Project1
标题:
关重七的宠物系统宠物升级点数怎么改?
[打印本页]
作者:
62223615
时间:
2009-4-9 06:33
标题:
关重七的宠物系统宠物升级点数怎么改?
Kaiser.DS 给老关的宠物系统的脚本
怎么修改宠物升级之后的点数?
本来是升级之后有5点附加,怎么修改成3点附加?
脚本数据库
class Game_Actor < Game_Battler
alias kds_setup setup
def setup(actor_id)
if @baby == nil
@baby = []
end
if @qianli == nil
@qianli = 0
end
if @kds_canzhan == nil
@kds_canzhan = 0
end
@bbzh = []
kds_setup(actor_id)
end
def kds_baby
return @baby
end
def kds_canzhan=(kds_canzhan)
@kds_canzhan = kds_canzhan
return @kds_canzhan
end
def kds_canzhan
return @kds_canzhan
end
def zhuren=(zhuren)
@zhuren = zhuren
return @zhuren
end
def zhuren
return @zhuren
end
def ac_id=(ac_id)
@ac_id = ac_id
return @ac_id
end
def ac_id
return @ac_id
end
def bbzh
return @bbzh
end
end
class Game_Party
def add_actor(actor_id)
actor = $game_actors[actor_id]
if actor_id < 20
if not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
elsif $game_actors[$game_variables[29]].kds_baby.include?(actor_id) == false and $game_actors[$game_variables[29]].kds_baby.size < 72
$game_actors[$game_variables[29]].kds_baby.push(actor_id)
$game_actors[actor_id].zhuren = $game_variables[29]
end
end
def remove_actor(actor_id)
if actor_id >= 20
$game_actors[$game_variables[29]].kds_baby.delete(actor_id)
if $game_actors[$game_variables[29]].kds_canzhan == actor_id
$game_actors[$game_variables[29]].kds_canzhan = 0
end
else
@actors.delete($game_actors[actor_id])
end
$game_player.refresh
end
end
class Scene_Battle
def chu
for kds in 0..$game_party.actors.size-1
$game_party.actors[kds].ac_id = kds
$game_party.actors[kds].bbzh.clear
if $game_party.actors[kds].id < 20 and $game_party.actors[kds].kds_canzhan != 0
$game_party.actors[kds].bbzh.push($game_party.actors[kds].kds_canzhan)
end
end
end
def kds_push_baby
for kds in 1..17
if $game_party.actors.include?($game_actors[kds]) and $game_actors[kds].kds_baby != 0 and $game_actors[kds].kds_canzhan != 0
$game_party.actors.push($game_actors[$game_actors[kds].kds_canzhan])
end
end
end
def kds_delete_baby
for kds in 1..17
if $game_party.actors.include?($game_actors[kds]) and $game_actors[kds].kds_baby != 0 and $game_actors[kds].kds_canzhan != 0
$game_party.actors.delete($game_actors[$game_actors[kds].kds_canzhan])
end
end
end
end
class Window_Head < Window_Selectable
def initialize(actor)
super(160, 0, 236, 192)
@actor = actor
self.contents = Bitmap.new(width - 32, height - 32)
if @actor != 0
refresh
end
end
def refresh
self.contents.clear
if @face != nil
@face.dispose
end
if $stop == 0
return
end
@actor = $baby_index
@face = Bitmap.new("Graphics/Battlers/#{@actor.battler_name.split(/◆/)[0]}")
src_rect = Rect.new(($baby_face/12)*@face.width/4, 0, @face.width/4, @face.height)
self.contents.blt(-30, -20, @face, src_rect)
end
end
class Window_Baby < Window_Selectable
def initialize(actor)
super(0, 0, 160, 480-64-192-32)
@actor = actor
@column_max = 1
self.index = 0
if $game_temp.in_battle
self.y = 64
self.x = 320-80
self.z = 9999
self.back_opacity = 160
if actor.kds_baby.size > 0
$kds_baby = actor.ac_id
@baby_zhu = actor
refresh
end
return
end
if @actor != 0
refresh
end
end
def baby
return $game_party.actors[$kds_baby].kds_baby[index]#@data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if $stop == 0
return
end
for i in 0..$game_party.actors[$kds_baby].kds_baby.size-1
baby = $game_party.actors[$kds_baby].kds_baby[i]
if baby != nil
@data.push(baby)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, 480)
for i in 0..@item_max-1
draw_baby(i)
end
end
end
def draw_baby(index)
baby = $game_party.actors[$kds_baby].kds_baby[index]
@actor = $game_actors[baby]
if $game_temp.in_battle
if @baby_zhu.bbzh.include?(@baby_zhu.kds_baby[index]) == false
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(30,30,30,255)
end
else
if $game_party.actors[$kds_baby].kds_canzhan == baby
self.contents.font.color = Color.new(255,0,0)
else
self.contents.font.color = normal_color
end
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
self.contents.draw_text(x + 28, y, 204, 32, @actor.name, 0)
end
def update_help
if $game_temp.in_battle == false
case $command_index
when 0
@help_window.set_text("请按确定键设置。(红色-参战、白色-休息)")
when 1
@help_window.set_text("请选择要查看技能的召唤兽。")
when 2
@help_window.set_text("请选择要使用物品的召唤兽。")
when 3
@help_window.set_text("请选择要提升能力的召唤兽。")
when 4
@help_window.set_text("请选择要放生的召唤兽。")
end
end
end
end
class Window_Base < Window
def draw_actor_parameter2(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
when 7
parameter_name = "潜力"
parameter_value = actor.qianli
end
if type < 7
self.contents.font.color = system_color
self.contents.font.size = 15
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 70, y, 36, 32, parameter_value.to_s, 2)
else
if actor.qianli > 0
self.contents.font.color = Color.new(200,30,80)
else
self.contents.font.color = system_color
end
self.contents.font.size = 15
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
if actor.qianli > 0
self.contents.font.color = Color.new(200,30,80)
else
self.contents.font.color = Color.new(0,0,0,255)
end
self.contents.draw_text(x + 43, y, 36, 32, parameter_value.to_s, 2)
self.contents.font.color = Color.new(0,0,0,255)
end
end
def draw_actor_level2(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x+10, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
end
复制代码
脚本操作库
#==============================================================================
# ■ Scene_Baby
#------------------------------------------------------------------------------
# 对召唤兽的管理菜单
#==============================================================================
class Scene_Baby
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
$kds_baby = actor_index
$baby_face = 0
if $game_party.actors[$kds_baby].kds_baby.size > 0
if $game_party.actors[$kds_baby].kds_canzhan != 0
$baby_index = $game_actors[$game_party.actors[$kds_baby].kds_canzhan]
else
$baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
end
$stop = nil
else
$stop = 0
end
end
def main
@help_window = Window_Help.new
@help_window.y = 480-64
@item_window = Window_Item.new
@item_window.active = false
@item_window.help_window = @help_window
@item_window.index = -1
if $game_party.actors[$kds_baby].kds_baby.size > 0
if $game_party.actors[$kds_baby].kds_canzhan != 0
@skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
@skill_window.help_window = @help_window
else
@skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
@skill_window.help_window = @help_window
end
else
@skill_window = Window_Skill.new(0)
end
@skill_window.active = false
@skill_window.index = -1
@skill_window.update
s1 = "设置参战"
s2 = "查看技能"
s3 = "使用物品"
s4 = "能力分配"
s5 = "放生宠物"
s6 = "退出菜单"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5,s6])
@command_window.y = 480-64-192-32
if $game_party.actors[$kds_baby].kds_baby.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
end
@command_window.refresh
@command_window.update
s1 = ""
s3 = ""
s2 = ""
s4 = ""
s5 = ""
@command2_window = Window_Command.new(110, [s1, s2, s3, s4, s5],1,16,14)
@command2_window.x = 160+236+125-6
@command2_window.y = -4+16+24+22+7+1
@command2_window.index = -1
@command2_window.back_opacity = 0
@command2_window.opacity = 0
@command2_window.active = false
@command2_window.help_window = @help_window
if $game_party.actors[$kds_baby].kds_baby.size > 0
if $game_party.actors[$kds_baby].kds_canzhan != 0
@status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
else
@status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
end
else
@status_window = Window_EquipLeft.new(0)
end
if $game_party.actors[$kds_baby].kds_baby.size > 0
if $game_party.actors[$kds_baby].kds_canzhan != 0
@head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
else
@head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
end
else
@head_window = Window_Head.new(0)
end
if $game_party.actors[$kds_baby].kds_baby.size > 0
if $game_party.actors[$kds_baby].kds_canzhan != 0
@babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
else
@babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
end
else
@babys_window = Window_Baby.new(0)
end
@babys_window.index = -1
@babys_window.update
@babys_window.active = false
@babys_window.help_window = @help_window
Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放窗口
$stop = nil
@command_window.dispose
@command2_window.dispose
@help_window.dispose
@item_window.dispose
@head_window.dispose
@status_window.dispose
@skill_window.dispose
@babys_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
@help_window.update
$baby_face += 1
if ($baby_face+12)%12 == 0 and $game_party.actors[$kds_baby].kds_baby.size > 0
@head_window.refresh
if $baby_face == 36
$baby_face = 0
end
end
if @command2_window.active
@command2_window.update
up_command2
end
if @babys_window.active
@babys_window.update
up_babys
end
if @skill_window.active
@skill_window.update
up_skill
end
if @command_window.active
@command_window.update
up_command
end
if @item_window.active
@item_window.update
up_item
end
end
def up_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(7)
return
end
if Input.trigger?(Input::C)
$command_index = @command_window.index
if @command_window.index != 5 and @command_window.index != 2
if $game_party.actors[$kds_baby].kds_baby.size == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@babys_window.index = 0
@babys_window.active = true
$baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
@baby_index = 0
@babys_window.refresh
@head_window.refresh
@skill_window.refresh
@status_window.refresh2
elsif @command_window.index == 5
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(7)
elsif @command_window.index == 2
if $game_party.actors[$kds_baby].kds_baby.size == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@item_window.update
@item_window.index = -1
@command_window.active = false
@babys_window.index = 0
@babys_window.active = true
$baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
@baby_index = 0
@babys_window.refresh
@head_window.refresh
@skill_window.refresh
@status_window.refresh2
end
return
end
end
def up_babys
if @babys_window.index != @baby_index
@baby_index = @babys_window.index
$baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]]
@babys_window.refresh
@head_window.refresh
@skill_window.refresh
@status_window.refresh2
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
@babys_window.index = -1
@babys_window.active = false
@command_window.active = true
@help_window.set_text("")
Graphics.transition
return
end
if Input.trigger?(Input::C)
Graphics.freeze
$game_system.se_play($data_system.decision_se)
@chong = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]]
@zhu = $game_party.actors[$kds_baby]
case @command_window.index
when 0
if $game_party.actors[$kds_baby].kds_canzhan == $game_party.actors[$kds_baby].kds_baby[@babys_window.index]
$game_party.actors[$kds_baby].kds_canzhan = 0
else
$game_party.actors[$kds_baby].kds_canzhan = $game_party.actors[$kds_baby].kds_baby[@babys_window.index]
end
@babys_window.refresh
when 1
@babys_window.active = false
@skill_window.index = 0
@skill_window.active = true
when 2
@babys_window.active = false
@item_window.index = 0
@item_window.active = true
when 3
@babys_window.active = false
@command2_window.index = 0
@command2_window.active = true
when 4
$game_variables[29] = $game_party.actors[$kds_baby].id
$game_party.remove_actor(@chong.id)
@baby_index = 0
if @babys_window.index > 0
@babys_window.index -= 1
end
if @zhu.kds_baby.size == 0
$stop = 0
@babys_window.index = -1
@babys_window.active = false
@command_window.active = true
@help_window.set_text("")
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
@command_window.refresh
@command_window.update
end
@babys_window.refresh
@head_window.refresh
@skill_window.refresh
@status_window.refresh2
end
Graphics.transition
return
end
end
def up_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
@babys_window.active = true
@skill_window.index = -1
@skill_window.active = false
Graphics.transition
return
end
end
def up_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
@babys_window.active = true
@item_window.index = -1
@item_window.active = false
Graphics.transition
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
if @item == nil
$game_system.se_play($data_system.buzzer_se)
return
end
if @item.element_set.include?(11)
if @chong.skills.include?(@item.recover_hp) == false
@chong.learn_skill(@item.recover_hp)
else
$game_system.se_play($data_system.buzzer_se)
return
end
elsif @item.element_set.include?(12)
@chong.level = 1
@chong.maxhp = @chong.base_maxhp
@chong.maxsp = @chong.base_maxsp
@chong.str = @chong.base_str
@chong.dex = @chong.base_dex
@chong.agi = @chong.base_agi
@chong.int = @chong.base_int
@chong.qianli = 0
end
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
end
@item_window.refresh
@skill_window.refresh
@status_window.refresh2
return
end
end
def up_command2
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
@babys_window.active = true
@command2_window.index = -1
@command2_window.active = false
Graphics.transition
return
end
if Input.trigger?(Input::C)
if @chong.qianli <= 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
case @command2_window.index
when 0
@chong.maxhp += 10
@chong.hp += 10
when 1
@chong.maxsp += 6
@chong.int += 1
when 2
@chong.str += 1
when 3
@chong.dex += 1
when 4
@chong.agi += 1
end
@chong.qianli -= 1
@status_window.refresh2
end
end
end
复制代码
[LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
冷不冷
时间:
2009-4-9 20:50
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