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[已经过期] 求教怎么随机套装

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Lv1.梦旅人

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发表于 2014-12-29 11:10:04 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

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论坛有在战斗后得到的装备是随机属性,那怎么才能在战斗后得到装备上附加随机套装呢

Lv1.梦旅人

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发表于 2015-1-2 20:20:42 | 只看该作者
我这里有个套装脚本,至于你说的随机,我建议你在数据库设置好套装后,然后通过战利品来吧
  1. #============================================================================
  2. # Equipment Sets v2.1e
  3. # By Emerald
  4. #----------------------------------------------------------------------------
  5. # You're free to use the script for any game, as long as you give credits
  6. #----------------------------------------------------------------------------
  7. # Version History
  8. # 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
  9. #        set bonuses for the 8 basic stats, set bonuses requirement (how many
  10. #        items of the set is the actor wearing?)
  11. # 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
  12. #        use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
  13. #        VALUES for their corresponding parameters.
  14. #        b. Added sort 1: Standard Parameters (Percentage). The corresponding
  15. #        parameters are the same as for sort 0. See SPECIAL VALUES for extra
  16. #        notes.
  17. # 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
  18. #        found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
  19. #        use a different syntax than the other bonuses, so be sure to check
  20. #        SPECIAL VALUES if you are unfamiliar with them.
  21. # 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
  22. #        code (about 140 lines less this time, WITH 4 added Sorts). Added
  23. #        Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
  24. #        MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
  25. #        6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
  26. #        (Attack Elements). See SPECIAL VALUES for instructions.
  27. #        WARNING these are still in Beta Stage, so report all bugs found.  
  28. #        b. removed many, MANY major bugs! Removed a bug where unequipping
  29. #        resulted in an undefined array, removed some typos, fixed the bonuses
  30. #        for almost EVERY Sort, removed some more typos, shortened code a little
  31. #        bit, removed some more minor bugs regarding change_equip.
  32. # 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
  33. #        Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
  34. #        all needed information.
  35. # 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
  36. #        (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
  37. #        which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
  38. #        Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
  39. #        SPECIAL VALUES for the needed instructions.
  40. # 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
  41. # 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other
  42. #        traits). See SPECIAL VALUES for the instructions.
  43. # 1.8a-> Added sounds to be played when a certain amount of set pieces has been
  44. #        equipped. Also removed a bug regarding skipping amounts of pieces.
  45. # 1.8b-> Small bugfix regarding set sounds.
  46. # 1.8c-> Small bugfix regarding attack states.
  47. #
  48. # 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
  49. #        increases compatability. Added a method which initializes sets which
  50. #        are worn by actors at the start of the game. Halved the code used to
  51. #        determine if items belong to sets. Scraped a few uneccessairy methods.
  52. #        Practically removed 2/3 of my version of release_unequipable_equips,
  53. #        and made the EES + Fomar123's Dual Wield -> Free Hands script patch
  54. #        1 line instead of 10. Almost entirely changed the way Set Skills and
  55. #        Set Equipment Options work. Also fixed a few bugs in the progress
  56. #        (for example additions of variable 2 which I accidentally left in the
  57. #        script.)
  58. # 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
  59. #        unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
  60. # 2.1b-> Fixed a small typo.
  61. # 2.1c-> Fixed initalizition of set equips.
  62. # 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
  63. #        and a bug regarding the removing of bonuses when unequipping stuff.
  64. # 2.1e-> Removed something which I should have added (regarding the BaseItem
  65. #        class) in release_unequippable_items. This also fixed the compatibility
  66. #        issues with Tsukihime's Effect Manager.
  67. #----------------------------------------------------------------------------
  68. # Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found
  69. # the complete Bronze Set? Bad stuff...
  70. # Unless, they give you bonuses! In other words, this script allows you to create
  71. # bonuses for wearing multiple items of a set... Just wanted to make it sound
  72. # more fun...
  73. #
  74. # Instructions:
  75. #
  76. # Just as always, put this script between Бе Materials and Бе Main. Put this script
  77. # below any script which rewrites change_equip and above any script which aliases
  78. # 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it
  79. # is rewritten/aliased in Game_Actor).
  80. #
  81. # Set MAX_ELEMENTS below module EME and above Sets to the maximum number of
  82. # elements in the database. Else, the script won't recognize any above the value.
  83. #
  84. #
  85. # SETS
  86. #
  87. # To create sets (sorry, no names yet) go to Sets in the configuration part.
  88. # Add the set id, followed by an array containing arrays. The latter arrays
  89. # must be at least two elements long, one for the type of equipment, one for the
  90. # id.
  91. # Examples:
  92. #
  93. # 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1]
  94. # and [1, 2] should be at least two elements long (each element is separated by
  95. # a comma.
  96. #
  97. # 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the
  98. # list, add a comma or you'll get an error. This goes for every array.
  99. #
  100. # set id => [[equipment type, equipment id], [equipment type, equipment id]]
  101. #
  102. # NOTE:
  103. # The set id MUST be 0 or higher. The variable in which the sets are stored (which
  104. # is called a hash) usually begins with 1 =>, so that's why that's also in the
  105. # standard config.
  106. # The Equipment Types are 0 (weapons) and 1 (armors.)
  107. # DO NOT COPY the ID of items in the database. If you put all the useless 0's
  108. # in front of the real ID, you'll get an error/the script won't work.
  109. # Furthermore, you can have an infinite amount of equipment belonging (is that a
  110. # word?) to a set, so don't worry about compatibility issues with Extra Equipment
  111. # Slots scripts. Unless they rewrite change_equip, than there's a slight chance
  112. # on problems. This can be fixed, however, by putting this script below any
  113. # script which rewrites change_equip.
  114. # Also, you can have multiple weapons in array and the same equipment in different
  115. # sets.
  116. #
  117. #
  118. # SET BONUSES
  119. #
  120. # For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses:
  121. #
  122. # set id => {
  123. #    amount of pieces required => [[sort, parameter, bonus]]
  124. #           },
  125. #
  126. # Specifications:
  127. # set id = the same set id as in Sets.
  128. #
  129. # amount of pieces required = the amount of pieces the player must be wearing in
  130. # order to receive the bonuses. If you want to skip one, just skip it. Like:
  131. # 1 => blablabla
  132. # 3 => blablabla
  133. #
  134. # sort = type of bonus. For all sorts, see SPECIAL VALUES.
  135. #
  136. # parameter = the parameter which receives the bonus. For all parameters, see
  137. # SPECIAL VALUES.
  138. #
  139. # bonus = the bonus to be added to parameter. Note that this is a direct bonus,
  140. # not a percentage. If the vale is negative, the bonus will become negative. If
  141. # the value is 0, there will be no bonus to that stat.
  142. #
  143. #
  144. # SPECIAL VALUES
  145. # Sets
  146. # ----
  147. # Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the
  148. # Armors tab in the database.
  149. #
  150. # Set_Bonuses
  151. # ---
  152. # Sorts:
  153. # 0  - Standard Parameter
  154. # 1  - Standard Parameter (Percentage)
  155. # 2  - Extra Parameter
  156. # 3  - Special Paramater
  157. # 4  - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them)
  158. # 5  - Elemental Efficiency
  159. # 6  - Debuff Rate
  160. # 7  - State Rate
  161. # 8  - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  162. # 9  - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  163. # 10 - Attack States
  164. # 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how
  165. #                       to use them)
  166. # 12 - Attack Specials
  167. # 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  168. # 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  169. # 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  170. # 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  171. # 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  172. # 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  173. # 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
  174. # 20 - Other Traits
  175. #
  176. # Standard Parameters: (Sort 0)
  177. # 0 - MaxHp
  178. # 1 - MaxMp
  179. # 2 - Attack
  180. # 3 - Defense
  181. # 4 - Magic Attack (Spirit)
  182. # 5 - Magic Defence (Resistance)
  183. # 6 - Agility
  184. # 7 - Luck
  185. #
  186. # Standard Parameters (Percentage): (Sort 1)
  187. # 0 - MaxHp
  188. # 1 - MaxMp
  189. # 2 - Attack
  190. # 3 - Defense
  191. # 4 - Magic Attack (Spirit)
  192. # 5 - Magic Defence (Resistance)
  193. # 6 - Agility
  194. # 7 - Luck
  195. # Note that stats are calculated this way:
  196. # Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages,
  197. # equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses)
  198. #
  199. # Extra Parameters: (Sort 2)
  200. # 0 - Hit Rate
  201. # 1 - Evasion
  202. # 2 - Critical Rate
  203. # 3 - Critical Evasion
  204. # 4 - Magical Evasion
  205. # 5 - Magical Reflection
  206. # 6 - Counter Rate
  207. # 7 - HP Regen
  208. # 8 - MP Regen
  209. # 9 - TP Regen
  210. #
  211. # Special Parameters: (Sort 3)
  212. # 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate
  213. # 1 - Guard Effect Rate
  214. # 2 - Recovery Effect Rate
  215. # 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch)
  216. # 4 - MP Cost Rate
  217. # 5 - TP Charge Rate
  218. # 6 - Physical Damage Rate
  219. # 7 - Magical Damage Rate
  220. # 8 - Floor Damage Rate
  221. # 9 - Experience Rate
  222. #
  223. # Skills: (Sort 4)
  224. # These skills don't have parameter values. Instead, the last two elements in
  225. # their array have a different effect than usual:
  226. # [sort (4), -----, skill_id]
  227. # Sort = still the same and of course 4
  228. # ----- = before this was Active, but that is no longer required. In order to
  229. # by-pass the need to change this to skill_id (for people who had this script
  230. # before v2.0), this variable has become unused instead of deleted all-together.
  231. # You can put anything you want here, it doesn't even have to be an integer.
  232. # Skill_Id = the id of the skill which the actor learns.
  233. #
  234. # Elemental Efficiency: (Sort 5)
  235. # Values are the same as Element IDs in the database. (SO NO 0!!)
  236. # If the bonus is negative, the actor becomes more resistant to the element.
  237. # If the bonus is positive, the actor becomes weaker to the element.
  238. #
  239. # Debuff Rate: (Sort 6)
  240. # 0 - MaxHp
  241. # 1 - MaxMp
  242. # 2 - Attack
  243. # 3 - Defense
  244. # 4 - Magic Attack (Spirit)
  245. # 5 - Magic Defence (Resistance)
  246. # 6 - Agility
  247. # 7 - Luck
  248. # If the bonus is negative, the actor becomes more resistant to debuffs regarding
  249. # the set parameter.
  250. # If the bonus is positive, the actor becomes weaker to debuffs regarding the set
  251. # parameter.
  252. #
  253. # State Rate: (Sort 7)
  254. # Values are the same as the State IDs in the database (SO NO 0!!)
  255. # If the bonus is negative, the actor becomes more resistant to the state.
  256. # If the bonus is positive, the actor becomes weaker to the state.
  257. #
  258. # State Resist: (Sort 8)
  259. # Values are the same as the State IDs in the database (SO NO 0!!)
  260. # If the bonus is positive, the actor becomes fully resistant to the set state.
  261. # However, if the bonus is negative, the actor LOSES full resistance to the set
  262. # state!
  263. #
  264. # Attack Elements: (Sort 9)
  265. # Values are the same as the Element IDs in the database (SO NO 0!!)
  266. # If the bonus is positive, the element is added to the attack elements.
  267. # However, if the bonus is negative, the element is REMOVED from the attack
  268. # elements!
  269. #
  270. # Attack States: (Sort 10)
  271. # Values are the same as the State IDs in the database (SO NO 0!!)
  272. # Bonus is the chance of the state to occur.
  273. #
  274. # Equipment Types: (Sort 11)
  275. # 0 as parameter means that the bonus type is a Weapon Type.
  276. # 1 as parameter means that the bonus type is a Weapon Type, but instead it will
  277. # be REMOVED from the list of weapon types.
  278. # 2 as parameter means that the bonus type is an Armor Type.
  279. # 3 as parameter means that the bonus type is an Armor Type, but instead it will
  280. # be REMOVED from the list of armor types.
  281. # 4 as parameter allows Dual Wielding.
  282. # Bonus is the same as the ID of the Equipment Types in the database.
  283. # Note that removed types override added types. So you can first remove an
  284. # equip type and afterwards add it, but you can first add it and then remove it.
  285. #
  286. # Attack Specials: (Sort 12)
  287. # 0 - Attack Speed
  288. # 1 - Additional Attacks
  289. # Both in percentages. So for additional attacks, not 1 but 100.
  290. #
  291. # Additional Skill Types: (Sort 13)
  292. # Values are the same as the Skill Types IDs in the database (SO NO 0!!)
  293. # If the bonus is positive, the skill types is added.
  294. # However, if the bonus is negative, the skill type is REMOVED!
  295. #
  296. # Sealed Skill Types: (Sort 14)
  297. # Exact the same as above, only if the bonus is positive the type gets sealed,
  298. # if the bonus is negative the type gets removed from the sealed types.
  299. #
  300. # Sealed Skills: (Sort 15)
  301. # Again, exact the same as above. Only this time, replace the skill type id by
  302. # the skill id.
  303. #
  304. # Fixed Equip Types: (Sort 16)
  305. # Exact the same as Sealed Skill Types, only the equip types get fixed. Of course,
  306. # replace skill type id by equip type id.
  307. #
  308. # Sealed Equip Types: (Sort 17)
  309. # And yet again, exact the same only the equip types get sealed. Of course,
  310. # replace skill type id by equip type id.
  311. #
  312. # Special Flags: (Sort 18)
  313. # 0 - Auto Combat
  314. # 1 - Guard
  315. # 2 - Substitute/Cover
  316. # 3 - Same TP in next battle
  317. # For bonus, put a positive number (or 0) for added trait, and negative number
  318. # for removed trait.
  319. #
  320. # Party Abilities: (Sort 19)
  321. # 0 - Encounter cut down by half
  322. # 1 - No encounters
  323. # 2 - No suprise attacks
  324. # 3 - Preemptive strike rate up
  325. # 4 - Double currency from battles
  326. # 5 - Double items from battles
  327. # For bonus, put a positive number (or 0) for added trait, and negative number
  328. # for removed trait.
  329. #
  330. # Others Traits: (Sort 20)
  331. # 0 - Max TP up by bonus
  332. # 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's
  333. # attack skill becomes 10.
  334. # 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the
  335. # actor's guard skill becomes 10,
  336. #----------------------------------------------------------------------------
  337. # Credits to:
  338. # Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
  339. # how Arrays and Hashes work.
  340. # Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
  341. # You for reading through the wall of text ^^ (at least... I hope you did that..)
  342. #----------------------------------------------------------------------------
  343. # If you have any issues with this script, contact me at
  344. # http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
  345. #============================================================================
  346. #
  347. # CONFIGURATION
  348. #
  349. #============================================================================

  350. module EME
  351.   
  352.   MAX_ELEMENTS = 999

  353. #----------------------------------------------------------------------------
  354. # Sets syntax
  355. #----------------------------------------------------------------------------
  356. # Sets = {
  357. #          set_id => [[equipment_type, equipment_id]]
  358. #        }
  359. #
  360. # set_id must be bigger than 0
  361. # equipment_type can be either 0 (weapon) or 1 (armor)
  362. # Add a comma after a ']' if it's not the last element in the array/hash.
  363. #
  364. # Don't forget to add a ungettable item at the end! Else, the last item will
  365. # count for two!
  366. #----------------------------------------------------------------------------

  367. Sets = {
  368.          1 => [[0, 1], [1, 1]],
  369.          2 => [[1, 2], [0, 2]]
  370.        }

  371. #----------------------------------------------------------------------------
  372. # Sets syntax
  373. #----------------------------------------------------------------------------
  374. # Set_Bonuses = {
  375. #       set id => {
  376. #         amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]]
  377. #                 }
  378. #                }
  379. #
  380. # set_id must correspond to set_id of Sets
  381. # amount of pieces required indicates how many pieces of the set the actor must
  382. # be wearing before receiving the bonus. If you want to skip one, make the only
  383. # element in it's array [0, 0, 0].
  384. # sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES
  385. # for all sorts.
  386. # parameter can be a value depending on sort. See SPECIAL VALUES in the
  387. # instructions for their corresponding stats.
  388. # Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If
  389. # negative, bonus becomes negative.
  390. # Random paramter is just a random parameter to prevent the last bonus from
  391. # being doubled. Always make the bonus of this element 0.
  392. #
  393. # Add a comma after a ']' or '}' if it's not the last element in the array/hash.
  394. #
  395. # Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus
  396. # will be doubled!
  397. #----------------------------------------------------------------------------
  398. Set_Bonuses =
  399. {
  400.   1 => {
  401.     1 => [[0, 0, 500]],
  402.     2 => [[0, 0, 500]]
  403.        },

  404.   2 => {
  405.     1 => [[0, 1, 500]],
  406.     2 => [[0, 1, 500]]
  407.        }
  408. }

  409. #-----------------------------------------------------------------------------
  410. # Sets syntax
  411. #-----------------------------------------------------------------------------
  412. # Set_Sounds = {
  413. #   set_id => {
  414. #     amount_of_pieces_required => [file_name, volume, pitch]
  415. #   }
  416. # }
  417. #
  418. # Resembles the other two parts so I think not much of an explanation is needed.
  419. # When the required amount of pieces has been equipped, the sound sound will be
  420. # played. Doesn't apply for unequipping. Again, watch the comma's!!
  421. #----------------------------------------------------------------------------
  422. Set_Sounds =
  423. {
  424.   1 => {
  425.     1 => ["Flash1", 100, 100], # <- comma here since it isn't the last one!
  426.     2 => ["Flash1", 100, 100]  # <- no comma here since it IS the last one!
  427.        }
  428. }

  429. end

  430. # Only edit things past here if you know what you're doing

  431. $imported = {} if $imported.nil?
  432. $imported["Emerald's Equipment Sets"] = true

  433. #============================================================================
  434. #
  435. # Game_Actor
  436. # Handles everything for this script.
  437. #============================================================================
  438. class Game_Actor < Game_Battler
  439.   
  440.   attr_reader :active_sets
  441.   attr_reader :item_sets
  442.   
  443.   alias eme_ees_setup setup
  444.   def setup(actor_id)
  445.     @non_set_skills = []
  446.     @skill_from_sets = false
  447.     reset_bonuses
  448.     @active_sets = []
  449.     @item_sets = [0] * (EME::Sets.size + 1)
  450.     eme_ees_setup(actor_id)
  451.   end

  452.   alias eme_init_equips init_equips
  453.   def init_equips(equips)
  454.     eme_init_equips(equips)
  455.     equips.each_with_index{|item_id, i|
  456.       etype_id = index_to_etype_id(i)
  457.       slot_id = empty_slot(etype_id)
  458.       for set_id in 1..EME::Sets.size
  459.         for ees_set_equip in EME::Sets[set_id]
  460.           if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], ees_set_equip)
  461.             @item_sets[set_id] += 1
  462.             @active_sets.push(set_id) unless @active_sets.include?(set_id)
  463.           end
  464.         end
  465.       end
  466.     }
  467.     refresh
  468.   end
  469.    
  470.   def ees_is_the_set_item?(item, ees_set_equip)
  471.     return (((ees_set_equip[0] == 0 and item.is_a?(RPG::Weapon)) or (ees_set_equip[0] == 1 and item.is_a?(RPG::Armor))) and ees_set_equip[1] == item.id)
  472.   end

  473.   alias eme_ees_learn_skill learn_skill
  474.   def learn_skill(skill_id)
  475.     eme_ees_learn_skill(skill_id)
  476.     @non_set_skills.push(skill_id) unless @skill_from_sets
  477.     @skill_from_sets = false
  478.   end

  479.   alias eme_ebs_change_equip change_equip
  480.   def change_equip(slot_id, item)
  481.       for set_id in 1..EME::Sets.size
  482.         for ees_set_equip in EME::Sets[set_id]
  483.           if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil
  484.             if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)
  485.               @item_sets[set_id] -= 1
  486.               @active_sets.delete(set_id) if @item_sets[set_id] == 0
  487.             end
  488.           end
  489.           if item != nil and ees_is_the_set_item?(item, ees_set_equip)
  490.             @item_sets[set_id] += 1
  491.             @active_sets.push(set_id) unless @active_sets.include?(set_id)
  492.             if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))
  493.               sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]
  494.               Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2])
  495.             end
  496.           end
  497.         end
  498.       end
  499.     set_check
  500.     eme_ebs_change_equip(slot_id, item)
  501.   end

  502.   def unlearn_set_skills(set_id)
  503.     EME::Set_Bonuses[set_id].each_value{|bonus_array|
  504.       bonus_array.each{|bonus|
  505.         if bonus[0] == 4
  506.           forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])
  507.           @ees_skills.delete(bonus[2])
  508.         end
  509.       }
  510.     }
  511.   end
  512.   
  513.   def item_set_reset_all
  514.     @active_sets.each{|set_id| item_set_reset(set_id)}
  515.   end
  516.   
  517.   def item_set_reset(set_id)
  518.     return unless set_id > 0 and @item_sets[set_id] > 0
  519.     unlearn_set_skills(set_id)
  520.   end
  521.   
  522.   def release_unequippable_items(item_gain = true)
  523.     @equips.each_with_index do |item, i|
  524.       if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
  525.         trade_item_with_party(nil, item.object) if item_gain
  526.         item.object = nil
  527.       end
  528.     end
  529.   end

  530.   def release_unequippable_items(item_gain = true)
  531.     loop do
  532.       change_equips = 0
  533.       @equips.each_with_index do |item, i|
  534.         if !equippable?(item.object) or item.object.etype_id != equip_slots[i]
  535.           next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0))
  536.           trade_item_with_party(nil, item.object) if item_gain
  537.           change_equips += 1 unless item.object.nil?
  538.           unless item.object.nil?
  539.           for set_id in 1..EME::Sets.size
  540.             for ees_set_equip in EME::Sets[set_id]
  541.               if ees_is_the_set_item?(item.object, ees_set_equip)
  542.                 @item_sets[set_id] -= 1
  543.                 @active_sets.delete(set_id) if @item_sets[set_id] == 0
  544.               end
  545.             end
  546.           end
  547.           end
  548.           item.object = nil
  549.         end
  550.       end
  551.       set_check
  552.       break if change_equips == 0
  553.     end
  554.   end

  555.   alias eme_ebs_discard_equip discard_equip
  556.   def discard_equip(item)
  557.     slot_id = equips.index(item)
  558.     if slot_id != nil
  559.       for set_id in 1..EME::Sets.size
  560.         for ees_set_equip in EME::Sets[set_id]
  561.           if ees_is_the_set_item?(item, ees_set_equip)
  562.             @item_sets[set_id] -= 1
  563.             @active_sets.delete(set_id) if @item_sets[set_id] == 0
  564.           end
  565.         end
  566.       end
  567.     end
  568.     eme_ebs_discard_equip(item)
  569.     refresh
  570.   end
  571.   
  572.   def set_amount_wearing(set_id)
  573.     return @item_sets[set_id]
  574.   end

  575.   def set_check
  576.     item_set_reset_all
  577.     reset_bonuses
  578.     @active_sets.each{|set| change_bonuses(set) unless set == nil}
  579.   end
  580.   
  581.   def change_bonuses(set_id)
  582.     return if set_id == 0 or set_amount_wearing(set_id) == 0
  583.     EME::Set_Bonuses[set_id].each_key{|key|
  584.       if set_amount_wearing(set_id) >= key
  585.         for g in 0...EME::Set_Bonuses[set_id][key].size
  586.           sort = EME::Set_Bonuses[set_id][key][g][0]
  587.           stat = EME::Set_Bonuses[set_id][key][g][1]
  588.           stat_bonus = EME::Set_Bonuses[set_id][key][g][2]
  589.           case EME::Set_Bonuses[set_id][key][g][0]
  590.           when 0
  591.             sets_param_change(stat, stat_bonus)
  592.           when 1
  593.             sets_per_param_change(stat, stat_bonus)
  594.           when 2
  595.             sets_xparam_change(stat, stat_bonus)
  596.           when 3
  597.             sets_sparam_change(stat, stat_bonus)
  598.           when 4
  599.             next if skill_learn?(stat_bonus)
  600.             @skill_from_sets = true
  601.             learn_skill(stat_bonus)
  602.             @ees_skills.push(stat_bonus)
  603.           when 5
  604.             stat -= 1
  605.             sets_element_rate_change(stat, stat_bonus)
  606.           when 6
  607.             stat -= 1
  608.             sets_debuff_rate_change(stat, stat_bonus)
  609.           when 7
  610.             stat -= 1
  611.             sets_state_rate_change(stat, stat_bonus)
  612.           when 8
  613.             sets_state_resist_change(stat, stat_bonus)
  614.           when 9
  615.             sets_atk_elements_change(stat, stat_bonus)
  616.           when 10
  617.             sets_atk_states_change(stat) if stat_bonus > 0
  618.             sets_atk_states_rate_change(stat, stat_bonus)
  619.           when 11
  620.             if stat < 2
  621.               change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))
  622.             elsif stat < 4
  623.               change_sets_additional_atypes(stat_bonus, (stat == 2))
  624.             elsif stat == 4
  625.               @eme_ebs_two_swords_style = true
  626.             end
  627.           when 12
  628.             sets_atk_specials_change(stat, stat_bonus)
  629.           when 13
  630.             add_sets_skill_types(stat, stat_bonus)
  631.           when 14
  632.             add_sets_sealed_skill_types(stat, stat_bonus)
  633.           when 15
  634.             add_sets_sealed_skills(stat, stat_bonus)
  635.           when 16
  636.             add_sets_fixed_equip_types(stat, stat_bonus)
  637.           when 17
  638.             add_sets_sealed_equip_types(stat, stat_bonus)
  639.           when 18
  640.             stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)
  641.           when 19
  642.             stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)
  643.           when 20
  644.             case stat
  645.             when 0
  646.               set_bonus_max_tp(stat_bonus)
  647.             when 1
  648.               set_atk_skill(stat_bonus)
  649.             when 2
  650.               set_grd_skill(stat_bonus)
  651.             end
  652.           end
  653.         end
  654.       end
  655.     }
  656.   end

  657. #-------------------------------------------#
  658. # LABEL FOR AUTHOR                          #
  659. # Don't mind this ;)                        #
  660. #-------------------------------------------#

  661.   def reset_bonuses
  662.     @sets_param_plus = [0] * 8
  663.     @sets_per_param_plus = [0] * 8
  664.     @sets_xparam_plus = [0] * 10
  665.     @sets_sparam_plus = [0] * 10
  666.     @sets_element_rate = [0] * (EME::MAX_ELEMENTS)
  667.     @sets_debuff_rate = [0] * 8
  668.     @sets_state_rate = [0] * ($data_states.size + 1)
  669.     @sets_state_resist = []
  670.     @sets_state_resist_remove = []
  671.     @sets_atk_elements = []
  672.     @sets_atk_elements_remove = []
  673.     @sets_atk_states = []
  674.     @sets_atk_states_rate = [0] * $data_states.size
  675.     @sets_atk_speed_plus = 0
  676.     @sets_atk_times_plus = 0
  677.     @sets_skill_types = []
  678.     @sets_skill_types_remove = []
  679.     @sets_sealed_skill_types = []
  680.     @sets_sealed_skill_types_remove = []
  681.     @sets_sealed_skills = []
  682.     @sets_sealed_skills_remove = []
  683.     @sets_fixed_equip_types = []
  684.     @sets_fixed_equip_types_remove = []
  685.     @sets_sealed_equip_types = []
  686.     @sets_sealed_equip_types_remove = []
  687.    
  688.     @ees_added_special_flags = []
  689.     @ees_removed_special_flags = []
  690.     @ees_added_party_abilities = []
  691.     @ees_removed_party_abilities = []
  692.     @ees_bonus_max_tp = 0
  693.     @new_atk_skill = nil
  694.     @new_grd_skill = nil
  695.    
  696.     @ees_skills = []
  697.     @sets_wtypes = []
  698.     @sets_atypes = []
  699.     @sets_removed_wtypes = []
  700.     @sets_removed_atypes = []
  701.     @eme_ebs_two_swords_style = false
  702.   end

  703.   def sets_param_plus(param_id)
  704.     @sets_param_plus[param_id]
  705.   end

  706.   def sets_param_change(param_id, value)
  707.     @sets_param_plus[param_id] += value
  708.   end

  709.   def sets_per_param_plus(param_id)
  710.     value = param_base(param_id) + param_plus(param_id)
  711.     value *= @sets_per_param_plus[param_id] / 100
  712.     return value
  713.   end

  714.   def sets_per_param_change(param_id, value)
  715.     @sets_per_param_plus[param_id] += value
  716.   end
  717.   
  718.   def sets_xparam_plus(param_id)
  719.     @sets_xparam_plus[param_id]
  720.   end

  721.   def sets_xparam_change(param_id, value)
  722.     @sets_xparam_plus[param_id] += value
  723.   end

  724.   def sets_sparam_plus(param_id)
  725.     @sets_sparam_plus[param_id]
  726.   end
  727.   
  728.   def sets_sparam_change(param_id, value)
  729.     @sets_sparam_plus[param_id] += value
  730.   end
  731.   
  732.   def sets_element_rate(element_id)
  733.     @sets_element_rate[element_id]
  734.   end
  735.   
  736.   def sets_element_rate_change(element_id, value)
  737.     @sets_element_rate[element_id] += value
  738.   end
  739.   
  740.   def sets_debuff_rate(param_id)
  741.     @sets_debuff_rate[param_id]
  742.   end

  743.   def sets_debuff_rate_change(param_id, value)
  744.     @sets_debuff_rate[param_id] += value
  745.   end
  746.   
  747.   def sets_state_rate(state_id)
  748.     @sets_state_rate[state_id]
  749.   end

  750.   def sets_state_rate_change(state_id, value)
  751.     @sets_state_rate[state_id] += value
  752.   end
  753.   
  754.   def sets_state_resist(state_id)
  755.     @sets_state_resist[state_id]
  756.   end
  757.   
  758.   def sets_state_resist_remove(state_id)
  759.     @sets_state_resist_remove[state_id]
  760.   end
  761.   
  762.   def sets_state_resist_change(state_id, value)
  763.     value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id))
  764.   end
  765.   
  766.   def sets_atk_elements(element_id)
  767.     @sets_atk_elements[element_id]
  768.   end
  769.   
  770.   def sets_atk_elements_remove(element_id)
  771.     @sets_atk_elements_remove[element_id]
  772.   end

  773.   def sets_atk_elements_change(element_id, value)
  774.     value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id))
  775.   end
  776.   
  777.   def sets_atk_states(state_id)
  778.     @sets_atk_states[state_id]
  779.   end

  780.   def sets_atk_states_change(state_id)
  781.     @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)
  782.   end
  783.   
  784.   def sets_atk_states_rate(state_id)
  785.     @sets_atk_states_rate[state_id]
  786.   end

  787.   def sets_atk_states_rate_change(state_id, value)
  788.     @sets_atk_states_rate[state_id] += value
  789.   end
  790.   
  791.   def sets_atk_speed_plus
  792.     @sets_atk_speed_plus
  793.   end

  794.   def sets_atk_times_plus
  795.     @sets_atk_times_plus
  796.   end
  797.   
  798.   def sets_atk_specials_change(parameter, value)
  799.     parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value
  800.   end
  801.    
  802.   def sets_skill_types(skill_type_id)
  803.     @sets_skill_types[skill_type_id]
  804.   end
  805.   
  806.   def sets_skill_types_remove(skill_type_id)
  807.     @sets_skill_types_remove[skill_type_id]
  808.   end

  809.   def add_sets_skill_types(skill_type_id, value)
  810.     value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id))
  811.   end
  812.   
  813.   def sets_sealed_skill_types(skill_type_id)
  814.     @sets_sealed_skill_types[skill_type_id]
  815.   end
  816.   
  817.   def sets_sealed_skill_types_remove(skill_type_id)
  818.     @sets_sealed_skill_types_remove[skill_type_id]
  819.   end

  820.   def add_sealed_skill_types(skill_type_id, value)
  821.     value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id))
  822.   end
  823.   
  824.   def sets_sealed_skills(skill_id)
  825.     @sets_sealed_skills[skill_id]
  826.   end
  827.   
  828.   def sets_sealed_skills_remove(skill_id)
  829.     @sets_sealed_skills_remove[skill_id]
  830.   end

  831.   def add_sets_sealed_skills(skill_id, value)
  832.     value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id))
  833.   end
  834.   
  835.   def sets_additional_wtypes
  836.     @sets_wtypes
  837.   end
  838.   
  839.   def sets_additional_atypes
  840.     @sets_atypes
  841.   end
  842.   
  843.   def sets_removed_wtypes
  844.     @sets_removed_wtypes
  845.   end
  846.   
  847.   def sets_removed_atypes
  848.     @sets_removed_atypes
  849.   end
  850.   
  851.   def change_sets_additional_wtypes(wtype_id, positive_change = true)
  852.     positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)
  853.   end
  854.   
  855.   def change_sets_additional_atypes(atype_id, positive_change = true)
  856.     positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)
  857.   end
  858.   
  859.   def sets_fixed_equip_types(equip_type_id)
  860.     @sets_fixed_equip_types[equip_type_id]
  861.   end
  862.   
  863.   def sets_fixed_equip_types_remove(equip_type_id)
  864.     @sets_fixed_equip_types_remove[equip_type_id]
  865.   end

  866.   def add_fixed_equip_types(equip_type_id, value)
  867.     value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)
  868.   end
  869.   
  870.   def sets_sealed_equip_types(equip_type_id)
  871.     @sets_sealed_equip_types[equip_type_id]
  872.   end
  873.   
  874.   def sets_sealed_equip_types_remove(equip_type_id)
  875.     @sets_sealed_equip_types_remove[equip_type_id]
  876.   end

  877.   def add_sealed_equip_types(equip_type_id, value)
  878.     value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id))
  879.   end
  880.   
  881.   def change_special_flags(flag_id, negative = false)
  882.     !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)
  883.   end
  884.   
  885.   def change_party_abilities(ability_id, negative = false)
  886.     !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)
  887.   end
  888.   
  889.   def set_bonus_max_tp(value)
  890.     @ees_bonus_max_tp += value
  891.   end
  892.   
  893.   def set_atk_skill(skill_id)
  894.     @new_atk_skill = skill_id
  895.   end
  896.   
  897.   def set_grd_skill(skill_id)
  898.     @new_grd_skill = skill_id
  899.   end
  900.   
  901. #-------------------------------------------#
  902. # 'NOTHER LABEL FOR AUTHOR                  #
  903. # Don't mind this ;)                        #
  904. #-------------------------------------------#

  905.   def param(param_id)
  906.     value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max
  907.     value *= param_rate(param_id) * param_buff_rate(param_id)
  908.     [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  909.   end
  910.   
  911.   alias eme_ebs_xparam xparam
  912.   def xparam(xparam_id)
  913.     value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100
  914.     return value
  915.   end
  916.   
  917.   alias eme_ebs_sparam sparam
  918.   def sparam(sparam_id)
  919.     value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100
  920.     return value
  921.   end
  922.   
  923.   alias eme_ebs_element_rate element_rate
  924.   def element_rate(element_id)
  925.     value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100
  926.     return value
  927.   end
  928.   
  929.   alias eme_ebs_debuff_rate debuff_rate
  930.   def debuff_rate(param_id)
  931.     value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100
  932.     return value
  933.   end

  934.   alias eme_ebs_state_rate state_rate
  935.   def state_rate(state_id)
  936.     value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100
  937.     return value
  938.   end

  939.   alias eme_ebs_state_resist_set state_resist_set
  940.   def state_resist_set
  941.     value = eme_ebs_state_resist_set
  942.     @sets_state_resist.each{|state| value.push(state) unless value.include?(element)}
  943.     @sets_state_resist_remove.each{|state| value.delete(state)}
  944.     return value
  945.   end
  946.   
  947.   alias eme_ebs_atk_elements atk_elements
  948.   def atk_elements
  949.     value = eme_ebs_atk_elements
  950.     @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}
  951.     @sets_atk_elements_remove.each{|element| value.delete(element)}
  952.     return value
  953.   end
  954.   
  955.   alias eme_ebs_atk_states atk_states
  956.   def atk_states
  957.     value = eme_ebs_atk_states
  958.     @sets_atk_states.each{|state| value.push(@sets_atk_states[i]) }
  959.     return value
  960.   end
  961.   
  962.   alias eme_ebs_atk_states_rate atk_states_rate
  963.   def atk_states_rate(state_id)
  964.     value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100
  965.     return value
  966.   end
  967.   
  968.   alias eme_ebs_atk_speed atk_speed
  969.   def atk_speed
  970.     value = eme_ebs_atk_speed + sets_atk_speed_plus / 100
  971.     return value
  972.   end

  973.   alias eme_ebs_atk_times atk_times_add
  974.   def atk_times_add
  975.     value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max
  976.     return value
  977.   end

  978.   alias eme_ebs_dual_wield? dual_wield?
  979.   def dual_wield?
  980.     return true if @eme_ebs_two_swords_style
  981.     eme_ebs_dual_wield?
  982.   end
  983.   
  984.   alias eme_ebs_added_skill_types added_skill_types
  985.   def added_skill_types
  986.     value = eme_ebs_added_skill_types
  987.     @sets_skill_types.each{|sk_type| value.push(sk_type)}
  988.     @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}
  989.     return value
  990.   end
  991.   
  992.   def skill_type_sealed?(stype_id)
  993.     value = features_set(FEATURE_STYPE_SEAL)
  994.     @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}
  995.     @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}
  996.     return true if value.include?(stype_id)
  997.   end

  998.   def skill_sealed?(skill_id)
  999.     value = features_set(FEATURE_SKILL_SEAL)
  1000.     @sets_sealed_skills.each{|skill| value.push(skill)}
  1001.     @sets_sealed_skills_remove.each{|skill| value.delete(skill)}
  1002.     return true if value.include?(skill_id)
  1003.   end
  1004.   
  1005.   def equip_wtype_ok?(wtype_id)
  1006.     value = features_set(FEATURE_EQUIP_WTYPE)
  1007.     @sets_wtypes.each{|w_type| value.push(w_type)}
  1008.     @sets_removed_wtypes.each{|w_type| value.delete(w_type)}
  1009.     return true if value.include?(wtype_id)
  1010.   end

  1011.   def equip_atype_ok?(atype_id)
  1012.     value = features_set(FEATURE_EQUIP_ATYPE)
  1013.     @sets_atypes.each{|a_type| value.push(a_type)}
  1014.     @sets_removed_atypes.each{|a_type| value.delete(a_type)}
  1015.     return true if value.include?(atype_id)
  1016.   end

  1017.   def equip_type_fixed?(etype_id)
  1018.     value = features_set(FEATURE_EQUIP_FIX)
  1019.     @sets_fixed_equip_types.each{|e_type| value.push(e_type)}
  1020.     @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}
  1021.     return true if value.include?(etype_id)
  1022.   end
  1023.   
  1024.   def equip_type_sealed?(etype_id)
  1025.     value = features_set(FEATURE_EQUIP_SEAL)
  1026.     @sets_sealed_equip_types.each{|e_type| value.push(e_type)}
  1027.     @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}
  1028.     return true if value.include?(etype_id)
  1029.   end
  1030.   
  1031.   alias eme_ees_special_flag special_flag
  1032.   def special_flag(flag_id)
  1033.     return false if @ees_removed_special_flags.include?(flag_id)
  1034.     return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)
  1035.   end
  1036.   
  1037.   alias eme_ees_party_ability party_ability
  1038.   def party_ability(ability_id)
  1039.     return false if @ees_removed_party_abilities.include?(ability_id)
  1040.     return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)
  1041.   end
  1042.   
  1043.   alias eme_ees_max_tp max_tp
  1044.   def max_tp
  1045.     return eme_ees_max_tp + @ees_bonus_max_tp
  1046.   end
  1047.   
  1048.   alias eme_ees_attack_skill attack_skill_id
  1049.   def attack_skill_id
  1050.     return @new_atk_skill unless @new_atk_skill == nil
  1051.     return eme_ees_attack_skill
  1052.   end

  1053.   alias eme_ees_guard_skill guard_skill_id
  1054.   def guard_skill_id
  1055.     return @new_grd_skill unless @new_grd_skill == nil
  1056.     return eme_ees_guard_skill
  1057.   end

  1058. end
复制代码

点评

兄弟这个套装脚本怎么用啊,按他注释里面的写法只有sort 0那部分管用,其他部分都不管用  发表于 2018-9-3 23:13
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Lv1.梦旅人

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 楼主| 发表于 2015-1-1 15:05:59 | 只看该作者
类似随机属性脚本,不过把那前面的名称变成套装名称,然后多件组合在一起才能生效
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发表于 2014-12-31 09:05:39 | 只看该作者
随机装备和强化装备两个脚本的编写方式注定不能和套装脚本并存,因为这两个脚本对装备的处理结果是在你数据库装备的末尾不断增加新的装备实现的,因此想要这种套装效果的话,我的建议是利用你设置套装几件的备注来指定套装关联,然后得到装备后用备注判断是否套装,这么做的好处是可以和随机装备还有强化装备两个脚本并存
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发表于 2014-12-31 01:34:20 | 只看该作者
是套装部件随机分配还是?

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没玩过···只知道暗黑的合成是不可见配方···  发表于 2014-12-31 16:49
他的意思应该是暗黑2那种感觉的……  发表于 2014-12-31 06:22
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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