Project1
标题:
[纯脚本]让某个角色的等级超过99,其他角色不变
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作者:
876加几
时间:
2013-8-31 17:19
标题:
[纯脚本]让某个角色的等级超过99,其他角色不变
本帖最后由 876加几 于 2013-8-31 17:21 编辑
这可是要脚本+事件完成的。
首先,等级破限脚本。
#==============================================================================
# 本脚本来自http://www.66rpg.com/,使用和转载请保留此信息
#==============================================================================
#以下可根据需要修改
BASE_FINAL_LEVEL = 120 #等级上限
MAXHP_LIMIT = 9999 #HP上限
MAXSP_LIMIT = 9999 #SP上限
STR_LIMIT = 999 #力量上限
DEX_LIMIT = 999 #灵巧上限
AGI_LIMIT = 999 #敏捷上限
INT_LIMIT = 999 #智力上限
#以上可根据需要修改
class Game_Actor < Game_Battler
def new_final_level
lv = BASE_FINAL_LEVEL
#以下上限LV个别指定用
#case self.id
#when 1
# lv = 255
#when 2
# lv = 999
#when 8
# lv = 15600
#end
return lv
end
#--------------------------------------------------------------------------
# ● EXP 计算
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list = Array.new(new_final_level + 2)
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..new_final_level + 1
if i > new_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
#--------------------------------------------------------------------------
# ● MaxHP の取得
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, MAXHP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = $data_actors[@actor_id].parameters[0, 1]
n += $data_actors[@actor_id].parameters[0, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本 MaxSP の取得
#--------------------------------------------------------------------------
def base_maxsp
n = $data_actors[@actor_id].parameters[1, 1]
n += $data_actors[@actor_id].parameters[1, 2] * @level
return n
end
#--------------------------------------------------------------------------
# ● 基本腕力の取得
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, 1]
n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本器用さの取得
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, 1]
n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本素早さの取得
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, 1]
n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 基本魔力の取得
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, 1]
n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
end
#--------------------------------------------------------------------------
# ● EXP の変更
# exp : 新しい EXP
#--------------------------------------------------------------------------
def exp=(exp)
# ★EXPの上限チェックを解除
[url=home.php?mod=space&uid=13302]@exp[/url] = [exp, 0].max
# レベルアップ
while [url=home.php?mod=space&uid=13302]@exp[/url] >= @exp_list[@level+1] and @exp_list[@level+1] > 0
[url=home.php?mod=space&uid=22147]@level[/url] += 1
# スキル习得
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# レベルダウン
while @exp < @exp_list[@level]
[url=home.php?mod=space&uid=22147]@level[/url] -= 1
end
# 现在の HP と SP が最大値を超えていたら修正
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● レベルの変更
# level : 新しいレベル
#--------------------------------------------------------------------------
def level=(level)
# 上下限チェック
# ★LV上限をnew_final_levelでチェックするように変更
level = [[level, new_final_level].min, 1].max
# EXP を変更
self.exp = @exp_list[level]
end
end
class Game_Battler
#--------------------------------------------------------------------------
# ● MaxSP の取得
#--------------------------------------------------------------------------
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, MAXSP_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 腕力の取得
#--------------------------------------------------------------------------
def str
n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, STR_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 器用さの取得
#--------------------------------------------------------------------------
def dex
n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, DEX_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 素早さの取得
#--------------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, AGI_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● 魔力の取得
#--------------------------------------------------------------------------
def int
n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, INT_LIMIT].min
return n
end
#--------------------------------------------------------------------------
# ● MaxHP の设定
# maxhp : 新しい MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● MaxSP の设定
# maxsp : 新しい MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 腕力の设定
# str : 新しい腕力
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 器用さの设定
# dex : 新しい器用さ
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 素早さの设定
# agi : 新しい素早さ
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
end
#--------------------------------------------------------------------------
# ● 魔力の设定
# int : 新しい魔力
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
end
end
#==============================================================================
# 本脚本来自http://www.66rpg.com/,使用和转载请保留此信息
#==============================================================================
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难道设置完了?NO!
打开数据库>公共事件,设置一个并行处理事件,需要的开关游戏开始就要打开!!!
好了,有两种方法:
如果等级想超过99的角色在第一个或最后一个,就可以简化。(假如有八个主角)
最前面:
for i in 2...8
if $game_actors[i].level > 99
$game_actors[i].level = 99
end
end
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最后面:
for i in 1...7
if $game_actors[i].level > 99
$game_actors[i].level = 99
end
end
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(注意:用for i in XXX的方法只适用于特殊角色在最前面或最后面)
还有一种是硬编码,这个位置无限制。
if $game_actors[1].level > 99
$game_actors[1].level = 99
end
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以此类推下去。
有Bug回帖诉说。
作者:
无脑之人
时间:
2013-8-31 17:22
这个……啊……槽点略多……
作者:
恐惧剑刃
时间:
2013-8-31 17:25
额数据库中不是有角色最终等级设置么
来水的(不会真扣我分吧)。。
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