更新下。。。
@atk_chain_states 是 攻击状态id 的数组
举个例子,比如有一个id为20的状态——狂怒
而附加这个状态的角色或者敌人都会进行三连击
那么
这样设置:
@atk_chain_states.push(20)
设置多次攻击的次数
@atk_chain_num[20] = 2#多攻击2下即攻击三次
特技连击 直接在 @skill_chain_num 处设置
比如 @skill_chain_num[57] = 1 # 就是说 57号特技会多攻击一次即攻击两次,57号特技默认十字斩[code]class Game_Temp attr_accessor :atk_chain_num, :skill_chain_num, :atk_chain_states, :battler_ok alias initialize_old_dl initialize def initialize initialize_old_dl @battler_ok = [] @atk_chain_num = {} @skill_chain_num = {} #=============== 连击 ===============# @atk_chain_states = [20, 21, 22] @atk_chain_num[20] = 1 @atk_chain_num[21] = 2 @atk_chain_num[22] = 3 @skill_chain_num[57] = 1 endendclass Scene_Battle alias update_chain_atk_skill_old update def update if $game_temp.battle_turn != @old_battle_turn_dl @old_battle_turn_dl = $game_temp.battle_turn $game_temp.battler_ok = [] if $game_temp.battler_ok != [] end update_chain_atk_skill_old end #-------------------------------------------------------------------------- # ● 生成行动循序 #-------------------------------------------------------------------------- def make_action_orders # 初始化序列 @action_battlers @action_battlers = [] # 添加敌人到 @action_battlers 序列 for enemy in $game_troop.enemies @action_battlers.push(enemy) #=============== 连击 ===============# if enemy.current_action.basic == 0 atk_states = [] for i in $game_temp.atk_chain_states atk_states |