Project1
标题:
平时升级脚本的小修改。
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作者:
爆焰
时间:
2013-10-4 17:14
标题:
平时升级脚本的小修改。
本帖最后由 爆焰 于 2013-10-5 17:15 编辑
@myownroc
就是我弄了一个物品,使用后角色会升级,可是这个脚本无法在菜单界面起到作用,请问该怎么做?
这个是在平时升级的提示脚本,不是战斗升级提示。
$不显示升级窗口 = 45
# 以上开关,当打开的时候,获得物品将不会提示,比如默认打开41号开关,获得金钱不再提示
# ————————————————————————————————————
class Interpreter
attr_accessor :parameters
#--------------------------------------------------------------------------
# ● 增减 EXP
#--------------------------------------------------------------------------
def command_315
# 获取操作值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 处理重复
iterate_actor(@parameters[0]) do |actor|
# 记录等级
last_level = actor.level
# 更改角色 EXP
actor.exp += value
# 如果角色升级了的话,显示升级窗口
if actor.level > last_level and $game_switches[$不显示升级窗口] == false
show_level_up_result(actor, last_level)
#############降级、减经验修正 By OCTSJimmy##########################
elsif actor.level < last_level and $game_switches[$不显示升级窗口] == false
show_level_up_result(actor, last_level)
#############降级、减经验修正 By OCTSJimmy##########################
end
end
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 增减等级
#--------------------------------------------------------------------------
def command_316
# 获取操作值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 处理重复
iterate_actor(@parameters[0]) do |actor|
# 记录等级
last_level = actor.level
# 更改角色的等级
actor.level += value
# 如果角色升级了的话,显示升级窗口
if actor.level > last_level and $game_switches[$不显示升级窗口] == false
show_level_up_result(actor, last_level)
#############降级、减经验修正 By OCTSJimmy##########################
elsif actor.level < last_level and $game_switches[$不显示升级窗口] == false
show_level_up_result(actor, last_level)
#############降级、减经验修正 By OCTSJimmy##########################
end
end
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 升级显示处理
#--------------------------------------------------------------------------
def show_level_up_result(actor,last_level)
actor_parameters = actor.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
level_up_window = Window_LevelUpWindow.new actor,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int
level_up_window.visible = true
#############降级、减经验修正 By OCTSJimmy##########################
if actor.level > last_level
skill_learning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
elsif actor.level < last_level
skill_learning_window = Window_ForgetLearning.new(actor.class_id, last_level, actor.level)
end
#############降级、减经验修正 By OCTSJimmy##########################
#——声效,可以自己改
Audio.me_play("Audio/ME/"+"007-Fanfare01")
# 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) or Input.trigger?(Input::B)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
end
class Game_Battler
#--------------------------------------------------------------------------
# ● 一次取得全部旧属性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
maxhp = n
#---------------------------
# maxsp
#---------------------------
n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 9999].min
maxsp = n
#---------------------------
# 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]
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
n = [[n + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
str = n
#---------------------------
# 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]
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
n = [[n + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
dex = n
#---------------------------
# 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]
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
n = [[n + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
agi = n
#---------------------------
# 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]
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
n = [[n + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
int = n
return [maxhp, maxsp, str, dex, agi, int]
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼
# by 桜雅 在土
#——以下3个如果需要修改,直接输入文件名即可
$data_system_level_up_se = "009-Fanfare01" #升级时的音效设置
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME
$data_system_skilllearn_se = "" # 学会特技时播放的声效。
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
# バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(210, 100, 220, 222)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# SEの再生
if $data_system_level_up_se != ""
Audio.se_play($data_system_level_up_se)
end
# MEの再生
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = text_color(6)
self.contents.font.size = 20
self.contents.draw_text(0, 0, 160, 24, actor.name.to_s)
self.contents.font.color = system_color
self.contents.font.size = 18
self.contents.draw_text( 0, 26, 160, 24, "等级")
self.contents.font.size = 18
self.contents.draw_text( 0, 48, 80, 24, $data_system.words.hp)
self.contents.draw_text( 0, 70, 80, 24, $data_system.words.sp)
self.contents.draw_text( 0, 92, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 114, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 136, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 158, 80, 24, $data_system.words.int)
self.contents.draw_text(110, 26, 128, 24, "→")
self.contents.draw_text(110, 48, 128, 24, "→")
self.contents.draw_text(110, 70, 128, 24, "→")
self.contents.draw_text(110, 92, 128, 24, "→")
self.contents.draw_text(110, 114, 128, 24, "→")
self.contents.draw_text(110, 136, 128, 24, "→")
self.contents.draw_text(110, 158, 128, 24, "→")
self.contents.font.color = normal_color
self.contents.draw_text( 60, 26, 88, 24, last_lv.to_s)
self.contents.draw_text( 60, 48, 72, 24, up_hp.to_s)
self.contents.draw_text( 60, 70, 72, 24, up_sp.to_s)
self.contents.draw_text( 60, 92, 72, 24, up_str.to_s)
self.contents.draw_text( 60, 114, 72, 24, up_dex.to_s)
self.contents.draw_text( 60, 136, 72, 24, up_agi.to_s)
self.contents.draw_text( 60, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 145, 26, 128, 24, actor.level.to_s)
self.contents.draw_text( 145, 48, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 145, 70, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 145, 92, 128, 24, actor.str.to_s)
self.contents.draw_text( 145, 114, 128, 24, actor.dex.to_s)
self.contents.draw_text( 145, 136, 128, 24, actor.agi.to_s)
self.contents.draw_text( 145, 158, 128, 24, actor.int.to_s)
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(210, 322, 220, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
@learn_skills = []
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 今回のレベルアップ範囲で習得するスキルの場合
if learn_lv > last_lv and learn_lv <= now_lv
@learn_skills.push $data_skills[
$data_classes[class_id].learnings[i].skill_id].name
end
end
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 各描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,156,24, "学会特技:"+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
return true
end
end
#==============================================================================
# ■ Window_ForgetLearning
#------------------------------------------------------------------------------
# 遗忘特技,用SkillLearning改的 By OCTSJimmy
#==============================================================================
class Window_ForgetLearning < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(210, 322, 220, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
@learn_skills = []
#for i in 0...$data_classes[class_id].learnings.size
for i in $data_classes[class_id].learnings
#learn_lv = $data_classes[class_id].learnings[i].level
learn_lv = i.level
# 今回のレベルアップ範囲で習得するスキルの場合
if learn_lv < last_lv and learn_lv > now_lv
@learn_skills.push $data_skills[i.skill_id].name
#$data_classes[class_id].learnings[i].skill_id].name
end
end
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 各描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,156,24, "遗忘特技:"+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
return true
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
恐惧剑刃
时间:
2013-10-4 17:39
本帖最后由 恋′挂机 于 2013-10-4 17:43 编辑
Scene_Item 167行后
lv = $game_party.actors[@target_window.index].level
if @item.id == 1
$game_party.actors[@target_window.index].exp += 9999
lv_2 = $game_party.actors[@target_window.index].level
end
@target_window.refresh
if lv_2 > lv
w = Window_Base.new(200, 20, 240, 64)
w.opacity = 0;w.contents_opacity = 0
w.z = 9999
w.contents = Bitmap.new(240-32, 64-32)
w.contents.font.color = Color.new(50,
255, 80, 255);tex = "升级拉!~~~"
w.contents.draw_text(4, 0, w.width, 32, tex)
for i in 0..20;Graphics.update;
w.opacity += 10;w.contents_opacity += 10;
w.y += 7;end;
for i in 0..50;Graphics.update;end
for i in 0..20;Graphics.update;w.opacity -=
10;w.contents_opacity -= 10;end;w.dispose
end
复制代码
之前我记得好像给你说过类似的问题,就不多补充了。
使用1号物品,试试看吧
欢迎光临 Project1 (https://rpg.blue/)
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