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本帖最后由 精灵使者 于 2011-5-31 11:21 编辑
我使用了一个升级提示脚本(提示升级能力变化和习得技能的)和四格掉宝,但是如果把四格掉宝优先更靠近Main,则得到设定的随机宝物,但是战斗结束没有显示得到的经验金钱和得到的物品,且升级提示也不显示了。如果升级提示更靠近Main,则四格掉宝无效化。搜索了一下没发现有人提出这两个脚本冲突,真的两种效果都想要,我是脚本半文盲,求高人解答,谢谢。下面是我使用的两个脚本:
升级提示- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :not_new_skill
-
- alias old_setup setup
- def setup(actor_id)
- old_setup(actor_id)
- @not_new_skill = []
- end
- def exp=(exp)
- @not_new_skill = []
- @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
- @not_new_skill.push(j.skill_id) if @skills.include?(j.skill_id)
- 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
- end
- end
-
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],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 = "" #升级时的音效设置
- $data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME
- $data_system_skilllearn_se = "Audio/SE/106-Heal02" # 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 < 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(0, 128, 160, 192)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.visible = false
- self.back_opacity = 160
- refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
- 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 = system_color
- self.contents.font.size = 14
- self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!")
- self.contents.font.size = 18
- self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
- self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
- self.contents.font.size = 14
- self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
- self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
- self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
- self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
- self.contents.draw_text(92, 0, 128, 24, "→")
- self.contents.draw_text(76, 28, 128, 24, "=")
- self.contents.draw_text(76, 50, 128, 24, "=")
- self.contents.draw_text(76, 72, 128, 24, "=")
- self.contents.draw_text(76, 94, 128, 24, "=")
- self.contents.draw_text(76, 116, 128, 24, "=")
- self.contents.draw_text(76, 138, 128, 24, "=")
- self.contents.font.color = normal_color
- self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
- self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
- self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
- self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
- self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
- self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
- self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
- self.contents.font.size = 20
- self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
- self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
- self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
- self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
- self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
- self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
- self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
- 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 < Window_Base
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :learned # スキルを習得したかどうか
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(class_id, last_lv, now_lv, actor)
- super(160, 64, 320, 64)
- self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示
- self.visible = false
- self.back_opacity = 160
- @actor = actor
- @learned = false
- refresh(class_id, last_lv, now_lv)
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh(class_id, last_lv, now_lv)
- 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範囲で習得するスキルの場合
- if learn_lv > last_lv and learn_lv <= now_lv
- @learned = true
- # SEの再生
- if $data_system_skilllearn_se != ""
- Audio.se_play($data_system_skilllearn_se)
- end
- unless @actor.not_new_skill.include?($data_classes[class_id].learnings[i].skill_id) #←←←←←←←←←←←←←
- # 各描写
- skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
- self.contents.clear
- self.contents.font.color = text_color(0)
- self.contents.draw_text(0,0,448,32, "学会特技:"+skill_name)
- self.contents.font.color = text_color(6)
- self.contents.draw_text(0,0,448,32, " "+skill_name)
- self.contents.font.color = text_color(0)
- self.visible = true
- end
- # メインループ
- loop do
- # ゲーム画面を更新
- Graphics.update
- # 入力情報を更新
- Input.update
- # フレーム更新
- update
- # 画面が切り替わったらループを中断
- if @learned == false
- break
- end
- end
- # メインループここまで
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- @learned = false
- self.visible = false
- end
- end
- end
- #==============================================================================
- # ■ Window_BattleStatus
- #==============================================================================
- class Window_BattleStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 追加?公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :level_up_flags # LEVEL UP!表示
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 追加?公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :exp_gain_ban # EXP取得一時禁止
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs_bp10_initialize initialize
- def initialize
- @exp_gain_ban = false
- xrxs_bp10_initialize
- end
- #--------------------------------------------------------------------------
- # ● ステート [EXP を獲得できない] 判定
- #--------------------------------------------------------------------------
- alias xrxs_bp10_cant_get_exp? cant_get_exp?
- def cant_get_exp?
- if @exp_gain_ban == true
- return true
- else
- return xrxs_bp10_cant_get_exp?
- end
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● アフターバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs_bp10_start_phase5 start_phase5
- def start_phase5
- # EXP 獲得禁止
- for i in 0...$game_party.actors.size
- $game_party.actors[i].exp_gain_ban = true
- end
- xrxs_bp10_start_phase5
- # EXP 獲得禁止の解除
- for i in 0...$game_party.actors.size
- $game_party.actors[i].exp_gain_ban = false
- end
- # EXPを初期化
- @exp_gained = 0
- for enemy in $game_troop.enemies
- # 獲得 EXPを追加 # エネミーが隠れ状態でない場合
- @exp_gained += enemy.exp if not enemy.hidden
- end
- # 設定
- @phase5_step = 1
- @exp_gain_actor = -1
- # リザルトウィンドウを表示
- @result_window.visible = true
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アフターバトルフェーズ)
- #--------------------------------------------------------------------------
- #alias xrxs_bp10_update_phase5 update_phase5
- def update_phase5
- case @phase5_step
- when 1
- update_phase5_step1
- else
- # ウェイトカウントが 0 より大きい場合
- if @phase5_wait_count > 0
- # ウェイトカウントを減らす
- @phase5_wait_count -= 1
- # ウェイトカウントが 0 になった場合
- if @phase5_wait_count == 0
- # リザルトウィンドウを表示
- #@result_window.visible = true
- # メインフェーズフラグをクリア
- $game_temp.battle_main_phase = false
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- return
- end
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- # バトル終了
- battle_end(0)
- end
- # レベルアップしている場合は強制バトル終了
- battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ)
- #--------------------------------------------------------------------------
- def update_phase5_step1
- # C ボタンが押された場合
- if Input.trigger?(Input::C)
- # ウィンドウを閉じて次のアクターへ
- @levelup_window.visible = false if @levelup_window != nil
- @status_window.level_up_flags[@exp_gain_actor] = false
- phase5_next_levelup
- end
- end
- #--------------------------------------------------------------------------
- # ● 次のアクターのレベルアップ表示へ
- #--------------------------------------------------------------------------
- def phase5_next_levelup
- begin
- # 次のアクターへ
- @exp_gain_actor += 1
- # 最後のアクターの場合
- if @exp_gain_actor >= $game_party.actors.size
- # アフターバトルフェーズ開始
- @phase5_step = 0
- return
- end
- actor = $game_party.actors[@exp_gain_actor]
- if actor.cant_get_exp? == false
- # 現在の能力値を保持
- last_level = actor.level
- last_maxhp = actor.maxhp
- last_maxsp = actor.maxsp
- last_str = actor.str
- last_dex = actor.dex
- last_agi = actor.agi
- last_int = actor.int
- # 経験値取得の決定的瞬間(謎
- actor.exp += @exp_gained
- # 判定
- if actor.level > last_level
- # レベルアップした場合
- @status_window.level_up(@exp_gain_actor)
- # リザルトウィンドウを消す
- @result_window.visible = false
- # 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
- # LEVEL-UPウィンドウの設定
- @levelup_window = Window_LevelUpWindow.new(actor, last_level,
- actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
- actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
- @levelup_window.x = 160 * @exp_gain_actor
- @levelup_window.visible = true
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- # スキル習得ウィンドウの設定
- @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level, actor)
- # ウェイトカウントを設定
- @phase5_wait_count = 40
- @phase5_step = 1
- return
- end
- end
- end until false
- end
- end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
复制代码 四格掉宝是这个- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- # ============================================================================
- # 四格掉宝设定 by SailCat
- # ============================================================================
- # 脚本使用说明:
- # 1.复制后插入到Main前面
- # 2.数据库设定额外掉宝的概率,在敌人名称那里
- # 格式: 敌人名称,宝物2,宝物3,宝物4
- # 宝物写法: (I|W|A)n 分别对应: n号道具,n号武器,n号防具 I W A必须大写
- # 例: Cockatrice,A5,I5,W3
- # Fishman,I2,I3
- # 三栏中任一栏留空不写时,取前一格的设定,全都不写时,取默认宝物设定
- # 3.186行是四格概率比设定,在那里填上4个数字就可以更改概率了,该行内容:
- # rarity = [178, 51, 15, 12]
- # ============================================================================
- #--------------------------------------------------------------------------
- # □ RPG::Enemy
- #--------------------------------------------------------------------------
- module RPG
- class Enemy
- def name
- name = @name.split(/,/)[0]
- return name != nil ? name : ""
- end
- def treasure2
- treasure = @name.split(/,/)[1]
- return treasure.to_s
- end
- def treasure3
- treasure = @name.split(/,/)[2]
- return treasure.to_s
- end
- def treasure4
- treasure = @name.split(/,/)[3]
- return treasure.to_s
- end
- end
- end
- #==============================================================================
- # ■ Game_Enemy
- #------------------------------------------------------------------------------
- # 处理敌人的类。本类在 Game_Troop 类 ($game_troop) 的
- # 内部使用。
- #==============================================================================
- class Game_Enemy < Game_Battler
- #--------------------------------------------------------------------------
- # ● 获取物品 ID2
- #--------------------------------------------------------------------------
- def item2_id
- if $data_enemies[@enemy_id].treasure2 == ""
- return item_id
- elsif $data_enemies[@enemy_id].treasure2[0,1] != "I"
- return 0
- else
- return $data_enemies[@enemy_id].treasure2[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取武器 ID2
- #--------------------------------------------------------------------------
- def weapon2_id
- if $data_enemies[@enemy_id].treasure2 == ""
- return weapon_id
- elsif $data_enemies[@enemy_id].treasure2[0,1] != "W"
- return 0
- else
- return $data_enemies[@enemy_id].treasure2[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取防具 ID2
- #--------------------------------------------------------------------------
- def armor2_id
- if $data_enemies[@enemy_id].treasure2 == ""
- return armor_id
- elsif $data_enemies[@enemy_id].treasure2[0,1] != "A"
- return 0
- else
- return $data_enemies[@enemy_id].treasure2[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品 ID3
- #--------------------------------------------------------------------------
- def item3_id
- if $data_enemies[@enemy_id].treasure3 == ""
- return item2_id
- elsif $data_enemies[@enemy_id].treasure3[0,1] != "I"
- return 0
- else
- return $data_enemies[@enemy_id].treasure3[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取武器 ID3
- #--------------------------------------------------------------------------
- def weapon3_id
- if $data_enemies[@enemy_id].treasure3 == ""
- return weapon2_id
- elsif $data_enemies[@enemy_id].treasure3[0,1] != "W"
- return 0
- else
- return $data_enemies[@enemy_id].treasure3[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取防具 ID3
- #--------------------------------------------------------------------------
- def armor3_id
- if $data_enemies[@enemy_id].treasure3 == ""
- return armor2_id
- elsif $data_enemies[@enemy_id].treasure3[0,1] != "A"
- return 0
- else
- return $data_enemies[@enemy_id].treasure3[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品 ID4
- #--------------------------------------------------------------------------
- def item4_id
- if $data_enemies[@enemy_id].treasure4 == ""
- return item3_id
- elsif $data_enemies[@enemy_id].treasure4[0,1] != "I"
- return 0
- else
- return $data_enemies[@enemy_id].treasure4[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取武器 ID4
- #--------------------------------------------------------------------------
- def weapon4_id
- if $data_enemies[@enemy_id].treasure4 == ""
- return weapon3_id
- elsif $data_enemies[@enemy_id].treasure4[0,1] != "W"
- return 0
- else
- return $data_enemies[@enemy_id].treasure4[/[0-9]+/].to_i
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取防具 ID4
- #--------------------------------------------------------------------------
- def armor4_id
- if $data_enemies[@enemy_id].treasure4 == ""
- return armor3_id
- elsif $data_enemies[@enemy_id].treasure4[0,1] != "A"
- return 0
- else
- return $data_enemies[@enemy_id].treasure4[/[0-9]+/].to_i
- end
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 开始结束战斗回合
- #--------------------------------------------------------------------------
- def start_phase5
- # 转移到回合 5
- @phase = 5
- # 演奏战斗结束 ME
- $game_system.me_play($game_system.battle_end_me)
- # 还原为战斗开始前的 BGM
- $game_system.bgm_play($game_temp.map_bgm)
- # 初始化 EXP、金钱、宝物
- exp = 0
- gold = 0
- treasures = []
- # 循环
- for enemy in $game_troop.enemies
- # 敌人不是隐藏状态的情况下
- unless enemy.hidden
- # 获得 EXP、增加金钱
- exp += enemy.exp
- gold += enemy.gold
- # 出现宝物判定
- if rand(100) < enemy.treasure_prob
- rarity = [178, 51, 15, 12]
- case rand(rarity[0] + rarity[1] + rarity[2] + rarity[3])
- when 0..rarity[0] - 1
- if enemy.item_id > 0
- treasures.push($data_items[enemy.item_id])
- end
- if enemy.weapon_id > 0
- treasures.push($data_weapons[enemy.weapon_id])
- end
- if enemy.armor_id > 0
- treasures.push($data_armors[enemy.armor_id])
- end
- when rarity[0]..rarity[0] + rarity[1] - 1
- if enemy.item2_id > 0
- treasures.push($data_items[enemy.item2_id])
- end
- if enemy.weapon2_id > 0
- treasures.push($data_weapons[enemy.weapon2_id])
- end
- if enemy.armor2_id > 0
- treasures.push($data_armors[enemy.armor2_id])
- end
- when rarity[0] + rarity[1]..rarity[0] + rarity[1] + rarity[2] - 1
- if enemy.item3_id > 0
- treasures.push($data_items[enemy.item3_id])
- end
- if enemy.weapon3_id > 0
- treasures.push($data_weapons[enemy.weapon3_id])
- end
- if enemy.armor3_id > 0
- treasures.push($data_armors[enemy.armor3_id])
- end
- else
- if enemy.item4_id > 0
- treasures.push($data_items[enemy.item4_id])
- end
- if enemy.weapon4_id > 0
- treasures.push($data_weapons[enemy.weapon4_id])
- end
- if enemy.armor4_id > 0
- treasures.push($data_armors[enemy.armor4_id])
- end
- end
- end
- end
- end
- # 限制宝物数为 8 个
- treasures = treasures[0..7]
- # 获得 EXP
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cant_get_exp? == false
- last_level = actor.level
- actor.exp += exp
- if actor.level > last_level
- @status_window.level_up(i)
- end
- end
- end
- # 获得金钱
- $game_party.gain_gold(gold)
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- end
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
复制代码 帮忙整合一下或者告诉我怎么整合我自己来,实在整合不起的话事件方法也可以……看到有人说可以战斗结束调用公共事件,可是我没明白,数据库敌人那栏怎么挂公共事件啊?
期待解答,谢谢。
muxue327于2011-5-31 22:53补充以下内容:
大家都很忙的么……自顶一下,期待回答! |
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