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- # ▽△▽ XRXS.付加属性名称判定 ▽△▽ built 091221
- # by 桜雅 在土
- #==============================================================================
- # --- XRXS. 付加属性名称判定モジュール ---
- #==============================================================================
- module XRXS
- #--------------------------------------------------------------------------
- # ○ 配列が指定名の属性を持つか判定
- #--------------------------------------------------------------------------
- def XRXS.element_check(set, element_name)
- returnar = [false, 0, 0, []] # 存在したか?, 固定値の合計、%値の合計
- return returnar if !set.is_a?(Array) or set.size == 0 or element_name == ""
- for i in set
- if $data_system.elements[i] =~ /^#{element_name}([+-]?[0-9]+)?(%)?/
- returnar[0] = true
- if $2 == nil
- returnar[1] += $1.to_i
- returnar[3].push($1.to_i)
- else
- returnar[2] += $1.to_i
- end
- end
- end
- return returnar
- end
- def XRXS.element_include?(set, element_name)
- return element_check(set, element_name)[0]
- end
- def XRXS.element_amount(set, element_name)
- return element_check(set, element_name)[1]
- end
- def XRXS.element_percent(set, element_name)
- return element_check(set, element_name)[2]
- end
- def XRXS.element_numbers(set, element_name)
- return element_check(set, element_name)[3]
- end
- end
复制代码- # ▽△▽ XRXS. 装備属性取得機構 ▽△▽ built 221114
- # by 桜雅 在土
- #==============================================================================
- # --- XRXS. 装備属性取得機構 ---
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ○ スキルの属性取得
- #--------------------------------------------------------------------------
- def skill_element_set(skill)
- return skill.nil? ? [] : skill.element_set
- end
- #--------------------------------------------------------------------------
- # ○ 全装備の属性取得
- #--------------------------------------------------------------------------
- def equip_element_set
- return self.element_set + self.guard_element_set
- end
- #--------------------------------------------------------------------------
- # ○ 全防具の属性取得
- #--------------------------------------------------------------------------
- def guard_element_set
- return []
- end
- end
- class Game_Actor < Game_Battler
- def guard_element_set
- set = []
- for id in self.armor_ids
- next if id.nil?
- armor = $data_armors[id]
- set += (armor != nil ? armor.guard_element_set : [])
- end
- return set
- end
- #--------------------------------------------------------------------------
- # ○ 武器 ID配列
- #--------------------------------------------------------------------------
- def weapon_ids
- @weapon_ids = [] if @weapon_ids == nil
- @weapon_ids[0] = @weapon_id
- return @weapon_ids
- end
- #--------------------------------------------------------------------------
- # ○ 防具 ID配列
- #--------------------------------------------------------------------------
- def armor_ids
- @armor_ids = [] if @armor_ids == nil
- @armor_ids[0] = @armor1_id
- @armor_ids[1] = @armor2_id
- @armor_ids[2] = @armor3_id
- @armor_ids[3] = @armor4_id
- return @armor_ids
- end
- #--------------------------------------------------------------------------
- # ○ 装備配列の取得
- #--------------------------------------------------------------------------
- def equipments
- equipments = []
- self.weapon_ids.each {|id| equipments.push($data_weapons[id])}
- self.armor_ids.each {|id| equipments.push($data_armors[id])}
- return equipments
- end
- #--------------------------------------------------------------------------
- # ○ 装備中?
- #--------------------------------------------------------------------------
- def equiping?(item)
- case item
- when RPG::Weapon
- return self.weapon_ids.include?(item.id)
- when RPG::Armor
- return self.armor_ids.include?(item.id)
- else
- return false
- end
- end
- end
复制代码- # ▼▲▼ XRXS38. 属性修正计算数限制 ▼▲▼ built 081012
- # by 桜雅 在土 (原作)
- # Tetra-Z (強化)
- #==============================================================================
- # 简介:此脚本会将“系统默认的属性修正”和“战斗特殊效果属性”分开计算;
- # 插入此脚本后,“战斗特殊效果属性”将“不计算属性有效度”。
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module XRXS38
- # 属性的限制数量
- ELEMENTS_NUMBER_LIMIT = 16
- # 属性修正的计算方法
- # 0 : 最大(默认的计算方法)
- # 1 : 乘法
- # 2 : 平均
- # 3 : 最小
- ELEMENT_CORRECT_METHOD = 1
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 属性修正的计算 + 倍率计算公式
- #--------------------------------------------------------------------------
- alias xrxs38_elements_correct elements_correct
- def elements_correct(element_set)
- elements = element_set.dup
- # 属性数量的限制
- for element_id in element_set
- if element_id >XRXS38:: ELEMENTS_NUMBER_LIMIT
- elements.delete(element_id)
- end
- end
- #无属性的场合返回100
- return 100 if elements.size == 0
- #
- case XRXS38::ELEMENT_CORRECT_METHOD
- when 0 # 最大
- return xrxs38_elements_correct(elements)
- when 1 # 乘法
- result = 100.0
- minus_enable = false
- for i in elements
- n = self.element_rate(i)
- minus_enable |= (n < 0)
- result *= n / 100.0
- end
- result = -1 * result.abs if minus_enable
- return result.to_i
- when 2 # 平均
- rates = []
- result = 0
- for i in elements
- rates.push(self.element_rate(i))
- end
- for rate in rates
- result += rate
- end
- return result / rates.size
- when 3 # 最小
- for i in elements
- n = self.element_rate(i)
- result = n if result.nil? or result > n
- end
- return result
- end
- end
- end
复制代码- #==============================================================================
- #[仿大话梦幻]多体攻击(俗称秒2~秒7,非全体攻击)Ver0.03b
- #
- #by SixRice = 66fan
- #==============================================================================
- #适用战斗系统:默认回合制,CP半即时;RTAB不适用
- #
- #很简单的脚本,不推荐作为外挂脚本来用。希望大家能看懂之后添加近自己的游戏中去。
- #
- #重定义部分:set_target_battlers,其余为新定义。
- #
- #上面三个XRXS的脚本不要删除,请尊重别人的版权。
- #
- #Ver0.03根据玩家的建议,追加范围变成按照对象的速度排序。
- #
- #Ver0.02新增随机范围
- # 修正0.01中,如果什么范围都不选,会变成全体攻击的BUG
- #
- #==============================================================================
- # 使用说明:
- #1,单体目标的情况下,以下秒几的效果为追加范围
- #2,全体目标的情况下,以下秒几的效果为固定范围
- #3,如果附加了“随机”属性,
- # 单体攻击追加范围变成 0 到 X,
- # 全体攻击固定范围变成 1 到 X,
- # 举例:单体攻击,追加范围“秒7”,“随机”,实际范围是 1 +(0 ~ 7)
- # 全体攻击,固定范围“秒8”,“随机”,实际范围是 1 ~ 8
- #
- # 如有其他特殊要求,请看懂脚本自行设置。
- #==============================================================================
- module SXR
- #==============================================================================
- #属性名(同时存在的话,取最大值;同时包括多体范围和随机范围的话,取随机范围。)
- #==============================================================================
- ADD_TARGET2 = "秒2"#1体目标,追加1体序列
- ADD_TARGET3 = "秒3"#1体目标,追加2体序列
- ADD_TARGET4 = "秒4"#1体目标,追加3体序列
- ADD_TARGET5 = "秒5"#1体目标,追加4体序列
- ADD_TARGET6 = "秒6"#1体目标,追加5体序列
- ADD_TARGET7 = "秒7"#1体目标,追加6体序列
- ADD_TARGET8 = "秒8"#1体目标,追加7体序列
- ARA_TARGET = "随机"#单选无效,配合上面才能产生效果,将追加改为随机追加
- end
- #==============================================================================
- # ■ Game_BattleAction
- #==============================================================================
- class Game_BattleAction
- attr_accessor :add_target
- attr_accessor :ara_target
- #------------------------------------------------------------------------------
- # ○ clear
- #------------------------------------------------------------------------------
- alias sxr_clear clear
- def clear
- sxr_clear
- clear_sxr_add_target
- end
- #------------------------------------------------------------------------------
- # ○ 特殊效果clear
- #------------------------------------------------------------------------------
- def clear_sxr_add_target
- self.add_target = 0
- self.ara_target = 0
- end
- #------------------------------------------------------------------------------
- # ○ 无效化特殊效果
- #------------------------------------------------------------------------------
- def nillize_sxr_add_target
- self.add_target = nil
- self.ara_target = nil
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- #------------------------------------------------------------------------------
- # ○追加目标范围设定
- #------------------------------------------------------------------------------
- def set_sxr_add_target(set)
- # 追加/固定目标范围强制值
- self.current_action.add_target =
- XRXS.element_include?(set, SXR::ADD_TARGET8) ? 8 :
- XRXS.element_include?(set, SXR::ADD_TARGET7) ? 7 :
- XRXS.element_include?(set, SXR::ADD_TARGET6) ? 6 :
- XRXS.element_include?(set, SXR::ADD_TARGET5) ? 5 :
- XRXS.element_include?(set, SXR::ADD_TARGET4) ? 4 :
- XRXS.element_include?(set, SXR::ADD_TARGET3) ? 3 :
- XRXS.element_include?(set, SXR::ADD_TARGET2) ? 2 :
- 0
- # 是否随机目标范围
- self.current_action.ara_target =
- XRXS.element_include?(set, SXR::ARA_TARGET) ? 1 :
- 0
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- alias sxr_main main
- def main
- # recall
- sxr_main
- # 清空角色的特殊效果设置
- for actor in $game_party.actors
- actor.current_action.clear_sxr_add_target
- actor.current_action.nillize_sxr_add_target
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置物品或特技对像方的战斗者
- # scope : 特技或者是物品的范围
- #--------------------------------------------------------------------------
- def set_target_battlers(scope)
- # 行动方的战斗者是敌人的情况下
- if @active_battler.is_a?(Game_Enemy)
- # 效果范围分支
- case scope
- when 1 # 敌单体
-
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- end
- end
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- @target_battlers.delete($game_party.smooth_target_actor(index))
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
- @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- @target_battlers.push($game_party.smooth_target_actor(index))
-
- when 2 # 敌全体
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 3 # 我方单体
-
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- @target_battlers.delete($game_troop.smooth_target_enemy(index))
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
- @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- when 4 # 我方全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- enemy = $game_troop.enemies[index]
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- end
- when 6 # 我方全体 (HP 0)
- for enemy in $game_troop.enemies
- if enemy != nil and enemy.hp0?
- @target_battlers.push(enemy)
- @target_battlers.sort! {|a,b| b.agi - a.agi } #(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- # 行动方的战斗者是角色的情况下
- if @active_battler.is_a?(Game_Actor)
- @active_battler.set_sxr_add_target(@active_battler.skill_element_set(@skill))
- # 效果范围分支
- case scope
- when 1 # 敌单体
-
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- end
- end
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_troop.smooth_target_enemy(index))
- @target_battlers.delete($game_troop.smooth_target_enemy(index))
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
- @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- @target_battlers.push($game_troop.smooth_target_enemy(index))
-
- when 2 # 敌全体
- for enemy in $game_troop.enemies
- if enemy.exist?
- @target_battlers.push(enemy)
- @target_battlers.sort! {|a,b| b.agi - a.agi } #(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 3 # 我方单体
-
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- end
- end
- index = @active_battler.current_action.target_index
- @target_battlers.push($game_party.smooth_target_actor(index))
- @target_battlers.delete($game_party.smooth_target_actor(index))
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 0] if @active_battler.current_action.add_target == 0
- @target_battlers = @target_battlers[0, 1] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- @target_battlers.push($game_party.smooth_target_actor(index))
-
- when 4 # 我方全体
- for actor in $game_party.actors
- if actor.exist?
- @target_battlers.push(actor)
- @target_battlers.sort! {|a,b| b.agi - a.agi }#(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 5 # 我方单体 (HP 0)
- index = @active_battler.current_action.target_index
- actor = $game_party.actors[index]
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- end
- when 6 # 我方全体 (HP 0)
- for actor in $game_party.actors
- if actor != nil and actor.hp0?
- @target_battlers.push(actor)
- @target_battlers.sort! {|a,b| b.agi - a.agi } #(0.03)
- @target_battlers = @target_battlers[0, 2] if @active_battler.current_action.add_target == 2
- @target_battlers = @target_battlers[0, 3] if @active_battler.current_action.add_target == 3
- @target_battlers = @target_battlers[0, 4] if @active_battler.current_action.add_target == 4
- @target_battlers = @target_battlers[0, 5] if @active_battler.current_action.add_target == 5
- @target_battlers = @target_battlers[0, 6] if @active_battler.current_action.add_target == 6
- @target_battlers = @target_battlers[0, 7] if @active_battler.current_action.add_target == 7
- @target_battlers = @target_battlers[0, 8] if @active_battler.current_action.add_target == 8
- @target_battlers = @target_battlers[0, rand(@active_battler.current_action.add_target)+1] if @active_battler.current_action.ara_target == 1 and @active_battler.current_action.add_target >= 2
- end
- end
- when 7 # 使用者
- @target_battlers.push(@active_battler)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成特技行动结果
- #--------------------------------------------------------------------------
- alias sxr_make_skill_action_result make_skill_action_result
- def make_skill_action_result
- # 获取特技
- @skill = $data_skills[@active_battler.current_action.skill_id]
- # 获取行动者特技附加的战斗特效
- @active_battler.set_sxr_add_target(@active_battler.skill_element_set(@skill))
- # recall
- sxr_make_skill_action_result
- end
- end
复制代码 感觉有点多、、、、
4个要一起用才可以~ |
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