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 Lv1.梦旅人 
	梦石0 星屑236 在线时间191 小时注册时间2010-6-22帖子233 | 
6楼
 
 
 楼主|
发表于 2010-8-26 02:05:40
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| 本帖最后由 仙芋 于 2010-8-26 02:07 编辑 
 回复 zhli667 的帖子
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 全脚本:
 复制代码class Game_Actor
 #--------------------------------------------------------------------------
 # ● 更改 EXP
 #     exp : 新的 EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
   # 记录旧等级
   last_level = @level
   @exp = [[exp, 9999999].min, 0].max
   # 升级
   while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
     @level += 1
     @hp = maxhp
     @sp = maxsp
         
     # 学会特技
     for j in $data_classes[@class_id].learnings
       if j.level == @level
         learn_skill(j.skill_id)
       end
     end
   end
   # 降级
   while @exp < @exp_list[@level]
     @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
   # 升级了的话,升级显示处理
   if @level > last_level and $game_switches[$不显示升级窗口] == false and
     not $BTEST
     show_level_up_result(last_level)
   end
 end
 #--------------------------------------------------------------------------
 # ● 升级显示处理
 #--------------------------------------------------------------------------
 def show_level_up_result(last_level)
   actor_parameters = self.last_parameters(last_level)
   last_maxhp = actor_parameters[0]
   last_maxsp = actor_parameters[1]
   last_str = actor_parameters[2]
   last_dex = actor_parameters[3]
   last_agi = actor_parameters[4]
   last_int = actor_parameters[5]
   last_pdef = actor_parameters[6]
   level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
   last_maxsp,last_str,last_dex,last_agi,last_int,last_pdef
   level_up_window.visible = true
   skill_learning_window = Window_SkillLearning_A.new(@class_id,
   last_level, @level)
   # 循环
   loop do
     # 刷新游戏画面
     Graphics.update
     # 刷新输入信息
     Input.update
     # 按下C就关闭窗口
     if Input.trigger?(Input::C)
       unless skill_learning_window.refresh
         level_up_window.dispose
         skill_learning_window.dispose
         return true
       end
     end
   end
 end
 #--------------------------------------------------------------------------
 # ● 一次取得全部旧属性
 #--------------------------------------------------------------------------
 def last_parameters(level)
   #---------------------------
   # maxhp
   #---------------------------
   n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min
   for i in @states
     n *= $data_states[i].maxhp_rate / 100.0
   end
   n = [[Integer(n), 1].max, 9999].min
   maxhp = n
   #---------------------------
   # maxsp
   #---------------------------
   n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
   for i in @states
     n *= $data_states[i].maxsp_rate / 100.0
   end
   n = [[Integer(n), 0].max, 9999].min
   maxsp = n
   #---------------------------
   # str
   #---------------------------
   n = $data_actors[@actor_id].parameters[2, level]
   weapon = $data_weapons[@weapon_id]
   armor1 = $data_armors[@armor1_id]
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.str_plus : 0
   n += armor1 != nil ? armor1.str_plus : 0
   n += armor2 != nil ? armor2.str_plus : 0
   n += armor3 != nil ? armor3.str_plus : 0
   n += armor4 != nil ? armor4.str_plus : 0
   n = [[n + @str_plus, 1].max, 999].min
   for i in @states
     n *= $data_states[i].str_rate / 100.0
   end
   n = [[Integer(n), 1].max, 999].min
   str = n
   #---------------------------
   # dex
   #---------------------------
   n = $data_actors[@actor_id].parameters[3, level]
   weapon = $data_weapons[@weapon_id]
   armor1 = $data_armors[@armor1_id]
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.dex_plus : 0
   n += armor1 != nil ? armor1.dex_plus : 0
   n += armor2 != nil ? armor2.dex_plus : 0
   n += armor3 != nil ? armor3.dex_plus : 0
   n += armor4 != nil ? armor4.dex_plus : 0
   n = [[n + @dex_plus, 1].max, 999].min
   for i in @states
     n *= $data_states[i].dex_rate / 100.0
   end
   n = [[Integer(n), 1].max, 999].min
   dex = n
   #---------------------------
   # agi
   #---------------------------
   n = $data_actors[@actor_id].parameters[4, level]
   weapon = $data_weapons[@weapon_id]
   armor1 = $data_armors[@armor1_id]
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.agi_plus : 0
   n += armor1 != nil ? armor1.agi_plus : 0
   n += armor2 != nil ? armor2.agi_plus : 0
   n += armor3 != nil ? armor3.agi_plus : 0
   n += armor4 != nil ? armor4.agi_plus : 0
   n = [[n + @agi_plus, 1].max, 999].min
   for i in @states
     n *= $data_states[i].agi_rate / 100.0
   end
   n = [[Integer(n), 1].max, 999].min
   agi = n
   #---------------------------
   # int
   #---------------------------
   n = $data_actors[@actor_id].parameters[5, level]
   weapon = $data_weapons[@weapon_id]
   armor1 = $data_armors[@armor1_id]
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.int_plus : 0
   n += armor1 != nil ? armor1.int_plus : 0
   n += armor2 != nil ? armor2.int_plus : 0
   n += armor3 != nil ? armor3.int_plus : 0
   n += armor4 != nil ? armor4.int_plus : 0
   n = [[n + @int_plus, 1].max, 999].min
   for i in @states
     n *= $data_states[i].int_rate / 100.0
   end
   n = [[Integer(n), 1].max, 999].min
   int = n
   return [maxhp, maxsp, str, dex, agi, int]
 end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== 
# ------------------------------------
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示ウィンドウ plus ▼▲▼
# by 樱雅 在土
#--以下3个如果需要修改,直接输入文件名即可
$data_system_level_up_se = "" #升级时的音效设置
$data_system_level_up_me = "" # 升级时播放的ME
$data_system_skilllearn_se = "" # 学会特技时播放的声效。
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
#  バトル终了时、レベルアップした场合にステータスを表示するウィンドウです。
#==============================================================================
class Window_LevelUpWindow_A < Window_Base
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
   super(140, 20, 400, 350)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.visible = false
   self.opacity = 0
   # 防止被对话框遮住
   self.z = 9999
   @backsp2 = Sprite.new
   @backsp2.bitmap = Bitmap.new("Graphics/Pictures/升级.png")
   @backsp2.x = 180
   @backsp2.y = 30
   @backsp2.z = 500
   refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
   # SEの再生
   if $data_system_level_up_se != ""
     Audio.se_play($data_system_level_up_se)
   end
   # MEの再生
   if $data_system_level_up_me != ""
     Audio.me_stop
     Audio.me_play($data_system_level_up_me)
   end
 end
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #--------------------------------------------------------------------------
 def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int,last_pdef)
   self.contents.clear
   self.contents.font.color = Color.new(64,70,124,255)
   self.contents.font.size = 18
   self.contents.draw_text( 0, 48, 80, 24, $data_system.words.hp)
   self.contents.draw_text( 0, 70, 80, 24, $data_system.words.sp)
   self.contents.draw_text( 0, 92, 80, 24, $data_system.words.str)
   self.contents.draw_text( 0, 114, 80, 24, $data_system.words.dex)
   self.contents.draw_text( 0, 136, 80, 24, $data_system.words.agi)
   self.contents.draw_text( 0, 158, 80, 24, $data_system.words.int)
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,30 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,62 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,94 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,126 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,158 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,192 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,222 ,bitmap, Rect.new(0, 0, 48, 36))
   bitmap = RPG::Cache.icon("加.png")
   self.contents.blt(170,254 ,bitmap, Rect.new(0, 0, 48, 36))
   self.contents.font.color = Color.new(64,70,124,255)
   self.contents.draw_text( 130, 30, 88, 24, last_lv.to_s)
   self.contents.draw_text( 130, 62, 72, 24, up_hp.to_s)
   self.contents.draw_text( 130, 94, 72, 24, up_sp.to_s)
   self.contents.draw_text( 130, 126, 72, 24, up_str.to_s)
   self.contents.draw_text( 130, 256, 72, 24, up_dex.to_s)
   self.contents.draw_text( 130, 224, 72, 24, up_agi.to_s)
   self.contents.draw_text( 130, 158, 72, 24, up_int.to_s)
   self.contents.draw_text( 130, 192, 72, 24, actor.pdef.to_s)
   self.contents.draw_text( 235, 30, 128, 24, actor.level.to_s)
   self.contents.draw_text( 235, 62, 128, 24, actor.maxhp.to_s)
   self.contents.draw_text( 235, 94, 128, 24, actor.maxsp.to_s)
   self.contents.draw_text( 235, 126, 128, 24, actor.str.to_s)
   self.contents.draw_text( 235, 256, 128, 24, actor.dex.to_s)
   self.contents.draw_text( 235, 224, 128, 24, actor.agi.to_s)
   self.contents.draw_text( 235, 158, 128, 24, actor.int.to_s)
   self.contents.draw_text( 235, 192, 128, 24, actor.pdef.to_s)
 end
 def dispose
   @backsp2.dispose
   super
 end
 
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
#  レベルアップ时などにスキルを习得した场合にそれを表示するウィンドウです。
#==============================================================================
class Window_SkillLearning_A < Window_Base
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize(class_id, last_lv, now_lv)
   super(210, 322, 220, 56)
   self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
   self.visible = false
   self.opacity = 0
   # 防止被对话框遮住
   self.z = 9999
   @learn_skills = []
   @backsp3 = Sprite.new
   for i in 0...$data_classes[class_id].learnings.size
     learn_lv = $data_classes[class_id].learnings[i].level
     # 今回のレベルアップ范围で习得するスキルの场合
     if learn_lv > last_lv and learn_lv <= now_lv
       @learn_skills.push $data_skills[
       $data_classes[class_id].learnings[i].skill_id].name
   else
     @backsp3.bitmap = Bitmap.new("Graphics/Windowskins/nil.png")
     end
   end
   refresh
 end
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #--------------------------------------------------------------------------
 def refresh
   # 各描写
   skill_name = @learn_skills.shift
   if skill_name == nil
     return false
   end
   # SEの再生
   if $data_system_skilllearn_se != ""
     Audio.se_play($data_system_skilllearn_se, 100, 70)
   end
    @backsp3.bitmap = Bitmap.new("Graphics/Pictures/newskill.png")
    @backsp3.x = 175
    @backsp3.y = 320
    @backsp3.z = 502
  #========================================
   self.contents.clear
   self.contents.font.size = 18
   self.contents.font.color = text_color(7)
   self.contents.font.bold = true
   self.contents.draw_text(0,0,156,24, "习得  "+skill_name)
   self.contents.font.color = text_color(7)
   self.visible = true
   return true
 end
 def dispose
   @backsp3.dispose
   super
 end
end
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