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Showing results for tags 'Auto-Battle'.
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Titolo: Auto-Battle Versione: N/D Autore/i: Thousand Dragoon Informazioni: Questo script permette di usare il comando di battaglia automatica =) Istruzioni: Inserire lo script sopra Main... Script: #Este script coloca o comando de auto-batalha em suas lutas, fazendo que seus personagens ataquem sozinhos. #Este script é muito simples de ser usado, acima do Main (no editor de scripts) clique com o botão direito e inserir. Díª o nome de Auto_Battle e cole o código abaixo no script. #Pronto já pode ser usado. #============================================================================== # ¦ Auto_Battle #------------------------------------------------------------------------------ # Edited from default scripts by Thousand Dragoon Link and Sir_KnightDragoon # Comments by Thousand Dragoon Link #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ? Renewal of a frame (party command phase) #-------------------------------------------------------------------------- def update_phase2 if Input.trigger?(Input::C) case @party_command_window.index when 0 # Fight # Determine if a SE is performed. $game_system.se_play($data_system.decision_se) start_phase3 when 1 # Escape. # escape is not possible if $game_temp.battle_can_escape == false $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) update_phase2_escape when 2 # Auto-Battle $game_system.se_play($data_system.decision_se) update_phase2_auto end return end end #-------------------------------------------------------------------------- # Renewal of a frame (party command phase : auto) #-------------------------------------------------------------------------- def update_phase2_auto loop do if @actor_index == $game_party.actors.size-1 start_phase4 return end @actor_index += 1 $game_party.actors[@actor_index].current_action.kind = 0 $game_party.actors[@actor_index].current_action.basic = 0 $game_party.actors[@actor_index].current_action.decide_random_target_for_actor end end end class Window_PartyCommand < Window_Selectable #-------------------------------------------------------------------------- # object initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 160 self.contents.font.name = $fontface self.contents.font.size = $fontsize #Change the commands to what you want them to say @commands = ["Combatti", "Fuga", "Auto-Battle"] @item_max = 3 @column_max = 3 draw_item(0, normal_color) draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color) draw_item(2, normal_color) self.active = false self.visible = false self.index = 0 end #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], 1) end #-------------------------------------------------------------------------- # Renewal of the rectangle cursor #-------------------------------------------------------------------------- def update_cursor_rect self.cursor_rect.set(80 + index * 160, 0, 128, 32) end end