RGSSReference
翻译frantice
Variables&Switches
1-变量语法:
VariableSyntax:
$game_variables[id#]eg$game_variables[1]
2–变量操作:
数:$game_variables[1]=10
文章:$game_variables[1]="text"
加:$game_variables[1]+=10
减:$game_variables[1]-=10
除:$game_variables[1]/=10
乘:$game_variables[1]*=10
求余数:$game_variables[1]%=10
两变量相等:$game_variables[1]=$game_variables[2]
计算:
$game_variables[1]=($game_variables[2]+12)*($game_variables[3]-2)
3–开关语法:
$game_switches[id#]=flagvalue
$game_switches[1]=true
$game_switches[1]=fal
4–独立开关语法:
$game_lf_switches={[MAP-ID,EVENT-ID,"LOCAL-SWITCH"]=>flagvalue}
$game__refresh=true#注意这句,刷新用---by女F
例子:
$game_lf_switches={[2,4,"A"]=>true}
$game_lf_switches={[1,3,"B"]=>fal}
$game__refresh=true
关于这篇的讨论:
句A:
$game_lf_switches={[MAP-ID,EVENT-ID,"LOCAL-SWITCH"]=>flagvalue}
$game__refresh=true
句B:
$game_lf_switches[[MAP-ID,EVENT-ID,"LOCAL-SWITCH"]]=flagvalue
$game__refresh=true
这两句的区别?
A句会清除掉$game_lf_switches的其他任何独立开关,只留当前定义的这个开关
B句不会改变其他的独立开关.
EnemiesSyntax
语法列表:
$data_enemies[enemy_id]
敌人名:
$data_enemies[enemy_id].name
敌人的maxhp:
$data_enemies[enemy_id].maxhp
敌人的maxsp:
$data_enemies[enemy_id].maxsp
敌人的力量:
$data_enemies[enemy_id].str
敌人的灵巧:
$data_enemies[enemy_id].dex
敌人的速度:
$data_enemies[enemy_id].agi
敌人的魔力:
$data_enemies[enemy_id].int
敌人的攻击力:
$data_enemies[enemy_id].atk
敌人的物理防御:
$data_enemies[enemy_id].pdef
敌人的魔法防御:
$data_enemies[enemy_id].mdef
敌人攻击方动画:
$data_enemies[enemy_id].animation1_id
对象方动画:
$data_enemies[enemy_id].animation2_id
杀死敌人获得经验:
$data_enemies[enemy_id].exp
杀死敌人获得金钱:
$data_enemies[enemy_id].gold
获得宝物为物品ID:
$data_enemies[enemy_id].item_id
获得宝物为物品的名字:
$data_items[$data_enemies[enemy_id].item_id].name
获得宝物为武器ID:
$data_enemies[enemy_id].weapon_id
获得宝物为武器的名字:
$data_weapons[$data_enemies[enemy_id].weapon_id].name
获得宝物为防具ID:
$data_enemies[enemy_id].armor_id
获得宝物为防具的名字:
$data_armors[$data_enemies[enemy_id].armor_id].name
怪物掉宝几率
$data_enemies[enemy_id].treasure_prob
敌人战斗图:
$data_enemies[enemy_id].battler_name
敌人战斗图色相:
$data_enemies[enemy_id].battler_hue
补充:获得目标敌人的当前hp:
$game_s[enemy_index].hp
ItemsSyntax
Attribute列表:
DataItems
$data_items[item_id].
scope#物品效果范围
(0:无,1:敌单体,2:敌全体,3:己单体,
4:己全体,5:己单体HP0,6:己全体HP0,7:使用者).
occasion#使用的场合
(0:平时,1:战斗中,2:菜单中,3:不能使用).
consumable#消耗
parameter_type#能力值
(0:无,1:maxHP,2:maxSP,3:力量,4:灵巧,5:速度,6:魔力).
parameter_points#上升量
语法列表:
物品ID:
$data_items[item_id].id
物品名:
$data_items[item_id].name
物品图标名:
$data_items[item_id].icon_name
物品描述:
$data_items[item_id].description
物品使用范围:
$data_items[item_id].scope
物品使用场合:
$data_items[item_id].occasion
使用方动画:
$data_items[item_id].animation1_id
对象方动画:
$data_items[item_id].animation2_id
菜单画面使用时的SE:
$data_items[item_id].menu_
公共事件ID:
$data_items[item_id].common_event_id
物品价格:
$data_items[item_id].price
消耗:
$data_items[item_id].consumable
能力值:
$data_items[item_id].parameter_type
能力值上升量:
$data_items[item_id].parameter_points
HP回复率:
$data_items[item_id].recover_hp_rate
HP回复量:
$data_items[item_id].recover_hp
SP回复率:
$data_items[item_id].recover_sp_rate
SP回复量:
$data_items[item_id].recover_sp
命中率:
$data_items[item_id].hit
物理防御关联:
$data_items[item_id].pdef_f
魔法防御关联:
$data_items[item_id].mdef_f
分散度:
$data_items[item_id].variance
物品属性:
$data_items[item_id].element_t
状态变化+:
$data_items[item_id].plus_state_t
讨论:
如何表示增加物品:
在Game_Party里.$game__item(item_id,number)
ActorSyntax
语法列表:
ActorSyntax#1:
$data_actors[actor_id]
ActorSyntax#2:
$game_actors[actor_id]
$data_actors和$game_actors是用来表示游戏角色的代码,actor_id是角色的真
实ID.$data_actors指的是数据库中的默认值,而$game_actors指的是游戏中的值.
也就是说,如果我们使用$data_actors[actor_id].name这样的表达,名字就是数据库
中我们规定的名字;即使我们在游戏中改变了角色的名字,这个值还是数据库中默认的值.
相反,如果我们使用了$game_actors[actor_id].name,名字就是游戏中现有的名字.也
就是说每个角色实际上有2个名字.
要注意的是,$data_actors[actor_id]只能全部是ATTR_READER,仅除了数值的
parameters(数值最大值).也就是说我们不能写入$data_actors[actor_id].name.
这是因为我们知道$data_actors反映的是数据库的默认值,如果我们要写入角色的话,就
只能用$game_actors[actor_id].所以,我们可以这样操作:在事件脚本中调用句法
$game_actors[actor_id].name="MyName"来改变角色名字,而不能用
$data_actors[actor_id].name这样的句法.
角色名:
$data_actors[actor_id].name
$game_actors[actor_id].name
角色脸谱:
$data_actors[actor_id].character_name
$game_actors[actor_id].character_name
脸谱色相:
$data_actors[actor_id].character_hue
$game_actors[actor_id].character_hue
战斗图:
$data_actors[actor_id].battler_name
$game_actors[actor_id].battler_name
战斗图色相:
$data_actors[actor_id].battler_hue
$game_actors[actor_id].battler_hue
角色职业ID:
$data_actors[actor_id].class_id
$game_actors[actor_id].class_id
职业名:
$data_class[$data_actors[actor_id].class_id].name
$game_actors[actor_id].class_name
角色武器ID:
$data_actors[actor_id].weapon_id
$game_actors[actor_id].weapon_id
角色武器名:
$data_weapons[$data_actors[actor_id].weapon_id].name
$data_weapons[$game_actors[actor_id].weapon_id].name
盾ID:
$data_actors[actor_id].armor1_id
$game_actors[actor_id].armor1_id
盾名:
$data_armors[$data_actors[actor_id].armor1_id].name
$data_armors[$game_actors[actor_id].armor1_id].name
头盔ID:
$data_actors[actor_id].armor2_id
$game_actors[actor_id].armor2_id
头盔名:
$data_armors[$data_actors[actor_id].armor2_id].name
$data_armors[$game_actors[actor_id].armor2_id].name
身体防具ID:
$data_actors[actor_id].armor3_id
$game_actors[actor_id].armor3_id
身体防具名:
$data_armors[$data_actors[actor_id].armor3_id].name
$data_armors[$game_actors[actor_id].armor3_id].name
装饰品ID:
$data_actors[actor_id].armor4_id
$game_actors[actor_id].armor4_id
装饰品名:
$data_armors[$data_actors[actor_id].armor4_id].name
$data_armors[$game_actors[actor_id].armor4_id].name
角色初始等级:
$data_actors[actor_id].initial_level
角色能力曲线:
$data_actors[actor_id].parameters[status_id,level]
status_id是曲线的ID.比如说,MaxHP是ID#0,MaxSP是ID#是指欲
查看的等级.也就是说输入10,查看的就是10级的时候的能力.这里我们用
"game_actors"会简单一点,我们下面会知道
能力曲线ID#:
ParametersID
#MaximumHP0
MaximumSP1
Strengh2
Dexterity3
Agility4
Intelligence5
角色当前HP:
$game_actors[actor_id].hp
角色当前MAXHP:
$game_actors[actor_id].maxhp
角色当前SP:
$game_actors[actor_id].sp
角色当前MAXSP:
$game_actors[actor_id].maxsp
角色当前等级:
$game_actors[actor_id].level
角色当前经验(EXP):
$game_actors[actor_id].exp
角色当前力量(STR):
$game_actors[actor_id].str
角色当前灵巧(DEX):
$game_actors[actor_id].dex
角色当前速度(AGI):
$game_actors[actor_id].agi
角色当前魔力(INT):
$game_actors[actor_id].int
角色当前攻击(ATK):
$game_actors[actor_id].atk
角色当前物理防御(PDEF):
$game_actors[actor_id].pdef
角色当前魔法防御(MDEF):
$game_actors[actor_id].mdef
角色当前回避修正(EVA):
$game_actors[actor_id].eva
本文发布于:2023-01-04 02:45:59,感谢您对本站的认可!
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