以下引用灯笼菜刀王于2008-7-1 1:58:10的发言:
搜索plus_state_set,有这行的前面全加上#
以下引用dbshy于2008-7-1 11:45:11的发言:
MS不是冲突,是下面的句子出了问题
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
把IF重新写一下,加了色的放在内层
以下引用dbshy于2008-7-2 18:12:02的发言:
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
在最外层加一句 if @active_battler.current_action.skill_id !=0 then
...................
end
以下引用dbshy于2008-7-2 18:12:02的发言:
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
在最外层加一句 if @active_battler.current_action.skill_id !=0 then
...................
end
以下引用dbshy于2008-7-2 18:33:33的发言:
if @active_battler.current_action.skill_id !=0 then
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
.......
end
end
以下引用dbshy于2008-7-2 18:38:02的发言:
这样也不行
以下引用dbshy于2008-7-2 21:28:50的发言:
if @active_battler.current_action.skill_id != 0 then
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
break
end
end
end
@eye_window.dispose
@eye_window = nil
end
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