Project1
标题:
关于队伍人数
[打印本页]
作者:
1059847607
时间:
2013-8-17 00:22
标题:
关于队伍人数
貌似只能有4个人,能不能更多一点?
作者:
紫英晓狼1130
时间:
2013-8-17 06:47
这里讲的就是队伍人数的,不知道能不能帮到你
http://rpg.blue/forum.php?mod=viewthread&tid=249078
作者:
A龙之翱翔A
时间:
2013-8-17 09:03
用队伍破限脚本:
# 赠品:人物扩张脚本
# 窗口界面部分来自 桜雅 在土 XRXS26
module BFS_Setting
# 参战人数最大值
BATTLE_MAX = 5
# 待机人数最大值
WAITING_MAX = 5
# 待机人物是否获得经验
BACKWARD_EXP_GAINABLE = true
# 3人以下的时候,菜单是否拉伸大小(建议不要使用)
MENU_STATUS_STRETCH = false
# 进入键
MENU_MEMBER_CHANGE_KEY_GO = Input::RIGHT
# 离开键
MENU_MEMBER_CHANGE_KEY_END = Input::LEFT
# 可更换角色最小编号
MENU_MEMBER_CHANGE_INDEX_MIN = 0
# 不能待机的角色编号
FORCETOBATTLE_ACTORS = []
# 不能加入战斗的角色编号
UMBATTLABLE_ACTORS = []
# 不能移动的角色编号
UNMOVABLE_ACTORS = []
# 列数
COLUMN_MAX = 1
# 光标高度
CURSOR_HEIGHT = 96
# 一行的高度
LINE_HEIGHT = 116
end
class Game_Temp
attr_accessor :friends_need_refresh
alias rwkz_ini initialize
def initialize
rwkz_ini
@friend_need_refresh = false
end
end
class Scene_Map
alias rwkz_main main
def main
if $game_temp.friends_need_refresh
# BFS_Friends.delete_all_friends
# BFS_Friends.prepare_for_transferring
$game_temp.friends_need_refresh = false
end
rwkz_main
end
end
class Game_Party
attr_accessor :waiting_actors
def gain_exp(exp)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
if BFS_Setting::BACKWARD_EXP_GAINABLE
for i in 0...$game_party.waiting_actors.size
actor = $game_party.waiting_actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
end
end
alias rk initialize
def initialize
rk
@waiting_actors = []
end
def remove_actor(actor_id)
if @actors.size == 1
p "数据库中的角色数量会变为0,为了游戏的正常运行,请不要这样做。"
p "因此,系统可能会忽略此次操作,见谅"
p "如有特殊情况,请在脚本中删除这段文字"
return
end
switch_leader if actor_id == $game_party.actors[0].id
if @actors.include?($game_actors[actor_id])
@actors.delete($game_actors[actor_id])
if @waiting_actors != []
waiting_leader = @waiting_actors[0]
@waiting_actors.delete_at(0)
@actors.push(waiting_leader)
end
else
if @waiting_actors.include?($game_actors[actor_id])
@waiting_actors.delete($game_actors[actor_id])
else
return
end
end
friend_party_update
BFS_Friends.delete_all_friends
BFS_Friends.prepare_for_transferring
$game_player.refresh
$scene.spriteset.dispose
$scene.spriteset = Spriteset_Map.new
$scene.hud_update
end
def add_actor(actor_id)
actor = $game_actors[actor_id]
unless @actors.include?(actor) or @waiting_actors.include?(actor)
if @actors.size < BFS_Setting::BATTLE_MAX
@actors.push(actor)
$game_player.refresh
# friend_party_update
# BFS_Friends.add(actor_id)
# $scene.spriteset.dispose
# $scene.spriteset = Spriteset_Map.new
# BFS_Friends.weapon_recheck
else
if @waiting_actors.size < BFS_Setting::WAITING_MAX
@waiting_actors.push(actor)
end
end
end
end
end
#==============================================================================
# --- XRXS. 第二カーソル 機構 ---
#------------------------------------------------------------------------------
# ウィンドウに .index2 プロパティを追加します。
#==============================================================================
module XRXS_Cursor2
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, w, h)
super(x, y, h, w)
# 補助ウィンドウ(透明)を作成:カーソル専用
@xrxsc2_window = Window_Selectable.new(self.x, self.y, self.width, self.height)
@xrxsc2_window.opacity = 0
@xrxsc2_window.active = false
@xrxsc2_window.index = -1
end
#--------------------------------------------------------------------------
# ○ 第二カーソルの設置
#--------------------------------------------------------------------------
def index2
return @xrxsc2_window.index
end
def index2=(index)
@xrxsc2_window.index = index
if index == -1
@xrxsc2_window.cursor_rect.empty
else
@xrxsc2_window.x = self.x
@xrxsc2_window.y = self.y
@xrxsc2_window.cursor_rect = self.cursor_rect
end
end
#--------------------------------------------------------------------------
# ○ 先頭の行の設定
#--------------------------------------------------------------------------
def top_row=(row)
super
# 補助ウィンドウの oy を更新
pre_oy = @xrxsc2_window.oy
@xrxsc2_window.oy = self.oy
@xrxsc2_window.cursor_rect.y -= self.oy - pre_oy
end
#--------------------------------------------------------------------------
# ○ 解放
#--------------------------------------------------------------------------
def dispose
@xrxsc2_window.dispose
super
end
#--------------------------------------------------------------------------
# ○ X, Y 座標
#--------------------------------------------------------------------------
def x=(n)
super
@xrxsc2_window.x = self.x unless @xrxsc2_window.nil?
end
def y=(n)
super
@xrxsc2_window.y = self.y unless @xrxsc2_window.nil?
end
end
# ▼▲▼ XRXS26AX. +入れ替えメニュー ver.2 ▼▲▼ built 081113
# by 桜雅 在土
#==============================================================================
# ■ Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ○ インクルード
#--------------------------------------------------------------------------
include XRXS_Cursor2
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :column_max # 列数
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
h = 480
if MENU_STATUS_STRETCH
h = BATTLE_MAX * 116 + 16
end
super(0, 0, 480, h)
h = ($game_party.actors.size - 1) * LINE_HEIGHT + CURSOR_HEIGHT
self.contents = Bitmap.new(width - 32, h)
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ○ 1 ページに表示できる行数の取得
#--------------------------------------------------------------------------
def page_row_max
if MENU_STATUS_STRETCH
return BATTLE_MAX # 戦闘パーティ最大数
else
return [BATTLE_MAX, 4].max # 戦闘パーティ最大数(最低4)
end
end
#--------------------------------------------------------------------------
# ○ 先頭の行の取得
#--------------------------------------------------------------------------
def top_row
# ウィンドウ内容の転送元 Y 座標を、1 行の高さ LINE_HEIGHT で割る
return self.oy / LINE_HEIGHT
end
#--------------------------------------------------------------------------
# ○ 先頭の行の設定
#--------------------------------------------------------------------------
def top_row=(row)
super
self.oy = self.oy/32 * LINE_HEIGHT
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
super
unless [url=home.php?mod=space&uid=370741]@Index[/url] < 0
y = (self.cursor_rect.y + self.oy) * LINE_HEIGHT/32 - self.oy
self.cursor_rect.set(0, y, self.cursor_rect.width, CURSOR_HEIGHT)
end
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu
include BFS_Setting
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias xrxs26ax_update update
def update
# インデックスを保存
@status_index = @status_window.index
# 呼び戻す
xrxs26ax_update
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
alias xrxs26ax_update_command update_command
def update_command
# 呼び戻す
xrxs26ax_update_command
# 入れ替え移行キーが押されたとき、@command_window.indexが設定値以上
if Input.trigger?(MENU_MEMBER_CHANGE_KEY_GO) and
@command_window.index >= MENU_MEMBER_CHANGE_INDEX_MIN
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# カーソル位置を記憶
@command_index_before_menu_member_change = @command_window.index
# 入れ替えウィンドウへ移行
@command_window.active = false
@command_window.index = -1
@status_window.active = true
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ステータスウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
alias xrxs26ax_update_status update_status
def update_status
# 呼び戻す
if @command_window.index != -1
xrxs26ax_update_status
return
end
# B ボタンか入れ替え終了キーが押されたとき
if ((Input.trigger?(Input::B) or Input.trigger?(MENU_MEMBER_CHANGE_KEY_END)) and
@status_window.index2 == -1 and
@status_index%@status_window.column_max == 0)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# コマンドウィンドウをアクティブにする
@command_window.active = true
@command_window.index = 0
@status_window.active = false
@status_window.index = -1
return
end
# B ボタンが押されたとき
if Input.trigger?(Input::B) and @status_window.index2 >= 0
@status_window.index = @status_window.index2
@status_window.index2 = -1
return
end
# 決定キーが押されたとき
if Input.trigger?(Input::C)
if @status_window.index2 == -1
if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id)
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# メンバーの入れ替え一人目の決定
@status_window.index2 = @status_window.index
else
if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id)
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# どちらかが戦闘メンバー かつ どちらかが戦闘禁止アクター の場合
if (@status_window.index < BATTLE_MAX or
@status_window.index2 < BATTLE_MAX) and
(UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or
UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id))
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# どちらかが待機メンバー かつ どちらかが待機禁止アクター の場合
if (@status_window.index >= BATTLE_MAX or
@status_window.index2 >= BATTLE_MAX) and
(FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or
FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id))
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# メンバーの入れ替え二人目の決定と入れ替えの実行
actor2 = @status_window.all_actors[@status_window.index]
actor = @status_window.all_actors[@status_window.index2]
@status_window.all_actors[@status_window.index2] = actor2
@status_window.all_actors[@status_window.index] = actor
$game_party.actors.clear
$game_party.waiting_actors.clear
for i in 0...@status_window.all_actors.size
if i < BATTLE_MAX
$game_party.actors.push(@status_window.all_actors[i])
else
$game_party.waiting_actors.push(@status_window.all_actors[i])
end
end
$game_temp.friends_need_refresh = true
@status_window.index = @status_window.index2
@status_window.index2 = -1
# $game_party.friend_party_update
# プレイヤーをリフレッシュ
$game_player.refresh
# ステータスウィンドウをリフレッシュ
@status_window.refresh
end
return
end
end
end
#==============================================================================
# ■ Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ○ インクルード
#--------------------------------------------------------------------------
include BFS_Setting
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :newitem_window
attr_reader :all_actors
attr_reader :bottomkeyhelp_window
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias xrxs26bx_initialize initialize
def initialize
# 呼び戻す
xrxs26bx_initialize
# 寄生してウィンドウを作成
# ボトルキーヘルプウィンドウ
@bottomkeyhelp_window = Window_BottomKeyHelp.new
@bottomkeyhelp_window.visible = false
# 設定変更
self.height = 448
self.contents = Bitmap.new(width - 32, height - 32)
@all_actors = $game_party.actors + $game_party.waiting_actors
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = @all_actors.size
@column_max = 2
y = (BATTLE_MAX+1)/2 * 64 + 28
self.contents.font.size = 16
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 92, 28, "参战")
self.contents.draw_text(4, y, 92, 28, "休息")
for i in 0...@all_actors.size
x = 64 + i%2 * 224
y = i/2 * 72 + 24
actor = @all_actors[i]
if i >= BATTLE_MAX
y += 32
self.contents.font.color = disabled_color
self.contents.draw_text(x, y, 120, 32, actor.name)
else
draw_actor_name(actor , x , y )
end
draw_actor_graphic(actor, x - 40, y + 64)
draw_actor_level(actor , x + 94, y )
draw_actor_hp(actor , x, y + 16)
draw_actor_sp(actor , x, y + 32)
draw_actor_state(actor , x, y + 48)
end
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@bottomkeyhelp_window.update
super
end
#--------------------------------------------------------------------------
# ○ 解放
#--------------------------------------------------------------------------
def dispose
@bottomkeyhelp_window.dispose
super
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
y = @index/2 * 72 + 28
if @index >= BATTLE_MAX
y += 32
end
self.cursor_rect.set(@index%2 * 224, y, 224, 72)
end
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias xrxs26bx_update update
def update
# 登録
if @bottomkeyhelp_window.nil?
@bottomkeyhelp_window = @status_window.bottomkeyhelp_window
@bottomkeyhelp_window.visible = true
set_keyhelp1
end
# 呼び戻す
xrxs26bx_update
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
alias xrxs26bx_update_command update_command
def update_command
# 呼び戻す
xrxs26bx_update_command
# 入れ替え移行キーが押されたとき
if @command_window.index == -1 and @status_window.active
set_keyhelp2
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ステータスウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
alias xrxs26bx_update_status update_status
def update_status
# 保存
last_index = @status_window.index2
# 呼び戻す
xrxs26bx_update_status
#
if last_index != @status_window.index2
# 一人目を選択した場合
if @status_window.index2 >= 0
set_keyhelp3
else
set_keyhelp2
end
end
# 戻った場合
unless @status_window.active
set_keyhelp1
end
end
#--------------------------------------------------------------------------
# ○ キーヘルプを設定 1
#--------------------------------------------------------------------------
def set_keyhelp1
@bottomkeyhelp_window.clear
@bottomkeyhelp_window.add("B","关闭本窗口")
@bottomkeyhelp_window.add("C","确定")
@bottomkeyhelp_window.add("→","人物顺序调整")
end
#--------------------------------------------------------------------------
# ○ キーヘルプを設定 2
#--------------------------------------------------------------------------
def set_keyhelp2
@bottomkeyhelp_window.clear
@bottomkeyhelp_window.add("←,B","返回")
@bottomkeyhelp_window.add("C","第一个人物确定")
end
#--------------------------------------------------------------------------
# ○ キーヘルプを設定 3
#--------------------------------------------------------------------------
def set_keyhelp3
@bottomkeyhelp_window.clear
@bottomkeyhelp_window.add("B","返回")
@bottomkeyhelp_window.add("C","第二个人物确定")
end
end
#==============================================================================
# □ Window_BottomKeyHelp
#------------------------------------------------------------------------------
# 画面下で操作説明をする透明なウィンドウです。
#==============================================================================
class Window_BottomKeyHelp < Window_Base
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 432, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
clear
end
#--------------------------------------------------------------------------
# ○ クリア
#--------------------------------------------------------------------------
def clear
self.contents.clear
@now_x = 608
end
#--------------------------------------------------------------------------
# ○ 追加
#--------------------------------------------------------------------------
def add(key, explanation)
# 計算
self.contents.font.size = 20
x = self.contents.text_size(key).width
self.contents.font.size = 16
x += self.contents.text_size(explanation).width + 8
@now_x -= x
# 描写
self.contents.font.size = 20
self.contents.font.color = system_color
self.contents.draw_text(@now_x, 0, x, 32, key, 0)
self.contents.font.size = 16
self.contents.font.color = normal_color
self.contents.draw_text(@now_x, 0, x, 32, explanation, 2)
# 余白
@now_x -= 32
end
end
复制代码
参战人数、待机人数,随便改。
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