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人物仓库 1.02

2005-10-14 00:00| 发布者: 柳柳| 查看: 8900| 评论: 0|原作者: 66RPG

摘要:    作者 核心:ChaoChao 下方窗口设计:coolmic  版本与更新 功能强化点此进入 1.02,更新日期:2005年11月17日  相关网址    范例工程 点此下载范例工程 脚本功能
 

 作者

核心:ChaoChao

下方窗口设计:coolmic

 版本与更新

功能强化点此进入

1.02,更新日期:2005年11月17日

 相关网址

 

 范例工程

点此下载范例工程



脚本功能

能够制作一个类似“酒馆”的效果,可以把不用的伙伴放在里面,把有用的伙伴换到队伍里面来。

也有些类似最终幻想的换人吧。

使用方法

复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。

召唤画面:
$scene = Chaochao_Scene_Party.new

如果想直接向仓库(酒馆)里面添加角色,使用$game_party.add_actor(角色数据库编号);如果想删除角色,使用$game_party.remove_actor(actor_id,type),默认type=1,从队伍中删除;=2则是从仓库中删除;=3则是在两者一起删除。

建议:和功能强化补丁一起使用。请点击顶部的版本与更新栏。

相关截图

 

 


 

 脚本内容

#==============================================================================
# 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$scene = Chaochao_Scene_Party.new
# 其它使用说明在代码里已经备注。
#------------------------------------------------------------------------------
# 作者:chaochao
# http://zhuchao.go1.icpcn.com
#==============================================================================
class Chaochao_Window_PartyLeft < Window_Selectable
  def initialize
    super(0, 0, 320, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    refresh
  end
  def actor
    return @actors[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @actors = []
    for i in 0...$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)
    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(320, 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(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, 224, 640, 256)
    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_state(actor, 140, 0)
    draw_actor_hp(actor, 284, 0)
    draw_actor_sp(actor, 460, 0)
    @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。
    actor = $game_actors[index]
    case type
    when 1
      if @actors.size < 4 and @actors2.include?(actor) and not @chaochao2.include?(index) and not @actors.include?(actor)
        @actors.push(actor)
        @actors2.delete(actor)
        $game_system.se_play($data_system.decision_se)
        $game_player.refresh
      end
    when 2
      if @actors.include?(actor) and not @chaochao.include?(index) and not @actors2.include?(actor)
        @actors2.push(actor)
        @actors.delete(actor)
        $game_system.se_play($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 $data_actors[@actors[i].id] != nil
        new_actors.push($game_actors[@actors[i].id])
      end
    end
    @actors = new_actors
    for i in [email protected]
      if $data_actors[@actors2[i].id] != nil
        new_actors2.push($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)
        $game_party.huanren($game_party.actors[@left_window.index].id,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)
        $game_party.huanren($game_party.actors2[@right_window.index].id,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
#==============================================================================


 

脚本使用的通用说明

约定:本脚本来源于网络,任何人不得随意将本脚本应用于商业用途,如需转载,必须保留所有版权信息,如果是国内作者,最好征求作者同意——否则发生任何后果,66RPG不予负责。使用此脚本表示您默认接受上述约定。

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