#==============================================================================
# ★ 【角色转生系统】★
#------------------------------------------------------------------------------
# ☆ by 芯☆淡茹水
#==============================================================================
#◆ 使用方法:
# 复制该脚本,插入到 Main 前。
# 召唤转生系统的方法:事件 → 脚本 写入 $scene = Scene_Lx.new
#===============================================================================
#◆ 说明:
# 和一些网游的转生类似。角色随着转生次数的增加,各种属性(hp,sp,力量,
# 灵巧,,,等)的初始值会越来越高,而每升一级增加的属性也会越来越多。
# (注意:数据库各角色的初始等级都设置为 1 级。)
#
# 由于手动设置的项目较多,在使用前,请先仔细阅读并设置下面的设置项。
#
#==============================================================================
#◆ 设置:
#================]
#------------------------------------------------------------------------------
LX_LEVEL = 190 #达到转生要求的最低等级。
#------------------------------------------------------------------------------
LX_VARIABLE = 200 #储存各角色转生次数的起始变量。比如:设置为 200 ,那么1号角
# 色转生次数储存在 201 号变量,2号角色储存在 202 号变量,,,
#------------------------------------------------------------------------------
LX_N = 10 #转生前,角色的各属性除以设定的这个值,再乘以转生次数,加入
# 到转生后的属性中。这个设定的值越高,加入转生后的属性就越
# 少,反之就越多。
#------------------------------------------------------------------------------
LX_DX = false #转生次数限制,限制写 true 不限制写 false
#------------------------------------------------------------------------------
LX_DX_N = 5 #转生最高次数限制,上面的限制设置写 true 该项才有效。
#------------------------------------------------------------------------------
LX_CLASS = false #转生后是否改变角色职业,是 写入 true 否 写入 false
#------------------------------------------------------------------------------
LX_CLASS_ID = 1 #转生后,角色的职业ID。上面是否改变职业设置写 true
# 该设置才有效。
# 比如转生后,全部转为 1 号职业,从“新手”做起。
#------------------------------------------------------------------------------
LX_EVENT_ID = 1 #转生成功后激活的公共事件ID。公共事件里可设置一些转生成功后
# 播放动画,以及一些提示等。
#------------------------------------------------------------------------------
LEVEL_UP = true #推荐配合使用升级加点系统。如果工程里有升级加点系统
# 请写 true 没有则写 false
#==============================================================================
##转生后角色各属性增加度设置:
#------------------------------------------------------------------------------
#(角色每升一级增加的属性 = 数据库设置的基本值 + 下面设置的增加度 乘以 转生次数)
#(比如设置HP为 10 ,转生 0 次 角色每升一级,角色的HP多增加 0 点;
# 转生 1 次 多增加 10 点;转生 2 次 多增加 20 点,,,,;以此类推。)
#------------------------------------------------------------------------------
LX_EXP = 2 # EXP曲线基础值和增加度。(一般设为 1 — 10)
#------------------------------------------------------------------------------
LX_HP = 10 # HP
#------------------------------------------------------------------------------
LX_SP = 8 # SP
#------------------------------------------------------------------------------
LX_STATE = 1 # 四项属性(力量,灵巧,速度,魔力)
#==============================================================================
###############################################################################
#==============================================================================
#★ 重新定义角色各属性
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 计算 EXP
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
lx = ($game_variables[@actor_id + LX_VARIABLE] + 1) * LX_EXP
actor.exp_inflation += lx
actor.exp_basis += lx
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxHP
#--------------------------------------------------------------------------
def base_maxhp
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
return $data_actors[@actor_id].parameters[0, @level] + lx * LX_HP
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxSP
#--------------------------------------------------------------------------
def base_maxsp
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
return $data_actors[@actor_id].parameters[1, @level] + lx * LX_SP
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_str
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
n = $data_actors[@actor_id].parameters[2, @level] + lx * LX_STATE
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_dex
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
n = $data_actors[@actor_id].parameters[3, @level] + lx * LX_STATE
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_agi
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
n = $data_actors[@actor_id].parameters[4, @level] + lx * LX_STATE
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_int
lx = $game_variables[@actor_id + LX_VARIABLE] * @level
n = $data_actors[@actor_id].parameters[5, @level] + lx * LX_STATE
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
end
###############################################################################
#==============================================================================
#★ 转生场景
#==============================================================================
class Scene_Lx
def main
#选择窗口
@command_window = Window_LxCommand.new
@command_window.visible = false
#帮助窗口
@help_window = Window_LxHelp.new
#状态窗口
@status_window = Window_LxStatus.new
#背景窗口
@lxa_window = Window_LxBack.new
@lxa_window.y = 64
@lxb_window = Window_LxBack.new
@lxb_window.y = 168
@lxc_window = Window_LxBack.new
@lxc_window.y = 272
@lxd_window = Window_LxBack.new
@lxd_window.y = 376
#过渡
Graphics.transition
#循环
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
#释放窗口
@command_window.dispose
@help_window.dispose
@status_window.dispose
@lxa_window.dispose
@lxb_window.dispose
@lxc_window.dispose
@lxd_window.dispose
end
#刷新
def update
@command_window.update
@status_window.update
@help_window.update
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
@status_window.active = true
return
end
if @status_window.active
update_status
return
end
if @command_window.active
update_command
return
end
end
#刷新(状态窗口)
def update_status
@help_window.refresh
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
#$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
level = $game_party.actors[@status_window.index].level
#限制
if level >= LX_LEVEL
if LX_DX == true
i = $game_party.actors[@status_window.index].id
if $game_variables[i + LX_VARIABLE] < LX_DX_N
$game_system.se_play($data_system.decision_se)
@status_window.active = false
@command_window.visible = true
@command_window.active = true
@command_window.index = 0
else
$game_system.se_play($data_system.buzzer_se)
text = "已达轮回次数上限!"
@help_window.contents.clear
@help_window.contents.draw_text(170,0, 246, 32, text)
@status_window.active = false
end
else
$game_system.se_play($data_system.decision_se)
@status_window.active = false
@command_window.visible = true
@command_window.active = true
@command_window.index = 0
end
else
$game_system.se_play($data_system.buzzer_se)
text = LX_LEVEL.to_s
text += "级后才能轮回!"
@help_window.contents.clear
@help_window.contents.draw_text(190,0, 186, 32, text)
@status_window.active = false
end
return
end
end
#刷新(选择窗口)
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@status_window.active = true
@command_window.visible = false
@command_window.active = false
@command_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
update_xdrs_lx
when 1
$game_system.se_play($data_system.cancel_se)
@status_window.active = true
@command_window.visible = false
@command_window.active = false
@command_window.index = -1
end
return
end
end
#刷新(转生)
def update_xdrs_lx
#获取角色。
actor = $game_party.actors[@status_window.index]
i = actor.id
#获取储存角色转生次数的变量ID.
v = LX_VARIABLE + i
#代入角色转生前的各数据,并计算最终增加的属性。
n = $game_variables[v] + 1
hp = actor.maxhp/LX_N * n
sp = actor.maxsp/LX_N * n
str = actor.str/LX_N * n
dex = actor.dex/LX_N * n
agi = actor.agi/LX_N * n
int = actor.int/LX_N * n
#角色初始化。
$game_actors[i].setup(i)
#确认转生后是否改变职业,是则变为设置的职业ID。
if LX_CLASS == true
actor.class_id = LX_CLASS_ID
end
#加入角色转生后增加的各种属性。
actor.maxhp += hp
actor.maxsp += sp
actor.str += str
actor.dex += dex
actor.agi += agi
actor.int += int
#角色转生次数变量加 1 。
$game_variables[v] += 1
#回复。
actor.recover_all
#确认升级加点系统,转生后,如果有剩余点数未加,将变为 0 。
#如果没有升级加点系统,跳过。
if LEVEL_UP == true
va = LEVEL_UP_VARIABLE + i
$game_variables[va] = 0
end
#激活公共事件。
$game_temp.common_event_id = LX_EVENT_ID
#切换到地图场景。
#$scene = Scene_Map.new
$scene = Scene_Menu.new
end
end
###############################################################################
#==============================================================================
#★ 增加描绘转生次数的定义
#==============================================================================
class Window_Base < Window
def draw_actor_xdrs_lx(actor, x, y)
self.contents.font.color = text_color(3)
self.contents.draw_text(x + 4, y, 120, 32, "轮回次数:")
i = actor.id + LX_VARIABLE
self.contents.font.color = text_color(6)
self.contents.draw_text(x + 126, y, 80, 32, $game_variables[i].to_s)
end
end
#===============================================================================
#★ 帮助窗口
#===============================================================================
class Window_LxHelp < Window_Base
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(170, 0, 246, 32, "★请选择要轮回的角色★")
end
end
#===============================================================================
#★ 选择窗口
#===============================================================================
class Window_LxCommand < Window_Selectable
def initialize
super(240, 180, 160, 124)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@commands = ["是", "否"]
refresh
self.z = 999
self.active = false
self.index = -1
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 148, 32, "是否确定轮回?")
y = 30 + index * 32
self.contents.font.color = normal_color
self.contents.draw_text(0, y, 126, 32, @commands[index])
end
def update_cursor_rect
self.cursor_rect.set(-5, 30 + index * 32, 134, 32)
end
end
#===============================================================================
#★ 角色状态 + 选择角色窗口
#===============================================================================
class Window_LxStatus < Window_Selectable
def initialize
super(0, 64, 640, 446)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
self.index = 0
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 5
y = i * 104 - 3
actor = $game_party.actors[i]
draw_actor_xdrs_lx(actor, x + 130, y + 56)
draw_actor_graphic(actor, x + 35, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 134, y + 28)
draw_actor_level(actor, x + 134, y)
draw_actor_exp(actor, x + 300, y + 56)
draw_actor_hp(actor, x + 300, y )
draw_actor_sp(actor, x + 300, y + 26)
end
end
def update_cursor_rect
self.cursor_rect.set(- 12, @index * 104 - 12 , self.width - 4 , 96)
end
end
#===============================================================================
#★ 状态窗口背景
#===============================================================================
class Window_LxBack < Window_Base
def initialize
super(0, 0, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
end
end
#===============================================================================
#★ 重新描绘其它状态窗口,增加描绘转生次数。
#===============================================================================
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
draw_actor_xdrs_lx(@actor, 315, 0)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
#==============================================================================
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_xdrs_lx(actor, 294, y)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
end
################################################################################