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[已经解决] 怎么将出战人数限定为3人

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Lv1.梦旅人

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发表于 2012-2-20 12:30:36 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 wjstfzqwe 于 2012-2-20 13:01 编辑

{:nm_3:} 怎么搞怎么搞……………………

Lv1.梦旅人

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发表于 2012-2-20 15:40:00 | 只看该作者
改脚本game_party,第72行
def max_battle_members
    return 4
  end

把4改成3

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Lv1.梦旅人

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发表于 2012-2-25 22:42:20 | 只看该作者
将game party里的全部删掉换成下面的就ok啦。
(这个是给不会改脚本滴童鞋准备滴……)
———————————————————————————————我是可爱的分割线———————————————————————————————

#encoding:utf-8
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
#  管理队伍的类。保存有金钱及物品的信息。本类的实例请参考 $game_party 。
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # ● 常量
  #--------------------------------------------------------------------------
  ABILITY_ENCOUNTER_HALF    = 0           # 遇敌几率减半
  ABILITY_ENCOUNTER_NONE    = 1           # 随机遇敌无效
  ABILITY_CANCEL_SURPRISE   = 2           # 敌人偷袭无效
  ABILITY_RAISE_PREEMPTIVE  = 3           # 先制攻击几率上升
  ABILITY_GOLD_DOUBLE       = 4           # 获得金钱数量双倍
  ABILITY_DROP_ITEM_DOUBLE  = 5           # 物品掉落几率双倍
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :gold                     # 持有金钱
  attr_reader   :steps                    # 步数
  attr_reader   :last_item                # 光标记忆用 : 物品
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize
    super
    @gold = 0
    @steps = 0
    @last_item = Game_BaseItem.new
    @menu_actor_id = 0
    @target_actor_id = 0
    @actors = []
    init_all_items
  end
  #--------------------------------------------------------------------------
  # ● 初始化所有物品列表
  #--------------------------------------------------------------------------
  def init_all_items
    @items = {}
    @weapons = {}
    @armors = {}
  end
  #--------------------------------------------------------------------------
  # ● 存在判定
  #--------------------------------------------------------------------------
  def exists
    [email protected]?
  end
  #--------------------------------------------------------------------------
  # ● 获取成员
  #--------------------------------------------------------------------------
  def members
    in_battle ? battle_members : all_members
  end
  #--------------------------------------------------------------------------
  # ● 获取所有成员
  #--------------------------------------------------------------------------
  def all_members
    @actors.collect {|id| $game_actors[id] }
  end
  #--------------------------------------------------------------------------
  # ● 获取参战角色
  #--------------------------------------------------------------------------
  def battle_members
    all_members[0, max_battle_members].select {|actor| actor.exist? }
  end
  #--------------------------------------------------------------------------
  # ● 获取参战角色的最大数
  #--------------------------------------------------------------------------
  def max_battle_members
    return 3
  end
  #--------------------------------------------------------------------------
  # ● 获取领队
  #--------------------------------------------------------------------------
  def leader
    battle_members[0]
  end
  #--------------------------------------------------------------------------
  # ● 获取物品实例的数组
  #--------------------------------------------------------------------------
  def items
    @items.keys.sort.collect {|id| $data_items[id] }
  end
  #--------------------------------------------------------------------------
  # ● 获取武器实例的数组
  #--------------------------------------------------------------------------
  def weapons
    @weapons.keys.sort.collect {|id| $data_weapons[id] }
  end
  #--------------------------------------------------------------------------
  # ● 获取护甲实例的数组
  #--------------------------------------------------------------------------
  def armors
    @armors.keys.sort.collect {|id| $data_armors[id] }
  end
  #--------------------------------------------------------------------------
  # ● 获取所有装备实例的数组
  #--------------------------------------------------------------------------
  def equip_items
    weapons + armors
  end
  #--------------------------------------------------------------------------
  # ● 获取所有物品实例的数组
  #--------------------------------------------------------------------------
  def all_items
    items + equip_items
  end
  #--------------------------------------------------------------------------
  # ● 获取物品类对应的容器实例
  #--------------------------------------------------------------------------
  def item_container(item_class)
    return @items   if item_class == RPG::Item
    return @weapons if item_class == RPG::Weapon
    return @armors  if item_class == RPG::Armor
    return nil
  end
  #--------------------------------------------------------------------------
  # ● 设置初期队伍
  #--------------------------------------------------------------------------
  def setup_starting_members
    @actors = $data_system.party_members.clone
  end
  #--------------------------------------------------------------------------
  # ● 获取队伍名称
  #    只有一人时返回角色的名字,含有多人时返回“某某的队伍”。
  #--------------------------------------------------------------------------
  def name
    return ""           if battle_members.size == 0
    return leader.name  if battle_members.size == 1
    return sprintf(Vocab::PartyName, leader.name)
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗测试
  #--------------------------------------------------------------------------
  def setup_battle_test
    setup_battle_test_members
    setup_battle_test_items
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗测试用队伍
  #--------------------------------------------------------------------------
  def setup_battle_test_members
    $data_system.test_battlers.each do |battler|
      actor = $game_actors[battler.actor_id]
      actor.change_level(battler.level, false)
      actor.init_equips(battler.equips)
      actor.recover_all
      add_actor(actor.id)
    end
  end
  #--------------------------------------------------------------------------
  # ● 设置战斗测试用物品
  #--------------------------------------------------------------------------
  def setup_battle_test_items
    $data_items.each do |item|
      gain_item(item, max_item_number(item)) if item && !item.name.empty?
    end
  end
  #--------------------------------------------------------------------------
  # ● 获取队伍成员的最高等级
  #--------------------------------------------------------------------------
  def highest_level
    lv = members.collect {|actor| actor.level }.max
  end
  #--------------------------------------------------------------------------
  # ● 角色入队
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    @actors.push(actor_id) unless @actors.include?(actor_id)
    $game_player.refresh
    $game_map.need_refresh = true
  end
  #--------------------------------------------------------------------------
  # ● 角色离队
  #--------------------------------------------------------------------------
  def remove_actor(actor_id)
    @actors.delete(actor_id)
    $game_player.refresh
    $game_map.need_refresh = true
  end
  #--------------------------------------------------------------------------
  # ● 增加/减少持有金钱
  #--------------------------------------------------------------------------
  def gain_gold(amount)
    @gold = [[@gold + amount, 0].max, max_gold].min
  end
  #--------------------------------------------------------------------------
  # ● 减少持有金钱
  #--------------------------------------------------------------------------
  def lose_gold(amount)
    gain_gold(-amount)
  end
  #--------------------------------------------------------------------------
  # ● 获取持有金钱的最大值
  #--------------------------------------------------------------------------
  def max_gold
    return 99999999
  end
  #--------------------------------------------------------------------------
  # ● 增加步数
  #--------------------------------------------------------------------------
  def increase_steps
    @steps += 1
  end
  #--------------------------------------------------------------------------
  # ● 获取物品的持有数
  #--------------------------------------------------------------------------
  def item_number(item)
    container = item_container(item.class)
    container ? container[item.id] || 0 : 0
  end
  #--------------------------------------------------------------------------
  # ● 获取物品的最大持有数
  #--------------------------------------------------------------------------
  def max_item_number(item)
    return 999
  end
  #--------------------------------------------------------------------------
  # ● 判定物品是否达到最大持有数
  #--------------------------------------------------------------------------
  def item_max?(item)
    item_number(item) >= max_item_number(item)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否持有某物品
  #     include_equip : 检索是否包括装备
  #--------------------------------------------------------------------------
  def has_item?(item, include_equip = false)
    return true if item_number(item) > 0
    return include_equip ? members_equip_include?(item) : false
  end
  #--------------------------------------------------------------------------
  # ● 判定队伍成员是否装备着指定物品
  #--------------------------------------------------------------------------
  def members_equip_include?(item)
    members.any? {|actor| actor.equips.include?(item) }
  end
  #--------------------------------------------------------------------------
  # ● 增加/减少物品
  #     include_equip : 是否包括装备
  #--------------------------------------------------------------------------
  def gain_item(item, amount, include_equip = false)
    container = item_container(item.class)
    return unless container
    last_number = item_number(item)
    new_number = last_number + amount
    container[item.id] = [[new_number, 0].max, max_item_number(item)].min
    container.delete(item.id) if container[item.id] == 0
    if include_equip && new_number < 0
      discard_members_equip(item, -new_number)
    end
    $game_map.need_refresh = true
  end
  #--------------------------------------------------------------------------
  # ● 丢弃成员的装备
  #--------------------------------------------------------------------------
  def discard_members_equip(item, amount)
    n = amount
    members.each do |actor|
      while n > 0 && actor.equips.include?(item)
        actor.discard_equip(item)
        n -= 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 减少物品
  #     include_equip : 是否包括装备
  #--------------------------------------------------------------------------
  def lose_item(item, amount, include_equip = false)
    gain_item(item, -amount, include_equip)
  end
  #--------------------------------------------------------------------------
  # ● 消耗物品
  #    减少 1 个持有数。
  #--------------------------------------------------------------------------
  def consume_item(item)
    lose_item(item, 1) if item.is_a?(RPG::Item) && item.consumable
  end
  #--------------------------------------------------------------------------
  # ● 技能/使用物品可能判定
  #--------------------------------------------------------------------------
  def usable?(item)
    members.any? {|actor| actor.usable?(item) }
  end
  #--------------------------------------------------------------------------
  # ● 战斗时指令输入可能判定
  #--------------------------------------------------------------------------
  def inputable?
    members.any? {|actor| actor.inputable? }
  end
  #--------------------------------------------------------------------------
  # ● 判定是否全灭
  #--------------------------------------------------------------------------
  def all_dead?
    super && ($game_party.in_battle || members.size > 0)
  end
  #--------------------------------------------------------------------------
  # ● 角色移动一步时的处理
  #--------------------------------------------------------------------------
  def on_player_walk
    members.each {|actor| actor.on_player_walk }
  end
  #--------------------------------------------------------------------------
  # ● 获取菜单画面中选中角色
  #--------------------------------------------------------------------------
  def menu_actor
    $game_actors[@menu_actor_id] || members[0]
  end
  #--------------------------------------------------------------------------
  # ● 设置菜单画面中选中角色
  #--------------------------------------------------------------------------
  def menu_actor=(actor)
    @menu_actor_id = actor.id
  end
  #--------------------------------------------------------------------------
  # ● 菜单画面中,选择下一个角色
  #--------------------------------------------------------------------------
  def menu_actor_next
    index = members.index(menu_actor) || -1
    index = (index + 1) % members.size
    self.menu_actor = members[index]
  end
  #--------------------------------------------------------------------------
  # ● 菜单画面中,选择上一个角色
  #--------------------------------------------------------------------------
  def menu_actor_prev
    index = members.index(menu_actor) || 1
    index = (index + members.size - 1) % members.size
    self.menu_actor = members[index]
  end
  #--------------------------------------------------------------------------
  # ● 获取技能/使用物品目标
  #--------------------------------------------------------------------------
  def target_actor
    $game_actors[@target_actor_id] || members[0]
  end
  #--------------------------------------------------------------------------
  # ● 设置技能/使用物品目标
  #--------------------------------------------------------------------------
  def target_actor=(actor)
    @target_actor_id = actor.id
  end
  #--------------------------------------------------------------------------
  # ● 交换顺序
  #--------------------------------------------------------------------------
  def swap_order(index1, index2)
    @actors[index1], @actors[index2] = @actors[index2], @actors[index1]
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # ● 存档文件显示用的角色图像信息
  #--------------------------------------------------------------------------
  def characters_for_savefile
    battle_members.collect do |actor|
      [actor.character_name, actor.character_index]
    end
  end
  #--------------------------------------------------------------------------
  # ● 判定队伍能力
  #--------------------------------------------------------------------------
  def party_ability(ability_id)
    battle_members.any? {|actor| actor.party_ability(ability_id) }
  end
  #--------------------------------------------------------------------------
  # ● 判定是否遇敌几率减半
  #--------------------------------------------------------------------------
  def encounter_half?
    party_ability(ABILITY_ENCOUNTER_HALF)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否随机遇敌无效
  #--------------------------------------------------------------------------
  def encounter_none?
    party_ability(ABILITY_ENCOUNTER_NONE)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否敌人偷袭无效
  #--------------------------------------------------------------------------
  def cancel_surprise?
    party_ability(ABILITY_CANCEL_SURPRISE)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否先制攻击几率上升
  #--------------------------------------------------------------------------
  def raise_preemptive?
    party_ability(ABILITY_RAISE_PREEMPTIVE)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否获得金钱数量双倍
  #--------------------------------------------------------------------------
  def gold_double?
    party_ability(ABILITY_GOLD_DOUBLE)
  end
  #--------------------------------------------------------------------------
  # ● 判定是否物品掉落几率双倍
  #--------------------------------------------------------------------------
  def drop_item_double?
    party_ability(ABILITY_DROP_ITEM_DOUBLE)
  end
  #--------------------------------------------------------------------------
  # ● 计算先制攻击几率
  #--------------------------------------------------------------------------
  def rate_preemptive(troop_agi)
    (agi >= troop_agi ? 0.05 : 0.03) * (raise_preemptive? ? 4 : 1)
  end
  #--------------------------------------------------------------------------
  # ● 计算敌人偷袭几率
  #--------------------------------------------------------------------------
  def rate_surprise(troop_agi)
    cancel_surprise? ? 0 : (agi >= troop_agi ? 0.03 : 0.05)
  end
end
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