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- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - 调整限度 v1.00
- # -- 最后更新: 2011.12.03
- # -- 使用难度: 普通
- # -- 需要脚本: 无
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-AdjustLimits"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2011.12.03 - Finished Script.
- # 2011.12.02 - Started Script.
- #
- #==============================================================================
- # ▼ 介绍
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 在RPG Maker VX Ace有些不是多有人都喜欢的限制。用了本脚本,你可以轻而易举的调整
- # 各种限制。下面是可改变限制的列表:
- #
- # - 最大金钱数 - 可以拥有多于 99,999,999 的金钱.
- # - 最大物品持有数 - 可以拥有多于 99 个物品.还可以指定某物品的最大持有数.
- # - 最高等级 - 超过 99 级.角色属性值将根据98-99级的属性变化来自动计算
- # - 最大能力值 - 武器/防具的能力值变化量可以大于500
- #
- #==============================================================================
- # ▼ 安装方式
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 打开脚本编辑器,将本脚本拷贝/复制到一个在▼ 插件脚本之下▼ Main之上的新
- # 脚本页/槽中.记得保存你的工程以使脚本生效.
- #
- # -----------------------------------------------------------------------------
- # 角色备注 - 在数据库-角色中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <初始等级: x>
- # 为某一个角色设定其最初等级. 只要最高等级为99以上,你就可以将x设定为99以上
- #
- # <最终等级: x>
- # 为某一个角色设定其最终等级.可以设定为最高等级限制数
- #
- # -----------------------------------------------------------------------------
- # 职业备注 - 在数据库-职业中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <学会等级: x>
- # 在技能的备注中可以使用,x为等级数。可以让该职业于大于99级的等级时学会该技能。
- #
- # -----------------------------------------------------------------------------
- # 物品备注 - 在数据库-物品中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <最大持有数: x>
- # 改变物品的最大持有数.
- #
- # <价格: x>
- # 改变价格为x.可以超过默认最大金钱数 99,999,999 .
- #
- # -----------------------------------------------------------------------------
- # 武器备注 - 在数据库-武器中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <最大持有数: x>
- # 改变武器的最大持有数.
- #
- # <价格: x>
- # 改变价格为x.可以超过默认最大金钱数 99,999,999 .
- #
- # <能力值: +x>
- # <能力值: -x>
- # 改变装备的最大能力值变化,x可以大于默认的500.
- # 将"能力值"替换为以下之一:(分别为最大hp、最大mp、物理攻击、物理防御、魔法攻击、
- # 魔法防御、敏捷值和幸运值)
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
- #
- # -----------------------------------------------------------------------------
- # 护甲备注 - 在数据库-护甲中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <最大持有数: x>
- # 改变护甲的最大持有数.
- #
- # <价格: x>
- # 改变价格为x.可以超过默认最大金钱数 99,999,999 .
- #
- # <能力值: +x>
- # <能力值: -x>
- # 改变装备的最大能力值(属性值)变化,x可以大于默认的500.
- # 将"能力值"替换为以下之一:(分别为最大hp、最大mp、物理攻击、物理防御、魔法攻击、
- # 魔法防御、敏捷值和幸运值)
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
- #
- # -----------------------------------------------------------------------------
- # 敌人备注 - 在数据库-敌人中可以使用的备注.
- # -----------------------------------------------------------------------------
- # <属性值: x>
- # 改变敌人的属性值为x,将"属性值"替换为以下之一:(分别为最大hp、最大mp、物理攻击、
- # 物理防御、魔法攻击、魔法防御、
- # 敏捷值、幸运值、经验值、金钱数)
- #
- # MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
- #
- # -----------------------------------------------------------------------------
- # 脚本呼出 - 可以使用的脚本.
- # -----------------------------------------------------------------------------
- # gain_gold(x)
- # lose_gold(x)
- # 玩家获得x金币. x可以大于默认的 9,999,999 .
- #
- # gain_item(x, y)
- # lose_item(x, y)
- # gain_weapon(x, y)
- # lose_weapon(x, y)
- # gain_armour(x, y)
- # lose_armour(x, y)
- # 获得x号物品/武器/护甲,数量为y,y可以超过默认的99.
- #
- #==============================================================================
- # ▼ 兼容性
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 本脚本仅为RPG Maker VX Ace编写.极不可能在无任何修改的情况下运行于RPG Maker VX.
- #
- #==============================================================================
- module YEA
- module LIMIT
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - 金钱设置 -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- GOLD_MAX = 999999999999999 # 最大金钱数.
- GOLD_ICON = 361 # 金钱的图标. 0为只显示文本.
- GOLD_FONT = 16 # 字体大小.
- TOO_MUCH_GOLD = "好多好多钱!" # 当钱实在是太多了,窗口装不下时显示的文本
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - 物品设置 -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # 你可以为个别物品添加备注:<最大持有数: x> 来进行单独设定.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- ITEM_MAX = 999 # 默认每个物品的最大持有数.
- ITEM_FONT = 16 # 物品数量的字体大小.
- SHOP_FONT = 16 # 物品价格的字体大小(商店画面).
- ITEM_PREFIX = "×%s" # 物品数量的前缀.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - 参数设置 -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # 调整一些其他类型的参数.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- LEVEL_MAX = 99 # 最大等级.
- MAXHP_MAX = 9999999 # 最大Hp.
- MAXMP_MAX = 9999999 # 最大Mp.
- PARAM_MAX = 99999 # 最大属性值.
- EQUIP_FONT = 16 # 默认装备窗口的文字大小.
-
- end # LIMIT
- end # YEA
- #==============================================================================
- # ▼ 编辑以下内容可能会出现电脑损坏、死机,电脑主人脑袋爆炸、昏迷、死亡或口臭
- # 所以编辑了后果自负。
- #==============================================================================
- module YEA
- module REGEXP
- module ACTOR
-
- MAX_LEVEL = /<(?:MAX_LEVEL|最终等级):[ ](\d+)>/i
- INI_LEVEL = /<(?:INITIAL_LEVEL|初始等级):[ ](\d+)>/i
-
- end # ACTOR
- module CLASS
-
- LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|学会等级):[ ](\d+)>/i
-
- end # CLASS
- module BASEITEM
-
- PRICE = /<(?:GOLD|价格|COST):[ ](\d+)>/i
- MAX_LIMIT = /<(?:MAX_LIMIT|最大持有数):[ ](\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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