- 注册时间
- 2005-11-19
- 最后登录
- 2017-6-24
⑥精研
- 积分
- 1552
|
你好啊,这个破限有个问题,我初期男主角的血是300多,但是进游戏一看是700多,怎么回事?能改回去么
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #等级可无限提升
- #パラメータの算出が適当すぎるので、各自修正が必要かと。
-   BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
-   MAXHP_LIMIT = 99999999    #HP限界値
-   MAXSP_LIMIT = 99999999    #SP限界値
-   STR_LIMIT   = 999999      #STR限界値
-   DEX_LIMIT   = 999999      #DEX限界値
-   AGI_LIMIT   = 999999      #AGI限界値
-   INT_LIMIT   = 999999      #INT限界値
-   NEW_LIMIT_ACTOR = [1,3,5,7]############bearrpg  突破上限的角色
- #######################################################这里是敌人类,没影响但是不能没有。
- class Game_Enemy < Game_Battler
-   def nla_id?
-       return  NEW_LIMIT_ACTOR.include?(self.id)
-    end
-  def nla_v(p)
-    case p
-     when 0
-       return lv = nla_id? ? BASE_FINAL_LEVEL : 99
-     when 1
-       return hp = nla_id? ? MAXHP_LIMIT : 99999999
-     when 2
-       return sp = nla_id? ? MAXSP_LIMIT : 99999999
-     when 3
-       return str = nla_id? ? STR_LIMIT : 999
-     when 4
-       return dex = nla_id? ? DEX_LIMIT : 999
-     when 5
-       return agi = nla_id? ? AGI_LIMIT : 999
-     when 6
-       return int = nla_id? ? INT_LIMIT : 999
-    end
-  end
- end
- ####################################################################
- class Game_Actor < Game_Battler
-   def new_final_level
-     lv = BASE_FINAL_LEVEL
-     #以下上限LV個別指定用
-    # case self.id
-    # when 1
-    #   lv = 255
-    # when 2
-    #   lv = 999
-    # when 8
-    #   lv = 15600
-    #end
-     return lv
-  end
- #######################################################################
-  def nla_id?
-       return  NEW_LIMIT_ACTOR.include?(self.id)
-    end
-  def nla_v(p)
-    case p
-     when 0
-       return lv = nla_id? ? BASE_FINAL_LEVEL : 99
-     when 1
-       return hp = nla_id? ? MAXHP_LIMIT : 9999
-     when 2
-       return sp = nla_id? ? MAXSP_LIMIT : 9999
-     when 3
-       return str = nla_id? ? STR_LIMIT : 999
-     when 4
-       return dex = nla_id? ? DEX_LIMIT : 999
-     when 5
-       return agi = nla_id? ? AGI_LIMIT : 999
-     when 6
-       return int = nla_id? ? INT_LIMIT : 999
-    end
-  end
- #######################################################################
-   #--------------------------------------------------------------------------
-   # ● EXP 計算
-   #--------------------------------------------------------------------------
-   def make_exp_list
-     actor = $data_actors[@actor_id]
-     @exp_list = Array.new(nla_v(0) + 2)
-     @exp_list[1] = 0
-     pow_i = 2.4 + actor.exp_inflation / 100.0
-     for i in 2..nla_v(0) + 1
-       if i > nla_v(0)
-         @exp_list = 0
-       else
-         n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
-         @exp_list = @exp_list[i-1] + Integer(n)
-       end
-     end
-   end
-   #--------------------------------------------------------------------------
-   # ● MaxHP の取得
-   #--------------------------------------------------------------------------
-   def maxhp
-     nhl =
-     n = [[base_maxhp + @maxhp_plus, 1].max, nla_v(1)].min
-     for i in @states
-       n *= $data_states.maxhp_rate / 100.0
-     end
-     n = [[Integer(n), 1].max, nla_v(1)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本 MaxHP の取得
-   #--------------------------------------------------------------------------
-   def base_maxhp
-     n = $data_actors[@actor_id].parameters[0, 1]
-     n += $data_actors[@actor_id].parameters[0, 2] * @level
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本 MaxSP の取得
-   #--------------------------------------------------------------------------
-   def base_maxsp
-     n = $data_actors[@actor_id].parameters[1, 1]
-     n += $data_actors[@actor_id].parameters[1, 2] * @level
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本腕力の取得
-   #--------------------------------------------------------------------------
-   def base_str
-     n = $data_actors[@actor_id].parameters[2, 1]
-     n += $data_actors[@actor_id].parameters[2, 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]
-     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
-     return [[n, 1].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本器用さの取得
-   #--------------------------------------------------------------------------
-   def base_dex
-     n = $data_actors[@actor_id].parameters[3, 1]
-     n += $data_actors[@actor_id].parameters[3, 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]
-     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
-     return [[n, 1].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本素早さの取得
-   #--------------------------------------------------------------------------
-   def base_agi
-     n = $data_actors[@actor_id].parameters[4, 1]
-     n += $data_actors[@actor_id].parameters[4, 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]
-     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
-     return [[n, 1].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 基本魔力の取得
-   #--------------------------------------------------------------------------
-   def base_int
-     n = $data_actors[@actor_id].parameters[5, 1]
-     n += $data_actors[@actor_id].parameters[5, 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]
-     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
-     return [[n, 1].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● EXP の変更
-   #     exp : 新しい EXP
-   #--------------------------------------------------------------------------
-   def exp=(exp)
-     # ★EXPの上限チェックを解除
-     @exp = [exp, 0].max
-     # レベルアップ
-     while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
-       @level += 1
-       # スキル習得
-       for j in $data_classes[@class_id].learnings
-         if j.level == @level
-           learn_skill(j.skill_id)
-         end
-       end
-     end
-     # レベルダウン
-     while @exp < @exp_list[@level]
-       @level -= 1
-     end
-     # 現在の HP と SP が最大値を超えていたら修正
-     @hp = [@hp, self.maxhp].min
-     @sp = [@sp, self.maxsp].min
-   end
-   #--------------------------------------------------------------------------
-   # ● レベルの変更
-   #     level : 新しいレベル
-   #--------------------------------------------------------------------------
-   def level=(level)
-     # 上下限チェック
-     # ★LV上限をnla_v(0)でチェックするように変更
-     level = [[level, nla_v(0)].min, 1].max
-     # EXP を変更
-     self.exp = @exp_list[level]
-   end
- end
-  
-  
- class Game_Battler
-   #--------------------------------------------------------------------------
-   # ● MaxSP の取得
-   #--------------------------------------------------------------------------
-   def maxsp
-     n = [[base_maxsp + @maxsp_plus, 0].max, nla_v(2)].min
-     for i in @states
-       n *= $data_states.maxsp_rate / 100.0
-     end
-     n = [[Integer(n), 0].max, nla_v(2)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 腕力の取得
-   #--------------------------------------------------------------------------
-   def str
-     n = [[base_str + @str_plus, 1].max, nla_v(3)].min
-     for i in @states
-       n *= $data_states.str_rate / 100.0
-     end
-     n = [[Integer(n), 1].max, nla_v(3)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 器用さの取得
-   #--------------------------------------------------------------------------
-   def dex
-     n = [[base_dex + @dex_plus, 1].max, nla_v(3)].min
-     for i in @states
-       n *= $data_states.dex_rate / 100.0
-     end
-     n = [[Integer(n), 1].max, nla_v(3)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 素早さの取得
-   #--------------------------------------------------------------------------
-   def agi
-     n = [[base_agi + @agi_plus, 1].max, nla_v(3)].min
-     for i in @states
-       n *= $data_states.agi_rate / 100.0
-     end
-     n = [[Integer(n), 1].max, nla_v(3)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● 魔力の取得
-   #--------------------------------------------------------------------------
-   def int
-     n = [[base_int + @int_plus, 1].max, nla_v(3)].min
-     for i in @states
-       n *= $data_states.int_rate / 100.0
-     end
-     n = [[Integer(n), 1].max, nla_v(3)].min
-     return n
-   end
-   #--------------------------------------------------------------------------
-   # ● MaxHP の設定
-   #     maxhp : 新しい MaxHP
-   #--------------------------------------------------------------------------
-   def maxhp=(maxhp)
-     @maxhp_plus += maxhp - self.maxhp
-     @maxhp_plus = [[@maxhp_plus, -nla_v(1)].max, nla_v(1)].min
-     @hp = [@hp, self.maxhp].min
-   end
-   #--------------------------------------------------------------------------
-   # ● MaxSP の設定
-   #     maxsp : 新しい MaxSP
-   #--------------------------------------------------------------------------
-   def maxsp=(maxsp)
-     @maxsp_plus += maxsp - self.maxsp
-     @maxsp_plus = [[@maxsp_plus, -nla_v(2)].max, nla_v(2)].min
-     @sp = [@sp, self.maxsp].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 腕力の設定
-   #     str : 新しい腕力
-   #--------------------------------------------------------------------------
-   def str=(str)
-     @str_plus += str - self.str
-     @str_plus = [[@str_plus, -nla_v(3)].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 器用さの設定
-   #     dex : 新しい器用さ
-   #--------------------------------------------------------------------------
-   def dex=(dex)
-     @dex_plus += dex - self.dex
-     @dex_plus = [[@dex_plus, -nla_v(3)].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 素早さの設定
-   #     agi : 新しい素早さ
-   #--------------------------------------------------------------------------
-   def agi=(agi)
-     @agi_plus += agi - self.agi
-     @agi_plus = [[@agi_plus, -nla_v(3)].max, nla_v(3)].min
-   end
-   #--------------------------------------------------------------------------
-   # ● 魔力の設定
-   #     int : 新しい魔力
-   #--------------------------------------------------------------------------
-   def int=(int)
-     @int_plus += int - self.int
-     @int_plus = [[@int_plus, -nla_v(3)].max, nla_v(3)].min
-   end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
代码在这,改哪里捏?
|
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有帐号?立即注册
x
|