@芯☆淡茹水,下载的文件不存在啦! |
搞这么多,还不如看懂然后自己写的好 |
简直偶像 |
就是这个,不过现在下不了了,哪位高人有啊 |
QQ截图20130319143009.png (131.61 KB, 下载次数: 18)
请问楼主有没装备打造系统的脚本,就是用多个物品,例如铁矿石、铜矿等来打造自己的武器,可以设置武器的种类、属性等,以前那个下不了了。 |
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本帖最后由 orochi2k 于 2013-3-16 03:58 编辑 ![]() module RWEAPON #武器组件通用表 W_ATTLIST1 = ["fire1","highatk1","poison1","expensive","killevil","mabi1","defender","terri","zhenghan","ice1","broken","thunder1","highatk2","desposer1","slot1","xixue002"] W_EVILLIST = ["fire1","highatk1","poison1","terri","dark1","bloody1","ice1","hunduns","anithuman","highatk2","desposer1","slot2","xixue002"] W_TIEJIANGLIST1 = ["fire1","highatk1","slot1","slot2","slot3","poison1","expensive","mabi1","killevil"] W_GUNLIST1 = ["gunpower1","gunpower2","gunammo1","gunpowerlow1","gunauto","expensive"] #检查独一无二物品编号 def RWEAPON::CheckUnique(special) n = -1 for i in $data_weapons if i != nil and i.spcical == special return i.id end end return n end #获取可用ID def RWEAPON::getid i = 2000 while($game_party.get_un_w.keys.include?(i)) i += 1 end return i end #复制母板 def RWEAPON::makecopy(from,to) #$data_weapons[to] = $data_weapons[from].clone $data_weapons[to] = Marshal.load(Marshal.dump($data_weapons[from])) $data_weapons[to].id = to $data_weapons[to].equalerid = $data_armors[from].equalerid #$data_weapons[to].element_set = $data_weapons[from].element_set.clone #$data_weapons[to].plus_state_set = $data_weapons[from].plus_state_set.clone #$data_weapons[to].minus_state_set = $data_weapons[from].minus_state_set.clone end def RWEAPON::makecopyS(item,to) # $data_weapons[to] = item.clone $data_weapons[to] = Marshal.load(Marshal.dump(item)) $data_weapons[to].id = to $data_weapons[to].equalerid = item.equalerid # $data_weapons[to].element_set = item.element_set.clone # $data_weapons[to].plus_state_set = item.clone # $data_weapons[to].minus_state_set = item.clone end #简略封装部件追加函数 def RWEAPON::addcot(to,name) a = eval("RWEAPON::w_att_#{name}_add(#{to})") return a end #部件选取函数 def RWEAPON::choicepart(list,num) a = [] while(num > 0 ) k = list[rand(list.size)] unless a.include?(k) a.push(k) num -= 1 end end return a end #根据列表逐个追加部件 def RWEAPON::addcotlist(to,list) sce = 0 fail = 0 for i in list if RWEAPON::addcot(to,i) sce += 1 else fail += 1 end end end #武器成品留档 def RWEAPON::done(id) $game_party.get_un_w[id] = Marshal.load(Marshal.dump($data_weapons[id])) #$data_weapons[id].clone $game_party.get_un_w[id].buff = [] $game_party.get_un_w[id].buff_end = {} end #随机武器生成部件########################## def RWEAPON::w_att_fire1_add(to) #追加灼热烧伤攻击效果 if $data_weapons[to].plus_state_set.include?(72) return false end $data_weapons[to].plus_state_set.push(72) $data_weapons[to].name = "烈焰"+ $data_weapons[to].name $data_weapons[to].description = "攻击附带烧伤效果 " + $data_weapons[to].w_description $data_weapons[to].price += (1000 + rand(1000)) $data_weapons[to].atk += rand(20) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_highatk1_add(to) #追加33%攻击力 k = ($data_weapons[to].atk / 3) $data_weapons[to].description = "额外#{k}的攻击力 " + $data_weapons[to].w_description $data_weapons[to].name = "强攻"+ $data_weapons[to].name $data_weapons[to].price += ($data_weapons[to].price / 5 + rand($data_weapons[to].price / 5) ) $data_weapons[to].atk += rand($data_weapons[to].atk / 8) $data_weapons[to].atk += k $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_defender_add(to) #武器有+25再乘2防御 k = ((25 + $data_weapons[to].pdef ) * 2) $data_weapons[to].description = "额外#{k}的防御力 " + $data_weapons[to].w_description $data_weapons[to].name = "坚守"+ $data_weapons[to].name $data_weapons[to].price += ($data_weapons[to].price / 5 + rand($data_weapons[to].price / 5) ) $data_weapons[to].pdef += k $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_poison1_add(to) #追加毒攻击效果 if $data_weapons[to].plus_state_set.include?(3) return false end $data_weapons[to].plus_state_set.push(3) $data_weapons[to].name = "毒性"+ $data_weapons[to].name $data_weapons[to].description = "攻击附带中毒效果 " + $data_weapons[to].w_description $data_weapons[to].price += (1200 + rand(1000)) $data_weapons[to].atk += rand($data_weapons[to].atk / 8) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_expensive_add(to) #只是单纯的价格比较高 囧 $data_weapons[to].name = "高贵"+ $data_weapons[to].name $data_weapons[to].description = "该武器拥有华丽的外观 " + $data_weapons[to].w_description $data_weapons[to].price += rand(2 * $data_weapons[to].price) $data_weapons[to].atk += (rand($data_weapons[to].atk / 6) + rand(34)) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_killevil_add(to) #对不死和恶魔额外伤害 $data_weapons[to].name = "破邪"+ $data_weapons[to].name $data_weapons[to].description = "对邪恶生物额外伤害" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 10) $data_weapons[to].element_set.push(15) $data_weapons[to].element_set.push(9) $data_weapons[to].atk += (rand($data_weapons[to].atk / 8) + rand(25)) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_mabi1_add(to) #追加麻痹效果 if $data_weapons[to].plus_state_set.include?(8) return false end $data_weapons[to].name = "麻痹"+ $data_weapons[to].name $data_weapons[to].description = "攻击附带麻痹效果" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 10) $data_weapons[to].atk += (rand($data_weapons[to].atk / 8) + rand(15)) $data_weapons[to].plus_state_set.push(8) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_terri_add(to) #追加恐惧效果 if $data_weapons[to].plus_state_set.include?(37) return false end $data_weapons[to].name = "恐怖"+ $data_weapons[to].name $data_weapons[to].description = "攻击附带恐吓效果 " + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 5) $data_weapons[to].atk += (rand($data_weapons[to].atk / 8) + rand(22)) $data_weapons[to].plus_state_set.push(37) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_zhenghan_add(to) #追加晕眩效果 if $data_weapons[to].plus_state_set.include?(2) return false end $data_weapons[to].name = "震撼"+ $data_weapons[to].name $data_weapons[to].description = "攻击附带眩晕效果 " + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 3) $data_weapons[to].atk += (rand($data_weapons[to].atk / 10) + rand(12)) $data_weapons[to].plus_state_set.push(2) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_dark1_add(to) #追加失明效果,武器暗属性 $data_weapons[to].name = "黑暗"+ $data_weapons[to].name $data_weapons[to].description = "暗属性,攻击附带失明效果 " + $data_weapons[to].w_description $data_weapons[to].price += (500 + rand($data_weapons[to].price / 10)) $data_weapons[to].atk += (rand($data_weapons[to].atk / 10) + rand(32)) $data_weapons[to].plus_state_set.push(39) $data_weapons[to].element_set.push(8) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_bloody1_add(to) #攻击吸血10% $data_weapons[to].name = "嗜血"+ $data_weapons[to].name $data_weapons[to].description = "物理伤害10%吸收为生命 " + $data_weapons[to].w_description $data_weapons[to].price += (500 + rand($data_weapons[to].price / 5)) $data_weapons[to].atk += (rand($data_weapons[to].atk / 10) + rand(42)) $data_weapons[to].element_set.push(101) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_ice1_add(to) #冰属性带麻痹 if $data_weapons[to].plus_state_set.include?(8) return false end $data_weapons[to].name = "寒冷"+ $data_weapons[to].name $data_weapons[to].description = "冰属性,攻击附带麻痹效果" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 8) $data_weapons[to].atk += (rand($data_weapons[to].atk / 10) + rand(22)) $data_weapons[to].plus_state_set.push(8) $data_weapons[to].element_set.push(2) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_broken_add(to) #损坏的 $data_weapons[to].name = "破旧的"+ $data_weapons[to].name $data_weapons[to].description = "有所破损的" + $data_weapons[to].w_description $data_weapons[to].price -= rand($data_weapons[to].price / 4) $data_weapons[to].atk -= rand($data_weapons[to].atk / 2) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_hunduns_add(to) $data_weapons[to].name = "混沌"+ $data_weapons[to].name $data_weapons[to].description = "属性严重扭曲的" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price * 2) $data_weapons[to].atk += (rand($data_weapons[to].atk * 2) - $data_weapons[to].atk) $data_weapons[to].pdef += (10 + rand($data_weapons[to].pdef * 2) - $data_weapons[to].pdef) $data_weapons[to].mdef += (10 + rand($data_weapons[to].mdef * 2) - $data_weapons[to].mdef) $data_weapons[to].str_plus += (10 + rand($data_weapons[to].str_plus * 2) - $data_weapons[to].str_plus) $data_weapons[to].dex_plus += (10 + rand($data_weapons[to].dex_plus * 2) - $data_weapons[to].dex_plus) $data_weapons[to].agi_plus += (10 + rand($data_weapons[to].agi_plus * 2) - $data_weapons[to].agi_plus) $data_weapons[to].int_plus += (10 + rand($data_weapons[to].int_plus * 2) - $data_weapons[to].int_plus) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_anithuman_add(to) $data_weapons[to].name = "反人类"+ $data_weapons[to].name $data_weapons[to].description = "对人类拥有额外伤害效果" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 5) $data_weapons[to].atk += rand(21) $data_weapons[to].element_set.push(11) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_thunder1_add(to) #雷属性带麻痹 if $data_weapons[to].plus_state_set.include?(8) return false end $data_weapons[to].name = "雷鸣"+ $data_weapons[to].name $data_weapons[to].description = "雷属性,攻击附带麻痹效果" + $data_weapons[to].w_description $data_weapons[to].price += rand($data_weapons[to].price / 8) $data_weapons[to].atk += (rand($data_weapons[to].atk / 10) + rand(22)) $data_weapons[to].plus_state_set.push(8) $data_weapons[to].element_set.push(3) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_highatk2_add(to) #追加50%攻击力 但其它属性下降 k = ($data_weapons[to].atk / 2) $data_weapons[to].description = "额外#{k}的攻击力 但其余属性受影响" + $data_weapons[to].w_description $data_weapons[to].name = "背水"+ $data_weapons[to].name $data_weapons[to].price += ($data_weapons[to].price / 5 + rand($data_weapons[to].price / 5) ) $data_weapons[to].atk += rand($data_weapons[to].atk / 8) $data_weapons[to].atk += k $data_weapons[to].agi_plus -= k * 2 $data_weapons[to].dex_plus -= k * 2 $data_weapons[to].pdef = 0 $data_weapons[to].mdef = 0 $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_desposer1_add(to) #净化 $data_weapons[to].description = "可消除攻击目标的一些正面状态" + $data_weapons[to].w_description $data_weapons[to].name = "净化"+ $data_weapons[to].name $data_weapons[to].price += ($data_weapons[to].price / 10 + rand($data_weapons[to].price / 5) ) $data_weapons[to].minus_state_set.push(13,14,20,22,33,52,53,54) $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_slot1_add(to) #一格武器凹槽 if $data_weapons[to].insertpoint != nil and $data_weapons[to].insertpoint >= 1 return false end $data_weapons[to].description = "拥有一个凹槽 " + $data_weapons[to].w_description $data_weapons[to].price += ($data_weapons[to].price / 10) $data_weapons[to].insertpoint = 1 $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_slot2_add(to) #2格武器凹槽 if $data_weapons[to].insertpoint != nil and $data_weapons[to].insertpoint != 0 return false end $data_weapons[to].description = "拥有两个凹槽 " + $data_weapons[to].w_description $data_weapons[to].price += ($data_weapons[to].price / 5) $data_weapons[to].insertpoint = 2 $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_slot3_add(to) #3格武器凹槽 if $data_weapons[to].insertpoint != nil and $data_weapons[to].insertpoint != 0 return false end $data_weapons[to].description = "拥有三个凹槽 " + $data_weapons[to].w_description $data_weapons[to].price *= 2 $data_weapons[to].insertpoint = 3 $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_xixue002_add(to) #2%吸血 if $data_weapons[to].co["vampiric"] != nil return false end $data_weapons[to].name = "吸血的"+ $data_weapons[to].name $data_weapons[to].description = "物理攻击2%吸血效果 " + $data_weapons[to].w_description $data_weapons[to].price *= 1.2 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].co["vampiric"] = 0.02 $data_weapons[to].ico_hue = rand(250) return true end ####################################################### #枪械类 def RWEAPON::w_att_gunpower1_add(to) #伤害加强 $data_weapons[to].name = "大口径"+ $data_weapons[to].name $data_weapons[to].description = "拥有较大威力和后坐力 " + $data_weapons[to].w_description $data_weapons[to].price *= 1.3 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].gun_power *= 1.2 $data_weapons[to].gun_power = $data_weapons[to].gun_power.to_i $data_weapons[to].gun_recoil *= 1.2 $data_weapons[to].gun_recoil = $data_weapons[to].gun_recoil.to_i $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_gunpower2_add(to) #伤害加强 $data_weapons[to].name = "超大口径"+ $data_weapons[to].name $data_weapons[to].description = "拥有较大威力和后坐力 " + $data_weapons[to].w_description $data_weapons[to].price *= 1.6 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].gun_power *= 1.5 $data_weapons[to].gun_power = $data_weapons[to].gun_power.to_i $data_weapons[to].gun_recoil *= 1.5 $data_weapons[to].gun_recoil = $data_weapons[to].gun_recoil.to_i $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_gunammo1_add(to) #弹药增加 $data_weapons[to].name = "大弹夹"+ $data_weapons[to].name $data_weapons[to].description = "拥有较多弹药 " + $data_weapons[to].w_description $data_weapons[to].price *= 1.5 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].gun_ammo *= 1.33 $data_weapons[to].gun_ammo = $data_weapons[to].gun_ammo.to_i $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_gunpowerlow1_add(to) #威力降低 $data_weapons[to].name = "破损的"+ $data_weapons[to].name $data_weapons[to].description = "威力有所降低 " + $data_weapons[to].w_description $data_weapons[to].price *= 0.8 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].gun_power *= 0.8 $data_weapons[to].gun_power = $data_weapons[to].gun_power.to_i $data_weapons[to].ico_hue = rand(250) return true end def RWEAPON::w_att_gunauto_add(to) #自动化 if($data_weapons[to].gun_autofire == true) return false end $data_weapons[to].name = "自动化"+ $data_weapons[to].name $data_weapons[to].description = "可以进行扫射 " + $data_weapons[to].w_description $data_weapons[to].price *= 1.2 $data_weapons[to].price = $data_weapons[to].price.to_i $data_weapons[to].gun_autofire = true $data_weapons[to].ico_hue = rand(250) return true end ####################################################### end |
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