Project1
标题:
升级提示脚本如何显示升级角色名?
[打印本页]
作者:
仙芋
时间:
2010-8-25 16:03
标题:
升级提示脚本如何显示升级角色名?
本帖最后由 仙芋 于 2010-8-29 19:34 编辑
部份脚本:
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 各描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
@backsp3.bitmap = Bitmap.new("Graphics/Pictures/newskill.png")
@backsp3.x = 175
@backsp3.y = 320
@backsp3.z = 502
#========================================
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(7)
self.contents.font.bold = true
self.contents.draw_text(0,0,156,24,+ "习得 "+skill_name)
self.contents.font.color = text_color(7)
self.visible = true
return true
end
def dispose
@backsp3.dispose
super
end
end
复制代码
作者:
zhli667
时间:
2010-8-25 17:35
加上这一句
self.contents.draw_text(0+180, 0, 160, 24, actor.name.to_s)
作者:
仙芋
时间:
2010-8-25 18:58
回复
zhli667
的帖子
我希望做到" [角色名]习得[新特技] "
作者:
反斗奇彬
时间:
2010-8-25 19:34
楼主用的是哪个版本的升级脚本啊,我用的不单止显示头像,姓名等级的全都有显示,要的话私下找我
作者:
zhli667
时间:
2010-8-25 21:07
本帖最后由 zhli667 于 2010-8-28 14:41 编辑
把self.contents.draw_text(0,0,156,24, "习得 "+skill_name)句,换成
self.contents.draw_text(0,100,156,24, "习得 "+skill_name)
self.contents.draw_text(0, 0, 156, 24, actor.name.to_s)
复制代码
位置不对自己调整
作者:
仙芋
时间:
2010-8-26 02:05
本帖最后由 仙芋 于 2010-8-26 02:07 编辑
回复
zhli667
的帖子
报错...
prob.PNG
(6.14 KB, 下载次数: 3)
下载附件
保存到相册
2010-8-26 02:05 上传
全脚本:
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
@hp = maxhp
@sp = maxsp
# 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 $BTEST
show_level_up_result(last_level)
end
end
#--------------------------------------------------------------------------
# ● 升级显示处理
#--------------------------------------------------------------------------
def show_level_up_result(last_level)
actor_parameters = self.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
last_pdef = actor_parameters[6]
level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int,last_pdef
level_up_window.visible = true
skill_learning_window = Window_SkillLearning_A.new(@class_id,
last_level, @level)
# 循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 按下C就关闭窗口
if Input.trigger?(Input::C)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
#--------------------------------------------------------------------------
# ● 一次取得全部旧属性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$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
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ------------------------------------
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示ウィンドウ plus ▼▲▼
# by 樱雅 在土
#--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 = "" # 升级时播放的ME
$data_system_skilllearn_se = "" # 学会特技时播放的声效。
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
# バトル终了时、レベルアップした场合にステータスを表示するウィンドウです。
#==============================================================================
class Window_LevelUpWindow_A < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
super(140, 20, 400, 350)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.opacity = 0
# 防止被对话框遮住
self.z = 9999
@backsp2 = Sprite.new
@backsp2.bitmap = Bitmap.new("Graphics/Pictures/升级.png")
@backsp2.x = 180
@backsp2.y = 30
@backsp2.z = 500
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
# 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
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
self.contents.clear
self.contents.font.color = Color.new(64,70,124,255)
self.contents.font.size = 18
self.contents.draw_text( 0, 48, 80, 24, $data_system.words.hp)
self.contents.draw_text( 0, 70, 80, 24, $data_system.words.sp)
self.contents.draw_text( 0, 92, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 114, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 136, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 158, 80, 24, $data_system.words.int)
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,30 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,62 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,94 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,126 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,158 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,192 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,222 ,bitmap, Rect.new(0, 0, 48, 36))
bitmap = RPG::Cache.icon("加.png")
self.contents.blt(170,254 ,bitmap, Rect.new(0, 0, 48, 36))
self.contents.font.color = Color.new(64,70,124,255)
self.contents.draw_text( 130, 30, 88, 24, last_lv.to_s)
self.contents.draw_text( 130, 62, 72, 24, up_hp.to_s)
self.contents.draw_text( 130, 94, 72, 24, up_sp.to_s)
self.contents.draw_text( 130, 126, 72, 24, up_str.to_s)
self.contents.draw_text( 130, 256, 72, 24, up_dex.to_s)
self.contents.draw_text( 130, 224, 72, 24, up_agi.to_s)
self.contents.draw_text( 130, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 130, 192, 72, 24, actor.pdef.to_s)
self.contents.draw_text( 235, 30, 128, 24, actor.level.to_s)
self.contents.draw_text( 235, 62, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 235, 94, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 235, 126, 128, 24, actor.str.to_s)
self.contents.draw_text( 235, 256, 128, 24, actor.dex.to_s)
self.contents.draw_text( 235, 224, 128, 24, actor.agi.to_s)
self.contents.draw_text( 235, 158, 128, 24, actor.int.to_s)
self.contents.draw_text( 235, 192, 128, 24, actor.pdef.to_s)
end
def dispose
@backsp2.dispose
super
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# レベルアップ时などにスキルを习得した场合にそれを表示するウィンドウです。
#==============================================================================
class Window_SkillLearning_A < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(210, 322, 220, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.opacity = 0
# 防止被对话框遮住
self.z = 9999
@learn_skills = []
@backsp3 = Sprite.new
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 今回のレベルアップ范围で习得するスキルの场合
if learn_lv > last_lv and learn_lv <= now_lv
@learn_skills.push $data_skills[
$data_classes[class_id].learnings[i].skill_id].name
else
@backsp3.bitmap = Bitmap.new("Graphics/Windowskins/nil.png")
end
end
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 各描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
@backsp3.bitmap = Bitmap.new("Graphics/Pictures/newskill.png")
@backsp3.x = 175
@backsp3.y = 320
@backsp3.z = 502
#========================================
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(7)
self.contents.font.bold = true
self.contents.draw_text(0,0,156,24, "习得 "+skill_name)
self.contents.font.color = text_color(7)
self.visible = true
return true
end
def dispose
@backsp3.dispose
super
end
end
复制代码
作者:
「旅」
时间:
2010-8-29 14:08
找不到353这一行,另外因为这个需要图片所以测试不能。
上传工程是不是比较方便?
作者:
仙芋
时间:
2010-8-29 19:33
沙发正解
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1