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[RMXP] 这段脚本如何改?

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发表于 2007-2-27 13:58:53 | 显示全部楼层 |阅读模式
我想改成习得技能的时候显示出"XXX学会了技能XXX"而不是"XXX学会了!!"
  1. 脚本功能:升级提示 + 学会技能提示
  2. #使用方法:Main前面新建一个脚本,全选后粘贴进去
  3. #效果:升级的时候会弹出列表显示能力变化,学会技能也会提示
  4. #版权:樱雅在土(日)
  5. #==============================================================================
  6. # □ カスタマイズポイント
  7. #==============================================================================
  8. class Scene_Battle
  9.   LEVEL_UP_SE = "" # レベルアップSE。""で無し。
  10.   LEVEL_UP_ME = "Audio/ME/007-Fanfare01" # レベルアップME
  11. end
  12. class Window_SkillLearning < Window_Base
  13.   SKILLLEARN_SE = "Audio/SE/106-Heal02" # スキル習得SE。
  14. end
  15. #==============================================================================
  16. # ■ Window_LevelUpWindow
  17. #------------------------------------------------------------------------------
  18. #  バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。
  19. #==============================================================================
  20. class Window_LevelUpWindow < Window_Base
  21. #--------------------------------------------------------------------------
  22. # ● オブジェクト初期化
  23. #--------------------------------------------------------------------------
  24. def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  25.   super(x, y, 160, 192)
  26.   self.contents = Bitmap.new(width - 32, height - 32)
  27.   self.visible = false
  28.   self.back_opacity = 160
  29.   refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  30. end
  31. #--------------------------------------------------------------------------
  32. # ● リフレッシュ
  33. #--------------------------------------------------------------------------
  34. def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  35.   self.contents.clear
  36.   self.contents.font.color = system_color
  37.   self.contents.font.size = 14
  38.   self.contents.draw_text( 0, 0, 160, 24, "等级提升!!")
  39.   self.contents.font.size = 18
  40.   self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
  41.   self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
  42.   self.contents.font.size = 14
  43.   self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
  44.   self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
  45.   self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
  46.   self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
  47.   self.contents.draw_text(92, 0, 128, 24, "→")
  48.   self.contents.draw_text(76, 28, 128, 24, "=")
  49.   self.contents.draw_text(76, 50, 128, 24, "=")
  50.   self.contents.draw_text(76, 72, 128, 24, "=")
  51.   self.contents.draw_text(76, 94, 128, 24, "=")
  52.   self.contents.draw_text(76, 116, 128, 24, "=")
  53.   self.contents.draw_text(76, 138, 128, 24, "=")
  54.   self.contents.font.color = normal_color
  55.   self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
  56.   self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
  57.   self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
  58.   self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
  59.   self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
  60.   self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
  61.   self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
  62.   self.contents.font.size = 20
  63.   self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
  64.   self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
  65.   self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
  66.   self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
  67.   self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
  68.   self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
  69.   self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
  70. end
  71. end
  72. #==============================================================================
  73. # ■ Window_SkillLearning
  74. #------------------------------------------------------------------------------
  75. #  レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
  76. #==============================================================================
  77. class Window_SkillLearning < Window_Base
  78. #--------------------------------------------------------------------------
  79. # ● 公開インスタンス変数
  80. #--------------------------------------------------------------------------
  81. attr_reader :learned # スキルを習得したかどうか
  82. #--------------------------------------------------------------------------
  83. # ● オブジェクト初期化
  84. #--------------------------------------------------------------------------
  85. def initialize(class_id, last_lv, now_lv)
  86.   super(160, 64, 320, 64)
  87.   self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示
  88.   self.visible = false
  89.   self.back_opacity = 160
  90.   @learned = false
  91.   refresh(class_id, last_lv, now_lv)
  92. end
  93. #--------------------------------------------------------------------------
  94. # ● リフレッシュ
  95. #--------------------------------------------------------------------------
  96. def refresh(class_id, last_lv, now_lv)
  97.   for i in 0...$data_classes[class_id].learnings.size
  98.   learn_lv = $data_classes[class_id].learnings[i].level
  99.   # 今回のレベルアップ範囲で習得するスキルの場合
  100.   if learn_lv > last_lv and learn_lv <= now_lv
  101.     @learned = true
  102.     # SEの再生
  103.     if SKILLLEARN_SE != ""
  104.     Audio.se_play(SKILLLEARN_SE)
  105.     end
  106.     # 各描写
  107.     skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
  108.     self.contents.clear
  109.     self.contents.draw_text(0,0,448,32, skill_name + "学会了!!")
  110.     self.visible = true
  111.     # メインループ
  112.     loop do
  113.     # ゲーム画面を更新
  114.     Graphics.update
  115.     # 入力情報を更新
  116.     Input.update
  117.     # フレーム更新
  118.     update
  119.     # 画面が切り替わったらループを中断
  120.     if @learned == false
  121.       break
  122.     end
  123.     end
  124.     # メインループここまで
  125.   end
  126. end
  127. end
  128. #--------------------------------------------------------------------------
  129. # ● フレーム更新
  130. #--------------------------------------------------------------------------
  131. def update
  132.   # C ボタンが押された場合
  133.   if Input.trigger?(Input::C)
  134.     @learned = false
  135.     self.visible = false
  136.   end
  137. end
  138. end
  139. #==============================================================================
  140. # ■ Window_BattleStatus
  141. #==============================================================================
  142. class Window_BattleStatus < Window_Base
  143.   #--------------------------------------------------------------------------
  144.   # ● 追加・公開インスタンス変数
  145.   #--------------------------------------------------------------------------
  146.   attr_accessor :level_up_flags # LEVEL UP!表示
  147. end
  148. #==============================================================================
  149. # ■ Scene_Battle
  150. #==============================================================================
  151. class Scene_Battle
  152. #--------------------------------------------------------------------------
  153. # ● アフターバトルフェーズ開始
  154. #--------------------------------------------------------------------------
  155. def battle_exp
  156. bexp = 0
  157. # ループ
  158. for enemy in $game_troop.enemies
  159. # エネミーが隠れ状態でない場合
  160. unless enemy.hidden
  161. # 獲得を追加
  162. bexp += enemy.exp
  163. end
  164. end
  165. return bexp
  166. end
  167. alias xrxs_bp10_start_phase5 start_phase5
  168. def start_phase5
  169. xrxs_bp10_start_phase5
  170. # 獲得 EXPを取得
  171. @exp_gained = battle_exp
  172. # EXP 獲得を取り消す
  173. for i in 0...$game_party.actors.size
  174. actor = $game_party.actors[i]
  175. if actor.cant_get_exp? == false
  176. last_level = actor.level
  177. actor.exp -= @exp_gained
  178. if actor.level < last_level
  179. @status_window.level_up_flags[i] = false
  180. end
  181. end
  182. end
  183. # 設定
  184. @exp_gain_actor = -1
  185. # リザルトウィンドウを表示
  186. @result_window.visible = true
  187. end
  188. #--------------------------------------------------------------------------
  189. # ● フレーム更新 (アフターバトルフェーズ)
  190. #--------------------------------------------------------------------------
  191. alias xrxs_bp10_update_phase5 update_phase5
  192. def update_phase5
  193. @level_up_phase_done = false if @level_up_phase_done != true
  194. # C ボタンが押された場合
  195. if Input.trigger?(Input::C)
  196. # ウィンドウを閉じて次のアクターへ
  197. @levelup_window.visible = false if @levelup_window != nil
  198. @status_window.level_up_flags[@exp_gain_actor] = false
  199. @level_up_phase_done = phase5_next_levelup
  200. end
  201. if @level_up_phase_done
  202. if @phase5_wait_count < 2
  203. # リザルトウィンドウをvisible=trueでも不可視に
  204. @result_window.opacity = 0
  205. @result_window.back_opacity = 0
  206. @result_window.contents_opacity = 0
  207. end
  208. # 呼び戻す
  209. xrxs_bp10_update_phase5
  210. # レベルアップしている場合は強制バトル終了
  211. battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
  212. end
  213. end
  214. #--------------------------------------------------------------------------
  215. # ● 次のアクターのレベルアップ表示へ
  216. #--------------------------------------------------------------------------
  217. def phase5_next_levelup
  218. begin
  219. # 次のアクターへ
  220. @exp_gain_actor += 1
  221. # 最後のアクターの場合
  222. if @exp_gain_actor >= $game_party.actors.size
  223. # アフターバトルフェーズ開始
  224. return true
  225. end
  226. actor = $game_party.actors[@exp_gain_actor]
  227. if actor.cant_get_exp? == false
  228. # 現在の能力値を保持
  229. last_level = actor.level
  230. last_maxhp = actor.maxhp
  231. last_maxsp = actor.maxsp
  232. last_str = actor.str
  233. last_dex = actor.dex
  234. last_agi = actor.agi
  235. last_int = actor.int
  236. # 戦闘経験値の再取得
  237. actor.exp += @exp_gained
  238. # 判定
  239. if actor.level > last_level
  240. # レベルアップした場合
  241. @status_window.level_up(@exp_gain_actor)
  242. # リザルトウィンドウを消す
  243. @result_window.visible = false
  244. #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  245. actor.hp = actor.maxhp
  246. actor.sp = actor.maxsp
  247. #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  248. # SEの再生
  249. if LEVEL_UP_SE != ""
  250. Audio.se_play(LEVEL_UP_SE)
  251. end
  252. # MEの再生
  253. if LEVEL_UP_ME != ""
  254. Audio.me_stop
  255. Audio.me_play(LEVEL_UP_ME)
  256. end
  257. # LEVEL-UPウィンドウの設定
  258. actors_size = [$game_party.actors.size, 4].max
  259. x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
  260. x = x_shift * @exp_gain_actor
  261. y = 128
  262. @levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
  263. actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
  264. actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
  265. @levelup_window.visible = true
  266. # ステータスウィンドウをリフレッシュ
  267. @status_window.refresh
  268. # スキル習得ウィンドウの設定
  269. @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
  270. # ウェイトカウントを設定
  271. @phase5_wait_count = 40
  272. return false
  273. end
  274. end
  275. end until false
  276. end
  277. end
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 楼主| 发表于 2007-2-27 14:11:11 | 显示全部楼层
注意一下,前面还有“XXX习得技能XXX”
角色的名字注意不要忘记了
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发表于 2007-2-27 17:26:04 | 显示全部楼层
self.contents.draw_text(0,0,448,32, skill_name + "学会了!!")
改这一行就是了
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 楼主| 发表于 2007-2-27 19:24:16 | 显示全部楼层
引用第2楼xavier2007-02-27 17:26发表的:
self.contents.draw_text(0,0,448,32, skill_name + "学会了!!")
改这一行就是了
不会改…… [s:5]
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发表于 2007-3-4 02:44:44 | 显示全部楼层
  1. #==============================================================================
  2. # □ カスタマイズポイント
  3. #==============================================================================
  4. class Scene_Battle
  5. LEVEL_UP_SE = "" # レベルアップSE。""で無し。
  6. LEVEL_UP_ME = "Audio/ME/007-Fanfare01" # レベルアップME
  7. end
  8. class Window_SkillLearning < Window_Base
  9. SKILLLEARN_SE = "Audio/SE/106-Heal02" # スキル習得SE。
  10. end
  11. #==============================================================================
  12. # ■ Window_LevelUpWindow
  13. #------------------------------------------------------------------------------
  14. #  バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。
  15. #==============================================================================
  16. class Window_LevelUpWindow < Window_Base
  17. #--------------------------------------------------------------------------
  18. # ● オブジェクト初期化
  19. #--------------------------------------------------------------------------
  20. def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  21. super(x, y, 160, 192)
  22. self.contents = Bitmap.new(width - 32, height - 32)
  23. self.visible = false
  24. self.back_opacity = 160
  25. refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  26. end
  27. #--------------------------------------------------------------------------
  28. # ● リフレッシュ
  29. #--------------------------------------------------------------------------
  30. def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
  31. self.contents.clear
  32. self.contents.font.color = system_color
  33. self.contents.font.size = 14
  34. self.contents.draw_text( 0, 0, 160, 24, "等级提升!!")
  35. self.contents.font.size = 18
  36. self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp)
  37. self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp)
  38. self.contents.font.size = 14
  39. self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str)
  40. self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex)
  41. self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi)
  42. self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int)
  43. self.contents.draw_text(92, 0, 128, 24, "→")
  44. self.contents.draw_text(76, 28, 128, 24, "=")
  45. self.contents.draw_text(76, 50, 128, 24, "=")
  46. self.contents.draw_text(76, 72, 128, 24, "=")
  47. self.contents.draw_text(76, 94, 128, 24, "=")
  48. self.contents.draw_text(76, 116, 128, 24, "=")
  49. self.contents.draw_text(76, 138, 128, 24, "=")
  50. self.contents.font.color = normal_color
  51. self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2)
  52. self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2)
  53. self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2)
  54. self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2)
  55. self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2)
  56. self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2)
  57. self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2)
  58. self.contents.font.size = 20
  59. self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2)
  60. self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2)
  61. self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2)
  62. self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2)
  63. self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2)
  64. self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2)
  65. self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2)
  66. end
  67. end
  68. #==============================================================================
  69. # ■ Window_SkillLearning
  70. #------------------------------------------------------------------------------
  71. #  レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。
  72. #==============================================================================
  73. class Window_SkillLearning < Window_Base
  74. #--------------------------------------------------------------------------
  75. # ● 公開インスタンス変数
  76. #--------------------------------------------------------------------------
  77. attr_reader :learned # スキルを習得したかどうか
  78. #--------------------------------------------------------------------------
  79. # ● オブジェクト初期化
  80. #--------------------------------------------------------------------------
  81. def initialize(class_id, last_lv, now_lv,name)
  82. super(160, 64, 320, 64)
  83. self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示
  84. self.visible = false
  85. self.back_opacity = 160
  86. @learned = false
  87. refresh(class_id, last_lv, now_lv,name)
  88. end
  89. #--------------------------------------------------------------------------
  90. # ● リフレッシュ
  91. #--------------------------------------------------------------------------
  92. def refresh(class_id, last_lv, now_lv,name)
  93. for i in 0...$data_classes[class_id].learnings.size
  94. learn_lv = $data_classes[class_id].learnings[i].level
  95. # 今回のレベルアップ範囲で習得するスキルの場合
  96. if learn_lv > last_lv and learn_lv <= now_lv
  97.   @learned = true
  98.   # SEの再生
  99.   if SKILLLEARN_SE != ""
  100.   Audio.se_play(SKILLLEARN_SE)
  101.   end
  102.   # 各描写
  103.   skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
  104.   self.contents.clear
  105.   self.contents.draw_text(0,0,448,32, name +"学会了技能"+skill_name+"!!")
  106.   self.visible = true
  107.   # メインループ
  108.   loop do
  109.   # ゲーム画面を更新
  110.   Graphics.update
  111.   # 入力情報を更新
  112.   Input.update
  113.   # フレーム更新
  114.   update
  115.   # 画面が切り替わったらループを中断
  116.   if @learned == false
  117.     break
  118.   end
  119.   end
  120.   # メインループここまで
  121. end
  122. end
  123. end
  124. #--------------------------------------------------------------------------
  125. # ● フレーム更新
  126. #--------------------------------------------------------------------------
  127. def update
  128. # C ボタンが押された場合
  129. if Input.trigger?(Input::C)
  130.   @learned = false
  131.   self.visible = false
  132. end
  133. end
  134. end
  135. #==============================================================================
  136. # ■ Window_BattleStatus
  137. #==============================================================================
  138. class Window_BattleStatus < Window_Base
  139. #--------------------------------------------------------------------------
  140. # ● 追加・公開インスタンス変数
  141. #--------------------------------------------------------------------------
  142. attr_accessor :level_up_flags # LEVEL UP!表示
  143. end
  144. #==============================================================================
  145. # ■ Scene_Battle
  146. #==============================================================================
  147. class Scene_Battle
  148. #--------------------------------------------------------------------------
  149. # ● アフターバトルフェーズ開始
  150. #--------------------------------------------------------------------------
  151. def battle_exp
  152. bexp = 0
  153. # ループ
  154. for enemy in $game_troop.enemies
  155. # エネミーが隠れ状態でない場合
  156. unless enemy.hidden
  157. # 獲得を追加
  158. bexp += enemy.exp
  159. end
  160. end
  161. return bexp
  162. end
  163. alias xrxs_bp10_start_phase5 start_phase5
  164. def start_phase5
  165. xrxs_bp10_start_phase5
  166. # 獲得 EXPを取得
  167. @exp_gained = battle_exp
  168. # EXP 獲得を取り消す
  169. for i in 0...$game_party.actors.size
  170. actor = $game_party.actors[i]
  171. if actor.cant_get_exp? == false
  172. last_level = actor.level
  173. actor.exp -= @exp_gained
  174. if actor.level < last_level
  175. @status_window.level_up_flags[i] = false
  176. end
  177. end
  178. end
  179. # 設定
  180. @exp_gain_actor = -1
  181. # リザルトウィンドウを表示
  182. @result_window.visible = true
  183. end
  184. #--------------------------------------------------------------------------
  185. # ● フレーム更新 (アフターバトルフェーズ)
  186. #--------------------------------------------------------------------------
  187. alias xrxs_bp10_update_phase5 update_phase5
  188. def update_phase5
  189. @level_up_phase_done = false if @level_up_phase_done != true
  190. # C ボタンが押された場合
  191. if Input.trigger?(Input::C)
  192. # ウィンドウを閉じて次のアクターへ
  193. @levelup_window.visible = false if @levelup_window != nil
  194. @status_window.level_up_flags[@exp_gain_actor] = false
  195. @level_up_phase_done = phase5_next_levelup
  196. end
  197. if @level_up_phase_done
  198. if @phase5_wait_count < 2
  199. # リザルトウィンドウをvisible=trueでも不可視に
  200. @result_window.opacity = 0
  201. @result_window.back_opacity = 0
  202. @result_window.contents_opacity = 0
  203. end
  204. # 呼び戻す
  205. xrxs_bp10_update_phase5
  206. # レベルアップしている場合は強制バトル終了
  207. battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
  208. end
  209. end
  210. #--------------------------------------------------------------------------
  211. # ● 次のアクターのレベルアップ表示へ
  212. #--------------------------------------------------------------------------
  213. def phase5_next_levelup
  214. begin
  215. # 次のアクターへ
  216. @exp_gain_actor += 1
  217. # 最後のアクターの場合
  218. if @exp_gain_actor >= $game_party.actors.size
  219. # アフターバトルフェーズ開始
  220. return true
  221. end
  222. actor = $game_party.actors[@exp_gain_actor]
  223. if actor.cant_get_exp? == false
  224. # 現在の能力値を保持
  225. last_level = actor.level
  226. last_maxhp = actor.maxhp
  227. last_maxsp = actor.maxsp
  228. last_str = actor.str
  229. last_dex = actor.dex
  230. last_agi = actor.agi
  231. last_int = actor.int
  232. # 戦闘経験値の再取得
  233. actor.exp += @exp_gained
  234. # 判定
  235. if actor.level > last_level
  236. # レベルアップした場合
  237. @status_window.level_up(@exp_gain_actor)
  238. # リザルトウィンドウを消す
  239. @result_window.visible = false
  240. #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  241. actor.hp = actor.maxhp
  242. actor.sp = actor.maxsp
  243. #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  244. # SEの再生
  245. if LEVEL_UP_SE != ""
  246. Audio.se_play(LEVEL_UP_SE)
  247. end
  248. # MEの再生
  249. if LEVEL_UP_ME != ""
  250. Audio.me_stop
  251. Audio.me_play(LEVEL_UP_ME)
  252. end
  253. # LEVEL-UPウィンドウの設定
  254. actors_size = [$game_party.actors.size, 4].max
  255. x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
  256. x = x_shift * @exp_gain_actor
  257. y = 128
  258. @levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
  259. actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
  260. actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
  261. @levelup_window.visible = true
  262. # ステータスウィンドウをリフレッシュ
  263. @status_window.refresh
  264. # スキル習得ウィンドウの設定
  265. @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level,actor.name)
  266. # ウェイトカウントを設定
  267. @phase5_wait_count = 40
  268. return false
  269. end
  270. end
  271. end until false
  272. end
  273. end
复制代码
希望楼主早日完成游戏~
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