工程里为了测试方便,在加力量时,各项属性会有质的飞跃 正式使用时注意修改为合适的值~ #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
# 设定说明: # 在数据库的角色一栏里的名称加上如下的信息,如: # # 阿尔西斯,9999,5555,999,55,60,36 # HP SP 力 巧 速 魔 # # 如果某一项不想受限制,则可输入 # # 阿尔西斯,,5555,,,60,36 # # 也就是只需要把受限的属性最大值写出即可 # # 还有就是,如果都不受限……(那似乎就没必要用这个了) # 也要在名字后面加上6个半角的逗号…… # # 阿尔西斯,,,,,, # # 这样就可以一直加下去……上万也没问题,不过前提是在相关的类中已经扩大上限。 # 默认的 HP SP 最大为9999 其余四项为999。
module RPG class Actor def name name = @name.split(/,/)[0] return name != nil ? name : '' end def max_hp_stars max_hp = @name.split(/,/)[1] return max_hp != nil ? max_hp.to_i : 0 end def max_sp_stars max_sp = @name.split(/,/)[2] return max_sp != nil ? max_sp.to_i : 0 end def max_str_stars max_str = @name.split(/,/)[3] return max_str != nil ? max_str.to_i : 0 end def max_dex_stars max_dex = @name.split(/,/)[4] return max_dex != nil ? max_dex.to_i : 0 end def max_agi_stars max_agi = @name.split(/,/)[5] return max_agi != nil ? max_agi.to_i : 0 end def max_int_stars max_int = @name.split(/,/)[6] return max_int != nil ? max_int.to_i : 0 end end end
# 脚本使用设定:
LEVEL_UP_POINT = 3 # 每升一级所增加的点数 LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值 # 默认情况 = 100, # 则是数据库里1号角色的加点数存于101号变量 # 3号角色的加点数存于103号变量。 # 你可以直接操作变量赠与角色可分配点数
# 每增加一次点数,各项能力值的变化:357-410行 # 使用方法介绍:
# 本脚本不会取代原有升级功能,只是一个附加功能。也就是说,默认的升级还在,但可以用 # 这个功能手动追加点数。如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中 # 角色升级能力,1-99级全部等于一个相同数值就行了。
# 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。 # 默认都是0号
# 加点场景中,page up,page down换人,如果想加点完毕后返回地图, # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
# 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
#============================================================================== # ■ Window_Command #------------------------------------------------------------------------------ # 一般的命令选择行窗口。(追加定义) #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ● 项目有效化 # index : 项目编号 #-------------------------------------------------------------------------- def able_item(index) draw_item(index, normal_color) end end #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。(再定义) #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 增加4点可自由分配的点数 $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类(追加定义) #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp_lvup(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp) if $temp_hp == 0 self.contents.font.color = normal_color self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2) else maxhp = actor.maxhp + $temp_hp self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) self.contents.font.color = normal_color self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_hp >=0 self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 155, y, 36, 32, " -",2) end self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp_lvup(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp) if $temp_sp == 0 self.contents.font.color = normal_color self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2) else maxsp = actor.maxsp + $temp_sp self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) self.contents.font.color = normal_color self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_sp >=0 self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 155, y, 36, 32, " -",2) end self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘能力值 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # type : 能力值种类 (0~4) #-------------------------------------------------------------------------- def draw_actor_lvup(actor, x, y, type) # 定义数字颜色 lvup = normal_color upcolor = Color.new(255, 128, 128, 255) self.contents.font.color = normal_color case type when 0 parameter_name = $data_system.words.str parameter_value = actor.str parameter_value_temp = parameter_value + $temp_str if $temp_str != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_str >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 1 parameter_name = $data_system.words.dex parameter_value = actor.dex parameter_value_temp = parameter_value + $temp_dex if $temp_dex != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_dex >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 2 parameter_name = $data_system.words.agi parameter_value = actor.agi parameter_value_temp = parameter_value + $temp_agi if $temp_agi != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_agi >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 3 parameter_name = $data_system.words.int parameter_value = actor.int parameter_value_temp = parameter_value + $temp_int if $temp_int != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_int >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 4 parameter_name = "剩余点数" parameter_value = $point if $point != 0 lvup = upcolor end end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s) if type != 4 self.contents.draw_text(x + 150, y, 36, 32, "→") end self.contents.font.color = lvup self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s) self.contents.font.color = normal_color end end #============================================================================== # ■ Window_lvup #------------------------------------------------------------------------------ # 显示升级状态窗口。 #============================================================================== class Window_Lvup < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 512, 320) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- 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_lvup(@actor, 96+128, 32) draw_actor_sp_lvup(@actor, 96+128, 64) draw_actor_lvup(@actor, 96, 128, 0) draw_actor_lvup(@actor, 96, 160, 1) draw_actor_lvup(@actor, 96, 192, 2) draw_actor_lvup(@actor, 96, 224, 3) draw_actor_lvup(@actor, 96, 256, 4) end end #============================================================================== # ■ Window_Help #------------------------------------------------------------------------------ # 特技及物品的说明、角色的状态显示的窗口。 #============================================================================== class Window_Lvup_Help < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) @test = "" #——这个东西用来检测,节约内存专用 end #-------------------------------------------------------------------------- # ● 设置文本 #-------------------------------------------------------------------------- def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil) if @test != text1 @test = text1 else return end self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 0, self.width - 40, 32, text1) if text2 != nil self.contents.draw_text(4 , 32, self.width - 40, 32, text2) end self.contents.font.size -= 4 if text3 != nil self.contents.draw_text(4 , 64, self.width - 40, 32, text3) end if text4 != nil self.contents.draw_text(4 , 96, self.width - 40, 32, text4) end self.contents.font.size += 4 end end #============================================================================== # ■ Scene_lvup #------------------------------------------------------------------------------ # 处理升级画面的类。 #============================================================================== class Scene_Lvup #-------------------------------------------------------------------------- # ● 初始化对像 # actor_index : 角色索引 # menu_index : 选项起始位置 #-------------------------------------------------------------------------- def initialize(actor_index = 0 , menu_index = 0) @actor_index = actor_index @menu_index = menu_index end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main s1 = "增加体力" s2 = "增加"+$data_system.words.str s3 = "增加"+$data_system.words.dex s4 = "增加"+$data_system.words.agi s5 = "增加"+$data_system.words.int s6 = "确认加点" s7 = "点数重置" @command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index # 获取角色 @actor = $game_party.actors[@actor_index] # 将角色的剩余点数带入 $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE] # 初始化临时量 $temp_str = 0 $temp_dex = 0 $temp_agi = 0 $temp_int = 0 $temp_hp = 0 $temp_sp = 0 #========================================================================= # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误 # (各种编程语言都有这种意外),建议还是使用整数,正负不限 #========================================================================= # 每提升一次力量,提升多少附加能力 #========================================================================= @str_hp = 2 # 每提升一次力量附加提升多少HP @str_sp = 2 # 每提升一次力量附加提升多少SP @str_dex = 1 # 每提升一次力量附加提升多少灵巧 @str_agi = 1 # 每提升一次力量附加提升多少速度 @str_int = 0 # 每提升一次力量附加提升多少魔力 @str_str = 5 # 每提升一次力量附加提升多少力量 #========================================================================= # 每提升一次灵巧,提升多少附加能力 #========================================================================= @dex_hp = 3 # 每提升一次灵巧附加提升多少HP @dex_sp = 2 # 每提升一次灵巧附加提升多少SP @dex_str = 1 # 每提升一次灵巧附加提升多少力量 @dex_agi = 1 # 每提升一次灵巧附加提升多少速度 @dex_int = 0 # 每提升一次灵巧附加提升多少魔力 @dex_dex = 5 # 每提升一次灵巧附加提升多少灵巧 #========================================================================= # 每提升一次速度,提升多少附加能力 #========================================================================= @agi_hp = 3 # 每提升一次速度附加提升多少HP @agi_sp = 2 # 每提升一次速度附加提升多少SP @agi_str = 1 # 每提升一次速度附加提升多少力量 @agi_dex = 1 # 每提升一次速度附加提升多少灵巧 @agi_int = 0 # 每提升一次速度附加提升多少魔力 @agi_agi = 5 # 每提升一次速度附加提升多少速度 #========================================================================= # 每提升一次魔力,提升多少附加能力 #========================================================================= @int_hp = 1 # 每提升一次魔力附加提升多少HP @int_sp = 10 # 每提升一次魔力附加提升多少SP @int_str = -1 # 每提升一次魔力附加提升多少力量 @int_dex = -1 # 每提升一次魔力附加提升多少灵巧 @int_agi = -1 # 每提升一次魔力附加提升多少速度 @int_int = 10 # 每提升一次魔力附加提升多少魔力 #========================================================================= # 每提升一次体力,提升多少附加能力 #========================================================================= @hp = 15 # 每提升一次体力提升多少HP @sp = 10 # 每提升一次体力提升多少SP @hp_str = -1 # 每提升一次体力提升多少力量 @hp_dex = -1 # 每提升一次体力提升多少速度 @hp_agi = -1 # 每提升一次体力提升多少灵巧 @hp_int = -1 # 每提升一次体力提升多少魔力 # 定义说明文字 @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!" @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!" @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!" @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!" @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!" @text_save = "保存分配情况并返回游戏" @text_reset= "重新分配能力点数" @text_2 = "每增加一次此项能力值,可以提升能力值" @text_hp = "最大" + $data_system.words.hp + "值" @text_sp = "最大" + $data_system.words.sp + "值" @text_str = "最大" + $data_system.words.str + "值" @text_dex = "最大" + $data_system.words.dex + "值" @text_agi = "最大" + $data_system.words.agi + "值" @text_int = "最大" + $data_system.words.int + "值" s_disable # 生成状态窗口 @lvup_window = Window_Lvup.new(@actor) @lvup_window.x = 128 @lvup_window.y = 0 # 生成帮助窗口并初始化帮助文本 @help_window = Window_Lvup_Help.new # 执行过渡 Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果切换画面就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @command_window.dispose @lvup_window.dispose @help_window.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新窗口 @command_window.update # 选项明暗判断(因为太消耗资源,所以屏蔽掉了) s_disable @lvup_window.update #============================================================= # 按下 B 键的情况下 #============================================================= if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换到地图画面 $scene = Scene_Map.new return end #============================================================= # 按下 C 键的情况下 #============================================================= if Input.trigger?(Input::C) if @command_window.index == 5 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 将角色的剩余点数带回 $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point # 将角色点数实际加上 @actor.str += $temp_str @actor.dex += $temp_dex @actor.agi += $temp_agi @actor.int += $temp_int @actor.maxhp += $temp_hp @actor.maxsp += $temp_sp @actor.maxhp = $data_actors[@actor.id].max_hp_stars if @actor.maxhp >= $data_actors[@actor.id].max_hp_stars and $data_actors[@actor.id].max_hp_stars != 0 @actor.maxsp = $data_actors[@actor.id].max_sp_stars if @actor.maxsp >= $data_actors[@actor.id].max_sp_stars and $data_actors[@actor.id].max_sp_stars != 0 @actor.str = $data_actors[@actor.id].max_str_stars if @actor.str >= $data_actors[@actor.id].max_str_stars and $data_actors[@actor.id].max_str_stars != 0 @actor.dex = $data_actors[@actor.id].max_dex_stars if @actor.dex >= $data_actors[@actor.id].max_dex_stars and $data_actors[@actor.id].max_dex_stars != 0 @actor.agi = $data_actors[@actor.id].max_agi_stars if @actor.agi >= $data_actors[@actor.id].max_agi_stars and $data_actors[@actor.id].max_agi_stars != 0 @actor.int = $data_actors[@actor.id].max_int_stars if @actor.int >= $data_actors[@actor.id].max_int_stars and $data_actors[@actor.id].max_int_stars != 0 # 切换到地图画面 $scene = Scene_Lvup.new(@actor_index) return end if @command_window.index == 6 # 演奏确定 SE $game_system.se_play($data_system.cancel_se) |