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【进站必读】宝可饭堂社区全局规定v1.10
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<blockquote data-quote="ES泽洛" data-source="post: 1046" data-attributes="member: 2"><p><h3><span style="color: rgb(26, 188, 156)"><span style="font-size: 26px">脚本部分</span></span></h3><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">1.磐涅(这是代码最多的一个)</span></span></h3><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battle</em>的第90行附近粘贴</span></span></p><p><span style="font-size: 15px">[CODE=ruby]attr_reader :enhancedRebirth #磐涅[/CODE]</span></p><p><span style="font-size: 18px">[ATTACH=full]1320[/ATTACH]</span></p><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battle</em>的第159行附近粘贴</span></span></p><p><span style="font-size: 15px">[CODE=ruby]@enhancedRebirth = [Array.new(@party1.length, false), Array.new(@party2.length, false)][/CODE]</span></p><p>[ATTACH=full]1319[/ATTACH]</p><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battle_Battler</em>的685行附近粘贴</span></span></p><p><span style="font-size: 15px">[CODE=ruby]</span></p><p><span style="font-size: 15px"> def reborn?</span></p><p><span style="font-size: 15px"> return @battle.enhancedRebirth[@index & 1][@pokemonIndex]</span></p><p><span style="font-size: 15px"> end</span></p><p><span style="font-size: 15px"> def setReborn</span></p><p><span style="font-size: 15px"> @battle.enhancedRebirth[@index & 1][@pokemonIndex] = true</span></p><p><span style="font-size: 15px"> end</span></p><p><span style="font-size: 15px">[/CODE]</span></p><p>[ATTACH=full]1321[/ATTACH]</p><p><span style="font-size: 18px"><span style="color: rgb(84, 172, 210)">在<em>Battle_Scene_Animations</em>的685行附近粘贴</span></span></p><p>[CODE=ruby]</p><p>#===============================================================================</p><p># Shows a Pokémon reboring 复活</p><p>#===============================================================================</p><p>class Battle::Scene::Animation::BattlerReborn1 < Battle::Scene::Animation</p><p> def initialize(sprites,viewport,idxBattler,battle)</p><p> @idxBattler = idxBattler</p><p> @battle = battle</p><p> super(sprites,viewport)</p><p> end</p><p></p><p> def createProcesses</p><p> batSprite = @sprites["pokemon_#{@idxBattler}"]</p><p> shaSprite = @sprites["shadow_#{@idxBattler}"]</p><p> # Set up battler/shadow sprite</p><p> battler = addSprite(batSprite,PictureOrigin::BOTTOM)</p><p> shadow = addSprite(shaSprite,PictureOrigin::CENTER)</p><p> # Animation</p><p> # Play cry</p><p> delay = 10</p><p> cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn, "_faint")</p><p> if cry # Play a specific faint cry</p><p> battler.setSE(0, cry)</p><p> delay = (GameData::Species.cry_length(batSprite.pkmn, nil, nil, "_faint") * 20).ceil</p><p> else</p><p> cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn)</p><p> if cry # Play the regular cry at a lower pitch (75)</p><p> battler.setSE(0, cry, nil, 75)</p><p> delay = (GameData::Species.cry_length(batSprite.pkmn, nil, 75) * 20).ceil</p><p> end</p><p> end</p><p> shadow.setVisible(0,false)</p><p> battler.setSE(delay,"Pkmn faint")</p><p> 16.times do</p><p> batSprite.opacity -= 16</p><p> pbWait(2)</p><p> end</p><p> batSprite.opacity = 0</p><p> battler.setVisible(delay,false)</p><p> end</p><p>end</p><p></p><p>class Battle::Scene::Animation::BattlerReborn2 < Battle::Scene::Animation</p><p> def initialize(sprites,viewport,idxBattler,battle)</p><p> @idxBattler = idxBattler</p><p> @battle = battle</p><p> super(sprites,viewport)</p><p> end</p><p></p><p> def createProcesses</p><p> batSprite = @sprites["pokemon_#{@idxBattler}"]</p><p> shaSprite = @sprites["shadow_#{@idxBattler}"]</p><p> battler = addSprite(batSprite,PictureOrigin::BOTTOM)</p><p> shadow = addSprite(shaSprite,PictureOrigin::CENTER)</p><p> delay = 10</p><p> cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn)</p><p> if cry # Play a specific faint cry</p><p> battler.setSE(0, cry)</p><p> delay = (GameData::Species.cry_length(batSprite.pkmn) * 20).ceil</p><p> else</p><p> cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn)</p><p> if cry # Play the regular cry at a lower pitch (75)</p><p> battler.setSE(0, cry, nil, 75)</p><p> delay = (GameData::Species.cry_length(batSprite.pkmn, nil, 75) * 20).ceil</p><p> end</p><p> end</p><p> battler.setVisible(0,true)</p><p> batSprite.opacity = 0</p><p> 16.times do</p><p> batSprite.opacity += 16</p><p> batSprite.color.set(batSprite.opacity,0,0,128)</p><p> pbWait(2)</p><p> end</p><p> batSprite.opacity = 255</p><p> battler.setSE(0,cry,nil,60) if cry</p><p> shadow.setVisible(0,true)</p><p> end</p><p>end</p><p>[/CODE]</p><p><span style="font-size: 18px">[ATTACH=full]1325[/ATTACH]</span></p><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Scene_PlayAnimations</em>的第330行附近粘贴</span></span></p><p>[CODE=ruby]</p><p> #=============================================================================</p><p> # Animates a Pokémon reborn</p><p> #=============================================================================</p><p> def pbReborn1Battler(battler)</p><p> @briefMessage = false</p><p> rebornAnim = Animation::BattlerReborn1.new(@sprites, @viewport, battler.index, @battle)</p><p> dataBoxAnim = Animation::DataBoxDisappear.new(@sprites, @viewport, battler.index)</p><p> loop do</p><p> rebornAnim.update</p><p> dataBoxAnim.update</p><p> pbUpdate</p><p> break if rebornAnim.animDone? && dataBoxAnim.animDone?</p><p> end</p><p> rebornAnim.dispose</p><p> dataBoxAnim.dispose</p><p> end</p><p></p><p> def pbReborn2Battler(battler)</p><p> @briefMessage = false</p><p> rebornAnim = Animation::BattlerReborn2.new(@sprites,@viewport,battler.index,@battle)</p><p> dataBoxAnim = Animation::DataBoxAppear.new(@sprites, @viewport, battler.index)</p><p> loop do</p><p> rebornAnim.update</p><p> dataBoxAnim.update</p><p> pbUpdate</p><p> break if rebornAnim.animDone? && dataBoxAnim.animDone?</p><p> end</p><p> rebornAnim.dispose</p><p> dataBoxAnim.dispose</p><p> end</p><p>[/CODE]</p><p>[ATTACH=full]1324[/ATTACH]</p><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battle_AbilityEffects</em>的最下方粘贴</span></span></p><p>[CODE=ruby]</p><p>#磐涅</p><p>Battle::AbilityEffects::OnBeingHit.add(:ENHANCEDREBIRTH,</p><p> proc { |ability, user, target, move, battle|</p><p> next if !target.fainted?</p><p> next if target.reborn?</p><p> if !battle.moldBreaker</p><p> target.setReborn</p><p> battle.scene.pbReborn1Battler(target)</p><p> battle.pbDisplayPaused(_INTL("{1}倒下了...?", target.pbThis))</p><p> pbWait(20)</p><p> </p><p> battle.pbShowAbilitySplash(target)</p><p> battle.scene.pbReborn2Battler(target)</p><p> </p><p> target.pbRecoverHP(target.totalhp / 2, false)</p><p> target.pbCureStatus(false)</p><p> target.pbCureConfusion</p><p> </p><p> battle.pbDisplay(_INTL("<c=FF0000FF>{1}从濒死中复活了!</c>", target.pbThis))</p><p> target.pbRaiseStatStage(:SPECIAL_ATTACK, 1, target)</p><p> target.pbRaiseStatStage(:SPEED, 1, target)</p><p> </p><p> battle.pbHideAbilitySplash(target)</p><p> end</p><p> }</p><p>)</p><p>[/CODE]</p><p>[ATTACH=full]1322[/ATTACH]</p><p></p><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">2.节省</span></span></h3><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battler_UseMove</em>的第254行附近粘贴</span></span></p><p>[CODE=ruby]pp_save = move.pp + 1 if user.hasActiveAbility?(:PPSAVE) # 节省[/CODE]</p><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battler_UseMove</em>的第270行附近粘贴</span></span></p><p>[CODE=ruby]</p><p> # 节省</p><p> if user.hasActiveAbility?(:PPSAVE) && rand(100) < 30</p><p> user.pbSetPP(move, pp_save)</p><p> end</p><p>[/CODE]</p><p>[ATTACH=full]1326[/ATTACH]</p><p></p><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">3.能量吸收</span></span></h3><p><span style="color: rgb(84, 172, 210)"><span style="font-size: 18px">在<em>Battle_AbilityEffects</em>的最下方粘贴</span></span></p><p>[CODE=ruby]</p><p>#能量吸收</p><p>Battle::AbilityEffects::MoveImmunity.add(:ENERGYABSORB,</p><p> proc { |ability, user, target, move, type, battle, show_message|</p><p> next false if user.index == target.index</p><p> next false if !move.specialMove?</p><p> if show_message</p><p> battle.pbShowAbilitySplash(target)</p><p> if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, target)</p><p> target.pbRaiseStatStage(:SPECIAL_ATTACK, 2, target)</p><p> elsif Battle::Scene::USE_ABILITY_SPLASH</p><p> battle.pbDisplay(_INTL("这对{1}没有效果...", target.pbThis))</p><p> else</p><p> battle.pbDisplay(_INTL("{1}的{2}使{3}无效化了!", target.pbThis, target.abilityName, move.name))</p><p> end</p><p> battle.pbHideAbilitySplash(target)</p><p> end</p><p> next true</p><p> }</p><p>)</p><p>[/CODE]</p><p><span style="font-size: 18px">[ATTACH=full]1323[/ATTACH]</span></p><p></p><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">4.生命再生</span></span></h3><p><span style="font-size: 18px"><span style="color: rgb(84, 172, 210)">在<em>Battle_AbilityEffects</em>的最下方粘贴</span></span></p><p>[CODE=ruby]</p><p>#生命再生</p><p>Battle::AbilityEffects::EndOfRoundEffect.add(:LIFEREGENATION,</p><p> proc { |ability, battler, battle|</p><p> next if !battler.canHeal?</p><p> battle.pbShowAbilitySplash(battler)</p><p> battler.pbRecoverHP(battler.totalhp * 16 / 100)</p><p> if Battle::Scene::USE_ABILITY_SPLASH</p><p> battle.pbDisplay(_INTL("{1}的HP回复了!", battler.pbThis))</p><p> else</p><p> battle.pbDisplay(_INTL("{1}的{2}回复了它的HP。", battler.pbThis, battler.abilityName))</p><p> end</p><p> battle.pbHideAbilitySplash(battler)</p><p> }</p><p>)</p><p>[/CODE]</p><p>[ATTACH=full]1327[/ATTACH]</p><p></p><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">5.感恩的决心</span></span></h3><p><span style="font-size: 18px"><span style="color: rgb(84, 172, 210)">在<em>Battle_AbilityEffects</em>的最下方粘贴</span></span></p><p>[CODE=ruby]</p><p>#感恩的决心</p><p>Battle::AbilityEffects::OnSwitchIn.add(:GRATEFULHEART,</p><p> proc { |ability, battler, battle, switch_in|</p><p> happiness = battler.happiness</p><p> next if happiness < 155</p><p> battle.pbShowAbilitySplash(battler)</p><p> if happiness == 255</p><p> stats = [:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE, :SPEED]</p><p> randUp = stats.shuffle.slice(0, 3)</p><p> randUp.each do |stat|</p><p> battler.pbRaiseStatStage(stat, 1, battler)</p><p> end</p><p> elsif happiness >= 200</p><p> stats = [:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE]</p><p> randUp = stats.shuffle.slice(0, 2)</p><p> randUp.each do |stat|</p><p> battler.pbRaiseStatStage(stat, 1, battler)</p><p> end</p><p> else</p><p> randUp = [:DEFENSE, :SPECIAL_DEFENSE]</p><p> stat = randUp[rand(randUp.length)]</p><p> battler.pbRaiseStatStage(stat, 1, battler)</p><p> end</p><p> battle.pbHideAbilitySplash(battler)</p><p> }</p><p>)</p><p>[/CODE]</p><p>[ATTACH=full]1328[/ATTACH]</p><p></p><h3><span style="color: rgb(235, 107, 86)"><span style="font-size: 22px">6.掠食</span></span></h3><p><span style="font-size: 18px"><span style="color: rgb(84, 172, 210)">在<em>Battle_AbilityEffects</em>的最下方粘贴</span></span></p><p>[CODE=ruby]</p><p>#掠食</p><p>Battle::AbilityEffects::OnEndOfUsingMove.add(:PREDATION,</p><p> proc { |ability, user, targets, move, battle|</p><p> next if !user.canHeal?</p><p> next if battle.pbAllFainted?(user.idxOpposingSide)</p><p> numFainted = 0</p><p> targets.each { |b|</p><p> numFainted += 1 if b.damageState.fainted</p><p> }</p><p> next if numFainted == 0</p><p> battle.pbShowAbilitySplash(user)</p><p> user.pbRecoverHP(user.totalhp * numFainted / 5)</p><p> battle.pbHideAbilitySplash(user)</p><p> }</p><p>)</p><p>[/CODE]</p><p></p><p><span style="font-size: 18px">如果只是想实现这些效果,看到这里跟着操作就可以了,下面会逐个展开讲解。</span></p></blockquote><p></p>
[QUOTE="ES泽洛, post: 1046, member: 2"] [HEADING=2][COLOR=rgb(26, 188, 156)][SIZE=7]脚本部分[/SIZE][/COLOR][/HEADING] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]1.磐涅(这是代码最多的一个)[/SIZE][/COLOR][/HEADING] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battle[/I]的第90行附近粘贴[/SIZE][/COLOR] [SIZE=4][CODE=ruby]attr_reader :enhancedRebirth #磐涅[/CODE][/SIZE] [SIZE=5][ATTACH type="full" alt="1693111928186.png"]1320[/ATTACH][/SIZE] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battle[/I]的第159行附近粘贴[/SIZE][/COLOR] [SIZE=4][CODE=ruby]@enhancedRebirth = [Array.new(@party1.length, false), Array.new(@party2.length, false)][/CODE][/SIZE] [ATTACH type="full" alt="1693111905982.png"]1319[/ATTACH] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battle_Battler[/I]的685行附近粘贴[/SIZE][/COLOR] [SIZE=4][CODE=ruby] def reborn? return @battle.enhancedRebirth[@index & 1][@pokemonIndex] end def setReborn @battle.enhancedRebirth[@index & 1][@pokemonIndex] = true end [/CODE][/SIZE] [ATTACH type="full" alt="1693111995097.png"]1321[/ATTACH] [SIZE=5][COLOR=rgb(84, 172, 210)]在[I]Battle_Scene_Animations[/I]的685行附近粘贴[/COLOR][/SIZE] [CODE=ruby] #=============================================================================== # Shows a Pokémon reboring 复活 #=============================================================================== class Battle::Scene::Animation::BattlerReborn1 < Battle::Scene::Animation def initialize(sprites,viewport,idxBattler,battle) @idxBattler = idxBattler @battle = battle super(sprites,viewport) end def createProcesses batSprite = @sprites["pokemon_#{@idxBattler}"] shaSprite = @sprites["shadow_#{@idxBattler}"] # Set up battler/shadow sprite battler = addSprite(batSprite,PictureOrigin::BOTTOM) shadow = addSprite(shaSprite,PictureOrigin::CENTER) # Animation # Play cry delay = 10 cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn, "_faint") if cry # Play a specific faint cry battler.setSE(0, cry) delay = (GameData::Species.cry_length(batSprite.pkmn, nil, nil, "_faint") * 20).ceil else cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn) if cry # Play the regular cry at a lower pitch (75) battler.setSE(0, cry, nil, 75) delay = (GameData::Species.cry_length(batSprite.pkmn, nil, 75) * 20).ceil end end shadow.setVisible(0,false) battler.setSE(delay,"Pkmn faint") 16.times do batSprite.opacity -= 16 pbWait(2) end batSprite.opacity = 0 battler.setVisible(delay,false) end end class Battle::Scene::Animation::BattlerReborn2 < Battle::Scene::Animation def initialize(sprites,viewport,idxBattler,battle) @idxBattler = idxBattler @battle = battle super(sprites,viewport) end def createProcesses batSprite = @sprites["pokemon_#{@idxBattler}"] shaSprite = @sprites["shadow_#{@idxBattler}"] battler = addSprite(batSprite,PictureOrigin::BOTTOM) shadow = addSprite(shaSprite,PictureOrigin::CENTER) delay = 10 cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn) if cry # Play a specific faint cry battler.setSE(0, cry) delay = (GameData::Species.cry_length(batSprite.pkmn) * 20).ceil else cry = GameData::Species.cry_filename_from_pokemon(batSprite.pkmn) if cry # Play the regular cry at a lower pitch (75) battler.setSE(0, cry, nil, 75) delay = (GameData::Species.cry_length(batSprite.pkmn, nil, 75) * 20).ceil end end battler.setVisible(0,true) batSprite.opacity = 0 16.times do batSprite.opacity += 16 batSprite.color.set(batSprite.opacity,0,0,128) pbWait(2) end batSprite.opacity = 255 battler.setSE(0,cry,nil,60) if cry shadow.setVisible(0,true) end end [/CODE] [SIZE=5][ATTACH type="full" alt="1693112588792.png"]1325[/ATTACH][/SIZE] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Scene_PlayAnimations[/I]的第330行附近粘贴[/SIZE][/COLOR] [CODE=ruby] #============================================================================= # Animates a Pokémon reborn #============================================================================= def pbReborn1Battler(battler) @briefMessage = false rebornAnim = Animation::BattlerReborn1.new(@sprites, @viewport, battler.index, @battle) dataBoxAnim = Animation::DataBoxDisappear.new(@sprites, @viewport, battler.index) loop do rebornAnim.update dataBoxAnim.update pbUpdate break if rebornAnim.animDone? && dataBoxAnim.animDone? end rebornAnim.dispose dataBoxAnim.dispose end def pbReborn2Battler(battler) @briefMessage = false rebornAnim = Animation::BattlerReborn2.new(@sprites,@viewport,battler.index,@battle) dataBoxAnim = Animation::DataBoxAppear.new(@sprites, @viewport, battler.index) loop do rebornAnim.update dataBoxAnim.update pbUpdate break if rebornAnim.animDone? && dataBoxAnim.animDone? end rebornAnim.dispose dataBoxAnim.dispose end [/CODE] [ATTACH type="full" alt="1693112367014.png"]1324[/ATTACH] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battle_AbilityEffects[/I]的最下方粘贴[/SIZE][/COLOR] [CODE=ruby] #磐涅 Battle::AbilityEffects::OnBeingHit.add(:ENHANCEDREBIRTH, proc { |ability, user, target, move, battle| next if !target.fainted? next if target.reborn? if !battle.moldBreaker target.setReborn battle.scene.pbReborn1Battler(target) battle.pbDisplayPaused(_INTL("{1}倒下了...?", target.pbThis)) pbWait(20) battle.pbShowAbilitySplash(target) battle.scene.pbReborn2Battler(target) target.pbRecoverHP(target.totalhp / 2, false) target.pbCureStatus(false) target.pbCureConfusion battle.pbDisplay(_INTL("<c=FF0000FF>{1}从濒死中复活了!</c>", target.pbThis)) target.pbRaiseStatStage(:SPECIAL_ATTACK, 1, target) target.pbRaiseStatStage(:SPEED, 1, target) battle.pbHideAbilitySplash(target) end } ) [/CODE] [ATTACH type="full" alt="1693112193070.png"]1322[/ATTACH] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]2.节省[/SIZE][/COLOR][/HEADING] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battler_UseMove[/I]的第254行附近粘贴[/SIZE][/COLOR] [CODE=ruby]pp_save = move.pp + 1 if user.hasActiveAbility?(:PPSAVE) # 节省[/CODE] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battler_UseMove[/I]的第270行附近粘贴[/SIZE][/COLOR] [CODE=ruby] # 节省 if user.hasActiveAbility?(:PPSAVE) && rand(100) < 30 user.pbSetPP(move, pp_save) end [/CODE] [ATTACH type="full" alt="1693113120674.png"]1326[/ATTACH] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]3.能量吸收[/SIZE][/COLOR][/HEADING] [COLOR=rgb(84, 172, 210)][SIZE=5]在[I]Battle_AbilityEffects[/I]的最下方粘贴[/SIZE][/COLOR] [CODE=ruby] #能量吸收 Battle::AbilityEffects::MoveImmunity.add(:ENERGYABSORB, proc { |ability, user, target, move, type, battle, show_message| next false if user.index == target.index next false if !move.specialMove? if show_message battle.pbShowAbilitySplash(target) if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, target) target.pbRaiseStatStage(:SPECIAL_ATTACK, 2, target) elsif Battle::Scene::USE_ABILITY_SPLASH battle.pbDisplay(_INTL("这对{1}没有效果...", target.pbThis)) else battle.pbDisplay(_INTL("{1}的{2}使{3}无效化了!", target.pbThis, target.abilityName, move.name)) end battle.pbHideAbilitySplash(target) end next true } ) [/CODE] [SIZE=5][ATTACH type="full" alt="1693112251057.png"]1323[/ATTACH][/SIZE] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]4.生命再生[/SIZE][/COLOR][/HEADING] [SIZE=5][COLOR=rgb(84, 172, 210)]在[I]Battle_AbilityEffects[/I]的最下方粘贴[/COLOR][/SIZE] [CODE=ruby] #生命再生 Battle::AbilityEffects::EndOfRoundEffect.add(:LIFEREGENATION, proc { |ability, battler, battle| next if !battler.canHeal? battle.pbShowAbilitySplash(battler) battler.pbRecoverHP(battler.totalhp * 16 / 100) if Battle::Scene::USE_ABILITY_SPLASH battle.pbDisplay(_INTL("{1}的HP回复了!", battler.pbThis)) else battle.pbDisplay(_INTL("{1}的{2}回复了它的HP。", battler.pbThis, battler.abilityName)) end battle.pbHideAbilitySplash(battler) } ) [/CODE] [ATTACH type="full" alt="1693113205511.png"]1327[/ATTACH] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]5.感恩的决心[/SIZE][/COLOR][/HEADING] [SIZE=5][COLOR=rgb(84, 172, 210)]在[I]Battle_AbilityEffects[/I]的最下方粘贴[/COLOR][/SIZE] [CODE=ruby] #感恩的决心 Battle::AbilityEffects::OnSwitchIn.add(:GRATEFULHEART, proc { |ability, battler, battle, switch_in| happiness = battler.happiness next if happiness < 155 battle.pbShowAbilitySplash(battler) if happiness == 255 stats = [:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE, :SPEED] randUp = stats.shuffle.slice(0, 3) randUp.each do |stat| battler.pbRaiseStatStage(stat, 1, battler) end elsif happiness >= 200 stats = [:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE] randUp = stats.shuffle.slice(0, 2) randUp.each do |stat| battler.pbRaiseStatStage(stat, 1, battler) end else randUp = [:DEFENSE, :SPECIAL_DEFENSE] stat = randUp[rand(randUp.length)] battler.pbRaiseStatStage(stat, 1, battler) end battle.pbHideAbilitySplash(battler) } ) [/CODE] [ATTACH type="full" alt="1693113279250.png"]1328[/ATTACH] [HEADING=2][COLOR=rgb(235, 107, 86)][SIZE=6]6.掠食[/SIZE][/COLOR][/HEADING] [SIZE=5][COLOR=rgb(84, 172, 210)]在[I]Battle_AbilityEffects[/I]的最下方粘贴[/COLOR][/SIZE] [CODE=ruby] #掠食 Battle::AbilityEffects::OnEndOfUsingMove.add(:PREDATION, proc { |ability, user, targets, move, battle| next if !user.canHeal? next if battle.pbAllFainted?(user.idxOpposingSide) numFainted = 0 targets.each { |b| numFainted += 1 if b.damageState.fainted } next if numFainted == 0 battle.pbShowAbilitySplash(user) user.pbRecoverHP(user.totalhp * numFainted / 5) battle.pbHideAbilitySplash(user) } ) [/CODE] [SIZE=5]如果只是想实现这些效果,看到这里跟着操作就可以了,下面会逐个展开讲解。[/SIZE] [/QUOTE]
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