Project1
标题:
词缀问题
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作者:
jqkice1
时间:
2013-11-6 17:27
标题:
词缀问题
本帖最后由 jqkice1 于 2013-11-6 17:29 编辑
关于沉影不器的随机属性脚本,里面的词缀,属性过多的话,词缀也很长,如果有6条属性,显示是锋利落英灵猴卓绝精准幻影的匕首,看上去怪怪的,能不能只显示属性值加成最大的前两条词缀,比如锋利卓绝的匕首,最好是把属性显示选择设置成选择权重、价值之类的,因为攻击力增加要比攻击力百分比增加的数值大很多,比如攻击力增加的是31(词缀:锋利),攻击百分比增加30%(词缀:战神),那么显示锋利的匕首而不是战神的匕首。请大家帮看看怎么改?脚本如下:
#==============================================================================
# 复杂装备系统之随机属性 by 沉影不器
# protosssonny修改版
#------------------------------------------------------------------------------
# 说明: 让装备类似暗黑那样附加随机属性,目前有17种属性元素可供组合,允许按
# 能力百分比加成.
#
# 附加属性的名称允许多个(按能力从小大到排列),用英文逗号隔开,自动按
# 附加能力大小选择词缀
#
# 极品爆率不影响物品掉落机率,而是指掉落的物品带附加属性的机率
#
# 获得随机属性装备的方法:
# 事件脚本中输入 get_weapon(母版武器id, 数量, 附加属性1, 附加属性2...)
# 或者直接指定附加属性数 get_weapon(母版武器id, 数量, 附加属性数)
# 将随机生成指定附加属性数的装备
# 获得防具方法是 get_armor() 参数含义同上
#
# 获得普通装备的方法:
# 事件脚本中输入 get_weapon(母版武器id, 数量)
# 获得防具方法是 get_armor() 参数含义同上
#==============================================================================
# 参数设定
#==============================================================================
module Game_Equip
## 最大附加属性数
GiftMax = 8
## 附加属性影响价格基数
GiftPrice = 10
## 极品爆率最低值和最高值(0到100)
Equip_Chance = [95, 100]
## 附加属性各参数:
## name 添加到装备前的修饰词
## max 该属性最大值
## weight 权重(最大值的权重,用于计算价值,用于计算颜色也行)
## percent 是否按百分比计算
Gift = Struct.new(:name, :max, :weight, :percent)
Gifts = [
# 攻击
Gift.new("闪亮,锋利,战神", 120, 40, false),
Gift.new("残忍", 50, 40, true),
# 防御
Gift.new("厚重", 30, 40, false),
Gift.new("结实", 30, 40, true),
# 精神
Gift.new("光荣,卓见,卓绝", 120, 40, false),
Gift.new("祝福", 30, 40, true),
# 敏捷
Gift.new("敏捷", 120, 40, false),
Gift.new("灵巧", 30, 40, true),
# hp
Gift.new("落英", 240, 40, false),
Gift.new("武士", 30, 40, true),
# mp
Gift.new("神灵", 240, 40, false),
Gift.new("圣者", 30, 40, true),
# 命中
Gift.new("精确", 15, 40,false),
# 闪避
Gift.new("幻影", 15, 40, false),
# 暴击
Gift.new("暴击", 15, 40, false),
# 所有主要属性,最多+20%
Gift.new("贪婪", 20, 40, true),
# 经验 ###(待定)
Gift.new("", 30, 40, true)
]
end
#==============================================================================
# ■ Game_Equip 自定义装备模块
#==============================================================================
module Game_Equip
#--------------------------------------------------------------------------
# ● 物品(装备)重生
# item: 物品
# *gift: 附加属性(留空表示无属性,数字表示指定数量随机属性)
#--------------------------------------------------------------------------
def self.reini(item, *gift)
return if item.nil?
result = item.clone
gifts = *gift
gifts.flatten! if gifts.is_a? Array
case result
when RPG::Weapon
result.inidur
result.base_id = result.id
result.id = $data_weapons.size
when RPG::Armor
result.inidur
result.base_id = result.id
result.id = $data_armors.size
end
## 附加属性为空或指定为(0)时,直接返回母版
return self.result(result) if gifts.nil? or gifts == 0
## 指定附加属性数量时
if gifts.is_a? Integer
## 控制数量
num = [gifts, GiftMax].min
gifts = []
## 随机生成指定数量的附加属性
rd = []
rd_1 = []
if item.is_a?(RPG::Weapon)
rd_1 = different_rand(PA::WEAPON_E.size - 1, num)
for i in 0...num
rd << PA::WEAPON_E[rd_1[i]]
end
end
if item.is_a?(RPG::Armor)
case item.kind
when 0
rd_1 = different_rand(PA::SHIELD_E.size - 1, num)
for i in 0...num
rd << PA::SHIELD_E[rd_1[i]]
end
when 1
rd_1 = different_rand(PA::HELMET_E.size - 1, num)
for i in 0...num
rd << PA::HELMET_E[rd_1[i]]
end
when 2
rd_1 = different_rand(PA::CLOTHE_E.size - 1, num)
for i in 0...num
rd << PA::CLOTHE_E[rd_1[i]]
end
when 3
rd_1 = different_rand(PA::JEWELRY_E.size - 1, num)
for i in 0...num
rd << PA::JEWELRY_E[rd_1[i]]
end
when 4
rd_1 = different_rand(PA::SHOES_E.size - 1, num)
for i in 0...num
rd << PA::SHOES_E[rd_1[i]]
end
end
end
rd.each{|n| gifts.push Game_Gift.new(n)}
end
gifts = [gifts].flatten
return self.result(result) if gifts.empty?
## 处理数据
result.gifts = gifts
name = ""#gift.name
price = 0
for gift in gifts
name += gift.name
price += gift.weight * GiftPrice
end
## 设定名称
result.name = name + ' ' + result.name
## 设定价格
result.price += price.round
## 设定颜色
case gifts.size
when 1
result.text_color = 12
when 2
result.text_color = 29#
when 3
result.text_color = 17
when 4
result.text_color = 20
when 5
result.text_color = 26
when 6
result.text_color = 31
end
return self.result(result)
end
#--------------------------------------------------------------------------
# ● 返回结果
# item: 物品
#--------------------------------------------------------------------------
def self.result(item)
case item
when RPG::Item
when RPG::Weapon
item.id = $data_weapons.size
$data_weapons << item
when RPG::Armor
item.id = $data_armors.size
$data_armors << item
end
return item
end
#--------------------------------------------------------------------------
# ● 物品(装备)重生
# item_id: 物品id
# type: 类型
# *gift: 附加属性(留空表示无属性,数字表示指定数量随机属性)
#--------------------------------------------------------------------------
def self.reini_id(item_id, type, *gift)
## 排除装备id为零的情况
return 0 if item_id == 0
case type
when 0
item = $base_weapons[item_id]
item.base_id = item_id
when 1
item = $base_armors[item_id]
item.base_id = item_id
end
return self.reini(item, *gift).id
end
end
#==============================================================================
# ■ Game_Gift 装备附加能力
#==============================================================================
class Game_Gift
include Game_Equip
#--------------------------------------------------------------------------
# ● 读取口
#--------------------------------------------------------------------------
attr_reader :type
attr_reader :value
attr_reader :name
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(type = nil, value = nil)
get_type(type)
get_value(value)
get_name
end
#--------------------------------------------------------------------------
# ● 获取属性
#--------------------------------------------------------------------------
def get_type(type)
unless type.nil? or type > Gifts.size or type < 0
@type = type
else
@type = rand(Gifts.size - 1)
end
end
#--------------------------------------------------------------------------
# ● 获取品质值
#--------------------------------------------------------------------------
def get_value(value)
unless value.nil? or value.abs > max
@value = value
else
a = $game_variables[3]+rand(1 + $game_variables[4])
@value = max * a / 100
@value = 1 if @value == 0
@value = max if @value >= max
end
end
#--------------------------------------------------------------------------
# ● 获取名称
#--------------------------------------------------------------------------
def get_name
names = Gifts[@type].name.split(/,/)
n = (@value.abs-1)/(max.to_f/names.size)
@name = names[n.truncate]
end
#--------------------------------------------------------------------------
# ● 获取最大值
#--------------------------------------------------------------------------
def max
return Gifts[@type].max
end
#--------------------------------------------------------------------------
# ● 获取权重
#--------------------------------------------------------------------------
def weight
return @value > 0 ? @value / max.to_f * Gifts[@type].weight : 0
end
#--------------------------------------------------------------------------
# ● 获取是否百分比
#--------------------------------------------------------------------------
def percent
return Gifts[@type].percent
end
#--------------------------------------------------------------------------
# ● 攻击力
#--------------------------------------------------------------------------
def atk(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 0 and @type != 1
if percent
return $game_actors[actor_id].self_atk * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 防御力
#--------------------------------------------------------------------------
def def(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 2 and @type != 3
if percent
return $game_actors[actor_id].self_def * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 精神
#--------------------------------------------------------------------------
def spi(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 4 and @type != 5
if percent
return $game_actors[actor_id].self_spi * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 敏捷
#--------------------------------------------------------------------------
def agi(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 6 and @type != 7
if percent
return $game_actors[actor_id].self_agi * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● maxhp
#--------------------------------------------------------------------------
def maxhp(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 8 and @type != 9
if percent
return $game_actors[actor_id].self_maxhp * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● maxmp
#--------------------------------------------------------------------------
def maxmp(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 10 and @type != 11
if percent
return $game_actors[actor_id].self_maxmp * @value / 100
else
return @value
end
end
#--------------------------------------------------------------------------
# ● 命中
#--------------------------------------------------------------------------
def hit
# 数据类型不符时返回
return 0 if @type != 12
return @value
end
#--------------------------------------------------------------------------
# ● 闪避
#--------------------------------------------------------------------------
def eva
# 数据类型不符时返回
return 0 if @type != 13
return @value
end
#--------------------------------------------------------------------------
# ● 暴击
#--------------------------------------------------------------------------
def cri
# 数据类型不符时返回
return 0 if @type != 14
return @value
end
#--------------------------------------------------------------------------
# ● 所有主要属性
#--------------------------------------------------------------------------
def all_atribute(actor_id)
# 无角色信息时返回
return 0 unless actor_id
# 数据类型不符时返回
return 0 if @type != 15
return @value
end
#--------------------------------------------------------------------------
# ● 抗魔性
#--------------------------------------------------------------------------
def mdf
# 数据类型不符时返回
return 0 #if @type != 16
#return @value
end
#--------------------------------------------------------------------------
# ● 经验(百分比)(舍弃本属性)
#--------------------------------------------------------------------------
def exp
# 数据类型不符时返回
return 0 if @type != 16
return @value
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)(舍弃本属性)
#--------------------------------------------------------------------------
def equip_chance
# 数据类型不符时返回
return 0 #if @type != 16
#return @value
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
module RPG
class BaseItem
## 颜色
attr_accessor :text_color
end
end
#==============================================================================
# ■ RPG::Weapon
#==============================================================================
module RPG
class Weapon < BaseItem
#------------------------------------------------------------------------
# 附加属性
#------------------------------------------------------------------------
attr_accessor :base_id
attr_accessor :actor_id
attr_accessor :gifts
#------------------------------------------------------------------------
# 装备基本属性定义
#------------------------------------------------------------------------
def base_atk
return @atk
end
def base_def
return @def
end
def base_spi
return @spi
end
def base_agi
return @agi
end
#------------------------------------------------------------------------
# 攻击力(合)
#------------------------------------------------------------------------
def atk
n = @atk
[url=home.php?mod=space&uid=322055]@gifts[/url] = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.atk(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 防御力(合)
#------------------------------------------------------------------------
def def
n = @def
[url=home.php?mod=space&uid=322055]@gifts[/url] = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.def(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 魔力(合)
#------------------------------------------------------------------------
def spi
n = @spi
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.spi(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 敏捷(合)
#------------------------------------------------------------------------
def agi
n = @agi
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.agi(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 最大hp(合)
#------------------------------------------------------------------------
def maxhp
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.maxhp(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 最大mp(合)
#------------------------------------------------------------------------
def maxmp
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.maxmp(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 命中率(合)
#------------------------------------------------------------------------
def hit
n = @hit
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.hit end
n = 100 if n > 100
end
return n
end
#------------------------------------------------------------------------
# 闪避率(合)
#------------------------------------------------------------------------
def eva
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.eva end
n = 100 if n > 100
end
return n
end
#------------------------------------------------------------------------
# 暴击率(合)
#------------------------------------------------------------------------
def cri
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.cri end
n = 100 if n > 100
end
return n
end
#--------------------------------------------------------------------------
# ● 经验(百分比)(已舍弃不用)
#--------------------------------------------------------------------------
def exp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.exp end
return n
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)(已舍弃不用)
#--------------------------------------------------------------------------
def equip_chance
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.equip_chance end
return n
end
end
end
#==============================================================================
# ■ RPG::Armor
#==============================================================================
module RPG
class Armor < BaseItem
#------------------------------------------------------------------------
# 附加属性
#------------------------------------------------------------------------
attr_accessor :base_id
attr_accessor :actor_id
attr_accessor :gifts
#------------------------------------------------------------------------
# 装备基本属性定义
#------------------------------------------------------------------------
def base_atk
return @atk
end
def base_def
return @def
end
def base_spi
return @spi
end
def base_agi
return @agi
end
#------------------------------------------------------------------------
# 攻击力(合)
#------------------------------------------------------------------------
def atk
n = @atk
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.atk(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 防御力(合)
#------------------------------------------------------------------------
def def
n = @def
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.def(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 魔力(合)
#------------------------------------------------------------------------
def spi
n = @spi
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.spi(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 敏捷(合)
#------------------------------------------------------------------------
def agi
n = @agi
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.agi(actor_id) end
for g in @gifts.compact do n += g.all_atribute(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 最大hp(合)
#------------------------------------------------------------------------
def maxhp
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.maxhp(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 最大mp(合)
#------------------------------------------------------------------------
def maxmp
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.maxmp(actor_id) end
end
return n
end
#------------------------------------------------------------------------
# 命中率(合)
#------------------------------------------------------------------------
def hit
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.hit end
end
n = 100 if n > 100
return n
end
#------------------------------------------------------------------------
# 闪避率(合)
#------------------------------------------------------------------------
def eva
n = @eva
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.eva end
end
n = 100 if n > 100
return n
end
#------------------------------------------------------------------------
# 暴击率(合)
#------------------------------------------------------------------------
def cri
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.cri end
end
n = 100 if n > 100
return n
end
#------------------------------------------------------------------------
# 抗魔性(合)
#------------------------------------------------------------------------
def mdf
n = 0
@gifts = [] if @gifts.nil?
@dur = self.read_note('耐久度').to_i if @dur.nil?
if @dur > 0
for g in @gifts.compact do n += g.mdf end
end
return n
end
#--------------------------------------------------------------------------
# ● 经验(百分比)(已舍弃不用)
#--------------------------------------------------------------------------
def exp
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.exp end
return n
end
#--------------------------------------------------------------------------
# ● 高级装备暴率(百分比)(已舍弃不用)
#--------------------------------------------------------------------------
def equip_chance
n = 0
@gifts = [] if @gifts.nil?
for g in @gifts.compact do n += g.equip_chance end
return n
end
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 基本 MaxHP の取得
#--------------------------------------------------------------------------
def base_maxhp
n = actor.parameters[0, @level]
for item in equips.compact do n += item.maxhp if item.dur > 0 end
return n
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxMP
#--------------------------------------------------------------------------
def base_maxmp
n = actor.parameters[1, @level]
for item in equips.compact do n += item.maxmp if item.dur > 0 end
return n
end
#--------------------------------------------------------------------------
# ● 获取自身 MaxHP
#--------------------------------------------------------------------------
def self_maxhp
return actor.parameters[0, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身 MaxMP
#--------------------------------------------------------------------------
def self_maxmp
return actor.parameters[1, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身攻击力
#--------------------------------------------------------------------------
def self_atk
return actor.parameters[2, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身防御力
#--------------------------------------------------------------------------
def self_def
return actor.parameters[3, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身精神力
#--------------------------------------------------------------------------
def self_spi
return actor.parameters[4, @level]
end
#--------------------------------------------------------------------------
# ● 获取自身敏捷性
#--------------------------------------------------------------------------
def self_agi
return actor.parameters[5, @level]
end
#--------------------------------------------------------------------------
# ● 获取命中率
#--------------------------------------------------------------------------
def hit
n = 80
for e in equips.compact do n += e.hit if e.dur > 0 end
n = 100 if n > 100
return n
end
#--------------------------------------------------------------------------
# ● 获取回避率
#--------------------------------------------------------------------------
def eva
n = 5
for e in equips.compact do n += e.eva if e.dur > 0 end
n = 100 if n > 100
return n
end
#--------------------------------------------------------------------------
# ● 获取会心一击概率
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for e in equips.compact do n += e.cri if e.dur > 0 end
n = 100 if n > 100
return n
end
#--------------------------------------------------------------------------
# ● 获取抗魔性(等于(魔力+防御)的20分之1)
#--------------------------------------------------------------------------
def mdf
mdf = (self.spi + self.def) / 20
for e in equips.compact do mdf += equip.mdf if e.dur > 0 end
return mdf
end
#--------------------------------------------------------------------------
# ● 获取更多经验值(已舍弃不用)
#--------------------------------------------------------------------------
def exp_added
exp = 100
for equip in equips.compact
exp += equip.exp
end
return exp
end
#--------------------------------------------------------------------------
# ● 获取高级物品暴率(已舍弃不用)
#--------------------------------------------------------------------------
def equip_chance
equip_chance = 0
for equip in equips.compact
equip_chance += equip.equip_chance
end
return equip_chance
end
#--------------------------------------------------------------------------
# ● 获得经验值 (考虑到附加经验值)(舍弃不用)
# exp : 经验值增加量
# show : 显示升级标志
#--------------------------------------------------------------------------
#~ def gain_exp(exp, show)
#~ change_exp([url=home.php?mod=space&uid=13302]@exp[/url] + exp * exp_added, show)
#~ end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 初始化对象
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
@last_skill_id = 0
end
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_index = actor.character_index
@face_name = actor.face_name
@face_index = actor.face_index
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
[url=home.php?mod=space&uid=22147]@level[/url] = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
[url=home.php?mod=space&uid=13302]@exp[/url] = @exp_list[@level]
@skills = []
for i in self.class.learnings
learn_skill(i.skill_id) if i.level <= @level
end
clear_extra_values
recover_all
## 生成新装备id
reset_equip_id
end
#--------------------------------------------------------------------------
# ● 装备重设
#--------------------------------------------------------------------------
def reset_equip_id
@weapon_id = Game_Equip.reini_id(@weapon_id, 0)
@armor1_id = Game_Equip.reini_id(@armor1_id, two_hands_legal? ? 0 : 1)
@armor2_id = Game_Equip.reini_id(@armor2_id, 1)
@armor3_id = Game_Equip.reini_id(@armor3_id, 1)
@armor4_id = Game_Equip.reini_id(@armor4_id, 1)
end
#--------------------------------------------------------------------------
# ● 判断是否可以装备
# item : 物品
# base : 是否读取母版数据
#--------------------------------------------------------------------------
def equippable?(item, base = true)
return false if item.nil?
return false if self.level < item.read_note('装备等级').to_i
id = base ? item.base_id : item.id
if item.is_a?(RPG::Weapon)
return self.class.weapon_set.include?(id)
elsif item.is_a?(RPG::Armor)
return false if two_swords_style and item.kind == 0
return self.class.armor_set.include?(id)
end
return false
end
#--------------------------------------------------------------------------
# ● 更改装备 (指定对象)
# equip_type : 装备部位 (0..4)
# item : 武器 or 防具 (nil 为解除装备)
# test : 测试标志 (战斗测试、以及装备画面的临时装备)
#--------------------------------------------------------------------------
def change_equip(equip_type, item, test = false)
last_item = equips[equip_type]
unless test
return if $game_party.item_number(item) == 0 if item != nil
$game_party.gain_item(last_item, 1)
$game_party.lose_item(item, 1)
last_item.actor_id = nil unless last_item.nil?
end
item_id = item == nil ? 0 : item.id
case equip_type
when 0 # 武器
@weapon_id = item_id
unless two_hands_legal? # 违反双手拿取的情况下
change_equip(1, nil, test) # 解除反手的装备
end
when 1 # 盾
@armor1_id = item_id
unless two_hands_legal? # 违反双手拿取的情况下
change_equip(0, nil, test) # 解除反手的装备
end
when 2 # 头
@armor2_id = item_id
when 3 # 身体
@armor3_id = item_id
when 4 # 装饰品
@armor4_id = item_id
end
item.actor_id = self.id unless item.nil?
end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● 判断持有的空属性的武器
# item : 物品
#--------------------------------------------------------------------------
def has_weapon_no_gifts?(item)
for i in items
if i.is_a?(RPG::Weapon)
if i.gifts == nil or i.gifts == []
return true if i.base_id == item.id
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 判断持有的空属性的防具
# item : 物品
#--------------------------------------------------------------------------
def has_armor_no_gifts?(item)
for i in items
if i.is_a?(RPG::Armor)
if i.gifts == nil or i.gifts == []
return true if i.base_id == item.id
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 判断持有的武器,防止武器防具判断混淆
# item : 物品
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def has_weapon_by_base_id?(item, include_equip = false)
for i in items
if i.is_a?(RPG::Weapon)
return true if i.base_id == item.id
end
end
if include_equip
for actor in members
for e in actor.equips
if e.is_a?(RPG::Weapon)
return true if e.base_id == item.id
end
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 判断持有的防具,防止武器防具判断混淆
# item : 物品
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def has_armor_by_base_id?(item, include_equip = false)
for i in items
if i.is_a?(RPG::Armor)
return true if i.base_id == item.id
end
end
if include_equip
for actor in members
for e in actor.equips
if e.is_a?(RPG::Armor)
return true if e.base_id == item.id
end
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 判断持有的武器数量,可以用$game_party.weapon_num($base_weapons[301])判断301号防具的数量
# item : 物品
#--------------------------------------------------------------------------
def weapon_num(item)
num = 0
for i in items
if i.is_a?(RPG::Weapon)
if i.base_id == item.id
num +=1
end
end
end
return num
end
#--------------------------------------------------------------------------
# ● 判断持有的防具数量
# item : 物品
#--------------------------------------------------------------------------
def armor_num(item)
num = 0
for i in items
if i.is_a?(RPG::Armor)
if i.base_id == item.id
num +=1
end
end
end
return num
end
#--------------------------------------------------------------------------
# ● 获得物品
# item : 物品
# n : 个数
#--------------------------------------------------------------------------
def gain_reini(item, n, include_equip = false, *gift)
if n < 0
lose_item(item, -n, include_equip = false)
else
case item
when RPG::Item
number = item_number(item)
@items[item.id] = [[number + n, 0].max, 9999].min
when RPG::Weapon
j = 1
for i in 0...n
while @item[j] != 0
break if @item[j] == nil
j += 1
end
@item[j] = item
@weapon[j] = a = Game_Equip.reini(item, *gift)
@weapon[j].gifts = [] if @weapon[j].gifts == nil
@weapons[a.id] = 1
end
when RPG::Armor
j = 1
for i in 0...n
while @item[j] != 0
break if @item[j] == nil
j += 1
end
@item[j] = item
@armor[j] = a = Game_Equip.reini(item, *gift)
@armor[j].gifts = [] if @armor[j].gifts == nil
@armors[a.id] = 1
end
end
end
end
#--------------------------------------------------------------------------
# ● 减少物品 (减少),商店卖武器防具调用
# item : 物品
# n : 个数
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def lose_reini(item, n, include_equip = false )
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number - n, 0].max, 9999].min
when RPG::Weapon
@weapons[item.id] = [[number - n, 0].max, 9999].min
when RPG::Armor
@armors[item.id] = [[number - n, 0].max, 9999].min
end
n -= number
if include_equip and n > 0
for actor in members
while n > 0 and actor.equips.include?(item)
actor.discard_equip(item)
n -= 1
end
end
end
end
#--------------------------------------------------------------------------
# ● 减少物品 (减少),为了不与商店卖东西冲突
# item : 物品
# n : 个数
# include_equip : 包括装备品
# type : 全部丢失时要添丢失的装备种类,1、2、3分别对应物品、武器和防具
# all_lose :全部丢失
#--------------------------------------------------------------------------
def weapon_armor_lose_reini(item, n, include_equip = false, type = nil, all_lose = false )
return if n == 0
unless all_lose == true
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number - n, 0].max, 9999].min
when RPG::Weapon
for i in
[email protected]
unless @weapon[i] == nil
if @weapon[i].base_id == item.id and @weapons[@weapon[i].id] == 1
@weapons[@weapon[i].id] = 0
n -= 1
break if n == 0
end
end
end
when RPG::Armor
for i in
[email protected]
unless @armor[i] == nil
if @armor[i].base_id == item.id and @armors[@armor[i].id] == 1
@armors[@armor[i].id] = 0
n -= 1
break if n == 0
end
end
end
end
n -= number
if include_equip and n > 0
for actor in members
while n > 0 and actor.equips.include?(item)
actor.discard_equip(item)
n -= 1
end
end
end
else #这里all_lose == false
case type
when 1
for i in items
if i.is_a?(RPG::Item)
$game_party.lose_item(i, 9999)
end
end
when 2
for i in items
if i.is_a?(RPG::Weapon)
$game_party.lose_item(i, 99)
end
end
when 3
for i in items
if i.is_a?(RPG::Armor)
$game_party.lose_item(i, 99)
end
end
end
end
end
#--------------------------------------------------------------------------
# ● 空属性物品减少,只减少属性为空的武器防具
# item : 物品
# type : 种类 武器=1 ,防具=2
# n : 个数
#--------------------------------------------------------------------------
def gifts_nil_lose(item,type ,n)
if type == 1
weapons_num = 0
for i in items
if i.is_a?(RPG::Weapon)
if i.gifts == nil or i.gifts == []
if i.base_id == item.id
weapons_num += 1
@weapons[i.id] = 0
break if n == weapons_num
end
end
end
end
elsif type == 2
armors_num = 0
for i in items
if i.is_a?(RPG::Armor)
if i.gifts == nil or i.gifts == []
if i.base_id == item.id
armors_num += 1
@armors[i.id] = 0
break if n == armors_num
end
end
end
end
end
end
#--------------------------------------------------------------------------
# ● 获得物品
# item_id : 物品id
# type : 类型(0物品, 1武器, 2防具)
# n : 个数
#--------------------------------------------------------------------------
def gain_reini_byid(item_id, type, n, include_equip = false, *gift)
case type
when 0
item = $data_items[item_id]
when 1
item = $base_weapons[item_id]
when 2
item = $base_armors[item_id]
end
gain_reini(item, n, include_equip, *gift)
end
#--------------------------------------------------------------------------
# ● 极品爆率
#--------------------------------------------------------------------------
def equip_chance
chance = Game_Equip::Equip_Chance[0]
members.each {|actor| chance += actor.equip_chance}
return chance
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ● 敌人角色名称后的文字表
#--------------------------------------------------------------------------
LETTER_TABLE = [ 'A','B','C','D','E','F','G','H','I','J',
'K','L','M','N','O','P','Q','R','S','T',
'U','V','W','X','Y','Z']
#--------------------------------------------------------------------------
# ● 按顺序排列数组
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
if i.is_a?(Range)
result |= i.to_a
elsif i.is_a?(Integer)
result |= [i]
end
}
return result
end
#--------------------------------------------------------------------------
# ● 生成掉落装备与敌人队伍的对应列表
#--------------------------------------------------------------------------
def equip_id_table
equip_table = PA::EQUIP_TABLE
troop_lv = []
troop_weapon = []
troop_armor = []
for i in 0...equip_table.size
equip_table[i] = convert_integer_array(equip_table[i])
end
for i in 0...equip_table.size
troop_lv << equip_table[i] if i % 3 == 0
troop_weapon << equip_table[i] if i % 3 == 1
troop_armor << equip_table[i] if i % 3 == 2
end
for i in 0...troop_lv.size
if troop_lv[i].include?(@troop_id)
$random_weapon = troop_weapon[i][rand(troop_weapon[i].size)]
$random_armor = troop_armor[i][rand(troop_armor[i].size)]
end
end
end
#--------------------------------------------------------------------------
# ● 生成掉落物品队列
#--------------------------------------------------------------------------
def make_drop_items
drop_items = []
# 每个死亡的敌人掉落物品
# 除了属性水晶之外,数据库里面设计掉落装备无效化,掉落物品有效。
for enemy in dead_members
for di in [enemy.drop_item1, enemy.drop_item2]
next if di.kind == 0
next if rand(di.denominator) != 0
if di.kind == 1 # 掉落物品
drop_items.push($data_items[di.item_id])
elsif di.kind == 2 # 掉落武器(无效)
elsif di.kind == 3 # 掉落防具(除了属性水晶之外无效)
item = reini_chance($base_armors[PA::CRYSTAL])
drop_items.push(item)
end
end
end
# 每个死亡的敌人掉落的装备计算
for i in 0...dead_members.size
equip_id_table
if rand(100) < PA::DROP_PROBABILITY
type = rand(4)
case type
when 0
item = reini_chance($base_weapons[$random_weapon],true)
drop_items.push(item)
when 1,2,3
item = reini_chance($base_armors[$random_armor],true)
drop_items.push(item)
end
end
end
# 每胜利一次,默认属性水晶暴率
drop_items.push(reini_chance($base_armors[PA::CRYSTAL])) if rand(PA::DROP_CRYSTAL_PRO) == 0
return drop_items
end
#--------------------------------------------------------------------------
# ● 处理极品爆率
# normal_troop为false时,才可以获得4个属性以上的装备,用于BOSS装备的掉落
#--------------------------------------------------------------------------
def reini_chance(item, normal_troop = false)
@item = item
[url=home.php?mod=space&uid=115736]@Chance[/url] = 1 + rand(100)
@gifts = []
num = 0
loop do
if rand(80) <= [url=home.php?mod=space&uid=115736]@Chance[/url] and @gifts.size < Game_Equip::GiftMax
@chance = @chance * 8 / 10
num += 1
break if num >= 3 and normal_troop == true #普通敌人最多掉落名器或名装
break if num >= 6
else
break
end
end
gifts = []
rd = []
rd_1 = []
if item.is_a?(RPG::Weapon)
rd_1 = different_rand(PA::WEAPON_E.size - 1, num)
for i in 0...num
rd << PA::WEAPON_E[rd_1[i]]
end
end
if item.is_a?(RPG::Armor)
case item.kind
when 0
rd_1 = different_rand(PA::SHIELD_E.size - 1, num)
for i in 0...num
rd << PA::SHIELD_E[rd_1[i]]
end
when 1
rd_1 = different_rand(PA::HELMET_E.size - 1, num)
for i in 0...num
rd << PA::HELMET_E[rd_1[i]]
end
when 2
rd_1 = different_rand(PA::CLOTHE_E.size - 1, num)
for i in 0...num
rd << PA::CLOTHE_E[rd_1[i]]
end
when 3
rd_1 = different_rand(PA::JEWELRY_E.size - 1, num)
for i in 0...num
rd << PA::JEWELRY_E[rd_1[i]]
end
when 4
rd_1 = different_rand(PA::SHOES_E.size - 1, num)
for i in 0...num
rd << PA::SHOES_E[rd_1[i]]
end
end
end
if @item.is_a?(RPG::Armor)
if @item.id == PA::CRYSTAL
return Game_Equip.reini(@item, [])
else
rd.each{|n| gifts.push Game_Gift.new(n)}
return Game_Equip.reini(@item, gifts)
end
else
rd.each{|n| gifts.push Game_Gift.new(n)}
return Game_Equip.reini(@item, gifts)
end
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 计算操作的值
# operation : 操作 (0:增加 1:减少)
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def operate_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
if operation == 1
value = -value
end
return value
end
#--------------------------------------------------------------------------
# ● 条件分歧
#--------------------------------------------------------------------------
def command_111
result = false
case @params[0]
when 0 # 开关
result = ($game_switches[@params[1]] == (@params[2] == 0))
when 1 # 变量
value1 = $game_variables[@params[1]]
if @params[2] == 0
value2 = @params[3]
else
value2 = $game_variables[@params[3]]
end
case @params[4]
when 0 # 相等
result = (value1 == value2)
when 1 # 大于等于
result = (value1 >= value2)
when 2 # 小于等于
result = (value1 <= value2)
when 3 # 大于
result = (value1 > value2)
when 4 # 小于
result = (value1 < value2)
when 5 # 不等于
result = (value1 != value2)
end
when 2 # 自我开关
if @original_event_id > 0
key = [@map_id, @original_event_id, @params[1]]
if @params[2] == 0
result = ($game_self_switches[key] == true)
else
result = ($game_self_switches[key] != true)
end
end
when 3 # 计时器
if $game_system.timer_working
sec = $game_system.timer / Graphics.frame_rate
if @params[2] == 0
result = (sec >= @params[1])
else
result = (sec <= @params[1])
end
end
when 4 # 角色
actor = $game_actors[@params[1]]
if actor != nil
case @params[2]
when 0 # 是同伴
result = ($game_party.members.include?(actor))
when 1 # 姓名
result = (actor.name == @params[3])
when 2 # 特技
result = (actor.skill_learn?($data_skills[@params[3]]))
when 3 # 武器
## 判断是否符合母版id
actor.weapons.each do |weapon|
if weapon.base_id == @params[3]
result = true
break
end
end
when 4 # 防具
## 判断是否符合母版id
actor.armors.each do |armor|
if armor.base_id == @params[3]
result = true
break
end
end
when 5 # 状态
result = (actor.state?(@params[3]))
end
end
when 5 # 敌方角色
enemy = $game_troop.members[@params[1]]
if enemy != nil
case @params[2]
when 0 # 出现
result = (enemy.exist?)
when 1 # 状态
result = (enemy.state?(@params[3]))
end
end
when 6 # 角色
character = get_character(@params[1])
if character != nil
result = (character.direction == @params[2])
end
when 7 # 金钱
if @params[2] == 0
result = ($game_party.gold >= @params[1])
else
result = ($game_party.gold <= @params[1])
end
when 8 # 物品
result = $game_party.has_item?($data_items[@params[1]])
when 9 # 武器
result = $game_party.has_weapon_by_base_id?($base_weapons[@params[1]], @params[2])
when 10 # 防具
result = $game_party.has_armor_by_base_id?($base_armors[@params[1]], @params[2])
when 11 # 按钮
result = Input.press?(@params[1])
when 12 # 脚本
result = eval(@params[1])
when 13 # 交通工具
result = ($game_player.vehicle_type == @params[1])
end
@branch[@indent] = result # 将判断结果放置在缓存中
if @branch[@indent] == true
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# ● 计算装备操作的值
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def opera_equip_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
return value
end
#--------------------------------------------------------------------------
# ● 更改装备
#--------------------------------------------------------------------------
def command_319
actor = $game_actors[@params[0]]
if actor != nil
actor.change_equip_by_id(@params[1], @params[2])
end
return true
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def get_weapon(id, n, *gift)
$game_party.gain_reini($base_weapons[id], n, false, *gift)
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def get_armor(id, n, *gift)
$game_party.gain_reini($base_armors[id], n, false, *gift)
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = text_color(item.text_color.to_i)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
end
end
end
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $base_weapons[goods_item[1]]
when 2
item = $base_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
end
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 描绘角色现在装备的能力值变化
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item, false)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
end
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入文件用对象 (已经打开)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, 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)
end
#--------------------------------------------------------------------------
# ● 读取存档数据
# file : 读取文件用对象 (已经打开)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$data_weapons = Marshal.load(file)
$data_armors = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
#==============================================================================
# ■ Scene_Shop
#==============================================================================
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● 确定输入个数
#--------------------------------------------------------------------------
def decide_number_input
Sound.play_shop
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # 购买
$game_party.lose_gold(@number_window.number * @item.price)
$game_party.gain_reini(@item, @number_window.number)
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
$game_party.gain_gold(@number_window.number * (@item.price / 2))
$game_party.lose_reini(@item, @number_window.number)
@gold_window.refresh
@sell_window.contents.clear
@sell_window.set_item_sell(@itemcommand_window.commands[@command_index])
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
@itemcommand_window.visible = true
end
end
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 载入数据库
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$base_weapons = load_data("Data/Weapons.rvdata")
$base_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
$data_weapons = [nil]
$data_armors = [nil]
end
#--------------------------------------------------------------------------
# ● 载入战斗测试用的数据库
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
$base_weapons = $data_weapons
$base_armors = $data_armors
end
end
复制代码
作者:
怪蜀黍
时间:
2013-11-7 22:31
我的整合系统已经删除了沉影的词缀功能。
作者:
jqkice1
时间:
2014-5-26 16:19
事隔这么久了~~沉了~~还是没解决
欢迎光临 Project1 (https://rpg.blue/)
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