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[转载发布] 汉化 - 碧之轨迹战斗系统

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Lv4.逐梦者

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发表于 2018-4-28 23:21:42 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 Nil2018 于 2019-1-9 14:04 编辑

原地址:http://petitrare.com/blog/catego ... %E3%83%86%E3%83%A0/    英文版原地址:https://forums.rpgmakerweb.com/i ... kans-at-bonus.1128/
汉化工程:https://pan.baidu.com/s/1pSCktK-rUrXWikesSgbKJA
截图:
说明:劳动节爆肝之一.......仿碧之轨迹的战斗系统,老人们肯定不陌生了。由敏捷值决定行动顺序,技能/物品使用前可以有蓄力时间,使用后可以有硬直时间。技能可以被打断、行动顺序可以被延迟等等....具体说明在工程里有。
理解起来不算很难,但我还是建议小白认真看一遍。

本汉化工程里整合了原版ver25,和在rm论坛里的英文版,为原版添加了一段使用说明和AT加成插件。va超级整合里面也有这个系统,在这里单独进行汉化。从以往的帖子来看,兼容性不是很好,bug也比较多...

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VA外站脚本汉化群:226308173   |    部分远古文件备份:https://wwzv.lanzoue.com/b02rac5pc  密码:acgm

Lv6.析梦学徒

老鹰

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极短24评委极短23参与极短22参与极短21评委老司机慢点开短篇十吟唱者组别冠军开拓者剧作品鉴家

2
发表于 2018-4-29 10:22:43 | 只看该作者
这个战斗系统的可扩展性还是挺强的,策略也能很丰富
但是……的确是比较难整合的

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老鹰大大说的极是  发表于 2018-4-29 18:07
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Lv4.逐梦者

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发表于 2018-4-29 11:28:04 | 只看该作者
大神真的为论坛做了很多贡献啊

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放假咯...就努力一下.. O-O  发表于 2018-4-29 11:34
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Lv2.观梦者

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4
发表于 2018-5-25 15:25:42 | 只看该作者
求帮助,经试验,把下面脚本删了就好了,可是伤害声音和选择敌人的光标就没了


  1. eval(load_data("Data/Scripts_Push.rvdata2").data)
  2. class Window_MakeA_ItemLise < Window_ItemList
  3.   def current_item_enabled?
  4.     return false unless item
  5.     return false if item.lv >= 15
  6.     item.lv_price <= $game_party.gold
  7.   end
  8. end
  9. class Window_MenuStatus
  10.   def draw_actor_zww(actor, x, y)
  11.     src_bitmap = Cache.battler(actor.m5_20140818_name, 0)
  12.     src_rect = src_bitmap.rect
  13.     x = x + item_width/2 - src_rect.width / 2
  14.     y = item_height - src_rect.height - 2
  15.     contents.blt(x, y, src_bitmap, src_rect)
  16.   end
  17. end
  18. class Game_Actor
  19.   alias m5_20140820_init_equips init_equips
  20.   def init_equips(equips)
  21.     @m5_nick = nil
  22.     m5_20140820_init_equips(equips)
  23.   end
  24. end
  25. #==============================================================================
  26. # +++ MOG - Battle Cry (V1.3) +++
  27. #==============================================================================
  28. # By Moghunter
  29. # http://www.atelier-rgss.com
  30. #==============================================================================
  31. # Sistema de execução de multiplas vozes aleatórias durante a batalha.
  32. # O sistema funciona tanto para inimigos como para os personagens.
  33. #===============================================================================
  34. module MOG_BATTLE_CRY
  35.   
  36.   # Não modifique essa parte.
  37.   # ☢CAUTION!!☢ Don't Touch.^_^
  38.   ACTOR_SKILL = []
  39.   ACTOR_ITEM = []
  40.   ACTOR_GENERAL_ACTION = []
  41.   ACTOR_DAMAGE = []
  42.   ACTOR_RECOVER = []
  43.   ACTOR_DEFEATED = []
  44.   ACTOR_BATTLE_START = []  
  45.   ACTOR_BATTLE_END = []
  46.   ACTOR_BATTLE_ESCAPE = []
  47.   ACTOR_TURN_ACTIVE = []
  48.   ACTOR_LEVEL_UP = []  
  49.   ENEMY_SKILL = []
  50.   ENEMY_GENERAL_ACTION = []
  51.   ENEMY_DAMAGE = []
  52.   ENEMY_RECOVER = []
  53.   ENEMY_DEFEATED = []
  54.   
  55.   # ----------------------------------------------------------------------------
  56.   # Definição do volume da voz.
  57.   VOLUME = 130
  58.   
  59.   # Exemplo de configuração geral, o modo de configurar é igual para todas as
  60.   # ações do battler.
  61.   #
  62.   # ACTOR_SKILL[ A ] = {  B=>["C","C","C"],
  63.   #
  64.   # A - ID do battler.
  65.   # B - ID da skill. (Caso necessário)
  66.   # C - Nome do arquivo de som.
  67.   
  68.   
  69.   #----------------------------------------------------------------------------
  70.   # BATTLE START
  71.   #----------------------------------------------------------------------------  
  72.   ACTOR_BATTLE_START[1] = ["V_ACT1_START_1","V_ACT1_START_2"]
  73.   ACTOR_BATTLE_START[2] = ["V_ACT2_START_1","V_ACT2_START_2","V_ACT2_START_3"]
  74.   ACTOR_BATTLE_START[3] = ["V_ACT3_START_1","V_ACT3_START_2"]
  75.   ACTOR_BATTLE_START[4] = ["V_ACT4_START_1","V_ACT4_START_2","V_ACT4_START_3"]
  76.   
  77.   #----------------------------------------------------------------------------
  78.   # BATTLE END
  79.   #----------------------------------------------------------------------------   
  80.   ACTOR_BATTLE_END[1] = ["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  81.   ACTOR_BATTLE_END[2] = ["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"]
  82.   ACTOR_BATTLE_END[3] = ["V_ACT3_WIN_1","V_ACT3_WIN_2","V_ACT3_WIN_3"]
  83.   ACTOR_BATTLE_END[4] = ["V_ACT4_WIN_1","V_ACT4_WIN_2"]
  84.   
  85.   #----------------------------------------------------------------------------
  86.   # BATTLE ESCAPE
  87.   #----------------------------------------------------------------------------      
  88.   ACTOR_BATTLE_ESCAPE[1] = ["V_ACT1_SKILL_9"]
  89.   ACTOR_BATTLE_ESCAPE[2] = ["V_ACT2_SKILL_4"]
  90.   ACTOR_BATTLE_ESCAPE[3] = ["V_ACT3_SKILL_4"]
  91.   ACTOR_BATTLE_ESCAPE[4] = ["V_ACT4_SKILL_7"]
  92.   
  93.   #----------------------------------------------------------------------------
  94.   # ACTOR TURN ACTIVE
  95.   #----------------------------------------------------------------------------
  96.   # Funciona apenas com script MOG AT SYSTEM.
  97.   ACTOR_TURN_ACTIVE[1] = ["V_ACT1_TURN_1","V_ACT1_TURN_2","V_ACT1_TURN_3"]
  98.   ACTOR_TURN_ACTIVE[2] = ["V_ACT2_TURN_1","V_ACT2_TURN_2","V_ACT2_TURN_3"]
  99.   ACTOR_TURN_ACTIVE[3] = ["V_ACT3_TURN_1","V_ACT3_TURN_2","V_ACT3_TURN_3"]
  100.   ACTOR_TURN_ACTIVE[4] = ["V_ACT4_TURN_1","V_ACT4_TURN_2","V_ACT4_TURN_3"]  
  101.   
  102.   #----------------------------------------------------------------------------
  103.   # ACTOR LEVEL UP
  104.   #----------------------------------------------------------------------------  
  105.   ACTOR_LEVEL_UP[1] = ["V_ACT1_TURN_1"]
  106.   ACTOR_LEVEL_UP[2] = ["V_ACT2_TURN_1"]
  107.   ACTOR_LEVEL_UP[3] = ["V_ACT3_TURN_1"]
  108.   ACTOR_LEVEL_UP[4] = ["V_ACT4_TURN_1"]
  109.   
  110.   #----------------------------------------------------------------------------
  111.   # ACTOR SKILL
  112.   #----------------------------------------------------------------------------
  113.   ACTOR_SKILL[1] = {
  114.   1=>["V_ACT1_ATTACK_1","V_ACT1_ATTACK_2","V_ACT1_ATTACK_3"],
  115.   2=>["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  116.   }  
  117.   
  118.   ACTOR_SKILL[2] = {
  119.   1=>["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"],
  120.   2=>["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"],
  121.   26=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  122.   29=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  123.   32=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  124.   33=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  125.   }
  126.   
  127.   ACTOR_SKILL[3] = {
  128.   1=>["V_ACT3_ATTACK_1","V_ACT3_ATTACK_2","V_ACT3_ATTACK_3"],
  129.   2=>["V_ACT3_SKILL_4"],
  130.   26=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  131.   76=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  132.   77=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  133.   78=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"]
  134.   }
  135.   
  136.   ACTOR_SKILL[4] = {
  137.   1=>["V_ACT4_ATTACK_1","V_ACT4_ATTACK_2","V_ACT4_ATTACK_3"],
  138.   2=>["V_ACT4_SKILL_3","V_ACT4_SKILL_8"],
  139.   51=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  140.   53=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  141.   61=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  142.   66=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  143.   74=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"]
  144.   }
  145.   
  146.   #----------------------------------------------------------------------------
  147.   # ACTOR ITEM
  148.   #----------------------------------------------------------------------------
  149.   ACTOR_ITEM[1] = {
  150.   1=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 2=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  151.   3=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 4=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  152.   5=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 6=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  153.   7=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 8=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  154.   17=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"]
  155.   }  
  156.   
  157.   ACTOR_ITEM[2] = {
  158.   1=>["V_ACT2_RECOVER_2"],  2=>["V_ACT2_RECOVER_2"],  3=>["V_ACT2_RECOVER_2"],
  159.   4=>["V_ACT2_RECOVER_2"],  5=>["V_ACT2_RECOVER_2"],  6=>["V_ACT2_RECOVER_2"],
  160.   7=>["V_ACT2_RECOVER_2"],  8=>["V_ACT2_RECOVER_2"],  17=>["V_ACT2_RECOVER_2"]
  161.   }
  162.   
  163.   ACTOR_ITEM[3] = {
  164.   1=>["V_ACT3_WIN_2"],  2=>["V_ACT3_WIN_2"],  3=>["V_ACT3_WIN_2"],
  165.   4=>["V_ACT3_WIN_2"],  5=>["V_ACT3_WIN_2"],  6=>["V_ACT3_WIN_2"],
  166.   7=>["V_ACT3_WIN_2"],  8=>["V_ACT3_WIN_2"],  17=>["V_ACT3_WIN_2"]
  167.   }  
  168.    
  169.   ACTOR_ITEM[4] = {
  170.   1=>["V_ACT4_START_3"],  2=>["V_ACT4_START_3"],  3=>["V_ACT4_START_3"],
  171.   4=>["V_ACT4_START_3"],  5=>["V_ACT4_START_3"],  6=>["V_ACT4_START_3"],
  172.   7=>["V_ACT4_START_3"],  8=>["V_ACT4_START_3"],  17=>["V_ACT4_START_3"]
  173.   }  
  174.   
  175.   #----------------------------------------------------------------------------
  176.   # ACTOR GENERAL ACTION *( STANDARD / FOR ALL SKILLS / ITEMS)
  177.   #----------------------------------------------------------------------------  
  178.   # Definição das vozes para habilidades não especificas. Essas vozes serão
  179.   # ativadas em todas habilidades que não estejam definidas na função ACTOR SKILL.
  180.   # Naturalmente se não desejar essa função basta não definir nada.
  181.   ACTOR_GENERAL_ACTION[1] = ["V_ACT1_ATTACK_1","V_ACT1_ATTACK_2","V_ACT1_ATTACK_3"]
  182.   ACTOR_GENERAL_ACTION[2] = ["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"]
  183.   ACTOR_GENERAL_ACTION[3] = ["V_ACT3_ATTACK_1","V_ACT3_ATTACK_2","V_ACT3_ATTACK_3"]
  184.   ACTOR_GENERAL_ACTION[4] = ["V_ACT4_ATTACK_1","V_ACT4_ATTACK_2","V_ACT4_ATTACK_3"]
  185.   
  186.   #----------------------------------------------------------------------------
  187.   # ACTOR DAMAGE
  188.   #----------------------------------------------------------------------------
  189.   ACTOR_DAMAGE[1] = ["Voice_Death_0019_00","Satori_D1"]
  190.   ACTOR_DAMAGE[2] = ["Voice_Death_0019_00","Satori_D1","V_ACT2_DAMAGE_3"]
  191.   ACTOR_DAMAGE[3] = ["Voice_Death_0019_00","Satori_D1","V_ACT3_DAMAGE_3"]
  192.   ACTOR_DAMAGE[4] = ["Voice_Death_0019_00","Satori_D1","V_ACT4_DAMAGE_3"]
  193.    
  194.   #----------------------------------------------------------------------------
  195.   # ACTOR RECOVER
  196.   #----------------------------------------------------------------------------
  197.   ACTOR_RECOVER[1] = ["V_ACT1_RECOVER_1","V_ACT1_RECOVER_2"]
  198.   ACTOR_RECOVER[2] = ["V_ACT2_RECOVER_1","V_ACT2_RECOVER_2"]
  199.   ACTOR_RECOVER[3] = ["V_ACT3_RECOVER_1","V_ACT3_RECOVER_2"]
  200.   ACTOR_RECOVER[4] = ["V_ACT4_RECOVER_1","V_ACT4_RECOVER_2"]
  201.   
  202.   #----------------------------------------------------------------------------
  203.   # ACTOR DEFEATED
  204.   #----------------------------------------------------------------------------
  205.   ACTOR_DEFEATED[1] = ["Voice_Death_0019_00"]
  206.   ACTOR_DEFEATED[2] = ["V_ACT2_DEFEAT_1"]
  207.   ACTOR_DEFEATED[3] = ["V_ACT3_DEFEAT_1"]
  208.   ACTOR_DEFEATED[4] = ["V_ACT4_DEFEAT_1","V_ACT4_DEFEAT_2"]  
  209.   
  210.   #----------------------------------------------------------------------------
  211.   # ENEMY SKILL
  212.   #----------------------------------------------------------------------------
  213.   ENEMY_SKILL[7] = {
  214.   135=>["V_ENE1_SKILL_3"]
  215.   }   
  216.   ENEMY_SKILL[9] = {
  217.   137=>["Cel_Attack_01","Cel_Attack_02","Cel_Attack_03","Cel_Attack_04"]
  218.   }      
  219.   
  220.   
  221.   #----------------------------------------------------------------------------
  222.   # ENEMY GENERAL SKILLS
  223.   #----------------------------------------------------------------------------  
  224.   ENEMY_GENERAL_ACTION[7] = ["V_ENE1_ATTACK_1","V_ENE1_ATTACK_2","V_ENE1_ATTACK_3"]
  225.   ENEMY_GENERAL_ACTION[8] = ["Reimu_A1","Reimu_A2"]
  226.   ENEMY_GENERAL_ACTION[10] = ["Satori_A1","Satori_A2"]
  227.   
  228.   #----------------------------------------------------------------------------
  229.   # ENEMY DAMAGE
  230.   #----------------------------------------------------------------------------
  231.   ENEMY_DAMAGE[7] = ["V_ENE1_DAMAGE_1","V_ENE1_DAMAGE_2","V_ENE1_DAMAGE_3"]
  232.   ENEMY_DAMAGE[8] = ["Reimu_D1","Reimu_D2"]
  233.   ENEMY_DAMAGE[9] = ["Cel_Damage1","Cel_Damage2"]
  234.   ENEMY_DAMAGE[10] = ["Satori_D1","Satori_D2"]
  235.   
  236.   #----------------------------------------------------------------------------
  237.   # ENEMY RECOVER
  238.   #----------------------------------------------------------------------------
  239.   ENEMY_RECOVER[7] = []
  240.   
  241.   #----------------------------------------------------------------------------
  242.   # ENEMY DEFEATED
  243.   #----------------------------------------------------------------------------
  244.   ENEMY_DEFEATED[7] =  ["V_ENE1_DEFEAT_1"]
  245.   ENEMY_DEFEATED[8] =  ["Reimu_DF"]
  246.   ENEMY_DEFEATED[10] =  ["Satori_DF"]
  247.   
  248. end

  249. $imported = {} if $imported.nil?
  250. $imported[:mog_battle_cry] = true

  251. #===============================================================================
  252. # ■ Battle Cry
  253. #===============================================================================
  254. module BATTLE_CRY
  255.   
  256.   include MOG_BATTLE_CRY
  257.   
  258.   #--------------------------------------------------------------------------
  259.   # ● Execute Battle Cry
  260.   #--------------------------------------------------------------------------      
  261.   def execute_battle_cry(type = 0, skill_id = nil, battler = nil)
  262.       @type = type ; @skill_id = skill_id ; @battler = battler
  263.       case @type
  264.          when 0 # START #
  265.            check_members_alive
  266.            voice_list = ACTOR_BATTLE_START[@battler.id] rescue nil         
  267.          when 1 # END   #
  268.             check_members_alive
  269.             voice_list = ACTOR_BATTLE_END[@battler.id] rescue nil
  270.          when 2 # SKILL #
  271.             if @battler.is_a?(Game_Actor)
  272.                voice = ACTOR_SKILL[@battler.id] rescue nil     
  273.             else  
  274.                voice = ENEMY_SKILL[@battler.enemy_id] rescue nil
  275.             end
  276.             voice_list = voice[@skill_id] rescue nil
  277.             if voice_list == nil # GENERAL ACTION
  278.                if @battler.is_a?(Game_Actor)
  279.                   voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  280.                else  
  281.                   voice_list = ENEMY_GENERAL_ACTION[@battler.enemy_id] rescue nil
  282.                end
  283.             end  
  284.          when 3 # DAMAGE #
  285.             if @battler.hp > 0
  286.                if @battler.is_a?(Game_Actor)
  287.                   voice_list = ACTOR_DAMAGE[@battler.id] rescue nil     
  288.                else  
  289.                   voice_list = ENEMY_DAMAGE[@battler.enemy_id] rescue nil
  290.                end            
  291.             else # DEFEATED #
  292.                if @battler.is_a?(Game_Actor)
  293.                   voice_list = ACTOR_DEFEATED[@battler.id] rescue nil     
  294.                else  
  295.                   voice_list = ENEMY_DEFEATED[@battler.enemy_id] rescue nil
  296.                end                        
  297.             end
  298.          when 4 # RECOVER #
  299.               if @battler.is_a?(Game_Actor)
  300.                  voice_list = ACTOR_RECOVER[@battler.id] rescue nil     
  301.               else  
  302.                  voice_list = ENEMY_RECOVER[@battler.enemy_id] rescue nil
  303.               end            
  304.          when 5 # ITEM #
  305.                voice = ACTOR_ITEM[@battler.id] rescue nil     
  306.                voice_list = voice[@skill_id] rescue nil
  307.             if voice_list == nil # GENERAL SKILLS
  308.                voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  309.             end         
  310.          when 6 # START #
  311.                check_members_alive
  312.                voice_list = ACTOR_BATTLE_ESCAPE[@battler.id] rescue nil
  313.          when 7 # TURN #
  314.                voice_list = ACTOR_TURN_ACTIVE[@battler.id] rescue nil            
  315.       end
  316.       play_battle_cry(voice_list) ; check_battle_addons
  317.   end
  318.   
  319.   #--------------------------------------------------------------------------
  320.   # ● Play Battle Cry
  321.   #--------------------------------------------------------------------------      
  322.   def play_battle_cry(voice_list)
  323.       return if voice_list == nil
  324.       voice_id = voice_list[rand(voice_list.size)]
  325.       Audio.se_play("Audio/SE/" + voice_id.to_s,VOLUME,100) rescue nil      
  326.   end
  327.   
  328.   #--------------------------------------------------------------------------
  329.   # ● Check Members Alive
  330.   #--------------------------------------------------------------------------        
  331.   def check_members_alive
  332.       alive_members = []
  333.       for i in $game_party.battle_members
  334.          alive_members.push(i) if i.hp > 0      
  335.       end   
  336.       members_id = rand(alive_members.size)
  337.       alive_members.each_with_index do |i, index|
  338.           if members_id == index
  339.              @battler = i
  340.              break
  341.           end         
  342.       end
  343.       @battler = alive_members[members_id]
  344.   end     
  345.   
  346.   #--------------------------------------------------------------------------
  347.   # ● Check Battle Addons
  348.   #--------------------------------------------------------------------------      
  349.   def check_battle_addons
  350.       if $imported[:mog_battle_hud_ex] and SceneManager.face_battler? and
  351.          @battler != nil and @battler.is_a?(Game_Actor)
  352.          if @type == 0 or @type == 1 or @type == 6
  353.             @battler.face_animation = [50,1,50] unless @battler.low_hp? or @battler.restriction >= 4
  354.          elsif @type == 7
  355.             @battler.face_animation = [50,1,50] unless @battler.low_hp? or @battler.restriction >= 4
  356.          end   
  357.       end  
  358.   end  
  359.   
  360. end

  361. #==============================================================================
  362. # ■ BattleManager
  363. #==============================================================================
  364. class << BattleManager
  365.   include BATTLE_CRY
  366.   
  367.   #--------------------------------------------------------------------------
  368.   # ● Process Victory
  369.   #--------------------------------------------------------------------------   
  370.   alias mog_battle_cry_process_victory process_victory
  371.   def process_victory
  372.       execute_battle_cry(1, nil, nil)         
  373.       mog_battle_cry_process_victory
  374.   end  
  375.   
  376.   #--------------------------------------------------------------------------
  377.   # ● Process Abort
  378.   #--------------------------------------------------------------------------      
  379.   alias mog_battle_cry_process_abort process_abort
  380.   def process_abort
  381.       execute_battle_cry(6, nil, nil)
  382.       mog_battle_cry_process_abort
  383.   end  
  384.   
  385. end

  386. #==============================================================================
  387. # ■ Game Battler
  388. #==============================================================================
  389. class Game_Battler < Game_BattlerBase
  390.   include BATTLE_CRY
  391.   
  392.   #--------------------------------------------------------------------------
  393.   # ● Execute Damage
  394.   #--------------------------------------------------------------------------      
  395.   alias mog_battle_cry_execute_damage execute_damage
  396.   def execute_damage(user)
  397.       mog_battle_cry_execute_damage(user)   
  398.       execute_battle_cry_damage
  399.   end

  400.   #--------------------------------------------------------------------------
  401.   # ● Execute Battle Cry Damage
  402.   #--------------------------------------------------------------------------        
  403.   def execute_battle_cry_damage
  404.       if @result.hp_damage > 0
  405.          execute_battle_cry(3, nil, self)
  406.       elsif @result.hp_damage < 0   
  407.          execute_battle_cry(4, nil, self)
  408.       else
  409.          if @result.hp_damage == 0
  410.             if @result.mp_damage > 0
  411.                execute_battle_cry(3, nil, self)
  412.             elsif @result.mp_damage < 0
  413.                execute_battle_cry(4, nil, self)
  414.             end   
  415.          end   
  416.       end
  417.   end  

  418.   #--------------------------------------------------------------------------
  419.   # ● Item Effect Recover HP
  420.   #--------------------------------------------------------------------------         
  421.   alias mog_battle_cry_item_effect_recover_hp item_effect_recover_hp  
  422.   def item_effect_recover_hp(user, item, effect)
  423.       chp = self.hp
  424.       mog_battle_cry_item_effect_recover_hp(user, item, effect)
  425.       if self.hp > chp
  426.          execute_battle_cry(4, nil, self)
  427.       elsif self.hp < chp
  428.          execute_battle_cry(3, nil, self)
  429.       end  
  430.   end
  431.    
  432.   #--------------------------------------------------------------------------
  433.   # ● Item Effect Reover MP
  434.   #--------------------------------------------------------------------------            
  435.   alias mog_battle_cry_item_effect_recover_mp item_effect_recover_mp
  436.   def item_effect_recover_mp(user, item, effect)
  437.       cmp = self.mp
  438.       mog_battle_cry_item_effect_recover_mp(user, item, effect)
  439.       if self.mp > cmp
  440.          execute_battle_cry(4, nil, self)
  441.       elsif self.mp < cmp
  442.          execute_battle_cry(3, nil, self)
  443.       end        
  444.   end  
  445.   
  446. end

  447. #==============================================================================
  448. # ■ Game Action
  449. #==============================================================================
  450. class Scene_Battle < Scene_Base
  451. include BATTLE_CRY
  452.   
  453.   #--------------------------------------------------------------------------
  454.   # ● Show Animations
  455.   #--------------------------------------------------------------------------     
  456.   alias mog_battle_cry_show_animation show_animation
  457.   def show_animation(targets, animation_id)
  458.       battle_cry(targets, animation_id)
  459.       mog_battle_cry_show_animation(targets, animation_id)
  460.   end
  461.   
  462.   #--------------------------------------------------------------------------
  463.   # ● Battle Cry
  464.   #--------------------------------------------------------------------------     
  465.   def battle_cry(targets, animation_id)
  466.       return if @subject == nil
  467.       return if @subject.current_action == nil
  468.       return if @subject.current_action.item == nil
  469.       if @subject.is_a?(Game_Actor) and @subject.current_action.item.is_a?(RPG::Item)
  470.           execute_battle_cry(5, @subject.current_action.item.id, @subject)
  471.       else   
  472.           execute_battle_cry(2, @subject.current_action.item.id, @subject)
  473.       end   
  474.   end
  475.       
  476.   if $imported[:mog_atb_system]
  477.   #--------------------------------------------------------------------------
  478.   # ● Update AT Actor
  479.   #--------------------------------------------------------------------------            
  480.   alias mog_battle_cry_update_at_actor update_at_actor
  481.   def update_at_actor(battler)   
  482.        mog_battle_cry_update_at_actor(battler)  
  483.        execute_battle_cry(7, nil, battler) if battler.is_a?(Game_Actor)
  484.   end   
  485.   end   
  486.   
  487.   #--------------------------------------------------------------------------
  488.   # ● Battle Start
  489.   #--------------------------------------------------------------------------  
  490.   alias mog_battle_cry_update_battle update
  491.   def update
  492.       mog_battle_cry_update_battle
  493.       execute_battle_cry_start
  494.   end   
  495.   
  496.   #--------------------------------------------------------------------------
  497.   # ● Execite Battle Cry Start
  498.   #--------------------------------------------------------------------------   
  499.   def execute_battle_cry_start
  500.       return if @battle_cry_start != nil
  501.       @battle_cry_start = true ; execute_battle_cry(0, nil, nil)
  502.   end

  503. end  
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请不要在汉化发布帖里问有关脚本报错的问题,因为脚本大神们不会进来看。你可以单独开一个帖子。  发表于 2018-5-25 17:52
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