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本帖最后由 金芒芒 于 2023-6-27 16:28 编辑
如果队长是module Figter_data IS_CAL[data_id] = true 如果队长是骑士在module里 脚本这么写出来
@team_flag_sprite.bitmap = RPG::Cache.picture("队标")
如果队长是骑士 if @character = Figter_data::IS_CAL[data_id] = true
@team_flag_sprite.bitmap = RPG::Cache.picture("骑士")
end
# cp = $scene.team_groups[@character.group-1].captain
# if cp == @character
module Figter_data data_id = 2 #=====基本、模型信息========== CHARACTER_NAME[data_id] = "E_Horseman" #头像 ATK_SE[data_id] = "swordbasic_" ATK_SE_NUM[data_id] = 11 DEF_SE[data_id] = "shield_cav_" DEF_SE_NUM[data_id] = 3 S_ATK_SE[data_id] = nil S_ATK_SE_NUM[data_id] = nil AMMO_NAME[data_id] = nil AMMO_D_NAME[data_id] = nil S_SHOOT_SE[data_id] = nil S_SHOOT_SE_NUM[data_id] = nil S_PASSBY_SE[data_id] = nil S_PASSBY_SE_NUM[data_id] = nil S_DROP_SE[data_id] = nil S_DROP_SE_NUM[data_id] = nil S_FLY_TYPE[data_id] = nil #=======类别================= THE_NAME[data_id] = "帝国骑兵" IS_CAL[data_id] = true IS_ARC[data_id] = false HEAVY[data_id] = true LABEL[data_id] = 3 #text = Figter_data::DESCRIPTION[id].clone DESCRIPTION[data_id] = "赫西帝国标准骑兵,中型近战骑兵,多数由贵族从侍从中选举" #==========属性============== HP_MAX[data_id] = 400 AMMOR_HP[data_id] = 25 SHD_HP[data_id] = 65 BASE_ATK[data_id] = 70 BRO_ATK[data_id] = 15 S_BASE_ATK[data_id] = 0 S_BRO_ATK[data_id] = 0 ATK_SKILL[data_id] = 40 DEF_SKILL[data_id] = 30 ANTI_CAV[data_id] = 0 ANTI_INF[data_id] = 35 CHARGE_BOUN[data_id]=195 MORALE[data_id] = 60 #100max CRITICAL_HIT[data_id] = 15 EXPLOSION_SETTINGS[data_id] = nil ATK_FR[data_id] = 30 ATK_RANGE[data_id] = 1 ENGAGE_RANGE[data_id] = 1 ENGAGE_RANGE_MIN[data_id] = 1 MOVEMENT_SPEED[data_id] = 3.75 ACCURATCY[data_id] = 100 LIVE_CHANCE[data_id] = 20 AMMO_MAX[data_id] = 0 ATK_CODE[data_id] = nil #===========战略用============= EXP[data_id] = 10 PRICE[data_id] = 325 EXP_NEED[data_id] = 50 NEXT_LEVEL[data_id] = [] CAPTAIN_SKILL[data_id] = nil end
module Figter_data
data_id = 2
#=====基本、模型信息==========
CHARACTER_NAME[data_id] = "E_Horseman" #头像
ATK_SE[data_id] = "swordbasic_"
ATK_SE_NUM[data_id] = 11
DEF_SE[data_id] = "shield_cav_"
DEF_SE_NUM[data_id] = 3
S_ATK_SE[data_id] = nil
S_ATK_SE_NUM[data_id] = nil
AMMO_NAME[data_id] = nil
AMMO_D_NAME[data_id] = nil
S_SHOOT_SE[data_id] = nil
S_SHOOT_SE_NUM[data_id] = nil
S_PASSBY_SE[data_id] = nil
S_PASSBY_SE_NUM[data_id] = nil
S_DROP_SE[data_id] = nil
S_DROP_SE_NUM[data_id] = nil
S_FLY_TYPE[data_id] = nil
#=======类别=================
THE_NAME[data_id] = "帝国骑兵"
IS_CAL[data_id] = true
IS_ARC[data_id] = false
HEAVY[data_id] = true
LABEL[data_id] = 3
#text = Figter_data::DESCRIPTION[id].clone
DESCRIPTION[data_id] = "赫西帝国标准骑兵,中型近战骑兵,多数由贵族从侍从中选举"
#==========属性==============
HP_MAX[data_id] = 400
AMMOR_HP[data_id] = 25
SHD_HP[data_id] = 65
BASE_ATK[data_id] = 70
BRO_ATK[data_id] = 15
S_BASE_ATK[data_id] = 0
S_BRO_ATK[data_id] = 0
ATK_SKILL[data_id] = 40
DEF_SKILL[data_id] = 30
ANTI_CAV[data_id] = 0
ANTI_INF[data_id] = 35
CHARGE_BOUN[data_id]=195
MORALE[data_id] = 60 #100max
CRITICAL_HIT[data_id] = 15
EXPLOSION_SETTINGS[data_id] = nil
ATK_FR[data_id] = 30
ATK_RANGE[data_id] = 1
ENGAGE_RANGE[data_id] = 1
ENGAGE_RANGE_MIN[data_id] = 1
MOVEMENT_SPEED[data_id] = 3.75
ACCURATCY[data_id] = 100
LIVE_CHANCE[data_id] = 20
AMMO_MAX[data_id] = 0
ATK_CODE[data_id] = nil
#===========战略用=============
EXP[data_id] = 10
PRICE[data_id] = 325
EXP_NEED[data_id] = 50
NEXT_LEVEL[data_id] = []
CAPTAIN_SKILL[data_id] = nil
end
def show_team_flag?#是否定义显示队长旗子? #如果@角色.是_a?则返回假的?(游戏玩家) return false if @character.is_a?(Game_Player) #如果@角色.是_a?则返回假的?(EFS英雄) return false if @character.is_a?(EFS_Hero) #如果$场景可以用的队组 == 无 则返回假的 return false if $scene.group_lisenter == nil #挑选选着=$场景。小组成员。包括?(@角色队组) selected = $scene.group_lisenter.include?(@character.group) # cp队长=场景。小组[@角色.队组-1].队长 cp = $scene.team_groups[@character.group-1].captain if cp == @character #如果队长==@角色 #返回$游戏开关[TeamTagBar] return $game_switches[TeamTagBar] else#否则 return false#返回假的 end # cp = $scene.team_groups[@character.group-1].captain # if cp == @character # bitmap = nil # @character.id= Figter_data::data_id # case @character.id # 队长 id 为 2 显示 E_HeavyInfantry # when 2 then bitmap = RPG::Cache.Icons("E_HeavyInfantry") # end # @team_flag_sprite.bitmap = bitmap if bitmap # end end
def show_team_flag?#是否定义显示队长旗子?
#如果@角色.是_a?则返回假的?(游戏玩家)
return false if @character.is_a?(Game_Player)
#如果@角色.是_a?则返回假的?(EFS英雄)
return false if @character.is_a?(EFS_Hero)
#如果$场景可以用的队组 == 无 则返回假的
return false if $scene.group_lisenter == nil
#挑选选着=$场景。小组成员。包括?(@角色队组)
selected = $scene.group_lisenter.include?(@character.group)
# cp队长=场景。小组[@角色.队组-1].队长
cp = $scene.team_groups[@character.group-1].captain
if cp == @character #如果队长==@角色
#返回$游戏开关[TeamTagBar]
return $game_switches[TeamTagBar]
else#否则
return false#返回假的
end
# cp = $scene.team_groups[@character.group-1].captain
# if cp == @character
# bitmap = nil
# @character.id= Figter_data::data_id
# case @character.id
# 队长 id 为 2 显示 E_HeavyInfantry
# when 2 then bitmap = RPG::Cache.Icons("E_HeavyInfantry")
# end
# @team_flag_sprite.bitmap = bitmap if bitmap
# end
end
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