赞 | 2 |
VIP | 1 |
好人卡 | 22 |
积分 | 3 |
经验 | 9167 |
最后登录 | 2023-2-20 |
在线时间 | 122 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 266
- 在线时间
- 122 小时
- 注册时间
- 2010-12-23
- 帖子
- 179
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 双叶GL 于 2013-6-22 02:21 编辑
Undo
貌似只能在
里
脚本,变量里读,
怎么在脚本里读取这个属性- =begin
- #===============================================================================
- # N.A.S.T.Y. Extra Stats
- # Nelderson's Awesome Scripts To You
- # By: Nelderson
- # Made On: 12/19/2011
- # Last Updated : 3/27/2012
- 该脚本来源于
- http://forums.rpgmakerweb.com/index.php?/topic/998-nasty-extra-stats/
- 发布者/作者?:Member+
- #===============================================================================
- # Update History:
- # - Version 1.1 - Cleaned up some shit, and added enemies xstats for Enemies!
- # - Version 1.0 - Initial release, made for the shit of it <img src='http://forums.rpgmakerweb.com/public/style_emoticons/<#EMO_DIR#>/tongue.png' class='bbc_emoticon' alt=':P' />
- 在人物备注填写,属性成长
- <xstat>
- :str => '(level/3.5) + 16',
- :con => '(level/5.6) + 12',
- :dex => '(level/5.25) + 15 + agi',
- :int => '(level/10.5) + 10',
- :wis => '(level/10.5) + 10',
- :cha => '(level/10.5) + 10',
- <xstat_end>
- 也可以直接在备注填写固定属性
- <xstat>
- :str => 15,
- :con => 14,
- :dex => 13,
- :int => 12,
- :wis => 11,
- :cha => 0,
- <xstat_end>
- 在武器或护甲的备注里按照如下格式填写可以让该装备增加对应属性
- <weapon_xstat: STAT x>
- 范例,让装备增加5点‘str’ <weapon_xstat: str 5>
- 调用属性:$game_actors[1].xstat.X 例:$game_actors[1].xstat.str
- 伤害公式范例: a.xstat.str * 5
- #===============================================================================
- =end
- module Z26
-
- STATS = [:力量,:耐力,:灵巧,:敏捷,:魔力,:智力]
-
- #Default xstat formulas for ACTORS
- #玩家基础属性
- DEFAULT_LEVEL_FORMULA =
- {
- :力量 => 1,
- :耐力 => 1,
- :灵巧 => 1,
- :敏捷 => 1,
- :魔力 => 1,
- :智力 => 1,
- }
-
- #Default xstat formulas for ENEMIES\
- #敌对基础属性
- DEFAULT_FOR_ENEMIES =
- {
- :力量 => 1,
- :耐力 => 1,
- :灵巧 => 1,
- :敏捷 => 1,
- :魔力 => 1,
- :智力 => 1,
- }
-
- def self.actor_level_formulas(actor_id)
- jhh = ""
- strin = $data_actors[actor_id].get_start_end_cache
- strin.each do |i|
- jhh += i
- end
- return DEFAULT_LEVEL_FORMULA if strin == "" or strin == []
- return eval("{#{jhh}}")
- end
-
- def self.enemy_stats(enemy_id)
- jhh = ""
- strin = $data_enemies[enemy_id].get_start_end_cache
- strin.each do |i|
- jhh += i
- end
- return DEFAULT_FOR_ENEMIES if strin == "" or strin == []
- return eval("{#{jhh}}")
- end
-
- #=============================================================================
- SYMBOLS = []
- for stat in STATS
- SYMBOLS.push(stat)
- end
- Xstats = Struct.new(*SYMBOLS)
- end
-
- class Game_Enemy < Game_Battler
- attr_accessor :xstat
-
- alias z26_enemy_set initialize unless $@
- def initialize(*args)
- z26_enemy_set(*args)
- @xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
- for stat in Z26::STATS
- z26variate_stats(stat)
- end
- end
-
- def z26variate_stats(stat)
- return if Z26.enemy_stats(@enemy_id)[stat].nil?
- if Z26.enemy_stats(@enemy_id)[stat].is_a?(String)
- set_in = eval(Z26.enemy_stats(@enemy_id)[stat]).to_i
- eval("@xstat.#{stat} += #{set_in}")
- else
- set_in = Z26.enemy_stats(@enemy_id)[stat]
- @xstat[stat] += set_in
- end
- end
- end
-
- class Game_Actor < Game_Battler
- attr_accessor :xstat
-
- alias z26_s setup unless $@
- def setup(actor_id)
- z26_s(actor_id)
- @xstat = Z26::Xstats.new(*([0]*Z26::STATS.size))
- for item in equips.compact
- z26variate_equip(item)
- end
- for stat in Z26::STATS
- z26variate_stats(stat, @level)
- end
- end
-
- alias z26_change_equip change_equip
- def change_equip(equip_type, item, test = false)
- last_item = equips[equip_type]
- z26_change_equip(equip_type, item)
- z26variate_equip(item)
- z26variate_equip(last_item, false)
- end
-
- #=====================#
- ##EDITED BY NELDERSON##
- #=====================#
- def z26variate_equip(item, adding = true)
- return if item.nil?
- for line in item.note.split(/[\r\n]+/).each{ |a|
- case a
- when /<weapon_xstat:[ ](.*)[ ](\d+)>/i
- if Z26::STATS.include?(eval(":" + $1))
- if adding
- eval("@xstat.#{$1} += #{$2}")
- else
- eval("@xstat.#{$1} -= #{$2}")
- end
- end
- end
- }
- end
- end
-
- def z26variate_stats(stat, level, adding = true)
- return if Z26.actor_level_formulas(@actor_id)[stat].nil?
- if Z26.actor_level_formulas(@actor_id)[stat].is_a?(String)
- amount = eval(Z26.actor_level_formulas(@actor_id)[stat]).to_i
- else
- amount = Z26.actor_level_formulas(@actor_id)[stat]
- end
- if adding
- eval("@xstat.#{stat} += #{amount}")
- else
- eval("@xstat.#{stat} -= #{amount}")
- end
- end
-
- alias z26level_up level_up unless $@
- def level_up
- for stat in Z26::STATS
- z26variate_stats(stat, @level, false)
- end
- z26level_up
- for stat in Z26::STATS
- z26variate_stats(stat, @level)
- end
- end
- end
-
- class Window_Status < Window_Selectable
- def draw_block3(y)
- draw_parameters(0, y)
- draw_equipments(344, y)#288
- draw_xstat_parameters(172, y)
- end
-
- def draw_xstat_parameters(x, y)
- @actor.xstat.size.times {|i|
- draw_actor_xstat_param(@actor, x, y + line_height * i, i) }
- end
- end
-
- class Window_Base < Window
- def draw_actor_xstat_param(actor, x, y, param_id)
- id = Z26::STATS[param_id]
- change_color(system_color)
- draw_text(x, y, 120, line_height, id.capitalize)
- change_color(normal_color)
- draw_text(x + 120, y, 36, line_height, actor.xstat[id], 2)
- end
- end
-
- class RPG::BaseItem
- def get_start_end_cache
- record = false
- temp = []
- self.note.split(/[\r\n]+/).each do |line|
- if line =~ /<xstat>/i
- record = true
- elsif line =~ /<xstat_end>/i
- record = false
- end
- if record
- temp << line
- end
- end
- return nil if temp == ""
- temp.delete_at(0)
- temp
- end
- end
复制代码 |
|