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标题:
等级突破限制出了问题
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作者:
李梦遥
时间:
2010-8-25 11:57
标题:
等级突破限制出了问题
本帖最后由 李梦遥 于 2010-8-25 12:17 编辑
角色若在99级之内,查看菜单,点开状态,是正常的。
一旦突破99级,再去查看菜单里面的状态,就会弹错。
下面是出错的脚本,是不是破了99级,100级以后的状态,他无法读取啊?请求高人解决,在第93行
我用的是轩辕剑式菜单,我在范例工程里面添加了突破限制脚本,也是这样,突破99级,看状态就会弹错,和我一样,也是装备项扩充 n += weapon != nil ? weapon.str_plus : 0 这段错了
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 防具类追加
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
module RPG
class Armor
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def kind
kind = @name.split(/,/)[1]
return kind != nil ? kind.to_i : @kind
end
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# Game_Actor添加新的防具ID,并对相关方法修正
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
class Game_Actor < Game_Battler
attr_reader :armor5_id # 手套 ID
attr_reader :armor6_id # 鞋 ID
attr_reader :armor7_id # 法宝2 ID
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
alias old_setup setup
def setup(actor_id)
old_setup(actor_id)
@armor5_id = 0
@armor6_id = 0
@armor7_id = 0
update_auto_state(nil, $data_armors[@armor5_id])
update_auto_state(nil, $data_armors[@armor6_id])
update_auto_state(nil, $data_armors[@armor7_id])
end
#--------------------------------------------------------------------------
# ● 取得属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# 防具能防御本属性的情况下效果减半
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id, @armor7_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# 状态能防御本属性的情况下效果减半
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# 过程结束
return result
end
#--------------------------------------------------------------------------
# ● 判定防御属性
# state_id : 属性 ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id, @armor7_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_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 += armor5 != nil ? armor5.str_plus : 0
n += armor6 != nil ? armor6.str_plus : 0
n += armor7 != nil ? armor7.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_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 += armor5 != nil ? armor5.dex_plus : 0
n += armor6 != nil ? armor6.dex_plus : 0
n += armor7 != nil ? armor7.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_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 += armor5 != nil ? armor5.agi_plus : 0
n += armor6 != nil ? armor6.agi_plus : 0
n += armor7 != nil ? armor7.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_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 += armor5 != nil ? armor5.int_plus : 0
n += armor6 != nil ? armor6.int_plus : 0
n += armor7 != nil ? armor7.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本物理防御
#--------------------------------------------------------------------------
def base_pdef
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
pdef6 = armor5 != nil ? armor5.pdef : 0
pdef7 = armor6 != nil ? armor6.pdef : 0
pdef8 = armor7 != nil ? armor7.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7 + pdef8
end
#--------------------------------------------------------------------------
# ● 获取基本魔法防御
#--------------------------------------------------------------------------
def base_mdef
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
mdef6 = armor5 != nil ? armor5.mdef : 0
mdef7 = armor6 != nil ? armor6.mdef : 0
mdef8 = armor7 != nil ? armor7.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7 + mdef8
end
#--------------------------------------------------------------------------
# ● 获取基本回避修正
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
eva5 = armor5 != nil ? armor5.eva : 0
eva6 = armor6 != nil ? armor6.eva : 0
eva7 = armor7 != nil ? armor7.eva : 0
return eva1 + eva2 + eva3 + eva4 + eva5 + eva6 + eva7
end
#--------------------------------------------------------------------------
# ● 变更装备
# equip_type : 装备类型
# id : 武器 or 防具 ID (0 为解除装备)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # 武器
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # 盾
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2 # 头
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # 身体
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # 手套
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
when 5 # 鞋
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor5_id], $data_armors[id])
$game_party.gain_armor(@armor5_id, 1)
@armor5_id = id
$game_party.lose_armor(id, 1)
end
when 6 # 法宝1
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor6_id], $data_armors[id])
$game_party.gain_armor(@armor6_id, 1)
@armor6_id = id
$game_party.lose_armor(id, 1)
end
when 7 # 法宝2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor7_id], $data_armors[id])
$game_party.gain_armor(@armor7_id, 1)
@armor7_id = id
$game_party.lose_armor(id, 1)
end
end
end
#--------------------------------------------------------------------------
# ● 更改职业 ID
# class_id : 新的职业 ID
#--------------------------------------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# 避开无法装备的物品
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
unless equippable?($data_armors[@armor5_id])
equip(5, 0)
end
unless equippable?($data_armors[@armor6_id])
equip(6, 0)
end
unless equippable?($data_armors[@armor7_id])
equip(7, 0)
end
end
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 商店购买窗口美化,增加对新装备位置的描述
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# 商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "所持数")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
# 添加装备品信息
for i in 0...$game_party.actors.size
# 获取角色
actor = $game_party.actors[i]
# 可以装备为普通文字颜色、不能装备设置为无效文字颜色
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# 描绘角色名字
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# 获取当前的装备品
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
elsif @item.kind == 3
item1 = $data_armors[actor.armor4_id]
elsif @item.kind == 4
item1 = $data_armors[actor.armor5_id]
elsif @item.kind == 5
item1 = $data_armors[actor.armor6_id]
else
item1 = $data_armors[actor.armor7_id]
end
# 可以装备的情况
if actor.equippable?(@item)
# 武器的情况
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具的情况
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# 描绘能力值变化
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# 描绘物品
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
end
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2010-8-25 11:56 上传
作者:
fux2
时间:
2010-8-25 12:12
可能数据库里没有100级以上的数据
作者:
李梦遥
时间:
2010-8-25 12:14
不是,你看他弹出来的问题,100以上的数据,在他本身脚本里面就有了。
作者:
fux2
时间:
2010-8-25 12:15
回复
李梦遥
的帖子
我是手机党,看不见。
作者:
李梦遥
时间:
2010-8-25 12:16
回复
我是手机党,看不见。
fux2 发表于 2010-8-25 12:15
寒,问题被我解决了,原来 ,突破限制的脚本得要插在MAIN之前,而且还得插入两行空的,把脚本弄到中间,才能完美运行……谢谢你的回答,结贴咯。
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