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本帖最后由 fux2 于 2010-12-17 10:06 编辑
Missions.each do |mission|
# if $game_system.missions[mission[0]].nil?
#添加到任务列表 并设置不需要在列表里的任务
temp << mission[0] if mission[0] != "寻找圣剑材料"
# end
这里意思是在列表哪里隐藏"寻找圣剑材料"这任务
如果我想多任务两个隐藏 不知道怎样格式加上去
附上脚本- #---------------------------------------------------------------------------
- # 仿网游多任务系统v0.1 by秀秀
- #---------------------------------------------------------------------------
- =begin
-
- 作者:秀秀
- 版本:v1.0
-
- [使用方法]
-
- 在脚本开始的地方的设置常量Missions
- 设置好之后 调用 $scene = SceneMission.new 即可
-
- [Mission数据结构]
-
- Mission 是一个用来存放任务的数组
-
- 格式: Mission[任务1,任务2,任务3,任务n], 可无限设置
- 而Mission数组里的每个元素 又是一个数组 大小为固定size = 5
-
- 分别为: 1.任务名称 (字符串)
-
- 2.任务等级 (整数)
-
- 3.任务类型和条件(数组)
-
- 第一个元素为类型
-
- 类型: 0 为触发式
- 1 为持有物品
- 2 为杀敌数一定
-
- 第二个元素为条件
- 当第一个元素为0时候
- 设置为字符串(即开关名)
- 当第二个元素为1时候
- 设置为 hash(即某物品或者武器和数量
- 键为类型,0:物品,1:武器,2:防具)
- 如{0=>[[1,3],[2,4]],1=>[[5,10]],2=>[10,12]}
- 表示 物品id为1 数量3
- 物品id为2 数量为4
- 武器id为5,数量为10
- 防具id为10,数量为12
- 当第二个元素为2时候(即杀敌数量)
- 设置为 hash(敌人id和数量)
- 如{14=>5,6=>12,7=>8}
- 表示需要干掉
- id为14敌人5次
- id为6的敌人12次
- id为7的敌人8次
-
- 4.任务描述(字符串)
-
- 5.报酬(数组)
-
- 第一个元素为金钱(整数)
-
- 第二个元素为物品,武器,防具
- 设置为 hash(即某物品或者武器和数量
- 键为类型,0:物品,1:武器,2:防具)
- 如:{0=>[[1,10],[2,6]],1=>[[6,8]]}
- 表示 物品id为1 数量10
- 物品id为2 数量为6
- 武器id为6,数量为8
-
- 6.其他描述(字符串)
- 如:如此任务达成 我会帮你打开XX门
- 配合事件里插入脚本
- $game_system.finishNameSort.include?(name)
- name是任务名称
- 可以检测是否已经完成改任务 来判断是否打开XX门
- [其他功能]
- 接受一个任务
- MissionList.Start(name)
- 判断一个任务是否执行中
- Mission.mission_run?(name)
- 提交一个任务
- Mission.checkMission(name)
- 判断某个任务是否完成
- $game_system.finishNameSort.include?(name)
-
- 还有一些功能就不单独描述了 具体看脚本核心部分
-
- =end
- #-----------------------------------------------------------------------------
- # 设置任务部分
- #------------------------------------------------------------------------------
- module MissionList
- Missions = [
- ["对话",1,
- [0,"对话01"],"去找阿尔西斯对话",[100,
- {0=>[[1,5]],}],"可能就在附近,仔细找找吧"+"这信息是刷屏幕,主要测试自动换行功能"*10],
- ["寻找密斯里尔剑",2,
- [1,{1=>[[4,1]]}],
- "也许在地图的某个角落",[0,{1=>[[1,1]],2=>[[1,1]]}],"也许在地图的某个角落"],
- ["幽灵",3,[2,{1=>5}],
- "干掉5个幽灵"+"测试自动换行功能"*10,[1000,{}],""],
-
- ["幽灵+蜥蜴",4,[2,{1=>5,2=>5}],
- "干掉5个幽灵和5个蜥蜴",[2000,
- {0=>[[1,3],[2,1],[3,1]],1=>[[2,1],[3,1],[7,1]],2=>[[1,1],[2,1]]}],"丰厚的奖品哦"],
- ["重复幽灵任务1",1,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务2",2,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
- ["重复幽灵任务3",3,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
- ["重复幽灵任务4",4,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务5",5,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务6",6,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务7",7,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务8",8,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务9",9,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["重复幽灵任务10",10,[2,{1=>5}],
- "干掉5个幽灵",[0,{1=>[[3,5]]}],""],
-
- ["寻找圣剑材料",10,
- [1,{0=>[[32,5],[33,8],[34,11]]}],
- "寻找圣剑所需的三个材料,圣剑材料1,圣剑材料2,圣剑材料3",
- [0,{1=>[[33,1]]}],"找到这些可以做圣剑"],
- ]
- module_function
- def self.Start(name)
- Missions.each do |mission|
- Mission.startMission(*mission) if mission[0] == name
- end
- end
- def canMissionList
- if Missions.empty? or Missions.nil?
- raise "任务没有设置好,请检查"
- end
- temp = []
- Missions.each do |mission|
- # if $game_system.missions[mission[0]].nil?
- #添加到任务列表 并设置不需要在列表里的任务
- temp << mission[0] if mission[0] != "寻找圣剑材料"
- # end
- end
- return temp
- end
- end
- #------------------------------------------------------------------------------
- # 内部类定义部分
- #------------------------------------------------------------------------------
- class Hash < Object
- def soft
- @temp = []
- self.each_pair{|key, value| @temp << [key,value] }
- return @temp
- end
- end
- class Integer
- def rStar
- return "★"*self
- end
- end
- class Bitmap
- def auto_line_draw_text(x,y,text,limit,height,align)
- lines = text.getLines(limit)
- @limit = limit
- @n = 0
- for i in 0...lines
- @t1 = []
- if lines == 1
- @t1 << text
- end
- if lines > 1
- @t= text.split(//)
- while @t1.join.size < @limit
- break if @t[@n].nil?
- @t1.push(@t[@n])
- @n += 1
- end
- end
- draw_text(x,y+i*height,500,height,@t1.join,align)
- end
- end
- end
- class String
- def getLines(limit)
- lines = (self.length/limit).to_i
- lines += 1 if self.length%limit != 0
- return lines
- end
- end
- #------------------------------------------------------------------------------
- # 系统重定义部分
- #------------------------------------------------------------------------------
- class Game_Battler
- def dead?
- if (@hp == 0 and not @immortal)
- @temp_a = 0 if @temp_a == nil
- if self.is_a?(Game_Enemy) and @temp_a == 0
- id = self.instance_variable_get :@enemy_id
- now_mission = $game_system.missionEnemyIds #[name][id]
- goal_mission = $game_system.missions # [name].kind[1][id]
- # 检索是否存在于列表中
- $game_system.missionEnemyIds.keys.each do |name|
- # return true if $game_system.missionEnemyIds[name] == nil
- if now_mission[name][id] != nil and goal_mission[name] != nil and
- now_mission[name][id] < goal_mission[name].kind[1][id]
- # $game_system.missions[name].stutas == 0
- $game_system.missionEnemyIds[name][id] += 1
- break
- end
- end
- @temp_a = 1
- end
- return true
- end
- end
- end
- class Game_System
- attr_accessor :missions
- #attr_accessor :finishMissionTimes
- attr_accessor :finishMissionList
- attr_accessor :missionSwitch
- attr_accessor :missionEnemyIds
- attr_accessor :missionNameSort
- attr_accessor :finishNameSort
- alias ori_initialize initialize
- def initialize
- ori_initialize
- @missions = {}
- #@finishMissionTimes = {}
- @finishMissionList = {}
- @missionSwitch = {}
- @missionEnemyIds = {}
- @missionNameSort = []
- @finishNameSort = []
- @missionHouseList = []
- end
- end
- class GetMission
- attr_reader :level
- attr_reader :kind
- attr_reader :description
- attr_reader :money
- attr_reader :items
- attr_reader :reswards_des
- # attr_accessor :stutas
- def initialize(level,kind,description,rewards,rewards_des)
- @level = level
- @kind = kind
- @description = description
- @money = rewards[0]
- @items = rewards[1]
- @reswards_des = rewards_des
- end
- end
- class FinishMission < GetMission
- attr_accessor :times
- def initialize(times,*args)
- new_args = [args[0],args[1],args[2],[args[3],args[4]],args[5]]
- super(*new_args)
- @times = times
- end
- end
- #----------------------------------------------------------------------------
- # 任务核心部分
- #----------------------------------------------------------------------------
- module Mission
- module_function
- def startMission(name,level,kind,description,rewards,rewards_des)
- unless $game_system.missions.has_key?(name)
- # 检查参数合法性
- self.getError(name,level,kind,description,rewards,rewards_des)
- $game_system.missions[name] = GetMission.new(
- level,kind,description,rewards,rewards_des)
- $game_system.missionNameSort << name unless $game_system.missionNameSort.include?(name)
- case kind[0]
- when 0
- # 设置开关初始状态
- $game_system.missionSwitch[kind[1]] = false
- when 1
- # 开启了一个获得物品的任务
- when 2
- # 开启了一个杀敌数的任务并设置列表
- # {name1=>{id1=number,id2=number},name2={id1=number,id2=number}}
- $game_system.missionEnemyIds[name] = {}
- enemies = kind[1].sort
- enemies.each{|id| $game_system.missionEnemyIds[name][id[0]] = 0}
- end
- end
- return
- end
-
- # 开启一个组合任务
- #(- -,好像没必要了 可以直接接受2个或者多个无报酬任务
- # 全部完成后再给报酬)
- def startComboMission;end
- def getError(name,level,kind,description,rewards,rewards_des)
- raise sprintf("任务:%s的参数 level 不是一个 Integer",name) unless level.kind_of?(Integer)
- raise sprintf("任务:%s的参数 kind[0] 不是一个 Integer",name) unless kind[0].kind_of?(Integer)
- case kind[0]
- when 0
- raise sprintf("任务:%s的参数 kind[1] 不是一个 String",name) unless kind[1].kind_of?(String)
- when 1..2
- unless (kind[1].kind_of?(Hash))
- raise sprintf("任务:%s的参数 kind[1] 不是一个 Hash",name)
- end
- end
- raise sprintf("任务:%s的参数 description 不是一个 String",name) unless description.kind_of?(String)
- raise sprintf("任务:%s的参数 rewards[0] 不是一个 Integer",name) unless rewards[0].kind_of?(Integer)
- raise sprintf("任务:%s的参数 rewards[1] 不是一个 Hash",name) unless rewards[1].kind_of?(Hash)
- raise sprintf("任务:%s的参数 rewards_des 不是一个 String",name) unless rewards_des.kind_of?(String)
- end
-
- # 接受一个或多个任务添加到任务所
- def addMissionHouse(*missions)
- missions.each{|a|$game_system.missionHouseList << a}
- end
-
- # 任务所删除一个或多个任务
- def deleteMissionHouse(*missions)
- missions.each{|a|$game_system.missionHouseList.delete(a)}
- end
-
- # 放弃任务 可多个
- def stopMission(*name)
- name.each do |aname|
- $game_system.missions.delete(aname) if $game_system.missions.include?(aname)
- end
- end
-
- # 检索任务
- def checkMission(name)
- # 检索是否已接了任务
- if $game_system.missions[name] != nil
- kind = $game_system.missions[name].kind
- else
- return self.missionReslut(2,name,self.message(4)){|msg|self.putsMessage(msg);return}
- end
-
- # 类型
- case kind[0]
- # 条件触发式
- when 0
- switch_name = $game_system.missions[name].kind[1]
- if $game_system.missionSwitch[switch_name] == true
- $game_system.missionSwitch.delete(name)
- # 返回成功结果
- return self.missionReslut(0,name,self.message(0)){|msg|self.putsMessage(msg);return}
- else
- # 返回未完成结果
- self.missionReslut(1,name,self.message(1)){|msg|self.putsMessage(msg);return}
- end
- # 持有物品
- when 1
- # 转化为 item格式的数组
- # 如 [[1,10],[5,15]] 道具1数量10 道具5数量15
- items = kind[1].select{|akind,array| akind == 0}[0][1] if kind[1][0] != nil
- weapons = kind[1].select{|bkind,array| bkind == 1}[0][1] if kind[1][1] != nil
- armors = kind[1].select{|ckind,array| ckind == 2}[0][1] if kind[1][2] != nil
- unless items.nil?
- unless self.check(name,0,items)
- # 道具数量不合格
- return self.missionReslut(1,name,self.message(2)){|msg|self.putsMessage(msg);return}
- end
- end
- unless weapons.nil?
- unless self.check(name,1,weapons)
- # 武器数量不合格
- return self.missionReslut(1,name,self.message(2)){|msg|self.putsMessage(msg);return}
- end
- end
- unless armors.nil?
- unless self.check(name,2,armors)
- # 防具数量不合格
- return self.missionReslut(1,name,self.message(2)){|msg|self.putsMessage(msg);return}
- end
- end
- # 返回成功结果
- return self.missionReslut(0,name,self.message(0)){|msg|self.putsMessage(msg);return}
- # 杀敌数一定
- when 2
- enemies = kind[1].soft
- enemies.each do |id,number|
- if $game_system.missionEnemyIds[name][id] < number
- return self.missionReslut(1,name,self.message(3)){|msg|self.putsMessage(msg);return}
- end
- end
- # 清空敌人id列表
- $game_system.missionEnemyIds.delete(name)
- # 返回成功结果
- return self.missionReslut(0,name,self.message(0)){|msg|self.putsMessage(msg);return}
- end
-
- end
-
- def message(kind)
- if kind == 0
- return "恭喜你任务完成,请查收奖品"
- elsif kind == 1
- return "似乎还未达到要求"
- elsif kind == 2
- return "请检查是否获得了任务所需物品和数量"
- elsif kind == 3
- return "任务所需杀敌数还不够"
- elsif kind == 4
- return "未开启的任务类型"
- else
- return
- end
- end
-
- def putsMessage(msg)
- if $scene.is_a?(SceneMission)
- $scene.message = msg
- end
- return
- end
-
- def check(name,kind,*args)
- if kind == 0
- # 任务所需物品array
- items = args
- # 获取现在物品
- now_items = $game_party.instance_variable_get :@items
- # 检查是否包含物品
- ids01 = []
- items[0].each{|item| ids01 << item[0]}
- now_ids = now_items.keys
- unless now_ids|ids01 == now_ids
- return false
- end
- # 检查数量是否合格
- items[0].each do |item|
- return false if now_items[item[0]] < item[1]
- end
- elsif kind == 1
- # 任务所需武器array
- weapons = args
- # 获取现在物品
- now_weapons = $game_party.instance_variable_get :@weapons
- # 检查是否包含物品
- ids02 = []
- weapons[0].each{|weapon| ids02 << weapon[0]}
- now_ids = now_weapons.keys
- unless now_ids|ids02 == now_ids
- return false
- end
- # 检查数量是否合格
- weapons[0].each do |weapon|
- return false if now_weapons[weapon[0]] < weapon[1]
- end
- elsif kind == 2
- # 任务所需物品array
- armors = args
- # 获取现在物品
- now_armors = $game_party.instance_variable_get :@armors
- # 检查是否包含物品
- ids03 = []
- armors[0].each{|armor| ids03 << armor[0][0]}
- now_ids = now_armors.keys
- unless now_ids|ids03 == now_ids
- return false
- end
- # 检查数量是否合格
- armors[0].each do |armor|
- return false if now_armors[armor[0]] < armor[1]
- end
- else
-
- end
- # 检查通过
- return true
- end
- #返回一种任务结果
- def missionReslut(result,name,message)
- case result
- when 0
- # 将任务转移到完成列表
- self.missionMove(name)
- # 获得报酬
- self.getRewards(name)
- # 清空任务
- $game_system.missionNameSort.delete(name)
- $game_system.missions.delete(name)
- # 抛出任务成功信息
- yield message
- when 1
- # 抛出未完成信息
- yield message
- #任务还未完成
- return false
- when 2
- # 抛出未完成信息
- yield message
- #无此任务
- return false
- end
- return
- end
-
- # 转移到任务完成列表
- def missionMove(name)
- @mission = $game_system.missions[name]
- # 保存全部实例变量
- @include = ["@level","@kind","@description","@money","@items","@reswards_des"]
- @include_value = []
- temp = []
- @include.each do |a|
- if a == "@monney"
- temp << a
- next
- end
- if a == "@tiems"
- temp << a
- a = temp
- end
- @include_value.push @mission.instance_variable_get eval(":"+a)
- end
- if $game_system.finishMissionList.include? name
- # 任务名称=>完成次数
- # 如果包含 完成次数+1
- $game_system.finishMissionList[name].times += 1
- else
- # 如果不包含 建立一个完成任务的列表
- $game_system.finishNameSort.push(name) unless $game_system.finishNameSort.include?(name)
- $game_system.finishMissionList[name] = FinishMission.new(1,*@include_value)
- end
- return
- end
-
- # 获取报酬
- def getRewards(name)
- return if $game_system.missions[name] == nil
- # [金钱,{种类1=>[[ID1,数量],[ID2,数量]],种类2=>[[ID1,数量],[ID2,数量]]}]
- money = $game_system.missions[name].money
- items = $game_system.missions[name].items
- # 获取赏金
- self.get_money(money) if money != 0
- # 获得物品
- if items[0] != nil
- items[0].each{|id,number|
- $game_party.send :gain_item,id,number
- }
- end
- # 获得武器
- if items[1] != nil
- items[1].each{|id,number|
- $game_party.send :gain_weapon,id,number
- }
- end
- # 获得防具
- if items[2] != nil
- items[2].each{|id,number|
- $game_party.send :gain_armor,id,number
- }
- end
- return
- end
-
- def get_money(n)
- $game_party.send :gain_gold,n
- end
-
- # *mission 可接收多个任务名称作为参数
- def mission_finished?(*missions)
- # return $game_system.finishMissionList.keys | missions
- missions.each do |mission|
- return false unless $game_system.finishMissionList.has_key?(mission)
- end
- return true
- end
-
- # 检查mission是否正在执行
- def mission_run?(*missions)
- #p missions
- #p $game_system.missions
- missions.each do |mission|
- return false unless $game_system.missions.has_key?(mission)
- end
- return true
- # p $game_system.missions.keys | missions
- # return $game_system.missions.keys | missions
- end
-
- # 获取当前任务数量
- def mission_counts
- return $game_system.missions.length
- end
-
- end
- #-----------------------------------------------------------------------------
- # 菜单部分
- #-----------------------------------------------------------------------------
- # 任务所主菜单
- class WindowMissionMain < Window_Selectable
- def initialize
- super(240,100,160,160)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item_max = 4
- @column_max = 1
- self.opacity = 255
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.draw_text(0,0,200,32,"接受任务",0)
- self.contents.draw_text(0,32,200,32,"提交任务",0)
- self.contents.draw_text(0,32*2,200,32,"查看任务",0)
- self.contents.draw_text(0,32*3,200,32,"完成列表",0)
- end
- end
- # 可接受任务的列表
- class WindowCanAcceptList < Window_Selectable
- def initialize
- super(70,60,500,360)
- @width = width
- @column_max = 1
- self.opacity = 255
- self.visible = false
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh(*list)
- self.contents.clear if self.contents != nil
- self.contents = Bitmap.new(@width - 32, list.size * 32+32)
- @item_max = list.size
- for i in list
- MissionList::Missions.each do |mission|
- if mission[0] == i
- @level = mission[1]
- @name = i
- break
- end
- end
- pos = list.index(i)
- if $game_system.missions[@name] != nil
- self.contents.font.color = disabled_color
- else
- self.contents.font.color = normal_color
- end
- self.contents.draw_text(0,pos*32,200,32,i,0)
- self.contents.draw_text(220,pos*32,200,32,@level.rStar,0)
- end
- end
- end
- # 任务中的列表
- class WindowAccetpedList < Window_Selectable
- def initialize
- super(70,60,500,360)
- @width = width
- @column_max = 1
- self.opacity = 255
- self.visible = false
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh(*list)
- return if list.empty?
- self.contents.clear if self.contents != nil
- self.contents = Bitmap.new(@width - 32, list.size * 32)
- @item_max = list.size
- for i in list
- levels = $game_system.missions[i].level.rStar
- pos = list.index(i)
- self.contents.draw_text(0,pos*32,200,32,i,0)
- self.contents.draw_text(220,pos*32,200,32,levels,0)
- end
- end
- end
- # 任务完成的列表
- class WindowFinishList < Window_Selectable
- def initialize
- super(70,60,500,360)
- @width = width
- @column_max = 1
- self.visible = false
- self.opacity = 255
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh(*list)
- return if list.empty?
- self.contents.clear if self.contents != nil
- self.contents = Bitmap.new(@width - 32,list.size * 32)
- @item_max = list.size
- for i in list
- level = $game_system.finishMissionList[i].level.rStar
- pos = list.index(i)
- self.contents.draw_text(0,pos*32,200,32,i,0)
- self.contents.draw_text(220,pos*32,200,32,level,0)
- end
- end
- end
- # 任务描述窗口
- class WindowMissionDes < Window_Base
- TEXT = ["[任务等级]","[任务条件]","[任务描述]","[任务报酬]","[其他]"]
- TEXT2 = "接受任务请按确定键,返回上级菜单按取消键"
- def initialize
- super(70,40,500,400)
- @viewport = Viewport.new(70,40+64,500,400-64)
- @viewport.z = self.z + 1
- self.visible = false
- self.contents = Bitmap.new(width-32,64)
- end
-
- def update
- super
- if self.active
- if @text != nil
- @text.x > - 300 ? @text.x -= 2 : @text.x = 650
- end
- case Input.dir4
- when 2
- move_block(0)
- move_bar(1)
- when 8
- move_block(1)
- move_bar(0)
- end
- end
- end
-
- def nVisible
- if self.visible == true
- @sprite.visible = true if @sprite != nil
- @bar.visible = true if @bar != nil
- #@text.visible = true if @text != nil
- end
- if self.visible == false
- @sprite.visible = false if @sprite != nil
- @bar.visible = false if @bar != nil
- @text.visible = false if @text != nil
- end
- end
-
- def dispose
- super
- @sprite.dispose if @sprite != nil
- @bar.dispose if @bar != nil
- @text.dispose if @text != nil
- end
-
- def move_block(kind)
- if kind == 0
- @sprite.y -= 4
- end
- if kind == 1
- @sprite.y += 4
- end
- end
-
- def move_bar(kind)
- if kind == 0
- @bar.y -= (4/@rate).to_f if @bar.y > 112
- end
- if kind == 1
- @bar.y += (4/@rate).to_f if @bar.y < 400 - @bar.bitmap.height
- end
- end
-
- def getColor(n)
- if n == 0
- return Color.new(255,255,255,255)
- elsif n == 1
- return Color.new(255,255,0,255)
- elsif n == 2
- return Color.new(255,0,0,255)
- elsif n == 3
- return Color.new(128,128,128,255)
- else
-
- end
- end
-
- def refresh(name,listKind)
- raise "listKind参数设置不正确" unless [0,1,2].include? listKind
- self.contents.clear
- # bitmap.clear if bitmap != nil
- @sprite.dispose if @sprite != nil
- @bar.dispose if @bar != nil
- @name = name
- # 可接受列表
- if listKind == 0
- MissionList::Missions.each do |mission|
- if mission[0] == @name
- @mission = mission
- break
- end
- end
-
- #mission_name = @mission[0]
- level = @mission[1]
- kind = @mission[2][0]
- condition = @mission[2][1]
- description = @mission[3]
- money = @mission[4][0]
- @mission[4][1][0] != nil ? item = @mission[4][1][0] : item = "无"
- @mission[4][1][1] != nil ? weapon = @mission[4][1][1] : weapon = "无"
- @mission[4][1][2] != nil ? armor = @mission[4][1][2] : armor = "无"
- reward_des = @mission[5]
- end
-
-
- # 任务中列表
- if listKind == 1
- $game_system.missionNameSort.each do |mission|
- if mission == @name
- @mission = $game_system.missions[@name]
- break
- end
- end
- #mission_name = @mission.name
- level = @mission.level
- kind = @mission.kind[0]
- condition = @mission.kind[1]
- description = @mission.description
- money = @mission.money
- @mission.items[0] != nil ? item = @mission.items[0] : item = "无"
- @mission.items[1] != nil ? weapon = @mission.items[1] : weapon = "无"
- @mission.items[2] != nil ? armor = @mission.items[2] : armor = "无"
- reward_des = @mission.reswards_des
- end
-
-
- # 完成列表
- if listKind == 2
- $game_system.finishNameSort.each do |mission|
- if mission == @name
- @mission = $game_system.finishMissionList[@name]
- break
- end
- end
- #mission_name = @mission.name
- finish_times = @mission.times
- level = @mission.level
- kind = @mission.kind[0]
- condition = @mission.kind[1]
- description = @mission.description
- money = @mission.money
- @mission.items[0] != nil ? item = @mission.items[0] : item = "无"
- @mission.items[1] != nil ? weapon = @mission.items[1] : weapon = "无"
- @mission.items[2] != nil ? armor = @mission.items[2] : armor = "无"
- reward_des = @mission.reswards_des
- end
-
- self.contents.font.color = getColor(2)
- self.contents.draw_text(0,0,450-32,32,"【"+name+"】",1)
- if listKind == 2
- self.contents.font.color = getColor(1)
- self.contents.draw_text(0,20,450-32,32,"完成次数:#{finish_times}",1)
- end
- self.contents.fill_rect(16,48,450,2,getColor(0))
-
- # 开始计算Bitmap的height
- @height = 11
-
- case kind
- when 0
- # 40个字节一行计算
- condition == "" ? @height += 1 : @height += condition.getLines(40)
- when 1
- @height += condition[0].size if condition[0] != nil
- @height += condition[1].size if condition[1] != nil
- @height += condition[2].size if condition[2] != nil
- when 2
- @height += condition.size
- end
- description == "" ? @height += 1 : @height += description.getLines(40) + 1
-
- if listKind == 0
- # 计算若无报酬的情况
- @mission[4][1][0] == nil ? @height += 1 : @height += @mission[4][1][0].size
- @mission[4][1][1] == nil ? @height += 1 : @height += @mission[4][1][1].size
- @mission[4][1][2] == nil ? @height += 1 : @height += @mission[4][1][2].size
- end
-
- if listKind == 1
- item == "无" ? @height += 1 : @height += item.size
- weapon == "无" ? @height += 1 : @height += weapon.size
- armor == "无" ? @height += 1 : @height += armor.size
- end
- if listKind == 2
- end
-
- reward_des == "" ? @height += 1 : @height += reward_des.getLines(40)
- # 设置滚动字幕
- if listKind == 0
- @text = Sprite.new
- @text.bitmap = Bitmap.new(640,32)
- @text.bitmap.draw_text(0,0,640,32,TEXT2,0)
- @text.x,@text.y,@text.ox,@text.oy = 650,0,0,0
- end
-
- # 计算滚动条
- barHeight = 100
- @rate = 2
- #@rate = ((@height * 32) / barHeight).to_f
- #if @rate >= 1
- # barHeight = (barHeight/@rate).to_f
- #end
- bitmapBar = Bitmap.new(12,barHeight)
- bitmapBar.fill_rect(0,0,bitmapBar.width,bitmapBar.height,getColor(0))
- @bar = Sprite.new
- @bar.bitmap = bitmapBar
- @bar.x,@bar.y,@bar.z,@bar.ox,@bar.oy = 490,112,self.z+2,0,0
-
- # 设置显示内容矩形
- bitmap = Bitmap.new(500-32,@height*32)
-
- @sprite = Sprite.new(@viewport)
- @sprite.x,@sprite.y,@sprite.ox,@sprite.oy = 40,0,0,0
- @sprite.bitmap = bitmap
-
- @sprite.bitmap.font.color = getColor(1)
- @sprite.bitmap.draw_text(0,0,468,32,TEXT[0],0)
- @sprite.bitmap.font.color = getColor(0)
- @sprite.bitmap.draw_text(0,32,468,32,level.rStar,0)
- @sprite.bitmap.font.color = getColor(1)
- @sprite.bitmap.draw_text(0,32*2,468,32,TEXT[1],0)
- @sprite.bitmap.font.color = getColor(0)
- # 完成事件的情况
- if kind == 0
- @sprite.bitmap.auto_line_draw_text(0,32*3,"无",40,32,0)
- if condition.getLines(40) == 0
- next_line = 32*4
- else
- next_line = 32*(3+condition.getLines(40))
- end
- end
-
- # 取得物品的情况
- if kind == 1
- tem01 = 0
- pos = 0
- if condition[0] != nil
- condition[0].each do |id,number|
- pos = condition[0].index([id,number])
- name = $data_items[id].name
- icon_name = $data_items[id].icon_name
-
- # blt(x, y, src_bitmap, src_rect[, opacity])
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,32*3+pos*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
-
- @sprite.bitmap.draw_text(64,32*3+pos*32,400,32,name,0)
- case listKind
- when 0,2
- @sprite.bitmap.draw_text(300,32*3+pos*32,100,32,"x"+number.to_s,0)
- when 1
- now_items = $game_party.instance_variable_get :@items
- now_number = (now_items[id].nil? ? 0 : now_items[id])
- @sprite.bitmap.draw_text(250,32*3+pos*32,100,32,now_number.to_s+"/"+number.to_s,0)
- when 2
- end
-
- end
- tem01 += condition[0].size
- end
- if condition[1] != nil
- condition[1].each do |id,number|
- pos = condition[1].index([id,number]) + tem01
- name = $data_weapons[id].name
- icon_name = $data_weapons[id].icon_name
-
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,32*3+pos*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
-
- case listKind
- when 0,2
- @sprite.bitmap.draw_text(64,32*3+pos*32,400,32,name,0)
- @sprite.bitmap.draw_text(300,32*3+pos*32,100,32,"x"+number.to_s,0)
- when 1
- now_weapons = $game_party.instance_variable_get :@weapons
- now_number = (now_weapons[id].nil? ? 0 : now_weapons[id])
- @sprite.bitmap.draw_text(300,32*3+pos*32,100,32,now_number.to_s+"/"+number.to_s,0)
- when 2
- end
- end
- tem01 += condition[1].size
- end
- if condition[2] != nil
- p condition[2]
- condition[2].each do |id,number|
- pos = condition[2].index([id,number]) + tem01
- name = $data_armors[id].name
- icon_name = $data_armors[id].icon_name
-
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,32*3+pos*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
-
- case listKind
- when 0,2
- @sprite.bitmap.draw_text(64,32*3+pos*32,400,32,name,0)
- @sprite.bitmap.draw_text(300,32*3+pos*32,100,32,"x"+number.to_s,0)
- when 1
- now_armors = $game_party.instance_variable_get :@armors
- now_number = (now_armors[id].nil? ? 0 : now_armors[id])
- @sprite.bitmap.draw_text(300,32*3+pos*32,100,32,now_number.to_s+"/"+number.to_s,0)
- when 2
- end
- end
- tem01 += condition[2].size
- end
- next_line = 32*(3+tem01)
- end
-
- # 杀敌的情况
- if kind == 2
- pos01 = 0
- condition.sort.each do |id,number|
- pos01 = condition.sort.index([id,number])
- name = $data_enemies[id].name
- @sprite.bitmap.draw_text(0,32*3+pos01*32,400,32,name,0)
- case listKind
- when 0,2
- @sprite.bitmap.draw_text(300,32*3+pos01*32,100,32,"x"+number.to_s,0)
- when 1
- if $game_system.missionEnemyIds[@name][id] == nil
- now_number = 0
- else
- now_number = $game_system.missionEnemyIds[@name][id]
- end
- @sprite.bitmap.draw_text(300,32*3+pos01*32,100,32,now_number.to_s+"/"+number.to_s,0)
- end
- end
- next_line = 32*(3+condition.sort.size)
- end
- @sprite.bitmap.font.color = getColor(1)
- @sprite.bitmap.draw_text(0,next_line,400,32,TEXT[2],0)
-
- @sprite.bitmap.font.color = getColor(0)
- @sprite.bitmap.auto_line_draw_text(0,next_line+32,description,40,32,0)
-
- if description.getLines(40) == 0
- next_line = next_line+32*2
- else
- next_line = (next_line+32)+32*description.getLines(40)
- end
-
- @sprite.bitmap.font.color = getColor(1)
- @sprite.bitmap.draw_text(0,next_line,400,32,TEXT[3],0)
-
- # 分割线
- @sprite.bitmap.fill_rect(0,next_line+48,250,1,getColor(0))
- @sprite.bitmap.font.color = getColor(0)
-
- @sprite.bitmap.draw_text(0,next_line+32*2,400,32,"[金钱]",0)
- @sprite.bitmap.draw_text(0,next_line+32*3,150,32,money.to_s+"G",0)
-
- @sprite.bitmap.draw_text(0,next_line+32*4,400,32,"[道具]",0)
- next_line = next_line+32*5
-
-
- tem02 = 0
- if item == "无"
- @sprite.bitmap.draw_text(0,next_line,400,32,item,0)
- tem02 += 1
- else
- item.each do |id,number|
- name = $data_items[id].name
- pos02 = item.index([id,number])
- icon_name = $data_items[id].icon_name
-
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,next_line+pos02*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
- @sprite.bitmap.draw_text(64,next_line+pos02*32,400,32,name,0)
- @sprite.bitmap.draw_text(300,next_line+pos02*32,100,32,"x"+number.to_s,0)
- end
- tem02 += item.size
- end
- next_line += tem02*32
-
- @sprite.bitmap.draw_text(0,next_line,400,32,"[武器]",0)
- next_line += 32
-
- tem03 = 0
- if weapon == "无"
- @sprite.bitmap.draw_text(0,next_line,400,32,weapon,0)
- tem03 += 1
- else
- weapon.each do |id,number|
- name = $data_weapons[id].name
- pos03 = weapon.index([id,number])
- icon_name = $data_weapons[id].icon_name
-
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,next_line+pos03*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
- @sprite.bitmap.draw_text(64,next_line+pos03*32,400,32,name,0)
- @sprite.bitmap.draw_text(300,next_line+pos03*32,100,32,"x"+number.to_s,0)
- end
- tem03 += weapon.size
- end
- next_line += tem03*32
-
- @sprite.bitmap.draw_text(0,next_line,400,32,"[防具]",0)
- next_line += 32
-
- tem04 = 0
- if armor == "无"
- @sprite.bitmap.draw_text(0,next_line,400,32,armor,0)
- tem04 += 1
- else
- armor.each do |id,number|
- name = $data_armors[id].name
- pos04 = armor.index([id,number])
- icon_name = $data_armors[id].icon_name
-
- bt = RPG::Cache.icon(icon_name)
- rect1 = Rect.new(0,next_line+pos04*32,24,24)
- rect2 = Rect.new(0,0,bt.width,bt.height)
- @sprite.bitmap.stretch_blt(rect1,bt,rect2)
-
- @sprite.bitmap.draw_text(64,next_line+pos04*32,400,32,name,0)
- @sprite.bitmap.draw_text(300,next_line+pos04*32,100,32,"x"+number.to_s,0)
- end
- tem04 += armor.size
- end
- next_line += tem04*32
-
- @sprite.bitmap.font.color = getColor(1)
- @sprite.bitmap.draw_text(0,next_line,400,32,TEXT[4],0)
- @sprite.bitmap.font.color = getColor(0)
- next_line += 32
-
- @sprite.bitmap.auto_line_draw_text(0,next_line,reward_des,40,32,0)
- end
- end
- #-----------------------------------------------------------------------------
- # 场景部分
- #-----------------------------------------------------------------------------
- class SceneMission
- attr_accessor :message
- attr_accessor :reward_list
- def main
- # 外部接口
- @message = ""
- @reward_list = {}
- @spriteset = Spriteset_Map.new
- @main_window = WindowMissionMain.new
- @main_window.active = true
- @can_accept = WindowCanAcceptList.new
- @can_accept.active = false
- @accepted = WindowAccetpedList.new
- @accepted.active = false
- @finished = WindowFinishList.new
- @finished.active = false
- @window_des = WindowMissionDes.new
- @window_des.active = false
- @result = Window_Help.new
- @result.active = false
- @result.visible = false
- @result.x,@result.y,@result.z = 0,200,@window_des.z+100
- # @yes_or_no = WindowYesOrNo.new
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @main_window.dispose
- @can_accept.dispose
- @accepted.dispose
- @finished.dispose
- @window_des.dispose
- @result.dispose
- @spriteset.dispose
- end
-
- def update
- return update_main if @main_window.active
- return update_can_accept if @can_accept.active
- return update_accepted if @accepted.active
- return update_finished if @finished.active
- return update_window_des if @window_des.active
- return update_result if @result.active
- end
- def update_main
- @main_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- @main_window.visible = false
- @main_window.active = false
- case @main_window.index
- when 0 # 接受
- @can_accept.active = true
- @can_accept.visible = true
- @can_accept.refresh(*MissionList.canMissionList)
- @can_accept.index = 0
- return
- when 1 # 提交
- @accepted.active = true
- @accepted.visible = true
- @accepted.refresh(*$game_system.missionNameSort)
- @accepted.index = 0
- return
- when 2 # 查看
- @accepted.active = true
- @accepted.visible = true
- @accepted.refresh(*$game_system.missionNameSort)
- @accepted.index = 0
- return
- when 3 # 完成
- @finished.active = true
- @finished.visible = true
- @finished.refresh(*$game_system.finishNameSort)
- @finished.index = 0
- return
- end
- end
- end
- def update_can_accept
- @can_accept.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @can_accept.active = false
- @can_accept.visible = false
-
- @main_window.visible = true
- @main_window.active = true
- # @main_window.index = 0
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- name = MissionList.canMissionList[@can_accept.index]
- return if $game_system.missions[name] != nil
-
- @can_accept.active = false
- @can_accept.visible = false
-
- @window_des.visible = true
- @window_des.refresh(MissionList.canMissionList[@can_accept.index],0)
- @window_des.active = true
- return
- end
- end
- # 接受了的列表
- def update_accepted
- @accepted.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @accepted.active = false
- @accepted.visible = false
-
- @main_window.visible = true
- @main_window.active = true
- # @main_window.index = 0
- end
-
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
-
- case @main_window.index
- when 1 #提交 检索任务
- return if $game_system.missionNameSort[@accepted.index].nil?
- Mission.checkMission($game_system.missionNameSort[@accepted.index])
- @accepted.active = false
- @result.set_text(@message,1)
- @result.active = true
- @result.visible = true
-
- when 2
- if $game_system.missionNameSort[@accepted.index].nil?
- return
- end
- @accepted.active = false
- @accepted.visible = false
-
- @window_des.active = true
- @window_des.visible = true
-
- @window_des.refresh($game_system.missionNameSort[@accepted.index],1)
- when 3
- end
- end
- end
-
- # 完成了的列表
- def update_finished
- @finished.update
- if Input.trigger?(Input::C)
- return if $game_system.finishNameSort[@finished.index].nil?
- $game_system.se_play($data_system.decision_se)
- @finished.active = false
- @finished.visible = false
-
- @window_des.active = true
- @window_des.visible = true
-
- @window_des.refresh($game_system.finishNameSort[@finished.index],2)
- return
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @finished.active = false
- @finished.visible = false
-
- @main_window.visible = true
- @main_window.active = true
- # @main_window.index = 0
- return
- end
- end
-
-
- def update_window_des
- @window_des.update
- if Input.trigger?(Input::C)
- case @main_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- @window_des.active = false
- @result.active = true
- name = MissionList.canMissionList[@can_accept.index]
- MissionList.Start(name)
- @result.set_text("接受了任务" + name,1)
- when 1 # 提交任务
- when 2 # 查看任务
- when 3 # 完成列表
- end
- return
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @window_des.visible = false
- @window_des.active = false
- @window_des.nVisible
- case @main_window.index
- # 接受
- when 0
- @can_accept.active = true
- @can_accept.visible = true
- return
- # 提交
- when 2
- @accepted.active = true
- @accepted.visible = true
- return
- when 3
- @finished.active = true
- @finished.visible = true
- end
- end
- end
- def update_result
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
-
- @result.active = false
- @result.visible = false
-
- @window_des.visible = false
- @window_des.nVisible
- @can_accept.visible = false
- @accepted.visible = false
- @finished.visible = false
-
- @main_window.visible = true
- @main_window.active = true
- @main_window.index = 0
-
- return
- end
- @result.update
- end
- end
- #-----------------------------------------------------------------------------
- # 结束
- #-----------------------------------------------------------------------------
复制代码 伊湛于2010-12-16 22:57补充以下内容:
想把
["重复幽灵任务8",8,[2,{1=>5}],
"干掉5个幽灵",[0,{1=>[[3,5]]}],""],
["重复幽灵任务9",9,[2,{1=>5}],
"干掉5个幽灵",[0,{1=>[[3,5]]}],""],
这两个任务也在游戏列表隐藏掉 怎样操作 求指导 |
|