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[已经解决] 我是新手 求助几个简单的问题

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Lv2.观梦者

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发表于 2015-6-26 15:35:13 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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最近才开始研究RMVA 想问几个问题,希望大神为我解答....

1.为什么我做的游戏战斗时的背景音乐要等个3-5秒才开始播放,感觉怪怪的....

2.怎么修改游戏的字体啊

3.为什么我的武器增加的攻击力最大只能为500..怎么增加上限啊...

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请善用搜索,另外尽量别一帖多问。  发表于 2015-6-26 15:49

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参与人数 1星屑 -20 收起 理由
VIPArcher -20 一题多问,标题不清。

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Lv2.观梦者

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 楼主| 发表于 2015-6-26 15:53:23 | 只看该作者
前面2个问题已经解决了....就是那个武器攻击力上限的问题 不知道怎么搞...
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Lv5.捕梦者 (暗夜天使)

只有笨蛋才会看到

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开拓者短篇九导演组冠军

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发表于 2015-6-26 15:58:37 | 只看该作者
https://rpg.blue/thread-378738-1-2.html

页面内搜索关键词:

数!值!爆!炸!
全!数!据!库!装!备!能!力!值!变!化!量!统!统!翻!十!倍!

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Lv2.观梦者

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发表于 2015-6-26 16:07:57 | 只看该作者
关于BGM
不知道楼主的BGM文件是不是自己另外添加进去的,如果是的话,一般音乐文件开头都有一小段空白,用软件剪掉就好。

修改字体的方法:
1、打开【脚本编辑器】,把左边显示脚本项目的滚动条往下拉
2、找到【Main】项(脚本没修改过的话一般都是最底下的)
3、接着在右边的编辑窗口中输入 Font.default_name = ["楼主需要的字体名称"]

关于破限脚本:



RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Adjust Limits v1.00
  4. # -- Last Updated: 2011.12.03
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-AdjustLimits"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2011.12.03 - Finished Script.
  17. # 2011.12.02 - Started Script.
  18. #
  19. #==============================================================================
  20. # ▼ Introduction
  21. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  22. # There exists some limitations in RPG Maker VX Ace that not everybody's fond
  23. # of. With this script, you can easily adjust the limits of each limitation.
  24. # Here's the list of various limits that can be changed:
  25. #
  26. # - Gold Max  - Have more than 99,999,999 gold.
  27. # - Item Max  - Have more than 99 items. Customizable per item, too.
  28. # - Level Max - Exceed 99 levels. Parameters are automatically calculated based
  29. #               on the level 99 and level 98 stats in the class parameters.
  30. # - Stat Max  - Stats can exceed 999. Does not adjust for current formulas.
  31. #
  32. #==============================================================================
  33. # ▼ Instructions
  34. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  35. # To install this script, open up your script editor and copy/paste this script
  36. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  37. #
  38. # -----------------------------------------------------------------------------
  39. # Actor Notetags - These notetags go in the actors notebox in the database.
  40. # -----------------------------------------------------------------------------
  41. # <initial level: x>
  42. # Sets the initial level for the specific actor. Can go above level 99 as long
  43. # as the max level is higher than 99. Default initial level limit is 99.
  44. #
  45. # <max level: x>
  46. # Sets the max level for the specific actor. Can go above level 99 as long as
  47. # the higher limit is defined in the module. Default max level is level 99.
  48. #
  49. # -----------------------------------------------------------------------------
  50. # Class Notetags - These notetags go in the class notebox in the database.
  51. # -----------------------------------------------------------------------------
  52. # <learn at level: x>
  53. # This actually goes inside of the skill learning "notes" box. Replace x with
  54. # the level you wish for the class to learn the skill at. This enables classes
  55. # to learn new skills past level 99.
  56. #
  57. # -----------------------------------------------------------------------------
  58. # Item Notetags - These notetags go in the items notebox in the database.
  59. # -----------------------------------------------------------------------------
  60. # <max limit: x>
  61. # Changes the maximum number of items that can be held from whatever the
  62. # normal amount that can be held. Default amount is 99.
  63. #
  64. # <price: x>
  65. # Changes the price of the item to x. Allows you to go over the price of
  66. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  67. # is 99,999,999 gold.
  68. #
  69. # -----------------------------------------------------------------------------
  70. # Weapon Notetags - These notetags go in the weapons notebox in the database.
  71. # -----------------------------------------------------------------------------
  72. # <max limit: x>
  73. # Changes the maximum number of items that can be held from whatever the
  74. # normal amount that can be held. Default amount is 99.
  75. #
  76. # <price: x>
  77. # Changes the price of the item to x. Allows you to go over the price of
  78. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  79. # is 99,999,999 gold.
  80. #
  81. # <stat: +x>
  82. # <stat: -x>
  83. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  84. # bonus to go over +500 and under -500. Replace stat with one of the following:
  85. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  86. #
  87. # -----------------------------------------------------------------------------
  88. # Armour Notetags - These notetags go in the armours notebox in the database.
  89. # -----------------------------------------------------------------------------
  90. # <max limit: x>
  91. # Changes the maximum number of items that can be held from whatever the
  92. # normal amount that can be held. Default amount is 99.
  93. #
  94. # <price: x>
  95. # Changes the price of the item to x. Allows you to go over the price of
  96. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  97. # is 99,999,999 gold.
  98. #
  99. # <stat: +x>
  100. # <stat: -x>
  101. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  102. # bonus to go over +500 and under -500. Replace stat with one of the following:
  103. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  104. #
  105. # -----------------------------------------------------------------------------
  106. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  107. # -----------------------------------------------------------------------------
  108. # <stat: x>
  109. # Changes the stat of the enemy to x value. Allows going over the database max
  110. # values. Replace stat with one of the following:
  111. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
  112. #
  113. # -----------------------------------------------------------------------------
  114. # Script Calls - These commands are used with script calls.
  115. # -----------------------------------------------------------------------------
  116. # gain_gold(x)
  117. # lose_gold(x)
  118. # Causes the player to gain/lose x gold. Allows you to go over 9,999,999 gold.
  119. # Default maximum gold is 99,999,999.
  120. #
  121. # gain_item(x, y)
  122. # lose_item(x, y)
  123. # gain_weapon(x, y)
  124. # lose_weapon(x, y)
  125. # gain_armour(x, y)
  126. # lose_armour(x, y)
  127. # Causes the player to gain/lose x item in y amount. Allows you to go over 99
  128. # quantity. Default quantity is 99.
  129. #
  130. #==============================================================================
  131. # ▼ Compatibility
  132. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  133. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  134. # it will run with RPG Maker VX without adjusting.
  135. #
  136. #==============================================================================
  137.  
  138. module YEA
  139.   module LIMIT
  140.  
  141.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  142.     # - Gold Settings -
  143.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  144.     # Adjust gold settings here. You can change the maximum amount of gold to
  145.     # whatever you want. In addition to that, you can also adjust whether or
  146.     # not you wish for your gold display to show an icon instead, (and change
  147.     # the font size if needed). If there's too much gold that's to be displayed
  148.     # then you can change the text shown in place of that.
  149.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  150.     GOLD_MAX  = 999999999999999  # Maximum gold.
  151.     GOLD_ICON = 361              # Icon used for gold. Use 0 for text currency.
  152.     GOLD_FONT = 16               # Font size used to display gold.
  153.     TOO_MUCH_GOLD = "A lotta gold!"   # Text used when gold cannot fit.
  154.  
  155.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  156.     # - Item Settings -
  157.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  158.     # Adjust item settings here. You can change the maximum number of items
  159.     # held from 99 to whatever you want. In addition to that, change the prefix
  160.     # used for items when shown in the item display menu (and the font size if
  161.     # needed). Items can have individual maximums through usage of the
  162.     # <max limit: x> notetag.
  163.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  164.     ITEM_MAX  = 999     # The default maximum number of items held each.
  165.     ITEM_FONT = 16      # Font size used to display item quantity.
  166.     SHOP_FONT = 16      # Font size used for shop item costs.
  167.     ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
  168.  
  169.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  170.     # - Parameter Settings -
  171.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  172.     # Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
  173.     # DEF, MAT, and more). Adjust them as you see fit.
  174.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  175.     LEVEL_MAX = 9999    # Sets max level to x for those with 99 level limit.
  176.     MAXHP_MAX = 99999999 # Sets MaxHP to something higher than 9999.
  177.     MAXMP_MAX = 99999999 # Sets MaxMP to something higher than 9999.
  178.     PARAM_MAX = 99999999   # Sets stat max for something higher than 999.
  179.     EQUIP_FONT = 16     # Changes the default equip window font size.
  180.  
  181.  
  182.  
  183.   end # LIMIT
  184. end # YEA
  185.  
  186. #==============================================================================
  187. # ▼ Editting anything past this point may potentially result in causing
  188. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  189. # halitosis so edit at your own risk.
  190. #==============================================================================
  191.  
  192. module YEA
  193.   module REGEXP
  194.   module ACTOR
  195.  
  196.     MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
  197.     INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
  198.  
  199.   end # ACTOR
  200.   module CLASS
  201.  
  202.     LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
  203.  
  204.   end # CLASS
  205.   module BASEITEM
  206.  
  207.     PRICE     = /<(?:GOLD|price|COST):[ ](\d+)>/i
  208.     MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
  209.     STAT_SET  = /<(.*):[ ]*([\+\-]\d+)>/i
  210.  
  211.   end # BASEITEM
  212.   module ENEMY
  213.  
  214.     STAT_SET  = /<(.*):[ ]*(\d+)>/i
  215.  
  216.   end # ENEMY
  217.   end # REGEXP
  218. end # YEA
  219.  
  220. #==============================================================================
  221. # ■ Icon
  222. #==============================================================================
  223.  
  224. module Icon
  225.  
  226.   #--------------------------------------------------------------------------
  227.   # self.gold
  228.   #--------------------------------------------------------------------------
  229.   def self.gold; return YEA::LIMIT::GOLD_ICON; end
  230.  
  231. end # Icon
  232.  
  233. #==============================================================================
  234. # ■ Numeric
  235. #==============================================================================
  236.  
  237. class Numeric
  238.  
  239.   #--------------------------------------------------------------------------
  240.   # new method: group_digits
  241.   #--------------------------------------------------------------------------
  242.   unless $imported["YEA-CoreEngine"]
  243.   def group; return self.to_s; end
  244.   end # $imported["YEA-CoreEngine"]
  245.  
  246. end # Numeric
  247.  
  248. #==============================================================================
  249. # ■ DataManager
  250. #==============================================================================
  251.  
  252. module DataManager
  253.  
  254.   #--------------------------------------------------------------------------
  255.   # alias method: load_database
  256.   #--------------------------------------------------------------------------
  257.   class <<self; alias load_database_al load_database; end
  258.   def self.load_database
  259.     load_database_al
  260.     load_notetags_al
  261.   end
  262.  
  263.   #--------------------------------------------------------------------------
  264.   # new method: load_notetags_al
  265.   #--------------------------------------------------------------------------
  266.   def self.load_notetags_al
  267.     groups = [$data_actors, $data_items, $data_weapons, $data_armors,
  268.       $data_enemies, $data_classes]
  269.     for group in groups
  270.       for obj in group
  271.         next if obj.nil?
  272.         obj.load_notetags_al
  273.       end
  274.     end
  275.   end
  276.  
  277. end # DataManager
  278.  
  279. #==============================================================================
  280. # ■ RPG::Actor
  281. #==============================================================================
  282.  
  283. class RPG::Actor < RPG::BaseItem
  284.  
  285.   #--------------------------------------------------------------------------
  286.   # common cache: load_notetags_al
  287.   #--------------------------------------------------------------------------
  288.   def load_notetags_al
  289.     @max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
  290.     #---
  291.     self.note.split(/[\r\n]+/).each { |line|
  292.       case line
  293.       #---
  294.       when YEA::REGEXP::ACTOR::MAX_LEVEL
  295.         @max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  296.         @ini_level = [@ini_level, @max_level].min
  297.       when YEA::REGEXP::ACTOR::INI_LEVEL
  298.         @ini_level = [[$1.to_i, 1].max, @max_level].min
  299.       #---
  300.       end
  301.     } # self.note.split
  302.     #---
  303.   end
  304.  
  305. end # RPG::Actor
  306.  
  307. #==============================================================================
  308. # ■ RPG::Class
  309. #==============================================================================
  310.  
  311. class RPG::Class < RPG::BaseItem
  312.  
  313.   #--------------------------------------------------------------------------
  314.   # new method: above_lv99_params
  315.   #--------------------------------------------------------------------------
  316.   def above_lv99_params(param_id, level)
  317.     return @params[param_id, level] if level <= 99
  318.     n = @params[param_id, 99]
  319.     multiplier = [level - 99, 1].max
  320.     n += (@params[param_id, 99] - @params[param_id, 98]) * multiplier
  321.     return n
  322.   end
  323.  
  324.   #--------------------------------------------------------------------------
  325.   # new method: load_notetags_al
  326.   #--------------------------------------------------------------------------
  327.   def load_notetags_al
  328.     for item in @learnings; item.load_notetags_al; end
  329.   end
  330.  
  331. end # RPG::Class
  332.  
  333. #==============================================================================
  334. # ■ RPG::Class::Learning
  335. #==============================================================================
  336.  
  337. class RPG::Class::Learning
  338.  
  339.   #--------------------------------------------------------------------------
  340.   # common cache: load_notetags_al
  341.   #--------------------------------------------------------------------------
  342.   def load_notetags_al
  343.     #---
  344.     self.note.split(/[\r\n]+/).each { |line|
  345.       case line
  346.       #---
  347.       when YEA::REGEXP::CLASS::LEARN_AT_LV
  348.         @level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  349.       #---
  350.       end
  351.     } # self.note.split
  352.     #---
  353.   end
  354.  
  355. end # RPG::Class::Learning
  356.  
  357. #==============================================================================
  358. # ■ RPG::BaseItem
  359. #==============================================================================
  360.  
  361. class RPG::BaseItem
  362.  
  363.   #--------------------------------------------------------------------------
  364.   # public instance variables
  365.   #--------------------------------------------------------------------------
  366.   attr_accessor :max_limit
  367.  
  368.   #--------------------------------------------------------------------------
  369.   # common cache: load_notetags_al
  370.   #--------------------------------------------------------------------------
  371.   def load_notetags_al
  372.     @max_limit = YEA::LIMIT::ITEM_MAX
  373.     #---
  374.     self.note.split(/[\r\n]+/).each { |line|
  375.       case line
  376.       #---
  377.       when YEA::REGEXP::BASEITEM::PRICE
  378.         @price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
  379.       when YEA::REGEXP::BASEITEM::MAX_LIMIT
  380.         @max_limit = [$1.to_i, 1].max
  381.       when YEA::REGEXP::BASEITEM::STAT_SET
  382.         case $1.upcase
  383.         when "HP", "MAXHP", "MHP"
  384.           @params[0] = $2.to_i
  385.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  386.           @params[1] = $2.to_i
  387.         when "ATK"
  388.           @params[2] = $2.to_i
  389.         when "DEF"
  390.           @params[3] = $2.to_i
  391.         when "MAT", "INT", "SPI"
  392.           @params[4] = $2.to_i
  393.         when "MDF", "RES"
  394.           @params[5] = $2.to_i
  395.         when "AGI", "SPD"
  396.           @params[6] = $2.to_i
  397.         when "LUK", "LUCK"
  398.           @params[7] = $2.to_i
  399.         end
  400.       #---
  401.       end
  402.     } # self.note.split
  403.     #---
  404.   end
  405.  
  406.   #--------------------------------------------------------------------------
  407.   # new method: max_limit
  408.   #--------------------------------------------------------------------------
  409.   def max_limit; return @max_limit; end
  410.  
  411. end # RPG::BaseItem
  412.  
  413. #==============================================================================
  414. # ■ RPG::Enemy
  415. #==============================================================================
  416.  
  417. class RPG::Enemy < RPG::BaseItem
  418.  
  419.   #--------------------------------------------------------------------------
  420.   # common cache: load_notetags_al
  421.   #--------------------------------------------------------------------------
  422.   def load_notetags_al
  423.     #---
  424.     self.note.split(/[\r\n]+/).each { |line|
  425.       case line
  426.       #---
  427.       when YEA::REGEXP::ENEMY::STAT_SET
  428.         case $1.upcase
  429.         when "HP", "MAXHP", "MHP"
  430.           @params[0] = $2.to_i
  431.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  432.           @params[1] = $2.to_i
  433.         when "ATK"
  434.           @params[2] = $2.to_i
  435.         when "DEF"
  436.           @params[3] = $2.to_i
  437.         when "MAT", "INT", "SPI"
  438.           @params[4] = $2.to_i
  439.         when "MDF", "RES"
  440.           @params[5] = $2.to_i
  441.         when "AGI", "SPD"
  442.           @params[6] = $2.to_i
  443.         when "LUK", "LUCK"
  444.           @params[7] = $2.to_i
  445.         when "EXP", "XP"
  446.           @exp = $2.to_i
  447.         when "GOLD", "GP"
  448.           @gold = $2.to_i
  449.         end
  450.       #---
  451.       end
  452.     } # self.note.split
  453.     #---
  454.   end
  455.  
  456. end # RPG::Enemy
  457.  
  458. #==============================================================================
  459. # ■ Game_BattlerBase
  460. #==============================================================================
  461.  
  462. class Game_BattlerBase
  463.  
  464.   #--------------------------------------------------------------------------
  465.   # overwrite method: param_max
  466.   #--------------------------------------------------------------------------
  467.   def param_max(param_id)
  468.     return YEA::LIMIT::MAXHP_MAX if param_id == 0
  469.     return YEA::LIMIT::MAXMP_MAX if param_id == 1
  470.     return YEA::LIMIT::PARAM_MAX
  471.   end
  472.  
  473. end # Game_BattlerBase
  474.  
  475. #==============================================================================
  476. # ■ Game_Actor
  477. #==============================================================================
  478.  
  479. class Game_Actor < Game_Battler
  480.  
  481.   #--------------------------------------------------------------------------
  482.   # overwrite method: param_max
  483.   #--------------------------------------------------------------------------
  484.   def param_max(param_id)
  485.     return super
  486.   end
  487.  
  488.   #--------------------------------------------------------------------------
  489.   # overwrite method: param_base
  490.   #--------------------------------------------------------------------------
  491.   def param_base(param_id)
  492.     return self.class.params[param_id, @level] if @level <= 99
  493.     return self.class.above_lv99_params(param_id, @level)
  494.   end
  495.  
  496.   #--------------------------------------------------------------------------
  497.   # new method: check_levels
  498.   #--------------------------------------------------------------------------
  499.   def check_levels
  500.     last_level = @level
  501.     @level = [[@level, max_level].min, 1].max
  502.     return if @level == last_level
  503.     change_exp(exp_for_level(@level), false)
  504.   end
  505.  
  506. end # Game_Actor
  507.  
  508. #==============================================================================
  509. # ■ Game_Party
  510. #==============================================================================
  511.  
  512. class Game_Party < Game_Unit
  513.  
  514.   #--------------------------------------------------------------------------
  515.   # overwrite method: max_gold
  516.   #--------------------------------------------------------------------------
  517.   def max_gold; return YEA::LIMIT::GOLD_MAX; end
  518.  
  519.   #--------------------------------------------------------------------------
  520.   # overwrite method: max_item_number
  521.   #--------------------------------------------------------------------------
  522.   def max_item_number(item); return item.max_limit; end
  523.  
  524. end # Game_Party
  525.  
  526. #==============================================================================
  527. # ■ Game_Interpreter
  528. #==============================================================================
  529.  
  530. class Game_Interpreter
  531.  
  532.   #--------------------------------------------------------------------------
  533.   # new method: gain_gold
  534.   #--------------------------------------------------------------------------
  535.   def gain_gold(value); $game_party.gain_gold(value); end
  536.  
  537.   #--------------------------------------------------------------------------
  538.   # new method: lose_gold
  539.   #--------------------------------------------------------------------------
  540.   def lose_gold(value); $game_party.lose_gold(value); end
  541.  
  542.   #--------------------------------------------------------------------------
  543.   # new method: gain_item
  544.   #--------------------------------------------------------------------------
  545.   def gain_item(id, amount)
  546.     return if $data_items[id].nil?
  547.     $game_party.gain_item($data_items[id], amount)
  548.   end
  549.  
  550.   #--------------------------------------------------------------------------
  551.   # new method: lose_item
  552.   #--------------------------------------------------------------------------
  553.   def lose_item(id, amount)
  554.     return if $data_items[id].nil?
  555.     $game_party.lose_item($data_items[id], amount)
  556.   end
  557.  
  558.   #--------------------------------------------------------------------------
  559.   # new method: gain_weapon
  560.   #--------------------------------------------------------------------------
  561.   def gain_weapon(id, amount)
  562.     return if $data_weapons[id].nil?
  563.     $game_party.gain_item($data_weapons[id], amount)
  564.   end
  565.  
  566.   #--------------------------------------------------------------------------
  567.   # new method: lose_weapon
  568.   #--------------------------------------------------------------------------
  569.   def lose_weapon(id, amount)
  570.     return if $data_weapons[id].nil?
  571.     $game_party.lose_item($data_weapons[id], amount)
  572.   end
  573.  
  574.   #--------------------------------------------------------------------------
  575.   # new method: gain_armour
  576.   #--------------------------------------------------------------------------
  577.   def gain_armour(id, amount)
  578.     return if $data_armors[id].nil?
  579.     $game_party.gain_item($data_armors[id], amount)
  580.   end
  581.  
  582.   #--------------------------------------------------------------------------
  583.   # new method: lose_armour
  584.   #--------------------------------------------------------------------------
  585.   def lose_armour(id, amount)
  586.     return if $data_armors[id].nil?
  587.     $game_party.lose_item($data_armors[id], amount)
  588.   end
  589.  
  590.   #--------------------------------------------------------------------------
  591.   # new method: gain_armor
  592.   #--------------------------------------------------------------------------
  593.   def gain_armor(id, amount)
  594.     return if $data_armors[id].nil?
  595.     $game_party.gain_item($data_armors[id], amount)
  596.   end
  597.  
  598.   #--------------------------------------------------------------------------
  599.   # new method: lose_armor
  600.   #--------------------------------------------------------------------------
  601.   def lose_armor(id, amount)
  602.     return if $data_armors[id].nil?
  603.     $game_party.lose_item($data_armors[id], amount)
  604.   end
  605.  
  606. end # Game_Interpreter
  607.  
  608. #==============================================================================
  609. # ■ Window_Base
  610. #==============================================================================
  611.  
  612. class Window_Base < Window
  613.  
  614.   #--------------------------------------------------------------------------
  615.   # overwrite method: draw_actor_level
  616.   #--------------------------------------------------------------------------
  617.   def draw_actor_level(actor, dx, dy)
  618.     dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
  619.     change_color(system_color)
  620.     draw_text(dx, dy, dw, line_height, Vocab::level_a)
  621.     change_color(normal_color)
  622.     cx = text_size(Vocab::level_a).width
  623.     draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
  624.   end
  625.  
  626.   #--------------------------------------------------------------------------
  627.   # overwrite method: draw_actor_param
  628.   #--------------------------------------------------------------------------
  629.   def draw_actor_param(actor, dx, dy, param_id)
  630.     change_color(system_color)
  631.     draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
  632.     change_color(normal_color)
  633.     draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
  634.   end
  635.  
  636.   #--------------------------------------------------------------------------
  637.   # draw_currency_value
  638.   #--------------------------------------------------------------------------
  639.   def draw_currency_value(value, unit, dx, dy, dw)
  640.     contents.font.size = YEA::LIMIT::GOLD_FONT
  641.     cx = gold_icon?(unit) ? 24 : text_size(unit).width
  642.     change_color(normal_color)
  643.     text = value.group
  644.     text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
  645.     draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
  646.     change_color(system_color)
  647.     draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
  648.     draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
  649.     reset_font_settings
  650.   end
  651.  
  652.   #--------------------------------------------------------------------------
  653.   # new method: gold_icon?
  654.   #--------------------------------------------------------------------------
  655.   def gold_icon?(unit)
  656.     return false if unit != Vocab.currency_unit
  657.     return YEA::LIMIT::GOLD_ICON > 0
  658.   end
  659.  
  660. end # Window_Base
  661.  
  662. #==============================================================================
  663. # ■ Window_ItemList
  664. #==============================================================================
  665.  
  666. class Window_ItemList < Window_Selectable
  667.  
  668.   #--------------------------------------------------------------------------
  669.   # overwrite method: draw_item_number
  670.   #--------------------------------------------------------------------------
  671.   def draw_item_number(rect, item)
  672.     contents.font.size = YEA::LIMIT::ITEM_FONT
  673.     quantity = $game_party.item_number(item).group
  674.     text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
  675.     draw_text(rect, text, 2)
  676.     reset_font_settings
  677.   end
  678.  
  679. end # Window_ItemList
  680.  
  681. #==============================================================================
  682. # ■ Window_EquipStatus
  683. #==============================================================================
  684.  
  685. class Window_EquipStatus < Window_Base
  686.  
  687.   #--------------------------------------------------------------------------
  688.   # overwrite method: draw_item
  689.   #--------------------------------------------------------------------------
  690.   def draw_item(dx, dy, param_id)
  691.     draw_param_name(dx + 4, dy, param_id)
  692.     draw_current_param(dx + 64, dy, param_id) if @actor
  693.     draw_right_arrow(dx + 110, dy)
  694.     draw_new_param(dx + 132, dy, param_id) if @temp_actor
  695.     reset_font_settings
  696.   end
  697.  
  698.   #--------------------------------------------------------------------------
  699.   # overwrite method: draw_param_name
  700.   #--------------------------------------------------------------------------
  701.   def draw_param_name(dx, dy, param_id)
  702.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  703.     change_color(system_color)
  704.     draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
  705.   end
  706.  
  707.   #--------------------------------------------------------------------------
  708.   # overwrite method: draw_current_param
  709.   #--------------------------------------------------------------------------
  710.   def draw_current_param(dx, dy, param_id)
  711.     change_color(normal_color)
  712.     draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
  713.     reset_font_settings
  714.   end
  715.  
  716.   #--------------------------------------------------------------------------
  717.   # overwrite method: draw_new_param
  718.   #--------------------------------------------------------------------------
  719.   def draw_new_param(dx, dy, param_id)
  720.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  721.     new_value = @temp_actor.param(param_id)
  722.     change_color(param_change_color(new_value - @actor.param(param_id)))
  723.     draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
  724.     reset_font_settings
  725.   end
  726.  
  727. end # Window_EquipStatus
  728.  
  729. #==============================================================================
  730. # ■ Window_ShopBuy
  731. #==============================================================================
  732.  
  733. class Window_ShopBuy < Window_Selectable
  734.  
  735.   #--------------------------------------------------------------------------
  736.   # overwrite method: draw_item
  737.   #--------------------------------------------------------------------------
  738.   def draw_item(index)
  739.     item = @data[index]
  740.     rect = item_rect(index)
  741.     draw_item_name(item, rect.x, rect.y, enable?(item))
  742.     rect.width -= 4
  743.     contents.font.size = YEA::LIMIT::SHOP_FONT
  744.     draw_text(rect, price(item).group, 2)
  745.     reset_font_settings
  746.   end
  747.  
  748. end # Window_ShopBuy
  749.  
  750. #==============================================================================
  751. # ■ Scene_Load
  752. #==============================================================================
  753.  
  754. class Scene_Load < Scene_File
  755.  
  756.   #--------------------------------------------------------------------------
  757.   # alias method: on_load_success
  758.   #--------------------------------------------------------------------------
  759.   alias on_load_success_al on_load_success
  760.   def on_load_success
  761.     on_load_success_al
  762.     perform_level_check
  763.   end
  764.  
  765.   #--------------------------------------------------------------------------
  766.   # new method: perform_level_check
  767.   #--------------------------------------------------------------------------
  768.   def perform_level_check
  769.     for i in 1..$data_actors.size
  770.       next if $game_actors[i].nil?
  771.       $game_actors[i].check_levels
  772.     end
  773.   end
  774.  
  775. end # Scene_Load
  776.  
  777. #==============================================================================
  778. #
  779. # ▼ End of File
  780. #
  781. #==============================================================================



脚本安装方法:
1、打开VA的【脚本编辑器】
2、找到最底的【Main】项目
3、在【Main】项目之上的 【空白项目】处右边的【空白脚本编辑窗口】粘贴上该脚本
4、如果没有空白的项目就右键打开菜单重新 【插入】一个新的即可
5、完成之后点击脚本编辑器的【确定】。

脚本使用方法:
一般都是在数据库各个分类的备注栏里添加如下这些备注,具体的就要请楼主认认真真看一遍这个脚本开头的使用说明了。 = =

下面是举例,X是数字。
<initial level: x>
<max level: x>           
<learn at level: x>
<max limit: x>

剩下的楼主慢慢摸索吧!

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 楼主| 发表于 2015-6-26 16:11:44 | 只看该作者
黑崎一护 发表于 2015-6-26 16:07
关于BGM
不知道楼主的BGM文件是不是自己另外添加进去的,如果是的话,一般音乐文件开头都有一小段空白,用 ...

谢谢`我去试下
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 楼主| 发表于 2015-6-26 16:12:44 | 只看该作者
喵呜喵5 发表于 2015-6-26 15:58
https://rpg.blue/thread-378738-1-2.html

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