Project1
标题:
ace上的一个连击系统的问题!
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作者:
命真苦
时间:
2013-4-24 09:47
标题:
ace上的一个连击系统的问题!
本帖最后由 hcm 于 2013-5-10 12:51 编辑
是Yanfly的连击脚本:(我不会贴脚本)
不过放脚本之前先说明白——
因为想到了这样一个系统,就是通过连击脚本实现“剑法(或枪法、弓法、棍法,最少五式,最多十式)”从一式到五式的转变,但是,想到十式剑法时,不知道如何添加,所以特来问一下!
好的,放脚本!
#==============================================================================
#
# ▼ Yanfly Engine Ace - Input Combo Skills v1.01
# -- Last Updated: 2011.12.26
# -- Level: Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-InputComboSkills"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Bug Fix: Crash when no action is performed.
# 2011.12.22 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script enables the usage of Input Combo Skills. When an Input Combo
# Skill is activated by an actor, a list of the potential input attacks appears
# on the side of the screen. The player then presses the various buttons listed
# in the window and attacks will occur in a combo fashion. If a particular
# attack combination is met, a special attack will occur.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <combo skill L: x>
# <combo skill R: x>
# <combo skill X: x>
# <combo skill Y: x>
# <combo skill Z: x>
# Makes the skill with these notetags to become potentially comboable. Replace
# x with the ID of the skill you want the button to cause the skill to combo.
# The combo skill will be usable even if the user has not learned the skill.
# However, if the user is unable to use the skill due to a lack of resources,
# then the skill will be greyed out. The skill can be inputted, but if the user
# lacks the resources, it will not perform and the skill combo will break.
#
# <combo max: x>
# Sets the maximum number of inputs the player can use for this skill. If this
# tag is not present, it will use the default number of maximum inputs that's
# pre-defined by the module.
#
# <combo special string: x>
# If the player inputs a sequence that matches the string (any combination of
# L, R, X, Y, Z), then the special skill x will be performed. If a combination
# is met, then the combo chain will end prematurely even if there are more
# inputs left. If the user does not know skill x, then the special combo skill
# x will not be performed.
#
# <combo only>
# This makes a skill only usable in a combo and cannot be directly used from a
# skill menu. This effect does not affect monsters. Combo skills will still be
# unusable if the user does not meet the skill's other requirements (such as a
# lack of MP or TP).
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# While this script doesn't interfere with Active Chain Skills, it will most
# likely be unable to used in conjunction with Active Chain Skills. I will not
# provide support for any errors that may occur from this, nor will I be
# responsible for any damage doing this may cause your game.
#
#==============================================================================
module YEA
module INPUT_COMBO
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Combo Skill Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the sound effect played when a skill is selected,
# what the minimum time windows are.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This will be the sound effect played whenever an active combo skill has
# been selected for comboing.
INPUT_COMBO_SOUND = RPG::SE.new("Skill2", 80, 100)
# This will be the sound effect played when an input combo matches and
# activates a specialized combo.
ACHIEVED_COMBO_SOUND = RPG::SE.new("Skill3", 90, 100)
# How many frames minimum for combo allowance. Sometimes the battlelog
# window will move too fast for the player to be able to combo. This sets
# a minimum timer for how long the combo window will stay open.
MINIMUM_TIME = 90
# This is the bonus number of frames of leeway that the player gets for
# a larger input sequence. This is because the battlelog window may move
# too fast for the player to be able to combo. This adds to the minimum
# timer for how long the combo window will stay open.
TIME_PER_INPUT = 30
# This sets the default number of inputs that a combo skill can have at
# maximum. If you wish to exceed this amount or to have lower than this
# amount, use a notetag to change the skill's max combo amount.
DEFAULT_MAX_INPUT = 5
# This will be the "Window" colour used for a special skill in the display.
SPECIAL_SKILL_COLOUR = 17
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Combo Skill Text -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts the text that appears for the combo skills. Adjust
# the text to appear as you see fit. Note that the vocab other than the
# title can use text codes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMBO_TITLE = "Input Combo Attacks"
TITLE_SIZE = 20
L_SKILL_ON = "\eC[17]Q\eC[0]: "
L_SKILL_OFF = "\eC[7]Q: "
R_SKILL_ON = "\eC[17]W\eC[0]: "
R_SKILL_OFF = "\eC[7]W: "
X_SKILL_ON = "\eC[17]A\eC[0]: "
X_SKILL_OFF = "\eC[7]A: "
Y_SKILL_ON = "\eC[17]S\eC[0]: "
Y_SKILL_OFF = "\eC[7]S: "
Z_SKILL_ON = "\eC[17]D\eC[0]: "
Z_SKILL_OFF = "\eC[7]D: "
end # INPUT_COMBO
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module SKILL
COMBO_MAX = /<(?:COMBO_MAX|combo max):[ ](\d+)>/i
COMBO_ONLY = /<(?:COMBO_ONLY|combo only)>/i
COMBO_SKILL = /<(?:COMBO_SKILL|combo skill)[ ]([LRXYZ]):[ ](\d+)>/i
COMBO_SPECIAL = /<(?:COMBO_SPECIAL|combo special)[ ](.*):[ ](\d+)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_ics load_database; end
def self.load_database
load_database_ics
load_notetags_ics
end
#--------------------------------------------------------------------------
# new method: load_notetags_ics
#--------------------------------------------------------------------------
def self.load_notetags_ics
for skill in $data_skills
next if skill.nil?
skill.load_notetags_ics
end
end
end # DataManager
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :combo_only
attr_accessor :combo_skill
attr_accessor :combo_max
attr_accessor :combo_special
#--------------------------------------------------------------------------
# common cache: load_notetags_ics
#--------------------------------------------------------------------------
def load_notetags_ics
@combo_only = false
@combo_skill = {}
@combo_special = {}
@combo_max = YEA::INPUT_COMBO::DEFAULT_MAX_INPUT
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::COMBO_ONLY
@combo_only = true
when YEA::REGEXP::SKILL::COMBO_SKILL
case $1.upcase
when "L"; @combo_skill[:L] = $2.to_i
when "R"; @combo_skill[:R] = $2.to_i
when "X"; @combo_skill[:X] = $2.to_i
when "Y"; @combo_skill[:Y] = $2.to_i
when "Z"; @combo_skill[:Z] = $2.to_i
else; next
end
when YEA::REGEXP::SKILL::COMBO_MAX
@combo_max = $1.to_i
when YEA::REGEXP::SKILL::COMBO_SPECIAL
@combo_special[$1.to_s.upcase] = $2.to_i
#---
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ■ Game_Action
#==============================================================================
class Game_Action
#--------------------------------------------------------------------------
# new method: set_input_combo_skill
#--------------------------------------------------------------------------
def set_input_combo_skill(skill_id)
set_skill(skill_id)
@target_index = subject.current_action.target_index
@input_combo_skill = true
end
#--------------------------------------------------------------------------
# alias method: valid?
#--------------------------------------------------------------------------
alias game_action_valid_ics valid?
def valid?
subject.enable_input_combo(true) if @input_combo_skill
result = game_action_valid_ics
subject.enable_input_combo(false) if @input_combo_skill
return result
end
end # Game_Action
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: skill_conditions_met?
#--------------------------------------------------------------------------
alias game_battlerbase_skill_conditions_met_ics skill_conditions_met?
def skill_conditions_met?(skill)
return false if combo_skill_restriction?(skill)
return game_battlerbase_skill_conditions_met_ics(skill)
end
#--------------------------------------------------------------------------
# new method: combo_skill_restriction?
#--------------------------------------------------------------------------
def combo_skill_restriction?(skill)
return false unless actor?
return false unless $game_party.in_battle
return false unless skill.combo_only
return !@input_combo_enabled
end
#--------------------------------------------------------------------------
# alias method: hp=
#--------------------------------------------------------------------------
alias game_battlerbase_hpequals_ics hp=
def hp=(value)
game_battlerbase_hpequals_ics(value)
return unless SceneManager.scene_is?(Scene_Battle)
return unless actor?
return if value == 0
SceneManager.scene.refresh_input_combo_skill_window(self)
end
#--------------------------------------------------------------------------
# alias method: mp=
#--------------------------------------------------------------------------
alias game_battlerbase_mpequals_ics mp=
def mp=(value)
game_battlerbase_mpequals_ics(value)
return unless SceneManager.scene_is?(Scene_Battle)
return unless actor?
return if value == 0
SceneManager.scene.refresh_input_combo_skill_window(self)
end
#--------------------------------------------------------------------------
# alias method: tp=
#--------------------------------------------------------------------------
alias game_battlerbase_tpequals_ics tp=
def tp=(value)
game_battlerbase_tpequals_ics(value)
return unless SceneManager.scene_is?(Scene_Battle)
return unless actor?
return if value == 0
SceneManager.scene.refresh_input_combo_skill_window(self)
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias game_battler_on_battle_start_ics on_battle_start
def on_battle_start
game_battler_on_battle_start_ics
@input_combo_enabled = false
end
#--------------------------------------------------------------------------
# alias method: on_battle_end
#--------------------------------------------------------------------------
alias game_battler_on_battle_end_ics on_battle_end
def on_battle_end
game_battler_on_battle_end_ics
@input_combo_enabled = false
end
#--------------------------------------------------------------------------
# new method: enable_input_combo
#--------------------------------------------------------------------------
def enable_input_combo(active)
return unless actor?
@input_combo_enabled = active
end
end # Game_Battler
#==============================================================================
# ■ Window_ComboSkillList
#==============================================================================
class Window_ComboSkillList < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dw = [Graphics.width/2, 320].max
super(-12, 0, dw, fitting_height(7))
self.z = 200
self.opacity = 0
hide
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(battler, skill)
[url=home.php?mod=space&uid=133701]@battler[/url] = battler
[url=home.php?mod=space&uid=260100]@skill[/url] = skill
@combo_skills = []
for key in skill.combo_skill
next if key[1].nil?
next if $data_skills[key[1]].nil?
@combo_skills.push($data_skills[key[1]])
end
return if @combo_skills == []
self.y = Graphics.height - fitting_height(4)
self.y -= fitting_height(@combo_skills.size + 2)
show
activate
refresh
end
#--------------------------------------------------------------------------
# refresh_check
#--------------------------------------------------------------------------
def refresh_check(battler)
return if [url=home.php?mod=space&uid=133701]@battler[/url] != battler
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_background_colour
draw_horz_line(0)
draw_combo_title
draw_horz_line(@combo_skills.size * line_height)
draw_combo_skills
end
#--------------------------------------------------------------------------
# draw_background_colour
#--------------------------------------------------------------------------
def draw_background_colour
dh = line_height * (@combo_skills.size + 2)
rect = Rect.new(0, 0, contents.width, dh)
back_colour1 = Color.new(0, 0, 0, 192)
back_colour2 = Color.new(0, 0, 0, 0)
contents.gradient_fill_rect(rect, back_colour1, back_colour2)
end
#--------------------------------------------------------------------------
# draw_horz_line
#--------------------------------------------------------------------------
def draw_horz_line(dy)
line_y = dy + line_height - 2
line_colour = normal_color
line_colour.alpha = 48
contents.fill_rect(0, line_y, contents.width, 2, line_colour)
end
#--------------------------------------------------------------------------
# draw_combo_title
#--------------------------------------------------------------------------
def draw_combo_title
reset_font_settings
text = YEA::INPUT_COMBO::COMBO_TITLE
contents.font.size = YEA::INPUT_COMBO::TITLE_SIZE
contents.font.bold = true
contents.font.italic = true
draw_text(12, 0, contents.width - 12, line_height, text)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_combo_skills
#--------------------------------------------------------------------------
def draw_combo_skills
button_array = [:L, :R, :X, :Y, :Z]
dx = 24
dy = line_height
for button in button_array
next if @skill.combo_skill[button].nil?
combo_skill = $data_skills[@skill.combo_skill[button]]
text = text_setting(button, combo_skill)
text += sprintf("\eI[%d]", combo_skill.icon_index)
text += combo_skill.name
draw_text_ex(dx, dy, text)
dy += line_height
end
end
#--------------------------------------------------------------------------
# text_setting
#--------------------------------------------------------------------------
def text_setting(button, skill)
text = ""
case button
when :L
if @battler.usable?(skill)
text = YEA::INPUT_COMBO::L_SKILL_ON
else
text = YEA::INPUT_COMBO::L_SKILL_OFF
end
when :R
if @battler.usable?(skill)
text = YEA::INPUT_COMBO::R_SKILL_ON
else
text = YEA::INPUT_COMBO::R_SKILL_OFF
end
when :X
if @battler.usable?(skill)
text = YEA::INPUT_COMBO::X_SKILL_ON
else
text = YEA::INPUT_COMBO::X_SKILL_OFF
end
when :Y
if @battler.usable?(skill)
text = YEA::INPUT_COMBO::Y_SKILL_ON
else
text = YEA::INPUT_COMBO::Y_SKILL_OFF
end
when :Z
if @battler.usable?(skill)
text = YEA::INPUT_COMBO::Z_SKILL_ON
else
text = YEA::INPUT_COMBO::Z_SKILL_OFF
end
end
return text
end
end # Window_ComboSkillList
#==============================================================================
# ■ Window_ComboInfo
#==============================================================================
class Window_ComboInfo < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, fitting_height(1))
self.y = Graphics.height - fitting_height(4) - fitting_height(1)
self.opacity = 0
self.z = 200
@combos = []
@special = nil
hide
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal
@combos = []
@special = nil
refresh
show
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
dx = draw_combo_icons
draw_special(dx)
end
#--------------------------------------------------------------------------
# add_combo
#--------------------------------------------------------------------------
def add_combo(icon, special = nil)
@combos.push(icon)
@special = special
refresh
end
#--------------------------------------------------------------------------
# draw_combo_icons
#--------------------------------------------------------------------------
def draw_combo_icons
dx = 0
for icon in @combos
draw_icon(icon, dx, 0)
dx += 24
end
return dx
end
#--------------------------------------------------------------------------
# draw_special
#--------------------------------------------------------------------------
def draw_special(dx)
return if @special.nil?
draw_icon(@special.icon_index, dx + 12, 0)
colour = text_color(YEA::INPUT_COMBO::SPECIAL_SKILL_COLOUR)
change_color(colour)
draw_text(dx + 36, 0, contents.width, line_height, @special.name)
end
end # Window_ComboInfo
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias scene_battle_create_all_windows_ics create_all_windows
def create_all_windows
scene_battle_create_all_windows_ics
create_combo_skill_window
end
#--------------------------------------------------------------------------
# new method: create_combo_skill_window
#--------------------------------------------------------------------------
def create_combo_skill_window
@input_combo_skill_window = Window_ComboSkillList.new
@input_combo_info_window = Window_ComboInfo.new
@input_combo_skill_counter = 0
end
#--------------------------------------------------------------------------
# alias method: use_item
#--------------------------------------------------------------------------
alias scene_battle_use_item_ics use_item
def use_item
@subject.enable_input_combo(true)
item = @subject.current_action.item
combo_skill_list_appear(true, item)
start_input_combo_skill_counter(item)
scene_battle_use_item_ics
loop do
break if break_input_combo?(item)
update_basic
update_combo_skill_queue
end
combo_skill_list_appear(false, item)
@subject.enable_input_combo(false)
end
#--------------------------------------------------------------------------
# new method: combo_skill_list_appear
#--------------------------------------------------------------------------
def combo_skill_list_appear(visible, skill)
return if @subject.nil?
return unless @subject.actor?
return unless skill.is_a?(RPG::Skill)
return if visible && @input_combo_skill_window.visible
if visible
@break_combo = false
@current_combo_skill = skill
@total_combo_skills = 0
@combo_skill_queue = []
@combo_skill_string = ""
@input_combo_skill_window.reveal(@subject, skill)
@input_combo_info_window.reveal
else
@input_combo_skill_window.hide
@input_combo_info_window.hide
return if @subject.current_action.nil?
@subject.current_action.set_skill(@current_combo_skill.id)
end
end
#--------------------------------------------------------------------------
# new method: refresh_input_combo_skill_window
#--------------------------------------------------------------------------
def refresh_input_combo_skill_window(battler)
return unless @input_combo_skill_window.visible
@input_combo_skill_window.refresh_check(battler)
end
#--------------------------------------------------------------------------
# new method: start_input_combo_skill_counter
#--------------------------------------------------------------------------
def start_input_combo_skill_counter(skill)
return unless @input_combo_skill_window.visible
@input_combo_skill_counter = YEA::INPUT_COMBO::MINIMUM_TIME
bonus_time = skill.combo_max * YEA::INPUT_COMBO::TIME_PER_INPUT
@input_combo_skill_counter += bonus_time
end
#--------------------------------------------------------------------------
# new method: break_input_combo?
#--------------------------------------------------------------------------
def break_input_combo?(item)
return true if @break_combo
return true if @current_combo_skill.nil?
return true if @current_combo_skill.combo_skill == {}
return false if @combo_skill_queue != []
return true if @total_combo_skills == @current_combo_skill.combo_max
return @input_combo_skill_counter <= 0
end
#--------------------------------------------------------------------------
# new method: update_combo_skill_queue
#--------------------------------------------------------------------------
def update_combo_skill_queue
return if @combo_skill_queue == []
action = @combo_skill_queue.shift
if
[email protected]
?(action)
@break_combo = true
return
end
@subject.current_action.set_input_combo_skill(action.id)
@log_window.clear
execute_action
end
#--------------------------------------------------------------------------
# alias method: update_basic
#--------------------------------------------------------------------------
alias scene_battle_update_basic_ics update_basic
def update_basic
scene_battle_update_basic_ics
update_input_combo_skill_counter
update_input_combo_skill_select
end
#--------------------------------------------------------------------------
# new method: update_input_combo_skill_counter
#--------------------------------------------------------------------------
def update_input_combo_skill_counter
return if @input_combo_skill_counter == 0
@input_combo_skill_counter -= 1
end
#--------------------------------------------------------------------------
# new method: update_input_combo_skill_select
#--------------------------------------------------------------------------
def update_input_combo_skill_select
return unless @input_combo_skill_window.visible
return if @total_combo_skills >= @current_combo_skill.combo_max
if Input.trigger?(:L)
check_input_combo_skill(:L)
elsif Input.trigger?(:R)
check_input_combo_skill(:R)
elsif Input.trigger?(:X)
check_input_combo_skill(:X)
elsif Input.trigger?(:Y)
check_input_combo_skill(:Y)
elsif Input.trigger?(:Z)
check_input_combo_skill(:Z)
end
end
#--------------------------------------------------------------------------
# new method: check_input_combo_skill
#--------------------------------------------------------------------------
def check_input_combo_skill(button)
skill_id = @current_combo_skill.combo_skill[button]
return if skill_id.nil?
return if $data_skills[skill_id].nil?
case button
when :L; @combo_skill_string += "L"
when :R; @combo_skill_string += "R"
when :X; @combo_skill_string += "X"
when :Y; @combo_skill_string += "Y"
when :Z; @combo_skill_string += "Z"
end
if special_input_combo?
icon = $data_skills[skill_id].icon_index
@combo_skill_queue.push($data_skills[skill_id])
skill_id = @current_combo_skill.combo_special[@combo_skill_string]
combo_skill = $data_skills[skill_id]
@input_combo_info_window.add_combo(icon, combo_skill)
YEA::INPUT_COMBO::ACHIEVED_COMBO_SOUND.play
@total_combo_skills = @current_combo_skill.combo_max
else
YEA::INPUT_COMBO::INPUT_COMBO_SOUND.play
combo_skill = $data_skills[skill_id]
@input_combo_info_window.add_combo(combo_skill.icon_index)
@total_combo_skills += 1
end
@combo_skill_queue.push(combo_skill)
return unless @total_combo_skills == @current_combo_skill.combo_max
@input_combo_skill_counter = 0
end
#--------------------------------------------------------------------------
# new method: special_input_combo?
#--------------------------------------------------------------------------
def special_input_combo?
combo_hash = @current_combo_skill.combo_special
return false unless combo_hash.include?(@combo_skill_string)
skill = $data_skills[combo_hash[@combo_skill_string]]
return @subject.skills.include?(skill)
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
复制代码
作者:
命真苦
时间:
2013-4-25 07:58
不要看了不说话!
哪怕吱一声也行啊!
作者:
美丽晨露
时间:
2013-4-25 11:12
这个是VA脚本吗
作者:
ZHL19910725
时间:
2013-4-25 13:26
反正應該不是XP的……
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