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Lv4.逐梦者
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没错...我刚才看了一下评论,有人说这是模仿旧版最终幻想的死亡风格,角色死后仍然留在战场。
Barreytor做了一个小脚本,原文+翻译如下:
only lacking something to see a KO’d battler.Maybe rotating the sprite 90 degrees, lowering it to what would be its ground level, and making it stop moving?
(脚本很棒, 只是缺少角色KO时的效果,也许战斗图转动90度,降低到地面水平,并且停止踏步会更好?)
Okay, nevermind, I made it myself. I’m just going to post it right here in this reply, it’s that alright? I guess if it’s not right it can be removed.
(好吧,没事了,我自己动手写了个脚本,这就在回复中写出来,不懂有没有错,错了的话就删了吧)
In the script, under “Game_BattleCharacter”, you have to add
(在脚本“Game_BattleCharacter”的下面,你需要添加)
#—
def step_anime=(step_anime)
@step_anime = step_anime
end
#—
probably under the setup_actor def would be a good idea.and then, inside “Spriteset_Battle”, find “def update_actors” and add this just inside it, over “if @current_party…”:
(也许放在 setup_actor 方法下会比较好。然后在“Spriteset_Battle”中找到“def update_actors”,并将以下内容填进去,在“if @current_party…”的上方)
#—
for actor in $game_party.battle_members
if $game_party.battle_members[actor.index].death_state?
@actor_sprites[actor.index].character_sprite.angle = -90
@actor_sprites[actor.index].character_base.step_anime = false
else
@actor_sprites[actor.index].character_sprite.angle = 0
@actor_sprites[actor.index].character_base.step_anime = true
end
end
#—
It’s just something I made by trial and error, and there might be better, more efficient ways to do this (and this just rotates the dead character and makes it stop moving anyway), but at least it’s there.I hope I’m not angering anyone by having made this quick and dirty code hack.
(这仅仅是我反复测试后的东西,它不算完美,也有改进效率的空间(它也只是转动了死亡后的战斗图,并且不再踏步)但至少我写出来了,我希望....????(黑人问号))
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