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这是用RMXP写的召唤兽系统,可以用来做宠物小精灵、暗黑协奏曲等需要使魔或将敌人感化为我方角色的游戏。
修改了一个类 Game_Actor,自己新写了一个类 CallGuardian。将下列脚本插入到工程最后,再将Game_Actor替换掉即可
具体用法与代码如下:- #==============================================================================
- # ■ CallGuardian 召唤兽脚本
- #------------------------------------------------------------------------------
- # 可用来在战斗中召唤一个助阵的家伙,战斗结束后自动消失。可结合魔法、物品使用
- # 本脚本由66RPG唐门草楹(哈里)提供,若使用请在说明文件或制作组字幕中注明,谢谢
- #==============================================================================
- #==========================使用方法(请务必看懂)============================
- #
- # 如果要在物品或特技中使用,需要通过公共事件调用脚本。脚本内容为:
- #
- #"CallGuardian.new.main(int guardianPlayer,int guardianNo,int ifReality)"
- #
- # 此脚本可以召唤敌人和我方队员。召唤有两种,一种是召唤本体(战斗后不消失),
- #还有一种召唤是召唤(或者说是复制)映像(战斗后消失),细分为以下三种情况
- #
- # 1.如果召唤的是我方队员的本体,那么该队员原本应该不在队伍中,否则召唤无效果。
- #
- # 2.如果召唤的是一个怪物并,那么本脚本实际上是先把一个敌人的属性信息复制到数
- #据库-角色的对应编号位置,然后将该队员加入到队伍中。默认是战斗结束后召唤兽留在队
- #伍中,如果想制作战斗结束后召唤兽消失,请在战斗结束后利用公共事件或脚本将该编号
- #的队员从队伍中去掉。如果该PLAYER编号的信息没有被再次召唤,那么这个召唤兽可以被
- #反复召唤出来(实际上就相当于在游戏中增加了一个角色)
- #
- # 3.如果召唤的是我方角色的一个映像,那么本脚本实际上是将某个角色的信息做了一
- #份拷贝放到了数据库-角色的对应编号位置。其实可以做到重复召唤的,不过要在此脚本的
- #基础上动点手脚(用一个递增的变量作为召唤者的角色编号)
- #
- # 接下来是三个参数的含义:
- # guardianPlayer 代表在数据库-角色编号为此变量数值的位置创建一个召唤兽对象
- # guardianNo 代表创建的召唤兽对象的本体编号。正数对应数据库-敌人列表,负数对应数据库-角色 列表
- # ifReality 代表是否为本体。0为映像,1为本体
- #
- # 例:
- # CallGuardian.new.main(9,1,0) 在默认工程中代表创建9号角色为1号敌人(幽灵)的映像召唤进队伍
- # CallGuardian.new.main(10,-1,0) 在默认工程中代表创建10号角色为1号角色(阿尔西斯)的映像召唤进队伍
- # CallGuardian.new.main(0,-1,1) 将1号队员召唤进队伍参加战斗(只要ifReality变量为1,guardianNo变量必须是负数,guardianPlayer变量不会用到)
- #
- #============================================================================
-
-
- class CallGuardian
-
- def main(guardianPlayer,guardianNO,ifReality) #召唤我方队员本体
- if guardianNO < 0 and ifReality ==1 then
- $game_party.add_actor(guardianNO*(-1))
- elsif guardianNO < 0 and ifReality == 0 then #召唤我方队员映像
- $data_actors[guardianPlayer] = $data_actors[guardianNO*(-1)]
- $game_party.add_actor(guardianPlayer)
- elsif guardianNO > 0 #召唤敌人
- actor = Game_Actor.new(guardianPlayer)
- actor.EnemyToActor(guardianNO)
- # 同伴人数未满 4 人、本角色不在队伍中的情况下
- if $game_party.actors.size < 4 and not $game_party.actors.include?(actor)
- # 添加角色
- $game_party.actors.push(actor)
- # 还原主角
- $game_player.refresh
- end
- end
- end
- end
复制代码- #==============================================================================
- # ■ Game_Actor
- # 本脚本由66RPG 唐门草楹 贡献,利用请注明出处,谢谢~
- #------------------------------------------------------------------------------
- # 处理角色的类。本类在 Game_Actors 类 ($game_actors)
- # 的内部使用、Game_Party 类请参考 ($game_party) 。
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :name # 名称
- attr_reader :character_name # 角色 文件名
- attr_reader :character_hue # 角色 色相
- attr_reader :class_id # 职业 ID
- attr_reader :weapon_id # 武器 ID
- attr_reader :armor1_id # 盾 ID
- attr_reader :armor2_id # 头防具 ID
- attr_reader :armor3_id # 身体体防具 ID
- attr_reader :armor4_id # 装饰品 ID
- attr_reader :level # 等级
- attr_reader :exp # EXP
- attr_reader :skills # 特技
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def initialize(actor_id)
- super()
- setup(actor_id)
- end
- #--------------------------------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @ifActor = true
- @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
- @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
- # 学会特技
- 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
- # 刷新自动状态
- 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
- #--------------------------------------------------------------------------
- # ● 获取角色 ID
- #--------------------------------------------------------------------------
- def id
- if @ifActor then
- return @actor_id
- else
- return @enemy_id
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取索引
- #--------------------------------------------------------------------------
- def index
- return $game_party.actors.index(self)
- end
- #--------------------------------------------------------------------------
- # ● 计算 EXP
- #--------------------------------------------------------------------------
- def make_exp_list
- actor = $data_actors[@actor_id]
- @exp_list[1] = 0
- pow_i = 2.4 + actor.exp_inflation / 100.0
- for i in 2..100
- if i > actor.final_level
- @exp_list[i] = 0
- else
- n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
- @exp_list[i] = @exp_list[i-1] + Integer(n)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得属性修正值
- # element_id : 属性 ID
- #--------------------------------------------------------------------------
- def element_rate(element_id)
- if @ifActor then
- # 获取对应属性有效度的数值
- table = [0,200,150,100,50,0,-100]
- result = table[$data_classes[@class_id].element_ranks[element_id]]
- # 防具能防御本属性的情况下效果减半
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors[i]
- if armor != nil and armor.guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 状态能防御本属性的情况下效果减半
- for i in @states
- if $data_states[i].guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 过程结束
- return result
- else
- # 获取对应属性有效度的数值
- table = [0,200,150,100,50,0,-100]
- result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
- # 状态能防御本属性的情况下效果减半
- for i in @states
- if $data_states[i].guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 过程结束
- return result
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取属性有效度
- #--------------------------------------------------------------------------
- def state_ranks
- if @ifActor then
- return $data_classes[@class_id].state_ranks
- else
- return $data_enemies[@enemy_id].state_ranks
- end
- end
- #--------------------------------------------------------------------------
- # ● 判定防御属性
- # state_id : 属性 ID
- #--------------------------------------------------------------------------
- def state_guard?(state_id)
- if @ifActor then
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors[i]
- if armor != nil
- if armor.guard_state_set.include?(state_id)
- return true
- end
- end
- end
- return false
- else
- return false
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击属性
- #--------------------------------------------------------------------------
- def element_set
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.element_set : []
- else
- return []
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (+)
- #--------------------------------------------------------------------------
- def plus_state_set
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.plus_state_set : []
- else
- return []
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (-)
- #--------------------------------------------------------------------------
- def minus_state_set
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.minus_state_set : []
- else
- return []
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxHP
- #--------------------------------------------------------------------------
- def maxhp
-
- n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
- for i in @states
- n *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 9999].min
- return n
-
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxHP
- #--------------------------------------------------------------------------
- def base_maxhp
- if @ifActor then
- return $data_actors[@actor_id].parameters[0, @level]
- else
- return $data_enemies[@enemy_id].maxhp
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxSP
- #--------------------------------------------------------------------------
- def base_maxsp
- if @ifActor then
- return $data_actors[@actor_id].parameters[1, @level]
- else
- return $data_enemies[@enemy_id].maxsp
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- if @ifActor then
- n = $data_actors[@actor_id].parameters[2, @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]
- 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
- else
- return $data_enemies[@enemy_id].str
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本灵巧
- #--------------------------------------------------------------------------
- def base_dex
- if @ifActor then
- 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]
- 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
- else
- return $data_enemies[@enemy_id].dex
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- if @ifActor then
- 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]
- 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
- else
- return $data_enemies[@enemy_id].agi
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- if @ifActor then
- 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]
- 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
- else
- return $data_enemies[@enemy_id].int
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本攻击力
- #--------------------------------------------------------------------------
- def base_atk
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.atk : 0
- else
- return $data_enemies[@enemy_id].atk
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本物理防御
- #--------------------------------------------------------------------------
- def base_pdef
- if @ifActor then
- 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
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
- else
- return $data_enemies[@enemy_id].pdef
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔法防御
- #--------------------------------------------------------------------------
- def base_mdef
- if @ifActor then
- 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
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
- else
- return $data_enemies[@enemy_id].mdef
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本回避修正
- #--------------------------------------------------------------------------
- def base_eva
- if @ifActor then
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- eva1 = armor1 != nil ? armor1.eva : 0
- eva2 = armor2 != nil ? armor2.eva : 0
- eva3 = armor3 != nil ? armor3.eva : 0
- eva4 = armor4 != nil ? armor4.eva : 0
- return eva1 + eva2 + eva3 + eva4
- else
- return $data_enemies[@enemy_id].eva
- end
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取攻击方动画 ID
- #--------------------------------------------------------------------------
- def animation1_id
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.animation1_id : 0
- else
- return $data_enemies[@enemy_id].animation1_id
- end
- end
- #--------------------------------------------------------------------------
- # ● 普通攻击 获取对像方动画 ID
- #--------------------------------------------------------------------------
- def animation2_id
- if @ifActor then
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.animation2_id : 0
- else
- return $data_enemies[@enemy_id].animation2_id
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取类名
- #--------------------------------------------------------------------------
- def class_name
- if @ifActor then
- return $data_classes[@class_id].name
- else
- return "召唤兽"
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取 EXP 字符串
- #--------------------------------------------------------------------------
- def exp_s
- return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 获取下一等级的 EXP 字符串
- #--------------------------------------------------------------------------
- def next_exp_s
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 获取离下一等级还需的 EXP 字符串
- #--------------------------------------------------------------------------
- def next_rest_exp_s
- return @exp_list[@level+1] > 0 ?
- (@exp_list[@level+1] - @exp).to_s : "-------"
- end
- #--------------------------------------------------------------------------
- # ● 更新自动状态
- # old_armor : 卸下防具
- # new_armor : 装备防具
- #--------------------------------------------------------------------------
- def update_auto_state(old_armor, new_armor)
- # 强制解除卸下防具的自动状态
- if old_armor != nil and old_armor.auto_state_id != 0
- remove_state(old_armor.auto_state_id, true)
- end
- # 强制附加装备防具的自动状态
- if new_armor != nil and new_armor.auto_state_id != 0
- add_state(new_armor.auto_state_id, true)
- end
- end
- #--------------------------------------------------------------------------
- # ● 装备固定判定
- # equip_type : 装备类型
- #--------------------------------------------------------------------------
- def equip_fix?(equip_type)
- case equip_type
- when 0 # 武器
- return $data_actors[@actor_id].weapon_fix
- when 1 # 盾
- return $data_actors[@actor_id].armor1_fix
- when 2 # 头
- return $data_actors[@actor_id].armor2_fix
- when 3 # 身体
- return $data_actors[@actor_id].armor3_fix
- when 4 # 装饰品
- return $data_actors[@actor_id].armor4_fix
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 变更装备
- # equip_type : 装备类型
- # id : 武器 or 防具 ID (0 为解除装备)
- #--------------------------------------------------------------------------
- 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)
- 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)
- end
- when 2 # 头
- 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 # 装饰品
- 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
- end
- end
- #--------------------------------------------------------------------------
- # ● 可以装备判定
- # item : 物品
- #--------------------------------------------------------------------------
- def equippable?(item)
- # 武器的情况
- if item.is_a?(RPG::Weapon)
- # 包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].weapon_set.include?(item.id)
- return true
- end
- end
- # 防具的情况
- if item.is_a?(RPG::Armor)
- # 不包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].armor_set.include?(item.id)
- return true
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- if @ifActor then
- @exp = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- @level += 1
- # 学会特技
- for j in $data_classes[@class_id].learnings
- if j.level == @level
- learn_skill(j.skill_id)
- end
- end
- end
- # 降级
- while @exp < @exp_list[@level]
- @level -= 1
- end
- # 修正当前的 HP 与 SP 超过最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- end
- end
- #--------------------------------------------------------------------------
- # ● 更改等级
- # level : 新的等级
- #--------------------------------------------------------------------------
- def level=(level)
- # 检查上下限
- level = [[level, $data_actors[@actor_id].final_level].min, 1].max
- # 更改 EXP
- self.exp = @exp_list[level]
- end
- #--------------------------------------------------------------------------
- # ● 觉悟特技
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def learn_skill(skill_id)
- if skill_id > 0 and not skill_learn?(skill_id)
- @skills.push(skill_id)
- @skills.sort!
- end
- end
- #--------------------------------------------------------------------------
- # ● 遗忘特技
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def forget_skill(skill_id)
- @skills.delete(skill_id)
- end
- #--------------------------------------------------------------------------
- # ● 已经学会的特技判定
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def skill_learn?(skill_id)
- return @skills.include?(skill_id)
- end
- #--------------------------------------------------------------------------
- # ● 可以使用特技判定
- # skill_id : 特技 ID
- #--------------------------------------------------------------------------
- def skill_can_use?(skill_id)
- if not skill_learn?(skill_id)
- return false
- end
- return super
- end
- #--------------------------------------------------------------------------
- # ● 更改名称
- # name : 新的名称
- #--------------------------------------------------------------------------
- def name=(name)
- @name = name
- end
- #--------------------------------------------------------------------------
- # ● 更改职业 ID
- # class_id : 新的职业 ID
- #--------------------------------------------------------------------------
- def class_id=(class_id)
- if $data_classes[class_id] != nil
- @class_id = class_id
- # 避开无法装备的物品
- unless equippable?($data_weapons[@weapon_id])
- equip(0, 0)
- end
- unless equippable?($data_armors[@armor1_id])
- equip(1, 0)
- end
- unless equippable?($data_armors[@armor2_id])
- equip(2, 0)
- end
- unless equippable?($data_armors[@armor3_id])
- equip(3, 0)
- end
- unless equippable?($data_armors[@armor4_id])
- equip(4, 0)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更改图形
- # character_name : 新的角色 文件名
- # character_hue : 新的角色 色相
- # battler_name : 新的战斗者 文件名
- # battler_hue : 新的战斗者 色相
- #--------------------------------------------------------------------------
- def set_graphic(character_name, character_hue, battler_name, battler_hue)
- @character_name = character_name
- @character_hue = character_hue
- @battler_name = battler_name
- @battler_hue = battler_hue
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 X 坐标
- #--------------------------------------------------------------------------
- def screen_x
- # 返回计算后的队伍 X 坐标的排列顺序
- if self.index != nil
- return self.index * 160 + 80
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- return 464
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- if self.index != nil
- return 4 - self.index
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置 MaxHP
- # maxhp : 新的 MaxHP
- #--------------------------------------------------------------------------
- def maxhp=(maxhp)
- @maxhp_plus += maxhp - self.maxhp
- @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
- @hp = [@hp, self.maxhp].min
- end
-
- #--------------------------------------------------------------------------
- #● 由一个敌人变来的角色
- #--------------------------------------------------------------------------
- def EnemyToActor(guardianNO)
- @ifActor = false
- enemy = $data_enemies[guardianNO]
- @enemy_id = guardianNO
- @name = enemy.name
- @character_name = enemy.battler_name
- @character_hue = enemy.battler_hue
- @battler_name = enemy.battler_name
- @battler_hue = enemy.battler_hue
- @weapon_id = 0
- @armor1_id = 0
- @armor2_id = 0
- @armor3_id = 0
- @armor4_id = 0
- @level = 1
- @exp_list = Array.new(101)
- for i in 1..100
- @exp_list[i] = 999999
- end
- @exp = 0
- @skills = []
- @hp = enemy.maxhp
- @sp = enemy.maxsp
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- actions = $data_enemies[@enemy_id].actions
- for action in actions
- # 确认种类条件
- if action.kind != 1 then
- next
- end
- # 确认回合条件
- n = $game_temp.battle_turn
- a = action.condition_turn_a
- b = action.condition_turn_b
- if (b == 0 and n != a) or
- (b > 0 and (n < 1 or n < a or n % b != a % b))
- next
- end
- # 确认 HP 条件
- if self.hp * 100.0 / self.maxhp > action.condition_hp
- next
- end
- # 确认等级条件
- if $game_party.max_level < action.condition_level
- next
- end
- # 确认开关条件
- switch_id = action.condition_switch_id
- if switch_id > 0 and $game_switches[switch_id] == false
- next
- end
- # 符合条件 : 添加本特技
- learn_skill(action.skill_id)
- end
- end
- end
复制代码 以下是利用该脚本实现的 战斗中 召唤队友、角色映像复制、召唤特定使魔 的效果图
具体使用方法请参见范例程序~
逆变与召唤.zip
(209.75 KB, 下载次数: 544)
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