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楼主 |
发表于 2014-2-28 18:37:03
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脚本高手帮帮忙。
- #==============================================================================
- # 装备耐久度 by 沉影不器
- # protosssonny修改版
- #------------------------------------------------------------------------------
- # ① 自定义各个装备耐久度上限
- # ② 允许显示"无法破坏"的装备,允许忽略耐久度的装备(如:戒指等装饰类)
- # ③ 物理攻击消耗武器耐久度,被打消耗防具耐久度
- # 攻击越高,对方防具减耐久度的机率越大,防御越高,对方武器减耐久度的机率越大
- # ④ 装备耐久度降为 0 时装备即损坏,该装备能力消失,提供修复耐久度的功能
- # ⑤ 修复装备时耐久度上限也会下降,提供同时修复耐久度和上限的功能
- # ⑥ 装备卖出价格随耐久度打折
- #==============================================================================
- module Game_Equip
- ## 耐久度上限(指所有装备耐久度上限不可超过的值)
- MaxDur = 999
- # 忽略耐久度的防具类型(0:盾 1:头盔 2:衣服 3:装饰 4:武器)
- # 非忽略耐久度 且未定义耐久度,则被认为"无法破坏"
- NoDur = [3]
- # 降低耐久度的基本机率最小值和最大值(大于0小于1)
- Dur_BaseDec = [0.25, 0.75]
- # 修复装备时耐久度上限减少量
- MaxDur_Dec = 1
- # 装备耐久度剩余多少比值(0到1)时提示
- Show_If_Lower = 0.5
- # 损坏时装备显示颜色
- BrokenColor = Color.new(255,0,0)
- # 耐久度占总价格比值(0到1)
- Dur_Price = 0.7
- end
- module RPG
- class BaseItem
- #------------------------------------------------------------------------
- # 是否被破坏
- #------------------------------------------------------------------------
- def broken?
- return false
- end
- end
- end
- module RPG
- class Weapon < BaseItem
- include Game_Equip
- #------------------------------------------------------------------------
- # 附加属性
- #------------------------------------------------------------------------
- attr_accessor :base_id
- attr_reader :maxdur
- attr_reader :dur
- attr_reader :indesctructible
- #------------------------------------------------------------------------
- # 是否无耐久度
- #------------------------------------------------------------------------
- def nodur
- return NoDur.include? 4
- end
- #------------------------------------------------------------------------
- # 是否被破坏
- #------------------------------------------------------------------------
- def broken?
- return false if dur.nil?
- return true if dur.zero?
- end
- #------------------------------------------------------------------------
- # 是否需修复
- #------------------------------------------------------------------------
- def need_repair?(hyper)
- return false if dur.nil?
- return false if hyper.nil?
- max = hyper ? read_note('耐久度').to_i : maxdur
- return true if max > dur
- return false
- end
- #------------------------------------------------------------------------
- # 耐久度初始化
- #------------------------------------------------------------------------
- def inidur
- d = read_note('耐久度').to_i
- if d.zero?
- @indesctructible = true
- else
- @indesctructible = false
- @maxdur = @dur = [d, MaxDur].min
- end
- end
- #------------------------------------------------------------------------
- # 耐久度损耗
- #------------------------------------------------------------------------
- def decdur(n = 1)
- return if @dur.nil?
- n = [n, maxdur].min
- @dur -= n unless nodur or indesctructible or dur < n
- @dur -= 1
- end
- #------------------------------------------------------------------------
- # 耐久度修复
- #------------------------------------------------------------------------
- def repair
- return false if dur.nil?
- if dur < maxdur and maxdur > 0
- @maxdur -= MaxDur_Dec if @maxdur - @dur > MaxDur_Dec
- @dur = @maxdur
- return true
- else
- return false
- end
- end
- #------------------------------------------------------------------------
- # 耐久度全修复
- #------------------------------------------------------------------------
- def hyper_repair
- return false if dur.nil?
- max = read_note('耐久度').to_i
- if dur < max and max > 0
- @dur = @maxdur = max
- return true
- else
- return false
- end
- end
- #------------------------------------------------------------------------
- # 攻击力
- #------------------------------------------------------------------------
- def atk
- return [url=home.php?mod=space&uid=101599]@atk[/url] if dur.nil?
- return dur > 0 ? @atk : 0
- end
- #------------------------------------------------------------------------
- # 防御力
- #------------------------------------------------------------------------
- def def
- return @def if dur.nil?
- return dur > 0 ? @def : 0
- end
- #------------------------------------------------------------------------
- # 魔力
- #------------------------------------------------------------------------
- def spi
- return [url=home.php?mod=space&uid=87501]@SPI[/url] if dur.nil?
- return dur > 0 ? @spi : 0
- end
- #------------------------------------------------------------------------
- # 敏捷
- #------------------------------------------------------------------------
- def agi
- return [url=home.php?mod=space&uid=6136]@agi[/url] if dur.nil?
- return dur > 0 ? @agi : 0
- end
- end
- end
- module RPG
- class Armor < BaseItem
- include Game_Equip
- #------------------------------------------------------------------------
- # 附加属性
- #------------------------------------------------------------------------
- attr_accessor :base_id
- attr_reader :maxdur
- attr_reader :dur
- attr_reader :indesctructible
- #------------------------------------------------------------------------
- # 是否无耐久度
- #------------------------------------------------------------------------
- def nodur
- return NoDur.include? kind
- end
- #------------------------------------------------------------------------
- # 是否被破坏
- #------------------------------------------------------------------------
- def broken?
- return false if dur.nil?
- return true if dur.zero?
- end
- #------------------------------------------------------------------------
- # 是否需修复
- #------------------------------------------------------------------------
- def need_repair?(hyper)
- return false if dur.nil?
- return false if hyper.nil?
- max = hyper ? read_note('耐久度').to_i : maxdur
- return true if max > dur
- return false
- end
- #------------------------------------------------------------------------
- # 耐久度初始化
- #------------------------------------------------------------------------
- def inidur
- d = read_note('耐久度').to_i
- if d.zero?
- @indesctructible = true
- else
- @indesctructible = false
- @maxdur = @dur = [d, MaxDur].min
- end
- end
- #------------------------------------------------------------------------
- # 耐久度损耗
- #------------------------------------------------------------------------
- def decdur(n = 1)
- return if @dur.nil?
- n = [n, maxdur].min
- n = 0 if PA::USE_DUR == false #不使用耐久度时,耐久度不减少
- @dur -= n unless nodur or indesctructible or dur < n
- end
- #------------------------------------------------------------------------
- # 耐久度修复
- #------------------------------------------------------------------------
- def repair
- return false if dur.nil?
- if dur < maxdur and maxdur > 0
- @maxdur -= MaxDur_Dec if @maxdur - @dur > MaxDur_Dec
- @dur = @maxdur
- return true
- else
- return false
- end
- end
- #------------------------------------------------------------------------
- # 耐久度全修复
- #------------------------------------------------------------------------
- def hyper_repair
- return false if dur.nil?
- max = read_note('耐久度').to_i
- if dur < max and max > 0
- @dur = @maxdur = max
- return true
- else
- return false
- end
- end
- #------------------------------------------------------------------------
- # 攻击力
- #------------------------------------------------------------------------
- def atk
- return @atk if dur.nil?
- return dur > 0 ? @atk : 0
- end
- #------------------------------------------------------------------------
- # 防御力
- #------------------------------------------------------------------------
- def def
- return @def if dur.nil?
- return dur > 0 ? @def : 0
- end
- #------------------------------------------------------------------------
- # 魔力
- #------------------------------------------------------------------------
- def spi
- return @spi if dur.nil?
- return dur > 0 ? @spi : 0
- end
- #------------------------------------------------------------------------
- # 敏捷
- #------------------------------------------------------------------------
- def agi
- return @agi if dur.nil?
- return dur > 0 ? @agi : 0
- end
- #------------------------------------------------------------------------
- # 闪避率
- #------------------------------------------------------------------------
- def eva
- return [url=home.php?mod=space&uid=284635]@eva[/url] if dur.nil?
- return dur > 0 ? @eva : 0
- end
- end
- end
- #==============================================================================
- # ■ Game_Battler
- #==============================================================================
- class Game_Battler
- #--------------------------------------------------------------------------
- # ● 判断是否防御
- #--------------------------------------------------------------------------
- def guarding?
- return @action.guard?
- end
- #--------------------------------------------------------------------------
- # ● 反映伤害
- # user : 特技以及物品的使用者
- # 调用前先设置 @hp_damage、@mp_damage、@absorbed。
- #--------------------------------------------------------------------------
- def execute_damage(user)
- if @hp_damage > 0 # 伤害为正数
- remove_states_shock # 受到攻击解除的状态
- end
- self.hp -= @hp_damage
- self.mp -= @mp_damage
- if @absorbed # 吸收的情况
- user.hp += @hp_damage
- user.mp += @mp_damage
- end
- end
- #--------------------------------------------------------------------------
- # ● 应用普通攻击效果
- # attacker : 攻击者
- #--------------------------------------------------------------------------
- def attack_effect(attacker)
- clear_action_results
- unless attack_effective?(attacker)
- @skipped = true
- return
- end
- if rand(100) >= calc_hit(attacker) # 判断命中
- @missed = true
- return
- end
- if rand(100) < calc_eva(attacker) # 判断回避
- @evaded = true
- return
- end
- make_attack_damage_value(attacker) # 计算伤害
- execute_damage(attacker) # 反映伤害
- if @hp_damage == 0 # 判断物理攻击无效
- return
- end
- ## 处理耐久度
- set_dur(attacker, self)
- apply_state_changes(attacker) # 状态变化
- end
- #--------------------------------------------------------------------------
- # ● 应用特技效果
- # user : 特技使用者
- # skill : 特技
- #--------------------------------------------------------------------------
- def skill_effect(user, skill)
- clear_action_results
- unless skill_effective?(user, skill)
- @skipped = true
- return
- end
- if rand(100) >= calc_hit(user, skill) # 判断命中
- @missed = true
- return
- end
- if rand(100) < calc_eva(user, skill) # 判断回避
- @evaded = true
- return
- end
- make_obj_damage_value(user, skill) # 计算伤害
- make_obj_absorb_effect(user, skill) # 计算吸收效果
- execute_damage(user) # 反映伤害
- if skill.physical_attack and @hp_damage == 0 # 判断物理攻击无效
- return
- end
- ## 处理耐久度
- set_dur(user, self, skill)
- apply_state_changes(skill) # 状态变化
- end
- #--------------------------------------------------------------------------
- # ● 应用物品效果
- # user : 物品使用者
- # item : 物品
- #--------------------------------------------------------------------------
- def item_effect(user, item)
- clear_action_results
- unless item_effective?(user, item)
- @skipped = true
- return
- end
- if rand(100) >= calc_hit(user, item) # 判断命中
- @missed = true
- return
- end
- if rand(100) < calc_eva(user, item) # 判断回避
- @evaded = true
- return
- end
- hp_recovery = calc_hp_recovery(user, item) # 计算 HP 回复量
- mp_recovery = calc_mp_recovery(user, item) # 计算 MP 回复量
- make_obj_damage_value(user, item) # 计算伤害
- @hp_damage -= hp_recovery # 减去 HP 回复量
- @mp_damage -= mp_recovery # 减去 MP 回复量
- make_obj_absorb_effect(user, item) # 计算吸收效果
- execute_damage(user) # 反映伤害
- item_growth_effect(user, item) # 应用成长效果
- if item.physical_attack and @hp_damage == 0 # 判断物理攻击无效
- return
- end
- ## 处理耐久度
- set_dur(user, self, item)
- apply_state_changes(item) # 状态变化
- end
- #--------------------------------------------------------------------------
- # ● 处理耐久度
- #--------------------------------------------------------------------------
- def set_dur(attacker, defender, obj = nil)
- ## 补血时返回
- return if @hp_damage < 0
- atk_f = obj.nil? ? 1.0 : obj.atk_f / 100.0
- w = defender.def / 999.0 * atk_f
- a = attacker.atk / 999.0 * atk_f
- w = [[w, Game_Equip::Dur_BaseDec[0]].max, Game_Equip::Dur_BaseDec[1]].min
- a = [[a, Game_Equip::Dur_BaseDec[0]].max, Game_Equip::Dur_BaseDec[1]].min
- if attacker.actor? and 0.8 > rand
- weapons = attacker.weapons.compact
- return if weapons.empty?
- weapons[rand weapons.size].decdur
- end
- if defender.actor? and 0.8 > rand
- armors = defender.armors.compact
- return if armors.empty?
- armors[rand armors.size].decdur
- end
- end
- end
- #==============================================================================
- # ■ Window_ScrRepair
- #==============================================================================
- class Window_ScrRepair < Window_Item
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, hyper_repair)
- super(x, y, width, height)
- @column_max = 1
- self.index = 0
- @hyper_repair = hyper_repair
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 列表中包含的物品
- # item : 物品
- #--------------------------------------------------------------------------
- def include?(item)
- return true if item == nil
- return false if item.is_a? RPG::Armor and item.base_id == PA::CRYSTAL
- return true if item.is_a? RPG::Weapon and item.need_repair?(@hyper_repair)
- return true if item.is_a? RPG::Armor and item.need_repair?(@hyper_repair)
- return false
- end
- #--------------------------------------------------------------------------
- # ● 是否可以使用物品
- # item : 物品
- #--------------------------------------------------------------------------
- def enable?(item)
- return true
- end
- end
- #==============================================================================
- # ■ Window_DestRepair #equip add clear items
- #==============================================================================
- class Window_DestRepair < Window_Base
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :equips
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- clear
- end
- #--------------------------------------------------------------------------
- # ● 添加物品
- #--------------------------------------------------------------------------
- def add(item)
- return if item.nil?
- $game_party.lose_item(item, 1)
- @equips << item
- [url=home.php?mod=space&uid=370741]@Index[/url] += 1
- draw_item(item)
- end
- #--------------------------------------------------------------------------
- # ● 清除物品
- #--------------------------------------------------------------------------
- def clear
- @equips = []
- @index = 0
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0,0,self.contents.width-16,WLH,"请放入需修复的装备:")
- end
- #--------------------------------------------------------------------------
- # ● 归还物品
- #--------------------------------------------------------------------------
- def revert
- $game_party.gain_item(@equip, 1)
- @equips.each{|i| $game_party.gain_item(i, 1)}
- clear
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- #--------------------------------------------------------------------------
- def draw_item(item)
- rect = Rect.new(4,WLH*@index,self.contents.width-8, WLH)
- if item != nil
- draw_item_name(item, rect.x, rect.y)
- self.contents.draw_text(rect, sprintf(":%2d", 1), 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item == nil ? "" : item.description)
- end
- end
- #==============================================================================
- # ■ Scene_Repair
- #==============================================================================
- class Scene_Repair < Scene_Base
- include Game_Equip
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # menu_index : 指令光标初期位置
- #--------------------------------------------------------------------------
- def initialize(hyper_repair = false)
- @hyper_repair = hyper_repair
- end
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @name_window = Window_Base.new(0,0,128,56)
- if @hyper_repair == true
- @name_window.contents.draw_text(4,0,544,24,"特殊修理",0)
- else
- @name_window.contents.draw_text(4,0,544,24,"普通修理",0)
- end
- @help_window = Window_Process_Help.new
- @help_window.contents.draw_text(0,0,352,24,"请选择需要修复的装备,按W确定。", 0)
- @help_window.visible = true
- @scrhelp_window = Window_Help.new
- @gold_window = Window_Gold.new(384, 0)
- @gold_need_window = Window_Gold_Need.new
- @gold_need_window.set_text(0)
- @scr_window = Window_ScrRepair.new(0,112,272,304,@hyper_repair)
- @scr_window.active = true
- @scr_window.help_window = @scrhelp_window
- @dest_window = Window_DestRepair.new(272,112,272,304-56)
- @result_window = Window_Base.new(80,56,384,80)
- @result_window.active = false
- @result_window.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- dispose_command_window
- @name_window.dispose
- @gold_need_window.dispose
- @help_window.dispose
- @scrhelp_window.dispose
- @gold_window.dispose
- @scr_window.dispose
- @dest_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- if @command_window.active
- @scr_window.contents_opacity = 128
- @command_window.contents_opacity = 255
- update_command_selection
- elsif @scr_window.active
- @scr_window.contents_opacity = 255
- @command_window.contents_opacity = 128
- update_item_selection
- elsif @result_window.active
- update_result_window
- end
- @command_window.update
- @gold_window.update
- @scr_window.update
- @dest_window.update
- @help_window.update
- @scrhelp_window.update
- end
- #--------------------------------------------------------------------------
- # ● 生成指令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = "修理"
- s2 = "退出"
- @command_window = Window_Command.new(256, [s1, s2], 4, 0, 8)
- @command_window.x = 128
- @command_window.active = false
- @command_window.contents_opacity = 128
- end
- #--------------------------------------------------------------------------
- # ● 释放指令窗口
- #--------------------------------------------------------------------------
- def dispose_command_window
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 是否满足修复装备条件?
- #--------------------------------------------------------------------------
- def repairable?(equips)
- return false if equips.empty?
- price = 0
- equips.each{|e| price += e.price*Game_Equip::Dur_Price*e.dur/e.maxdur}
- return false if $game_party.gold < evaluate_price
- ## 扣钱
- $game_party.lose_gold(evaluate_price)
- ## 修复
- equips.each{|e| @hyper_repair ? e.hyper_repair : e.repair}
- return true
- end
- #--------------------------------------------------------------------------
- # ● 显示结果(包括处理金钱物品)
- #--------------------------------------------------------------------------
- def show_result
- @result_window.active = true
- @result_window.visible = true
- if @dest_window.equips.empty?
- @result_window.contents.clear
- @result_window.contents.draw_text(0,0,352,24,"请放入装备!", 1)
- return
- end
- if repairable?(@dest_window.equips)
- @result_window.contents.clear
- @result_window.contents.draw_text(0,0,352,24,"指定装备已被修复!", 1)
- @dest_window.revert
- Sound.play_shop
- @gold_window.refresh
- @gold_need_window.set_text(0)
- else
- @result_window.contents.clear
- @result_window.contents.draw_text(0,0,352,24,"金钱不足,无法修复!", 1)
- @dest_window.revert
- Sound.play_actor_collapse
- @gold_window.refresh
- @gold_need_window.set_text(0)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助文本
- #--------------------------------------------------------------------------
- def update_help(text)
- @help_window.set_text2(text)
- end
- #--------------------------------------------------------------------------
- # ● 更新指令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- case @command_window.index
- when 0
- update_help("确定键开始修复装备")
- when 1
- update_help("退出修复界面")
- end
- if Input.trigger?(Input::B)
- ## 重来
- Sound.play_cancel
- @scr_window.active = true
- @command_window.active = false
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # 修复
- Sound.play_decision
- @command_window.active = false
- @scr_window.active = false
- ######### 显示修复结果,归还物品
- show_result
- when 1 # 退出
- Sound.play_decision
- @dest_window.revert
- $scene = Scene_Map.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新选择物品
- #--------------------------------------------------------------------------
- def update_item_selection
- if Input.trigger?(Input::R)
- Sound.play_decision
- @command_window.active = true
- @scr_window.active = false
- return
- end
- if Input.trigger?(Input::B) or Input.trigger?(Input::L)
- Sound.play_cancel
- if @dest_window.equips == []
- @dest_window.revert
- $scene = Scene_Map.new
- return
- end
- @dest_window.revert
- @scr_window.refresh
- @scr_window.active = true
- @help_window.contents.clear
- @help_window.contents.draw_text(0,0,352,24,"请选择需要修复的装备,按W确定。", 0)
- end
- if Input.trigger?(Input::C)
- @item = @scr_window.item
- number = $game_party.item_number(@item)
- if @item == nil or number == 0
- Sound.play_buzzer
- else
- Sound.play_shop
- @dest_window.add(@scr_window.item)
- @scr_window.refresh
- @gold_need_window.set_text(evaluate_price)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 修理估价
- #--------------------------------------------------------------------------
- def evaluate_price
- price = 0
- @dest_window.equips.each{|e| price += e.price*Game_Equip::Dur_Price*e.dur/e.maxdur }
- price = price.round
- return (@hyper_repair == true ? (5 * price) : (1 * price))
- end
- #--------------------------------------------------------------------------
- # ● 更新结果窗体
- #--------------------------------------------------------------------------
- def update_result_window
- if Input.trigger?(Input::B) or Input.trigger?(Input::C)
- Sound.play_decision
- @scr_window.refresh
- @scr_window.active = true
- @result_window.active = false
- @result_window.visible = false
- end
- end
- end
复制代码 这个脚本有两个需要高手解决的问题:
01 怎么让耐久度为零后耐久度不再下降( 原来:居然还有负的)
02 耐久度剩得越少怎么让修复的钱越多( 原来:耐久度剩的越少花钱居然越少,(负数)时居然倒贴钱)
谁能帮忙解决以上问题 感激不尽 |
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