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[已经过期] 这个装备负重系统如何学习某技能后增加最大负重?

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发表于 2014-9-8 10:14:30 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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RT,这个负重系统默认的是使用技能或者物品来提升目标的最大负重,但是问题来了,如果不断使用提升负重的技能,那么负重上限会无限增加,那么负重限制就没有意义了,大神能不能帮修改下,改成学习某个技能后提升最大负重上限?这样我把这个技能设置为不能使用,于是负重上限就有限的提升而不是无限增加了。


RUBY 代码复制
  1. #==============================================================================
  2. # Crystal Engine - Equipment Weight
  3. #------------------------------------------------------------------------------
  4. # Current Version: 1.00
  5. #==============================================================================
  6. $imported ||= {}
  7. $imported["CE-EquipmentWeight"] = true
  8. =begin
  9. This script allows you to set up a weight system for your equipment. This system
  10. sets all equipable items to have a weight. When an actor's equipment is too
  11. heavy the play cannot exit out of the equip scene (or cycle to another actor).
  12. -------------------------------------------------------------------------------
  13. Notetags:
  14. Actor Notes
  15. Class Notes
  16. <weight limit: x> # Sets the class's weight limit to x (actor limit take priority)
  17. Skill Notes
  18. <change weight limit: +x> # Add x to the target's weight limit
  19. <change weight limit: -x> # Subtract x to the target's weight limit
  20. Item Notes
  21. <change weight limit: +x> # Add x to the target's weight limit
  22. <change weight limit: -x> # Subtract x to the target's weight limit
  23. <weight: x> # Sets the weight of the item to x (only if using CE - Item Accessories)
  24. Weapon Notes
  25. <weight: x> # Sets the weight of the weapon to x
  26. Armor Notes
  27. <weight: x> # Sets the weight of the armor to x
  28. -------------------------------------------------------------------------------
  29. Script Calls:
  30. change_weight_limit(actor_id, amount) # Modify the specified actor's weight limit
  31. # by the amount specified
  32. =end
  33. module CRYSTAL
  34.   module EQUIP
  35.  
  36.     #--------------------------------------------------------------------------
  37.     # * Default Weight Limit for Actors
  38.     #--------------------------------------------------------------------------
  39.     DEFAULT_WEIGHT_LIMIT = 20
  40.  
  41.     #--------------------------------------------------------------------------
  42.     # * Default Weight for Equipment
  43.     #--------------------------------------------------------------------------
  44.     DEFAULT_WEIGHT = 5
  45.  
  46.   end
  47. end
  48. #==============================================================================
  49. # Editing beyond this point may cause stone, zombie, mist frenzy, and/or toad,
  50. # so edit at your own risk.
  51. #==============================================================================
  52. #==============================================================================
  53. # ** RPG::Actor
  54. #------------------------------------------------------------------------------
  55. #  The data class for actors.
  56. #==============================================================================
  57.  
  58. class RPG::Actor < RPG::BaseItem
  59.   #--------------------------------------------------------------------------
  60.   # * Weight Limit
  61.   #--------------------------------------------------------------------------
  62.   def weight_limit
  63.     @note =~ /<WEIGHT LIMIT: (\d+)>/i ? $1.to_i : nil
  64.   end
  65. end
  66. #==============================================================================
  67. # ** RPG::Class
  68. #------------------------------------------------------------------------------
  69. #  The data class for classes.
  70. #==============================================================================
  71.  
  72. class RPG::Class < RPG::BaseItem
  73.   #--------------------------------------------------------------------------
  74.   # * Weight Limit
  75.   #--------------------------------------------------------------------------
  76.   def weight_limit
  77.     @note =~ /<WEIGHT LIMIT: (\d+)>/i ? $1.to_i : CRYSTAL::EQUIP::DEFAULT_WEIGHT_LIMIT
  78.   end
  79. end
  80. #==============================================================================
  81. # ** RPG::UsableItem
  82. #------------------------------------------------------------------------------
  83. #  A superclass of weapons and armor.
  84. #==============================================================================
  85.  
  86. class RPG::UsableItem < RPG::BaseItem
  87.   #--------------------------------------------------------------------------
  88.   # * Weight
  89.   #--------------------------------------------------------------------------
  90.   def weight_mod
  91.     @note =~ /<CHANGE WEIGHT LIMIT: ([\+\-]\d+)>/i ? $1.to_i : 0
  92.   end
  93. end
  94. #==============================================================================
  95. # ** RPG::Item
  96. #------------------------------------------------------------------------------
  97. #  A superclass of weapons and armor.
  98. #==============================================================================
  99.  
  100. class RPG::Item < RPG::UsableItem
  101.   #--------------------------------------------------------------------------
  102.   # * Weight
  103.   #--------------------------------------------------------------------------
  104.   def weight
  105.     @note =~ /<WEIGHT: (\d+)>/i ? $1.to_i : CRYSTAL::EQUIP::DEFAULT_WEIGHT
  106.   end
  107. end
  108. #==============================================================================
  109. # ** RPG::EquipItem
  110. #------------------------------------------------------------------------------
  111. #  A superclass of weapons and armor.
  112. #==============================================================================
  113.  
  114. class RPG::EquipItem < RPG::BaseItem
  115.   #--------------------------------------------------------------------------
  116.   # * Weight
  117.   #--------------------------------------------------------------------------
  118.   def weight
  119.     @note =~ /<WEIGHT: (\d+)>/i ? $1.to_i : CRYSTAL::EQUIP::DEFAULT_WEIGHT
  120.   end
  121. end
  122. #==============================================================================
  123. # ** SceneManager
  124. #------------------------------------------------------------------------------
  125. #  This module manages scene transitions. For example, it can handle
  126. # hierarchical structures such as calling the item screen from the main menu
  127. # or returning from the item screen to the main menu.
  128. #==============================================================================
  129.  
  130. module SceneManager
  131.   #--------------------------------------------------------------------------
  132.   # * Force Recall
  133.   #--------------------------------------------------------------------------
  134.   def self.force_recall(scene_class)
  135.     [url=home.php?mod=space&uid=420706]@Scene[/url] = scene_class
  136.   end
  137. end # SceneManager
  138. #==============================================================================
  139. # ** Game_Battler
  140. #------------------------------------------------------------------------------
  141. #  A battler class with methods for sprites and actions added. This class
  142. # is used as a super class of the Game_Actor class and Game_Enemy class.
  143. #==============================================================================
  144.  
  145. class Game_Battler < Game_BattlerBase
  146.   #--------------------------------------------------------------------------
  147.   # * Test Skill/Item Application
  148.   #    Used to determine, for example, if a character is already fully healed
  149.   #   and so cannot recover anymore.
  150.   #--------------------------------------------------------------------------
  151.   alias item_test_ce_equipment_weight item_test
  152.   def item_test(user, item)
  153.     return true if actor? && item.weight_mod != 0
  154.     return item_test_ce_equipment_weight(user, item)
  155.   end
  156.   #--------------------------------------------------------------------------
  157.   # * Apply Effect of Skill/Item
  158.   #--------------------------------------------------------------------------
  159.   alias item_apply_ce_equipment_weight item_apply
  160.   def item_apply(user, item)
  161.     item_apply_ce_equipment_weight(user, item)
  162.     return if enemy?
  163.     @weight_mod += item.weight_mod
  164.     if available_weight < 0
  165.       if $game_party.in_battle
  166.         Graphics.freeze
  167.         SceneManager.scene.info_viewport.visible = false
  168.         SceneManager.scene.log_window.visible = false
  169.         hide_extra_gauges if $imported["YEA-BattleEngine"]
  170.         SceneManager.snapshot_for_background
  171.         $game_party.menu_actor = self
  172.         old_scene = SceneManager.scene
  173.         SceneManager.call(Scene_Equip)
  174.         SceneManager.scene.main
  175.         SceneManager.force_recall(old_scene)
  176.         show_extra_gauges if $imported["YEA-BattleEngine"]
  177.         SceneManager.scene.info_viewport.visible = true
  178.         SceneManager.scene.log_window.visible = true
  179.         SceneManager.scene.status_window.refresh
  180.         SceneManager.scene.perform_transition
  181.       else
  182.         SceneManager.scene.instance_variables.each do |varname|
  183.           ivar = SceneManager.scene.instance_variable_get(varname)
  184.           ivar.visible = false if ivar.is_a?(Window)
  185.         end
  186.         $game_party.menu_actor = self
  187.         old_scene = SceneManager.scene
  188.         SceneManager.call(Scene_Equip)
  189.         SceneManager.scene.main
  190.         SceneManager.force_recall(old_scene)
  191.         SceneManager.scene.instance_variables.each do |varname|
  192.           ivar = SceneManager.scene.instance_variable_get(varname)
  193.           ivar.visible = true if ivar.is_a?(Window)
  194.         end
  195.         SceneManager.scene.perform_transition
  196.       end
  197.     end
  198.   end
  199. end
  200. #==============================================================================
  201. # ** Game_Actor
  202. #------------------------------------------------------------------------------
  203. #  This class handles actors. It is used within the Game_Actors class
  204. # ($game_actors) and is also referenced from the Game_Party class ($game_party).
  205. #==============================================================================
  206.  
  207. class Game_Actor < Game_Battler
  208.   #--------------------------------------------------------------------------
  209.   # * Public Instance Variables
  210.   #--------------------------------------------------------------------------
  211.   attr_accessor :weight_mod               # Equipment Weight Modifier
  212.   #--------------------------------------------------------------------------
  213.   # * Setup
  214.   #--------------------------------------------------------------------------
  215.   alias setup_ce_equipment_weight setup
  216.   def setup(actor_id)
  217.     @weight_mod = 0
  218.     setup_ce_equipment_weight(actor_id)
  219.   end
  220.   #--------------------------------------------------------------------------
  221.   # * Base Weight Limit
  222.   #--------------------------------------------------------------------------
  223.   def base_weight_limit
  224.     actor.weight_limit ? actor.weight_limit : self.class.weight_limit
  225.   end
  226.   #--------------------------------------------------------------------------
  227.   # * Max Weight Limit
  228.   #--------------------------------------------------------------------------
  229.   def max_weight_limit
  230.     base_weight_limit + @weight_mod
  231.   end
  232.   #--------------------------------------------------------------------------
  233.   # * Combined Weight of All Equipment
  234.   #--------------------------------------------------------------------------
  235.   def equipment_weight
  236.     equips.compact.inject(0) {|r, item| r += item.weight }
  237.   end
  238.   #--------------------------------------------------------------------------
  239.   # * Weight Availible for Equipment
  240.   #--------------------------------------------------------------------------
  241.   def available_weight
  242.     max_weight_limit - equipment_weight
  243.   end
  244. end
  245. #==============================================================================
  246. # ** Game_Interpreter
  247. #------------------------------------------------------------------------------
  248. #  An interpreter for executing event commands. This class is used within the
  249. # Game_Map, Game_Troop, and Game_Event classes.
  250. #==============================================================================
  251.  
  252. class Game_Interpreter
  253.   #--------------------------------------------------------------------------
  254.   # * Change Weight Limit for Actor
  255.   #--------------------------------------------------------------------------
  256.   def change_weight_limit(actor_id, amount)
  257.     $game_actors[actor_id].weight_mod += amount
  258.     if $game_actors[actor_id].available_weight < 0
  259.       if $game_party.in_battle
  260.         Graphics.freeze
  261.         SceneManager.scene.info_viewport.visible = false
  262.         SceneManager.scene.log_window.visible = false
  263.         hide_extra_gauges if $imported["YEA-BattleEngine"]
  264.         SceneManager.snapshot_for_background
  265.         $game_party.menu_actor = $game_actors[actor_id]
  266.         old_scene = SceneManager.scene
  267.         SceneManager.call(Scene_Equip)
  268.         SceneManager.scene.main
  269.         SceneManager.force_recall(old_scene)
  270.         show_extra_gauges if $imported["YEA-BattleEngine"]
  271.         SceneManager.scene.info_viewport.visible = true
  272.         SceneManager.scene.log_window.visible = true
  273.         SceneManager.scene.status_window.refresh
  274.         SceneManager.scene.perform_transition
  275.       else
  276.         $game_party.menu_actor = self
  277.         old_scene = SceneManager.scene
  278.         SceneManager.call(Scene_Equip)
  279.         SceneManager.scene.main
  280.         SceneManager.force_recall(old_scene)
  281.         SceneManager.scene.perform_transition
  282.       end
  283.     end
  284.   end
  285. end
  286. #==============================================================================
  287. # ** Window_EquipCommand
  288. #------------------------------------------------------------------------------
  289. #  This window is for selecting commands (change equipment/ultimate equipment
  290. # etc.) on the skill screen.
  291. #==============================================================================
  292.  
  293. class Window_EquipCommand < Window_HorzCommand
  294.   #--------------------------------------------------------------------------
  295.   # * Public Instance Variables
  296.   #--------------------------------------------------------------------------
  297.   attr_accessor :actor                    # The Actor Displayed
  298.   #--------------------------------------------------------------------------
  299.   # * Get Activation State of Cancel Processing
  300.   #--------------------------------------------------------------------------
  301.   def can_cancel?
  302.     return false if @actor && @actor.available_weight < 0
  303.     return true
  304.   end
  305.   #--------------------------------------------------------------------------
  306.   # * Processing When Cancel Button Is Pressed
  307.   #--------------------------------------------------------------------------
  308.   alias process_cancel_ce_equipment_weight process_cancel
  309.   def process_cancel
  310.     if can_cancel?
  311.       process_cancel_ce_equipment_weight
  312.     else
  313.       Sound.play_buzzer
  314.     end
  315.   end
  316.   #--------------------------------------------------------------------------
  317.   # * Processing When L Button (Page Up) Is Pressed
  318.   #--------------------------------------------------------------------------
  319.   alias process_pageup_ce_equipment_weight process_pageup
  320.   def process_pageup
  321.     if can_cancel?
  322.       process_pageup_ce_equipment_weight
  323.     else
  324.       Sound.play_buzzer
  325.     end
  326.   end
  327.   #--------------------------------------------------------------------------
  328.   # * Processing When R Button (Page Down) Is Pressed
  329.   #--------------------------------------------------------------------------
  330.   alias process_pagedown_ce_equipment_weight process_pagedown
  331.   def process_pagedown
  332.     if can_cancel?
  333.       process_pagedown_ce_equipment_weight
  334.     else
  335.       Sound.play_buzzer
  336.     end
  337.   end
  338. end
  339. #==============================================================================
  340. # ** Scene_Equip
  341. #------------------------------------------------------------------------------
  342. #  This class performs the equipment screen processing.
  343. #==============================================================================
  344.  
  345. class Scene_Equip < Scene_MenuBase
  346.   #--------------------------------------------------------------------------
  347.   # * Create Command Window
  348.   #--------------------------------------------------------------------------
  349.   alias create_command_window_ce_equipment_weight create_command_window
  350.   def create_command_window
  351.     create_command_window_ce_equipment_weight
  352.     @command_window.actor = @actor
  353.   end
  354. end
  355. #==============================================================================
  356. # ** Scene_Battle
  357. #------------------------------------------------------------------------------
  358. #  This class performs battle screen processing.
  359. #==============================================================================
  360.  
  361. class Scene_Battle < Scene_Base
  362.   #--------------------------------------------------------------------------
  363.   # * Public Instance Variables
  364.   #--------------------------------------------------------------------------
  365.   attr_accessor :info_viewport
  366.   attr_accessor :status_window
  367.   attr_accessor :log_window
  368. end
  369. if $imported["YEA-AceEquipEngine"]
  370.   #==============================================================================
  371.   # ** Window_EquipSlot
  372.   #------------------------------------------------------------------------------
  373.   #  This window displays items the actor is currently equipped with on the
  374.   # equipment screen.
  375.   #==============================================================================
  376.  
  377.   class Window_EquipSlot < Window_Selectable
  378.     #--------------------------------------------------------------------------
  379.     # * Public Instance Variables
  380.     #--------------------------------------------------------------------------
  381.     attr_reader   :weight_window            # Status window
  382.     #--------------------------------------------------------------------------
  383.     # * Set Status Window
  384.     #--------------------------------------------------------------------------
  385.     def weight_window=(weight_window)
  386.       @weight_window = weight_window
  387.       call_update_help
  388.     end
  389.     #--------------------------------------------------------------------------
  390.     # * Update Help Text
  391.     #--------------------------------------------------------------------------
  392.     alias update_help_ce_equipment_weight update_help
  393.     def update_help
  394.       update_help_ce_equipment_weight
  395.       @weight_window.set_temp_actor(nil) if @weight_window
  396.     end
  397.   end
  398.   #==============================================================================
  399.   # ** Window_EquipItem
  400.   #------------------------------------------------------------------------------
  401.   #  This window displays choices when opting to change equipment on the
  402.   # equipment screen.
  403.   #==============================================================================
  404.  
  405.   class Window_EquipItem < Window_ItemList
  406.     #--------------------------------------------------------------------------
  407.     # * Public Instance Variables
  408.     #--------------------------------------------------------------------------
  409.     attr_reader   :weight_window            # Status window
  410.     #--------------------------------------------------------------------------
  411.     # * Set Status Window
  412.     #--------------------------------------------------------------------------
  413.     def weight_window=(weight_window)
  414.       @weight_window = weight_window
  415.       call_update_help
  416.     end
  417.     #--------------------------------------------------------------------------
  418.     # * Update Help Text
  419.     #--------------------------------------------------------------------------
  420.     alias update_help_ce_equipment_weight update_help
  421.     def update_help
  422.       update_help_ce_equipment_weight
  423.       if @actor && @weight_window
  424.         temp_actor = Marshal.load(Marshal.dump(@actor))
  425.         temp_actor.force_change_equip(@slot_id, item)
  426.         @weight_window.set_temp_actor(temp_actor)
  427.       end
  428.     end
  429.   end
  430.   #==============================================================================
  431.   # ** Window_EquipWeight
  432.   #------------------------------------------------------------------------------
  433.   #  This window displays the weight changes for an actor in the equipscreen
  434.   #==============================================================================
  435.  
  436.   class Window_EquipWeight < Window_Base
  437.     #--------------------------------------------------------------------------
  438.     # * Public Instance Variables
  439.     #--------------------------------------------------------------------------
  440.     attr_reader   :actor                    # The Actor Displayed
  441.     #--------------------------------------------------------------------------
  442.     # * Object Initialization
  443.     #--------------------------------------------------------------------------
  444.     def initialize(width, actor)
  445.       super(416, 0, width, fitting_height(1))
  446.       @actor = actor
  447.       refresh
  448.     end
  449.     #--------------------------------------------------------------------------
  450.     # * Refresh
  451.     #--------------------------------------------------------------------------
  452.     def refresh
  453.       contents.clear
  454.       draw_weight
  455.     end
  456.     #--------------------------------------------------------------------------
  457.     # * Set Actor
  458.     #--------------------------------------------------------------------------
  459.     def actor=(actor)
  460.       return if @actor == actor
  461.       @actor = actor
  462.       refresh
  463.     end
  464.     #--------------------------------------------------------------------------
  465.     # * Set Temporary Actor After Equipment Change
  466.     #--------------------------------------------------------------------------
  467.     def set_temp_actor(temp_actor)
  468.       return if @temp_actor == temp_actor
  469.       @temp_actor = temp_actor
  470.       refresh
  471.     end
  472.     #--------------------------------------------------------------------------
  473.     # * Draw Weight
  474.     #--------------------------------------------------------------------------
  475.     def draw_weight
  476.       draw_text(0, 0, 112, line_height, "Weight")
  477.       change_color(normal_color)
  478.       pos = 0
  479.       draw_text(112, 0, text_size("(").width + 5, line_height, "(")
  480.       pos += text_size("(").width
  481.       if @temp_actor
  482.         change_color(param_change_color(@temp_actor.available_weight - actor.available_weight))
  483.         n = @temp_actor.available_weight.to_s
  484.         draw_text(112 + pos, 0, text_size(n).width + 5, line_height, n)
  485.         pos += text_size(n).width
  486.       else
  487.         change_color(param_change_color(0 - 1)) if actor.available_weight < 0
  488.         n = actor.available_weight.to_s
  489.         draw_text(112 + pos, 0, text_size(n).width + 5, line_height, n)
  490.         pos += text_size(n).width
  491.       end
  492.       change_color(normal_color)
  493.       max = "/#{actor.max_weight_limit})"
  494.       draw_text(112 + pos, 0, width, line_height, max)
  495.     end
  496.   end
  497.   #==============================================================================
  498.   # ** Scene_Equip
  499.   #------------------------------------------------------------------------------
  500.   #  This class performs the equipment screen processing.
  501.   #==============================================================================
  502.  
  503.   class Scene_Equip < Scene_MenuBase
  504.     #--------------------------------------------------------------------------
  505.     # * Create Slot Window
  506.     #--------------------------------------------------------------------------
  507.     alias create_slot_window_ce_equipment_weight create_slot_window
  508.     def create_slot_window
  509.       create_slot_window_ce_equipment_weight
  510.       @weight_window = Window_EquipWeight.new(@slot_window.width, @actor)
  511.       @slot_window.height -= @weight_window.height
  512.       @slot_window.refresh
  513.       @weight_window.y = @slot_window.y + @slot_window.height
  514.       @slot_window.weight_window = @weight_window
  515.     end
  516.     #--------------------------------------------------------------------------
  517.     # * Create Item Window
  518.     #--------------------------------------------------------------------------
  519.     alias create_item_window_ce_equipment_weight create_item_window
  520.     def create_item_window
  521.       create_item_window_ce_equipment_weight
  522.       @item_window.weight_window = @weight_window
  523.     end
  524.     #--------------------------------------------------------------------------
  525.     # * [Ultimate Equipment] Command
  526.     #--------------------------------------------------------------------------
  527.     alias command_optimize_ce_equipment_weight command_optimize
  528.     def command_optimize
  529.       command_optimize_ce_equipment_weight
  530.       @weight_window.refresh
  531.     end
  532.     #--------------------------------------------------------------------------
  533.     # * [Remove All] Command
  534.     #--------------------------------------------------------------------------
  535.     alias command_clear_ce_equipment_weight command_clear
  536.     def command_clear
  537.       command_clear_ce_equipment_weight
  538.       @weight_window.refresh
  539.     end
  540.   end
  541. else
  542.   #==============================================================================
  543.   # ** Window_EquipStatus
  544.   #------------------------------------------------------------------------------
  545.   #  This window displays actor parameter changes on the equipment screen.
  546.   #==============================================================================
  547.  
  548.   class Window_EquipStatus < Window_Base
  549.     #--------------------------------------------------------------------------
  550.     # * Draw Name
  551.     #--------------------------------------------------------------------------
  552.     alias draw_actor_name_ce_equipment_weight draw_actor_name
  553.     def draw_actor_name(actor, x, y, width = 112)
  554.       draw_actor_name_ce_equipment_weight(actor, x, y)
  555.       change_color(normal_color)
  556.       pos = 0
  557.       draw_text(x + width, y, text_size("(").width + 5, line_height, "(")
  558.       pos += text_size("(").width
  559.       if @temp_actor
  560.         change_color(param_change_color(@temp_actor.available_weight - actor.available_weight))
  561.         n = @temp_actor.available_weight.to_s
  562.         draw_text(x + width + pos, y, text_size(n).width + 5, line_height, n)
  563.         pos += text_size(n).width
  564.       else
  565.         change_color(param_change_color(0 - 1)) if actor.available_weight < 0
  566.         n = actor.available_weight.to_s
  567.         draw_text(x + width + pos, y, text_size(n).width + 5, line_height, n)
  568.         pos += text_size(n).width
  569.       end
  570.       change_color(normal_color)
  571.       max = "/#{actor.max_weight_limit})"
  572.       draw_text(x + width + pos, y, width, line_height, max)
  573.     end
  574.   end
  575. end
  576. #==============================================================================
  577. #
  578. # ▼ End of File
  579. #
  580. #==============================================================================

点评

……并行处理一个条件判断行不行?  发表于 2014-9-8 10:17

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发表于 2014-9-8 10:45:14 | 只看该作者
本帖最后由 三途亚梦 于 2014-9-8 10:47 编辑

我有知道另外一个脚本可以帮你达到效果

它的作用是这样的,给所有技能增加一个使用次数限制,默认是无限制。
这个限制的次数的回复由其它任意技能、物品、变量等等进行管理

你可以为增加负重的技能设置1个上限,用这个脚本提供的方法在必要的时候给这个技能恢复使用次数,再继续增加负重。

PS:因为这个脚本需要翻译的地方比较多一些,如果你要用我再翻译给你搬过来。
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发表于 2014-9-8 12:43:09 手机端发表。 | 只看该作者
重定义 Game_Actor#base_weight_limit

点评

那个方法的返回值就是  发表于 2014-9-8 16:51
我找不到哪个是最大负重的变量,你可以帮看下嘛?然后,那个变量+5 if actor.skill_learn(id)?这样?  发表于 2014-9-8 16:34
加上技能造成的影响  发表于 2014-9-8 14:45
请问要怎么定义?  发表于 2014-9-8 14:39
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