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[已经过期] 如何让角色自动键入仓库

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Lv1.梦旅人

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发表于 2016-8-14 09:34:17 | 显示全部楼层 |阅读模式

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#------------------------------------------------------------------------------#
#  人物仓库
#------------------------------------------------------------------------------#
#  适用: RPGMAKER VX ACE
#  版本: 1.1
#  作者:66RPG的tan12345
#-------------------------------------------------------------------------------
#  人物仓库,也可以理解为宠物仓库,可以将角色从队伍存入到仓库。
#  本脚本大量参考了Galv's的Army Manager脚本,界面的绘制可以说是直接参照着
#  Galv's的Army Manager来绘制的。
#  使用方法:将脚本插入至main以上
#  呼出时,请调用:SceneManager.call(Scene_Party2)
#-------------------------------------------------------------------------------
module PARTY2
  #设定命令,可以自行加入
  CMDS = {
  #命令ID,队伍显示的命令,执行内容,显示图标
  :sw       => ["切换编所","切换队伍",     :sw,          187],
  :status   => ["查看状态","查看状态",     :SPS_s,236],
  :skill    => ["查看技能","查看技能",     :Scene_Party2_Skill, 236],
  :in_out   => ["武将休息","武将参战",     :in_out,      187],
  :dismiss  => ["武将解雇","武将解雇",     :dismiss,     187],
  }
  #不能存入仓库的角色ID
  NO_INPARTY2 = [1]
  #不能放生的角色ID
  NO_DISMISS = [1]
  #仓库最大限制
  PARTY2MAX = 999
  #队伍人数最大限制
  PARTY1MAX = 10
end

module SceneManager
  def self.party2call(scene_class)
    @stack.push(@scene)
    @Scene = Kernel.const_get(scene_class).new
  end
end

class Game_Party < Game_Unit
  attr_accessor :last_party1
  attr_accessor :last_party2
  attr_accessor :party2
  attr_accessor :inparty
  
  alias tan_party2_initialize initialize
  def initialize
    tan_party2_initialize
    #@last_party1 = nil
    #@last_party2 = nil
    @party2 = []
    @inparty = true
  end
  #--------------------------------------------------------------------------
  # ● 加入仓库
  #--------------------------------------------------------------------------
  def party2_add_actor(actor_id)
    @party2.push(actor_id) unless @party2.include?(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● 从仓库取出
  #--------------------------------------------------------------------------
  def party2_remove_actor(actor_id,a = false)
    if a#清除数据
      @party2.delete(actor_id)
      $data_actors[actor_id] = nil
    else#普通取出
      @party2.delete(actor_id)
    end
  end
  #--------------------------------------------------------------------------
  # ● 获取仓库所有成员
  #--------------------------------------------------------------------------
  def party2_all_members
    @party2.collect {|id| $game_actors[id] }
  end
end
class SPS_s < Scene_Status
  #--------------------------------------------------------------------------
  # ● Execute Setup
  #--------------------------------------------------------------------------        
  def execute_setup
    if $game_party.inparty == true
     @actor_old = @actor = $game_party.last_party1
    else
     @actor_old = @actor = $game_party.last_party2
    end
    @phase = 0
    create_sprites
  end
end  
#--------------------------------------------------------------------------
# ● 总界面
#--------------------------------------------------------------------------
class Scene_Party2 < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 创建窗口
  #--------------------------------------------------------------------------
  def start
    super
    create_party1_window
    create_party2_window
    create_command_window
    create_face_window
  end
  #--------------------------------------------------------------------------
  # ● 队伍窗口设定
  #--------------------------------------------------------------------------
  def create_party1_window
    ww = Graphics.width / 5 * 2
    wh = Graphics.height
    @party1_window = Window_Party1.new(0,0,ww,wh)
    @party1_window.viewport = @viewport
    @party1_window.activate if $game_party.inparty == true
    @party1_window.set_handler(:ok, method(:on_party1_ok))
    @party1_window.set_handler(:cancel, method(:return_scene1))
  end
  #--------------------------------------------------------------------------
  # ● 仓库窗口设定
  #--------------------------------------------------------------------------
  def create_party2_window
    wx = Graphics.width / 5 * 2
    ww = Graphics.width / 5 * 3
    wh = Graphics.height
    @party2_window = Window_Party2.new(wx,0,ww,wh)
    @party2_window.viewport = @viewport
    @party2_window.activate if $game_party.inparty == false
    @party2_window.set_handler(:ok, method(:on_party2_ok))
    @party2_window.set_handler(:cancel, method(:return_scene2))
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口设定
  #--------------------------------------------------------------------------
  def create_command_window
    wx = Graphics.width / 2
    wy = Graphics.height / 2
    @command_window = Window_Party2Command.new(wx + 10,wy)
    @command_window.viewport = @viewport
    PARTY2::CMDS.each { |cmd|
      handle = cmd[1][2]#.delete(' ').downcase.to_sym
      @command_window.set_handler(handle, method(:cmd))
    }
    @command_window.set_handler(:cancel, method(:back_to_myscene))
    @command_window.y -= @command_window.height
    @command_window.hide.deactivate
  end
  #--------------------------------------------------------------------------
  # ● 脸图窗口设定
  #--------------------------------------------------------------------------
  def create_face_window
    ww = @command_window.width
    wh = @command_window.height
    wx = @command_window.x
    wy = @command_window.y
    @face_window = Window_Party2Face.new(wx,wy,ww,wh)
    @face_window.viewport = @viewport
    @face_window.hide
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口命令初始化
  #--------------------------------------------------------------------------
  def cmd
    list = PARTY2::CMDS.to_a
    cmd = @command_window.index
    symbol = list[cmd][1][2]
    if custom_action(symbol)
      custom_on_command_ok(symbol)
    else
      SceneManager.party2call(list[cmd][1][2])
    end
  end
  
  def custom_action(symbol)
    case symbol
    when :dismiss,:sw,:in_out
      return true
    else
      return false
    end
  end
  
  def custom_on_command_ok(symbol)
    case symbol
    when :dismiss
      do_dismiss
    when :sw
      do_sw
    when :in_out
      do_in_out
    end
  end

  def terminate
    super
  end
  
  def update
    super
  end
  
  #--------------------------------------------------------------------------
  # ● 队伍窗口:确定
  #--------------------------------------------------------------------------
  def on_party1_ok
    $game_party.last_party1 = @party1_window.select_actor
    @command_window.refresh
    @face_window.refresh
    @command_window.show.activate
    @face_window.show.activate
  end
  #--------------------------------------------------------------------------
  # ● 队伍窗口:取消
  #--------------------------------------------------------------------------
  def return_scene1
    $game_party.last_party1 = nil
    $game_party.last_party2 = nil
    $game_party.inparty = true
    SceneManager.return
  end
  #--------------------------------------------------------------------------
  # ● 仓库窗口:确定
  #--------------------------------------------------------------------------
  def on_party2_ok
    $game_party.last_party2 = @party2_window.select_actor
    @command_window.refresh
    @face_window.refresh
    @command_window.show.activate
    @face_window.show.activate
  end
  #--------------------------------------------------------------------------
  # ● 仓库窗口:取消
  #--------------------------------------------------------------------------
  def return_scene2
    do_sw
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口:取消
  #--------------------------------------------------------------------------
  def back_to_myscene
    @command_window.hide.deactivate
    @face_window.hide
    if $game_party.inparty == true
      @party1_window.activate
    else
      @party2_window.activate
    end
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口:切换
  #--------------------------------------------------------------------------
  def do_sw
    if $game_party.inparty == true
      $game_party.inparty = false
      @command_window.hide.deactivate
      @face_window.hide
      @party2_window.activate
    else
      $game_party.inparty = true
      @command_window.hide.deactivate
      @face_window.hide
      @party1_window.activate
    end
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口:存入、取出
  #--------------------------------------------------------------------------
  def do_in_out
    if $game_party.inparty == true
      #存入仓库
      $game_party.party2_add_actor(@party1_window.select_actor.id)
      $game_party.remove_actor(@party1_window.select_actor.id)
      @command_window.hide.deactivate
      @face_window.hide
      @party1_window.refresh
      @party2_window.refresh
      @party1_window.activate
    else
      #取出
      $game_party.add_actor(@party2_window.select_actor.id)
      $game_party.party2_remove_actor(@party2_window.select_actor.id)
      if $game_party.party2_all_members.count <= 0
        @party1_window.refresh
        @party2_window.refresh
        do_sw
      else
        @command_window.hide.deactivate
        @face_window.hide
        @party1_window.refresh
        @party2_window.refresh
        @party2_window.activate
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 命令窗口:放生
  #--------------------------------------------------------------------------
  def do_dismiss
    if $game_party.inparty == true
      $game_party.tan_remove_actor(@party1_window.select_actor.id,true)
      @command_window.hide.deactivate
      @face_window.hide
      @party1_window.refresh
      @party1_window.activate
    else
      $game_party.party2_remove_actor(@party2_window.select_actor.id,true)
      @command_window.hide.deactivate
      @face_window.hide
      @party2_window.refresh
      @party2_window.activate
    end
  end
end
#--------------------------------------------------------------------------
# ● 队伍窗口
#--------------------------------------------------------------------------
class Window_Party1 < Window_Selectable
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @data = []
    @last_index ||= 0
    @animtime = 0
    @walk = 0
    refresh
    select_last
  end
  
  def item_width
    (width - standard_padding * 2 + spacing) / col_max - spacing
  end
  def item_height; item_width; end
  def spacing; return 1; end
  def col_max; return 2; end
  def item_max; @data ? @data.size : 1; end
  def select_actor; @data && index >= 0 ? @data[index] : nil; end
  
  def current_item_enabled?
    enable?(@data[index])
  end
  def enable?(actor)
    return false if !actor
    return true
  end
  
  def include?(actor)
    return false if actor.nil?
    return true
  end
  
  def make_item_list
    @data = $game_party.members.select {|actor| include?(actor) }
    @data.push(nil) if include?(nil)
  end
  
  def select_last
    select(@data.index($game_party.last_party1) || 0)
  end
  
  def actor_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    rect
  end
  
  def offset
    Graphics.height < 480 ? 0 : 10
  end
  
  def draw_item(index)
    actor = @data[index]
    if actor
      rect = actor_rect(index)
      rect.width -= 4
      draw_actor_text(actor,rect.x + 2,rect.y + 38 + offset, enable?(actor),
        rect.width)
      draw_character(actor.character_name, actor.character_index,
        rect.x + item_width / 1.6 - 1, rect.y + 38 + offset,
        enable?(actor),index)
    end
  end
  
  def draw_actor_text(actor, x, y, enabled = true, w)
    return unless actor
    #icon1 = get_icon(:actor,actor)
    #icon2 = get_icon(:weapon,actor)
    #draw_icon(icon1, x + 6, y - 20, enabled)
    #draw_icon(icon2, x + 6, y - 20, enabled)
    change_color(normal_color, enabled)
    contents.font.size = 18
    draw_text(x, y, w, line_height, actor.name,1)
    contents.font.size = 16
    lvl = Vocab::level_a + actor.level.to_s
    cname = actor.class.name
    draw_text(x + 10, y - 40, w, line_height, lvl,0)
    draw_text(x, y + 16, w, line_height, cname,1)
  end
  
  def draw_character(character_name, character_index, x, y,enabled,i)
    return unless character_name
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    step = 0
    step = @walk if enabled && i == index
    src_rect = Rect.new((n%4*3+1+step)*cw, (n/4*4)*ch, cw, ch)
    contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 150)
  end
  
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  
  def update
    super
    update_walk
    redraw_item(index)
  end
  
  def update_walk
    @animtime += 1
    if @animtime == 10
      case @walk
      when 1; @walk -= 1
      when -1; @walk += 1
      when 0
        if @step == 1
          @walk = -1; @step = 0
        else
          @walk = 1; @step = 1
        end
      end
      @animtime = 0
    end
  end
  
  def cursor_down(wrap = false); super; cursor_move_extras; end
  def cursor_up(wrap = false); super; cursor_move_extras; end
  def cursor_left(wrap = false); super; cursor_move_extras; end
  def cursor_right(wrap = false); super; cursor_move_extras; end
   
  def cursor_move_extras
    @walk = 0
    @animtime = 0
    redraw_item(@last_index)
    @last_index = index
  end
end
#--------------------------------------------------------------------------
# ● 仓库窗口
#--------------------------------------------------------------------------
class Window_Party2 < Window_Selectable
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @data = []
    @last_index ||= 0
    @animtime = 0
    @walk = 0
    refresh
    select_last
  end
  
  def item_width
    (width - standard_padding * 2 + spacing) / col_max - spacing
  end
  def item_height; item_width; end
  def spacing; return 1; end
  def col_max; return 3; end
  def item_max; @data ? @data.size : 0; end
  def select_actor; @data && index >= 0 ? @data[index] : nil; end
   
  def current_item_enabled?
    enable?(@data[index])
  end
  def enable?(actor)
    return false if !actor
    return true
  end
  
  def include?(actor)
    return false if actor.nil?
    return true
  end
  
  def make_item_list
    @data = $game_party.party2_all_members.select {|actor| include?(actor) }
    @data.push(nil) if include?(nil)
  end
  
  def select_last
    select(@data.index($game_party.last_party2) || 0)
  end
  
  def actor_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    rect
  end
  
  def offset
    Graphics.height < 480 ? 0 : 10
  end
  
  def draw_item(index)
    actor = @data[index]
    if actor
      rect = actor_rect(index)
      rect.width -= 4
      draw_actor_text(actor,rect.x + 2,rect.y + 38 + offset, enable?(actor),
        rect.width)
      draw_character(actor.character_name, actor.character_index,
        rect.x + item_width / 1.6 - 1, rect.y + 38 + offset,
        enable?(actor),index)
    end
  end
  
  def draw_actor_text(actor, x, y, enabled = true, w)
    return unless actor
    #icon1 = get_icon(:actor,actor)
    #icon2 = get_icon(:weapon,actor)
    #draw_icon(icon1, x + 6, y - 20, enabled)
    #draw_icon(icon2, x + 6, y - 20, enabled)
    change_color(normal_color, enabled)
    contents.font.size = 18
    draw_text(x, y, w, line_height, actor.name,1)
    contents.font.size = 16
    lvl = Vocab::level_a + actor.level.to_s
    cname = actor.class.name
    draw_text(x + 10, y - 40, w, line_height, lvl,0)
    draw_text(x, y + 16, w, line_height, cname,1)
  end
  
  def draw_character(character_name, character_index, x, y,enabled,i)
    return unless character_name
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    step = 0
    step = @walk if enabled && i == index
    src_rect = Rect.new((n%4*3+1+step)*cw, (n/4*4)*ch, cw, ch)
    contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 150)
  end
  
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  
  def update
    super
    update_walk
    redraw_item(index)
  end
  
  def update_walk
    @animtime += 1
    if @animtime == 10
      case @walk
      when 1; @walk -= 1
      when -1; @walk += 1
      when 0
        if @step == 1
          @walk = -1; @step = 0
        else
          @walk = 1; @step = 1
        end
      end
      @animtime = 0
    end
  end
  
  def cursor_down(wrap = false); super; cursor_move_extras; end
  def cursor_up(wrap = false); super; cursor_move_extras; end
  def cursor_left(wrap = false); super; cursor_move_extras; end
  def cursor_right(wrap = false); super; cursor_move_extras; end
   
  def cursor_move_extras
    @walk = 0
    @animtime = 0
    redraw_item(@last_index)
    @last_index = index
  end
end
#--------------------------------------------------------------------------
# ● 命令窗口
#--------------------------------------------------------------------------
class Window_Party2Command < Window_Command
  def initialize(x,y)
    super(x,y)
    self.opacity = 255
    self.back_opacity = 255
  end
  
  def window_width; return 160; end
  def visible_line_number; item_max; end
  
  def make_command_list
    @cmd_index = []
    PARTY2::CMDS.each { |cmd|
      if $game_party.inparty == true
        text = cmd[1][0]
      else
        text = cmd[1][1]
      end
      handle = cmd[1][2]#.delete(' ').downcase.to_sym
      add_command(text,handle,check_enabled(cmd[0]))
      @cmd_index << cmd[0]
    }
  end
  
  def check_enabled(cmd)
    if $game_party.inparty == true
      actor = $game_party.last_party1
      if actor == nil
        return false
      else
        return false if cmd == :in_out && PARTY2::NO_INPARTY2.include?(actor.id)#不能存入仓库的角色ID
        return false if cmd == :dismiss && PARTY2::NO_DISMISS.include?(actor.id)#不能离队的角色
      end
      return false if cmd == :in_out && $game_party.members.count <= 1#队伍不能为空:最后一人不能存入仓库
      return false if cmd == :dismiss && $game_party.members.count <= 1#队伍不能为空:最后一人不能放生
      return false if cmd == :in_out && $game_party.party2_all_members.count >= PARTY2::PARTY2MAX#仓库已满
      return false if cmd == :sw && $game_party.party2_all_members.count <= 0#仓库为空不能切换
    else
      actor = $game_party.last_party2
      if actor == nil
        return false
      else
        return false if cmd == :dismiss && PARTY2::NO_DISMISS.include?(actor.id)#不能离队的角色
      end
      return false if cmd == :in_out && $game_party.all_members.count >= PARTY2::PARTY1MAX#队伍已满
    end
    return true
  end
  
  def draw_item(index)
    change_color(normal_color, command_enabled?(index))
    recti = item_rect_for_text(index)
    recti.x += 26
    draw_text(recti, command_name(index), alignment)
    draw_icon(PARTY2::CMDS[@cmd_index[index]][3],0,recti.y)
  end
end

#--------------------------------------------------------------------------
# ● 脸图窗口
#--------------------------------------------------------------------------
class Window_Party2Face < Window_Base
  def initialize(x,y,w,h)
    super(x - w,y,w,h)
    self.opacity = 255
    self.back_opacity = 255
  end

  def draw_cont
    fy = (contents.height - 96) / 2
    fx = (contents.width - 96) / 2
    if $game_party.inparty == true
      draw_actor_face($game_party.last_party1, fx, fy)
    else
      draw_actor_face($game_party.last_party2, fx, fy)
    end
  end

  def refresh
    contents.clear
    draw_cont
  end
end

Lv3.寻梦者

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发表于 2019-3-9 15:40:55 | 显示全部楼层
如何把角色直接放到倉庫(不通過操作),就是打敗了某個敵人,然後獲得了角色,角色自動加入倉庫

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挖坟是不对的  发表于 2019-3-9 16:12
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