#============================================================================= # 技能等级系统 Ver 2.01 #----------------------------------------------------------------------------- # By:RyanBern #----------------------------------------------------------------------------- # 主要功能: # 开放了技能成长值,角色在连续使用同一个技能若干次后,该技能会变得更加强大 # 值得一提的是,技能的等级和角色的等级没有关系,只和你使用它的频率相关,即 # 使角色等级非常高,如果那个技能一直不用,那么技能不会升级。 # 只有产生了效果的技能才会增加技能的熟练度(EXP),在这里产生效果是指: # 对敌人打出了不为0的伤害/产生状态变化/对同伴有加血作用/ # 也就是说对着一个满血同伴一直加血的话是不会增加EXP的…… # 技能只要满足升级条件立即升级(也就是说在战斗未完成就可以用升级之后的技能) # 如果在菜单中升级,则下次点击 C 键会立即使用新技能 # 技能升级之后原有技能将会消失。 #----------------------------------------------------------------------------- # 使用方法: # 在数据库中定义某技能升级后的技能,方法是在对应的技能说明中的任何位置写: # %sklv[升级后技能ID,升级所需EXP] # 例如:1号技能[治疗]可以升级到2号技能[治疗+],需要10个EXP # %sklv[2,10] <-注意不要写多余的空格 # 更新记录: # v2.01 --- 修复了菜单不能使用技能的问题;修复了菜单使用技能时升级的问题 #============================================================================= module RB # 使用一次技能之后获得的熟练度(EXP) BASE_SKILL_EXP = 1 # 升级技能后播放的 SE SKILL_UP_SE = "Audio/SE/105-Heal01" # 显示升级窗口对应的开关:打开该序号开关则升级时不会显示升级窗口 NO_SKILL_UP_WINDOW = 11 end class RPG::Skill Regex_Skill = /%sklv\[(\d+),(\d+)\]/i alias rb_description_20141219 description def description text = rb_description_20141219 return text.gsub(Regex_Skill, "") end def exp_next text = rb_description_20141219 Regex_Skill =~ text return $2.to_i || 0 end def skill_next text = rb_description_20141219 Regex_Skill =~ text return $1.to_i || 0 end end class Game_Temp attr_accessor :skill_level_up end class Game_Battler alias rb_skill_effect_20141219 skill_effect def skill_effect(user, skill) effective = rb_skill_effect_20141219(user, skill) if skill.skill_next != 0 && user.is_a?(Game_Actor) user.gain_skill_exp(skill.id, RB::BASE_SKILL_EXP) if effective end return effective end end class Game_Actor < Game_Battler alias rb_initialize_20141219 initialize def initialize(actor_id) @skills_exp = {} rb_initialize_20141219(actor_id) end #-------------------------------------------------------------------------- # ● 增加技能经验 # skill_id : 特技 ID # value : 获取值 #-------------------------------------------------------------------------- def gain_skill_exp(skill_id, value) unless skill_learn?(skill_id) return end @skills_exp ||= {} if @skills_exp[skill_id] == nil @skills_exp[skill_id] = 0 end @skills_exp[skill_id] += value # 满足条件就升级技能 upgrade_skill(skill_id) end #-------------------------------------------------------------------------- # ● 获取技能经验数值 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_exp(skill_id) return @skills_exp[skill_id] == nil ? 0 : @skills_exp[skill_id] end #-------------------------------------------------------------------------- # ● 遗忘特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- alias rb_forget_skill_20141219 forget_skill def forget_skill(skill_id) rb_forget_skill_20141219(skill_id) @skills_exp ||= {} @skills_exp.delete(skill_id) end #-------------------------------------------------------------------------- # ● 升级特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def upgrade_skill(skill_id) skill_next = $data_skills[skill_id].skill_next exp_next = $data_skills[skill_id].exp_next # 技能的下一级别存在的情况下 if $data_skills[skill_id] != nil # 当前经验高于升级所需经验 if self.skill_exp(skill_id) >= exp_next # 设置技能升级标志 $game_temp.skill_level_up = true # 遗忘上一级别的技能 forget_skill(skill_id) # 显示窗口 unless $game_switches[RB::NO_SKILL_UP_WINDOW] Audio.se_play(RB::SKILL_UP_SE, 80, 100) if RB::SKILL_UP_SE != "" show_skill_up_result(skill_id, skill_next) end # 学习新特技 learn_skill(skill_next) end end end #-------------------------------------------------------------------------- # ● 升级显示处理 #-------------------------------------------------------------------------- def show_skill_up_result(skill_id, skill_next) skill_learning_window = Window_SkillUpgrade.new(skill_id, skill_next) # 循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 按下C就关闭窗口 if Input.trigger?(Input::C) skill_learning_window.visible = false break end end skill_learning_window.dispose end end class Window_SkillUpgrade < Window_Base def initialize(skill_id, new_skill_id) super(0, 0, 32, 96) self.contents = Bitmap.new(1, 1) self.visible = false self.back_opacity = 160 # 防止被对话框遮住 self.z = 9999 @old_skill = $data_skills[skill_id] @new_skill = $data_skills[new_skill_id] refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh text1 = @old_skill.name + " 升级为:" text2 = @new_skill.name w1 = self.contents.text_size(text1).width w2 = self.contents.text_size(text2).width self.contents = Bitmap.new([w1, w2].max + 28, 64) self.width = [w1, w2].max + 28 + 32 self.x = 320 - width / 2 self.y = 240 - height / 2 # 各描写 self.contents.clear bitmap1 = RPG::Cache.icon(@old_skill.icon_name) bitmap2 = RPG::Cache.icon(@new_skill.icon_name) self.contents.blt(4, 4, bitmap1, Rect.new(0,0,24,24)) self.contents.blt(4, 36, bitmap2, Rect.new(0,0,24,24)) self.contents.draw_text(28, 0, contents.width - 28, 32, text1) self.contents.draw_text(28, 32, contents.width - 28, 32, text2) self.visible = true end end class Window_Skill < Window_Selectable def update_help if self.skill == nil text = "" else text_append = self.skill.skill_next == 0 ? "" \ : sprintf("Exp:%d/%d", @actor.skill_exp(self.skill.id), self.skill.exp_next) text = self.skill.description + text_append end @help_window.set_text(text) end end class Scene_Skill alias rb_update_target_20170530 update_target def update_target if $game_temp.skill_level_up $game_temp.skill_level_up = false @skill = $data_skills[@skill.skill_next] || @skill @skill_window.refresh end rb_update_target_20170530 end end
guoyq1988 发表于 2013-9-22 13:29
用的是第2个脚本
第213行是
@skill = $data_skills[@active_battler.current_action.skill_id]
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范例
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