Project1
标题:
关于升级的数据问题
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作者:
龙腾凌人
时间:
2011-1-6 12:23
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作者:
chaochao
时间:
2011-1-6 12:53
改脚本,记得好像有这样的脚本。
作者:
无心孤云
时间:
2011-1-6 12:53
这些其实都能搜索到的
作者:
火星大人
时间:
2011-1-6 12:53
本帖最后由 火星大人 于 2011-1-6 12:54 编辑
版务......
换成有事请教吧..
作者:
terry_zhp
时间:
2011-1-6 16:00
搜索升级就可以找到,我以前也改过
地图道具是什么意思?
作者:
kffrp
时间:
2011-1-6 16:01
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作者被禁止或删除 内容自动屏蔽
作者:
龙腾凌人
时间:
2011-1-6 17:21
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作者:
步兵中尉
时间:
2011-1-6 20:39
1、用以下方法改变升级后的状态问题
Scene_Battle 2 的173行开始,有如下3段内容:
if actor.level > last_level
@status_window.level_up(i)
end
这里就是升级的内容,只要在if那个下面一行添加
actor.hp = actor.maxhp; actor.sp = actor.maxsp
就可以补满血和能量。
2、使用升级脚本,下面这套试验过不少情况,比较稳定
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼
# by 桜雅 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 = "Audio/ME/007-Fanfare01" # 升级时播放的ME
$data_system_skilllearn_se = "Audio/SE/106-Heal02" # 学会特技时播放的声效。
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
# バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。
#==============================================================================
class Window_LevelUpWindow < 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)
super(0, 128, 160, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 14
self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!")
self.contents.font.size = 18
self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
self.contents.font.size = 14
self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
self.contents.draw_text(92, 0, 128, 24, "→")
self.contents.draw_text(76, 28, 128, 24, "=")
self.contents.draw_text(76, 50, 128, 24, "=")
self.contents.draw_text(76, 72, 128, 24, "=")
self.contents.draw_text(76, 94, 128, 24, "=")
self.contents.draw_text(76, 116, 128, 24, "=")
self.contents.draw_text(76, 138, 128, 24, "=")
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :learned # スキルを習得したかどうか
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64, 320, 64)
self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示
self.visible = false
self.back_opacity = 160
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
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範囲で習得するスキルの場合
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se)
end
# 各描写
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,448,32, "学会特技:"+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,448,32, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if @learned == false
break
end
end
# メインループここまで
end
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# C ボタンが押された場合
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ● 追加?公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!表示
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● 追加?公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :exp_gain_ban # EXP取得一時禁止
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
@exp_gain_ban = false
xrxs_bp10_initialize
end
#--------------------------------------------------------------------------
# ● ステート [EXP を獲得できない] 判定
#--------------------------------------------------------------------------
alias xrxs_bp10_cant_get_exp? cant_get_exp?
def cant_get_exp?
if @exp_gain_ban == true
return true
else
return xrxs_bp10_cant_get_exp?
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
# EXP 獲得禁止
for i in 0...$game_party.actors.size
$game_party.actors[i].exp_gain_ban = true
end
xrxs_bp10_start_phase5
# EXP 獲得禁止の解除
for i in 0...$game_party.actors.size
$game_party.actors[i].exp_gain_ban = false
end
# EXPを初期化
@exp_gained = 0
for enemy in $game_troop.enemies
# 獲得 EXPを追加 # エネミーが隠れ状態でない場合
@exp_gained += enemy.exp if not enemy.hidden
end
# 設定
@phase5_step = 1
@exp_gain_actor = -1
# リザルトウィンドウを表示
@result_window.visible = true
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アフターバトルフェーズ)
#--------------------------------------------------------------------------
#alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
# ウェイトカウントが 0 より大きい場合
if @phase5_wait_count > 0
# ウェイトカウントを減らす
@phase5_wait_count -= 1
# ウェイトカウントが 0 になった場合
if @phase5_wait_count == 0
# リザルトウィンドウを表示
#@result_window.visible = true
# メインフェーズフラグをクリア
$game_temp.battle_main_phase = false
# ステータスウィンドウをリフレッシュ
@status_window.refresh
end
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# バトル終了
battle_end(0)
end
# レベルアップしている場合は強制バトル終了
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ)
#--------------------------------------------------------------------------
def update_phase5_step1
# C ボタンが押された場合
if Input.trigger?(Input::C)
# ウィンドウを閉じて次のアクターへ
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
phase5_next_levelup
end
end
#--------------------------------------------------------------------------
# ● 次のアクターのレベルアップ表示へ
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# 次のアクターへ
@exp_gain_actor += 1
# 最後のアクターの場合
if @exp_gain_actor >= $game_party.actors.size
# アフターバトルフェーズ開始
@phase5_step = 0
return
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# 現在の能力値を保持
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# 経験値取得の決定的瞬間(謎
actor.exp += @exp_gained
# 判定
if actor.level > last_level
# レベルアップした場合
@status_window.level_up(@exp_gain_actor)
# リザルトウィンドウを消す
@result_window.visible = false
# 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
# LEVEL-UPウィンドウの設定
@levelup_window = Window_LevelUpWindow.new(actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.x = 160 * @exp_gain_actor
@levelup_window.visible = true
# ステータスウィンドウをリフレッシュ
@status_window.refresh
# スキル習得ウィンドウの設定
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# ウェイトカウントを設定
@phase5_wait_count = 40
@phase5_step = 1
return
end
end
end until false
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
3、地图就用下面的脚本,把按键打开改成公共事件打开就可以了
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ 縮小地图的表示(ver 0.999)
# by ピニョン clum-sea
#==============================================================================
#==============================================================================
# □ 前期定义
#==============================================================================
module PLAN_Map_Window
WIN_X = 8 # 地图的 X 座標
WIN_Y = 8 # 地图的 Y 座標
WIN_WIDTH = 8*32 # 地图的宽度
WIN_HEIGHT = 6*32 # 地图的高度
ZOOM = 7.0 # 地图的放缩比例
WINDOWSKIN = "" # 自定义地图窗口素材,如果留空则是默认的
ON_OFF_KEY = Input::CTRL # 打开地图的按钮,A就是键盘的Z键
SWITCH = 135 # 禁用地图功能的开关,默认这个就是打开100号开关则禁止
# 使用地图功能,关闭则可以使用地图功能
WINDOW_MOVE = true # 窗口中的地图跟随移动,(true:跟随, false:固定)
OVER_X = 632 - WIN_WIDTH # 移動后的 X 座標(初期位置と往復します)
OVER_Y = 8 # 移動后的 Y 座標(初期位置と往復します)
OPACITY = 192 # 窗口的透明度
C_OPACITY = 192 # 地图的透明度
VISIBLE = false # 最初是否可见
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :map_visible # 地图的表示状態
alias plan_map_window_initialize initialize
def initialize
plan_map_window_initialize
@map_visible = false
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
alias plan_map_window_main main
def main
@map_window = Window_Map.new
@map_window.visible = $game_temp.map_visible
plan_map_window_main
@map_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
alias plan_map_window_update update
def update
$game_temp.map_visible = @map_window.visible
plan_map_window_update
unless $game_switches[PLAN_Map_Window::SWITCH]
if Input.trigger?(PLAN_Map_Window::ON_OFF_KEY)
if @map_window.visible
@map_window.visible = false
else
@map_window.visible = true
end
end
else
if @map_window.visible
@map_window.visible = false
end
end
if @map_window.visible
@map_window.update
end
end
#--------------------------------------------------------------------------
# ● 场所移动的变化
#--------------------------------------------------------------------------
alias plan_map_window_transfer_player transfer_player
def transfer_player
visible = @map_window.visible
@map_window.visible = false
plan_map_window_transfer_player
@map_window.dispose
@map_window = Window_Map.new
@map_window.visible = visible
end
end
#==============================================================================
# ■ Window_Map
#==============================================================================
class Window_Map < Window_Base
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize
x = PLAN_Map_Window::WIN_X
y = PLAN_Map_Window::WIN_Y
w = PLAN_Map_Window::WIN_WIDTH
h = PLAN_Map_Window::WIN_HEIGHT
super(x, y, w, h)
unless PLAN_Map_Window::WINDOWSKIN.empty?
self.windowskin = RPG::Cache.windowskin(PLAN_Map_Window::WINDOWSKIN)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = PLAN_Map_Window::OPACITY
self.contents_opacity = PLAN_Map_Window::C_OPACITY
@map_data = $game_map.data
@tileset = RPG::Cache.tileset($game_map.tileset_name)
@autotiles = []
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
@all_map = make_all_map
self.visible = PLAN_Map_Window::VISIBLE
refresh
end
#--------------------------------------------------------------------------
# ● 缩小图做成
#--------------------------------------------------------------------------
def make_all_map
all_map = Bitmap.new($game_map.width * 32, $game_map.height * 32)
for y in 0...$game_map.height
for x in 0...$game_map.width
for z in 0...3
tile_num = @map_data[x, y, z]
next if tile_num == nil
if tile_num < 384
if tile_num >= 48
tile_num -= 48
src_rect = Rect.new(32, 2 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @autotiles[tile_num / 48], src_rect)
end
else
tile_num -= 384
src_rect = Rect.new(tile_num % 8 * 32, tile_num / 8 * 32, 32, 32)
all_map.blt(x * 32, y * 32, @tileset, src_rect)
end
end
end
end
w = ($game_map.width / PLAN_Map_Window::ZOOM) * 32
h = ($game_map.height / PLAN_Map_Window::ZOOM) * 32
ret_bitmap = Bitmap.new(w, h)
src_rect = Rect.new(0, 0, all_map.width, all_map.height)
dest_rect = Rect.new(0, 0, ret_bitmap.width, ret_bitmap.height)
ret_bitmap.stretch_blt(dest_rect, all_map, src_rect)
all_map.dispose
return ret_bitmap
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
one_tile_size = 32 / PLAN_Map_Window::ZOOM
x = $game_player.real_x - 128 * (self.contents.width / one_tile_size) / 2
y = $game_player.real_y - 128 * (self.contents.height / one_tile_size) / 2
x = x * one_tile_size / 128
y = y * one_tile_size / 128
half_width = self.contents.width * 128 / 2
rest_width = ($game_map.width * 128 - $game_player.real_x) * one_tile_size
rev_x = 0
if @all_map.width < self.contents.width
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
rev_x -= (self.contents.width - @all_map.width) / 2
x += rev_x
elsif half_width > $game_player.real_x * one_tile_size
rev_x = (half_width - $game_player.real_x * one_tile_size) / 128
x += rev_x
elsif half_width > rest_width
rev_x = -((half_width - rest_width) / 128)
x += rev_x
end
half_height = self.contents.height * 128 / 2
rest_height = ($game_map.height * 128 - $game_player.real_y) * one_tile_size
rev_y = 0
if @all_map.height < self.contents.height
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
rev_y -= (self.contents.height - @all_map.height) / 2
y += rev_y
elsif half_height > $game_player.real_y * one_tile_size
rev_y = (half_height - $game_player.real_y * one_tile_size) / 128
y += rev_y
elsif half_height > rest_height
rev_y = -((half_height - rest_height) / 128)
y += rev_y
end
src_rect = Rect.new(x, y, self.contents.width, self.contents.height)
self.contents.blt(0, 0, @all_map, src_rect)
if PLAN_Map_Window::WINDOW_MOVE == true
w = self.x..self.x + self.width
h = self.y..self.y + self.height
if w === $game_player.screen_x and h === $game_player.screen_y
if self.x == PLAN_Map_Window::WIN_X and self.y == PLAN_Map_Window::WIN_Y
self.x = PLAN_Map_Window::OVER_X
self.y = PLAN_Map_Window::OVER_Y
else
self.x = PLAN_Map_Window::WIN_X
self.y = PLAN_Map_Window::WIN_Y
end
end
end
if $game_party.actors.size > 0
for i in [2, 1, 0]
tile = @map_data[$game_player.x, $game_player.y, i]
next if tile == 0
return if $game_map.priorities[tile] > 0
end
actor = $game_party.actors[0]
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
width = bitmap.width / 4
height = bitmap.height / 4
src_rect = Rect.new(0, 0, width, height)
w = width / PLAN_Map_Window::ZOOM
h = height / PLAN_Map_Window::ZOOM
x = self.contents.width / 2 - w / 2 + one_tile_size / 2 - rev_x
y = self.contents.height / 2 - h / 2 - rev_y
dest_rect = Rect.new(x, y, w, h)
self.contents.stretch_blt(dest_rect, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if @old_real_x != $game_player.real_x or @old_real_y != $game_player.real_y
@old_real_x = $game_player.real_x
@old_real_y = $game_player.real_y
refresh
end
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
super
@all_map.dispose
end
end
复制代码
作者:
龙腾凌人
时间:
2011-1-7 20:07
提示:
作者被禁止或删除 内容自动屏蔽
作者:
步兵中尉
时间:
2011-1-7 22:49
本帖最后由 步兵中尉 于 2011-1-7 23:05 编辑
所有问题都解决了吗?
作者:
龙腾凌人
时间:
2011-1-8 17:17
提示:
作者被禁止或删除 内容自动屏蔽
作者:
步兵中尉
时间:
2011-1-8 17:51
我那个地图是显示当前地图的缩微地图
你显示的那个地图其实事件就可以解决,只不过要画很多张哦
欢迎光临 Project1 (https://rpg.blue/)
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