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谁能翻译一下这个脚本(横版战斗)

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Lv1.梦旅人

很傻很天真

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发表于 2008-2-13 04:19:38 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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  1. #==============================================================================
  2. # ■ VX-RGSS2-6 サイドビュー戦闘[Formation] [Ver.1.0.1]       by Claimh
  3. #------------------------------------------------------------------------------
  4. # English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
  5. #------------------------------------------------------------------------------
  6. #  Actor location [Formation]
  7. #  The same amount of damage will be given regardless of formation setup.
  8. #==============================================================================

  9. module Battle_Formation
  10. #------------------------------------------------------------------------------
  11.   # [Formation Setup]
  12.   #   $game_system.battle_formation = Formation ID
  13.   #   It’s possible to change the formation (Even an event script is possible).
  14.   FORM = {
  15.     # Formation ID => [[Member 1 x、y], [Member2 x, y],
  16.     #            [Member 3 x, y], [Member 4 x, y]]
  17.     0 => [[380,150], [400, 230], [460, 170], [480, 250]]
  18.   }
  19. #------------------------------------------------------------------------------
  20. end

  21. #==============================================================================
  22. # ■ Game_System
  23. #==============================================================================
  24. class Game_System
  25.   attr_accessor :battle_formation                # Formation ID
  26.   #--------------------------------------------------------------------------
  27.   # ● オブジェクト初期化
  28.   #--------------------------------------------------------------------------
  29.   alias init_game_system initialize
  30.   def initialize
  31.     init_game_system
  32.     @battle_formation = 0              # Initial formation
  33.   end
  34. end

  35. #==============================================================================
  36. # ■ Game_Actor
  37. #==============================================================================
  38. class Game_Actor < Game_Battler
  39.   #--------------------------------------------------------------------------
  40.   # ● Are sprites used? [Redefinition]
  41.   #--------------------------------------------------------------------------
  42.   def use_sprite?
  43.     return true
  44.   end
  45.   #--------------------------------------------------------------------------
  46.   # ● Battle Screen Acquiring X Coordinate
  47.   #--------------------------------------------------------------------------
  48.   def screen_x
  49.     return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
  50.   end
  51.   #--------------------------------------------------------------------------
  52.   # ● Battle Screen Acquiring Y Coordinate
  53.   #--------------------------------------------------------------------------
  54.   def screen_y
  55.     return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
  56.   end
  57.   #--------------------------------------------------------------------------
  58.   # ● Battle Screen Acquiring Z Coordinate
  59.   #--------------------------------------------------------------------------
  60.   def screen_z
  61.     bitmap = Cache.character(self.character_name)
  62.     # Height + Y Coordinates
  63.     return screen_y + bitmap.height / 4
  64.   end
  65. end



  66. #==============================================================================
  67. # ■ Game_Enemy
  68. #==============================================================================
  69. class Game_Enemy < Game_Battler
  70.   #--------------------------------------------------------------------------
  71.   # ● Battle Screen Acquiring Z Coordinate  [Redefinition]
  72.   #--------------------------------------------------------------------------
  73.   def screen_z
  74.     bitmap = Cache.battler(self.battler_name, self.battler_hue)
  75.     # Height + Y Coordinates
  76.     return screen_y + bitmap.height
  77.   end
  78. end
复制代码

  1. #==============================================================================
  2. # ■ VX-RGSS2-6 サイドビュー戦闘[MotionCtrl] [Ver.1.0.1]     by Claimh
  3. #------------------------------------------------------------------------------
  4. # English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
  5. #------------------------------------------------------------------------------
  6. #  This script carries out the movement controls of the actors.
  7. #==============================================================================

  8. #==============================================================================
  9. # ■ Scene_Battle
  10. #==============================================================================
  11. class Scene_Battle < Scene_Base
  12.   #--------------------------------------------------------------------------
  13.   # ●  Battle Start Process
  14.   #--------------------------------------------------------------------------
  15.   alias process_battle_start_sideview process_battle_start
  16.   def process_battle_start
  17.     for battler in $game_party.members + $game_troop.members
  18.       battler.move_mode = SideView::M_MODE_WAIT
  19.     end
  20.     process_battle_start_sideview
  21.   end
  22.   #--------------------------------------------------------------------------
  23.   # ● Victory Process
  24.   #--------------------------------------------------------------------------
  25.   alias process_victory_sideview process_victory
  26.   def process_victory
  27.     for actor in $game_party.members
  28.       actor.move_mode = SideView::M_MODE_WIN
  29.     end
  30.     process_victory_sideview
  31.   end
  32.   #--------------------------------------------------------------------------
  33.   # ● Wait Until Motion Control Is Finished
  34.   #--------------------------------------------------------------------------
  35.   def wait_for_motion
  36.     while @active_battler.motion_stop
  37.       update_basic
  38.     end
  39.   end
  40.   #--------------------------------------------------------------------------
  41.   # ● Execute Combat Operations: Attack [Redefinition]
  42.   #--------------------------------------------------------------------------
  43.   def execute_action_attack
  44.     text = sprintf(Vocab::DoAttack, @active_battler.name)
  45.     @message_window.add_instant_text(text)
  46.     targets = @active_battler.action.make_targets
  47.     #---Enemy attack sound reproduced.
  48.     if @active_battler.is_a?(Game_Enemy)
  49.       Sound.play_enemy_attack
  50.       wait(15, true)
  51.     end
  52.     #--- Proximity (Going)
  53.     SideView.set_target_point(@active_battler, targets[0])
  54.     @active_battler.move_mode = SideView::M_MODE_ATK1
  55.     @active_battler.motion_stop = true
  56.     wait_for_motion
  57.     #--- Attack
  58.     wait(5)
  59.     @active_battler.move_mode = SideView::M_MODE_ATK2
  60.     #---
  61.     display_attack_animation(targets)
  62.     wait(20)
  63.     for target in targets
  64.       target.attack_effect(@active_battler)
  65.       display_action_effects(target)
  66.     end
  67.     #--- Proximity (Return)
  68.     @active_battler.move_mode = SideView::M_MODE_ATK3
  69.     @active_battler.motion_stop = true
  70.     wait_for_motion
  71.     #---Wait
  72.     for target in targets
  73.       target.move_mode = SideView::M_MODE_WAIT
  74.     end
  75.     @active_battler.move_mode = SideView::M_MODE_WAIT
  76.     #---
  77.   end
  78.   #--------------------------------------------------------------------------
  79.   # ● Execute Combat Operations: Skill [Redefinition]
  80.   #--------------------------------------------------------------------------
  81.   def execute_action_skill
  82.     skill = @active_battler.action.skill
  83.     text = @active_battler.name + skill.message1
  84.     @message_window.add_instant_text(text)
  85.     unless skill.message2.empty?
  86.       wait(10)
  87.       @message_window.add_instant_text(skill.message2)
  88.     end
  89.     #--- Enemy attack sound reproduced.
  90.     if @active_battler.is_a?(Game_Enemy)
  91.       Sound.play_enemy_attack
  92.       wait(15, true)
  93.     end
  94.     #--- Long distance attack.
  95.     @active_battler.move_mode = SideView::M_MODE_MAGI
  96.     #---
  97.     targets = @active_battler.action.make_targets
  98.     display_animation(targets, skill.animation_id)
  99.     @active_battler.mp -= @active_battler.calc_mp_cost(skill)
  100.     $game_temp.common_event_id = skill.common_event_id
  101.     for target in targets
  102.       target.skill_effect(@active_battler, skill)
  103.       display_action_effects(target, skill)
  104.     end
  105.     #---Wait
  106.     for target in targets
  107.       target.move_mode = SideView::M_MODE_WAIT
  108.     end
  109.     @active_battler.move_mode = SideView::M_MODE_WAIT
  110.     #---
  111.   end
  112.   #--------------------------------------------------------------------------
  113.   # Execute Combat Operations: Item [Redefinition]
  114.   #--------------------------------------------------------------------------
  115.   def execute_action_item
  116.     item = @active_battler.action.item
  117.     text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
  118.     @message_window.add_instant_text(text)
  119.     #--- Enemy attack sound reproduced.
  120.     if @active_battler.is_a?(Game_Enemy)
  121.       Sound.play_enemy_attack
  122.       wait(15, true)
  123.     end
  124.     #--- Long distance attack
  125.     @active_battler.move_mode = SideView::M_MODE_MAGI
  126.     #---
  127.     targets = @active_battler.action.make_targets
  128.     display_animation(targets, item.animation_id)
  129.     $game_party.consume_item(item)
  130.     $game_temp.common_event_id = item.common_event_id
  131.     for target in targets
  132.       target.item_effect(@active_battler, item)
  133.       display_action_effects(target, item)
  134.     end
  135.     #---Wait
  136.     for target in targets
  137.       target.move_mode = SideView::M_MODE_WAIT
  138.     end
  139.     @active_battler.move_mode = SideView::M_MODE_WAIT
  140.     #---
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # ● Attack Animation Display [Redefinition]
  144.   #     Targets : Object's Arrangement
  145.   #--------------------------------------------------------------------------
  146.   # 【Changed part】
  147.   #  Enemy sound effect is changed so it can be used in each phase of operation.
  148.   #  It changes so that the attack animation of an enemy can be displayed.
  149.   #--------------------------------------------------------------------------
  150.   def display_attack_animation(targets)
  151.     display_normal_animation(targets, @active_battler.atk_animation_id, false)
  152.     display_normal_animation(targets, @active_battler.atk_animation_id2, true)
  153.     wait_for_animation
  154.   end
  155.   #--------------------------------------------------------------------------
  156.   # ● HP Damage display [Redefinition]
  157.   #    Target : Candidate
  158.   #    object : Skill or item
  159.   #--------------------------------------------------------------------------
  160.   def display_hp_damage(target, obj = nil)
  161.     if target.hp_damage == 0                # No damage
  162.       return if obj != nil and obj.damage_to_mp
  163.       return if obj != nil and obj.base_damage == 0
  164.       fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
  165.       text = sprintf(fmt, target.name)
  166.     elsif target.absorbed                   # Absorption
  167.       fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
  168.       text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
  169.     elsif target.hp_damage > 0              # Damage
  170.       if target.actor?
  171.         text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
  172.         Sound.play_actor_damage
  173.         $game_troop.screen.start_shake(5, 5, 10)
  174.         target.blink = true # Only adds here
  175.       else
  176.         text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
  177.         Sound.play_enemy_damage
  178.         target.blink = true
  179.       end
  180.     else                                    # Recovery
  181.       fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
  182.       text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
  183.       Sound.play_recovery
  184.     end
  185.     @message_window.add_instant_text(text)
  186.     wait(30)
  187.   end
  188. end
复制代码

  1. #==============================================================================
  2. # ■ VX-RGSS2-6 サイドビュー戦闘[MotionExe] [Ver.1.0.1]     by Claimh
  3. #------------------------------------------------------------------------------
  4. # English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
  5. #------------------------------------------------------------------------------
  6. #  This script executes movement controls of the actors.
  7. #==============================================================================

  8. module SideView
  9. #----------------------------------------------------------------------------
  10.   #-----[Operation Setup]-----
  11.   # Operation Speed
  12.   MOTION_SPEED = 20

  13.   #-----[アニメーション設定]-----
  14.   # Usual enemy attack animation setup.
  15.   E_ANIME = {
  16.    # EnemyID => [Usually atttack and additional attack animations.]
  17.     1 => [1, 0]
  18.   }

  19. #----------------------------------------------------------------------------
  20. #----------------------------------------------------------------------------
  21.   # Motion Control Mode
  22.   M_MODE_WAIT = 0     # Standby
  23.   M_MODE_MAGI = 1     # Attack
  24.   M_MODE_DAMG = 2     # Non-Damage Attack
  25.   M_MODE_WIN  = 3     # Victory
  26.   M_MODE_ATK1 = 4     # Direct Attack (Approaching)
  27.   M_MODE_ATK2 = 5     # Direct Attack (Attacking)
  28.   M_MODE_ATK3 = 6     # Direct Attack (Returning)

  29.   module_function
  30.   #--------------------------------------------------------------------------
  31.   # ● Movement-Zone Calculation
  32.   #--------------------------------------------------------------------------
  33.   def set_target_point(attacker, target)
  34.     case target
  35.     when Game_Actor
  36.       bits = Cache.character(target.character_name)
  37.       attacker.target_x = target.screen_x + (bits.width / 8)
  38.       attacker.target_y = target.screen_y
  39.     when Game_Enemy
  40.       bits = Cache.battler(target.battler_name, target.battler_hue)
  41.       attacker.target_x = target.screen_x + (bits.width / 2)
  42.       attacker.target_y = target.screen_y
  43.     end
  44.   end
  45. end

  46. class Game_Battler
  47.   attr_accessor   :move_mode       # Operation Mode
  48.   # 0:Standby   1:Attack   2: Un-useless   3:Victory
  49.   attr_accessor   :motion_stop     # Operation Stop Flag (Under Movement Flag)
  50.   attr_accessor   :target_x        # Move Position(x)
  51.   attr_accessor   :target_y        # Move Position(y)
  52.   #--------------------------------------------------------------------------
  53.   # ● Object Initialization
  54.   #--------------------------------------------------------------------------
  55.   alias initialize_sdva_corpse initialize
  56.   def initialize
  57.     initialize_sdva_corpse
  58.     @move_mode = 0
  59.     @motion_stop = false
  60.     @target_x = 0
  61.     @target_y = 0
  62.   end
  63. end

  64. #==============================================================================
  65. # ■ Game_Enemy
  66. #==============================================================================
  67. class Game_Enemy < Game_Battler
  68.   #--------------------------------------------------------------------------
  69.   # ● Attack Animation ID Acquisition
  70.   #--------------------------------------------------------------------------
  71.   def atk_animation_id
  72.     return 0 if SideView::E_ANIME[@enemy_id].nil?
  73.     return SideView::E_ANIME[@enemy_id][0]
  74.   end
  75.   #--------------------------------------------------------------------------
  76.   # ● Attack Animation ID Acquisition  (2 Sword Style : 2 Weapons )
  77.   #--------------------------------------------------------------------------
  78.   def atk_animation_id2
  79.     return 0 if SideView::E_ANIME[@enemy_id].nil?
  80.     return SideView::E_ANIME[@enemy_id][1]
  81.   end
  82. end



  83. #==============================================================================
  84. # ■ Sprite_Battler
  85. #==============================================================================
  86. class Sprite_Battler < Sprite_Base
  87.   #--------------------------------------------------------------------------
  88. # ● Object Initialization
  89. #     Viewport : View Port
  90. #     Battler  : Battler (Game_Battler)
  91.   #--------------------------------------------------------------------------
  92.   alias initialize_sideview initialize
  93.   def initialize(viewport, battler = nil)
  94.     initialize_sideview(viewport, battler)
  95.     init_direct_attack
  96.   end
  97.   #--------------------------------------------------------------------------
  98.   # ● Set Proximity Value For Attack
  99.   #--------------------------------------------------------------------------
  100.   def init_direct_attack
  101.     @direct_attack_cnt = 0
  102.     @direct_attack_phase = 0
  103.     @direct_move_cnt = 0
  104.     @battler_x_plus = 0
  105.     @battler_y_plus = 0
  106.     @moving_mode = 0
  107.     @pattern = 0
  108.     @direction = 0
  109.   end
  110.   #--------------------------------------------------------------------------
  111.   # ● Frame Renewal [Redefinition]
  112.   #--------------------------------------------------------------------------
  113.   def update
  114.     super
  115.     if @battler == nil
  116.       self.bitmap = nil
  117.     else
  118.       @use_sprite = @battler.use_sprite?
  119.       if @use_sprite
  120.         self.x = @battler.screen_x + @battler_x_plus
  121.         self.y = @battler.screen_y + @battler_y_plus
  122.         self.z = @battler.screen_z
  123.         update_battler_bitmap
  124.       end
  125.       setup_new_effect
  126.       update_effect
  127.     end
  128.   end
  129.   #--------------------------------------------------------------------------
  130.   # ● Bitmap Transfer Source Renewal
  131.   #--------------------------------------------------------------------------
  132.   alias update_battler_bitmap_sideview update_battler_bitmap
  133.   def update_battler_bitmap
  134.     case @battler
  135.     when Game_Actor
  136.       if @battler.character_name != @battler_name or
  137.          @battler.character_index != @battler_hue
  138.         @battler_name = @battler.character_name
  139.         @battler_hue = @battler.character_index
  140.         draw_pre_character
  141.         draw_character
  142.         if (@battler.dead? or @battler.hidden)
  143.           self.opacity = 0
  144.         end
  145.       end
  146.     when Game_Enemy
  147.       if @battler.battler_name != @battler_name or
  148.          @battler.battler_hue != @battler_hue
  149.         @battler_name = @battler.battler_name
  150.         @battler_hue = @battler.battler_hue
  151.         draw_battler
  152.         if (@battler.dead? or @battler.hidden)
  153.           self.opacity = 0
  154.         end
  155.       end
  156.     end
  157.     motion_control
  158.   end
  159.   #--------------------------------------------------------------------------
  160.   # ● Battler Drawing
  161.   #--------------------------------------------------------------------------
  162.   def draw_battler
  163.     self.bitmap = Cache.battler(@battler_name, @battler_hue)
  164.     @width = bitmap.width
  165.     @height = bitmap.height
  166.     self.ox = @width / 2
  167.     self.oy = @height
  168.   end
  169.   #--------------------------------------------------------------------------
  170.   # ● Pre-Character Drawing [Common]
  171.   #--------------------------------------------------------------------------
  172.   def draw_pre_character
  173.     self.bitmap = Cache.character(@battler_name)
  174.     sign = @battler_name[/^[\!\$]./]
  175.     if sign != nil and sign.include?('$')
  176.       @width = bitmap.width / 3
  177.       @height = bitmap.height / 4
  178.     else
  179.       @width = bitmap.width / 12
  180.       @height = bitmap.height / 8
  181.     end
  182.     self.ox = @width / 2
  183.     self.oy = @height
  184.   end
  185.   #--------------------------------------------------------------------------
  186.   # ● Character Drawing [Common]
  187.   #--------------------------------------------------------------------------
  188.   def draw_character
  189.     index = @battler_hue
  190.     pattern = @pattern < 3 ? @pattern : 1
  191.     sx = (index % 4 * 3 + pattern) * @width
  192.     sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
  193.     self.src_rect.set(sx, sy, @width, @height)
  194.   end
  195.   #--------------------------------------------------------------------------
  196.   # ● Motion Control
  197.   #--------------------------------------------------------------------------
  198.   def motion_control
  199.     # Memory Operation Mode
  200.     @moving_mode = @battler.move_mode
  201.     # Battler Drawing
  202.     case @battler
  203.     when Game_Actor # Actor
  204.       actor_motion_control
  205.     when Game_Enemy # Enemy
  206.       enemy_motion_control
  207.     end
  208.   end
  209.   #--------------------------------------------------------------------------
  210.   # ● Motion Control (Actor)
  211.   #--------------------------------------------------------------------------
  212.   def actor_motion_control
  213.     # Operation Change
  214.     case @moving_mode
  215.     when SideView::M_MODE_WAIT  # Standby
  216.       init_direct_attack
  217.       @battler_x_plus = 0
  218.       @direction = 4
  219.       @pattern = 1
  220.     when SideView::M_MODE_MAGI  # Attack
  221.       @battler_x_plus = -10
  222.       @direction = 4
  223.       @pattern = 3
  224.     when SideView::M_MODE_DAMG  # Non-Damage Attack
  225.       @battler_x_plus = 10
  226.       @direction = 4
  227.       @pattern = 3
  228.     when SideView::M_MODE_WIN  # Victory
  229.       @direction = 2
  230.       @pattern = 1
  231.     when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
  232.       exe_moving_attack_start
  233.       @end_pos_x = @battler_x_plus
  234.     when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
  235.       @battler_x_plus = @end_pos_x - 10
  236.     when SideView::M_MODE_ATK3  # Direct Attack (Returning)
  237.       exe_moving_attack_end
  238.     else
  239.       p "error:Sprite_Battler>> @moving_mode"
  240.     end
  241.     draw_character
  242.   end
  243.   #--------------------------------------------------------------------------
  244.   # ● Motion Control (Enemy)
  245.   #--------------------------------------------------------------------------
  246.   def enemy_motion_control
  247.     # Operation Change
  248.     case @moving_mode
  249.     when SideView::M_MODE_WAIT  # Standby
  250.       init_direct_attack
  251.     when SideView::M_MODE_MAGI  # Attack
  252.       @battler_x_plus = 10
  253.     when SideView::M_MODE_DAMG  # Non-Damage Attack
  254.       @battler_x_plus = -10
  255.       @shake_flg = true
  256.     when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
  257.       exe_moving_attack_start
  258.       @end_pos_x = @battler_x_plus
  259.     when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
  260.       @battler_x_plus = @end_pos_x + 10
  261.     when SideView::M_MODE_ATK3  # Direct Attack (Returning)
  262.       exe_moving_attack_end
  263.     else
  264.       p "error:Sprite_Battler>> @moving_mode", @moving_mode
  265.     end
  266.   end
  267.   #--------------------------------------------------------------------------
  268.   # ● Proximity Attack Execution Method
  269.   #--------------------------------------------------------------------------
  270.   def exe_moving_attack_start
  271.     return unless @battler.motion_stop
  272.     case @direct_attack_phase
  273.     when 0  # Start Operation Preparation
  274.       diratk_start
  275.     when 1  # Move Operation (Going)
  276.       diratk_move
  277.     when 2  # After-Movement Wait
  278.       diratk_wait
  279.     end
  280.   end
  281.   def exe_moving_attack_end
  282.     case @direct_attack_phase
  283.     when 0  # Attack Operation
  284.       diratk_attack
  285.     when 1  # Move Operation (Return)
  286.       diratk_back
  287.     when 2  # Operation End
  288.       diratk_end
  289.     end
  290.   end
  291.   #--------------------------------------------------------------------------
  292.   # ● Proximity Attack Execution [Start Operation Preparation]
  293.   #--------------------------------------------------------------------------
  294.   def diratk_start
  295.     # Pose Change
  296.     @pattern = 1
  297.     # The number of frames needed is the distance between current position and
  298.     # target position.
  299.     pos_x = @battler.target_x - self.x
  300.     pos_y = @battler.target_y - self.y
  301.     # Caculation for ammount of frames needed.
  302.     @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
  303.     # NEXT Phase
  304.     @direct_attack_phase += 1
  305.   end
  306.   #--------------------------------------------------------------------------
  307.   # ● Proximity Attack Execution [Move Operation (Going)]
  308.   #--------------------------------------------------------------------------
  309.   def diratk_move
  310.     case @battler
  311.     when Game_Actor
  312.       x_plus = @width
  313.       y_plus = -@height / 4
  314.     when Game_Enemy
  315.       x_plus = -@width - 10
  316.       y_plus = @height / 4
  317.     end
  318.     # The next movement location is figured out by the distance between
  319.     # current position and target position.
  320.     pos_x = @battler.target_x - self.x + x_plus
  321.     pos_y = @battler.target_y - self.y + y_plus
  322.     @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
  323.     @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
  324.     # End count
  325.     @direct_attack_cnt -= 1
  326.     # Last movement (Insurance: Last correction)
  327.     if @direct_attack_cnt <= 0
  328.       @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
  329.       @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
  330.       # NEXTフェーズ
  331.       @direct_attack_cnt = 5
  332.       @direct_attack_phase += 1
  333.     end
  334.   end
  335.   #--------------------------------------------------------------------------
  336.   # ● Proximity Attack Execution [Attack Operation Return]
  337.   #--------------------------------------------------------------------------
  338.   def diratk_wait
  339.     # End Count
  340.     @direct_attack_cnt -= 1
  341.     # Last Movement
  342.     if @direct_attack_cnt <= 0
  343.       # Pose Change
  344.       @pattern = 3
  345.       # END Phase
  346.       @direct_attack_phase = 0
  347.       @battler.motion_stop = false
  348.     end
  349.   end
  350.   #--------------------------------------------------------------------------
  351.   # ● Proximity Attack Execution [Attack Operation Return]
  352.   #--------------------------------------------------------------------------
  353.   def diratk_attack
  354.     # Pose Change
  355.     @pattern = 1
  356.     # End Wait Count
  357.     @direct_attack_cnt = @direct_move_cnt
  358.     # NEXT Phase
  359.     @direct_attack_phase += 1
  360.   end
  361.   #--------------------------------------------------------------------------
  362.   # ● Proximity Attack Execution [Move Operation (Return)]
  363.   #--------------------------------------------------------------------------
  364.   def diratk_back
  365.     # The next movement location is figured out by the distance between
  366.     # current position and target position.
  367.     pos_x = @battler.screen_x - self.x
  368.     pos_y = @battler.screen_y - self.y
  369.     @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
  370.     @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
  371.     # End Count
  372.     @direct_attack_cnt -= 1
  373.     # Last Movement
  374.     if @direct_attack_cnt == 0
  375.       @battler_x_plus = 0
  376.       @battler_y_plus = 0
  377.       # NEXT Phase
  378.       @direct_attack_phase += 1
  379.     end
  380.   end
  381.   #--------------------------------------------------------------------------
  382.   # ● Proximity attack execution [Operation End]
  383.   #--------------------------------------------------------------------------
  384.   def diratk_end
  385.     init_direct_attack
  386.     @battler.motion_stop = false
  387.     # END Phase
  388.     @direct_attack_phase = 0
  389.   end
  390. end
复制代码




因为太多所一分成3个部分括起来

希望有人能翻译一下

至于标签用素材共享是因为脚本也是素材(不是吧...)...

Lv3.寻梦者 (暗夜天使)

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发表于 2008-2-13 04:20:28 | 只看该作者
什么脚本也是素材……

别找借口,
不改掉扣分。
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发表于 2008-2-13 04:21:09 | 只看该作者
我不明白为什么要翻译- -
反正大家用的话也是复制了直接插到main之前
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发表于 2008-2-13 04:28:27 | 只看该作者
以下引用superufo于2008-2-12 20:24:49的发言:

编辑完毕,追加悬赏= =

你好人卡怎么变那么多了……

VIP又……
难道和人交换了!
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发表于 2008-2-13 04:33:23 | 只看该作者
屏蔽
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屏蔽= =
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