本帖最后由 sd592078335 于 2012-4-8 10:57 编辑
- #==============================================================================
- # ■ module N01 Ver2.6
- #------------------------------------------------------------------------------
- # 横版战斗系统设定项目。
- #==============================================================================
- module N01
- #--------------------------------------------------------------------------
- # ● 设定
- #--------------------------------------------------------------------------
- # 主人公初期位置 第一人 第二人 第三人 第四人
- # X轴 Y轴 X轴 Y轴 X轴 Y轴 X轴 Y轴
- ACTOR_POSITION = [[415,150],[435,180],[455,210],[475,240]]
- # 战斗成员最大数(可改动人数) 当人数变动时,上方的坐标也要相应变动
- MAX_MEMBER = 4
-
- # 战斗中行动结束后、到下个角色行动开始之间的等待时间。
- ACTION_WAIT = 10
- # 敌方溃败(被击破时的退场)前的等待时间
- COLLAPSE_WAIT = 12
- # 胜利前的等待时间
- WIN_WAIT = 70
-
- # 战斗背景在画面中位置的设定 FLOOR = [ X轴, Y轴, 透明度]
- FLOOR = [ 0, 96,128]
- # 未装备武器地情况下攻击时显示的动画ID
- NO_WEAPON = 7
- # 二刀流设定 当双手装备武器时一次攻击的伤害数值。数值为%
- # 通常攻击 技能、物品
- TWO_SWORDS_STYLE = [ 50, 100]
- # 状态扩张・自动复活的动画ID
- RESURRECTION = 41
- # 使用吸收攻击对象的HP回复时,对吸收者造成伤害是true
- ABSORB_DAMAGE = true
-
- # 伤害数字图片的文件名(横向等距的从零到九依次排列的图片)
- DAMAGE_GRAPHICS = "Number+"
- # 回复数字图片的文件名
- RECOVER_GRAPHICS = "Number-"
- # 显示数值时的文字间隔
- NUM_INTERBAL = -3
- # 显示数值时的显示时间
- NUM_DURATION = 68
- # 伤害窗口关闭、只显示文字时的情况是true
- NON_DAMAGE_WINDOW = true
- # 伤害窗口中所显示的词语。如果不想显示的情况请""这样消除掉引号中内容即可。
- POP_DAMAGE0 = "无伤害" # 伤害数值为0时(数字0将不被显示)
- POP_MISS = "丢失!" # 攻击因攻击者原因没有击中时
- POP_EVA = "回避!" # 攻击因被被攻击者躲开时
- POP_CRI = "会心一击!" # 会心一击手机
- POP_MP_DAM = "伤害MP" # 受到MP的伤害时
- POP_MP_REC = "回复MP" # 回复MP时
-
- # 阴影效果 使用的话是true不使用时是false
- SHADOW = true
- # 识别步行效果 在战斗中人物使用步行效果的话是true不使用时是false
- # false的情况下、一定要使用自己的行走图,不要使用脚本范例中的。
- # 还有,No1之后的图片大小要统一(不是全人物统一,单一人物的统一即可)
- WALK_ANIME = true
- # 角色战斗图中用图的动画动作格数(横分割数)
- ANIME_PATTERN = 3
- # 角色战斗图中用图的动画种类数(纵分割数)
- ANIME_KIND = 4
-
- # 背后攻击(偷袭时的画面反转) 使用的话是true不使用的是false
- BACK_ATTACK = true
- # 背后攻击时战斗背景不反转的情况是false
- BACK_ATTACK_NON_BACK_MIRROR = true
- # 将背后攻击设置为无效时 偷袭效果依然发挥。
- # 全部都是装备上所需装备时、发挥技能时,才会有效果。
- # 防止背后攻击的武器ID 举例) = [1] 多数时的举例) = [1,2]
- NON_BACK_ATTACK_WEAPONS = []
- # 防止背后攻击的盾ID
- NON_BACK_ATTACK_ARMOR1 = []
- # 防止背后攻击的头部防具ID
- NON_BACK_ATTACK_ARMOR2 = []
- # 防止背后攻击的身体防具ID
- NON_BACK_ATTACK_ARMOR3 = []
- # 防止背后攻击的装饰品ID
- NON_BACK_ATTACK_ARMOR4 = []
- # 防止背后攻击的技能ID
- NON_BACK_ATTACK_SKILLS = []
- # 一定会发生背后攻击的开关No(会优先于防止)
- BACK_ATTACK_SWITCH = []
-
- #==============================================================================
- # ■ 单独战斗动作
- #------------------------------------------------------------------------------
- # 使用的是连贯动作,这里的单独是没有意义的。
- #==============================================================================
- # 这里的单独动作名,请不要重复。
- # 与连贯动作名重复没有问题。
- ANIME = {
- #--------------------------------------------------------------------------
- # ● 角色动画的设定
- #--------------------------------------------------------------------------
- # 文件No…使用战斗动作图的号码。
- # 0的情况是使用行走图对应。
- # 1以后的是像"人物行走图文件名+_1"这样,参照文件名后的附加数字
- # 来判别的。例)$拉尔夫_1 的文件名No是1
- # 战斗动作图全部都是从人物行走图文件夹内读取。
- #
- # 种类…战斗动作图的分隔纵列。从上开始0到3依次。
- # 速度…动画的更新速度。数值越低更新速度越快。
- # 循环… [0=往复循环] [1=循环一次] [2=不循环]
- # 等待…不循环(2)的情况下、到动画显示结束的等待时间。
- # 固定…如果动画不作固定的情况、指定分割号码(横向位置)。不固定的情况是-1。反向再生是-2。
- # Z轴…在面前显示的话是正数。相较通常情况靠前的显示。
- # 影…表示阴影效果的话是true、不表示为false
- # 武器…武器表示的情况填入武器动作名。不表示的情况为""。
-
- # 目标动画名 文件No 种类 速度 循环 等待 固定 Z轴 影 武器
- "待机" => [ 1, 0, 30, 0, 0, -1, 0, true,"拿武器" ],
- "待机(固定)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ],
- "向右(固定)" => [ 0, 2, 10, 1, 2, 1, 0, true,"拿武器" ],
- "伤害" => [ 1, 1, 7, 2, 24, 1, 0, true,"拿武器" ],
- "无法战斗" => [ 2, 3, 10, 1, 8, 0, 0, true,"" ],
- "前进" => [ 1, 3, 12, 0, 0, -1, 0, true,"举武器前进" ],
- "后退" => [ 1, 3, 12, 0, 0, -1, 0, true,"举武器前进" ],
- "头上显示" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ],
- "武器挥动攻击" => [ 3, 0, 1, 2, 0, -1, 2, true,""],
- "武器挥动攻击L" => [ 3, 0, 1, 2, 0, -1, 2, true,""],
- "武器挥动攻击缓" => [ 3, 0, 8, 2, 0, -1, 2, true,""],
- "武器挥动攻击缓2" => [ 3, 2, 8, 2, 0, -1, 2, true,""],
- "武器下旋转" => [ 3, 1, 2, 2, 0, -1, 2, true,"下旋转"],
- "武器上旋转" => [ 0, 1, 2, 2, 0, -1, 2, true,"上旋转"],
- "举起武器" => [ 0, 1, 2, 2, 28, -1, 2, true,"举起"],
- "回旋武器" => [ 3, 1, 4, 0, 0, -1, 2, true,"回旋武器"],
- "高速武器挥动攻击"=> [ 3, 0, 0, 2, 0, -1, 2, true,"刀攻击"],
- "弓矢攻击" => [ 3, 1, 1, 2, 8, -1, 2, true,"弓攻击"],
- "枪投掷" => [ 3, 2, 10, 2, 8, -1, 2, true,""],
- "枪投掷后固定" => [ 3, 2, 10, 2, 8, 2, 2, true,""],
- "銃攻击" => [ 3, 1, 1, 2, 0, -1, 2, true,"銃攻击"],
- "剑突刺攻击" => [ 3, 1, 10, 2, 0, -1, 2, true,"剑突刺"],
- "刀攻击下" => [ 3, 2, 1, 2, 0, -1, 2, true,"刀攻击"],
- "举起武器2" => [ 3, 1, 2, 2, 28, -1, 2, true,"举起2"],
- "举起武器3" => [ 3, 1, 2, 2, 28, -1, 2, true,"举起3"],
- "魔法吟唱" => [ 3, 3, 6, 0, 0, -1, 0, true,"" ],
- "胜利待机" => [ 2, 0, 29, 2, 0, -1, 0, true,"" ],
- "危机待机" => [ 1, 2, 15, 0, 0, -1, 0, true,"" ],
- "回避" => [ 2, 1, 8, 2, 1, -1, 0, true,"" ],
- "持武器回避" => [ 2, 1, 8, 2, 1, -1, 0, true,"举起2" ],
- "角色消失待机" => [ 2, 2, 15, 0, 0, -1, 0, false,"" ],
- "刀攻击跳跃" => [ 2, 1, 8, 2, 7, -1, 2, true,"刀攻击"],
- "持武器待机" => [ 3, 0, 2, 2, 0, 0, 2, true,""],
- "持武器待机2" => [ 3, 0, 2, 2, 0, 0, 2, true,"举起4"],
- "突刺攻击" => [ 3, 0, 1, 2, 0, -1, 2, true,"突刺"],
- "插剑动作" => [ 3, 2, 1, 2, 0, -1, 2, true,"插剑"],
- #--------------------------------------------------------------------------
- # ● 武器动作 让武器图像动起来的方法
- #--------------------------------------------------------------------------
- # 这里使用的武器动作名、必须是上面角色动画中设置的武器动作名。
-
- # X轴…横向移动距离。
- # Y轴…纵向移动距离。
- # Z轴…如果让此动作显示时武器在人物前方写作true。
- # 初始角度…武器在动作前的最初角度。半圆的0~360度。复数情况为反半圆。
- # 完毕角度…动作完毕时的角度。
- # 原点…武器旋转时的原点。[0…中心] [1…左上] [2…右上] [3…左下] [4…右下]
- # 反转…当为true时,动作前武器的图像将会显示为反转的。
- # X扩…X轴放大率、武器横向放大率。1是同等、2是2倍、0.5是1/2。
- # Y扩…Y轴放大率、武器纵向放大率。1是同等、2是2倍、0.5是1/2。
- # 调X…略微调整X轴。这里的数字是调整武器初期的X坐标。
- # 调Y…略微调整Y轴。这里的数字是调整武器初期的Y坐标。
- # 二刀…限定于二刀流为true、将以二刀流来显示左边武器动作的武器画像。
- # 如果不是二刀流的情况会自动跳过角色动画。
-
- # 武器动作名 X轴 Y轴 Z轴 初始角度 完毕角度 原点 反转 X扩 Y扩 调X 调Y 二刀
- "纵挥动" => [ 6, 5,false,-135, 65, 4,false, 1, 1, -7, -4,false],
- "纵挥动L" => [ 2, 8,false,-135, 75, 4,false, 1, 1, -4, -6, true],
- "下旋转" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false],
- "上旋转" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false],
- "举起" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false],
- "弓攻击" => [ 16, 8,true, -135, 45, 4,false, 1, 1, -4, -6,false],
- "銃攻击" => [ 6, 8,true, 120, 15, 4,false, 1, 1, -4, -6,false],
- "剑突刺" => [ 6, 5,false,-135, 130, 4,false, 1, 1, -4, -6,false],
- "突刺" => [ -10, 0,false, 45, 45, 4,false, 1, 1, 4, 2,false],
- "刀攻击" => [ 0, 0,false, 270, 120, 4, true, 1, 1, -4, -6,false],
- "回旋武器" => [ -2, 10,false, 260,-100, 4,false, 1, 1, -4, -6,false],
- "举起2" => [ -2, 10,true, 90, -15, 4,false, 1, 1, -4, -6,false],
- "举起3" => [ -2, 13,true, 90, -15, 4,false, 1, 1, -4, -6,false],
- "举起4" => [ -2, 13,false,-135,-145, 4,false, 1, 1, -4, -6,false],
- "插剑" => [ 0, 0,false, 270, 225, 3, true, 1, 1, -4, -6,false],
- "拿武器" => [ -3, 10,false, 70, 70, 4,false, 1, 1, -4, -5,false],
- "举武器前进" => [ -3, 10,false,-70,-70, 4,false, 1, 1, -4, -5,false],
- #--------------------------------------------------------------------------
- # ● 角色移动 敌方的X轴移动是以相反的复数计算。
- #--------------------------------------------------------------------------
- # 目标…坐标移动的参照 [0=自身现在的位置] [1=目标] [2=窗口] [3=初期位置]
- # X轴…从对象所看X坐标。绝对值就算是最低时也会比时间高
- # Y轴…从对象所看Y坐标。绝对值就算是最低时也会比时间高
- # 时间…移动时间。数值越大越缓慢。这里是用距离除以时间所得每格行动距离。
- # 加速…正数是加速、负数是减速。这里是每格行动的加速或减速。
- # 跳跃…跳跃轨道。正数是向下跳、负数是向上跳。0是不跳。
- # 动画…这里的移动所使用的角色动画名。
-
- # 目标 X轴 Y轴 时间 加速 跳跃 动画
- "不能移动" => [ 0, 0, 0, 1, 0, 0, "待机(固定)"],
- "到战斗开始的位置" => [ 0, 54, 0, 1, 0, 0, "前进"],
- "一步向前移动" => [ 3, -32, 0, 18, -1, 0, "前进"],
- "一步向后移动" => [ 0, 32, 0, 8, -1, 0, "前进"],
- "三人攻击移动1" => [ 2, 410, 96, 18, -1, 0, "前进"],
- "三人攻击移动2" => [ 2, 440, 145, 18, -1, 0, "前进"],
- "三人攻击移动3" => [ 2, 410, 212, 18, -1, 0, "前进"],
- "四人攻击移动1" => [ 2, 444, 96, 18, -1, 0, "前进"],
- "四人攻击移动2" => [ 2, 444, 212, 18, -1, 0, "前进"],
- "四人攻击移动3" => [ 2, 384, 64, 18, -1, 0, "前进"],
- "四人攻击移动4" => [ 2, 384, 244, 18, -1, 0, "前进"],
- "被伤害" => [ 0, 0, 0, 1, 1, 0, "伤害"],
- "推动" => [ 0, 0, 0, 1, 1, 0, "伤害"],
- "推动右" => [ 0, 0, 0, 1, 1, 0, "伤害"],
- "我方逃走" => [ 0, 300, 0,300, 1, 0, "后退"],
- "逃走失败" => [ 0, 48, 0, 16, 1, 0, "后退"],
- "胜利的跳跃" => [ 0, 0, 0, 20, 0, -5, "前进"],
- "目标移动" => [ 1, 0, 0, 18, -1, 0, "前进"],
- "目标高速移动" => [ 1, 0, -12, 12, 0, -2, "前进"],
- "目标向前移动" => [ 1, 24, 0, 40, -1, 0, "前进"],
- "向目标背后高速移动"=> [ 1, -28, 0, 5, -5, 0, "前进"],
- "目标向前高速移动" => [ 1, 24, 0, 1, 0, 0, "前进"],
- "目标右前移动" => [ 1, 96, 32, 16, -1, 0, "前进"],
- "目标左前移动" => [ 1, 96, -32, 16, -1, 0, "前进"],
- "一步向前跳跃" => [ 0, -32, 0, 8, -1, -4, "前进"],
- "一步向后跳跃" => [ 0, 32, 0, 8, -1, -4, "后退"],
- "跳跃到目标" => [ 1, 12, -12, 12, -1, -6, "前进"],
- "投掷我方" => [ 0, -24, 0, 16, 0, -2, "前进"],
- "强力踩踏" => [ 1, 12, -32, 12, -1, -6, "头上显示"],
- "一步向前跳跃敲击" => [ 0, -32, 0, 12, -1, -2, "武器挥动攻击"],
- "向前跳跃敲击" => [ 1, 12, 0, 12, -1, -5, "武器挥动攻击缓"],
- "对后方给予提高" => [ 1, 12, 0, 16, 0, -3, "武器挥动攻击"],
- "原地跳跃敲击" => [ 1, 0, 0, 16, 0, -5, "武器挥动攻击"],
- "背景跳跃" => [ 0, 32, 0, 24, -1, -4, "回避"],
- "快速背景跳跃" => [ 0, 32, 0, 10, 2, -4, "回避"],
- "背景跳跃2" => [ 0, 148, 0, 15, 5, -4, "持武器回避"],
- "当场跳跃敲击" => [ 1, 0, 0, 16, 0, -5, "持武器待机"],
- "当场跳跃斩击" => [ 1, 40, 0, 40, -10, -6, "持武器待机"],
- "当场跳跃斩击2" => [ 1, 36, 0, 50, 10, -5, "持武器待机2"],
- "刀攻击跳跃斩" => [ 1, 84, 0, 30, -9, -5, "刀攻击跳跃"],
- "拔出" => [ 1, -96, 0, 16, 2, 0, "武器挥动攻击"],
- "右拔出" => [ 1, -96, 32, 16, 2, 0, "武器挥动攻击"],
- "左拔出" => [ 1, -96, -32, 16, 2, 0, "武器挥动攻击"],
- "右拔出2" => [ 1,-128, 48, 16, 2, 0, "武器挥动攻击"],
- "左拔出2" => [ 1,-128, -48, 16, 2, 0, "武器挥动攻击"],
- "立即拔出" => [ 1, 128, 0, 16, 2, 0, "武器挥动攻击"],
- "向后跳跃" => [ 3, 12, 0, 12, -1, -5, "后退"],
- "高速跳跃到目标后方"=> [ 1, -20, -12, 5, 1, -4, "前进"],
- "箭舞后跳" => [ 0, -60, 0, 8, -1, -5, "前进"],
- "向目标跳跃" => [ 1, 24, 0, 12, -1, -5, "前进"],
- "原地跳出屏幕" => [ 0, 0, -280, 16, 0, -5, "前进"],
- "完成大我移动" => [ 2, 140, 210,18, -3, -2, "前进"],
- "二连斩跳跃" => [ 1, 15, 0, 16, 0, -5, "武器挥动攻击"],
- "风华·樱花斩移动" => [ 2, 300, 200, 18, -1, 0, "前进"],
- "风华·樱花斩移动2" => [ 2, 60, 200, 3, -1, 0, "前进"],
- "拔出反" => [ 1, 96, 0, 16, 2, 0, "武器挥动攻击"],
-
-
- #--------------------------------------------------------------------------
- # ● 角色漂浮 角色与影子脱离
- #--------------------------------------------------------------------------
- # 判別…用来判别的、请全部统一填入"float"。
- # 始高…开始漂浮的高度。负数情况是在影子之上、正数是在影子下方。
- # 终高…漂浮完毕的高度。因为动作系需要使用这个数值,请不要变动。
- # 时间…漂浮过程所用时间。
- # 动画…漂浮时候所用的角色动画名。
-
- # 判別 始高 终高 时间 动画
- "低空漂浮中" => ["float", -22, -20, 2, "待机(固定)"],
- "低空漂浮中2" => ["float", -20, -18, 2, "待机(固定)"],
- "低空漂浮中3" => ["float", -18, -20, 2, "待机(固定)"],
- "低空漂浮中4" => ["float", -20, -22, 2, "待机(固定)"],
- "跳跃停止" => ["float", 0, -80, 4, "待机(固定)"],
- "跳跃着地" => ["float", -80, 0, 4, "待机(固定)"],
- "抬起" => ["float", 0, -30, 4, "待机(固定)"],
-
- #--------------------------------------------------------------------------
- # ● 坐标初始化 返回到原始位置的移动设置
- #--------------------------------------------------------------------------
- # 判別…用来判别的、请全部统一填入"reset"。
- # 时间…返回过程所用时间。即使是同样的时间如果距离远的情况下移动速度也会发生变化。
- # 加速…正数为加速、负数为减速。这里是每格行动的加速或减速。
- # 跳跃…跳跃轨道。正数为向下跳、负数为向上跳。0是不跳。
- # 动画…这里移动时使用的角色动画名。
-
- # 判別 时间 加速 跳跃 动画
- "坐标初始化" => ["reset", 20, 0, 0, "前进"],
- "后退初始化" => ["reset", 40, 0, 0, "后退"],
- "后跳初始化" => ["reset", 40, 0, 0, "后退"],
- #--------------------------------------------------------------------------
- # ● 强制动作 被动形成的目标动作
- #--------------------------------------------------------------------------
- # 识别…被动形成的动作是单独还是连贯。"单独"时直接填入单独即可。
- # "连贯"时请填入连贯。
- #
- # 对象…获取是指动作的对象。0是目标、除他以外的处于那个状态No
- # 的全部角色视为对象。
- # 数值前有负号的就会习得此数字绝对值的数字对应的技能ID上的技能
- # 除自身以外的主人公作为对象(主人公限定)
- # 指定引取的情况(成员位置)、引取值填入1000。
- # 指定的引取是自身不在的情况(无法战斗或是逃走时)
- # 从零号开始顺次参照、所有角色界不在为时,行动中段。
- #
- # 恢复…动作后返回原始坐标的目标动作名。
- # 不返回的情况以这样""不填任何东西即可。
- # 动作名…强制动作的动作名。识别是单独的话、使用单独动作名。
- # 连贯的话就用连贯动作名(组合动作)。
-
- # 识别 对象 恢复 动作名
- "轻微吹动" => ["单独", 0, "坐标初始化", "推动"],
- "右旋转" => ["单独", 0, "坐标初始化", "右旋转一周"],
- "纵向压扁" => ["单独", 0, "坐标初始化", "纵向缩小"],
- "中弹1" => ["单独", 0, "坐标初始化", "从对象到自身1"],
- "举起我方" => ["单独", 0, "", "抬起"],
- "吴莉嘉连同攻击" => ["连贯", 18, "坐标初始化", "吴莉嘉合体攻击1"],
- "四人攻击1" => ["连贯", -101, "坐标初始化", "四人合体攻击1"],
- "四人攻击2" => ["连贯", -102, "坐标初始化", "四人合体攻击2"],
- "四人攻击3" => ["连贯", -103, "坐标初始化", "四人合体攻击3"],
- "将我方投掷飞出" => ["连贯", 1000, "坐标初始化", "可以投掷"],
-
- #--------------------------------------------------------------------------
- # ● 目标变更 改变现在角色作为目标对象的
- #--------------------------------------------------------------------------
- # ※只是改变战斗动作上的目标、战斗的目标不改变。
- # 只能是实行战斗中的角色执行。
- # 判別…因为使用于判别、请全部统一填入"target"。
- #
- # 对象…被变更目标的对象。0是目标、改变这个目标以外处于那个状态No中
- # 角色的全部对象。
- # 数值前有负号的就会习得此数字绝对值的数字对应的技能ID上的技能(我方队员为对象)。
- # 指定引取的情况(成员位置)、引取值填入1000。
- # 指定的引取是自身不在的情况(无法战斗或是逃走时)
- # 从零号开始顺次参照。
- #
- # 变更处…变更处内容 0=自身 1=自身的目标
- # 2=成为自身的目标后、再将自己的目标变为变更对象
- # 3=将已变更为自身的目标返还(必须是在实行过2的情况下下)
-
- # 目标変更名 判別 对象 変更先
- "以自身为目标" => ["target", 0, 0],
- "二人攻击目标统一" => ["target", 18, 1],
- "四人攻击目标统一" => ["target", 19, 1],
- "选择投掷角色" => ["target", 1000, 2],
- "投掷目标组合" => ["target", 1000, 3],
-
- #--------------------------------------------------------------------------
- # ● 技能连发 中断动作后、其他技能被连发出来
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"der"。
- # 确率…连发的成功率、0~100之间。如果没有被连发、剩下的动作继续执行。
- # 习得…如果连发的技能没有被习得也可以实行的话是true
- # 技能ID…连发的技能的ID
-
- # 连发名 判別 确率 习得 技能ID
- "回复连发" => ["der", 100, true, 91],
- "适当连发" => ["der", 100, true, 92],
- #--------------------------------------------------------------------------
- # ● 动作条件 设定条件、满足条件以后将停止所有行动
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"nece"。
- # 对象…用于条件参照的对象。[0=自分] [1=目标] [2=敌全体] [3=我方全体]
- # 内容… [0=状态] [1=参数] [2=开关] [3=变量] [4=习得技能]
- #
- # 条件…填入符合上边内容确定的项目的数值。
- # [0]状态…状态ID
- # [1]参数…[0=现HP] [1=现MP] [2=攻击力] [3=防御力] [4=精神力] [5=敏捷性]
- # [2]开关…游戏中的开关No
- # [3]变量…游戏中的变量No
- # [4]习得技能…习得特定技能的条件、将那个技能的ID编号填入。
- #
- # 补足…补足上边的条件。
- # [0]状态…成为条件的被施加状态的人数。
- # 符号为正号时是需要此号码对应条件,负号时为不需要。
- # [1]参数…参数的数值。对象为复数时,将取平均值。
- # 符号为正的数值以上、以及负的数值以下作为条件。
- # [2]开关…开关ON为条件是 true、OFF为条件是 false
- # [3]变量…符号为正的数值以上、以及负的数值以下作为条件。
- # [4]习得技能…作为条件的技能所习得的人数。
-
- # 连发名 判別 对象 内容 条件 补足
- "二人攻击条件确认" => ["nece", 3, 0, 18, 1],
- "四人攻击条件确认" => ["nece", 3, 0, 19, 3],
- "漂浮状态确认" => ["nece", 0, 0, 17, 1],
- "是否已变身成猫" => ["nece", 0, 0, 20, 1],
- "死亡确认" => ["nece", 1, 0, 1, 1],
-
- #--------------------------------------------------------------------------
- # ● 角色旋转 画像旋转。与反转不同、武器动作不能被反映
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"angle"。
- # 时间…旋转过程所需时间。
- # 初始角度…旋转开始时的角度。指定于0~360度之间。正数为正半圆、负数为反半圆。
- # 完毕角度…旋转完毕时的角度。指定于0~360度之间。跟上边所记相同,但敌人的设定是与其相反的。
- # 回复…true是在完毕的同时恢复到通常角度。false是保持最后着动作。
-
- # 判別 时间 初始角度 完毕角度 回复
- "倒下" => ["angle", 1, 0, 0,false],
- "右旋转一周" => ["angle", 48, 0,-360,false],
- "左高速旋转" => ["angle", 6, 0, 360,false],
- #--------------------------------------------------------------------------
- # ● 角色放大缩小 武器动作不能被反映
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"zoom"。
- # 时间…放大缩小过程所需时间。
- # X扩…横向的放大率。1.0是等倍、0.5是原有的一半。
- # Y扩…纵向的放大率。1.0是等倍、0.5是原有的一半。
- # 回复…true是在完毕的同时还原成等倍。false是保持完毕时的样子。
- # 放大缩小时会一时变更当前对象的原点、在恢复的时候复原。
-
- # 判別 时间 X拡 Y拡 回复
- "横向缩小" => ["zoom", 16, 0.5, 1.0, true],
- "纵向缩小" => ["zoom", 16, 1.0, 0.5, true],
-
- #--------------------------------------------------------------------------
- # ● 战斗动画 显示数据库的战斗动画
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"anime"。
- # ID…动画ID。-1时将显示武器或者技能上设定的动画的伤害。
- # -2时技能也变成武器上所带的动画。
- # 对象… [0=自身] [1=目标]
- # 反转…true时动画地画像将被反转。
- # 等待…一直在动画显示完毕都存在的话是true。
- # 二刀用…true时将实行二刀流的动画。动画ID为-1时通常攻击的情况
- # 设定成显示为左手武器的动画。技能是技能动画的在实行。
-
- # 判別 ID 对象 反转 等待 二刀用
- "对象动画" => ["anime", -1, 1, false,false, false],
- "对象动画等待" => ["anime", -1, 1, false, true, false],
- "对象动画武器" => ["anime", -2, 1, false,false, false],
- "对象动画L" => ["anime", -1, 1, false,false, true],
- "打击动画" => ["anime", 1, 1, false,false, false],
- "斩击/必杀技1" => ["anime", 11, 1, false,false, false],
- "弓矢动画" => ["anime", 87, 0, false,false, false],
- "地秀" => ["anime", 60, 1, false,true, false],
- "冰秀" => ["anime", 65, 1, false,true, false],
- "火秀" => ["anime", 70, 1, false,true, false],
- "风秀" => ["anime", 75, 1, false,true, false],
- "雷秀" => ["anime", 80, 1, false,true, false],
- "星耀一击自身"=> ["anime", 146, 0, false,true, false],
- "邪龙断魂枪正"=> ["anime", 156, 1, false,false, false],
- "邪龙断魂枪反"=> ["anime", 157, 1, false,false, false],
- "天地裂创" => ["anime", 155, 1, false,true, false],
- "樱花醉·舞" => ["anime", 158, 1, false,true, false],
- "乱舞击1" => ["anime", 162, 1, false,true, false],
- "乱舞击2" => ["anime", 163, 1, false,true, false],
- "乱舞击3" => ["anime", 164, 1, false,true, false],
- "狂王落花阵" => ["anime", 171, 0, false,false, false],
- "爆碎·剑怒狂闪" => ["anime", 177, 1, false,false, false],
- "暗月剑舞1" => ["anime", 180, 1, false,false, false],
- "暗月剑舞友1" => ["anime", 182, 1, false,false, false],
- "幻鬼之阵" => ["anime", 184, 1, false,false, false],
-
- #--------------------------------------------------------------------------
- # ● 动画飞出 让战斗动画飞出去。飞行道具、远距离攻击用
- #--------------------------------------------------------------------------
- # ID…数据库里设定的动画ID。0是不显示动画。
- # 对象…飞出的对象 [0=目标] [1=敌全体的中心] [2=我方全体的中心] [4=自身]
- # 类型…[0=碰撞时消失] [1=直线贯穿]
- # 时间…动画飞出去时候的移动时间。数值越大速度越缓慢。
- # 轨道…动画飞出去时候的轨道。填入数值的话是走抛物线。正数为向下的抛物线、负数为向上。
- # 调X…略微调整X轴。改变飞出时的初期X坐标。敌方的情况是自动的反向运算。
- # 调Y…略微调整Y轴。改变飞出时的初期Y坐标。
- # 始…动画飞出时的开始位置。[0=自身] [1=对象] [2=不能移动]
- # Z坐标…动画或者武器在角色面前显示的话是true
- # 武器…填入下面贴附的武器、技能动作名。如果不是用为""
-
- # 判別 ID 对象 类型 时间 轨道 调X 调Y 始 Z坐标 武器
- "炎/斩击" => ["m_a", 8, 1, 0, 9, 0, 0, 0, 2,false,"举武器前进"],
- "冰/斩击" => ["m_a", 9, 1, 0, 8, 0, 0, 0, 2,false,"举武器前进"],
- "雷/斩击" => ["m_a", 10, 1, 0, 9, 0, 0, 0, 2,false,"举武器前进"],
- "魔法发动动画" => ["m_a", 33, 4, 0, 150, 0, 0, 0, 2,false,""],
- "从对象到自身1" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
- "开始武器投掷" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"旋转投掷"],
- "放弃武器投掷" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"旋转投掷"],
- "全体动画单体化"=> ["m_a", 80, 1, 0, 64, 0, 0, 0, 2, true,""],
- "箭雨发动动画" => ["m_a", 139, 4, 0, 150, 0, 0, 0, 2,true,""],
- "箭雨" => ["m_a", 140, 1, 0, 250, 0, 0, 0, 2, true,""],
- "武器投掷" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"枪投掷"],
- "恩惠之卷动画" => ["m_a", 54, 2, 0, 150, 0, 0, 0, 2, true,""],
- "冰LV3" => ["m_a", 64, 1, 0, 200, 0, 0, 0, 2, true,""],
- "冰LV4" => ["m_a", 65, 1, 0, 200, 0, 0, 0, 2, true,""],
- "火LV3" => ["m_a", 69, 1, 0, 200, 0, 0, 0, 2, true,""],
- "火LV4" => ["m_a", 70, 1, 0, 200, 0, 0, 0, 2, true,""],
- "风LV4" => ["m_a", 75, 1, 0, 200, 0, 0, 0, 2, true,""],
- "光LV4" => ["m_a", 85, 1, 0, 200, 0, 0, 0, 2, true,""],
- "暗LV4" => ["m_a", 90, 1, 0, 200, 0, 0, 0, 2, true,""],
- "必杀技发动动画" => ["m_a", 86, 4, 0, 48, 0, 0, 0, 2,false,""],
- "ヒットエフェクト" => ["m_a", 90, 0, 0, 48, 0, 0, 0, 2,true,""],
- "カットインエフェクト" => ["m_a", 118, 0, 0, 48, 0, 0, 0, 2,true,""],
- "二刀流效果1" => ["m_a", 101, 0, 0, 7, 0, 0, 0, 2,true,""],
- "二刀流效果2" => ["m_a", 102, 0, 0, 8, 0, 0, 0, 2,true,""],
- "药瓶投掷效果" => ["m_a", 41, 0, 0, 40, -10, 0, 0, 0,false,""],
- "石头投掷效果" => ["m_a", 43, 0, 0, 40, 0, 0, 0, 0,false,""],
- "飞刀投掷效果" => ["m_a", 45, 0, 0, 40, 0, 0, 0, 0,false,""],
- "飞标投掷效果" => ["m_a", 47, 0, 0, 40, 0, 0, 0, 0,false,""],
- "手里剑投掷效果" => ["m_a", 48, 0, 0, 40, 0, 0, 0, 0,false,""],
- "标枪投掷效果" => ["m_a", 49, 0, 0, 40, -10, 0, 0, 0,false,""],
- "勾镰标枪投掷效果" => ["m_a", 50, 0, 0, 40, -10, 0, 0, 0,false,""],
- "十字枪投掷效果" => ["m_a", 51, 0, 0, 40, -10, 0, 0, 0,false,""],
- "狂王落花阵敌人" => ["m_a", 172, 1, 0, 200, 0, 0, 0, 2, true,""],
- "完成大我自身动画" => ["m_a", 142, 4, 0, 150, 0, 0, 0, 2,true,""],
- "完成大我动画" => ["m_a", 143, 1, 0, 150, 0, 0, 0, 2, true,""],
- "举刀声" => ["m_a", 999, 4, 0, 24, 0, 0, 0, 2,true,""],
- "雷神剑本体" => ["m_a", 127, 4, 0, 100, 0, 0, 0, 2,true,""],
- "风华·樱花斩" => ["m_a", 130, 1, 0, 200, 0, 0, 0, 2, true,""],
- "祝福" => ["m_a", 111, 2, 0, 200, 0, 0, 0, 2, true,""],
- "魔枪·光辉动画" => ["m_a", 153, 4, 0, 150, 0, 0, 0, 2, true,""],
- "狂王落花阵1" => ["m_a", 172, 1, 0, 15, 0, 0, 0, 2, true,""],
- "狂王落花阵2" => ["m_a", 173, 1, 0, 15, 0, 0, 0, 2, true,""],
- "狂王落花阵3" => ["m_a", 174, 1, 0, 15, 0, 0, 0, 2, true,""],
- "狂王落花阵4" => ["m_a", 175, 1, 0, 15, 0, 0, 0, 2, true,""],
- "狂王落花阵5" => ["m_a", 176, 1, 0, 15, 0, 0, 0, 2, true,""],
- "幻鬼之阵1" => ["m_a", 185, 1, 0, 100, 0, 0, 0, 2, true,""],
- "幻鬼之阵2" => ["m_a", 186, 1, 0, 100, 0, 0, 0, 2, true,""],
- "幻鬼之阵3" => ["m_a", 187, 1, 0, 100, 0, 0, 0, 2, true,""],
- "幻鬼之阵4" => ["m_a", 188, 1, 0, 100, 0, 0, 0, 2, true,""],
-
- "爆碎·剑怒狂闪闪光" => ["m_a", 178, 0, 0, 15, 0, 0, 0, 2, true,""],
- "暗月剑舞2" => ["m_a", 181, 0, 0, 100, 0, 0, 0, 2, true,""],
- "暗月剑舞友2" => ["m_a", 183, 0, 0, 100, 0, 0, 0, 2, true,""],
- #--------------------------------------------------------------------------
- # ● 动画飞出时贴附的武器图像动画 专用于上面的武器飞出
- #--------------------------------------------------------------------------
- # 让贴附的武器图片动。这个画像可以和和武器动作的画像区分使用。
- # 那样的情况贴附的图像请去武器设定。
- # 初始角度…动作前的最初角度。前半圆0~360度。
- # 完毕角度…动作后的角度。前半圆0~360度。
- # 时间…旋转过程需要的时间。越小越快。动作到消失前持续保持旋转。
-
- # 武器动作名 初始角度 完毕角度 时间
- "旋转投掷" => [ 0, 360, 8],
- "枪投掷" => [ 30, 60, 11],
- #--------------------------------------------------------------------------
- # ● 动画飞出时贴附的技能画像动画 专用于上边的动画飞出
- #--------------------------------------------------------------------------
- # 让贴附的技能图片动。能够贴附的图像在技能设定上。
- # 初始角度…动作前的最初角度。前半圆0~360度。
- # 完毕角度…动作后的角度。前半圆0~360度。
- # 时间…旋转过程所需要的时间。越小越快。动作到消失前持续保持旋转。
- # 判別…用于判别、请全部统一填入"skill"。
-
- # 武器动作名 初始角度 完毕角度 时间 判別
- "石投掷" => [ 0, 360, 8, "skill"],
- #--------------------------------------------------------------------------
- # ● 状态动画 显示事件使用的状态ICON
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"balloon"。
- # 种类…状态的种类(纵位置)在0~9之间。
- # 形式…动画更新方法、在完毕时消失。[0=单线] [1=往返]
-
- # 状态名 判別 种类 形式
- "异常状态/通用" => ["balloon", 6, 1],
- "异常状态/危急" => ["balloon", 5, 1],
- "异常状态/睡眠" => ["balloon", 9, 1],
-
- #--------------------------------------------------------------------------
- # ● 声效
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"sound"。
- # 种别…効果音为"se" BGM为"bgm" BGS为"bgs"
- # 速度…速度、50~150之间。音量…音量 不管哪个都要默认为100。
- # 文件名…播放的文件名。""时不改变任何BGM和BGS的设定。
-
- # SE名 判別 种别 速度 音量 SE文件名
- "absorb1" => ["sound", "se", 80, 100, "absorb1"],
- "jump" => ["sound", "se", 100, 100, "jump1"],
-
- #--------------------------------------------------------------------------
- # ● 变更游戏整体速度 动作的慢放化
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"fps"。
- # 游戏速度…60是默认的数值、比这个值低的时候就会放慢。
- # ※这个指令也可以直接变更FPS。请注意处理。
-
- # 変更名 判別 游戏速度
- "缓慢再生" => ["fps", 20],
- "通常再生" => ["fps", 60],
-
- #--------------------------------------------------------------------------
- # ● 赋予状态
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"sta+"。
- # 对象…[0=自分] [1=目标] [2=敌全体] [3=我方全体] [4=除自身以外的我方全体]
- # 状态ID…赋予的状态ID编号。「不能抵抗」状态以外为抵抗。
-
- # 赋予的状态名 判別 对象 状态ID
- "赋予二人攻击状态" => ["sta+", 0, 18],
- "赋予四人攻击状态" => ["sta+", 0, 19],
- "猫" => ["sta+", 0, 20],
-
- #--------------------------------------------------------------------------
- # ● 状态解除
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"sta-"。
- # 对象…[0=自分] [1=目标] [2=敌全体] [3=我方全体] [4=除自身以外的我方全体]
- # 状态ID…解除的状态ID编号
-
- # 赋予的状态名 判別 对象 状态ID
- "解除二人攻击状态" => ["sta-", 3, 18],
- "解除四人攻击状态" => ["sta-", 3, 19],
- #--------------------------------------------------------------------------
- # ● 角色画像文件変更 只能使用于主人公们
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"change"。
- # 复原…战斗后也显示为变化的是false。行走图也将变化。
- # 文件名…变更为的文件名。因为要改变识别处,请不要用文件名加"_1"后缀的方式。
-
- # 変更名 判別 复原 文件名
- "变身成猫" => ["change", true,"$cat"],
- "解除变身" => ["change", true,"$ylva"],
-
- #--------------------------------------------------------------------------
- # ● 图片显示 一名角色对应显示一枚图片
- #--------------------------------------------------------------------------
- # 始X…移动开始位置。从画面所看的X坐标。图片是以左上为原点。
- # 始Y…移动开始位置。从画面所看的Y坐标。
- # 終X…移动完毕X坐标。
- # 終Y…移动完毕Y坐标。
- # 时间…移动时间。数值越大越缓慢。这里是用距离除以时间所得每格行动距离。
- # Z轴…相较HP窗口靠前显示的话为true
- # 图片文件名…图片文件夹内的文件名。
-
- # 判別 始X 始Y 终X 终Y 时间 Z轴 图片文件名
- "特写1开始" => ["pic",-280, 48, 0, 64, 14,false,"Actor2-3"],
- "特写1完毕" => ["pic", 0, 48, 550, 64, 12,false,"Actor2-3"],
-
- #--------------------------------------------------------------------------
- # ● 游戏开关的设置
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"switch"。
- # 开关No…设置哪个开关
- # ON/OFF…将开关ON时是true、OFF时是false
- #
- # 开关设置名 判別 开关No ON/OFF
- "开关No1/ON" => ["switch", 1, true],
-
- #--------------------------------------------------------------------------
- # ● 游戏变量的设置
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"variable"。
- # 变量No…设置哪个开关
- # 设置…[0=代入] [1=加法] [2=减法] [3=乘法] [4=除法] [5=剩余]
- # 设置数值…指定成为演算对象的数值。
- #
- # 变量设置名 判別 变量No 设置 设置数值
- "变量No1/+1" => ["variable", 1, 1, 1],
-
- #--------------------------------------------------------------------------
- # ● 脚本运行的设置
- #--------------------------------------------------------------------------
- # 判別…用于判别、请全部统一填入"script"。
- #
- # 使动作被添加到建议的脚本中。样品p = 1可以添加任何自己想要设置的脚本。
- # 功能中、不能处理文字列。
- #
- # 设置名 判別
- "检测程序" => ["script", "
-
- p = 1
-
- "],
-
- #--------------------------------------------------------------------------
- # ● 其他 没有设定项目。这里所使用的名称请不要改动。
- #--------------------------------------------------------------------------
- # 消去图片…消除显示的图片。
- # 残像ON…留下角色轨迹中的残像。持续连贯动作中的残像。
- # 残像OFF…消除残像。
- # 反转…反转画像。是再次被反转回去,还是坐标不复原保持着反转后的样子。
- # 待机不能移动…行动后、不做待机动作。
- # 击倒许可…目标的HP变成0时、在这个时机可以被击倒。
- # 如果这段没有的话,怪会在所有动作完成时被击倒。
- # 限定于二刀…只是这个下面的单独动作、限定于二刀来处理。
- # 如果不是二刀的话将会跳过、直接执行下一个单独动作。
- # 非限定于二刀…与上边相反,只有在不是二刀的情况下个动作才会有效。
- # 单独处理开始…在全体攻击处理成单独时、是播放行动的开始记号。
- # 单独处理完毕…在全体攻击处理成单独时、是播放行动的完毕记号。
- # 变更初期位置…原坐标(初期位置)变成现在的位置。
- # 解除变更初期位置…将变更初期位置还原。
- # 解除主动…当作战斗行动完毕、下一个角色开始行动。
- # 击倒许可设置也被含在其中、在这之后的所有动作都不会再对对象做出伤害。
- # 完毕…行动完毕。就算没有这里,在所有动作完毕后也会自动识别成完毕。
-
- "消去图片" => ["消去图片"],
- "残像ON" => ["残像ON"],
- "残像OFF" => ["残像OFF"],
- "反转" => ["反转"],
- "待机不能移动"=> ["待机不能移动"],
- "击倒许可" => ["击倒许可"],
- "限定于二刀" => ["限定于二刀"],
- "非限定于二刀" => ["非限定于二刀"],
- "单独处理开始" => ["单独处理开始"],
- "单独处理完毕" => ["单独处理完毕"],
- "变更初期位置" => ["变更初期位置"],
- "解除变更初期位置"=> ["解除变更初期位置"],
- "解除主动" => ["解除主动"],
- "完毕" => ["完毕"]
-
- #--------------------------------------------------------------------------
- # ● 等待相关
- #--------------------------------------------------------------------------
- # 单独动作上只有数值时、将会直接判定为等待时间。
- # 总之,请不要用只有数字的单独动作名。
- # 等待是到下一个动作执行前的等待时间、角色动画的更新不会被停止
-
- }
- #==============================================================================
- # ■ 连贯动作
- #------------------------------------------------------------------------------
- # 将上边的单独动作组合起来、这里是实际做出的动作。
- #==============================================================================
- # 这里的连贯动作名将是下面主人公或者敌方所指定用的。
- # 行动会从左到右依次进行。
- ACTION = {
- #------------------------------- 待机系 -----------------------------------------
- # 连贯动作名 行动
-
- "战斗开始" => ["到战斗开始的位置","坐标初始化"],
-
- "待机" => ["待机"],
-
- "危急待机" => ["不能移动","待机(固定)","异常状态/危急","22"],
-
- "异常状态待机" => ["不能移动","待机(固定)","异常状态/通用","22"],
-
- "睡眠待机" => ["不能移动","待机(固定)","异常状态/睡眠","22"],
-
- "漂浮待机" => ["待机(固定)","6","低空漂浮中","4",
- "低空漂浮中2","4","低空漂浮中3","4",
- "低空漂浮中4","4"],
-
- "气绝" => ["倒下","无法战斗"],
-
-
-
- "伤害" => ["被伤害","坐标初始化"],
-
- "逃走" => ["我方逃走"],
-
- "敌方逃走" => ["我方逃走","坐标初始化"],
-
- "逃走失败" => ["逃走失败","待机(固定)","8","坐标初始化"],
-
- "选择指令" => ["一步向前移动"],
-
- "选择指令后" => ["坐标初始化"],
-
- "防御" => ["待机(固定)","4","漂浮状态确认","低空漂浮中",
- "2","低空漂浮中2","2","低空漂浮中3","2",
- "低空漂浮中4","2"],
- "回避" => ["背景跳跃","待机(固定)","16",
- "坐标初始化"],
- "敌方回避" => ["一步向后跳跃","待机(固定)","16","坐标初始化"],
- "胜利" => ["胜利待机","待机不能移动","是否已变身成猫",
- "魔法发动动画","解除变身","胜利待机","待机不能移动",],
- "坐标复原" => ["坐标初始化"],
-
- #------------------------------- 強制系 ----------------------------------------
-
- "吴莉嘉合体攻击1" => ["2","目标左前移动","待机(固定)",
- "魔法发动动画","武器下旋转","举起武器",
- "48","右拔出","64","后退初始化"],
-
- "四人合体攻击1" => ["2","四人攻击移动2","待机(固定)","魔法发动动画",
- "武器下旋转","举起武器","90",
- "左拔出","96","后退初始化"],
-
- "四人合体攻击2" => ["2","四人攻击移动3","待机(固定)","魔法发动动画",
- "武器下旋转","举起武器","60","右拔出2","右旋转",
- "对象动画","128","后退初始化"],
-
- "四人合体攻击3" => ["2","四人攻击移动4","待机(固定)","魔法发动动画",
- "武器下旋转","举起武器","34","左拔出2","右旋转",
- "对象动画","144","后退初始化"],
-
- "可以投掷" => ["右旋转一周","4","目标高速移动","一步向后跳跃","4",
- "待机(固定)","一步向后跳跃","待机(固定)","32"],
-
- #--------------------------- 基本动作系 ----------------------------------
-
- "通常攻击" => ["残像ON","目标向前移动","武器挥动攻击","对象动画等待",
- "5","武器挥动攻击L","对象动画L","限定于二刀","5",
- "击倒许可","后退初始化","残像OFF"],
-
- "敌方无武器的攻击" => ["残像ON","目标向前移动","武器挥动攻击","对象动画等待",
- "击倒许可","后退初始化","残像OFF"],
-
- "使用通用技能" => ["残像ON","一步向前移动","待机(固定)","魔法发动动画",
- "武器下旋转","举起武器","50","武器挥动攻击",
- "对象动画等待","击倒许可","24","坐标初始化","残像OFF"],
-
- "通用技能单独处理"=> ["残像ON","一步向前移动","魔法发动动画","武器下旋转","举起武器",
- "单独处理开始","武器挥动攻击","对象动画","24",
- "单独处理完毕","击倒许可","坐标初始化","残像OFF"],
-
- "魔法技能使用" => ["魔法吟唱","24","一步向前移动","待机(固定)","魔法发动动画",
- "举起武器2","武器挥动攻击",
- "对象动画等待","击倒许可","10","坐标初始化"],
-
- "忍术技能使用" => ["魔法吟唱","24","一步向前移动","待机(固定)","魔法发动动画",
- "举起武器3","武器挥动攻击",
- "对象动画等待","击倒许可","10","坐标初始化"],
-
- "必杀技能使用" => ["一步向前移动","待机(固定)","必杀技发动动画","武器上旋转","12",
- "对象动画等待","击倒许可","24","坐标初始化"],
-
- "使用物品" => ["一步向前移动","待机(固定)","24","对象动画等待",
- "击倒许可","坐标初始化"],
-
- "枪攻击" => ["目标向前移动","突刺攻击","对象动画等待",
- "20","限定于二刀","20",
- "击倒许可","后退初始化"],
-
- "二刀流攻击" => ["残像ON","目标向前移动","武器挥动攻击","二刀流效果1",
- "限定于二刀","刀攻击下","二刀流效果2","对象动画等待",
- "6","击倒许可","后退初始化","残像OFF"],
-
- "通常攻击强" => ["向前跳跃敲击","对象动画等待",
- "5","限定于二刀","16",
- "击倒许可","后退初始化"],
-
- "刀攻击" => ["残像ON","目标向前移动","刀攻击下","对象动画等待",
- "6","限定于二刀",
- "击倒许可","后退初始化","残像OFF"],
-
- "弓攻击" => ["一步向前跳跃","弓矢动画","弓矢攻击","对象动画等待",
- "5","限定于二刀","16",
- "击倒许可","坐标初始化"],
-
- "药瓶投掷攻击" => ["一步向前跳跃","药瓶投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "石头投掷攻击" => ["一步向前跳跃","石头投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "飞刀投掷攻击" => ["一步向前跳跃","飞刀投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "飞标投掷攻击" => ["一步向前跳跃","飞标投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "手里剑投掷攻击" => ["一步向前跳跃","手里剑投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "标枪投掷攻击" => ["一步向前跳跃","标枪投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "勾镰标枪投掷攻击" => ["一步向前跳跃","勾镰标枪投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "十字枪投掷攻击" => ["一步向前跳跃","十字枪投掷效果","枪投掷",
- "对象动画","枪投掷后固定","17","限定于二刀",
- "击倒许可","坐标初始化"],
-
- "銃攻击" => ["一步向前跳跃","銃攻击","对象动画等待",
- "18","限定于二刀","16",
- "击倒许可","后退初始化"],
- #------------------------------ 技能系 ---------------------------------------
-
- "多段攻击" => ["残像ON","向前跳跃敲击","武器挥动攻击L","对象动画武器",
- "待机(固定)","16","对象动画武器","武器下旋转",
- "武器上旋转","4","原地跳跃敲击","武器挥动攻击L",
- "对象动画武器","待机(固定)","16","对象动画武器",
- "反转","武器挥动攻击","武器挥动攻击L","12","反转",
- "原地跳跃敲击","武器挥动攻击L","对象动画武器",
- "一步向后跳跃","一步向后跳跃","待机(固定)",
- "对象动画武器","拔出","武器挥动攻击L","击倒许可",
- "残像OFF","16","后退初始化"],
-
- "多段随机攻击"=> ["残像ON","向前跳跃敲击","武器挥动攻击L","对象动画武器","待机(固定)","16",
- "向前跳跃敲击","武器挥动攻击L","对象动画武器","待机(固定)","16",
- "向前跳跃敲击","武器挥动攻击L","对象动画武器","待机(固定)","16",
- "向前跳跃敲击","武器挥动攻击L","对象动画武器","击倒许可","坐标初始化","残像OFF"],
-
- "高速多段攻击" => ["残像ON","目标向前移动","武器挥动攻击","轻微吹动","对象动画武器",
- "目标向前高速移动","武器挥动攻击","轻微吹动","武器挥动攻击L","对象动画武器",
- "目标向前高速移动","武器挥动攻击","轻微吹动","武器挥动攻击L","对象动画武器",
- "目标向前高速移动","武器挥动攻击","轻微吹动","武器挥动攻击L","对象动画武器",
- "目标向前高速移动","武器挥动攻击","轻微吹动","武器挥动攻击L","对象动画武器",
- "目标向前高速移动","武器挥动攻击","轻微吹动","武器挥动攻击L","对象动画武器",
- "击倒许可","12","坐标初始化","残像OFF"],
-
- "二人同時攻击" => ["二人攻击条件确认","二人攻击目标统一","吴莉嘉连同攻击",
- "目标右前移动","待机(固定)","魔法发动动画","武器下旋转",
- "举起武器","48","斩击/必杀技1","左拔出","64","对象动画",
- "击倒许可","后退初始化","解除二人攻击状态"],
-
- "二人同時攻击准备" => ["赋予二人攻击状态"],
-
- "四人同時攻击" => ["四人攻击条件确认","四人攻击目标统一","四人攻击1",
- "四人攻击2","四人攻击3","四人攻击移动1","待机(固定)",
- "魔法发动动画","武器下旋转","举起武器","90",
- "斩击/必杀技1","右拔出","64","对象动画等待",
- "击倒许可","后退初始化","合体攻击解除"],
-
- "四人同時攻击准备" => ["赋予四人攻击状态"],
-
- "武器投掷" => ["一步向前移动","武器挥动攻击","absorb1","待机(固定)",
- "开始武器投掷","12","对象动画武器","击倒许可",
- "放弃武器投掷","坐标初始化"],
-
- "单独全体远距离攻击"=> ["残像ON","一步向前跳跃","跳跃停止","单独处理开始",
- "以自身为目标","武器挥动攻击","中弹1","8",
- "对象动画武器","单独处理完毕","击倒许可",
- "跳跃着地","坐标初始化","残像OFF"],
-
- "全体远距离攻击" => ["残像ON","以自身为目标","武器挥动攻击","中弹1","20",
- "对象动画等待","击倒许可","残像OFF"],
-
- "回复连发" => ["目标向前移动","对象动画","武器挥动攻击",
- "16","死亡确认","回复连发","坐标初始化"],
-
- "适当连发" => ["逃走失败","魔法发动动画","武器下旋转","举起武器",
- "8","对象动画","适当连发","坐标初始化"],
-
- "特写" => ["待机(固定)","魔法发动动画","特写1开始",
- "75","特写1完毕","8","目标向前移动",
- "武器挥动攻击","对象动画等待","击倒许可",
- "消去图片","后退初始化"],
-
- "全体攻击1" => ["一步向前移动","待机(固定)","魔法发动动画","武器下旋转",
- "举起武器","全体动画单体化","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "恩惠之卷" => ["一步向前移动","待机(固定)","24","武器下旋转",
- "举起武器","恩惠之卷动画","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "冰魔法LV3" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","冰LV3","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "冰魔法LV4" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","冰LV4","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "火魔法LV3" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","火LV3","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "火魔法LV4" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","火LV4","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "风魔法LV4" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","风LV4","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "光魔法LV4" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","光LV4","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "暗魔法LV4" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","暗LV4","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "极·魔法秀" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","武器挥动攻击",
- "地秀","对象动画等待","20","举起武器",
- "武器挥动攻击","冰秀","对象动画等待","20","举起武器",
- "武器挥动攻击","火秀","对象动画等待","20","举起武器",
- "武器挥动攻击","风秀","对象动画等待","20","举起武器",
- "武器挥动攻击","雷秀","对象动画等待","80",
- "击倒许可","坐标初始化"],
- "完成大我" => ["完成大我移动","待机(固定)","魔法发动动画","20","举起武器","完成大我自身动画",
- "10","完成大我动画","对象动画等待","击倒许可"],
-
- "变身成猫" => ["一步向前跳跃","待机(固定)","魔法发动动画","32",
- "变身成猫","待机(固定)","猫","32","一步向后跳跃"],
-
- "人体投掷" => ["选择投掷角色","目标移动","举起我方","4",
- "absorb1","投掷目标组合","将我方投掷飞出",
- "投掷我方","待机(固定)","对象动画","坐标初始化",
- "待机(固定)","32"],
-
- #-----------------------------主角专署技能--------------------------------------
- #-------------------------------阿塞罗那----------------------------------------
- "二连斩" => ["残像ON","向前跳跃敲击","武器挥动攻击L","对象动画武器",
- "武器下旋转","武器上旋转","4","二连斩跳跃","武器挥动攻击L",
- "对象动画武器","击倒许可","残像OFF","16","向后跳跃"],
- "V·型斩" => ["残像ON","向前跳跃敲击","武器挥动攻击","5",
- "对象动画","武器下旋转","武器上旋转",
- "击倒许可","残像OFF","16","向后跳跃"],
-
- "连袭" => [ "残像ON","向前跳跃敲击","突刺攻击","对象动画","轻微吹动",
- "目标向前高速移动","突刺攻击","对象动画","轻微吹动","突刺攻击",
- "目标向前高速移动","突刺攻击","对象动画","轻微吹动","突刺攻击",
- "目标向前高速移动","突刺攻击","对象动画","轻微吹动","突刺攻击",
- "击倒许可","残像OFF","12","向后跳跃"],
-
- "属性剑" => ["残像ON","向前跳跃敲击","对象动画等待",
- "16","击倒许可","残像OFF","向后跳跃"],
-
- "雷神剑" => [ "残像ON","举起武器","魔法发动动画","80","雷神剑本体","80",
- "向前跳跃敲击","对象动画等待","16","击倒许可","残像OFF","向后跳跃"],
-
- "剑舞连击" => ["残像ON","向前跳跃敲击","武器挥动攻击L","对象动画武器",
- "待机(固定)","16","对象动画武器","武器下旋转",
- "武器上旋转","4","原地跳跃敲击","武器挥动攻击L",
- "对象动画武器","待机(固定)","16","对象动画武器",
- "反转","武器挥动攻击","武器挥动攻击L","12","反转",
- "原地跳跃敲击","武器挥动攻击L","对象动画武器",
- "一步向后跳跃","待机(固定)",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","20",
- "对象动画武器","拔出","武器挥动攻击L","反转","20","向目标背后高速移动",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","20",
- "对象动画武器","拔出反","武器挥动攻击L","反转", "20","目标向前高速移动",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","20","向目标背后高速移动", "反转",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","目标向前高速移动","反转",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","向目标背后高速移动","反转",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","20","目标向前高速移动","反转",
- "对象动画武器","拔出","武器挥动攻击L","反转","5","对象动画武器","拔出反",
- "武器挥动攻击L","5","反转","对象动画武器","拔出","武器挥动攻击L","反转","对象动画武器","拔出反",
- "武器挥动攻击L","反转","对象动画武器","拔出","武器挥动攻击L","反转","对象动画武器","拔出反",
- "武器挥动攻击L","反转","对象动画武器","拔出","武器挥动攻击L","反转","对象动画武器","拔出反",
- "武器挥动攻击L","反转","对象动画武器","拔出","武器挥动攻击L","反转","对象动画武器","拔出反",
- "武器挥动攻击L","反转","对象动画武器","拔出","武器挥动攻击L","击倒许可",
- "残像OFF","16","向后跳跃"],
-
- "风华·樱花斩" => ["残像ON","风华·樱花斩移动","15","举起武器","举刀声","30",
- "武器下旋转","风华·樱花斩移动2","武器上旋转","风华·樱花斩","对象动画武器","30","170",
- "击倒许可","残像OFF","16","向后跳跃"],
-
- "疾·雷风瞬影" => ["残像ON","举起武器","举刀声","15","武器下旋转","20","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","对象动画","拔出","武器挥动攻击L","反转","对象动画","拔出反",
- "武器挥动攻击L","反转","击倒许可",
- "残像OFF","16","向后跳跃"],
-
- #------------------------------------------玛尔娜------------------------------
- "祝福之礼赞" => ["一步向前移动","待机(固定)","魔法发动动画","20","武器下旋转",
- "举起武器","祝福","武器挥动攻击","48",
- "对象动画等待","击倒许可","坐标初始化"],
-
- "踩踏攻击" => ["跳跃到目标","对象动画武器","纵向压扁",
- "强力踩踏","对象动画武器","纵向压扁",
- "强力踩踏","对象动画武器","纵向压扁",
- "强力踩踏","对象动画武器","纵向压扁",
- "强力踩踏","对象动画武器","纵向压扁","一步向后跳跃",
- "强力踩踏","对象动画","纵向压扁","一步向后跳跃",
- "一步向后跳跃","击倒许可","待机(固定)","8","向后跳跃"],
-
- "星耀一击" => ["武器下旋转","举起武器","举刀声","星耀一击自身",
- "残像ON","向前跳跃敲击","对象动画等待","残像OFF",
- "击倒许可","向后跳跃"],
-
- "愤怒连击" => ["残像ON","举起武器","举刀声","向前跳跃敲击","对象动画","原地跳跃敲击",
- "对象动画","武器挥动攻击","对象动画","原地跳跃敲击",
- "对象动画","武器挥动攻击","对象动画","武器挥动攻击",
- "对象动画","武器挥动攻击","对象动画","原地跳跃敲击",
- "对象动画","武器挥动攻击","对象动画","5","一步向后跳跃","一步向后跳跃",
- "10","对象动画","拔出","20",
- "击倒许可","残像OFF","向后跳跃"],
- #-----------------------------------------卡·修斯-------------------------------
- "龙牙" => ["残像ON","向目标跳跃","突刺攻击","对象动画等待",
- "20","击倒许可","残像OFF","向后跳跃"],
- "枪连击" => ["残像ON","向目标跳跃","突刺攻击","对象动画武器","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","击倒许可","残像OFF","向后跳跃"],
-
- "其他属性枪" => ["残像ON","向目标跳跃","突刺攻击","对象动画等待",
- "击倒许可","残像OFF","16","向后跳跃"],
-
- "魔枪·光辉" => ["残像ON","向目标跳跃","突刺攻击","魔枪·光辉动画","对象动画","15",
- "击倒许可","残像OFF","16","向后跳跃"],
- "枪袭无双" => [ "残像ON","向前跳跃敲击","对象动画武器","突刺攻击","对象动画武器",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","一步向后跳跃",
- "一步向后跳跃","一步向后跳跃","一步向后跳跃","一步向后跳跃",
- "absorb1","待机(固定)","武器投掷","12","对象动画武器",
- "目标向前高速移动","12","原地跳跃敲击","对象动画武器", "5","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "一步向后跳跃","一步向后跳跃",
- "击倒许可","残像OFF","12","向后跳跃"],
-
- "天地裂创" => ["残像ON","jump","原地跳出屏幕","30","向前跳跃敲击","对象动画等待",
- "击倒许可","残像OFF","12","向后跳跃"],
-
- "邪龙断魂枪" => ["残像ON","举起武器","举刀声","15","武器下旋转","20","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","击倒许可",
- "残像OFF","16","向后跳跃"],
- "樱花醉·舞" => ["残像ON","举起武器", "举刀声","向前跳跃敲击","对象动画武器","5",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "武器挥动攻击","对象动画武器","5","原地跳跃敲击","对象动画武器","5",
- "邪龙断魂枪正","对象动画","拔出","反转","邪龙断魂枪反","对象动画",
- "拔出反","反转","5","原地跳出屏幕","30","向前跳跃敲击","对象动画武器","10",
- "目标向前高速移动","12","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "向目标背后高速移动","反转","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "邪龙断魂枪反","对象动画","拔出反","反转","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "一步向后跳跃","一步向后跳跃","一步向后跳跃","absorb1","待机(固定)","武器投掷","12","对象动画武器",
- "向前跳跃敲击","对象动画武器","原地跳跃敲击","对象动画武器","武器挥动攻击","对象动画武器",
- "突刺攻击","对象动画武器","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","邪龙断魂枪正","对象动画",
- "拔出","反转","邪龙断魂枪反","对象动画","拔出反","反转","25","举刀声","插剑动作","70",
- "举起武器","举刀声","武器下旋转","拔出","武器上旋转","樱花醉·舞","对象动画",
- "70","击倒许可","残像OFF","16","向后跳跃"
- ],
-
- #------------------------------------索鲁斯卡----------------------------------
- "强力斩" => ["残像ON","向前跳跃敲击","对象动画等待",
- "5","限定于二刀","16",
- "击倒许可","残像OFF","向后跳跃"],
-
- "乱舞击" => ["残像ON","向目标跳跃","武器下旋转","武器上旋转","乱舞击1","对象动画","20",
- "武器挥动攻击","乱舞击2","对象动画","5","一步向后跳跃","一步向后跳跃",
- "举刀声","插剑动作","70","武器下旋转","拔出","武器上旋转","乱舞击3","对象动画","10",
- "击倒许可","残像OFF","向后跳跃"],
- "狂暴化" => ["残像ON","一步向前移动","举刀声","插剑动作","70","对象动画等待",
- "击倒许可","残像OFF","24","坐标初始化"],
-
- "血暴斩" => ["残像ON","向目标跳跃", "举起武器","举刀声","拔出","武器下旋转","对象动画等待",
- "5","击倒许可","残像OFF","向后跳跃"],
- "死亡抗拒" => ["残像ON","一步向前移动","举刀声","插剑动作","70","对象动画等待",
- "击倒许可","残像OFF","24","坐标初始化"],
-
- "属性斩" => ["残像ON","向前跳跃敲击","对象动画等待",
- "5","限定于二刀","16",
- "击倒许可","残像OFF","向后跳跃"],
-
- "狂王落花阵" => ["残像ON","完成大我移动","举刀声","插剑动作","70","狂王落花阵","角色消失待机",
- "狂王落花阵1","对象动画","8","狂王落花阵2","对象动画","8","狂王落花阵3","对象动画","8","狂王落花阵4","对象动画","8",
- "狂王落花阵5","对象动画","8","狂王落花阵1","对象动画","5","狂王落花阵2","对象动画","5","狂王落花阵3","对象动画","5","狂王落花阵4","对象动画","5",
- "狂王落花阵5","对象动画","5","狂王落花阵1","对象动画","3","狂王落花阵2","对象动画","3","狂王落花阵3","对象动画","3","狂王落花阵4","对象动画","3",
- "狂王落花阵5","对象动画","3","狂王落花阵1","对象动画","3","狂王落花阵2","对象动画","3","狂王落花阵3","对象动画","3","狂王落花阵4","对象动画","3",
- "狂王落花阵5","对象动画","20","跳跃着地",
- "4","击倒许可","残像OFF","向后跳跃"],
-
- "爆碎·剑怒狂闪" => ["残像ON","向前跳跃敲击","对象动画武器","武器上旋转","5","武器下旋转","对象动画武器",
- "3","原地跳跃敲击","对象动画武器","武器挥动攻击","对象动画武器","武器上旋转","对象动画武器","5",
- "武器下旋转","对象动画武器","5","对象动画武器","拔出","武器上旋转",
- "反转","向目标背后高速移动","5", "突刺攻击","对象动画武器","突刺攻击","对象动画武器","武器上旋转","对象动画武器",
- "对象动画武器","拔出反","武器上旋转","反转","目标向前高速移动","武器挥动攻击","对象动画武器",
- "一步向后跳跃","一步向后跳跃","一步向后跳跃","一步向后跳跃", "absorb1","待机(固定)",
- "武器投掷","12","对象动画武器","向目标跳跃","原地跳出屏幕","30","狂王落花阵1","对象动画","3",
- "狂王落花阵2","对象动画","3","狂王落花阵3","对象动画","3","狂王落花阵4","对象动画","3",
- "狂王落花阵5","对象动画","20","向后跳跃","10","向前跳跃敲击","对象动画武器","20","突刺攻击","对象动画武器",
- "突刺攻击","对象动画武器","突刺攻击","对象动画武器","突刺攻击","对象动画武器",
- "一步向后跳跃","一步向后跳跃","一步向后跳跃","一步向后跳跃","一步向后跳跃", "举刀声","举起武器","举刀声",
- "插剑动作","武器上旋转","拔出","爆碎·剑怒狂闪", "10","爆碎·剑怒狂闪闪光","对象动画","10","爆碎·剑怒狂闪闪光","对象动画","10",
- "爆碎·剑怒狂闪闪光","对象动画","5","爆碎·剑怒狂闪闪光","对象动画","3","爆碎·剑怒狂闪闪光","对象动画","5",
- "爆碎·剑怒狂闪闪光","对象动画","12","爆碎·剑怒狂闪闪光","对象动画","10","爆碎·剑怒狂闪闪光","对象动画","5","跳跃着地",
- "4","击倒许可","残像OFF","向后跳跃"],
-
- #=======================
- #=======================帕修鲁=====================
- "暗月剑舞" => ["残像ON","原地跳出屏幕","30","向目标跳跃","武器挥动攻击",
- "暗月剑舞1","对象动画","20","举刀声","武器下旋转","10","武器上旋转",
- "暗月剑舞2","对象动画","50","击倒许可","残像OFF","向后跳跃"],
- "暗月剑舞友" => ["残像ON","原地跳出屏幕","30","向目标跳跃","武器挥动攻击",
- "暗月剑舞友1","对象动画","20","举刀声","武器下旋转","10","武器上旋转",
- "暗月剑舞友2","对象动画","50","击倒许可","残像OFF","向后跳跃"],
-
- "幻鬼之阵" => ["残像ON","完成大我移动","举刀声","插剑动作","70","幻鬼之阵",
- "幻鬼之阵1","对象动画等待","幻鬼之阵2","对象等待","幻鬼之阵3","对象动画等待","幻鬼之阵4","对象动画等待",
- "幻鬼之阵2","对象动画","30","幻鬼之阵3","对象动画","30","幻鬼之阵1","对象动画","30","幻鬼之阵3","对象动画","30","幻鬼之阵2","对象动画","30",
- "幻鬼之阵1","对象动画","30",
- "击倒许可","残像OFF","向后跳跃"],
-
- #-------------------------------------------------------------------------------
- "完毕" => ["完毕"]}
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 设定主人公的基本动作类
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 从主人公ID中确定空手时的动作(无武器时)
- #--------------------------------------------------------------------------
- # when 1 ←这个数字是主人公ID
- # return "通常攻击" ←填入对应的连贯动作名
- def non_weapon
- case @actor_id
- when 1
- return "通常攻击"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "通常攻击"
- end
- #--------------------------------------------------------------------------
- # ● 通常待机
- #--------------------------------------------------------------------------
- def normal
- case @actor_id
- when 1
- return "待机"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "待机"
- end
- #--------------------------------------------------------------------------
- # ● 危急(HP1/4以下)
- #--------------------------------------------------------------------------
- def pinch
- case @actor_id
- when 1
- return "危急待机"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "危急待机"
- end
- #--------------------------------------------------------------------------
- # ● 防御
- #--------------------------------------------------------------------------
- def defence
- case @actor_id
- when 1
- return "防御"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "防御"
- end
- #--------------------------------------------------------------------------
- # ● 伤害 对象动画時、取得命中时的动作
- #--------------------------------------------------------------------------
- def damage_hit
- case @actor_id
- when 1
- return "伤害"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "伤害"
- end
- #--------------------------------------------------------------------------
- # ● 回避 对象动画時、取得沒命中时的动作
- #--------------------------------------------------------------------------
- def evasion
- case @actor_id
- when 1
- return "回避"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "回避"
- end
- #--------------------------------------------------------------------------
- # ● 选择指令前动作
- #--------------------------------------------------------------------------
- def command_b
- case @actor_id
- when 1
- return "选择指令"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "选择指令"
- end
- #--------------------------------------------------------------------------
- # ● 选择指令后动作
- #--------------------------------------------------------------------------
- def command_a
- case @actor_id
- when 1
- return "选择指令后"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "选择指令后"
- end
- #--------------------------------------------------------------------------
- # ● 逃走成功
- #--------------------------------------------------------------------------
- def run_success
- case @actor_id
- when 1
- return "逃走"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "逃走"
- end
- #--------------------------------------------------------------------------
- # ● 逃走失败
- #--------------------------------------------------------------------------
- def run_ng
- case @actor_id
- when 1
- return "逃走失败"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "逃走失败"
- end
- #--------------------------------------------------------------------------
- # ● 胜利
- #--------------------------------------------------------------------------
- def win
- case @actor_id
- when 1
- return "胜利"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "胜利"
- end
- #--------------------------------------------------------------------------
- # ● 进入战斗时的动作
- #--------------------------------------------------------------------------
- def first_action
- case @actor_id
- when 1
- return "战斗开始"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "战斗开始"
- end
- #--------------------------------------------------------------------------
- # ● 动作被中断时的恢复动作
- #--------------------------------------------------------------------------
- def recover_action
- case @actor_id
- when 3
- return "气绝"
- end
- # 上述主人公ID以外的其他主人公全部使用的连贯动作名
- return "坐标复原"
- end
- #--------------------------------------------------------------------------
- # ● 影图像 在人物行走图文件夹中读取
- #--------------------------------------------------------------------------
- # return "shadow00" ←在这里填入想要设定的话像文件名
- def shadow
- case @actor_id
- when 1
- return "shadow00"
- end
- # 上述主人公ID以外的其他主人公全部使用的影图像
- return "shadow00"
- end
- #--------------------------------------------------------------------------
- # ● 略微调整影图像的位置
- #--------------------------------------------------------------------------
- # return [横坐标, 縦坐标]
- def shadow_plus
- case @actor_id
- when 1
- return [ 0, 4]
- end
- # 上述主人公ID以外的其他主人公全部使用的位置
- return [ 0, 4]
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #------------------------------------------------------------------------------
- # 敌方的基本动作设定
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 从敌方ID来确定未装备武器时的通常攻击动作
- #--------------------------------------------------------------------------
- # when 1 ←这里的数字是敌方ID编号
- # return "敌方无武器的攻击" ←请填入对应的连贯动作名
- def base_action
- case @enemy_id
- when 1
- return "敌方无武器的攻击"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "敌方无武器的攻击"
- end
- #--------------------------------------------------------------------------
- # ● 通常待机
- #--------------------------------------------------------------------------
- def normal
- case @enemy_id
- when 1
- return "待机"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "待机"
- end
- #--------------------------------------------------------------------------
- # ● 危急(HP1/4以下)
- #--------------------------------------------------------------------------
- def pinch
- case @enemy_id
- when 1
- return "危急待机"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "待机"
- end
- #--------------------------------------------------------------------------
- # ● 防御
- #--------------------------------------------------------------------------
- def defence
- case @enemy_id
- when 1
- return "防御"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "防御"
- end
- #--------------------------------------------------------------------------
- # ● 伤害 对象动画時、取得命中时的动作
- #--------------------------------------------------------------------------
- def damage_hit
- case @enemy_id
- when 1
- return "伤害"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "伤害"
- end
- #--------------------------------------------------------------------------
- # ● 回避 对象动画時、取得未命中时的动作
- #--------------------------------------------------------------------------
- def evasion
- case @enemy_id
- when 1
- return "敌方回避"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "敌方回避"
- end
- #--------------------------------------------------------------------------
- # ● 逃走
- #--------------------------------------------------------------------------
- def run_success
- case @enemy_id
- when 1
- return "敌方逃走"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "敌方逃走"
- end
- #--------------------------------------------------------------------------
- # ● 进入战斗时的动作
- #--------------------------------------------------------------------------
- def first_action
- case @enemy_id
- when 1
- return "战斗开始"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "战斗开始"
- end
- #--------------------------------------------------------------------------
- # ● 动作被中断时的恢复动作
- #--------------------------------------------------------------------------
- def recover_action
- case @enemy_id
- when 1
- return "坐标复原"
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动作
- return "坐标复原"
- end
- #--------------------------------------------------------------------------
- # ● 影图像 在人物行走图文件夹中读取
- #--------------------------------------------------------------------------
- # return "shadow01" ←在这里填入想要设定的话像文件名。
- def shadow
- case @enemy_id
- when 1,2,3,4,5
- return "shadow01"
- when 30
- return ""
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID影图像
- return "shadow01"
- end
- #--------------------------------------------------------------------------
- # ● 略微调整影图像的位置
- #--------------------------------------------------------------------------
- # return [横坐标, 縦坐标]
- def shadow_plus
- case @enemy_id
- when 1
- return [ 0, -8]
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID位置
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ● 敌方武器设定 在动作和动画时,武器也被显示。
- #--------------------------------------------------------------------------
- # return 1 ←这个数字是武器ID。0的话将被判别为空手。
- # 只有在敌方动画NO的时候画像才被显示。
- def weapon
- case @enemy_id
- when 1
- return 3
- when 2
- return 13
- when 3
- return 37
- when 4
- return 20
- when 5
- return 37
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 战斗配置的略微调整 在这里可以设置数据库中所不能设置的广范围坐标
- #--------------------------------------------------------------------------
- # return [ 0, 0] => [X坐标、Y坐标] 这个数值从数据库上的配置上变化
- def position_plus
- case @enemy_id
- when 1
- return [0, 0]
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID坐标调整
- return [ 0, 0]
- end
- #--------------------------------------------------------------------------
- # ● 敌方击倒(击破时的退场)方式
- #--------------------------------------------------------------------------
- # 被击倒画像残留的为1、普通为2、BOSS型为3
- def collapse_type
- case @enemy_id
- when 999
- return 1
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID击倒方式
- return 2
- end
- #--------------------------------------------------------------------------
- # ● 敌方行动回数 1回合做几次行动
- #--------------------------------------------------------------------------
- # 回数 确率 补正
- # return [ 2, 100, 50]
- #
- # 回数…最大的行动回数
- # 确率…下次行动能否成功的成功率。数值为%
- # 补正…速度修正。行动的每次数值%后得出的值
- def action_time
- case @enemy_id
- when 1
- return [ 1, 100, 100]
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID行动回数
- return [ 1, 100, 100]
- end
- #--------------------------------------------------------------------------
- # ● 敌方动画
- #--------------------------------------------------------------------------
- # 敌方被作成动画? true是是跟主人公同等对待。
- # [设定方法]
- # 1.敌方的动画画像变成行走图
- # 2.数据库的敌方角色名、参照着行走图文件名填写
- def anime_on
- case @enemy_id
- when 1,2,3,4,5
- return true
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动画设定
- return false
- end
- #--------------------------------------------------------------------------
- # ● 敌方动画時的自动反转
- #--------------------------------------------------------------------------
- # 如果想自动反转上面设定为NO的敌方画像和武器动画时为true
- def action_mirror
- case @enemy_id
- when 1,2,3,4,5
- return true
- end
- # 上述敌方ID以外的其他敌方队员全部使用的武器ID动画设定
- return false
- end
- end
- module RPG
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # 设定状态动作。
- #==============================================================================
- class State
- #--------------------------------------------------------------------------
- # ● 指定ID 根据状态改变通常待机、危急时的动作。
- #--------------------------------------------------------------------------
- # when 1 ←这个数字是状态ID
- # return "气绝" ←填入对应的连贯动作名
- def base_action
- case @id
- when 1 # 无法战斗(HP0)时。最优先。
- return "气绝"
- when 2,3,4,5
- return "异常状态待机"
- when 6
- return "睡眠待机"
- when 17
- return "漂浮待机"
- end
- # 上述状态ID以外的其他状态全部使用的连贯动作
- return "待机"
- end
- #--------------------------------------------------------------------------
- # ● 扩张设定 从状态ID确定扩张设定。可以重复。
- #--------------------------------------------------------------------------
- # "自动复活/50"…无法战斗时自动复活。不要解除无法战斗。
- # /后的数字是回复时的HP(最大值的比例%)回复后状态会自动解除
- # "魔法反弹/39"…反弹魔法(物理攻击以外)技能。/后填入反射时显示的动画ID编号
- # "物理反弹/39"…反弹物理攻击(包含物理技能)。/后填入反射时显示的动画ID编号
- # "魔法无效/39"…魔法(物理攻击以外)技能无效化。/后填入无效时显示的动画ID编号
- # "物理无效/39"…物理攻击(包含物理技能)无效化。/后填入无效时显示的动画ID编号
- # "成本吸収"…受到技能时将他的成本还原到自身。数值不显示。
- # "0回合解除"…按照行动顺序的回合数解除状态。
- # "敌方除外"…让敌方不显示这个状态
- # "无POP"…附加这个状态時、伤害窗口上不显示状态名
- # "不显示ICON"…在状态窗口上不显示状态ICON
- # "禁止状态动作"…附加这个状态时不会改变人物待机状态
- # "连续伤害"…调用下面的连续伤害
- # "无"…无扩张
- def extension
- case @id
- when 1 # 无法战斗
- return ["无POP","敌方除外"]
- when 2 # 毒
- return ["连续伤害"]
- when 18
- return ["物理无效/34"]
- when 19
- return ["物理反弹/35"]
- when 20
- return ["魔法无效/36"]
- when 21
- return ["魔法反弹/37"]
- when 999
- return ["0回合解除","不显示ICON"]
- when 999
- return ["0回合解除","不显示ICON"]
- when 999
- return ["不显示ICON","禁止状态动作"]
- end
- # 上述ID以外所有的使用的扩张设定
- return ["无"]
- end
- #--------------------------------------------------------------------------
- # ● 连续伤害扩张设置 包含连续回复
- #--------------------------------------------------------------------------
- # when 1 ←这个数字是状态ID。上面的只有填写了"连续伤害"的扩张才会有这个效果
- # 可以多数设置。例)[["hp",0,5,true],["mp",0,5,true]]
- #
- # 对象 定数 比例 POP 无法战斗许可
- # return [["hp", 0, 10, true, true]]
- #
- # 对象…比例伤害对象是 HP的话为"hp" MP为"mp"
- # 定数…这个数值直接是伤害值。如果是负数时便成为回復。数值上多少会有些误差
- # 比例…对象的最大值的比例伤害。数值以%计算。数值上多少会有些误差
- # POP…在战斗画面上显示数值是true
- # 无法战斗许可…许可HP0的情况是true
- def slip_extension
- case @id
- when 2 # 毒
- return [["hp", 0, 10, true, true]]
- end
- return []
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # 设置武器动作
- #==============================================================================
- class Weapon
- #--------------------------------------------------------------------------
- # ● 动作指定 从装备着的武器ID来决定通常攻击的动作。
- #--------------------------------------------------------------------------
- # when 1 ←这个数字是武器ID
- # return "通常攻击" ←请填入对应的连贯动作名
- def base_action
- case @id
- when 34,35,36,37,38,39
- return "枪攻击"
- when 55
- return "通常攻击强"
- when 23,24,25,26,27,28,29,30,31,32
- return "刀攻击"
- end
- # 上述ID以外的其他全部使用的动作
- return "通常攻击"
- end
- #--------------------------------------------------------------------------
- # ● 图像指定 从装备着的武器ID来决定通常攻击的动作。
- #--------------------------------------------------------------------------
- # return "001-Weapon01" ←请填入对应的武器图像的文件名
- # 武器图像请放入人物行走图文件夹中
- # 使用ICON时、在ID上没有的全部使用ICON来表示
- # 特定的武器想要让他们不显示的话请用空白的图像。
- def graphic
- case @id
- when 1
- return ""
- when 2
- return ""
- end
- # 使用上述ID以外的全ICON画像
- return ""
- end
- #--------------------------------------------------------------------------
- # ● 飞出动画中贴附武器图像 自人物行走图文件夹中读取
- #--------------------------------------------------------------------------
- # 飞出动画用武器画像另行设定。显示弓和箭之类的。
- # 在这里没有被设置的武器会和上面的图像作相同处理。
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # 上述ID以外一律使用的图像
- return ""
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # 技能动作设定。
- #==============================================================================
- class Skill
- #--------------------------------------------------------------------------
- # ● 从技能ID决定动作。
- #--------------------------------------------------------------------------
- def base_action
- case @id
- =begin when 84
- return "武器投掷"
- when 85
- return "多段攻击"
- when 86
- return "高速多段攻击"
- when 87
- return "单独全体远距离攻击"
- when 88
- return "全体远距离攻击"
- when 89
- return "多段随机攻击"
- when 90
- return "回复连发"
- when 91
- return "适当连发"
- when 92
- return "通常攻击"
- when 93
- return "特写"
- when 94
- return "踩踏攻击"
- when 95
- return "全体攻击1"
- when 96
- return "通用技能单独处理"
- when 97
- return "变身成猫"
- when 98
- return "二人同時攻击"
- when 99
- return "二人同時攻击准备"
- when 100
- return "四人同時攻击"
- when 101
- return "四人同時攻击准备"
- when 102
- return "四人同時攻击准备"
- when 103
- return "四人同時攻击准备"
- when 104
- return "人体投掷"
- =end
- #---------------------全体魔法---------------------
- when 8
- return "冰魔法LV3"
- when 9
- return "冰魔法LV4"
- when 12
- return "火魔法LV3"
- when 13
- return "火魔法LV4"
- when 17
- return "风魔法LV4"
- when 25
- return "光魔法LV4"
- when 29
- return "暗魔法LV4"
- when 100
- return "极·魔法秀"
- when 101
- return "完成大我"
- #--------------------阿塞罗那-----------------------
- when 68
- return "二连斩"
- when 69
- return "V·型斩"
- when 70
- return "连袭"
- when 71,72,73,74,76
- return "属性剑"
- when 75
- return "雷神剑"
- when 77
- return "剑舞连击"
- when 78
- return "风华·樱花斩"
- when 79
- return "疾·雷风瞬影"
- #---------------------米莉雅-------------------------
- when 82
- return "双连击"
- when 83
- return "乱射"
- when 84,85,86,87,88,89
- return "属性箭"
- when 90
- return "真·乱射"
- when 91
- return "箭雨"
- when 92
- return "极·弓舞箭袭"
- #---------------------玛尔娜-------------------------
- when 104
- return "祝福之礼赞"
- when 105
- return "踩踏攻击"
- when 106
- return "星耀一击"
- when 107
- return "愤怒连击"
- #--------------------卡·修斯------------------------
- when 110
- return "龙牙"
- when 111
- return "枪连击"
- when 112,113,115
- return "其他属性枪"
- when 114
- return "魔枪·光辉"
- when 116
- return "枪袭无双"
- when 117
- return "天地裂创"
- when 118
- return "邪龙断魂枪"
- when 119
- return "樱花醉·舞"
- #--------------------索鲁斯卡------------------------
- when 122
- return "强力斩"
- when 123
- return "乱舞击"
- when 124
- return "狂暴化"
- when 125
- return "血暴斩"
- when 126
- return "死亡抗拒"
- when 127,128,129,130
- return "属性斩"
- when 131
- return "狂王落花阵"
- when 132
- return "爆碎·剑怒狂闪"
-
-
- #===================敌人=============================
- when 135
- return "暗月剑舞"
- when 137
- return "暗月剑舞友"
- when 136
- return "幻鬼之阵"
- end
- # 上述ID以外的其他全部使用的动作
- return "魔法技能使用"
- end
- #--------------------------------------------------------------------------
- # ● 扩张设定 从技能ID决定扩张设定。可以重复。
- #--------------------------------------------------------------------------
- # "必中"…攻击绝对不会被回避
- # "HP消費"…将MP消费改为HP消费
- # "%成本MAX"…技能成本变为以最大MP(HP)的比例取值。例)MAXMP500的成本10是消费MP50
- # "%成本NOW"…技能成本变为以现在MP(HP)的比例取值。例)现MP100的成本10是消费MP10
- # "无视反射"…无视魔法、物理技能反射和无效化状态
- # "%伤害MAX/30"…伤害计算变为以对象的最大HP(MP)的比例取值。/后的数值为%值伤害
- # "%伤害NOW/30"…伤害计算变为以对象的现在HP(MP)的比例取值。/后的数值为%值伤害
- # "成本威力"…根据使用者的最大MP(HP)判别消費MP(HP)的比例威力。MAX消費是原本威力、MAX10%是原有威力的1/10
- # "现HP威力"…根据使用者的最大HP改变现在HP的比例威力。MAX是原本威力、MAX10%是原有威力的1/10
- # "现MP威力"…根据使用者的最大MP改变现在MP的比例威力。MAX是原本威力、MAX10%是原有威力的1/10
- # "MP消耗减半无效"…防具上的定义「MP消耗减半」被无效化
- # "不显示HELP"…动作时、帮助窗口上不显示技能名
- # "全区域"…目标范围为敌我方全体
- # "随机目标"…目标内随机选择一个对象
- # "自身以外"…在目标内将自己排除
- # "伤害动作禁止"…不显示伤害命中时的动作
- # "行动前无闪光"…行动时角色不发光
- # "无"…无扩张
- def extension
- case @id
- when 101
- return ["无视反射"]
-
- when 999
- return ["伤害动作禁止"]
- when 79,83,90,118
- return ["随机目标"]
- when 999
- return ["伤害动作禁止"]
- when 999
- return ["全区域"]
- when 999
- return ["伤害动作禁止"]
- when 999
- return ["不显示HELP","行动前无闪光"]
- when 999
- return ["伤害动作禁止"]
- when 999
- return ["不显示HELP","行动前无闪光"]
- when 999
- return ["不显示HELP","行动前无闪光"]
- when 999
- return ["不显示HELP","行动前无闪光"]
- end
- # 上述ID以外的其他全部使用的拡張設定
- return ["无"]
- end
- #--------------------------------------------------------------------------
- # ● 飞出动画上贴附的画像 自人物行走图文件夹中读取
- #--------------------------------------------------------------------------
- # 指定技能ID的画像
- def flying_graphic
- case @id
- when 1
- return ""
- end
- # 上述ID以外为画像未使用
- return ""
- end
- end
- #==============================================================================
- # ■ module RPG
- #------------------------------------------------------------------------------
- # 物品动作设定。
- #==============================================================================
- class Item
- #--------------------------------------------------------------------------
- # ● 根据物品ID决定动作。
- #--------------------------------------------------------------------------
- def base_action
- case @id
- when 19,20,21,22,23,24,25,26
- return "药瓶投掷攻击"
- when 37
- return "石头投掷攻击"
- when 38
- return "飞刀投掷攻击"
- when 39
- return "飞标投掷攻击"
- when 40
- return "手里剑投掷攻击"
- when 41
- return "标枪投掷攻击"
- when 42
- return "勾镰标枪投掷攻击"
- when 43
- return "十字枪投掷攻击"
- when 17
- return "恩惠之卷"
- end
- # 上述ID以外的其他全部使用的动作
- return "使用物品"
- end
- #--------------------------------------------------------------------------
- # ● 扩张设定 根据物品ID决定扩张设定。可以重复。
- #--------------------------------------------------------------------------
- # "必中"…攻击绝对不会被回避
- # "反射无视"…无视魔法、物理反射和无效化状态
- # "不显示HELP"…帮助窗口上不显示物品名
- # "全区域"…目标范围为敌我全体
- # "随机目标"…目标内中随机选择一个对象
- # "自身以外"…目标内中将自身排除
- # "伤害动作禁止"…不显示伤害命中时的动作
- # "行动前无闪光"…行动时角色不发光
- # "无"…无扩张
- def extension
- case @id
- when 1
- return ["无"]
- end
- # 上述ID以外的其他全部使用的拡張設定
- return ["无"]
- end
- end
- end
复制代码 好吧,我承认我非常XX,问出这个问题,那是因为实在没有解决办法。
请问这个脚本是否还需要搭配其他脚本?
又要如何使用 |