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[0] = ["B", "A", "C"]
- # * 特技
- Priority[1] = ["C", "B", "A"]
- # * 物品
- Priority[2] = ["C", "B", "A"]
- # - 设置
- A_States_Restrict_To_Attack = [16] # 不可攻击
- B_States_Restrict_To_Attack = [] # 只能普通攻击敌人
- C_States_Restrict_To_Attack = [15] # 只能普通攻击同伴
- A_States_Restrict_To_Skill = [] # 不可(使用)技能
- B_States_Restrict_To_Skill = [14] # 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 = [13] # 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 = [16] # 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[0]
- if index == "B"
- if(@states & States_Restrict::B_States_Restrict_To_Attack).size > 0
- command[0] = States_Restrict::B_States_Restrict_To_Attack_Word
- end
- elsif index == "A"
- if(@states & States_Restrict::A_States_Restrict_To_Attack).size > 0
- command[0] = States_Restrict::A_States_Restrict_To_Attack_Word
- end
- elsif index == "C"
- if(@states & States_Restrict::C_States_Restrict_To_Attack).size > 0
- command[0] = States_Restrict::C_States_Restrict_To_Attack_Word
- end
- end
- end
- # - 特技指令
- for index inStates_Restrict::Priority[1]
- if index == "C"
- if(@states & States_Restrict::C_States_Restrict_To_Skill).size > 0
- command[1] = States_Restrict::C_States_Restrict_To_Skill_Word
- end
- elsif index == "B"
- if(@states & States_Restrict::B_States_Restrict_To_Skill).size > 0
- command[1] = States_Restrict::B_States_Restrict_To_Skill_Word
- end
- elsif index == "A"
- if(@states & States_Restrict::A_States_Restrict_To_Skill).size > 0
- command[1] = States_Restrict::A_States_Restrict_To_Skill_Word
- end
- end
- end
- # - 物品指令
- for index inStates_Restrict::Priority[2]
- if index == "C"
- if(@states & States_Restrict::C_States_Restrict_To_Item).size > 0
- command[2] = States_Restrict::C_States_Restrict_To_Item_Word
- end
- elsif index == "B"
- if(@states & States_Restrict::B_States_Restrict_To_Item).size > 0
- command[2] = States_Restrict::B_States_Restrict_To_Item_Word
- end
- elsif index == "A"
- if(@states & States_Restrict::A_States_Restrict_To_Item).size > 0
- command[2] = 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[3] = 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[0] != nil
- # - 限制
- if(@active_battler.current_action.kind != 0or
- @active_battler.current_action.basic != 0)and
- re[0] != 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[0] == 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[1] != nil
- if@active_battler.current_action.kind == 1and
- re[1] == 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[2] != nil
- if@active_battler.current_action.kind == 2and
- re[2] == 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[3] != 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
- $game_temp.forcing_battler = nil
- # 移至步骤 1
- @phase4_step = 1
- return
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (主回合步骤 2 : 开始行动)
- #--------------------------------------------------------------------------
- def update_phase4_step2
- # 如果不是强制行动
- unless@active_battler.current_action.forcing
- check_to_restrict
- end
- # 清除对像战斗者
- @target_battlers = []
- # 行动种类分支
- case@active_battler.current_action.kind
- when0 # 基本
- make_basic_action_result
- when1 # 特技
- make_skill_action_result
- when2 # 物品
- make_item_action_result
- end
- # 移至步骤 3
- if@phase4_step == 2
- @phase4_step = 3
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成基本行动结果
- #--------------------------------------------------------------------------
- def make_basic_action_result
- # 攻击的情况下
- if@active_battler.current_action.basic == 0
- re = @active_battler.restriction_zhouzhou[0]
- # 设置攻击 ID
- @animation1_id = @active_battler.animation1_id
- @animation2_id = @active_battler.animation2_id
- # 行动方的战斗者是敌人的情况下
- if@active_battler.is_a?(Game_Enemy)
- # - 普通攻击同伴
- if re == States_Restrict::C_States_Restrict_To_Attack_Word
- if$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 = $game_troop.smooth_target_enemy(index)
- else
- return
- end
- end
- # 设置对像方的战斗者序列
- @target_battlers = [target]
- # 应用通常攻击效果
- for target in@target_battlers
- target.attack_effect(@active_battler)
- end
- return
- end
- # 防御的情况下
- if@active_battler.current_action.basic == 1
- # 帮助窗口显示"防御"
- @help_window.set_text($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[1]
- # 获取特技
- [url=home.php?mod=space&uid=260100]@skill[/url] = $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[0].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[0].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[0].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[0].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[2]
- # 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[0].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[0].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[0].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[0].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
- #------------------------------------------------------------------------------
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