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[RMVA发布] 【VA主脚本】无限突破角色和敌人所有能力-物品数量上限

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Lv1.梦旅人

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发表于 2012-4-3 19:29:12 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
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Lv1.梦旅人

哆啦菌

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发表于 2012-4-3 22:13:05 | 只看该作者
本帖最后由 fxwd 于 2012-4-4 00:02 编辑

等级?
  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. $imported = {} if $imported.nil?
  10. $imported["YEA-AdjustLimits"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2011.12.03 - Finished Script.
  15. # 2011.12.02 - Started Script.
  16. #
  17. #==============================================================================
  18. # ▼ Introduction
  19. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  20. # There exists some limitations in RPG Maker VX Ace that not everybody's fond
  21. # of. With this script, you can easily adjust the limits of each limitation.
  22. # Here's the list of various limits that can be changed:
  23. #
  24. # - Gold Max  - Have more than 99,999,999 gold.
  25. # - Item Max  - Have more than 99 items. Customizable per item, too.
  26. # - Level Max - Exceed 99 levels. Parameters are automatically calculated based
  27. #               on the level 99 and level 98 stats in the class parameters.
  28. # - Stat Max  - Stats can exceed 999. Does not adjust for current formulas.
  29. #
  30. #==============================================================================
  31. # ▼ Instructions
  32. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  33. # To install this script, open up your script editor and copy/paste this script
  34. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  35. #
  36. # -----------------------------------------------------------------------------
  37. # Actor Notetags - These notetags go in the actors notebox in the database.
  38. # -----------------------------------------------------------------------------
  39. # <initial level: x>
  40. # Sets the initial level for the specific actor. Can go above level 99 as long
  41. # as the max level is higher than 99. Default initial level limit is 99.
  42. #
  43. # <max level: x>
  44. # Sets the max level for the specific actor. Can go above level 99 as long as
  45. # the higher limit is defined in the module. Default max level is level 99.
  46. #
  47. # -----------------------------------------------------------------------------
  48. # Class Notetags - These notetags go in the class notebox in the database.
  49. # -----------------------------------------------------------------------------
  50. # <learn at level: x>
  51. # This actually goes inside of the skill learning "notes" box. Replace x with
  52. # the level you wish for the class to learn the skill at. This enables classes
  53. # to learn new skills past level 99.
  54. #
  55. # -----------------------------------------------------------------------------
  56. # Item Notetags - These notetags go in the items notebox in the database.
  57. # -----------------------------------------------------------------------------
  58. # <max limit: x>
  59. # Changes the maximum number of items that can be held from whatever the
  60. # normal amount that can be held. Default amount is 99.
  61. #
  62. # <price: x>
  63. # Changes the price of the item to x. Allows you to go over the price of
  64. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  65. # is 99,999,999 gold.
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Weapon Notetags - These notetags go in the weapons notebox in the database.
  69. # -----------------------------------------------------------------------------
  70. # <max limit: x>
  71. # Changes the maximum number of items that can be held from whatever the
  72. # normal amount that can be held. Default amount is 99.
  73. #
  74. # <price: x>
  75. # Changes the price of the item to x. Allows you to go over the price of
  76. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  77. # is 99,999,999 gold.
  78. #
  79. # <stat: +x>
  80. # <stat: -x>
  81. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  82. # bonus to go over +500 and under -500. Replace stat with one of the following:
  83. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  84. #
  85. # -----------------------------------------------------------------------------
  86. # Armour Notetags - These notetags go in the armours notebox in the database.
  87. # -----------------------------------------------------------------------------
  88. # <max limit: x>
  89. # Changes the maximum number of items that can be held from whatever the
  90. # normal amount that can be held. Default amount is 99.
  91. #
  92. # <price: x>
  93. # Changes the price of the item to x. Allows you to go over the price of
  94. # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
  95. # is 99,999,999 gold.
  96. #
  97. # <stat: +x>
  98. # <stat: -x>
  99. # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
  100. # bonus to go over +500 and under -500. Replace stat with one of the following:
  101. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
  102. #
  103. # -----------------------------------------------------------------------------
  104. # Enemy Notetags - These notetags go in the enemy notebox in the database.
  105. # -----------------------------------------------------------------------------
  106. # <stat: x>
  107. # Changes the stat of the enemy to x value. Allows going over the database max
  108. # values. Replace stat with one of the following:
  109. # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
  110. #
  111. # -----------------------------------------------------------------------------
  112. # Script Calls - These commands are used with script calls.
  113. # -----------------------------------------------------------------------------
  114. # gain_gold(x)
  115. # lose_gold(x)
  116. # Causes the player to gain/lose x gold. Allows you to go over 9,999,999 gold.
  117. # Default maximum gold is 99,999,999.
  118. #
  119. # gain_item(x, y)
  120. # lose_item(x, y)
  121. # gain_weapon(x, y)
  122. # lose_weapon(x, y)
  123. # gain_armour(x, y)
  124. # lose_armour(x, y)
  125. # Causes the player to gain/lose x item in y amount. Allows you to go over 99
  126. # quantity. Default quantity is 99.
  127. #
  128. #==============================================================================
  129. # ▼ Compatibility
  130. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  131. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  132. # it will run with RPG Maker VX without adjusting.
  133. #
  134. #==============================================================================

  135. module YEA
  136.   module LIMIT
  137.    
  138.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  139.     # - Gold Settings -
  140.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  141.     # Adjust gold settings here. You can change the maximum amount of gold to
  142.     # whatever you want. In addition to that, you can also adjust whether or
  143.     # not you wish for your gold display to show an icon instead, (and change
  144.     # the font size if needed). If there's too much gold that's to be displayed
  145.     # then you can change the text shown in place of that.
  146.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  147.     GOLD_MAX  = 999999999999999  # Maximum gold.
  148.     GOLD_ICON = 361              # Icon used for gold. Use 0 for text currency.
  149.     GOLD_FONT = 16               # Font size used to display gold.
  150.     TOO_MUCH_GOLD = "A lotta gold!"   # Text used when gold cannot fit.
  151.    
  152.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  153.     # - Item Settings -
  154.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  155.     # Adjust item settings here. You can change the maximum number of items
  156.     # held from 99 to whatever you want. In addition to that, change the prefix
  157.     # used for items when shown in the item display menu (and the font size if
  158.     # needed). Items can have individual maximums through usage of the
  159.     # <max limit: x> notetag.
  160.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  161.     ITEM_MAX  = 999     # The default maximum number of items held each.
  162.     ITEM_FONT = 16      # Font size used to display item quantity.
  163.     SHOP_FONT = 16      # Font size used for shop item costs.
  164.     ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
  165.    
  166.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  167.     # - Parameter Settings -
  168.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  169.     # Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
  170.     # DEF, MAT, and more). Adjust them as you see fit.
  171.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  172.     LEVEL_MAX = 9999    # Sets max level to x for those with 99 level limit.
  173.     MAXHP_MAX = 99999999 # Sets MaxHP to something higher than 9999.
  174.     MAXMP_MAX = 99999999 # Sets MaxMP to something higher than 9999.
  175.     PARAM_MAX = 99999999   # Sets stat max for something higher than 999.
  176.     EQUIP_FONT = 16     # Changes the default equip window font size.
  177.    
  178.    
  179.    
  180.   end # LIMIT
  181. end # YEA

  182. #==============================================================================
  183. # ▼ Editting anything past this point may potentially result in causing
  184. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  185. # halitosis so edit at your own risk.
  186. #==============================================================================

  187. module YEA
  188.   module REGEXP
  189.   module ACTOR
  190.    
  191.     MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
  192.     INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
  193.    
  194.   end # ACTOR
  195.   module CLASS
  196.    
  197.     LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
  198.    
  199.   end # CLASS
  200.   module BASEITEM
  201.    
  202.     PRICE     = /<(?:GOLD|price|COST):[ ](\d+)>/i
  203.     MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
  204.     STAT_SET  = /<(.*):[ ]*([\+\-]\d+)>/i
  205.    
  206.   end # BASEITEM
  207.   module ENEMY
  208.    
  209.     STAT_SET  = /<(.*):[ ]*(\d+)>/i
  210.    
  211.   end # ENEMY
  212.   end # REGEXP
  213. end # YEA

  214. #==============================================================================
  215. # ■ Icon
  216. #==============================================================================

  217. module Icon
  218.   
  219.   #--------------------------------------------------------------------------
  220.   # self.gold
  221.   #--------------------------------------------------------------------------
  222.   def self.gold; return YEA::LIMIT::GOLD_ICON; end
  223.    
  224. end # Icon
  225.   
  226. #==============================================================================
  227. # ■ Numeric
  228. #==============================================================================

  229. class Numeric
  230.   
  231.   #--------------------------------------------------------------------------
  232.   # new method: group_digits
  233.   #--------------------------------------------------------------------------
  234.   unless $imported["YEA-CoreEngine"]
  235.   def group; return self.to_s; end
  236.   end # $imported["YEA-CoreEngine"]
  237.    
  238. end # Numeric

  239. #==============================================================================
  240. # ■ DataManager
  241. #==============================================================================

  242. module DataManager
  243.   
  244.   #--------------------------------------------------------------------------
  245.   # alias method: load_database
  246.   #--------------------------------------------------------------------------
  247.   class <<self; alias load_database_al load_database; end
  248.   def self.load_database
  249.     load_database_al
  250.     load_notetags_al
  251.   end
  252.   
  253.   #--------------------------------------------------------------------------
  254.   # new method: load_notetags_al
  255.   #--------------------------------------------------------------------------
  256.   def self.load_notetags_al
  257.     groups = [$data_actors, $data_items, $data_weapons, $data_armors,
  258.       $data_enemies, $data_classes]
  259.     for group in groups
  260.       for obj in group
  261.         next if obj.nil?
  262.         obj.load_notetags_al
  263.       end
  264.     end
  265.   end
  266.   
  267. end # DataManager

  268. #==============================================================================
  269. # ■ RPG::Actor
  270. #==============================================================================

  271. class RPG::Actor < RPG::BaseItem
  272.   
  273.   #--------------------------------------------------------------------------
  274.   # common cache: load_notetags_al
  275.   #--------------------------------------------------------------------------
  276.   def load_notetags_al
  277.     @max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
  278.     #---
  279.     self.note.split(/[\r\n]+/).each { |line|
  280.       case line
  281.       #---
  282.       when YEA::REGEXP::ACTOR::MAX_LEVEL
  283.         @max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  284.         @ini_level = [@ini_level, @max_level].min
  285.       when YEA::REGEXP::ACTOR::INI_LEVEL
  286.         @ini_level = [[$1.to_i, 1].max, @max_level].min
  287.       #---
  288.       end
  289.     } # self.note.split
  290.     #---
  291.   end
  292.   
  293. end # RPG::Actor

  294. #==============================================================================
  295. # ■ RPG::Class
  296. #==============================================================================

  297. class RPG::Class < RPG::BaseItem
  298.   
  299.   #--------------------------------------------------------------------------
  300.   # new method: above_lv99_params
  301.   #--------------------------------------------------------------------------
  302.   def above_lv99_params(param_id, level)
  303.     return @params[param_id, level] if level <= 99
  304.     n = @params[param_id, 99]
  305.     multiplier = [level - 99, 1].max
  306.     n += (@params[param_id, 99] - @params[param_id, 98]) * multiplier
  307.     return n
  308.   end
  309.   
  310.   #--------------------------------------------------------------------------
  311.   # new method: load_notetags_al
  312.   #--------------------------------------------------------------------------
  313.   def load_notetags_al
  314.     for item in @learnings; item.load_notetags_al; end
  315.   end
  316.   
  317. end # RPG::Class

  318. #==============================================================================
  319. # ■ RPG::Class::Learning
  320. #==============================================================================

  321. class RPG::Class::Learning
  322.   
  323.   #--------------------------------------------------------------------------
  324.   # common cache: load_notetags_al
  325.   #--------------------------------------------------------------------------
  326.   def load_notetags_al
  327.     #---
  328.     self.note.split(/[\r\n]+/).each { |line|
  329.       case line
  330.       #---
  331.       when YEA::REGEXP::CLASS::LEARN_AT_LV
  332.         @level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
  333.       #---
  334.       end
  335.     } # self.note.split
  336.     #---
  337.   end
  338.   
  339. end # RPG::Class::Learning

  340. #==============================================================================
  341. # ■ RPG::BaseItem
  342. #==============================================================================

  343. class RPG::BaseItem
  344.   
  345.   #--------------------------------------------------------------------------
  346.   # public instance variables
  347.   #--------------------------------------------------------------------------
  348.   attr_accessor :max_limit
  349.   
  350.   #--------------------------------------------------------------------------
  351.   # common cache: load_notetags_al
  352.   #--------------------------------------------------------------------------
  353.   def load_notetags_al
  354.     @max_limit = YEA::LIMIT::ITEM_MAX
  355.     #---
  356.     self.note.split(/[\r\n]+/).each { |line|
  357.       case line
  358.       #---
  359.       when YEA::REGEXP::BASEITEM::PRICE
  360.         @price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
  361.       when YEA::REGEXP::BASEITEM::MAX_LIMIT
  362.         @max_limit = [$1.to_i, 1].max
  363.       when YEA::REGEXP::BASEITEM::STAT_SET
  364.         case $1.upcase
  365.         when "HP", "MAXHP", "MHP"
  366.           @params[0] = $2.to_i
  367.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  368.           @params[1] = $2.to_i
  369.         when "ATK"
  370.           @params[2] = $2.to_i
  371.         when "DEF"
  372.           @params[3] = $2.to_i
  373.         when "MAT", "INT", "SPI"
  374.           @params[4] = $2.to_i
  375.         when "MDF", "RES"
  376.           @params[5] = $2.to_i
  377.         when "AGI", "SPD"
  378.           @params[6] = $2.to_i
  379.         when "LUK", "LUCK"
  380.           @params[7] = $2.to_i
  381.         end
  382.       #---
  383.       end
  384.     } # self.note.split
  385.     #---
  386.   end
  387.   
  388.   #--------------------------------------------------------------------------
  389.   # new method: max_limit
  390.   #--------------------------------------------------------------------------
  391.   def max_limit; return @max_limit; end
  392.   
  393. end # RPG::BaseItem

  394. #==============================================================================
  395. # ■ RPG::Enemy
  396. #==============================================================================

  397. class RPG::Enemy < RPG::BaseItem
  398.   
  399.   #--------------------------------------------------------------------------
  400.   # common cache: load_notetags_al
  401.   #--------------------------------------------------------------------------
  402.   def load_notetags_al
  403.     #---
  404.     self.note.split(/[\r\n]+/).each { |line|
  405.       case line
  406.       #---
  407.       when YEA::REGEXP::ENEMY::STAT_SET
  408.         case $1.upcase
  409.         when "HP", "MAXHP", "MHP"
  410.           @params[0] = $2.to_i
  411.         when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
  412.           @params[1] = $2.to_i
  413.         when "ATK"
  414.           @params[2] = $2.to_i
  415.         when "DEF"
  416.           @params[3] = $2.to_i
  417.         when "MAT", "INT", "SPI"
  418.           @params[4] = $2.to_i
  419.         when "MDF", "RES"
  420.           @params[5] = $2.to_i
  421.         when "AGI", "SPD"
  422.           @params[6] = $2.to_i
  423.         when "LUK", "LUCK"
  424.           @params[7] = $2.to_i
  425.         when "EXP", "XP"
  426.           @exp = $2.to_i
  427.         when "GOLD", "GP"
  428.           @gold = $2.to_i
  429.         end
  430.       #---
  431.       end
  432.     } # self.note.split
  433.     #---
  434.   end
  435.   
  436. end # RPG::Enemy

  437. #==============================================================================
  438. # ■ Game_BattlerBase
  439. #==============================================================================

  440. class Game_BattlerBase
  441.   
  442.   #--------------------------------------------------------------------------
  443.   # overwrite method: param_max
  444.   #--------------------------------------------------------------------------
  445.   def param_max(param_id)
  446.     return YEA::LIMIT::MAXHP_MAX if param_id == 0
  447.     return YEA::LIMIT::MAXMP_MAX if param_id == 1
  448.     return YEA::LIMIT::PARAM_MAX
  449.   end
  450.   
  451. end # Game_BattlerBase

  452. #==============================================================================
  453. # ■ Game_Actor
  454. #==============================================================================

  455. class Game_Actor < Game_Battler
  456.   
  457.   #--------------------------------------------------------------------------
  458.   # overwrite method: param_max
  459.   #--------------------------------------------------------------------------
  460.   def param_max(param_id)
  461.     return super
  462.   end
  463.   
  464.   #--------------------------------------------------------------------------
  465.   # overwrite method: param_base
  466.   #--------------------------------------------------------------------------
  467.   def param_base(param_id)
  468.     return self.class.params[param_id, @level] if @level <= 99
  469.     return self.class.above_lv99_params(param_id, @level)
  470.   end
  471.   
  472.   #--------------------------------------------------------------------------
  473.   # new method: check_levels
  474.   #--------------------------------------------------------------------------
  475.   def check_levels
  476.     last_level = @level
  477.     @level = [[@level, max_level].min, 1].max
  478.     return if @level == last_level
  479.     change_exp(exp_for_level(@level), false)
  480.   end
  481.   
  482. end # Game_Actor

  483. #==============================================================================
  484. # ■ Game_Party
  485. #==============================================================================

  486. class Game_Party < Game_Unit
  487.   
  488.   #--------------------------------------------------------------------------
  489.   # overwrite method: max_gold
  490.   #--------------------------------------------------------------------------
  491.   def max_gold; return YEA::LIMIT::GOLD_MAX; end
  492.   
  493.   #--------------------------------------------------------------------------
  494.   # overwrite method: max_item_number
  495.   #--------------------------------------------------------------------------
  496.   def max_item_number(item); return item.max_limit; end
  497.   
  498. end # Game_Party

  499. #==============================================================================
  500. # ■ Game_Interpreter
  501. #==============================================================================

  502. class Game_Interpreter
  503.   
  504.   #--------------------------------------------------------------------------
  505.   # new method: gain_gold
  506.   #--------------------------------------------------------------------------
  507.   def gain_gold(value); $game_party.gain_gold(value); end
  508.   
  509.   #--------------------------------------------------------------------------
  510.   # new method: lose_gold
  511.   #--------------------------------------------------------------------------
  512.   def lose_gold(value); $game_party.lose_gold(value); end
  513.   
  514.   #--------------------------------------------------------------------------
  515.   # new method: gain_item
  516.   #--------------------------------------------------------------------------
  517.   def gain_item(id, amount)
  518.     return if $data_items[id].nil?
  519.     $game_party.gain_item($data_items[id], amount)
  520.   end
  521.   
  522.   #--------------------------------------------------------------------------
  523.   # new method: lose_item
  524.   #--------------------------------------------------------------------------
  525.   def lose_item(id, amount)
  526.     return if $data_items[id].nil?
  527.     $game_party.lose_item($data_items[id], amount)
  528.   end
  529.   
  530.   #--------------------------------------------------------------------------
  531.   # new method: gain_weapon
  532.   #--------------------------------------------------------------------------
  533.   def gain_weapon(id, amount)
  534.     return if $data_weapons[id].nil?
  535.     $game_party.gain_item($data_weapons[id], amount)
  536.   end
  537.   
  538.   #--------------------------------------------------------------------------
  539.   # new method: lose_weapon
  540.   #--------------------------------------------------------------------------
  541.   def lose_weapon(id, amount)
  542.     return if $data_weapons[id].nil?
  543.     $game_party.lose_item($data_weapons[id], amount)
  544.   end
  545.   
  546.   #--------------------------------------------------------------------------
  547.   # new method: gain_armour
  548.   #--------------------------------------------------------------------------
  549.   def gain_armour(id, amount)
  550.     return if $data_armors[id].nil?
  551.     $game_party.gain_item($data_armors[id], amount)
  552.   end
  553.   
  554.   #--------------------------------------------------------------------------
  555.   # new method: lose_armour
  556.   #--------------------------------------------------------------------------
  557.   def lose_armour(id, amount)
  558.     return if $data_armors[id].nil?
  559.     $game_party.lose_item($data_armors[id], amount)
  560.   end
  561.   
  562.   #--------------------------------------------------------------------------
  563.   # new method: gain_armor
  564.   #--------------------------------------------------------------------------
  565.   def gain_armor(id, amount)
  566.     return if $data_armors[id].nil?
  567.     $game_party.gain_item($data_armors[id], amount)
  568.   end
  569.   
  570.   #--------------------------------------------------------------------------
  571.   # new method: lose_armor
  572.   #--------------------------------------------------------------------------
  573.   def lose_armor(id, amount)
  574.     return if $data_armors[id].nil?
  575.     $game_party.lose_item($data_armors[id], amount)
  576.   end
  577.   
  578. end # Game_Interpreter

  579. #==============================================================================
  580. # ■ Window_Base
  581. #==============================================================================

  582. class Window_Base < Window
  583.   
  584.   #--------------------------------------------------------------------------
  585.   # overwrite method: draw_actor_level
  586.   #--------------------------------------------------------------------------
  587.   def draw_actor_level(actor, dx, dy)
  588.     dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
  589.     change_color(system_color)
  590.     draw_text(dx, dy, dw, line_height, Vocab::level_a)
  591.     change_color(normal_color)
  592.     cx = text_size(Vocab::level_a).width
  593.     draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
  594.   end
  595.   
  596.   #--------------------------------------------------------------------------
  597.   # overwrite method: draw_actor_param
  598.   #--------------------------------------------------------------------------
  599.   def draw_actor_param(actor, dx, dy, param_id)
  600.     change_color(system_color)
  601.     draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
  602.     change_color(normal_color)
  603.     draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
  604.   end
  605.   
  606.   #--------------------------------------------------------------------------
  607.   # draw_currency_value
  608.   #--------------------------------------------------------------------------
  609.   def draw_currency_value(value, unit, dx, dy, dw)
  610.     contents.font.size = YEA::LIMIT::GOLD_FONT
  611.     cx = gold_icon?(unit) ? 24 : text_size(unit).width
  612.     change_color(normal_color)
  613.     text = value.group
  614.     text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
  615.     draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
  616.     change_color(system_color)
  617.     draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
  618.     draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
  619.     reset_font_settings
  620.   end
  621.   
  622.   #--------------------------------------------------------------------------
  623.   # new method: gold_icon?
  624.   #--------------------------------------------------------------------------
  625.   def gold_icon?(unit)
  626.     return false if unit != Vocab.currency_unit
  627.     return YEA::LIMIT::GOLD_ICON > 0
  628.   end
  629.   
  630. end # Window_Base

  631. #==============================================================================
  632. # ■ Window_ItemList
  633. #==============================================================================

  634. class Window_ItemList < Window_Selectable
  635.   
  636.   #--------------------------------------------------------------------------
  637.   # overwrite method: draw_item_number
  638.   #--------------------------------------------------------------------------
  639.   def draw_item_number(rect, item)
  640.     contents.font.size = YEA::LIMIT::ITEM_FONT
  641.     quantity = $game_party.item_number(item).group
  642.     text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
  643.     draw_text(rect, text, 2)
  644.     reset_font_settings
  645.   end
  646.   
  647. end # Window_ItemList

  648. #==============================================================================
  649. # ■ Window_EquipStatus
  650. #==============================================================================

  651. class Window_EquipStatus < Window_Base
  652.   
  653.   #--------------------------------------------------------------------------
  654.   # overwrite method: draw_item
  655.   #--------------------------------------------------------------------------
  656.   def draw_item(dx, dy, param_id)
  657.     draw_param_name(dx + 4, dy, param_id)
  658.     draw_current_param(dx + 64, dy, param_id) if @actor
  659.     draw_right_arrow(dx + 110, dy)
  660.     draw_new_param(dx + 132, dy, param_id) if @temp_actor
  661.     reset_font_settings
  662.   end
  663.   
  664.   #--------------------------------------------------------------------------
  665.   # overwrite method: draw_param_name
  666.   #--------------------------------------------------------------------------
  667.   def draw_param_name(dx, dy, param_id)
  668.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  669.     change_color(system_color)
  670.     draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
  671.   end
  672.   
  673.   #--------------------------------------------------------------------------
  674.   # overwrite method: draw_current_param
  675.   #--------------------------------------------------------------------------
  676.   def draw_current_param(dx, dy, param_id)
  677.     change_color(normal_color)
  678.     draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
  679.     reset_font_settings
  680.   end
  681.   
  682.   #--------------------------------------------------------------------------
  683.   # overwrite method: draw_new_param
  684.   #--------------------------------------------------------------------------
  685.   def draw_new_param(dx, dy, param_id)
  686.     contents.font.size = YEA::LIMIT::EQUIP_FONT
  687.     new_value = @temp_actor.param(param_id)
  688.     change_color(param_change_color(new_value - @actor.param(param_id)))
  689.     draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
  690.     reset_font_settings
  691.   end
  692.   
  693. end # Window_EquipStatus

  694. #==============================================================================
  695. # ■ Window_ShopBuy
  696. #==============================================================================

  697. class Window_ShopBuy < Window_Selectable
  698.   
  699.   #--------------------------------------------------------------------------
  700.   # overwrite method: draw_item
  701.   #--------------------------------------------------------------------------
  702.   def draw_item(index)
  703.     item = @data[index]
  704.     rect = item_rect(index)
  705.     draw_item_name(item, rect.x, rect.y, enable?(item))
  706.     rect.width -= 4
  707.     contents.font.size = YEA::LIMIT::SHOP_FONT
  708.     draw_text(rect, price(item).group, 2)
  709.     reset_font_settings
  710.   end
  711.   
  712. end # Window_ShopBuy

  713. #==============================================================================
  714. # ■ Scene_Load
  715. #==============================================================================

  716. class Scene_Load < Scene_File
  717.   
  718.   #--------------------------------------------------------------------------
  719.   # alias method: on_load_success
  720.   #--------------------------------------------------------------------------
  721.   alias on_load_success_al on_load_success
  722.   def on_load_success
  723.     on_load_success_al
  724.     perform_level_check
  725.   end
  726.   
  727.   #--------------------------------------------------------------------------
  728.   # new method: perform_level_check
  729.   #--------------------------------------------------------------------------
  730.   def perform_level_check
  731.     for i in 1..$data_actors.size
  732.       next if $game_actors[i].nil?
  733.       $game_actors[i].check_levels
  734.     end
  735.   end
  736.   
  737. end # Scene_Load

  738. #==============================================================================
  739. #
  740. # ▼ End of File
  741. #
  742. #==============================================================================
复制代码
在Game_Actor的100行左右,我也是脚本盲,但估计这是获取的数据库里角色的最终等级,如果略懂一些脚本,应该可以尝试着修改

点评

多拉君,我只想提醒你,yanfly的脚本不能随便放整合里~~~~  发表于 2012-12-5 05:42
我要的是VA主脚本里【等级】的地方在哪儿,而不是要各人发明的副脚本插入的……  发表于 2012-4-3 23:20
随便看看
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Lv1.梦旅人

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发表于 2012-4-19 00:05:58 | 只看该作者
还有DataManager的第121行修改最大存档数:
原来:
  1.   #--------------------------------------------------------------------------
  2.   # ● 存档文件的最大数
  3.   #--------------------------------------------------------------------------
  4.   def self.savefile_max
  5.     return 16
  6.   end
复制代码
现在的:
  1.   #--------------------------------------------------------------------------
  2.   # ● 存档文件的最大数
  3.   #--------------------------------------------------------------------------
  4.   def self.savefile_max
  5.     return 64
  6.   end
复制代码
也可以再改多一点,只不过看看进入存档画面的时候有多卡你就知道了。

点评

不错,感谢  发表于 2012-4-22 19:24
测试过,64不卡,65变卡  发表于 2012-4-19 18:30
卡的话,还是默认16个存档的好……  发表于 2012-4-19 12:09
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发表于 2012-4-22 14:02:06 | 只看该作者
楼主啊,你这调整怪物能力似乎行不通啊,人物能力通过装备事件等等确实可以破万,可是怪物不行啊,数据库也不能调整,最大还是999,求楼主指点迷津啊

点评

可以的,在系统上是调整不出来,在游戏上运行增加就可以了。  发表于 2012-4-22 19:25
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哆啦菌

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发表于 2012-4-22 14:16:44 | 只看该作者
aassddasdak48 发表于 2012-4-22 14:02
楼主啊,你这调整怪物能力似乎行不通啊,人物能力通过装备事件等等确实可以破万,可是怪物不行啊,数据库也 ...

用我这个,可以调
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发表于 2012-4-26 00:40:51 | 只看该作者
偶很穷,支持一下免费贡献的人
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Lv3.寻梦者

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发表于 2012-5-28 19:32:08 | 只看该作者
英文无力
要汉化!!或者日语
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发表于 2012-12-1 21:19:43 | 只看该作者
不能增加敌人数量吗?
VA敌人数量只有30个太少了

点评

可以增加最大值的啊。不可能只有30个吧,你不是说战斗中一次30个敌人吧....  发表于 2012-12-14 23:56
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发表于 2012-12-2 15:38:04 | 只看该作者
等级在Game_Actor
找到
  1.   def max_level
  2.     actor.max_level
  3.   end
复制代码
然后把
  1.     actor.max_level
复制代码
改成
  1.     actor.max_level=99999999
复制代码
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 楼主| 发表于 2012-12-3 10:25:38 | 只看该作者
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