Project1
标题:
诚心求教人物为何只静默升级?
[打印本页]
作者:
sxak009
时间:
2011-8-6 12:25
提示:
作者被禁止或删除 内容自动屏蔽
作者:
小⑨
时间:
2011-8-6 13:06
战斗升级可以提示,如果是手动增减等级啥的建议加个对话框提示下
作者:
未命名
时间:
2011-8-6 17:41
以前就有人出过这种脚本,在站内搜索“升级提示”就有不少。
作者:
PCNinja
时间:
2011-8-6 17:54
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
# 泛用型升級提示 v1.1
#
# 核心部分 By 葉子
# 窗口部分 原作者:櫻雅 在土 修改:葉子
#
# Date: 2-12-2006 -v1.0
# 3-2-2006 -v1.1
#==============================================================================
#
# 在對話時,調用「增加EXP」或「增減等級」指令前,請等待3幀以上,否則對話框來不及消失。
#
# 當打開此號數的開關的時候,等級上升將不會提示,比如默認打開45號開關,等級上升不再提示
#
$不顯示升級窗口 = 45 #要改開關ID就改這行吧
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
# 記錄舊等級
last_level = @level
@exp = [[exp, 9999999].min, 0].max
# 升級
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 學會特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降級
while @exp < @exp_list[@level]
@level -= 1
end
# 修正當前的 HP 與 SP 超過最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
# 升級了的話,升級顯示處理
if @level > last_level and $game_switches[$不顯示升級窗口] == false and
not $BTEST
show_level_up_result(last_level)
end
end
#--------------------------------------------------------------------------
# ● 升級顯示處理
#--------------------------------------------------------------------------
def show_level_up_result(last_level)
actor_parameters = self.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int
level_up_window.visible = true
skill_learning_window = Window_SkillLearning_A.new(@class_id,
last_level, @level)
# 循環
loop do
# 刷新遊戲畫面
Graphics.update
# 刷新輸入信息
Input.update
# 按下C就關閉窗口
if Input.trigger?(Input::C)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
#--------------------------------------------------------------------------
# ● 一次取得全部舊屬性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$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
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
# ————————————————————————————————————
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼
# by 櫻雅 在土
#——以下3個如果需要修改,直接輸入文件名即可
$data_system_level_up_se = "" #升級時的音效設置
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升級時播放的ME
$data_system_skilllearn_se = "" # 學會特技時播放的聲效。
#==============================================================================
# ■ 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.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
# 防止被對話框遮住
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 = text_color(6)
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, "等級")
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, $data_system.words.int)
self.contents.draw_text(110, 26, 128, 24, "→")
self.contents.draw_text(110, 48, 128, 24, "→")
self.contents.draw_text(110, 70, 128, 24, "→")
self.contents.draw_text(110, 92, 128, 24, "→")
self.contents.draw_text(110, 114, 128, 24, "→")
self.contents.draw_text(110, 136, 128, 24, "→")
self.contents.draw_text(110, 158, 128, 24, "→")
self.contents.font.color = normal_color
self.contents.draw_text( 60, 26, 88, 24, last_lv.to_s)
self.contents.draw_text( 60, 48, 72, 24, up_hp.to_s)
self.contents.draw_text( 60, 70, 72, 24, up_sp.to_s)
self.contents.draw_text( 60, 92, 72, 24, up_str.to_s)
self.contents.draw_text( 60, 114, 72, 24, up_dex.to_s)
self.contents.draw_text( 60, 136, 72, 24, up_agi.to_s)
self.contents.draw_text( 60, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 145, 26, 128, 24, actor.level.to_s)
self.contents.draw_text( 145, 48, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 145, 70, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 145, 92, 128, 24, actor.str.to_s)
self.contents.draw_text( 145, 114, 128, 24, actor.dex.to_s)
self.contents.draw_text( 145, 136, 128, 24, actor.agi.to_s)
self.contents.draw_text( 145, 158, 128, 24, actor.int.to_s)
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
#==============================================================================
class Window_SkillLearning_A < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(210, 322, 220, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
# 防止被對話框遮住
self.z = 9999
@learn_skills = []
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 今回のレベルアップ範圍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[i].skill_id].name
end
end
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
# 各描寫
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, "學會特技:"+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
return true
end
end
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
复制代码
基本的升級提醒,用法看腳本內的註釋吧
作者:
sxak009
时间:
2011-8-6 23:55
提示:
作者被禁止或删除 内容自动屏蔽
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1