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本帖最后由 芯☆淡茹水 于 2013-2-10 15:28 编辑
闲来无事,搞了个角色转生系统。该系统仿照一些网游的角色转生,具体的介绍这里就不多说,看脚本里面。
建议下载下面的工程,工程里另外包括了个升级加点系统,已修改过,和这个角色转生系统相关联。
建议使用该系统时,配合使用升级加点脚本和突破能力值上线的脚本,打造高自由型RPG。
更新内容:1,加入角色的EXP基本值和增加度随转生的次数的增加而增加。
2,把角色转生后每升一级多增加的属性点,设为手动设置。
截图:
脚本:- #==============================================================================
- # ★ 【角色转生系统】★
- #------------------------------------------------------------------------------
- # ☆ by 芯☆淡茹水
- #==============================================================================
- #◆ 使用方法:
- # 复制该脚本,插入到 Main 前。
- # 召唤转生系统的方法:事件 → 脚本 写入 $scene = Scene_Lx.new
- #===============================================================================
- #◆ 说明:
- # 和一些网游的转生类似。角色随着转生次数的增加,各种属性(hp,sp,力量,
- # 灵巧,,,等)的初始值会越来越高,而每升一级增加的属性也会越来越多。
- # (注意:数据库各角色的初始等级都设置为 1 级。)
- #
- # 由于手动设置的项目较多,在使用前,请先仔细阅读并设置下面的设置项。
- #
- #==============================================================================
- #◆ 设置:
- #================]
- #------------------------------------------------------------------------------
- LX_LEVEL = 60 #达到转生要求的最低等级。
- #------------------------------------------------------------------------------
- LX_VARIABLE = 200 #储存各角色转生次数的起始变量。比如:设置为 200 ,那么1号角
- # 色转生次数储存在 201 号变量,2号角色储存在 202 号变量,,,
- #------------------------------------------------------------------------------
- LX_N = 10 #转生前,角色的各属性除以设定的这个值,再乘以转生次数,加入
- # 到转生后的属性中。这个设定的值越高,加入转生后的属性就越
- # 少,反之就越多。
- #------------------------------------------------------------------------------
- LX_DX = false #转生次数限制,限制写 true 不限制写 false
- #------------------------------------------------------------------------------
- LX_DX_N = 5 #转生最高次数限制,上面的限制设置写 true 该项才有效。
- #------------------------------------------------------------------------------
- LX_CLASS = false #转生后是否改变角色职业,是 写入 true 否 写入 false
- #------------------------------------------------------------------------------
- LX_CLASS_ID = 1 #转生后,角色的职业ID。上面是否改变职业设置写 true
- # 该设置才有效。
- # 比如转生后,全部转为 1 号职业,从“新手”做起。
- #------------------------------------------------------------------------------
- LX_EVENT_ID = 1 #转生成功后激活的公共事件ID。公共事件里可设置一些转生成功后
- # 播放动画,以及一些提示等。
- #------------------------------------------------------------------------------
- LEVEL_UP = false #推荐配合使用升级加点系统。如果工程里有升级加点系统
- # 请写 true 没有则写 false
- #==============================================================================
- ##转生后角色各属性增加度设置:
- #------------------------------------------------------------------------------
- #(角色每升一级增加的属性 = 数据库设置的基本值 + 下面设置的增加度 乘以 转生次数)
- #(比如设置HP为 10 ,转生 0 次 角色每升一级,角色的HP多增加 0 点;
- # 转生 1 次 多增加 10 点;转生 2 次 多增加 20 点,,,,;以此类推。)
- #------------------------------------------------------------------------------
- LX_EXP = 2 # EXP曲线基础值和增加度。(一般设为 1 — 10)
- #------------------------------------------------------------------------------
- LX_HP = 10 # HP
- #------------------------------------------------------------------------------
- LX_SP = 8 # SP
- #------------------------------------------------------------------------------
- LX_STATE = 1 # 四项属性(力量,灵巧,速度,魔力)
- #==============================================================================
- ###############################################################################
- #==============================================================================
- #★ 重新定义角色各属性
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 计算 EXP
- #--------------------------------------------------------------------------
- def make_exp_list
- actor = $data_actors[@actor_id]
- lx = ($game_variables[@actor_id + LX_VARIABLE] + 1) * LX_EXP
- actor.exp_inflation += lx
- actor.exp_basis += lx
- @exp_list[1] = 0
- pow_i = 2.4 + actor.exp_inflation / 100.0
- for i in 2..100
- if i > actor.final_level
- @exp_list[i] = 0
- else
- n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
- @exp_list[i] = @exp_list[i-1] + Integer(n)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxHP
- #--------------------------------------------------------------------------
- def base_maxhp
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- return $data_actors[@actor_id].parameters[0, @level] + lx * LX_HP
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxSP
- #--------------------------------------------------------------------------
- def base_maxsp
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- return $data_actors[@actor_id].parameters[1, @level] + lx * LX_SP
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- n = $data_actors[@actor_id].parameters[2, @level] + lx * LX_STATE
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.str_plus : 0
- n += armor1 != nil ? armor1.str_plus : 0
- n += armor2 != nil ? armor2.str_plus : 0
- n += armor3 != nil ? armor3.str_plus : 0
- n += armor4 != nil ? armor4.str_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本灵巧
- #--------------------------------------------------------------------------
- def base_dex
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- n = $data_actors[@actor_id].parameters[3, @level] + lx * LX_STATE
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.dex_plus : 0
- n += armor1 != nil ? armor1.dex_plus : 0
- n += armor2 != nil ? armor2.dex_plus : 0
- n += armor3 != nil ? armor3.dex_plus : 0
- n += armor4 != nil ? armor4.dex_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- n = $data_actors[@actor_id].parameters[4, @level] + lx * LX_STATE
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.agi_plus : 0
- n += armor1 != nil ? armor1.agi_plus : 0
- n += armor2 != nil ? armor2.agi_plus : 0
- n += armor3 != nil ? armor3.agi_plus : 0
- n += armor4 != nil ? armor4.agi_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- lx = $game_variables[@actor_id + LX_VARIABLE] * @level
- n = $data_actors[@actor_id].parameters[5, @level] + lx * LX_STATE
- weapon = $data_weapons[@weapon_id]
- armor1 = $data_armors[@armor1_id]
- armor2 = $data_armors[@armor2_id]
- armor3 = $data_armors[@armor3_id]
- armor4 = $data_armors[@armor4_id]
- n += weapon != nil ? weapon.int_plus : 0
- n += armor1 != nil ? armor1.int_plus : 0
- n += armor2 != nil ? armor2.int_plus : 0
- n += armor3 != nil ? armor3.int_plus : 0
- n += armor4 != nil ? armor4.int_plus : 0
- return [[n, 1].max, 999].min
- end
- end
- ###############################################################################
- #==============================================================================
- #★ 转生场景
- #==============================================================================
- class Scene_Lx
- def main
- #选择窗口
- @command_window = Window_LxCommand.new
- @command_window.visible = false
- #帮助窗口
- @help_window = Window_LxHelp.new
- #状态窗口
- @status_window = Window_LxStatus.new
- #背景窗口
- @lxa_window = Window_LxBack.new
- @lxa_window.y = 64
- @lxb_window = Window_LxBack.new
- @lxb_window.y = 168
- @lxc_window = Window_LxBack.new
- @lxc_window.y = 272
- @lxd_window = Window_LxBack.new
- @lxd_window.y = 376
- #过渡
- Graphics.transition
- #循环
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- #释放窗口
- @command_window.dispose
- @help_window.dispose
- @status_window.dispose
- @lxa_window.dispose
- @lxb_window.dispose
- @lxc_window.dispose
- @lxd_window.dispose
- end
- #刷新
- def update
- @command_window.update
- @status_window.update
- @help_window.update
- if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
- @status_window.active = true
- return
- end
- if @status_window.active
- update_status
- return
- end
- if @command_window.active
- update_command
- return
- end
- end
- #刷新(状态窗口)
- def update_status
- @help_window.refresh
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- level = $game_party.actors[@status_window.index].level
- #限制
- if level >= LX_LEVEL
- if LX_DX == true
- i = $game_party.actors[@status_window.index].id
- if $game_variables[i + LX_VARIABLE] < LX_DX_N
- $game_system.se_play($data_system.decision_se)
- @status_window.active = false
- @command_window.visible = true
- @command_window.active = true
- @command_window.index = 0
- else
- $game_system.se_play($data_system.buzzer_se)
- text = "已达转生次数上限!"
- @help_window.contents.clear
- @help_window.contents.draw_text(170,0, 246, 32, text)
- @status_window.active = false
- end
- else
- $game_system.se_play($data_system.decision_se)
- @status_window.active = false
- @command_window.visible = true
- @command_window.active = true
- @command_window.index = 0
- end
- else
- $game_system.se_play($data_system.buzzer_se)
- text = LX_LEVEL.to_s
- text += "级后才能转生!"
- @help_window.contents.clear
- @help_window.contents.draw_text(190,0, 186, 32, text)
- @status_window.active = false
- end
- return
- end
- end
- #刷新(选择窗口)
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @status_window.active = true
- @command_window.visible = false
- @command_window.active = false
- @command_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- update_xdrs_lx
- when 1
- $game_system.se_play($data_system.cancel_se)
- @status_window.active = true
- @command_window.visible = false
- @command_window.active = false
- @command_window.index = -1
- end
- return
- end
- end
- #刷新(转生)
- def update_xdrs_lx
- #获取角色。
- actor = $game_party.actors[@status_window.index]
- i = actor.id
- #获取储存角色转生次数的变量ID.
- v = LX_VARIABLE + i
- #代入角色转生前的各数据,并计算最终增加的属性。
- n = $game_variables[v] + 1
- hp = actor.maxhp/LX_N * n
- sp = actor.maxsp/LX_N * n
- str = actor.str/LX_N * n
- dex = actor.dex/LX_N * n
- agi = actor.agi/LX_N * n
- int = actor.int/LX_N * n
- #角色初始化。
- $game_actors[i].setup(i)
- #确认转生后是否改变职业,是则变为设置的职业ID。
- if LX_CLASS == true
- actor.class_id = LX_CLASS_ID
- end
- #加入角色转生后增加的各种属性。
- actor.maxhp += hp
- actor.maxsp += sp
- actor.str += str
- actor.dex += dex
- actor.agi += agi
- actor.int += int
- #角色转生次数变量加 1 。
- $game_variables[v] += 1
- #回复。
- actor.recover_all
- #确认升级加点系统,转生后,如果有剩余点数未加,将变为 0 。
- #如果没有升级加点系统,跳过。
- if LEVEL_UP == true
- va = LEVEL_UP_VARIABLE + i
- $game_variables[va] = 0
- end
- #激活公共事件。
- $game_temp.common_event_id = LX_EVENT_ID
- #切换到地图场景。
- $scene = Scene_Map.new
- end
- end
- ###############################################################################
- #==============================================================================
- #★ 增加描绘转生次数的定义
- #==============================================================================
- class Window_Base < Window
- def draw_actor_xdrs_lx(actor, x, y)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 4, y, 120, 32, "转生次数:")
- i = actor.id + LX_VARIABLE
- self.contents.font.color = text_color(6)
- self.contents.draw_text(x + 126, y, 80, 32, $game_variables[i].to_s)
- end
- end
- #===============================================================================
- #★ 帮助窗口
- #===============================================================================
- class Window_LxHelp < Window_Base
- def initialize
- super(0, 0, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.draw_text(170, 0, 246, 32, "★请选择要转生的角色★")
- end
- end
- #===============================================================================
- #★ 选择窗口
- #===============================================================================
- class Window_LxCommand < Window_Selectable
- def initialize
- super(240, 180, 160, 124)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item_max = 2
- @commands = ["是", "否"]
- refresh
- self.z = 999
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- def draw_item(index)
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0, 148, 32, "是否确定转生?")
- y = 30 + index * 32
- self.contents.font.color = normal_color
- self.contents.draw_text(0, y, 126, 32, @commands[index])
- end
- def update_cursor_rect
- self.cursor_rect.set(-5, 30 + index * 32, 134, 32)
- end
- end
- #===============================================================================
- #★ 角色状态 + 选择角色窗口
- #===============================================================================
- class Window_LxStatus < Window_Selectable
- def initialize
- super(0, 64, 640, 446)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- refresh
- self.index = 0
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 5
- y = i * 104 - 3
- actor = $game_party.actors[i]
- draw_actor_xdrs_lx(actor, x + 130, y + 56)
- draw_actor_graphic(actor, x + 35, y + 80)
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 134, y + 28)
- draw_actor_level(actor, x + 134, y)
- draw_actor_exp(actor, x + 300, y + 56)
- draw_actor_hp(actor, x + 300, y )
- draw_actor_sp(actor, x + 300, y + 26)
- end
- end
- def update_cursor_rect
- self.cursor_rect.set(- 12, @index * 104 - 12 , self.width - 4 , 96)
- end
- end
- #===============================================================================
- #★ 状态窗口背景
- #===============================================================================
- class Window_LxBack < Window_Base
- def initialize
- super(0, 0, 640, 104)
- self.contents = Bitmap.new(width - 32, height - 32)
- end
- end
- #===============================================================================
- #★ 重新描绘其它状态窗口,增加描绘转生次数。
- #===============================================================================
- class Window_Status < Window_Base
- def refresh
- self.contents.clear
- draw_actor_graphic(@actor, 40, 112)
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 4 + 144, 0)
- draw_actor_level(@actor, 96, 32)
- draw_actor_state(@actor, 96, 64)
- draw_actor_hp(@actor, 96, 112, 172)
- draw_actor_sp(@actor, 96, 144, 172)
- draw_actor_parameter(@actor, 96, 192, 0)
- draw_actor_parameter(@actor, 96, 224, 1)
- draw_actor_parameter(@actor, 96, 256, 2)
- draw_actor_parameter(@actor, 96, 304, 3)
- draw_actor_parameter(@actor, 96, 336, 4)
- draw_actor_parameter(@actor, 96, 368, 5)
- draw_actor_parameter(@actor, 96, 400, 6)
- draw_actor_xdrs_lx(@actor, 315, 0)
- self.contents.font.color = system_color
- self.contents.draw_text(320, 48, 80, 32, "EXP")
- self.contents.draw_text(320, 80, 80, 32, "NEXT")
- self.contents.font.color = normal_color
- self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
- self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(320, 160, 96, 32, "装备")
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
- draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
- draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
- draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
- draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
- end
- def dummy
- self.contents.font.color = system_color
- self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
- self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
- self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
- self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
- self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
- draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
- draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
- draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
- draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
- draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
- end
- end
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 64
- y = i * 116
- actor = $game_party.actors[i]
- draw_actor_graphic(actor, x - 40, y + 80)
- draw_actor_xdrs_lx(actor, 294, y)
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 144, y)
- draw_actor_level(actor, x, y + 32)
- draw_actor_state(actor, x + 90, y + 32)
- draw_actor_exp(actor, x, y + 64)
- draw_actor_hp(actor, x + 236, y + 32)
- draw_actor_sp(actor, x + 236, y + 64)
- end
- end
- end
- ################################################################################
复制代码 工程下载地址:
角色转生系统.rar
(292.62 KB, 下载次数: 497)
http://dl.vmall.com/c0mu52j00z
若有BUG,或不足之处,请留言。本人可改进。 |
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