赞 | 3 |
VIP | 0 |
好人卡 | 0 |
积分 | 22 |
经验 | 46374 |
最后登录 | 2025-4-13 |
在线时间 | 1012 小时 |
Lv3.寻梦者
- 梦石
- 0
- 星屑
- 2180
- 在线时间
- 1012 小时
- 注册时间
- 2015-10-17
- 帖子
- 1285
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 fjm 于 2025-4-8 15:21 编辑
问下如何增加变异的种类,例如初级变异增加10%的能力,中级变异增加20%,高级变异增加30%
初级变异出现几率10%,中级5%,高级1%
class Game_Actor < Game_Battler
attr_accessor :tan_pet_id #宠物ID,为0则代表人物,否则为宠物
attr_accessor :tan_pet_by #变异标志
attr_accessor :tan_pet_param #宠物随机成长属性数组
#--------------------------------------------------------------------------
# ● 宠物初始化
#--------------------------------------------------------------------------
def init_pet
@tan_pet_id = self.actor.note =~ /<pet = (\d+?)>/i ? $1.to_i : 0
@tan_pet_by = false
@tan_pet_by = true if rand(100) <= Tan_pet_set::Tan_pet_by
@nickname = "" if is_pet?
@nickname = "初级变异" if is_pet_by?
init_pet_param
self.hp = self.mhp
self.mp = self.mmp
end
#--------------------------------------------------------------------------
# ● 是否宠物对象
#--------------------------------------------------------------------------
def is_pet?
return false if @tan_pet_id == 0 or @tan_pet_id == nil
return true
end
#--------------------------------------------------------------------------
# ● 是否变异
#--------------------------------------------------------------------------
def is_pet_by?
return true if is_pet? && @tan_pet_by
return false
end
#--------------------------------------------------------------------------
# ● 设置变异
#--------------------------------------------------------------------------
def set_pet_by(b)
@tan_pet_by = b
end
#--------------------------------------------------------------------------
# ● 宠物成长属性初始化
#--------------------------------------------------------------------------
def init_pet_param
@tan_pet_param = [0] * 8
if @tan_pet_id != 0
for i in 0..7
a = Tan_pet_set::Tan_pet_base_param[@tan_pet_id]
b = Tan_pet_set::Tan_pet_rand_param[@tan_pet_id] * rand()
v = format("%.2f",a + b).to_f
v = format("%.2f",v * Tan_pet_set::Tan_pet_by_num).to_f if is_pet_by?
@tan_pet_param = v
end
end
end
#--------------------------------------------------------------------------
# ● 获取宠物成长率(指定属性)
#--------------------------------------------------------------------------
def get_pet_oneup_param(index)
@tan_pet_param[index]
end
#--------------------------------------------------------------------------
# ● 获取宠物成长区间(指定属性)
#--------------------------------------------------------------------------
def get_pet_param_lvup_num(index,bb)
a = format("%.2f",Tan_pet_set::Tan_pet_base_param[@tan_pet_id][index]).to_f
b = format("%.2f",Tan_pet_set::Tan_pet_rand_param[@tan_pet_id][index]).to_f
ra = format("%.2f",a * Tan_pet_set::Tan_pet_by_num).to_f
rb = format("%.2f",(a + b) * Tan_pet_set::Tan_pet_by_num).to_f
if !bb
return a.to_s + "~" + (a + b).to_s
else
return ra.to_s + "~" + rb.to_s
end
end
#--------------------------------------------------------------------------
# ● 获取宠物成长率(全部属性)
#--------------------------------------------------------------------------
def get_pet_allup_param
@tan_pet_param
end
#--------------------------------------------------------------------------
# ● 设定宠物成长率
#--------------------------------------------------------------------------
def set_pet_up_param(newuppar)# = [0] * 8)
return if newuppar == nil or newuppar.size != 8
@tan_pet_param.size.times {|i| @tan_pet_param = newuppar}
self.hp = self.mhp
self.mp = self.mmp
end
#--------------------------------------------------------------------------
# ● 获取宠物ID(@tan_pet_id)
#--------------------------------------------------------------------------
def get_pet_id
@tan_pet_id
end
#--------------------------------------------------------------------------
# ● 宠物技能算法,宠物升级时一定几率学会设定里的技能
#--------------------------------------------------------------------------
def co(pid)
arr = [];mii = [];n=[];f=[]
for ti in 0...Tan_pet_set::Tan_pet_rand_skills[pid].size
n.push Tan_pet_set::Tan_pet_rand_skills[pid][ti][0]
f.push Tan_pet_set::Tan_pet_rand_skills[pid][ti][1]
end
r = rand f.max;b = f.max
f.each {|v| if v >= r;arr.push v;else;arr.push nil;end}
unless arr.compact.empty?
arr.each {|a|
if a;mii.push a - rand(a) - r
else;mii.push b;end}
x = mii.index mii.min
else
x = f.index f.max
end
return n[x]
end
#以下是方法重写#
#--------------------------------------------------------------------------
# ● 设置(人物、宠物初始化)
#--------------------------------------------------------------------------
alias tan_pet_setup setup
def setup(actor_id)
tan_pet_setup(actor_id)
init_pet
#@name = @name + actor_id.to_s if is_pet?#宠物名字后加ID方便区分
init_skills
end
#--------------------------------------------------------------------------
# ● 获取装备栏的数组(宠物只能装备饰品,可改)0代表武器1盾牌2头盔3铠甲4饰品
#--------------------------------------------------------------------------
#alias tan_pet_equip_slots equip_slots
#def equip_slots
#return [4] if is_pet?
#tan_pet_equip_slots
#end
#--------------------------------------------------------------------------
# ● 获取普通能力的基础值(宠物会有随机成长值的波动)
# 人物的普通能力的基础值方法不变,宠物则=数据库设定+随机成长值
#--------------------------------------------------------------------------
alias tan_pet_param_base param_base
def param_base(param_id)
v = tan_pet_param_base(param_id)
v = v + @tan_pet_param[param_id] * @level if is_pet?
return v.to_i
end
#--------------------------------------------------------------------------
# ● 重写初始化技能方法
# 人物的技能初始化不变,宠物则为技能栏里随机选择一个作为天赋,其他技能作废
#--------------------------------------------------------------------------
alias tan_pet_init_skills init_skills
def init_skills
if is_pet?
@skills = []
tf_skill = self.class.learnings
tf_skills = tf_skill.size
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
learn_skill(tf_skill[rand(tf_skills)].skill_id) if tf_skills > 0
else
tan_pet_init_skills
end
end
#--------------------------------------------------------------------------
# ● 重写升级方法
# 人物升级不变,宠物升级学会技能则从设定的数组里随机取一个技能
#--------------------------------------------------------------------------
# alias tan_pet_level_up level_up
# def level_up
# if is_pet?
# @level += 1
#if @level % Tan_pet_set::Tan_pet_skill == 0 && @level <= Tan_pet_set::Tan_skillmax
# learn_skill(co(@tan_pet_id)) if Tan_pet_set::Tan_pet_rand_skills[@tan_pet_id].size > 0
#end
# else
# tan_pet_level_up
#end
#self.hp = self.mhp
# self.mp = self.mmp
#end
end
=begin
# 宠物系统,作者:66RPG的tan12345
# 功能:随机生成宠物(也就是数据库里的人物)的成长值、初始技能、升级技能
# 宠物只能装备饰品装备(如果不需要,请删除equip_slots方法,在宠物系统的90-94行)
#
# 使用方法:在数据库-人物-备注栏里填写<pet = i>代表宠物,i为宠物id
# 在下面的Tan_pet_set里设定宠物的成长与升级时学会的技能
# 建议:
# 宠物所对应的职业,建议成长曲线为平线
# (即数据库-职业-宠物职业-8个属性的成长不要在数据库设定,这样取成长值也方便)
# 注意:
# 1.技能随机算法修改了菜鸟飞啊飞的多项比例选一的脚本,
# 原地址:http://bbs.66rpg.com/thread-224387-1-1.html
# 2.如果宠物只能装备饰品装备,
# 那么数据库设定里人物可以有初始化装备,宠物不可以初始化装备,否则报错。
# 3.请保证一个宠物id对应一个角色,如果出现多个角色对应1个宠物id的情况,数据会混乱(主要是图鉴混乱)。
=end
module Tan_pet_set
#变异几率
Tan_pet_by = 10
#变异的宠物比一般宠物成长属性的倍数
Tan_pet_by_num = 1.1
#代表宠物每3级就学会一次技能(领悟技能的成功率在Tan_pet_rand_skills定义)
Tan_pet_skill=3
#宠物升级到30级后就不会再领悟技能
Tan_skillmax = 99
Tan_pet_base_param = []
Tan_pet_rand_param = []
Tan_pet_rand_skills = []
#id号宠物的基础成长值 HP, MP, atk, def, mat, mdf, agi, luk
Tan_pet_base_param[1] = [20, 1, 0.5, 0.5, 0.5, 0.5, 0.8, 0.8]
#id号宠物的成长浮动值 HP, MP, atk, def, mat, mdf, agi, luk
Tan_pet_rand_param[1] = [20, 1, 0.5, 0.5, 0.5, 0.5, 0.8, 0.8]
#id号宠物升级时一定几率学会的技能,格式:[技能id,权重]
Tan_pet_rand_skills[1] = []
Tan_pet_base_param[2] = [120, 1.1, 5, 5, 5, 5, 5, 5]
Tan_pet_rand_param[2] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[2] = []
Tan_pet_base_param[3] = [120, 1.1, 5, 5, 5, 5, 5, 5]
Tan_pet_rand_param[3] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[3] = []
Tan_pet_base_param[4] = [120, 1.1, 5, 5, 5, 5, 5, 5]
Tan_pet_rand_param[4] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[4] = []
Tan_pet_base_param[5] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[5] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[5] = []
Tan_pet_base_param[6] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[6] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[6] = []
Tan_pet_base_param[7] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[7] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[7] = []
Tan_pet_base_param[8] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[8] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[8] = []
Tan_pet_base_param[9] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[9] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[9] = []
Tan_pet_base_param[10] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[10] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[10] = []
Tan_pet_base_param[11] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[11] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[11] = []
Tan_pet_base_param[12] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[12] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[12] = []
Tan_pet_base_param[13] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[13] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[13] = []
Tan_pet_base_param[14] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[14] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[14] = []
Tan_pet_base_param[15] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_param[15] = [0, 0, 0, 0, 0, 0, 0, 0]
Tan_pet_rand_skills[15] = []
Tan_pet_base_param[16] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_param[16] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_skills[16] = []
Tan_pet_base_param[17] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_param[17] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_skills[17] = []
Tan_pet_base_param[18] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_param[18] = [30, 1.1, 1, 1, 1, 1, 1, 1]
Tan_pet_rand_skills[18] = []
Tan_pet_base_param[19] = [30, 1.1, 2.5, 2, 1, 1.5, 2, 2]
Tan_pet_rand_param[19] = [30, 1.1, 2.5, 2, 1, 1.5, 2, 2]
Tan_pet_rand_skills[19] = []
end
|
|