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【求助】如何讓怪物顯示出來? |
见习魔法师 二级 |
如題
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一派掌门 二十级 |
截圖
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见习魔法师 二级 |
怎麼截圖?
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见习魔法师 二级 |
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一派掌门 二十级 |
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一派掌门 二十级 |
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见习魔法师 二级 |
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见习魔法师 二级 |
#=============================================================== # 本腳本來自 www.66rpg.com# 功能:對於沒有設置戰鬥背景的地圖,直接用地圖做戰鬥背景 #=============================================================== class Scene_Battle alias battleback_map_main main def main @battleback_sprite = Spriteset_Map.new unless $BTEST battleback_map_main @battleback_sprite.dispose unless $BTEST end end #=============================================================== # 申請者:張永;腳本作者:bluefool #===========================================================
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一派掌门 二十级 |
請貼出腳本:Spriteset_Map
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见习魔法师 二级 |
#============================================================================== # ■ Spriteset_Map #------------------------------------------------------------------------------ # 處理地圖畫面活動塊和元件的類。本類在 # Scene_Map 類的內部使用。 #==============================================================================
class Spriteset_Map #-------------------------------------------------------------------------- # ● 初始化對像 #-------------------------------------------------------------------------- def initialize # 生成顯示埠 @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 # 生成元件地圖 @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($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 # 生成遠景平面 @panorama = Plane.new(@viewport1) @panorama.z = -1000 # 生成霧平面 @fog = Plane.new(@viewport1) @fog.z = 3000 # 生成角色活動塊 @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)) # 生成天氣 @weather = RPG::Weather.new(@viewport1) # 生成圖片 @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # 生成計時器塊 @timer_sprite = Sprite_Timer.new # 刷新畫面 update end #-------------------------------------------------------------------------- # ● 釋放 #-------------------------------------------------------------------------- def dispose # 釋放元件地圖 @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose # 釋放遠景平面 @panorama.dispose # 釋放霧平面 @fog.dispose # 釋放角色活動塊 for sprite in @character_sprites sprite.dispose end # 釋放天候 @weather.dispose # 釋放圖片 for sprite in @picture_sprites sprite.dispose end # 釋放計時器塊 @timer_sprite.dispose # 釋放顯示埠 @viewport1.dispose @viewport2.dispose @viewport3.dispose end #-------------------------------------------------------------------------- # ● 刷新畫面 #-------------------------------------------------------------------------- def update # 遠景與現在的情況有差異發生的情況下 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 # 霧與現在的情況有差異的情況下 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 # 刷新元件地圖 @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update # 刷新遠景平面 @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 # 刷新霧平面 @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 # 刷新角色活動塊 for sprite in @character_sprites sprite.update end # 刷新天候圖形 @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 # 刷新圖片 for sprite in @picture_sprites sprite.update end # 刷新計時器塊 @timer_sprite.update # 設置畫面的色調與震動位置 @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # 設置畫面的閃爍色 @viewport3.color = $game_screen.flash_color # 刷新顯示埠 @viewport1.update @viewport3.update end end
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一派掌门 二十级 |
回覆:8樓
66RPG
這裡只是一個連結匯總,想去哪裡,請點擊下面的傳送門。
★ 66RPG 論壇 ★ http://bbs.66rpg.com/
★ 66RPG 主站(建設中) ★ http://bbs.66rpg.com/portal.php
★ 66RPG 資源帖 ★ http://bbs.66rpg.com/thread-153776-1-1.html
★ 格鬥紋章 傳送門 ★ http://www.66rpg.com/GD
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见习魔法师 二级 |
?
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一派掌门 二十级 |
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见习魔法师 二级 |
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见习魔法师 二级 |
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一派掌门 二十级 |
把加了「【】」的腳本貼出來我看看
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见习魔法师 二级 |
#============================================================================== # ■ Game_Battler (分割定義 1) #------------------------------------------------------------------------------ # 處理戰鬥者的類。這個類作為 Game_Actor 類與 Game_Enemy 類的 # 超級類來使用。 #==============================================================================
class Game_Battler #-------------------------------------------------------------------------- # ● 定義實例變量 #-------------------------------------------------------------------------- attr_reader :battler_name # 戰鬥者 文件名 attr_reader :battler_hue # 戰鬥者 色相 attr_reader :hp # HP attr_reader :sp # SP attr_reader :states # 狀態 attr_accessor :hidden # 隱藏標誌 attr_accessor :immortal # 不死身標誌 attr_accessor :damage_pop # 顯示傷害標誌 attr_accessor :damage # 傷害值 attr_accessor :critical # 會心一擊標誌 attr_accessor :animation_id # 動畫 ID attr_accessor :animation_hit # 動畫 擊中標誌 attr_accessor :white_flash # 白色屏幕閃爍標誌 attr_accessor :blink # 閃爍標誌 attr_accessor :move_x # X移位 attr_accessor :move_y # Y移位 attr_accessor :weapon_pop # 顯示武器 attr_accessor :weapon_icon # 武器圖標 attr_accessor :weapon_type # 武器旋轉方式 #-------------------------------------------------------------------------- # ● 初始化對像 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取 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 #-------------------------------------------------------------------------- # ● 獲取 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 #-------------------------------------------------------------------------- # ● 獲取力量 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取靈巧 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取速度 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取魔力 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 設置 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 #-------------------------------------------------------------------------- # ● 設置 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 #-------------------------------------------------------------------------- # ● 設置力量 # str : 新的力量 #-------------------------------------------------------------------------- def str=(str) @str_plus += str - self.str @str_plus = [[@str_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 設置靈巧 # dex : 新的靈巧 #-------------------------------------------------------------------------- def dex=(dex) @dex_plus += dex - self.dex @dex_plus = [[@dex_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 設置速度 # agi : 新的速度 #-------------------------------------------------------------------------- def agi=(agi) @agi_plus += agi - self.agi @agi_plus = [[@agi_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 設置魔力 # int : 新的魔力 #-------------------------------------------------------------------------- def int=(int) @int_plus += int - self.int @int_plus = [[@int_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 獲取命中率 #-------------------------------------------------------------------------- def hit n = 100 for i in @states n *= $data_states[i].hit_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 獲取攻擊力 #-------------------------------------------------------------------------- def atk n = base_atk for i in @states n *= $data_states[i].atk_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 獲取物理防禦 #-------------------------------------------------------------------------- def pdef n = base_pdef for i in @states n *= $data_states[i].pdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 獲取魔法防禦 #-------------------------------------------------------------------------- def mdef n = base_mdef for i in @states n *= $data_states[i].mdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 獲取迴避修正 #-------------------------------------------------------------------------- def eva n = base_eva for i in @states n += $data_states[i].eva end return n end #-------------------------------------------------------------------------- # ● 更改 HP # hp : 新的 HP #-------------------------------------------------------------------------- def hp=(hp) @hp = [[hp, maxhp].min, 0].max # 解除附加的戰鬥不能狀態 for i in 1...$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 #-------------------------------------------------------------------------- # ● 全回復 #-------------------------------------------------------------------------- def recover_all @hp = maxhp @sp = maxsp for i in @states.clone remove_state(i) end end #-------------------------------------------------------------------------- # ● 獲取當前的動作 #-------------------------------------------------------------------------- def current_action return @current_action end #-------------------------------------------------------------------------- # ● 確定動作速度 #-------------------------------------------------------------------------- def make_action_speed @current_action.speed = agi + rand(10 + agi / 4) end #-------------------------------------------------------------------------- # ● 戰鬥不能判定 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 可以輸入命令判定 #-------------------------------------------------------------------------- def inputable? return (not @hidden and restriction <= 1) end #-------------------------------------------------------------------------- # ● 可以行動判定 #-------------------------------------------------------------------------- def movable? return (not @hidden and restriction < 4) end #-------------------------------------------------------------------------- # ● 防禦中判定 #-------------------------------------------------------------------------- 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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见习魔法师 二级 |
#============================================================================== # ■ Game_BattleAction #------------------------------------------------------------------------------ # 處理行動 (戰鬥中的行動) 的類。這個類在 Game_Battler 類 # 的內部使用。 #==============================================================================
class Game_BattleAction #-------------------------------------------------------------------------- # ● 定義實例變量 #-------------------------------------------------------------------------- attr_accessor :speed # 速度 attr_accessor :kind # 種類 (基本 / 特技 / 物品) attr_accessor :basic # 基本 (攻擊 / 防禦 / 逃跑) attr_accessor :skill_id # 特技 ID attr_accessor :item_id # 物品 ID attr_accessor :target_index # 對像索引 attr_accessor :forcing # 強制標誌 #-------------------------------------------------------------------------- # ● 初始化對像 #-------------------------------------------------------------------------- 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 #========================================================================== # ★ 行動為普通攻擊 #========================================================================== def attack? return (@kind == 0 and @basic == 0) end #========================================================================== # ★ 行動為防禦狀態 #========================================================================== def guard? return (@kind == 0 and @basic == 1) end #========================================================================== # ★ 行動為逃跑 #========================================================================== def escape? return (@kind == 0 and @basic == 2) end #========================================================================== # ★ 行動為使用特技 #========================================================================== def skill? return (@kind == 1) end #========================================================================== # ★ 行動為使用物品 #========================================================================== def item? return (@kind == 2) end #========================================================================== # ★ 當前行動 #========================================================================== 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 #-------------------------------------------------------------------------- # ● 己方單體使用判定 #-------------------------------------------------------------------------- def for_one_friend? # 種類為特技、效果範圍是我方單體 (包含 HP 0) 的情況 if @kind == 1 and [3, 5].include?($data_skills[@skill_id].scope) return true end # 種類為物品、效果範圍是我方單體 (包含 HP 0) 的情況 if @kind == 2 and [3, 5].include?($data_items[@item_id].scope) return true end return false end #-------------------------------------------------------------------------- # ● 己方單體用 (HP 0) 判定 #-------------------------------------------------------------------------- def for_one_friend_hp0? # 種類為特技、效果範圍是我方單體 (HP 0) 的情況 if @kind == 1 and [5].include?($data_skills[@skill_id].scope) return true end # 種類為物品、效果範圍是我方單體 (HP 0) 的情況 if @kind == 2 and [5].include?($data_items[@item_id].scope) return true end return false end #-------------------------------------------------------------------------- # ● 隨機目標 (角色用) #-------------------------------------------------------------------------- def decide_random_target_for_actor # 效果範圍的分支 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 # 對像存在的話取得索引、 # 對像不存在的場合下清除行動 if battler != nil @target_index = battler.index else clear end end #-------------------------------------------------------------------------- # ● 隨機目標 (敵人用) #-------------------------------------------------------------------------- def decide_random_target_for_enemy # 效果範圍的分支 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 # 對像存在的話取得索引、 # 對像不存在的場合下清除行動 if battler != nil @target_index = battler.index else clear end end #-------------------------------------------------------------------------- # ● 最後的目標 (角色用) #-------------------------------------------------------------------------- def decide_last_target_for_actor # 效果範圍是己方單體以及行動者以外的敵人 if @target_index == -1 battler = nil elsif for_one_friend? battler = $game_party.actors[@target_index] else battler = $game_troop.enemies[@target_index] end # 對像不存在的場合下清除行動 if battler == nil or not battler.exist? clear end end #-------------------------------------------------------------------------- # ● 最後的目標 (敵人用) #-------------------------------------------------------------------------- def decide_last_target_for_enemy # 效果範圍是己方單體以敵人以外的角色 if @target_index == -1 battler = nil elsif for_one_friend? battler = $game_troop.enemies[@target_index] else battler = $game_party.actors[@target_index] end # 對像不存在的場合下清除行動 if battler == nil or not battler.exist? clear end end end
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一派掌门 二十级 |
不會吧,貼個腳本都要帖這麼9!
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见习魔法师 二级 |
#============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 處理角色的類。本類在 Game_Actors 類 ($game_actors) # 的內部使用、Game_Party 類請參考 ($game_party) 。 #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 定義實例變量 #-------------------------------------------------------------------------- attr_reader :name # 名稱 attr_reader :character_name # 角色 文件名 attr_reader :character_hue # 角色 色相 attr_reader :class_id # 職業 ID attr_reader :weapon_id # 武器 ID attr_reader :armor1_id # 盾 ID attr_reader :armor2_id # 頭防具 ID attr_reader :armor3_id # 身體體防具 ID attr_reader :armor4_id # 裝飾品 ID attr_reader :level # 等級 attr_reader :exp # EXP attr_reader :skills # 特技 #-------------------------------------------------------------------------- # ● 初始化對像 # actor_id : 角色 ID #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) end #-------------------------------------------------------------------------- # ● 設置 # 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 # 學會特技 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 # 刷新自動狀態 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 #-------------------------------------------------------------------------- # ● 獲取角色 ID #-------------------------------------------------------------------------- def id return @actor_id end #-------------------------------------------------------------------------- # ● 獲取索引 #-------------------------------------------------------------------------- def index return $game_party.actors.index(self) end #-------------------------------------------------------------------------- # ● 計算 EXP #-------------------------------------------------------------------------- def make_exp_list actor = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list[i] = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list[i] = @exp_list[i-1] + Integer(n) end end end #-------------------------------------------------------------------------- # ● 取得屬性修正值 # element_id : 屬性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 獲取對應屬性有效度的數值 table = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] # 防具能防禦本屬性的情況下效果減半 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 # 狀態能防禦本屬性的情況下效果減半 for i in @states if $data_states[i].guard_element_set.include?(element_id) result /= 2 end end # 過程結束 return result end #-------------------------------------------------------------------------- # ● 獲取屬性有效度 #-------------------------------------------------------------------------- def state_ranks return $data_classes[@class_id].state_ranks end #-------------------------------------------------------------------------- # ● 判定防禦屬性 # state_id : 屬性 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 #-------------------------------------------------------------------------- # ● 獲取普通攻擊屬性 #-------------------------------------------------------------------------- def element_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.element_set : [] end #-------------------------------------------------------------------------- # ● 獲取普通攻擊狀態變化 (+) #-------------------------------------------------------------------------- def plus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.plus_state_set : [] end #-------------------------------------------------------------------------- # ● 獲取普通攻擊狀態變化 (-) #-------------------------------------------------------------------------- def minus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.minus_state_set : [] end #-------------------------------------------------------------------------- # ● 獲取 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 #-------------------------------------------------------------------------- # ● 獲取基本 MaxHP #-------------------------------------------------------------------------- def base_maxhp return $data_actors[@actor_id].parameters[0, @level] end #-------------------------------------------------------------------------- # ● 獲取基本 MaxSP #-------------------------------------------------------------------------- def base_maxsp return $data_actors[@actor_id].parameters[1, @level] end #-------------------------------------------------------------------------- # ● 獲取基本力量 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本靈巧 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本速度 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本魔力 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本攻擊力 #-------------------------------------------------------------------------- def base_atk weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end #-------------------------------------------------------------------------- # ● 獲取基本物理防禦 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本魔法防禦 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 獲取基本迴避修正 #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● 普通攻擊 獲取攻擊方動畫 ID #-------------------------------------------------------------------------- def animation1_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation1_id : 0 end #-------------------------------------------------------------------------- # ● 普通攻擊 獲取對像方動畫 ID #-------------------------------------------------------------------------- def animation2_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation2_id : 0 end #-------------------------------------------------------------------------- # ● 獲取類名 #-------------------------------------------------------------------------- def class_name return $data_classes[@class_id].name end #-------------------------------------------------------------------------- # ● 獲取 EXP 字符串 #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp.to_s : "-------" end #-------------------------------------------------------------------------- # ● 獲取下一等級的 EXP 字符串 #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------" end #-------------------------------------------------------------------------- # ● 獲取離下一等級還需的 EXP 字符串 #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp).to_s : "-------" end #-------------------------------------------------------------------------- # ● 更新自動狀態 # old_armor : 卸下防具 # new_armor : 裝備防具 #-------------------------------------------------------------------------- def update_auto_state(old_armor, new_armor) # 強制解除卸下防具的自動狀態 if old_armor != nil and old_armor.auto_state_id != 0 remove_state(old_armor.auto_state_id, true) end # 強制附加裝備防具的自動狀態 if new_armor != nil and new_armor.auto_state_id != 0 add_state(new_armor.auto_state_id, true) end end #-------------------------------------------------------------------------- # ● 裝備固定判定 # equip_type : 裝備類型 #-------------------------------------------------------------------------- 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 # 頭 return $data_actors[@actor_id].armor2_fix when 3 # 身體 return $data_actors[@actor_id].armor3_fix when 4 # 裝飾品 return $data_actors[@actor_id].armor4_fix end return false end #-------------------------------------------------------------------------- # ● 變更裝備 # equip_type : 裝備類型 # id : 武器 or 防具 ID (0 為解除裝備) #-------------------------------------------------------------------------- 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 # 頭 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 # 身體 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 # 裝飾品 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 #-------------------------------------------------------------------------- # ● 可以裝備判定 # item : 物品 #-------------------------------------------------------------------------- def equippable?(item) # 武器的情況 if item.is_a?(RPG::Weapon) # 包含當前的職業可以裝備武器的場合 if $data_classes[@class_id].weapon_set.include?(item.id) return true end end # 防具的情況 if item.is_a?(RPG::Armor) # 不包含當前的職業可以裝備武器的場合 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 # 升級 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 學會特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降級 while @exp < @exp_list[@level] @level -= 1 end # 修正當前的 HP 與 SP 超過最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 更改等級 # level : 新的等級 #-------------------------------------------------------------------------- def level=(level) # 檢查上下限 level = [[level, $data_actors[@actor_id].final_level].min, 1].max # 更改 EXP self.exp = @exp_list[level] end #-------------------------------------------------------------------------- # ● 覺悟特技 # 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 #-------------------------------------------------------------------------- # ● 遺忘特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #-------------------------------------------------------------------------- # ● 已經學會的特技判定 # 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 #-------------------------------------------------------------------------- # ● 更改名稱 # name : 新的名稱 #-------------------------------------------------------------------------- def name=(name) @name = name end #-------------------------------------------------------------------------- # ● 更改職業 ID # class_id : 新的職業 ID #-------------------------------------------------------------------------- def class_id=(class_id) if $data_classes[class_id] != nil @class_id = class_id # 避開無法裝備的物品 unless equippable?($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 #-------------------------------------------------------------------------- # ● 更改圖形 # character_name : 新的角色 文件名 # character_hue : 新的角色 色相 # battler_name : 新的戰鬥者 文件名 # battler_hue : 新的戰鬥者 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 #-------------------------------------------------------------------------- # ● 取得戰鬥畫面的 X 坐標 #-------------------------------------------------------------------------- def screen_x # 自動編排,根據隊伍大小 case $game_party.actors.size when 1;return 320 + @move_x when 2;return self.index*100+270 + @move_x when 3;return self.index*100+220 + @move_x when 4;return self.index*100+170 + @move_x end end #-------------------------------------------------------------------------- # ● 取得戰鬥畫面的 Y 坐標 #-------------------------------------------------------------------------- def screen_y return 464 - 160 + @move_y end #-------------------------------------------------------------------------- # ● 取得戰鬥畫面的 Z 坐標 #-------------------------------------------------------------------------- def screen_z # 返回Y座標 return screen_y end #========================================================================== # ★ 取得戰鬥圖的寬 #========================================================================== def bitmap_width bitmap = RPG::Cache.character(@character_name,@character_hue) return bitmap.width/4 end #========================================================================== # ★ 取得戰鬥圖的高 #========================================================================== def bitmap_height bitmap = RPG::Cache.character(@character_name,@character_hue) return bitmap.height/4 end #========================================================================== # ★ 近距離攻擊 #========================================================================== def melee? return false if @weapon_id == 0 return ($data_weapons[@weapon_id].melee?) end #========================================================================== # ★ 遠距離攻擊 #========================================================================== def magic? return false if @weapon_id == 0 return ($data_weapons[@weapon_id].magic?) end end
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见习魔法师 二级 |
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一派掌门 二十级 |
腳本錯誤
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一派掌门 二十级 |
你乾脆把所有的腳本在本吧開個帖子發進去吧。
這樣更全面。
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一派掌门 二十级 |
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