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Lv5.捕梦者 (版主)
- 梦石
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蓝花 发表于 2013-10-18 20:04
加强的有吗
就是在外面得到经验 不是战斗 升级技能提示 - #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # 泛用型升级提示 v1.1
- #
- # 核心部分 By 叶子
- # 窗口部分 原作者:桜雅 在土 修改:叶子
- #
- # Date: 2-12-2006 -v1.0
- # 3-2-2006 -v1.1
- #==============================================================================
- #
- # 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。
- #
- # 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示
- $不显示升级窗口 = 18
- #==============================================================================
- class Game_Actor
- #--------------------------------------------------------------------------
- # ● 更改 EXP
- # exp : 新的 EXP
- #--------------------------------------------------------------------------
- def exp=(exp)
- # 记录旧等级
- last_level = @level
- [url=home.php?mod=space&uid=13302]@exp[/url] = [[exp, 9999999].min, 0].max
- # 升级
- while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
- [url=home.php?mod=space&uid=22147]@level[/url] += 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 $BTEST
- show_level_up_result(last_level)
- end
- end
- #--------------------------------------------------------------------------
- # ● 升级显示处理
- #--------------------------------------------------------------------------
- def show_level_up_result(last_level)
- actor_parameters = self.last_parameters(last_level)
- last_maxhp = actor_parameters[0]
- last_maxsp = actor_parameters[1]
- last_str = actor_parameters[2]
- last_dex = actor_parameters[3]
- last_agi = actor_parameters[4]
- last_int = actor_parameters[5]
- level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
- last_maxsp,last_str,last_dex,last_agi,last_int
- level_up_window.visible = true
- skill_learning_window = Window_SkillLearning_A.new(@class_id,
- last_level, @level)
- # 循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 按下C就关闭窗口
- if Input.trigger?(Input::C)
- unless skill_learning_window.refresh
- level_up_window.dispose
- skill_learning_window.dispose
- return true
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 一次取得全部旧属性
- #--------------------------------------------------------------------------
- def last_parameters(level)
- #---------------------------
- # maxhp
- #---------------------------
- n = [[$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!能力上昇表示ウィンドウ plus ▼▲▼
- # by 桜雅 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 = "Audio/ME/升级" # 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
- # 防止被对话框遮住
- 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 = system_color
- self.contents.font.bold = true
- 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 = 20
- self.contents.draw_text( 0, 26, 160, 24, "等级")
- 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.font.color = zengyi_color
- 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.windowskin = RPG::Cache.windowskin("skin2")
- self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
- self.visible = false
- self.back_opacity = 160
- # 防止被对话框遮住
- 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囲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
- self.contents.clear
- self.contents.font.bold = true
- self.contents.font.size = 20
- self.contents.font.color = knockout_color
- self.contents.draw_text(0,0,192,24, "学会: "+skill_name+" 魔法!")
- # self.contents.font.color = text_color(7)
- # self.contents.draw_text(0,0,156,24, " "+skill_name)
- self.contents.font.color = text_color(7)
- self.visible = true
- return true
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 都是差不多的功能 |
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