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Lv1.梦旅人
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- class Game_Actor
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- # 记录旧等级
- last_level = @level
- @exp = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- @level += 1
- ###################################################################
- @hp = maxhp
- @sp = maxsp
- ###################################################################
- # 学会特技
- for j in $data_classes[@class_id].learnings
- if j.level == @level
- learn_skill(j.skill_id)
- end
- end
- end
- # 降级
- while @exp < @exp_list[@level]
- @level -= 1
- end
- # 修正当前的 HP 与 SP 超过最大值
- @hp = [@hp, self.maxhp].min
- @sp = [@sp, self.maxsp].min
- # 升级了的话,升级显示处理
- if @level > last_level and $game_switches[$不显示升级窗口] == false and
- not $BTEST
- show_level_up_result(last_level)
- end
- end
- #--------------------------------------------------------------------------
- # ● 升级显示处理
- #--------------------------------------------------------------------------
- def show_level_up_result(last_level)
- actor_parameters = self.last_parameters(last_level)
- last_maxhp = actor_parameters[0]
- last_maxsp = actor_parameters[1]
- last_str = actor_parameters[2]
- last_dex = actor_parameters[3]
- last_agi = actor_parameters[4]
- last_int = actor_parameters[5]
- level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
- last_maxsp,last_str,last_dex,last_agi,last_int
- level_up_window.visible = true
- skill_learning_window = Window_SkillLearning_A.new(@class_id,
- last_level, @level)
- # 循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 按下C就关闭窗口
- if Input.trigger?(Input::C)
- unless skill_learning_window.refresh
- level_up_window.dispose
- skill_learning_window.dispose
- return true
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 一次取得全部旧属性
- #--------------------------------------------------------------------------
- def last_parameters(level)
- #---------------------------
- # maxhp
- #---------------------------
- n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min
- for i in @states
- n *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 9999].min
- maxhp = n
- #---------------------------
- # maxsp
- #---------------------------
- n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
- for i in @states
- n *= $data_states[i].maxsp_rate / 100.0
- end
- n = [[Integer(n), 0].max, 9999].min
- maxsp = n
- #---------------------------
- # str
- #---------------------------
- n = $data_actors[@actor_id].parameters[2, level]
- 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
- n = [[n + @str_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].str_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- str = n
- #---------------------------
- # dex
- #---------------------------
- n = $data_actors[@actor_id].parameters[3, level]
- 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
- n = [[n + @dex_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].dex_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- dex = n
- #---------------------------
- # agi
- #---------------------------
- n = $data_actors[@actor_id].parameters[4, level]
- 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
- n = [[n + @agi_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].agi_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- agi = n
- #---------------------------
- # int
- #---------------------------
- n = $data_actors[@actor_id].parameters[5, level]
- 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
- n = [[n + @int_plus, 1].max, 999].min
- for i in @states
- n *= $data_states[i].int_rate / 100.0
- end
- n = [[Integer(n), 1].max, 999].min
- int = n
- return [maxhp, maxsp, str, dex, agi, int]
- end
- end
- # ————————————————————————————————————
- #
- # ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示 plus ▼▲▼
- # by 樱雅在土
- #==============================================================================
- # ■ Window_LevelUpWindow
- #------------------------------------------------------------------------------
- # 战斗结束时,在做了升级的情况时表示的窗口。
- #==============================================================================
- class Window_LevelUpWindow_A < Window_Base
- #--------------------------------------------------------------------------
- # ● 窗口初始化
- #--------------------------------------------------------------------------
- def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
- super(120, 44, 384, 222)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.visible = false
- self.back_opacity = 160
- # 防止被对话框遮住
- self.z = 9999
- @actor = actor
- refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
- # SEの再生
- if $data_system_level_up_se != ""
- Audio.se_play($data_system_level_up_se)
- end
- # MEの再生
- if $data_system_level_up_me != ""
- Audio.me_stop
- Audio.me_play($data_system_level_up_me)
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
- self.contents.clear
- lvuppic = @actor.name
- bitmap=Bitmap.new(Gengetu + "#{lvuppic}")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(- 32, -44, bitmap, src_rect)
- self.contents.font.color = text_color(6)
- self.contents.font.size = 20
- self.contents.draw_text(0+180, 0, 160, 24, actor.name.to_s)
- self.contents.font.color = system_color
- self.contents.font.size = 18
- self.contents.draw_text( 0+180, 26, 160, 24, "等级")
- self.contents.font.size = 18
- self.contents.draw_text( 0+180, 48, 80, 24, $data_system.words.hp)
- self.contents.draw_text( 0+180, 70, 80, 24, $data_system.words.sp)
- self.contents.draw_text( 0+180, 92, 80, 24, $data_system.words.str)
- self.contents.draw_text( 0+180, 114, 80, 24, $data_system.words.dex)
- self.contents.draw_text( 0+180, 136, 80, 24, $data_system.words.agi)
- self.contents.draw_text( 0+180, 158, 80, 24, $data_system.words.int)
- self.contents.draw_text(110+180, 26, 128, 24, "→")
- self.contents.draw_text(110+180, 48, 128, 24, "→")
- self.contents.draw_text(110+180, 70, 128, 24, "→")
- self.contents.draw_text(110+180, 92, 128, 24, "→")
- self.contents.draw_text(110+180, 114, 128, 24, "→")
- self.contents.draw_text(110+180, 136, 128, 24, "→")
- self.contents.draw_text(110+180, 158, 128, 24, "→")
- self.contents.font.color = normal_color
- self.contents.draw_text( 60+180, 26, 88, 24, last_lv.to_s)
- self.contents.draw_text( 60+180, 48, 72, 24, up_hp.to_s)
- self.contents.draw_text( 60+180, 70, 72, 24, up_sp.to_s)
- self.contents.draw_text( 60+180, 92, 72, 24, up_str.to_s)
- self.contents.draw_text( 60+180, 114, 72, 24, up_dex.to_s)
- self.contents.draw_text( 60+180, 136, 72, 24, up_agi.to_s)
- self.contents.draw_text( 60+180, 158, 72, 24, up_int.to_s)
- self.contents.draw_text( 145+180, 26, 128, 24, actor.level.to_s)
- self.contents.draw_text( 145+180, 48, 128, 24, actor.maxhp.to_s)
- self.contents.draw_text( 145+180, 70, 128, 24, actor.maxsp.to_s)
- self.contents.draw_text( 145+180, 92, 128, 24, actor.str.to_s)
- self.contents.draw_text( 145+180, 114, 128, 24, actor.dex.to_s)
- self.contents.draw_text( 145+180, 136, 128, 24, actor.agi.to_s)
- self.contents.draw_text( 145+180, 158, 128, 24, actor.int.to_s)
- end
- end
- #==============================================================================
- # ■ Window_SkillLearning
- #------------------------------------------------------------------------------
- # 当升级习得技能时所表示的窗口。
- #==============================================================================
- class Window_SkillLearning_A < Window_Base
- #--------------------------------------------------------------------------
- # ● 窗口初始化
- #--------------------------------------------------------------------------
- def initialize(class_id, last_lv, now_lv)
- super(120, 266, 384, 56)
- self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
- self.visible = false
- self.back_opacity = 160
- # 防止被对话框遮住
- self.z = 9999
- @learn_skills = []
- for i in 0...$data_classes[class_id].learnings.size
- learn_lv = $data_classes[class_id].learnings[i].level
- # 习得技能的时候显示的情况
- if learn_lv > last_lv and learn_lv <= now_lv
- @learn_skills.push $data_skills[
- $data_classes[class_id].learnings[i].skill_id].name
- end
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- # 技能名的描写
- skill_name = @learn_skills.shift
- if skill_name == nil
- return false
- end
- # 播放SE
- if $data_system_skilllearn_se != ""
- Audio.se_play($data_system_skilllearn_se, 100, 70)
- end
- self.contents.clear
- self.contents.font.size = 18
- self.contents.font.color = text_color(0)
- self.contents.draw_text(0,0,156,24, "学会特技:"+skill_name)
- self.contents.font.color = text_color(6)
- self.contents.draw_text(0,0,156,24, " "+skill_name)
- self.contents.font.color = text_color(0)
- self.visible = true
- return true
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
这个居然重新定义了ACTOR 害的我用那 改脚本升级回血失去作用 这个应该在这个脚本中加入就有作用了- - 嘿嘿 小发现 和大家分享下 标签已修改,下次别用错。
凌辰留 本贴由论坛斑竹后知后觉结贴,如楼主认为问题未解决,请重新将此贴编辑为“有事请教”,并回帖叙述疑点即可~ ^-^ |
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