| 赞 | 0  | 
 
| VIP | 1 | 
 
| 好人卡 | 28 | 
 
| 积分 | 2 | 
 
| 经验 | 9126 | 
 
| 最后登录 | 2023-2-13 | 
 
| 在线时间 | 191 小时 | 
 
 
 
 
 
Lv1.梦旅人 
	- 梦石
 - 0 
 
        - 星屑
 - 236 
 
        - 在线时间
 - 191 小时
 
        - 注册时间
 - 2010-6-22
 
        - 帖子
 - 233
 
 
 
 | 
	
6楼
 
 
 楼主 |
发表于 2010-8-26 02:05:40
|
只看该作者
 
 
 
 本帖最后由 仙芋 于 2010-8-26 02:07 编辑  
 
回复 zhli667 的帖子 
报错... 
 
 
 
全脚本:- 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
 
 -      @hp = maxhp
 
 -      @sp = maxsp
 
 -          
 
 -      # 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]
 
 -    last_pdef = actor_parameters[6]
 
 -    level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
 
 -    last_maxsp,last_str,last_dex,last_agi,last_int,last_pdef
 
 -    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[i].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[i].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[i].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[i].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[i].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[i].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www.66RPG.com,使用和转载请保留此信息
 
 - #==============================================================================
 
  
 
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  
- # ------------------------------------
 
  
- # ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示ウィンドウ plus ▼▲▼
 
 - # by 樱雅 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 = "" #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
 
 - #------------------------------------------------------------------------------
 
 - #  バトル终了时、レベルアップした场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,last_pdef)
 
 -    super(140, 20, 400, 350)
 
 -    self.contents = Bitmap.new(width - 32, height - 32)
 
 -    self.visible = false
 
 -    self.opacity = 0
 
 -    # 防止被对话框遮住
 
 -    self.z = 9999
 
 -    @backsp2 = Sprite.new
 
 -    @backsp2.bitmap = Bitmap.new("Graphics/Pictures/升级.png")
 
 -    @backsp2.x = 180
 
 -    @backsp2.y = 30
 
 -    @backsp2.z = 500
 
 -    refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
 
 -    # 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,last_pdef)
 
 -    self.contents.clear
 
 -    self.contents.font.color = Color.new(64,70,124,255)
 
 -    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)
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,30 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,62 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,94 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,126 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,158 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,192 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,222 ,bitmap, Rect.new(0, 0, 48, 36))
 
 -    bitmap = RPG::Cache.icon("加.png")
 
 -    self.contents.blt(170,254 ,bitmap, Rect.new(0, 0, 48, 36))
 
  
-    self.contents.font.color = Color.new(64,70,124,255)
 
 -    self.contents.draw_text( 130, 30, 88, 24, last_lv.to_s)
 
 -    self.contents.draw_text( 130, 62, 72, 24, up_hp.to_s)
 
 -    self.contents.draw_text( 130, 94, 72, 24, up_sp.to_s)
 
 -    self.contents.draw_text( 130, 126, 72, 24, up_str.to_s)
 
 -    self.contents.draw_text( 130, 256, 72, 24, up_dex.to_s)
 
 -    self.contents.draw_text( 130, 224, 72, 24, up_agi.to_s)
 
 -    self.contents.draw_text( 130, 158, 72, 24, up_int.to_s)
 
 -    self.contents.draw_text( 130, 192, 72, 24, actor.pdef.to_s)
 
 -    self.contents.draw_text( 235, 30, 128, 24, actor.level.to_s)
 
 -    self.contents.draw_text( 235, 62, 128, 24, actor.maxhp.to_s)
 
 -    self.contents.draw_text( 235, 94, 128, 24, actor.maxsp.to_s)
 
 -    self.contents.draw_text( 235, 126, 128, 24, actor.str.to_s)
 
 -    self.contents.draw_text( 235, 256, 128, 24, actor.dex.to_s)
 
 -    self.contents.draw_text( 235, 224, 128, 24, actor.agi.to_s)
 
 -    self.contents.draw_text( 235, 158, 128, 24, actor.int.to_s)
 
 -    self.contents.draw_text( 235, 192, 128, 24, actor.pdef.to_s)
 
 -  end
 
 -  def dispose
 
 -    @backsp2.dispose
 
 -    super
 
 -  end
 
 -  
 
 - end
 
 - #==============================================================================
 
 - # ■ Window_SkillLearning
 
 - #------------------------------------------------------------------------------
 
 - #  レベルアップ时などにスキルを习得した场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.opacity = 0
 
 -    # 防止被对话框遮住
 
 -    self.z = 9999
 
 -    @learn_skills = []
 
 -    @backsp3 = Sprite.new
 
 -    for i in 0...$data_classes[class_id].learnings.size
 
 -      learn_lv = $data_classes[class_id].learnings[i].level
 
 -      # 今回のレベルアップ范围で习得するスキルの场合
 
 -      if learn_lv > last_lv and learn_lv <= now_lv
 
 -        @learn_skills.push $data_skills[
 
 -        $data_classes[class_id].learnings[i].skill_id].name
 
 -    else
 
 -      @backsp3.bitmap = Bitmap.new("Graphics/Windowskins/nil.png")
 
 -      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
 
 -     @backsp3.bitmap = Bitmap.new("Graphics/Pictures/newskill.png")
 
 -     @backsp3.x = 175
 
 -     @backsp3.y = 320
 
 -     @backsp3.z = 502
 
 -   #========================================
 
 -    self.contents.clear
 
 -    self.contents.font.size = 18
 
 -    self.contents.font.color = text_color(7)
 
 -    self.contents.font.bold = true
 
 -    self.contents.draw_text(0,0,156,24, "习得  "+skill_name)
 
 -    self.contents.font.color = text_color(7)
 
 -    self.visible = true
 
 -    return true
 
 -  end
 
 -  def dispose
 
 -    @backsp3.dispose
 
 -    super
 
 -  end
 
 - end
 
  复制代码 |   
 
 
 
 |