以下引用越前リョーマ于2008-2-23 10:16:49的发言:
物品毕竟不是事件能够控制的……
以下引用越前リョーマ于2008-2-23 10:36:43的发言:
超过事件思想的范围……
提取各个持有物品的编号和分别拥有的数量,
物品全部消失(一句话脚本就可以了)。
取时——提取原来提取好的各个持有物品的编号的物品增加数量。
PS。……好吧,我说的全是废话……
以下引用IamI于2008-2-23 10:55:00的发言:
准备动手(不保证完成),先问2个问题:
一、XP还是VX?
二、存储在哪个地方?(或者干脆禁止存盘,这样完工几率大一些)
如果要自己动手的话,那么思想很简单,物品不用保存,数量存至一个$Array,那么就是多少物品ID多少数量。
Marshal.dump($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($game_player, file)
class Game_Party
alias old_init initialize
def initialize
old_init
@saves = {}
end
def all_in_save
for i in @items.keys
@saves = @items
@items.delete(i)
end
end
def all_in_item
for i in @saves.keys
if @items == nil
@items = @saves
else
@items += @saves
end
@saves.delete(i)
end
end
def all_delete
@saves = {}
end
end
以下引用IamI于2008-2-23 11:27:33的发言:
看样子我得不需要了呢……呵呵
添加脚本:
class Game_Party
alias old_init initialize
def initialize
old_init
@saves = {}
end
def all_in_save
for i in @items.keys
@saves = @items
@items.delete(i)
end
end
def all_in_item
for i in @saves.keys
if @items == nil
@items = @saves
else
@items += @saves
end
@saves.delete(i)
end
end
def all_delete
@saves = {}
end
end
全转:$game_party.all_in_save
全转回:$game_party.all_in_item
全删:$game_party.all_delete
最后还是用了party阿……
顺便说一句LS,那个……你会把中间得到的物品全覆盖掉的……
[本贴由作者于 2008-2-23 11:31:51 最后编辑]
以下引用IamI于2008-2-23 11:42:22的发言:
还有LZ,要武器和防具的话我帮你再写好了,反正现在闲得慌.,要全部转移?
class Game_Party
alias old_init initialize
def initialize
old_init
@saves = {}
@saveW = {}
@saveA = {}
end
def all_in_save
for i in @items.keys
@saves = @items
@items.delete(i)
end
for i in @weapons.keys
@saveW = @weapons
@weapons.delete(i)
end
for i in @armors.keys
@saveA = @armors
@armors.delete(i)
end
end
def all_in_item
for i in @saves.keys
if @items == nil
@items = @saves
else
@items += @saves
end
@saves.delete(i)
end
for i in @saveW.keys
if @weapons == nil
@weapons = @saveW
else
@weapons += @saveW
end
@saveW.delete(i)
end
for i in @saveA.keys
if @armors == nil
@armors = @saveA
else
@armors += @saveA
end
@saveA.delete(i)
end
end
def all_delete
@saves = {}
@saveW = {}
@saveA = {}
end
end
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