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作者共發了13篇帖子。

【求助】如何让怪物显示出来?

18樓 史莱姆的绿色 2010-10-16 19:29

#==============================================================================
# ■ Game_BattleAction
#------------------------------------------------------------------------------
#  处理行动 (战斗中的行动) 的类。这个类在 Game_Battler 类
# 的内部使用。
#==============================================================================

class Game_BattleAction
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_accessor :speed                    # 速度
  attr_accessor :kind                     # 种类 (基本 / 特技 / 物品)
  attr_accessor :basic                    # 基本 (攻击 / 防御 / 逃跑)
  attr_accessor :skill_id                 # 特技 ID
  attr_accessor :item_id                  # 物品 ID
  attr_accessor :target_index             # 对像索引
  attr_accessor :forcing                  # 强制标志
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #--------------------------------------------------------------------------
  def initialize
    clear
  end
  #--------------------------------------------------------------------------
  # ● 清除
  #--------------------------------------------------------------------------
  def clear
    @speed = 0
    @kind = 0
    @basic = 3
    @skill_id = 0
    @item_id = 0
    @target_index = -1
    @forcing = false
  end
  #--------------------------------------------------------------------------
  # ● 有效判定
  #--------------------------------------------------------------------------
  def valid?
    return (not (@kind == 0 and @basic == 3))
  end
  #==========================================================================
  # ★ 行动为普通攻击
  #==========================================================================
  def attack?
    return (@kind == 0 and @basic == 0)
  end
  #==========================================================================
  # ★ 行动为防御状态
  #==========================================================================
  def guard?
    return (@kind == 0 and @basic == 1)
  end
  #==========================================================================
  # ★ 行动为逃跑
  #==========================================================================
  def escape?
    return (@kind == 0 and @basic == 2)
  end
  #==========================================================================
  # ★ 行动为使用特技
  #==========================================================================
  def skill?
    return (@kind == 1)
  end
  #==========================================================================
  # ★ 行动为使用物品
  #==========================================================================
  def item?
    return (@kind == 2)
  end
  #==========================================================================
  # ★ 当前行动
  #==========================================================================
  def action
    return "attack" if attack?
    return "guard" if guard?
    return "escape" if escape?
    return "skill" if skill?
    return "item" if item?
    return "nil"
  end
  #--------------------------------------------------------------------------
  # ● 己方单体使用判定
  #--------------------------------------------------------------------------
  def for_one_friend?
    # 种类为特技、效果范围是我方单体 (包含 HP 0) 的情况
    if @kind == 1 and [3, 5].include?($data_skills[@skill_id].scope)
      return true
    end
    # 种类为物品、效果范围是我方单体 (包含 HP 0) 的情况
    if @kind == 2 and [3, 5].include?($data_items[@item_id].scope)
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 己方单体用 (HP 0) 判定
  #--------------------------------------------------------------------------
  def for_one_friend_hp0?
    # 种类为特技、效果范围是我方单体 (HP 0) 的情况
    if @kind == 1 and [5].include?($data_skills[@skill_id].scope)
      return true
    end
    # 种类为物品、效果范围是我方单体 (HP 0) 的情况
    if @kind == 2 and [5].include?($data_items[@item_id].scope)
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 随机目标 (角色用)
  #--------------------------------------------------------------------------
  def decide_random_target_for_actor
    # 效果范围的分支
    if for_one_friend_hp0?
      battler = $game_party.random_target_actor_hp0
    elsif for_one_friend?
      battler = $game_party.random_target_actor
    else
      battler = $game_troop.random_target_enemy
    end
    # 对像存在的话取得索引、
    # 对像不存在的场合下清除行动
    if battler != nil
      @target_index = battler.index
    else
      clear
    end
  end
  #--------------------------------------------------------------------------
  # ● 随机目标 (敌人用)
  #--------------------------------------------------------------------------
  def decide_random_target_for_enemy
    # 效果范围的分支
    if for_one_friend_hp0?
      battler = $game_troop.random_target_enemy_hp0
    elsif for_one_friend?
      battler = $game_troop.random_target_enemy
    else
      battler = $game_party.random_target_actor
    end
    # 对像存在的话取得索引、
    # 对像不存在的场合下清除行动
    if battler != nil
      @target_index = battler.index
    else
      clear
    end
  end
  #--------------------------------------------------------------------------
  # ● 最后的目标 (角色用)
  #--------------------------------------------------------------------------
  def decide_last_target_for_actor
    # 效果范围是己方单体以及行动者以外的敌人
    if @target_index == -1
      battler = nil
    elsif for_one_friend?
      battler = $game_party.actors[@target_index]
    else
      battler = $game_troop.enemies[@target_index]
    end
    # 对像不存在的场合下清除行动
    if battler == nil or not battler.exist?
      clear
    end
  end
  #--------------------------------------------------------------------------
  # ● 最后的目标 (敌人用)
  #--------------------------------------------------------------------------
  def decide_last_target_for_enemy
    # 效果范围是己方单体以敌人以外的角色
    if @target_index == -1
      battler = nil
    elsif for_one_friend?
      battler = $game_troop.enemies[@target_index]
    else
      battler = $game_party.actors[@target_index]
    end
    # 对像不存在的场合下清除行动
    if battler == nil or not battler.exist?
      clear
    end
  end
end

20樓 史莱姆的绿色 2010-10-16 19:29

#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
#  处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :name                     # 名称
  attr_reader   :character_name           # 角色 文件名
  attr_reader   :character_hue            # 角色 色相
  attr_reader   :class_id                 # 职业 ID
  attr_reader   :weapon_id                # 武器 ID
  attr_reader   :armor1_id                # 盾 ID
  attr_reader   :armor2_id                # 头防具 ID
  attr_reader   :armor3_id                # 身体体防具 ID
  attr_reader   :armor4_id                # 装饰品 ID
  attr_reader   :level                    # 等级
  attr_reader   :exp                      # EXP
  attr_reader   :skills                   # 特技
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● 设置
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    @battler_name = actor.battler_name
    @battler_hue = actor.battler_hue
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @armor3_id = actor.armor3_id
    @armor4_id = actor.armor4_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    @hp = maxhp
    @sp = maxsp
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    # 学会特技
    for i in 1..@level
      for j in $data_classes[@class_id].learnings
        if j.level == i
          learn_skill(j.skill_id)
        end
      end
    end
    # 刷新自动状态
    update_auto_state(nil, $data_armors[@armor1_id])
    update_auto_state(nil, $data_armors[@armor2_id])
    update_auto_state(nil, $data_armors[@armor3_id])
    update_auto_state(nil, $data_armors[@armor4_id])
  end
  #--------------------------------------------------------------------------
  # ● 获取角色 ID
  #--------------------------------------------------------------------------
  def id
    return @actor_id
  end
  #--------------------------------------------------------------------------
  # ● 获取索引
  #--------------------------------------------------------------------------
  def index
    return $game_party.actors.index(self)
  end
  #--------------------------------------------------------------------------
  # ● 计算 EXP
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..100
      if i > actor.final_level
        @exp_list[i] = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list[i] = @exp_list[i-1] + Integer(n)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得属性修正值
  #     element_id : 属性 ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # 获取对应属性有效度的数值
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # 防具能防御本属性的情况下效果减半
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 状态能防御本属性的情况下效果减半
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 过程结束
    return result
  end
  #--------------------------------------------------------------------------
  # ● 获取属性有效度
  #--------------------------------------------------------------------------
  def state_ranks
    return $data_classes[@class_id].state_ranks
  end
  #--------------------------------------------------------------------------
  # ● 判定防御属性
  #     state_id : 属性 ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击属性
  #--------------------------------------------------------------------------
  def element_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.element_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击状态变化 (+)
  #--------------------------------------------------------------------------
  def plus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.plus_state_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击状态变化 (-)
  #--------------------------------------------------------------------------
  def minus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.minus_state_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取 MaxHP
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, 9999].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 获取基本 MaxHP
  #--------------------------------------------------------------------------
  def base_maxhp
    return $data_actors[@actor_id].parameters[0, @level]
  end
  #--------------------------------------------------------------------------
  # ● 获取基本 MaxSP
  #--------------------------------------------------------------------------
  def base_maxsp
    return $data_actors[@actor_id].parameters[1, @level]
  end
  #--------------------------------------------------------------------------
  # ● 获取基本力量
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本灵巧
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本速度
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔力
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本攻击力
  #--------------------------------------------------------------------------
  def base_atk
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.atk : 0
  end
  #--------------------------------------------------------------------------
  # ● 获取基本物理防御
  #--------------------------------------------------------------------------
  def base_pdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔法防御
  #--------------------------------------------------------------------------
  def base_mdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
  end
  #--------------------------------------------------------------------------
  # ● 获取基本回避修正
  #--------------------------------------------------------------------------
  def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    return eva1 + eva2 + eva3 + eva4
  end
  #--------------------------------------------------------------------------
  # ● 普通攻击 获取攻击方动画 ID
  #--------------------------------------------------------------------------
  def animation1_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation1_id : 0
  end
  #--------------------------------------------------------------------------
  # ● 普通攻击 获取对像方动画 ID
  #--------------------------------------------------------------------------
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : 0
  end
  #--------------------------------------------------------------------------
  # ● 获取类名
  #--------------------------------------------------------------------------
  def class_name
    return $data_classes[@class_id].name
  end
  #--------------------------------------------------------------------------
  # ● 获取 EXP 字符串
  #--------------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 获取下一等级的 EXP 字符串
  #--------------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 获取离下一等级还需的 EXP 字符串
  #--------------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp).to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 更新自动状态
  #     old_armor : 卸下防具
  #     new_armor : 装备防具
  #--------------------------------------------------------------------------
  def update_auto_state(old_armor, new_armor)
    # 强制解除卸下防具的自动状态
    if old_armor != nil and old_armor.auto_state_id != 0
      remove_state(old_armor.auto_state_id, true)
    end
    # 强制附加装备防具的自动状态
    if new_armor != nil and new_armor.auto_state_id != 0
      add_state(new_armor.auto_state_id, true)
    end
  end
  #--------------------------------------------------------------------------
  # ● 装备固定判定
  #     equip_type : 装备类型
  #--------------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # 武器
      return $data_actors[@actor_id].weapon_fix
    when 1  # 盾
      return $data_actors[@actor_id].armor1_fix
    when 2  # 头
      return $data_actors[@actor_id].armor2_fix
    when 3  # 身体
      return $data_actors[@actor_id].armor3_fix
    when 4  # 装饰品
      return $data_actors[@actor_id].armor4_fix
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 变更装备
  #     equip_type : 装备类型
  #     id    : 武器 or 防具 ID  (0 为解除装备)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # 武器
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # 盾
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # 头
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # 身体
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # 装饰品
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 可以装备判定
  #     item : 物品
  #--------------------------------------------------------------------------
  def equippable?(item)
    # 武器的情况
    if item.is_a?(RPG::Weapon)
      # 包含当前的职业可以装备武器的场合
      if $data_classes[@class_id].weapon_set.include?(item.id)
        return true
      end
    end
    # 防具的情况
    if item.is_a?(RPG::Armor)
      # 不包含当前的职业可以装备武器的场合
      if $data_classes[@class_id].armor_set.include?(item.id)
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 更改 EXP
  #     exp : 新的 EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    # 升级
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      # 学会特技
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # 降级
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # 修正当前的 HP 与 SP 超过最大值
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # ● 更改等级
  #     level : 新的等级
  #--------------------------------------------------------------------------
  def level=(level)
    # 检查上下限
    level = [[level, $data_actors[@actor_id].final_level].min, 1].max
    # 更改 EXP
    self.exp = @exp_list[level]
  end
  #--------------------------------------------------------------------------
  # ● 觉悟特技
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    if skill_id > 0 and not skill_learn?(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #--------------------------------------------------------------------------
  # ● 遗忘特技
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #--------------------------------------------------------------------------
  # ● 已经学会的特技判定
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def skill_learn?(skill_id)
    return @skills.include?(skill_id)
  end
  #--------------------------------------------------------------------------
  # ● 可以使用特技判定
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    if not skill_learn?(skill_id)
      return false
    end
    return super
  end
  #--------------------------------------------------------------------------
  # ● 更改名称
  #     name : 新的名称
  #--------------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #--------------------------------------------------------------------------
  # ● 更改职业 ID
  #     class_id : 新的职业 ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # 避开无法装备的物品
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 更改图形
  #     character_name : 新的角色 文件名
  #     character_hue  : 新的角色 色相
  #     battler_name   : 新的战斗者 文件名
  #     battler_hue    : 新的战斗者 色相
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_hue, battler_name, battler_hue)
    @character_name = character_name
    @character_hue = character_hue
    @battler_name = battler_name
    @battler_hue = battler_hue
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 X 坐标
  #--------------------------------------------------------------------------
  def screen_x
    # 自动编排,根据队伍大小
    case $game_party.actors.size
    when 1;return 320 + @move_x
    when 2;return self.index*100+270 + @move_x
    when 3;return self.index*100+220 + @move_x
    when 4;return self.index*100+170 + @move_x
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Y 坐标
  #--------------------------------------------------------------------------
  def screen_y
    return 464 - 160 + @move_y
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Z 坐标
  #--------------------------------------------------------------------------
  def screen_z
    # 返回Y座标
    return screen_y
  end
  #==========================================================================
  # ★ 取得战斗图的宽
  #==========================================================================
  def bitmap_width
    bitmap = RPG::Cache.character(@character_name,@character_hue)
    return bitmap.width/4
  end
  #==========================================================================
  # ★ 取得战斗图的高
  #==========================================================================
  def bitmap_height
    bitmap = RPG::Cache.character(@character_name,@character_hue)
    return bitmap.height/4
  end
  #==========================================================================
  # ★ 近距离攻击
  #==========================================================================
  def melee?
    return false if @weapon_id == 0
    return ($data_weapons[@weapon_id].melee?)
  end
  #==========================================================================
  # ★ 远距离攻击
  #==========================================================================
  def magic?
    return false if @weapon_id == 0
    return ($data_weapons[@weapon_id].magic?)
  end
end

21樓 史莱姆的绿色 2010-10-16 19:30

好了吗?

 

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