1.在特技的说明里写<param 2,10> 这里的数字2代表力量,3代表灵巧,4代表速度,5代表魔力;数字10代表增幅%,也就是按照110%计算
2.不用担心写在说明里会在游戏里描绘出来,已经处理过了
3.随便附加个状态就行,但是持续时间会按照该特技附加的第一个状态来计算
class Window_Skill def update_help text = self.skill == nil ? "" : self.skill.description.clone text.gsub!(/<.+>/,'') if text =~ /<.+>/ @help_window.set_text(text) end end class Scene_Battle alias mf241003make_skill_action_result make_skill_action_result def make_skill_action_result mf241003make_skill_action_result for target in @target_battlers target.skill_param_effect(@skill) end end end class Game_Battler def skill_param_effect(skill) param = {2=>:@str_rate,3=>:@dex_rate,4=>:@agi_rate,5=>:@int_rate} if skill.description =~ /<param\s+(.+)>/ a = $1.split(",") state = $data_states[skill.plus_state_set[0]] state.instance_variable_set(param[a[0].to_i],100+a[1].to_i) end end end
class Window_Skill
def update_help
text = self.skill == nil ? "" : self.skill.description.clone
text.gsub!(/<.+>/,'') if text =~ /<.+>/
@help_window.set_text(text)
end
end
class Scene_Battle
alias mf241003make_skill_action_result make_skill_action_result
def make_skill_action_result
mf241003make_skill_action_result
for target in @target_battlers
target.skill_param_effect(@skill)
end
end
end
class Game_Battler
def skill_param_effect(skill)
param = {2=>:@str_rate,3=>:@dex_rate,4=>:@agi_rate,5=>:@int_rate}
if skill.description =~ /<param\s+(.+)>/
a = $1.split(",")
state = $data_states[skill.plus_state_set[0]]
state.instance_variable_set(param[a[0].to_i],100+a[1].to_i)
end
end
end
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