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综合系统整合版 (人物仓库+换人+手动加点+人物介绍)

2005-10-31 00:00| 发布者: 柳柳| 查看: 18535| 评论: 0|原作者: 66RPG

摘要:    作者 柳柳(本站站长)  版本与更新  2006年2月16日 v1.1 修复,原来最后少了一个end v1.2 修复战斗的一个小错误,修改了功能说明 v1.3 修复3处冲突错误  相关网址 点此可以
 

 作者

柳柳(本站站长)

 版本与更新

 2006年2月16日

v1.1 修复,原来最后少了一个end

v1.2 修复战斗的一个小错误,修改了功能说明

v1.3 修复3处冲突错误

 相关网址

点此可以查看SailCat的一些相关教学解释

 范例工程

不提供



脚本功能

把队伍人数4人的限制去掉了,不过出战还是前面4人,后面的人可以用菜单换上来。查看和换人都很简单,就是人数多了。无bug。

如果你游戏的人数超过4人,用就OK了。

修改说明:

修改状态窗口可无限延申

修改物品对象窗口无限延申

战斗调为4人

使用方法

用法:
插入到Main前面,没什么特别说明的。为了调整人物位置,还弄了个插件。

如果不希望第一个领队被还掉

588行:
        $game_system.se_play($data_system.decision_se)
这个下面添加:


        if @status_window.index==0
          $game_system.se_play($data_system.cancel_se)
          return
        end

也就是说当指向第一个角色的时候,发出一个嘟嘟声,然后什么也不做……

相关截图


 

 脚本内容

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

class Scene_Save
  #--------------------------------------------------------------------------
  # ● 写入存档数据
  #     file : 写入用文件对像 (已经打开)
  #--------------------------------------------------------------------------
  def write_save_data(file)
    # 生成描绘存档文件用的角色图形
    characters = []
    for i in 0...[$game_party.actors.size,4].min
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # 写入描绘存档文件用的角色数据
    Marshal.dump(characters, file)
    # 写入测量游戏时间用画面计数
    Marshal.dump(Graphics.frame_count, file)
    # 增加 1 次存档次数
    $game_system.save_count += 1
    # 保存魔法编号
    # (将编辑器保存的值以随机值替换)
    $game_system.magic_number = $data_system.magic_number
    # 写入各种游戏对像
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
  end
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # ● 设置物品或特技对像方的战斗者
  #     scope : 特技或者是物品的范围
  #--------------------------------------------------------------------------
  def set_target_battlers(scope)
    # 行动方的战斗者是敌人的情况下
    if @active_battler.is_a?(Game_Enemy)
      # 效果范围分支
      case scope
      when 1  # 敌单体
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 2  # 敌全体
        for actor in 0...[$game_party.actors.size,4].min
          if $game_party.actors[actor].exist?
            @target_battlers.push($game_party.actors[actor])
          end
        end
      when 3  # 我方单体
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 4  # 我方全体
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 5  # 我方单体 (HP 0)
        index = @active_battler.current_action.target_index
        enemy = $game_troop.enemies[index]
        if enemy != nil and enemy.hp0?
          @target_battlers.push(enemy)
        end
      when 6  # 我方全体 (HP 0)
        for enemy in $game_troop.enemies
          if enemy != nil and enemy.hp0?
            @target_battlers.push(enemy)
          end
        end
      when 7  # 使用者
        @target_battlers.push(@active_battler)
      end
    end
    # 行动方的战斗者是角色的情况下
    if @active_battler.is_a?(Game_Actor)
      # 效果范围分支
      case scope
      when 1  # 敌单体
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 2  # 敌全体
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 3  # 我方单体
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 4  # 我方全体
        for actor in 0...[$game_party.actors.size,4].min
          if $game_party.actors[actor].exist?
            @target_battlers.push($game_party.actors[actor])
          end
        end
      when 5  # 我方单体 (HP 0)
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
      when 6  # 我方全体 (HP 0)
        for actor in 0...[$game_party.actors.size,4].min
          if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
            @target_battlers.push($game_party.actors[actor])
          end
        end
      when 7  # 使用者
        @target_battlers.push(@active_battler)
      end
    end
  end 
  #--------------------------------------------------------------------------
  # ● 生成行动循序
  #--------------------------------------------------------------------------
  def make_action_orders
    # 初始化序列 @action_battlers
    @action_battlers = []
    # 添加敌人到 @action_battlers 序列
    for enemy in $game_troop.enemies
      @action_battlers.push(enemy)
    end
    # 添加角色到 @action_battlers 序列
    for actor in 0...[$game_party.actors.size,4].min
      @action_battlers.push($game_party.actors[actor])
    end
    # 确定全体的行动速度
    for battler in @action_battlers
      battler.make_action_speed
    end
    # 按照行动速度从大到小排列
    @action_battlers.sort! {|a,b|
      b.current_action.speed - a.current_action.speed }
  end
  #--------------------------------------------------------------------------
  # ● 开始结束战斗回合
  #--------------------------------------------------------------------------
  def start_phase5
    # 转移到回合 5
    @phase = 5
    # 演奏战斗结束 ME
    $game_system.me_play($game_system.battle_end_me)
    # 还原为战斗开始前的 BGM
    $game_system.bgm_play($game_temp.map_bgm)
    # 初始化 EXP、金钱、宝物
    exp = 0
    gold = 0
    treasures = []
    # 循环
    for enemy in $game_troop.enemies
      # 敌人不是隐藏状态的情况下
      unless enemy.hidden
        # 获得 EXP、增加金钱
        exp += enemy.exp
        gold += enemy.gold
        # 出现宝物判定
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # 限制宝物数为 6 个
    treasures = treasures[0..5]
    # 获得 EXP
    for i in 0...[$game_party.actors.size,4].min
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # 获得金钱
    $game_party.gain_gold(gold)
    # 获得宝物
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # 生成战斗结果窗口
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    # 设置等待计数
    @phase5_wait_count = 100
  end
  #--------------------------------------------------------------------------
  # ● 转到输入下一个角色的命令
  #--------------------------------------------------------------------------
  def phase3_next_actor
    # 循环
    begin
      # 角色的明灭效果 OFF
      if @active_battler != nil
        @active_battler.blink = false
      end
      # 最后的角色的情况
      if @actor_index == [$game_party.actors.size-1,3].min
        # 开始主回合
        start_phase4
        return
      end
      # 推进角色索引
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    # 如果角色是在无法接受指令的状态就再试
    end until @active_battler.inputable?
    # 设置角色的命令窗口
    phase3_setup_command_window
  end
end

class Arrow_Actor < Arrow_Base 
  #--------------------------------------------------------------------------
  # ● 刷新画面
  #--------------------------------------------------------------------------
  def update
    super
    # 光标右
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= [$game_party.actors.size,4].min
    end
    # 光标左
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - 1
      @index %= [$game_party.actors.size,4].min
    end
    # 设置活动块坐标
    if self.actor != nil
      self.x = self.actor.screen_x
      self.y = self.actor.screen_y
    end
  end
end

#==============================================================================
# ■ Window_Target
#------------------------------------------------------------------------------
#  物品画面与特技画面的、使用对像角色选择窗口。
#==============================================================================

class Window_Target < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 336, 480)
   self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
   self.z += 10
   @item_max = $game_party.actors.size
   @top_row = 0
   refresh
 end
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...$game_party.actors.size
     x = 4
     y = i * 112
     actor = $game_party.actors[i]
     draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 144, y)
     draw_actor_level(actor, x + 8, y + 32)
     draw_actor_state(actor, x + 8, y + 64)
     draw_actor_hp(actor, x + 152, y + 32)
     draw_actor_sp(actor, x + 152, y + 64)
   end
 end 
 #--------------------------------------------------------------------------
 # ● 刷新光标矩形
 #--------------------------------------------------------------------------
 def update_cursor_rect   
   # 光标位置 -1 为全选、-2 以下为单独选择 (使用者自身)
   if @index <= -2
     self.cursor_rect.set(0, (@index + 10) * 112, self.width - 32, 96)
   elsif @index == -1
     self.cursor_rect.set(0, 0, self.width - 32, @item_max * 112 - 20)
   else
     tpy = @index * 112 - self.oy
     self.cursor_rect.set(0, tpy, self.width - 32, 96)
     if @index < @top_row
       @top_row = @index
       self.oy = @top_row *112
     end
     if @index > @top_row+3
       @top_row = @index-3
       self.oy = @top_row *112
     end
   end   
 end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
#  显示菜单画面和同伴状态的窗口。
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化目标
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32,  $game_party.actors.size*112)
    refresh
    @top_row = 0
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 112
      if i <=3
        self.contents.font.color = Color.new(255,255,0,255)
        self.contents.draw_text(x,y,340,32,"[出战]",2)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = Color.new(128,128,128,255)
        self.contents.draw_text(x,y,340,32,"[待机]",2)
        self.contents.font.color = normal_color
      end     
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 80)
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x, y + 32)
      draw_actor_state(actor, x + 90, y + 32)
      draw_actor_exp(actor, x, y + 64)
      draw_actor_hp(actor, x + 236, y + 32)
      draw_actor_sp(actor, x + 236, y + 64)
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新光标矩形
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      tpy = @index * 112 - self.oy
      self.cursor_rect.set(0, tpy, self.width - 32, 96)
      if @index < @top_row
        @top_row = @index
        self.oy = @top_row *112
      end
      if @index > @top_row+3
        @top_row = @index-3
        self.oy = @top_row *112
      end
    end
  end
end

class Game_Party
  #--------------------------------------------------------------------------
  # ● 全灭判定
  #--------------------------------------------------------------------------
  def all_dead?
    # 同伴人数为 0 的情况下
    if $game_party.actors.size == 0
      return false
    end
    # 同伴中无人 HP 在 0 以上
    for i in 0..3
      if @actors[i] != nil and@actors[i].hp >0
        return false
      end
    end
    # 全灭
    return true
  end
  #--------------------------------------------------------------------------
  # ● 加入同伴
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # 获取角色
    actor = $game_actors[actor_id]
    # 同伴人数未满 4 人、本角色不在队伍中的情况下
    if not @actors.include?(actor)
      # 添加角色
      @actors.push(actor)
      # 还原主角
      $game_player.refresh
    end
  end
end

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================


class Scene_Menu
# --------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    @changer = 0
    @where = 0
    @checker = 0
  end
# --------------------------------
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "状态"
    s5 = "储存进度"
    s6 = "离开游戏"
    s7 = "调整队伍"
    s8 = "升级加点"
    s9 = "人物介绍"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    if $game_party.actors.size == 1
      @command_window.disable_item(6)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
# --------------------------------
  def update
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
# --------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if $game_party.actors.size == 1 and @command_window.index ==6
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      when 6
        $game_system.se_play($data_system.decision_se)
        @checker = 0
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 7
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 8

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