Introdução
Como eu estou com bastante vontade de fazer tópicos de tutorial, ai vai mais um.
Downloads
Não precisa baixar nada.
Aviso
Só para avisar. K/D significa Kill/Death ou seja, no português, Eliminações/Mortes.
Eliminações são para quem você matou, e Mortes para quando você morre.
Tutorial
Para começar, abra o editor de scripts(F11) e para fazer o contador de Kills vá no script [ABS] Game_Over1.
Acima de:
Vá para o script Scene_Gameover:
Adicione:
Vá para o script Game_Actor e apague ele todo. Cole isso no lugar dele:
Vá no script [ABS] PlayerVsPlayer, na linha 325:
Procure por:
Vá no script [ACT] Auto Save e depois de:
Agora, vamos fazer nosso NPC.
Coloque um texto normal.
Escolha: Mostrar Escolhas.
Vou colocar as opções Kills e Deaths.
Em Kills, coloque em Chamar Script, e depois coloque isso:
Salve tudo e aperte F12 para testar.
Créditos
Marlos Gama
Nanzin
RD12
A mim, pelo tópico.
Como eu estou com bastante vontade de fazer tópicos de tutorial, ai vai mais um.
Downloads
Não precisa baixar nada.
Aviso
Só para avisar. K/D significa Kill/Death ou seja, no português, Eliminações/Mortes.
Eliminações são para quem você matou, e Mortes para quando você morre.
Tutorial
Para começar, abra o editor de scripts(F11) e para fazer o contador de Kills vá no script [ABS] Game_Over1.
Acima de:
- Código:
class Scene_Gameover
- Código:
$death = 0
Vá para o script Scene_Gameover:
Adicione:
- Código:
$death = $death + 1
- Código:
print("Suas Mortes São ",$death)
Vá para o script Game_Actor e apague ele todo. Cole isso no lugar dele:
- Código:
#==============================================================================
# ■ 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) 。
# edited by: Nanzin
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :name # 名称
attr_reader :guild # 名称
attr_reader :ban # 名称
attr_reader :grupo # 名称
attr_reader :sexo # 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 :armor5_id # 手套 ID
attr_reader :armor6_id # 鞋子 ID
attr_reader :armor7_id # 项链 ID
attr_reader :armor8_id # 翅膀 ID
attr_reader :armor9_id # 宠物 ID
attr_reader :level # 水平
attr_reader :exp # EXP
attr_reader :fame # 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
@guild = ""
@ban = ""
@grupo = ""
@sexo = ""
@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
@armor5_id = 0
@armor6_id = 0
@armor7_id = 0
@armor8_id = 0
@armor9_id = 0
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@fame = 0
@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])
update_auto_state(nil, $data_armors[@armor5_id])
update_auto_state(nil, $data_armors[@armor6_id])
update_auto_state(nil, $data_armors[@armor7_id])
update_auto_state(nil, $data_armors[@armor8_id])
update_auto_state(nil, $data_armors[@armor9_id])
end
#--------------------------------------------------------------------------
# ● 获取角色 ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
def fame
return @fame
end
def change_fame(n)
@fame = @fame + n.to_i
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,@armor5_id, @armor6_id, @armor7_id, @armor8_id, @armor9_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,@armor5_id, @armor6_id, @armor7_id, @armor8_id, @armor9_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
return [] if @weapon_id == nil
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
return [] if @weapon_id == nil
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
return [] if @weapon_id == nil
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
return 0 if @actor_id == nil
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_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
n += armor5 != nil ? armor5.str_plus : 0
n += armor6 != nil ? armor6.str_plus : 0
n += armor7 != nil ? armor7.str_plus : 0
n += armor8 != nil ? armor8.str_plus : 0
n += armor9 != nil ? armor9.str_plus : 0
return [[n, 1].max, 99999].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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_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
n += armor5 != nil ? armor5.dex_plus : 0
n += armor6 != nil ? armor6.dex_plus : 0
n += armor7 != nil ? armor7.dex_plus : 0
n += armor8 != nil ? armor8.dex_plus : 0
n += armor9 != nil ? armor9.dex_plus : 0
return [[n, 1].max, 99999].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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_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
n += armor5 != nil ? armor5.agi_plus : 0
n += armor6 != nil ? armor6.agi_plus : 0
n += armor7 != nil ? armor7.agi_plus : 0
n += armor8 != nil ? armor8.agi_plus : 0
n += armor9 != nil ? armor9.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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
armor7 = $data_armors[@armor7_id]
armor8 = $data_armors[@armor8_id]
armor9 = $data_armors[@armor9_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
n += armor5 != nil ? armor5.int_plus : 0
n += armor6 != nil ? armor6.int_plus : 0
n += armor7 != nil ? armor7.int_plus : 0
n += armor8 != nil ? armor8.int_plus : 0
n += armor9 != nil ? armor9.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
return 0 if @weapon_id == nil
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]
armor5 = $data_armors[@armom5_id.to_i]
armor6 = $data_armors[@armor6_id.to_i]
armor7 = $data_armors[@armor7_id.to_i]
armor8 = $data_armors[@armor8_id.to_i]
armor9 = $data_armors[@armor9_id.to_i]
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
pdef6 = armor5 != nil ? armor5.pdef : 0
pdef7 = armor6 != nil ? armor6.pdef : 0
pdef8 = armor7 != nil ? armor7.pdef : 0
pdef9 = armor8 != nil ? armor8.pdef : 0
pdef0 = armor9 != nil ? armor9.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7 + pdef8 + pdef9 + pdef0
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]
armor5 = $data_armors[@armom5_id.to_i]
armor6 = $data_armors[@armor6_id.to_i]
armor7 = $data_armors[@armor7_id.to_i]
armor8 = $data_armors[@armor8_id.to_i]
armor9 = $data_armors[@armor9_id.to_i]
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
mdef6 = armor5 != nil ? armor5.mdef : 0
mdef7 = armor6 != nil ? armor6.mdef : 0
mdef8 = armor7 != nil ? armor7.mdef : 0
mdef9 = armor8 != nil ? armor8.mdef : 0
mdef0 = armor9 != nil ? armor9.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7 + mdef8 + mdef9 +mdef0
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]
armor5 = $data_armors[@armor5_id.to_i]
armor6 = $data_armors[@armor6_id.to_i]
armor7 = $data_armors[@armor7_id.to_i]
armor8 = $data_armors[@armor8_id.to_i]
armor9 = $data_armors[@armor9_id.to_i]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
eva5 = armor5 != nil ? armor5.eva : 0
eva6 = armor6 != nil ? armor6.eva : 0
eva7 = armor7 != nil ? armor7.eva : 0
eva8 = armor8 != nil ? armor8.eva : 0
eva9 = armor9 != nil ? armor9.eva : 0
return eva1 + eva2 + eva3 + eva4 + eva5 + eva6 + eva7 + eva8 + eva9
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取攻击方动画 ID
#--------------------------------------------------------------------------
def animation1_id
return 1 if @weapon_id == nil
#return self.animation_id == 1 ? 1 : self.animation1 if @weapon_id == nil
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
return 7 if @weapon_id == nil
#return self.animation_id == 1 ? 1 : self.animation2 if @weapon_id == nil
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
when 5 # 手套
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor5_id], $data_armors[id])
$game_party.gain_armor(@armor5_id, 1)
@armor5_id = id
$game_party.lose_armor(id, 1)
end
when 6 # 鞋子
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor6_id], $data_armors[id])
$game_party.gain_armor(@armor6_id, 1)
@armor6_id = id
$game_party.lose_armor(id, 1)
end
when 7 # 项链
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor7_id], $data_armors[id])
$game_party.gain_armor(@armor7_id, 1)
@armor7_id = id
$game_party.lose_armor(id, 1)
end
when 8 # 翅膀
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor8_id], $data_armors[id])
$game_party.gain_armor(@armor8_id, 1)
@armor8_id = id
$game_party.lose_armor(id, 1)
end
when 9 # 宠物
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor9_id], $data_armors[id])
$game_party.gain_armor(@armor9_id, 1)
@armor9_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
#--------------------------------------------------------------------------
# ● 更改水品
# 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
#--------------------------------------------------------------------------
# ● 更改名称
# guild : 新的名称
#--------------------------------------------------------------------------
def guild=(guild)
@guild = guild
end
#--------------------------------------------------------------------------
# ● 更改名称
# grupo : 新的名称
#--------------------------------------------------------------------------
def grupo=(grupo)
@grupo = grupo
end
#--------------------------------------------------------------------------
# ● 更改名称
# ban : 新的名称
#--------------------------------------------------------------------------
def ban=(ban)
@ban = ban
end
#--------------------------------------------------------------------------
# ● 更改名称
# grupo : 新的名称
#--------------------------------------------------------------------------
def sexo=(sexo)
@sexo = sexo
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
unless equippable?($data_armors[@armor5_id])
equip(5, 0)
end
unless equippable?($data_armors[@armor6_id])
equip(6, 0)
end
unless equippable?($data_armors[@armor7_id])
equip(7, 0)
end
unless equippable?($data_armors[@armor8_id])
equip(8, 0)
end
unless equippable?($data_armors[@armor9_id])
equip(9, 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
# 返回计算后的队伍 X 坐标的排列顺序
if self.index != nil
return 250
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
return 340
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
Vá no script [ABS] PlayerVsPlayer, na linha 325:
Procure por:
- Código:
def netplayer_killed(player)
- Código:
$kills = 0
- Código:
$kills = $kills + 1
- Código:
print("Suas Mortes São ",$death)
Vá no script [ACT] Auto Save e depois de:
- Código:
Marshal.dump($luva_ac, file)
- Código:
Marshal.dump($kills, file)
- Código:
Marshal.dump($death, file)
- Código:
$luva_ac = Marshal.load(file)
- Código:
$kills = Marshal.load(file)
- Código:
$death = Marshal.load(file)
Agora, vamos fazer nosso NPC.
Coloque um texto normal.
Escolha: Mostrar Escolhas.
Vou colocar as opções Kills e Deaths.
Em Kills, coloque em Chamar Script, e depois coloque isso:
- Código:
print("Suas Mortes São ",$kills)
- Código:
print("Suas Mortes São ",$death)
Salve tudo e aperte F12 para testar.
Créditos
Marlos Gama
Nanzin
RD12
A mim, pelo tópico.