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本帖最后由 RyanBern 于 2014-12-27 09:42 编辑
关于升级加点脚本,如何在开启某个变量或者开关后,
角色每升一级所增加的点数 在原有的基础上额外增加一点呢? 谢谢各位大大。
用的脚本是下面的这个:
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== # 脚本使用设定: LEVEL_UP_POINT = 4 # 每升一级所增加的点数 LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值 # 默认情况 = 100, # 则是数据库里1号角色的加点数存于101号变量 # 3号角色的加点数存于103号变量。 # 你可以直接操作变量赠与角色可分配点数 # 每增加一次点数,各项能力值的变化:357-410行 # 使用方法介绍: # 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。 # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力, # 1-99级全部等于一个相同数值就行了。 # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。 # 默认都是0号 # 加点场景中,page up,page down换人,如果想加点完毕后返回地图, # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。(再定义) #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [exp, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 增加4点可自由分配的点数 if self.id > 30 $game_variables[self.id + LEVEL_UP_VARIABLE] += 5 else $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT ($db_point[@actor_id])[5] += LEVEL_UP_POINT #加的1行 end # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level if @level >= 99 else learn_skill(j.skill_id) end end end end # 降级 while @exp < @exp_list[@level] # 遗忘特技 for j in $data_classes[@class_id].learnings if j.level == @level if @level >= 99 else forget_skill(j.skill_id) end end end @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 $game_temp.common_event_id = 178 end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类(追加定义) #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp_lvup(actor, x, y) self.contents.font.color = Color.new(79,39,0,255) if $temp_hp == 0 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2) else maxhp = actor.maxhp + $temp_hp.to_i self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) self.contents.font.color = normal_color # self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_hp >=0 self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " -",2) end # self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2) self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp_lvup(actor, x, y) self.contents.font.color = Color.new(79,39,0,255) if $temp_sp == 0 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2) else maxsp = actor.maxsp + $temp_sp.to_i self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) self.contents.font.color = normal_color # self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_sp >=0 self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(0, 255, 0) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) # self.contents.draw_text(x + 155, y, 36, 32, " -",2) end # self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2) self.contents.font.color = Color.new(79,39,0,255) # self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘能力值 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # type : 能力值种类 (0~4) #-------------------------------------------------------------------------- def draw_actor_lvup(actor, x, y, type) # 定义数字颜色 lvup = Color.new(79,39,0,255) upcolor = Color.new(0, 255, 0) downcolor = Color.new(79,39,0,255) self.contents.font.color = normal_color case type when 0 parameter_name = $data_system.words.str parameter_value = actor.str parameter_value_temp = parameter_value + $temp_str.to_i if $temp_str != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_str >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.str parameter_value = actor.str # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.str parameter_value = actor.str # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 1 parameter_name = $data_system.words.dex parameter_value = actor.dex parameter_value_temp = parameter_value + $temp_dex.to_i if $temp_dex != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_dex >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.dex parameter_value = actor.dex # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.dex parameter_value = actor.dex # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 2 parameter_name = $data_system.words.agi parameter_value = actor.agi parameter_value_temp = parameter_value + $temp_agi.to_i if $temp_agi != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_agi >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.agi parameter_value = actor.agi # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.agi parameter_value = actor.agi # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 3 parameter_name = $data_system.words.int parameter_value = actor.int parameter_value_temp = parameter_value + $temp_int.to_i if $temp_int != 0 # lvup = upcolor # self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_int >= 0 lvup = upcolor self.contents.font.color = lvup parameter_name = $data_system.words.int parameter_value = actor.int # self.contents.draw_text(x + 272, y, 80, 32, "+",0) else lvup = downcolor self.contents.font.color = lvup#Color.new(255,255,0,255) parameter_name = $data_system.words.int parameter_value = actor.int # self.contents.draw_text(x + 272, y, 80, 32, "-",0) end # self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1) self.contents.font.color = Color.new(255, 0, 0) # self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 4 parameter_name = "" parameter_value = $point if $point != 0 lvup = upcolor end end self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x + 450, y, 36, 32, parameter_value.to_s) if type != 4 self.contents.draw_text(x + 480, y, 36, 32, " →") end self.contents.font.color = lvup self.contents.draw_text(x + 510, y, 60, 32, parameter_value_temp.to_s) self.contents.font.color = Color.new(79,39,0,255) end end #============================================================================== # ■ Window_lvup #------------------------------------------------------------------------------ # 显示升级状态窗口。 #============================================================================== class Window_Lvup < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 712, 999) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_ap2(@actor, -15,-16) draw_actor_class(@actor, 90,344) draw_actor_name(@actor, 90, 327) draw_actor_level(@actor, 90,368) draw_actor_state1(@actor, 188, 363) draw_actor_hp_lvup(@actor, 302, 190) draw_actor_sp_lvup(@actor, 302, 215) draw_actor_lvup(@actor, -30, 253, 0) draw_actor_lvup(@actor, -30, 278, 1) draw_actor_lvup(@actor, -30, 301, 2) draw_actor_lvup(@actor, -30, 325, 3) draw_actor_lvup(@actor, 0, 350, 4) end #-------------------------------------------------------------------------- # ● 名前の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y, cx = 0, size = 16) self.contents.font.size = 16 text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(79,39,0,255) draw_text_normal(x, y, 236, 24, actor.name) end #-------------------------------------------------------------------------- # ● クラスの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y, cx = 0, size = 16) self.contents.font.size = 16 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # ● 等级描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y, cx = 0, size = 16) self.contents.font.size = size self.contents.font.italic = true self.contents.font.color = Color.new(79,39,0,255) draw_text_normal(x, y, 24, 24, actor.level.to_s) self.contents.font.italic = false end #-------------------------------------------------------------------------- # ● 描绘状态 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, cx = 0, size = 16) self.contents.font.size = size self.contents.font.italic = true text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, width, 32, text) self.contents.font.italic = false end #-------------------------------------------------------------------------- # ★ 文字列(影つき:通常色・無効色あり)の描画 #-------------------------------------------------------------------------- def draw_text_custom(x, y, width, height, str, color, align = 0) self.contents.font.size = 16 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, width, height, str, align) end #-------------------------------------------------------------------------- # ★ 文字列(影つき:通常色)の描画 #-------------------------------------------------------------------------- def draw_text_normal(x, y, width, height, str, align = 0) self.contents.font.size = 16 self.contents.font.color = Color.new(79,39,0,255) self.contents.draw_text(x, y, width, height, str, align) end end #============================================================================== # ■ Scene_lvup #------------------------------------------------------------------------------ # 处理升级画面的类。 #============================================================================== class Scene_Lvup #-------------------------------------------------------------------------- # ● 初始化对像 # actor_index : 角色索引 # menu_index : 选项起始位置 #-------------------------------------------------------------------------- def initialize(actor_index = 0 , menu_index = 0) @actor_index = actor_index @menu_index = menu_index end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main @a = Sprite.new @a.bitmap = Bitmap.new("Graphics/Pictures/菜单类/加点菜单.png") @a.opacity=255 s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" s7 = "" @command_window = Window_Commandjd.new(128, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index @command_window.x = 185 @command_window.y = 94#416 # 获取角色 @actor = $game_party.actors[@actor_index] # 将角色的剩余点数带入 $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE] # 初始化临时量 $temp_str = 0 $temp_dex = 0 $temp_agi = 0 $temp_int = 0 $temp_hp = 0 $temp_sp = 0 #========================================================================= # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误 # (各种编程语言都有这种意外),建议还是使用整数,正负不限 #========================================================================= # 每提升一次力量,提升多少附加能力 #========================================================================= @str_hp = 0 # 每提升一次力量附加提升多少HP @str_sp = 0 # 每提升一次力量附加提升多少SP @str_dex = 0 # 每提升一次力量附加提升多少灵巧 @str_agi = 0.1 # 每提升一次力量附加提升多少速度 @str_int = 0 # 每提升一次力量附加提升多少魔力 @str_str = 5.2 # 每提升一次力量附加提升多少力量 #========================================================================= # 每提升一次灵巧,提升多少附加能力 #========================================================================= @dex_hp = 15 # 每提升一次速度附加提升多少HP @dex_sp = 0 # 每提升一次速度附加提升多少SP @dex_str = 0 # 每提升一次速度附加提升多少力量 @dex_dex = 2.6 # 每提升一次速度附加提升多少灵巧 @dex_int = 0 # 每提升一次速度附加提升多少魔力 @dex_agi = 0 # 每提升一次速度附加提升多少速度 #========================================================================= # 每提升一次速度,提升多少附加能力 #========================================================================= @agi_hp = 0 # 每提升一次速度附加提升多少HP @agi_sp = 0 # 每提升一次速度附加提升多少SP @agi_str = 0 # 每提升一次速度附加提升多少力量 @agi_dex = 0 # 每提升一次速度附加提升多少灵巧 @agi_int = 0.1 # 每提升一次速度附加提升多少魔力 @agi_agi = 5.2 # 每提升一次速度附加提升多少速度 #========================================================================= # 每提升一次魔力,提升多少附加能力 #========================================================================= @int_hp = 0 # 每提升一次魔力附加提升多少HP @int_sp = 60 # 每提升一次魔力附加提升多少SP @int_str = 0 # 每提升一次魔力附加提升多少力量 @int_dex = 0 # 每提升一次魔力附加提升多少灵巧 @int_agi = 0 # 每提升一次魔力附加提升多少速度 @int_int = 5.2 # 每提升一次魔力附加提升多少魔力 #========================================================================= # 每提升一次体力,提升多少附加能力 #========================================================================= @hp = 80 # 每提升一次体力提升多少HP @sp = 20 # 每提升一次体力提升多少SP @hp_str = 0 # 每提升一次体力提升多少力量 @hp_dex = 0 # 每提升一次体力提升多少速度 @hp_agi = 0 # 每提升一次体力提升多少灵巧 @hp_int = 0 # 每提升一次体力提升多少魔力 # 定义说明文字 @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!" @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!" @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!和普通防御" @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!" @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!和魔法防御" @text_save = "保存分配情况并返回游戏" @text_reset= "重新分配能力点数" @text_2 = "每增加一次此项能力值,可以提升能力值" @text_hp = "最大" + $data_system.words.hp + "值" @text_sp = "最大" + $data_system.words.sp + "值" @text_str = "最大" + $data_system.words.str + "值" @text_dex = "最大" + $data_system.words.dex + "值" @text_agi = "最大" + $data_system.words.agi + "值" @text_int = "最大" + $data_system.words.int + "值" s_disable # 生成状态窗口 @lvup_window = Window_Lvup.new(@actor) @lvup_window.x = 0 @lvup_window.y = 0 # 执行过渡 Graphics.transition # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果切换画面就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @command_window.dispose @lvup_window.dispose @a.dispose @系统菜单.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update lcy = [] m = 0 for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.id <= 22 lcy[m] = i m += 1 end end # 刷新窗口 @command_window.update # 选项明暗判断(因为太消耗资源,所以屏蔽掉了) s_disable @lvup_window.update #============================================================= # 按下 B 键的情况下 #============================================================= if Input.trigger?(Input::B) for i in 0..4 #加的3行 ($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i] end for i in 0..4 #加的3行 ($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i] end # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换到地图画面 $scene = Scene_Atactor1.new return end #============================================================= # 按下 C 键的情况下 #============================================================= if Input.trigger?(Input::C) if @command_window.index == 6 for i in 0..4 #加的3行 ($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i] end for i in 0..4 #加的3行 ($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i] end # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 将角色的剩余点数带回 $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point # 将角色点数实际加上 @actor.str += $temp_str @actor.dex += $temp_dex @actor.agi += $temp_agi @actor.int += $temp_int @actor.maxhp += $temp_hp @actor.maxsp += $temp_sp # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至下一位角色 @actor_index += 1 @actor_index %= lcy.size#$game_party.actors.size # p lcy.size # 切换到别的状态画面 $scene = Scene_Lvup.new(@actor_index , @command_window.index) # $scene = Scene_Menu.new(0) return end if @command_window.index == 5 for i in 0..4 #加的3行 ($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i] end for i in 0..4 #加的3行 ($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i] end # 演奏确定 SE $game_system.se_play($data_system.cancel_se) # 将角色的剩余点数带入 $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE] # 初始化临时量 $temp_str = 0 $temp_dex = 0 $temp_agi = 0 $temp_int = 0 $temp_hp = 0 $temp_sp = 0 @lvup_window.refresh return end if $point == 0 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 if !($db_point_enable[@actor.id])[0] #加的判断 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return else # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_hp += @hp $temp_sp += @sp $temp_str += @hp_str $temp_dex += @hp_dex $temp_agi += @hp_agi $temp_int += @hp_int $point -= 1 @lvup_window.refresh ($db_point[@actor.id])[0] += 1 s_disable return end when 1 if !($db_point_enable[@actor.id])[1]#加的判断 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return else # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_str += @str_str $temp_hp += @str_hp $temp_sp += @str_sp $temp_dex += @str_dex $temp_agi += @str_agi $temp_int += @str_int $point -= 1 @lvup_window.refresh ($db_point[@actor.id])[1] += 1 s_disable return end when 2 if !($db_point_enable[@actor.id])[2]#加的判断 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return else # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_dex += @dex_dex $temp_hp += @dex_hp $temp_sp += @dex_sp $temp_str += @dex_str $temp_agi += @dex_agi $temp_int += @dex_int $point -= 1 @lvup_window.refresh ($db_point[@actor.id])[2] += 1 s_disable return end when 3 if !($db_point_enable[@actor.id])[3]#加的判断 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return else # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_agi += @agi_agi $temp_hp += @agi_hp $temp_sp += @agi_sp $temp_str += @agi_str $temp_dex += @agi_dex $temp_int += @agi_int $point -= 1 @lvup_window.refresh ($db_point[@actor.id])[3] += 1 s_disable return end when 4 if !($db_point_enable[@actor.id])[4]#加的判断 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return else # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_int += @int_int $temp_hp += @int_hp $temp_sp += @int_sp $temp_str += @int_str $temp_dex += @int_dex $temp_agi += @int_agi $point -= 1 @lvup_window.refresh ($db_point[@actor.id])[4] += 1 s_disable return end end end #============================================================= # 什么都没有按下的情况 #============================================================= case @command_window.index when 0 # 增加体力 temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点" temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点" when 1 # 增加力量 temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点" temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点" when 2 # 增加灵巧 temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点" temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点" when 3 # 增加速度 temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点" temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点" when 4 # 增加魔力 temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点" temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点" when 6 # 保存设定 # @help_window.lvup_text(@text_save) when 5 # 点数重置 # @help_window.lvup_text(@text_reset) end #============================================================= # 按下R与L换人的情况 #============================================================= if Input.trigger?(Input::R) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至下一位角色 @actor_index += 1 @actor_index %= lcy.size#$game_party.actors.size # 切换到别的状态画面 $scene = Scene_Lvup.new(@actor_index , @command_window.index) return end # 按下 L 键的情况下 if Input.trigger?(Input::L) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至上一位角色 @actor_index += lcy.size - 1#$game_party.actors.size - 1 @actor_index %= lcy.size#$game_party.actors.size # 切换到别的状态画面 $scene = Scene_Lvup.new(@actor_index , @command_window.index) return end end #-------------------------------------------------------------------------- # ● 选项明暗判断 #-------------------------------------------------------------------------- def s_disable # 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色 if $point == 0 @command_window.contents.font.color = Color.new(255, 255, 255, 128) @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) @command_window.disable_item(4) else @command_window.contents.font.color = Color.new(255, 255, 255, 255) @command_window.able_item(0) @command_window.able_item(1) @command_window.able_item(2) @command_window.able_item(3) @command_window.able_item(4) for i in 0 ..4 #加的判断 if !($db_point_enable[@actor.id])[i] = ($db_point[@actor.id])[i] < (($db_point[@actor.id])[5] / 2) @command_window.contents.font.color = Color.new(255, 255, 255, 128) @command_window.disable_item(i) end end end end end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# 脚本使用设定:
LEVEL_UP_POINT = 4 # 每升一级所增加的点数
LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
# 默认情况 = 100,
# 则是数据库里1号角色的加点数存于101号变量
# 3号角色的加点数存于103号变量。
# 你可以直接操作变量赠与角色可分配点数
# 每增加一次点数,各项能力值的变化:357-410行
# 使用方法介绍:
# 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
# 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
# 1-99级全部等于一个相同数值就行了。
# 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
# 默认都是0号
# 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
# 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
# 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。(再定义)
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [exp, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 增加4点可自由分配的点数
if self.id > 30
$game_variables[self.id + LEVEL_UP_VARIABLE] += 5
else
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
($db_point[@actor_id])[5] += LEVEL_UP_POINT #加的1行
end
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
if @level >= 99
else
learn_skill(j.skill_id)
end
end
end
end
# 降级
while @exp < @exp_list[@level]
# 遗忘特技
for j in $data_classes[@class_id].learnings
if j.level == @level
if @level >= 99
else
forget_skill(j.skill_id)
end
end
end
@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
$game_temp.common_event_id = 178
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类(追加定义)
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp_lvup(actor, x, y)
self.contents.font.color = Color.new(79,39,0,255)
if $temp_hp == 0
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
else
maxhp = actor.maxhp + $temp_hp.to_i
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
self.contents.font.color = normal_color
# self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_hp >=0
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
# self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp_lvup(actor, x, y)
self.contents.font.color = Color.new(79,39,0,255)
if $temp_sp == 0
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
else
maxsp = actor.maxsp + $temp_sp.to_i
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
self.contents.font.color = normal_color
# self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_sp >=0
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(0, 255, 0)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
# self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
# self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
self.contents.font.color = Color.new(79,39,0,255)
# self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~4)
#--------------------------------------------------------------------------
def draw_actor_lvup(actor, x, y, type)
# 定义数字颜色
lvup = Color.new(79,39,0,255)
upcolor = Color.new(0, 255, 0)
downcolor = Color.new(79,39,0,255)
self.contents.font.color = normal_color
case type
when 0
parameter_name = $data_system.words.str
parameter_value = actor.str
parameter_value_temp = parameter_value + $temp_str.to_i
if $temp_str != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_str >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.str
parameter_value = actor.str
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.str
parameter_value = actor.str
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 1
parameter_name = $data_system.words.dex
parameter_value = actor.dex
parameter_value_temp = parameter_value + $temp_dex.to_i
if $temp_dex != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_dex >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.dex
parameter_value = actor.dex
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.dex
parameter_value = actor.dex
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 2
parameter_name = $data_system.words.agi
parameter_value = actor.agi
parameter_value_temp = parameter_value + $temp_agi.to_i
if $temp_agi != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_agi >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.agi
parameter_value = actor.agi
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.agi
parameter_value = actor.agi
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 3
parameter_name = $data_system.words.int
parameter_value = actor.int
parameter_value_temp = parameter_value + $temp_int.to_i
if $temp_int != 0
# lvup = upcolor
# self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_int >= 0
lvup = upcolor
self.contents.font.color = lvup
parameter_name = $data_system.words.int
parameter_value = actor.int
# self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
lvup = downcolor
self.contents.font.color = lvup#Color.new(255,255,0,255)
parameter_name = $data_system.words.int
parameter_value = actor.int
# self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
# self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
self.contents.font.color = Color.new(255, 0, 0)
# self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 4
parameter_name = ""
parameter_value = $point
if $point != 0
lvup = upcolor
end
end
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x + 450, y, 36, 32, parameter_value.to_s)
if type != 4
self.contents.draw_text(x + 480, y, 36, 32, " →")
end
self.contents.font.color = lvup
self.contents.draw_text(x + 510, y, 60, 32, parameter_value_temp.to_s)
self.contents.font.color = Color.new(79,39,0,255)
end
end
#==============================================================================
# ■ Window_lvup
#------------------------------------------------------------------------------
# 显示升级状态窗口。
#==============================================================================
class Window_Lvup < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 712, 999)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_ap2(@actor, -15,-16)
draw_actor_class(@actor, 90,344)
draw_actor_name(@actor, 90, 327)
draw_actor_level(@actor, 90,368)
draw_actor_state1(@actor, 188, 363)
draw_actor_hp_lvup(@actor, 302, 190)
draw_actor_sp_lvup(@actor, 302, 215)
draw_actor_lvup(@actor, -30, 253, 0)
draw_actor_lvup(@actor, -30, 278, 1)
draw_actor_lvup(@actor, -30, 301, 2)
draw_actor_lvup(@actor, -30, 325, 3)
draw_actor_lvup(@actor, 0, 350, 4)
end
#--------------------------------------------------------------------------
# ● 名前の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, cx = 0, size = 16)
self.contents.font.size = 16
text = make_battler_state_text(actor, width, true)
self.contents.font.color = Color.new(79,39,0,255)
draw_text_normal(x, y, 236, 24, actor.name)
end
#--------------------------------------------------------------------------
# ● クラスの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, cx = 0, size = 16)
self.contents.font.size = 16
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
#--------------------------------------------------------------------------
# ● 等级描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y, cx = 0, size = 16)
self.contents.font.size = size
self.contents.font.italic = true
self.contents.font.color = Color.new(79,39,0,255)
draw_text_normal(x, y, 24, 24, actor.level.to_s)
self.contents.font.italic = false
end
#--------------------------------------------------------------------------
# ● 描绘状态
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, cx = 0, size = 16)
self.contents.font.size = size
self.contents.font.italic = true
text = make_battler_state_text(actor, width, true)
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, width, 32, text)
self.contents.font.italic = false
end
#--------------------------------------------------------------------------
# ★ 文字列(影つき:通常色・無効色あり)の描画
#--------------------------------------------------------------------------
def draw_text_custom(x, y, width, height, str, color, align = 0)
self.contents.font.size = 16
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, width, height, str, align)
end
#--------------------------------------------------------------------------
# ★ 文字列(影つき:通常色)の描画
#--------------------------------------------------------------------------
def draw_text_normal(x, y, width, height, str, align = 0)
self.contents.font.size = 16
self.contents.font.color = Color.new(79,39,0,255)
self.contents.draw_text(x, y, width, height, str, align)
end
end
#==============================================================================
# ■ Scene_lvup
#------------------------------------------------------------------------------
# 处理升级画面的类。
#==============================================================================
class Scene_Lvup
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# menu_index : 选项起始位置
#--------------------------------------------------------------------------
def initialize(actor_index = 0 , menu_index = 0)
@actor_index = actor_index
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
@a = Sprite.new
@a.bitmap = Bitmap.new("Graphics/Pictures/菜单类/加点菜单.png")
@a.opacity=255
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
s7 = ""
@command_window = Window_Commandjd.new(128, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
@command_window.x = 185
@command_window.y = 94#416
# 获取角色
@actor = $game_party.actors[@actor_index]
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
#=========================================================================
# 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
# (各种编程语言都有这种意外),建议还是使用整数,正负不限
#=========================================================================
# 每提升一次力量,提升多少附加能力
#=========================================================================
@str_hp = 0 # 每提升一次力量附加提升多少HP
@str_sp = 0 # 每提升一次力量附加提升多少SP
@str_dex = 0 # 每提升一次力量附加提升多少灵巧
@str_agi = 0.1 # 每提升一次力量附加提升多少速度
@str_int = 0 # 每提升一次力量附加提升多少魔力
@str_str = 5.2 # 每提升一次力量附加提升多少力量
#=========================================================================
# 每提升一次灵巧,提升多少附加能力
#=========================================================================
@dex_hp = 15 # 每提升一次速度附加提升多少HP
@dex_sp = 0 # 每提升一次速度附加提升多少SP
@dex_str = 0 # 每提升一次速度附加提升多少力量
@dex_dex = 2.6 # 每提升一次速度附加提升多少灵巧
@dex_int = 0 # 每提升一次速度附加提升多少魔力
@dex_agi = 0 # 每提升一次速度附加提升多少速度
#=========================================================================
# 每提升一次速度,提升多少附加能力
#=========================================================================
@agi_hp = 0 # 每提升一次速度附加提升多少HP
@agi_sp = 0 # 每提升一次速度附加提升多少SP
@agi_str = 0 # 每提升一次速度附加提升多少力量
@agi_dex = 0 # 每提升一次速度附加提升多少灵巧
@agi_int = 0.1 # 每提升一次速度附加提升多少魔力
@agi_agi = 5.2 # 每提升一次速度附加提升多少速度
#=========================================================================
# 每提升一次魔力,提升多少附加能力
#=========================================================================
@int_hp = 0 # 每提升一次魔力附加提升多少HP
@int_sp = 60 # 每提升一次魔力附加提升多少SP
@int_str = 0 # 每提升一次魔力附加提升多少力量
@int_dex = 0 # 每提升一次魔力附加提升多少灵巧
@int_agi = 0 # 每提升一次魔力附加提升多少速度
@int_int = 5.2 # 每提升一次魔力附加提升多少魔力
#=========================================================================
# 每提升一次体力,提升多少附加能力
#=========================================================================
@hp = 80 # 每提升一次体力提升多少HP
@sp = 20 # 每提升一次体力提升多少SP
@hp_str = 0 # 每提升一次体力提升多少力量
@hp_dex = 0 # 每提升一次体力提升多少速度
@hp_agi = 0 # 每提升一次体力提升多少灵巧
@hp_int = 0 # 每提升一次体力提升多少魔力
# 定义说明文字
@text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!"
@text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
@text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!和普通防御"
@text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!"
@text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!和魔法防御"
@text_save = "保存分配情况并返回游戏"
@text_reset= "重新分配能力点数"
@text_2 = "每增加一次此项能力值,可以提升能力值"
@text_hp = "最大" + $data_system.words.hp + "值"
@text_sp = "最大" + $data_system.words.sp + "值"
@text_str = "最大" + $data_system.words.str + "值"
@text_dex = "最大" + $data_system.words.dex + "值"
@text_agi = "最大" + $data_system.words.agi + "值"
@text_int = "最大" + $data_system.words.int + "值"
s_disable
# 生成状态窗口
@lvup_window = Window_Lvup.new(@actor)
@lvup_window.x = 0
@lvup_window.y = 0
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@lvup_window.dispose
@a.dispose
@系统菜单.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
lcy = []
m = 0
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.id <= 22
lcy[m] = i
m += 1
end
end
# 刷新窗口
@command_window.update
# 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
s_disable
@lvup_window.update
#=============================================================
# 按下 B 键的情况下
#=============================================================
if Input.trigger?(Input::B)
for i in 0..4 #加的3行
($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i]
end
for i in 0..4 #加的3行
($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i]
end
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Atactor1.new
return
end
#=============================================================
# 按下 C 键的情况下
#=============================================================
if Input.trigger?(Input::C)
if @command_window.index == 6
for i in 0..4 #加的3行
($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i]
end
for i in 0..4 #加的3行
($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i]
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 将角色的剩余点数带回
$game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
# 将角色点数实际加上
@actor.str += $temp_str
@actor.dex += $temp_dex
@actor.agi += $temp_agi
@actor.int += $temp_int
@actor.maxhp += $temp_hp
@actor.maxsp += $temp_sp
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= lcy.size#$game_party.actors.size
# p lcy.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
# $scene = Scene_Menu.new(0)
return
end
if @command_window.index == 5
for i in 0..4 #加的3行
($db_point[@actor.id])[i] = ($db_point_old[@actor.id])[i]
end
for i in 0..4 #加的3行
($db_point_old[@actor.id])[i] = ($db_point[@actor.id])[i]
end
# 演奏确定 SE
$game_system.se_play($data_system.cancel_se)
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
@lvup_window.refresh
return
end
if $point == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
if !($db_point_enable[@actor.id])[0] #加的判断
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_hp += @hp
$temp_sp += @sp
$temp_str += @hp_str
$temp_dex += @hp_dex
$temp_agi += @hp_agi
$temp_int += @hp_int
$point -= 1
@lvup_window.refresh
($db_point[@actor.id])[0] += 1
s_disable
return
end
when 1
if !($db_point_enable[@actor.id])[1]#加的判断
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_str += @str_str
$temp_hp += @str_hp
$temp_sp += @str_sp
$temp_dex += @str_dex
$temp_agi += @str_agi
$temp_int += @str_int
$point -= 1
@lvup_window.refresh
($db_point[@actor.id])[1] += 1
s_disable
return
end
when 2
if !($db_point_enable[@actor.id])[2]#加的判断
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_dex += @dex_dex
$temp_hp += @dex_hp
$temp_sp += @dex_sp
$temp_str += @dex_str
$temp_agi += @dex_agi
$temp_int += @dex_int
$point -= 1
@lvup_window.refresh
($db_point[@actor.id])[2] += 1
s_disable
return
end
when 3
if !($db_point_enable[@actor.id])[3]#加的判断
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_agi += @agi_agi
$temp_hp += @agi_hp
$temp_sp += @agi_sp
$temp_str += @agi_str
$temp_dex += @agi_dex
$temp_int += @agi_int
$point -= 1
@lvup_window.refresh
($db_point[@actor.id])[3] += 1
s_disable
return
end
when 4
if !($db_point_enable[@actor.id])[4]#加的判断
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
else
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_int += @int_int
$temp_hp += @int_hp
$temp_sp += @int_sp
$temp_str += @int_str
$temp_dex += @int_dex
$temp_agi += @int_agi
$point -= 1
@lvup_window.refresh
($db_point[@actor.id])[4] += 1
s_disable
return
end
end
end
#=============================================================
# 什么都没有按下的情况
#=============================================================
case @command_window.index
when 0 # 增加体力
temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
when 1 # 增加力量
temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
when 2 # 增加灵巧
temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点"
temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
when 3 # 增加速度
temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
when 4 # 增加魔力
temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
when 6 # 保存设定
# @help_window.lvup_text(@text_save)
when 5 # 点数重置
# @help_window.lvup_text(@text_reset)
end
#=============================================================
# 按下R与L换人的情况
#=============================================================
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= lcy.size#$game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += lcy.size - 1#$game_party.actors.size - 1
@actor_index %= lcy.size#$game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 选项明暗判断
#--------------------------------------------------------------------------
def s_disable
# 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
if $point == 0
@command_window.contents.font.color = Color.new(255, 255, 255, 128)
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
else
@command_window.contents.font.color = Color.new(255, 255, 255, 255)
@command_window.able_item(0)
@command_window.able_item(1)
@command_window.able_item(2)
@command_window.able_item(3)
@command_window.able_item(4)
for i in 0 ..4 #加的判断
if !($db_point_enable[@actor.id])[i] = ($db_point[@actor.id])[i] < (($db_point[@actor.id])[5] / 2)
@command_window.contents.font.color = Color.new(255, 255, 255, 128)
@command_window.disable_item(i)
end
end
end
end
end
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