Project1
标题:
装备修炼相关 如何让修炼完成的装备直接失去?
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作者:
ace69
时间:
2011-11-22 21:49
标题:
装备修炼相关 如何让修炼完成的装备直接失去?
#=======================================================
# 本脚本来自66RPG.COM,作者神思
# 转载、学习和使用请保留此声明,谢谢 ^_^
#=======================================================
module RPG
class Armor
def name
name = @name.split(/@/)[0]
return name != nil ? name : ''
end
def sk_exp
exp = @name.split(/@/)[1]
return exp != nil ? exp.to_i : 0
end
def sk_id
id = @name.split(/,/)[1]
return id != nil ? id.to_i : 0
end
end
end
class Game_Actor < Game_Battler
attr_accessor :ap
attr_accessor :svap
#---------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#---------------------------------------------------
alias old_setup setup
def setup(actor_id)
old_setup(actor_id)
@ap = 0
@svap = {}
end
end
#=======================================================
# ■ Window_EquipRight
#-------------------------------------------------------
# 装备画面、显示角色现在装备的物品的窗口。
#=======================================================
class Window_EquipRight < Window_Selectable
#---------------------------------------------------
# ● 初始化对像
# actor : 角色
#---------------------------------------------------
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end
#---------------------------------------------------
# ● 获取物品
#---------------------------------------------------
def item
return @data[self.index]
end
#---------------------------------------------------
# ● 刷新
#---------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
if @actor.armor4_id > 0
@actor.svap[$data_armors[@actor.armor4_id].id] = @actor.ap
x = 5
y = 128
if @actor.skill_learn?($data_armors[@actor.armor4_id].sk_id) or
@actor.ap >= $data_armors[@actor.armor4_id].sk_exp
@actor.ap = $data_armors[@actor.armor4_id].sk_exp
end
a = Color.new(255,255,255,200)
b = Color.new(0,0,0,255)
if $data_armors[@actor.armor4_id].sk_exp > 0
c_1 = 255 * @actor.ap / $data_armors[@actor.armor4_id].sk_exp
c = Color.new(255,255-c_1,255,200)
w = 98 * @actor.ap / $data_armors[@actor.armor4_id].sk_exp
self.contents.fill_rect(x+190, y+18, 100, 10, a)
self.contents.fill_rect(x+191, y+19, 98, 8, b)
self.contents.fill_rect(x+191, y+19, w, 8, c)
self.contents.font.size = 16
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x+150, y-6, 92, 32, "武学:",2)
self.contents.draw_text(x+250, y-6, 92, 32, $data_skills[$data_armors[@actor.armor4_id].sk_id].name)
if @actor.ap == $data_armors[@actor.armor4_id].sk_exp or @actor.skill_learn?($data_skills[$data_armors[@actor.armor4_id].sk_id])
self.contents.draw_text(x+160, y+5, 92, 32, "MAX",2)
else
self.contents.draw_text(x+135, y+5, 92, 32, @actor.ap.to_s,2)
self.contents.draw_text(x+145, y+5, 92, 32, "/",2)
self.contents.draw_text(x+170, y+5, 92, 32, $data_armors[@actor.armor4_id].sk_exp.to_s,2)
end
end
end
self.contents.font.size = 22
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
#---------------------------------------------------
# ● 刷新帮助文本
#---------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Game_Battler
#---------------------------------------------------
# ● 应用通常攻击效果
# attacker : 攻击者 (battler)
#---------------------------------------------------
def attack_effect(attacker)
# 清除会心一击标志
self.critical = false
# 第一命中判定
hit_result = (rand(100) < attacker.hit)
# 命中的情况下
if hit_result == true
# 计算基本伤害
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
if attacker.is_a?(Game_Actor) and attacker.armor4_id > 0
attacker.ap += self.damage / 10
if attacker.ap > $data_armors[attacker.armor4_id].sk_exp
attacker.ap = $data_armors[attacker.armor4_id].sk_exp
end
end
# 属性修正
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
# 伤害符号正确的情况下
if self.damage > 0
# 会心一击修正
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end
# 防御修正
if self.guarding?
self.damage /= 2
end
end
# 分散
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# 第二命中判定
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# 命中的情况下
if hit_result == true
# 状态冲击解除
remove_states_shock
# HP 的伤害计算
self.hp -= self.damage
if self.is_a?(Game_Actor) # ★ 挨打的时候蓄HP储存条
self.hp_store += [self.damage*75/self.maxhp , 0].max
self.hp_store = [self.hp_store,100].min
end
# 状态变化
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
# 清除会心一击标志
self.critical = false
end
# 过程结束
return true
end
#---------------------------------------------------
# ● 应用特技效果
# user : 特技的使用者 (battler)
# skill : 特技
#---------------------------------------------------
def skill_effect(user, skill)
# 清除会心一击标志
self.critical = false
# 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
# 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# 过程结束
return false
end
# 清除有效标志
effective = false
# 公共事件 ID 是有效的情况下,设置为有效标志
effective |= skill.common_event_id > 0
# 第一命中判定
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
# 命中的情况下
if hit_result == true
# 计算威力
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# 计算倍率
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# 计算基本伤害
self.damage = power * rate / 20
if user.is_a?(Game_Actor) and user.armor4_id > 0
if self.damage < 0
user.ap += -self.damage / 10
else
user.ap += self.damage / 10
end
if user.ap > $data_armors[user.armor4_id].sk_exp or user.ap < 0
user.ap = $data_armors[user.armor4_id].sk_exp
end
end
# 属性修正
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
# 伤害符号正确的情况下
if self.damage > 0
# 防御修正
if self.guarding?
self.damage /= 2
end
end
# 分散
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# 第二命中判定
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
end
# 命中的情况下
if hit_result == true
# 威力 0 以外的物理攻击的情况下
if skill.power != 0 and skill.atk_f > 0
# 状态冲击解除
remove_states_shock
# 设置有效标志
effective = true
end
# HP 的伤害减法运算
last_hp = self.hp
self.hp -= self.damage
if self.is_a?(Game_Actor) # ★ 挨打的时候蓄HP储存条
self.hp_store += [self.damage*75/self.maxhp , 0].max
self.hp_store = [self.hp_store,100].min
end
effective |= self.hp != last_hp
# 状态变化
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
# 威力为 0 的场合
if skill.power == 0
# 伤害设置为空的字串
self.damage = ""
# 状态没有变化的情况下
unless @state_changed
# 伤害设置为 "Miss"
self.damage = "Miss"
end
end
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
end
# 不在战斗中的情况下
unless $game_temp.in_battle
# 伤害设置为 nil
self.damage = nil
end
# 过程结束
return effective
end
end
class Window_Sklb < Window_Base
def initialize(actor)
@actor = actor
super(640-256, 0, 256, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
i = 0
self.contents.clear
a = Color.new(255,255,255,200)
b = Color.new(0,0,0,255)
for j in @actor.svap.keys
if @actor.svap[j] > 0
c_1 = 255 * @actor.svap[j] / $data_armors[j].sk_exp
c = Color.new(255,255-c_1,255,200)
w = 218 * @actor.svap[j] / $data_armors[j].sk_exp
self.contents.font.size = 18
bitmap = RPG::Cache.icon($data_armors[j].icon_name)
self.contents.blt(4, i*46, bitmap, Rect.new(0, 0, 24, 24))
self.contents.fill_rect(0, i*46+32, 220, 10,a)
self.contents.fill_rect(0+1, i*46+1+32, 218, 8,b)
self.contents.fill_rect(0+1, i*46+1+32, w, 8,c)
self.contents.draw_text(4+24, i*46, 128, 32,$data_armors[j].name)
self.contents.draw_text(4+128, i*46, 128, 32,$data_skills[$data_armors[j].sk_id].name)
if @actor.svap[j] >= $data_armors[j].sk_exp
self.contents.draw_text(4+100, i*46+16, 128, 32,"MAX")
else
self.contents.draw_text(4+32, i*46+16, 128, 32,@actor.svap[j].to_s,1)
self.contents.draw_text(4+113, i*46+16, 128, 32,"/")
self.contents.draw_text(4+128, i*46+16, 128, 32,$data_armors[j].sk_exp.to_s)
end
i+=1
end
end
end
end
class Scene_Equip
#---------------------------------------------------
# ● 主处理
#---------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成窗口
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# 关联帮助窗口
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@sklb = Window_Sklb.new(@actor)
@sklb.visible=false
@sklb.z += 5
# 设置光标位置
@right_window.index = @equip_index
refresh
# 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
# 如果画面切换的话的就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@sklb.dispose
end
#---------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#---------------------------------------------------
def update_item
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item = @item_window.item
# 变更装备
if item != nil and item.is_a?(RPG::Armor)
@actor.svap[$data_armors[@actor.armor4_id].id] = @actor.ap
@actor.svap.include?(item.id) ? @actor.ap = @actor.svap[item.id] : @actor.ap = 0
end
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_window.refresh
return
end
end
end
class Scene_Map
alias shensi_update update
def update
shensi_update
for i in 0...$game_party.actors.size
@actor = $game_party.actors[i]
if @actor.armor4_id > 0 and
@actor.ap >= $data_armors[@actor.armor4_id].sk_exp
@actor = $game_party.actors[i]
@actor.learn_skill($data_armors[@actor.armor4_id].sk_id)
end
end
end
end
复制代码
以上是 在下使用的 装备修炼 脚本的代码
在下希望装备后进行修炼技能时 在技能修炼完成后 该装备直接失去 该如何处理呢?求教! dsu_plus_rewardpost_czw
作者:
hcm
时间:
2011-11-23 13:06
在该事件后加更换装备和物品得失的事件。
作者:
ace69
时间:
2011-11-24 01:09
这个的实现是没有事件的 装备了可修炼防具后就会自己开始修炼了
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