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本帖最后由 hcm 于 2013-12-2 13:20 编辑
以下的任务系统和加点系统在开启界面后地图会极限暗化(淡出),请问如何去除这一效果。
希望透过半透明的窗口可以正常看到地图,像商店界面等那样。。
任务系统:- =begin
- 领取任务:$game_party.get_task(任意数字,任务名称,任务描述)
- 完成任务:$game_party.finish_task(领取任务时设定的数字)
- 对已有任务追加说明:$game_party.add_task(任务编号,任务追加描述)
- 如:
- 前面有事件$game_party.get_task(1,"测试","只是测试")
- 此时任务1的说明为
- >只是测试
- 后面完成任务的脚本就是$game_party.finish_task(1)
- 追加说明$game_party.add_task(1,"真的只是测试哦")
- 此时任务1的说明为:
- >只是测试
- >真的只是测试哦
- 召唤任务界面:SceneManager.call(Scene_Task)
- 该脚本来自66rpg,发布者:韩云溪
- 改进:工藤由纪(论坛ID:zyyczp)
- =end
- #===========================================================
- #●任务系统
- #===========================================================
- class Task
- attr_reader :desc
- attr_reader :finished
- def initialize(origin_name,desc)
- @origin_name = origin_name
- @desc = desc
- @finished = false
- end
- def name
- if @finished
- return @origin_name + ""
- else
- return @origin_name
- end
- end
- def desc=(desc)
- @desc = desc
- end
-
- def finish
- @finished = true
- end
-
- end
- class Game_Party < Game_Unit
- alias old_init initialize
- def initialize
- old_init
- @tasks = {}
- end
- def add_task(i,desc)
- @tasks[i].desc = @tasks[i].desc + "\n" + desc
- end
- def get_task(i,name,desc)
- @tasks[i]=Task.new(name,desc)
- end
- def have_task?(i)
- @tasks[i] != nil
- end
- def finish_task(i)
- @tasks[i].finish if have_task?(i)
- end
- def unfinished_tasks
- n = []
- for i in @tasks.values
- next if i.finished
- n.push(i)
- end
- return n
- end
- def finished_tasks
- n = []
- for i in @tasks.values
- next unless i.finished
- n.push(i)
- end
- return n
- end
- end
- class Window_Task_Type < Window_HorzCommand
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0)
- activate
- end
- def window_width
- return Graphics.width
- end
- def col_max
- return 3
- end
- #--------------------------------------------------------------------------
- # ● コマンドリストの作成
- #--------------------------------------------------------------------------
- def make_command_list
- add_command("未完成任务", :unfinished_task)
- add_command("已完成任务", :finished_task)
- add_command("取消", :cancel)
- end
- end
- class Window_TaskLeft < Window_Selectable
- attr_reader :finished
- def initialize
- super(0,48,160,Graphics.height - 48)
- create_contents
- @finished = false
- [url=home.php?mod=space&uid=370741]@Index[/url] = 0
- refresh
- deactivate
- end
- def set_finish(finish)
- @finished = finish
- set_item_max
- end
- def item_max
- return @item_max != nil ? @item_max : 0
- end
- def set_item_max
- if @finished
- @item_max = $game_party.finished_tasks.size
- else
- @item_max = $game_party.unfinished_tasks.size
- end
- end
- def refresh
- set_item_max
- super
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- #--------------------------------------------------------------------------
- def draw_item(index)
- text = ""
- unless @finished
- if $game_party.unfinished_tasks[index] != nil
- text = $game_party.unfinished_tasks[index].name
- end
- else
- if $game_party.finished_tasks[index] != nil
- text = $game_party.finished_tasks[index].name
- end
- end
- draw_text(item_rect_for_text(index), text)
- end
- end
- class Window_TaskRight < Window_Base
- attr_reader :left_index
- def initialize
- super(160,48,Graphics.width - 160,Graphics.height - 48)
- create_contents
- @left_index = 0
- @finished = false
- refresh
- end
- def set_index(i)
- @left_index = i
- refresh
- end
- def set_finish(i)
- @finished = i
- end
-
- def refresh
- contents.clear
- draw_desc
- end
- def draw_desc
- if @finished
- if $game_party.finished_tasks[@left_index] != nil
- draw_text_ex(0,0,$game_party.finished_tasks[@left_index].desc)
- end
- else
- if $game_party.unfinished_tasks[@left_index] != nil
- draw_text_ex(0,0,$game_party.unfinished_tasks[@left_index].desc)
- end
- end
- end
-
- end
- class Scene_Task < Scene_Base
- def start
- super
- create_task_type_window
- create_left_window
- create_right_window
- end
- def update
- super
- if @left_window.active
- if Input.trigger?(:B)
- @left_window.deactivate
- @task_type_window.activate
- end
- if Input.trigger?(:UP) || Input.trigger?(:DOWN)
- @right_window.set_finish(@left_window.finished)
- @right_window.set_index(@left_window.index)
- end
- end
- end
-
- def terminate
- super
- end
- def create_task_type_window
- @task_type_window = Window_Task_Type.new
- @task_type_window.set_handler(:unfinished_task,method(:view_unfinished_task))
- @task_type_window.set_handler(:finished_task,method(:view_finished_task))
- @task_type_window.set_handler(:cancel,method(:return_scene))
- end
- def create_left_window
- @left_window = Window_TaskLeft.new
- @left_window.set_finish(false)
- @left_window.refresh
- end
- def create_right_window
- @right_window = Window_TaskRight.new
- @right_window.refresh
- end
- def view_unfinished_task
- @left_window.set_finish(false)
- @left_window.refresh
- @left_window.activate
- @task_type_window.deactivate
- @right_window.set_finish(false)
- @right_window.set_index(@left_window.index)
- end
- def view_finished_task
- @left_window.set_finish(true)
- @left_window.refresh
- @left_window.activate
- @task_type_window.deactivate
- @right_window.set_finish(true)
- @right_window.set_index(@left_window.index)
- end
- end
复制代码 加点系统:- #原作者:superufo
- #转换者:消失的三千
- #原脚本出处:http://rpg.blue/thread-73243-1-1.html
- #要修改加点的属性在280~318行
- LEVEL_UP_POINT = 3 #升级时所获得的点数
- LEVEL_UP_VARIABLE = 50 #控制角色属性点的变量
- #比如说角色ID1的属性变量就是51,ID2就是52,依此推类
- class Game_Actor < Game_Battler
- def level_up
- [url=home.php?mod=space&uid=22147]@level[/url] += 1
- $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
- for learning in self.class.learnings
- learn_skill(learning.skill_id) if learning.level == @level
- end
- end
- end
- class Window_PointCommand < Window_Command
- def initialize
- super(25,200)
- self.opacity = 0
- self.z = 1000
- open
- end
- def window_width
- return 115
- end
- def make_command_list
- add_command("+MHP", :HPBoost)#(Vocab::param(0), :HPBoost)
- add_command("+MSP", :MPBoost)#(Vocab::param(1), :MPBoost)
- add_command("+ATK", :ATKBoost)#(Vocab::param(2), :ATKBoost)
- add_command("+DEF", :DEFBoost)#(Vocab::param(3), :DEFBoost)
- add_command("+MAT", :MATBoost)#(Vocab::param(4), :MATBoost)
- add_command("+MDF", :MDFBoost)#(Vocab::param(5), :MDFBoost)
- add_command("+AGI", :AGIBoost)#(Vocab::param(6), :AGIBoost)
- add_command("+LUK", :LUKBoost)#(Vocab::param(7), :LUKBoost)
- add_command("重叠加点", :PointReset)
- add_command("确认加点", :PointBoost)
- end
- def point_enought
- $point > 0
- end
- end
- class Window_Base < Window
- def draw_actor_hp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, Vocab::param(0))
- if $temp_hp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 70 , y, 48, 32, actor.mhp.to_s, 2)
- else
- mhp = actor.mhp + $temp_hp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 75 , y, 48, 32, mhp.to_s ,2)
- self.contents.font.color = normal_color
- if $temp_hp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 105, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 105, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 145, y, 32, 32, $temp_hp.to_s, 1)
- self.contents.font.color = normal_color
- end
- end
- def draw_actor_mp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, Vocab::param(1))
- if $temp_mp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 70 , y, 48, 32, actor.mmp.to_s, 2)
- else
- mmp = actor.mmp + $temp_mp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 75 , y, 48, 32, mmp.to_s ,2)
- self.contents.font.color = normal_color
- if $temp_mp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 105, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 105, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 145, y, 32, 32, $temp_mp.to_s, 1)
- self.contents.font.color = normal_color
- end
- end
- def draw_actor_lvup(actor, x, y, type)
- lvup = normal_color
- upcolor = Color.new(255, 128, 128, 255)
- self.contents.font.color = normal_color
- case type
- when 0
- parameter_name = Vocab::param(2)
- parameter_value = actor.atk
- parameter_value_temp = parameter_value + $temp_atk
- if $temp_atk != 0
- lvup = upcolor
- if $temp_atk >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_atk.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- when 1
- parameter_name = Vocab::param(3)
- parameter_value = actor.def
- parameter_value_temp = parameter_value + $temp_def
- if $temp_def != 0
- lvup = upcolor
- if $temp_def >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_def.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- when 2
- parameter_name = Vocab::param(4)
- parameter_value = actor.mat
- parameter_value_temp = parameter_value + $temp_mat
- if $temp_mat != 0
- lvup = upcolor
- if $temp_mat >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_mat.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- when 3
- parameter_name = Vocab::param(5)
- parameter_value = actor.mdf
- parameter_value_temp = parameter_value + $temp_mdf
- if $temp_mdf != 0
- lvup = upcolor
- if $temp_mdf >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_mdf.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- when 4
- parameter_name = Vocab::param(6)
- parameter_value = actor.agi
- parameter_value_temp = parameter_value + $temp_agi
- if $temp_agi != 0
- lvup = upcolor
- if $temp_agi >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_agi.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- when 5
- parameter_name = Vocab::param(7)
- parameter_value = actor.luk
- parameter_value_temp = parameter_value + $temp_luk
- if $temp_luk != 0
- lvup = upcolor
- if $temp_luk >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 205, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 205, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 205, y, 88, 32, $temp_luk.abs.to_s,1)
- self.contents.font.color = normal_color
- end
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 86, y, 36, 32, parameter_value.to_s)
- self.contents.draw_text(x + 110, y, 36, 32, "→")
- self.contents.font.color = lvup
- self.contents.draw_text(x + 146, y, 96, 32, parameter_value_temp.to_s)
- self.contents.font.color = normal_color
- end
- end
- class Window_Lvpoint < Window_Base
- def initialize
- super(28,300,180,60)
- self.opacity = 0
- refresh
- end
- def refresh
- self.contents.clear
- parameter_name = "剩余点数"
- parameter_value = $point
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0, self.contents.width, self.contents.height, parameter_name)
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, self.contents.width, self.contents.height, parameter_value.to_s,2)
- end
- end
- class Window_Lvup < Window_Base
- def initialize
- super(0, 0, 800, 544)
- # self.opacity = 0
- self.contents = Bitmap.new(width - 25, height - 25)
- [url=home.php?mod=space&uid=95897]@actor[/url] = $game_party.menu_actor
- refresh
- end
- def refresh
- self.contents.clear
- draw_actor_face(@actor, 0, 0)
- change_color(system_color)
- draw_text(30, 15, 180, line_height, "Name:")
- draw_text(260, 15, 180, line_height, "Race:")
- draw_text(450, 15, 180, line_height, "Nickname:")
- change_color(normal_color)
- draw_actor_name(@actor, 90, 15)
- draw_actor_class(@actor, 290, 15)
- draw_actor_nickname(@actor, 550, 15)
- draw_actor_level(@actor, 130, 270)
- draw_actor_hp_lvup(@actor, 120, 55)
- draw_actor_mp_lvup(@actor, 120, 79)
- draw_actor_lvup(@actor, 120, 103, 0)
- draw_actor_lvup(@actor, 120, 127, 1)
- draw_actor_lvup(@actor, 120, 151, 2)
- draw_actor_lvup(@actor, 120, 175, 3)
- draw_actor_lvup(@actor, 120, 199, 4)
- draw_actor_lvup(@actor, 120, 223, 5)
- end
- end
- class Scene_Lvup < Scene_Base
- def initialize
- # super(128,128,128,58)
- [url=home.php?mod=space&uid=95897]@actor[/url] = $game_party.menu_actor
- set_data
- create_window
- end
- def dispose_background
- @background_sprite.dispose
- end
- def create_window
- @command_window = Window_PointCommand.new
- @command_window.set_handler(:HPBoost, method(:CommandHPBoost))
- @command_window.set_handler(:MPBoost, method(:CommandMPBoost))
- @command_window.set_handler(:ATKBoost, method(:CommandATKBoost))
- @command_window.set_handler(:DEFBoost, method(:CommandDEFBoost))
- @command_window.set_handler(:MATBoost, method(:CommandMATBoost))
- @command_window.set_handler(:MDFBoost, method(:CommandMDFBoost))
- @command_window.set_handler(:AGIBoost, method(:CommandAGIBoost))
- @command_window.set_handler(:LUKBoost, method(:CommandLUKBoost))
- @command_window.set_handler(:PointReset, method(:reset_point))
- @command_window.set_handler(:PointBoost, method(:process_point))
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.y = 56
- @lvup_window = Window_Lvup.new
- @lvpoint_window = Window_Lvpoint.new
- end
- def set_data
- reset_point
-
- @hp_hp = 15;@hp_mp = 0
- @hp_atk = 0;@hp_def = 0
- @hp_mat = 0;@hp_mdf = 0
- @hp_agi = 0;@hp_luk = 0
-
- @mp_hp = 0;@mp_mp = 10
- @mp_atk = 0;@mp_def = 0
- @mp_mat = 0;@mp_mdf = 0
- @mp_agi = 0;@mp_luk = 0
-
- @atk_hp = 0;@atk_mp = 0
- @atk_atk = 1;@atk_def = 0
- @atk_mat = 0;@atk_mdf = 0
- @atk_agi = 0;@atk_luk = 0
-
- @def_hp = 0;@def_mp = 0
- @def_atk = 0;@def_def = 1
- @def_mat = 0;@def_mdf = 0
- @def_agi = 0;@def_luk = 0
-
- @mat_hp = 0;@mat_mp = 0
- @mat_atk = 0;@mat_def = 0
- @mat_mat = 1;@mat_mdf = 0
- @mat_agi = 0;@mat_luk = 0
-
- @mdf_hp = 0;@mdf_mp = 0
- @mdf_atk = 0;@mdf_def = 0
- @mdf_mat = 0;@mdf_mdf = 1
- @mdf_agi = 0;@mdf_luk = 0
-
- @agi_hp = 0;@agi_mp = 0
- @agi_atk = 0;@agi_def = 0
- @agi_mat = 0;@agi_mdf = 0
- @agi_agi = 1;@agi_luk = 0
-
- @luk_hp = 0;@luk_mp = 0
- @luk_atk = 0;@luk_def = 0
- @luk_mat = 0;@luk_mdf = 0
- @luk_agi = 0;@luk_luk = 1
- end
- def window_refresh
- @lvup_window.refresh
- @lvpoint_window.refresh
- @command_window.activate
- end
- def CommandHPBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @hp_hp
- $temp_mp += @hp_mp
- $temp_atk += @hp_atk
- $temp_def += @hp_def
- $temp_mat += @hp_mat
- $temp_mdf += @hp_mdf
- $temp_agi += @hp_agi
- $temp_luk += @hp_luk
- $point -= 1
- window_refresh
- end
- def CommandMPBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @mp_hp
- $temp_mp += @mp_mp
- $temp_atk += @mp_atk
- $temp_def += @mp_def
- $temp_mat += @mp_mat
- $temp_mdf += @mp_mdf
- $temp_agi += @mp_agi
- $temp_luk += @mp_luk
- $point -= 1
- window_refresh
- end
- def CommandATKBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @atk_hp
- $temp_mp += @atk_mp
- $temp_atk += @atk_atk
- $temp_def += @atk_def
- $temp_mat += @atk_mat
- $temp_mdf += @atk_mdf
- $temp_agi += @atk_agi
- $temp_luk += @atk_luk
- $point -= 1
- window_refresh
- end
- def CommandDEFBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @def_hp
- $temp_mp += @def_mp
- $temp_atk += @def_atk
- $temp_def += @def_def
- $temp_mat += @def_mat
- $temp_mdf += @def_mdf
- $temp_agi += @def_agi
- $temp_luk += @def_luk
- $point -= 1
- window_refresh
- end
- def CommandMATBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @mat_hp
- $temp_mp += @mat_mp
- $temp_atk += @mat_atk
- $temp_def += @mat_def
- $temp_mat += @mat_mat
- $temp_mdf += @mat_mdf
- $temp_agi += @mat_agi
- $temp_luk += @mat_luk
- $point -= 1
- window_refresh
- end
- def CommandMDFBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @mdf_hp
- $temp_mp += @mdf_mp
- $temp_atk += @mdf_atk
- $temp_def += @mdf_def
- $temp_mat += @mdf_mat
- $temp_mdf += @mdf_mdf
- $temp_agi += @mdf_agi
- $temp_luk += @mdf_luk
- $point -= 1
- window_refresh
- end
- def CommandAGIBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @agi_hp
- $temp_mp += @agi_mp
- $temp_atk += @agi_atk
- $temp_def += @agi_def
- $temp_mat += @agi_mat
- $temp_mdf += @agi_mdf
- $temp_agi += @agi_agi
- $temp_luk += @agi_luk
- $point -= 1
- window_refresh
- end
- def CommandLUKBoost
- Sound.play_buzzer if $point == 0
- @command_window.activate if $point == 0
- return if $point == 0
- $temp_hp += @luk_hp
- $temp_mp += @luk_mp
- $temp_atk += @luk_atk
- $temp_def += @luk_def
- $temp_mat += @luk_mat
- $temp_mdf += @luk_mdf
- $temp_agi += @luk_agi
- $temp_luk += @luk_luk
- $point -= 1
- window_refresh
- end
- def reset_point
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- $temp_hp = 0
- $temp_mp = 0
- $temp_atk = 0
- $temp_def = 0
- $temp_mat = 0
- $temp_mdf = 0
- $temp_agi = 0
- $temp_luk = 0
- window_refresh if @command_window != nil
- end
- def process_point
- if $temp_hp + $temp_mp + $temp_atk + $temp_def + $temp_mat + $temp_mdf + $temp_agi + $temp_luk < 1
- Sound.play_buzzer
- @command_window.activate
- return
- else
- $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
- @actor.add_param(0, $temp_hp)
- @actor.add_param(1, $temp_mp)
- @actor.add_param(2, $temp_atk)
- @actor.add_param(3, $temp_def)
- @actor.add_param(4, $temp_mat)
- @actor.add_param(5, $temp_mdf)
- @actor.add_param(6, $temp_agi)
- @actor.add_param(7, $temp_luk)
- reset_point
- end
- end
- end
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