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本帖最后由 z121310 于 2012-7-30 08:38 编辑
人口贩卖脚本(雇佣兵):
module Mercenaries
class Window_Help < ::Window_Base
def initialize
super(0, 0, 196, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
@actor = nil
self.z += 10
end
def draw_actor(actor)
if @actor != actor
self.contents.clear
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
bx = (self.width / 2) - bitmap.width / 2
by = (self.height / 2) - bitmap.height / 2
self.contents.blt(bx, by, bitmap, bitmap.rect, 196)
self.contents.draw_text(4, 4 + 0, 196, 18, "价格:" + actor.price.to_s)
self.contents.draw_text(4, 4 + 20, 196, 18, "姓名:" + actor.name)
self.contents.draw_text(4, 4 + 40, 196, 18, "职业:" + actor.class_name)
self.contents.draw_text(4, 4 + 60, 196, 18, "武器:#{$data_weapons[actor.weapon_id].name}")
self.contents.draw_text(4, 4 + 80, 196, 18, "铠甲:#{$data_armors[actor.armor3_id].name}")
self.contents.draw_text(4, 4 + 100, 196, 18, "攻击力:#{actor.atk}")
self.contents.draw_text(4, 4 + 120, 196, 18, "防御力:#{actor.pdef}")
self.contents.draw_text(4, 4 + 140, 196, 18, "魔御力:#{actor.mdef}")
self.contents.draw_text(4, 4 + 160, 196, 18, "力量:#{actor.str}")
self.contents.draw_text(4, 4 + 180, 196, 18, "灵巧:#{actor.dex}")
self.contents.draw_text(4, 4 + 200, 196, 18, "速度:#{actor.agi}")
self.contents.draw_text(4, 4 + 220, 196, 18, "魔力:#{actor.int}")
@actor = actor
end
end
end
class Window_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(80, 90 - 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["雇佣", "解除", "取消"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class Window_Mercenaries < ::Window_Selectable
attr_reader :column_max
attr_reader :item_max
attr_reader :mercenaries
def initialize(mercenaries)
super(80, 90, 480, 320)
@mercenaries = mercenaries
@column_max = 7
refresh
self.index = 0
end
def set_mercenaries(mercenaries)
@mercenaries = mercenaries
refresh
end
def id
return @mercenaries[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@item_max = @mercenaries.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 80)
for i in 0...@item_max
draw_actor(i)
end
end
end
def draw_actor(index)
x = 4 + (index % @column_max * 64)
y = 4 + (index / @column_max * 80)
actor = $game_actors[@mercenaries[index]]
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = bitmap.rect
rect.width /= 4
rect.height /= 4
self.contents.blt(x, y, bitmap, rect)
self.contents.font.size = 12
self.contents.draw_text(x, y + 64 - 8, 64, 16, actor.name)
self.contents.font.size = 9
self.contents.draw_text(x + 4, y + 64 - 16, 64, 9, "Lv."+sprintf("%02d", actor.level))
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * 64
y = @index / @column_max * 80 - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, 64, 80)
end
end
class Scene_Mercenaries
def initialize(mercenaries)
@mercenaries = mercenaries
for actor in $game_party.actors
if @mercenaries.include?(actor.id)
@mercenaries.delete(actor.id)
end
end
@windows = []
@temp = @mercenaries.dup
@type = -1
end
def main_start
make_window
@spriteset = Spriteset_Map.new
end
def main_loop
while $scene == self
rm_update
input_update
update_window
end
end
def main_end
dispose_window
@spriteset.dispose
end
def main
main_start
Graphics.transition
main_loop
Graphics.freeze
main_end
end
def make_window
@window_shopcommand = Window_ShopCommand.new
@window_help = Window_Help.new
@window_mercenaries = Window_Mercenaries.new(@mercenaries)
@window_mercenaries.active = false
@window_mercenaries.index = -1
wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
@window_help.x = wx + @window_mercenaries.x + 64
@window_help.y = wy + @window_mercenaries.y + 80
@window_gold = Window_Gold.new
@window_gold.x = 640 - @window_gold.width - 32
@window_gold.y = 480 - @window_gold.height - 32
@windows << @window_gold << @window_shopcommand << @window_mercenaries << @window_help
@window_help.visible = false
end
def update_window
@windows.each{ |window|window.update }
help_update
end
def dispose_window
@windows.each{ |window|window.dispose }
end
def help_update
if @window_mercenaries.active
@window_help.visible = true
wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
@window_help.x = wx + @window_mercenaries.x + 64
@window_help.y = wy + @window_mercenaries.y + 80
if @window_help.x + @window_help.width > 640
@window_help.x = 640 - @window_help.width
end
if @window_help.y + @window_help.height > 480
@window_help.y = 480 - @window_help.height
end
@window_help.draw_actor($game_actors[@window_mercenaries.id])
else
@window_help.visible = false
end
end
def input_update
if Input.trigger?(Input::B)
@type = -1
@window_shopcommand.active = true
@window_mercenaries.active = false
@window_mercenaries.index = -1
return
end
if Input.trigger?(Input::C)
if @window_shopcommand.active
case @window_shopcommand.index
when 0
@window_mercenaries.set_mercenaries(@temp)
@type = 0
@window_shopcommand.active = false
@window_mercenaries.active = true
@window_mercenaries.index = 0
return
when 1
actors = []
for actor in $game_party.actors
actors << actor.id
end
@window_mercenaries.set_mercenaries(actors)
@type = 1
@window_shopcommand.active = false
@window_mercenaries.active = true
@window_mercenaries.index = 0
return
when 2
$scene = Scene_Map.new
return
end
end
case @type
when 0
if $game_party.gold >= $game_actors[@window_mercenaries.id].price
if $game_party.actors.size < 4
$game_party.lose_gold($game_actors[@window_mercenaries.id].price)
$game_party.add_actor(@window_mercenaries.id)
@window_mercenaries.mercenaries.delete(@window_mercenaries.id)
@window_mercenaries.refresh
if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
@window_mercenaries.index = @window_mercenaries.mercenaries.size-1
end
end
end
when 1
if @window_mercenaries.id != 1
$game_party.gain_gold($game_actors[@window_mercenaries.id].price / 2)
$game_party.remove_actor(@window_mercenaries.id)
@temp << @window_mercenaries.id
@window_mercenaries.mercenaries.delete(@window_mercenaries.id)
@window_mercenaries.refresh
if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
@window_mercenaries.index = @window_mercenaries.mercenaries.size-1
end
end
end
@window_gold.refresh
end
end
def rm_update
Graphics.update
Input.update
end
end
end
class Game_Actor
def price
price = @name.split(/,/)[1].nil? ? 0 : @name.split(/,/)[1].to_i
return price * self.level
end
def name
return @name.split(/,/)[0]
end
end
class Game_System
attr_reader :mercenaries
alias old_initialize initialize
def initialize
old_initialize
@mercenaries = {}
end
end
冲突情况:
Window_NameEdit(在角色输入名字时冲突) |
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