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 Lv1.梦旅人 
	梦石0 星屑50 在线时间25 小时注册时间2008-11-8帖子145 | 
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升级后对话框显示得太久无法消除!等了很久才消失!高手改一下!
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 脚本:#==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 #==============================================================================
 # 泛用型升级提示 v1.1
 #
 # 核心部分 By 叶子
 # 窗口部分 原作者:桜雅 在土 修改:叶子
 #
 # Date: 2-12-2006 -v1.0
 #       3-2-2006 -v1.1
 #==============================================================================
 #
 # 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。
 #
 # 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示
 $不显示升级窗口 = 24
 #==============================================================================
 
 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 *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, 9999].min
 maxhp = n
 #---------------------------
 # maxsp
 #---------------------------
 n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
 for i in @states
 n *= $data_states.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.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.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.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.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!能力上昇表示ウィンドウ plus ▼▲▼
 # by 桜雅 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 = "Audio/ME/升级" # 升级时播放的ME
 $data_system_skilllearn_se = "" # 学会特技时播放的声效。
 
 #==============================================================================
 # ■ Window_LevelUpWindow
 #------------------------------------------------------------------------------
 #  バトル終了時、レベルアップした場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
 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
 #------------------------------------------------------------------------------
 #  レベルアップ時などにスキルを習得した場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 = []
 for i in 0...$data_classes[class_id].learnings.size
 learn_lv = $data_classes[class_id].learnings.level
 # 今回のレベルアップ範囲で習得するスキルの場合
 if learn_lv > last_lv and learn_lv <= now_lv
 @learn_skills.push $data_skills[
 $data_classes[class_id].learnings.skill_id].name
 else
 @backsp3 = Sprite.new
 @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 = Sprite.new
 @backsp3.bitmap = Bitmap.new("Graphics/Pictures/存档 (1)_1.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, "学会特技:"+skill_name)
 self.contents.font.color = text_color(7)
 self.visible = true
 return true
 end
 def dispose
 @backsp3.dispose
 super
 end
 end
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
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