Project1
标题:
【仿VA任重而道远】仿VA人物属性
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作者:
阿尔西斯的马甲
时间:
2012-1-17 16:18
标题:
【仿VA任重而道远】仿VA人物属性
本帖最后由 阿尔西斯的马甲 于 2012-1-17 16:46 编辑
【仿VA任重道远】属性.7z
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2012-1-17 16:15 上传
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我知道我表达能力不行。对照下原VA银之死神的属性成长和上面范例工程的属性成长,一切都明白了。
另外那个第二个角色的属性成长设置也是辅助第一角色的。
每个角色的下面都要设置个辅助角色
比如说1号角色阿尔西斯
2号角色就一定要是辅助。
3号再来人物。。。这样。
另外2号角色的速度是1号角色角色eva成长。如果不想让1号角色的eva随着等级成长,把2号角色的速度设置成固定1就行了
喵...貌似是用DKRM做的,不过通常RM也能打开并编辑的喵
class Window_Base < Window
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 4
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 5
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
end
end
class Game_Actor
def base_atk
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.atk : 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, 999999].min
end
def base_pdef
n = $data_actors[@actor_id+1].parameters[3, @level].to_i
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+n
end
def base_mdef
n = $data_actors[@actor_id+1].parameters[5, @level].to_i
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+n
end
def base_eva
n = $data_actors[@actor_id+1].parameters[4, @level].to_i
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+n
end
end
复制代码
以上是独立版本。
如果用了这脚本,那么“力量”属性就废了。所有+力量的防具(!!防具!!)都会变成+攻击
如果发现战斗图被挡住。。。那是因为这苯来是在某个操蛋仿原版脚本环境里测试的。
把那个插件脚本放到新XP工程里就没事了。
DKRM我!(此处和谐)!
作者:
忧雪の伤
时间:
2012-1-17 16:22
DKRM是啥……
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