额。。。。看看这个吧!!升级提示的脚本,是搜集的。。。。 #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== # ———————————————————————————————————— # ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示ウィンドウ plus ▼▲▼ # by 桜雅 在土 #——以下3个如果需要修改,直接输入文件名即可 $data_system_level_up_se = "" #升级时的音效设置 $data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME $data_system_skilllearn_se = "Audio/SE/106-Heal02" # 学会特技时播放的声效。 #============================================================================== # ■ Window_LevelUpWindow #------------------------------------------------------------------------------ # バトル终了时、レベルアップした场合にステータスを表示するウィンドウです。 #============================================================================== class Window_LevelUpWindow < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) super(0, 128, 160, 192) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) self.contents.clear self.contents.font.color = system_color self.contents.font.size = 14 self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!") self.contents.font.size = 18 self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp) self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp) self.contents.font.size = 14 self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str) self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex) self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi) self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int) self.contents.draw_text(92, 0, 128, 24, "→") self.contents.draw_text(76, 28, 128, 24, "=") self.contents.draw_text(76, 50, 128, 24, "=") self.contents.draw_text(76, 72, 128, 24, "=") self.contents.draw_text(76, 94, 128, 24, "=") self.contents.draw_text(76, 116, 128, 24, "=") self.contents.draw_text(76, 138, 128, 24, "=") self.contents.font.color = normal_color self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2) self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2) self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2) self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2) self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2) self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2) self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2) self.contents.font.size = 20 self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2) self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2) self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2) self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2) self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2) self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2) self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2) actor.hp = actor.maxhp actor.sp = actor.maxsp end end #============================================================================== # ■ Window_SkillLearning #------------------------------------------------------------------------------ # レベルアップ时などにスキルを习得した场合にそれを表示するウィンドウです。 #============================================================================== class Window_SkillLearning < Window_Base #-------------------------------------------------------------------------- # ● 公开インスタンス変数 #-------------------------------------------------------------------------- attr_reader :learned # スキルを习得したかどうか #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(160, 64, 320, 64) self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示 self.visible = false self.back_opacity = 160 @learned = false refresh(class_id, last_lv, now_lv) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh(class_id, last_lv, now_lv) for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings[i].level # 今回のレベルアップ范囲で习得するスキルの场合 if learn_lv > last_lv and learn_lv <= now_lv @learned = true # SEの再生 if $data_system_skilllearn_se != "" Audio.se_play($data_system_skilllearn_se) end # 各描写 skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name self.contents.clear self.contents.font.color = text_color(0) self.contents.draw_text(0,0,448,32, "学会特技:"+skill_name) self.contents.font.color = text_color(6) self.contents.draw_text(0,0,448,32, " "+skill_name) self.contents.font.color = text_color(0) self.visible = true # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情报を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if @learned == false break end end # メインループここまで end end end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # C ボタンが押された场合 if Input.trigger?(Input::C) @learned = false self.visible = false end end end #============================================================================== # ■ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # ● 追加?公开インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :level_up_flags # LEVEL UP!表示 end #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # ● 追加?公开インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :exp_gain_ban # EXP取得一时禁止 #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias xrxs_bp10_initialize initialize def initialize @exp_gain_ban = false xrxs_bp10_initialize end #-------------------------------------------------------------------------- # ● ステート [EXP を获得できない] 判定 #-------------------------------------------------------------------------- alias xrxs_bp10_cant_get_exp? cant_get_exp? def cant_get_exp? if @exp_gain_ban == true return true else return xrxs_bp10_cant_get_exp? end end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● アフターバトルフェーズ开始 #-------------------------------------------------------------------------- alias xrxs_bp10_start_phase5 start_phase5 def start_phase5 # EXP 获得禁止 for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = true end xrxs_bp10_start_phase5 # EXP 获得禁止の解除 for i in 0...$game_party.actors.size $game_party.actors[i].exp_gain_ban = false end # EXPを初期化 @exp_gained = 0 for enemy in $game_troop.enemies # 获得 EXPを追加 # エネミーが隠れ状态でない场合 @exp_gained += enemy.exp if not enemy.hidden end # 设定 @phase5_step = 1 @exp_gain_actor = -1 # リザルトウィンドウを表示 @result_window.visible = true end #-------------------------------------------------------------------------- # ● フレーム更新 (アフターバトルフェーズ) #-------------------------------------------------------------------------- #alias xrxs_bp10_update_phase5 update_phase5 def update_phase5 case @phase5_step when 1 update_phase5_step1 else # ウェイトカウントが 0 より大きい场合 if @phase5_wait_count > 0 # ウェイトカウントを减らす @phase5_wait_count -= 1 # ウェイトカウントが 0 になった场合 if @phase5_wait_count == 0 # リザルトウィンドウを表示 #@result_window.visible = true # メインフェーズフラグをクリア $game_temp.battle_main_phase = false # ステータスウィンドウをリフレッシュ @status_window.refresh end return end # C ボタンが押された场合 if Input.trigger?(Input::C) # バトル终了 battle_end(0) end # レベルアップしている场合は强制バトル终了 battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 end end #-------------------------------------------------------------------------- # ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ) #-------------------------------------------------------------------------- def update_phase5_step1 # C ボタンが押された场合 if Input.trigger?(Input::C) # ウィンドウを闭じて次のアクターへ @levelup_window.visible = false if @levelup_window != nil @status_window.level_up_flags[@exp_gain_actor] = false phase5_next_levelup end end #-------------------------------------------------------------------------- # ● 次のアクターのレベルアップ表示へ #-------------------------------------------------------------------------- def phase5_next_levelup begin # 次のアクターへ @exp_gain_actor += 1 # 最后のアクターの场合 if @exp_gain_actor >= $game_party.actors.size # アフターバトルフェーズ开始 @phase5_step = 0 return end actor = $game_party.actors[@exp_gain_actor] if actor.cant_get_exp? == false # 现在の能力値を保持 last_level = actor.level last_maxhp = actor.maxhp last_maxsp = actor.maxsp last_str = actor.str last_dex = actor.dex last_agi = actor.agi last_int = actor.int # 経験値取得の决定的瞬间(谜 actor.exp += @exp_gained # 判定 if actor.level > last_level # レベルアップした场合 @status_window.level_up(@exp_gain_actor) # リザルトウィンドウを消す @result_window.visible = false # SEの再生 if $data_system_level_up_se != "" Audio.se_play($data_system_level_up_se) end # MEの再生 if $data_system_level_up_me != "" Audio.me_stop Audio.me_play($data_system_level_up_me) end # LEVEL-UPウィンドウの设定 @levelup_window = Window_LevelUpWindow.new(actor, last_level, actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str, actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int) @levelup_window.x = 65 * @exp_gain_actor @levelup_window.visible = true # ステータスウィンドウをリフレッシュ @status_window.refresh # スキル习得ウィンドウの设定 @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level) # ウェイトカウントを设定 @phase5_wait_count = 40 @phase5_step = 1 return end end end until false end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
2023-07-07 17:30:021