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发表于 2010-7-5 19:28:16
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- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # ■ chaochao的人物仓库ver1.02正式版
- # 修改了Game_Party
- # 功能:
- # 用来存放角色的仓库……
- # 召唤画面用$scene = Chaochao_Scene_Party.new
- # 其它使用说明在代码里已经备注。
- #------------------------------------------------------------------------------
- # 作者:chaochao
- # http://zhuchao.go1.icpcn.com
- #==============================================================================
- class Chaochao_Window_PartyLeft < Window_Selectable
- def initialize
- super(0, 0, 640, 320)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.index = 0
- refresh
- end
- def actor
- return @actors[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @actors = []
- for i in 0...$game_party.actors.size
- @actors.push($game_party.actors[i])
- end
-
- @item_max = 4
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, (row_max+1) * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- def draw_item(index)
- self.contents.draw_text(4, 1, 288, 32, "目前在队伍中:")
- if @actors[index] != nil
- actor = @actors[index]
- text = @actors[index].name
- lv = @actors[index].level.to_s + " "
- if $game_party.chaochao.include?(actor.id) or $game_party.actors.size <= 1
- self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
- else
- self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
- end
- self.contents.draw_text(4, index * 32 + 32, 288, 32, text)
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(4, index * 32 + 36, 288, 32, "Level: ", 2)
- colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
- colory = [255.0000 / 60 * @actors[index].level,255].min
- self.contents.font.color = Color.new(colorx, colory, 0)
- self.contents.draw_text(4, index * 32 + 36, 288, 32, lv, 2)
- self.contents.font.color = normal_color
- self.contents.font.size = 22
- else
- self.contents.draw_text(4, index * 32 + 32, 288, 32, "米有人物!")
- end
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy + 32
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- def item_max
- return @item_max
- end
- def actor?(index)
- return @actors[index] == nil ? false : true
- end
- def set_index(x)
- @index = x
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Window_PartyRight < Window_Selectable
- def initialize
- super(640, 0, 320, 224)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.index = -1
- refresh
- end
- def actor
- return @actors[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @actors = []
- for i in 0...$game_party.actors2.size
- @actors.push($game_party.actors2[i])
- end
-
- @item_max = $game_party.actors2.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- elsif @item_max == 0
-
- end
- end
- def draw_item(index)
- actor = @actors[index]
- text = @actors[index].name
- lv = @actors[index].level.to_s + " "
- if $game_party.chaochao2.include?(actor.id) or $game_party.actors.size >= 4
- self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
- else
- self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
- end
- self.contents.draw_text(80, 0, 288, 32, "待命中..")##
- self.contents.font.color = normal_color#
- self.contents.draw_text(4, index * 32, 288, 32, text)
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(4, index * 32 + 4, 288, 32, "Level: ", 2)
- colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
- colory = [255.0000 / 60 * @actors[index].level,255].min
- self.contents.font.color = Color.new(colorx, colory, 0)
- self.contents.draw_text(4, index * 32 + 4, 288, 32, lv, 2)
- self.contents.font.color = normal_color
- self.contents.font.size = 22
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- def item_max
- return @item_max
- end
- def actor?(index)
- return @actors[index] == nil ? false : true
- end
- def set_index(x)
- @index = x
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Window_PartyData < Window_Base
-
- def initialize
- super(0, 320, 640, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = nil
- end
-
- def set_actor(actor)
- self.contents.clear
- draw_actor_name(actor, 4, 0)
- draw_actor_class(actor, 4, 30)
- draw_actor_state(actor, 200, 0)
- draw_actor_hp(actor, 284, 0)
- draw_actor_sp(actor, 460, 0)
- draw_actor_level(actor, 4, 60)
- draw_actor_exp(actor, 4, 200)
-
- draw_actor_parameter(actor, 268, 112, 0)
- draw_actor_parameter(actor, 268, 144, 1)
- draw_actor_parameter(actor, 268, 176, 2)
- draw_actor_parameter(actor, 268, 224, 3)
- draw_actor_parameter(actor, 268, 256, 4)
- #
- draw_actor_parameter(actor, 268, 288, 5)
- draw_actor_parameter(actor, 268, 320, 6)
- draw_actor_parameter(actor, 268, 384, 7)
- @actor = actor
- self.visible = true
- end
- def clear
- self.contents.clear
- end
- end
- #------------------------------------------------------------------------------
- class Game_Party
- attr_reader :actors2
- attr_reader :chaochao#不能从队伍向备用角色移动的角色ID
- attr_reader :chaochao2#不能从备用角色向队伍移动的角色ID
- def initialize
- @actors = []
- @gold = 0
- @steps = 0
- @items = {}
- @weapons = {}
- @armors = {}
- @actors2 = []
- @chaochao = []
- @chaochao2 = []
- end
- def add_actor(actor_id,type=1)#type为1是向队伍中添加,为2则相反。
- case type
- when 1
- if $game_actors[actor_id] != nil
- actor = $game_actors[actor_id]
- #如果队伍没有满和队伍中没有此角色
- if @actors.size < 4 and not @actors.include?(actor) and not @actors2.include?(actor)
- @actors.push(actor)
- $game_player.refresh
- end
- end
- when 2
- if $game_actors[actor_id] != nil
- actor = $game_actors[actor_id]
- #如果角色不在队伍中和不在备用角色队伍中的情况下
- #向备用角色中添加角色
- if not @actors.include?(actor) and not @actors2.include?(actor)
- @actors2.push(actor)
- $game_player.refresh
- end
- end
- end
- end
-
- def huanren(index,type=1)#type为1是从备用角色向队伍中移动,为2则相反。
- case type
- when 1
- id = @actors2[index].id
- actor = $game_actors[id]
- if @actors.size < 4 and not @chaochao2.include?(index) #and not @actors.include?(actor)
- @actors.push(actor)
- #@actors2.delete(actor)
- @actors2.each do |i|
- @actors2.delete(i) if i.id == actor.id
- end
- $game_system.se_play($data_system.decision_se)
- $game_player.refresh
- end
- when 2
- id = @actors[index].id
- actor = $game_actors[id]
- if actor != nil and not @chaochao.include?(index)
- @actors2.push(actor)
- @actors.each do |i|
- @actors.delete(i) if i.id == actor.id
- end
- $game_system.se_play($data_system.decision_se)
- $game_player.refresh
- end
- end
- end
-
- #type1,1是操作队伍中的角色能否向备用队伍移动,2则相反。
- #type2,1是添加不能移动的,2是删除不能移动的。
- def yidong(actor_id,type1,type2=1)
- case type2
- when 1
- case type1
- when 1
- @chaochao.push(actor_id)
- when 2
- @chaochao2.push(actor_id)
- end
- when 2
- case type1
- when 1
- @chaochao.delete(actor_id)
- when 2
- @chaochao2.delete(actor_id)
- end
- end
- end
-
- #type,1从队伍中离开,2从备用角色中离开,3从队伍和备用角色中离开。
- def remove_actor(actor_id,type=1)
- actor = $game_actors[actor_id]
- case type
- when 1
- @actors.delete(actor)
- $game_player.refresh
- when 2
- @actors2.delete(actor)
- $game_player.refresh
- when 3
- @actors.delete(actor)
- @actors2.delete(actor)
- $game_player.refresh
- end
- end
-
- def refresh
- new_actors = []
- new_actors2 = []
- for i in [email protected]
- if $game_actors[@actors[i].id] != nil
- new_actors.push($game_actors[@actors[i].id])
- end
- end
- @actors = new_actors
- for i in [email protected]
- if $game_actors[@actors2[i].id] != nil
- new_actors2.push($game_actors[@actors2[i].id])
- end
- end
- @actors2 = new_actors2
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Scene_Party
- def main
- @left_temp_command = 0
- @right_temp_command = 0
- @temp = 0
- @left_window = Chaochao_Window_PartyLeft.new
- @left_window.active = true
- @right_window = Chaochao_Window_PartyRight.new
- @right_window.active = false
- @data_window = Chaochao_Window_PartyData.new
- update_data
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @left_window.dispose
- @right_window.dispose
- @data_window.dispose
- end
-
- def update
- @left_window.update
- @right_window.update
- @data_window.update
- update_command
- update_data
- end
-
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- #画面切换
- $scene = Scene_Map.new
- return
- end
- if @left_window.active
- update_left
- return
- end
- if @right_window.active
- update_right
- return
- end
- end
-
- def update_left
- if Input.trigger?(Input::RIGHT)
- if @right_window.item_max > 0
- @left_temp_command = @left_window.index
- @left_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = false
- @right_window.active = true
- @left_window.refresh
- @right_window.refresh
- @right_window.set_index(@right_temp_command)
- return
- else
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- end
- if Input.trigger?(Input::C)
- if @left_window.active and @left_window.actor?(@left_window.index) and $game_party.actors.size > 1 and not $game_party.chaochao.include?($game_party.actors[@left_window.index].id)
- $game_party.huanren(@left_window.index,2)#type为1是从备用角色向队伍中移动,为2则相反。
- @left_window.refresh
- @right_window.refresh
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- end
- return
- end
-
- def update_right
- if Input.trigger?(Input::LEFT)
- if @left_window.item_max > 0
- @right_temp_command = @right_window.index
- @right_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = true
- @right_window.active = false
- @left_window.refresh
- @right_window.refresh
- @left_window.set_index(@left_temp_command)
- return
- else
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size >= 4
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @right_window.active and @right_window.actor?(@right_window.index) and not $game_party.chaochao2.include?($game_party.actors2[@right_window.index].id)
- $game_party.huanren(@right_window.index,1)#type为1是从备用角色向队伍中移动,为2则相反。
- if $game_party.actors2.size == 0
- @right_temp_command = @right_window.index
- @right_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = true
- @right_window.active = false
- @left_window.refresh
- @right_window.refresh
- @left_window.set_index(@left_temp_command)
- end
- if @right_window.index > 0
- @right_window.set_index(@right_window.index-1)
- end
- @left_window.refresh
- @right_window.refresh
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- end
- return
- end
-
- def update_data
- if @left_window.active
- if $game_party.actors[@left_window.index] != nil
- @data_window.set_actor($game_party.actors[@left_window.index])
- else
- @data_window.clear
- end
- return
- end
- if @right_window.active
- if $game_party.actors2[@right_window.index] != nil
- @data_window.set_actor($game_party.actors2[@right_window.index])
- else
- @data_window.clear
- end
- return
- end
- 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 下面是附送的插件- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # ■ Interpreter (分割定义 4)
- #------------------------------------------------------------------------------
- # 执行事件命令的解释器。本类在 Game_System 类
- # 和 Game_Event 类的内部使用。
- #==============================================================================
- class Interpreter
- #--------------------------------------------------------------------------
- # ● 角色的替换
- #--------------------------------------------------------------------------
- def command_129
- # 获取角色
- actor = $game_actors[@parameters[0]]
- # 角色有效的情况下
- if actor != nil
- # 操作分支
- if @parameters[1] == 0
- if @parameters[2] == 1
- $game_actors[@parameters[0]].setup(@parameters[0])
- end
- if $game_party.actors.size == 4
- $game_party.add_actor(@parameters[0],2)
- else
- $game_party.add_actor(@parameters[0])
- end
- else
- $game_party.remove_actor(@parameters[0],3)
- end
- end
- # 继续
- return true
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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