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[已经过期] 关于K的经验描绘问题,急!!!!!

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Lv1.梦旅人

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发表于 2011-8-13 13:31:47 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
为什么K的经验描绘,人物等级,
  1. #==============================================================================[code]#==============================================================================
  2. # ■ Window_Base
  3. #------------------------------------------------------------------------------
  4. #  游戏中全部窗口的超级类。
  5. #==============================================================================

  6. class Window_Base < Window
  7.   #--------------------------------------------------------------------------
  8.   # ● 初始化对像
  9.   #     x      : 窗口的 X 坐标
  10.   #     y      : 窗口的 Y 坐标
  11.   #     width  : 窗口的宽
  12.   #     height : 窗口的宽
  13.   #--------------------------------------------------------------------------
  14.   def initialize(x, y, width, height)
  15.     super()
  16.     @windowskin_name = $game_system.windowskin_name
  17.     self.windowskin = RPG::Cache.windowskin(@windowskin_name)
  18.     self.x = x
  19.     self.y = y
  20.     self.width = width
  21.     self.height = height
  22.     self.z = 100
  23.   end
  24.   #--------------------------------------------------------------------------
  25.   # ● 释放
  26.   #--------------------------------------------------------------------------
  27.   def dispose
  28.     # 如果窗口的内容已经被设置就被释放
  29.     if self.contents != nil
  30.       self.contents.dispose
  31.     end
  32.     super
  33.   end
  34.   #--------------------------------------------------------------------------
  35.   # ● 获取文字色
  36.   #     n : 文字色编号 (0~7)
  37.   #--------------------------------------------------------------------------
  38.   def text_color(n)
  39.     case n
  40.     when 0
  41.       return Color.new(255, 255, 255, 255)
  42.     when 1
  43.       return Color.new(128, 128, 255, 255)
  44.     when 2
  45.       return Color.new(255, 128, 128, 255)
  46.     when 3
  47.       return Color.new(128, 255, 128, 255)
  48.     when 4
  49.       return Color.new(128, 255, 255, 255)
  50.     when 5
  51.       return Color.new(255, 128, 255, 255)
  52.     when 6
  53.       return Color.new(255, 255, 128, 255)
  54.     when 7
  55.       return Color.new(192, 192, 192, 255)
  56.     else
  57.       normal_color
  58.     end
  59.   end
  60.   #--------------------------------------------------------------------------
  61.   # ● 获取普通文字色
  62.   #--------------------------------------------------------------------------
  63.   def normal_color
  64.     return Color.new(255, 255, 255, 255)
  65.   end
  66.   #--------------------------------------------------------------------------
  67.   # ● 获取无效文字色
  68.   #--------------------------------------------------------------------------
  69.   def disabled_color
  70.     return Color.new(255, 255, 255, 128)
  71.   end
  72.   #--------------------------------------------------------------------------
  73.   # ● 获取系统文字色
  74.   #--------------------------------------------------------------------------
  75.   def system_color
  76.     return Color.new(192, 224, 255, 255)
  77.   end
  78.   #--------------------------------------------------------------------------
  79.   # ● 获取危机文字色
  80.   #--------------------------------------------------------------------------
  81.   def crisis_color
  82.     return Color.new(255, 255, 64, 255)
  83.   end
  84.   #--------------------------------------------------------------------------
  85.   # ● 获取战斗不能文字色
  86.   #--------------------------------------------------------------------------
  87.   def knockout_color
  88.     return Color.new(255, 64, 0)
  89.   end
  90.   #--------------------------------------------------------------------------
  91.   # ● 刷新画面
  92.   #--------------------------------------------------------------------------
  93.   def update
  94.     super
  95.     # 如果窗口的外关被变更了、再设置
  96.     if $game_system.windowskin_name != @windowskin_name
  97.       @windowskin_name = $game_system.windowskin_name
  98.       self.windowskin = RPG::Cache.windowskin(@windowskin_name)
  99.     end
  100.   end
  101.   #--------------------------------------------------------------------------
  102.   # ● 图形的描绘
  103.   #     actor : 角色
  104.   #     x     : 描画目标 X 坐标
  105.   #     y     : 描画目标 Y 坐标
  106.   #--------------------------------------------------------------------------
  107.   def draw_actor_graphic(actor, x, y)
  108.     bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
  109.     cw = bitmap.width / 4
  110.     ch = bitmap.height / 4
  111.     src_rect = Rect.new(0, 0, cw, ch)
  112.     self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  113.   end
  114.     def draw_actor_pic(actor,x,y)
  115. bitmap = RPG::Cache.battler(actor.name + "_p" , actor.battler_hue)
  116. self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
  117. end
  118.   def draw_actor_face(actor,x,y)
  119. bitmap = RPG::Cache.battler(actor.name + "_q" , actor.battler_hue)
  120. self.contents.blt(x,y,bitmap,Rect.new(0,0,bitmap.width,bitmap.height ))
  121. end
  122.   #--------------------------------------------------------------------------
  123.   # ● 名称的描绘
  124.   #     actor : 角色
  125.   #     x     : 描画目标 X 坐标
  126.   #     y     : 描画目标 Y 坐标
  127.   #--------------------------------------------------------------------------
  128.   def draw_actor_name(actor, x, y)
  129.     self.contents.font.color = normal_color
  130.     self.contents.draw_text(x, y, 120, 32, actor.name)
  131.   end
  132.   #--------------------------------------------------------------------------
  133.   # ● 职业的描绘
  134.   #     actor : 角色
  135.   #     x     : 描画目标 X 坐标
  136.   #     y     : 描画目标 Y 坐标
  137.   #--------------------------------------------------------------------------
  138.   def draw_actor_class(actor, x, y)
  139.     self.contents.font.color = normal_color
  140.     self.contents.draw_text(x, y, 236, 32, actor.class_name)
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # ● 水平的描画
  144.   #     actor : 角色
  145.   #     x     : 描画目标 X 坐标
  146.   #     y     : 描画目标 Y 坐标
  147.   #--------------------------------------------------------------------------
  148.   def draw_actor_level(actor, x, y)
  149.     self.contents.font.color = system_color
  150.     self.contents.draw_text(x, y, 32, 32, "Lv")
  151.     self.contents.font.color = normal_color
  152.     self.contents.draw_text(x + 18, y, 24, 32, actor.level.to_s, 2)
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # ● 生辰成描绘用状态字符串
  156.   #     actor       : 角色
  157.   #     width       : 描画目标的宽度
  158.   #     need_normal : [正常] 是否为必须 (true / false)
  159.   #--------------------------------------------------------------------------
  160.   def make_battler_state_text(battler, width, need_normal)
  161.     # 获取括号的宽
  162.     brackets_width = self.contents.text_size("[]").width
  163.     # 生成状态名字符串
  164.     text = ""
  165.     for i in battler.states
  166.       if $data_states[i].rating >= 1
  167.         if text == ""
  168.           text = $data_states[i].name
  169.         else
  170.           new_text = text + "/" + $data_states[i].name
  171.           text_width = self.contents.text_size(new_text).width
  172.           if text_width > width - brackets_width
  173.             break
  174.           end
  175.           text = new_text
  176.         end
  177.       end
  178.     end
  179.     # 状态名空的字符串是 "[正常]" 的情况下
  180.     if text == ""
  181.       if need_normal
  182.         text = "[正常]"
  183.       end
  184.     else
  185.       # 加上括号
  186.       text = "[" + text + "]"
  187.     end
  188.     # 返回完成后的文字类
  189.     return text
  190.   end
  191.   #--------------------------------------------------------------------------
  192.   # ● 描绘状态
  193.   #     actor : 角色
  194.   #     x     : 描画目标 X 坐标
  195.   #     y     : 描画目标 Y 坐标
  196.   #     width : 描画目标的宽
  197.   #--------------------------------------------------------------------------
  198.   def draw_actor_state(actor, x, y, width = 120)
  199.     text = make_battler_state_text(actor, width, true)
  200.     self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  201.     self.contents.draw_text(x, y, width, 32, text)
  202.   end
  203.   #--------------------------------------------------------------------------
  204.   # ● 描画 EXP
  205.   #     actor : 角色
  206.   #     x     : 描画目标 X 坐标
  207.   #     y     : 描画目标 Y 坐标
  208.   #--------------------------------------------------------------------------
  209.   def draw_actor_exp(actor, x, y)
  210.     self.contents.font.size=14
  211.     self.contents.font.color = system_color
  212.     self.contents.draw_text(x, y, 24, 32, "E")
  213.     self.contents.font.color = normal_color
  214.     self.contents.draw_text(x - 24 , y-17, 84, 32, actor.exp_s, 2)
  215.     self.contents.draw_text(x + 60, y-17, 12, 32, "/", 1)
  216.     self.contents.draw_text(x + 74, y-17, 84, 32, actor.next_exp_s)
  217.     self.contents.font.size=18
  218.   end
  219.   #--------------------------------------------------------------------------
  220.   # ● 描绘 HP
  221.   #     actor : 角色
  222.   #     x     : 描画目标 X 坐标
  223.   #     y     : 描画目标 Y 坐标
  224.   #     width : 描画目标的宽
  225.   #--------------------------------------------------------------------------
  226.   def draw_actor_hp(actor, x, y, width = 144)
  227.     # 描绘字符串 "HP"
  228.     self.contents.font.color = system_color
  229.     self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
  230.     # 计算描绘 MaxHP 所需的空间
  231.     if width - 32 >= 108
  232.       hp_x = x + width - 108
  233.       flag = true
  234.     elsif width - 32 >= 48
  235.       hp_x = x + width - 48
  236.       flag = false
  237.     end
  238.     # 描绘 HP
  239.     self.contents.font.color = actor.hp == 0 ? knockout_color :
  240.       actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
  241.     self.contents.draw_text(hp_x-15, y, 48, 32, actor.hp.to_s, 2)
  242.     # 描绘 MaxHP
  243.     if flag
  244.       self.contents.font.color = normal_color
  245.       self.contents.draw_text(hp_x + 33, y, 12, 32, "/", 1)
  246.       self.contents.draw_text(hp_x + 45, y, 48, 32, actor.maxhp.to_s)
  247.     end
  248.   end
  249.   #--------------------------------------------------------------------------
  250.   # ● 描绘 SP
  251.   #     actor : 角色
  252.   #     x     : 描画目标 X 坐标
  253.   #     y     : 描画目标 Y 坐标
  254.   #     width : 描画目标的宽
  255.   #--------------------------------------------------------------------------
  256.   def draw_actor_sp(actor, x, y, width = 144)
  257.     # 描绘字符串 "SP"
  258.     self.contents.font.color = system_color
  259.     self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
  260.     # 计算描绘 MaxSP 所需的空间
  261.     if width - 32 >= 108
  262.       sp_x = x + width - 108
  263.       flag = true
  264.     elsif width - 32 >= 48
  265.       sp_x = x + width - 48
  266.       flag = false
  267.     end
  268.     # 描绘 SP
  269.     self.contents.font.color = actor.sp == 0 ? knockout_color :
  270.       actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
  271.     self.contents.draw_text(sp_x-15, y, 48, 32, actor.sp.to_s, 2)
  272.     # 描绘 MaxSP
  273.     if flag
  274.       self.contents.font.color = normal_color
  275.       self.contents.draw_text(sp_x + 33, y, 12, 32, "/", 1)
  276.       self.contents.draw_text(sp_x + 45, y, 48, 32, actor.maxsp.to_s)
  277.     end
  278.   end
  279.   #--------------------------------------------------------------------------
  280.   # ● 描绘能力值
  281.   #     actor : 角色
  282.   #     x     : 描画目标 X 坐标
  283.   #     y     : 描画目标 Y 坐标
  284.   #     type  : 能力值种类 (0~6)
  285.   #--------------------------------------------------------------------------
  286.   def draw_actor_parameter(actor, x, y, type)
  287.     case type
  288.     when 0
  289.       parameter_name = $data_system.words.atk
  290.       parameter_value = actor.atk
  291.     when 1
  292.       parameter_name = $data_system.words.pdef
  293.       parameter_value = actor.pdef
  294.     when 2
  295.       parameter_name = $data_system.words.mdef
  296.       parameter_value = actor.mdef
  297.     when 3
  298.       parameter_name = $data_system.words.str
  299.       parameter_value = actor.str
  300.     when 4
  301.       parameter_name = $data_system.words.dex
  302.       parameter_value = actor.dex
  303.     when 5
  304.       parameter_name = $data_system.words.agi
  305.       parameter_value = actor.agi
  306.     when 6
  307.       parameter_name = $data_system.words.int
  308.       parameter_value = actor.int
  309.     end
  310.     self.contents.font.color = system_color
  311.     self.contents.draw_text(x, y, 120, 32, parameter_name)
  312.     self.contents.font.color = normal_color
  313.     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  314.   end

  315.   #--------------------------------------------------------------------------
  316.   # ● 描绘物品名
  317.   #     item : 物品
  318.   #     x    : 描画目标 X 坐标
  319.   #     y    : 描画目标 Y 坐标
  320.   #--------------------------------------------------------------------------
  321.   def draw_item_name(item, x, y)
  322.     if item == nil
  323.       return
  324.     end
  325.     bitmap = RPG::Cache.icon(item.icon_name)
  326.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  327.     self.contents.font.color = normal_color
  328.     self.contents.draw_text(x + 28, y, 212, 32, item.name)
  329.   end
  330. end
  331.    #--------------------------------------------------------------------------
  332.   # ● HPメーター の描画
  333.   #--------------------------------------------------------------------------
  334.   def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
  335.     w = width * actor.hp / [actor.maxhp,1].max
  336.     hp_color_1 = Color.new(255, 0, 0, 192)
  337.     hp_color_2 = Color.new(255, 255, 0, 192)
  338.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  339.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  340.     x -= 1
  341.     y += (height/4).floor
  342.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  343.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  344.     x -= 1
  345.     y += (height/4).ceil
  346.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  347.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  348.     x -= 1
  349.     y += (height/4).ceil
  350.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  351.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  352.   end
  353.   #--------------------------------------------------------------------------
  354.   # ● SPメーター の描画
  355.   #--------------------------------------------------------------------------
  356.   def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
  357.     w = width * actor.sp / [actor.maxsp,1].max
  358.     hp_color_1 = Color.new( 0, 0, 255, 192)
  359.     hp_color_2 = Color.new( 0, 255, 255, 192)
  360.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  361.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  362.     x -= 1
  363.     y += (height/4).floor
  364.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  365.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  366.     x -= 1
  367.     y += (height/4).ceil
  368.     self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
  369.     draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
  370.     x -= 1
  371.     y += (height/4).ceil
  372.     self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
  373.     draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
  374.   end
  375. #--------------------------------------------------------------------------
  376.   # ● EXPメーター の描画
  377.   #--------------------------------------------------------------------------
  378.   def EXP(actor,x,y,w=96)
  379.   self.contents.fill_rect(x-2,y+20,w+4,11,Color.new(255,255,255,255))
  380.   self.contents.fill_rect(x-1,y+21,w+2,9,Color.new(0,0,0,255))
  381.     w1 = w * actor.now_exp/actor.next_exp
  382.   self.contents.fill_rect(x-1,y+21,w1,1,Color.new(0,120,210,255))
  383.   self.contents.fill_rect(x-1,y+22,w1,1,Color.new(0,120,230,255))
  384.   self.contents.fill_rect(x-1,y+23,w1,1,Color.new(0,120,250,255))
  385.   self.contents.fill_rect(x-1,y+24,w1,1,Color.new(0,120,270,255))
  386.   self.contents.fill_rect(x-1,y+25,w1,1,Color.new(0,125,290,255))
  387.   self.contents.fill_rect(x-1,y+26,w1,1,Color.new(0,120,270,255))
  388.   self.contents.fill_rect(x-1,y+27,w1,1,Color.new(0,120,250,255))
  389.   self.contents.fill_rect(x-1,y+28,w1,1,Color.new(0,120,230,255))
  390.   self.contents.fill_rect(x-1,y+29,w1,1,Color.new(0,120,210,255))
  391. end
  392. #--------------------------------------------------------------------------
  393.   # ● ライン描画 軽量版 by 桜雅 在土
  394.   #--------------------------------------------------------------------------
  395.   def draw_lineght(start_x, start_y, end_x, end_y, start_color)
  396.     # 描写距離の計算。大きめに直角時の長さ。
  397.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  398.     # 描写開始
  399.     for i in 1..distance
  400.       x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  401.       y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  402.       self.contents.set_pixel(x, y, start_color)
  403.     end
  404.   end
  405.   #--------------------------------------------------------------------------
  406.   # ● ライン描画 by 桜雅 在土
  407.   #--------------------------------------------------------------------------
  408.   def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  409.     # 描写距離の計算。大きめに直角時の長さ。
  410.     distance = (start_x - end_x).abs + (start_y - end_y).abs
  411.     # 描写開始
  412.     if end_color == start_color
  413.       for i in 1..distance
  414.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  415.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  416.         if width == 1
  417.           self.contents.set_pixel(x, y, start_color)
  418.         else
  419.           self.contents.fill_rect(x, y, width, width, start_color)
  420.         end
  421.       end
  422.     else
  423.       for i in 1..distance
  424.         x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  425.         y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  426.         r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  427.         g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  428.         b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  429.         a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  430.         if width == 1
  431.           self.contents.set_pixel(x, y, Color.new(r, g, b, a))
  432.         else
  433.           self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  434.         end
  435.       end
  436.     end
  437.   end
复制代码
# ■ Game_Actor
#------------------------------------------------------------------------------
#  处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :name                     # 名称
  attr_reader   :character_name           # 角色 文件名
  attr_reader   :character_hue            # 角色 色相
  attr_reader   :class_id                 # 职业 ID
  attr_reader   :weapon_id                # 武器 ID
  attr_reader   :armor1_id                # 盾 ID
  attr_reader   :armor2_id                # 头防具 ID
  attr_reader   :armor3_id                # 身体体防具 ID
  attr_reader   :armor4_id                # 装饰品 ID
  attr_reader   :level                    # 水平
  attr_reader   :exp                      # EXP
  attr_reader   :skills                   # 特技
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● 设置
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    @battler_name = actor.battler_name
    @battler_hue = actor.battler_hue
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @armor3_id = actor.armor3_id
    @armor4_id = actor.armor4_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    @hp = maxhp
    @sp = maxsp
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    # 学会特技
    for i in 1..@level
      for j in $data_classes[@class_id].learnings
        if j.level == i
          learn_skill(j.skill_id)
        end
      end
    end
    # 刷新自动状态
    update_auto_state(nil, $data_armors[@armor1_id])
    update_auto_state(nil, $data_armors[@armor2_id])
    update_auto_state(nil, $data_armors[@armor3_id])
    update_auto_state(nil, $data_armors[@armor4_id])
  end
  #--------------------------------------------------------------------------
  # ● 获取角色 ID
  #--------------------------------------------------------------------------
  def id
    return @actor_id
  end
  #--------------------------------------------------------------------------
  # ● 获取索引
  #--------------------------------------------------------------------------
  def index
    return $game_party.actors.index(self)
  end
  #--------------------------------------------------------------------------
  # ● 计算 EXP
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..100
      if i > actor.final_level
        @exp_list = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list = @exp_list[i-1] + Integer(n)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得属性修正值
  #     element_id : 属性 ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # 获取对应属性有效度的数值
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # 防具能防御本属性的情况下效果减半
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 状态能防御本属性的情况下效果减半
    for i in @states
      if $data_states.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 过程结束
    return result
  end
  #--------------------------------------------------------------------------
  # ● 获取属性有效度
  #--------------------------------------------------------------------------
  def state_ranks
    return $data_classes[@class_id].state_ranks
  end
  #--------------------------------------------------------------------------
  # ● 判定防御属性
  #     state_id : 属性 ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击属性
  #--------------------------------------------------------------------------
  def element_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.element_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击状态变化 (+)
  #--------------------------------------------------------------------------
  def plus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.plus_state_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取普通攻击状态变化 (-)
  #--------------------------------------------------------------------------
  def minus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.minus_state_set : []
  end
  #--------------------------------------------------------------------------
  # ● 获取 MaxHP
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @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
    return n
  end
  #--------------------------------------------------------------------------
  # ● 获取基本 MaxHP
  #--------------------------------------------------------------------------
  def base_maxhp
    return $data_actors[@actor_id].parameters[0, @level]
  end
  #--------------------------------------------------------------------------
  # ● 获取基本 MaxSP
  #--------------------------------------------------------------------------
  def base_maxsp
    return $data_actors[@actor_id].parameters[1, @level]
  end
  #--------------------------------------------------------------------------
  # ● 获取基本力量
  #--------------------------------------------------------------------------
  def base_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
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本灵巧
  #--------------------------------------------------------------------------
  def base_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
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本速度
  #--------------------------------------------------------------------------
  def base_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
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔力
  #--------------------------------------------------------------------------
  def base_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
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本攻击力
  #--------------------------------------------------------------------------
  def base_atk
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.atk : 0
  end
  #--------------------------------------------------------------------------
  # ● 获取基本物理防御
  #--------------------------------------------------------------------------
  def base_pdef
    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]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔法防御
  #--------------------------------------------------------------------------
  def base_mdef
    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]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
  end
  #--------------------------------------------------------------------------
  # ● 获取基本回避修正
  #--------------------------------------------------------------------------
  def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    return eva1 + eva2 + eva3 + eva4
  end
  #--------------------------------------------------------------------------
  # ● 普通攻击 获取攻击方动画 ID
  #--------------------------------------------------------------------------
  def animation1_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation1_id : 0
  end
  #--------------------------------------------------------------------------
  # ● 普通攻击 获取对像方动画 ID
  #--------------------------------------------------------------------------
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : 0
  end
  #--------------------------------------------------------------------------
  # ● 获取类名
  #--------------------------------------------------------------------------
  def class_name
    return $data_classes[@class_id].name
  end
  #--------------------------------------------------------------------------
  # ● 获取 EXP 字符串
  #--------------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 获取下一等级的 EXP 字符串
  #--------------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 获取离下一等级还需的 EXP 字符串
  #--------------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp).to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # ● 更新自动状态
  #     old_armor : 卸下防具
  #     new_armor : 装备防具
  #--------------------------------------------------------------------------
  def update_auto_state(old_armor, new_armor)
    # 强制解除卸下防具的自动状态
    if old_armor != nil and old_armor.auto_state_id != 0
      remove_state(old_armor.auto_state_id, true)
    end
    # 强制附加装备防具的自动状态
    if new_armor != nil and new_armor.auto_state_id != 0
      add_state(new_armor.auto_state_id, true)
    end
  end
  #--------------------------------------------------------------------------
  # ● 装备固定判定
  #     equip_type : 装备类型
  #--------------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # 武器
      return $data_actors[@actor_id].weapon_fix
    when 1  # 盾
      return $data_actors[@actor_id].armor1_fix
    when 2  # 头
      return $data_actors[@actor_id].armor2_fix
    when 3  # 身体
      return $data_actors[@actor_id].armor3_fix
    when 4  # 装饰品
      return $data_actors[@actor_id].armor4_fix
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 变更装备
  #     equip_type : 装备类型
  #     id    : 武器 or 防具 ID  (0 为解除装备)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # 武器
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # 盾
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # 头
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # 身体
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # 装饰品
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 可以装备判定
  #     item : 物品
  #--------------------------------------------------------------------------
  def equippable?(item)
    # 武器的情况
    if item.is_a?(RPG::Weapon)
      # 包含当前的职业可以装备武器的场合
      if $data_classes[@class_id].weapon_set.include?(item.id)
        return true
      end
    end
    # 防具的情况
    if item.is_a?(RPG::Armor)
      # 不包含当前的职业可以装备武器的场合
      if $data_classes[@class_id].armor_set.include?(item.id)
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 更改 EXP
  #     exp : 新的 EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    # 升级
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      # 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
  end
  #--------------------------------------------------------------------------
  # ● 更改水品
  #     level : 新的等级
  #--------------------------------------------------------------------------
  def level=(level)
    # 检查上下限
    level = [[level, $data_actors[@actor_id].final_level].min, 1].max
    # 更改 EXP
    self.exp = @exp_list[level]
  end
  #--------------------------------------------------------------------------
  # ● 觉悟特技
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    if skill_id > 0 and not skill_learn?(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #--------------------------------------------------------------------------
  # ● 遗忘特技
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #--------------------------------------------------------------------------
  # ● 已经学会的特技判定
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def skill_learn?(skill_id)
    return @skills.include?(skill_id)
  end
  #--------------------------------------------------------------------------
  # ● 可以使用特技判定
  #     skill_id : 特技 ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    if not skill_learn?(skill_id)
      return false
    end
    return super
  end
  #--------------------------------------------------------------------------
  # ● 更改名称
  #     name : 新的名称
  #--------------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #--------------------------------------------------------------------------
  # ● 更改职业 ID
  #     class_id : 新的职业 ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # 避开无法装备的物品
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 更改图形
  #     character_name : 新的角色 文件名
  #     character_hue  : 新的角色 色相
  #     battler_name   : 新的战斗者 文件名
  #     battler_hue    : 新的战斗者 色相
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_hue, battler_name, battler_hue)
    @character_name = character_name
    @character_hue = character_hue
    @battler_name = battler_name
    @battler_hue = battler_hue
  end
   #--------------------------------------------------------------------------
  # ● 获取角色
  #     now_exp : 角色 EXP
  #--------------------------------------------------------------------------
def now_exp
  return @exp - @exp_list[@level]
end
def next_exp
  return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 X 坐标
  #--------------------------------------------------------------------------
  def screen_x
    # 返回计算后的队伍 X 坐标的排列顺序
    if self.index != nil
      return self.index * 160 + 80
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Y 坐标
  #--------------------------------------------------------------------------
  def screen_y
    return 464
  end
  #--------------------------------------------------------------------------
  # ● 取得战斗画面的 Z 坐标
  #--------------------------------------------------------------------------
  def screen_z
    # 返回计算后的队伍 Z 坐标的排列顺序
    if self.index != nil
      return 4 - self.index
    else
      return 0
    end
  end
end
[/code]经验是随机的?在数据库中的角色修改等级也没用。。。怎么修改???

点评

排版很差,問題也不知道是甚麼。用這樣的態度提問我會刪你帖子的哦~  发表于 2011-8-13 15:44
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