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Lv1.梦旅人

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发表于 2014-9-20 12:55:36 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 许俊兴 于 2014-9-20 13:02 编辑
  1. #===================================
  2. # Vlad ABS
  3. #===================================
  4. #--------------------------------------------------------------
  5. # Credits to Vlad
  6. #--------------------------------------------------------------
  7. # 創造一個敵人(事件),在事件中加上這些註釋:
  8. # Enemy ID - 在數據庫中敵人的ID
  9. # Die X - X為 1 / 2 ( 1:死後删除敵人   2:不死之身 )
  10. # Follow - 設定是否跟隨敵人
  11. #--------------------------------------------------------------
  12. # 自定義項目
  13. #--------------------------------------------------------------
  14. #--------------------------------------------------------------
  15. # 武器攻撃鍵, 不要改變 [正常對應鍵: A]
  16. Attack_Button = Input::X
  17. #--------------------------------------------------------------
  18. # 技能攻撃鍵, 不要改變 [正常對應鍵: S]  <--也是技能畫面的技能記憶鍵
  19. Skill_Button = {Input::Y => 1}
  20. #--------------------------------------------------------------
  21. # 升級動畫ID (對應數據庫) :
  22. LevelUp_Ani = 40
  23. #--------------------------------------------------------------
  24. # Attack Animation, copy Enemy_atk_ani[2] = 13
  25. # change the 2 to the ID of the enemy, and the 13 to the ID of the animation.
  26. # Example: Enemy_atk_ani[25] = 24
  27. Enemy_atk_ani = {}
  28. Enemy_atk_ani[2] = 8
  29. Enemy_atk_ani[3] = 83
  30. Enemy_atk_ani[4] = 58
  31. Enemy_atk_ani[5] = 25
  32. Enemy_atk_ani[6] = 56
  33. Enemy_atk_ani[7] = 8
  34. Enemy_atk_ani[8] = 85
  35. Enemy_atk_ani[9] = 86
  36. Enemy_atk_ani[10] = 56
  37. Enemy_atk_ani[11] = 3
  38. Enemy_atk_ani[20] = 35
  39. Enemy_atk_ani[23] = 83
  40. Enemy_atk_ani[25] = 92
  41. Enemy_atk_ani[30] = 65
  42. Enemy_atk_ani[31] = 36
  43. Enemy_atk_ani[38] = 82
  44. Enemy_atk_ani[42] = 24
  45. Enemy_atk_ani[47] = 92
  46. Enemy_atk_ani[48] = 97
  47. Enemy_atk_ani[55] = 86
  48. Enemy_atk_ani[60] = 102
  49. Enemy_atk_ani[61] = 94
  50. #--------------------------------------------------------------

  51. #--------------------------------------------------------------
  52. # Game Character
  53. #--------------------------------------------------------------
  54. class Game_Character
  55.   attr_accessor :hp
  56.   attr_accessor :mp
  57.   attr_accessor :damage
  58.   attr_accessor :critical
  59.   attr_accessor :wait_ataque
  60.   attr_accessor :die
  61.   alias vlad_abs_gchar_initialize initialize
  62.   def initialize
  63.     @hp = 0
  64.     @mp = 0
  65.     @die = 0
  66.     $skill_for_use = 0
  67.     @wait_ataque = 0
  68.     @damage = nil
  69.     @critical = false
  70.     vlad_abs_gchar_initialize
  71.   end  
  72.   def recebe_atk(attacker)
  73.     attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  74.     receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  75.     self.damage = attacker_status.atk*2 - receptor_status.def
  76.     self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  77.     self.damage /= 100
  78.     self.damage = 0 if self.damage < 0
  79.     self.critical = (rand(100) < 4)
  80.     self.damage *= 2 if self.critical
  81.     if self.is_a?(Game_Player)
  82.     $game_actors[1].hp -= self.damage
  83.     if $game_actors[1].hp <= 0
  84.       $scene = Scene_HH.new
  85.     end
  86.     elsif self.is_a?(Game_Event)
  87.       self.hp -= self.damage
  88.       if self.hp <= 0
  89.         self.animation_id = 88
  90.           $game_actors[1].gain_exp(enemy_status.exp, 1)
  91.           if @die == 1
  92.           self.erase
  93.         elsif @die == 2
  94.           key = [$game_map.map_id, self.id, "A"]
  95.           $game_self_switches[key] = true
  96.           end
  97.           refresh
  98.         end
  99.     end
  100.   end
  101.    def recebe_skl(attacker)
  102.      for key in Skill_Button.keys
  103.     sklid = Skill_Button[key]
  104.     attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  105.     receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  106.     self.damage = attacker_status.atk*2*$data_skills[sklid].atk_f*2/50- receptor_status.def
  107.     self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  108.     self.damage /= 100
  109.     self.damage = 0 if self.damage < 0
  110.     self.critical = (rand(100) < 4)
  111.     self.damage *= 2 if self.critical
  112.     attacker_status.mp -= $data_skills[sklid].mp_cost
  113.     if self.is_a?(Game_Player)
  114.     $game_actors[1].hp -= self.damage
  115.     $scene = Scene_Gameover.new if $game_actors[1].hp <= 0
  116.     elsif self.is_a?(Game_Event)
  117.       self.hp -= self.damage
  118.       if self.hp <= 0
  119.           $game_actors[1].gain_exp(enemy_status.exp, 1)
  120.           if @die == 1
  121.           self.erase
  122.         elsif @die == 2
  123.           key = [$game_map.map_id, self.id, "A"]
  124.           $game_self_switches[key] = true
  125.           end
  126.           refresh
  127.         end
  128.     end
  129.   end
  130. end
  131.   def follow_hero(dx, dy)
  132.         sx = @x - dx
  133.         sy = @y - dy
  134.         if sx == 0 and sy == 0
  135.           return
  136.         end
  137.         abs_sx = sx.abs
  138.         abs_sy = sy.abs
  139.         if abs_sx == 0
  140.           sy > 0 ? move_up : move_down
  141.           if not moving? and sx != 0
  142.             sx > 0 ? move_left : move_right
  143.           end
  144.           return
  145.         elsif abs_sy == 0
  146.           sx > 0 ? move_left : move_right
  147.           if not moving? and sy != 0
  148.             sy > 0 ? move_up : move_down
  149.           end
  150.           return
  151.         end
  152.         if abs_sx == abs_sy
  153.           rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
  154.         end
  155.         if abs_sx > abs_sy
  156.           sx > 0 ? move_left : move_right
  157.           if not moving? and sy != 0
  158.             sy > 0 ? move_up : move_down
  159.           end
  160.         else
  161.           sy > 0 ? move_up : move_down
  162.           if not moving? and sx != 0
  163.             sx > 0 ? move_left : move_right
  164.           end
  165.         end
  166.       end
  167.       def raio(dx, dy)
  168.         ax = (@x - dx) ** 2
  169.         ay = (@y - dy) ** 2
  170.         return Math.sqrt(ax + ay)
  171.       end
  172. end

  173. #--------------------------------------------------------------
  174. # Game Event
  175. #--------------------------------------------------------------
  176. class Game_Event < Game_Character
  177.   attr_reader :inimigo
  178.   attr_reader :enemy_status
  179.   alias vlad_abs_gevent_initialize initialize
  180.   alias vlad_abs_gevent_update update
  181.   alias vlad_abs_gevent_refresh refresh
  182.   def initialize(map_id, event)
  183.     @inimigo = false
  184.     @automove = false
  185.     vlad_abs_gevent_initialize(map_id, event)
  186.   end
  187.   def check_com(comentario)
  188.     return false if @list.nil? or @list.size <= 0
  189.     for item in @list
  190.       if item.code == 108 or item.code == 408
  191.         if item.parameters[0].downcase.include?(comentario.downcase)
  192.           return true
  193.         end
  194.       end
  195.     end
  196.   end
  197.   def check_comment(comentario)
  198.     com = comentario.downcase
  199.     return 0 if @list.nil? or @list.size <= 0
  200.     for item in @list
  201.       if item.code == 108 or item.code == 408
  202.         if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/
  203.           return $1.to_i
  204.         end
  205.       end
  206.     end
  207.     return 0
  208.   end
  209.   def update
  210.     vlad_abs_gevent_update
  211.     if @inimigo
  212.       new_x = (@x + (@direction == 4 ? -1 : @direction == 6 ? 1 : 0))
  213.       new_y = (@y + (@direction == 8 ? -1 : @direction == 2 ? 1 : 0))
  214.       if self.wait_ataque > 0
  215.         self.wait_ataque -= 1
  216.       elsif $game_player.x == new_x and $game_player.y == new_y
  217.          $game_player.recebe_atk(self)
  218.          $game_player.animation_id = self.enemy_atk_animation_id
  219.          $game_player.jump(0,0)
  220.         self.wait_ataque = 60
  221.       end
  222.     end
  223.      if @automove
  224.           unless moving?
  225.             self.follow_hero($game_player.x, $game_player.y)
  226.           end
  227.         end
  228.   end
  229.   def refresh
  230.     vlad_abs_gevent_refresh
  231.     @inimigo = false
  232.     @enemy_id = check_comment("Enemy")
  233.     @automove = true if check_com("Follow") == true
  234.     @die = check_comment("Die")
  235.     if @enemy_id > 0
  236.       @inimigo = true
  237.       @enemy_status = Game_Enemy.new(@enemy_id, @enemy_id)
  238.             self.hp = @enemy_status.maxhp
  239.             self.mp = @enemy_status.maxmp
  240.     end
  241.   end
  242.   def enemy_atk_animation_id
  243.     if Enemy_atk_ani[@enemy_id]
  244.     return (@enemy_status.nil? ? 0 : Enemy_atk_ani[@enemy_id])
  245.   else
  246.     return (@enemy_status.nil? ? 0 : 1)
  247.   end
  248.   end
  249.   def Enemy_atk_ani
  250.     return Enemy_atk_ani
  251.   end
  252. end

  253. #--------------------------------------------------------------
  254. # Game Player
  255. #--------------------------------------------------------------
  256. class Game_Player < Game_Character
  257.   alias vlad_abs_gplayer_update update
  258.   alias vlad_abs_gplayer_refresh refresh
  259.   def update
  260.     vlad_abs_gplayer_update
  261.     if self.wait_ataque > 0
  262.       self.wait_ataque -= 1
  263.     end
  264.   def refresh
  265.     vlad_abs_gplayer_refresh
  266.     self.hp = $game_actors[1].hp
  267.     self.mp = $game_actors[1].mp
  268.   end
  269.     if Input.trigger?(Attack_Button) and self.wait_ataque <= 0
  270.       new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  271.       new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  272.       for event in $game_map.events.values
  273.         if event.inimigo
  274.           if event.x == new_x and event.y == new_y
  275.             event.recebe_atk(self)
  276.             event.animation_id = self.player_atk_animation_id
  277.             event.jump(0,0)
  278.             self.wait_ataque = 30
  279.             break
  280.           end
  281.         end
  282.       end
  283.     end
  284.     for key in Skill_Button.keys
  285.     if Input.trigger?(key) and Skill_Button[key] != nil and Skill_Button[key] != 0 and $game_actors[1].mp >= $data_skills[Skill_Button[key]].mp_cost and self.wait_ataque <= 0
  286.       new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  287.       new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  288.       for event in $game_map.events.values
  289.         if event.inimigo
  290.           if event.x == new_x and event.y == new_y
  291.             event.recebe_skl(self)
  292.             event.animation_id = self.player_skl_animation_id
  293.             event.jump(0,0)
  294.             self.wait_ataque = 60
  295.             break
  296.           end
  297.         end
  298.       end
  299.     end
  300.     end
  301.     def player_atk_animation_id
  302.     return ($game_actors[1].nil? ? 0 : $game_actors[1].atk_animation_id)
  303.   end
  304.   def player_skl_animation_id
  305.     for key in Skill_Button.keys
  306.       sklid = Skill_Button[key]
  307.     return ($game_actors[1].nil? ? 0 : $data_skills[sklid].animation_id)
  308.     end
  309.   end
  310.     def Attack_Button
  311.     return Attack_Button
  312.   end
  313.   def Skill_Button
  314.     return Skill_Button
  315.   end
  316.   end
  317. end

  318. #--------------------------------------------------------------
  319. # Game Actor
  320. #--------------------------------------------------------------
  321. class Game_Actor
  322.   alias vlad_abs_change_exp change_exp
  323.   def change_exp(exp, show)
  324.     last_level = @level
  325.     last_skills = skills
  326.     @exp = [[exp, 9999999].min, 0].max
  327.     while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
  328.       level_up
  329.     end
  330.     while @exp < @exp_list[@level]
  331.       level_down
  332.     end
  333.     @hp = [@hp, maxhp].min
  334.     @mp = [@mp, maxmp].min
  335.     if show and @level > last_level
  336.       show_level_up
  337.     end
  338.     vlad_abs_change_exp(exp,show)
  339.   end
  340.   def show_level_up
  341.     $game_player.animation_id = LevelUp_Ani
  342.     $game_actors[1].hp = $game_actors[1].maxhp
  343.     $game_actors[1].mp = $game_actors[1].maxmp
  344.   end
  345.   def LevelUp_Ani
  346.     return LevelUp_Ani
  347.   end
  348. end

  349. #--------------------------------------------------------------
  350. # Sprite Base
  351. #--------------------------------------------------------------
  352.   class Sprite_Base
  353.   alias animation animation_set_sprites
  354. def animation_set_sprites(frame)
  355.     cell_data = frame.cell_data
  356.     for i in 0..15
  357.       sprite = @animation_sprites[i]
  358.       next if sprite == nil
  359.       pattern = cell_data[i, 0]
  360.       if pattern == nil or pattern == -1
  361.         sprite.visible = false
  362.         next
  363.       end
  364.       if pattern < 100
  365.         sprite.bitmap = @animation_bitmap1
  366.       else
  367.         sprite.bitmap = @animation_bitmap2
  368.       end
  369.       sprite.visible = true
  370.       sprite.src_rect.set(pattern % 5 * 192,
  371.         pattern % 100 / 5 * 192, 192, 192)
  372.       if @animation_mirror
  373.         sprite.x = @animation_ox - cell_data[i, 1] / 2
  374.         sprite.y = @animation_oy - cell_data[i, 2] / 2
  375.         sprite.angle = (360 - cell_data[i, 4])
  376.         sprite.mirror = (cell_data[i, 5] == 0)
  377.       else
  378.         sprite.x = @animation_ox + cell_data[i, 1] / 2
  379.         sprite.y = @animation_oy + cell_data[i, 2] / 2
  380.         sprite.angle = cell_data[i, 4]
  381.         sprite.mirror = (cell_data[i, 5] == 1)
  382.       end
  383.       sprite.z = self.z + 300
  384.       sprite.ox = 96
  385.       sprite.oy = 96
  386.       sprite.zoom_x = cell_data[i, 3] / 200.0
  387.       sprite.zoom_y = cell_data[i, 3] / 200.0
  388.       sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  389.       sprite.blend_type = cell_data[i, 7]
  390.     end
  391.   end
  392. end
  393. #--------------------------------------------------------------
  394. # Sprite Character
  395. #--------------------------------------------------------------
  396. class Sprite_Character < Sprite_Base
  397.   alias vlad_abs_spchar_update update
  398.   def initialize(viewport, character = nil)
  399.     super(viewport)
  400.     [url=home.php?mod=space&uid=2631396]@character[/url] = character
  401.     @balloon_duration = 0
  402.     @_damage_duration = 0
  403.     update
  404.   end
  405.   def update
  406.     super
  407.     if @_damage_duration > 0
  408.       @_damage_duration -=1
  409.         @_damage_sprite.x = self.x
  410.         if @_damage_duration <= 0
  411.           dispose_damage
  412.         end
  413.       end
  414.       if @character != nil and @character.damage != nil
  415.       damage(@character.damage, @character.critical)
  416.       @character.damage = nil
  417.       @character.critical = false
  418.     end
  419.     vlad_abs_spchar_update
  420.   end
  421. def damage(value, critical)
  422.       dispose_damage
  423.       if value.is_a?(Numeric)
  424.         damage_string = value.abs.to_s
  425.       else
  426.         damage_string = value.to_s
  427.       end
  428.       bitmap = Bitmap.new(160, 48)
  429.       bitmap.font.name = "Georgia"
  430.       bitmap.font.size = 25
  431.       bitmap.font.italic = true
  432.       if value.is_a?(Numeric) and value <= 0
  433.         bitmap.font.color.set(0, 0, 10)
  434.         bitmap.draw_text(1, 13, 160, 36, "失误", 1)
  435.         bitmap.font.color.set(255, 245, 155)
  436.         bitmap.draw_text(0, 12, 160, 36, "失误", 1)
  437.       else
  438.         bitmap.font.color.set(0, 0, 10)
  439.         bitmap.draw_text(1, 13, 160, 36, damage_string, 1)
  440.         bitmap.font.color.set(255, 255, 255)
  441.         bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  442.       end
  443.       if critical
  444.         bitmap.font.color.set(0, 0, 10)
  445.         bitmap.draw_text(1, 6, 160, 30, "暴击!", 1)
  446.         bitmap.font.color.set(255, 245, 155)
  447.         bitmap.draw_text(0, 5, 160, 30, "暴击!", 1)
  448.       end
  449.       @_damage_sprite = ::Sprite.new(self.viewport)
  450.       @_damage_sprite.bitmap = bitmap
  451.       @_damage_sprite.ox = 80
  452.       @_damage_sprite.oy = 20
  453.       @_damage_sprite.x = self.x
  454.       @_damage_sprite.y = self.y - self.oy / 2 - 40
  455.       @_damage_sprite.z += 99999
  456.       @_damage_duration = 30
  457.     end
  458.     def show_text(string, size=16, color=15)
  459.       dispose_damage
  460.       damage_string = string
  461.       if string.is_a?(Array)
  462.         array = true
  463.       else
  464.         array = false
  465.       end
  466.       bitmap = Bitmap.new(160, 48)
  467.       bitmap.font.name = "Georgia"
  468.       bitmap.font.size = size
  469.       bitmap.font.italic = true
  470.       if array
  471.         for i in 0..string.size
  472.           next if damage_string[i] == nil
  473.           bitmap.font.color.set(96, 96-20, 0) if color == 0
  474.           bitmap.font.color.set(0, 0, 0) if color != 0
  475.           bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  476.           bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  477.           bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  478.           bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  479.           bitmap.font.color.set(255, 245, 155) if color == 0
  480.           bitmap.font.color.set(144, 199, 150) if color == 1
  481.           bitmap.font.color.set(197, 147, 190)if color == 2
  482.           bitmap.font.color.set(138, 204, 198)if color == 3
  483.           bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
  484.         end
  485.       else
  486.         bitmap.font.color.set(96, 96-20, 0) if color == 0
  487.         bitmap.font.color.set(0, 0, 0) if color != 0
  488.         bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
  489.         bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
  490.         bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
  491.         bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
  492.         bitmap.font.color.set(255, 245, 155) if color == 0
  493.         bitmap.font.color.set(144, 199, 150) if color == 1
  494.         bitmap.font.color.set(197, 147, 190)if color == 2
  495.         bitmap.font.color.set(138, 204, 198)if color == 3
  496.         bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  497.       end
  498.       @_damage_sprite = ::Sprite.new(self.viewport)
  499.       @_damage_sprite.bitmap = bitmap
  500.       @_damage_sprite.ox = 80
  501.       @_damage_sprite.oy = 20
  502.       @_damage_sprite.x = self.x
  503.       @_damage_sprite.y = self.y - self.oy / 2
  504.       @_damage_sprite.z = 3000
  505.       @_damage_duration = 30
  506.     end
  507.     def dispose_damage
  508.     if @_damage_sprite != nil
  509.       @_damage_sprite.dispose
  510.       @_damage_sprite = nil
  511.     end
  512.   end
  513. end
  514.   
  515. #--------------------------------------------------------------
  516. # Window Skill
  517. #--------------------------------------------------------------
  518. class Scene_Skill
  519.   alias vlad_abs_sskill_initialize initialize
  520.   alias vlad_abs_sskill_update update
  521.   def initialize(actor_index = 0, equip_index = 0)
  522.     [url=home.php?mod=space&uid=25505]@memory[/url] = Window_Command.new(150, ["按S键锁定技能"])
  523.     @memory.active = false
  524.     @memory.visible = false
  525.     @memory.x = (680 - @memory.width) / 2
  526.     @memory.y = (480 - @memory.height) / 2
  527.     @memory.z = 1500
  528.     vlad_abs_sskill_initialize
  529.   end
  530. def update
  531.   update_skill
  532.   @memory.update if @memory.active
  533.   return update_memory if @memory.active
  534.   vlad_abs_sskill_update
  535. end
  536. def update_skill
  537.   for key in Skill_Button.keys
  538.   if Input.trigger?(key)
  539.   Sound.play_decision
  540.   Skill_Button[key] = @skill_window.skill.id
  541.   @memory.active = @memory.visible = true
  542.   @skill_window.active = false
  543. end
  544. end
  545. end
  546.   def update_memory
  547. if Input.trigger?(Input::C)
  548.   Sound.play_decision
  549.   @memory.active = @memory.visible = false
  550.   @skill_window.active = true
  551. end
  552. end
  553.   def Skill_Button
  554.     return Skill_Button
  555.   end
  556. end

复制代码
  1. #=============================================================================
  2. # Window Hud
  3. #=============================================================================

  4. class Window_Hud < Window_Base
  5.   def initialize
  6.     super(0,0,128,96)
  7.     self.opacity = 0
  8. #    self.visible = false
  9.     refresh
  10.   end
  11.   def refresh
  12.     self.contents.clear
  13.       actor = $game_actors[1]
  14.       draw_actor_hp(actor, 0, 0, 96)
  15.       draw_actor_mp(actor, 0, 32, 96)
  16.    end
  17.    def update
  18. #     self.visible = true if $game_switches[1] == true # 1=interruptor que activa y desactiva el HUD
  19.      refresh
  20.    end
  21. end

  22. class Scene_Map
  23.   alias hud_main main
  24.   alias hud_update update
  25.   alias hud_terminate terminate
  26.   def main
  27.     @hud = Window_Hud.new
  28.     hud_main
  29.   end
  30.   def update
  31.     @hud.update
  32.     hud_update
  33.   end
  34.   def terminate
  35.     @hud.dispose
  36.   end
  37. end
复制代码
这个两个脚本怎么用技能,还有,怎么做弓箭和队友?

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发表于 2014-10-3 11:51:35 | 只看该作者
RMVX的默认工程不是默认有队友吗···你删了?

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= =这个脚本我看着像ARPG啊  发表于 2014-10-3 17:30
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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