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【文章储存】【魔塔论-6】造塔论延伸,关于玩家,细节,细节,还是细节BY冥灵212121

Floor 21 啊啊是谁都对 5/24/16 23:09
#再往下看,当出现下面这行字时: 
@md=($game_actors[$game_variables[1]+1].dex*@orbdef).to_i#修正勇防 
#添加脚本,然后根据敌人的id号改,下面这段是添加的部分:
if @enemyid==59
if $game_party.item_number(10)>=1
$game_variables[198]=2.to_i
end
end
if @enemyid==48
if $game_party.item_number(10)>=1
$game_variables[198]=2.to_i
end
end
if @enemyid==47
if $game_party.item_number(10)>=1
$game_variables[198]=2.to_i
end
end
if @enemyid==62
if $game_party.item_number(46)>=1
$game_variables[198]=2.to_i
end
end
#添加的部分结束,10是圣十字架,所以有“if $game_party.item_number(10) >=1”,而46是屠龙匕。
if $game_switches[Playerdate_magicdef]
@mmd=($game_actors[$game_variables[1]+1].int*@orbmdef).to_i#修正勇魔防
else
@mmd=0#未开启魔防下魔防=0
@purge=0
end
Floor 22 啊啊是谁都对 5/24/16 23:09
#这段和原来的对比下,把原来的删去改成这段东西:
if (@ma*$game_variables[198]-@ed).to_i>0 #勇士的攻击>怪物的防御

@eatimes=(@ehp/((@ma*$game_variables[198]-@ed) *@orbatktimes).to_i).to_i#怪物的攻击次数
@eatimes-=1 if @eatimes==@ehp*1.0/((@ma*$game_variables[198]-@ed)*@orbatktimes).to_i
#整数的情况下怪物的攻击次数要-1
Floor 23 啊啊是谁都对 5/24/16 23:10
Floor 24 啊啊是谁都对 5/24/16 23:10
顺便提下,善用rm的音乐节拍变化功能,对mid改节拍,修改的不是节拍而是音调。
比较有用的是125%,音调从1升至3,这能提升气氛的紧张感;还有150%,从1升至5;80%,从1降至b6;75%,从1降至5;50%,降一个八度。

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