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标题:
鸡肋脚本:个性化装备用语 & 战斗指令
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作者:
well
时间:
2009-7-22 07:29
标题:
鸡肋脚本:个性化装备用语 & 战斗指令
本帖最后由 well 于 2009-8-15 05:27 编辑
我的设定里,除了剑士和骑士,都是不用盾的。那么其他职业浪费一个装备槽简直不可容忍。
如果改成其他设定比如“右手”“鞋子”之类的。盾又没地方摆了。
可以用装备扩展脚本。但懒惰的我觉得默认的四个槽已经很多了。
所以写了这个。装备界面切换人物的时候,可以看到效果。
唔……实际上我是直接改的Window_EquipRight ,而且只改了$data_system.words.armor1
巴巴的发出来只因为——到现在我还没有发过新帖呢!
冲突:有个不算冲突的。如果使用如简单物品分类一类根据装备类型分类的脚本。效果会比较囧
我自己是把分类脚本改掉了。在数据库排好序后按id分类。
另,状态界面没有改。所以现在的进度算是一半吧。手头没有rm,只能明天补了。
实在太简单。估计随便哪位高手顺手就帮我改了。{:4_83:}
[line]1[/line]
更新状态界面,增加战斗指令。
多谢后知后觉的提示,总算是实现自己的想法了。我当初主要卡在怎么样才能按职业ID分类上
整个看下来。无端的就是一股觉得很多余的感觉
自己测试没什么问题。不知会不会拖慢了运行效率。
就这样吧,也不会有什么0.7了。
#============================================================================
# 个性化装备用语 & 战斗指令 0.6(?) by well
# 用法:修改awords1~4中的项目,对应职业ID。战斗指令同理,修改bwords1~4。
# 如果要使用系统用语。该项留空。
# 范例仅修改第一种防具和“攻击”指令。毕竟通用项目还是很多的。
# “防御”和“物品”的个性化……就是一个笑话。只是希望留下足够的自由度。
# 所以……果然……还是……非常鸡肋啊。
#============================================================================
class Window_EquipRight < Window_Selectable
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
awords1 = ["护符","饰物","","腰带","","","","",]
awords2 = ["","","","","","","","",]
awords3 = ["","","","","","","","",]
awords4 = ["","","","","","","","",]
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32,
$data_system.words.weapon)
if awords1[@actor.class_id-1] != ""
self.contents.draw_text(4, 32 * 1, 92, 32,
awords1[@actor.class_id-1])
else
self.contents.draw_text(4, 32 * 1, 92, 32,
$data_system.words.armor1)
end
if awords2[@actor.class_id-1] != ""
self.contents.draw_text(4, 32 * 2, 92, 32,
awords2[@actor.class_id-1])
else
self.contents.draw_text(4, 32 * 2, 92, 32,
$data_system.words.armor2)
end
if awords3[@actor.class_id-1] != ""
self.contents.draw_text(4, 32 * 3, 92, 32,
awords3[@actor.class_id-1])
else
self.contents.draw_text(4, 32 * 3, 92, 32,
$data_system.words.armor3)
end
if awords4[@actor.class_id-1] != ""
self.contents.draw_text(5, 32 * 4, 92, 32,
awords4[@actor.class_id-1])
else
self.contents.draw_text(5, 32 * 4, 92, 32,
$data_system.words.armor4)
end
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end
#============================================================================
# 基于默认状态窗口改的。和其他修改状态窗口的脚本冲突
# 把91~114行复制到相应位置。改坐标,把相同的draw_text删掉就好
#============================================================================
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
awords1 = ["护符","饰物","","腰带","","","","",]
awords2 = ["","","","","","","","",]
awords3 = ["","","","","","","","",]
awords4 = ["","","","","","","","",]
if awords1[@actor.class_id - 1] != ""
self.contents.draw_text(320, 176, 96, 32, awords1[@actor.class_id - 1])
else
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
end
if awords2[@actor.class_id - 1] != ""
self.contents.draw_text(320, 240, 96, 32, awords2[@actor.class_id - 1])
else
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
end
if awords3[@actor.class_id - 1] != ""
self.contents.draw_text(320, 304, 96, 32, awords3[@actor.class_id - 1])
else
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
end
if awords4[@actor.class_id - 1] != ""
self.contents.draw_text(320, 368, 96, 32, awords4[@actor.class_id - 1])
else
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
end
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
#============================================================================
# 战斗指令窗
#============================================================================
class Scene_Battle
def phase3_setup_command_window
# 同伴指令窗口无效化
@party_command_window.active = false
@party_command_window.visible = false
# 原角色指令窗口无效化
if @actor_command_window != nil
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 生成角色指令窗口
bwords1 = ["出拳","棍击","","杖击","","","",""]
bwords2 = ["","","","","","","",""]
bwords3 = ["","","","","","","",""]
bwords4 = ["","","","","","","",""]
if bwords1[@active_battler.class_id - 1] != ""
s1 = bwords1[@active_battler.class_id- 1]
else
s1 = $data_system.words.attack
end
if bwords2[@active_battler.class_id - 1] != ""
s2 = bwords2[@active_battler.class_id- 1]
else
s2 = $data_system.words.skill
end
if bwords3[@active_battler.class_id - 1] != ""
s3 = bwords3[@active_battler.class_id- 1]
else
s3 = $data_system.words.guard
end
if bwords3[@active_battler.class_id - 1] != ""
s4 = bwords4[@active_battler.class_id- 1]
else
s4 = $data_system.words.item
end
if @active_battler.index != @old_actor
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
end
# 角色指令窗口有效化
@actor_command_window.active = true
@actor_command_window.visible = true
@old_actor = @active_battler.index
# 设置角色指令窗口的位置
@actor_command_window.x = @active_battler.index * 160
@actor_command_window.y = 160
# 设置索引为 0
@actor_command_window.index = 0
end
end
复制代码
作者:
后知后觉
时间:
2009-7-22 10:01
应该不算是鸡肋
会有人感兴趣的~
战斗指令窗口可以在这个方法里做手脚
#--------------------------------------------------------------------------
# ● 设置角色指令窗口
#--------------------------------------------------------------------------
def phase3_setup_command_window
# 同伴指令窗口无效化
@party_command_window.active = false
@party_command_window.visible = false
# 角色指令窗口无效化
@actor_command_window.active = true
@actor_command_window.visible = true
# 设置角色指令窗口的位置
@actor_command_window.x = @active_battler.index * 160
# 设置索引为 0
@actor_command_window.index = 0
end
作者:
IamI
时间:
2009-7-22 10:03
先开放Window_Command的Commands吧(XP)
作者:
后知后觉
时间:
2009-7-22 10:48
也可以先释放掉
再重新生成
还可以做到,一些角色有“逃跑”按钮 一些角色没有这个按钮
又或者是别的什么个性的按钮
作者:
DeathKing
时间:
2009-7-22 10:57
这个可以优化一下游戏的细节,注重细节的人会用到
作者:
柳飛鷹
时间:
2009-7-22 15:03
问下 可以让20号角色以后的角色的装备类型全部改变么?(附加 可不可设置全部装备位都不同)
作者:
well
时间:
2009-8-15 05:32
问下 可以让20号角色以后的角色的装备类型全部改变么?(附加 可不可设置全部装备位都不同)
柳飛鷹 发表于 2009-7-22 15:03
回答是,可以。给20号以后的角色分别设置不同的职业就ok。另外默认就是全部装备位都不同,可是你得把那些“”都填上才看得出来。
啊,这就是一个自找麻烦的脚本。
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