Project1
标题:
@芯大 的技能熟练和显示脚本报错
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作者:
jiushiainilip19
时间:
2015-9-2 04:56
标题:
@芯大 的技能熟练和显示脚本报错
本帖最后由 jiushiainilip19 于 2015-9-2 13:38 编辑
#==============================================================================
# ☆技能熟练度,等级☆
#------------------------------------------------------------------------------
# by -> 芯☆淡茹水
#==============================================================================
# 复制该脚本,插入到 main 前。
#==============================================================================
# 要手动增加角色某技能的熟练度,需先指定角色,如 :actor = $game_party.actors[0]
#或:actor = $game_actors[1]. 然后再:actor.skill_proficiency[技能ID] = 熟练度。
#注意:技能ID 须是该角色已经习得的技能。手动增加可制作成增加技能熟练度的物品,
#或是增加获得技能熟练度的武器。
#==============================================================================
# 击中对象一次,技能所增加的熟练度。
P_PLUS = 1
# 技能熟练度及其对应的等级。
# 1级 2级 3级 4级 5级 6级 7级 8级 9级 10级
SKILL_LEVEL = [0, 25, 60, 125, 210, 310, 435, 580, 735, 915]
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :skill_proficiency # 技能熟练度
#--------------------------------------------------------------------------
alias add_setup_xdrs setup
def setup(actor_id)
@skill_proficiency = {}
add_setup_xdrs(actor_id)
end
#--------------------------------------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
@skill_proficiency[skill_id] = 0
end
end
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
@skill_proficiency.delete[skill_id]
end
#--------------------------------------------------------------------------
def skill_level(skill_id)
skill = $data_skills[skill_id]
n = @skill_proficiency[skill_id]
date = []
for i in 0...SKILL_LEVEL.size
c = n - SKILL_LEVEL[i]
date.push(c) if c >= 0
end
date.sort!
for i in 0...SKILL_LEVEL.size
c = n - SKILL_LEVEL[i]
if c == date[0]
return i + 1
end
end
end
end
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
def update_phase4_step5
# 隐藏帮助窗口
@help_window.visible = false
# 刷新状态窗口
@status_window.refresh
# 显示伤害
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
# 移至步骤 6
@phase4_step = 6
end
end
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
def skill_effect(user, skill)
# 清除会心一击标志
self.critical = false
# 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
# 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# 过程结束
return false
end
# 清除有效标志
effective = false
# 公共事件 ID 是有效的情况下,设置为有效标志
effective |= skill.common_event_id > 0
# 第一命中判定
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
# 命中的情况下
if hit_result == true
# 计算威力
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
#######################################################
# 威力再加上 熟练度 的 1/10 。
if user.is_a?(Game_Actor)
if power > 0
power += user.skill_proficiency[skill.id] / 10
elsif power < 0
power -= user.skill_proficiency[skill.id] / 10
end
end
#######################################################
# 计算倍率
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
#########################################################
# 倍率再加上 技能等级 减 1 的 5 倍。
if user.is_a?(Game_Actor)
rate += ($game_actors[user.id].skill_level(skill.id) - 1) * 5
end
#########################################################
# 计算基本伤害
self.damage = power * rate / 20
# 属性修正
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
# 伤害符号正确的情况下
if self.damage > 0
# 防御修正
if self.guarding?
self.damage /= 2
end
end
# 分散
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# 第二命中判定
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
end
# 命中的情况下
if hit_result == true
# 威力 0 以外的物理攻击的情况下
if skill.power != 0 and skill.atk_f > 0
# 状态冲击解除
remove_states_shock
# 设置有效标志
effective = true
end
# HP 的伤害减法运算
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
# 状态变化
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
# 威力为 0 的场合
if skill.power == 0
# 伤害设置为空的字串
self.damage = ""
# 状态没有变化的情况下
unless @state_changed
# 伤害设置为 "Miss"
self.damage = "Miss"
end
end
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
end
# 不在战斗中的情况下
unless $game_temp.in_battle
# 伤害设置为 nil
self.damage = nil
end
# 过程结束
return effective
end
end
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
alias add_update_phase4_step4_xdrs update_phase4_step4
def update_phase4_step4
if @active_battler.is_a?(Game_Actor) and
@active_battler.current_action.kind == 1
for target in @target_battlers
if target.damage != "Miss"
@active_battler.skill_proficiency[@skill.id] += P_PLUS
break
end
end
end
add_update_phase4_step4_xdrs
end
end
复制代码
[code]#==============================================================================
# ☆技能信息详细显示☆
#------------------------------------------------------------------------------
# by -> 芯☆淡茹水
#==============================================================================
# 复制该脚本,插入到 main 前。
#==============================================================================
# 系统文字颜色
SKILL_SYSTEM_COLOR = Color.new(192, 224, 255)
# 技能名颜色
SKILL_NAME_COLOR = Color.new(255, 128, 255)
# 技能属性值颜色
SKILL_RES_COLOR = Color.new(128, 255, 128)
# 角色属性名称颜色
SKILL_EM_COLOR = Color.new(255, 255, 128)
# 技能说明颜色
SKILL_TXT_COLOR = Color.new(128, 255, 255)
#==============================================================================
class Window_Skill_Help < Window_Base
#--------------------------------------------------------------------------
def initialize
super(396, 4, 240, 472)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
self.back_opacity = 220
self.visible = false
end
#--------------------------------------------------------------------------
def set_skill(skill_id, actor_id)
self.contents.clear
if skill_id == nil or actor_id == nil
return
end
skill = $data_skills[skill_id]
actor = $game_actors[actor_id]
x = y = 0
# 技能图标
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
# 技能名
self.contents.font.color = SKILL_NAME_COLOR
self.contents.font.size = 18
cx = contents.text_size(skill.name).width
self.contents.draw_text(x + 38, y, cx, 32, skill.name)
# 技能等级
level = actor.skill_level(skill.id)
n = (level + 1) / 2
name = "l" + n.to_s
for i in 0...level
bitmap = RPG::Cache.icon(name)
self.contents.blt(x + i * 20, y + 30, bitmap, Rect.new(0, 0, 20, 20), 255)
end
# 技能类型
if [5, 6].include?(skill.scope)
name = "skill_b"
elsif skill.atk_f > 0
name = "skill_a"
elsif skill.power > 0
name = "skill_m"
elsif skill.power < 0
name = "skill_r"
else
name = "skill_o"
end
bitmap = RPG::Cache.icon(name)
self.contents.blt(self.width - 60, y + 3, bitmap, Rect.new(0, 0, 24, 24), 255)
# 熟练度
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.font.size = 16
self.contents.draw_text(x, y + 55, 64, 28, "熟练度:")
if skill.power != 0 or skill.atk_f != 0
txt = actor.skill_proficiency[skill.id].to_s
else
txt = "——"
end
cx = contents.text_size(txt).width
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 64, y + 55, cx, 28, txt)
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x + 66 + cx, y + 55, 28, 28, "/")
if actor.skill_level(skill.id) >= 10 or (skill.power == 0 and skill.atk_f == 0)
txt = "——"
else
txt = SKILL_LEVEL[actor.skill_level(skill.id)].to_s
end
self.contents.draw_text(x + 76 + cx, y + 55, 28, 28, txt)
# 消耗 SP
y += 77
self.contents.font.color = SKILL_SYSTEM_COLOR
txt = "消耗" + $data_system.words.sp + ":"
cx = contents.text_size(txt).width
self.contents.draw_text(x, y, cx, 28, txt)
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + cx + 6, y, 96, 28, skill.sp_cost.to_s)
# 效果范围
y += 22
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 94, 28, "效果范围:")
scopes = ["——。", "敌单体。", "敌全体。", "己方单体。", "己方全体。",
"己方单体(HP 0)。", "己方全体(HP 0)。", "使用者。"]
txt = scopes[skill.scope]
self.contents.font.color = SKILL_RES_COLOR
cx = contents.text_size(txt).width
self.contents.draw_text(x + 84, y, cx, 28, txt)
# 命中率
y += 32
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x + 104, y, 86, 28, "命中率:")
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 166, y, 64, 28, skill.hit.to_s + " %")
# 威力
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 46, 28, "威力:")
self.contents.font.color = SKILL_RES_COLOR
txt = skill.power != 0 ? skill.power.to_s : "——"
self.contents.draw_text(x + 62, y, 64, 28, txt)
# 攻击力
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 66, 28, "攻击力:")
self.contents.font.color = SKILL_RES_COLOR
txt = skill.atk_f > 0 ? skill.atk_f.to_s : "——"
self.contents.draw_text(x + 62, y, 66, 28, txt)
# 属性相关
y += 28
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 124, 28, "角色属性关联:")
names = [$data_system.words.str + ":", $data_system.words.dex + ":",
$data_system.words.agi + ":", $data_system.words.int + ":"]
elementes = [skill.str_f, skill.dex_f, skill.agi_f, skill.int_f]
text = [skill.str_f.to_s + " %", skill.dex_f.to_s + " %",
skill.agi_f.to_s + " %", skill.int_f.to_s + " %"]
bitnames = ["str_s", "dex_s","agi_s","int_s"]
for i in 0...names.size
next if elementes[i] == 0
y += 30
name = names[i]
self.contents.font.size = 16
self.contents.font.color = SKILL_EM_COLOR
cx = contents.text_size(name).width
self.contents.draw_text(x, y, cx, 28, name)
name = bitnames[i]
bitmap = RPG::Cache.icon(name)
width = bitmap.width * elementes[i] / 100
rect = Rect.new(0, 0, width, bitmap.height)
self.contents.blt(x + cx + 3, y + 8, bitmap, rect, 255)
bitmap = RPG::Cache.icon("e0")
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x + cx + 2, y + 6, bitmap, rect, 255)
self.contents.font.size = 14
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 110 + cx, y, 64, 28, text[i])
end
self.contents.font.size = 16
# 属性攻击
if skill.element_set != []
y += 30
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "属性攻击:")
self.contents.font.color = SKILL_RES_COLOR
self.contents.font.size = 14
nx = 80
for i in 0...skill.element_set.size
name = $data_system.elements[skill.element_set[i]]
name = i == (skill.element_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
else
y += 10
end
# 附加状态
self.contents.font.size = 16
if skill.plus_state_set != []
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "附加状态:")
self.contents.font.color = SKILL_RES_COLOR
nx = 80
self.contents.font.size = 14
for i in 0...skill.plus_state_set.size
name = $data_states[skill.plus_state_set[i]].name
name = i == (skill.plus_state_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
end
# 解除状态
self.contents.font.size = 16
if skill.minus_state_set != []
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "解除状态:")
self.contents.font.color = SKILL_RES_COLOR
nx = 80
self.contents.font.size = 14
for i in 0...skill.minus_state_set.size
name = $data_states[skill.minus_state_set[i]].name
name = i == (skill.minus_state_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
end
# 说明
self.contents.font.size = 16
x = 14
y += 30
self.contents.font.size = 14
self.contents.font.color = SKILL_TXT_COLOR
text = skill.description.scan(/./)
for i in 0...text.size
txt = text[i]
cx = contents.text_size(txt).width
if (x + cx) > self.width - 32
x = 0
y += 16
break if (y + 16) > self.height - 32
end
self.contents.draw_text(x, y, cx, 16, txt)
x += cx
end
self.height = [y + 48, 472].min
end
end
#=============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 640, 416)
@actor = actor
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 0
self.height = 320
self.back_opacity = 160
end
end
end
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
end
#=============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
@help_window = Window_Skill_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# 生成目标窗口 (设置为不可见・不活动)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
alias add_update_skill_xdrs update_skill
def update_skill
@help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
@help_window.set_skill(@skill_window.skill.id, @actor.id)
@help_window.visible = true
add_update_skill_xdrs
end
#--------------------------------------------------------------------------
alias add_update_target_xdrs update_target
def update_target
@help_window.visible = false
add_update_target_xdrs
end
end
#============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
@skill_help_window = Window_Skill_Help.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
@skill_help_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
alias add_update_phase3_skill_select_xdrs update_phase3_skill_select
def update_phase3_skill_select
@help_window.visible = false
@skill_help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
@skill_help_window.set_skill(@skill_window.skill.id, @active_battler.id)
@skill_help_window.visible = true
add_update_phase3_skill_select_xdrs
end
#--------------------------------------------------------------------------
def start_skill_select
# 生成特技窗口
@skill_window = Window_Skill.new(@active_battler)
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
alias add_start_enemy_select_xdrs start_enemy_select
def start_enemy_select
@skill_help_window.visible = false
add_start_enemy_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_enemy_select_xdrs end_enemy_select
def end_enemy_select
@help_window.visible = false
add_end_enemy_select_xdrs
end
#--------------------------------------------------------------------------
alias add_start_actor_select_xdrs start_actor_select
def start_actor_select
@skill_help_window.visible = false
add_start_actor_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_actor_select_xdrs end_actor_select
def end_actor_select
@help_window.visible = false
add_end_actor_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_skill_select_xdrs end_skill_select
def end_skill_select
@skill_help_window.visible = false
add_end_skill_select_xdrs
end
end
#=============================================================================
复制代码
[/code]无法遗忘技能 。。。在事件中遗忘就报错
脚本遗忘也报错。。。 这到底是什么原因呢
@芯☆淡茹水
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技能信息详细显示.zip
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