.   end
  684.   
  685.   #--------------------------------------------------------------------------
  686.   # new method: show_info_state?
  687.   #--------------------------------------------------------------------------
  688.   def show_info_state?(state_id)
  689.     return false if enemy.hide_info.include?(:state)
  690.     return false if enemy.hide_info.include?(:all)
  691.     return true if enemy.show_info.include?(:state)
  692.     return true if enemy.show_info.include?(:all)
  693.     return true if $game_system.info_state_enemies(state_id).include?(@enemy_id)
  694.     return super(state_id)
  695.   end
  696.   
  697. end # Game_Enemy

  698. #==============================================================================
  699. # ■ Window_Comparison
  700. #==============================================================================

  701. class Window_Comparison < Window_Base
  702.   
  703.   #--------------------------------------------------------------------------
  704.   # initialize
  705.   #--------------------------------------------------------------------------
  706.   def initialize(type)
  707.     dx = type == :actor ? 0 : Graphics.width / 2
  708.     dh = fitting_height(4)
  709.     super(dx, Graphics.height - dh, Graphics.width / 2, dh)
  710.     @button = YEA::ENEMY_INFO::INFO_BUTTON
  711.     @battler = nil
  712.     @type = type
  713.     @page = 0
  714.     hide
  715.   end
  716.   
  717.   #--------------------------------------------------------------------------
  718.   # update
  719.   #--------------------------------------------------------------------------
  720.   def update
  721.     super
  722.     return unless @type == :enemy
  723.     process_enemy_window_input
  724.     return unless self.visible
  725.     reveal(SceneManager.scene.enemy_window.enemy)
  726.   end
  727.   
  728.   #--------------------------------------------------------------------------
  729.   # process_enemy_window_input
  730.   #--------------------------------------------------------------------------
  731.   def process_enemy_window_input
  732.     return unless SceneManager.scene_is?(Scene_Battle)
  733.     return unless SceneManager.scene.enemy_window.active
  734.     return if SceneManager.scene.enemy_window.select_all?
  735.     SceneManager.scene.toggle_enemy_info if Input.trigger?(@button)
  736.     return unless self.visible
  737.     SceneManager.scene.enemy_info_page_up if Input.trigger?(:L)
  738.     SceneManager.scene.enemy_info_page_down if Input.trigger?(:R)
  739.   end
  740.   
  741.   #--------------------------------------------------------------------------
  742.   # reveal
  743.   #--------------------------------------------------------------------------
  744.   def reveal(battler)
  745.     return if @battler == battler
  746.     @battler = battler
  747.     refresh
  748.     show
  749.   end
  750.   
  751.   #--------------------------------------------------------------------------
  752.   # clear
  753.   #--------------------------------------------------------------------------
  754.   def clear
  755.     @battler = nil
  756.     @page = 0
  757.     hide
  758.   end
  759.   
  760.   #--------------------------------------------------------------------------
  761.   # actor
  762.   #--------------------------------------------------------------------------
  763.   def actor; return BattleManager.actor; end
  764.   
  765.   #--------------------------------------------------------------------------
  766.   # enemy
  767.   #--------------------------------------------------------------------------
  768.   def enemy; return SceneManager.scene.enemy_window.enemy; end
  769.   
  770.   #--------------------------------------------------------------------------
  771.   # page_up
  772.   #--------------------------------------------------------------------------
  773.   def page_up
  774.     @page = @page == 0 ? YEA::ENEMY_INFO::PAGE_ORDER.size - 1 : @page - 1
  775.     refresh
  776.   end
  777.   
  778.   #--------------------------------------------------------------------------
  779.   # page_down
  780.   #--------------------------------------------------------------------------
  781.   def page_down
  782.     @page = @page == YEA::ENEMY_INFO::PAGE_ORDER.size - 1 ? 0 : @page + 1
  783.     refresh
  784.   end
  785.   
  786.   #--------------------------------------------------------------------------
  787.   # refresh
  788.   #--------------------------------------------------------------------------
  789.   def refresh
  790.     contents.clear
  791.     reset_font_settings
  792.     draw_page(@page)
  793.   end
  794.   
  795.   #--------------------------------------------------------------------------
  796.   # draw_page
  797.   #--------------------------------------------------------------------------
  798.   def draw_page(page_id)
  799.     return if @battler.nil?
  800.     case YEA::ENEMY_INFO::PAGE_ORDER[page_id]
  801.     when :parameters
  802.       @battler = actor if @type == :actor
  803.       draw_parameters
  804.     when :elements
  805.       @battler = enemy if @type == :actor
  806.       draw_parameters if @type == :actor
  807.       draw_elements if @type == :enemy
  808.     when :states
  809.       @battler = enemy if @type == :actor
  810.       draw_parameters if @type == :actor
  811.       draw_states if @type == :enemy
  812.     end
  813.   end
  814.   
  815.   #--------------------------------------------------------------------------
  816.   # draw_parameters
  817.   #--------------------------------------------------------------------------
  818.   def draw_parameters
  819.     draw_text(4, 0, contents.width, line_height, @battler.name)
  820.     dx = contents.width / 2
  821.     contents.font.size = YEA::ENEMY_INFO::PARAM_FONT_SIZE
  822.     draw_param(2, 0, line_height*1); draw_param(3, dx, line_height*1)
  823.     draw_param(4, 0, line_height*2); draw_param(5, dx, line_height*2)
  824.     draw_param(6, 0, line_height*3); draw_param(7, dx, line_height*3)
  825.   end
  826.   
  827.   #--------------------------------------------------------------------------
  828.   # draw_param
  829.   #--------------------------------------------------------------------------
  830.   def draw_param(param_id, dx, dy)
  831.     dw = contents.width / 2
  832.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  833.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  834.     contents.fill_rect(rect, colour)
  835.     #---
  836.     change_color(system_color)
  837.     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
  838.     change_color(normal_color)
  839.     if @battler.show_info_param?
  840.       text = @battler.param(param_id).group
  841.     else
  842.       text = YEA::ENEMY_INFO::HIDDEN_PARAM_TEXT
  843.     end
  844.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  845.   end
  846.   
  847.   #--------------------------------------------------------------------------
  848.   # draw_elements
  849.   #--------------------------------------------------------------------------
  850.   def draw_elements
  851.     dx = 0; dy = 0
  852.     contents.font.size = YEA::ENEMY_INFO::ELE_FONT_SIZE
  853.     for ele_id in YEA::ENEMY_INFO::SHOWN_ELEMENTS
  854.       draw_element_info(ele_id, dx, dy)
  855.       dx = dx == 0 ? contents.width / 2 : 0
  856.       dy += dx == 0 ? line_height : 0
  857.     end
  858.   end
  859.   
  860.   #--------------------------------------------------------------------------
  861.   # draw_element_info
  862.   #--------------------------------------------------------------------------
  863.   def draw_element_info(ele_id, dx, dy)
  864.     dw = contents.width / 2
  865.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  866.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  867.     contents.fill_rect(rect, colour)
  868.     #---
  869.     draw_icon(Icon.element(ele_id), dx, dy)
  870.     change_color(system_color)
  871.     draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id])
  872.     change_color(normal_color)
  873.     if @battler.show_info_element?(ele_id)
  874.       text = sprintf("%d%%", (@battler.element_rate(ele_id) * 100).to_i)
  875.     else
  876.       text = YEA::ENEMY_INFO::HIDDEN_ELE_TEXT
  877.     end
  878.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  879.   end
  880.   
  881.   #--------------------------------------------------------------------------
  882.   # draw_states
  883.   #--------------------------------------------------------------------------
  884.   def draw_states
  885.     dx = 0; dy = 0
  886.     contents.font.size = YEA::ENEMY_INFO::ELE_FONT_SIZE
  887.     for state_id in YEA::ENEMY_INFO::SHOWN_STATES
  888.       draw_state_info(state_id, dx, dy)
  889.       dx = dx == 0 ? contents.width / 2 : 0
  890.       dy += dx == 0 ? line_height : 0
  891.     end
  892.   end
  893.   
  894.   #--------------------------------------------------------------------------
  895.   # draw_state_info
  896.   #--------------------------------------------------------------------------
  897.   def draw_state_info(state_id, dx, dy)
  898.     dw = contents.width / 2
  899.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  900.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  901.     contents.fill_rect(rect, colour)
  902.     #---
  903.     draw_icon($data_states[state_id].icon_index, dx, dy)
  904.     change_color(system_color)
  905.     draw_text(dx+24, dy, dw-24, line_height, $data_states[state_id].name)
  906.     change_color(normal_color)
  907.     if @battler.show_info_state?(state_id)
  908.       text = sprintf("%d%%", (@battler.state_rate(state_id) * 100).to_i)
  909.     else
  910.       text = YEA::ENEMY_INFO::HIDDEN_STATE_TEXT
  911.     end
  912.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  913.   end
  914.   
  915. end # Window_Comparison

  916. #==============================================================================
  917. # ■ Window_ComparisonHelp
  918. #==============================================================================

  919. class Window_ComparisonHelp < Window_Base
  920.   
  921.   #--------------------------------------------------------------------------
  922.   # initialize
  923.   #--------------------------------------------------------------------------
  924.   def initialize(info_window)
  925.     dy = YEA::ENEMY_INFO::HELP_WINDOW_Y
  926.     super(-12, dy, Graphics.width + 24, fitting_height(1))
  927.     @info_window = info_window
  928.     self.opacity = 0
  929.     self.z = 300
  930.     @text = ""
  931.     hide
  932.   end
  933.   
  934.   #--------------------------------------------------------------------------
  935.   # update
  936.   #--------------------------------------------------------------------------
  937.   def update
  938.     super
  939.     return unless YEA::ENEMY_INFO::SHOW_HELP_INFO
  940.     update_visibility
  941.     update_text
  942.   end
  943.   
  944.   #--------------------------------------------------------------------------
  945.   # update_visibility
  946.   #--------------------------------------------------------------------------
  947.   def update_visibility
  948.     return unless SceneManager.scene_is?(Scene_Battle)
  949.     return if SceneManager.scene.enemy_window.select_all?
  950.     self.visible = SceneManager.scene.enemy_window.active
  951.   end
  952.   
  953.   #--------------------------------------------------------------------------
  954.   # update_text
  955.   #--------------------------------------------------------------------------
  956.   def update_text
  957.     return unless self.visible
  958.     if @info_window.visible
  959.       text = YEA::ENEMY_INFO::HELP_INFO_SWITCH
  960.     else
  961.       text = YEA::ENEMY_INFO::HELP_INFO_SHOW
  962.     end
  963.     return if @text == text
  964.     @text = text
  965.     refresh
  966.   end
  967.   
  968.   #--------------------------------------------------------------------------
  969.   # refresh
  970.   #--------------------------------------------------------------------------
  971.   def refresh
  972.     contents.clear
  973.     reset_font_settings
  974.     draw_background
  975.     draw_text_ex(4, 0, @text)
  976.   end
  977.   
  978.   #--------------------------------------------------------------------------
  979.   # draw_background
  980.   #--------------------------------------------------------------------------
  981.   def draw_background
  982.     temp_rect = Rect.new(0, 0, contents.width / 2, contents.height)
  983.     colour1 = Color.new(0, 0, 0, 192)
  984.     colour2 = Color.new(0, 0, 0, 0)
  985.     contents.gradient_fill_rect(temp_rect, colour1, colour2)
  986.   end
  987.   
  988. end # Window_ComparisonHelp

  989. #==============================================================================
  990. # ■ Scene_Battle
  991. #==============================================================================

  992. class Scene_Battle < Scene_Base
  993.   
  994.   #--------------------------------------------------------------------------
  995.   # alias method: create_all_windows
  996.   #--------------------------------------------------------------------------
  997.   alias scene_battle_create_all_windows_eti create_all_windows
  998.   def create_all_windows
  999.     scene_battle_create_all_windows_eti
  1000.     create_comparison_windows
  1001.   end
  1002.   
  1003.   #--------------------------------------------------------------------------
  1004.   # alias method: create_comparison_windows
  1005.   #--------------------------------------------------------------------------
  1006.   def create_comparison_windows
  1007.     @actor_info_window = Window_Comparison.new(:actor)
  1008.     @enemy_info_window = Window_Comparison.new(:enemy)
  1009.     @info_help_window = Window_ComparisonHelp.new(@enemy_info_window)
  1010.   end
  1011.   
  1012.   #--------------------------------------------------------------------------
  1013.   # new method: toggle_enemy_info
  1014.   #--------------------------------------------------------------------------
  1015.   def toggle_enemy_info
  1016.     YEA::ENEMY_INFO::INFO_SFX.play
  1017.     if @enemy_info_window.visible
  1018.       hide_comparison_windows
  1019.     else
  1020.       show_comparison_windows
  1021.     end
  1022.   end
  1023.   
  1024.   #--------------------------------------------------------------------------
  1025.   # new method: enemy_info_page_up
  1026.   #--------------------------------------------------------------------------
  1027.   def enemy_info_page_up
  1028.     YEA::ENEMY_INFO::INFO_SFX.play
  1029.     @actor_info_window.page_up
  1030.     @enemy_info_window.page_up
  1031.   end
  1032.   
  1033.   #--------------------------------------------------------------------------
  1034.   # new method: enemy_info_page_down
  1035.   #--------------------------------------------------------------------------
  1036.   def enemy_info_page_down
  1037.     YEA::ENEMY_INFO::INFO_SFX.play
  1038.     @actor_info_window.page_down
  1039.     @enemy_info_window.page_down
  1040.   end
  1041.   
  1042.   #--------------------------------------------------------------------------
  1043.   # alias method: on_enemy_ok
  1044.   #--------------------------------------------------------------------------
  1045.   alias scene_battle_on_enemy_ok_eti on_enemy_ok
  1046.   def on_enemy_ok
  1047.     hide_comparison_windows
  1048.     scene_battle_on_enemy_ok_eti
  1049.   end
  1050.   
  1051.   #--------------------------------------------------------------------------
  1052.   # alias method: on_enemy_cancel
  1053.   #--------------------------------------------------------------------------
  1054.   alias scene_battle_on_enemy_cancel_eti on_enemy_cancel
  1055.   def on_enemy_cancel
  1056.     hide_comparison_windows
  1057.     scene_battle_on_enemy_cancel_eti
  1058.   end
  1059.   
  1060.   #--------------------------------------------------------------------------
  1061.   # new method: show_comparison_windows
  1062.   #--------------------------------------------------------------------------
  1063.   def show_comparison_windows
  1064.     @actor_info_window.reveal(BattleManager.actor)
  1065.     @enemy_info_window.reveal(@enemy_window.enemy)
  1066.     @info_viewport.visible = false
  1067.     @skill_window.y = Graphics.height * 2
  1068.     @item_window.y = Graphics.height * 2
  1069.     @status_aid_window.y = Graphics.height * 2
  1070.   end
  1071.   
  1072.   #--------------------------------------------------------------------------
  1073.   # new method: hide_comparison_windows
  1074.   #--------------------------------------------------------------------------
  1075.   def hide_comparison_windows
  1076.     @actor_info_window.clear
  1077.     @enemy_info_window.clear
  1078.     @info_viewport.visible = true
  1079.     @skill_window.y = Graphics.height - @skill_window.height
  1080.     @item_window.y = Graphics.height - @item_window.height
  1081.     @status_aid_window.y = Graphics.height - @status_aid_window.height
  1082.   end
  1083.   
  1084. end # Scene_Battle

  1085. end # $imported["YEA-BattleEngine"]

  1086. #==============================================================================
  1087. #
  1088. # ▼ End of File
  1089. #
  1090. #==============================================================================
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Lv4.逐梦者

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 楼主| 发表于 2015-12-9 22:50:46 | 只看该作者
没人回复我,好伤心………………555555555555555
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剧作品鉴家

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发表于 2015-12-9 23:21:31 | 只看该作者
本帖最后由 御曹司 于 2015-12-9 23:23 编辑

首先、你要把它当做单独脚本也插入
"#" 后面的都是注释、你可以复制到百度翻译来了解大概意思。


---------
网卡居然发重了....
另外这种脚本的话有很多的、可以善用搜索功能
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 楼主| 发表于 2015-12-10 14:17:16 | 只看该作者
御曹司 发表于 2015-12-9 23:21
首先、你要把它当做单独脚本也插入
"#" 后面的都是注释、你可以复制到百度翻译来了解大概意思。 ...

战斗时显示敌人信息的,我就只找到了这个,我就不知道怎么个显示法,如何显示,百度翻译的模糊不清
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R考场第七期纪念奖

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发表于 2015-12-11 23:06:52 | 只看该作者
Requires: YEA - Ace Battle Engine v1.10+.
↑这行的意思是,你还要在这段脚本上面插入“YEA - Ace Battle Engine v1.10+.”才能发挥这段脚本的作用。
↓关于那个脚本,请到这个网站找吧。看不懂英文就一个一个词照着找。
https://yanflychannel.wordpress.com/rmvxa/

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用头画头像,用脚写脚本
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 楼主| 发表于 2015-12-12 18:17:41 | 只看该作者
KB.Driver 发表于 2015-12-11 23:06
Requires: YEA - Ace Battle Engine v1.10+.
↑这行的意思是,你还要在这段脚本上面插入“YEA - Ace Battle ...

原来还差一个脚本,难怪我说怎么没有显示,非常感谢,我找到了
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