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Lv1.梦旅人
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发表于 2015-9-12 20:32:09
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只看该作者
刚才自己试了一下,发现好像等级上线脚本本身没有问题,是因为加点脚本导致的,请问各位大该改哪里呀?谢谢
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== # 脚本使用设定: LEVEL_UP_POINT = 3 # 每升一级所增加的点数 LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值 # 默认情况 = 100, # 则是数据库里1号角色的加点数存于101号变量 # 3号角色的加点数存于103号变量。 # 你可以直接操作变量赠与角色可分配点数 # 每增加一次点数,各项能力值的变化:357-410行 # 使用方法介绍: # 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。 # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力, # 1-99级全部等于一个相同数值就行了。 # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。 # 默认都是0号 # 加点场景中,page up,page down换人,如果想加点完毕后返回地图, # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。(再定义) #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [exp, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 增加4点可自由分配的点数 if self.id > 30 $game_variables[self.id + LEVEL_UP_VARIABLE] += 5 else ##修改 # 打开开关1,id为3的角色额外获得2点,打开开关2,id为4的角色额外获得2点,以此类推 extra_point = $game_switches[self.id + 1524] ? 2 : 0 $game_variables[self.id + LEVEL_UP_VARIABLE] += (LEVEL_UP_POINT + extra_point) ($db_point[@actor_id])[5] += (LEVEL_UP_POINT + extra_point)#加的1行 end # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level if @level >= 99 else learn_skill(j.skill_id) end end end end # 降级 while @exp < @exp_list[@level] # 遗忘特技 for j in $data_classes[@class_id].learnings if j.level == @level if @level >= 99 else forget_skill(j.skill_id) end end end @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 $game_temp.common_event_id = 178 end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类(追加定义) #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp_lvup(actor, x, y) self.contents.font.color = Color.new(79,39,0,255) if $temp_hp == 0 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2) else maxhp = actor.maxhp + $temp_hp.to_i self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) self.contents.font.color = normal_color # self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_hp >=0 self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " -",2) end # self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2) self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp_lvup(actor, x, y) self.contents.font.color = Color.new(79,39,0,255) if $temp_sp == 0 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2) else maxsp = actor.maxsp + $temp_sp.to_i self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) self.contents.font.color = normal_color # self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_sp >=0 self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " -",2) end # self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2) self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘能力值 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # type : 能力值种类 (0~4) #-------------------------------------------------------------------------- def draw_actor_lvup(actor, x, y, type) # 定义数字颜色 lvup = Color.new(79,39,0,255) upcolor = Color.new(0, 255, 0) downcolor = Color.new(79,39,0,255) self.contents.font.color = normal_color case type when 0 parameter_name = $data_system.words.str parameter_value = actor.str parameter_value_temp = parameter_value + $temp_str.to_i if $temp_str != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_str >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.str parameter_value = actor.str # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.str parameter_value = actor.str # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 1 parameter_name = $data_system.words.dex parameter_value = actor.dex parameter_value_temp = parameter_value + $temp_dex.to_i if $temp_dex != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_dex >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.dex parameter_value = actor.dex # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.dex parameter_value = actor.dex # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 2 parameter_name = $data_system.words.agi parameter_value = actor.agi parameter_value_temp = parameter_value + $temp_agi.to_i if $temp_agi != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_agi >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.agi parameter_value = actor.agi # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.agi parameter_value = actor.agi # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 3 parameter_name = $data_system.words.int parameter_value = actor.int parameter_value_temp = parameter_value + $temp_int.to_i if $temp_int != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_int >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.int parameter_value = actor.int # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.int parameter_value = actor.int # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 4 parameter_name = "" parameter_value = $point if $point != 0 lvup = upcolor end end self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 450, y, 36, 32, parameter_value.to_s) if type != 4 self.contents.draw_text(x + 480, y, 36, 32, " →") end self.contents.font.color = lvup self.contents.draw_text(x + 510, y, 60, 32, parameter_value_temp.to_s) self.contents.font.color = Color.new(79,39,0,255) end end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# 脚本使用设定:
LEVEL_UP_POINT = 3 # 每升一级所增加的点数
LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
# 默认情况 = 100,
# 则是数据库里1号角色的加点数存于101号变量
# 3号角色的加点数存于103号变量。
# 你可以直接操作变量赠与角色可分配点数
# 每增加一次点数,各项能力值的变化:357-410行
# 使用方法介绍:
# 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
# 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
# 1-99级全部等于一个相同数值就行了。
# 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
# 默认都是0号
# 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
# 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
# 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。(再定义)
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [exp, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 增加4点可自由分配的点数
if self.id > 30
$game_variables[self.id + LEVEL_UP_VARIABLE] += 5
else
##修改
# 打开开关1,id为3的角色额外获得2点,打开开关2,id为4的角色额外获得2点,以此类推
extra_point = $game_switches[self.id + 1524] ? 2 : 0
$game_variables[self.id + LEVEL_UP_VARIABLE] += (LEVEL_UP_POINT + extra_point)
($db_point[@actor_id])[5] += (LEVEL_UP_POINT + extra_point)#加的1行
end
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
if @level >= 99
else
learn_skill(j.skill_id)
end
end
end
end
# 降级
while @exp < @exp_list[@level]
# 遗忘特技
for j in $data_classes[@class_id].learnings
if j.level == @level
if @level >= 99
else
forget_skill(j.skill_id)
end
end
end
@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
$game_temp.common_event_id = 178
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类(追加定义)
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp_lvup(actor, x, y)
self.contents.font.color = Color.new(79,39,0,255)
if $temp_hp == 0
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
else
maxhp = actor.maxhp + $temp_hp.to_i
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
self.contents.font.color = normal_color
# self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_hp >=0
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
# self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp_lvup(actor, x, y)
self.contents.font.color = Color.new(79,39,0,255)
if $temp_sp == 0
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
else
maxsp = actor.maxsp + $temp_sp.to_i
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
self.contents.font.color = normal_color
# self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_sp >=0
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
# self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~4)
#--------------------------------------------------------------------------
def draw_actor_lvup(actor, x, y, type)
# 定义数字颜色
lvup = Color.new(79,39,0,255)
upcolor = Color.new(0, 255, 0)
downcolor = Color.new(79,39,0,255)
self.contents.font.color = normal_color
case type
when 0
parameter_name = $data_system.words.str
parameter_value = actor.str
parameter_value_temp = parameter_value + $temp_str.to_i
if $temp_str != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_str >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.str
parameter_value = actor.str
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.str
parameter_value = actor.str
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 1
parameter_name = $data_system.words.dex
parameter_value = actor.dex
parameter_value_temp = parameter_value + $temp_dex.to_i
if $temp_dex != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_dex >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.dex
parameter_value = actor.dex
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.dex
parameter_value = actor.dex
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 2
parameter_name = $data_system.words.agi
parameter_value = actor.agi
parameter_value_temp = parameter_value + $temp_agi.to_i
if $temp_agi != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_agi >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.agi
parameter_value = actor.agi
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.agi
parameter_value = actor.agi
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 3
parameter_name = $data_system.words.int
parameter_value = actor.int
parameter_value_temp = parameter_value + $temp_int.to_i
if $temp_int != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_int >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.int
parameter_value = actor.int
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.int
parameter_value = actor.int
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 4
parameter_name = ""
parameter_value = $point
if $point != 0
lvup = upcolor
end
end
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 450, y, 36, 32, parameter_value.to_s)
if type != 4
self.contents.draw_text(x + 480, y, 36, 32, " →")
end
self.contents.font.color = lvup
self.contents.draw_text(x + 510, y, 60, 32, parameter_value_temp.to_s)
self.contents.font.color = Color.new(79,39,0,255)
end
end
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