Project1
标题:
升级提示脚本怎么去掉技能提示的功能
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作者:
枪胜贤者
时间:
2010-8-4 11:51
标题:
升级提示脚本怎么去掉技能提示的功能
脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 泛用型升级提示显示角色头像脚本
#
# 核心部分 By 叶子
# 窗口部分 原作者:樱雅在土 修改:叶子
# 后期修改 玄月
#
# Date: 2008.11.24
#
#==============================================================================
#说明:
# 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。
#
# 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示
$不显示升级窗口 = 45
#——以下3个如果需要修改,直接输入文件名即可
$data_system_level_up_se = "" #升级时的音效设置
$data_system_level_up_me = "Audio/ME/升级" # 升级时播放的ME
$data_system_skilllearn_se = "" # 学会特技时播放的声效。
#这个可以修改图片文件的路径。
Gengetu = "Graphics/LVUP/"
#
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
# 记录旧等级
last_level = @level
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@skills_lv[0] +=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
# 升级了的话,升级显示处理
if @level > last_level and $game_switches[$不显示升级窗口] == false and
not $BTEST
show_level_up_result(last_level)
end
end
#--------------------------------------------------------------------------
# ● 升级显示处理
#--------------------------------------------------------------------------
def show_level_up_result(last_level)
actor_parameters = self.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int
level_up_window.visible = true
skill_learning_window = Window_SkillLearning_A.new(@class_id,
last_level, @level)
# 循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 按下C就关闭窗口
if Input.trigger?(Input::C)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
#--------------------------------------------------------------------------
# ● 一次取得全部旧属性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
maxhp = n
#---------------------------
# maxsp
#---------------------------
n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 9999].min
maxsp = n
#---------------------------
# str
#---------------------------
n = $data_actors[@actor_id].parameters[2, level]
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
n = [[n + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
str = n
#---------------------------
# dex
#---------------------------
n = $data_actors[@actor_id].parameters[3, level]
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
n = [[n + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
dex = n
#---------------------------
# agi
#---------------------------
n = $data_actors[@actor_id].parameters[4, level]
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
n = [[n + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
agi = n
#---------------------------
# int
#---------------------------
n = $data_actors[@actor_id].parameters[5, level]
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
n = [[n + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
int = n
return [maxhp, maxsp, str, dex, agi, int]
end
end
# ————————————————————————————————————
#
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示 plus ▼▲▼
# by 樱雅在土
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
# 战斗结束时,在做了升级的情况时表示的窗口。
#==============================================================================
class Window_LevelUpWindow_A < Window_Base
#--------------------------------------------------------------------------
# ● 窗口初始化
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(110, 44, 394, 222)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
# 防止被对话框遮住
self.z = 9999
@actor = actor
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# SEの再生
if $data_system_level_up_se != ""
Audio.se_play($data_system_level_up_se)
end
# MEの再生
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
lvuppic = @actor.name
bitmap=Bitmap.new(Gengetu + "#{lvuppic}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(- 32, -44, bitmap, src_rect)
self.contents.font.color = text_color(6)
self.contents.font.size = 20
self.contents.draw_text(0+180, 0, 160, 24, actor.name.to_s)
self.contents.font.color = system_color
self.contents.font.size = 18
self.contents.draw_text( 0+180, 26, 160, 24, "等级")
self.contents.font.size = 18
self.contents.draw_text( 0+180, 48, 80, 24, $data_system.words.hp)
self.contents.draw_text( 0+180, 70, 80, 24, $data_system.words.sp)
self.contents.draw_text( 0+180, 92, 80, 24, $data_system.words.str)
self.contents.draw_text( 0+180, 114, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0+180, 136, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0+180, 158, 80, 24, $data_system.words.int)
self.contents.draw_text(110+180, 26, 128, 24, "→")
self.contents.draw_text(110+180, 48, 128, 24, "→")
self.contents.draw_text(110+180, 70, 128, 24, "→")
self.contents.draw_text(110+180, 92, 128, 24, "→")
self.contents.draw_text(110+180, 114, 128, 24, "→")
self.contents.draw_text(110+180, 136, 128, 24, "→")
self.contents.draw_text(110+180, 158, 128, 24, "→")
self.contents.font.color = normal_color
self.contents.draw_text( 60+180, 26, 88, 24, last_lv.to_s)
self.contents.draw_text( 60+180, 48, 72, 24, up_hp.to_s)
self.contents.draw_text( 60+180, 70, 72, 24, up_sp.to_s)
self.contents.draw_text( 60+180, 92, 72, 24, up_str.to_s)
self.contents.draw_text( 60+180, 114, 72, 24, up_dex.to_s)
self.contents.draw_text( 60+180, 136, 72, 24, up_agi.to_s)
self.contents.draw_text( 60+180, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 145+180, 26, 128, 24, actor.level.to_s)
self.contents.draw_text( 145+180, 48, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 145+180, 70, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 145+180, 92, 128, 24, actor.str.to_s)
self.contents.draw_text( 145+180, 114, 128, 24, actor.dex.to_s)
self.contents.draw_text( 145+180, 136, 128, 24, actor.agi.to_s)
self.contents.draw_text( 145+180, 158, 128, 24, actor.int.to_s)
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# 当升级习得技能时所表示的窗口。
#==============================================================================
class Window_SkillLearning_A < Window_Base
#--------------------------------------------------------------------------
# ● 窗口初始化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(110, 266, 394, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
# 防止被对话框遮住
self.z = 9999
@learn_skills = []
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 习得技能的时候显示的情况
if learn_lv > last_lv and learn_lv <= now_lv
@learn_skills.push $data_skills[
$data_classes[class_id].learnings[i].skill_id].name
end
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 技能名的描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# 播放SE
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,156,24, "学会特技:")#+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
return true
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
小角色
时间:
2010-8-4 12:01
77行注释掉。。
作者:
zhangbanxian
时间:
2010-8-4 14:16
除了77行还有和skill_learning_window 有关的都要注释掉,比如89行,总之可以尝试搜索skill_learning_window,看到就注释掉的方法。
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