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有个突破上限脚本- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Adjust Limits v1.00
- # -- Last Updated: 2011.12.03
- # -- Level: Normal
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-AdjustLimits"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2011.12.03 - Finished Script.
- # 2011.12.02 - Started Script.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # There exists some limitations in RPG Maker VX Ace that not everybody's fond
- # of. With this script, you can easily adjust the limits of each limitation.
- # Here's the list of various limits that can be changed:
- #
- # - Gold Max - Have more than 99,999,999 gold.
- # - Item Max - Have more than 99 items. Customizable per item, too.
- # - Level Max - Exceed 99 levels. Parameters are automatically calculated based
- # on the level 99 and level 98 stats in the class parameters.
- # - Stat Max - Stats can exceed 999. Does not adjust for current formulas.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Actor Notetags - These notetags go in the actors notebox in the database.
- # -----------------------------------------------------------------------------
- # <initial level: x>
- # Sets the initial level for the specific actor. Can go above level 99 as long
- # as the max level is higher than 99. Default initial level limit is 99.
- #
- # <max level: x>
- # Sets the max level for the specific actor. Can go above level 99 as long as
- # the higher limit is defined in the module. Default max level is level 99.
- #
- # -----------------------------------------------------------------------------
- # Class Notetags - These notetags go in the class notebox in the database.
- # -----------------------------------------------------------------------------
- # <learn at level: x>
- # This actually goes inside of the skill learning "notes" box. Replace x with
- # the level you wish for the class to learn the skill at. This enables classes
- # to learn new skills past level 99.
- #
- # -----------------------------------------------------------------------------
- # Item Notetags - These notetags go in the items notebox in the database.
- # -----------------------------------------------------------------------------
- # <max limit: x>
- # Changes the maximum number of items that can be held from whatever the
- # normal amount that can be held. Default amount is 99.
- #
- # <price: x>
- # Changes the price of the item to x. Allows you to go over the price of
- # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
- # is 99,999,999 gold.
- #
- # -----------------------------------------------------------------------------
- # Weapon Notetags - These notetags go in the weapons notebox in the database.
- # -----------------------------------------------------------------------------
- # <max limit: x>
- # Changes the maximum number of items that can be held from whatever the
- # normal amount that can be held. Default amount is 99.
- #
- # <price: x>
- # Changes the price of the item to x. Allows you to go over the price of
- # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
- # is 99,999,999 gold.
- #
- # <stat: +x>
- # <stat: -x>
- # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
- # bonus to go over +500 and under -500. Replace stat with one of the following:
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
- #
- # -----------------------------------------------------------------------------
- # Armour Notetags - These notetags go in the armours notebox in the database.
- # -----------------------------------------------------------------------------
- # <max limit: x>
- # Changes the maximum number of items that can be held from whatever the
- # normal amount that can be held. Default amount is 99.
- #
- # <price: x>
- # Changes the price of the item to x. Allows you to go over the price of
- # 999,999 gold if your maximum gold exceeds that amount. Default maximum gold
- # is 99,999,999 gold.
- #
- # <stat: +x>
- # <stat: -x>
- # Changes the stat bonus of the piece of equipment to yield +x or -x. Allows
- # bonus to go over +500 and under -500. Replace stat with one of the following:
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
- #
- # -----------------------------------------------------------------------------
- # Enemy Notetags - These notetags go in the enemy notebox in the database.
- # -----------------------------------------------------------------------------
- # <stat: x>
- # Changes the stat of the enemy to x value. Allows going over the database max
- # values. Replace stat with one of the following:
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
- #
- # -----------------------------------------------------------------------------
- # Script Calls - These commands are used with script calls.
- # -----------------------------------------------------------------------------
- # gain_gold(x)
- # lose_gold(x)
- # Causes the player to gain/lose x gold. Allows you to go over 9,999,999 gold.
- # Default maximum gold is 99,999,999.
- #
- # gain_item(x, y)
- # lose_item(x, y)
- # gain_weapon(x, y)
- # lose_weapon(x, y)
- # gain_armour(x, y)
- # lose_armour(x, y)
- # Causes the player to gain/lose x item in y amount. Allows you to go over 99
- # quantity. Default quantity is 99.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module LIMIT
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Gold Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Adjust gold settings here. You can change the maximum amount of gold to
- # whatever you want. In addition to that, you can also adjust whether or
- # not you wish for your gold display to show an icon instead, (and change
- # the font size if needed). If there's too much gold that's to be displayed
- # then you can change the text shown in place of that.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- GOLD_MAX = 999999999999999 # Maximum gold.
- GOLD_ICON = 205 # Icon used for gold. Use 0 for text currency.
- GOLD_FONT = 16 # Font size used to display gold.
- TOO_MUCH_GOLD = "钱太多装不下了!" # Text used when gold cannot fit.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Item Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Adjust item settings here. You can change the maximum number of items
- # held from 99 to whatever you want. In addition to that, change the prefix
- # used for items when shown in the item display menu (and the font size if
- # needed). Items can have individual maximums through usage of the
- # <max limit: x> notetag.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- ITEM_MAX = 999 # The default maximum number of items held each.
- ITEM_FONT = 16 # Font size used to display item quantity.
- SHOP_FONT = 16 # Font size used for shop item costs.
- ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Parameter Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
- # DEF, MAT, and more). Adjust them as you see fit.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- LEVEL_MAX = 9999 # Sets max level to x for those with 99 level limit.
- MAXHP_MAX = 9999999 # Sets MaxHP to something higher than 9999.
- MAXMP_MAX = 9999999 # Sets MaxMP to something higher than 9999.
- PARAM_MAX = 99999 # Sets stat max for something higher than 999.
- EQUIP_FONT = 16 # Changes the default equip window font size.
-
- end # LIMIT
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- module YEA
- module REGEXP
- module ACTOR
-
- MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
- INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
-
- end # ACTOR
- module CLASS
-
- LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
-
- end # CLASS
- module BASEITEM
-
- PRICE = /<(?:GOLD|price|COST):[ ](\d+)>/i
- MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
- STAT_SET = /<(.*):[ ]*([\+\-]\d+)>/i
-
- end # BASEITEM
- module ENEMY
-
- STAT_SET = /<(.*):[ ]*(\d+)>/i
-
- end # ENEMY
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ Icon
- #==============================================================================
- module Icon
-
- #--------------------------------------------------------------------------
- # self.gold
- #--------------------------------------------------------------------------
- def self.gold; return YEA::LIMIT::GOLD_ICON; end
-
- end # Icon
-
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
-
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
-
- end # Numeric
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
-
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_al load_database; end
- def self.load_database
- load_database_al
- load_notetags_al
- end
-
- #--------------------------------------------------------------------------
- # new method: load_notetags_al
- #--------------------------------------------------------------------------
- def self.load_notetags_al
- groups = [$data_actors, $data_items, $data_weapons, $data_armors,
- $data_enemies, $data_classes]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_al
- end
- end
- end
-
- end # DataManager
- #==============================================================================
- # ■ RPG::Actor
- #==============================================================================
- class RPG::Actor < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_al
- #--------------------------------------------------------------------------
- def load_notetags_al
- @max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::ACTOR::MAX_LEVEL
- @max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
- @ini_level = [@ini_level, @max_level].min
- when YEA::REGEXP::ACTOR::INI_LEVEL
- @ini_level = [[$1.to_i, 1].max, @max_level].min
- #---
- end
- } # self.note.split
- #---
- end
-
- end # RPG::Actor
- #==============================================================================
- # ■ RPG::Class
- #==============================================================================
- class RPG::Class < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # new method: above_lv99_params
- #--------------------------------------------------------------------------
- def above_lv99_params(param_id, level)
- return @params[param_id, level] if level <= 99
- n = @params[param_id, 99]
- multiplier = [level - 99, 1].max
- change = (@params[param_id, 99] - @params[param_id, 98]) + 1
- n += change * multiplier
- return n
- end
-
- #--------------------------------------------------------------------------
- # new method: load_notetags_al
- #--------------------------------------------------------------------------
- def load_notetags_al
- for item in @learnings; item.load_notetags_al; end
- end
-
- end # RPG::Class
- #==============================================================================
- # ■ RPG::Class::Learning
- #==============================================================================
- class RPG::Class::Learning
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_al
- #--------------------------------------------------------------------------
- def load_notetags_al
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::CLASS::LEARN_AT_LV
- @level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
- #---
- end
- } # self.note.split
- #---
- end
-
- end # RPG::Class::Learning
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :max_limit
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_al
- #--------------------------------------------------------------------------
- def load_notetags_al
- @max_limit = YEA::LIMIT::ITEM_MAX
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::BASEITEM::PRICE
- @price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
- when YEA::REGEXP::BASEITEM::MAX_LIMIT
- @max_limit = [$1.to_i, 1].max
- when YEA::REGEXP::BASEITEM::STAT_SET
- case $1.upcase
- when "HP", "MAXHP", "MHP"
- @params[0] = $2.to_i
- when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
- @params[1] = $2.to_i
- when "ATK"
- @params[2] = $2.to_i
- when "DEF"
- @params[3] = $2.to_i
- when "MAT", "INT", "SPI"
- @params[4] = $2.to_i
- when "MDF", "RES"
- @params[5] = $2.to_i
- when "AGI", "SPD"
- @params[6] = $2.to_i
- when "LUK", "LUCK"
- @params[7] = $2.to_i
- end
- #---
- end
- } # self.note.split
- #---
- end
-
- #--------------------------------------------------------------------------
- # new method: max_limit
- #--------------------------------------------------------------------------
- def max_limit; return @max_limit; end
-
- end # RPG::BaseItem
- #==============================================================================
- # ■ RPG::Enemy
- #==============================================================================
- class RPG::Enemy < RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_al
- #--------------------------------------------------------------------------
- def load_notetags_al
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::ENEMY::STAT_SET
- case $1.upcase
- when "HP", "MAXHP", "MHP"
- @params[0] = $2.to_i
- when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
- @params[1] = $2.to_i
- when "ATK"
- @params[2] = $2.to_i
- when "DEF"
- @params[3] = $2.to_i
- when "MAT", "INT", "SPI"
- @params[4] = $2.to_i
- when "MDF", "RES"
- @params[5] = $2.to_i
- when "AGI", "SPD"
- @params[6] = $2.to_i
- when "LUK", "LUCK"
- @params[7] = $2.to_i
- when "EXP", "XP"
- @exp = $2.to_i
- when "GOLD", "GP"
- @gold = $2.to_i
- end
- #---
- end
- } # self.note.split
- #---
- end
-
- end # RPG::Enemy
- #==============================================================================
- # ■ Game_BattlerBase
- #==============================================================================
- class Game_BattlerBase
-
- #--------------------------------------------------------------------------
- # overwrite method: param_max
- #--------------------------------------------------------------------------
- def param_max(param_id)
- return YEA::LIMIT::MAXHP_MAX if param_id == 0
- return YEA::LIMIT::MAXMP_MAX if param_id == 1
- return YEA::LIMIT::PARAM_MAX
- end
-
- end # Game_BattlerBase
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
-
- #--------------------------------------------------------------------------
- # overwrite method: param_max
- #--------------------------------------------------------------------------
- def param_max(param_id)
- return super
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: param_base
- #--------------------------------------------------------------------------
- def param_base(param_id)
- return self.class.params[param_id, @level] if @level <= 99
- return self.class.above_lv99_params(param_id, @level)
- end
-
- #--------------------------------------------------------------------------
- # new method: check_levels
- #--------------------------------------------------------------------------
- def check_levels
- last_level = @level
- @level = [[@level, max_level].min, 1].max
- return if @level == last_level
- change_exp(exp_for_level(@level), false)
- end
-
- end # Game_Actor
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party < Game_Unit
-
- #--------------------------------------------------------------------------
- # overwrite method: max_gold
- #--------------------------------------------------------------------------
- def max_gold; return YEA::LIMIT::GOLD_MAX; end
-
- #--------------------------------------------------------------------------
- # overwrite method: max_item_number
- #--------------------------------------------------------------------------
- def max_item_number(item); return item.max_limit; end
-
- end # Game_Party
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
-
- #--------------------------------------------------------------------------
- # new method: gain_gold
- #--------------------------------------------------------------------------
- def gain_gold(value); $game_party.gain_gold(value); end
-
- #--------------------------------------------------------------------------
- # new method: lose_gold
- #--------------------------------------------------------------------------
- def lose_gold(value); $game_party.lose_gold(value); end
-
- #--------------------------------------------------------------------------
- # new method: gain_item
- #--------------------------------------------------------------------------
- def gain_item(id, amount)
- return if $data_items[id].nil?
- $game_party.gain_item($data_items[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: lose_item
- #--------------------------------------------------------------------------
- def lose_item(id, amount)
- return if $data_items[id].nil?
- $game_party.lose_item($data_items[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: gain_weapon
- #--------------------------------------------------------------------------
- def gain_weapon(id, amount)
- return if $data_weapons[id].nil?
- $game_party.gain_item($data_weapons[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: lose_weapon
- #--------------------------------------------------------------------------
- def lose_weapon(id, amount)
- return if $data_weapons[id].nil?
- $game_party.lose_item($data_weapons[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: gain_armour
- #--------------------------------------------------------------------------
- def gain_armour(id, amount)
- return if $data_armors[id].nil?
- $game_party.gain_item($data_armors[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: lose_armour
- #--------------------------------------------------------------------------
- def lose_armour(id, amount)
- return if $data_armors[id].nil?
- $game_party.lose_item($data_armors[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: gain_armor
- #--------------------------------------------------------------------------
- def gain_armor(id, amount)
- return if $data_armors[id].nil?
- $game_party.gain_item($data_armors[id], amount)
- end
-
- #--------------------------------------------------------------------------
- # new method: lose_armor
- #--------------------------------------------------------------------------
- def lose_armor(id, amount)
- return if $data_armors[id].nil?
- $game_party.lose_item($data_armors[id], amount)
- end
-
- end # Game_Interpreter
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_level
- #--------------------------------------------------------------------------
- def draw_actor_level(actor, dx, dy)
- dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
- change_color(system_color)
- draw_text(dx, dy, dw, line_height, Vocab::level_a)
- change_color(normal_color)
- cx = text_size(Vocab::level_a).width
- draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_param
- #--------------------------------------------------------------------------
- def draw_actor_param(actor, dx, dy, param_id)
- change_color(system_color)
- draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
- change_color(normal_color)
- draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
- end
-
- #--------------------------------------------------------------------------
- # draw_currency_value
- #--------------------------------------------------------------------------
- def draw_currency_value(value, unit, dx, dy, dw)
- contents.font.size = YEA::LIMIT::GOLD_FONT
- cx = gold_icon?(unit) ? 24 : text_size(unit).width
- change_color(normal_color)
- text = value.group
- text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
- draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
- change_color(system_color)
- draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
- draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
- reset_font_settings
- end
-
- #--------------------------------------------------------------------------
- # new method: gold_icon?
- #--------------------------------------------------------------------------
- def gold_icon?(unit)
- return false if unit != Vocab.currency_unit
- return YEA::LIMIT::GOLD_ICON > 0
- end
-
- end # Window_Base
- #==============================================================================
- # ■ Window_ItemList
- #==============================================================================
- class Window_ItemList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item_number
- #--------------------------------------------------------------------------
- def draw_item_number(rect, item)
- contents.font.size = YEA::LIMIT::ITEM_FONT
- quantity = $game_party.item_number(item).group
- text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
- draw_text(rect, text, 2)
- reset_font_settings
- end
-
- end # Window_ItemList
- #==============================================================================
- # ■ Window_EquipStatus
- #==============================================================================
- class Window_EquipStatus < Window_Base
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item
- #--------------------------------------------------------------------------
- def draw_item(dx, dy, param_id)
- draw_param_name(dx + 4, dy, param_id)
- draw_current_param(dx + 64, dy, param_id) if @actor
- draw_right_arrow(dx + 110, dy)
- draw_new_param(dx + 132, dy, param_id) if @temp_actor
- reset_font_settings
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_param_name
- #--------------------------------------------------------------------------
- def draw_param_name(dx, dy, param_id)
- contents.font.size = YEA::LIMIT::EQUIP_FONT
- change_color(system_color)
- draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_current_param
- #--------------------------------------------------------------------------
- def draw_current_param(dx, dy, param_id)
- change_color(normal_color)
- draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
- reset_font_settings
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_new_param
- #--------------------------------------------------------------------------
- def draw_new_param(dx, dy, param_id)
- contents.font.size = YEA::LIMIT::EQUIP_FONT
- new_value = @temp_actor.param(param_id)
- change_color(param_change_color(new_value - @actor.param(param_id)))
- draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
- reset_font_settings
- end
-
- end # Window_EquipStatus
- #==============================================================================
- # ■ Window_ShopBuy
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- rect = item_rect(index)
- draw_item_name(item, rect.x, rect.y, enable?(item))
- rect.width -= 4
- contents.font.size = YEA::LIMIT::SHOP_FONT
- draw_text(rect, price(item).group, 2)
- reset_font_settings
- end
-
- end # Window_ShopBuy
- #==============================================================================
- # ■ Scene_Load
- #==============================================================================
- class Scene_Load < Scene_File
-
- #--------------------------------------------------------------------------
- # alias method: on_load_success
- #--------------------------------------------------------------------------
- alias on_load_success_al on_load_success
- def on_load_success
- on_load_success_al
- perform_level_check
- end
-
- #--------------------------------------------------------------------------
- # new method: perform_level_check
- #--------------------------------------------------------------------------
- def perform_level_check
- for i in 1..$data_actors.size
- next if $game_actors[i].nil?
- $game_actors[i].check_levels
- end
- end
-
- end # Scene_Load
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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