Project1

标题: 装备扩展系统-10装备 [打印本页]

作者: 上帝的眼睛    时间: 2010-6-20 10:46
标题: 装备扩展系统-10装备
RT
在防具的名字后面加 ,种类 来分别防具种类
在脚本 RPG重定义 处修改一些内容,具体工程有说明。
------------------------------------------------------
因为装备扩展的原因所以初始装备需要在游戏之前设置好,在 RPG重定义 里的设置只会使所有角色初始装备一样,如果需要修改请
$game_actors[角色编号].hand1 = 右手装备编号
$game_actors[角色编号].hand2 = 左手装备编号
$game_actors[角色编号].upbody = 上身装备编号
$game_actors[角色编号].downbody = 下身装备编号
$game_actors[角色编号].head = 头部装备编号
$game_actors[角色编号].shoe = 鞋子装备编号
$game_actors[角色编号].jewel1 = 饰品1装备编号
$game_actors[角色编号].jewel2 = 饰品2装备编号
$game_actors[角色编号].jewel3 = 饰品3装备编号
$game_actors[角色编号].name = 称号装备编号
(请无视左下角的奏- -b)
样例下载地址:右击-目标另存为下载
作者: 龙行下    时间: 2010-6-20 10:54
提示: 作者被禁止或删除 内容自动屏蔽
作者: 亿万星辰    时间: 2010-6-20 11:04
装备的条目扩展的越来越多了……
作者: 上帝的眼睛    时间: 2010-6-20 19:19
加油,支持你
龙行下 发表于 2010-6-20 10:54

不好意思,RPG制作王国什么的完全忘了……
我一定会尽我的职责的!


作者: pigsss    时间: 2010-6-29 10:57
BUG很多啊……
作者: pigsss    时间: 2010-6-29 17:57
回复 pigsss 的帖子


查看人物状态会出现BUG,这个都好办,没有进行扩充。
但是进不了战斗测试,提示是:
class Game_Party
#--------------------------------------------------------------------------
  # ● 增加武器 (减少)
  #     weapon_id : 武器 ID
  #     n         : 个数
  #--------------------------------------------------------------------------
  def gain_weapon(weapon_id, n)
    # 更新 hash 的个数数据
    if weapon_id > 0  #《====== weapon_id 进战斗测试被认定为nil, nil 不能>0
      @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
    end
  end
作者: 额    时间: 2010-7-1 07:38
:L
女王的高跟鞋介绍里有一句“据说三天后女王曾穿过”

这句话有问题吧……
作者: kangxi0109    时间: 2010-11-1 01:12
拜托LZ在Window_Status那里改一下啦....
作者: kangxi0109    时间: 2010-11-1 02:06
虽然很简单...但还是发了吧....
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
#  显示状态画面、完全规格的状态窗口。
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  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, 160, 96, 32, "装备")
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($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

作者: kangxi0109    时间: 2010-11-1 02:10
真不好意思....我这人糊涂了点....
竟然发了原版....
现在补发...

作者: kangxi0109    时间: 2010-11-1 02:10
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
#  显示状态画面、完全规格的状态窗口。
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  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, 160, 96, 32, "装备")
    draw_item_name($data_weapons[@actor.hand1_id], 320 + 16, 208)
    draw_item_name($data_armors[@actor.hand2_id], 320 + 16, 229)
    draw_item_name($data_armors[@actor.upbody_id], 320 + 16, 250)
    draw_item_name($data_armors[@actor.downbody_id], 320 + 16, 271)
    draw_item_name($data_armors[@actor.head_id], 320 + 16, 292)
    draw_item_name($data_armors[@actor.shoe_id], 320 + 16, 313)
    draw_item_name($data_armors[@actor.jewel1_id], 320 + 16, 334)
    draw_item_name($data_armors[@actor.jewel2_id], 320 + 16, 355)
    draw_item_name($data_armors[@actor.jewel3_id], 320 + 16, 376)
    draw_item_name($data_armors[@actor.name_id], 320 + 16, 397)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.hand)
    self.contents.draw_text(320, 140, 96, 32, $data_system.words.hand2)
    self.contents.draw_text(320, 168, 96, 32, $data_system.words.upbody)
    self.contents.draw_text(320, 196, 96, 32, $data_system.words.downbody)
    self.contents.draw_text(320, 224, 96, 32, $data_system.words.head)
    self.contents.draw_text(320, 252, 96, 32, $data_system.words.shoe)
    self.contents.draw_text(320, 280, 96, 32, $data_system.words.jewel1)
    self.contents.draw_text(320, 308, 96, 32, $data_system.words.jewel2)
    self.contents.draw_text(320, 336, 96, 32, $data_system.words.jewel3)
    self.contents.draw_text(320, 364, 96, 32, $data_system.words.name)
    draw_item_name($data_weapons[@actor.hand1_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.hand2_id], 320 + 24, 172)
    draw_item_name($data_armors[@actor.upbody_id], 320 + 24, 200)
    draw_item_name($data_armors[@actor.downbody_id], 320 + 24, 228)
    draw_item_name($data_armors[@actor.head_id], 320 + 24, 256)
    draw_item_name($data_armors[@actor.shoe_id], 320 + 24, 284)
    draw_item_name($data_armors[@actor.jewel1_id], 320 + 24, 312)
    draw_item_name($data_armors[@actor.jewel2_id], 320 + 24, 340)
    draw_item_name($data_armors[@actor.jewel3_id], 320 + 24, 368)
    draw_item_name($data_armors[@actor.name_id], 320 + 24, 396)
  end
end
作者: 沉默万年    时间: 2010-11-6 01:58
顶一下  谢谢了
作者: luxifdcl    时间: 2010-11-13 17:10
提示: 作者被禁止或删除 内容自动屏蔽
作者: wzb0204    时间: 2010-11-19 12:06
提示: 作者被禁止或删除 内容自动屏蔽
作者: 1101    时间: 2011-1-29 13:52
好像对我没什么用,请问这脚本对VX有用吗?我急需这脚本。




欢迎光临 Project1 (https://rpg.blue/) Powered by Discuz! X3.1