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- 2007-1-7
⑥精研
不灌水者
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发表于 2007-3-4 05:21:08
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至于新造武器的..
让每把武器都有ID就行,这样就可以打造独有的武器了,脚本如下
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- class Game_Party
- def gain_weapon(weapon_id, n)
- if weapon_id > 0
- if $scene.is_a?(Scene_Shop)
- for d in 0..n
- new_weapon = $data_weapons[weapon_id].clone
- new_weapon.id = $data_weapons.size
- $data_weapons.push(new_weapon)
- for i in 1...$data_classes.size
- if $data_classes.weapon_set.include?(weapon_id)
- $data_classes.weapon_set.push(new_weapon.id)
- end
- end
- @weapons[new_weapon.id] = [[weapon_number(new_weapon.id) + 1, 0].max, 99].min
- end
- elsif $scene.is_a?(Scene_Equip)
- @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
- else
- for d in 0...n
- add_atk = rand(10)
- new_weapon = $data_weapons[weapon_id].clone
- new_weapon.id = $data_weapons.size
- new_weapon.name = $data_weapons[weapon_id].name
- a_atk=1
- b_atk=1
- b=rand(2)
- if b == 0
- new_weapon.name = "卓越的"+new_weapon.name
- if new_weapon.element_set.include?(17)
- else
- new_weapon.element_set.push(17)
- end
- if new_weapon.minus_state_set.include?(17)
- else
- new_weapon.minus_state_set.push(17)
- end
- if new_weapon.plus_state_set.include?(17)
- else
- new_weapon.plus_state_set.push(17)
- end
- else
- new_weapon.name = "一般的"+new_weapon.name
- end
- c=rand(2)
- if c == 0
- new_weapon.name = new_weapon.name+"·屠龙"
- else
- new_weapon.name = new_weapon.name+"·混沌之血"
- b_atk=100
- end
- if add_atk<0
- new_weapon.name = new_weapon.name+"-"+add_atk.abs.to_s
- else
- new_weapon.name = new_weapon.name+"+"+add_atk.abs.to_s
- end
- new_weapon.atk = $data_weapons[weapon_id].atk+add_atk+a_atk+b_atk
- $data_weapons.push(new_weapon)
- for i in 1...$data_classes.size
- if $data_classes.weapon_set.include?(weapon_id)
- $data_classes.weapon_set.push(new_weapon.id)
- end
- end
- @weapons[new_weapon.id] = [[weapon_number(new_weapon.id) + 1, 0].max, 99].min
- end
- end
- end
- end
- def lose_weapon(weapon_id, n)
- if weapon_id > 0
- @weapons[weapon_id] = [[weapon_number(weapon_id) - n, 0].max, 99].min
- end
- end
- def gain_armor(armor_id, n)
- if armor_id > 0
- if $scene.is_a?(Scene_Shop)
- for d in 0..n
- new_armor = $data_armors[armor_id].clone
- new_armor.id = $data_armors.size
- $data_armors.push(new_armor)
- for i in 1...$data_classes.size
- if $data_classes.armor_set.include?(armor_id)
- $data_classes.armor_set.push(new_armor.id)
- end
- end
- @armors[new_armor.id] = [[armor_number(new_armor.id) + 1, 0].max, 99].min
- end
- elsif $scene.is_a?(Scene_Equip)
- @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
- else
- for d in 0...n
- add_atk = rand(10)
- new_armor = $data_armors[armor_id].clone
- new_armor.id = $data_armors.size
- new_armor.name = $data_armors[armor_id].name
- $data_armors.push(new_armor)
- for i in 1...$data_classes.size
- if $data_classes.armor_set.include?(armor_id)
- $data_classes.armor_set.push(new_armor.id)
- end
- end
- @armors[new_armor.id] = [[armor_number(new_armor.id) + 1, 0].max, 99].min
- end
- end
- end
- end
- def lose_armor(armor_id, n)
- if armor_id > 0
- @armors[armor_id] = [[armor_number(armor_id) - n, 0].max, 99].min
- end
- end
- end
复制代码
里面的东西我没改..某实验游戏的试用脚本照搬了..
有属性波动,属性附带,前名后缀, |
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