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标题: 请问谁有宠物小精灵的脚本?? [打印本页]
作者: 神犬宇 时间: 2007-12-31 02:11
标题: 请问谁有宠物小精灵的脚本??
如题!谁有宠物小精灵的脚本?发给我好吗?共享一下....
[LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~
作者: 神犬宇 时间: 2007-12-31 02:11
标题: 请问谁有宠物小精灵的脚本??
如题!谁有宠物小精灵的脚本?发给我好吗?共享一下....
[LINE]1,#dddddd[/LINE]版务信息:本贴由楼主自主结贴~
作者: 灰白兰·泽 时间: 2007-12-31 02:28
提示: 作者被禁止或删除 内容自动屏蔽
作者: 缺牙de兔子 时间: 2007-12-31 03:17
自制菜单脚本
战斗脚本
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # ▼▲▼ XRXS26. 人物扩张系统 ver..05 ▼▲▼
- # by 桜雅 在土
- #==============================================================================
- # □ 初始化定义
- #==============================================================================
- module XRXS26
- FRONT_MEMBER_LIMIT = 2 # 战斗参战人数最大值
- BACKWARD_MEMBER_LIMIT = 6 # 待机人数最大值
- BACKWARD_EXP_GAINABLE = true # 待机人物是否获得经验
- MENU_STATUS_STRETCH = false # 3人以下的时候,菜单是否拉伸大小
- end
- #------------------------------------------------------------------------------
- # 菜单页面状态
- #------------------------------------------------------------------------------
- class Window_MenuStatus < Window_Selectable
- # 列数
- COLUMN_MAX = 1
- # 光标高度
- CURSOR_HEIGHT = 96
- # 一行的高度
- LINE_HEIGHT = 116
- end
- #------------------------------------------------------------------------------
- # 菜单场景
- #------------------------------------------------------------------------------
- class Scene_Menu
- MENU_MEMBER_CHANGE_KEY_GO = Input::RIGHT # 进入键
- MENU_MEMBER_CHANGE_KEY_END = Input::LEFT # 离开键
- MENU_MEMBER_CHANGE_INDEX_MIN = 0 # 可更换角色最小编号
- FORCETOBATTLE_ACTORS = [] # 不能待机的角色编号
- UMBATTLABLE_ACTORS = [] # 不能加入战斗的角色编号
- UNMOVABLE_ACTORS = [1] # 不能移动的角色编号
- end
- #------------------------------------------------------------------------------
- #
- # 解説
- # Game_Partyの @actors のうち先頭から↑FRONT_MEMBER_LIMIT番目までのアクターを
- # 戦闘メンバーとして、それ以上を待機メンバーとして扱います。
- #
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :backword_actors # 待機アクター
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs26_initialize initialize
- def initialize
- xrxs26_initialize
- # 待機メンバー配列を初期化
- @backword_actors = []
- end
- #--------------------------------------------------------------------------
- # ● アクターを加える
- #--------------------------------------------------------------------------
- def add_actor(actor_id)
- # アクターを取得
- actor = $game_actors[actor_id]
- # このアクターがパーティにいない場合
- if not @actors.include?(actor)
- # 満員でないならメンバーに追加
- if @actors.size < (FRONT_MEMBER_LIMIT + BACKWARD_MEMBER_LIMIT)
- # アクターを追加
- @actors.push(actor)
- # プレイヤーをリフレッシュ
- $game_player.refresh
- end
- end
- end
- end
- #==============================================================================
- # ■ Spriteset_Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26_initialize initialize
- def initialize
- xrxs26_initialize
- #
- # 以下、五人目以降のアクタースプライトの追加処理---
- #
- # アクターが表示されるビューポートを、とりあえず先頭の人から取得しとく(素
- actor_viewport = @actor_sprites[0].viewport
- # 戦闘参加メンバーが5人以上の場合
- if FRONT_MEMBER_LIMIT > 4
- for i in 5..FRONT_MEMBER_LIMIT
- # アクタースプライトを追加
- @actor_sprites.push(Sprite_Battler.new(actor_viewport))
- @actor_sprites[i-1].battler = $game_party.actors[i-1]
- end
- end
- # ビューポートを更新
- actor_viewport.update
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle
- #--------------------------------------------------------------------------
- # ● インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● メイン処理 をパーティメンバー処理ではさむ
- #--------------------------------------------------------------------------
- alias xrxs26_main main
- def main
- # 待機メンバーへ退避----------
- $game_party.backword_actors[0,0] = $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT]
- $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT] = nil
- $game_party.remove_actor(1)
- $game_party.actors.compact!
- # メイン処理
- xrxs26_main
- # 待機メンバーから復帰
- $game_party.actors.insert(0, $game_actors[1])
- $game_party.actors[$game_party.actors.size,0] = $game_party.backword_actors
- $game_party.backword_actors.clear
- end
- #--------------------------------------------------------------------------
- # ● アフターバトルフェーズ開始
- #--------------------------------------------------------------------------
- alias xrxs26_start_phase5 start_phase5
- def start_phase5
- # 「待機メンバー経験値獲得」が有効 and 待機アクターが一人以上いる
- if BACKWARD_EXP_GAINABLE and $game_party.backword_actors.size >= 1
- # 待機メンバーから復帰
- $game_party.actors[$game_party.actors.size,0] = $game_party.backword_actors
- $game_party.backword_actors.clear
- # 呼び戻す
- xrxs26_start_phase5
- # 待機メンバーへ退避----------
- $game_party.backword_actors[0,0] = $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT]
- $game_party.actors[FRONT_MEMBER_LIMIT, BACKWARD_MEMBER_LIMIT] = nil
- $game_party.actors.compact!
- else
- # 呼び戻す
- xrxs26_start_phase5
- end
- end
- end
- # ▽△▽ XRXL 4. 第二カーソル 機構 ▽△▽
- # by 桜雅 在土
- #==============================================================================
- # --- 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 XRXS26
- 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 = FRONT_MEMBER_LIMIT * 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)
- refresh
- 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 FRONT_MEMBER_LIMIT # 戦闘パーティ最大数
- else
- return [FRONT_MEMBER_LIMIT, 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 @index < 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
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● 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?($game_party.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?($game_party.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 < FRONT_MEMBER_LIMIT or
- @status_window.index2 < FRONT_MEMBER_LIMIT) and
- (UMBATTLABLE_ACTORS.include?($game_party.actors[@status_window.index].id) or
- UMBATTLABLE_ACTORS.include?($game_party.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 >= FRONT_MEMBER_LIMIT or
- @status_window.index2 >= FRONT_MEMBER_LIMIT) and
- (FORCETOBATTLE_ACTORS.include?($game_party.actors[@status_window.index].id) or
- FORCETOBATTLE_ACTORS.include?($game_party.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 = $game_party.actors[@status_window.index]
- actor = $game_party.actors[@status_window.index2]
- $game_party.actors[@status_window.index2] = actor2
- $game_party.actors[@status_window.index] = actor
- @status_window.index = @status_window.index2
- @status_window.index2 = -1
- # 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
复制代码
人物扩张脚本
- #============================================================================================
- # 本脚本来自www.66RPG.com,转载和使用请保留此信息
- #============================================================================================
- # ▼▲▼ XRXS26BX. +BUZZデザイン ▼▲▼ built 033109
- # by 桜雅 在土
- #==============================================================================
- # □ 初始化定义
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #
- # 不显示能力值的角色编号
- #
- NO_PARAMETER_ACTORS = []
- end
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS26
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :newitem_window
- 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)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- @column_max = 2
- y = (FRONT_MEMBER_LIMIT+1)/2 * 64 + 28
- self.contents.font.size = 16
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 92, 28, "战斗人数")
- self.contents.draw_text(4, y, 92, 28, "待机人数")
- for i in 0...$game_party.actors.size
- x = 64 + i%2 * 224
- y = i/2 * 72 + 24
- actor = $game_party.actors[i]
- if i >= FRONT_MEMBER_LIMIT
- 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)
- unless NO_PARAMETER_ACTORS.include?(actor.id)
- 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
- 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 >= FRONT_MEMBER_LIMIT
- 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
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码
作者: 缺牙de兔子 时间: 2007-12-31 03:17
图鉴脚本
- #==============================================================================
- # ◎ 战斗换人脚本主要部分。
- #==============================================================================
- # 制作by:enghao_lim
- #==============================================================================
- # 使用方法:
- #
- # 必须配合人物扩张脚本使用。
- #
- # 把此脚本插入到main之前。
- #
- # 根据范例中scene battle 1 及 scene battle 2 的修改方法修改自己的工程。
- #
- # 默认战斗最大人数为4,如果想更改,将39,41,43,63行的4更改即可。
- #==============================================================================
- class Scene_Battle
- def update_phase3_actor_select
-
- @actor_window.visible = true
- @actor_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- end_actor_select
-
- return
-
- end
-
- if Input.trigger?(Input::C)
-
- if @start == 0
-
- if @actor_window.index >= 1
-
- @actor1 = $game_party.backword_actors[@actor_window.index-1]
-
- @actor2 = @actor_window.index-1
-
- @start = 1
-
- @choose_backword = 1
-
- else
-
- @actor1 = $game_party.actors[@actor_window.index]
-
- @actor2 = @actor_window.index
-
- @start = 1
-
- @choose_backword = 0
-
- end
-
- else
-
- if @actor_window.index >= 1
-
- $game_system.se_play($data_system.cancel_se)
-
- else
-
- if @choose_backword == 1
-
- $game_party.backword_actors[@actor2] = $game_party.actors[@actor_window.index]
-
- $game_party.actors[@actor_window.index] = @actor1
- else
-
- $game_party.actors[@actor2] = $game_party.actors[@actor_window.index]
-
- $game_party.actors[@actor_window.index] = @actor1
-
- end
-
- @status_window.refresh
-
- @actor_window.refresh
-
- $game_player.refresh
-
- @start = 0
-
- end
-
- end
-
- return
-
- end
-
- end
- def start_actor_select
-
- @start = 0
-
- @actor1 = 0
-
- @actor2 = 0
-
- @actor_window = Window_ChangeActor.new
-
- @actor_window.help_window = @help_window
-
- @actor_command_window.active = false
-
- @actor_command_window.visible = false
-
- end
- #--------------------------------------------------------------------------
- # ●
- #--------------------------------------------------------------------------
- def end_actor_select
-
- @actor_window.dispose
-
- @actor_window = nil
-
- @help_window.visible = false
-
- @actor_command_window.active = true
-
- @actor_command_window.visible = true
-
- end
-
- end
- #------------------------------------------------------------------------------
- class Window_ChangeActor < Window_Selectable
- #----------------------------------------------------------------------------
-
- def initialize
-
- super(0, 64, 640, 256)
-
- @item_max = $game_party.actors.size + $game_party.backword_actors.size
-
- @column_max = 2
-
- refresh
-
- self.index = 0
-
- self.back_opacity = 160
-
- end
- #----------------------------------------------------------------------------
-
- def item
-
- return @data[self.index]
-
- end
-
- #----------------------------------------------------------------------------
- def refresh
-
- if self.contents != nil
-
- self.contents.dispose
-
- self.contents = nil
-
- end
-
- @data = []
-
- if $game_party.actors.size != 0
-
- for i in 0...$game_party.actors.size
-
- @data.push($game_actors[$game_party.actors[i].id])
-
- end
-
- end
-
- if $game_party.backword_actors.size != 0
-
- for i in 0...$game_party.backword_actors.size
-
- @data.push($game_actors[$game_party.backword_actors[i].id])
-
- end
-
- end
-
- self.contents = Bitmap.new(width - 32, row_max * 48)
-
- for i in 0...@item_max
-
- draw_item(i)
-
- end
- end
- #----------------------------------------------------------------------------
-
- def draw_item(index)
-
- actor = @data[index]
-
- x = 4 + index % 2 * (288 + 32)
-
- y = index / 2 * 48
-
- rect = Rect.new(x, y, self.width / @column_max - 32, 48)
-
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
-
- draw_actor_graphic(actor,x+15,y+48)
-
- self.contents.font.size = 18
-
- self.contents.font.color = crisis_color
-
- self.contents.draw_text(x+42, y, 212, 24, actor.name, 0)
-
- self.contents.font.color = normal_color
-
- self.contents.draw_text(x+42,y+24,242,24,"HP" +" "+actor.hp.to_s + "/"+ actor.maxhp.to_s)
-
- end
-
- #----------------------------------------------------------------------------
-
- def update_cursor_rect
-
- x = 4 + index % 2 * (288 + 32)
-
- y = index / 2 * 48
-
- self.cursor_rect.set(x-1, y-1, 216, 50)
-
- end
-
- #----------------------------------------------------------------------------
-
- def update_help
-
- @help_window.set_text(@data[index].name)
-
- end
-
- end
复制代码
人物仓库脚本
- #==============================================================================
- # ■ chaochao的人物仓库ver1.02正式版
- # 修改了Game_Party
- # 功能:
- # 用来存放角色的仓库……
- # 召唤画面用$scene = Chaochao_Scene_Party.new
- # 其它使用说明在代码里已经备注。
- #------------------------------------------------------------------------------
- # 作者:chaochao
- # http://zhuchao.go1.icpcn.com
- #==============================================================================
- class Chaochao_Window_PartyLeft < Window_Selectable
- def initialize
- super(0, 0, 320, 224)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.index = 0
- refresh
- end
- def actor
- return @actors[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @actors = []
- for i in 0...$game_party.actors.size
- @actors.push($game_party.actors[i])
- end
-
- @item_max = 7
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- def draw_item(index)
- if @actors[index] != nil
- actor = @actors[index]
- text = @actors[index].name
- lv = @actors[index].level.to_s + " "
- if $game_party.chaochao.include?(actor.id) or $game_party.actors.size <= 2
- self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
- else
- self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
- end
- self.contents.draw_text(4, index * 32, 288, 32, text)
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(4, index * 32, 288, 32, "Level: ", 2)
- colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
- colory = [255.0000 / 60 * @actors[index].level,255].min
- self.contents.font.color = Color.new(colorx, colory, 0)
- self.contents.draw_text(4, index * 32, 288, 32, lv, 2)
- self.contents.font.color = normal_color
- self.contents.font.size = 22
- else
- self.contents.draw_text(4, index * 32, 288, 32, "--------")
- end
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- def item_max
- return @item_max
- end
- def actor?(index)
- return @actors[index] == nil ? false : true
- end
- def set_index(x)
- @index = x
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Window_PartyRight < Window_Selectable
- def initialize
- super(320, 0, 320, 224)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.index = -1
- refresh
- end
- def actor
- return @actors[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @actors = []
- for i in 0...$game_party.actors2.size
- @actors.push($game_party.actors2[i])
- end
-
- @item_max = $game_party.actors2.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- elsif @item_max == 0
-
- end
- end
- def draw_item(index)
- actor = @actors[index]
- text = @actors[index].name
- lv = @actors[index].level.to_s + " "
- if $game_party.chaochao2.include?(actor.id) or $game_party.actors.size >= 6
- self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色
- else
- self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色
- end
- self.contents.draw_text(4, index * 32, 288, 32, text)
- self.contents.font.color = normal_color
- self.contents.font.size = 16
- self.contents.draw_text(4, index * 32 + 4, 288, 32, "Level: ", 2)
- colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max
- colory = [255.0000 / 60 * @actors[index].level,255].min
- self.contents.font.color = Color.new(colorx, colory, 0)
- self.contents.draw_text(4, index * 32 + 4, 288, 32, lv, 2)
- self.contents.font.color = normal_color
- self.contents.font.size = 22
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- def item_max
- return @item_max
- end
- def actor?(index)
- return @actors[index] == nil ? false : true
- end
- def set_index(x)
- @index = x
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Window_PartyData < Window_Base
-
- def initialize
- super(0, 224, 640, 256)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = nil
- end
-
- def set_actor(actor)
- self.contents.clear
- draw_actor_name(actor, 4, 0)
- draw_actor_state(actor, 140, 0)
- draw_actor_hp(actor, 284, 0)
- draw_actor_sp(actor, 460, 0)
- @actor = actor
- self.visible = true
- end
- def clear
- self.contents.clear
- end
- end
- #------------------------------------------------------------------------------
- class Game_Party
- attr_reader :actors2
- attr_reader :chaochao#不能从队伍向备用角色移动的角色ID
- attr_reader :chaochao2#不能从备用角色向队伍移动的角色ID
- def initialize
- @actors = []
- @gold = 0
- @steps = 0
- @items = {}
- @weapons = {}
- @armors = {}
- @actors2 = []
- @chaochao = []
- @chaochao2 = []
- end
- def add_actor(actor_id,type=1)#type为1是向队伍中添加,为2则相反。
- case type
- when 1
- if $game_actors[actor_id] != nil
- actor = $game_actors[actor_id]
- #如果队伍没有满和队伍中没有此角色
- if @actors.size < 7 and not @actors.include?(actor) and not @actors2.include?(actor)
- @actors.push(actor)
- $game_player.refresh
- end
- end
- when 2
- if $game_actors[actor_id] != nil
- actor = $game_actors[actor_id]
- #如果角色不在队伍中和不在备用角色队伍中的情况下
- #向备用角色中添加角色
- if not @actors.include?(actor) and not @actors2.include?(actor)
- @actors2.push(actor)
- $game_player.refresh
- end
- end
- end
- end
-
- def huanren(index,type=1)#type为1是从备用角色向队伍中移动,为2则相反。
- actor = $game_actors[index]
- case type
- when 1
- if @actors.size < 7 and @actors2.include?(actor) and not @chaochao2.include?(index) and not @actors.include?(actor)
- @actors.push(actor)
- @actors2.delete(actor)
- $game_system.se_play($data_system.decision_se)
- $game_player.refresh
- end
- when 2
- if @actors.include?(actor) and not @chaochao.include?(index) and not @actors2.include?(actor)
- @actors2.push(actor)
- @actors.delete(actor)
- $game_system.se_play($data_system.decision_se)
- $game_player.refresh
- end
- end
- end
-
- #type1,1是操作队伍中的角色能否向备用队伍移动,2则相反。
- #type2,1是添加不能移动的,2是删除不能移动的。
- def yidong(actor_id,type1,type2=1)
- case type2
- when 1
- case type1
- when 1
- @chaochao.push(actor_id)
- when 2
- @chaochao2.push(actor_id)
- end
- when 2
- case type1
- when 1
- @chaochao.delete(actor_id)
- when 2
- @chaochao2.delete(actor_id)
- end
- end
- end
-
- #type,1从队伍中离开,2从备用角色中离开,3从队伍和备用角色中离开。
- def remove_actor(actor_id,type=1)
- actor = $game_actors[actor_id]
- case type
- when 1
- @actors.delete(actor)
- $game_player.refresh
- when 2
- @actors2.delete(actor)
- $game_player.refresh
- when 3
- @actors.delete(actor)
- @actors2.delete(actor)
- $game_player.refresh
- end
- end
-
- def refresh
- new_actors = []
- new_actors2 = []
- for i in [email protected]
- if $data_actors[@actors[i].id] != nil
- new_actors.push($game_actors[@actors[i].id])
- end
- end
- @actors = new_actors
- for i in [email protected]
- if $data_actors[@actors2[i].id] != nil
- new_actors2.push($game_actors[@actors2[i].id])
- end
- end
- @actors2 = new_actors2
- end
- end
- #------------------------------------------------------------------------------
- class Chaochao_Scene_Party
- def main
- @left_temp_command = 0
- @right_temp_command = 0
- @temp = 0
- @left_window = Chaochao_Window_PartyLeft.new
- @left_window.active = true
- @right_window = Chaochao_Window_PartyRight.new
- @right_window.active = false
- @data_window = Chaochao_Window_PartyData.new
- update_data
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @left_window.dispose
- @right_window.dispose
- @data_window.dispose
- end
-
- def update
- @left_window.update
- @right_window.update
- @data_window.update
- update_command
- update_data
- end
-
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- #画面切换
- $scene = Scene_Map.new
- return
- end
- if @left_window.active
- update_left
- return
- end
- if @right_window.active
- update_right
- return
- end
- end
-
- def update_left
- if Input.trigger?(Input::RIGHT)
- if @right_window.item_max > 0
- @left_temp_command = @left_window.index
- @left_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = false
- @right_window.active = true
- @left_window.refresh
- @right_window.refresh
- @right_window.set_index(@right_temp_command)
- return
- else
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- end
- if Input.trigger?(Input::C)
- if @left_window.active and @left_window.actor?(@left_window.index) and $game_party.actors.size > 2 and not $game_party.chaochao.include?($game_party.actors[@left_window.index].id)
- $game_party.huanren($game_party.actors[@left_window.index].id,2)#type为1是从备用角色向队伍中移动,为2则相反。
- @left_window.refresh
- @right_window.refresh
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- end
- return
- end
-
- def update_right
- if Input.trigger?(Input::LEFT)
- if @left_window.item_max > 0
- @right_temp_command = @right_window.index
- @right_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = true
- @right_window.active = false
- @left_window.refresh
- @right_window.refresh
- @left_window.set_index(@left_temp_command)
- return
- else
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size >= 7
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @right_window.active and @right_window.actor?(@right_window.index) and not $game_party.chaochao2.include?($game_party.actors2[@right_window.index].id)
- $game_party.huanren($game_party.actors2[@right_window.index].id,1)#type为1是从备用角色向队伍中移动,为2则相反。
- if $game_party.actors2.size == 0
- @right_temp_command = @right_window.index
- @right_window.set_index(-1)
- $game_system.se_play($data_system.cursor_se)
- @left_window.active = true
- @right_window.active = false
- @left_window.refresh
- @right_window.refresh
- @left_window.set_index(@left_temp_command)
- end
- if @right_window.index > 0
- @right_window.set_index(@right_window.index-1)
- end
- @left_window.refresh
- @right_window.refresh
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- end
- return
- end
-
- def update_data
- if @left_window.active
- if $game_party.actors[@left_window.index] != nil
- @data_window.set_actor($game_party.actors[@left_window.index])
- else
- @data_window.clear
- end
- return
- end
- if @right_window.active
- if $game_party.actors2[@right_window.index] != nil
- @data_window.set_actor($game_party.actors2[@right_window.index])
- else
- @data_window.clear
- end
- return
- end
- end
- end
复制代码
还有个战斗换人脚本
战斗换人脚本
- #==============================================================================
- # ◎ 战斗换人脚本主要部分。
- #==============================================================================
- # 制作by:enghao_lim
- #==============================================================================
- # 使用方法:
- #
- # 必须配合人物扩张脚本使用。
- #
- # 把此脚本插入到main之前。
- #
- # 根据范例中scene battle 1 及 scene battle 2 的修改方法修改自己的工程。
- #
- # 默认战斗最大人数为4,如果想更改,将39,41,43,63行的4更改即可。
- #==============================================================================
- class Scene_Battle
- def update_phase3_actor_select
-
- @actor_window.visible = true
- @actor_window.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- end_actor_select
-
- return
-
- end
-
- if Input.trigger?(Input::C)
-
- if @start == 0
-
- if @actor_window.index >= 1
-
- @actor1 = $game_party.backword_actors[@actor_window.index-1]
-
- @actor2 = @actor_window.index-1
-
- @start = 1
-
- @choose_backword = 1
-
- else
-
- @actor1 = $game_party.actors[@actor_window.index]
-
- @actor2 = @actor_window.index
-
- @start = 1
-
- @choose_backword = 0
-
- end
-
- else
-
- if @actor_window.index >= 1
-
- $game_system.se_play($data_system.cancel_se)
-
- else
-
- if @choose_backword == 1
-
- $game_party.backword_actors[@actor2] = $game_party.actors[@actor_window.index]
-
- $game_party.actors[@actor_window.index] = @actor1
- else
-
- $game_party.actors[@actor2] = $game_party.actors[@actor_window.index]
-
- $game_party.actors[@actor_window.index] = @actor1
-
- end
-
- @status_window.refresh
-
- @actor_window.refresh
-
- $game_player.refresh
-
- @start = 0
-
- end
-
- end
-
- return
-
- end
-
- end
- def start_actor_select
-
- @start = 0
-
- @actor1 = 0
-
- @actor2 = 0
-
- @actor_window = Window_ChangeActor.new
-
- @actor_window.help_window = @help_window
-
- @actor_command_window.active = false
-
- @actor_command_window.visible = false
-
- end
- #--------------------------------------------------------------------------
- # ●
- #--------------------------------------------------------------------------
- def end_actor_select
-
- @actor_window.dispose
-
- @actor_window = nil
-
- @help_window.visible = false
-
- @actor_command_window.active = true
-
- @actor_command_window.visible = true
-
- end
-
- end
- #------------------------------------------------------------------------------
- class Window_ChangeActor < Window_Selectable
- #----------------------------------------------------------------------------
-
- def initialize
-
- super(0, 64, 640, 256)
-
- @item_max = $game_party.actors.size + $game_party.backword_actors.size
-
- @column_max = 2
-
- refresh
-
- self.index = 0
-
- self.back_opacity = 160
-
- end
- #----------------------------------------------------------------------------
-
- def item
-
- return @data[self.index]
-
- end
-
- #----------------------------------------------------------------------------
- def refresh
-
- if self.contents != nil
-
- self.contents.dispose
-
- self.contents = nil
-
- end
-
- @data = []
-
- if $game_party.actors.size != 0
-
- for i in 0...$game_party.actors.size
-
- @data.push($game_actors[$game_party.actors[i].id])
-
- end
-
- end
-
- if $game_party.backword_actors.size != 0
-
- for i in 0...$game_party.backword_actors.size
-
- @data.push($game_actors[$game_party.backword_actors[i].id])
-
- end
-
- end
-
- self.contents = Bitmap.new(width - 32, row_max * 48)
-
- for i in 0...@item_max
-
- draw_item(i)
-
- end
- end
- #----------------------------------------------------------------------------
-
- def draw_item(index)
-
- actor = @data[index]
-
- x = 4 + index % 2 * (288 + 32)
-
- y = index / 2 * 48
-
- rect = Rect.new(x, y, self.width / @column_max - 32, 48)
-
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
-
- draw_actor_graphic(actor,x+15,y+48)
-
- self.contents.font.size = 18
-
- self.contents.font.color = crisis_color
-
- self.contents.draw_text(x+42, y, 212, 24, actor.name, 0)
-
- self.contents.font.color = normal_color
-
- self.contents.draw_text(x+42,y+24,242,24,"HP" +" "+actor.hp.to_s + "/"+ actor.maxhp.to_s)
-
- end
-
- #----------------------------------------------------------------------------
-
- def update_cursor_rect
-
- x = 4 + index % 2 * (288 + 32)
-
- y = index / 2 * 48
-
- self.cursor_rect.set(x-1, y-1, 216, 50)
-
- end
-
- #----------------------------------------------------------------------------
-
- def update_help
-
- @help_window.set_text(@data[index].name)
-
- end
-
- end
复制代码
这是战斗换人的范例
http://rpg.blue/upload_program/files/战斗换人范例.zip
小lim写的
[LINE]1,#dddddd[/LINE]系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
作者: 缺牙de兔子 时间: 2007-12-31 03:19
我自己做了一个 要用到好多脚本
有的地方需要自己修改
作者: 神犬宇 时间: 2007-12-31 05:36
谢谢!各位!
作者: 缺牙de兔子 时间: 2007-12-31 17:13
我自己也做了个口袋妖怪RM版
作者: ouyshow 时间: 2007-12-31 21:14
提示: 作者被禁止或删除 内容自动屏蔽
作者: 火鸡三毛老大 时间: 2008-1-12 06:37
LZ 你都谢谢别人了 还不给分..
作者: 火鸡三毛老大 时间: 2008-1-13 02:57
因为近段时间因为学习比较紧迫所以没多少时间做这个游戏了
我发的这个并不是游戏哦 而是提供给大家的一个中小型范例....
所以发布的一个DEMO提供给喜欢口袋的朋友们研究制作
目前本人水平有限没能做出比较好的DEMO
1.提供了所有自制菜单 人物选择 的事件处理
2.明雷遇敌 和随机遇敌的事件
3.捕捉宠物的纯事件范例
4.允许敌人死亡后战斗继续的事件处理
5.战斗全灭自动传送到最近保存的地图
还有很多功能的范例都有用上.....去细细体会吧..
脚本冲突:使用最终幻想战斗脚本会和战斗换人脚本有冲突
敌人队伍中ID2队伍里的敌人不能动 否则图鉴脚本会报错
截图请到这里去看:http://rpg.blue/viewthread.php?tid=73096&ntime=2007%2D11%2D29+15%3A27%3A13[链]
文件大小:21.6M解压后28.5M
下载方式:首先右键点击使用迅雷下载
然后在迅雷的更多选项中把登录到服务器选项钩上 → 用户名:new3 密码:不用填写
下载地址:ftp://[email protected]/游戏/PC口袋钻石版/口袋妖怪DEMO.rar
DEMO使用说明:
1.这里最难的是战斗系统
捕捉系统→使用附加状态的方法在公共事件打开一个开关
并且在战斗队伍中增加条件开关为NO 时间设为会合
这样的话如果捕捉失败 每当过一回合后还可以继续捕捉
本帖相关代码如下:
2.这里说一下调试功能
另外在调试的情况下 按下F9
0003号开关 #这个开关打开后可以显示主角和一些行走动作都要依赖这个开关
0005号开关 #这个开关用于打开自制菜单
0008号开关 #控制遇敌事件的开关
0007号变量 #用于控制人物性别0是男 1是女
0023号变量 #用来纪录要保存的地图ID
以上这些是关于DBUG的一些重要功能
另外就是关于0003号开关的依赖性
在公共事件中0003号开关被用到的地方很多
大多数用来控制角色行走图 和一些行走效果例如在草地的行走效果
重点·0003号开关也有坏处 当执行行走路线时角色只会做一步动作
所以在制作行走路线时要先把0003号开关OFF
行走结束后再打开
基本上这个DEMO重用性比较高
至于部分功能本人已经实现 你去复制粘贴然后修改下数值就变成是你的了
例如战斗中的选项你可以复制上1个的粘贴
修改下宠物的数值就OK了
在这里非常感谢 enghao_lim 提供的战斗换人系统
字数不够了暂时写到这里 如果还有什么问题请跟帖提问....
-回帖-
--------------------------------------------------------------------------------
【殤。】
好像很棒的样子耶。……
下来观赏。
--------------------------------------------------------------------------------
【a0995955874】
嗯...
看起來好像不錯...
21.6M !...
沒愛了...
--------------------------------------------------------------------------------
【缺牙de兔子】
21点6M是因为使用的音乐全是mid格式的
如果是其他格式的话不只21.6M 起码上200多M
而且图片经过压缩后也会相应的减小
也实现了部分剧情
音乐文件一共140多个
素材全
--------------------------------------------------------------------------------
【enghao_lim】
(引用一段)
楼主的共享精神值得鼓励,棒。[表情]
就可惜我不是技术区版主。。
--------------------------------------------------------------------------------
【缺牙de兔子】
老师说过 只要是开源的东西
⒈你修改了别人的东西后必须也要开源
⒉必须可以给别人修改
⒊别人修改了你修改过的也要源
这才符合一个开源的前提[表情]
--------------------------------------------------------------------------------
【越前リョーマ】
建议帖几张图。
--------------------------------------------------------------------------------
【hwy1214】
好东西,收下了.谢谢
--------------------------------------------------------------------------------
【缺牙de兔子】
希望大家能学到东西
也希望大家能喜欢我做的这个DEMO[表情]
--------------------------------------------------------------------------------
【缺牙de兔子】
~.~相关的斑竹都不上线帮我评论下
好难过哦[表情]
--------------------------------------------------------------------------------
【enghao_lim】
没办法,K’老大是超人,不常上线,一上就惊人。苹果梨大哥已经表明来论坛的次数越来越少了。认为版主不够,可以推荐自己到版务处申请哦。
不过话说楼主能不能够把地址编辑一下,改成原本的中文字,我用FlashXP直接拷贝会找不到地址,结果我翻遍了真个FTP才找到的说。
--------------------------------------------------------------------------------
【缺牙de兔子】
推荐什么啊 ~.~
技术还不够呢.....
--------------------------------------------------------------------------------
【孤独dē思念】
下不到哦
--------------------------------------------------------------------------------
【enghao_lim】
我给出完整的连接,那个连接已经换成代码了。
ftp://[email protected]/游戏/PC口袋钻石版/口袋妖怪DEMO.rar
--------------------------------------------------------------------------------
【cmbljsw】
最好不要出现缺少RGSS102J.dll RGSS103J.dll
那样我真的没法玩了……
原帖子:http://rpg.blue/viewthread.php?tid=68661&ntime=2008%2D1%2D12+18%3A55%3A04
作者: 缺牙de兔子 时间: 2008-1-17 18:57
额 楼上的看过我的帖子{/hx}
作者: 疍淛闆 时间: 2008-1-21 00:42
提示: 作者被禁止或删除 内容自动屏蔽
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