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#encoding:utf-8 #============================================================================= #-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处------- #============================================================================= module Point_Tree POINT_KIND = 5 #设定加点种类 LEVEL_UP_POINT = 5 #每升一级自由属性点增加数(998额外加点量) RESET_ITEM = 20 #洗点水编号 STR_POINT = ["增加体质","力量","灵巧","速度","魔力","???"] #分别对应增加 [MHP,MMP,物攻,物防,魔攻,魔防,敏捷,幸运] POINT_ADD_PARAM = [[25 , 20, 1, 0.2, 1, 0.2, 0, 0], #体力 [15 , 2, 3, 0.3, 0, 0, 0, 0], #力量 [2 , 2, 0, 0, 0, 0, 0, 0], #灵巧 [0 , 0, 0, -0.1, 0,-0.1, 2, 0], #速度 [2 , 15, 0, 0, 3, 0.5, 0, 0], #魔力 [0,0,0,0,0,0,0,0]] #可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加 #分别对应增加 [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生] POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 2, 0, 0], [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0], [2 , 0, 4, 0, 0, 0, 0, 0, 0, 0], [0 , 3, 0, 0, 3, 0, 0, 0, 0, 0], [0 , 0, 0, 0, 0, 0, 0, 0, 2, 0], [0,0,0,0,0,0,0,0,0,0]] #这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】 #各种名称 ADDPOINT = "境界之力" #菜单中选项 POINT_NAME = "灵力点" #未分配点数 XARAM_NAME = ["命中","物理闪避","暴击率","暴击抵抗","魔法闪避","魔法反射","物理反击","HP再生","Mp再生","Tp再生"] def temp_all r = 0 for i in 0 .. POINT_KIND-1 r+=$temp_point[i] end return r end def reset(actor_id) for i in 1..5 $game_actors[actor_id].point[0] += $game_actors[actor_id].point[i] $game_actors[actor_id].point[i] =0 end end end $temp_point = [] for i in 0 .. Point_Tree::POINT_KIND-1 $temp_point.push(0) end class Game_Actor < Game_Battler include Point_Tree attr_accessor :point alias setup_tre setup def setup(actor_id) @point = [] for i in 0 .. POINT_KIND @point.push(0) end setup_tre(actor_id) end alias level_up_tre level_up def level_up level_up_tre @hp += mhp @mp += mmp @point[0] += LEVEL_UP_POINT + $game_variables[998] end def point_plus(param_id) r=0 for i in 1 .. POINT_KIND r+=@point[i]*POINT_ADD_PARAM[i-1][param_id] end return r end alias point_base_param param def param(param_id) value = param_base(param_id) + param_plus(param_id) + point_plus(param_id) value *= param_rate(param_id) * param_buff_rate(param_id) [[value, param_max(param_id)].min, param_min(param_id)].max.to_i end def xparam(xparam_id,extra_add = 0) xp = super(xparam_id) for i in 0 .. POINT_KIND-1 xp+=(@point[i+1]*POINT_ADD_XPARAM[i][xparam_id]/10000.0) end return xp end def item_apply(user, item) super(user, item) if item.id == RESET_ITEM and item.is_a?(RPG::Item) reset(@actor_id) self.hp = [self.hp,self.mhp].min self.mp = [self.mp,self.mmp].min end end end class Window_Point_Command < Window_Command include Point_Tree #-------------------------------------------------------------------------- # ● 初始化指令选择位置(类方法) #-------------------------------------------------------------------------- def self.init_command_position @@last_command_symbol = nil end #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize(actor) @status_window = nil @actor = actor super(0,0) select_last end def actor=(actor) return if @actor == actor @actor = actor refresh end def status_window=(status_window) return if @status_window == status_window @status_window = status_window end #-------------------------------------------------------------------------- # ● 获取窗口的宽度 #-------------------------------------------------------------------------- def window_width return 160 end #-------------------------------------------------------------------------- # ● 获取显示行数 #-------------------------------------------------------------------------- def visible_line_number item_max end def get_actor_point(index) s = @actor.point[index+1].to_s return "("+s+")+"+$temp_point[index].to_s end #-------------------------------------------------------------------------- # ● 生成指令列表 #-------------------------------------------------------------------------- def make_command_list for i in 0 .. POINT_KIND-1 add_command(STR_POINT[i] + get_actor_point(i) , :point_add ,add_enabled) end add_command("确认", :point_ok) add_command("取消", :point_cancle) end #-------------------------------------------------------------------------- # ● 按下确定键时的处理 #-------------------------------------------------------------------------- def process_ok @@last_command_symbol = current_symbol super end #-------------------------------------------------------------------------- # ● 返回最后一个选项的位置 #-------------------------------------------------------------------------- def select_last select_symbol(@@last_command_symbol) end def add_enabled temp_all < @actor.point[0] end def update_help @help_window.set_text(self.index+1) if @help_window @status_window.index = self.index if @status_window end end #帮助窗口 class Window_Point_Help < Window_Base include Point_Tree def initialize(x,y,w,h) super(x, y, w, h) end def set_text(id) contents.clear if id <= POINT_KIND text = "\\}提升一点该属性" elsif id == POINT_KIND+1 text = "\\}确认此次加点分配" elsif id == POINT_KIND+2 text = "\\}取消此次加点分配" end draw_text_ex(8, 8, text) end end #角色状态窗口 class Window_Point_Actor < Window_Base include Point_Tree def initialize(actor) super(160, 0, Graphics.width - 160, Graphics.height) @actor = actor @index = 0 refresh end def actor=(actor) return if @actor == actor @actor = actor refresh end def index=(index) return if @index == index @index = index refresh end def line_height return 24 end def refresh contents.clear contents.font.size = 24 draw_actor_name(@actor, 100, 0) draw_actor_class(@actor, 240, 0) draw_actor_face(@actor, 2, 0) contents.font.size = 20 draw_actor_level(@actor, 102, 24) draw_actor_point(100,48) contents.font.size = 16 draw_actor_param_point(8,16 * 6) draw_actor_xparam_point(8,16 * 14) end def draw_actor_point(x,y) draw_text(x,y,200,line_height," 未分配"+POINT_NAME + ":" + @actor.point[0].to_s) draw_text(x,y+line_height,200,line_height,"此次分配"+POINT_NAME + ":" + temp_all.to_s) end def draw_actor_param_point(x,y) 8.times {|i| draw_actor_param_to_s(x,y,i)} end def draw_actor_xparam_point(x,y) 10.times {|i| draw_actor_xparam_to_s(x,y,i)} end def draw_actor_param_to_s(x,y,param_id) a=0 for i in 0 .. POINT_KIND-1 a+=$temp_point[i]*POINT_ADD_PARAM[i][param_id] end s1 = Vocab::param(param_id) s2 = @actor.param(param_id).to_s s3 = (@actor.param(param_id)+a).to_s if @index < POINT_KIND if POINT_ADD_PARAM[@index][param_id]==0 s4 = "" else s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s end else s4 = "" end change_color(system_color) draw_text(x,y+16*param_id,100,line_height,s1) change_color(normal_color) s2+= " →" draw_text(x+82,y+16*param_id,120,line_height,s2,2) change_color(system_color) draw_text(x+150,y+16*param_id,100,line_height,s3,2) change_color(normal_color) contents.font.size = 16 draw_text(x+266,y+16*param_id,100,line_height,s4) contents.font.size = 16 end def draw_actor_xparam_to_s(x,y,xparam_id) a=0.00 for i in 0 .. POINT_KIND-1 a+=($temp_point[i]*POINT_ADD_XPARAM[i][xparam_id]/10000.0) end s1 = XARAM_NAME[xparam_id] s2 = sprintf("%02.2f%%",@actor.xparam(xparam_id)*100) s3 = sprintf("%02.2f%%",(@actor.xparam(xparam_id) + a)*100) if @index < POINT_KIND if POINT_ADD_XPARAM[@index][xparam_id]==0 s4="" else s4 = sprintf("+%02.2f%%",POINT_ADD_XPARAM[@index][xparam_id]/100.0) end else s4 = "" end change_color(system_color) draw_text(x,y+16*xparam_id,100,line_height,s1) change_color(normal_color) s2+= " →" draw_text(x+82,y+16*xparam_id,120,line_height,s2,2) change_color(system_color) draw_text(x+150,y+16*xparam_id,100,line_height,s3,2) change_color(normal_color) contents.font.size = 16 draw_text(x+266,y+16*xparam_id,100,line_height,s4) contents.font.size = 16 end end class Scene_Point < Scene_Base include Point_Tree def start super create_background @actor = $game_party.menu_actor create_command_window create_status_window create_help_window @command_window.activate end def terminate super dispose_background end def create_background @background_sprite = Sprite.new @background_sprite.bitmap = SceneManager.background_bitmap @background_sprite.color.set(16, 16, 16, 128) end def dispose_background @background_sprite.dispose end def create_command_window @command_window = Window_Point_Command.new(@actor) @command_window.set_handler(:cancel, method(:return_scene)) @command_window.set_handler(:pagedown, method(:next_actor)) @command_window.set_handler(:pageup, method(:prev_actor)) @command_window.set_handler(:point_add, method(:add_point)) @command_window.set_handler(:point_ok, method(:add_ok)) @command_window.set_handler(:point_cancle,method(:add_cancle)) end def return_scene add_cancle SceneManager.return end def create_status_window @status_window = Window_Point_Actor.new(@actor) @command_window.status_window = @status_window end def create_help_window @help_window = Window_Point_Help.new(0,@command_window.height,160,Graphics.height-@command_window.height) #(0, 216, 160, 200) @help_window.viewport = @viewport @command_window.help_window = @help_window end def add_point if temp_all >= @actor.point[0] @command_window.activate return end $temp_point[@command_window.index] += 1 @status_window.refresh @command_window.refresh @command_window.activate end def add_ok for i in 0 .. POINT_KIND-1 @actor.point[i+1] += $temp_point[i] end @actor.point[0]-= temp_all add_cancle end def add_cancle for i in 0 .. POINT_KIND-1 $temp_point[i]=0 end @status_window.refresh @command_window.refresh @command_window.activate end def next_actor @actor = $game_party.menu_actor_next on_actor_change end #-------------------------------------------------------------------------- # ● 切换到上一个角色 #-------------------------------------------------------------------------- def prev_actor @actor = $game_party.menu_actor_prev on_actor_change end #-------------------------------------------------------------------------- # ● 切换角色 #-------------------------------------------------------------------------- def on_actor_change add_cancle @status_window.actor = @actor @command_window.actor = @actor @command_window.activate end end class Window_MenuCommand < Window_Command alias add_original_commands_old add_original_commands def add_original_commands add_original_commands_old add_command(Point_Tree::ADDPOINT, :addpoint) end end class Scene_Menu < Scene_MenuBase alias create_command_window_old create_command_window def create_command_window create_command_window_old @command_window.set_handler(:addpoint,method(:add_point)) end def add_point @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end def on_ok SceneManager.call(Scene_Point) Window_Point_Command::init_command_position end end class Scene_ItemBase < Scene_MenuBase def item_usable? if item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item) return true end user.usable?(item) && item_effects_valid? end end
#encoding:utf-8
#=============================================================================
#-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处-------
#=============================================================================
module Point_Tree
POINT_KIND = 5 #设定加点种类
LEVEL_UP_POINT = 5 #每升一级自由属性点增加数(998额外加点量)
RESET_ITEM = 20 #洗点水编号
STR_POINT = ["增加体质","力量","灵巧","速度","魔力","???"]
#分别对应增加 [MHP,MMP,物攻,物防,魔攻,魔防,敏捷,幸运]
POINT_ADD_PARAM = [[25 , 20, 1, 0.2, 1, 0.2, 0, 0], #体力
[15 , 2, 3, 0.3, 0, 0, 0, 0], #力量
[2 , 2, 0, 0, 0, 0, 0, 0], #灵巧
[0 , 0, 0, -0.1, 0,-0.1, 2, 0], #速度
[2 , 15, 0, 0, 3, 0.5, 0, 0], #魔力
[0,0,0,0,0,0,0,0]]
#可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加
#分别对应增加 [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生]
POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 2, 0, 0],
[0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
[2 , 0, 4, 0, 0, 0, 0, 0, 0, 0],
[0 , 3, 0, 0, 3, 0, 0, 0, 0, 0],
[0 , 0, 0, 0, 0, 0, 0, 0, 2, 0],
[0,0,0,0,0,0,0,0,0,0]]
#这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】
#各种名称
ADDPOINT = "境界之力" #菜单中选项
POINT_NAME = "灵力点" #未分配点数
XARAM_NAME = ["命中","物理闪避","暴击率","暴击抵抗","魔法闪避","魔法反射","物理反击","HP再生","Mp再生","Tp再生"]
def temp_all
r = 0
for i in 0 .. POINT_KIND-1
r+=$temp_point[i]
end
return r
end
def reset(actor_id)
for i in 1..5
$game_actors[actor_id].point[0] += $game_actors[actor_id].point[i]
$game_actors[actor_id].point[i] =0
end
end
end
$temp_point = []
for i in 0 .. Point_Tree::POINT_KIND-1
$temp_point.push(0)
end
class Game_Actor < Game_Battler
include Point_Tree
attr_accessor :point
alias setup_tre setup
def setup(actor_id)
@point = []
for i in 0 .. POINT_KIND
@point.push(0)
end
setup_tre(actor_id)
end
alias level_up_tre level_up
def level_up
level_up_tre
@hp += mhp
@mp += mmp
@point[0] += LEVEL_UP_POINT + $game_variables[998]
end
def point_plus(param_id)
r=0
for i in 1 .. POINT_KIND
r+=@point[i]*POINT_ADD_PARAM[i-1][param_id]
end
return r
end
alias point_base_param param
def param(param_id)
value = param_base(param_id) + param_plus(param_id) + point_plus(param_id)
value *= param_rate(param_id) * param_buff_rate(param_id)
[[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
def xparam(xparam_id,extra_add = 0)
xp = super(xparam_id)
for i in 0 .. POINT_KIND-1
xp+=(@point[i+1]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
end
return xp
end
def item_apply(user, item)
super(user, item)
if item.id == RESET_ITEM and item.is_a?(RPG::Item)
reset(@actor_id)
self.hp = [self.hp,self.mhp].min
self.mp = [self.mp,self.mmp].min
end
end
end
class Window_Point_Command < Window_Command
include Point_Tree
#--------------------------------------------------------------------------
# ● 初始化指令选择位置(类方法)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(actor)
@status_window = nil
@actor = actor
super(0,0)
select_last
end
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
def status_window=(status_window)
return if @status_window == status_window
@status_window = status_window
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# ● 获取显示行数
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
def get_actor_point(index)
s = @actor.point[index+1].to_s
return "("+s+")+"+$temp_point[index].to_s
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
for i in 0 .. POINT_KIND-1
add_command(STR_POINT[i] + get_actor_point(i) , :point_add ,add_enabled)
end
add_command("确认", :point_ok)
add_command("取消", :point_cancle)
end
#--------------------------------------------------------------------------
# ● 按下确定键时的处理
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# ● 返回最后一个选项的位置
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
def add_enabled
temp_all < @actor.point[0]
end
def update_help
@help_window.set_text(self.index+1) if @help_window
@status_window.index = self.index if @status_window
end
end
#帮助窗口
class Window_Point_Help < Window_Base
include Point_Tree
def initialize(x,y,w,h)
super(x, y, w, h)
end
def set_text(id)
contents.clear
if id <= POINT_KIND
text = "\\}提升一点该属性"
elsif id == POINT_KIND+1
text = "\\}确认此次加点分配"
elsif id == POINT_KIND+2
text = "\\}取消此次加点分配"
end
draw_text_ex(8, 8, text)
end
end
#角色状态窗口
class Window_Point_Actor < Window_Base
include Point_Tree
def initialize(actor)
super(160, 0, Graphics.width - 160, Graphics.height)
@actor = actor
@index = 0
refresh
end
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
def index=(index)
return if @index == index
@index = index
refresh
end
def line_height
return 24
end
def refresh
contents.clear
contents.font.size = 24
draw_actor_name(@actor, 100, 0)
draw_actor_class(@actor, 240, 0)
draw_actor_face(@actor, 2, 0)
contents.font.size = 20
draw_actor_level(@actor, 102, 24)
draw_actor_point(100,48)
contents.font.size = 16
draw_actor_param_point(8,16 * 6)
draw_actor_xparam_point(8,16 * 14)
end
def draw_actor_point(x,y)
draw_text(x,y,200,line_height," 未分配"+POINT_NAME + ":" + @actor.point[0].to_s)
draw_text(x,y+line_height,200,line_height,"此次分配"+POINT_NAME + ":" + temp_all.to_s)
end
def draw_actor_param_point(x,y)
8.times {|i| draw_actor_param_to_s(x,y,i)}
end
def draw_actor_xparam_point(x,y)
10.times {|i| draw_actor_xparam_to_s(x,y,i)}
end
def draw_actor_param_to_s(x,y,param_id)
a=0
for i in 0 .. POINT_KIND-1
a+=$temp_point[i]*POINT_ADD_PARAM[i][param_id]
end
s1 = Vocab::param(param_id)
s2 = @actor.param(param_id).to_s
s3 = (@actor.param(param_id)+a).to_s
if @index < POINT_KIND
if POINT_ADD_PARAM[@index][param_id]==0
s4 = ""
else
s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s
end
else
s4 = ""
end
change_color(system_color)
draw_text(x,y+16*param_id,100,line_height,s1)
change_color(normal_color)
s2+= " →"
draw_text(x+82,y+16*param_id,120,line_height,s2,2)
change_color(system_color)
draw_text(x+150,y+16*param_id,100,line_height,s3,2)
change_color(normal_color)
contents.font.size = 16
draw_text(x+266,y+16*param_id,100,line_height,s4)
contents.font.size = 16
end
def draw_actor_xparam_to_s(x,y,xparam_id)
a=0.00
for i in 0 .. POINT_KIND-1
a+=($temp_point[i]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
end
s1 = XARAM_NAME[xparam_id]
s2 = sprintf("%02.2f%%",@actor.xparam(xparam_id)*100)
s3 = sprintf("%02.2f%%",(@actor.xparam(xparam_id) + a)*100)
if @index < POINT_KIND
if POINT_ADD_XPARAM[@index][xparam_id]==0
s4=""
else
s4 = sprintf("+%02.2f%%",POINT_ADD_XPARAM[@index][xparam_id]/100.0)
end
else
s4 = ""
end
change_color(system_color)
draw_text(x,y+16*xparam_id,100,line_height,s1)
change_color(normal_color)
s2+= " →"
draw_text(x+82,y+16*xparam_id,120,line_height,s2,2)
change_color(system_color)
draw_text(x+150,y+16*xparam_id,100,line_height,s3,2)
change_color(normal_color)
contents.font.size = 16
draw_text(x+266,y+16*xparam_id,100,line_height,s4)
contents.font.size = 16
end
end
class Scene_Point < Scene_Base
include Point_Tree
def start
super
create_background
@actor = $game_party.menu_actor
create_command_window
create_status_window
create_help_window
@command_window.activate
end
def terminate
super
dispose_background
end
def create_background
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
@background_sprite.color.set(16, 16, 16, 128)
end
def dispose_background
@background_sprite.dispose
end
def create_command_window
@command_window = Window_Point_Command.new(@actor)
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.set_handler(:point_add, method(:add_point))
@command_window.set_handler(:point_ok, method(:add_ok))
@command_window.set_handler(:point_cancle,method(:add_cancle))
end
def return_scene
add_cancle
SceneManager.return
end
def create_status_window
@status_window = Window_Point_Actor.new(@actor)
@command_window.status_window = @status_window
end
def create_help_window
@help_window = Window_Point_Help.new(0,@command_window.height,160,Graphics.height-@command_window.height)
#(0, 216, 160, 200)
@help_window.viewport = @viewport
@command_window.help_window = @help_window
end
def add_point
if temp_all >= @actor.point[0]
@command_window.activate
return
end
$temp_point[@command_window.index] += 1
@status_window.refresh
@command_window.refresh
@command_window.activate
end
def add_ok
for i in 0 .. POINT_KIND-1
@actor.point[i+1] += $temp_point[i]
end
@actor.point[0]-= temp_all
add_cancle
end
def add_cancle
for i in 0 .. POINT_KIND-1
$temp_point[i]=0
end
@status_window.refresh
@command_window.refresh
@command_window.activate
end
def next_actor
@actor = $game_party.menu_actor_next
on_actor_change
end
#--------------------------------------------------------------------------
# ● 切换到上一个角色
#--------------------------------------------------------------------------
def prev_actor
@actor = $game_party.menu_actor_prev
on_actor_change
end
#--------------------------------------------------------------------------
# ● 切换角色
#--------------------------------------------------------------------------
def on_actor_change
add_cancle
@status_window.actor = @actor
@command_window.actor = @actor
@command_window.activate
end
end
class Window_MenuCommand < Window_Command
alias add_original_commands_old add_original_commands
def add_original_commands
add_original_commands_old
add_command(Point_Tree::ADDPOINT, :addpoint)
end
end
class Scene_Menu < Scene_MenuBase
alias create_command_window_old create_command_window
def create_command_window
create_command_window_old
@command_window.set_handler(:addpoint,method(:add_point))
end
def add_point
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
def on_ok
SceneManager.call(Scene_Point)
Window_Point_Command::init_command_position
end
end
class Scene_ItemBase < Scene_MenuBase
def item_usable?
if item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item)
return true
end
user.usable?(item) && item_effects_valid?
end
end
直接上代码,是小树的加点系统,前期勇者还好。但是游戏做到一小半我意识到这样下去我测试战斗难度会越来越难,每次都给每个角色点400点属性什么的太腱鞘炎了。
而且我的游戏是可以多周目的,对于多周目的玩家也非常不友好。所以我真的非常想给这个功能加一个一键加点啊…………或者记忆加点什么的解放双手的功能。
球球大佬们 |
最佳答案
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直接使用即可,选项里会多出个一键分配,按一下激活/取消激活,激活后再点想分配的项目会出现一个数字输入的窗口
class Window_Point_Command
attr_accessor :point_all
alias mf241017initialize initialize
def initialize(actor)
mf241017initialize(actor)
@point_all = false
end
alias mf241017make_command_list make_command_list
def make_command_list
mf241017make_command_list
add_comm ...
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