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Lv1.梦旅人
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- #=======================================================
- # 本脚本来自66RPG.COM,作者神思
- # 转载、学习和使用请保留此声明,谢谢 ^_^
- #=======================================================
- module RPG
- class Armor
- def name
- name = @name.split(/@/)[0]
- return name != nil ? name : ''
- end
- def sk_exp
- exp = @name.split(/@/)[1]
- return exp != nil ? exp.to_i : 0
- end
- def sk_id
- id = @name.split(/,/)[1]
- return id != nil ? id.to_i : 0
- end
- end
- end
- class Game_Actor < Game_Battler
-
- attr_accessor :ap
- attr_accessor :svap
- #---------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #---------------------------------------------------
- alias old_setup setup
- def setup(actor_id)
- old_setup(actor_id)
- @ap = 0
- @svap = {}
- end
- end
- #=======================================================
- # ■ Window_EquipRight
- #-------------------------------------------------------
- # 装备画面、显示角色现在装备的物品的窗口。
- #=======================================================
- class Window_EquipRight < Window_Selectable
- #---------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #---------------------------------------------------
- def initialize(actor)
- super(272, 64, 368, 192)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- self.index = 0
- end
- #---------------------------------------------------
- # ● 获取物品
- #---------------------------------------------------
- def item
- return @data[self.index]
- end
- #---------------------------------------------------
- # ● 刷新
- #---------------------------------------------------
- def refresh
- self.contents.clear
- @data = []
- @data.push($data_weapons[@actor.weapon_id])
- @data.push($data_armors[@actor.armor1_id])
- @data.push($data_armors[@actor.armor2_id])
- @data.push($data_armors[@actor.armor3_id])
- @data.push($data_armors[@actor.armor4_id])
- @item_max = @data.size
- self.contents.font.color = system_color
- self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
- self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
- self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
- self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
- self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
-
- if @actor.armor4_id > 0
- @actor.svap[$data_armors[@actor.armor4_id].id] = @actor.ap
- x = 5
- y = 128
-
- if @actor.skill_learn?($data_armors[@actor.armor4_id].sk_id) or
- @actor.ap >= $data_armors[@actor.armor4_id].sk_exp
- @actor.ap = $data_armors[@actor.armor4_id].sk_exp
- end
-
- a = Color.new(255,255,255,200)
- b = Color.new(0,0,0,255)
-
- if $data_armors[@actor.armor4_id].sk_exp > 0
- c_1 = 255 * @actor.ap / $data_armors[@actor.armor4_id].sk_exp
- c = Color.new(255,255-c_1,255,200)
- w = 98 * @actor.ap / $data_armors[@actor.armor4_id].sk_exp
- self.contents.fill_rect(x+190, y+18, 100, 10, a)
- self.contents.fill_rect(x+191, y+19, 98, 8, b)
- self.contents.fill_rect(x+191, y+19, w, 8, c)
- self.contents.font.size = 16
- self.contents.font.color = Color.new(255,255,255,255)
- self.contents.draw_text(x+150, y-6, 92, 32, "武学:",2)
- self.contents.draw_text(x+250, y-6, 92, 32, $data_skills[$data_armors[@actor.armor4_id].sk_id].name)
- if @actor.ap == $data_armors[@actor.armor4_id].sk_exp or @actor.skill_learn?($data_skills[$data_armors[@actor.armor4_id].sk_id])
- self.contents.draw_text(x+160, y+5, 92, 32, "MAX",2)
- else
- self.contents.draw_text(x+135, y+5, 92, 32, @actor.ap.to_s,2)
- self.contents.draw_text(x+145, y+5, 92, 32, "/",2)
- self.contents.draw_text(x+170, y+5, 92, 32, $data_armors[@actor.armor4_id].sk_exp.to_s,2)
-
- end
- end
- end
- self.contents.font.size = 22
- draw_item_name(@data[0], 92, 32 * 0)
- draw_item_name(@data[1], 92, 32 * 1)
- draw_item_name(@data[2], 92, 32 * 2)
- draw_item_name(@data[3], 92, 32 * 3)
- draw_item_name(@data[4], 92, 32 * 4)
- end
- #---------------------------------------------------
- # ● 刷新帮助文本
- #---------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- class Game_Battler
- #---------------------------------------------------
- # ● 应用通常攻击效果
- # attacker : 攻击者 (battler)
- #---------------------------------------------------
- def attack_effect(attacker)
- # 清除会心一击标志
- self.critical = false
- # 第一命中判定
- hit_result = (rand(100) < attacker.hit)
- # 命中的情况下
- if hit_result == true
- # 计算基本伤害
- atk = [attacker.atk - self.pdef / 2, 0].max
- self.damage = atk * (20 + attacker.str) / 20
-
- if attacker.is_a?(Game_Actor) and attacker.armor4_id > 0
- attacker.ap += self.damage / 10
- if attacker.ap > $data_armors[attacker.armor4_id].sk_exp
- attacker.ap = $data_armors[attacker.armor4_id].sk_exp
- end
- end
-
- # 属性修正
- self.damage *= elements_correct(attacker.element_set)
- self.damage /= 100
- # 伤害符号正确的情况下
- if self.damage > 0
- # 会心一击修正
- if rand(100) < 4 * attacker.dex / self.agi
- self.damage *= 2
- self.critical = true
- end
- # 防御修正
- if self.guarding?
- self.damage /= 2
- end
- end
- # 分散
- if self.damage.abs > 0
- amp = [self.damage.abs * 15 / 100, 1].max
- self.damage += rand(amp+1) + rand(amp+1) - amp
- end
- # 第二命中判定
- eva = 8 * self.agi / attacker.dex + self.eva
- hit = self.damage < 0 ? 100 : 100 - eva
- hit = self.cant_evade? ? 100 : hit
- hit_result = (rand(100) < hit)
- end
- # 命中的情况下
- if hit_result == true
- # 状态冲击解除
- remove_states_shock
- # HP 的伤害计算
- self.hp -= self.damage
- if self.is_a?(Game_Actor) # ★ 挨打的时候蓄HP储存条
- self.hp_store += [self.damage*75/self.maxhp , 0].max
- self.hp_store = [self.hp_store,100].min
- end
- # 状态变化
- @state_changed = false
- states_plus(attacker.plus_state_set)
- states_minus(attacker.minus_state_set)
- # Miss 的情况下
- else
- # 伤害设置为 "Miss"
- self.damage = "Miss"
- # 清除会心一击标志
- self.critical = false
- end
- # 过程结束
- return true
- end
- #---------------------------------------------------
- # ● 应用特技效果
- # user : 特技的使用者 (battler)
- # skill : 特技
- #---------------------------------------------------
- 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
- # 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)
- # 计算基本伤害
- self.damage = power * rate / 20
-
- if user.is_a?(Game_Actor) and user.armor4_id > 0
- if self.damage < 0
- user.ap += -self.damage / 10
- else
- user.ap += self.damage / 10
- end
- if user.ap > $data_armors[user.armor4_id].sk_exp or user.ap < 0
- user.ap = $data_armors[user.armor4_id].sk_exp
- end
- end
-
- # 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
- if self.is_a?(Game_Actor) # ★ 挨打的时候蓄HP储存条
- self.hp_store += [self.damage*75/self.maxhp , 0].max
- self.hp_store = [self.hp_store,100].min
- end
- 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 Window_Sklb < Window_Base
- def initialize(actor)
- @actor = actor
- super(640-256, 0, 256, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- i = 0
- self.contents.clear
- a = Color.new(255,255,255,200)
- b = Color.new(0,0,0,255)
- for j in @actor.svap.keys
- if @actor.svap[j] > 0
- c_1 = 255 * @actor.svap[j] / $data_armors[j].sk_exp
- c = Color.new(255,255-c_1,255,200)
- w = 218 * @actor.svap[j] / $data_armors[j].sk_exp
- self.contents.font.size = 18
- bitmap = RPG::Cache.icon($data_armors[j].icon_name)
- self.contents.blt(4, i*46, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.fill_rect(0, i*46+32, 220, 10,a)
- self.contents.fill_rect(0+1, i*46+1+32, 218, 8,b)
- self.contents.fill_rect(0+1, i*46+1+32, w, 8,c)
-
- self.contents.draw_text(4+24, i*46, 128, 32,$data_armors[j].name)
- self.contents.draw_text(4+128, i*46, 128, 32,$data_skills[$data_armors[j].sk_id].name)
-
- if @actor.svap[j] >= $data_armors[j].sk_exp
- self.contents.draw_text(4+100, i*46+16, 128, 32,"MAX")
- else
- self.contents.draw_text(4+32, i*46+16, 128, 32,@actor.svap[j].to_s,1)
- self.contents.draw_text(4+113, i*46+16, 128, 32,"/")
- self.contents.draw_text(4+128, i*46+16, 128, 32,$data_armors[j].sk_exp.to_s)
- end
- i+=1
- end
- end
- end
- end
- class Scene_Equip
- #---------------------------------------------------
- # ● 主处理
- #---------------------------------------------------
- def main
- # 获取角色
- @actor = $game_party.actors[@actor_index]
- # 生成窗口
- @help_window = Window_Help.new
- @left_window = Window_EquipLeft.new(@actor)
- @right_window = Window_EquipRight.new(@actor)
- @item_window1 = Window_EquipItem.new(@actor, 0)
- @item_window2 = Window_EquipItem.new(@actor, 1)
- @item_window3 = Window_EquipItem.new(@actor, 2)
- @item_window4 = Window_EquipItem.new(@actor, 3)
- @item_window5 = Window_EquipItem.new(@actor, 4)
- # 关联帮助窗口
- @right_window.help_window = @help_window
- @item_window1.help_window = @help_window
- @item_window2.help_window = @help_window
- @item_window3.help_window = @help_window
- @item_window4.help_window = @help_window
- @item_window5.help_window = @help_window
- @sklb = Window_Sklb.new(@actor)
- @sklb.visible=false
- @sklb.z += 5
- # 设置光标位置
- @right_window.index = @equip_index
- refresh
- # 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
- # 如果画面切换的话的就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @help_window.dispose
- @left_window.dispose
- @right_window.dispose
- @item_window1.dispose
- @item_window2.dispose
- @item_window3.dispose
- @item_window4.dispose
- @item_window5.dispose
- @sklb.dispose
- end
- #---------------------------------------------------
- # ● 刷新画面 (物品窗口被激活的情况下)
- #---------------------------------------------------
- def update_item
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 激活右侧窗口
- @right_window.active = true
- @item_window.active = false
- @item_window.index = -1
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 演奏装备 SE
- $game_system.se_play($data_system.equip_se)
- # 获取物品窗口现在选择的装备数据
- item = @item_window.item
- # 变更装备
- if item != nil and item.is_a?(RPG::Armor)
- @actor.svap[$data_armors[@actor.armor4_id].id] = @actor.ap
- @actor.svap.include?(item.id) ? @actor.ap = @actor.svap[item.id] : @actor.ap = 0
- end
- @actor.equip(@right_window.index, item == nil ? 0 : item.id)
- # 激活右侧窗口
- @right_window.active = true
- @item_window.active = false
- @item_window.index = -1
- # 再生成右侧窗口、物品窗口的内容
- @right_window.refresh
- @item_window.refresh
- return
- end
- end
- end
- class Scene_Map
- alias shensi_update update
- def update
- shensi_update
- for i in 0...$game_party.actors.size
- @actor = $game_party.actors[i]
- if @actor.armor4_id > 0 and
- @actor.ap >= $data_armors[@actor.armor4_id].sk_exp
- @actor = $game_party.actors[i]
- @actor.learn_skill($data_armors[@actor.armor4_id].sk_id)
- end
- end
- end
- end
复制代码 以上是 在下使用的 装备修炼 脚本的代码
在下希望装备后进行修炼技能时 在技能修炼完成后 该装备直接失去 该如何处理呢?求教! |
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