Project1
标题:
怎么做出死亡后显示棺材行走图且死亡角色移至队伍最后一
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作者:
伤心的泪
时间:
2011-2-27 19:16
标题:
怎么做出死亡后显示棺材行走图且死亡角色移至队伍最后一
RT 就是类似于DQ的那种样子 死亡后角色到了队伍的最后一个 然后显示棺材…… dsu_plus_rewardpost_czw
作者:
bonnyhorse
时间:
2011-3-1 22:54
这个我也正好想知道啊,有人会么?
作者:
老邢
时间:
2011-3-2 08:48
没用过xp。把死亡的队友去掉,换个棺材图标,然后给个标志让他不能战斗,再加到队伍里面。这样是不是就到队伍后面了啊?
作者:
沙漠点灰
时间:
2011-3-2 18:21
这个....先把所有人变成“棺材”,在依次变成原装,好废话不多说,上脚本...
注意:在Graphics/Characters/ 下要有个”棺材.png“
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成活动块
@spriteset = Spriteset_Map.new
# 生成信息窗口
@message_window = Window_Message.new
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放活动块
@spriteset.dispose
# 释放信息窗口
@message_window.dispose
# 标题画面切换中的情况下
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 循环
loop do
# 按照地图、实例、主角的顺序刷新
# (本更新顺序不会在满足事件的执行条件下成为给予角色瞬间移动
# 的机会的重要因素)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# 系统 (计时器)、画面刷新
$game_system.update
$game_screen.update
# 如果主角在场所移动中就中断循环
unless $game_temp.player_transferring
break
end
# 执行场所移动
transfer_player
# 处理过渡中的情况下、中断循环
if $game_temp.transition_processing
break
end
end
# 刷新活动块
@spriteset.update
# 检查队友是否有挂了的
check_party if $game_party.actors.any? {|v| v.hp > 0}
# 刷新信息窗口
@message_window.update
# 游戏结束的情况下
if $game_temp.gameover
# 切换的游戏结束画面
$scene = Scene_Gameover.new
return
end
# 返回标题画面的情况下
if $game_temp.to_title
# 切换到标题画面
$scene = Scene_Title.new
return
end
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 遇敌计数为 0 且、且遇敌列表不为空的情况下
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# 不是在事件执行中或者禁止遇敌中
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# 确定队伍
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# 队伍有效的话
if $data_troops[troop_id] != nil
# 设置调用战斗标志
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 不是在事件执行中或菜单禁止中
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# 设置菜单调用标志以及 SE 演奏
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# 调试模式为 ON 并且按下 F9 键的情况下
if $DEBUG and Input.press?(Input::F9)
# 设置调用调试标志
$game_temp.debug_calling = true
end
# 不在主角移动中的情况下
unless $game_player.moving?
# 执行各种画面的调用
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# ● 调用战斗
#--------------------------------------------------------------------------
def call_battle
# 清除战斗调用标志
$game_temp.battle_calling = false
# 清除菜单调用标志
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# 生成遇敌计数
$game_player.make_encounter_count
# 记忆地图 BGM 、停止 BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# 演奏战斗开始 SE
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 矫正主角姿势
$game_player.straighten
# 切换到战斗画面
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# ● 调用商店
#--------------------------------------------------------------------------
def call_shop
# 清除商店调用标志
$game_temp.shop_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到商店画面
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# ● 调用名称输入
#--------------------------------------------------------------------------
def call_name
# 清除调用名称输入标志
$game_temp.name_calling = false
# 矫正主角姿势
$game_player.straighten
# 切换到名称输入画面
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# ● 调用菜单
#--------------------------------------------------------------------------
def call_menu
# 清除菜单调用标志
$game_temp.menu_calling = false
# 已经设置了菜单 SE 演奏标志的情况下
if $game_temp.menu_beep
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 清除菜单演奏 SE 标志
$game_temp.menu_beep = false
end
# 矫正主角姿势
$game_player.straighten
# 切换到菜单画面
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● 调用存档
#--------------------------------------------------------------------------
def call_save
# 矫正主角姿势
$game_player.straighten
# 切换到存档画面
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# ● 调用调试
#--------------------------------------------------------------------------
def call_debug
# 清除调用调试标志
$game_temp.debug_calling = false
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 矫正主角姿势
$game_player.straighten
# 切换到调试画面
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# ● 主角的场所移动
#--------------------------------------------------------------------------
def transfer_player
# 清除主角场所移动调试标志
$game_temp.player_transferring = false
# 移动目标与现在的地图有差异的情况下
if $game_map.map_id != $game_temp.player_new_map_id
# 设置新地图
$game_map.setup($game_temp.player_new_map_id)
end
# 设置主角位置
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# 设置主角朝向
case $game_temp.player_new_direction
when 2 # 下
$game_player.turn_down
when 4 # 左
$game_player.turn_left
when 6 # 右
$game_player.turn_right
when 8 # 上
$game_player.turn_up
end
# 矫正主角姿势
$game_player.straighten
# 刷新地图 (执行并行事件)
$game_map.update
# 在生成活动块
@spriteset.dispose
@spriteset = Spriteset_Map.new
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
Graphics.transition(20)
end
# 执行地图设置的 BGM、BGS 的自动切换
$game_map.autoplay
# 设置画面
Graphics.frame_reset
# 刷新输入信息
Input.update
end
#--------------------------------------------------------------------------
# ● HP检查
#--------------------------------------------------------------------------
def check_party
party_character_name = []
# 将没挂了的人行走图加到数组
for actor in $game_party.actors
if actor.hp <= 0
refresh_actor = true
else
party_character_name.push(actor.character_name_old)
end
actor.character_name = "棺材"
end
if party_character_name == []
$game_player.refresh
return
end
for i in 0...party_character_name.size
$game_party.actors[i].character_name = party_character_name[i]
end
$game_player.refresh
end
end
复制代码
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :name # 名称
attr_accessor :character_name # 角色 文件名
attr_reader :character_name_old # 角色 原文件名
attr_reader :character_hue # 角色 色相
attr_reader :class_id # 职业 ID
attr_reader :weapon_id # 武器 ID
attr_reader :armor1_id # 盾 ID
attr_reader :armor2_id # 头防具 ID
attr_reader :armor3_id # 身体体防具 ID
attr_reader :armor4_id # 装饰品 ID
attr_reader :level # 等级
attr_reader :exp # EXP
attr_reader :skills # 特技
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_name_old = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
# 学会特技
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
# 刷新自动状态
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
#--------------------------------------------------------------------------
# ● 获取角色 ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# ● 获取索引
#--------------------------------------------------------------------------
def index
return $game_party.actors.index(self)
end
#--------------------------------------------------------------------------
# ● 计算 EXP
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# ● 取得属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$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]
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
#--------------------------------------------------------------------------
# ● 获取属性有效度
#--------------------------------------------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
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]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获取普通攻击属性
#--------------------------------------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击状态变化 (+)
#--------------------------------------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击状态变化 (-)
#--------------------------------------------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# ● 获取 MaxHP
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @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
return n
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxHP
#--------------------------------------------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxSP
#--------------------------------------------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
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]
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
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]
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
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]
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
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]
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
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本攻击力
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
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]
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
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
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]
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
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
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]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取攻击方动画 ID
#--------------------------------------------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取对像方动画 ID
#--------------------------------------------------------------------------
def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end
#--------------------------------------------------------------------------
# ● 获取类名
#--------------------------------------------------------------------------
def class_name
return $data_classes[@class_id].name
end
#--------------------------------------------------------------------------
# ● 获取 EXP 字符串
#--------------------------------------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 获取下一等级的 EXP 字符串
#--------------------------------------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 获取离下一等级还需的 EXP 字符串
#--------------------------------------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 更新自动状态
# old_armor : 卸下防具
# new_armor : 装备防具
#--------------------------------------------------------------------------
def update_auto_state(old_armor, new_armor)
# 强制解除卸下防具的自动状态
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
# 强制附加装备防具的自动状态
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
#--------------------------------------------------------------------------
# ● 装备固定判定
# equip_type : 装备类型
#--------------------------------------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # 武器
return $data_actors[@actor_id].weapon_fix
when 1 # 盾
return $data_actors[@actor_id].armor1_fix
when 2 # 头
return $data_actors[@actor_id].armor2_fix
when 3 # 身体
return $data_actors[@actor_id].armor3_fix
when 4 # 装饰品
return $data_actors[@actor_id].armor4_fix
end
return false
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 # 装饰品
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
end
end
#--------------------------------------------------------------------------
# ● 可以装备判定
# item : 物品
#--------------------------------------------------------------------------
def equippable?(item)
# 武器的情况
if item.is_a?(RPG::Weapon)
# 包含当前的职业可以装备武器的场合
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
# 防具的情况
if item.is_a?(RPG::Armor)
# 不包含当前的职业可以装备武器的场合
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 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
end
#--------------------------------------------------------------------------
# ● 更改等级
# level : 新的等级
#--------------------------------------------------------------------------
def level=(level)
# 检查上下限
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# 更改 EXP
self.exp = @exp_list[level]
end
#--------------------------------------------------------------------------
# ● 觉悟特技
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# ● 遗忘特技
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# ● 已经学会的特技判定
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
#--------------------------------------------------------------------------
# ● 可以使用特技判定
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
#--------------------------------------------------------------------------
# ● 更改名称
# name : 新的名称
#--------------------------------------------------------------------------
def name=(name)
@name = name
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
end
end
#--------------------------------------------------------------------------
# ● 更改图形
# character_name : 新的角色 文件名
# character_hue : 新的角色 色相
# battler_name : 新的战斗者 文件名
# battler_hue : 新的战斗者 色相
#--------------------------------------------------------------------------
def set_graphic(character_name, character_hue, battler_name, battler_hue)
@character_name = character_name
@character_hue = character_hue
@battler_name = battler_name
@battler_hue = battler_hue
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
# 返回计算后的队伍 X 坐标的排列顺序
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
return 464
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
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附件:示例工程
test.rar
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作者:
unranked
时间:
2011-6-13 09:09
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作者:
smljdna
时间:
2011-6-13 13:37
本帖最后由 smljdna 于 2011-6-13 14:11 编辑
沙漠点灰 你的脚本用上之后
出现问题 问题就是 名字的顺序依然没变
也就说活着的两个人提升了上去 而却顶着死人的名字
欢迎光临 Project1 (https://rpg.blue/)
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