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[已经解决] 哪位大神帮忙写一段各角色挨打发出不同声音的脚本

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Lv3.寻梦者

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发表于 2014-3-31 23:54:29 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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如题,让每个角色挨打发出不同的声音,请将脚本写出来,并说明一下放置在哪个位置。万分感谢!

Lv2.观梦者

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发表于 2014-4-1 01:25:43 | 只看该作者
用法就不教了,自己找个翻译器机翻一下大致能懂就行(部分是葡萄牙文)
  1. #==============================================================================
  2. # +++ MOG - Battle Cry (V1.0) +++
  3. #==============================================================================
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #==============================================================================
  7. # Sistema de execução de multiplas vozes aleatórias durante a batalha.
  8. # O sistema funciona tanto para inimigos como para os personagens.
  9. #===============================================================================
  10. module MOG_BATTLE_CRY
  11.   
  12.   # Não modifique essa parte.
  13.   # ☢CAUTION!!☢ Don't Touch.^_^
  14.   ACTOR_SKILL = []
  15.   ACTOR_ITEM = []
  16.   ACTOR_GENERAL_ACTION = []
  17.   ACTOR_DAMAGE = []
  18.   ACTOR_RECOVER = []
  19.   ACTOR_DEFEATED = []
  20.   ACTOR_BATTLE_START = []  
  21.   ACTOR_BATTLE_END = []
  22.   ACTOR_BATTLE_ESCAPE = []
  23.   ACTOR_TURN_ACTIVE = []
  24.   ACTOR_LEVEL_UP = []  
  25.   ENEMY_SKILL = []
  26.   ENEMY_GENERAL_ACTION = []
  27.   ENEMY_DAMAGE = []
  28.   ENEMY_RECOVER = []
  29.   ENEMY_DEFEATED = []
  30.   
  31.   # ----------------------------------------------------------------------------
  32.   # Definição do volume da voz.
  33.   VOLUME = 130
  34.   
  35.   # Exemplo de configuração geral, o modo de configurar é igual para todas as
  36.   # ações do battler.
  37.   #
  38.   # ACTOR_SKILL[ A ] = {  B=>["C","C","C"],
  39.   #
  40.   # A - ID do battler.
  41.   # B - ID da skill. (Caso necessário)
  42.   # C - Nome do arquivo de som.
  43.   
  44.   
  45.   #----------------------------------------------------------------------------
  46.   # BATTLE START
  47.   #----------------------------------------------------------------------------  
  48.   ACTOR_BATTLE_START[1] = ["V_ACT1_START_1","V_ACT1_START_2"]
  49.   ACTOR_BATTLE_START[2] = ["V_ACT2_START_1","V_ACT2_START_2","V_ACT2_START_3"]
  50.   ACTOR_BATTLE_START[3] = ["V_ACT3_START_1","V_ACT3_START_2"]
  51.   ACTOR_BATTLE_START[4] = ["V_ACT4_START_1","V_ACT4_START_2","V_ACT4_START_3"]
  52.   
  53.   #----------------------------------------------------------------------------
  54.   # BATTLE END
  55.   #----------------------------------------------------------------------------   
  56.   ACTOR_BATTLE_END[1] = ["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  57.   ACTOR_BATTLE_END[2] = ["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"]
  58.   ACTOR_BATTLE_END[3] = ["V_ACT3_WIN_1","V_ACT3_WIN_2","V_ACT3_WIN_3"]
  59.   ACTOR_BATTLE_END[4] = ["V_ACT4_WIN_1","V_ACT4_WIN_2"]
  60.   
  61.   #----------------------------------------------------------------------------
  62.   # BATTLE ESCAPE
  63.   #----------------------------------------------------------------------------      
  64.   ACTOR_BATTLE_ESCAPE[1] = ["V_ACT1_SKILL_9"]
  65.   ACTOR_BATTLE_ESCAPE[2] = ["V_ACT2_SKILL_4"]
  66.   ACTOR_BATTLE_ESCAPE[3] = ["V_ACT3_SKILL_4"]
  67.   ACTOR_BATTLE_ESCAPE[4] = ["V_ACT4_SKILL_7"]
  68.   
  69.   #----------------------------------------------------------------------------
  70.   # ACTOR TURN ACTIVE
  71.   #----------------------------------------------------------------------------
  72.   # Funciona apenas com script MOG AT SYSTEM.
  73.   ACTOR_TURN_ACTIVE[1] = ["V_ACT1_TURN_1","V_ACT1_TURN_2","V_ACT1_TURN_3"]
  74.   ACTOR_TURN_ACTIVE[2] = ["V_ACT2_TURN_1","V_ACT2_TURN_2","V_ACT2_TURN_3"]
  75.   ACTOR_TURN_ACTIVE[3] = ["V_ACT3_TURN_1","V_ACT3_TURN_2","V_ACT3_TURN_3"]
  76.   ACTOR_TURN_ACTIVE[4] = ["V_ACT4_TURN_1","V_ACT4_TURN_2","V_ACT4_TURN_3"]  
  77.   
  78.   #----------------------------------------------------------------------------
  79.   # ACTOR LEVEL UP
  80.   #----------------------------------------------------------------------------  
  81.   ACTOR_LEVEL_UP[1] = ["V_ACT1_TURN_1"]
  82.   ACTOR_LEVEL_UP[2] = ["V_ACT2_TURN_1"]
  83.   ACTOR_LEVEL_UP[3] = ["V_ACT3_TURN_1"]
  84.   ACTOR_LEVEL_UP[4] = ["V_ACT4_TURN_1"]
  85.   
  86.   #----------------------------------------------------------------------------
  87.   # ACTOR SKILL
  88.   #----------------------------------------------------------------------------
  89.   ACTOR_SKILL[1] = {
  90.   1=>["V_ACT1_ATTACK_1","V_ACT1_ATTACK_2","V_ACT1_ATTACK_3"],
  91.   2=>["V_ACT1_WIN_1","V_ACT1_WIN_2"]
  92.   }  
  93.   
  94.   ACTOR_SKILL[2] = {
  95.   1=>["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"],
  96.   2=>["V_ACT2_WIN_1","V_ACT2_WIN_2","V_ACT2_WIN_3"],
  97.   26=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  98.   29=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  99.   32=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  100.   33=>["V_ACT2_SKILL_6","V_ACT2_SKILL_7","V_ACT2_SKILL_8"],
  101.   }
  102.   
  103.   ACTOR_SKILL[3] = {
  104.   1=>["V_ACT3_ATTACK_1","V_ACT3_ATTACK_2","V_ACT3_ATTACK_3"],
  105.   2=>["V_ACT3_SKILL_4"],
  106.   26=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  107.   76=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  108.   77=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"],
  109.   78=>["V_ACT3_SKILL_3","V_ACT3_SKILL_6","V_ACT3_SKILL_7"]
  110.   }
  111.   
  112.   ACTOR_SKILL[4] = {
  113.   1=>["V_ACT4_ATTACK_1","V_ACT4_ATTACK_2","V_ACT4_ATTACK_3"],
  114.   2=>["V_ACT4_SKILL_3","V_ACT4_SKILL_8"],
  115.   51=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  116.   53=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  117.   61=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  118.   66=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"],
  119.   74=>["V_ACT4_SKILL_1","V_ACT4_SKILL_4","V_ACT4_SKILL_6","V_ACT4_SKILL_9"]
  120.   }
  121.   
  122.   #----------------------------------------------------------------------------
  123.   # ACTOR ITEM
  124.   #----------------------------------------------------------------------------
  125.   ACTOR_ITEM[1] = {
  126.   1=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 2=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  127.   3=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 4=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  128.   5=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 6=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  129.   7=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"], 8=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"],
  130.   17=>["V_ACT1_SKILL_6","V_ACT1_SKILL_7"]
  131.   }  
  132.   
  133.   ACTOR_ITEM[2] = {
  134.   1=>["V_ACT2_RECOVER_2"],  2=>["V_ACT2_RECOVER_2"],  3=>["V_ACT2_RECOVER_2"],
  135.   4=>["V_ACT2_RECOVER_2"],  5=>["V_ACT2_RECOVER_2"],  6=>["V_ACT2_RECOVER_2"],
  136.   7=>["V_ACT2_RECOVER_2"],  8=>["V_ACT2_RECOVER_2"],  17=>["V_ACT2_RECOVER_2"]
  137.   }
  138.   
  139.   ACTOR_ITEM[3] = {
  140.   1=>["V_ACT3_WIN_2"],  2=>["V_ACT3_WIN_2"],  3=>["V_ACT3_WIN_2"],
  141.   4=>["V_ACT3_WIN_2"],  5=>["V_ACT3_WIN_2"],  6=>["V_ACT3_WIN_2"],
  142.   7=>["V_ACT3_WIN_2"],  8=>["V_ACT3_WIN_2"],  17=>["V_ACT3_WIN_2"]
  143.   }  
  144.    
  145.   ACTOR_ITEM[4] = {
  146.   1=>["V_ACT4_START_3"],  2=>["V_ACT4_START_3"],  3=>["V_ACT4_START_3"],
  147.   4=>["V_ACT4_START_3"],  5=>["V_ACT4_START_3"],  6=>["V_ACT4_START_3"],
  148.   7=>["V_ACT4_START_3"],  8=>["V_ACT4_START_3"],  17=>["V_ACT4_START_3"]
  149.   }  
  150.   
  151.   #----------------------------------------------------------------------------
  152.   # ACTOR GENERAL ACTION *( STANDARD / FOR ALL SKILLS / ITEMS)
  153.   #----------------------------------------------------------------------------  
  154.   # Definição das vozes para habilidades não especificas. Essas vozes serão
  155.   # ativadas em todas habilidades que não estejam definidas na função ACTOR SKILL.
  156.   # Naturalmente se não desejar essa função basta não definir nada.
  157.   ACTOR_GENERAL_ACTION[2] = ["V_ACT2_ATTACK_1","V_ACT2_ATTACK_2","V_ACT2_ATTACK_3"]
  158.   
  159.   #----------------------------------------------------------------------------
  160.   # ACTOR DAMAGE
  161.   #----------------------------------------------------------------------------
  162.   ACTOR_DAMAGE[1] = ["V_ACT1_DAMAGE_1","V_ACT1_DAMAGE_2"]
  163.   ACTOR_DAMAGE[2] = ["V_ACT2_DAMAGE_1","V_ACT2_DAMAGE_2","V_ACT2_DAMAGE_3"]
  164.   ACTOR_DAMAGE[3] = ["V_ACT3_DAMAGE_1","V_ACT3_DAMAGE_2","V_ACT3_DAMAGE_3"]
  165.   ACTOR_DAMAGE[4] = ["V_ACT4_DAMAGE_1","V_ACT4_DAMAGE_2","V_ACT4_DAMAGE_3"]
  166.    
  167.   #----------------------------------------------------------------------------
  168.   # ACTOR RECOVER
  169.   #----------------------------------------------------------------------------
  170.   ACTOR_RECOVER[1] = ["V_ACT1_RECOVER_1","V_ACT1_RECOVER_2"]
  171.   ACTOR_RECOVER[2] = ["V_ACT2_RECOVER_1","V_ACT2_RECOVER_2"]
  172.   ACTOR_RECOVER[3] = ["V_ACT3_RECOVER_1","V_ACT3_RECOVER_2"]
  173.   ACTOR_RECOVER[4] = ["V_ACT4_RECOVER_1","V_ACT4_RECOVER_2"]
  174.   
  175.   #----------------------------------------------------------------------------
  176.   # ACTOR DEFEATED
  177.   #----------------------------------------------------------------------------
  178.   ACTOR_DEFEATED[1] = ["V_ACT1_DEFEAT_1"]
  179.   ACTOR_DEFEATED[2] = ["V_ACT2_DEFEAT_1"]
  180.   ACTOR_DEFEATED[3] = ["V_ACT3_DEFEAT_1"]
  181.   ACTOR_DEFEATED[4] = ["V_ACT4_DEFEAT_1","V_ACT4_DEFEAT_2"]  
  182.   
  183.   #----------------------------------------------------------------------------
  184.   # ENEMY SKILL
  185.   #----------------------------------------------------------------------------
  186.   ENEMY_SKILL[7] = {
  187.   135=>["V_ENE1_SKILL_3"]
  188.   }   
  189.   ENEMY_SKILL[9] = {
  190.   137=>["Cel_Attack_01","Cel_Attack_02","Cel_Attack_03","Cel_Attack_04"]
  191.   }      
  192.   
  193.   
  194.   #----------------------------------------------------------------------------
  195.   # ENEMY GENERAL SKILLS
  196.   #----------------------------------------------------------------------------  
  197.   ENEMY_GENERAL_ACTION[7] = ["V_ENE1_ATTACK_1","V_ENE1_ATTACK_2","V_ENE1_ATTACK_3"]
  198.   
  199.   #----------------------------------------------------------------------------
  200.   # ENEMY DAMAGE
  201.   #----------------------------------------------------------------------------
  202.   ENEMY_DAMAGE[7] = ["V_ENE1_DAMAGE_1","V_ENE1_DAMAGE_2","V_ENE1_DAMAGE_3"]
  203.   ENEMY_DAMAGE[9] = ["Cel_Damage1","Cel_Damage2"]
  204.   
  205.   #----------------------------------------------------------------------------
  206.   # ENEMY RECOVER
  207.   #----------------------------------------------------------------------------
  208.   ENEMY_RECOVER[7] = []
  209.   
  210.   #----------------------------------------------------------------------------
  211.   # ENEMY DEFEATED
  212.   #----------------------------------------------------------------------------
  213.   ENEMY_DEFEATED[7] =  ["V_ENE1_DEFEAT_1"]

  214. end

  215. #===============================================================================
  216. # ■ Battle Cry
  217. #===============================================================================
  218. module BATTLE_CRY
  219.   
  220.   include MOG_BATTLE_CRY
  221.   
  222.   #--------------------------------------------------------------------------
  223.   # ● Execute Battle Cry
  224.   #--------------------------------------------------------------------------      
  225.   def execute_battle_cry(type = 0, skill_id = nil, battler = nil)
  226.       @type = type
  227.       @skill_id = skill_id
  228.       [url=home.php?mod=space&uid=133701]@battler[/url] = battler
  229.       case @type
  230.          when 0 # START #
  231.            check_members_alive
  232.            voice_list = ACTOR_BATTLE_START[@battler.id] rescue nil         
  233.          when 1 # END   #
  234.             check_members_alive
  235.             voice_list = ACTOR_BATTLE_END[@battler.id] rescue nil
  236.          when 2 # SKILL #
  237.             if @battler.is_a?(Game_Actor)
  238.                voice = ACTOR_SKILL[@battler.id] rescue nil     
  239.             else  
  240.                voice = ENEMY_SKILL[@battler.enemy_id] rescue nil
  241.             end
  242.             voice_list = voice[@skill_id] rescue nil
  243.             if voice_list == nil # GENERAL ACTION
  244.                if @battler.is_a?(Game_Actor)
  245.                   voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  246.                else  
  247.                   voice_list = ENEMY_GENERAL_ACTION[@battler.enemy_id] rescue nil
  248.                end
  249.             end  
  250.          when 3 # DAMAGE #
  251.             if @battler.hp > 0
  252.                if @battler.is_a?(Game_Actor)
  253.                   voice_list = ACTOR_DAMAGE[@battler.id] rescue nil     
  254.                else  
  255.                   voice_list = ENEMY_DAMAGE[@battler.enemy_id] rescue nil
  256.                end            
  257.             else # DEFEATED #
  258.                if @battler.is_a?(Game_Actor)
  259.                   voice_list = ACTOR_DEFEATED[@battler.id] rescue nil     
  260.                else  
  261.                   voice_list = ENEMY_DEFEATED[@battler.enemy_id] rescue nil
  262.                end                        
  263.             end
  264.          when 4 # RECOVER #
  265.               if @battler.is_a?(Game_Actor)
  266.                  voice_list = ACTOR_RECOVER[@battler.id] rescue nil     
  267.               else  
  268.                  voice_list = ENEMY_RECOVER[@battler.enemy_id] rescue nil
  269.               end            
  270.          when 5 # ITEM #
  271.                voice = ACTOR_ITEM[@battler.id] rescue nil     
  272.                voice_list = voice[@skill_id] rescue nil
  273.             if voice_list == nil # GENERAL SKILLS
  274.                voice_list = ACTOR_GENERAL_ACTION[@battler.id] rescue nil     
  275.             end         
  276.          when 6 # START #
  277.                check_members_alive
  278.                voice_list = ACTOR_BATTLE_ESCAPE[@battler.id] rescue nil
  279.          when 7 # TURN #
  280.                voice_list = ACTOR_TURN_ACTIVE[@battler.id] rescue nil            
  281.       end
  282.       play_battle_cry(voice_list)
  283.       check_battle_addons
  284.   end
  285.   
  286.   #--------------------------------------------------------------------------
  287.   # ● Play Battle Cry
  288.   #--------------------------------------------------------------------------      
  289.   def play_battle_cry(voice_list)
  290.       return if voice_list == nil
  291.       voice_id = voice_list[rand(voice_list.size)]
  292.       Audio.se_play("Audio/SE/" + voice_id.to_s,VOLUME,100) rescue nil      
  293.   end
  294.   
  295.   #--------------------------------------------------------------------------
  296.   # ● Check Members Alive
  297.   #--------------------------------------------------------------------------        
  298.   def check_members_alive
  299.       alive_members = []
  300.       id = 0
  301.       for i in $game_party.battle_members
  302.           alive_members.push(i) if i.hp > 0
  303.       end   
  304.       members_id = rand(alive_members.size)
  305.       for i in alive_members
  306.           if members_id == id
  307.              @battler = i
  308.              break
  309.           end   
  310.           id += 1
  311.        end            
  312.        @battler = alive_members[members_id]
  313.   end     
  314.   
  315.   #--------------------------------------------------------------------------
  316.   # ● Check Battle Addons
  317.   #--------------------------------------------------------------------------      
  318.   def check_battle_addons
  319.       if $mog_rgss3_battle_hud != nil and MOG_BATTLE_HUD::BATTLER_FACE_ENABLE and
  320.          @battler != nil and @battler.is_a?(Game_Actor)
  321.          if @type == 0 or @type == 1 or @type == 6
  322.             @battler.battler_face = [2,3,50]
  323.          elsif @type == 7
  324.             @battler.battler_face = [0,3,50]
  325.          end   
  326.       end  
  327.   end  
  328.   
  329. end

  330. #==============================================================================
  331. # ■ BattleManager
  332. #==============================================================================
  333. class << BattleManager
  334.   include BATTLE_CRY

  335.   #--------------------------------------------------------------------------
  336.   # ● Battle Start
  337.   #--------------------------------------------------------------------------  
  338.   alias mog_battle_cry_battle_start battle_start
  339.   def battle_start
  340.       mog_battle_cry_battle_start
  341.     #  execute_battle_cry(0, nil, nil)
  342.   end  
  343.   
  344.   #--------------------------------------------------------------------------
  345.   # ● Process Victory
  346.   #--------------------------------------------------------------------------   
  347.   alias mog_battle_cry_process_victory process_victory
  348.   def process_victory
  349.       execute_battle_cry(1, nil, nil)         
  350.       mog_battle_cry_process_victory
  351.   end  
  352.   
  353.   #--------------------------------------------------------------------------
  354.   # ● Process Abort
  355.   #--------------------------------------------------------------------------      
  356.   alias mog_battle_cry_process_abort process_abort
  357.   def process_abort
  358.       execute_battle_cry(6, nil, nil)
  359.       mog_battle_cry_process_abort
  360.   end  
  361.   
  362. end

  363. #==============================================================================
  364. # ■ Game Battler
  365. #==============================================================================
  366. class Game_Battler < Game_BattlerBase
  367.   include BATTLE_CRY
  368.   
  369.   #--------------------------------------------------------------------------
  370.   # ● Execute Damage
  371.   #--------------------------------------------------------------------------      
  372.   alias mog_battle_cry_execute_damage execute_damage
  373.   def execute_damage(user)
  374.       mog_battle_cry_execute_damage(user)   
  375.       execute_battle_cry_damage
  376.   end

  377.   #--------------------------------------------------------------------------
  378.   # ● Execute Battle Cry Damage
  379.   #--------------------------------------------------------------------------        
  380.   def execute_battle_cry_damage
  381.       if @result.hp_damage > 0
  382.          execute_battle_cry(3, nil, self)
  383.       elsif @result.hp_damage < 0   
  384.          execute_battle_cry(4, nil, self)
  385.       else
  386.          if @result.hp_damage == 0
  387.             if @result.mp_damage > 0
  388.                execute_battle_cry(3, nil, self)
  389.             elsif @result.mp_damage < 0
  390.                execute_battle_cry(4, nil, self)
  391.             end   
  392.          end   
  393.       end
  394.   end  

  395.   #--------------------------------------------------------------------------
  396.   # ● Item Effect Recover HP
  397.   #--------------------------------------------------------------------------         
  398.   alias mog_battle_cry_item_effect_recover_hp item_effect_recover_hp  
  399.   def item_effect_recover_hp(user, item, effect)
  400.       chp = self.hp
  401.       mog_battle_cry_item_effect_recover_hp(user, item, effect)
  402.       if self.hp > chp
  403.          execute_battle_cry(4, nil, self)
  404.       elsif self.hp < chp
  405.          execute_battle_cry(3, nil, self)
  406.       end  
  407.   end
  408.    
  409.   #--------------------------------------------------------------------------
  410.   # ● Item Effect Reover MP
  411.   #--------------------------------------------------------------------------            
  412.   alias mog_battle_cry_item_effect_recover_mp item_effect_recover_mp
  413.   def item_effect_recover_mp(user, item, effect)
  414.       cmp = self.mp
  415.       mog_battle_cry_item_effect_recover_mp(user, item, effect)
  416.       if self.mp > cmp
  417.          execute_battle_cry(4, nil, self)
  418.       elsif self.mp < cmp
  419.          execute_battle_cry(3, nil, self)
  420.       end        
  421.   end  
  422.   
  423. end

  424. #==============================================================================
  425. # ■ Game Action
  426. #==============================================================================
  427. class Scene_Battle < Scene_Base
  428. include BATTLE_CRY
  429.   
  430.   #--------------------------------------------------------------------------
  431.   # ● Show Animations
  432.   #--------------------------------------------------------------------------     
  433.   alias mog_battle_cry_show_animation show_animation
  434.   def show_animation(targets, animation_id)
  435.       if @subject.is_a?(Game_Actor) and @subject.current_action.item.is_a?(RPG::Item)
  436.           execute_battle_cry(5, @subject.current_action.item.id, @subject)
  437.       else   
  438.           execute_battle_cry(2, @subject.current_action.item.id, @subject)
  439.       end  
  440.       mog_battle_cry_show_animation(targets, animation_id)
  441.   end
  442.   
  443.   if $mog_rgss3_at_system != nil
  444.   #--------------------------------------------------------------------------
  445.   # ● Update AT Actor
  446.   #--------------------------------------------------------------------------            
  447.   alias mog_battle_cry_update_at_actor update_at_actor
  448.   def update_at_actor(battler)   
  449.        mog_battle_cry_update_at_actor(battler)  
  450.        execute_battle_cry(7, nil, battler) if battler.is_a?(Game_Actor)
  451.   end   
  452.   end   
  453.   
  454.   #--------------------------------------------------------------------------
  455.   # ● Battle Start
  456.   #--------------------------------------------------------------------------  
  457.   alias mog_battle_cry_update_battle update
  458.   def update
  459.       mog_battle_cry_update_battle
  460.       execute_battle_cry_start
  461.   end   
  462.   
  463.   #--------------------------------------------------------------------------
  464.   # ● Execite Battle Cry Start
  465.   #--------------------------------------------------------------------------   
  466.   def execute_battle_cry_start
  467.       return if @battle_cry_start != nil
  468.       @battle_cry_start = true
  469.       execute_battle_cry(0, nil, nil)
  470.   end
  471. end  

  472. $mog_rgss3_battle_cry = true
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