Project1
标题:
攻击力波动脚本如何使用?
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作者:
奶茶2
时间:
2008-10-5 19:34
标题:
攻击力波动脚本如何使用?
攻击力波动脚本如何使用?
class Game_Party
def gain_weapon(weapon_id, n)
if weapon_id > 0
# 商店购买 或 装备栏中卸下的武器不进行随机处理~
if $scene.is_a?(Scene_Shop) or $scene.is_a?(Scene_Equip)
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
else
# 随机浮动范围~★★★★★★★
add_atk = rand(50)-25
if add_atk == 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
else
now = 0
# 判断数据库中是否已经有 相同属性的武器~
for i in weapon_id...$data_weapons.size
if $data_weapons[i].atk == $data_weapons[weapon_id].atk+add_atk and
($data_weapons[i].name.split('+')[0] == $data_weapons[weapon_id].name or $data_weapons[i].name.split('-')[0] == $data_weapons[weapon_id].name)
now = i
break
end end
if now == 0
# 无相同属性时则 重新生成~
new_weapon = $data_weapons[weapon_id].clone
new_weapon.id = $data_weapons.size
if add_atk<0
new_weapon.name = $data_weapons[weapon_id].name+"-"+add_atk.abs.to_s
else
new_weapon.name = $data_weapons[weapon_id].name+"+"+add_atk.abs.to_s
end
new_weapon.atk = $data_weapons[weapon_id].atk+add_atk
$data_weapons.push(new_weapon)
# 职业可装备武器数组更新~
for i in 1...$data_classes.size
if $data_classes[i].weapon_set.include?(weapon_id)
$data_classes[i].weapon_set.push(new_weapon.id)
end
end
# 增加武器~
@weapons[new_weapon.id] = [[weapon_number(new_weapon.id) + n, 0].max, 99].min
else
# 有相同属性则直接 增加武器~
@weapons[now] = [[weapon_number(now) + n, 0].max, 99].min
end
end
end
end
end
def lose_weapon(weapon_id, n)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) - n, 0].max, 99].min
end
end
end
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此贴于 2008-10-5 15:40:49 被版主天圣的马甲提醒,请楼主看到后对本贴做出回应。
作者:
dlhCloud
时间:
2008-10-5 19:49
提示:
作者被禁止或删除 内容自动屏蔽
作者:
dragengt
时间:
2008-10-5 21:58
到底如何使用啊?
作者:
奶茶2
时间:
2008-10-5 23:01
我知道是插在main 前 但是如何使武器的攻击力生成波动吖
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