Project1
标题:
如何修改物品最大持有数
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作者:
z12067010
时间:
2012-4-8 17:40
标题:
如何修改物品最大持有数
如何修改物品最大持有数
另外,请问事件触发条件中的玩家接触和事件接触有什么区别…… dsu_plus_rewardpost_czw
作者:
负零
时间:
2012-4-8 18:17
本帖最后由 负零 于 2012-4-8 18:20 编辑
全部的话
Game_Party这里
#--------------------------------------------------------------------------
# ● 获取物品的最大持有数
#--------------------------------------------------------------------------
def max_item_number(item)
return 99
end
单个的话这个
# ▼ Yanfly Engine Ace - Adjust Limits v1.00
# -- Last Updated: 2011.12.03
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-AdjustLimits"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.03 - Finished Script.
# 2011.12.02 - Started Script.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# There exists some limitations in RPG Maker VX Ace that not everybody's fond
# of. With this script, you can easily adjust the limits of each limitation.
# Here's the list of various limits that can be changed:
#
# - Gold Max - Have more than 99,999,999 gold.
# - Item Max - Have more than 99 items. Customizable per item, too.
# - Level Max - Exceed 99 levels. Parameters are automatically calculated based
# on the level 99 and level 98 stats in the class parameters.
# - Stat Max - Stats can exceed 999. Does not adjust for current formulas.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# 角色备注栏 - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <initial level: x> 设置角色的初始等级,可超过99.
# <max level: x> 设置角色的最高等级,可超过99.
# -----------------------------------------------------------------------------
# 职业备注栏 - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <learn at level: x> 在职业的技能备注栏里设置,等级可超过99.
# -----------------------------------------------------------------------------
# 物品备注栏 - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x> 设置该物品的可持有上限,比如50.
# <price: x> 设置物品的价格,可打破数据库限制的999999。
# -----------------------------------------------------------------------------
# 武器备注栏 - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x> 设置该物品的可持有上限,比如50.
# <price: x> 设置物品的价格,可打破数据库限制的999999。
# <stat: +x> 设置武器的能力值变化量,例:<ATK: +500>
# <stat: -x>
# -----------------------------------------------------------------------------
# 防具备注栏 - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <max limit: x> 同上
#
# <price: x>
# <stat: +x>
# <stat: -x>
#
# -----------------------------------------------------------------------------
# 敌人备注栏 - These notetags go in the enemy notebox in the database.
# -----------------------------------------------------------------------------
# <stat: x> 设置敌人属性值,可破限。例:<EXP: 6666666>
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
# -----------------------------------------------------------------------------
# 脚本呼出语句 - These commands are used with script calls.
# -----------------------------------------------------------------------------
# gain_gold(x) 设置增减金币,可破限。
# lose_gold(x)
#
# gain_item(x, y) 设置增减X物品Y数目,可破限。
# lose_item(x, y)
# gain_weapon(x, y)
# lose_weapon(x, y)
# gain_armour(x, y)
# lose_armour(x, y)
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module LIMIT
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Gold Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust gold settings here. You can change the maximum amount of gold to
# whatever you want. In addition to that, you can also adjust whether or
# not you wish for your gold display to show an icon instead, (and change
# the font size if needed). If there's too much gold that's to be displayed
# then you can change the text shown in place of that.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GOLD_MAX = 999999999999999 # Maximum gold.
GOLD_ICON = 361 # Icon used for gold. Use 0 for text currency.
GOLD_FONT = 20 # Font size used to display gold.
TOO_MUCH_GOLD = "A lotta gold!" # Text used when gold cannot fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Item Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust item settings here. You can change the maximum number of items
# held from 99 to whatever you want. In addition to that, change the prefix
# used for items when shown in the item display menu (and the font size if
# needed). Items can have individual maximums through usage of the
# <max limit: x> notetag.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ITEM_MAX = 9999999 # The default maximum number of items held each.
ITEM_FONT = 20 # Font size used to display item quantity.
SHOP_FONT = 20 # Font size used for shop item costs.
ITEM_PREFIX = "×%s" # Prefix used for item quantity in item lists.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Parameter Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the limits for each of the various stats (for MaxHP, MaxMP, ATK,
# DEF, MAT, and more). Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LEVEL_MAX = 9999 # Sets max level to x for those with 99 level limit.
MAXHP_MAX = 9999999 # Sets MaxHP to something higher than 9999.
MAXMP_MAX = 9999999 # Sets MaxMP to something higher than 9999.
PARAM_MAX = 9999999 # Sets stat max for something higher than 999.
EQUIP_FONT = 20 # Changes the default equip window font size.
end # LIMIT
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module ACTOR
MAX_LEVEL = /<(?:MAX_LEVEL|max level):[ ](\d+)>/i
INI_LEVEL = /<(?:INITIAL_LEVEL|initial level):[ ](\d+)>/i
end # ACTOR
module CLASS
LEARN_AT_LV = /<(?:LEARN_AT_LEVEL|learn at level):[ ](\d+)>/i
end # CLASS
module BASEITEM
PRICE = /<(?:GOLD|price|COST):[ ](\d+)>/i
MAX_LIMIT = /<(?:MAX_LIMIT|max limit):[ ](\d+)>/i
STAT_SET = /<(.*):[ ]*([\+\-]\d+)>/i
end # BASEITEM
module ENEMY
STAT_SET = /<(.*):[ ]*(\d+)>/i
end # ENEMY
end # REGEXP
end # YEA
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.gold
#--------------------------------------------------------------------------
def self.gold; return YEA::LIMIT::GOLD_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_al load_database; end
def self.load_database
load_database_al
load_notetags_al
end
#--------------------------------------------------------------------------
# new method: load_notetags_al
#--------------------------------------------------------------------------
def self.load_notetags_al
groups = [$data_actors, $data_items, $data_weapons, $data_armors,
$data_enemies, $data_classes]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_al
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Actor
#==============================================================================
class RPG::Actor < RPG::BaseItem
#--------------------------------------------------------------------------
# common cache: load_notetags_al
#--------------------------------------------------------------------------
def load_notetags_al
@max_level = YEA::LIMIT::LEVEL_MAX if @max_level == 99
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ACTOR::MAX_LEVEL
@max_level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
@ini_level = [@ini_level, @max_level].min
when YEA::REGEXP::ACTOR::INI_LEVEL
@ini_level = [[$1.to_i, 1].max, @max_level].min
#---
end
} # self.note.split
#---
end
end # RPG::Actor
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# new method: above_lv99_params
#--------------------------------------------------------------------------
def above_lv99_params(param_id, level)
return @params[param_id, level] if level <= 99
n = @params[param_id, 99]
multiplier = [level - 99, 1].max
change = (@params[param_id, 99] - @params[param_id, 98]) + 1
n += change * multiplier
return n
end
#--------------------------------------------------------------------------
# new method: load_notetags_al
#--------------------------------------------------------------------------
def load_notetags_al
for item in @learnings; item.load_notetags_al; end
end
end # RPG::Class
#==============================================================================
# ■ RPG::Class::Learning
#==============================================================================
class RPG::Class::Learning
#--------------------------------------------------------------------------
# common cache: load_notetags_al
#--------------------------------------------------------------------------
def load_notetags_al
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::LEARN_AT_LV
@level = [[$1.to_i, 1].max, YEA::LIMIT::LEVEL_MAX].min
#---
end
} # self.note.split
#---
end
end # RPG::Class::Learning
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :max_limit
#--------------------------------------------------------------------------
# common cache: load_notetags_al
#--------------------------------------------------------------------------
def load_notetags_al
@max_limit = YEA::LIMIT::ITEM_MAX
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::PRICE
@price = [$1.to_i, YEA::LIMIT::GOLD_MAX].min
when YEA::REGEXP::BASEITEM::MAX_LIMIT
@max_limit = [$1.to_i, 1].max
when YEA::REGEXP::BASEITEM::STAT_SET
case $1.upcase
when "HP", "MAXHP", "MHP"
@params[0] = $2.to_i
when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
@params[1] = $2.to_i
when "ATK"
@params[2] = $2.to_i
when "DEF"
@params[3] = $2.to_i
when "MAT", "INT", "SPI"
@params[4] = $2.to_i
when "MDF", "RES"
@params[5] = $2.to_i
when "AGI", "SPD"
@params[6] = $2.to_i
when "LUK", "LUCK"
@params[7] = $2.to_i
end
#---
end
} # self.note.split
#---
end
#--------------------------------------------------------------------------
# new method: max_limit
#--------------------------------------------------------------------------
def max_limit; return @max_limit; end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# common cache: load_notetags_al
#--------------------------------------------------------------------------
def load_notetags_al
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::STAT_SET
case $1.upcase
when "HP", "MAXHP", "MHP"
@params[0] = $2.to_i
when "MP", "MAXMP", "MMP", "SP", "MAXSP", "MSP"
@params[1] = $2.to_i
when "ATK"
@params[2] = $2.to_i
when "DEF"
@params[3] = $2.to_i
when "MAT", "INT", "SPI"
@params[4] = $2.to_i
when "MDF", "RES"
@params[5] = $2.to_i
when "AGI", "SPD"
@params[6] = $2.to_i
when "LUK", "LUCK"
@params[7] = $2.to_i
when "EXP", "XP"
@exp = $2.to_i
when "GOLD", "GP"
@gold = $2.to_i
end
#---
end
} # self.note.split
#---
end
end # RPG::Enemy
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# overwrite method: param_max
#--------------------------------------------------------------------------
def param_max(param_id)
return YEA::LIMIT::MAXHP_MAX if param_id == 0
return YEA::LIMIT::MAXMP_MAX if param_id == 1
return YEA::LIMIT::PARAM_MAX
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# overwrite method: param_max
#--------------------------------------------------------------------------
def param_max(param_id)
return super
end
#--------------------------------------------------------------------------
# overwrite method: param_base
#--------------------------------------------------------------------------
def param_base(param_id)
return self.class.params[param_id, @level] if @level <= 99
return self.class.above_lv99_params(param_id, @level)
end
#--------------------------------------------------------------------------
# new method: check_levels
#--------------------------------------------------------------------------
def check_levels
last_level = @level
@level = [[@level, max_level].min, 1].max
return if @level == last_level
change_exp(exp_for_level(@level), false)
end
end # Game_Actor
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# overwrite method: max_gold
#--------------------------------------------------------------------------
def max_gold; return YEA::LIMIT::GOLD_MAX; end
#--------------------------------------------------------------------------
# overwrite method: max_item_number
#--------------------------------------------------------------------------
def max_item_number(item); return item.max_limit; end
end # Game_Party
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# new method: gain_gold
#--------------------------------------------------------------------------
def gain_gold(value); $game_party.gain_gold(value); end
#--------------------------------------------------------------------------
# new method: lose_gold
#--------------------------------------------------------------------------
def lose_gold(value); $game_party.lose_gold(value); end
#--------------------------------------------------------------------------
# new method: gain_item
#--------------------------------------------------------------------------
def gain_item(id, amount)
return if $data_items[id].nil?
$game_party.gain_item($data_items[id], amount)
end
#--------------------------------------------------------------------------
# new method: lose_item
#--------------------------------------------------------------------------
def lose_item(id, amount)
return if $data_items[id].nil?
$game_party.lose_item($data_items[id], amount)
end
#--------------------------------------------------------------------------
# new method: gain_weapon
#--------------------------------------------------------------------------
def gain_weapon(id, amount)
return if $data_weapons[id].nil?
$game_party.gain_item($data_weapons[id], amount)
end
#--------------------------------------------------------------------------
# new method: lose_weapon
#--------------------------------------------------------------------------
def lose_weapon(id, amount)
return if $data_weapons[id].nil?
$game_party.lose_item($data_weapons[id], amount)
end
#--------------------------------------------------------------------------
# new method: gain_armour
#--------------------------------------------------------------------------
def gain_armour(id, amount)
return if $data_armors[id].nil?
$game_party.gain_item($data_armors[id], amount)
end
#--------------------------------------------------------------------------
# new method: lose_armour
#--------------------------------------------------------------------------
def lose_armour(id, amount)
return if $data_armors[id].nil?
$game_party.lose_item($data_armors[id], amount)
end
#--------------------------------------------------------------------------
# new method: gain_armor
#--------------------------------------------------------------------------
def gain_armor(id, amount)
return if $data_armors[id].nil?
$game_party.gain_item($data_armors[id], amount)
end
#--------------------------------------------------------------------------
# new method: lose_armor
#--------------------------------------------------------------------------
def lose_armor(id, amount)
return if $data_armors[id].nil?
$game_party.lose_item($data_armors[id], amount)
end
end # Game_Interpreter
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_level
#--------------------------------------------------------------------------
def draw_actor_level(actor, dx, dy)
dw = text_size(Vocab::level_a + YEA::LIMIT::LEVEL_MAX.to_s).width
change_color(system_color)
draw_text(dx, dy, dw, line_height, Vocab::level_a)
change_color(normal_color)
cx = text_size(Vocab::level_a).width
draw_text(dx + cx, dy, dw, line_height, actor.level.group, 2)
end
#--------------------------------------------------------------------------
# overwrite method: draw_actor_param
#--------------------------------------------------------------------------
def draw_actor_param(actor, dx, dy, param_id)
change_color(system_color)
draw_text(dx, dy, 120, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(dx, dy, 156, line_height, actor.param(param_id).group, 2)
end
#--------------------------------------------------------------------------
# draw_currency_value
#--------------------------------------------------------------------------
def draw_currency_value(value, unit, dx, dy, dw)
contents.font.size = YEA::LIMIT::GOLD_FONT
cx = gold_icon?(unit) ? 24 : text_size(unit).width
change_color(normal_color)
text = value.group
text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
change_color(system_color)
draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: gold_icon?
#--------------------------------------------------------------------------
def gold_icon?(unit)
return false if unit != Vocab.currency_unit
return YEA::LIMIT::GOLD_ICON > 0
end
end # Window_Base
#==============================================================================
# ■ Window_ItemList
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_item_number
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
contents.font.size = YEA::LIMIT::ITEM_FONT
quantity = $game_party.item_number(item).group
text = sprintf(YEA::LIMIT::ITEM_PREFIX, quantity)
draw_text(rect, text, 2)
reset_font_settings
end
end # Window_ItemList
#==============================================================================
# ■ Window_EquipStatus
#==============================================================================
class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(dx, dy, param_id)
draw_param_name(dx + 4, dy, param_id)
draw_current_param(dx + 64, dy, param_id) if @actor
draw_right_arrow(dx + 110, dy)
draw_new_param(dx + 132, dy, param_id) if @temp_actor
reset_font_settings
end
#--------------------------------------------------------------------------
# overwrite method: draw_param_name
#--------------------------------------------------------------------------
def draw_param_name(dx, dy, param_id)
contents.font.size = YEA::LIMIT::EQUIP_FONT
change_color(system_color)
draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
end
#--------------------------------------------------------------------------
# overwrite method: draw_current_param
#--------------------------------------------------------------------------
def draw_current_param(dx, dy, param_id)
change_color(normal_color)
draw_text(0, dy, dx+48, line_height, @actor.param(param_id).group, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# overwrite method: draw_new_param
#--------------------------------------------------------------------------
def draw_new_param(dx, dy, param_id)
contents.font.size = YEA::LIMIT::EQUIP_FONT
new_value = @temp_actor.param(param_id)
change_color(param_change_color(new_value - @actor.param(param_id)))
draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
reset_font_settings
end
end # Window_EquipStatus
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
draw_item_name(item, rect.x, rect.y, enable?(item))
rect.width -= 4
contents.font.size = YEA::LIMIT::SHOP_FONT
draw_text(rect, price(item).group, 2)
reset_font_settings
end
end # Window_ShopBuy
#==============================================================================
# ■ Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# alias method: on_load_success
#--------------------------------------------------------------------------
alias on_load_success_al on_load_success
def on_load_success
on_load_success_al
perform_level_check
end
#--------------------------------------------------------------------------
# new method: perform_level_check
#--------------------------------------------------------------------------
def perform_level_check
for i in 1..$data_actors.size
next if $game_actors[i].nil?
$game_actors[i].check_levels
end
end
end # Scene_Load
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
复制代码
作者:
殇殃
时间:
2012-4-9 17:50
事件触发条件中的玩家接触:一般事件固定不动(比如宝箱,城门)玩家控制角色走到事件所在格子时触发
事件触发条件中的事件接触:一般事件可以移动(比如NPC)无论是玩家主动碰到事件对象,还是事件对象主动碰到玩家,都会触发
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