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本帖最后由 jiushiainilip19 于 2015-9-2 13:38 编辑
- #==============================================================================
- # ☆技能熟练度,等级☆
- #------------------------------------------------------------------------------
- # by -> 芯☆淡茹水
- #==============================================================================
- # 复制该脚本,插入到 main 前。
- #==============================================================================
- # 要手动增加角色某技能的熟练度,需先指定角色,如 :actor = $game_party.actors[0]
- #或:actor = $game_actors[1]. 然后再:actor.skill_proficiency[技能ID] = 熟练度。
- #注意:技能ID 须是该角色已经习得的技能。手动增加可制作成增加技能熟练度的物品,
- #或是增加获得技能熟练度的武器。
- #==============================================================================
- # 击中对象一次,技能所增加的熟练度。
- P_PLUS = 1
- # 技能熟练度及其对应的等级。
- # 1级 2级 3级 4级 5级 6级 7级 8级 9级 10级
- SKILL_LEVEL = [0, 25, 60, 125, 210, 310, 435, 580, 735, 915]
- #==============================================================================
- class Game_Actor < Game_Battler
- attr_accessor :skill_proficiency # 技能熟练度
- #--------------------------------------------------------------------------
- alias add_setup_xdrs setup
- def setup(actor_id)
- @skill_proficiency = {}
- add_setup_xdrs(actor_id)
- end
- #--------------------------------------------------------------------------
- def learn_skill(skill_id)
- if skill_id > 0 and not skill_learn?(skill_id)
- @skills.push(skill_id)
- @skills.sort!
- @skill_proficiency[skill_id] = 0
- end
- end
- #--------------------------------------------------------------------------
- def forget_skill(skill_id)
- @skills.delete(skill_id)
- @skill_proficiency.delete[skill_id]
- end
- #--------------------------------------------------------------------------
- def skill_level(skill_id)
- skill = $data_skills[skill_id]
- n = @skill_proficiency[skill_id]
- date = []
- for i in 0...SKILL_LEVEL.size
- c = n - SKILL_LEVEL[i]
- date.push(c) if c >= 0
- end
- date.sort!
- for i in 0...SKILL_LEVEL.size
- c = n - SKILL_LEVEL[i]
- if c == date[0]
- return i + 1
- end
- end
- end
- end
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- def update_phase4_step5
- # 隐藏帮助窗口
- @help_window.visible = false
- # 刷新状态窗口
- @status_window.refresh
- # 显示伤害
- for target in @target_battlers
- if target.damage != nil
- target.damage_pop = true
- end
- end
- # 移至步骤 6
- @phase4_step = 6
- end
- end
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- def skill_effect(user, skill)
- # 清除会心一击标志
- self.critical = false
- # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
- # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
- if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
- ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
- # 过程结束
- return false
- end
- # 清除有效标志
- effective = false
- # 公共事件 ID 是有效的情况下,设置为有效标志
- effective |= skill.common_event_id > 0
- # 第一命中判定
- hit = skill.hit
- if skill.atk_f > 0
- hit *= user.hit / 100
- end
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- # 命中的情况下
- if hit_result == true
- # 计算威力
- power = skill.power + user.atk * skill.atk_f / 100
- if power > 0
- power -= self.pdef * skill.pdef_f / 200
- power -= self.mdef * skill.mdef_f / 200
- power = [power, 0].max
- end
- #######################################################
- # 威力再加上 熟练度 的 1/10 。
- if user.is_a?(Game_Actor)
- if power > 0
- power += user.skill_proficiency[skill.id] / 10
- elsif power < 0
- power -= user.skill_proficiency[skill.id] / 10
- end
- end
- #######################################################
- # 计算倍率
- rate = 20
- rate += (user.str * skill.str_f / 100)
- rate += (user.dex * skill.dex_f / 100)
- rate += (user.agi * skill.agi_f / 100)
- rate += (user.int * skill.int_f / 100)
- #########################################################
- # 倍率再加上 技能等级 减 1 的 5 倍。
- if user.is_a?(Game_Actor)
- rate += ($game_actors[user.id].skill_level(skill.id) - 1) * 5
- end
- #########################################################
- # 计算基本伤害
- self.damage = power * rate / 20
- # 属性修正
- self.damage *= elements_correct(skill.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if skill.variance > 0 and self.damage.abs > 0
- amp = [self.damage.abs * skill.variance / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / user.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- # 不确定的特技的情况下设置为有效标志
- effective |= hit < 100
- end
- # 命中的情况下
- if hit_result == true
- # 威力 0 以外的物理攻击的情况下
- if skill.power != 0 and skill.atk_f > 0
- # 状态冲击解除
- remove_states_shock
- # 设置有效标志
- effective = true
- end
- # HP 的伤害减法运算
- last_hp = self.hp
- self.hp -= self.damage
- effective |= self.hp != last_hp
- # 状态变化
- @state_changed = false
- effective |= states_plus(skill.plus_state_set)
- effective |= states_minus(skill.minus_state_set)
- # 威力为 0 的场合
- if skill.power == 0
- # 伤害设置为空的字串
- self.damage = ""
- # 状态没有变化的情况下
- unless @state_changed
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- end
- end
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- end
- # 不在战斗中的情况下
- unless $game_temp.in_battle
- # 伤害设置为 nil
- self.damage = nil
- end
- # 过程结束
- return effective
- end
- end
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- alias add_update_phase4_step4_xdrs update_phase4_step4
- def update_phase4_step4
- if @active_battler.is_a?(Game_Actor) and
- @active_battler.current_action.kind == 1
- for target in @target_battlers
- if target.damage != "Miss"
- @active_battler.skill_proficiency[@skill.id] += P_PLUS
- break
- end
- end
- end
- add_update_phase4_step4_xdrs
- end
- end
复制代码- [code]#==============================================================================
- # ☆技能信息详细显示☆
- #------------------------------------------------------------------------------
- # by -> 芯☆淡茹水
- #==============================================================================
- # 复制该脚本,插入到 main 前。
- #==============================================================================
- # 系统文字颜色
- SKILL_SYSTEM_COLOR = Color.new(192, 224, 255)
- # 技能名颜色
- SKILL_NAME_COLOR = Color.new(255, 128, 255)
- # 技能属性值颜色
- SKILL_RES_COLOR = Color.new(128, 255, 128)
- # 角色属性名称颜色
- SKILL_EM_COLOR = Color.new(255, 255, 128)
- # 技能说明颜色
- SKILL_TXT_COLOR = Color.new(128, 255, 255)
- #==============================================================================
- class Window_Skill_Help < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(396, 4, 240, 472)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.z = 999
- self.back_opacity = 220
- self.visible = false
- end
- #--------------------------------------------------------------------------
- def set_skill(skill_id, actor_id)
- self.contents.clear
- if skill_id == nil or actor_id == nil
- return
- end
- skill = $data_skills[skill_id]
- actor = $game_actors[actor_id]
- x = y = 0
- # 技能图标
- bitmap = RPG::Cache.icon(skill.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
- # 技能名
- self.contents.font.color = SKILL_NAME_COLOR
- self.contents.font.size = 18
- cx = contents.text_size(skill.name).width
- self.contents.draw_text(x + 38, y, cx, 32, skill.name)
- # 技能等级
- level = actor.skill_level(skill.id)
- n = (level + 1) / 2
- name = "l" + n.to_s
- for i in 0...level
- bitmap = RPG::Cache.icon(name)
- self.contents.blt(x + i * 20, y + 30, bitmap, Rect.new(0, 0, 20, 20), 255)
- end
- # 技能类型
- if [5, 6].include?(skill.scope)
- name = "skill_b"
- elsif skill.atk_f > 0
- name = "skill_a"
- elsif skill.power > 0
- name = "skill_m"
- elsif skill.power < 0
- name = "skill_r"
- else
- name = "skill_o"
- end
- bitmap = RPG::Cache.icon(name)
- self.contents.blt(self.width - 60, y + 3, bitmap, Rect.new(0, 0, 24, 24), 255)
- # 熟练度
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.font.size = 16
- self.contents.draw_text(x, y + 55, 64, 28, "熟练度:")
- if skill.power != 0 or skill.atk_f != 0
- txt = actor.skill_proficiency[skill.id].to_s
- else
- txt = "——"
- end
- cx = contents.text_size(txt).width
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 64, y + 55, cx, 28, txt)
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x + 66 + cx, y + 55, 28, 28, "/")
- if actor.skill_level(skill.id) >= 10 or (skill.power == 0 and skill.atk_f == 0)
- txt = "——"
- else
- txt = SKILL_LEVEL[actor.skill_level(skill.id)].to_s
- end
- self.contents.draw_text(x + 76 + cx, y + 55, 28, 28, txt)
- # 消耗 SP
- y += 77
- self.contents.font.color = SKILL_SYSTEM_COLOR
- txt = "消耗" + $data_system.words.sp + ":"
- cx = contents.text_size(txt).width
- self.contents.draw_text(x, y, cx, 28, txt)
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + cx + 6, y, 96, 28, skill.sp_cost.to_s)
- # 效果范围
- y += 22
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 94, 28, "效果范围:")
- scopes = ["——。", "敌单体。", "敌全体。", "己方单体。", "己方全体。",
- "己方单体(HP 0)。", "己方全体(HP 0)。", "使用者。"]
- txt = scopes[skill.scope]
- self.contents.font.color = SKILL_RES_COLOR
- cx = contents.text_size(txt).width
- self.contents.draw_text(x + 84, y, cx, 28, txt)
- # 命中率
- y += 32
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x + 104, y, 86, 28, "命中率:")
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 166, y, 64, 28, skill.hit.to_s + " %")
- # 威力
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 46, 28, "威力:")
- self.contents.font.color = SKILL_RES_COLOR
- txt = skill.power != 0 ? skill.power.to_s : "——"
- self.contents.draw_text(x + 62, y, 64, 28, txt)
- # 攻击力
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 66, 28, "攻击力:")
- self.contents.font.color = SKILL_RES_COLOR
- txt = skill.atk_f > 0 ? skill.atk_f.to_s : "——"
- self.contents.draw_text(x + 62, y, 66, 28, txt)
- # 属性相关
- y += 28
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 124, 28, "角色属性关联:")
- names = [$data_system.words.str + ":", $data_system.words.dex + ":",
- $data_system.words.agi + ":", $data_system.words.int + ":"]
- elementes = [skill.str_f, skill.dex_f, skill.agi_f, skill.int_f]
- text = [skill.str_f.to_s + " %", skill.dex_f.to_s + " %",
- skill.agi_f.to_s + " %", skill.int_f.to_s + " %"]
- bitnames = ["str_s", "dex_s","agi_s","int_s"]
- for i in 0...names.size
- next if elementes[i] == 0
- y += 30
- name = names[i]
- self.contents.font.size = 16
- self.contents.font.color = SKILL_EM_COLOR
- cx = contents.text_size(name).width
- self.contents.draw_text(x, y, cx, 28, name)
- name = bitnames[i]
- bitmap = RPG::Cache.icon(name)
- width = bitmap.width * elementes[i] / 100
- rect = Rect.new(0, 0, width, bitmap.height)
- self.contents.blt(x + cx + 3, y + 8, bitmap, rect, 255)
- bitmap = RPG::Cache.icon("e0")
- rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(x + cx + 2, y + 6, bitmap, rect, 255)
- self.contents.font.size = 14
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.draw_text(x + 110 + cx, y, 64, 28, text[i])
- end
- self.contents.font.size = 16
- # 属性攻击
- if skill.element_set != []
- y += 30
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "属性攻击:")
- self.contents.font.color = SKILL_RES_COLOR
- self.contents.font.size = 14
- nx = 80
- for i in 0...skill.element_set.size
- name = $data_system.elements[skill.element_set[i]]
- name = i == (skill.element_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- else
- y += 10
- end
- # 附加状态
- self.contents.font.size = 16
- if skill.plus_state_set != []
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "附加状态:")
- self.contents.font.color = SKILL_RES_COLOR
- nx = 80
- self.contents.font.size = 14
- for i in 0...skill.plus_state_set.size
- name = $data_states[skill.plus_state_set[i]].name
- name = i == (skill.plus_state_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- end
- # 解除状态
- self.contents.font.size = 16
- if skill.minus_state_set != []
- y += 20
- self.contents.font.color = SKILL_SYSTEM_COLOR
- self.contents.draw_text(x, y, 86, 28, "解除状态:")
- self.contents.font.color = SKILL_RES_COLOR
- nx = 80
- self.contents.font.size = 14
- for i in 0...skill.minus_state_set.size
- name = $data_states[skill.minus_state_set[i]].name
- name = i == (skill.minus_state_set.size - 1) ? name : name + ","
- cx = contents.text_size(name).width
- if nx + cx > self.width - 32
- nx = 80
- y += 16
- end
- self.contents.draw_text(nx, y, cx, 28, name)
- nx += cx
- end
- end
- # 说明
- self.contents.font.size = 16
- x = 14
- y += 30
- self.contents.font.size = 14
- self.contents.font.color = SKILL_TXT_COLOR
- text = skill.description.scan(/./)
- for i in 0...text.size
- txt = text[i]
- cx = contents.text_size(txt).width
- if (x + cx) > self.width - 32
- x = 0
- y += 16
- break if (y + 16) > self.height - 32
- end
- self.contents.draw_text(x, y, cx, 16, txt)
- x += cx
- end
- self.height = [y + 48, 472].min
- end
- end
- #=============================================================================
- class Window_Skill < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 64, 640, 416)
- @actor = actor
- @column_max = 2
- refresh
- self.index = 0
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 0
- self.height = 320
- self.back_opacity = 160
- end
- end
- end
- #==============================================================================
- class Window_SkillStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- end
- #=============================================================================
- class Scene_Skill
- #--------------------------------------------------------------------------
- def main
- # 获取角色
- @actor = $game_party.actors[@actor_index]
- # 生成帮助窗口、状态窗口、特技窗口
- @help_window = Window_Skill_Help.new
- @status_window = Window_SkillStatus.new(@actor)
- @skill_window = Window_Skill.new(@actor)
- # 生成目标窗口 (设置为不可见・不活动)
- @target_window = Window_Target.new
- @target_window.visible = false
- @target_window.active = false
- # 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
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @help_window.dispose
- @status_window.dispose
- @skill_window.dispose
- @target_window.dispose
- end
- #--------------------------------------------------------------------------
- alias add_update_skill_xdrs update_skill
- def update_skill
- @help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
- @help_window.set_skill(@skill_window.skill.id, @actor.id)
- @help_window.visible = true
- add_update_skill_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_update_target_xdrs update_target
- def update_target
- @help_window.visible = false
- add_update_target_xdrs
- end
- end
- #============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 初始化战斗用的各种暂时数据
- $game_temp.in_battle = true
- $game_temp.battle_turn = 0
- $game_temp.battle_event_flags.clear
- $game_temp.battle_abort = false
- $game_temp.battle_main_phase = false
- $game_temp.battleback_name = $game_map.battleback_name
- $game_temp.forcing_battler = nil
- # 初始化战斗用事件解释器
- $game_system.battle_interpreter.setup(nil, 0)
- # 准备队伍
- @troop_id = $game_temp.battle_troop_id
- $game_troop.setup(@troop_id)
- # 生成角色命令窗口
- s1 = $data_system.words.attack
- s2 = $data_system.words.skill
- s3 = $data_system.words.guard
- s4 = $data_system.words.item
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
- @actor_command_window.y = 160
- @actor_command_window.back_opacity = 160
- @actor_command_window.active = false
- @actor_command_window.visible = false
- # 生成其它窗口
- @party_command_window = Window_PartyCommand.new
- @help_window = Window_Help.new
- @help_window.back_opacity = 160
- @help_window.visible = false
- @status_window = Window_BattleStatus.new
- @message_window = Window_Message.new
- @skill_help_window = Window_Skill_Help.new
- # 生成活动块
- @spriteset = Spriteset_Battle.new
- # 初始化等待计数
- @wait_count = 0
- # 执行过渡
- if $data_system.battle_transition == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $data_system.battle_transition)
- end
- # 开始自由战斗回合
- start_phase1
- # 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
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 刷新地图
- $game_map.refresh
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @actor_command_window.dispose
- @party_command_window.dispose
- @help_window.dispose
- @status_window.dispose
- @message_window.dispose
- @skill_help_window.dispose
- if @skill_window != nil
- @skill_window.dispose
- end
- if @item_window != nil
- @item_window.dispose
- end
- if @result_window != nil
- @result_window.dispose
- end
- # 释放活动块
- @spriteset.dispose
- # 标题画面切换中的情况
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- # 战斗测试或者游戏结束以外的画面切换中的情况
- if $BTEST and not $scene.is_a?(Scene_Gameover)
- $scene = nil
- end
- end
- #--------------------------------------------------------------------------
- alias add_update_phase3_skill_select_xdrs update_phase3_skill_select
- def update_phase3_skill_select
- @help_window.visible = false
- @skill_help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
- @skill_help_window.set_skill(@skill_window.skill.id, @active_battler.id)
- @skill_help_window.visible = true
- add_update_phase3_skill_select_xdrs
- end
- #--------------------------------------------------------------------------
- def start_skill_select
- # 生成特技窗口
- @skill_window = Window_Skill.new(@active_battler)
- # 无效化角色指令窗口
- @actor_command_window.active = false
- @actor_command_window.visible = false
- end
- #--------------------------------------------------------------------------
- alias add_start_enemy_select_xdrs start_enemy_select
- def start_enemy_select
- @skill_help_window.visible = false
- add_start_enemy_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_enemy_select_xdrs end_enemy_select
- def end_enemy_select
- @help_window.visible = false
- add_end_enemy_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_start_actor_select_xdrs start_actor_select
- def start_actor_select
- @skill_help_window.visible = false
- add_start_actor_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_actor_select_xdrs end_actor_select
- def end_actor_select
- @help_window.visible = false
- add_end_actor_select_xdrs
- end
- #--------------------------------------------------------------------------
- alias add_end_skill_select_xdrs end_skill_select
- def end_skill_select
- @skill_help_window.visible = false
- add_end_skill_select_xdrs
- end
- end
- #=============================================================================
复制代码 [/code]无法遗忘技能 。。。在事件中遗忘就报错
脚本遗忘也报错。。。 这到底是什么原因呢 @芯☆淡茹水 |
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