本帖最后由 金芒芒 于 2023-5-11 16:03 编辑
这个不是空之轨迹的回路装备吗,我前两个月还有的不小新给删除了 这个补档应该你来补
强烈要求楼主自己补档
module CRYSTAL # 结晶属性种类,与数据库--系统中的前N个要一致 # PS:这里特别指出,为了避免修改战斗部分而使整个系统的兼容性下降,故凡是用做 # 结晶属性的属性,不可再用于战斗中的属性计算。 ELE_NUMBER = 8 #火 冰 雷 水 地 风 光 暗 #1 2 3 4 5 6 7 8 #设置耀晶片换米拉的换率 RATE = [ 10,10,10,10,10,10,30,20 ] # 各角色的结晶槽属性 # 0 为全属性,1-7分别代表各个属性 SLOT_ELEMENT = [nil, # 1号角色 约修亚 [0,0,0,0,0,0,0], # 2号角色 凯文 [8,0,0,8,0,0,0], # 3号角色 艾丝蒂尔 [6,0,0,0,6,0,0], # 4号角色 雪拉扎德 [7,0,0,7,0,0,0], # 5号角色 亚妮拉丝 [6,0,0,0,6,0,0], # 6号角色 奥利维尔 [2,0,0,0,0,0,0], # 7号角色 理查德 [0,0,0,0,0,0,0], # 8号角色 玲 [0,0,0,0,0,0,0], # 9号角色 阿加特 [0,0,0,0,0,0,0] # 依次类推....最后一个的行末不需要逗号 # 最后这半个括号可别删 ] # 各角色的初始结晶槽等级 SLOT_LEVEL = [nil, # 1号角色 约修亚 [3,3,3,3,3,3,3], # 2号角色 凯文 [0,1,1,1,1,1,1], # 3号角色 艾丝蒂尔 [1,1,0,1,1,1,1], # 4号角色 雪拉扎德 [1,1,1,1,1,1,1], # 5号角色 亚妮拉丝 [1,1,1,1,1,1,1], # 6号角色 奥利维尔 [1,1,1,1,1,1,1], # 7号角色 理查德 [1,1,1,1,1,1,1], # 8号角色 玲 [1,1,1,1,1,1,1], # 9号角色 阿加特 [1,1,1,1,1,1,1] # 依次类推....最后一个的行末不需要逗号 # 最后这半个括号可别删 ] # 3 # # 2 4 # 0 # 1 5 # # 6 # 结晶槽ID的顺序按照上面这个图 #### 回路本身的连接图由作者自己画好直接充当图片放入界面内 #### 回路颜色:1为橙色,2为蓝色,3为绿色, 4为粉红 SLOT_LINE = [nil, # 1号角色 约修亚 # 1 2 3 4 7为一条回路,5 6 7为第二条回路,回路内部没有顺序性 [[1,2,3,4,5,6,7]], # 2号角色 凯文 [[1,2,3,4,5],[1,6,7]], # 3号角色 艾丝蒂尔 [[1,4],[1,7],[1,5,6],[1,2,3]], # 4号角色 雪拉扎德 [[1,2],[1,3,4,5],[1,6,7]], # 5号角色 亚妮拉丝 [[1,2,3,4,5,6],[1,7]], # 6号角色 奥利维尔 [[1,2,3,4,5,6,7]], # 7号角色 理查德 [[1,3,4,6,7],[2,5,7]], # 8号角色 玲 [[1,3,4,6,7],[2,5,7]], # 9号角色 阿加特 [[1,3,4,6,7],[2,5,7]] # 依次类推....最后一个的行末不需要逗号 # 最后这半个括号可别删 ] #设置每个角色的结晶孔升级所需耀晶片数量 PRICE = [nil, #角色1 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], #一号结晶孔 [0,20,0,0,20,20,10,5], #二号结晶孔 [30,30,20,10,100,5,20,30], #三号结晶孔 [50,50,120,60,10,10,20,0], #四号结晶孔 [10,10,20,50,30,120,10,10], #五号结晶孔 [100,20,20,30,50,10,10,10], #六号结晶孔 [10,10,10,0,0,0,0,0] #七号结晶孔 ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色2 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色3 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色4 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色5 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色6 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色7 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色8 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ], #角色9 [ #等级0->1 [ nil, [20,20,20,0,0,0,0,0], [0,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级1->2 [ nil, [20,20,20,50,0,20,0,0], [0,25,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [10,10,20,50,30,120,10,10], [50,50,120,60,10,10,20,0], [100,20,20,30,50,10,10,10], [10,10,10,0,0,0,0,0] ], #等级2->3 [ nil, [20,20,20,0,0,120,0,0], [5,20,0,0,20,20,10,5], [30,30,20,10,100,5,20,30], [50,50,120,60,10,10,20,0], [10,10,20,50,30,120,10,10], [10,10,10,0,0,0,0,0], [100,20,20,30,50,10,10,10] ] ] ] end
module CRYSTAL
# 结晶属性种类,与数据库--系统中的前N个要一致
# PS:这里特别指出,为了避免修改战斗部分而使整个系统的兼容性下降,故凡是用做
# 结晶属性的属性,不可再用于战斗中的属性计算。
ELE_NUMBER = 8 #火 冰 雷 水 地 风 光 暗
#1 2 3 4 5 6 7 8
#设置耀晶片换米拉的换率
RATE = [ 10,10,10,10,10,10,30,20 ]
# 各角色的结晶槽属性
# 0 为全属性,1-7分别代表各个属性
SLOT_ELEMENT = [nil,
# 1号角色 约修亚
[0,0,0,0,0,0,0],
# 2号角色 凯文
[8,0,0,8,0,0,0],
# 3号角色 艾丝蒂尔
[6,0,0,0,6,0,0],
# 4号角色 雪拉扎德
[7,0,0,7,0,0,0],
# 5号角色 亚妮拉丝
[6,0,0,0,6,0,0],
# 6号角色 奥利维尔
[2,0,0,0,0,0,0],
# 7号角色 理查德
[0,0,0,0,0,0,0],
# 8号角色 玲
[0,0,0,0,0,0,0],
# 9号角色 阿加特
[0,0,0,0,0,0,0]
# 依次类推....最后一个的行末不需要逗号
# 最后这半个括号可别删
]
# 各角色的初始结晶槽等级
SLOT_LEVEL = [nil,
# 1号角色 约修亚
[3,3,3,3,3,3,3],
# 2号角色 凯文
[0,1,1,1,1,1,1],
# 3号角色 艾丝蒂尔
[1,1,0,1,1,1,1],
# 4号角色 雪拉扎德
[1,1,1,1,1,1,1],
# 5号角色 亚妮拉丝
[1,1,1,1,1,1,1],
# 6号角色 奥利维尔
[1,1,1,1,1,1,1],
# 7号角色 理查德
[1,1,1,1,1,1,1],
# 8号角色 玲
[1,1,1,1,1,1,1],
# 9号角色 阿加特
[1,1,1,1,1,1,1]
# 依次类推....最后一个的行末不需要逗号
# 最后这半个括号可别删
]
# 3
#
# 2 4
# 0
# 1 5
#
# 6
# 结晶槽ID的顺序按照上面这个图
#### 回路本身的连接图由作者自己画好直接充当图片放入界面内
#### 回路颜色:1为橙色,2为蓝色,3为绿色, 4为粉红
SLOT_LINE = [nil,
# 1号角色 约修亚
# 1 2 3 4 7为一条回路,5 6 7为第二条回路,回路内部没有顺序性
[[1,2,3,4,5,6,7]],
# 2号角色 凯文
[[1,2,3,4,5],[1,6,7]],
# 3号角色 艾丝蒂尔
[[1,4],[1,7],[1,5,6],[1,2,3]],
# 4号角色 雪拉扎德
[[1,2],[1,3,4,5],[1,6,7]],
# 5号角色 亚妮拉丝
[[1,2,3,4,5,6],[1,7]],
# 6号角色 奥利维尔
[[1,2,3,4,5,6,7]],
# 7号角色 理查德
[[1,3,4,6,7],[2,5,7]],
# 8号角色 玲
[[1,3,4,6,7],[2,5,7]],
# 9号角色 阿加特
[[1,3,4,6,7],[2,5,7]]
# 依次类推....最后一个的行末不需要逗号
# 最后这半个括号可别删
]
#设置每个角色的结晶孔升级所需耀晶片数量
PRICE = [nil,
#角色1
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0], #一号结晶孔
[0,20,0,0,20,20,10,5], #二号结晶孔
[30,30,20,10,100,5,20,30], #三号结晶孔
[50,50,120,60,10,10,20,0], #四号结晶孔
[10,10,20,50,30,120,10,10], #五号结晶孔
[100,20,20,30,50,10,10,10], #六号结晶孔
[10,10,10,0,0,0,0,0] #七号结晶孔
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色2
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色3
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色4
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色5
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色6
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色7
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色8
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
],
#角色9
[
#等级0->1
[ nil,
[20,20,20,0,0,0,0,0],
[0,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级1->2
[ nil,
[20,20,20,50,0,20,0,0],
[0,25,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[10,10,20,50,30,120,10,10],
[50,50,120,60,10,10,20,0],
[100,20,20,30,50,10,10,10],
[10,10,10,0,0,0,0,0]
],
#等级2->3
[ nil,
[20,20,20,0,0,120,0,0],
[5,20,0,0,20,20,10,5],
[30,30,20,10,100,5,20,30],
[50,50,120,60,10,10,20,0],
[10,10,20,50,30,120,10,10],
[10,10,10,0,0,0,0,0],
[100,20,20,30,50,10,10,10]
]
]
]
end
module RPG #-------------------------------------------------------------------------- # ● Cache追加 #-------------------------------------------------------------------------- module Cache def self.faces(filename) self.load_bitmap("Graphics/Faces/", filename) end def self.menu(filename) self.load_bitmap("Graphics/Menu/", filename) end def self.images(filename) self.load_bitmap("Graphics/Images/", filename) end def self.menu(filename) self.load_bitmap("Graphics/Menu/", filename) end def self.menu_icon(filename) self.load_bitmap("Graphics/Menu_Icons/", filename) end def self.crystal(filename) self.load_bitmap("Graphics/Crystal/", filename) end def self.members(filename) self.load_bitmap("Graphics/Members/", filename) end def self.mission(filename) self.load_bitmap("Graphics/Mission/", filename) end def self.cook(filename) self.load_bitmap("Graphics/Cook/", filename) end end #-------------------------------------------------------------------------- # ● 结晶回路用全局变量 #-------------------------------------------------------------------------- # 结晶石防具数据库起始ID,此为第一件结晶石的ID,其后不得再含有普通的防具。 ARMOR_BEGIN = 201 # 结晶石技能数据库起始ID,此为第一个结晶石技能的ID,其后不得再含有普通的技能。 SKILL_BEGIN = 201 #-------------------------------------------------------------------------- # ● 结晶回路的各个属性定义 #-------------------------------------------------------------------------- class Armor # 防具数据库,结晶石是通过防具数据库进行设置的。 # 设置方法: # 在属性防御上勾选此结晶所包含的属性,之后在名称栏中通过半角逗号分隔,将具 # 体属性值写于其中。如范例中:“火神的愤怒,25@5”,同时勾选了炎和雷属性,根 # 据从上到下的先后次序,炎属性为25,雷属性为5。 # 结晶石本身的属性以及本身的等级,通过描述一栏后追加分隔符的方法来给定。 # 具体可参考范例。 if self.id >= ARMOR_BEGIN #-------------------------------------------------------------------------- # ● 重新定义名字 #-------------------------------------------------------------------------- def name return @name.split(/,/)[0] end #-------------------------------------------------------------------------- # ● 定义结晶回路包含的属性值 #-------------------------------------------------------------------------- def crystal_element return Array.new(CRYSTAL::ELE_NUMBER, 0) if @name.split(/,/).size == 1 data = @name.split(/,/)[1].split(/@/) final = [] for i in 0...CRYSTAL::ELE_NUMBER if self.guard_element_set.include?(i + 1) if data.empty? raise ("#{@id}号结晶石的属性未设置") end final[i] = data.shift.to_i else final[i] = 0 end end return final end #-------------------------------------------------------------------------- # ● 重新定义结晶回路的描述 #-------------------------------------------------------------------------- def description return @description.split(/,/)[0] end #-------------------------------------------------------------------------- # ● 定义结晶回路的主要属性 #-------------------------------------------------------------------------- def element return @description.split(/,/)[1].to_i end #-------------------------------------------------------------------------- # ● 定义结晶回路的等级 #-------------------------------------------------------------------------- def level return @description.split(/,/)[2].to_i end #-------------------------------------------------------------------------- # ● 定义结晶回路的价格 也就是耗费的各个耀晶片数量 #-------------------------------------------------------------------------- def cost_sepich @data = $data_armors[self.id+1].description.split(/#/) final = [] for i in 0...CRYSTAL::ELE_NUMBER if $data_armors[self.id+1].guard_element_set.include?(i+1) if @data.empty? break end final[i] = @data.shift.to_i else final[i] = 0 end end return final end #-------------------------------------------------------------------------- # ● 定义结晶回路的种类 为了让同样的回路不能装备多个用 #-------------------------------------------------------------------------- def cry_type return $data_armors[self.id+1].name.to_i end end end class Skill # 技能数据库,用来设置根据结晶属性值的多少学会的技能。 # 设置方法与防具数据库类似,勾选属性一栏的对应属性,然后通过名称给予需要的 # 结晶属性值。 if self.id >= SKILL_BEGIN def name return @name.split(/,/)[0] end def require_element data = @name.split(/,/)[1].split(/@/) final = [] for i in 0...CRYSTAL::ELE_NUMBER if self.element_set.include?(i + 1) if data.empty? raise ("#{@id}号技能的属性未设置") end final[i] = data.shift.to_i else final[i] = 0 end end return final end def description return @description.split(/,/)[0] end def element return @description.split(/,/)[1].to_i end end end end
module RPG
#--------------------------------------------------------------------------
# ● Cache追加
#--------------------------------------------------------------------------
module Cache
def self.faces(filename)
self.load_bitmap("Graphics/Faces/", filename)
end
def self.menu(filename)
self.load_bitmap("Graphics/Menu/", filename)
end
def self.images(filename)
self.load_bitmap("Graphics/Images/", filename)
end
def self.menu(filename)
self.load_bitmap("Graphics/Menu/", filename)
end
def self.menu_icon(filename)
self.load_bitmap("Graphics/Menu_Icons/", filename)
end
def self.crystal(filename)
self.load_bitmap("Graphics/Crystal/", filename)
end
def self.members(filename)
self.load_bitmap("Graphics/Members/", filename)
end
def self.mission(filename)
self.load_bitmap("Graphics/Mission/", filename)
end
def self.cook(filename)
self.load_bitmap("Graphics/Cook/", filename)
end
end
#--------------------------------------------------------------------------
# ● 结晶回路用全局变量
#--------------------------------------------------------------------------
# 结晶石防具数据库起始ID,此为第一件结晶石的ID,其后不得再含有普通的防具。
ARMOR_BEGIN = 201
# 结晶石技能数据库起始ID,此为第一个结晶石技能的ID,其后不得再含有普通的技能。
SKILL_BEGIN = 201
#--------------------------------------------------------------------------
# ● 结晶回路的各个属性定义
#--------------------------------------------------------------------------
class Armor
# 防具数据库,结晶石是通过防具数据库进行设置的。
# 设置方法:
# 在属性防御上勾选此结晶所包含的属性,之后在名称栏中通过半角逗号分隔,将具
# 体属性值写于其中。如范例中:“火神的愤怒,25@5”,同时勾选了炎和雷属性,根
# 据从上到下的先后次序,炎属性为25,雷属性为5。
# 结晶石本身的属性以及本身的等级,通过描述一栏后追加分隔符的方法来给定。
# 具体可参考范例。
if self.id >= ARMOR_BEGIN
#--------------------------------------------------------------------------
# ● 重新定义名字
#--------------------------------------------------------------------------
def name
return @name.split(/,/)[0]
end
#--------------------------------------------------------------------------
# ● 定义结晶回路包含的属性值
#--------------------------------------------------------------------------
def crystal_element
return Array.new(CRYSTAL::ELE_NUMBER, 0) if @name.split(/,/).size == 1
data = @name.split(/,/)[1].split(/@/)
final = []
for i in 0...CRYSTAL::ELE_NUMBER
if self.guard_element_set.include?(i + 1)
if data.empty?
raise ("#{@id}号结晶石的属性未设置")
end
final[i] = data.shift.to_i
else
final[i] = 0
end
end
return final
end
#--------------------------------------------------------------------------
# ● 重新定义结晶回路的描述
#--------------------------------------------------------------------------
def description
return @description.split(/,/)[0]
end
#--------------------------------------------------------------------------
# ● 定义结晶回路的主要属性
#--------------------------------------------------------------------------
def element
return @description.split(/,/)[1].to_i
end
#--------------------------------------------------------------------------
# ● 定义结晶回路的等级
#--------------------------------------------------------------------------
def level
return @description.split(/,/)[2].to_i
end
#--------------------------------------------------------------------------
# ● 定义结晶回路的价格 也就是耗费的各个耀晶片数量
#--------------------------------------------------------------------------
def cost_sepich
@data = $data_armors[self.id+1].description.split(/#/)
final = []
for i in 0...CRYSTAL::ELE_NUMBER
if $data_armors[self.id+1].guard_element_set.include?(i+1)
if @data.empty?
break
end
final[i] = @data.shift.to_i
else
final[i] = 0
end
end
return final
end
#--------------------------------------------------------------------------
# ● 定义结晶回路的种类 为了让同样的回路不能装备多个用
#--------------------------------------------------------------------------
def cry_type
return $data_armors[self.id+1].name.to_i
end
end
end
class Skill
# 技能数据库,用来设置根据结晶属性值的多少学会的技能。
# 设置方法与防具数据库类似,勾选属性一栏的对应属性,然后通过名称给予需要的
# 结晶属性值。
if self.id >= SKILL_BEGIN
def name
return @name.split(/,/)[0]
end
def require_element
data = @name.split(/,/)[1].split(/@/)
final = []
for i in 0...CRYSTAL::ELE_NUMBER
if self.element_set.include?(i + 1)
if data.empty?
raise ("#{@id}号技能的属性未设置")
end
final[i] = data.shift.to_i
else
final[i] = 0
end
end
return final
end
def description
return @description.split(/,/)[0]
end
def element
return @description.split(/,/)[1].to_i
end
end
end
end
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