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希望对你有帮助 这是空手攻击脚本插在main钱
#=========================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#=========================================================================
# 空手的攻击防御力 by Claimh
#------------------------------------------------------------------
# http://www.k3.dion.ne.jp/~claimh/
#========================================================================
module Arm_Element
ARM_ATK = []
ARM_PDEF = []
ARM_MDEF = []
ARM_ELEMENT = []
ARM_ELE_PLUS = []
ARM_ELE_MINUS = []
ARM_ANIMATION1 = []
ARM_ANIMATION2 = []
#===================================================================
# 自定义开始
#====================================================================
# 空手时1号角色攻击力与力量值的百分比关系(60%)
ARM_ATK[1] = 0.6
# 空手时2号角色攻击力与力量值的百分比关系(70%),以下类推,不一一举例。
ARM_ATK[1] = 0.7
# 空手时1号角色防御力与灵巧值的百分比关系(60%)
ARM_PDEF[1] = 0.6
# 空手时1号角色魔法防御力与速度值的百分比关系(60%)
ARM_MDEF[1] = 0.6
# 空手时攻击方动画编号
ARM_ANIMATION1[1] = 1
# 空手时挨打方动画编号
ARM_ANIMATION2[1] = 4
#————以下几个慎用,是空手时的属性增减,不推荐修改
ARM_ELEMENT[1] = [1]
ARM_ELE_PLUS[1] = []
ARM_ELE_MINUS[1] = []
end
class Game_Actor < Game_Battler
include Arm_Element
#--------------------------------------------------------------------
#------------------------------------------------------------------
alias base_atk_arm base_atk
def base_atk
if @weapon_id == 0 and ARM_ATK[@actor_id] != nil
return $data_actors[@actor_id].parameters[2, @level] * ARM_ATK[@actor_id]
end
return base_atk_arm
end
#--------------------------------------------------------------------
#-------------------------------------------------------------------
alias base_pdef_arm base_pdef
def base_pdef
if @weapon_id == 0 and ARM_PDEF[@actor_id] != nil
return base_pdef_arm + $data_actors[@actor_id].parameters[3, @level] * ARM_PDEF[@actor_id]
end
return base_pdef_arm
end
#--------------------------------------------------------------------
#--------------------------------------------------------------------
alias base_mdef_arm base_mdef
def base_mdef
if @weapon_id == 0 and ARM_MDEF[@actor_id] != nil
return base_mdef_arm + $data_actors[@actor_id].parameters[4, @level] * ARM_MDEF[@actor_id]
end
return base_mdef_arm
end
#------------------------------------------------------------------
#--------------------------------------------------------------
alias element_set_arm element_set
def element_set
if @weapon_id == 0 and ARM_ELEMENT[@actor_id] != []
return ARM_ELEMENT[@actor_id]
end
return element_set_arm
end
#-----------------------------------------------------------------
#-------------------------------------------------------------------
alias plus_state_set_arm plus_state_set
def plus_state_set
if @weapon_id == 0 and ARM_ELE_PLUS[@actor_id] != []
return ARM_ELE_PLUS[@actor_id]
end
return plus_state_set_arm
end
#-------------------------------------------------------------------
#------------------------------------------------------------------
alias minus_state_set_arm minus_state_set
def minus_state_set
if @weapon_id == 0 and ARM_ELE_MINUS[@actor_id] != []
return ARM_ELE_MINUS[@actor_id]
end
return minus_state_set_arm
end
#------------------------------------------------------------------
#-----------------------------------------------------------------
alias animation1_id_arm animation1_id
def animation1_id
if @weapon_id == 0 and ARM_ANIMATION1[@actor_id] != nil
return ARM_ANIMATION1[@actor_id]
end
return animation1_id_arm
end
#---------------------------------------------------------------------
#------------------------------------------------------------------
alias animation2_id_arm animation2_id
def animation2_id
if @weapon_id == 0 and ARM_ANIMATION2[@actor_id] != nil
return ARM_ANIMATION2[@actor_id]
end
return animation2_id_arm
end
end
#=====================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#====================================================================
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