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本帖最后由 fux2 于 2011-7-6 14:36 编辑
代码如下:- module RPG
- class Skill
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ""
- end
- def hit_count
- name = @name.split(/,/)[1]
- return name != nil ? name.to_i.abs : 0
- end
- end
- class Sprite < ::Sprite
- def effect?
- @_whiten_duration > 0 or
- @_appear_duration > 0 or
- @_escape_duration > 0 or
- @_animation_duration > 0
- end
- def damage_effect?
- @_damage_duration > 0 or
- @_collapse_duration > 0
- end
- end
- end
- class Spriteset_Battle
- def damage_effect?
- for sprite in @enemy_sprites + @actor_sprites
- return true if sprite.damage_effect?
- end
- return false
- end
- end
- class Scene_Battle
- alias sailcat_update_phase4_step1 update_phase4_step1
- alias sailcat_make_skill_action_result make_skill_action_result
- alias sailcat_update_phase4_step5 update_phase4_step5
- def update_phase4_step1
- @hit_count = 0
- sailcat_update_phase4_step1
- end
- def make_skill_action_result
- sailcat_make_skill_action_result
- @hit_count = @skill.hit_count
- end
- def update_phase4_step5
- sailcat_update_phase4_step5
- if @hit_count > 0
- for target in @target_battlers.clone
- if target.dead?
- if @target_battlers.size > 1
- @target_battlers.delete(target)
- else
- @target_battlers.delete(target)
- if target.is_a?(Game_Enemy)
- target = $game_troop.smooth_target_enemy(target.index)
- else
- target = $game_party.smooth_target_actor(target.index)
- end
- if target.is_a?(Game_Battler)
- @target_battlers.push(target)
- end
- end
- end
- end
- if @target_battlers.size == 0
- return
- end
- for target in @target_battlers
- if target.damage != nil
- @phase4_step = 5
- return
- end
- target.skill_effect(@active_battler, @skill)
- end
- # 如果你应用了23种战斗特效的公共事件版脚本请去掉下面几行的注释
- # if @common_event_id > 0
- # common_event = $data_common_events[@common_event_id]
- # $game_system.battle_interpreter.setup(common_event.list, 0)
- # end
- @hit_count -= 1
- @phase4_step = 3
- end
- end
- end
复制代码 160445706于2011-7-6 14:01补充以下内容:
使用方法
将特级名称该为
特级名,连击数-1 |
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