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          【求助】如何让怪物显示出来? | 
         
                
          
            
                         見習魔法師 二級              | 
          
            
            
             
              如题             
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                         一派掌門 二十級              | 
          
            
            
             
              截图             
                        
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                         見習魔法師 二級              | 
          
            
            
             
              怎么截图?             
                        
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                         見習魔法師 二級              | 
          
            
            
            
                        
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                         一派掌門 二十級              | 
          
            
            
            
                        
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                         一派掌門 二十級              | 
          
            
            
            
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                         見習魔法師 二級              | 
          
            
            
            
                        
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                         見習魔法師 二級              | 
          
            
            
            
              #=============================================================== # 本脚本来自 www.66rpg.com# 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景 #=============================================================== class Scene_Battle  alias battleback_map_main main  def main   @battleback_sprite = Spriteset_Map.new unless $BTEST   battleback_map_main    @battleback_sprite.dispose unless $BTEST  end end #=============================================================== # 申请者:张永;脚本作者:bluefool #===========================================================              
                        
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                         一派掌門 二十級              | 
          
            
            
             
              请贴出脚本:Spriteset_Map             
                        
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                         見習魔法師 二級              | 
          
            
            
            
              #============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ #  处理地图画面活动块和元件的类。本类在 # Scene_Map 类的内部使用。 #============================================================================== 
class Spriteset_Map   #--------------------------------------------------------------------------   # ● 初始化对像   #--------------------------------------------------------------------------   def initialize     # 生成显示端口     @viewport1 = Viewport.new(0, 0, 640, 480)     @viewport2 = Viewport.new(0, 0, 640, 480)     @viewport3 = Viewport.new(0, 0, 640, 480)     @viewport2.z = 200     @viewport3.z = 5000     # 生成元件地图     @tilemap = Tilemap.new(@viewport1)     @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)     for i in 0..6       autotile_name = $game_map.autotile_names[i]       @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)     end     @tilemap.map_data = $game_map.data     @tilemap.priorities = $game_map.priorities     # 生成远景平面     @panorama = Plane.new(@viewport1)     @panorama.z = -1000     # 生成雾平面     @fog = Plane.new(@viewport1)     @fog.z = 3000     # 生成角色活动块     @character_sprites = []     for i in $game_map.events.keys.sort       sprite = Sprite_Character.new(@viewport1, $game_map.events[i])       @character_sprites.push(sprite)     end     @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))     # 生成天气     @weather = RPG::Weather.new(@viewport1)     # 生成图片     @picture_sprites = []     for i in 1..50       @picture_sprites.push(Sprite_Picture.new(@viewport2,         $game_screen.pictures[i]))     end     # 生成计时器块     @timer_sprite = Sprite_Timer.new     # 刷新画面     update   end   #--------------------------------------------------------------------------   # ● 释放   #--------------------------------------------------------------------------   def dispose     # 释放元件地图     @tilemap.tileset.dispose     for i in 0..6       @tilemap.autotiles[i].dispose     end     @tilemap.dispose     # 释放远景平面     @panorama.dispose     # 释放雾平面     @fog.dispose     # 释放角色活动块     for sprite in @character_sprites       sprite.dispose     end     # 释放天候     @weather.dispose     # 释放图片     for sprite in @picture_sprites       sprite.dispose     end     # 释放计时器块     @timer_sprite.dispose     # 释放显示端口     @viewport1.dispose     @viewport2.dispose     @viewport3.dispose   end   #--------------------------------------------------------------------------   # ● 刷新画面   #--------------------------------------------------------------------------   def update     # 远景与现在的情况有差异发生的情况下     if @panorama_name != $game_map.panorama_name or        @panorama_hue != $game_map.panorama_hue       @panorama_name = $game_map.panorama_name       @panorama_hue = $game_map.panorama_hue       if @panorama.bitmap != nil         @panorama.bitmap.dispose         @panorama.bitmap = nil       end       if @panorama_name != ""         @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)       end       Graphics.frame_reset     end     # 雾与现在的情况有差异的情况下     if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue       @fog_name = $game_map.fog_name       @fog_hue = $game_map.fog_hue       if @fog.bitmap != nil         @fog.bitmap.dispose         @fog.bitmap = nil       end       if @fog_name != ""         @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)       end       Graphics.frame_reset     end     # 刷新元件地图     @tilemap.ox = $game_map.display_x / 4     @tilemap.oy = $game_map.display_y / 4     @tilemap.update     # 刷新远景平面     @panorama.ox = $game_map.display_x / 8     @panorama.oy = $game_map.display_y / 8     # 刷新雾平面     @fog.zoom_x = $game_map.fog_zoom / 100.0     @fog.zoom_y = $game_map.fog_zoom / 100.0     @fog.opacity = $game_map.fog_opacity     @fog.blend_type = $game_map.fog_blend_type     @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox     @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy     @fog.tone = $game_map.fog_tone     # 刷新角色活动块     for sprite in @character_sprites       sprite.update     end     # 刷新天候图形     @weather.type = $game_screen.weather_type     @weather.max = $game_screen.weather_max     @weather.ox = $game_map.display_x / 4     @weather.oy = $game_map.display_y / 4     @weather.update     # 刷新图片     for sprite in @picture_sprites       sprite.update     end     # 刷新计时器块     @timer_sprite.update     # 设置画面的色调与震动位置     @viewport1.tone = $game_screen.tone     @viewport1.ox = $game_screen.shake     # 设置画面的闪烁色     @viewport3.color = $game_screen.flash_color     # 刷新显示端口     @viewport1.update     @viewport3.update   end end
               
                        
              
               
             
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                         一派掌門 二十級              | 
          
            
            
            
              回复:8楼 
66RPG 
这里只是一个链接汇总,想去哪里,请点击下面的传送门。 
★ 66RPG 论坛 ★ http://bbs.66rpg.com/ 
★ 66RPG 主站(建设中) ★ http://bbs.66rpg.com/portal.php 
★ 66RPG 资源帖 ★ http://bbs.66rpg.com/thread-153776-1-1.html 
★ 格斗纹章 传送门 ★ http://www.66rpg.com/GD              
                        
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                         見習魔法師 二級              | 
          
            
            
            
              ?               
                        
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                         一派掌門 二十級              | 
          
            
            
            
                        
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                         見習魔法師 二級              | 
          
            
            
            
                        
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                         見習魔法師 二級              | 
          
            
            
            
                        
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                         一派掌門 二十級              | 
          
            
            
             
              把加了“【】”的脚本贴出来我看看             
                        
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                         見習魔法師 二級              | 
          
            
            
            
              #============================================================================== # ■ Game_Battler (分割定义 1) #------------------------------------------------------------------------------ #  处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的 # 超级类来使用。 #============================================================================== 
class Game_Battler   #--------------------------------------------------------------------------   # ● 定义实例变量   #--------------------------------------------------------------------------   attr_reader   :battler_name             # 战斗者 文件名   attr_reader   :battler_hue              # 战斗者 色相   attr_reader   :hp                       # HP   attr_reader   :sp                       # SP   attr_reader   :states                   # 状态   attr_accessor :hidden                   # 隐藏标志   attr_accessor :immortal                 # 不死身标志   attr_accessor :damage_pop               # 显示伤害标志   attr_accessor :damage                   # 伤害值   attr_accessor :critical                 # 会心一击标志   attr_accessor :animation_id             # 动画 ID   attr_accessor :animation_hit            # 动画 击中标志   attr_accessor :white_flash              # 白色屏幕闪烁标志   attr_accessor :blink                    # 闪烁标志   attr_accessor :move_x                   # X移位   attr_accessor :move_y                   # Y移位   attr_accessor :weapon_pop               # 显示武器   attr_accessor :weapon_icon              # 武器图标   attr_accessor :weapon_type              # 武器旋转方式   #--------------------------------------------------------------------------   # ● 初始化对像   #--------------------------------------------------------------------------   def initialize     @battler_name = ""     @battler_hue = 0     @hp = 0     @sp = 0     @states = []     @states_turn = {}     @maxhp_plus = 0     @maxsp_plus = 0     @str_plus = 0     @dex_plus = 0     @agi_plus = 0     @int_plus = 0     @hidden = false     @immortal = false     @damage_pop = false     @damage = nil     @critical = false     @animation_id = 0     @animation_hit = false     @white_flash = false     @blink = false     @move_x = 0     @move_y = 0     @weapon_pop = false     @weapon_icon = ""     @weapon_type = 0     @current_action = Game_BattleAction.new   end   #--------------------------------------------------------------------------   # ● 获取 MaxHP   #--------------------------------------------------------------------------   def maxhp     n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min     for i in @states       n *= $data_states[i].maxhp_rate / 100.0     end     n = [[Integer(n), 1].max, 999999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取 MaxSP   #--------------------------------------------------------------------------   def maxsp     n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min     for i in @states       n *= $data_states[i].maxsp_rate / 100.0     end     n = [[Integer(n), 0].max, 9999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取力量   #--------------------------------------------------------------------------   def str     n = [[base_str + @str_plus, 1].max, 999].min     for i in @states       n *= $data_states[i].str_rate / 100.0     end     n = [[Integer(n), 1].max, 999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取灵巧   #--------------------------------------------------------------------------   def dex     n = [[base_dex + @dex_plus, 1].max, 999].min     for i in @states       n *= $data_states[i].dex_rate / 100.0     end     n = [[Integer(n), 1].max, 999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取速度   #--------------------------------------------------------------------------   def agi     n = [[base_agi + @agi_plus, 1].max, 999].min     for i in @states       n *= $data_states[i].agi_rate / 100.0     end     n = [[Integer(n), 1].max, 999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取魔力   #--------------------------------------------------------------------------   def int     n = [[base_int + @int_plus, 1].max, 999].min     for i in @states       n *= $data_states[i].int_rate / 100.0     end     n = [[Integer(n), 1].max, 999].min     return n   end   #--------------------------------------------------------------------------   # ● 设置 MaxHP   #     maxhp : 新的 MaxHP   #--------------------------------------------------------------------------   def maxhp=(maxhp)     @maxhp_plus += maxhp - self.maxhp     @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min     @hp = [@hp, self.maxhp].min   end   #--------------------------------------------------------------------------   # ● 设置 MaxSP   #     maxsp : 新的 MaxSP   #--------------------------------------------------------------------------   def maxsp=(maxsp)     @maxsp_plus += maxsp - self.maxsp     @maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min     @sp = [@sp, self.maxsp].min   end   #--------------------------------------------------------------------------   # ● 设置力量   #     str : 新的力量   #--------------------------------------------------------------------------   def str=(str)     @str_plus += str - self.str     @str_plus = [[@str_plus, -999].max, 999].min   end   #--------------------------------------------------------------------------   # ● 设置灵巧   #     dex : 新的灵巧   #--------------------------------------------------------------------------   def dex=(dex)     @dex_plus += dex - self.dex     @dex_plus = [[@dex_plus, -999].max, 999].min   end   #--------------------------------------------------------------------------   # ● 设置速度   #     agi : 新的速度   #--------------------------------------------------------------------------   def agi=(agi)     @agi_plus += agi - self.agi     @agi_plus = [[@agi_plus, -999].max, 999].min   end   #--------------------------------------------------------------------------   # ● 设置魔力   #     int : 新的魔力   #--------------------------------------------------------------------------   def int=(int)     @int_plus += int - self.int     @int_plus = [[@int_plus, -999].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取命中率   #--------------------------------------------------------------------------   def hit     n = 100     for i in @states       n *= $data_states[i].hit_rate / 100.0     end     return Integer(n)   end   #--------------------------------------------------------------------------   # ● 获取攻击力   #--------------------------------------------------------------------------   def atk     n = base_atk     for i in @states       n *= $data_states[i].atk_rate / 100.0     end     return Integer(n)   end   #--------------------------------------------------------------------------   # ● 获取物理防御   #--------------------------------------------------------------------------   def pdef     n = base_pdef     for i in @states       n *= $data_states[i].pdef_rate / 100.0     end     return Integer(n)   end   #--------------------------------------------------------------------------   # ● 获取魔法防御   #--------------------------------------------------------------------------   def mdef     n = base_mdef     for i in @states       n *= $data_states[i].mdef_rate / 100.0     end     return Integer(n)   end   #--------------------------------------------------------------------------   # ● 获取回避修正   #--------------------------------------------------------------------------   def eva     n = base_eva     for i in @states       n += $data_states[i].eva     end     return n   end   #--------------------------------------------------------------------------   # ● 更改 HP   #     hp : 新的 HP   #--------------------------------------------------------------------------   def hp=(hp)     @hp = [[hp, maxhp].min, 0].max     # 解除附加的战斗不能状态     for i in 1...$data_states.size       if $data_states[i].zero_hp         if self.dead?           add_state(i)         else           remove_state(i)         end       end     end   end   #--------------------------------------------------------------------------   # ● 更改 SP   #     sp : 新的 SP   #--------------------------------------------------------------------------   def sp=(sp)     @sp = [[sp, maxsp].min, 0].max   end   #--------------------------------------------------------------------------   # ● 全回复   #--------------------------------------------------------------------------   def recover_all     @hp = maxhp     @sp = maxsp     for i in @states.clone       remove_state(i)     end   end   #--------------------------------------------------------------------------   # ● 获取当前的动作   #--------------------------------------------------------------------------   def current_action     return @current_action   end   #--------------------------------------------------------------------------   # ● 确定动作速度   #--------------------------------------------------------------------------   def make_action_speed     @current_action.speed = agi + rand(10 + agi / 4)   end   #--------------------------------------------------------------------------   # ● 战斗不能判定   #--------------------------------------------------------------------------   def dead?     return (@hp == 0 and not @immortal)   end   #--------------------------------------------------------------------------   # ● 存在判定   #--------------------------------------------------------------------------   def exist?     return (not @hidden and (@hp > 0 or @immortal))   end   #--------------------------------------------------------------------------   # ● HP 0 判定   #--------------------------------------------------------------------------   def hp0?     return (not @hidden and @hp == 0)   end   #--------------------------------------------------------------------------   # ● 可以输入命令判定   #--------------------------------------------------------------------------   def inputable?     return (not @hidden and restriction <= 1)   end   #--------------------------------------------------------------------------   # ● 可以行动判定   #--------------------------------------------------------------------------   def movable?     return (not @hidden and restriction < 4)   end   #--------------------------------------------------------------------------   # ● 防御中判定   #--------------------------------------------------------------------------   def guarding?     return (@current_action.kind == 0 and @current_action.basic == 1)   end   #--------------------------------------------------------------------------   # ● 休止中判定   #--------------------------------------------------------------------------   def resting?     return (@current_action.kind == 0 and @current_action.basic == 3)   end end
               
                        
              
               
             
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                         見習魔法師 二級              | 
          
            
            
            
              #============================================================================== # ■ Game_BattleAction #------------------------------------------------------------------------------ #  处理行动 (战斗中的行动) 的类。这个类在 Game_Battler 类 # 的内部使用。 #============================================================================== 
class Game_BattleAction   #--------------------------------------------------------------------------   # ● 定义实例变量   #--------------------------------------------------------------------------   attr_accessor :speed                    # 速度   attr_accessor :kind                     # 种类 (基本 / 特技 / 物品)   attr_accessor :basic                    # 基本 (攻击 / 防御 / 逃跑)   attr_accessor :skill_id                 # 特技 ID   attr_accessor :item_id                  # 物品 ID   attr_accessor :target_index             # 对像索引   attr_accessor :forcing                  # 强制标志   #--------------------------------------------------------------------------   # ● 初始化对像   #--------------------------------------------------------------------------   def initialize     clear   end   #--------------------------------------------------------------------------   # ● 清除   #--------------------------------------------------------------------------   def clear     @speed = 0     @kind = 0     @basic = 3     @skill_id = 0     @item_id = 0     @target_index = -1     @forcing = false   end   #--------------------------------------------------------------------------   # ● 有效判定   #--------------------------------------------------------------------------   def valid?     return (not (@kind == 0 and @basic == 3))   end   #==========================================================================   # ★ 行动为普通攻击   #==========================================================================   def attack?     return (@kind == 0 and @basic == 0)   end   #==========================================================================   # ★ 行动为防御状态   #==========================================================================   def guard?     return (@kind == 0 and @basic == 1)   end   #==========================================================================   # ★ 行动为逃跑   #==========================================================================   def escape?     return (@kind == 0 and @basic == 2)   end   #==========================================================================   # ★ 行动为使用特技   #==========================================================================   def skill?     return (@kind == 1)   end   #==========================================================================   # ★ 行动为使用物品   #==========================================================================   def item?     return (@kind == 2)   end   #==========================================================================   # ★ 当前行动   #==========================================================================   def action     return "attack" if attack?     return "guard" if guard?     return "escape" if escape?     return "skill" if skill?     return "item" if item?     return "nil"   end   #--------------------------------------------------------------------------   # ● 己方单体使用判定   #--------------------------------------------------------------------------   def for_one_friend?     # 种类为特技、效果范围是我方单体 (包含 HP 0) 的情况     if @kind == 1 and [3, 5].include?($data_skills[@skill_id].scope)       return true     end     # 种类为物品、效果范围是我方单体 (包含 HP 0) 的情况     if @kind == 2 and [3, 5].include?($data_items[@item_id].scope)       return true     end     return false   end   #--------------------------------------------------------------------------   # ● 己方单体用 (HP 0) 判定   #--------------------------------------------------------------------------   def for_one_friend_hp0?     # 种类为特技、效果范围是我方单体 (HP 0) 的情况     if @kind == 1 and [5].include?($data_skills[@skill_id].scope)       return true     end     # 种类为物品、效果范围是我方单体 (HP 0) 的情况     if @kind == 2 and [5].include?($data_items[@item_id].scope)       return true     end     return false   end   #--------------------------------------------------------------------------   # ● 随机目标 (角色用)   #--------------------------------------------------------------------------   def decide_random_target_for_actor     # 效果范围的分支     if for_one_friend_hp0?       battler = $game_party.random_target_actor_hp0     elsif for_one_friend?       battler = $game_party.random_target_actor     else       battler = $game_troop.random_target_enemy     end     # 对像存在的话取得索引、     # 对像不存在的场合下清除行动     if battler != nil       @target_index = battler.index     else       clear     end   end   #--------------------------------------------------------------------------   # ● 随机目标 (敌人用)   #--------------------------------------------------------------------------   def decide_random_target_for_enemy     # 效果范围的分支     if for_one_friend_hp0?       battler = $game_troop.random_target_enemy_hp0     elsif for_one_friend?       battler = $game_troop.random_target_enemy     else       battler = $game_party.random_target_actor     end     # 对像存在的话取得索引、     # 对像不存在的场合下清除行动     if battler != nil       @target_index = battler.index     else       clear     end   end   #--------------------------------------------------------------------------   # ● 最后的目标 (角色用)   #--------------------------------------------------------------------------   def decide_last_target_for_actor     # 效果范围是己方单体以及行动者以外的敌人     if @target_index == -1       battler = nil     elsif for_one_friend?       battler = $game_party.actors[@target_index]     else       battler = $game_troop.enemies[@target_index]     end     # 对像不存在的场合下清除行动     if battler == nil or not battler.exist?       clear     end   end   #--------------------------------------------------------------------------   # ● 最后的目标 (敌人用)   #--------------------------------------------------------------------------   def decide_last_target_for_enemy     # 效果范围是己方单体以敌人以外的角色     if @target_index == -1       battler = nil     elsif for_one_friend?       battler = $game_troop.enemies[@target_index]     else       battler = $game_party.actors[@target_index]     end     # 对像不存在的场合下清除行动     if battler == nil or not battler.exist?       clear     end   end end
               
                        
              
               
             
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                         一派掌門 二十級              | 
          
            
            
             
              不会吧,贴个脚本都要帖这么9!             
                        
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                         見習魔法師 二級              | 
          
            
            
            
              #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ #  处理角色的类。本类在 Game_Actors 类 ($game_actors) # 的内部使用、Game_Party 类请参考 ($game_party) 。 #============================================================================== 
class Game_Actor < Game_Battler   #--------------------------------------------------------------------------   # ● 定义实例变量   #--------------------------------------------------------------------------   attr_reader   :name                     # 名称   attr_reader   :character_name           # 角色 文件名   attr_reader   :character_hue            # 角色 色相   attr_reader   :class_id                 # 职业 ID   attr_reader   :weapon_id                # 武器 ID   attr_reader   :armor1_id                # 盾 ID   attr_reader   :armor2_id                # 头防具 ID   attr_reader   :armor3_id                # 身体体防具 ID   attr_reader   :armor4_id                # 装饰品 ID   attr_reader   :level                    # 等级   attr_reader   :exp                      # EXP   attr_reader   :skills                   # 特技   #--------------------------------------------------------------------------   # ● 初始化对像   #     actor_id : 角色 ID   #--------------------------------------------------------------------------   def initialize(actor_id)     super()     setup(actor_id)   end   #--------------------------------------------------------------------------   # ● 设置   #     actor_id : 角色 ID   #--------------------------------------------------------------------------   def setup(actor_id)     actor = $data_actors[actor_id]     @actor_id = actor_id     @name = actor.name     @character_name = actor.character_name     @character_hue = actor.character_hue     @battler_name = actor.battler_name     @battler_hue = actor.battler_hue     @class_id = actor.class_id     @weapon_id = actor.weapon_id     @armor1_id = actor.armor1_id     @armor2_id = actor.armor2_id     @armor3_id = actor.armor3_id     @armor4_id = actor.armor4_id     @level = actor.initial_level     @exp_list = Array.new(101)     make_exp_list     @exp = @exp_list[@level]     @skills = []     @hp = maxhp     @sp = maxsp     @states = []     @states_turn = {}     @maxhp_plus = 0     @maxsp_plus = 0     @str_plus = 0     @dex_plus = 0     @agi_plus = 0     @int_plus = 0     # 学会特技     for i in 1..@level       for j in $data_classes[@class_id].learnings         if j.level == i           learn_skill(j.skill_id)         end       end     end     # 刷新自动状态     update_auto_state(nil, $data_armors[@armor1_id])     update_auto_state(nil, $data_armors[@armor2_id])     update_auto_state(nil, $data_armors[@armor3_id])     update_auto_state(nil, $data_armors[@armor4_id])   end   #--------------------------------------------------------------------------   # ● 获取角色 ID    #--------------------------------------------------------------------------   def id     return @actor_id   end   #--------------------------------------------------------------------------   # ● 获取索引   #--------------------------------------------------------------------------   def index     return $game_party.actors.index(self)   end   #--------------------------------------------------------------------------   # ● 计算 EXP   #--------------------------------------------------------------------------   def make_exp_list     actor = $data_actors[@actor_id]     @exp_list[1] = 0     pow_i = 2.4 + actor.exp_inflation / 100.0     for i in 2..100       if i > actor.final_level         @exp_list[i] = 0       else         n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)         @exp_list[i] = @exp_list[i-1] + Integer(n)       end     end   end   #--------------------------------------------------------------------------   # ● 取得属性修正值   #     element_id : 属性 ID   #--------------------------------------------------------------------------   def element_rate(element_id)     # 获取对应属性有效度的数值     table = [0,200,150,100,50,0,-100]     result = table[$data_classes[@class_id].element_ranks[element_id]]     # 防具能防御本属性的情况下效果减半     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]       armor = $data_armors[i]       if armor != nil and armor.guard_element_set.include?(element_id)         result /= 2       end     end     # 状态能防御本属性的情况下效果减半     for i in @states       if $data_states[i].guard_element_set.include?(element_id)         result /= 2       end     end     # 过程结束     return result   end   #--------------------------------------------------------------------------   # ● 获取属性有效度   #--------------------------------------------------------------------------   def state_ranks     return $data_classes[@class_id].state_ranks   end   #--------------------------------------------------------------------------   # ● 判定防御属性   #     state_id : 属性 ID   #--------------------------------------------------------------------------   def state_guard?(state_id)     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]       armor = $data_armors[i]       if armor != nil         if armor.guard_state_set.include?(state_id)           return true         end       end     end     return false   end   #--------------------------------------------------------------------------   # ● 获取普通攻击属性   #--------------------------------------------------------------------------   def element_set     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.element_set : []   end   #--------------------------------------------------------------------------   # ● 获取普通攻击状态变化 (+)   #--------------------------------------------------------------------------   def plus_state_set     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.plus_state_set : []   end   #--------------------------------------------------------------------------   # ● 获取普通攻击状态变化 (-)   #--------------------------------------------------------------------------   def minus_state_set     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.minus_state_set : []   end   #--------------------------------------------------------------------------   # ● 获取 MaxHP   #--------------------------------------------------------------------------   def maxhp     n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min     for i in @states       n *= $data_states[i].maxhp_rate / 100.0     end     n = [[Integer(n), 1].max, 9999].min     return n   end   #--------------------------------------------------------------------------   # ● 获取基本 MaxHP   #--------------------------------------------------------------------------   def base_maxhp     return $data_actors[@actor_id].parameters[0, @level]   end   #--------------------------------------------------------------------------   # ● 获取基本 MaxSP   #--------------------------------------------------------------------------   def base_maxsp     return $data_actors[@actor_id].parameters[1, @level]   end   #--------------------------------------------------------------------------   # ● 获取基本力量   #--------------------------------------------------------------------------   def base_str     n = $data_actors[@actor_id].parameters[2, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     n += weapon != nil ? weapon.str_plus : 0     n += armor1 != nil ? armor1.str_plus : 0     n += armor2 != nil ? armor2.str_plus : 0     n += armor3 != nil ? armor3.str_plus : 0     n += armor4 != nil ? armor4.str_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本灵巧   #--------------------------------------------------------------------------   def base_dex     n = $data_actors[@actor_id].parameters[3, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     n += weapon != nil ? weapon.dex_plus : 0     n += armor1 != nil ? armor1.dex_plus : 0     n += armor2 != nil ? armor2.dex_plus : 0     n += armor3 != nil ? armor3.dex_plus : 0     n += armor4 != nil ? armor4.dex_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本速度   #--------------------------------------------------------------------------   def base_agi     n = $data_actors[@actor_id].parameters[4, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     n += weapon != nil ? weapon.agi_plus : 0     n += armor1 != nil ? armor1.agi_plus : 0     n += armor2 != nil ? armor2.agi_plus : 0     n += armor3 != nil ? armor3.agi_plus : 0     n += armor4 != nil ? armor4.agi_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本魔力   #--------------------------------------------------------------------------   def base_int     n = $data_actors[@actor_id].parameters[5, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     n += weapon != nil ? weapon.int_plus : 0     n += armor1 != nil ? armor1.int_plus : 0     n += armor2 != nil ? armor2.int_plus : 0     n += armor3 != nil ? armor3.int_plus : 0     n += armor4 != nil ? armor4.int_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本攻击力   #--------------------------------------------------------------------------   def base_atk     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.atk : 0   end   #--------------------------------------------------------------------------   # ● 获取基本物理防御   #--------------------------------------------------------------------------   def base_pdef     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     pdef1 = weapon != nil ? weapon.pdef : 0     pdef2 = armor1 != nil ? armor1.pdef : 0     pdef3 = armor2 != nil ? armor2.pdef : 0     pdef4 = armor3 != nil ? armor3.pdef : 0     pdef5 = armor4 != nil ? armor4.pdef : 0     return pdef1 + pdef2 + pdef3 + pdef4 + pdef5   end   #--------------------------------------------------------------------------   # ● 获取基本魔法防御   #--------------------------------------------------------------------------   def base_mdef     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     mdef1 = weapon != nil ? weapon.mdef : 0     mdef2 = armor1 != nil ? armor1.mdef : 0     mdef3 = armor2 != nil ? armor2.mdef : 0     mdef4 = armor3 != nil ? armor3.mdef : 0     mdef5 = armor4 != nil ? armor4.mdef : 0     return mdef1 + mdef2 + mdef3 + mdef4 + mdef5   end   #--------------------------------------------------------------------------   # ● 获取基本回避修正   #--------------------------------------------------------------------------   def base_eva     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     eva1 = armor1 != nil ? armor1.eva : 0     eva2 = armor2 != nil ? armor2.eva : 0     eva3 = armor3 != nil ? armor3.eva : 0     eva4 = armor4 != nil ? armor4.eva : 0     return eva1 + eva2 + eva3 + eva4   end   #--------------------------------------------------------------------------   # ● 普通攻击 获取攻击方动画 ID   #--------------------------------------------------------------------------   def animation1_id     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.animation1_id : 0   end   #--------------------------------------------------------------------------   # ● 普通攻击 获取对像方动画 ID   #--------------------------------------------------------------------------   def animation2_id     weapon = $data_weapons[@weapon_id]     return weapon != nil ? weapon.animation2_id : 0   end   #--------------------------------------------------------------------------   # ● 获取类名   #--------------------------------------------------------------------------   def class_name     return $data_classes[@class_id].name   end   #--------------------------------------------------------------------------   # ● 获取 EXP 字符串   #--------------------------------------------------------------------------   def exp_s     return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"   end   #--------------------------------------------------------------------------   # ● 获取下一等级的 EXP 字符串   #--------------------------------------------------------------------------   def next_exp_s     return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"   end   #--------------------------------------------------------------------------   # ● 获取离下一等级还需的 EXP 字符串   #--------------------------------------------------------------------------   def next_rest_exp_s     return @exp_list[@level+1] > 0 ?       (@exp_list[@level+1] - @exp).to_s : "-------"   end   #--------------------------------------------------------------------------   # ● 更新自动状态   #     old_armor : 卸下防具   #     new_armor : 装备防具   #--------------------------------------------------------------------------   def update_auto_state(old_armor, new_armor)     # 强制解除卸下防具的自动状态     if old_armor != nil and old_armor.auto_state_id != 0       remove_state(old_armor.auto_state_id, true)     end     # 强制附加装备防具的自动状态     if new_armor != nil and new_armor.auto_state_id != 0       add_state(new_armor.auto_state_id, true)     end   end   #--------------------------------------------------------------------------   # ● 装备固定判定   #     equip_type : 装备类型   #--------------------------------------------------------------------------   def equip_fix?(equip_type)     case equip_type     when 0  # 武器       return $data_actors[@actor_id].weapon_fix     when 1  # 盾       return $data_actors[@actor_id].armor1_fix     when 2  # 头       return $data_actors[@actor_id].armor2_fix     when 3  # 身体       return $data_actors[@actor_id].armor3_fix     when 4  # 装饰品       return $data_actors[@actor_id].armor4_fix     end     return false   end   #--------------------------------------------------------------------------   # ● 变更装备   #     equip_type : 装备类型   #     id    : 武器 or 防具 ID  (0 为解除装备)   #--------------------------------------------------------------------------   def equip(equip_type, id)     case equip_type     when 0  # 武器       if id == 0 or $game_party.weapon_number(id) > 0         $game_party.gain_weapon(@weapon_id, 1)         @weapon_id = id         $game_party.lose_weapon(id, 1)       end     when 1  # 盾       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor1_id], $data_armors[id])         $game_party.gain_armor(@armor1_id, 1)         @armor1_id = id         $game_party.lose_armor(id, 1)       end     when 2  # 头       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor2_id], $data_armors[id])         $game_party.gain_armor(@armor2_id, 1)         @armor2_id = id         $game_party.lose_armor(id, 1)       end     when 3  # 身体       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor3_id], $data_armors[id])         $game_party.gain_armor(@armor3_id, 1)         @armor3_id = id         $game_party.lose_armor(id, 1)       end     when 4  # 装饰品       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor4_id], $data_armors[id])         $game_party.gain_armor(@armor4_id, 1)         @armor4_id = id         $game_party.lose_armor(id, 1)       end     end   end   #--------------------------------------------------------------------------   # ● 可以装备判定   #     item : 物品   #--------------------------------------------------------------------------   def equippable?(item)     # 武器的情况     if item.is_a?(RPG::Weapon)       # 包含当前的职业可以装备武器的场合       if $data_classes[@class_id].weapon_set.include?(item.id)         return true       end     end     # 防具的情况     if item.is_a?(RPG::Armor)       # 不包含当前的职业可以装备武器的场合       if $data_classes[@class_id].armor_set.include?(item.id)         return true       end     end     return false   end   #--------------------------------------------------------------------------   # ● 更改 EXP   #     exp : 新的 EXP   #--------------------------------------------------------------------------   def exp=(exp)     @exp = [[exp, 9999999].min, 0].max     # 升级     while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0       @level += 1       # 学会特技       for j in $data_classes[@class_id].learnings         if j.level == @level           learn_skill(j.skill_id)         end       end     end     # 降级     while @exp < @exp_list[@level]       @level -= 1     end     # 修正当前的 HP 与 SP 超过最大值     @hp = [@hp, self.maxhp].min     @sp = [@sp, self.maxsp].min   end   #--------------------------------------------------------------------------   # ● 更改等级   #     level : 新的等级   #--------------------------------------------------------------------------   def level=(level)     # 检查上下限     level = [[level, $data_actors[@actor_id].final_level].min, 1].max     # 更改 EXP     self.exp = @exp_list[level]   end   #--------------------------------------------------------------------------   # ● 觉悟特技   #     skill_id : 特技 ID   #--------------------------------------------------------------------------   def learn_skill(skill_id)     if skill_id > 0 and not skill_learn?(skill_id)       @skills.push(skill_id)       @skills.sort!     end   end   #--------------------------------------------------------------------------   # ● 遗忘特技   #     skill_id : 特技 ID   #--------------------------------------------------------------------------   def forget_skill(skill_id)     @skills.delete(skill_id)   end   #--------------------------------------------------------------------------   # ● 已经学会的特技判定   #     skill_id : 特技 ID   #--------------------------------------------------------------------------   def skill_learn?(skill_id)     return @skills.include?(skill_id)   end   #--------------------------------------------------------------------------   # ● 可以使用特技判定   #     skill_id : 特技 ID   #--------------------------------------------------------------------------   def skill_can_use?(skill_id)     if not skill_learn?(skill_id)       return false     end     return super   end   #--------------------------------------------------------------------------   # ● 更改名称   #     name : 新的名称   #--------------------------------------------------------------------------   def name=(name)     @name = name   end   #--------------------------------------------------------------------------   # ● 更改职业 ID   #     class_id : 新的职业 ID   #--------------------------------------------------------------------------   def class_id=(class_id)     if $data_classes[class_id] != nil       @class_id = class_id       # 避开无法装备的物品       unless equippable?($data_weapons[@weapon_id])         equip(0, 0)       end       unless equippable?($data_armors[@armor1_id])         equip(1, 0)       end       unless equippable?($data_armors[@armor2_id])         equip(2, 0)       end       unless equippable?($data_armors[@armor3_id])         equip(3, 0)       end       unless equippable?($data_armors[@armor4_id])         equip(4, 0)       end     end   end   #--------------------------------------------------------------------------   # ● 更改图形   #     character_name : 新的角色 文件名   #     character_hue  : 新的角色 色相   #     battler_name   : 新的战斗者 文件名   #     battler_hue    : 新的战斗者 色相   #--------------------------------------------------------------------------   def set_graphic(character_name, character_hue, battler_name, battler_hue)     @character_name = character_name     @character_hue = character_hue     @battler_name = battler_name     @battler_hue = battler_hue   end   #--------------------------------------------------------------------------   # ● 取得战斗画面的 X 坐标   #--------------------------------------------------------------------------   def screen_x     # 自动编排,根据队伍大小     case $game_party.actors.size     when 1;return 320 + @move_x     when 2;return self.index*100+270 + @move_x     when 3;return self.index*100+220 + @move_x     when 4;return self.index*100+170 + @move_x     end   end   #--------------------------------------------------------------------------   # ● 取得战斗画面的 Y 坐标   #--------------------------------------------------------------------------   def screen_y     return 464 - 160 + @move_y   end   #--------------------------------------------------------------------------   # ● 取得战斗画面的 Z 坐标   #--------------------------------------------------------------------------   def screen_z     # 返回Y座标     return screen_y   end   #==========================================================================   # ★ 取得战斗图的宽   #==========================================================================   def bitmap_width     bitmap = RPG::Cache.character(@character_name,@character_hue)     return bitmap.width/4   end   #==========================================================================   # ★ 取得战斗图的高   #==========================================================================   def bitmap_height     bitmap = RPG::Cache.character(@character_name,@character_hue)     return bitmap.height/4   end   #==========================================================================   # ★ 近距离攻击   #==========================================================================   def melee?     return false if @weapon_id == 0     return ($data_weapons[@weapon_id].melee?)   end   #==========================================================================   # ★ 远距离攻击   #==========================================================================   def magic?     return false if @weapon_id == 0     return ($data_weapons[@weapon_id].magic?)   end end
               
                        
              
               
             
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                         見習魔法師 二級              | 
          
            
            
            
                        
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                         一派掌門 二十級              | 
          
            
            
             
              脚本错误             
                        
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                         一派掌門 二十級              | 
          
            
            
            
              你干脆把所有的脚本在本吧开个帖子发进去吧。 
这样更全面。              
                        
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                         一派掌門 二十級              | 
          
            
            
            
                        
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