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Lv1.梦旅人
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发表于 2010-8-26 02:05:40
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本帖最后由 仙芋 于 2010-8-26 02:07 编辑
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全脚本:- 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 *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 9999].min
- maxhp = n
- #---------------------------
- # maxsp
- #---------------------------
- n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
- for i in @states
- n *= $data_states[i].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[i].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[i].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[i].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[i].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!能力上升表示ウィンドウ plus ▼▲▼
- # by 樱雅 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 = "" # 升级时播放的ME
- $data_system_skilllearn_se = "" # 学会特技时播放的声效。
- #==============================================================================
- # ■ Window_LevelUpWindow
- #------------------------------------------------------------------------------
- # バトル终了时、レベルアップした场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
- 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)
- 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
- #------------------------------------------------------------------------------
- # レベルアップ时などにスキルを习得した场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 = []
- @backsp3 = Sprite.new
- for i in 0...$data_classes[class_id].learnings.size
- learn_lv = $data_classes[class_id].learnings[i].level
- # 今回のレベルアップ范围で习得するスキルの场合
- if learn_lv > last_lv and learn_lv <= now_lv
- @learn_skills.push $data_skills[
- $data_classes[class_id].learnings[i].skill_id].name
- else
- @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.bitmap = Bitmap.new("Graphics/Pictures/newskill.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, "习得 "+skill_name)
- self.contents.font.color = text_color(7)
- self.visible = true
- return true
- end
- def dispose
- @backsp3.dispose
- super
- end
- end
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