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[已经解决] 求VA怪物能力及装备能力破限方法

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Lv1.梦旅人

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发表于 2012-8-26 11:15:04 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
要两个都打出来哦,怪物能力$data_enemies[a].b=c不行的哦。
Ps:脚本里面调上限的我已经改了。

Lv3.寻梦者

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发表于 2012-8-26 13:46:54 | 只看该作者
裝備的  你上次問  我不是說了

腳本區 有個 VA腳本集合包

裡面有個 破限
他能用註釋 的方式  讓裝備破限

点评

还有?脚本区在哪里?  发表于 2012-8-26 13:56
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Lv1.梦旅人

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 楼主| 发表于 2012-8-26 13:48:18 | 只看该作者
御之嵐 发表于 2012-8-26 13:46
裝備的  你上次問  我不是說了

腳本區 有個 VA腳本集合包

怪物能力破限不行么?
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Lv1.梦旅人

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发表于 2012-8-26 18:06:14 | 只看该作者
装备 能力(包括敌人)破除限制--http://yanflychannel.wordpress.com/rmvxa/
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Adjust Limits v1.00
  4. # -- Last Updated: 2011.12.03
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-AdjustLimits"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2011.12.03 - Finished Script.
  15. # 2011.12.02 - Started Script.
  16. #
  17. #==============================================================================
  18. # ▼ Introduction
  19. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  20. # There exists some limitations in RPG Maker VX Ace that not everybody's fond
  21. # of. With this script, you can easily adjust the limits of each limitation.
  22. # Here's the list of various limits that can be changed:
  23. #
  24. # - Gold Max  - Have more than 99,999,999 gold.
  25. # - Item Max  - Have more than 99 items. Customizable per item, too.
  26. # - Level Max - Exceed 99 levels. Parameters are automatically calculated based
  27. #               on the level 99 and level 98 stats in the class parameters.
  28. # - Stat Max  - Stats can exceed 999. Does not adjust for current formulas.
  29. #
  30. #==============================================================================
  31. # ▼ Instructions
  32. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  33. # To install this script, open up your script editor and copy/paste this script
  34. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  35. #
  36. # -----------------------------------------------------------------------------
  37. # Actor Notetags - These notetags go in the actors notebox in the database.
  38. # -----------------------------------------------------------------------------
  39. # <initial level: x>
  40. # Sets the initial level for the specific actor. Can go above level 99 as long
  41. # as the max level is higher than 99. Default initial level limit is 99.
  42. #
  43. # <max level: x>
  44. # Sets the max level for the specific actor. Can go above level 99 as long as
  45. # the higher limit is defined in the module. Default max level is level 99.
  46. #
  47. # -----------------------------------------------------------------------------
  48. # Class Notetags - These notetags go in the class notebox in the database.
  49. # -----------------------------------------------------------------------------
  50. # <learn at level: x>
  51. # This actually goes inside of the skill learning "notes" box. Replace x with
  52. # the level you wish for the class to learn the skill at. This enables classes
  53. # to learn new skills past level 99.
  54. #
  55. # -----------------------------------------------------------------------------
  56. # Item Notetags - These notetags go in the items notebox in the database.
  57. # -----------------------------------------------------------------------------
  58. # <max limit: x>
  59. # Changes the maximum number of items that can be held from whatever the
  60. # normal amount that can be held. Default amount is 99.
  61. #
  62. # <price: x>
  63. # Changes the price of the item to x. Allows you to go over the price of
  64. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  65. # is 99,999,999 gold.
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Weapon Notetags - These notetags go in the weapons notebox in the database.
  69. # -----------------------------------------------------------------------------
  70. # <max limit: x>
  71. # Changes the maximum number of items that can be held from whatever the
  72. # normal amount that can be held. Default amount is 99.
  73. #
  74. # <price: x>
  75. # Changes the price of the item to x. Allows you to go over the price of
  76. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  77. # is 99,999,999 gold.
  78. #
  79. # <stat: +x>
  80. # <stat: -x>
  81. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  82. # bonus to go over +500 and under -500. Replace stat with one of the following:
  83. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  84. #
  85. # -----------------------------------------------------------------------------
  86. # Armour Notetags - These notetags go in the armours notebox in the database.
  87. # -----------------------------------------------------------------------------
  88. # <max limit: x>
  89. # Changes the maximum number of items that can be held from whatever the
  90. # normal amount that can be held. Default amount is 99.
  91. #
  92. # <price: x>
  93. # Changes the price of the item to x. Allows you to go over the price of
  94. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  95. # is 99,999,999 gold.
  96. #
  97. # <stat: +x>
  98. # <stat: -x>
  99. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  100. # bonus to go over +500 and under -500. Replace stat with one of the following:
  101. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  102. #
  103. # -----------------------------------------------------------------------------
  104. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  105. # -----------------------------------------------------------------------------
  106. # <stat: x>
  107. # Changes the stat of the enemy to x value. Allows going over the database max
  108. # values. Replace stat with one of the following:
  109. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
  110. #
  111. # -----------------------------------------------------------------------------
  112. # Script Calls - These commands are used with script calls.
  113. # -----------------------------------------------------------------------------
  114. # gain_gold(x)
  115. # lose_gold(x)
  116. # Causes the player to gain/lose x gold. Allows you to go over 9,999,999 gold.
  117. # Default maximum gold is 99,999,999.
  118. #
  119. # gain_item(x, y)
  120. # lose_item(x, y)
  121. # gain_weapon(x, y)
  122. # lose_weapon(x, y)
  123. # gain_armour(x, y)
  124. # lose_armour(x, y)
  125. # Causes the player to gain/lose x item in y amount. Allows you to go over 99
  126. # quantity. Default quantity is 99.
  127. #
  128. #==============================================================================
  129. # ▼ Compatibility
  130. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  131. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  132. # it will run with RPG Maker VX without adjusting.
  133. #
  134. #==============================================================================

  135. module YEA
  136.   module LIMIT
  137.    
  138.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  139.     # - Gold Settings -
  140.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  141.     # Adjust gold settings here. You can change the maximum amount of gold to
  142.     # whatever you want. In addition to that, you can also adjust whether or
  143.     # not you wish for your gold display to show an icon instead, (and change
  144.     # the font size if needed). If there's too much gold that's to be displayed
  145.     # then you can change the text shown in place of that.
  146.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  147.     GOLD_MAX  = 999999999999999  # Maximum gold.
  148.     GOLD_ICON = 361              # Icon used for gold. Use 0 for text currency.
  149.     GOLD_FONT = 16               # Font size used to display gold.
  150.     TOO_MUCH_GOLD = "A lotta gold!"   # Text used when gold cannot fit.
  151.    
  152.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  153.     # - Item Settings -
  154.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  155.     # Adjust item settings here. You can change the maximum number of items
  156.     # held from 99 to whatever you want. In addition to that, change the prefix
  157.     # used for items when shown in the item display menu (and the font size if
  158.     # needed). Items can have individual maximums through usage of the
  159.     # <max limit: x> notetag.
  160.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  161.     ITEM_MAX  = 999     # The default maximum number of items held each.
  162.     ITEM_FONT = 16      # Font size used to display item quantity.
  163.     SHOP_FONT = 16      # Font size used for shop item costs.
  164.     ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
  165.    
  166.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  167.     # - Parameter Settings -
  168.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  169.     # Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
  170.     # DEF, MAT, and more). Adjust them as you see fit.
  171.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  172.     LEVEL_MAX = 99      # Sets max level to x for those with 99 level limit.
  173.     MAXHP_MAX = 9999999 # Sets MaxHP to something higher than 9999.
  174.     MAXMP_MAX = 9999999 # Sets MaxMP to something higher than 9999.
  175.     PARAM_MAX = 99999   # Sets stat max for something higher than 999.
  176.     EQUIP_FONT = 16     # Changes the default equip window font size.
  177.    
  178.   end # LIMIT
  179. end # YEA

  180. #==============================================================================
  181. # ▼ Editting anything past this point may potentially result in causing
  182. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  183. # halitosis so edit at your own risk.
  184. #==============================================================================

  185. module YEA
  186.   module REGEXP
  187.   module ACTOR
  188.    
  189.     MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
  190.     INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
  191.    
  192.   end # ACTOR
  193.   module CLASS
  194.    
  195.     LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
  196.    
  197.   end # CLASS
  198.   module BASEITEM
  199.    
  200.     PRICE     = /<(?:GOLD|price|COST):[ ](\d+)>/i
  201.     MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
  202.     STAT_SET  = /<(.*):[ ]*([\+\-]\d+)>/i
  203.    
  204.   end # BASEITEM
  205.   module ENEMY
  206.    
  207.     STAT_SET  = /<(.*):[ ]*(\d+)>/i
  208.    
  209.   end # ENEMY
  210.   end # REGEXP
  211. end # YEA

  212. #==============================================================================
  213. # ■ Icon
  214. #==============================================================================

  215. module Icon
  216.   
  217.   #--------------------------------------------------------------------------
  218.   # self.gold
  219.   #--------------------------------------------------------------------------
  220.   def self.gold; return YEA::LIMIT::GOLD_ICON; end
  221.    
  222. end # Icon
  223.   
  224. #==============================================================================
  225. # ■ Numeric
  226. #==============================================================================

  227. class Numeric
  228.   
  229.   #--------------------------------------------------------------------------
  230.   # new method: group_digits
  231.   #--------------------------------------------------------------------------
  232.   unless $imported["YEA-CoreEngine"]
  233.   def group; return self.to_s; end
  234.   end # $imported["YEA-CoreEngine"]
  235.    
  236. end # Numeric

  237. #==============================================================================
  238. # ■ DataManager
  239. #==============================================================================

  240. module DataManager
  241.   
  242.   #--------------------------------------------------------------------------
  243.   # alias method: load_database
  244.   #--------------------------------------------------------------------------
  245.   class <<self; alias load_database_al load_database; end
  246.   def self.load_database
  247.     load_database_al
  248.     load_notetags_al
  249.   end
  250.   
  251.   #--------------------------------------------------------------------------
  252.   # new method: load_notetags_al
  253.   #--------------------------------------------------------------------------
  254.   def self.load_notetags_al
  255.     groups = [$data_actors, $data_items, $data_weapons, $data_armors,
  256.       $data_enemies, $data_classes]
  257.     for group in groups
  258.       for obj in group
  259.         next if obj.nil?
  260.         obj.load_notetags_al
  261.       end
  262.     end
  263.   end
  264.   
  265. end # DataManager

  266. #==============================================================================
  267. # ■ RPG::Actor
  268. #==============================================================================

  269. class RPG::Actor < RPG::BaseItem
  270.   
  271.   #--------------------------------------------------------------------------
  272.   # common cache: load_notetags_al
  273.   #--------------------------------------------------------------------------
  274.   def load_notetags_al
  275.     @max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
  276.     #---
  277.     self.note.split(/[\r\n]+/).each { |line|
  278.       case line
  279.       #---
  280.       when YEA::REGEXP::ACTOR::MAX_LEVEL
  281.         @max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  282.         @ini_level = [@ini_level, @max_level].min
  283.       when YEA::REGEXP::ACTOR::INI_LEVEL
  284.         @ini_level = [[$1.to_i, 1].max, @max_level].min
  285.       #---
  286.       end
  287.     } # self.note.split
  288.     #---
  289.   end
  290.   
  291. end # RPG::Actor

  292. #==============================================================================
  293. # ■ RPG::Class
  294. #==============================================================================

  295. class RPG::Class < RPG::BaseItem
  296.   
  297.   #--------------------------------------------------------------------------
  298.   # new method: above_lv99_params
  299.   #--------------------------------------------------------------------------
  300.   def above_lv99_params(param_id, level)
  301.     return @params[param_id, level] if level <= 99
  302.     n = @params[param_id, 99]
  303.     multiplier = [level - 99, 1].max
  304.     change = (@params[param_id, 99] - @params[param_id, 98]) + 1
  305.     n += change * multiplier
  306.     return n
  307.   end
  308.   
  309.   #--------------------------------------------------------------------------
  310.   # new method: load_notetags_al
  311.   #--------------------------------------------------------------------------
  312.   def load_notetags_al
  313.     for item in @learnings; item.load_notetags_al; end
  314.   end
  315.   
  316. end # RPG::Class

  317. #==============================================================================
  318. # ■ RPG::Class::Learning
  319. #==============================================================================

  320. class RPG::Class::Learning
  321.   
  322.   #--------------------------------------------------------------------------
  323.   # common cache: load_notetags_al
  324.   #--------------------------------------------------------------------------
  325.   def load_notetags_al
  326.     #---
  327.     self.note.split(/[\r\n]+/).each { |line|
  328.       case line
  329.       #---
  330.       when YEA::REGEXP::CLASS::LEARN_AT_LV
  331.         @level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  332.       #---
  333.       end
  334.     } # self.note.split
  335.     #---
  336.   end
  337.   
  338. end # RPG::Class::Learning

  339. #==============================================================================
  340. # ■ RPG::BaseItem
  341. #==============================================================================

  342. class RPG::BaseItem
  343.   
  344.   #--------------------------------------------------------------------------
  345.   # public instance variables
  346.   #--------------------------------------------------------------------------
  347.   attr_accessor :max_limit
  348.   
  349.   #--------------------------------------------------------------------------
  350.   # common cache: load_notetags_al
  351.   #--------------------------------------------------------------------------
  352.   def load_notetags_al
  353.     @max_limit = YEA::LIMIT::ITEM_MAX
  354.     #---
  355.     self.note.split(/[\r\n]+/).each { |line|
  356.       case line
  357.       #---
  358.       when YEA::REGEXP::BASEITEM::PRICE
  359.         @price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
  360.       when YEA::REGEXP::BASEITEM::MAX_LIMIT
  361.         @max_limit = [$1.to_i, 1].max
  362.       when YEA::REGEXP::BASEITEM::STAT_SET
  363.         case $1.upcase
  364.         when "HP", "MAXHP", "MHP"
  365.           @params[0] = $2.to_i
  366.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  367.           @params[1] = $2.to_i
  368.         when "ATK"
  369.           @params[2] = $2.to_i
  370.         when "DEF"
  371.           @params[3] = $2.to_i
  372.         when "MAT", "INT", "SPI"
  373.           @params[4] = $2.to_i
  374.         when "MDF", "RES"
  375.           @params[5] = $2.to_i
  376.         when "AGI", "SPD"
  377.           @params[6] = $2.to_i
  378.         when "LUK", "LUCK"
  379.           @params[7] = $2.to_i
  380.         end
  381.       #---
  382.       end
  383.     } # self.note.split
  384.     #---
  385.   end
  386.   
  387.   #--------------------------------------------------------------------------
  388.   # new method: max_limit
  389.   #--------------------------------------------------------------------------
  390.   def max_limit; return @max_limit; end
  391.   
  392. end # RPG::BaseItem

  393. #==============================================================================
  394. # ■ RPG::Enemy
  395. #==============================================================================

  396. class RPG::Enemy < RPG::BaseItem
  397.   
  398.   #--------------------------------------------------------------------------
  399.   # common cache: load_notetags_al
  400.   #--------------------------------------------------------------------------
  401.   def load_notetags_al
  402.     #---
  403.     self.note.split(/[\r\n]+/).each { |line|
  404.       case line
  405.       #---
  406.       when YEA::REGEXP::ENEMY::STAT_SET
  407.         case $1.upcase
  408.         when "HP", "MAXHP", "MHP"
  409.           @params[0] = $2.to_i
  410.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  411.           @params[1] = $2.to_i
  412.         when "ATK"
  413.           @params[2] = $2.to_i
  414.         when "DEF"
  415.           @params[3] = $2.to_i
  416.         when "MAT", "INT", "SPI"
  417.           @params[4] = $2.to_i
  418.         when "MDF", "RES"
  419.           @params[5] = $2.to_i
  420.         when "AGI", "SPD"
  421.           @params[6] = $2.to_i
  422.         when "LUK", "LUCK"
  423.           @params[7] = $2.to_i
  424.         when "EXP", "XP"
  425.           @exp = $2.to_i
  426.         when "GOLD", "GP"
  427.           @gold = $2.to_i
  428.         end
  429.       #---
  430.       end
  431.     } # self.note.split
  432.     #---
  433.   end
  434.   
  435. end # RPG::Enemy

  436. #==============================================================================
  437. # ■ Game_BattlerBase
  438. #==============================================================================

  439. class Game_BattlerBase
  440.   
  441.   #--------------------------------------------------------------------------
  442.   # overwrite method: param_max
  443.   #--------------------------------------------------------------------------
  444.   def param_max(param_id)
  445.     return YEA::LIMIT::MAXHP_MAX if param_id == 0
  446.     return YEA::LIMIT::MAXMP_MAX if param_id == 1
  447.     return YEA::LIMIT::PARAM_MAX
  448.   end
  449.   
  450. end # Game_BattlerBase

  451. #==============================================================================
  452. # ■ Game_Actor
  453. #==============================================================================

  454. class Game_Actor < Game_Battler
  455.   
  456.   #--------------------------------------------------------------------------
  457.   # overwrite method: param_max
  458.   #--------------------------------------------------------------------------
  459.   def param_max(param_id)
  460.     return super
  461.   end
  462.   
  463.   #--------------------------------------------------------------------------
  464.   # overwrite method: param_base
  465.   #--------------------------------------------------------------------------
  466.   def param_base(param_id)
  467.     return self.class.params[param_id, @level] if @level <= 99
  468.     return self.class.above_lv99_params(param_id, @level)
  469.   end
  470.   
  471.   #--------------------------------------------------------------------------
  472.   # new method: check_levels
  473.   #--------------------------------------------------------------------------
  474.   def check_levels
  475.     last_level = @level
  476.     @level = [[@level, max_level].min, 1].max
  477.     return if @level == last_level
  478.     change_exp(exp_for_level(@level), false)
  479.   end
  480.   
  481. end # Game_Actor

  482. #==============================================================================
  483. # ■ Game_Party
  484. #==============================================================================

  485. class Game_Party < Game_Unit
  486.   
  487.   #--------------------------------------------------------------------------
  488.   # overwrite method: max_gold
  489.   #--------------------------------------------------------------------------
  490.   def max_gold; return YEA::LIMIT::GOLD_MAX; end
  491.   
  492.   #--------------------------------------------------------------------------
  493.   # overwrite method: max_item_number
  494.   #--------------------------------------------------------------------------
  495.   def max_item_number(item); return item.max_limit; end
  496.   
  497. end # Game_Party

  498. #==============================================================================
  499. # ■ Game_Interpreter
  500. #==============================================================================

  501. class Game_Interpreter
  502.   
  503.   #--------------------------------------------------------------------------
  504.   # new method: gain_gold
  505.   #--------------------------------------------------------------------------
  506.   def gain_gold(value); $game_party.gain_gold(value); end
  507.   
  508.   #--------------------------------------------------------------------------
  509.   # new method: lose_gold
  510.   #--------------------------------------------------------------------------
  511.   def lose_gold(value); $game_party.lose_gold(value); end
  512.   
  513.   #--------------------------------------------------------------------------
  514.   # new method: gain_item
  515.   #--------------------------------------------------------------------------
  516.   def gain_item(id, amount)
  517.     return if $data_items[id].nil?
  518.     $game_party.gain_item($data_items[id], amount)
  519.   end
  520.   
  521.   #--------------------------------------------------------------------------
  522.   # new method: lose_item
  523.   #--------------------------------------------------------------------------
  524.   def lose_item(id, amount)
  525.     return if $data_items[id].nil?
  526.     $game_party.lose_item($data_items[id], amount)
  527.   end
  528.   
  529.   #--------------------------------------------------------------------------
  530.   # new method: gain_weapon
  531.   #--------------------------------------------------------------------------
  532.   def gain_weapon(id, amount)
  533.     return if $data_weapons[id].nil?
  534.     $game_party.gain_item($data_weapons[id], amount)
  535.   end
  536.   
  537.   #--------------------------------------------------------------------------
  538.   # new method: lose_weapon
  539.   #--------------------------------------------------------------------------
  540.   def lose_weapon(id, amount)
  541.     return if $data_weapons[id].nil?
  542.     $game_party.lose_item($data_weapons[id], amount)
  543.   end
  544.   
  545.   #--------------------------------------------------------------------------
  546.   # new method: gain_armour
  547.   #--------------------------------------------------------------------------
  548.   def gain_armour(id, amount)
  549.     return if $data_armors[id].nil?
  550.     $game_party.gain_item($data_armors[id], amount)
  551.   end
  552.   
  553.   #--------------------------------------------------------------------------
  554.   # new method: lose_armour
  555.   #--------------------------------------------------------------------------
  556.   def lose_armour(id, amount)
  557.     return if $data_armors[id].nil?
  558.     $game_party.lose_item($data_armors[id], amount)
  559.   end
  560.   
  561.   #--------------------------------------------------------------------------
  562.   # new method: gain_armor
  563.   #--------------------------------------------------------------------------
  564.   def gain_armor(id, amount)
  565.     return if $data_armors[id].nil?
  566.     $game_party.gain_item($data_armors[id], amount)
  567.   end
  568.   
  569.   #--------------------------------------------------------------------------
  570.   # new method: lose_armor
  571.   #--------------------------------------------------------------------------
  572.   def lose_armor(id, amount)
  573.     return if $data_armors[id].nil?
  574.     $game_party.lose_item($data_armors[id], amount)
  575.   end
  576.   
  577. end # Game_Interpreter

  578. #==============================================================================
  579. # ■ Window_Base
  580. #==============================================================================

  581. class Window_Base < Window
  582.   
  583.   #--------------------------------------------------------------------------
  584.   # overwrite method: draw_actor_level
  585.   #--------------------------------------------------------------------------
  586.   def draw_actor_level(actor, dx, dy)
  587.     dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
  588.     change_color(system_color)
  589.     draw_text(dx, dy, dw, line_height, Vocab::level_a)
  590.     change_color(normal_color)
  591.     cx = text_size(Vocab::level_a).width
  592.     draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
  593.   end
  594.   
  595.   #--------------------------------------------------------------------------
  596.   # overwrite method: draw_actor_param
  597.   #--------------------------------------------------------------------------
  598.   def draw_actor_param(actor, dx, dy, param_id)
  599.     change_color(system_color)
  600.     draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
  601.     change_color(normal_color)
  602.     draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
  603.   end
  604.   
  605.   #--------------------------------------------------------------------------
  606.   # draw_currency_value
  607.   #--------------------------------------------------------------------------
  608.   def draw_currency_value(value, unit, dx, dy, dw)
  609.     contents.font.size = YEA::LIMIT::GOLD_FONT
  610.     cx = gold_icon?(unit) ? 24 : text_size(unit).width
  611.     change_color(normal_color)
  612.     text = value.group
  613.     text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
  614.     draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
  615.     change_color(system_color)
  616.     draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
  617.     draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
  618.     reset_font_settings
  619.   end
  620.   
  621.   #--------------------------------------------------------------------------
  622.   # new method: gold_icon?
  623.   #--------------------------------------------------------------------------
  624.   def gold_icon?(unit)
  625.     return false if unit != Vocab.currency_unit
  626.     return YEA::LIMIT::GOLD_ICON > 0
  627.   end
  628.   
  629. end # Window_Base

  630. #==============================================================================
  631. # ■ Window_ItemList
  632. #==============================================================================

  633. class Window_ItemList < Window_Selectable
  634.   
  635.   #--------------------------------------------------------------------------
  636.   # overwrite method: draw_item_number
  637.   #--------------------------------------------------------------------------
  638.   def draw_item_number(rect, item)
  639.     contents.font.size = YEA::LIMIT::ITEM_FONT
  640.     quantity = $game_party.item_number(item).group
  641.     text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
  642.     draw_text(rect, text, 2)
  643.     reset_font_settings
  644.   end
  645.   
  646. end # Window_ItemList

  647. #==============================================================================
  648. # ■ Window_EquipStatus
  649. #==============================================================================

  650. class Window_EquipStatus < Window_Base
  651.   
  652.   #--------------------------------------------------------------------------
  653.   # overwrite method: draw_item
  654.   #--------------------------------------------------------------------------
  655.   def draw_item(dx, dy, param_id)
  656.     draw_param_name(dx + 4, dy, param_id)
  657.     draw_current_param(dx + 64, dy, param_id) if @actor
  658.     draw_right_arrow(dx + 110, dy)
  659.     draw_new_param(dx + 132, dy, param_id) if @temp_actor
  660.     reset_font_settings
  661.   end
  662.   
  663.   #--------------------------------------------------------------------------
  664.   # overwrite method: draw_param_name
  665.   #--------------------------------------------------------------------------
  666.   def draw_param_name(dx, dy, param_id)
  667.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  668.     change_color(system_color)
  669.     draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
  670.   end
  671.   
  672.   #--------------------------------------------------------------------------
  673.   # overwrite method: draw_current_param
  674.   #--------------------------------------------------------------------------
  675.   def draw_current_param(dx, dy, param_id)
  676.     change_color(normal_color)
  677.     draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
  678.     reset_font_settings
  679.   end
  680.   
  681.   #--------------------------------------------------------------------------
  682.   # overwrite method: draw_new_param
  683.   #--------------------------------------------------------------------------
  684.   def draw_new_param(dx, dy, param_id)
  685.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  686.     new_value = @temp_actor.param(param_id)
  687.     change_color(param_change_color(new_value - @actor.param(param_id)))
  688.     draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
  689.     reset_font_settings
  690.   end
  691.   
  692. end # Window_EquipStatus

  693. #==============================================================================
  694. # ■ Window_ShopBuy
  695. #==============================================================================

  696. class Window_ShopBuy < Window_Selectable
  697.   
  698.   #--------------------------------------------------------------------------
  699.   # overwrite method: draw_item
  700.   #--------------------------------------------------------------------------
  701.   def draw_item(index)
  702.     item = @data[index]
  703.     rect = item_rect(index)
  704.     draw_item_name(item, rect.x, rect.y, enable?(item))
  705.     rect.width -= 4
  706.     contents.font.size = YEA::LIMIT::SHOP_FONT
  707.     draw_text(rect, price(item).group, 2)
  708.     reset_font_settings
  709.   end
  710.   
  711. end # Window_ShopBuy

  712. #==============================================================================
  713. # ■ Scene_Load
  714. #==============================================================================

  715. class Scene_Load < Scene_File
  716.   
  717.   #--------------------------------------------------------------------------
  718.   # alias method: on_load_success
  719.   #--------------------------------------------------------------------------
  720.   alias on_load_success_al on_load_success
  721.   def on_load_success
  722.     on_load_success_al
  723.     perform_level_check
  724.   end
  725.   
  726.   #--------------------------------------------------------------------------
  727.   # new method: perform_level_check
  728.   #--------------------------------------------------------------------------
  729.   def perform_level_check
  730.     for i in 1..$data_actors.size
  731.       next if $game_actors[i].nil?
  732.       $game_actors[i].check_levels
  733.     end
  734.   end
  735.   
  736. end # Scene_Load

  737. #==============================================================================
  738. #
  739. # ▼ End of File
  740. #
  741. #==============================================================================
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发表于 2012-8-26 20:12:50 | 只看该作者
吾不知 发表于 2012-8-26 18:06
装备 能力(包括敌人)破除限制--http://yanflychannel.wordpress.com/rmvxa/

请问这个怎么使用
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发表于 2012-8-26 20:40:52 | 只看该作者
#------------------------------------------------- ----------------------------
#的演员Notetags - 这些notetags中的的演员notebox数据库中的。
#------------------------------------------------- ----------------------------
#<初值level: X>
#设置的初始水平的具体演员。只要可以去99级以上
#作为max水平高于99。默认的初始等级限制为99。

#<max level: X>
#设置最高等级的具体演员。可以去99级以上,只要
#更高的极限定义的模块。默认的最高等级是99级。

#------------------------------------------------- ----------------------------
在数据库中的类notebox#类Notetags的 - 这些notetags去。
#------------------------------------------------- ----------------------------
#<learn的在level: X>
#实际上,这里面的技能学习“注释”框中。其中的x替换
#一级的类学习技能。这使得类
#过去的99级学习新的技能。

#------------------------------------------------- ----------------------------
可#可项目的Notetags - 这些notetags的项目中notebox在数据库中。
#------------------------------------------------- ----------------------------
#<max limit: X>
#举行的最大数量的项目,可以从任何的改变
#正常量,可以持有。默认数量为99。

#<price: X>
#更改该项目​​的价格为x。让你去的价格
#999,999黄金如果你最大的黄金超过这一数额。默认最大的黄金
#99,999,999金子。

#------------------------------------------------- ----------------------------
#的武器Notetags - 这些notetags中的的武器notebox数据库中的。
#------------------------------------------------- ----------------------------
#<max limit: X>
#举行的最大数量的项目,可以从任何的改变
#正常量,可以持有。默认数量为99。

#<price: X>
#更改该项目​​的价格为x。让你去的价格
#999,999黄金如果你最大的黄金超过这一数额。默认最大的黄金
#99,999,999金子。

#<stat: +x>。
#<stat: -x>。
#更改台设备产量+ X或-X的属性增加。允许
#+500 -500奖金去。与下列之一替换统计:
#MAXHP,MAXMP,ATK,DEF,MAT,中密度纤维板,AGI,LUK

#------------------------------------------------- ----------------------------
在的铠装notebox在的数据库#装甲Notetags的 - 这些notetags。
#------------------------------------------------- ----------------------------
#<max limit: X>
#举行的最大数量的项目,可以从任何的改变
#正常量,可以持有。默认数量为99。

#<price: X>
#更改该项目​​的价格为x。让你去的价格
#999,999黄金如果你最大的黄金超过这一数额。默认最大的黄金
#99,999,999金子。

#<stat: +x>。
#<stat: -x>。
#更改台设备产量+ X或-X的属性增加。允许
#+500 -500奖金去。与下列之一替换统计:
#MAXHP,MAXMP,ATK,DEF,MAT,中密度纤维板,AGI,LUK

#------------------------------------------------- ----------------------------
#的敌人Notetags - 这些notetags数据库中的在敌人notebox的。
#------------------------------------------------- ----------------------------
#<stat: X>
#改变的敌人x值的统计。允许对数据库的最大
#值。与下列之一替换统计:
#MAXHP,MAXMP,ATK,DEF,MAT,中密度纤维板,AGI,LUK,EXP,GOLD

#------------------------------------------------- ----------------------------
#脚本调用 - 使用脚本调用这些命令。
#------------------------------------------------- ----------------------------
#gain_gold(X)
#lose_gold(X)
#使玩家获得/失去x金。让你去超过9,999,999金。
#默认最大的黄金99,999,999。

#gain_item(X,Y)
#lose_item(X,Y)
#gain_weapon(X,Y)
#lose_weapon(X,Y)
#gain_armour(X,Y)
#lose_armour(X,Y)
#使玩家获得/失去X项目Y量。让你去超过99
#数量。默认数量为99。


以上内容为google翻译!应该能看懂的
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 楼主| 发表于 2012-8-27 12:57:04 | 只看该作者
本帖最后由 拉狄修斯 于 2012-8-27 12:58 编辑
吾不知 发表于 2012-8-26 20:40
#------------------------------------------------- ----------------------------
#的演员Notetags -  ...


复制这个脚本之后怎么办?麻烦你简单说说好不好?
另外,那个网址打不开……
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发表于 2012-8-27 13:10:04 | 只看该作者
人物备注中--<initial level: x> 初始等级  <max level: x> 最高等级
职业中--<learn at level: x>  在学习技能的备注中,学习技能的等级
物品---- <max limit: x> 最大持有数量         <price: x>  价格
武器---<max limit: x>  最大持有数量         <price: x>  价格   <stat: +x>  <stat: -x>属性加减,其中stat为 MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
防具--同上
敌人--<stat: +x>  <stat: -x> 同上  
事件脚本中gain_gold(x)    lose_gold(x)  得失金钱  
# gain_item(x, y)
# lose_item(x, y)
# gain_weapon(x, y)
# lose_weapon(x, y)
# gain_armour(x, y)
# lose_armour(x, y)  得失x物品或装备y件
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 楼主| 发表于 2012-8-28 11:36:21 | 只看该作者
本帖最后由 拉狄修斯 于 2012-8-28 11:38 编辑
吾不知 发表于 2012-8-27 13:10
人物备注中-- 初始等级   最高等级
职业中--  在学习技能的备注中,学习技能的等级
物品----  最大持有数量 ...


在这段脚本里改?在脚本外改?
另外说一下在第几行改?

点评

这些都是写在备注上的,另外最大限制在150-180行,------友情提示:上外站请翻墙  发表于 2012-8-28 11:48
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 楼主| 发表于 2012-8-28 11:50:47 | 只看该作者
本帖最后由 拉狄修斯 于 2012-8-28 11:52 编辑
拉狄修斯 发表于 2012-8-28 11:36
在这段脚本里改?在脚本外改?
另外说一下在第几行改?


哦,那我用用试试
那个,事件脚本后面那几个要加“#”?另外,这个更新不会废存档吧?
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