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这个是不是要配合“增加显示属性数量”脚本使用
错误原因就在尝试显示8种属性,但是系统内只有3种,改了两行代码就行了。
以下覆盖原脚本即可
- #在属性栏中创建或者修改一个属性的名字,命名为“二刀流”.
- #==============================================================================
- module Special_Settings
- INJURY_VALUE = 1.5 #第二把武器伤害值
- ACTIVE_ANIMATION = false #第二把武器行 动方动画 是否显示
- TARGET_ANIMATION = false #第二把武器行 对象方动画 是否显示
- end
- class Special_Element
- #--------------------------------------------------------------------------
- # ● 定义特殊属性的常量
- #--------------------------------------------------------------------------
- TWO_WEAPONS = "二刀流"
- #--------------------------------------------------------------------------
- # ● 获取全部特殊属性
- #--------------------------------------------------------------------------
- def self.special_elements
- # 列举所有特殊属性
- elements = [
- TWO_WEAPONS
- ]
- return elements
- end
- #--------------------------------------------------------------------------
- # ● 从属性名获得该属性的ID
- #--------------------------------------------------------------------------
- def self.get_index(name)
- return $data_system.elements.index(name)
- end
-
- #--------------------------------------------------------------------------
- # ● 获得匹配正则表达式的所有属性的ID和匹配信息
- # 返回值:二维阵列[n][0]中的ID,[n][1]中的匹配信息(MatchData)
- #--------------------------------------------------------------------------
- def self.get_indices(regexp)
- indices = []
- for i in 1...$data_system.elements.size
- indices.push([i, $~]) if regexp =~ $data_system.elements[i]
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 删除特殊属性
- # element_set : 删除之前的属性ID排列
- # ignore_elements : 可用要删除的属性ID、名称、正则表达式指定
- # 返回值 : 删除结果的属性ID排列
- #--------------------------------------------------------------------------
- def self.delete(element_set)
- result = element_set.dup
- for ignore in Special_Element::special_elements
- case ignore
- when Integer
- result.delete(ignore)
- when String
- result.delete(Special_Element::get_index(ignore))
- when Regexp
- for i in result
- result[i] = nil if ignore =~ $data_system.elements[result[i]]
- end
- result.delete(nil)
- end
- end
- return result
- end
- end
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 属性校正计算
- # element_set : 属性
- #--------------------------------------------------------------------------
- def elements_correct(element_set)
- # --- 更改部分 ---
- element_set = Special_Element::delete(element_set)
- # --- 完成修改 ---
- # 无属性的情况
- if element_set == []
- # 100 返回
- return 100
- end
- # 返回给定的属性中最弱的属性
- # ※方法element_rate是从该类继承的Game_Actor
- # 以及Game_Enemy类中定义的
- weakest = -100
- for i in element_set
- weakest = [weakest, self.element_rate(i)].max
- end
- return weakest
- end
- end
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 公开实例变量
- #--------------------------------------------------------------------------
- attr_reader :name # 名前
- attr_reader :character_name # 角色文件名
- attr_reader :character_hue # 角色 色相
- attr_reader :class_id # 类别 ID
- attr_reader :weapon_id # 武器 ID
- # --- 从这里追加部分 ---
- attr_reader :weapon2_id # 二刀流武器 ID
- # --- 添加部分结束 ---
- attr_reader :armor1_id # 盾 ID
- attr_reader :armor2_id # 頭防具 ID
- attr_reader :armor3_id # 体防具 ID
- attr_reader :armor4_id # 装飾品 ID
- attr_reader :level # 级别
- attr_reader :exp # EXP
- attr_reader :skills # 技能
- #--------------------------------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @actor_id = actor_id
- @name = actor.name
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- @battler_name = actor.battler_name
- @battler_hue = actor.battler_hue
- @class_id = actor.class_id
- @weapon_id = actor.weapon_id
- # --- 从这里追加部分 ---
- @weapon2_id = 0
- @weapon2_id = 1 if actor_id ==1
- # --- 添加部分结束 ---
- @armor1_id = actor.armor1_id
- @armor2_id = actor.armor2_id
- @armor3_id = actor.armor3_id
- @armor4_id = actor.armor4_id
- @level = actor.initial_level
- @exp_list = Array.new(101)
- make_exp_list
- @exp = @exp_list[@level]
- @skills = []
- @hp = maxhp
- @sp = maxsp
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- # 技能学习
- for i in 1..@level
- for j in $data_classes[@class_id].learnings
- if j.level == i
- learn_skill(j.skill_id)
- end
- end
- end
- # 更新自动状态
- update_auto_state(nil, $data_armors[@armor1_id])
- update_auto_state(nil, $data_armors[@armor2_id])
- update_auto_state(nil, $data_armors[@armor3_id])
- update_auto_state(nil, $data_armors[@armor4_id])
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击属性
- #--------------------------------------------------------------------------
- def element_set
- weapon = $data_weapons[@weapon_id]
- # ---从这里开始变更部分---
- weapon2 = $data_weapons[@weapon2_id]
- result = []
- result.concat(weapon.element_set) if weapon != nil
- result.concat(weapon2.element_set) if weapon2 != nil
- return result
- # ---修改部分结束---
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (+)
- #--------------------------------------------------------------------------
- def plus_state_set
- weapon = $data_weapons[@weapon_id]
- # ---从这里开始变更部分---
- weapon2 = $data_weapons[@weapon2_id]
- result = []
- result.concat(weapon.plus_state_set) if weapon != nil
- result.concat(weapon2.plus_state_set) if weapon2 != nil
- return result
- # ---修改部分结束---
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (-)
- #--------------------------------------------------------------------------
- def minus_state_set
- weapon = $data_weapons[@weapon_id]
- # ---从这里开始变更部分---
- weapon2 = $data_weapons[@weapon2_id]
- result = []
- result.concat(weapon.minus_state_set) if weapon != nil
- result.concat(weapon2.minus_state_set) if weapon2 != nil
- return result
- # ---修改部分结束---
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- n = $data_actors[@actor_id].parameters[2, @level] #某个角色级别自身力量
- weapon = $data_weapons[@weapon_id] #武器所含力量
- armor1 = $data_armors[@armor1_id] #防具1所含力量
- armor2 = $data_armors[@armor2_id] #防具2所含力量
- armor3 = $data_armors[@armor3_id] #防具3所含力量
- armor4 = $data_armors[@armor4_id] #防具4所含力量
- # ---从这里开始追加部分---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- n += weapon2 != nil ? weapon2.str_plus / Special_Settings::INJURY_VALUE : 0
- # ---追加部分结束---
- n += weapon != nil ? weapon.str_plus : 0
- n += armor1 != nil ? armor1.str_plus : 0
- n += armor2 != nil ? armor2.str_plus : 0
- n += armor3 != nil ? armor3.str_plus : 0
- n += armor4 != nil ? armor4.str_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 基本灵巧取得
- #--------------------------------------------------------------------------
- def base_dex
- n = $data_actors[@actor_id].parameters[3, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- # --- 从这里开始追加部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- n += weapon2 != nil ? weapon2.dex_plus / Special_Settings::INJURY_VALUE : 0
- # --- 追加部分结束 ---
- n += weapon != nil ? weapon.dex_plus : 0
- n += armor1 != nil ? armor1.dex_plus : 0
- n += armor2 != nil ? armor2.dex_plus : 0
- n += armor3 != nil ? armor3.dex_plus : 0
- n += armor4 != nil ? armor4.dex_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- n = $data_actors[@actor_id].parameters[4, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- # --- 从这里追加部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- n += weapon2 != nil ? weapon2.agi_plus / Special_Settings::INJURY_VALUE : 0
- # --- 添加部分结束 ---
- n += weapon != nil ? weapon.agi_plus : 0
- n += armor1 != nil ? armor1.agi_plus : 0
- n += armor2 != nil ? armor2.agi_plus : 0
- n += armor3 != nil ? armor3.agi_plus : 0
- n += armor4 != nil ? armor4.agi_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- n = $data_actors[@actor_id].parameters[5, @level]
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- # --- 从这里追加部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- n += weapon2 != nil ? weapon2.int_plus / Special_Settings::INJURY_VALUE : 0
- # --- 添加部分结束 ---
- n += weapon != nil ? weapon.int_plus : 0
- n += armor1 != nil ? armor1.int_plus : 0
- n += armor2 != nil ? armor2.int_plus : 0
- n += armor3 != nil ? armor3.int_plus : 0
- n += armor4 != nil ? armor4.int_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本攻击力
- #--------------------------------------------------------------------------
- def base_atk
- weapon = $data_weapons[@weapon_id]
- # --- 更改部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- n = weapon2 != nil ? weapon2.atk / 2:0 #Special_Settings::INJURY_VALUE : 0
- return weapon != nil ? weapon.atk + n : n
- # --- 完成修改 ---
- end
- #--------------------------------------------------------------------------
- # ● 获取基本物理防御
- #--------------------------------------------------------------------------
- def base_pdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- pdef1 = weapon != nil ? weapon.pdef : 0
- pdef2 = armor1 != nil ? armor1.pdef : 0
- pdef3 = armor2 != nil ? armor2.pdef : 0
- pdef4 = armor3 != nil ? armor3.pdef : 0
- pdef5 = armor4 != nil ? armor4.pdef : 0
- # --- 从这里追加部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- pdef1 += weapon2 != nil ? weapon2.pdef / Special_Settings::INJURY_VALUE : 0
- # --- 添加部分结束 ---
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔法防御
- #--------------------------------------------------------------------------
- def base_mdef
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- mdef1 = weapon != nil ? weapon.mdef : 0
- mdef2 = armor1 != nil ? armor1.mdef : 0
- mdef3 = armor2 != nil ? armor2.mdef : 0
- mdef4 = armor3 != nil ? armor3.mdef : 0
- mdef5 = armor4 != nil ? armor4.mdef : 0
- # --- 从这里追加部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- # 就那样加在一起的话太强了所以试着减半的测试
- mdef1 += weapon2 != nil ? weapon2.mdef / Special_Settings::INJURY_VALUE : 0
- # --- 添加部分结束 ---
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取攻击方动画 ID
- #--------------------------------------------------------------------------
- def animation1_id
- weapon = $data_weapons[@weapon_id]
- # --- 更改部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- animations = []
- animations.push(weapon.animation1_id) if weapon != nil
- animations.push(weapon2.animation1_id) if weapon2 != nil and Special_Settings::ACTIVE_ANIMATION
- animations.delete(0)
- return animations.empty? ? 0 : animations
- # --- 完成修改 ---
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取对像方动画 ID
- #--------------------------------------------------------------------------
- def animation2_id
- weapon = $data_weapons[@weapon_id]
- # --- 更改部分 ---
- weapon2 = $data_weapons[@weapon2_id]
- animations = []
- animations.push(weapon.animation2_id) if weapon != nil
- animations.push(weapon2.animation2_id) if weapon2 != nil and Special_Settings::TARGET_ANIMATION
- animations.delete(0)
- return animations.empty? ? 0 : animations
- # --- 完成修改 ---
- end
- #--------------------------------------------------------------------------
- # ● 装备固定判定
- # equip_type : 装备类型(变更点:-1是二刀流的盾部分的武器
- # id : 武器 or 防具 ID (0 装备解除)
- #--------------------------------------------------------------------------
- def equip(equip_type, id)
- case equip_type
- when 0 # 武器
- if id == 0 or $game_party.weapon_number(id) > 0
- $game_party.gain_weapon(@weapon_id, 1)
- @weapon_id = id
- $game_party.lose_weapon(id, 1)
- # --- 从这里追加部分 ---
- # 装备不是二刀武器的东西,取下盾的部分二刀武器
- if id != 0 and !$data_weapons[id].element_set.include?(Special_Element::get_index(Special_Element::TWO_WEAPONS))
- $game_party.gain_weapon(@weapon2_id, 1)
- @weapon2_id = 0
- end
- # --- 添加部分结束 ---
- end
- when 1 # 盾
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor1_id], $data_armors[id])
- $game_party.gain_armor(@armor1_id, 1)
- @armor1_id = id
- $game_party.lose_armor(id, 1)
- # --- 从这里追加部分 ---
- # 装备二刀武器时取下
- if id != 0
- $game_party.gain_weapon(@weapon2_id, 1)
- @weapon2_id = 0
- end
- # --- 添加部分结束 ---
- end
- when 2 # 頭
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor2_id], $data_armors[id])
- $game_party.gain_armor(@armor2_id, 1)
- @armor2_id = id
- $game_party.lose_armor(id, 1)
- end
- when 3 # 身体
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor3_id], $data_armors[id])
- $game_party.gain_armor(@armor3_id, 1)
- @armor3_id = id
- $game_party.lose_armor(id, 1)
- end
- when 4 # 装飾品
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor4_id], $data_armors[id])
- $game_party.gain_armor(@armor4_id, 1)
- @armor4_id = id
- $game_party.lose_armor(id, 1)
- end
- # --- 从这里追加部分 ---
- when -1 # 二刀流盾部分的武器
- if id == 0 or $game_party.weapon_number(id) > 0
- $game_party.gain_weapon(@weapon2_id, 1)
- @weapon2_id = id
- $game_party.lose_weapon(id, 1)
- # 取下盾牌
- $game_party.gain_armor(@armor1_id, 1)
- @armor1_id = 0
- # 已经装备的武器不是二刀武器的情况除外
- if id != 0 and @weapon_id != 0 and !$data_weapons[@weapon_id].element_set.include?(Special_Element::get_index(Special_Element::TWO_WEAPONS))
- $game_party.gain_weapon(@weapon_id, 1)
- @weapon_id = 0
- end
- end
- # --- 添加部分结束 ---
- end
- end
- #--------------------------------------------------------------------------
- # ● 是否可以二刀流的角色
- #--------------------------------------------------------------------------
- def can_two_weapons?
- return class_element_set.include?(Special_Element::get_index(Special_Element::TWO_WEAPONS))
- end
- #--------------------------------------------------------------------------
- # ● 角色类属性获取A类属性
- #--------------------------------------------------------------------------
- def class_element_set
- element_set = []
- for i in 1...$data_classes[@class_id].element_ranks.xsize
- element_set.push(i) if $data_classes[@class_id].element_ranks[i] == 1
- end
- return element_set
- end
- end
-
- class Window_EquipRight < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @data = []
- @data.push($data_weapons[@actor.weapon_id])
- # --- 更改部分 ---
- @data.push(@actor.weapon2_id != 0 ? $data_weapons[@actor.weapon2_id] : $data_armors[@actor.armor1_id])
- # --- 完成修改 ---
- @data.push($data_armors[@actor.armor2_id])
- @data.push($data_armors[@actor.armor3_id])
- @data.push($data_armors[@actor.armor4_id])
- @item_max = @data.size
- self.contents.font.color = system_color
- self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
- self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
- self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
- self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
- self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
- draw_item_name(@data[0], 92, 32 * 0)
- draw_item_name(@data[1], 92, 32 * 1)
- draw_item_name(@data[2], 92, 32 * 2)
- draw_item_name(@data[3], 92, 32 * 3)
- draw_item_name(@data[4], 92, 32 * 4)
- end
- end
- class Window_EquipItem < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- # 添加可以装备的武器
- if @equip_type == 0
- weapon_set = $data_classes[@actor.class_id].weapon_set
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
- @data.push($data_weapons[i])
- end
- end
- end
- # --- 从这里添加部分 ---
- # 装备部位是盾的位置,可以二刀流的角色
- if @equip_type == 1 and @actor.can_two_weapons?
- weapon_set = $data_classes[@actor.class_id].weapon_set
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) and $data_weapons[i].element_set.include?(Special_Element::get_index(Special_Element::TWO_WEAPONS))
- @data.push($data_weapons[i])
- end
- end
- end
- # --- 添加部分结束 ---
- # 添加可以装备的防具
- if @equip_type != 0
- armor_set = $data_classes[@actor.class_id].armor_set
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0 and armor_set.include?(i)
- if $data_armors[i].kind == @equip_type-1
- @data.push($data_armors[i])
- end
- end
- end
- end
- # 添加空白
- @data.push(nil)
- # 创建位图,绘制所有项目
- @item_max = @data.size
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max-1
- draw_item(i)
- end
- end
- end
- class Scene_Equip
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- # 项目窗口的可见状态设定
- @item_window1.visible = (@right_window.index == 0)
- @item_window2.visible = (@right_window.index == 1)
- @item_window3.visible = (@right_window.index == 2)
- @item_window4.visible = (@right_window.index == 3)
- @item_window5.visible = (@right_window.index == 4)
- # 获取当前装备中的项目
- item1 = @right_window.item
- # 将当前项目窗口设置为@item_window
- case @right_window.index
- when 0
- @item_window = @item_window1
- when 1
- @item_window = @item_window2
- when 2
- @item_window = @item_window3
- when 3
- @item_window = @item_window4
- when 4
- @item_window = @item_window5
- end
- # 当激活右窗口时
- if @right_window.active
- # 删除变更装备后的能力(攻击力、物防、法防) 变更装备后的能力值设置
- @left_window.set_new_parameters(nil, nil, nil)
- end
- # 物品窗口被激活的情况下
- if @item_window.active
- # 获取现在选中的物品
- item2 = @item_window.item
- # 变更装备
- last_hp = @actor.hp
- last_sp = @actor.sp
- # --- 更改部分 ---
- # 保存当前装备(增加装备种类时更改此处)
- equipments = [@actor.weapon2_id, @actor.weapon_id, @actor.armor1_id, @actor.armor2_id, @actor.armor3_id, @actor.armor4_id]
- # ★★★★★★★★★★★★★★★★---更改部分 ---★★★★★★★★★★★★★★★★
- index = equip_type(@right_window.index, item2)
- @actor.equip((index == -1 ? index : index.abs), item2 == nil ? 0 : item2.id)
- # ★★★★★★★★★★★★★★★★---更改完成 ---★★★★★★★★★★★★★★★★
- # equip(装备类型,武器ID)
- #● 装备固定判定
- #● equip_type : 装备类型(变更点:-1是二刀流的盾部分的武器
- #● id : 武器 or 防具 ID (0 装备解除)
- #● #如果是-1,则保持不变,其他情况取绝对值,
- #● item2 物品栏id为nil,代表替换的是空白武器,则用0号ID,不是空的话则替换对应武器ID
- # 获取变更装备后的能力值
- new_atk = @actor.atk
- new_pdef = @actor.pdef
- new_mdef = @actor.mdef
- new_eva = @actor.eva
- new_str = @actor.str
- new_dex = @actor.dex
- new_agi = @actor.agi
- new_int = @actor.int
- # --- 更改部分 ---
- # 返回到装备
- for i in 0...equipments.size
- @actor.equip(i - 1, equipments[i])
- end
- # --- 完成修改 ---
- @actor.hp = last_hp
- @actor.sp = last_sp
- # 描画左窗口
- @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (物品窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_item
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 取消演奏SE
- $game_system.se_play($data_system.cancel_se)
- # 激活右侧窗口
- @right_window.active = true
- @item_window.active = false
- @item_window.index = -1
- return
- end
- # C按下按钮时
- if Input.trigger?(Input::C)
- # 演奏装备SE
- $game_system.se_play($data_system.equip_se)
- # 获取物品窗口现在选择的装备数据
- item = @item_window.item
- # --- 更改部分 ---
- # ★★★★★★★★★★★★★★★★---更改部分 ---★★★★★★★★★★★★★★★★
- index = equip_type(@right_window.index, item)
- @actor.equip((index == -1 ? index : index.abs), item == nil ? 0 : item.id)
- # ★★★★★★★★★★★★★★★★---更改完成 ---★★★★★★★★★★★★★★★★
- # 激活右侧窗口
- @right_window.active = true
- @item_window.active = false
- @item_window.index = -1
- # 再生成右侧窗口、物品窗口的内容
- @right_window.refresh
- # --- 更改部分 ---
- # 因为太麻烦了,所以刷新所有窗口
- @item_window1.refresh
- @item_window2.refresh
- @item_window3.refresh
- @item_window4.refresh
- @item_window5.refresh
- # --- 完成修改 ---
- return
- end
- end
- # --- 从这里追加部分 ---
- #--------------------------------------------------------------------------
- # ● 二刀流用的装备部位取得
- #--------------------------------------------------------------------------
- def equip_type(index, item)
- #p item.is_a?(RPG::Armor) #如果是空的item,则是-1*index,所以造成无法卸载了。
- return index * (item.is_a?(RPG::Armor) ? 1 : -1)
- end
- # --- 添加部分结束 ---
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 生成基本行动结果
- #--------------------------------------------------------------------------
- def make_basic_action_result
- # 攻击的情况下
- if @active_battler.current_action.basic == 0
- # ★★★★★★★★★★★★★★★★---更改部分 ---★★★★★★★★★★★★★★★★
- # 设置攻击 ID
- @animation1_id = @active_battler.animation1_id.is_a?(Array) ? @active_battler.animation1_id.dup : @active_battler.animation1_id
- @animation2_id = @active_battler.animation2_id.is_a?(Array) ? @active_battler.animation2_id.dup : @active_battler.animation2_id
- # ★★★★★★★★★★★★★★★★---完成修改 ------★★★★★★★★★★★★★★★
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- if @active_battler.restriction == 3
- target = $game_troop.random_target_enemy
- elsif @active_battler.restriction == 2
- target = $game_party.random_target_actor
- else
- index = @active_battler.current_action.target_index
- target = $game_party.smooth_target_actor(index)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- if @active_battler.restriction == 3
- target = $game_party.random_target_actor
- elsif @active_battler.restriction == 2
- target = $game_troop.random_target_enemy
- else
- index = @active_battler.current_action.target_index
- target = $game_troop.smooth_target_enemy(index)
- end
- end
- # 设置对像方的战斗者序列
- @target_battlers = [target]
- # 应用通常攻击效果
- for target in @target_battlers
- target.attack_effect(@active_battler)
- end
- return
- end
- # 防御的场合
- if @active_battler.current_action.basic == 1
- # 帮助窗口显示"防御"
- @help_window.set_text($data_system.words.guard, 1)
- return
- end
- # 逃跑的情况下
- if @active_battler.is_a?(Game_Enemy) and
- @active_battler.current_action.basic == 2
- # 帮助窗口"逃跑"显示
- @help_window.set_text("逃跑", 1)
- # 逃跑
- @active_battler.escape
- return
- end
- # 什么也不做的情况下
- if @active_battler.current_action.basic == 3
- # 清除强制行动对像的战斗者
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 3 : 行动方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step3
- # ★★★★★★★★★★★★★★★★---更改部分 ---★★★★★★★★★★★★★★★★
- # 开始动画排列
- if @animation1_id.is_a?(Integer)
- @animation1_id = [@animation1_id]
- end
- animation = @animation1_id.shift
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- if animation == 0
- @active_battler.white_flash = true
- else
- @active_battler.animation_id = animation
- @active_battler.animation_hit = true
- end
- # 动画丢失后移至步骤4
- @phase4_step = 4 if @animation1_id.empty?
- # ★★★★★★★★★★★★★★★★---完成修改 ------★★★★★★★★★★★★★★★
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 4 : 对像方动画)
- #--------------------------------------------------------------------------
- def update_phase4_step4
- # ★★★★★★★★★★★★★★★★---更改部分 ---★★★★★★★★★★★★★★★★
- # 开始动画排列
- if @animation2_id.is_a?(Integer)
- @animation2_id = [@animation2_id]
- end
- animation = @animation2_id.shift
- # 对像方动画
- for target in @target_battlers
- target.animation_id = animation
- target.animation_hit = (target.damage != "Miss")
- end
- # 不管动画长度如何,至少等8帧
- @wait_count = 8
- # 动画丢失后移至步骤5
- @phase4_step = 5 if @animation2_id.empty?
- # ★★★★★★★★★★★★★★★★---完成修改 ------★★★★★★★★★★★★★★★
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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