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帮我看看这两个脚本,第一个XXX插件(还没起名字)和加点脚本冲突了!!
当第一个插件放在加点脚本前面就会失效,放在加点脚本后面可生效,但会导致加点脚本加点后确认时无法增加相应的能力点数,名义上加了点,实际上没有附加到角色身上。
帮忙解决:在不改变第一个插件的性质上,解决第二个脚本加点无法附加的问题。
第一个插件[pre lang="ruby"]class Game_Actor < Game_Battler
def initialize(actor_id)
super()
setup(actor_id)
@last_skill = Game_BaseItem.new
$game_variables[self.id] = equips[0].params[2] if equips[0] != nil
end
def param(param_id)
if param_id == 2
value = param_base(param_id)
if equips[0] != nil
$game_variables[self.id + 190] = equips[0].params[2]
value = param_base(param_id) + param_plus(param_id) - equips[0].params[2]
else
$game_variables[self.id + 190] = 0
value = param_base(param_id) + param_plus(param_id)
end
else
value = param_base(param_id) + param_plus(param_id)
end
value *= param_rate(param_id) * param_buff_rate(param_id)
[[value, param_max(param_id)].min, param_min(param_id)].max.to_i
end
end
[/pre]
加点脚本[pre lang="ruby"]#encoding:utf-8
#=============================================================================
#-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处-------
#=============================================================================
module Point_Tree
POINT_KIND = 11 #设定加点种类
LEVEL_UP_POINT = 1 #每升一级自由属性点增加数
RESET_ITEM = 194 #洗点水编号
STR_POINT = ["体力","魔力","臂力","耐力","智力","精力","敏捷","运气","毅力","冥思","狂热"]
#分别对应增加 [MHP,MMP,物攻,物防,魔攻,魔防,敏捷,幸运]
POINT_ADD_PARAM = [[2 , 0, 0, 0, 0, 0, 0, 0], #体力
[0 , 2, 0, 0, 0, 0, 0, 0], #魔力
[0 , 0, 1, 0, 0, 0, 0, 0], #力量
[0 , 0, 0, 1, 0, 0, 0, 0], #耐力
[0 , 0, 0, 0, 1, 0, 0, 0], #智慧
[0 , 0, 0, 0, 0, 1, 0, 0], #精神
[0 , 0, 0, 0, 0, 0, 1, 0], #速度
[0 , 0, 0, 0, 0, 0, 0, 1], #幸运
[0 , 0, 0, 0, 0, 0, 0, 0], #毅力
[0 , 0, 0, 0, 0, 0, 0, 0], #冥思
[0 , 0, 0, 0, 0, 0, 0, 0], #狂热
[0,0,0,0,0,0,0,0]]
#可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加
#分别对应增加 [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生]
POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],#体力
[0 , 0, 0, 0, 0, 6, 0, 0, 0, 0],#魔力
[6 , 0, 0, 0, 0, 0, 6, 0, 0, 0],#力量
[0 , 0, 0, 6, 0, 0, 0, 2, 0, 0],#耐力
[0 , 0, 0, 6, 6, 0, 0, 0, 0, 0],#智慧
[0 , 0, 0, 0, 0, 6, 0, 0, 2, 0],#精神
[6 , 6, 0, 0, 0, 0, 0, 0, 0, 0],#速度
[0 , 6, 6, 0, 0, 0, 0, 0, 0, 0],#幸运
[0 , 0, 0, 0, 0, 0, 0, 2, 0, 0],#毅力
[0 , 0, 0, 0, 0, 0, 0, 0, 2, 0],#冥思
[0 , 0, 0, 0, 0, 0, 0, 0, 0, 5],#狂热
[0,0,0,0,0,0,0,0,0,0]]
#这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】
#各种名称
ADDPOINT = "天赋" #菜单中选项
POINT_NAME = "潜力" #未分配点数
XARAM_NAME = ["物理命中","物理闪避","必杀","必杀闪避","魔法闪避","魔法反射","物理反击","HP逐渐恢复","Mp逐渐恢复","Tp逐渐恢复"]
def temp_all
r = 0
for i in 0 .. POINT_KIND-1
r+=$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+=$temp_point*POINT_ADD_PARAM[param_id]
end
s1 = Vocab::param(param_id)
s2 = @actor.param(param_id).to_s
s3 = (@actor.param(param_id)+a).to_s
if @index < POINT_KIND
if POINT_ADD_PARAM[@index][param_id]==0
s4 = ""
else
s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s
end
else
s4 = ""
end
change_color(system_color)
draw_text(x,y+16*param_id,100,line_height,s1)
change_color(normal_color)
s2+= " →"
draw_text(x+82,y+16*param_id,120,line_height,s2,2)
change_color(system_color)
draw_text(x+160,y+16*param_id,100,line_height,s3,2)
change_color(normal_color)
contents.font.size = 14
draw_text(x+276,y+16*param_id,100,line_height,s4)
contents.font.size = 16
end
def draw_actor_xparam_to_s(x,y,xparam_id)
a=0.00
for i in 0 .. POINT_KIND-1
a+=($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+160,y+16*xparam_id,100,line_height,s3,2)
change_color(normal_color)
contents.font.size = 14
draw_text(x+276,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] |
|