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Lv1.梦旅人
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本帖最后由 许诺言 于 2009-11-9 22:31 编辑
我使用的是叶子修改的脚本
用的时候发现要有框框的风格和升级提示音乐
这两个我都顺利弄好
然后当场测试 一切完好
但是问题出现了
游戏压缩出来然后安装 升级的时候没有提示了
我又回到原文件上 在“我的文档”的那个
进行游戏 升级有提示
问题.是不是脚本有问题,所以压缩后的游戏显示不了
希望各位大大知道下
要怎么弄才可以将代码发出来后
下面有个 复制 按钮的?
#==============================================================================
# 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 = 3
#==============================================================================
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 $BTEST
show_level_up_result(last_level)
end
end
#--------------------------------------------------------------------------
# ● 升级显示处理
#--------------------------------------------------------------------------
def show_level_up_result(last_level)
actor_parameters = self.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int
level_up_window.visible = true
skill_learning_window = Window_SkillLearning_A.new(@class_id,
last_level, @level)
# 循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 按下C就关闭窗口
if Input.trigger?(Input::C)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
#--------------------------------------------------------------------------
# ● 一次取得全部旧属性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$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/等级提升" # 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)
super(210, 100, 220, 222)
self.windowskin = RPG::Cache.windowskin("窗体皮肤.png")
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
# 防止被对话框遮住
self.z = 9999
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# 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)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.draw_text(0, 0, 160, 24, actor.name.to_s)
self.contents.font.color = system_color
self.contents.font.size = 18
self.contents.draw_text( 0, 26, 160, 24, "等级")
self.contents.font.size = 18
self.contents.draw_text( 0, 48, 80, 24, $data_system.words.hp)
self.contents.draw_text( 0, 70, 80, 24, $data_system.words.sp)
self.contents.draw_text( 0, 92, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 114, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 136, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 158, 80, 24, $data_system.words.int)
self.contents.draw_text(110, 26, 128, 24, "→")
self.contents.draw_text(110, 48, 128, 24, "→")
self.contents.draw_text(110, 70, 128, 24, "→")
self.contents.draw_text(110, 92, 128, 24, "→")
self.contents.draw_text(110, 114, 128, 24, "→")
self.contents.draw_text(110, 136, 128, 24, "→")
self.contents.draw_text(110, 158, 128, 24, "→")
self.contents.font.color = normal_color
self.contents.draw_text( 60, 26, 88, 24, last_lv.to_s)
self.contents.draw_text( 60, 48, 72, 24, up_hp.to_s)
self.contents.draw_text( 60, 70, 72, 24, up_sp.to_s)
self.contents.draw_text( 60, 92, 72, 24, up_str.to_s)
self.contents.draw_text( 60, 114, 72, 24, up_dex.to_s)
self.contents.draw_text( 60, 136, 72, 24, up_agi.to_s)
self.contents.draw_text( 60, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 145, 26, 128, 24, actor.level.to_s)
self.contents.draw_text( 145, 48, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 145, 70, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 145, 92, 128, 24, actor.str.to_s)
self.contents.draw_text( 145, 114, 128, 24, actor.dex.to_s)
self.contents.draw_text( 145, 136, 128, 24, actor.agi.to_s)
self.contents.draw_text( 145, 158, 128, 24, actor.int.to_s)
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.windowskin = RPG::Cache.windowskin("窗体皮肤.png")
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
# 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
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
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,156,24, "习得法术:"+skill_name)
self.contents.font.color = text_color(1)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(7)
self.visible = true
return true
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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