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Lv1.梦旅人
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4楼
楼主 |
发表于 2016-8-26 08:20:46
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只看该作者
本帖最后由 RyanBern 于 2016-8-26 09:42 编辑
這是升級能力表
#=============================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #=============================================================== # ——————————————————————————— # ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼ # by 桜雅 在土 #——以下3个如果需要修改,直接输入文件名即可 $data_system_level_up_se = "" #升级时的音效设置 $data_system_level_up_me = "Audio/ME/战斗胜利" # 升级时播放的ME $data_system_skilllearn_se = "Audio/SE/106-Heal02" # 学会特技时播放的声效。 #============================================================= # ■ Window_LevelUpWindow #------------------------------------------------------------------- # バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。 #============================================================= class Window_LevelUpWindow < Window_Base #--------------------------------------------------------- # ● オブジェクト初期化 #------------------------------------------------------ def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) super(0, 128, 160, 192) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) end #----------------------------------------------------------- # ● リフレッシュ #--------------------------------------------------------- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) self.contents.clear self.contents.font.color = system_color self.contents.font.size = 15 self.contents.draw_text( 0, 0, 160, 24, "修为上升") self.contents.font.size = 18 self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp) self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp) self.contents.font.size = 14 self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str) self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex) self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi) self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int) self.contents.draw_text(92, 0, 128, 24, "→") self.contents.draw_text(76, 28, 128, 24, "=") self.contents.draw_text(76, 50, 128, 24, "=") self.contents.draw_text(76, 72, 128, 24, "=") self.contents.draw_text(76, 94, 128, 24, "=") self.contents.draw_text(76, 116, 128, 24, "=") self.contents.draw_text(76, 138, 128, 24, "=") self.contents.font.color = normal_color self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2) self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2) self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2) self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2) self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2) self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2) self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2) self.contents.font.size = 20 self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2) self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2) self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2) self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2) self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2) self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2) self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2) actor.hp += (actor.maxhp-actor.hp) actor.sp += (actor.maxsp-actor.sp) end end #=========================================================== # ■ Window_SkillLearning #------------------------------------------------------------------------------ # レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。 #============================================================= class Window_SkillLearning < Window_Base #------------------------------------------------------------- # ● 公開インスタンス変数 #----------------------------------------------------------- attr_reader :learned # スキルを習得したかどうか #---------------------------------------------------------- # ● オブジェクト初期化 #---------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(160, 64, 320, 64) self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示 self.visible = false self.back_opacity = 160 @learned = false refresh(class_id, last_lv, now_lv) end #------------------------------------------------------------ # ● リフレッシュ #------------------------------------------------------- def refresh(class_id, last_lv, now_lv) for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings[i].level # 今回のレベルアップ範囲で習得するスキルの場合 if learn_lv > last_lv and learn_lv <= now_lv @learned = true # SEの再生 if $data_system_skilllearn_se != "" Audio.se_play($data_system_skilllearn_se) end # 各描写 skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name self.contents.clear self.contents.font.color = text_color(0) self.contents.draw_text(0,0,448,32, "学会招式:"+skill_name) self.contents.font.color = text_color(6) #self.contents.draw_text(0,0,448,32, " "+skill_name) #self.contents.font.color = text_color(0) self.visible = true # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if @learned == false break end end # メインループここまで end end end #----------------------------------------------------------- # ● フレーム更新 #------------------------------------------------------------ def update # C ボタンが押された場合 if Input.trigger?(Input::C) @learned = false self.visible = false end end end #================================================================== # ■ Window_BattleStatus #================================================================== class Window_BattleStatus < Window_Base #--------------------------------------------------------- # ● 追加?公開インスタンス変数 #------------------------------------------------------- attr_accessor :level_up_flags # LEVEL UP!表示 end #=============================================================== # ■ Game_Battler #=============================================================== class Game_Battler #-------------------------------------------------------------- # ● 追加?公開インスタンス変数 #---------------------------------------------------------- attr_accessor :exp_gain_ban # EXP取得一時禁止 #------------------------------------------------------ # ● オブジェクト初期化 #----------------------------------------------------- alias xrxs_bp10_initialize initialize def initialize @exp_gain_ban = false xrxs_bp10_initialize end #------------------------------------------------------- # ● ステート [EXP を獲得できない] 判定 #----------------------------------------------------- alias xrxs_bp10_cant_get_exp? cant_get_exp? def cant_get_exp? if @exp_gain_ban == true return true else return xrxs_bp10_cant_get_exp? end end end #============================================================== # ■ Scene_Battle #============================================================== class Scene_Battle #-------------------------------------------------- # ● アフターバトルフェーズ開始 #-------------------------------------------------- alias xrxs_bp10_start_phase5 start_phase5 def start_phase5 # EXP 獲得禁止 for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = true end xrxs_bp10_start_phase5 # EXP 獲得禁止の解除 for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = false end # EXPを初期化 @exp_gained = 0 for enemy in $game_troop.enemies # 獲得 EXPを追加 # エネミーが隠れ状態でない場合 # 設定 @phase5_step = 1 @exp_gain_actor = -1 # リザルトウィンドウを表示 @result_window.visible = true end #---------------------------------------------------------- # ● フレーム更新 (アフターバトルフェーズ) #-------------------------------------------------------- #alias xrxs_bp10_update_phase5 update_phase5 def update_phase5 case @phase5_step when 1 update_phase5_step1 else # ウェイトカウントが 0 より大きい場合 if @phase5_wait_count > 0 # ウェイトカウントを減らす @phase5_wait_count -= 1 # ウェイトカウントが 0 になった場合 if @phase5_wait_count == 80 # リザルトウィンドウを表示 @result_window.visible = true # メインフェーズフラグをクリア $game_temp.battle_main_phase = false # ステータスウィンドウをリフレッシュ @status_window.refresh end return end if @phase5_wait_count == 0 # 战斗结束 battle_end(0) end # レベルアップしている場合は強制バトル終了 battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 end end #----------------------------------------------------------- # ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ) #----------------------------------------------------------- def update_phase5_step1 # C ボタンが押された場合 if Input.trigger?(Input::C) # ウィンドウを閉じて次のアクターへ @levelup_window.visible = false if @levelup_window != nil @status_window.level_up_flags[@exp_gain_actor] = false phase5_next_levelup end end #--------------------------------------------------------- # ● 次のアクターのレベルアップ表示へ #--------------------------------------------------------- def phase5_next_levelup begin # 次のアクターへ @exp_gain_actor += 1 # 最後のアクターの場合 if @exp_gain_actor >= $game_party.actors.size # アフターバトルフェーズ開始 @phase5_step = 0 return end actor = $game_party.actors[@exp_gain_actor] if actor.cant_get_exp? == false # 現在の能力値を保持 last_level = actor.level last_maxhp = actor.maxhp last_maxsp = actor.maxsp last_str = actor.str last_dex = actor.dex last_agi = actor.agi last_int = actor.int # 経験値取得の決定的瞬間(謎 actor.exp += @exp_gained # 判定 if actor.level > last_level # レベルアップした場合 @status_window.level_up(@exp_gain_actor) # リザルトウィンドウを消す @result_window.visible = false # SEの再生 if $data_system_level_up_se != "" Audio.se_play($data_system_level_up_se) end # MEの再生 if $data_system_level_up_me != "" Audio.me_stop Audio.me_play($data_system_level_up_me) end # LEVEL-UPウィンドウの設定 @levelup_window = Window_LevelUpWindow.new(actor, last_level, actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str, actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int) @levelup_window.x = 160 * @exp_gain_actor @levelup_window.visible = true # ステータスウィンドウをリフレッシュ @status_window.refresh # スキル習得ウィンドウの設定 @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level) # ウェイトカウントを設定 @phase5_wait_count = 40 @phase5_step = 1 return end end end until false end end #============================================================= # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #=============================================================
#===============================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#===============================================================
# ———————————————————————————
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼
# by 桜雅 在土
#——以下3个如果需要修改,直接输入文件名即可
$data_system_level_up_se = "" #升级时的音效设置
$data_system_level_up_me = "Audio/ME/战斗胜利" # 升级时播放的ME
$data_system_skilllearn_se = "Audio/SE/106-Heal02" # 学会特技时播放的声效。
#=============================================================
# ■ Window_LevelUpWindow
#-------------------------------------------------------------------
# バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。
#=============================================================
class Window_LevelUpWindow < Window_Base
#---------------------------------------------------------
# ● オブジェクト初期化
#------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(0, 128, 160, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#-----------------------------------------------------------
# ● リフレッシュ
#---------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 15
self.contents.draw_text( 0, 0, 160, 24, "修为上升")
self.contents.font.size = 18
self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
self.contents.font.size = 14
self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
self.contents.draw_text(92, 0, 128, 24, "→")
self.contents.draw_text(76, 28, 128, 24, "=")
self.contents.draw_text(76, 50, 128, 24, "=")
self.contents.draw_text(76, 72, 128, 24, "=")
self.contents.draw_text(76, 94, 128, 24, "=")
self.contents.draw_text(76, 116, 128, 24, "=")
self.contents.draw_text(76, 138, 128, 24, "=")
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
actor.hp += (actor.maxhp-actor.hp)
actor.sp += (actor.maxsp-actor.sp)
end
end
#===========================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
#=============================================================
class Window_SkillLearning < Window_Base
#-------------------------------------------------------------
# ● 公開インスタンス変数
#-----------------------------------------------------------
attr_reader :learned # スキルを習得したかどうか
#----------------------------------------------------------
# ● オブジェクト初期化
#----------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64, 320, 64)
self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示
self.visible = false
self.back_opacity = 160
@learned = false
refresh(class_id, last_lv, now_lv)
end
#------------------------------------------------------------
# ● リフレッシュ
#-------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 今回のレベルアップ範囲で習得するスキルの場合
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SEの再生
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se)
end
# 各描写
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,448,32, "学会招式:"+skill_name)
self.contents.font.color = text_color(6)
#self.contents.draw_text(0,0,448,32, " "+skill_name)
#self.contents.font.color = text_color(0)
self.visible = true
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if @learned == false
break
end
end
# メインループここまで
end
end
end
#-----------------------------------------------------------
# ● フレーム更新
#------------------------------------------------------------
def update
# C ボタンが押された場合
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==================================================================
# ■ Window_BattleStatus
#==================================================================
class Window_BattleStatus < Window_Base
#---------------------------------------------------------
# ● 追加?公開インスタンス変数
#-------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!表示
end
#===============================================================
# ■ Game_Battler
#===============================================================
class Game_Battler
#--------------------------------------------------------------
# ● 追加?公開インスタンス変数
#----------------------------------------------------------
attr_accessor :exp_gain_ban # EXP取得一時禁止
#------------------------------------------------------
# ● オブジェクト初期化
#-----------------------------------------------------
alias xrxs_bp10_initialize initialize
def initialize
@exp_gain_ban = false
xrxs_bp10_initialize
end
#-------------------------------------------------------
# ● ステート [EXP を獲得できない] 判定
#-----------------------------------------------------
alias xrxs_bp10_cant_get_exp? cant_get_exp?
def cant_get_exp?
if @exp_gain_ban == true
return true
else
return xrxs_bp10_cant_get_exp?
end
end
end
#==============================================================
# ■ Scene_Battle
#==============================================================
class Scene_Battle
#--------------------------------------------------
# ● アフターバトルフェーズ開始
#--------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
# EXP 獲得禁止
for i in 0...$game_party.actors.size
$game_party.actors[i].exp_gain_ban = true
end
xrxs_bp10_start_phase5
# EXP 獲得禁止の解除
for i in 0...$game_party.actors.size
$game_party.actors[i].exp_gain_ban = false
end
# EXPを初期化
@exp_gained = 0
for enemy in $game_troop.enemies
# 獲得 EXPを追加 # エネミーが隠れ状態でない場合
# 設定
@phase5_step = 1
@exp_gain_actor = -1
# リザルトウィンドウを表示
@result_window.visible = true
end
#----------------------------------------------------------
# ● フレーム更新 (アフターバトルフェーズ)
#--------------------------------------------------------
#alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
case @phase5_step
when 1
update_phase5_step1
else
# ウェイトカウントが 0 より大きい場合
if @phase5_wait_count > 0
# ウェイトカウントを減らす
@phase5_wait_count -= 1
# ウェイトカウントが 0 になった場合
if @phase5_wait_count == 80
# リザルトウィンドウを表示
@result_window.visible = true
# メインフェーズフラグをクリア
$game_temp.battle_main_phase = false
# ステータスウィンドウをリフレッシュ
@status_window.refresh
end
return
end
if @phase5_wait_count == 0
# 战斗结束
battle_end(0)
end
# レベルアップしている場合は強制バトル終了
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#-----------------------------------------------------------
# ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ)
#-----------------------------------------------------------
def update_phase5_step1
# C ボタンが押された場合
if Input.trigger?(Input::C)
# ウィンドウを閉じて次のアクターへ
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
phase5_next_levelup
end
end
#---------------------------------------------------------
# ● 次のアクターのレベルアップ表示へ
#---------------------------------------------------------
def phase5_next_levelup
begin
# 次のアクターへ
@exp_gain_actor += 1
# 最後のアクターの場合
if @exp_gain_actor >= $game_party.actors.size
# アフターバトルフェーズ開始
@phase5_step = 0
return
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# 現在の能力値を保持
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# 経験値取得の決定的瞬間(謎
actor.exp += @exp_gained
# 判定
if actor.level > last_level
# レベルアップした場合
@status_window.level_up(@exp_gain_actor)
# リザルトウィンドウを消す
@result_window.visible = false
# SEの再生
if $data_system_level_up_se != ""
Audio.se_play($data_system_level_up_se)
end
# MEの再生
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
# LEVEL-UPウィンドウの設定
@levelup_window = Window_LevelUpWindow.new(actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.x = 160 * @exp_gain_actor
@levelup_window.visible = true
# ステータスウィンドウをリフレッシュ
@status_window.refresh
# スキル習得ウィンドウの設定
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# ウェイトカウントを設定
@phase5_wait_count = 40
@phase5_step = 1
return
end
end
end until false
end
end
#=============================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#=============================================================
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