状态限制
没什么可说的。。。工程
脚本
RUBY 代码
#==============================================================================
# ■ States_Restrict(封系状态)
#------------------------------------------------------------------------------
#
# * 说明:脚本定义了新的限制,原状态限制作废。
# 不建议作为插件使用,最好和其他脚本整合一下(难度很低)。
#
# * 命名:英语渣,大家就凑合看吧。
#
# * 冲突:重定义了 update_phase4_step2 主回合步骤 2 : 开始行动
# 重定义了 make_basic_action_result生成基本行动结果
# 重定义了 make_skill_action_result生成特技行动结果
# 重定义了 make_item_action_result 生成物品行动结果
#
#==============================================================================
module States_Restrict
# - 优先级(按照从低到高的顺序排列)
Priority = []
# * 攻击
Priority = ["B", "A", "C"]
# * 特技
Priority = ["C", "B", "A"]
# * 物品
Priority = ["C", "B", "A"]
# - 设置
A_States_Restrict_To_Attack = # 不可攻击
B_States_Restrict_To_Attack = [] # 只能普通攻击敌人
C_States_Restrict_To_Attack = # 只能普通攻击同伴
A_States_Restrict_To_Skill = [] # 不可(使用)技能
B_States_Restrict_To_Skill = # 只可对敌人(只能使用攻击类技能)
C_States_Restrict_To_Skill = [] # 只可对同伴(只能使用辅助类技能)
A_States_Restrict_To_Item = # 不可(使用)物品
B_States_Restrict_To_Item = [] # 只可对敌人(只能使用暗器类物品)
C_States_Restrict_To_Item = [] # 只可对同伴(只能使用辅助类物品)
States_Restrict_To_Guard = # 不可防御
# - 用语(不用管)
A_States_Restrict_To_Attack_Word = "不可攻击"
B_States_Restrict_To_Attack_Word = "只能普通攻击敌人"
C_States_Restrict_To_Attack_Word = "只能普通攻击同伴"
A_States_Restrict_To_Skill_Word = "不可(使用)技能"
B_States_Restrict_To_Skill_Word = "只可对敌人"
C_States_Restrict_To_Skill_Word = "只可对同伴"
A_States_Restrict_To_Item_Word = "不可(使用)物品"
B_States_Restrict_To_Item_Word = "只可对敌人"
C_States_Restrict_To_Item_Word = "只可对同伴"
States_Restrict_To_Guard_Word = "不可防御"
end
class Game_Battler
def restriction_zhouzhou
command = []
# - 攻击指令
for index inStates_Restrict::Priority
if index == "B"
if(@states & States_Restrict::B_States_Restrict_To_Attack).size > 0
command = States_Restrict::B_States_Restrict_To_Attack_Word
end
elsif index == "A"
if(@states & States_Restrict::A_States_Restrict_To_Attack).size > 0
command = States_Restrict::A_States_Restrict_To_Attack_Word
end
elsif index == "C"
if(@states & States_Restrict::C_States_Restrict_To_Attack).size > 0
command = States_Restrict::C_States_Restrict_To_Attack_Word
end
end
end
# - 特技指令
for index inStates_Restrict::Priority
if index == "C"
if(@states & States_Restrict::C_States_Restrict_To_Skill).size > 0
command = States_Restrict::C_States_Restrict_To_Skill_Word
end
elsif index == "B"
if(@states & States_Restrict::B_States_Restrict_To_Skill).size > 0
command = States_Restrict::B_States_Restrict_To_Skill_Word
end
elsif index == "A"
if(@states & States_Restrict::A_States_Restrict_To_Skill).size > 0
command = States_Restrict::A_States_Restrict_To_Skill_Word
end
end
end
# - 物品指令
for index inStates_Restrict::Priority
if index == "C"
if(@states & States_Restrict::C_States_Restrict_To_Item).size > 0
command = States_Restrict::C_States_Restrict_To_Item_Word
end
elsif index == "B"
if(@states & States_Restrict::B_States_Restrict_To_Item).size > 0
command = States_Restrict::B_States_Restrict_To_Item_Word
end
elsif index == "A"
if(@states & States_Restrict::A_States_Restrict_To_Item).size > 0
command = States_Restrict::A_States_Restrict_To_Item_Word
end
end
end
# - 防御指令
if(@states & States_Restrict::States_Restrict_To_Guard).size > 0
command = States_Restrict::States_Restrict_To_Guard_Word
end
return command
end
end
# - 参战人数
class Game_Party
def exist_size
actor_size = 0
for i in$game_party.actors
actor_size += 1if i.exist?
end
return actor_size
end
end
class Game_Troop
def exist_size
actor_size = 0
for i in$game_troop.enemies
actor_size += 1if i.exist?
end
return actor_size
end
end
class Scene_Battle
# - 检查限制
def check_to_restrict
re = @active_battler.restriction_zhouzhou
# - 攻击
if re != nil
# - 限制
if(@active_battler.current_action.kind != 0or
@active_battler.current_action.basic != 0)and
re != States_Restrict::A_States_Restrict_To_Attack_Word
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# - 无效指令
elsif@active_battler.current_action.kind == 0and
@active_battler.current_action.basic == 0and
re == States_Restrict::A_States_Restrict_To_Attack_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 特技
if re != nil
if@active_battler.current_action.kind == 1and
re == States_Restrict::A_States_Restrict_To_Skill_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 物品
if re != nil
if@active_battler.current_action.kind == 2and
re == States_Restrict::A_States_Restrict_To_Item_Word
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# - 防御
if re != nil
if@active_battler.current_action.kind == 0and
@active_battler.current_action.basic == 1
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (主回合步骤 2 : 开始行动)
#--------------------------------------------------------------------------
def update_phase4_step2
# 如果不是强制行动
unless@active_battler.current_action.forcing
check_to_restrict
end
# 清除对像战斗者
@target_battlers = []
# 行动种类分支
case@active_battler.current_action.kind
when0# 基本
make_basic_action_result
when1# 特技
make_skill_action_result
when2# 物品
make_item_action_result
end
# 移至步骤 3
if@phase4_step == 2
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
# ● 生成基本行动结果
#--------------------------------------------------------------------------
def make_basic_action_result
# 攻击的情况下
if@active_battler.current_action.basic == 0
re = @active_battler.restriction_zhouzhou
# 设置攻击 ID
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
# 行动方的战斗者是敌人的情况下
if@active_battler.is_a?(Game_Enemy)
# - 普通攻击同伴
if re == States_Restrict::C_States_Restrict_To_Attack_Word
if$game_troop.exist_size > 1
target = $game_troop.random_target_enemy
while target == @active_battler
target = $game_troop.random_target_enemy
end
else
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
# - 普通攻击敌人
elsif re == States_Restrict::B_States_Restrict_To_Attack_Word
target = $game_party.random_target_actor
# - 无限制
elsif re == nil
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
else
return
end
end
# 行动方的战斗者是角色的情况下
if@active_battler.is_a?(Game_Actor)
# - 普通攻击同伴
if re == States_Restrict::C_States_Restrict_To_Attack_Word
if$game_party.exist_size > 1
target = $game_party.random_target_actor
while target == @active_battler
target = $game_party.random_target_actor
end
else
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
# - 普通攻击敌人
elsif re == States_Restrict::B_States_Restrict_To_Attack_Word
target = $game_troop.random_target_enemy
# - 无限制
elsif re == nil
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
else
return
end
end
# 设置对像方的战斗者序列
@target_battlers =
# 应用通常攻击效果
for target in@target_battlers
target.attack_effect(@active_battler)
end
return
end
# 防御的情况下
if@active_battler.current_action.basic == 1
# 帮助窗口显示"防御"
@help_window.set_text($data_system.words.guard, 1)
return
end
# 逃跑的情况下
if@active_battler.is_a?(Game_Enemy)and
@active_battler.current_action.basic == 2
#帮助窗口显示"逃跑"
@help_window.set_text("逃跑", 1)
# 逃跑
@active_battler.escape
return
end
# 什么也不做的情况下
if@active_battler.current_action.basic == 3
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
#--------------------------------------------------------------------------
# ● 生成特技行动结果
#--------------------------------------------------------------------------
def make_skill_action_result
re = @active_battler.restriction_zhouzhou
# 获取特技
@skill = $data_skills[@active_battler.current_action.skill_id]
# 如果不是强制行动
unless@active_battler.current_action.forcing
# 因为 SP 耗尽而无法使用的情况下
unless@active_battler.skill_can_use?(@skill.id)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# 设置对像侧战斗者
set_target_battlers(@skill.scope)
# - 限制特技
case re
whenStates_Restrict::A_States_Restrict_To_Skill_Word
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
whenStates_Restrict::B_States_Restrict_To_Skill_Word
if@active_battler.is_a?(Game_Actor)
if@target_battlers.is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif@active_battler.is_a?(Game_Enemy)
if@target_battlers.is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
whenStates_Restrict::C_States_Restrict_To_Skill_Word
if@active_battler.is_a?(Game_Actor)
if@target_battlers.is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif@active_battler.is_a?(Game_Enemy)
if@target_battlers.is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
# 消耗 SP
@active_battler.sp -= @skill.sp_cost
# 刷新状态窗口
@status_window.refresh
# 在帮助窗口显示特技名
@help_window.set_text(@skill.name, 1)
# 设置动画 ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# 设置公共事件 ID
@common_event_id = @skill.common_event_id
# 应用特技效果
for target in@target_battlers
target.skill_effect(@active_battler, @skill)
end
end
#--------------------------------------------------------------------------
# ● 生成物品行动结果
#--------------------------------------------------------------------------
def make_item_action_result
re = @active_battler.restriction_zhouzhou
# 获取物品
@item = $data_items[@active_battler.current_action.item_id]
# 因为物品耗尽而无法使用的情况下
unless$game_party.item_can_use?(@item.id)
# 移至步骤 1
@phase4_step = 1
return
end
# 设置对像侧战斗者
set_target_battlers(@item.scope)
# - 限制物品
case re
whenStates_Restrict::A_States_Restrict_To_Item_Word
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
whenStates_Restrict::B_States_Restrict_To_Item_Word
if@active_battler.is_a?(Game_Actor)
if@target_battlers.is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif@active_battler.is_a?(Game_Enemy)
if@target_battlers.is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
whenStates_Restrict::C_States_Restrict_To_Item_Word
if@active_battler.is_a?(Game_Actor)
if@target_battlers.is_a?(Game_Enemy)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
elsif@active_battler.is_a?(Game_Enemy)
if@target_battlers.is_a?(Game_Actor)
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
end
# 消耗品的情况下
if@item.consumable
# 使用的物品减 1
$game_party.lose_item(@item.id, 1)
end
# 在帮助窗口显示物品名
@help_window.set_text(@item.name, 1)
# 设置动画 ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# 设置公共事件 ID
@common_event_id = @item.common_event_id
# 应用物品效果
for target in@target_battlers
target.item_effect(@item)
end
end
end
#------------------------------------------------------------------------------
本帖来自P1论坛作者恐惧剑刃,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=373273若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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