Galera eu estou tentando usar um script que a Skill aumenta o level mais só quando vc a usa.
E esta dando esse erro:
[/img] https://2img.net/r/ihimizer/img838/6416/erroel.png [/img]
O codigo que eu usao é esse :
Obrigado a ajuda
E esta dando esse erro:
[/img] https://2img.net/r/ihimizer/img838/6416/erroel.png [/img]
O codigo que eu usao é esse :
- Código:
################################################################################
############################ Claimh ############################################
################################################################################
#Permite que a habilidade possa subir de nível, ou seja, ela será
#capaz de aumentar o poder de ataque, diminuir o custo de SP e
#também que ela mude de animação ao atingir certos níveis de
#experiência.
################################################################################
module Skill_updata
S_MIGHT = []
S_COST = []
S_HIT = []
S_LEVEL = []
S_INTER = []
S_SLOPE = []
S_ANIME = []
S_ELEMENT = []
S_STATE_P = []
S_STATE_N = []
# NOTA - A cada uso da habilidade é contada como 1 ponto de
#experiência.
###################################################
# DEFINIÇÕES GERAIS #
###################################################
# Ativar a mudança do poder da habilidade.
SKILL_MIGHT_UP = true
# Ativar a redução do custo de SP da habilidade..
SP_COST_DOWN = true
# Ativar o aumento do acerto (HIT) da habilidade.
SKILL_HIT_UP = true
# Ativar a mudança de atributo da habilidade.
ELEMENT_CHANGE = true
# Ativar a mudança de status da habilidade.
STATE_CHANGE = true
# Apresentar a palavra Level Up no momento do LV-UP.
SHOW_SKILL_LV_UP = true
# Definição do arquivo de som do LV-UP.
SKILLUP_SE = "056-Right02"
# Ativar Level-UP ao usar as habilidades no menu.(MAPA)
MENU_COUNT = false
# Definição da quantidade EXP necessária para o LV-UP.
UPDATA_INTERVAL = 1
# Limite maximo de level por habilidade.
LEVEL_LIMIT = 20
# % de poder que vai aumentar a cada Level-UP.
MIGHT_RATE = 0.5
# % do custo de SP que ira reduzir a cada Level-UP.
COST_RATE = 3
# % de HIT que ira aumentar a cada Level-UP.
HIT_RATE = 1
# Definição do modo de como será calculado o Level-UP
# 0 = Modo normal, cada utilização de habilidade conta 1 ponto
#de experiência.
# 1 = Calculo baseado no level do personagem.
SKILL_PATTERN = 0
###################################################
# DEFINIÇÕES ESPECIFICAS PARA CADA PERSONAGEM #
###################################################
#______________________________________________________________________________
# Limite maximo de experiência.
#
#------------------------------
# S_LEVEL[A] = [B=>C,B=>C, …]
#------------------------------
#
#A = ID da habilidade no banco de dados.
#B = ID do personagem no banco de dados.
#C = Valor do limite maximo de level para essa habilidade.
#
#Exemplo.
S_LEVEL[7] = {1=>4, 2=>12, 3=>5, 4=>12, 5=>12, 6=>12, 7=>12, 8=>12}
S_LEVEL[61] = {1=>12, 2=>18, 3=>15, 4=>12, 5=>12, 6=>12, 7=>12, 8=>12}
#______________________________________________________________________________
# Definição do aumento do poder ao atingir o Level-up.
#------------------------------
# S_MIGHT[A] = [B=>C,B=>C, …]
#------------------------------
#
#A = ID da habilidade no banco de dados.
#B = ID do personagem no banco de dados.
#C = Definição do valor do poder ao atingir o Level-UP.
#
#Exemplo.
S_MIGHT[57] = {1=>8, 2=>2, 3=>5, 4=>2, 5=>2, 6=>2, 7=>2, 8=>2}
S_MIGHT[61] = {1=>2, 2=>8, 3=>5, 4=>2, 5=>2, 6=>2, 7=>2, 8=>2}
#______________________________________________________________________________
# Definição da redução custo de SP ao atingir o Level-up.
#
#------------------------------
# S_COST[A] = [B=>C,B=>C, …]
#------------------------------
#
#A = ID da habilidade no banco de dados.
#B = ID do personagem no banco de dados.
#C = Definição do valor da redução do custo de SP ao atingir
#o Level-UP.
#
#Exemplo.
S_COST[57] = {1=>8, 2=>2, 3=>5, 4=>2, 5=>2, 6=>2, 7=>2, 8=>2}
S_COST[61] = {1=>2, 2=>8, 3=>5, 4=>2, 5=>2, 6=>2, 7=>2, 8=>2}
#______________________________________________________________________________
# Definição do HIT(Taxa de acerto)ao atingir o Level-up.
#
#------------------------------
# S_HIT[A] = [B=>C,B=>C, …]
#------------------------------
#
#A = ID da habilidade no banco de dados.
#B = ID do personagem no banco de dados.
#C = Definição do valor do aumento do Hit ao atingir o LV-UP.
#
#Exemplo.
S_HIT[57] = {1=>2, 2=>1, 3=>1, 4=>1, 5=>1, 6=>1, 7=>1, 8=>1}
S_HIT[61] = {1=>1, 2=>2, 3=>1, 4=>1, 5=>1, 6=>1, 7=>1, 8=>1}
#______________________________________________________________________________
# Definição do valor de experiência necessária para o LV-UP.
#
#------------------------------
# S_INTER[A] = [B=>C,B=>C, …]
#------------------------------
#
#A = ID da habilidade no banco de dados.
#B = ID do personagem no banco de dados.
#C = Definição do valor de EXP para atingir o Level-UP.
#
#Exemplo.
S_INTER[57] = {1=>5, 2=>8, 3=>8, 4=>8, 5=>8, 6=>8, 7=>8, 8=>8}
#______________________________________________________________________________
#Ativar a mudança de animação da habilidade ao fazer o LV-UP
USE_S_ANIME = true
#______________________________________________________________________________
# Definição da mudança de animação da habilidade ao fazer LV-UP.
#
#------------------------------
# S_ANIME[A] = {B=>[[C, D]]}
#------------------------------
#
#A = ID da habilidade.
#B = ID do personagem.
#C = Level em que a habilidade vai mudar de animação
#D = ID da animação.
#
#Exemplo.
S_ANIME[7] = {1=>[[1, 29]], 2=>[[11, 70]]}
#______________________________________________________________________________
# Definição da mudança de atributo da habilidade ao fazer LV-UP.
#
#------------------------------
# S_ELEMENT[A] = {B=>{C=>[D]}}
#------------------------------
#
#A = ID da habilidade.
#B = ID do personagem.
#C = Level em que a habilidade vai mudar de atributo.
#D = ID do atributo
#
#Exemplo.
S_ELEMENT[7] = {1=>{1=>[1], 2=>[2], 3=>[3]}, 2=>{1=>[2], 2=>[5]}}
#______________________________________________________________________________
# Definição para adicionar um status na habilidade.
#
#------------------------------
# S_STATE_P[A] = {B=>{C=>[D]}}
#------------------------------
#
#A = ID da habilidade.
#B = ID do personagem.
#C = Level em que a habilidade vai mudar de status.
#D = ID do status.
#
#Exemplo.
S_STATE_P[57] = {1=>{1=>[1], 2=>[2], 3=>[3]}, 2=>{1=>[2], 2=>[5]}}
#______________________________________________________________________________
# Definição para adicionar um remover status na habilidade.
#
#------------------------------
# S_STATE_N[A] = {B=>{C=>[D]}}
#------------------------------
#
#A = ID da habilidade.
#B = ID do personagem.
#C = Level em que a habilidade vai mudar de status.
#D = ID do status.
#
#Exemplo.
S_STATE_N[57] = {1=>{1=>[1], 2=>[2], 3=>[3]}, 2=>{1=>[2], 2=>[5]}}
################################################################################
end
class Game_Actor
include Skill_updata
attr_accessor :skill_use
attr_accessor :skill_level
attr_accessor :skill_power
attr_accessor :skill_sp_cost
attr_accessor :skill_hit
attr_accessor :skill_up
attr_accessor :skill_list
alias skill_updata_init setup
def setup(actor_id)
skill_updata_init(actor_id)
@skill_use = []
@skill_level = []
@skill_power = []
@skill_sp_cost = []
@skill_hit = []
@skill_up = false
@skill_list = []
for id in 1...$data_skills.size
@skill_use[id] = 0
@skill_level[id] = 0
@skill_power[id] = $data_skills[id].power
@skill_sp_cost[id] = $data_skills[id].sp_cost
@skill_hit[id] = $data_skills[id].hit
@skill_list[id] = make_skill_list(id)
end
end
def make_skill_list(skill_id)
interval = S_INTER[skill_id]
if !interval.nil? and !interval[@actor_id].nil?
up_interval = interval[@actor_id]
elsif !interval.nil? and !interval[0].nil?
up_interval = interval[0]
else
up_interval = UPDATA_INTERVAL
end
slope = S_SLOPE[skill_id]
if !slope.nil? and !slope[@actor_id].nil?
up_slope = slope[@actor_id]
elsif !slope.nil? and !slope[0].nil?
up_slope = slope[0]
else
up_slope = 1
end
limit = S_LEVEL[skill_id]
if !limit.nil? and !limit[@actor_id].nil?
limit_lv = limit[@actor_id]
elsif !limit.nil? and !limit[0].nil?
limit_lv = limit[0]
else
limit_lv = LEVEL_LIMIT
end
list = []
list[0] = 0
for lv in 1...limit_lv+1
exp = 0
case SKILL_PATTERN
when 0
exp = up_interval * lv
when 1
exp = list[lv-1] + up_slope * lv + up_interval
end
list[lv] = exp.truncate
end
return list
end
end
class Game_Battler
include Skill_updata
alias skill_effect_update skill_effect
def skill_effect(user, skill)
up_flag = false
if user.is_a?(Game_Actor) and ($scene.is_a?(Scene_Battle) or MENU_COUNT)
skill_update_main(user, skill)
skill_base = skill.dup
if SKILL_MIGHT_UP
skill.power = user.skill_power[skill.id]
end
if SKILL_HIT_UP
skill.hit = user.skill_hit[skill.id]
end
if ELEMENT_CHANGE and S_ELEMENT != []
ele1 = S_ELEMENT[skill.id]
if !ele1.nil? and !ele1[user.id].nil?
ele2 = ele1[user.id]
elsif !ele1.nil? and !ele1[0].nil?
ele2 = ele1[0]
else
ele2 = nil
end
if !ele2.nil? and ele2[user.skill_level[skill.id]] != nil
skill.element_set = ele2[user.skill_level[skill.id]]
end
end
if STATE_CHANGE
if S_STATE_P != []
pst1 = S_STATE_P[skill.id]
if !pst1.nil? and !pst1[user.id].nil?
pst2 = pst1[user.id]
elsif !pst1.nil? and !pst1[0].nil?
pst2 = pst1[0]
else
pst2 = nil
end
if pst2 != nil and pst2[user.skill_level[skill.id]] != nil
skill.plus_state_set = pst2[user.skill_level[skill.id]]
end
end
if S_STATE_N != []
nst1 = S_STATE_N[skill.id]
if !nst1.nil? and !nst1[user.id].nil?
nst2 = nst1[user.id]
elsif !nst1.nil? and !nst1[0].nil?
nst2 = nst1[0]
else
nst2 = nil
end
if nst1 != nil and nst2[user.skill_level[skill.id]] != nil
skill.minus_state_set = nst2[user.skill_level[skill.id]]
end
end
end
up_flag = true
end
ret = skill_effect_update(user, skill)
if up_flag
skill = skill_base
if self.damage == "Miss"
skill_use_recount(user, skill)
end
end
return ret
end
def skill_update_main(actor, skill)
actor.skill_use[skill.id] += 1
limit = S_LEVEL[skill.id]
if !limit.nil? and !limit[actor.id].nil?
s_limit = limit[actor.id]
elsif !limit.nil? and !limit[0].nil?
s_limit = limit[0]
else
s_limit = LEVEL_LIMIT
end
if s_limit == false or actor.skill_level[skill.id] < s_limit
interval = actor.skill_list[skill.id]
if actor.skill_use[skill.id] == interval[actor.skill_level[skill.id]+1]
actor.skill_level[skill.id] += 1
actor.skill_up = true
if SKILL_MIGHT_UP
might = S_MIGHT[skill.id]
if !might.nil? and !might[actor.id].nil?
might_rate = might[actor.id]
elsif !might.nil? and !might[0].nil?
might_rate = might[0]
else
might_rate = MIGHT_RATE
end
actor.skill_power[skill.id] += skill.power * might_rate / 100
actor.skill_power[skill.id] = actor.skill_power[skill.id].truncate
end
if SP_COST_DOWN
cost = S_COST[skill.id]
if !cost.nil? and !cost[actor.id].nil?
cost_rate = cost[actor.id]
elsif !cost.nil? and !cost[0].nil?
cost_rate = cost[0]
else
cost_rate = COST_RATE
end
actor.skill_sp_cost[skill.id] -= skill.sp_cost * cost_rate / 100
actor.skill_sp_cost[skill.id] = actor.skill_sp_cost[skill.id].truncate
if actor.skill_sp_cost[skill.id] < 0
actor.skill_sp_cost[skill.id] = 0
end
end
if SKILL_HIT_UP
hit = S_HIT[skill.id]
if !hit.nil? and !hit[actor.id].nil?
hit_rate = hit[actor.id]
elsif !hit.nil? and !hit[0].nil?
hit_rate = hit[0]
else
hit_rate = HIT_RATE
end
actor.skill_hit[skill.id] += skill.hit * hit_rate / 100
actor.skill_hit[skill.id] = actor.skill_hit[skill.id].truncate
if actor.skill_hit[skill.id] > 100
actor.skill_hit[skill.id] = 100
end
end
end
end
end
def skill_use_recount(actor, skill)
if actor.skill_up
actor.skill_level[skill.id] -= 1
if SKILL_MIGHT_UP
actor.skill_power[skill.id] = skill.power
might = S_MIGHT[skill.id]
if !might.nil? and !might[actor.id].nil?
might_rate = might[actor.id]
elsif !might.nil? and !might[0].nil?
might_rate = might[0]
else
might_rate = MIGHT_RATE
end
for i in 1...actor.skill_level[skill.id]
actor.skill_power[skill.id] += skill.power * might_rate / 100
actor.skill_power[skill.id] = actor.skill_power[skill.id].truncate
end
end
if SP_COST_DOWN
actor.skill_sp_cost[skill.id] = skill.sp_cost
cost = S_COST[skill.id]
if !cost.nil? and !cost[actor.id].nil?
cost_rate = cost[actor.id]
elsif !cost.nil? and !cost[0].nil?
cost_rate = cost[0]
else
cost_rate = COST_RATE
end
for i in 1...actor.skill_level[skill.id]
actor.skill_sp_cost[skill.id] -= skill.sp_cost * cost_rate / 100
actor.skill_sp_cost[skill.id] = actor.skill_sp_cost[skill.id].truncate
end
if actor.skill_sp_cost[skill.id] < 0
actor.skill_sp_cost[skill.id] = 0
end
end
if SKILL_HIT_UP
actor.skill_hit[skill.id] = skill.hit
hit = S_HIT[skill.id]
if !hit.nil? and !hit[actor.id].nil?
hit_rate = hit[actor.id]
elsif !hit.nil? and !hit[0].nil?
hit_rate = hit[0]
else
hit_rate = HIT_RATE
end
for i in 1...actor.skill_level[skill.id]
actor.skill_hit[skill.id] += skill.hit * hit_rate / 100
actor.skill_hit[skill.id] = actor.skill_hit[skill.id].truncate
end
if actor.skill_hit[skill.id] > 100
actor.skill_hit[skill.id] = 100
end
end
actor.skill_up = false
end
actor.skill_use[skill.id] -= 1
end
end
class Scene_Battle
include Skill_updata
alias update_phase4_step4_skillup update_phase4_step4
def update_phase4_step4
update_phase4_step4_skillup
if @active_battler.is_a?(Game_Actor) and USE_S_ANIME
s_anime = S_ANIME[@skill.id]
if !s_anime.nil? and !s_anime[@active_battler.id].nil?
s_anime_set = s_anime[@active_battler.id]
elsif !s_anime.nil? and !s_anime[0].nil?
s_anime_set = s_anime[0]
else
return
end
for i in 0...s_anime_set.size
s_anime_def = s_anime_set[i]
if @active_battler.skill_level[@skill.id] >= s_anime_def[0]
for target in @target_battlers
target.animation_id = s_anime_def[1]
end
end
end
end
end
end
class Scene_Battle
include Skill_updata
if SHOW_SKILL_LV_UP
alias update_phase4_step2_skillup update_phase4_step2
def update_phase4_step2
if @active_battler.is_a?(Game_Actor)
@active_battler.skill_up = false
end
@skillup = false
update_phase4_step2_skillup
end
alias update_phase4_step3_skillup update_phase4_step3
def update_phase4_step3
if @active_battler.is_a?(Game_Actor) and @active_battler.skill_up != false
@skillup = true
@skill_up_window = Window_Skillup.new(@active_battler)
if SKILLUP_SE != nil
Audio.se_play("Audio/SE/" + SKILLUP_SE)
sleep(0.1)
end
end
update_phase4_step3_skillup
end
alias update_phase4_step5_skillup update_phase4_step5
def update_phase4_step5
if @active_battler.is_a?(Game_Actor) and @skillup
@skill_up_window.dispose
@active_battler.skill_up = false
@skillup = false
end
update_phase4_step5_skillup
end
alias update_skillup update
def update
if @active_battler.is_a?(Game_Actor) and @active_battler.skill_up and @skillup
@skill_up_window.contents_opacity -= 4
end
update_skillup
end
end
end
class Window_Skillup < Window_Base
def initialize(actor)
super(actor.screen_x-140, 260, 250, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.color = Color.new(255, 64, 0)
self.contents.draw_text(80, 0, 150, 32, "LEVEL UP!")
end
end
class Window_Skill < Window_Selectable
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
@actor.skill_level[skill.id] = 0 if @actor.skill_level[skill.id] == nil
@actor.skill_sp_cost[skill.id] = skill.sp_cost if @actor.skill_sp_cost[skill.id] == nil
#name_level = skill.name + "(Lv" + @actor.skill_level[skill.id].to_s + ")"
#self.contents.draw_text(x + 28, y, 204, 32, name_level, 0)
###Editado###Apague caso não quiser as palavras LV e SP.
self.contents.draw_text(x + 232, y, 48, 32, @actor.skill_sp_cost[skill.id].to_s, 2)
name_level = "( " + @actor.skill_level[skill.id].to_s + ")"
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 162, y, 204, 32, name_level, 0)
self.contents.font.color = Color.new( 100, 200, 255, 255)
self.contents.draw_text(x + 157, y, 100, 32, "LV")
self.contents.font.color = Color.new( 100, 255, 150, 255)
self.contents.draw_text(x + 210, y, 100, 32, "SP")
#################
end
end
class Scene_Skill
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.skill_sp_cost[@skill.id] = @skill.sp_cost if @actor.skill_sp_cost[@skill.id] == nil
@actor.sp -= @actor.skill_sp_cost[@skill.id]
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Scene_Battle
include Skill_updata
alias make_skill_action_result_skill_update make_skill_action_result
def make_skill_action_result
make_skill_action_result_skill_update
if SP_COST_DOWN and @active_battler.is_a?(Game_Actor)
@active_battler.sp += @skill.sp_cost
@active_battler.sp -= @active_battler.skill_sp_cost[@skill.id]
end
end
end
class Game_Battler
alias skill_update_can_use? skill_can_use?
def skill_can_use?(skill_id)
ret = skill_update_can_use?(skill_id)
if !ret and SP_COST_DOWN
if $data_skills[skill_id].sp_cost > self.sp
if self.is_a?(Game_Actor)
skill_sp_cost = self.skill_sp_cost[skill_id]
if skill_sp_cost < self.sp
ret = true
end
end
end
end
return ret
end
end
class Interpreter
include Skill_updata
def set_skill_level(actor_id, skill_id, level)
actor = $game_actors[actor_id]
skill = $data_skills[skill_id]
limit = S_LEVEL[skill_id]
if !limit.nil? and !limit[actor.id].nil?
s_limit = limit[actor.id]
elsif !limit.nil? and !limit[0].nil?
s_limit = limit[0]
else
s_limit = LEVEL_LIMIT
end
if level > s_limit or level < 0
return
end
actor.skill_level[skill.id] = level
use_list = actor.skill_list[skill.id]
actor.skill_use[skill.id] = use_list[level]
if SKILL_MIGHT_UP
actor.skill_power[skill.id] = skill.power
might = S_MIGHT[skill.id]
if !might.nil? and !might[actor.id].nil?
might_rate = might[actor.id]
elsif !might.nil? and !might[0].nil?
might_rate = might[0]
else
might_rate = MIGHT_RATE
end
for i in 0...level
actor.skill_power[skill.id] += skill.power * might_rate / 100
actor.skill_power[skill.id] = actor.skill_power[skill.id].truncate
end
end
if SP_COST_DOWN
actor.skill_sp_cost[skill.id] = skill.sp_cost
cost = S_COST[skill.id]
if !cost.nil? and !cost[actor.id].nil?
cost_rate = cost[actor.id]
elsif !cost.nil? and !cost[0].nil? and !cost.nil?
cost_rate = cost[0]
else
cost_rate = COST_RATE
end
for i in 0...level
actor.skill_sp_cost[skill.id] -= skill.sp_cost * cost_rate / 100
actor.skill_sp_cost[skill.id] = actor.skill_sp_cost[skill.id].truncate
end
if actor.skill_sp_cost[skill.id] < 0
actor.skill_sp_cost[skill.id] = 0
end
end
if SKILL_HIT_UP
actor.skill_hit[skill.id] = skill.hit
hit = S_HIT[skill.id]
if !hit.nil? and !hit[actor.id].nil?
hit_rate = hit[actor.id]
elsif !hit.nil? and !hit[0].nil? and !hit.nil?
hit_rate = hit[0]
else
hit_rate = HIT_RATE
end
for i in 0...level
actor.skill_hit[skill.id] += skill.hit * hit_rate / 100
actor.skill_hit[skill.id] = actor.skill_hit[skill.id].truncate
end
if actor.skill_hit[skill.id] > 100
actor.skill_hit[skill.id] = 100
end
end
end
def skill_level_up(actor_id, skill_id)
actor = $game_actors[actor_id]
set_skill_level(actor_id, skill_id, actor.skill_level[skill_id]+1)
end
def skill_level_down(actor_id, skill_id)
actor = $game_actors[actor_id]
set_skill_level(actor_id, skill_id, actor.skill_level[skill_id]-1)
end
end
class Window_Base < Window
def draw_skill_exp(actor, skill_id, x, y)
list = actor.skill_list[skill_id]
limit = Skill_updata::S_LEVEL[skill_id]
if !limit.nil? and !limit[actor.id].nil?
skill_limit = limit[actor.id]
elsif !limit.nil? and !limit[0].nil?
skill_limit = limit[0]
else
skill_limit = Skill_updata::LEVEL_LIMIT
end
if actor.skill_level[skill_id] == skill_limit
next_exp = "-"
else
next_exp = list[actor.skill_level[skill_id]+1].to_s
end
use = actor.skill_use[skill_id]
skill_exp = use.to_s + "/" + next_exp
self.contents.draw_text(x, y, 100, 32, skill_exp)
end
end
Obrigado a ajuda
Última edição por carlos.grand em Sex Fev 17, 2012 7:49 pm, editado 1 vez(es)