actors

更新时间:2023-01-04 02:45:59 阅读: 评论:0


2023年1月4日发(作者:最新无毒成人网站)

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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