Project1
标题:
加入耐久脚本后装备都变独立的但我想减少同样武器3怎么办
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作者:
chd114
时间:
2012-8-29 16:19
标题:
加入耐久脚本后装备都变独立的但我想减少同样武器3怎么办
本帖最后由 chd114 于 2012-8-30 10:25 编辑
$game_party.gain_weapon(3,+$game_variables[71])
复制代码
上面是原来减少武器的脚本,某件武器随即减少71号变量代表的件数,如果不到71号变量件就不执行这段脚本,现在加入耐久脚本后要怎么改
#==============================================================================
# 装备耐久度 测试版
# by 沉影不器,chd114为兼容魔塔样板特意修改
#==============================================================================
#主要更改:
#
# ① 角色的每件装备都是原数据库的克隆品,使每件装备都有唯一id
# ② 角色物品窗口中所有装备单独一格
# ③ 更改了商店中对装备的买卖方式,跳过输入数量,只能一件一件买卖
# ④ 战斗中,打人消耗武器耐久度(非物理攻击的技能不消耗),被打消耗防具耐久度,有一定机率
# ⑤ 装备耐久度降为 0 时即是装备损坏,装备能力消失,可修复
# ⑥ 损坏的装备将在大地图上显示
#------------------------------------------------------------------------------
#使用说明
#
# ① 武器耐久度在[数据库-武器]一栏的武器名称后输入,格式为"武器名,耐久度最大值"
# 例如"铜剑,12"表示铜剑最大耐久度为12
# 防具设定同上
# ② 脚本第28行设定原数据库武器最大id
# 例如:默认数据库里最后一个武器是密斯利尔杖,id是32
# ③ 脚本第29行设定原数据库防具最大id,同上
# ●以上两个常量为必设,须根据您自己的数据库更改,否则出错
# ④ 脚本第30行设定最大耐久度,
# ⑤ 角色初期装备最好没有重复id的装备,比如默认数据库中几个人物都用了铜盾(id:1)
# 这将使几个人物的该铜盾共享一个耐久度
#==============================================================================
module DUR
DATA_WEAPON_SIZE = 10# 原数据库武器最大id
DATA_ARMOR_SIZE = 15 # 原数据库防具最大id
DUR_SET_MAX = 999 # 最大耐久度
end
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
n += (weapon != nil and weapon.dur > 0) ? weapon.str_plus : 0
n += (armor1 != nil and armor1.dur > 0) ? armor1.str_plus : 0
n += (armor2 != nil and armor2.dur > 0) ? armor2.str_plus : 0
n += (armor3 != nil and armor3.dur > 0) ? armor3.str_plus : 0
n += (armor4 != nil and armor4.dur > 0) ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
n += (weapon != nil and weapon.dur > 0) ? weapon.dex_plus : 0
n += (armor1 != nil and armor1.dur > 0) ? armor1.dex_plus : 0
n += (armor2 != nil and armor2.dur > 0) ? armor2.dex_plus : 0
n += (armor3 != nil and armor3.dur > 0) ? armor3.dex_plus : 0
n += (armor4 != nil and armor4.dur > 0) ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
n += (weapon != nil and weapon.dur > 0) ? weapon.agi_plus : 0
n += (armor1 != nil and armor1.dur > 0) ? armor1.agi_plus : 0
n += (armor2 != nil and armor2.dur > 0) ? armor2.agi_plus : 0
n += (armor3 != nil and armor3.dur > 0) ? armor3.agi_plus : 0
n += (armor4 != nil and armor4.dur > 0) ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
n += (weapon != nil and weapon.dur > 0) ? weapon.int_plus : 0
n += (armor1 != nil and armor1.dur > 0) ? armor1.int_plus : 0
n += (armor2 != nil and armor2.dur > 0) ? armor2.int_plus : 0
n += (armor3 != nil and armor3.dur > 0) ? armor3.int_plus : 0
n += (armor4 != nil and armor4.dur > 0) ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return (weapon != nil and weapon.dur > 0) ? weapon.atk : 0
end
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
pdef1 = (weapon != nil and weapon.dur > 0) ? weapon.pdef : 0
pdef2 = (armor1 != nil and armor1.dur > 0) ? armor1.pdef : 0
pdef3 = (armor2 != nil and armor2.dur > 0) ? armor2.pdef : 0
pdef4 = (armor3 != nil and armor3.dur > 0) ? armor3.pdef : 0
pdef5 = (armor4 != nil and armor4.dur > 0) ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
#--------------------------------------------------------------------------
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
mdef1 = (weapon != nil and weapon.dur > 0) ? weapon.mdef : 0
mdef2 = (armor1 != nil and armor1.dur > 0) ? armor1.mdef : 0
mdef3 = (armor2 != nil and armor2.dur > 0) ? armor2.mdef : 0
mdef4 = (armor3 != nil and armor3.dur > 0) ? armor3.mdef : 0
mdef5 = (armor4 != nil and armor4.dur > 0) ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_id]
armor10 = $data_armors[@armor10_id]
armor11 = $data_armors[@armor11_id]
armor12 = $data_armors[@armor12_id]
armor13 = $data_armors[@armor13_id]
eva1 = (armor1 != nil and armor1.dur > 0) ? armor1.eva : 0
eva2 = (armor2 != nil and armor2.dur > 0) ? armor2.eva : 0
eva3 = (armor3 != nil and armor3.dur > 0) ? armor3.eva : 0
eva4 = (armor4 != nil and armor4.dur > 0) ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
end
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
attr_accessor :weapons
attr_accessor :armors
#--------------------------------------------------------------------------
def weapon_number(weapon_id)
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# 以下修改于<<武器攻击力波动>>(灼眼的夏娜)
def gain_weapon(weapon_id, n)
if weapon_id > 0
if n > 0 # 增加武器的情况
n = 1
# 装备栏中使用的武器不处理~
if $scene.is_a?(Scene_Equip)
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
else
new_weapon = $data_weapons[weapon_id].clone
new_weapon.dur_set = $data_weapons[weapon_id].dur_set
new_weapon.dur = $data_weapons[weapon_id].dur_set
new_weapon.id = $data_weapons.size
#数据库扩容
$data_weapons.push(new_weapon)
# 职业可装备武器数组更新~
for i in 1...$data_classes.size
if $data_classes[i].weapon_set.include?(weapon_id)
$data_classes[i].weapon_set.push(new_weapon.id)
end
end
# 增加武器~
@weapons[new_weapon.id] = [[weapon_number(new_weapon.id) + n, 0].max, 99].min
end
else # n < 0 减少武器的情况(未定的情况: n = 0)
n = -1
# 装备栏中卸下的武器不处理~
if $scene.is_a?(Scene_Equip)
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
else
lose_name = $data_weapons[weapon_id].name
dur_min = DUR::DUR_SET_MAX
for i in DUR::DATA_WEAPON_SIZE+1...$data_weapons.size
# 重新确定weapon_id,必定在原武器数据库之外
# 减少同名武器中耐久度最低的
if $data_weapons[i].name == lose_name and $data_weapons[i].dur < dur_min
weapon_id = i
end
end
# 已不存在的不做操作
if weapon_number(weapon_id) <= 0
return
end
# 减少武器
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
# 删除行囊拥有的武器id,后id补进
@weapons.delete(weapon_id)
weapon_keys = @weapons.keys.sort!
for i in weapon_keys
if i > weapon_id
@weapons[i-1] = @weapons[i]
@weapons.delete(i)
end
end
# 更改角色使用中的武器id
for i in
[email protected]
if @actors[i].weapon_id != nil and @actors[i].weapon_id > weapon_id
@actors[i].weapon_id -= 1
end
end
if weapon_id > DUR::DATA_WEAPON_SIZE
# 删除数据库武器id,后补进
for i in weapon_id+1...$data_weapons.size
$data_weapons[i].id -= 1
end
$data_weapons.delete_at(weapon_id)
# 职业可装备武器数组更新
for i in 1...$data_classes.size
if $data_classes[i].weapon_set.include?(weapon_id)
$data_classes[i].weapon_set.delete(weapon_id)
end
for j in $data_classes[i].weapon_set
if j > weapon_id
$data_classes[i].weapon_set.delete(j)
j -= 1
$data_classes[i].weapon_set.push(j)
end
end
end
end
end
end
end
end
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
if armor_id > 0
if n > 0 # 增加防具的情况
n = 1
# 装备栏中使用的防具不处理~
if $scene.is_a?(Scene_Equip)
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
else
new_armor = $data_armors[armor_id].clone
new_armor.dur_set = $data_armors[armor_id].dur_set
new_armor.dur = $data_armors[armor_id].dur_set
new_armor.id = $data_armors.size
#数据库扩容
$data_armors.push(new_armor)
# 职业可装备防具数组更新~
for i in 1...$data_classes.size
if $data_classes[i].armor_set.include?(armor_id)
$data_classes[i].armor_set.push(new_armor.id)
end
end
# 增加防具
@armors[new_armor.id] = [[armor_number(new_armor.id) + n, 0].max, 99].min
end
else # n < 0 减少防具的情况(未定的情况: n = 0)
n = -1
# 装备栏中卸下的防具不处理
if $scene.is_a?(Scene_Equip)
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
else
lose_name = $data_armors[armor_id].name
dur_min = DUR::DUR_SET_MAX
for i in DUR::DATA_ARMOR_SIZE+1...$data_armors.size
# 重新确定armor_id,必定在原防具数据库之外
# 减少同名防具中耐久度最低的
if $data_armors[i].name == lose_name and $data_armors[i].dur < dur_min
armor_id = i
end
end
# 已不存在的不做操作
if armor_number(armor_id) <= 0
return
end
# 减少防具
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
# 删除行囊拥有的防具id,后id补进
@weapons.delete(armor_id)
armor_keys = @armors.keys.sort!
for i in armor_keys
if i > armor_id
@armors[i-1] = @armors[i]
@armors.delete(i)
end
end
# 更改角色使用中的防具id
for i in
[email protected]
if @actors[i].armor1_id != nil and @actors[i].armor1_id > armor_id
@actors[i].armor1_id -= 1
end
if @actors[i].armor2_id != nil and @actors[i].armor2_id > armor_id
@actors[i].armor2_id -= 1
end
if @actors[i].armor3_id != nil and @actors[i].armor3_id > armor_id
@actors[i].armor3_id -= 1
end
if @actors[i].armor4_id != nil and @actors[i].armor4_id > armor_id
@actors[i].armor4_id -= 1
end
end
if armor_id > DUR::DATA_ARMOR_SIZE
# 删除数据库防具id,后补进
for i in armor_id+1...$data_armors.size
$data_armors[i].id -= 1
end
$data_armors.delete_at(armor_id)
# 职业可装备防具数组更新
for i in 1...$data_classes.size
if $data_classes[i].armor_set.include?(armor_id)
$data_classes[i].armor_set.delete(armor_id)
end
for j in $data_classes[i].armor_set
if j > armor_id
$data_classes[i].armor_set.delete(j)
j -= 1
$data_classes[i].armor_set.push(j)
end
end
end
end
end
end
end
end
end
# ===========================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
def update_help
description = ""
if self.item != nil
description = self.item.description
if !self.item.is_a? RPG::Item
dur_set = item.dur_set
dur = item.dur
description = description + " 耐久度: #{dur}/#{dur_set}"
end
end
@help_window.set_text(description)
end
end
# ===========================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
def update_help
description = ""
if self.item != nil
description = self.item.description
dur_set = item.dur_set
dur = item.dur
description = description + " 耐久度: #{dur}/#{dur_set}"
end
@help_window.set_text(description)
end
end
# ===========================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
def update_help
description = ""
if self.item != nil
description = self.item.description
dur_set = item.dur_set
dur = item.dur
description = description + " 耐久度: #{dur}/#{dur_set}"
end
@help_window.set_text(description)
end
end
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
def update_help
description = ""
if self.item != nil
description = self.item.description
if !self.item.is_a? RPG::Item
dur_set = item.dur_set
dur = item.dur
description = description + " 耐久度: #{dur}/#{dur_set}"
end
end
@help_window.set_text(description)
end
end
#==============================================================================
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
def update_help
description = ""
if self.item != nil
description = self.item.description
if !self.item.is_a? RPG::Item
dur_set = item.dur_set
dur = item.dur
description = description + " 耐久度: #{dur}/#{dur_set}"
end
end
@help_window.set_text(description)
end
end
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
alias main_add_dur main
def main
main_add_dur
# 战斗测试的情况下
if $BTEST
battle_test
return
end
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
# 初始化耐久度
for i in 1...$data_weapons.size
$data_weapons[i].dur = $data_weapons[i].dur_set
end
for i in 1...$data_armors.size
$data_armors[i].dur = $data_armors[i].dur_set
end
end
end
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
def update_buy
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
# 窗口状态转向初期模式
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
if number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
if @item.is_a? RPG::Item # 除物品外直接买进1件
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
else
update_number
end
end
end
#--------------------------------------------------------------------------
def update_sell
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
max = number
if @item.is_a? RPG::Item # 除物品外直接卖出1件
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
else
update_number
end
end
end
end
#==============================================================================
class Window_Dur < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0,0,320,480)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
@text_dur_old = [0]
@text_dur = []
refresh
end
#--------------------------------------------------------------------------
def draw_text_dur(index,y)
text = @text_dur[index]
tx = 0
ty = index * 24 + y
self.contents.font.color = normal_color
self.contents.draw_text(tx, ty, 320-32, 24, text)
end
#--------------------------------------------------------------------------
def refresh
# 节省内存
if @text_dur_old == @text_dur
return
end
@text_dur.clear
# 取得空耐久度的装备名
for i in $game_party.actors
if $data_weapons[i.weapon_id] != nil and $data_weapons[i.weapon_id].dur == 0
@text_dur.push(i.name + "-" + $data_weapons[i.weapon_id].name)
end
if $data_armors[i.armor1_id] != nil and $data_armors[i.armor1_id].dur == 0
@text_dur.push(i.name + "-" + $data_armors[i.armor1_id].name)
end
if $data_armors[i.armor2_id] != nil and $data_armors[i.armor2_id].dur == 0
@text_dur.push(i.name + "-" + $data_armors[i.armor2_id].name)
end
if $data_armors[i.armor3_id] != nil and $data_armors[i.armor3_id].dur == 0
@text_dur.push(i.name + "-" + $data_armors[i.armor3_id].name)
end
if $data_armors[i.armor4_id] != nil and $data_armors[i.armor4_id].dur == 0
@text_dur.push(i.name + "-" + $data_armors[i.armor4_id].name)
end
end
@text_dur_old = @text_dur
y = 448 - @text_dur.size * 24
self.contents.clear
self.contents.font.size = 14
if @text_dur != []
self.contents.font.color = Color.new(255, 0, 0) # 红色显示
self.contents.draw_text(0, y - 24, 320 - 32, 24, "装备损坏:")
end
for i in 0... @text_dur.size
draw_text_dur(i,y)
end
self.contents.font.size = Font.default_size
end
end
#↑
#↓
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($data_weapons, file)
Marshal.dump($data_armors, file)
Marshal.dump($data_classes, file)
end
end
#==============================================================================
module RPG
class Weapon
attr_accessor :dur_set
attr_accessor :dur
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def dur_set
dur_set = @name.split(/-/)[1]
return dur_set != nil ? dur_set.to_i : 0
end
end
class Armor
attr_accessor :dur_set
attr_accessor :dur
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def dur_set
dur_set = @name.split(/-/)[1]
return dur_set != nil ? dur_set.to_i : 0
end
end
end
复制代码
另外这个脚本加入后无法正常存档(不是不能存,是存完之后save里面有档位文件,但是却无法读取) dsu_plus_rewardpost_czw
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