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 Lv3.寻梦者 
	梦石0 星屑1919 在线时间212 小时注册时间2009-11-10帖子234 | 
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发表于 2019-10-28 15:14:06
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#=============================================================================
#-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处-------
#=============================================================================
module Point_Tree
  
  POINT_KIND     = 6       #设定加点种类
  LEVEL_UP_POINT = 2       #每升一级自由属性点增加数
  RESET_ITEM     = 78      #洗点水编号
  
  STR_POINT        = ["筋骨","元气","力量","灵性","防御","敏捷"]
  
  #分别对应增加       [MHP,MMP,物攻,物防,魔攻,魔防,身法,幸运]
  POINT_ADD_PARAM = [[5  ,  0,   0,  0,   0,   0,   0,   0],     #筋骨
                     [0  ,  3,   0,  0,   0,   1,   0,   0],     #元气
                     [1  ,  0,   1,  0,   0,   0,   0,   0],     #力量
                     [0  ,  1,   0,  0,   1,   0,   0,   0],     #灵性
                     [0  ,  0,   0,  1,   0,   1,   0,   0],     #防御
                     [0  ,  0,   0,  0,   0,   0,   1,   0],     #敏捷
                     
                     [0,0,0,0,0,0,0,0]]
                     #可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加
  
  #分别对应增加       [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生]
  POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 1, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 1, 0],
                      [0 , 0, 0, 0, 0, 0, 1, 0, 0, 0],
                      [0 , 0, 0, 0, 1, 1, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 1, 0, 0, 0],
                      [1 , 1, 1, 0, 0, 0, 0, 0, 0, 0],
                     
                      [0,0,0,0,0,0,0,0,0,0]]
                     #这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】
  
  #各种名称
  
  ADDPOINT       = "加点"     #菜单中选项
  POINT_NAME     = "属性点"   #未分配点数
  
  XARAM_NAME     = ["物理命中","物理闪避","必杀","必杀闪避","魔法闪避","魔法反射","物理反击","生命再生","魔法再生","真气再生"]
  
  def temp_all
    r = 0
    for i in 0 .. POINT_KIND-1
      r+=$temp_point[i]
    end
    return r
  end
  
  def reset(actor_id)
    for i in 1..6
      $game_actors[actor_id].point[0] += $game_actors[actor_id].point[i]
      $game_actors[actor_id].point[i] =0
    end
  end
  
end
$temp_point = []
for i in 0 .. Point_Tree::POINT_KIND-1
  $temp_point.push(0)
end
class Game_Actor < Game_Battler
  include Point_Tree
  attr_accessor :point
  
  alias setup_tre setup
  def setup(actor_id)
    @point = []
    for i in 0 .. POINT_KIND
      @point.push(0)
    end
    setup_tre(actor_id)
  end
  
  
  
  
  alias level_up_tre level_up
  def level_up
    level_up_tre
    @hp += mhp
    @mp += mmp
    @point[0] += LEVEL_UP_POINT
  end
  
 
  
  def point_plus(param_id)
    r=0
    for i in 1 .. POINT_KIND
      r+=@point[i]*POINT_ADD_PARAM[i-1][param_id]
    end
    return r
  end
  alias point_base_param param
  
  def param(param_id)
    value = param_base(param_id) + param_plus(param_id) + point_plus(param_id)
    value *= param_rate(param_id) * param_buff_rate(param_id)
    [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  end
  def xparam(xparam_id,extra_add = 0)
    xp = super(xparam_id)
    for i in 0 .. POINT_KIND-1
      xp+=(@point[i+1]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
    end
    return xp
  end
  def item_apply(user, item)
    super(user, item)
    if item.id == RESET_ITEM and item.is_a?(RPG::Item)
      reset(@actor_id)
      self.hp = [self.hp,self.mhp].min
      self.mp = [self.mp,self.mmp].min
    end
  end
  
end
class Window_Point_Command < Window_Command
  
  include Point_Tree
  #--------------------------------------------------------------------------
  # ● 初始化指令选择位置(类方法)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(actor)
    @status_window = nil
    @actor = actor
    super(0,0)
    select_last
  end
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
  def status_window=(status_window)
    return if @status_window == status_window
    @status_window = status_window
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # ● 获取显示行数
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  def get_actor_point(index)
    s = @actor.point[index+1].to_s
    return "("+s+")+"+$temp_point[index].to_s
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    for i in 0 .. POINT_KIND-1
      add_command(STR_POINT[i]   + get_actor_point(i)  , :point_add  ,add_enabled)
    end
    add_command("确认",  :point_ok)
    add_command("取消",  :point_cancle)
  end
  #--------------------------------------------------------------------------
  # ● 按下确定键时的处理
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # ● 返回最后一个选项的位置
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
  
  def add_enabled
    temp_all < @actor.point[0]
  end
  def update_help
    @help_window.set_text(self.index+1) if @help_window
    @status_window.index = self.index if @status_window
  end
end
#帮助窗口
class Window_Point_Help < Window_Base
  include Point_Tree
  def initialize(x,y,w,h)
    super(x, y, w, h)
    
    
  end
  def set_text(id)
    contents.clear
    if id <= POINT_KIND
      text = "\\}提升一点该属性" 
    elsif id == POINT_KIND+1
      text = "\\}确认此次加点分配"
    elsif  id == POINT_KIND+2
      text = "\\}取消此次加点分配"
    end
    draw_text_ex(8, 8, text)
  end
end
#角色状态窗口
class Window_Point_Actor < Window_Base
  include Point_Tree
  
  
  def initialize(actor)
    super(160, 0, Graphics.width - 160, Graphics.height)
    @actor = actor
    @index = 0
    refresh
  end
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
  def index=(index)
    return if @index == index
    @index = index
    refresh
  end
  def line_height
    return 24
  end
  def refresh
    contents.clear
    contents.font.size = 24
    draw_actor_name(@actor, 100, 0)
    draw_actor_class(@actor, 240, 0)
    draw_actor_face(@actor, 2, 0)
    contents.font.size = 20
    draw_actor_level(@actor, 102,  24)
    draw_actor_point(100,48)
    contents.font.size = 16
    draw_actor_param_point(8,16 * 6)
    draw_actor_xparam_point(8,16 * 14)
  end
  def draw_actor_point(x,y)
    draw_text(x,y,200,line_height,"  未分配"+POINT_NAME + ":" + @actor.point[0].to_s)
    draw_text(x,y+line_height,200,line_height,"此次分配"+POINT_NAME + ":" + temp_all.to_s) 
  end
  def draw_actor_param_point(x,y)
    8.times {|i| draw_actor_param_to_s(x,y,i)}
  end
  def draw_actor_xparam_point(x,y)
    10.times {|i| draw_actor_xparam_to_s(x,y,i)}
  end
  
  def draw_actor_param_to_s(x,y,param_id)
    a=0
    for i in 0 .. POINT_KIND-1
      a+=$temp_point[i]*POINT_ADD_PARAM[i][param_id]
    end
    s1 = Vocab::param(param_id)
    s2 = @actor.param(param_id).to_s
    s3 = (@actor.param(param_id)+a).to_s
    if @index < POINT_KIND
      if POINT_ADD_PARAM[@index][param_id]==0
        s4 = ""
      else
        s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s
      end
    else
      s4 = ""
    end
    
    change_color(system_color)
    draw_text(x,y+16*param_id,100,line_height,s1)
    change_color(normal_color)
    s2+= " →" 
    draw_text(x+82,y+16*param_id,120,line_height,s2,2)
    change_color(system_color)
    draw_text(x+150,y+16*param_id,100,line_height,s3,2)
    change_color(normal_color)
    contents.font.size = 14
    draw_text(x+266,y+16*param_id,100,line_height,s4)
    contents.font.size = 16
  end
  def draw_actor_xparam_to_s(x,y,xparam_id)
    a=0.00
    for i in 0 .. POINT_KIND-1
      a+=($temp_point[i]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
    end
    s1 = XARAM_NAME[xparam_id]
    s2 = sprintf("%02.2f%%",@actor.xparam(xparam_id)*100)
    s3 = sprintf("%02.2f%%",(@actor.xparam(xparam_id) + a)*100)
    if @index < POINT_KIND
      if POINT_ADD_XPARAM[@index][xparam_id]==0
        s4=""
      else
        s4 = sprintf("+%02.2f%%",POINT_ADD_XPARAM[@index][xparam_id]/100.0)
      end
    else
      s4 = ""
    end
    
    change_color(system_color)
    draw_text(x,y+16*xparam_id,100,line_height,s1)
    change_color(normal_color)
    s2+= " →" 
    draw_text(x+82,y+16*xparam_id,120,line_height,s2,2)
    change_color(system_color)
    draw_text(x+150,y+16*xparam_id,100,line_height,s3,2)
    change_color(normal_color)
    contents.font.size = 14
    draw_text(x+266,y+16*xparam_id,100,line_height,s4)
    contents.font.size = 16
    
    
  end
end
class Scene_Point < Scene_Base
  include Point_Tree
  def start
    super
    create_background
    @actor = $game_party.menu_actor
    create_command_window
    create_status_window
    create_help_window
    @command_window.activate
  end
  def terminate
    super
    dispose_background
  end
  def create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = SceneManager.background_bitmap
    @background_sprite.color.set(16, 16, 16, 128)
  end
  def dispose_background
    @background_sprite.dispose
  end
  
  def create_command_window
    @command_window = Window_Point_Command.new(@actor)
    @command_window.set_handler(:cancel,      method(:return_scene))
    @command_window.set_handler(:pagedown,    method(:next_actor))
    @command_window.set_handler(:pageup,      method(:prev_actor))
    @command_window.set_handler(:point_add,   method(:add_point))
    @command_window.set_handler(:point_ok,    method(:add_ok))
    @command_window.set_handler(:point_cancle,method(:add_cancle))
    
  end
  def return_scene
    add_cancle
    SceneManager.return
  end
  def create_status_window
    @status_window = Window_Point_Actor.new(@actor)
    @command_window.status_window = @status_window
  end
  def create_help_window
    @help_window = Window_Point_Help.new(0,@command_window.height,160,Graphics.height-@command_window.height)
    #(0, 216, 160, 200)
    @help_window.viewport = @viewport
    @command_window.help_window = @help_window
  end
  
  def add_point
    if temp_all >= @actor.point[0]
      @command_window.activate
      return 
    end
    $temp_point[@command_window.index] += 1
    @status_window.refresh
    @command_window.refresh
    @command_window.activate
  end
  
  def add_ok
    for i in 0 .. POINT_KIND-1
      @actor.point[i+1] += $temp_point[i]
    end
    @actor.point[0]-= temp_all
    add_cancle
  end
  
  def add_cancle
    for i in 0 .. POINT_KIND-1
      $temp_point[i]=0
    end
    @status_window.refresh
    @command_window.refresh
    @command_window.activate
  end
  
  
  def next_actor
    @actor = $game_party.menu_actor_next
    on_actor_change
  end
  #--------------------------------------------------------------------------
  # ● 切换到上一个角色
  #--------------------------------------------------------------------------
  def prev_actor
    @actor = $game_party.menu_actor_prev
    on_actor_change
  end
  #--------------------------------------------------------------------------
  # ● 切换角色
  #--------------------------------------------------------------------------
  def on_actor_change
    add_cancle
    @status_window.actor = @actor
    @command_window.actor = @actor
    @command_window.activate
  end
  
end
class Window_MenuCommand < Window_Command
  alias add_original_commands_old add_original_commands
  def add_original_commands
    add_original_commands_old
    add_command(Point_Tree::ADDPOINT,    :addpoint)
  end
end
class Scene_Menu < Scene_MenuBase
  alias create_command_window_old create_command_window
  def create_command_window
    create_command_window_old
    @command_window.set_handler(:addpoint,method(:add_point))
  end
  def add_point
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
  def on_ok
    SceneManager.call(Scene_Point)
    Window_Point_Command::init_command_position
  end
end
class Scene_ItemBase < Scene_MenuBase
  def item_usable? 
    if item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item)
      return true
    end
    user.usable?(item) && item_effects_valid?
  end
end
class Window_Status < Window_Selectable
  include Point_Tree
  alias draw_parameters_old draw_parameters
  def draw_parameters(x, y)
    draw_parameters_old(x,y)
    draw_point(x,y)
  end
  def draw_point(x,y)
    for i in 0..5
      change_color(system_color)
      draw_text(x+100, y+ line_height * i, 80, line_height, STR_POINT[i])
      change_color(normal_color)
      draw_text(x+180, y+ line_height * i, 36, line_height,@actor.point[i+1].to_s, 2)
    end
  end
  
end
class Window_Base < Window
  def draw_actor_param(actor, x, y, param_id)
    change_color(system_color)
    draw_text(x-30, y, 80, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(x+ 50, y, 36, line_height, actor.param(param_id), 2)
  end
end
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