=begin
#===============================================================================
# N.A.S.T.Y. Extra Stats
# Nelderson's Awesome Scripts To You
# By: Nelderson
# Made On: 12/19/2011
# Last Updated : 3/27/2012
该脚本来源于
[url]http://forums.rpgmakerweb.com/index.php?/topic/998-nasty-extra-stats/[/url]
发布者/作者?:Member+
#===============================================================================
# Update History:
# - Version 1.1 - Cleaned up some shit, and added enemies xstats for Enemies!
# - Version 1.0 - Initial release, made for the shit of it <img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/tongue.png' class='bbc_emoticon' alt=':P' />
在人物备注填写,属性成长
<xstat>
:str => '(level/3.5) + 16',
:con => '(level/5.6) + 12',
:dex => '(level/5.25) + 15 + agi',
:int => '(level/10.5) + 10',
:wis => '(level/10.5) + 10',
:cha => '(level/10.5) + 10',
<xstat_end>
也可以直接在备注填写固定属性
<xstat>
:str => 15,
:con => 14,
:dex => 13,
:int => 12,
:wis => 11,
:cha => 0,
<xstat_end>
在武器或护甲的备注里按照如下格式填写可以让该装备增加对应属性
<weapon_xstat: STAT x>
范例,让装备增加5点‘str’ <weapon_xstat: str 5>
调用属性:$game_actors[1].xstat.X 例:$game_actors[1].xstat.str
伤害公式范例: a.xstat.str * 5
#===============================================================================
=end
module Z26
STATS = [:力量,:耐力,:灵巧,:敏捷,:魔力,:智力]
#Default xstat formulas for ACTORS
#玩家基础属性
DEFAULT_LEVEL_FORMULA =
{
:力量 => 1,
:耐力 => 1,
:灵巧 => 1,
:敏捷 => 1,
:魔力 => 1,
:智力 => 1,
}
#Default xstat formulas for ENEMIES\
#敌对基础属性
DEFAULT_FOR_ENEMIES =
{
:力量 => 1,
:耐力 => 1,
:灵巧 => 1,
:敏捷 => 1,
:魔力 => 1,
:智力 => 1,
}
def self.actor_level_formulas(actor_id)
jhh = ""
strin = $data_actors[actor_id].get_start_end_cache
strin.each do |i|
jhh += i
end
return DEFAULT_LEVEL_FORMULA if strin == "" or strin == []
return eval("{#{jhh}}")
end
def self.enemy_stats(enemy_id)
jhh = ""
strin = $data_enemies[enemy_id].get_start_end_cache
strin.each do |i|
jhh += i
end
return DEFAULT_FOR_ENEMIES if strin == "" or strin == []
return eval("{#{jhh}}")
end
#=============================================================================
SYMBOLS = []
for stat in STATS
SYMBOLS.push(stat)
end
Xstats = Struct.new(*SYMBOLS)
end
class Game_Enemy < Game_Battler
attr_accessor :xstat
alias z26_enemy_set initialize unless $@
def initialize(*args)
z26_enemy_set(*args)
@xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
for stat in Z26::STATS
z26variate_stats(stat)
end
end
def z26variate_stats(stat)
return if Z26.enemy_stats(@enemy_id)[stat].nil?
if Z26.enemy_stats(@enemy_id)[stat].is_a?(String)
set_in = eval(Z26.enemy_stats(@enemy_id)[stat]).to_i
eval("@xstat.#{stat} += #{set_in}")
else
set_in = Z26.enemy_stats(@enemy_id)[stat]
@xstat[stat] += set_in
end
end
end
class Game_Actor < Game_Battler
attr_accessor :xstat
alias z26_s setup unless $@
def setup(actor_id)
z26_s(actor_id)
@xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
for item in equips.compact
z26variate_equip(item)
end
for stat in Z26::STATS
z26variate_stats(stat, @level)
end
end
alias z26_change_equip change_equip
def change_equip(equip_type, item, test = false)
last_item = equips[equip_type]
z26_change_equip(equip_type, item)
z26variate_equip(item)
z26variate_equip(last_item, false)
end
#=====================#
##EDITED BY NELDERSON##
#=====================#
def z26variate_equip(item, adding = true)
return if item.nil?
for line in item.note.split(/[\r\n]+/).each{ |a|
case a
when /<weapon_xstat:[ ](.*)[ ](\d+)>/i
if Z26::STATS.include?(eval(":" + $1))
if adding
eval("@xstat.#{$1} += #{$2}")
else
eval("@xstat.#{$1} -= #{$2}")
end
end
end
}
end
end
def z26variate_stats(stat, level, adding = true)
return if Z26.actor_level_formulas(@actor_id)[stat].nil?
if Z26.actor_level_formulas(@actor_id)[stat].is_a?(String)
amount = eval(Z26.actor_level_formulas(@actor_id)[stat]).to_i
else
amount = Z26.actor_level_formulas(@actor_id)[stat]
end
if adding
eval("@xstat.#{stat} += #{amount}")
else
eval("@xstat.#{stat} -= #{amount}")
end
end
alias z26level_up level_up unless $@
def level_up
for stat in Z26::STATS
z26variate_stats(stat, @level, false)
end
z26level_up
for stat in Z26::STATS
z26variate_stats(stat, @level)
end
end
end
class Window_Status < Window_Selectable
def draw_block3(y)
draw_parameters(0, y)
draw_equipments(344, y)#288
draw_xstat_parameters(172, y)
end
def draw_xstat_parameters(x, y)
@actor.xstat.size.times {|i|
draw_actor_xstat_param(@actor, x, y + line_height * i, i) }
end
end
class Window_Base < Window
def draw_actor_xstat_param(actor, x, y, param_id)
id = Z26::STATS[param_id]
change_color(system_color)
draw_text(x, y, 120, line_height, id.capitalize)
change_color(normal_color)
draw_text(x + 120, y, 36, line_height, actor.xstat[id], 2)
end
end
class RPG::BaseItem
def get_start_end_cache
record = false
temp = []
self.note.split(/[\r\n]+/).each do |line|
if line =~ /<xstat>/i
record = true
elsif line =~ /<xstat_end>/i
record = false
end
if record
temp << line
end
end
return nil if temp == ""
temp.delete_at(0)
temp
end
end