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[已经解决] sideview..还是..sideview

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Lv1.梦旅人

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1
发表于 2012-5-13 13:19:03 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
请问菜鸟sideview的分段伤害怎么用?

不知道菜鸟里面有没有设置可以用到像彩虹神剑一样
比方说在动画每闪一帧就代表一段伤害

我只找到用五回攻击那个
每攻击一下就跳一次伤害
可是法术系的动画一直拼不好

D

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极短24评委极短23评委极短22评委极短21评委开拓者

2
发表于 2012-5-13 14:55:39 | 只看该作者
那个脚本没这功能,法术连击要用进阶横版

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謝謝回復  发表于 2012-5-17 14:36
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发表于 2012-5-17 12:39:49 | 只看该作者
试试看连发技能脚本合不合意?
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Follow-Up Skill v1.01
  4. # -- Last Updated: 2012.02.12
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-FollowUpSkill"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.02.12 - Bug Fixed: Follow Up skills do not stack with multi-hits.
  15. # 2012.02.05 - Started Script and Finished.
  16. #
  17. #==============================================================================
  18. # ▼ Introduction
  19. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  20. # This script allows for follow-up skills when the skill lands a successful hit
  21. # (ie. no misses or evades). The script provides a chance to proceed with a
  22. # follow-up skill or a guaranteed follow-up skill provided that the prior skill
  23. # has successfully connected.
  24. #
  25. #==============================================================================
  26. # ▼ Instructions
  27. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  28. # To install this script, open up your script editor and copy/paste this script
  29. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  30. #
  31. # -----------------------------------------------------------------------------
  32. # Skill Notetags - These notetags go in the skill notebox in the database.
  33. # -----------------------------------------------------------------------------
  34. # <follow up x>
  35. # This causes the skill x to have a 100% chance of a follow-up upon usage of
  36. # the current skill and the current skill landing a successful hit.
  37. #
  38. # <follow up x: y%>
  39. # This causes the skill x to have y% chance of a follow-up upon usage of the
  40. # current skill and the current skill landing a successful hit.
  41. #
  42. # <follow up state: x>
  43. # <follow up all states: x, x>
  44. # This causes the follow-up skill to require all of the states x to follow-up.
  45. # If one state is missing, the follow-up skill will not occur. To add in more
  46. # states required, insert multiples of this notetag.
  47. #
  48. # <follow up any states: x, x>
  49. # This causes the follow-up skill to require at least one of the listed states
  50. # x to follow-up. If all states are missing, the follow-up skill will not
  51. # occur. To add in more states required, insert multiples of this notetag.
  52. #
  53. # <follow up switch: x>
  54. # <follow up all switch: x, x>
  55. # This causes the follow-up skill to require all switches x to be ON before the
  56. # skill will follow-up. If one switch is OFF, the follow-up skill will not
  57. # occur. To add in more switches required, insert multiples of this notetag.
  58. #
  59. # <follow up any switch: x, x>
  60. # This causes the follow-up skill to require at least one of the listed
  61. # switches to be ON before the the follow-up skill will occur. If all switches
  62. # are off, the follow-up skill will not occur. To add in more switches required
  63. # insert multiples of this notetag.
  64. #
  65. # <follow up eval>
  66. #  string
  67. #  string
  68. # </follow up eval>
  69. # For the more advanced users, replace string with code to determine whether
  70. # or not the skill will follow-up. If multiple lines are used, they are all
  71. # considered part of the same line.
  72. #
  73. #==============================================================================
  74. # ▼ Compatibility
  75. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  76. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  77. # it will run with RPG Maker VX without adjusting.
  78. #
  79. #==============================================================================
  80. # ▼ Editting anything past this point may potentially result in causing
  81. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  82. # halitosis so edit at your own risk.
  83. #==============================================================================

  84. module YEA
  85.   module REGEXP
  86.   module SKILL

  87.     FOLLOWUP = /<(?:FOLLOW_UP|follow up)[ ](\d+)>/i
  88.     FOLLOWUP_CHANCE = /<(?:FOLLOW_UP|follow up)[ ](\d+):[ ](\d+)([%%])>/i
  89.     FOLLOWUP_STATES =
  90.       /<(?:FOLLOW_UP_STATE|follow up state):[ ](\d+(?:\s*,\s*\d+)*)>/i
  91.     FOLLOWUP_ALL_STATES =
  92.       /<(?:FOLLOW_UP_ALL_STATES|follow up all states):[ ](\d+(?:\s*,\s*\d+)*)>/i
  93.     FOLLOWUP_ANY_STATES =
  94.       /<(?:FOLLOW_UP_ANY_STATES|follow up any states):[ ](\d+(?:\s*,\s*\d+)*)>/i
  95.     FOLLOWUP_SWITCH =
  96.       /<(?:FOLLOW_UP_SWITCH|follow up switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
  97.     FOLLOWUP_ALL_SWITCH =
  98.       /<(?:FOLLOW_UP_ALL_SWITCH|follow up all switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
  99.     FOLLOWUP_ANY_SWITCH =
  100.       /<(?:FOLLOW_UP_ANY_SWITCH|follow up any switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
  101.     FOLLOWUP_EVAL_ON = /<(?:FOLLOW_UP_EVAL|follow up eval)>/i
  102.     FOLLOWUP_EVAL_OFF = /<\/(?:FOLLOW_UP_EVAL|follow up eval)>/i

  103.   end # SKILL
  104.   end # REGEXP
  105. end # YEA

  106. #==============================================================================
  107. # ■ DataManager
  108. #==============================================================================

  109. module DataManager

  110.   #--------------------------------------------------------------------------
  111.   # alias method: load_database
  112.   #--------------------------------------------------------------------------
  113.   class <<self; alias load_database_fus load_database; end
  114.   def self.load_database
  115.     load_database_fus
  116.     load_notetags_fus
  117.   end

  118.   #--------------------------------------------------------------------------
  119.   # new method: load_notetags_fus
  120.   #--------------------------------------------------------------------------
  121.   def self.load_notetags_fus
  122.     for obj in $data_skills
  123.       next if obj.nil?
  124.       obj.load_notetags_fus
  125.     end
  126.   end
  127.   
  128. end # DataManager

  129. #==============================================================================
  130. # ■ RPG::BaseItem
  131. #==============================================================================

  132. class RPG::Skill < RPG::UsableItem

  133.   #--------------------------------------------------------------------------
  134.   # public instance variables
  135.   #--------------------------------------------------------------------------
  136.   attr_accessor :follow_up
  137.   attr_accessor :follow_chance
  138.   attr_accessor :follow_states_all
  139.   attr_accessor :follow_states_any
  140.   attr_accessor :follow_switch_all
  141.   attr_accessor :follow_switch_any
  142.   attr_accessor :follow_eval

  143.   #--------------------------------------------------------------------------
  144.   # common cache: load_notetags_fus
  145.   #--------------------------------------------------------------------------
  146.   def load_notetags_fus
  147.     @follow_up = 0
  148.     @follow_chance = 1.0
  149.     @follow_states_all = []
  150.     @follow_states_any = []
  151.     @follow_switch_all = []
  152.     @follow_switch_any = []
  153.     @follow_eval = ""
  154.     @follow_eval_on = false
  155.     #---
  156.     self.note.split(/[\r\n]+/).each { |line|
  157.       case line
  158.       #---
  159.       when YEA::REGEXP::SKILL::FOLLOWUP
  160.         @follow_up = $1.to_i
  161.         @follow_chance = 1.0
  162.       when YEA::REGEXP::SKILL::FOLLOWUP_CHANCE
  163.         @follow_up = $1.to_i
  164.         @follow_chance = $2.to_i * 0.01
  165.       #---
  166.       when YEA::REGEXP::SKILL::FOLLOWUP_STATES
  167.         $1.scan(/\d+/).each { |num|
  168.         @follow_states_all.push(num.to_i) if num.to_i > 0 }
  169.       when YEA::REGEXP::SKILL::FOLLOWUP_ALL_STATES
  170.         $1.scan(/\d+/).each { |num|
  171.         @follow_states_all.push(num.to_i) if num.to_i > 0 }
  172.       when YEA::REGEXP::SKILL::FOLLOWUP_ANY_STATES
  173.         $1.scan(/\d+/).each { |num|
  174.         @follow_states_any.push(num.to_i) if num.to_i > 0 }
  175.       #---
  176.       when YEA::REGEXP::SKILL::FOLLOWUP_SWITCH
  177.         $1.scan(/\d+/).each { |num|
  178.         @follow_switch_all.push(num.to_i) if num.to_i > 0 }
  179.       when YEA::REGEXP::SKILL::FOLLOWUP_ALL_SWITCH
  180.         $1.scan(/\d+/).each { |num|
  181.         @follow_switch_all.push(num.to_i) if num.to_i > 0 }
  182.       when YEA::REGEXP::SKILL::FOLLOWUP_ANY_SWITCH
  183.         $1.scan(/\d+/).each { |num|
  184.         @follow_switch_any.push(num.to_i) if num.to_i > 0 }
  185.       #---
  186.       when YEA::REGEXP::SKILL::FOLLOWUP_EVAL_ON
  187.         @follow_eval_on = true
  188.       when YEA::REGEXP::SKILL::FOLLOWUP_EVAL_OFF
  189.         @follow_eval_off = false
  190.       #---
  191.       else
  192.         @follow_eval += line.to_s if @follow_eval_on
  193.       end
  194.     } # self.note.split
  195.     #---
  196.   end

  197. end # RPG::Skill

  198. #==============================================================================
  199. # ■ Game_Action
  200. #==============================================================================

  201. class Game_Action

  202.   #--------------------------------------------------------------------------
  203.   # public instance variables
  204.   #--------------------------------------------------------------------------
  205.   attr_accessor :follow_up

  206. end # Game_Action

  207. #==============================================================================
  208. # ■ Game_Battler
  209. #==============================================================================

  210. class Game_Battler < Game_BattlerBase

  211.   #--------------------------------------------------------------------------
  212.   # alias method: item_user_effect
  213.   #--------------------------------------------------------------------------
  214.   alias game_battler_item_user_effect_fus item_user_effect
  215.   def item_user_effect(user, item)
  216.     game_battler_item_user_effect_fus(user, item)
  217.     user.process_follow_up_skill(item)
  218.   end

  219.   #--------------------------------------------------------------------------
  220.   # new method: process_follow_up_skill
  221.   #--------------------------------------------------------------------------
  222.   def process_follow_up_skill(item)
  223.     return unless meet_follow_up_requirements?(item)
  224.     action = Game_Action.new(self)
  225.     action.set_skill(item.follow_up)
  226.     if current_action.nil?
  227.       action.decide_random_target
  228.     else
  229.       action.target_index = current_action.target_index
  230.     end
  231.     @actions.insert(1, action)
  232.     @actions[1].follow_up = true
  233.   end

  234.   #--------------------------------------------------------------------------
  235.   # new method: meet_follow_up_requirements?
  236.   #--------------------------------------------------------------------------
  237.   def meet_follow_up_requirements?(item)
  238.     return false if item.nil?
  239.     return false unless item.is_a?(RPG::Skill)
  240.     return false if @actions[1] != nil && @actions[1].follow_up
  241.     return false if $data_skills[item.follow_up].nil?
  242.     return false unless follow_up_all_states?(item)
  243.     return false unless follow_up_any_states?(item)
  244.     return false unless follow_up_all_switch?(item)
  245.     return false unless follow_up_any_switch?(item)
  246.     return false unless follow_up_eval?(item)
  247.     return rand < item.follow_chance
  248.   end

  249.   #--------------------------------------------------------------------------
  250.   # new method: follow_up_all_states?
  251.   #--------------------------------------------------------------------------
  252.   def follow_up_all_states?(item)
  253.     for state_id in item.follow_states_all
  254.       next if $data_states[state_id].nil?
  255.       return false unless state?(state_id)
  256.     end
  257.     return true
  258.   end

  259.   #--------------------------------------------------------------------------
  260.   # new method: follow_up_any_states?
  261.   #--------------------------------------------------------------------------
  262.   def follow_up_any_states?(item)
  263.     return true if item.follow_states_any == []
  264.     for state_id in item.follow_states_any
  265.       next if $data_states[state_id].nil?
  266.       return true if state?(state_id)
  267.     end
  268.     return false
  269.   end

  270.   #--------------------------------------------------------------------------
  271.   # new method: follow_up_all_switch?
  272.   #--------------------------------------------------------------------------
  273.   def follow_up_all_switch?(item)
  274.     for switch_id in item.follow_switch_all
  275.       return false unless $game_switches[switch_id]
  276.     end
  277.     return true
  278.   end

  279.   #--------------------------------------------------------------------------
  280.   # new method: follow_up_any_switch?
  281.   #--------------------------------------------------------------------------
  282.   def follow_up_any_switch?(item)
  283.     return true if item.follow_switch_all == []
  284.     for switch_id in item.follow_switch_all
  285.       return true if $game_switches[switch_id]
  286.     end
  287.     return false
  288.   end

  289.   #--------------------------------------------------------------------------
  290.   # new method: follow_up_eval?
  291.   #--------------------------------------------------------------------------
  292.   def follow_up_eval?(item)
  293.     return true if item.follow_eval == ""
  294.     return eval(item.follow_eval)
  295.   end

  296. end # Game_Battler

  297. #==============================================================================
  298. #
  299. # ▼ End of File
  300. #
  301. #==============================================================================
复制代码
不好意思看错了。这个脚本才是伴随技能,前面那个是连锁技能,要战斗中手动按的。
用法:在技能备注里写<follow up x>,X是技能编号。
<follow up x: y%>可以设置伴随技能触发的概率。
还可以设置伴随状态、开关什么的,在脚本开头那里都有说明的

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謝謝回復  发表于 2012-5-17 14:36
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Lv1.梦旅人

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 楼主| 发表于 2012-5-18 00:01:25 | 只看该作者
本帖最后由 s05s0039 于 2012-5-18 00:01 编辑

謝謝樓上兩位回答
我已找到答案了~
那就是只有拼動畫實現
由於沒有漢化 花了小弟一段時間去拼
如果功力純熟一點 真移位也應該可以拼出來
不論物理還法術連擊
也只有動畫強制結算單次傷害 然後重複動畫來達成連擊
D
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发表于 2012-5-24 11:11:57 | 只看该作者
我也有这个问题,希望ACE也有彩虹剑的脚本

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[url=http://bbs.66rpg.com/thread-227965-1-1.html]這邊吧 基础說明 可拼動畫成連擊動畫[/url]  发表于 2012-5-24 12:25
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