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- #===============================================================================
- # N.A.S.T.Y. Extra Stats
- # Nelderson's Awesome Scripts To You
- # By: Nelderson
- # Made On: 12/19/2011
- # Last Updated : 3/27/2012
- #===============================================================================
- # Update History:
- # - Version 1.1 - Cleaned up some shit, and added enemies xstats for Enemies!
- # - Version 1.0 - Initial release, made for the shit of it <img src='http://www.rpgmakervxace.net/public/style_emoticons/<#EMO_DIR#>/tongue.png' class='bbc_emoticon' alt=':P' />
- #===============================================================================
- # *Notes:
- # - This script can be used to make all sorts of stats that can derive from
- # an actor's level, and base stats.
- #
- # - This thing can be a pain to set up, but once it's done, it can be a very
- # powerful way to include new stats into your game!
- #
- # - Made a quick edit to the status screen to show up to 6 stats!
- #
- # *Usage
- #
- # -First is the STATS section. This is an array that holds all the new
- # stats that everything else gets info from.
- #
- # - Next fill out the Default Level formula(Use Example Below as a guide)
- # *ANYTHING that an actor has, you can base it off of (Except other XSTATS!)
- # (level, hp, mp, atk, spi, agi, maxhp, etc.)
- #
- # -You can use the ACTOR and ENEMY NOTETAGS to customize
- # the formulas for each actor.
- #
- # Examples:
- # Place the following in an actor's notebox(You must make one for each stat):
- # <xstat>
- # :str => '(level/3.5) + 16',
- # :con => '(level/5.6) + 12',
- # :dex => '(level/5.25) + 15 + agi',
- # :int => '(level/10.5) + 10',
- # :wis => '(level/10.5) + 10',
- # :cha => '(level/10.5) + 10',
- # <xstat_end>
- #
- # Or you can place this in an actor's/enemy's notebox
- # <xstat>
- # :str => 15,
- # :con => 14,
- # :dex => 13,
- # :int => 12,
- # :wis => 11,
- # :cha => 0,
- # <xstat_end>
- #
- # - This script also uses notetags for weapons and armors to increase xstats
- # if you want. Just place in a notebox:
- #
- # <weapon_xstat: STAT x> , where STAT is th name of the new stat
- #
- # Ex. <weapon_xstat: str 5> , would raise the actor's str +5
- #
- # *For Scripters
- #
- # -If you want to access the stats, just use:
- # actor.xstat.STAT - Where STAT is the name of the new stat
- #
- # Ex. $game_actors[1].xstat.str , will return actor 1's str
- #
- #===============================================================================
- # Credits:
- # -Nelderson and Zetu
- # Original Script was made by Zetu, and I spiced the shit out of it!
- #===============================================================================
- module Z26
- STATS = [:str,:con,:dex,:int,:wis,:cha]
- #Default xstat formulas for ACTORS
- DEFAULT_LEVEL_FORMULA =
- {
- :str => '(level/3.5) + 16 + atk',
- :con => '(level/5.6) + 12',
- :dex => '(level/5.25) + 15 + agi',
- :int => '(level/10.5) + 10',
- :wis => '(level/10.5) + 10',
- :cha => '(level/10.5) + 10',
- }
- #Default xstat formulas for ENEMIES
- DEFAULT_FOR_ENEMIES =
- {
- :str => 0,
- :con => 0,
- :dex => 0,
- :int => 0,
- :wis => 0,
- :cha => 0,
- }
- def self.actor_level_formulas(actor_id)
- jhh = ""
- strin = $data_actors[actor_id].get_start_end_cache
- strin.each do |i|
- jhh += i
- end
- return DEFAULT_LEVEL_FORMULA if strin == "" or strin == []
- return eval("{#{jhh}}")
- end
- def self.enemy_stats(enemy_id)
- jhh = ""
- strin = $data_enemies[enemy_id].get_start_end_cache
- strin.each do |i|
- jhh += i
- end
- return DEFAULT_FOR_ENEMIES if strin == "" or strin == []
- return eval("{#{jhh}}")
- end
- #=============================================================================
- SYMBOLS = []
- for stat in STATS
- SYMBOLS.push(stat)
- end
- Xstats = Struct.new(*SYMBOLS)
- end
- class Game_Enemy < Game_Battler
- attr_accessor :xstat
- alias z26_enemy_set initialize unless $@
- def initialize(*args)
- z26_enemy_set(*args)
- @xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
- for stat in Z26::STATS
- z26variate_stats(stat)
- end
- end
- def z26variate_stats(stat)
- return if Z26.enemy_stats(@enemy_id)[stat].nil?
- if Z26.enemy_stats(@enemy_id)[stat].is_a?(String)
- set_in = eval(Z26.enemy_stats(@enemy_id)[stat]).to_i
- eval("@xstat.#{stat} += #{set_in}")
- else
- set_in = Z26.enemy_stats(@enemy_id)[stat]
- @xstat[stat] += set_in
- end
- end
- end
- class Game_Actor < Game_Battler
- attr_accessor :xstat
- alias z26_s setup unless $@
- def setup(actor_id)
- z26_s(actor_id)
- @xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
- for item in equips.compact
- z26variate_equip(item)
- end
- for stat in Z26::STATS
- z26variate_stats(stat, @level)
- end
- end
- alias z26_change_equip change_equip
- def change_equip(equip_type, item, test = false)
- last_item = equips[equip_type]
- z26_change_equip(equip_type, item)
- z26variate_equip(item)
- z26variate_equip(last_item, false)
- end
- #=====================#
- ##EDITED BY NELDERSON##
- #=====================#
- def z26variate_equip(item, adding = true)
- return if item.nil?
- for line in item.note.split(/[\r\n]+/).each{ |a|
- case a
- when /<weapon_xstat:[ ](.*)[ ](\d+)>/i
- if Z26::STATS.include?(eval(":" + $1))
- if adding
- eval("@xstat.#{$1} += #{$2}")
- else
- eval("@xstat.#{$1} -= #{$2}")
- end
- end
- end
- }
- end
- end
- def z26variate_stats(stat, level, adding = true)
- return if Z26.actor_level_formulas(@actor_id)[stat].nil?
- if Z26.actor_level_formulas(@actor_id)[stat].is_a?(String)
- amount = eval(Z26.actor_level_formulas(@actor_id)[stat]).to_i
- else
- amount = Z26.actor_level_formulas(@actor_id)[stat]
- end
- if adding
- eval("@xstat.#{stat} += #{amount}")
- else
- eval("@xstat.#{stat} -= #{amount}")
- end
- end
- alias z26level_up level_up unless $@
- def level_up
- for stat in Z26::STATS
- z26variate_stats(stat, @level, false)
- end
- z26level_up
- for stat in Z26::STATS
- z26variate_stats(stat, @level)
- end
- end
- end
- class Window_Status < Window_Selectable
- def draw_block3(y)
- draw_parameters(0, y)
- draw_equipments(344, y)#288
- draw_xstat_parameters(172, y)
- end
- def draw_xstat_parameters(x, y)
- @actor.xstat.size.times {|i|
- draw_actor_xstat_param(@actor, x, y + line_height * i, i) }
- end
- end
- class Window_Base < Window
- def draw_actor_xstat_param(actor, x, y, param_id)
- id = Z26::STATS[param_id]
- change_color(system_color)
- draw_text(x, y, 120, line_height, id.capitalize)
- change_color(normal_color)
- draw_text(x + 120, y, 36, line_height, actor.xstat[id], 2)
- end
- end
- class RPG::BaseItem
- def get_start_end_cache
- record = false
- temp = []
- self.note.split(/[\r\n]+/).each do |line|
- if line =~ /<xstat>/i
- record = true
- elsif line =~ /<xstat_end>/i
- record = false
- end
- if record
- temp << line
- end
- end
- return nil if temp == ""
- temp.delete_at(0)
- temp
- end
- end
复制代码 我想使用这个脚本拓展角色的基本能力……但是我想升级的时候随机加上几点能力而不是固定成长的话,怎样才能实现?
另外还想求问怎么在战斗中使用这些新的基本能力……求指教…… |
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