self.contents.font.color = text_color(0) self.contents.draw_text(0,0,156,24, "学会特技:") self.contents.font.color = text_color(6) self.contents.draw_text(0,100,156,24, skill_name) #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) 改为 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) |
这玩意儿太麻烦,2行完成的东西居然写个几百行。 lv=Array.new(0,4) Thread.new{loop{$game_party.actors.each_with_index{|i,ind|lv[ind]=lv[ind]!=i.level||i.level;p3(lv)}}} 本脚本需要ruby3.0支持 |
脚本: #============================================================================== # 本脚本来自66RPG.com,使用和转载请保留此信息 #============================================================================== #============================================================================== # 升级提示 v1.1 # # 核心部分 By 叶子 # 窗口部分 原作者:桜雅 在土 修改:叶子 # # Date: 2-12-2006 -v1.0 # 3-2-2006 -v1.1 #============================================================================== # # 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。 # # 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示 $不显示升级窗口 = 8 #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) # 记录旧等级 last_level = @level @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min # 升级了的话,升级显示处理 if @level > last_level and $game_switches[$不显示升级窗口] == false and not $BTEST show_level_up_result(last_level) end end #-------------------------------------------------------------------------- # ● 升级显示处理 #-------------------------------------------------------------------------- def show_level_up_result(last_level) actor_parameters = self.last_parameters(last_level) last_maxhp = actor_parameters[0] last_maxsp = actor_parameters[1] last_str = actor_parameters[2] last_dex = actor_parameters[3] last_agi = actor_parameters[4] last_int = actor_parameters[5] level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp, last_maxsp,last_str,last_dex,last_agi,last_int level_up_window.visible = true skill_learning_window = Window_SkillLearning_A.new(@class_id, last_level, @level) # 循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 按下C就关闭窗口 if Input.trigger?(Input::C) unless skill_learning_window.refresh level_up_window.dispose skill_learning_window.dispose return true end end end end #-------------------------------------------------------------------------- # ● 一次取得全部旧属性 #-------------------------------------------------------------------------- def last_parameters(level) #--------------------------- # maxhp #--------------------------- n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states.maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min maxhp = n #--------------------------- # maxsp #--------------------------- n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min for i in @states n *= $data_states.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.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.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.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.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66RPG.com,使用和转载请保留此信息 #============================================================================== #============================================================================== # 本脚本来自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 = "Audio/SE/苍之涛_升级" #升级时的音效设置 $data_system_level_up_me = "" # 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_A < 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, 80, 220, 222) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 # 防止被对话框遮住 self.z = 9999 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, $data_system.words.int) self.contents.draw_text(110, 26, 128, 24, "→") self.contents.draw_text(110, 48, 128, 24, "→") self.contents.draw_text(110, 70, 128, 24, "→") self.contents.draw_text(110, 92, 128, 24, "→") self.contents.draw_text(110, 114, 128, 24, "→") self.contents.draw_text(110, 136, 128, 24, "→") self.contents.draw_text(110, 158, 128, 24, "→") self.contents.font.color = normal_color self.contents.draw_text( 60, 26, 88, 24, last_lv.to_s) self.contents.draw_text( 60, 48, 72, 24, up_hp.to_s) self.contents.draw_text( 60, 70, 72, 24, up_sp.to_s) self.contents.draw_text( 60, 92, 72, 24, up_str.to_s) self.contents.draw_text( 60, 114, 72, 24, up_dex.to_s) self.contents.draw_text( 60, 136, 72, 24, up_agi.to_s) self.contents.draw_text( 60, 158, 72, 24, up_int.to_s) self.contents.draw_text( 145, 26, 128, 24, actor.level.to_s) self.contents.draw_text( 145, 48, 128, 24, actor.maxhp.to_s) self.contents.draw_text( 145, 70, 128, 24, actor.maxsp.to_s) self.contents.draw_text( 145, 92, 128, 24, actor.str.to_s) self.contents.draw_text( 145, 114, 128, 24, actor.dex.to_s) self.contents.draw_text( 145, 136, 128, 24, actor.agi.to_s) self.contents.draw_text( 145, 158, 128, 24, actor.int.to_s) end end #============================================================================== # ■ Window_SkillLearning #------------------------------------------------------------------------------ # レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。 #============================================================================== class Window_SkillLearning_A < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(210, 322, 220, 56) self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示 self.visible = false self.back_opacity = 160 # 防止被对话框遮住 self.z = 9999 @learn_skills = [] for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings.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.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 #============================================================================== # 本脚本来自66RPG.com,使用和转载请保留此信息 #============================================================================== |
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