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Lv1.梦旅人
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攻击消耗物品用LS说的脚本就可以
如果要在装备弓后
使用普通攻击也消耗物品
可以配搭以下脚本使用- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Weapon Attack Replace v1.01
- # -- Last Updated: 2011.12.19
- # -- Level: Normal
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-WeaponAttackReplace"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2011.12.19 - Added notetags for Actors, and Classes.
- # 2011.12.17 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # By default, RPG Maker VX Ace sets all normal attacks to call upon Skill #1
- # to do all of the basic attack functions. While this is a great idea, it also
- # meant that all weapons would share the same basic attack damage formula and
- # effects. With this script, you can set different weapon types to use any
- # skill for its basic attack.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Actor Notetags - These notetags go in the actors notebox in the database.
- # -----------------------------------------------------------------------------
- # <attack skill: x>
- # This sets the actor's default attack (if no weapon is equipped) to be x. The
- # actor's custom attack skill will take priority over a class's custom attack
- # skill, which will take priority over the default attack skill (skill #1).
- #
- # -----------------------------------------------------------------------------
- # Class Notetags - These notetags go in the class notebox in the database.
- # -----------------------------------------------------------------------------
- # <attack skill: x>
- # This sets the class's default attack (if no weapon is equipped) to be x. An
- # actor's custom attack skill will take priority over the class's custom attack
- # skill, which will take priority over the default attack skill (skill #1).
- #
- # -----------------------------------------------------------------------------
- # Weapon Notetags - These notetags go in the weapons notebox in the database.
- # -----------------------------------------------------------------------------
- # <attack skill: x>
- # This sets the worn weapon's attack skill to x. Note that if an actor is dual
- # wielding, the attack skill of the first weapon will take priority over the
- # second weapon.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- # For maximum compatibility with YEA - Ace Battle Engine, place this script
- # below Ace Battle Engine in the script listing.
- #
- #==============================================================================
- module YEA
- module WEAPON_ATTACK_REPLACE
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Basic Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # If for whatever reason, you wish to change the default attack skill to
- # something other than one, change the constant below.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- DEFAULT_ATTACK_SKILL_ID = 1
-
- end # WEAPON_ATTACK_REPLACE
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- module YEA
- module REGEXP
- module BASEITEM
-
- ATTACK_SKILL = /<(?:ATTACK_SKILL|attack skill):[ ](\d+)>/i
-
- end # BASEITEM
- module WEAPON
-
- ATTACK_SKILL = /<(?:ATTACK_SKILL|attack skill):[ ](\d+)>/i
-
- end # WEAPON
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
-
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_war load_database; end
- def self.load_database
- load_database_war
- load_notetags_war
- end
-
- #--------------------------------------------------------------------------
- # new method: load_notetags_war
- #--------------------------------------------------------------------------
- def self.load_notetags_war
- groups = [$data_actors, $data_classes, $data_weapons]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_war
- end
- end
- end
-
- end # DataManager
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :attack_skill
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_war
- #--------------------------------------------------------------------------
- def load_notetags_war
- @attack_skill = nil
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::BASEITEM::ATTACK_SKILL
- @attack_skill = $1.to_i
- #---
- end
- } # self.note.split
- #---
- return if self.is_a?(RPG::Actor)
- return unless @attack_skill.nil?
- @attack_skill = YEA::WEAPON_ATTACK_REPLACE::DEFAULT_ATTACK_SKILL_ID
- end
-
- end # RPG::BaseItem
- #==============================================================================
- # ■ RPG::Weapon
- #==============================================================================
- class RPG::Weapon < RPG::EquipItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :attack_skill
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_war
- #--------------------------------------------------------------------------
- def load_notetags_war
- @attack_skill = YEA::WEAPON_ATTACK_REPLACE::DEFAULT_ATTACK_SKILL_ID
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::WEAPON::ATTACK_SKILL
- @attack_skill = $1.to_i
- #---
- end
- } # self.note.split
- #---
- end
-
- end # RPG::Weapon
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
-
- #--------------------------------------------------------------------------
- # overwrite method: attack_skill_id
- #--------------------------------------------------------------------------
- def attack_skill_id
- return weapon_attack_skill_id if actor?
- return YEA::WEAPON_ATTACK_REPLACE::DEFAULT_ATTACK_SKILL_ID
- end
-
- end # Game_BattlerBase
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
-
- #--------------------------------------------------------------------------
- # new method: weapon_attack_skill_id
- #--------------------------------------------------------------------------
- def weapon_attack_skill_id
- for weapon in weapons
- next if weapon.nil?
- return weapon.attack_skill
- end
- return self.actor.attack_skill unless self.actor.attack_skill.nil?
- return self.class.attack_skill
- end
-
- end # Game_Actor
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
-
- #--------------------------------------------------------------------------
- # new method: command_use_skill
- #--------------------------------------------------------------------------
- def command_attack
- @skill = $data_skills[BattleManager.actor.attack_skill_id]
- BattleManager.actor.input.set_skill(@skill.id)
- if $imported["YEA-BattleEngine"]
- status_redraw_target(BattleManager.actor)
- $game_temp.battle_aid = @skill
- if @skill.for_opponent?
- select_enemy_selection
- elsif @skill.for_friend?
- select_actor_selection
- else
- next_command
- $game_temp.battle_aid = nil
- end
- else
- if [email protected]_selection?
- next_command
- elsif @skill.for_opponent?
- select_enemy_selection
- else
- select_actor_selection
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_actor_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_actor_cancel_war on_actor_cancel
- def on_actor_cancel
- scene_battle_on_actor_cancel_war
- case @actor_command_window.current_symbol
- when :attack
- @help_window.hide
- @status_window.show
- @actor_command_window.activate
- status_redraw_target(BattleManager.actor)
- end
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_enemy_cancel
- #--------------------------------------------------------------------------
- alias scene_battle_on_enemy_cancel_war on_enemy_cancel
- def on_enemy_cancel
- scene_battle_on_enemy_cancel_war
- case @actor_command_window.current_symbol
- when :attack
- @help_window.hide
- @status_window.show
- @actor_command_window.activate
- status_redraw_target(BattleManager.actor)
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: status_redraw_target
- #--------------------------------------------------------------------------
- def status_redraw_target(target)
- return unless target.actor?
- @status_window.draw_item($game_party.battle_members.index(target))
- end
-
- end # Scene_Battle
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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