Project1
标题:
XP 合成系统
[打印本页]
作者:
y610407721
时间:
2012-5-26 19:31
标题:
XP 合成系统
我在导航那里搜索了一下,结果似乎只有VX和VA的,没有XP
谁有XP合成东西的脚本啊?
如果有,再发上来的同时,请告诉我一下,呼叫这个合成栏的脚本是什么?
谢谢啦,如果好的话,我会给更多的经验... dsu_plus_rewardpost_czw
作者:
苹果星ねこ
时间:
2012-5-26 19:38
本帖最后由 苹果星ねこ 于 2012-5-26 19:55 编辑
合成系统?
物品合成吗?
#=========================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
# 欢迎访问www.66RPG.com
# 梦想世界,在你手中
#=========================================================
#
# Sample master list for crafting script (物品分类增强版) v1.1
# written by Deke
# 增强:叶子
#
# 12-30-2005 v1.0
# 8-17-2006 v1.1
# 修正了返回界面时不显示成品的BUG
# 修正了材料大于8个不显示的BUG
# 描绘物品美化
# 自动检测能否合成
#=========================================================
# 简介:
# 这是一个很不错的合成物品系统,可以通过游戏的过程,不断学习可以合成的
# 物品方法。
# ------
# 增强版补充说明:
# 在这个增强版中,可以对成品进行手动分类。
# 成品增加了一个分类属性。
# 这个分类纯粹是按自己的意愿,没有规定第几类必须是什么。
# 召唤特定分类的界面,就只会看到特定分类的成品。
#
# 例如:
# 使用脚本$scene = Scene_Craft.new(1),
# 出来的界面就只会显示成品分类为1的东西
# 同样道理,使用脚本$scene = Scene_Craft.new(2),
# 出来的界面就只会显示成品分类为2的东西
#
# 如果使用脚本$scene = Scene_Craft.new或$scene = Scene_Craft.new(0)来召唤界面
# 就可以看到所有成品。
#
# 注意:不要弄混淆“成品种类”和“成品分类”
# 成品种类是指成品是普通物品(0),防具(1)或武器(2)
# 成品分类是指此物品的自定义分类
#
#
# 使用方法:
# 1、召唤界面:使用脚本$scene = Scene_Craft.new(分类的数字)#
# 例如:使用脚本$scene = Scene_Craft.new(1),出来分类1的界面
# 2、学习合成:$game_party.learn_recipe(合成项目)
#
# 2.1、其实这个脚本可以使同一成品有不同配方
#
# 就这样说可能解释得不清楚,先来解释一下脚本学习配方的原理:
# $game_party.learn_recipe(合成项目)的处理过程并不是直接学习这个配方,
# 而是在配方库中找到和合成项目成品相同的配方。
#
# 如果配方库中有两个配方成品相同的话,配方版本就变得重要。
# $game_party.learn_recipe(合成项目,配方版本)
# 配方版本为1的话,学到的配方就是@recipe_list[xx]中与合成项目成品相同且数字最小的配方
# 配方版本为2的话,学到的配方就是数字第二小的配方
# 在上面这个脚本语句中,不填配方版本的话就默认为1
#
# 2.2、忘记配方:$game_party.forget_recipe(合成项目)
# 2.21、同样道理,这个语句也可以写配方版本
# $game_party.forget_recipe(合成项目,配方版本)
# 配方版本定义见2.1
#
# 2.3、配方版本不能乱填!例如游戏中某一个配方的成品是唯一的,与所有其它配方的成品都不相同
# 那么学习的时候就不用填配方版本。
# 如果这时在配方版本填了2的话,就有可能学不到或者忘不了(-_-||)
#
#
# 3、合成定义:
# 这个合成脚本可以定义两种合成物品。一种是预先定义好了的,就像下面这样,
# 直接写在这里就可以,另一种是在学习之前现场定义。
#
# 4、举例
# 4.1、学会recipe_list[1]定义的合成:$game_party.learn_recipe($game_temp.recipe_list[1])
# 注意,一行如果输入不下,在(的后面或[的后面按回车换行,否则可能出错
#
# 4.2、在游戏中临时定义一种合成,让玩家学会。使用事件中的脚本如下,
# 脚本:
# 材料 = [$game_variables[1],$game_variables[2]] #——材料编号是变量1、2的编号
# 材料种类 = [0,0] #——材料是物品
# 材料数量 = [$game_variables[3],$game_variables[4]] #——需要材料数量是变量3、4的编号
# 成品 = $game_variables[5] #——获得结果编号是5
# 成品种类 = 1 #——成品是防具类
# 成品分类 = 1 #——这一项不写的话默认为0
# $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类,成品分类))
# 上面这条语句的成品分类这一项不写也行,这样它就默认为0了。
# (也就是此物品没有分类,不会在分类菜单中出现)
# 省略成品分类的脚本语句可以像下面这样写:
# $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类))
#
#================================================================
class Game_Temp
attr_reader :recipe_list
alias crafting_temp_initialize initialize
def initialize
crafting_temp_initialize
@recipe_list=[]
get_recipe_list
end
def get_recipe_list
################################################################
# 1 号合成物品设定 (大红药) 成品分类:1
##############################################################
材料 = [211,212,220,221] # 需要材料的数据库编号
材料种类 = [0,0,0,0] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [5,5,5,3] # 需要材料的数量
成品 = 201 # 获得物品编号
成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器
成品分类 = 1 # 获得成品分类
@recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
###############################################################
# 2 号合成物品设定 (大蓝药) 成品分类:1
##########################################################
材料 = [9,10,28,220,221] # 需要材料的数据库编号
材料种类 = [0,0,0,0,0] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [8,5,3,8,8] # 需要材料的数量
成品 = 202 # 获得物品编号
成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器
物品分类 = 1 # 获得成品分类
@recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
end # of get_recipe_list method
end # of updates to Game_Temp Class
#================================
# CRAFTING PROGRAM
#-----------------------------------------------------
#-written by Deke
#-yes_no window code created by Phsylomortis
#-----------------------------------------------------
#================================
#updates to Game_Party class
class Game_Party
attr_accessor :recipes
alias crafting_party_initialize initialize
def initialize
crafting_party_initialize
@recipes=[]
end
#------------------------------------------------------
def know?(recipe, version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
return $game_party.recipes.include?(recipe)
end
#----------------------------------------------------
def learn_recipe(recipe , version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
unless know?(recipe)
@recipes.push(recipe)
end
end
end
#------------------------------------------------------
def forget_recipe(recipe , version = 1)
if !recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
for i in
[email protected]
if recipe == @recipes[i]
index = i
break
end
end
if index != nil
@recipes.delete(@recipes[index])
end
end
end
#---------------------------------------------------------
def get_recipe_from_master_list(item, version)
index = nil
for i in 0...$game_temp.recipe_list.size
if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].result_type
version -= 1
if version == 0
index = i
break
end
end
end
if index.is_a?(Integer)
return ($game_temp.recipe_list[index])
else
return false
end
end
end # of Game_Party updates
#================================
class Game_Recipe
attr_reader :ingredients
attr_reader :quantities
attr_reader :result
attr_reader :result_type
attr_reader :ingredient_types
attr_reader :craft_type #物品分类
#---------------------------------------------------
def initialize( ingredients, ingredient_types, quantities, result, result_type, craft_type=0)
@ingredients = ingredients
@ingredient_types = ingredient_types
@quantities = quantities
@result = result
@result_type = result_type
@craft_type = craft_type
end
#---------------------------------------------------------
def name
case @result_type
when 0
name = $data_items[@result].name
when 1
name = $data_armors[@result].name
when 2
name = $data_weapons[@result].name
end
return name
end
#--------------------------------------------------------
def item
case @result_type
when 0
item = $data_items[@result]
when 1
item = $data_armors[@result]
when 2
item = $data_weapons[@result]
end
return item
end
#-----------------------------------------------------
def have
have_all = true
for i in
[email protected]
case @ingredient_types[i]
when 0
if $game_party.item_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 1
if $game_party.armor_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 2
if $game_party.weapon_number(@ingredients[i]) < @quantities[i]
have_all=false
end
end
end
return have_all
end
#---------------------------------------------------------
def decrement
for i in
[email protected]
case @ingredient_types[i]
when 0
$game_party.lose_item(@ingredients[i], @quantities[i])
when 1
$game_party.lose_armor(@ingredients[i], @quantities[i])
when 2
$game_party.lose_weapon(@ingredients[i], @quantities[i])
end
end
end
#-------------------------------------------------------
def make
if have
case @result_type
when 0
$game_party.gain_item(@result, 1)
when 1
$game_party.gain_armor(@result, 1)
when 2
$game_party.gain_weapon(@result, 1)
end
decrement
end
end
#---------------------------------------------------------
def == (recipe)
if recipe.is_a?(Game_Recipe)
equal = true
if recipe.ingredients != self.ingredients
equal = false
end
if recipe.ingredient_types != self.ingredient_types
equal = false
end
if recipe.quantities != self.quantities
equal = false
end
if recipe.result != self.result
equal=false
end
if recipe.result_type != self.result_type
equal = false
end
else
equal = false
end
return equal
end
end # of Game_Recipe class
#===================================
class Window_Craft < Window_Selectable
attr_reader :data #声明数据
#-------------------------------------------------------
def initialize(craft_type=0)
@craft_type = craft_type
super(0, 64, 240, 416)
self.opacity = 0
@column_max = 1
refresh
self.index = 0
end
#----------------------------------------------------------
def recipe
return @data[self.index]
end
#----------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.recipes.size
#@craft_type为0时就显示全部物品
#不为0时就显示对应物品
if @craft_type == 0
@data.push($game_party.recipes[i])
elsif $game_party.recipes[i].craft_type == @craft_type
@data.push($game_party.recipes[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = "黑体" # = "黑体"
self.contents.font.size = 18 # = 18
for i in 0...@item_max
x = 16
y = i * 32
able = true
for ingredient in 0...@data[i].ingredients.size
case @data[i].ingredient_types[ingredient]
when 0
count = $game_party.item_number(@data[i].ingredients[ingredient])
when 1
count = $game_party.armor_number(@data[i].ingredients[ingredient])
when 2
count = $game_party.weapon_number(@data[i].ingredients[ingredient])
end
if count < @data[i].quantities[ingredient]
able = false
break
end
end
draw_item_name(@data[i].item, x, y, able)
end
end
end
#------------------------------------------------------------
#def draw_item(index)
# recipe = @data[index]
# self.contents.font.color = recipe.have ? normal_color : disabled_color
# x = 16
# y = index * 32
# self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0)
#end
#--------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------
def draw_item_name(item, x, y, able = true)
if item == nil
return
end
if !able
self.contents.font.color = disabled_color
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 212, 32, item.name)
self.contents.font.color = normal_color
end
#--------------------------------------------------------------
def update_help
current_recipe = recipe
if current_recipe.is_a?(Game_Recipe)
case current_recipe.result_type
when 0
description = $data_items[current_recipe.result].description
when 1
description = $data_armors[current_recipe.result].description
when 2
description = $data_weapons[current_recipe.result].description
end
else
description = ""
end
@help_window.set_text(description)
@help_window.update
end
end # of Window_Craft
#=======================================
class Window_CraftResult < Window_Base
#---------------------------------------------------------
def initialize
super(240, 64, 400, 184)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "方正粗活意简体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 18 # = 20
@result = nil
@type = nil
end
#------------------------------------------------------------
def refresh
self.contents.clear
case @type
when 0
item = $data_items[@result]
if item.recover_hp_rate > item.recover_hp
hp_string = "体力回复率:"
hp_stat = item.recover_hp_rate
else
hp_string = "体力回复量:"
hp_stat = item.recover_hp
end
if item.recover_sp_rate > item.recover_sp
sp_string = "魔法回复率:"
sp_stat = item.recover_sp_rate
else
sp_string = "魔法回复量:"
sp_stat = item.recover_sp
end
@strings = [hp_string, sp_string, "物理防御:" , "魔法防御:", "命中率:", "分散度:"]
@stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance,
$game_party.item_number(@result)]
@bitmap = RPG::Cache.icon(item.icon_name)
when 1
item = $data_armors[@result]
@strings = ["物理防御:", "魔法防御:", "回避修正:", "力度增加:", "幸运增加:",
"敏捷增加:", "魔法力增加:"]
@stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $game_party.armor_number(@result) ]
@bitmap = RPG::Cache.icon(item.icon_name)
when 2
item = $data_weapons[@result]
@strings =["攻击力:", "物理防御:", "魔法防御:", "力度增加:", "幸运增加:",
"敏捷增加:", "魔法力增加:"]
@stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $game_party.weapon_number(@result) ]
@bitmap = RPG::Cache.icon(item.icon_name)
end
for i in
[email protected]
x = i%2 * 184
y = i /2 *28 +32
self.contents.font.color = normal_color
self.contents.draw_text(x,y,100, 28,@strings[i])
self.contents.font.color = system_color
self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s)
end
self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255)
self.contents.font.color= normal_color
self.contents.draw_text(40, 0, 300, 28, "待合成物品的现有数量:")
self.contents.font.color = system_color
count = @stats[@stats.size - 1].to_s
self.contents.draw_text(294, 0, 45, 28, count )
end
#-------------------------------------------------------------
def set_result(result , type)
@result = result
@type = type
refresh
end
end #of Window_CraftResult
#=======================================
class Window_CraftIngredients < Window_Base
#----------------------------------------------------------------
def initialize
super(240, 248, 400, 232)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "方正粗活意简体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 18 # = 20
@ingredients = []
@types = []
@quantities = []
@item = nil
@count = 0
@counter = 0
@real_oy = 0
end
#-----------------------------------------------------------------
def refresh
@counter = 0
self.contents.clear
self.contents = Bitmap.new(width - 32, @ingredients.size * 26)
for i in
[email protected]
case @types[i]
when 0
@item = $data_items[@ingredients[i]]
@count = $game_party.item_number(@ingredients[i])
when 1
@item = $data_armors[@ingredients[i]]
@count = $game_party.armor_number(@ingredients[i])
when 2
@item = $data_weapons[@ingredients[i]]
@count = $game_party.weapon_number(@ingredients[i])
end
y = i *26
self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255)
self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color
self.contents.draw_text(30, y, 280, 28, @item.name)
self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s)
self.contents.font.color = system_color
self.contents.draw_text(245, y, 45, 28, @count.to_s )
end
end
#-------------------------------------------------------------
def set_ingredients(ingredients , types, quantities)
@ingredients = ingredients
@types = types
@quantities = quantities
refresh
if @ingredients.size > 7
self.oy = -52
@real_oy = 0
else
self.oy = 0
end
end
def update
super
@counter += 1
if @ingredients.size > 7 and @counter > 30
@real_oy = (@real_oy + 1) % ((@ingredients.size - 3) * 26)
self.oy = @real_oy - 52
end
end
end # of Window_CraftIngredients
#======================================
class Scene_Craft
#--------------------------------------------------------------------
# @craft_type:物品种类,0就是全部
def initialize(craft_type=0,craft_index=0)
@craft_index=craft_index
@craft_type = craft_type
end
#--------------------------------------------------------------------
def main
@craft_window = Window_Craft.new(@craft_type)
@craft_window.index=@craft_index
@confirm_window = Window_Base.new(120, 188, 400, 64)
@confirm_window.contents = Bitmap.new(368, 32)
@confirm_window.contents.font.name = "黑体"
@confirm_window.contents.font.size = 20
@help_window = Window_Help.new
@craft_window.help_window = @help_window
@result_window=Window_CraftResult.new
@ingredients_window=Window_CraftIngredients.new
if @craft_window.data.size > 0 #本类窗口物品大于0的话
@result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
@ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
@craft_window.recipe.ingredient_types,
@craft_window.recipe.quantities)
end
@yes_no_window = Window_Command.new(100, ["确定", "取消"])
@confirm_window.visible = false
@confirm_window.z = 1500
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@yes_no_window.x = 270
@yes_no_window.y = 252
@yes_no_window.z = 1500
@label_window = Window_Base.new(450,200,190,52)
@label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)
@label_window.contents.font.size= 20
@label_window.contents.font.color = @label_window.normal_color
@label_window.contents.font.name = "黑体"
@label_window.contents.draw_text(20, 0, @label_window.contents.width, 20, " 现有 需要")
@label_window.opacity = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@menu_com.bitmap.dispose if @menu_com.bitmap
@menu_com.dispose
@help_window.dispose
@craft_window.dispose
@result_window.dispose
@ingredients_window.dispose
@confirm_window.dispose
@yes_no_window.dispose
@label_window.dispose
end
#--------------------------------------------------------------------
def update
@craft_window.update
@ingredients_window.update
if @craft_window.active
update_craft
return
end
if @yes_no_window.active
confirm_update
return
end
end
#-------------------------------------------------------------------
def update_craft
if Input.dir4 != 0
if @craft_window.data.size > 0 #本类窗口物品大于0的话
@result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
@ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
@craft_window.recipe.ingredient_types,
@craft_window.recipe.quantities)
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C) and $game_party.recipes.size != 0
@recipe = @craft_window.recipe
if @recipe != nil
if @recipe.have
@yes_no_window.active = true
@craft_window.active = false
else
$game_system.se_play($data_system.buzzer_se)
return
end
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
#-------------------------------------------------------------------
def confirm_update
@craft_index = @craft_window.index
@confirm_window.visible = true
@confirm_window.z = 1500
@yes_no_window.visible = true
@yes_no_window.active = true
@yes_no_window.z = 1500
@yes_no_window.update
string = "合成 " + @recipe.name + "?"
cw = @confirm_window.contents.text_size(string).width
center = @confirm_window.contents.width/2 - cw /2
unless @drawn
@confirm_window.contents.draw_text(center, 0, cw, 30, string)
@drawn = true
end
if Input.trigger?(Input::C)
if @yes_no_window.index == 0
$game_system.se_play($data_system.decision_se)
@recipe.make
$game_system.se_play($data_system.save_se)
$scene=Scene_Craft.new(@craft_type,@craft_index)
else
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_type,@craft_index)
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_type,@craft_index)
end
end
end # of Scene_Craft
#=============================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
# 欢迎访问www.66RPG.com
# 梦想世界,在你手中
#=============================================================
复制代码
作者:
y610407721
时间:
2012-5-26 19:45
苹果星ねこ 发表于 2012-5-26 19:38
合成系统?
物品合成吗?
我想问一下,这个脚本是在哪里添加合成的物品清单啊~
‘‘──y610407721于2012-5-26 19:55补充以下内容
我就是看不懂这个脚本到底在说什么.....
’’
作者:
苹果星ねこ
时间:
2012-5-26 19:55
y610407721 发表于 2012-5-26 19:45
我想问一下,这个脚本是在哪里添加合成的物品清单啊~
脚本已经修改,原脚本有问题
作者:
chd114
时间:
2012-5-27 10:44
自己看···102行开始就是写物品类型···附注:如果是魔塔样板就请用我的
http://rpg.blue/forum.php?mod=vi ... p;page=1#pid1914884
界面美观些···
‘‘──chd114于2012-5-27 17:52补充以下内容:
范例我在下面发
’’
‘‘──chd114于2012-5-27 17:56补充以下内容:
$game_party.learn_recipe(
$game_temp.recipe_list[1])
复制代码
上面这个是学习1号配方,把learn换成forget就是忘记1号配方
$scene = Scene_Craft.new
复制代码
是召唤合成页面(如果不加后戳就是看到所有物品合成的页面)
$scene = Scene_Craft.new(1)
复制代码
是召唤只能看到1号物品分类的合成页面
游戏范例我没有,所以只能帮到这一步了···
’’
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