| 本帖最后由 魔法丶小肉包 于 2017-5-15 00:38 编辑 
 如果楼主只是想描绘出“力量”这个属性的值的话,可以用用看↓
 使用了此脚本之后,力量将会在状态画面描绘出来,但其值是受到角色的最大hp所控制的(并不是力量控制mhp,而是mhp控制力量),只是感觉上是多了一个属性
 如果楼主是想加一个真实的属性,并且是由这个属性去控制mhp的话,就需要另外去写了
 
 class Window_Status < Window_Selectable  def draw_block3(y)    draw_parameters(32, y)    draw_equipments(288, y)    change_color(system_color)    draw_text(32, y + line_height * 6, 180, line_height, "力量")    change_color(normal_color)    draw_text(32+120, y + line_height * 6, 36, line_height, $game_variables[1],2)  endendclass Game_Actor < Game_Battler  def initialize(actor_id)    super()    setup(actor_id)    @last_skill = Game_BaseItem.new    $game_variables[1] = (self.mhp/10.0).to_i  end  def level_up    @level += 1    self.class.learnings.each do |learning|      learn_skill(learning.skill_id) if learning.level == @level    end    $game_variables[1] = (self.mhp/10.0).to_i  endend
class Window_Status < Window_Selectable 
  def draw_block3(y) 
    draw_parameters(32, y) 
    draw_equipments(288, y) 
    change_color(system_color) 
    draw_text(32, y + line_height * 6, 180, line_height, "力量") 
    change_color(normal_color) 
    draw_text(32+120, y + line_height * 6, 36, line_height, $game_variables[1],2) 
  end 
end 
class Game_Actor < Game_Battler 
  def initialize(actor_id) 
    super() 
    setup(actor_id) 
    @last_skill = Game_BaseItem.new 
    $game_variables[1] = (self.mhp/10.0).to_i 
  end 
  def level_up 
    @level += 1 
    self.class.learnings.each do |learning| 
      learn_skill(learning.skill_id) if learning.level == @level 
    end 
    $game_variables[1] = (self.mhp/10.0).to_i 
  end 
end 
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