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[已经过期] 请教希望各位大大看的懂的能来修改一下

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Lv1.梦旅人

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发表于 2015-9-9 21:44:59 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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#encoding:utf-8
#==============================================================================
# ■ 随机属性装备 By wyongcan
#==============================================================================
module Equipplus
#得到随机属性装备方法:gainequip(装备ID,属性数)
#~ 前缀结构:
#~ ①权重(1-100) 越大越重要
#~ ②名称(多个名称用","分开,会随机取其中一个添加到武器名前)
#~ ③属性数组  提供两种方式:
#~ 1.[属性ID,增加值]    属性ID参考说明增强脚本 增加了9号属性“极品出现率” ID为8,影响前缀的好坏 1 - 100
#~ 2.与装备特性相同[code,data_id,value]  code,data_id参考说明增强脚本
  @maxparamplus = 5 #最大前缀数
  @moneyrate = 10 #物品价格计算公式为:原价格 + 前缀权重 * @moneyrate
  @transpose = [*1..100].reverse #用于把1变成100,100变成1
  @paramsplus = [           #暂时只写了三个前缀,可以自己添加,参照前缀结构\
  [71,"绝情",[[2,-30],[4,-30],[14,6,1],[14,7,1],[14,8,1]]],
  [72,"伤势",[[3,-20],[5,-20],[32,64,0.1]]],
  [73,"峻刑",[[2,-100],[3,-50],[4,-100],[5,-50],[6,-50],[7,-50],[32,66,0.2],[32,59,0.2]]],
  [74,"苦肉",[[0,-3000],[21,2,1.2]]],
  [75,"挥泪",[[23,6,1.2],[23,7,1.2]]],
  [61,"安恤",[[0,1000],[22,7,0.1]]],
  [62,"恃勇",[[2,5],[21,2,1.05]]],
  [63,"智愚",[[1,20],[4,5],[21,4,1.05]]],
  [64,"自守",[[3,10],[5,10],[13,2,0.5],[13,3,0.5],[13,4,0.5],[13,5,0.5]]],  
  [65,"旋风",[[6,5],[21,6,1.05]]],
  [66,"英姿",[[7,10],[21,7,1.05]]],
  [30,"铁骑",[[2,5],[22,2,0.3],[32,57,0.1]]],# 必杀几率+30%
  [31,"青囊",[[22,7,0.2]]],# 体力恢复速度+20%
  [32,"奸雄",[[23,9,1.2]]],# 经验获得+20%
  [33,"烈弓",[[22,0,1.1],[22,2,0.2]]],  
  [35,"追忆",[[64,4,1.3],[64,5,1.3]]],  #金钱 装备掉落 1.3倍
  [21,"仁德",[[21,0,1.2]]],
  [22,"武圣,武魂",[[2,30],[0,1000],[4,-50]]],
  [23,"集智,鬼才",[[1,100],[4,30],[2,-50]]],
  [24,"毅重,克已",[[3,30],[5,30],[23,7,0.9]]],
  [25,"神速",[[6,30]]],
  [26,"英魂",[[7,30]]],
  [27,"雷击",[[32,23,1]]],
  [28,"火计",[[32,21,1]]],
  [29,"御策",[[11,3,0.3],[11,4,0.3],[11,5,0.3],[11,6,0.3]]],
  [11,"龙胆",[[61,0,1]]],
  [12,"咆哮",[[34,0,1]]],
  [13,"空城",[[23,0,0.5]]],
  [14,"酒诗",[[22,2,1]]],
  [15,"无言",[[22,4,0.3]]],
  [16,"八阵",[[22,3,1]]],
  [17,"节命",[[23,5,1.3]]],
  [18,"潜袭",[[22,6,0.2],[32,47,0.1]]],
  [19,"不屈",[[23,6,0.9]]],
  [10,"三国霸主",[[0,1000],[2,30],[3,30],[4,30],[5,30]]],
  [9,"蛊惑",[[32,2,0.1],[32,3,0.1],[32,7,0.1],[32,8,0.1]]],
  [8,"Fuak三国",[[0,3000],[1,30],[2,30],[3,30],[4,30],[5,30],[6,30],[7,30]]],
  [7,"神愤",[[22,9,0.2]]],
  [3,"Ace三国",[[0,5000],[1,50],[2,50],[3,50],[4,50],[5,50],[6,50],[7,50]]],
  [2,"超越三国",[[21,0,1.1],[21,1,1.1],[21,2,1.1],[21,3,1.1],[21,4,1.1],[21,5,1.1],[21,6,1.1],[21,7,1.1],[0,10000],[1,100],[2,100],[3,100],[4,100],[5,100],[6,100],[7,100]]],
  [1,"三国归一",[[21,0,1.1],[21,1,1.1],[21,2,1.1],[21,3,1.1],[21,4,1.1],[21,5,1.1],[21,6,1.1],[21,7,1.1],[0,12000],[1,120],[2,120],[3,120],[4,120],[5,120],[6,120],[7,120]]],
  [1,"超越时空",[[21,0,1.1],[21,1,1.1],[21,2,1.1],[21,3,1.1],[21,4,1.1],[21,5,1.1],[21,6,1.1],[21,7,1.1]]]
  #[1,"创世天下",[[0,9999],[1,9999],[2,9999],[3,9999],[4,9999],[5,9999],[6,9999],[7,9999],[22,0,9.99],[22,1,9.99],[22,2,9.99],[22,3,9.99],[22,4,9.99],[22,5,9.99],[22,6,9.99],[22,7,9.99],[22,8,9.99],[22,9,9.99],[23,0,9.99],[23,1,9.99],[23,2,9.99],[23,3,9.99],[23,4,9.99],[23,5,9.99],[23,6,9.99],[23,7,9.99],[23,8,9.99],[23,9,9.99],[64,0,2],[64,1,2],[64,2,2],[64,3,2],[64,4,2],[61,0,9],[33,1,9.99],[14,2,1],[14,3,1],[14,4,1],[14,5,1],[14,6,1],[14,7,1],[14,8,1],[14,9,1],[14,10,1],[14,11,1],[14,12,1],[32,1,0.1],[32,2,0.2],[32,3,0.3],[32,4,0.4],[32,5,0.5],[32,6,0.6],[32,7,0.2],[32,8,0.3],[32,9,0.4],[32,10,0.5],[32,11,0.6],[32,12,0.6],[32,13,0.6],[32,14,0.6]]]
  ]
  $商店随机 = false #商店买装备时出随机属性
  $战斗随机 = true #战斗后获得随机属性装备
  def self.getname(paramsplus)
    name = ""
    paramsplus.is_a?(Array) ? paramsplus.each{|a| @temp = []; a[1].scan(/^[\u4e00-\u9fa5|\w]*|,[\u4e00-\u9fa5|\w]*/){|b| @temp.push b.gsub(","){}}; name += @temp[rand(@temp.size)]} : paramsplus[1].scan(/^[\u4e00-\u9fa5|\w]*|,[\u4e00-\u9fa5|\w]*/){|b| @temp = [] if @temp == nil ;@temp.push b.gsub(","){}}
    name += @temp[rand(@temp.size)] if paramsplus.is_a?(Array) != true
    name += "的"
  end
  def self.getluck #获得极品出现率
    luck = 0
    $game_party.all_members.each{|a| a.weapons.each{|a| luck += a.params[8] if a.params.size == 9};a.armors.each{|a| luck += a.params[8] if a.params.size == 9}}
    luck
  end
  def self.getnewequip(xequip,params = nil) #提供两个参数  装备(RPG::Equip类下的)和附加前缀数,不填则为随机
    return unless xequip.is_a?(RPG::EquipItem)
    #xparamplus为前缀数
    xequip.paramsplus = [] if xequip.paramsplus == nil
    return if xequip.paramsplus.size >= @maxparamplus
    params != nil ? xparamplus = params :  xparamplus = rand(@maxparamplus * 105) / 100
    xparamplus = xparamplus.to_int
    return xequip if xparamplus == 0
    equip = xequip.dup
    paramsplus = equip.paramsplus.dup  #无奈的方法,不这样改一个装备所有同父装备的装备都会变
    newparams = equip.params.dup
    newfeatures = equip.features.dup
    aparamsplus = @paramsplus.collect{|a| [a[0] = @transpose[a[0]-1],a[1],a[2]]}.sort_by{|a| a[0]}
    while paramsplus.size < xparamplus
      temp = rand(aparamsplus[-1][0])
      temp = [temp - getluck,0].max
      x = []
      for i in aparamsplus
        x.push i if i[0] >= temp && paramsplus.include?(i) != true
      end
      if x != []
        a = [(x.size-1)*100 - getluck,0].max
        a = (rand(a)/100).to_int
        paramsplus.push x[a]
      end
    end
     equip.name = getname(paramsplus) + equip.name #更新名称
    paramsplus.each{|a| equip.price += @transpose[a[0] - 1] * @moneyrate} #更新价格
    paramsplus.select{|a| a[2].select{|a| a.size == 2}.each{|a| newparams[a[0]] += a[1]}} #更新属性
    #以下为更新特性
    features = []
    paramsplus.each{|a| a[2].each{|a| features.push a if a.size == 3}}
    while features.size > 0
      i = features.pop
      newfeatures.select{|a| a.code == i[0] && a.data_id == i[1]}.size == 0 ? newfeatures.push(RPG::BaseItem::Feature.new(i[0],i[1],i[2])) : newfeatures.each_with_index{|a,b| newfeatures.value += i[2] if a.code == i[0] && a.data_id == i[1]}
    end
    if equip.is_a?(RPG::Weapon)
      equip.id = $data_weapons.size
      $data_weapons.insert $data_weapons.size,equip
      $data_weapons[equip.id].paramsplus = paramsplus
      $data_weapons[equip.id].params = newparams
      $data_weapons[equip.id].features = newfeatures
    else
      equip.id = $data_armors.size
      $data_armors.insert $data_armors.size,equip
      $data_armors[equip.id].paramsplus = paramsplus
      $data_armors[equip.id].params = newparams
      $data_armors[equip.id].features = newfeatures
    end
    equip
  end
  def self.gainequip(id,params = nil)
    $game_party.gain_item(Equipplus.getnewequip($data_weapons[id],params),1,true)
  end
end
if $商店随机 == true
  class Scene_Shop < Scene_MenuBase
    def do_buy(number)
      $game_party.lose_gold(number * buying_price)
      if @item.is_a?(RPG::EquipItem)
        x = number
        loop do
          break if x <= 0
          x -= 1
          $game_party.gain_item(Equipplus.getnewequip(@item), 1)
        end
      else
        $game_party.gain_item(@item, number)
      end
    end
  end
end
if $战斗随机 == true
  module BattleManager
    def self.gain_drop_items
      $game_troop.make_drop_items.each do |item|
        item.is_a?(RPG::EquipItem) ? xitem = Equipplus.getnewequip(item) : xitem = item
        $game_party.gain_item(xitem, 1)
        $game_message.add(sprintf(Vocab::ObtainItem, xitem.name))
      end
      wait_for_message
    end
  end
end
class RPG::EquipItem < RPG::BaseItem
  alias old initialize
  def initialize
    old
    @paramsplus #前缀
  end
  attr_accessor :paramsplus
end



就是想修改一下 1-10的几率 那个几率不会调
比如说 1超越时空(1-10的物品)的几率为 1/100 需要修改哪一项。
求大神帮帮忙
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