Project1
标题:
套装效果
[打印本页]
作者:
xia0082
时间:
2008-11-13 01:11
标题:
套装效果
有什么简单的事件方法实现套装效果呢?
比如说头,手,身,足全套后可以提升5%的HP,而无论去到任何一件物品该效果就消失了。 [LINE]1,#dddddd[/LINE]
此贴于 2008-11-14 14:01:51 被版主darkten提醒,请楼主看到后对本贴做出回应。
[LINE]1,#dddddd[/LINE]
版务信息:版主帮忙结贴~
作者:
莳衍灵儿
时间:
2008-11-13 01:26
绿色套装效果~
http://rpg.blue/web/htm/news750.htm
还有个方法是用变量~
比如
变量操作[0001;套装1]=0
条件分歧:???为??装备中~
变量操作[0001;套装1]+=1
分歧结束~
之后的也这么写~
最后,变量操作,变量[0001;套装1]=?(套装件数)时
增减能力值~
分歧结束
大概是这样吧~不过大概没有上面脚本好用~
作者:
xia0082
时间:
2008-11-13 01:39
谢谢LS,脚本不太会用,研究下……
作者:
xia0082
时间:
2008-11-13 01:42
这个脚本的局限比较恶心
装备只能有一套,非常不方便啊。
依靠变量的话脱掉了装备能力还是加上去了……
作者:
塑望
时间:
2008-11-13 01:49
#============新套装系统(支持装备扩展)============By 凌冰===================
module SUITS
#==============
#||初始化数组||
#==============
WEAPON = []
ARMORS = []
SKILLS = []
PAR_PLU = []
AUT_STA = []
GUA_ELE = []
GUA_STA = []
ELEMENT = []
PLU_STA = []
MIN_STA = []
#=============================================================================
#设置方法
#=============================================================================
#==============
#||第一套套装||
#==============
WEAPON[1] = [1,5]
#武器本套装的所有武器
#即一套套装里可以有多副武器
ARMORS[1] = [[1,2],[5],[13]]
#防具 |盾| |头| |体| |饰(缺省)|
#即一套套装里可以有多副同类防具
#支持装备扩展,可以继续往后写
#如果套装中不包含某类,前面的或者中间的要写成[]或nil,后面的可以缺省
SKILLS[1] = [43,80]
#技能
PAR_PLU[1] = [50,30,10,10,10,10,10,10,10,10]
# |血|灵|力|敏|速|魔|攻|防|御|敏|
AUT_STA[1] = [13,15]
#自动状态
GUA_ELE[1] = [1,2,3,4,5,6]
#属性防御
GUA_STA[1] = [3,5,6,7]
#状态防御
ELEMENT[1] = [3,5,7,10]
#攻击属性
PLU_STA[1] = [2,4,5]
#攻击附加状态
MIN_STA[1] = [1,7,9]
#攻击解除状态
#================设置完毕================
end
module RPG
#============================================================================
#补充设置 自定义角色初始扩展装备的ID
#============================================================================
ARMOR5 = [0,0,0,0]#按照角色的ID顺序输入即可
ARMOR6 = [0,0,0,0]
ARMOR7 = [0,0,0,0]
ARMOR8 = [0,0,0,0]
end
module RPG
class Suit
attr_reader :id
attr_reader :weapon_id
attr_reader :armors_id
attr_reader :skills_id
attr_reader :plus
attr_reader :state
attr_reader :guard_e
attr_reader :guard_s
attr_reader :element
attr_reader :state_p
attr_reader :state_m
def initialize(suit_id)
@id = suit_id
@weapon_id = SUITS::WEAPON[@id]
@armors_id = SUITS::ARMORS[@id]
@skills_id = SUITS::SKILLS[@id]
@plus = SUITS::PAR_PLU[@id]
@state = SUITS::AUT_STA[@id]
@guard_e = SUITS::GUA_ELE[@id]
@guard_s = SUITS::GUA_STA[@id]
@element = SUITS::ELEMENT[@id]
@state_p = SUITS::PLU_STA[@id]
@state_m = SUITS::MIN_STA[@id]
end
end
def self.create
all_suits = []
for i in 1...SUITS::WEAPON.size
s = Suit.new(i)
all_suits[i] = s
end
return all_suits
end
end
#=============以上貌似多此一举= =|||==================
class Game_Actor < Game_Battler
alias setup_suit setup
def setup(actor_id)
actor = $data_actors[actor_id]
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@armor5_id = actor.armor5_id if defined?(armor5_id) != nil
@armor6_id = actor.armor6_id if defined?(armor6_id) != nil
@armor7_id = actor.armor7_id if defined?(armor7_id) != nil
@armor8_id = actor.armor8_id if defined?(armor8_id) != nil
@all_suits = RPG::create
refresh_suit
setup_suit(actor_id)
for suit in 1...@all_suits.size
suit_skill_list = suits_plus(suit,16)
for i in suit_skill_list
learn_skill(i) if suit_whole?(suit)
end
state_id = suits_plus(suit,10)
for id in state_id
add_state(id, true) if suit_whole?(suit)
end
end
end
def refresh_suit
@all_armors_id = [@armor1_id,@armor2_id,@armor3_id,@armor4_id]
@all_armors_id.push(@armor5_id) if defined?(armor5_id) != nil
@all_armors_id.push(@armor6_id) if defined?(armor6_id) != nil
@all_armors_id.push(@armor7_id) if defined?(armor7_id) != nil
@all_armors_id.push(@armor8_id) if defined?(armor8_id) != nil
@suits_list = get_suits
if @suits_list == []
@suits_list.push(0)
end
end
def suit_whole?(suit_id)
suit = @all_suits[suit_id]
if suit == nil
return false
end
unless suit.weapon_id.include?(@weapon_id)
return false if !(suit.weapon_id == (nil or []))
end
for j in 0...suit.armors_id.size
if suit.armors_id[j] == (nil or [])
next
end
unless suit.armors_id[j].include?(@all_armors_id[j])
return false
end
end
return true
end
def get_suits
suits = []
for i in 1...@all_suits.size
if suit_whole?(i)
suits.push(i)
end
end
return suits
end
def suits_plus(id,parameter)
if id == 0
if parameter < 10
return 0
else
return []
end
end
suit = @all_suits[id]
if parameter < 10
return suit.plus[parameter]
else
case parameter
when 10
return suit.state
when 11
return suit.guard_e
when 12
return suit.guard_s
when 13
return suit.element
when 14
return suit.state_p
when 15
return suit.state_m
when 16
return suit.skills_id
else
return nil
end
end
end
alias base_maxhp_suit base_maxhp
def base_maxhp
n = base_maxhp_suit
for i in @suits_list
n += suits_plus(i,0)
end
return n
end
alias base_maxsp_suit base_maxsp
def base_maxsp
n = base_maxsp_suit
for i in @suits_list
n += suits_plus(i,1)
end
return n
end
alias base_str_suit base_str
def base_str
n = base_str_suit
for i in @suits_list
n += suits_plus(i,2)
end
return n
end
alias base_dex_suit base_dex
def base_dex
n = base_dex_suit
for i in @suits_list
n += suits_plus(i,3)
end
return n
end
alias base_agi_suit base_agi
def base_agi
n = base_agi_suit
for i in @suits_list
n += suits_plus(i,4)
end
return n
end
alias base_int_suit base_int
def base_int
n = base_int_suit
for i in @suits_list
n += suits_plus(i,5)
end
return n
end
alias base_atk_suit base_atk
def base_atk
n = base_atk_suit
for i in @suits_list
n += suits_plus(i,6)
end
return n
end
alias base_pdef_suit base_pdef
def base_pdef
n = base_pdef_suit
for i in @suits_list
n += suits_plus(i,7)
end
return n
end
alias base_mdef_suit base_mdef
def base_mdef
n = base_mdef_suit
for i in @suits_list
n += suits_plus(i,8)
end
return n
end
alias base_eva_suit base_eva
def base_eva
n = base_eva_suit
for i in @suits_list
n += suits_plus(i,9)
end
return n
end
alias suit_element_rate element_rate
def element_rate(element_id)
result = suit_element_rate(element_id)
for suit in @suits_list
suit_element_guard = suits_plus(suit,11)
result/= 2 if suit_element_guard.include?(element_id)
end
return result
end
alias suit_state_guard? state_guard?
def state_guard?(state_id)
result = suit_state_guard?(state_id)
for suit in @suits_list
suit_state_guard = suits_plus(suit,12)
result = suit_state_guard.include?(state_id)
end
return result
end
alias suit_element_set element_set
def element_set
result = suit_element_set
for suit in @suits_list
suit_element = suits_plus(suit,13)
for i in suit_element
result.push(i) if !result.include?(i)
end
end
return result
end
alias suit_plus_state_set plus_state_set
def plus_state_set
result = suit_plus_state_set
for suit in @suits_list
suit_plus_state = suits_plus(suit,14)
for i in suit_plus_state
result.push(i) if !result.include?(i)
end
end
return result
end
alias suit_minus_state_set minus_state_set
def minus_state_set
result = suit_minus_state_set
for suit in @suits_list
suit_minus_state = suits_plus(suit,15)
for i in suit_minus_state
result.push(i) if !result.include?(i)
end
end
return result
end
alias suit_equip equip
def equip(equip_type, id)
suit_equip(equip_type, id)
refresh_suit
for suit in 1...@all_suits.size
suit_skill_list = suits_plus(suit,16)
for i in suit_skill_list
learn_skill(i) if suit_whole?(suit)
forget_skill(i) if skill_learn?(i) and !suit_whole?(suit)
end
state_id = suits_plus(suit,10)
for id in state_id
add_state(id, true) if suit_whole?(suit)
remove_state(id, true) if state?(id) and !suit_whole?(suit)
end
end
end
end
module RPG
class Actor
def armor5_id
return (ARMOR5[@id-1] == nil ? 0 : ARMOR5[@id-1])
end
def armor6_id
return (ARMOR6[@id-1] == nil ? 0 : ARMOR6[@id-1])
end
def armor7_id
return (ARMOR7[@id-1] == nil ? 0 : ARMOR7[@id-1])
end
def armor8_id
return (ARMOR8[@id-1] == nil ? 0 : ARMOR8[@id-1])
end
end
end
复制代码
作者:
xia0082
时间:
2008-11-13 17:54
很感谢楼上的脚本
不过我还是看不明白这个脚本的注解到底什么意思……
只要插到main前面就可以了吗?
WEAPON[1] = [1,5]
#武器本套装的所有武器
#即一套套装里可以有多副武器
ARMORS[1] = [[1,2],[5],[13]]
#防具 |盾| |头| |体| |饰(缺省)|
#即一套套装里可以有多副同类防具
#支持装备扩展,可以继续往后写
#如果套装中不包含某类,前面的或者中间的要写成[]或nil,后面的可以缺省
SKILLS[1] = [43,80]
#技能
PAR_PLU[1] = [50,30,10,10,10,10,10,10,10,10]
# |血|灵|力|敏|速|魔|攻|防|御|敏|
AUT_STA[1] = [13,15]
#自动状态
GUA_ELE[1] = [1,2,3,4,5,6]
#属性防御
GUA_STA[1] = [3,5,6,7]
#状态防御
ELEMENT[1] = [3,5,7,10]
#攻击属性
PLU_STA[1] = [2,4,5]
#攻击附加状态
MIN_STA[1] = [1,7,9]
#攻击解除状态
[]内的数字代表什么意思?
作者:
塑望
时间:
2008-11-13 18:08
范例工程:
http://rpg.blue/upload_program/files/新套装系统_97970493.rar
[LINE]1,#dddddd[/LINE]
系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~
作者:
月之凌霄
时间:
2008-11-14 04:51
提示:
作者被禁止或删除 内容自动屏蔽
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1