#==============================================================================
# ★ 【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 = 190       #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 = true     #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)
      $scene = Scene_Menu.new
      #$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 =  "已达轮回次数上限!"
            @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 +=  "级后才能轮回!"
        @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
    $scene = Scene_Menu.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, "轮回次数:") 
    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, "★请选择要轮回的角色★")
  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, "是否确定轮回?")
    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
################################################################################