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[已经过期] 加点脚本和装配属性需求脚本不兼容

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发表于 2015-1-29 16:38:23 | 显示全部楼层 |阅读模式

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本想做个升级加点然后按照加点穿装备的系统,但我使用下面论坛图书馆里后知后觉大大和救世小树大大的脚本之后发现两个脚本不兼容,除了LV之外其他属性都无法激活装备需求,请问要怎么改才能让它们都正常使用呢?

[pre lang="ruby" line="1"]#encoding:utf-8
#=============================================================================
#-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处-------
#=============================================================================

module Point_Tree
  
  POINT_KIND     = 6       #设定加点种类
  LEVEL_UP_POINT = 1       #每升一级自由属性点增加数
  RESET_ITEM     = 500      #洗点水编号
  
  STR_POINT        = ["体能","力量","智慧","技术","意志","灵活","???"]
  
  #分别对应增加       [MHP,MMP,物攻,物防,魔攻,魔防,敏捷,幸运]
  POINT_ADD_PARAM = [[10 ,  0,   0,  2,   0,   0,   0,   0],     #体力
                     [5  ,  0,   2,  0,   0,   0,   0,   0],     #精神
                     [0  ,  1,   0,  0,   2,   0,   0,   0],     #力量
                     [0  ,  0,   1,  1,   0,   1,   0,   0],     #魔力
                     [0  ,  0,   0,  0,   1,   2,   0,   0],     #韧性
                     [0  ,  0,   0,  0,   0,   0,   1,   0],     #灵活
                     
                     [0,0,0,0,0,0,0,0]]
                     #可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加
  
  #分别对应增加       [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生]
  POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                      [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
                     
                      [0,0,0,0,0,0,0,0,0,0]]
                     #这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】
  
  #各种名称
  
  ADDPOINT       = "加点"     #菜单中选项
  POINT_NAME     = "属性点"   #未分配点数
  
  XARAM_NAME     = ["物理命中","物理闪避","必杀","必杀闪避","魔法闪避","魔法反射","物理反击","HP再生","Mp再生","Tp再生"]

  
  def temp_all
    r = 0
    for i in 0 .. POINT_KIND-1
      r+=$temp_point
    end
    return r
  end
  
  def reset(actor_id)
    for i in 1..6
      $game_actors[actor_id].point[0] += $game_actors[actor_id].point
      $game_actors[actor_id].point =0
    end
  end
  
end

$temp_point = []
for i in 0 .. Point_Tree::POINT_KIND-1
  $temp_point.push(0)
end

class Game_Actor < Game_Battler
  include Point_Tree
  attr_accessor :point
  
  alias setup_tre setup
  def setup(actor_id)
    @point = []
    for i in 0 .. POINT_KIND
      @point.push(0)
    end
    setup_tre(actor_id)
  end
  
  
  
  
  alias level_up_tre level_up
  def level_up
    level_up_tre
    @hp += mhp
    @mp += mmp
    @point[0] += LEVEL_UP_POINT
  end
  

  
  def point_plus(param_id)
    r=0
    for i in 1 .. POINT_KIND
      r+=@point*POINT_ADD_PARAM[i-1][param_id]
    end
    return r
  end

  alias point_base_param param
  
  def param(param_id)
    value = param_base(param_id) + param_plus(param_id) + point_plus(param_id)
    value *= param_rate(param_id) * param_buff_rate(param_id)
    [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  end
  def xparam(xparam_id,extra_add = 0)
    xp = super(xparam_id)
    for i in 0 .. POINT_KIND-1
      xp+=(@point[i+1]*POINT_ADD_XPARAM[xparam_id]/10000.0)
    end
    return xp
  end

  def item_apply(user, item)
    super(user, item)
    if item.id == RESET_ITEM and item.is_a?(RPG::Item)
      reset(@actor_id)
      self.hp = [self.hp,self.mhp].min
      self.mp = [self.mp,self.mmp].min
    end
  end
  
end

class Window_Point_Command < Window_Command
  
  include Point_Tree
  #--------------------------------------------------------------------------
  # ● 初始化指令选择位置(类方法)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(actor)
    @status_window = nil
    @actor = actor
    super(0,0)
    select_last
  end
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
  def status_window=(status_window)
    return if @status_window == status_window
    @status_window = status_window
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # ● 获取显示行数
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  def get_actor_point(index)
    s = @actor.point[index+1].to_s
    return "("+s+")+"+$temp_point[index].to_s
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    for i in 0 .. POINT_KIND-1
      add_command(STR_POINT   + get_actor_point(i)  , :point_add  ,add_enabled)
    end
    add_command("确认",  :point_ok)
    add_command("取消",  :point_cancle)
  end
  #--------------------------------------------------------------------------
  # ● 按下确定键时的处理
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # ● 返回最后一个选项的位置
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
  
  def add_enabled
    temp_all < @actor.point[0]
  end

  def update_help
    @help_window.set_text(self.index+1) if @help_window
    @status_window.index = self.index if @status_window
  end
end

#帮助窗口
class Window_Point_Help < Window_Base
  include Point_Tree
  def initialize(x,y,w,h)
    super(x, y, w, h)
   
   
  end
  def set_text(id)
    contents.clear
    if id <= POINT_KIND
      text = "\\}提升一点该属性"
    elsif id == POINT_KIND+1
      text = "\\}确认此次加点分配"
    elsif  id == POINT_KIND+2
      text = "\\}取消此次加点分配"
    end
    draw_text_ex(8, 8, text)
  end
end


#角色状态窗口
class Window_Point_Actor < Window_Base
  include Point_Tree
  
  
  def initialize(actor)
    super(160, 0, Graphics.width - 160, Graphics.height)
    @actor = actor
    @index = 0
    refresh
  end
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
  def index=(index)
    return if @index == index
    @index = index
    refresh
  end
  def line_height
    return 24
  end
  def refresh
    contents.clear
    contents.font.size = 24
    draw_actor_name(@actor, 100, 0)
    draw_actor_class(@actor, 240, 0)
    draw_actor_face(@actor, 2, 0)
    contents.font.size = 20
    draw_actor_level(@actor, 102,  24)
    draw_actor_point(100,48)
    contents.font.size = 16
    draw_actor_param_point(8,16 * 6)
    draw_actor_xparam_point(8,16 * 14)
  end
  def draw_actor_point(x,y)
    draw_text(x,y,200,line_height,"  未分配"+POINT_NAME + ":" + @actor.point[0].to_s)
    draw_text(x,y+line_height,200,line_height,"此次分配"+POINT_NAME + ":" + temp_all.to_s)
  end
  def draw_actor_param_point(x,y)
    8.times {|i| draw_actor_param_to_s(x,y,i)}
  end
  def draw_actor_xparam_point(x,y)
    10.times {|i| draw_actor_xparam_to_s(x,y,i)}
  end
  
  def draw_actor_param_to_s(x,y,param_id)
    a=0
    for i in 0 .. POINT_KIND-1
      a+=$temp_point*POINT_ADD_PARAM[param_id]
    end
    s1 = Vocab::param(param_id)
    s2 = @actor.param(param_id).to_s
    s3 = (@actor.param(param_id)+a).to_s
    if @index < POINT_KIND
      if POINT_ADD_PARAM[@index][param_id]==0
        s4 = ""
      else
        s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s
      end
    else
      s4 = ""
    end
   
    change_color(system_color)
    draw_text(x,y+16*param_id,100,line_height,s1)
    change_color(normal_color)
    s2+= " →"
    draw_text(x+82,y+16*param_id,120,line_height,s2,2)
    change_color(system_color)
    draw_text(x+150,y+16*param_id,100,line_height,s3,2)
    change_color(normal_color)
    contents.font.size = 14
    draw_text(x+266,y+16*param_id,100,line_height,s4)
    contents.font.size = 16
  end
  def draw_actor_xparam_to_s(x,y,xparam_id)
    a=0.00
    for i in 0 .. POINT_KIND-1
      a+=($temp_point*POINT_ADD_XPARAM[xparam_id]/10000.0)
    end
    s1 = XARAM_NAME[xparam_id]
    s2 = sprintf("%02.2f%%",@actor.xparam(xparam_id)*100)
    s3 = sprintf("%02.2f%%",(@actor.xparam(xparam_id) + a)*100)

    if @index < POINT_KIND
      if POINT_ADD_XPARAM[@index][xparam_id]==0
        s4=""
      else
        s4 = sprintf("+%02.2f%%",POINT_ADD_XPARAM[@index][xparam_id]/100.0)
      end
    else
      s4 = ""
    end
   
    change_color(system_color)
    draw_text(x,y+16*xparam_id,100,line_height,s1)
    change_color(normal_color)
    s2+= " →"
    draw_text(x+82,y+16*xparam_id,120,line_height,s2,2)
    change_color(system_color)
    draw_text(x+150,y+16*xparam_id,100,line_height,s3,2)
    change_color(normal_color)
    contents.font.size = 14
    draw_text(x+266,y+16*xparam_id,100,line_height,s4)
    contents.font.size = 16
   
   
  end
end

class Scene_Point < Scene_Base
  include Point_Tree
  def start
    super
    create_background
    @actor = $game_party.menu_actor
    create_command_window
    create_status_window
    create_help_window
    @command_window.activate
  end
  def terminate
    super
    dispose_background
  end
  def create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = SceneManager.background_bitmap
    @background_sprite.color.set(16, 16, 16, 128)
  end
  def dispose_background
    @background_sprite.dispose
  end
  
  def create_command_window
    @command_window = Window_Point_Command.new(@actor)
    @command_window.set_handler(:cancel,      method(:return_scene))
    @command_window.set_handler(:pagedown,    method(:next_actor))
    @command_window.set_handler(:pageup,      method(:prev_actor))
    @command_window.set_handler(:point_add,   method(:add_point))
    @command_window.set_handler(:point_ok,    method(:add_ok))
    @command_window.set_handler(:point_cancle,method(:add_cancle))
   
  end
  def return_scene
    add_cancle
    SceneManager.return
  end
  def create_status_window
    @status_window = Window_Point_Actor.new(@actor)
    @command_window.status_window = @status_window
  end
  def create_help_window
    @help_window = Window_Point_Help.new(0,@command_window.height,160,Graphics.height-@command_window.height)
    #(0, 216, 160, 200)
    @help_window.viewport = @viewport
    @command_window.help_window = @help_window
  end
  
  def add_point
    if temp_all >= @actor.point[0]
      @command_window.activate
      return
    end
    $temp_point[@command_window.index] += 1
    @status_window.refresh
    @command_window.refresh
    @command_window.activate
  end
  

  def add_ok
    for i in 0 .. POINT_KIND-1
      @actor.point[i+1] += $temp_point
    end
    @actor.point[0]-= temp_all
    add_cancle
  end
  
  def add_cancle
    for i in 0 .. POINT_KIND-1
      $temp_point=0
    end
    @status_window.refresh
    @command_window.refresh
    @command_window.activate
  end
  
  
  def next_actor
    @actor = $game_party.menu_actor_next
    on_actor_change
  end
  #--------------------------------------------------------------------------
  # ● 切换到上一个角色
  #--------------------------------------------------------------------------
  def prev_actor
    @actor = $game_party.menu_actor_prev
    on_actor_change
  end
  #--------------------------------------------------------------------------
  # ● 切换角色
  #--------------------------------------------------------------------------
  def on_actor_change
    add_cancle
    @status_window.actor = @actor
    @command_window.actor = @actor
    @command_window.activate
  end
  
end

class Window_MenuCommand < Window_Command
  alias add_original_commands_old add_original_commands
  def add_original_commands
    add_original_commands_old
    add_command(Point_Tree::ADDPOINT,    :addpoint)
  end
end

class Scene_Menu < Scene_MenuBase
  alias create_command_window_old create_command_window
  def create_command_window
    create_command_window_old
    @command_window.set_handler(:addpoint,method(:add_point))
  end
  def add_point
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
  def on_ok
    SceneManager.call(Scene_Point)
    Window_Point_Command::init_command_position
  end
end



class Scene_ItemBase < Scene_MenuBase
  def item_usable?
    if item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item)
      return true
    end
    user.usable?(item) && item_effects_valid?
  end
end






class Window_Status < Window_Selectable
  include Point_Tree
  alias draw_parameters_old draw_parameters
  def draw_parameters(x, y)
    draw_parameters_old(x,y)
    draw_point(x,y)
  end
  def draw_point(x,y)
    for i in 0..5
      change_color(system_color)
      draw_text(x+100, y+ line_height * i, 80, line_height, STR_POINT)
      change_color(normal_color)
      draw_text(x+180, y+ line_height * i, 36, line_height,@actor.point[i+1].to_s, 2)
    end
  end
  
end

class Window_Base < Window
  def draw_actor_param(actor, x, y, param_id)
    change_color(system_color)
    draw_text(x-30, y, 80, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(x+ 50, y, 36, line_height, actor.param(param_id), 2)
  end
end
[/pre]


[pre lang="ruby" line="1"]
#==============================================================================
# ■ 装备等级、属性限制 作者:后知后觉 2012-7-25 Ver:1.2
#--------------------------------------------------------------------------
#    本脚本来自 www.66rpg.com 使用或转载请保留此信息。
#--------------------------------------------------------------------------
#~   说明:
#~     限制的属性只会计算人物当前的基础属性.装备、状态增加的属性不会计算在内
#~     默认给武器、护甲增加一行说明.说明内容是需要的各种限制信息
#~     但默认帮助窗口一共只能显示2行内容.
#~     因此你在数据库设置武器、护甲说明的时候
#~     如果设置了2行内容.那么这新增加的第3行将无法显示出来.
#~   设置:
#~     在武器、护甲的备注里写入下面格式的内容表示要做要求.
#~       <lv 数值>    等级限制
#~       <mhp 数值>   最大HP限制
#~       <mmp 数值>   最大MP限制
#~       <atk 数值>   物理攻击限制
#~       <pdf 数值>   物理防御限制
#~       <mat 数值>   魔法攻击限制
#~       <mdf 数值>   魔法防御限制
#~       <agi 数值>   敏捷限制
#~       <luk 数值>   幸运限制
#==============================================================================
#==============================================================================
# ■ RPG::EquipItem
#==============================================================================

class RPG::EquipItem < RPG::BaseItem
  ParamName = ["mhp","mmp","atk","pdf","mat","mdf","agi","luk"]
  def description
    return @hzhj_desc if @hzhj_desc
    @hzhj_desc = @description.clone + "\n\\}"
    hzhj = " "
    if level_limit > 0
      hzhj = "装备要求 "
      @hzhj_desc += sprintf("%s%s:%d ", hzhj, Vocab.level, level_limit)
    end
    for i in 0..7
      if params_limit(i) > 0
        hzhj = "" if hzhj == "装备要求 "
        hzhj = "装备要求 " if hzhj == " "
        @hzhj_desc += sprintf("%s%s:%d ", hzhj, Vocab.param(i), params_limit(i))
      end
    end
    @hzhj_desc
  end
  def level_limit
    if /<lv (\d+?)>/i =~ @note
      return $1.to_i
    else
      return 0
    end
  end
  def params_limit(param_id)
    if /<#{ParamName[param_id]} (\d+?)>/i =~ @note
      return $1.to_i
    else
      return 0
    end
  end
end
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # ● 判定物品是否可以装备
  #--------------------------------------------------------------------------
  alias original_equippable? equippable?
  def equippable?(item)
    original_equippable?(item) && equip_params_ok?(item)
  end
  #--------------------------------------------------------------------------
  # ● 判定物品是否可以装备
  #--------------------------------------------------------------------------
  def equip_params_ok?(item)
    return true if enemy?
    return false if item.level_limit > level
    for param_id in 0..7
      value = param_base(param_id) + @param_plus[param_id]
      value = [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
      return false if item.params_limit(param_id) > value
    end
    return true
  end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 强制更换装备
  #--------------------------------------------------------------------------
  def hzhj_force_change_equip(slot_id, item)
    @equips[slot_id].object = item if original_equippable?(item) || !item
  end
end
#==============================================================================
# ■ Window_EquipItem
#==============================================================================

class Window_EquipItem < Window_ItemList
  #--------------------------------------------------------------------------
  # ● 查询使用列表中是否含有此物品
  #--------------------------------------------------------------------------
  def include?(item)
    return true if item == nil
    return false unless item.is_a?(RPG::EquipItem)
    return false if @slot_id < 0
    return false if item.etype_id != @actor.equip_slots[@slot_id]
    return @actor.original_equippable?(item)
  end
  #--------------------------------------------------------------------------
  # ● 查询此文件是否可以装备
  #--------------------------------------------------------------------------
  def enable?(item)
    return true unless item
    return @actor.equippable?(item)
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    super
    if @actor && @status_window
      temp_actor = Marshal.load(Marshal.dump(@actor))
      temp_actor.hzhj_force_change_equip(@slot_id, item)
      @status_window.set_temp_actor(temp_actor)
    end
  end
end
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================




class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● 绘制角色的装备信息
  #--------------------------------------------------------------------------
  def draw_actor_equip_info(x, y, actor)
    enabled = actor.equippable?(@item)
    change_color(normal_color, enabled)
    draw_text(x, y, 112, line_height, actor.name)
    item1 = current_equipped_item(actor, @item.etype_id)
    draw_actor_param_change(x, y, actor, item1) if actor.original_equippable?(@item)
    draw_item_name(item1, x, y + line_height, enabled)
  end
end
[/pre]
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