#======================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #======================================================================== #======================================================================== # ▼▲▼ XRXS_BP 1. CP制導入 ver..23 ▼▲▼ # by 桜雅 在土, 和希 #------------------------------------------------------------------------ # □ カスタマイズポイント #======================================================================== module XRXS_BP1 # # 对齐方式。0:左 1:中央 2:右 # ALIGN = 0 # # 人数 # MAX = 4 end class Scene_Battle_CP # # 战斗速度 # BATTLE_SPEED = 0.5 # # 战斗开始的时候气槽百分比 # START_CP_PERCENT = 0 end class Scene_Battle # 效果音效,可以自己添加 DATA_SYSTEM_COMMAND_UP_SE = "" # 各项数值功能消耗的CP值 CP_COST_BASIC_ACTIONS = 0 # 基础共同 CP_COST_SKILL_ACTION = 65535 # 技能 CP_COST_ITEM_ACTION = 65535 # 物品 CP_COST_BASIC_ATTACK = 65535 # 攻撃 CP_COST_BASIC_GUARD = 49151 # 防御 CP_COST_BASIC_NOTHING = 65535 # 不做任何事情 CP_COST_BASIC_ESCAPE = 32535 # 逃跑 end #======================================================================== # --- XRXS.コマンドウィンドウ?コマンド追加機構 --- #------------------------------------------------------------------------ # Window_Commandクラスに add_command メソッドを追加します。 #======================================================================== module XRXS_Window_Command_Add_Command #---------------------------------------------------------------------- # ○ コマンドを追加 #---------------------------------------------------------------------- def add_command(command) # 初期化されていない場合、無効化判別用の配列 @disabled の初期化 # if @disabled == nil @disabled = [] end if @commands.size != @disabled.size for i in 0...@commands.size @disabled[i] = false end end # # 追加 # @commands.push(command) @disabled.push(false) @item_max = @commands.size self.y -= 32 self.height += 32 self.contents.dispose self.contents = nil self.contents = Bitmap.new(self.width - 32, @item_max * 32) refresh for i in 0...@commands.size if @disabled[i] disable_item(i) end end end #---------------------------------------------------------------------- # ○ 項目の無効化 # index : 項目番号 #---------------------------------------------------------------------- def disable_item(index) if @disabled == nil @disabled = [] end @disabled[index] = true draw_item(index, disabled_color) end end class Window_Command < Window_Selectable #---------------------------------------------------------------------- # ○ インクルード #---------------------------------------------------------------------- include XRXS_Window_Command_Add_Command #---------------------------------------------------------------------- # ● 項目の無効化 # index : 項目番号 #---------------------------------------------------------------------- def disable_item(index) super end end #======================================================================== # □ Scene_Battle_CP #======================================================================== class Scene_Battle_CP #---------------------------------------------------------------------- # ○ 公開インスタンス変数 #---------------------------------------------------------------------- attr_accessor :stop # CP加算ストップ #---------------------------------------------------------------------- # ○ オブジェクトの初期化 #---------------------------------------------------------------------- def initialize @battlers = [] @cancel = false @stop = false @str_total = 0 @dex_total = 0 @agi_total = 0 @int_total = 0 # 配列 count_battlers を初期化 count_battlers = [] # 将enemy添加到数组count_battlers for enemy in $game_troop.enemies count_battlers.push(enemy) end # 将actor添加到数组count_battlers for actor in $game_party.actors count_battlers.push(actor) end for battler in count_battlers @str_total = [@str_total,battler.str].max @dex_total = [@dex_total,battler.dex].max @agi_total = [@agi_total,battler.agi].max @int_total = [@int_total,battler.int].max end for battler in count_battlers battler.cp = 0 end for battler in $game_party.actors # if battler.state?(100) battler.cp+=65535 battler.xp2_damage="我先出手!" battler.xp2_damage_pop=true end end #下面就是困扰我很久的bug,只有先运行数据库队伍战斗事件触发条件为0回合的事件页然后再开始跑CP集气条的话才能解决这个bug for battler in $game_troop.enemies if battler.state?(100) battler.cp+=65535 battler.xp2_damage="我先出手! " battler.xp2_damage_pop=true end end end #---------------------------------------------------------------------- # ○ CP计数 #---------------------------------------------------------------------- def update # 如果停止就返回 return if @stop for battler in $game_party.actors + $game_troop.enemies # 如果行动不能忽视 if battler.dead? == true battler.cp = 0 next end cp_a=0.6 cp_b=0.4 cp_c=0.3 cp_d=0.08 battler.cp = [[battler.cp + BATTLE_SPEED * 4000 * (cp_a*battler.agi+cp_b*battler.dex+cp_c*battler.int+cp_d*battler.str) /(0.6*@agi_total+0.4*@dex_total+0.3*@int_total+0.08*@str_total), 0].max, 65535].min end end #---------------------------------------------------------------------- # ○ 开始CP计数 #---------------------------------------------------------------------- def stop @cancel = true if @cp_thread != nil then @cp_thread.join @cp_thread = nil end end end #======================================================================== # ■ Game_Battler #======================================================================== class Game_Battler attr_accessor :now_guarding # 現在防御中フラグ attr_accessor :cp # 現在CP attr_accessor :slip_state_update_ban # スリップ?ステート自動処理の禁止 #---------------------------------------------------------------------- # ○ CP の変更 #----------------------------------------------------------------------- def cp=(p) @cp = [[p, 0].max, 65535].min end #---------------------------------------------------------------------- # ● 防御中判定 [ 再定義 ] #---------------------------------------------------------------------- def guarding? return @now_guarding end #---------------------------------------------------------------------- # ● コマンド入力可能判定 #---------------------------------------------------------------------- alias xrxs_bp1_inputable? inputable? def inputable? bool = xrxs_bp1_inputable? return (bool and (@cp >= 65535)) end #---------------------------------------------------------------------- # ● ステート [スリップダメージ] 判定 #---------------------------------------------------------------------- alias xrxs_bp1_slip_damage? slip_damage? def slip_damage? return false if @slip_state_update_ban return xrxs_bp1_slip_damage? end #---------------------------------------------------------------------- # ● ステート自然解除 (ターンごとに呼び出し) #---------------------------------------------------------------------- alias xrxs_bp1_remove_states_auto remove_states_auto def remove_states_auto return if @slip_state_update_ban xrxs_bp1_remove_states_auto end end #======================================================================== # ■ Game_Actor #======================================================================== class Game_Actor < Game_Battler #---------------------------------------------------------------------- # ● セットアップ #---------------------------------------------------------------------- alias xrxs_bp1_setup setup def setup(actor_id) xrxs_bp1_setup(actor_id) @cp = 0 @now_guarding = false @slip_state_update_ban = false end end #======================================================================== # ■ Game_Enemy #======================================================================== class Game_Enemy < Game_Battler #---------------------------------------------------------------------- # ● オブジェクト初期化 #---------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize(troop_id, member_index) xrxs_bp1_initialize(troop_id, member_index) @cp = 0 @now_guarding = false @slip_state_update_ban = false end end class Window_All < Window_Base def initialize super(0,0,640,480) self.opacity = 0 self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear for actor in $game_troop.enemies next if !actor.exist? draw_actor_cp_meter(actor, actor.screen_x-50, actor.screen_y-50, 60, 0) end end #---------------------------------------------------------------------- # ○ CPメーター の描画 #---------------------------------------------------------------------- def draw_actor_cp_meter(actor, x, y, width = 156, type = 0) self.contents.font.color = system_color self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) if actor.cp == nil actor.cp = 0 end w = width * [actor.cp,65535].min / 65535 self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255)) end end #======================================================================== # ■ Window_BattleStatus #======================================================================== class Window_BattleStatus < Window_Base #----------------------------------------------------------------------- # ○ 公開インスタンス変数 #---------------------------------------------------------------------- attr_accessor :update_cp_only # CPメーターのみの更新 #---------------------------------------------------------------------- # ● オブジェクト初期化 #---------------------------------------------------------------------- alias xrxs_bp1_initialize initialize def initialize @update_cp_only = false @wall = Window_All.new xrxs_bp1_initialize end def dispose super @wall.dispose end #---------------------------------------------------------------------- # ● リフレッシュ #---------------------------------------------------------------------- alias xrxs_bp1_refresh refresh def refresh unless @update_cp_only xrxs_bp1_refresh end refresh_cp @wall.refresh end #---------------------------------------------------------------------- # ○ リフレッシュ(CPのみ) #---------------------------------------------------------------------- def refresh_cp for i in 0...$game_party.actors.size actor = $game_party.actors[i] #width = [self.width*3/4 / XRXS_BP1::MAX, 80].max #space = self.width / XRXS_BP1::MAX case i when 0 actor_x = 510-64 actor_y = 360-100 when 1 actor_x = 430-40-24 actor_y = 395-100 when 2 actor_x = 288 actor_y = 400-60 when 3 actor_x = 580-64 actor_y = 288-100 end # of case #case XRXS_BP1::ALIGN #when 0 # actor_x = i * space + 4 #when 1 # actor_x = (space * ((XRXS_BP1::MAX - $game_party.actors.size)/2.0 + i)).floor #when 2 #actor_x = (i + XRXS_BP1::MAX - $game_party.actors.size) * space + 4 #end #actor_x += self.x draw_actor_cp_meter(actor, actor_x, actor_y+56, 64, 0) end end #---------------------------------------------------------------------- # ○ CPメーター の描画 #---------------------------------------------------------------------- def draw_actor_cp_meter(actor, x, y, width = 156, type = 0) self.contents.font.color = system_color self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) if actor.cp == nil actor.cp = 0 end w = width * [actor.cp,65535].min / 65535 self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255)) end end #======================================================================== # ■ Scene_Battle #======================================================================== class Scene_Battle #---------------------------------------------------------------------- # ● フレーム更新 #---------------------------------------------------------------------- alias xrxs_bp1_update update def update xrxs_bp1_update # CP更新 @cp_thread.update end #---------------------------------------------------------------------- # ● バトル終了 # result : 結果 (0:勝利 1:敗北 2:逃走) #---------------------------------------------------------------------- alias xrxs_bp1_battle_end battle_end def battle_end(result) # CPカウントを停止する @cp_thread.stop # 呼び戻す xrxs_bp1_battle_end(result) end #---------------------------------------------------------------------- # ● プレバトルフェーズ開始 #---------------------------------------------------------------------- alias xrxs_bp1_start_phase1 start_phase1 def start_phase1 @agi_total = 0 @int_total = 0 @dex_total = 0 # CP加算を開始する @cp_thread = Scene_Battle_CP.new # インデックスを計算 @cp_escape_actor_command_index = @actor_command_window.height/32 - 1 # アクターコマンドウィンドウに追加 @actor_command_window.add_command("逃 跑") if !$game_temp.battle_can_escape @actor_command_window.disable_item(@cp_escape_actor_command_index) end # 呼び戻す xrxs_bp1_start_phase1 end #---------------------------------------------------------------------- # ● パーティコマンドフェーズ開始 #---------------------------------------------------------------------- alias xrxs_bp1_start_phase2 start_phase2 def start_phase2 xrxs_bp1_start_phase2 @party_command_window.active = false @party_command_window.visible = false # CP加算を再開する @cp_thread.stop = false # 次へ start_phase3 end #---------------------------------------------------------------------- # ● アクターコマンドウィンドウのセットアップ #---------------------------------------------------------------------- alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window # CPスレッドを一時停止する @cp_thread.stop = true # ウィンドウのCP更新 @status_window.refresh_cp # @active_battlerの防御を解除 @active_battler.now_guarding = false # 効果音の再生 Audio.se_play(DATA_SYSTEM_COMMAND_UP_SE) if DATA_SYSTEM_COMMAND_UP_SE != "" # 呼び戻す xrxs_bp1_phase3_setup_command_window end #---------------------------------------------------------------------- # ● 帧更新(角色命令阶段:基本命令) #---------------------------------------------------------------------- alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command def update_phase3_basic_command if @actor_command_window.active = true && @actor_command_window.visible = true #玄:防重复按键 # 按下回车按钮时 if Input.trigger?(Input::C) # 在actor命令窗口中的光标位置处分支 case @actor_command_window.index when @cp_escape_actor_command_index # 逃跑 if $game_temp.battle_can_escape # 决定时SE播放 $game_system.se_play($data_system.decision_se) # 设定动作类型 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 4 # 转到下一个actor命令输入 phase3_next_actor else # 播放蜂鸣器SE $game_system.se_play($data_system.buzzer_se) end return end#of case end xrxs_bsp1_update_phase3_basic_command end end #---------------------------------------------------------------------- # ● 主要阶段开始 #---------------------------------------------------------------------- alias xrxs_bp1_start_phase4 start_phase4 def start_phase4 # xrxs_bp1_start_phase4 # 暂停CP进程 unless @action_battlers.empty? @cp_thread.stop = true end end #---------------------------------------------------------------------- # ● 行動順序作成 #---------------------------------------------------------------------- alias xrxs_bp1_make_action_orders make_action_orders def make_action_orders xrxs_bp1_make_action_orders # 确认每个人的CP exclude_battler = [] @time += 1 for battler in @action_battlers #玄:时序插入 if @time%68 == 0 && battler.cp < 65535 unless battler.dead? battler.time_effect @status_window.refresh @phase4_step = 2 end end # 如果缺少CP,则从@action_battlers中排除 if battler.cp < 65535 exclude_battler.push(battler) end end @action_battlers -= exclude_battler end #---------------------------------------------------------------------- # ● 帧更新(主要阶段步骤1:行动准备) #---------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step1 update_phase4_step1 def update_phase4_step1 # 初期化 @phase4_act_continuation = 0 # 勝敗判定 if judge @cp_thread.stop # 勝利または敗北の場合 : メソッド終了 return end # 未行動バトラー配列の先頭から取得 @active_battler = @action_battlers[0] # ステータス更新をCPだけに限定。 @status_window.update_cp_only = true # ステート更新を禁止。 @active_battler.slip_state_update_ban = true if @active_battler != nil # 戻す xrxs_bp1_update_phase4_step1 # @status_windowがリフレッシュされなかった場合は手動でリフレッシュ(CPのみ) if @phase4_step != 2 # リフレッシュ @status_window.refresh # 軽量化:たったコレだけΣ(?w? Graphics.frame_reset end # 禁止を解除 @status_window.update_cp_only = false @active_battler.slip_state_update_ban = false if @active_battler != nil end #---------------------------------------------------------------------- # ● フレーム更新 (メインフェーズ ステップ 2 : アクション開始) #---------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step2 update_phase4_step2 def update_phase4_step2 # 如果不是强制行动 unless @active_battler.current_action.forcing # 当约束是[通常攻击敌人]或[通常攻击盟友] if @active_battler.restriction == 2 or @active_battler.restriction == 3 # 将攻击设置为行动 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 end # 当限制是“我不能行动” if @active_battler.restriction == 4 # 清除动作强制管家 $game_temp.forcing_battler = nil if @phase4_act_continuation == 0 and @active_battler.cp >= 65535 # 状态符号自然解除 @active_battler.remove_states_auto # CP消費 @active_battler.cp -= 65535 # 刷新状态窗口 @status_window.refresh end # 转到第1步 @phase4_step = 1 return end end # 行动类型分支 case @active_battler.current_action.kind when 0 # 攻击、防御、逃跑、什么都不做时消耗的CP @active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0 when 1 @active_battler.now_guarding = false if @phase4_act_continuation == 0 if $data_skills[@active_battler.current_action.skill_id ].int_f == 1 @active_battler.cp -= 16384 else end end when 2 @active_battler.now_guarding = false #玄:融合脚本,取消防御 # 使用道具时消耗的CP if @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_ITEM_ACTION end if $data_items[@active_battler.current_action.item_id].scope == 3 @active_battler.cp += 46000 end end # 记录行动 if @active_battler.is_a?(Game_Actor) #&& @active_battler.id == 1 @active_battler.last_action.kind = @active_battler.current_action.kind @active_battler.last_action.basic = @active_battler.current_action.basic @active_battler.last_action.forcing = @active_battler.current_action.forcing @active_battler.last_action.target_index = @active_battler.current_action.target_index @active_battler.last_action.skill_id = @active_battler.current_action.skill_id @active_battler.last_action.item_id = @active_battler.current_action.item_id end #状态自然解除 if @active_battler.current_action.skill_id != 0 unless $data_skills[@active_battler.current_action.skill_id ].int_f == 1 @active_battler.remove_states_auto end else @active_battler.remove_states_auto end #返回 xrxs_bp1_update_phase4_step2 end #---------------------------------------------------------------------- # ● 基本操作结果创建 #---------------------------------------------------------------------- alias xrxs_bp1_make_basic_action_result make_basic_action_result def make_basic_action_result # 攻撃の場合 if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_BASIC_ATTACK # 攻撃時のCP消費 @active_battler.now_guarding = false end #防御の場合 if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_BASIC_GUARD # 防御時のCP消費 # @active_battlerの防御をON @active_battler.now_guarding = true end #当敌人逃跑时 if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 and @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費 @active_battler.now_guarding = false end #如果你什么也不做 if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_BASIC_NOTHING # 什么都不做のCP消費 @active_battler.now_guarding = false end #如果你要逃跑 if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0 @active_battler.cp -= CP_COST_BASIC_ESCAPE # 逃走時のCP消費 #如果你不能逃走 if $game_temp.battle_can_escape == false #播放蜂鸣器SE $game_system.se_play($data_system.buzzer_se) return end #逃走处理中 update_phase2_escape return end # 返回 xrxs_bp1_make_basic_action_result end #---------------------------------------------------------------------- # ● 帧更新(主阶段步骤6:刷新) #---------------------------------------------------------------------- alias xrxs_bp1_update_phase4_step6 update_phase4_step6 def update_phase4_step6 if @active_battler.hp > 0 and @active_battler.slip_damage? if @active_battler.current_action.kind == 0 #普通攻击 @active_battler.slip_damage_effect @active_battler.damage_pop = true #刷新状态窗口 elsif @active_battler.current_action.kind == 1 #特技攻击 if @active_battler.current_action.skill_id != 0 else end elsif @active_battler.current_action.kind == 2 #使用物品 @active_battler.slip_damage_effect @active_battler.damage_pop = true #刷新状态窗口 else end @status_window.refresh end # 呼び戻す xrxs_bp1_update_phase4_step6 end end #====================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #======================================================================
# 装载事件 common_event = $data_common_events[event_id] $game_system.battle_interpreter.setup(common_event.list, event_id) # 立刻执行事件 $game_system.battle_interpreter.update
#======================================================================== # □ Scene_Battle_CP #======================================================================== class Scene_Battle_CP #---------------------------------------------------------------------- # ○ 公開インスタンス変数 #---------------------------------------------------------------------- attr_accessor :stop # CP加算ストップ #---------------------------------------------------------------------- # ○ オブジェクトの初期化 #---------------------------------------------------------------------- def initialize @battlers = [] @cancel = false @stop = false @str_total = 0 @dex_total = 0 @agi_total = 0 @int_total = 0 # 配列 count_battlers を初期化 count_battlers = [] # 将enemy添加到数组count_battlers for enemy in $game_troop.enemies count_battlers.push(enemy) end # 将actor添加到数组count_battlers for actor in $game_party.actors count_battlers.push(actor) end for battler in count_battlers @str_total = [@str_total,battler.str].max @dex_total = [@dex_total,battler.dex].max @agi_total = [@agi_total,battler.agi].max @int_total = [@int_total,battler.int].max end # 装载事件 common_event = $data_common_events[event_id] $game_system.battle_interpreter.setup(common_event.list, event_id) # 立刻执行事件 $game_system.battle_interpreter.update for battler in count_battlers battler.cp = 0 end for battler in $game_party.actors # if battler.state?(100) battler.cp+=65535 battler.xp2_damage="我先出手!" battler.xp2_damage_pop=true end end #下面就是困扰我很久的bug,只有先运行数据库队伍战斗事件触发条件为0回合的事件页然后再开始跑CP集气条的话才能解决这个bug for battler in $game_troop.enemies if battler.state?(100) battler.cp+=65535 battler.xp2_damage="我先出手! " battler.xp2_damage_pop=true end end end #---------------------------------------------------------------------- # ○ CP计数 #---------------------------------------------------------------------- def update # 如果停止就返回 return if @stop for battler in $game_party.actors + $game_troop.enemies # 如果行动不能忽视 if battler.dead? == true battler.cp = 0 next end cp_a=0.6 cp_b=0.4 cp_c=0.3 cp_d=0.08 battler.cp = [[battler.cp + BATTLE_SPEED * 4000 * (cp_a*battler.agi+cp_b*battler.dex+cp_c*battler.int+cp_d*battler.str) /(0.6*@agi_total+0.4*@dex_total+0.3*@int_total+0.08*@str_total), 0].max, 65535].min end end #---------------------------------------------------------------------- # ○ 开始CP计数 #---------------------------------------------------------------------- def stop @cancel = true if @cp_thread != nil then @cp_thread.join @cp_thread = nil end end end
rfvtgbzxc 发表于 2022-1-1 12:40
印象里条件设置为回合1+0x就可以在跑进度条的时候触发,但是cp那个时候已经分配完毕了。这个时候可以在事件 ...
193.43 KB, 下载次数: 13
CP_先手
rfvtgbzxc 发表于 2022-1-1 12:40
印象里条件设置为回合1+0x就可以在跑进度条的时候触发,但是cp那个时候已经分配完毕了。这个时候可以在事件 ...
193.73 KB, 下载次数: 14
解决方案1
taeckle 发表于 2022-1-2 20:57
大神你在看我下面我自己想出来的解决方案:
①先在Class Scene_Battle 的 def main里面设置两个开关:
...
=begin 添加属性: initial_states:刚开局,怪物身上就有的状态 =end module RPG class Enemy attr_accessor :initial_states end end #-------------------------------------------------------------------------- # 数据更新,该部分落实补充$data_enemies的数据 #-------------------------------------------------------------------------- module Data_Extend # 初始状态 # enemy_id => [...states] Enemy_initial_states = { # 小恶魔, [强力] 13 => [13] } def self.update_data_enemy for i in 1..$data_enemies.size enemy = $data_enemies[i] next if enemy.nil? enemy.initial_states = Enemy_initial_states.include?(i) ? Enemy_initial_states[i] : [] end end end # 开战后,再一个个上状态 $game_troop.enemies.each do |enemy| enemy.initial_states.each do |state_id| enemy.add_state(state_id) end end
rfvtgbzxc 发表于 2022-1-2 21:28
你这样每场战斗都要加$game_switches[1] = true了。
这实际上不是时序问题,更像是初始化行为的不完善。 ...
rfvtgbzxc 发表于 2022-1-2 21:28
你这样每场战斗都要加$game_switches[1] = true了。
这实际上不是时序问题,更像是初始化行为的不完善。 ...
188.83 KB, 下载次数: 14
taeckle 发表于 2022-1-4 08:56
大神你看这是我在rpg maker xp默认脚本基础上按照你在6楼给我的脚本自己写的, 具体步骤为:
①把从第13行m ...
#============================================================================== # ■ Game_Enemy #------------------------------------------------------------------------------ # 处理敌人的类。本类在 Game_Troop 类 ($game_troop) 的 # 内部使用。 #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● 初始化对像 # troop_id : 循环 ID # member_index : 循环成员的索引 #-------------------------------------------------------------------------- def initialize(troop_id, member_index) super() @troop_id = troop_id @member_index = member_index troop = $data_troops[@troop_id] @enemy_id = troop.members[@member_index].enemy_id enemy = $data_enemies[@enemy_id] @battler_name = enemy.battler_name @battler_hue = enemy.battler_hue @hp = maxhp @sp = maxsp @hidden = troop.members[@member_index].hidden @immortal = troop.members[@member_index].immortal enemy.initial_states.each do |state_id| self.add_state(state_id) end end end
# 战斗测试的情况下 if $BTEST battle_test return end # 载入数据库 $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # 数据补充 Data_Extend.update_data_enemy # 生成系统对像 $game_system = Game_System.new
#-------------------------------------------------------------------------- # ● 战斗测试 #-------------------------------------------------------------------------- def battle_test # 载入数据库 (战斗测试用) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # 数据补充 Data_Extend.update_data_enemy # ...其他代码...
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