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[已经过期] 如何使单一角色能力值破限?

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矿工

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发表于 2013-9-20 12:40:30 | 显示全部楼层 |阅读模式

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本帖最后由 876加几 于 2013-9-20 12:56 编辑

单一角色的等级破限没问题了,但是单一角色的能力值破限却成了大坑。
脚本:@Person
[pre lang="ruby" line="1"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
###############################################################################
#等级能破上限的角色 ID
NEW_FINAL_ACTORD_ID = [4]
###############################################################################
#等级可无限提升
#パラメータの算出が適当すぎるので、各自修正が必要かと。
  BASE_FINAL_LEVEL = 100   #上限レベル(あんまり大きな値を設定するとハングします)
  MAXHP_LIMIT = 11000    #HP限界値
  MAXSP_LIMIT = 7650     #SP限界値
  STR_LIMIT   = 545      #STR限界値
  DEX_LIMIT   = 800      #DEX限界値
  AGI_LIMIT   = 750      #AGI限界値
  INT_LIMIT   = 850      #INT限界値
class Game_Actor < Game_Battler
  #############################################################################
  def new_final_level
    return BASE_FINAL_LEVEL if NEW_FINAL_ACTORD_ID.include?(self.id)
    return 99
  end
  #############################################################################
  #--------------------------------------------------------------------------
  # ● EXP 計算
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list = Array.new(new_final_level + 2)
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..new_final_level + 1
      if i > new_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
  #--------------------------------------------------------------------------
  # ● MaxHP の取得
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_maxhp + @maxhp_plus, 1].max, parameters[0, @level]].min
    for i in @states
      n *= $data_states.maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, MAXHP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 1].max, parameters[0, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxHP の取得
  #--------------------------------------------------------------------------
  def base_maxhp
    n = $data_actors[@actor_id].parameters[0, 1]
    n += $data_actors[@actor_id].parameters[0, 2] * @level
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxSP の取得
  #--------------------------------------------------------------------------
  def base_maxsp
    n = $data_actors[@actor_id].parameters[1, 1]
    n += $data_actors[@actor_id].parameters[1, 2] * @level
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本腕力の取得
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, 1]
    n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    return $data_actors[@actor_id].parameters[2, @level]
  end
  #--------------------------------------------------------------------------
  # ● 基本器用さの取得
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, 1]
    n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    return $data_actors[@actor_id].parameters[3, @level]
  end
  #--------------------------------------------------------------------------
  # ● 基本素早さの取得
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, 1]
    n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    return $data_actors[@actor_id].parameters[4, @level]
  end
  #--------------------------------------------------------------------------
  # ● 基本魔力の取得
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, 1]
    n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    return $data_actors[@actor_id].parameters[5, @level]
  end
  #--------------------------------------------------------------------------
  # ● EXP の変更
  #     exp : 新しい EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    # ★EXPの上限チェックを解除
    @exp = [exp, 0].max
    # レベルアップ
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
     @level += 1
      # スキル習得
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # レベルダウン
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # 現在の HP と SP が最大値を超えていたら修正
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # ● レベルの変更
  #     level : 新しいレベル
  #--------------------------------------------------------------------------
  def level=(level)
    # 上下限チェック
    # ★LV上限をnew_final_levelでチェックするように変更
    level = [[level, new_final_level].min, 1].max
    # EXP を変更
    self.exp = @exp_list[level]
  end
end
  
  
class Game_Battler
  #--------------------------------------------------------------------------
  # ● MaxSP の取得
  #--------------------------------------------------------------------------
  def maxsp
    n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_maxsp + @maxsp_plus, 0].max, parameters[1, @level]].min
    for i in @states
      n *= $data_states.maxsp_rate / 100.0
    end
    n = [[Integer(n), 0].max, MAXSP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 0].max, parameters[1, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 腕力の取得
  #--------------------------------------------------------------------------
  def str
    n = [[base_str + @str_plus, 1].max, STR_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_str + @str_plus, 1].max, parameters[2, @level]].min
    for i in @states
      n *= $data_states.str_rate / 100.0
    end
    n = [[Integer(n), 1].max, STR_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 1].max, parameters[2, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 器用さの取得
  #--------------------------------------------------------------------------
  def dex
    n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_dex + @dex_plus, 1].max, parameters[3, @level]].min
    for i in @states
      n *= $data_states.dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, DEX_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 1].max, parameters[3, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 素早さの取得
  #--------------------------------------------------------------------------
  def agi
    n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_agi + @agi_plus, 1].max, parameters[4, @level]].min
    for i in @states
      n *= $data_states.agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, AGI_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 1].max, parameters[4, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 魔力の取得
  #--------------------------------------------------------------------------
  def int
    n = [[base_int + @int_plus, 1].max, INT_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[base_int + @int_plus, 1].max, parameters[5, @level]].min
    for i in @states
      n *= $data_states.int_rate / 100.0
    end
    n = [[Integer(n), 1].max, INT_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    n = [[Integer(n), 1].max, parameters[5, @level]].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● MaxHP の設定
  #     maxhp : 新しい MaxHP
  #--------------------------------------------------------------------------
  def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @maxhp_plus = [[@maxhp_plus, -parameters[0, @level]].max, parameters[0, @level]].min
    @hp = [@hp, self.maxhp].min
  end
  #--------------------------------------------------------------------------
  # ● MaxSP の設定
  #     maxsp : 新しい MaxSP
  #--------------------------------------------------------------------------
  def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @maxsp_plus = [[@maxsp_plus, -parameters[1, @level]].max, parameters[1, @level]].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # ● 腕力の設定
  #     str : 新しい腕力
  #--------------------------------------------------------------------------
  def str=(str)
    @str_plus += str - self.str
    @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @str_plus = [[@str_plus, -parameters[2, @level]].max, parameters[2, @level]].min
  end
  #--------------------------------------------------------------------------
  # ● 器用さの設定
  #     dex : 新しい器用さ
  #--------------------------------------------------------------------------
  def dex=(dex)
    @dex_plus += dex - self.dex
    @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @dex_plus = [[@dex_plus, -parameters[3, @level]].max, parameters[3, @level]].min
  end
  #--------------------------------------------------------------------------
  # ● 素早さの設定
  #     agi : 新しい素早さ
  #--------------------------------------------------------------------------
  def agi=(agi)
    @agi_plus += agi - self.agi
    @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @agi_plus = [[@agi_plus, -parameters[4, @level]].max, parameters[4, @level]].min
  end
  #--------------------------------------------------------------------------
  # ● 魔力の設定
  #     int : 新しい魔力
  #--------------------------------------------------------------------------
  def int=(int)
    @int_plus += int - self.int
    @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min if NEW_FINAL_ACTORD_ID.include?(self.id)
    @int_plus = [[@int, -parameters[5, @level]].max, parameters[5, @level]].min
  end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================[/pre]总是提示46行NameError。从这个脚本上修改。
注:破限的角色是4号,上面的BASE是要破限的,其他角色不变。   
呃,发糖贴好冷清呀!
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发表于 2013-9-20 22:03:37 | 显示全部楼层
同求答案,破限这个太有用处了。
.
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