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[已经过期] 关于种植脚本的问题

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Lv1.梦旅人

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发表于 2015-3-23 15:31:00 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 RyanBern 于 2015-3-23 17:57 编辑

请教一下各位大大,我用的是下面这个种植脚本,
当选择是否用 两个种植进行种植时, 选择是所选择的两个种子会正常消失,可选择否时 2个种子也会消失,请问如何让选择否时种子不消失呢?谢谢各位大。

RUBY 代码复制
  1. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
  2. # Dynamic Gardening
  3. # Author: ForeverZer0
  4. # Date: 5.13.2011
  5. # Version: v.3.0
  6. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
  7. #                            VERSION HISTORY
  8. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
  9. #  v.1.1  (4.15.2010)
  10. #   - Improved coding
  11. #   - No longer uses game variables, events use self-switches instead
  12. #   - Added ability to create different graphics for every plant, without
  13. #     having to use more event pages
  14. #   - Much less tedious setting up multiple events and changing the every
  15. #     condition variable.
  16. #  v.2.0  (10.10.2010)
  17. #   - Total re-write. Code has been vastly improved and is much more efficient.
  18. #   - Event setup has been simplified. Now requires only a single comment, and
  19. #     does not require multiple pages.
  20. #   - Added configurability for the number of stages each item requires.
  21. #   - The timers no longer use Game_System to constantly update, but simply
  22. #     compare themselves with the Graphics.frame_count when the event exists
  23. #     on the current map, which also allows the plants to grow during scenes
  24. #     other than Scene_Map and Scene_Battle.
  25. #   - Got rid of Scene_Harvest. Scene_Garden now handles both aspects, and has
  26. #     been improved.
  27. #   - Added item icons to the help window display.
  28. # v.3.0  (5.13.2011)
  29. #   - Restructured code completely
  30. #   - Increased compatibility and performance
  31. #   - Fixed bug with final graphic not behaving correctly
  32. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
  33. #
  34. # Explanation:
  35. #
  36. #   This system allows the player to plant seeds, which will eventually grow
  37. #   into plants that can be harvested for items. The system is very similar in
  38. #   nature to that found in Legend of Mana. Seed's can be combined in different
  39. #   ways, which will effect the total growth duration, the number of stages the
  40. #   plant passes through, the graphics used, and of course the final result.
  41. #
  42. # Features:
  43. #
  44. #  - Totally configurable growth rates, results, and graphics for every plant.
  45. #  - Can use arrays of items for each result, so the final item is not
  46. #    neccessarily the same every time.
  47. #  - Each plant timer is independent, and its progress is saved with the game.
  48. #  - Easy setup. Need only a single comment in one of the event's pages.
  49. #
  50. # Instructions:
  51. #   
  52. #  - Place script below Debug and above Main
  53. #  - Configure the options below (instructions are with each setting)
  54. #  - Create an event, setting the graphic to whatever you want. This will be the
  55. #    graphics used when nothing is growing on the plant.
  56. #  - At the very top event's page, place a comment that reads "Garden Event",
  57. #    omitting the quotation marks.
  58. #  - As long as the page's conditions are met, this event can be clicked on to
  59. #    initiate the Garden scene, and can grow plants.
  60. #  - Note that plants can be harvested early, but they will yield nothing until
  61. #    they are ripe.
  62. #
  63. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  64. #  BEGIN CONFIGURATION
  65. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  66.  
  67. #===============================================================================
  68. # ** Garden
  69. #===============================================================================
  70.  
  71. module Garden
  72.  
  73.   SEED_IDS = [524, 525, 526, 527, 528, 529, 530, 531]
  74.   # IDs of the items in the database that are seeds. Add them into the array in
  75.   # the order of value/rarity in your game
  76.  
  77.   HARVEST_SE = '056-Right02'
  78.   # This is the SE that will be played when the player harvests the plant.
  79.  
  80.   SEED_DISPLAY = true
  81.   # If true, all seeds will be displayed in the seed window, including those
  82.   # that the player does not have, though they will be disabled. If false, only
  83.   # seeds that that the player currently has will be displayed.
  84.  
  85.   # Define the growth rates here. (the average of both seeds will be used)
  86.   def self.growth_rate(seed)
  87.     return case seed
  88.     # when SEED_ID then SECONDS
  89.     when 524 then 30
  90.     when 525 then 40
  91.     when 526 then 50
  92.     when 527 then 60
  93.     when 528 then 70
  94.     when 529 then 80
  95.     when 530 then 90
  96.     when 531 then 100
  97.     end
  98.   end
  99.  
  100. #-------------------------------------------------------------------------------
  101. # Define the number of stages that each item uses. The stages will still cycle
  102. # in the same order, but only use up to the defined number of them before going
  103. # to the final graphic. This will not effect the duration that the seed takes to
  104. # grow, only how many times the graphic changes.
  105. #
  106. # You do not have to define anything that uses a three stage configuration.
  107. #-------------------------------------------------------------------------------
  108.   def self.number_stages(result)
  109.     case result
  110.     when 640,538,278,279,282,280,10,6
  111.       return 4
  112.     when 258,259,260,261,262,263,304,535,536
  113.       return 5
  114.     else
  115.       return 3
  116.     end
  117.   end
  118.  
  119.  
  120. #-------------------------------------------------------------------------------
  121. # Define the final result of the seeds. A random item from the array will be
  122. # given as the final result.
  123. #  
  124. # Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
  125. # array, and both values are added together to determine which 'produce' array
  126. # will be used for the final result. This is why it is important that you have
  127. # the SEED_IDS array in order of value/rarity. You can find the total number of
  128. # cases you will need by subtracting 1 from the total number of different seeds
  129. # in SEED_IDS, and multiplying that number by 2.
  130. #
  131. #   EX. Player uses one each of the first and last seed in the SEED_IDS array,
  132. #       and there are 8 total seeds in the array...
  133. #
  134. #       FIRST_SEED = 2
  135. #       LAST_SEED = 5         2 + 5 = RESULT
  136. #
  137. # By placing multiple copies of the same value in an array, you can increase
  138. # the odds of receiving that item over another in the same array.
  139. #-------------------------------------------------------------------------------
  140.  
  141.   def self.produce(seed)
  142.     return case seed
  143.     when 0 then [278, 279]      # Only if both seed are the lowest seeds
  144.     when 1 then [279, 282]
  145.     when 2 then [282, 280]
  146.     when 3 then [280, 538]
  147.     when 4 then [538, 10]
  148.     when 5 then [10, 6]
  149.     when 6 then [6, 258]      # Every combination in between
  150.     when 7 then [258, 259]
  151.     when 8 then [259, 260]
  152.     when 9 then [260, 261]
  153.     when 10 then [261, 262]
  154.     when 11 then [262, 263]
  155.     when 12 then [263, 304]
  156.     when 13 then [304, 535]
  157.     when 14 then [536]         # Only if both seeds are the highest seeds
  158.     end
  159.   end
  160.  
  161. #-------------------------------------------------------------------------------
  162. #  Define graphics for the final results, and each stage. Follow the below
  163. #  template to set it up.
  164. #
  165. #   when ITEM_ID/STAGE then ['FILENAME', X, Y]
  166. #
  167. #   ITEM_ID = The ID number of the item in your database
  168. #   STAGE = The stage during which to display the graphic
  169. #
  170. #   FILENAME = The name of the character file the needed graphic is on
  171. #   X = The x-coordinate of the correct picture on the charset (1 - 4)
  172. #   Y = The y-coordinate of the correct picture on the charset (1 - 4)
  173. #
  174. #           ← X →             Ex.   If the needed graphic was in the bottom
  175. #         1  2  3  4                left corner:   X = 1    Y = 4
  176. #       ┌──┬──┬──┬──┐                    
  177. #     1 │  │  │  │  │
  178. #       ├──┼──┼──┼──┤
  179. #  ↑  2 │  │  │  │  │
  180. #  Y    ├──┼──┼──┼──┤
  181. #  ↓  3 │  │  │  │  │
  182. #       ├──┼──┼──┼──┤
  183. #     4 │  │  │  │  │
  184. #       └──┴──┴──┴──┘
  185. #-------------------------------------------------------------------------------
  186.  
  187.   def self.stage_graphics(stage)
  188.     return case stage
  189.     when 0 then ['Plants1', 1, 1]
  190.     when 1 then ['Plants1', 2, 3]
  191.     when 2 then ['Plants1', 2, 1]
  192.     when 3 then ['Plants1', 4, 2]
  193.     when 4 then ['Plants1', 2, 4]
  194.     end
  195.   end
  196.  
  197.   def self.final_graphic(item)
  198.     return case item   
  199.     when 283 then  ['Garden Plants', 4, 4]
  200.     when 278 then ['Garden Plants', 4, 1]
  201.     when 279 then ['Garden Plants', 4, 2]
  202.     when 482 then ['Garden Plants', 4, 3]
  203.     when 280 then ['Garden Plants', 1, 1]   
  204.     when 10 then ['Garden Plants', 1, 4]
  205.     when 6 then ['Garden Plants', 2, 1]
  206.     when 258 then ['Garden Plants', 2, 4]
  207.     when 259 then ['Garden Plants', 1, 2]
  208.     when 260 then ['Garden Plants', 2, 2]
  209.     when 261 then ['Garden Plants', 2, 3]
  210.     when 262 then ['Garden Plants', 1, 3]
  211.     when 263 then ['Garden Plants', 3, 3]
  212.     when 534 then ['Garden Plants', 3, 2]
  213.     when 535 then ['Garden Plants', 3, 1]
  214.     when 536 then ['Garden Plants', 3, 4]
  215.     end
  216.   end
  217.  
  218. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  219. #  END CONFIGURATION
  220. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  221.  
  222.   def self.plant_seeds(seed1, seed2, event_id)
  223.     # Create a new instance of a Garden::Plant
  224.     plant = self::Plant.new(event_id, seed1, seed2)
  225.     if $game_system.garden[$game_map.map_id] == nil
  226.       $game_system.garden[$game_map.map_id] = [plant]
  227.     else
  228.       $game_system.garden[$game_map.map_id].push(plant)
  229.     end
  230.   end
  231.  
  232.   def self.harvest(id)
  233.     # Find the appropriate plant.
  234.     plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id }
  235.     return nil if plant == nil
  236.     # Return the result, and delete plant data from array.
  237.     result = plant.produce
  238.     plant.restore_event
  239.     $game_system.garden[$game_map.map_id] -= [plant]
  240.     return result
  241.   end
  242.  
  243. #===============================================================================
  244. # ** Garden::Plant
  245. #===============================================================================
  246.  
  247.   class Plant
  248.  
  249.     attr_reader :id, :ripe
  250.  
  251.     def initialize(id, seed1, seed2)
  252.       # Initialize needed instance variables.
  253.       @id, @seed1, @seed2 = id, seed1, seed2
  254.       @ripe, @stage = false, -1
  255.       # Run setup method, using data in Garden config for this plant's seeds
  256.       setup
  257.     end
  258.  
  259.     def setup
  260.       # Store original graphic, direction, and pattern in variable.
  261.       event = $game_map.events[@id]
  262.       @original_event = [event.character_name, event.direction, event.pattern]
  263.       # Calculate the total duration of the seed combination.
  264.       @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2))
  265.       # Find the produce that this combination will grow into
  266.       comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2)
  267.       @produce = Garden.produce(comb)
  268.       @produce = @produce[rand(@produce.size)]
  269.       # Get the number of stages this plant will use, then setup counts for it
  270.       number, count = Garden.number_stages(@produce), 0
  271.       dur = (@duration / number.to_f).to_i
  272.       @stages = (0...number).to_a
  273.       @stages.collect! {|i| $game_system.garden_counter + (i * dur) }
  274.       # Refresh the plant to apply changes
  275.       refresh
  276.     end
  277.  
  278.     def refresh
  279.       unless @ripe
  280.         # Initialize local variable that will determine if graphic needs redrawn.
  281.         previous = @stage
  282.         count = @stages.find_all {|rate| $game_system.garden_counter <= rate }
  283.         @stage = (@stages.size - count.size)
  284.         @ripe = (@stage >= @stages.size - 1)
  285.         # Redraw bitmap if needed.
  286.         change_graphic(@ripe) if previous != @stage
  287.       end
  288.     end
  289.  
  290.     def change_graphic(final)
  291.       # Set local variable to this plant's event
  292.       event = $game_map.events[@id]
  293.       data = final ? Garden.final_graphic(@produce) :
  294.         Garden.stage_graphics(@stage)
  295.       # Apply graphical change by simply altering event's stance and source
  296.       event.character_name = data[0]
  297.       event.direction = (2 * data[2])
  298.       event.pattern = (data[1] - 1)
  299.       event.refresh
  300.     end
  301.  
  302.     def restore_event
  303.       # Restore event to original state before planting.
  304.       event = $game_map.events[@id]
  305.       event.character_name = @original_event[0]
  306.       event.direction = @original_event[1]
  307.       event.pattern = @original_event[2]
  308.     end
  309.  
  310.     def produce
  311.       # Return nil if not yet ripe, else return an item ID.
  312.       return (@ripe ? @produce : nil)
  313.     end
  314.   end
  315. end
  316.  
  317. #===============================================================================
  318. # ** Game_System
  319. #===============================================================================
  320.  
  321. class Game_System
  322.  
  323.   attr_accessor :garden, :garden_counter
  324.  
  325.   alias zer0_garden_init initialize
  326.   def initialize
  327.     # Initialize variables used for the garden system.
  328.     @garden_counter = 0
  329.     @garden = {}
  330.     zer0_garden_init
  331.   end
  332.  
  333.   alias zer0_garden_upd update
  334.   def update
  335.     # Increase garden counter and check if update is needed every second.
  336.     if (Graphics.frame_count % 40) == 0
  337.       @garden_counter += 1
  338.       # Check if current map has any plants on it. If so, refresh them.
  339.       if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty?
  340.         @garden[$game_map.map_id].each {|plant| plant.refresh }
  341.       end
  342.     end
  343.     zer0_garden_upd
  344.   end
  345. end
  346.  
  347. #===============================================================================
  348. # ** Game_Event
  349. #===============================================================================
  350.  
  351. class Game_Event
  352.  
  353.   attr_accessor :character_name, :direction, :pattern
  354.  
  355.   alias zer0_garden_event_refresh refresh
  356.   def refresh
  357.     # Normal refresh method.
  358.     zer0_garden_event_refresh
  359.     # Set flag for this event being a garden event.
  360.     @garden_event = (@page != nil && @page.list[0].code == 108 &&
  361.       @page.list[0].parameters[0] == 'Garden Event')
  362.   end
  363.  
  364.   alias zer0_garden_upd update
  365.   def update
  366.     # Skip update method foe this event if it is a plant.
  367.     @garden_event ? return : zer0_garden_upd
  368.   end
  369.  
  370.   alias zer0_garden_event_start start
  371.   def start
  372.     # Redefine the 'start' method if Garden Event flag is present.
  373.     if @garden_event
  374.       plants, harvest = $game_system.garden[$game_map.map_id], false
  375.       # Check if plant exists, and if so check if it is ripe.
  376.       pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false
  377.       $scene = Scene_Garden.new(@id, pick)
  378.     else
  379.       zer0_garden_event_start
  380.     end
  381.   end
  382. end
  383.  
  384. #===============================================================================
  385. # ** Game_Map
  386. #===============================================================================
  387.  
  388. class Game_Map
  389.  
  390.   alias zer0_garden_setup setup
  391.   def setup(map_id)
  392.     zer0_garden_setup(map_id)
  393.     # Refresh each plant when map is set up
  394.     if $game_system.garden[@map_id] != nil
  395.       $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) }
  396.     end
  397.   end
  398. end
  399.  
  400. #===============================================================================
  401. # * Window_Seed
  402. #===============================================================================
  403.  
  404. class Window_Seed < Window_Selectable
  405.  
  406.   def initialize
  407.     super(160, 304, 320, 160)
  408.     self.index = 0
  409.     refresh
  410.   end
  411.  
  412.   def refresh
  413.     # Clear the bitmap.
  414.     self.contents = self.contents.dispose if self.contents != nil
  415.     # Determine what seeds to display.
  416.     @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
  417.     unless Garden::SEED_DISPLAY
  418.       @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 }
  419.     end
  420.     @item_max = @seeds.size
  421.     # Draw the items on the bitmap.
  422.     if @item_max > 0
  423.       self.contents = Bitmap.new(width - 32, @item_max * 32)
  424.       @seeds.each_index {|i|
  425.         item = @seeds[i]
  426.         number = $game_party.item_number(item.id)
  427.         self.contents.font.color = number > 0 ? normal_color : disabled_color
  428.         opacity = number > 0 ? 255 : 128
  429.         # Find icon bitmap and set it to window, and draw the text.
  430.         bitmap = RPG::Cache.icon(item.icon_name)
  431.         self.contents.blt(4, i*32+4, bitmap, Rect.new(8, 11, 48, 48), opacity)
  432.         self.contents.draw_text(38, i*32, 288, 32, item.name)
  433.         self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
  434.         self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)
  435.       }
  436.     end
  437.   end
  438.  
  439.   def seed
  440.     # Returns currently highlighted seed item.
  441.     return @seeds[self.index]
  442.   end
  443. end
  444.  
  445. #===============================================================================
  446. # * Scene_Garden
  447. #===============================================================================
  448.  
  449. class Scene_Garden
  450.  
  451.   def initialize(id, harvest)
  452.     @event_id, @harvest = id, harvest
  453.     # Play SE to give impression that scene never changed.
  454.     $game_system.se_play($data_system.decision_se)
  455.     $game_player.straighten
  456.     garden = $game_system.garden[$game_map.map_id]
  457.     if garden != nil
  458.       @plant = garden.find {|plant| plant.id == id }
  459.     end
  460.   end
  461.  
  462.   def main
  463.     # Create map sprite and required windows.
  464.     @map, @help_window = Spriteset_Map.new, Window_Help.new
  465.     # Create Confirmation window.
  466.     @confirm_window = Window_Command.new(128, ['是', '否'])
  467.     @confirm_window.x, @confirm_window.y = 496, 336
  468.     # Initialize sprites array. Used to handle all the sprites together.
  469.     @sprites = [@map, @help_window, @confirm_window]
  470.     # Create seed window if plant is not being harvested.
  471.     unless @harvest
  472.       @seed_window = Window_Seed.new
  473.       @sprites.push(@seed_window)
  474.       @seed_window.active = @seed_window.visible = false
  475.       @help_window.set_text('很肥沃的土地,要进行种植吗?')
  476.     else
  477.       @data = $game_system.garden[$game_map.map_id][@event_id]
  478.       if @plant != nil && @plant.ripe
  479.         text = '作物已经成熟,要进行收获吗?'
  480.       else
  481.         text = '作物还没有完全成熟,要提前进行收获吗?'
  482.       end
  483.       @help_window.set_text(text)
  484.     end
  485.     # Transition instantly then start main loop.
  486.     Graphics.transition(0)
  487.     loop { Graphics.update; Input.update; update; break if $scene != self }
  488.     # Dispose of all the sprites.
  489.     @sprites.each {|sprite| sprite.dispose }
  490.     # Have map refresh to update any changes made.
  491.     $game_map.need_refresh = true
  492.   end
  493.  
  494.   def update
  495.     @sprites.each {|sprite| sprite.update }
  496.     # Branch update method depending on what window is active.
  497.     if @confirm_window.active
  498.       update_confirm
  499.     elsif @seed_window != nil && @seed_window.active
  500.       update_seed_select
  501.     end
  502.   end
  503.  
  504.   def update_confirm
  505.     if Input.trigger?(Input::B)
  506.       # Branch by what action is being canceled.
  507.       if @harvest
  508.         back_to_map
  509.       else
  510.         @seed1 == nil ? back_to_map : cancel_seed_selection
  511.       end
  512.     elsif Input.trigger?(Input::C)
  513.       # Branch by what action is being confirmed.
  514.       if @harvest
  515.         if @confirm_window.index == 0
  516.           item_id = Garden.harvest(@event_id)
  517.           if item_id != nil
  518.             @confirm_window.active = @confirm_window.visible = false
  519.             # Gain item, play the harvest SE, then return to the map.
  520.             $game_party.gain_item(item_id, 1)
  521.             $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100))
  522.             show_results($data_items[item_id])
  523.             $scene = Scene_Map.new
  524.           else
  525.             back_to_map
  526.           end
  527.         else
  528.           back_to_map
  529.         end
  530.       else
  531.         # If asking if player would like to plant seeds at this location.
  532.         if @seed1 == nil
  533.           if @confirm_window.index == 0
  534.             @seed_window.active = @seed_window.visible = true
  535.             @confirm_window.active = @confirm_window.visible = false
  536.             @help_window.set_text('请选择您喜欢的种子,进行种植')
  537.           else
  538.             back_to_map
  539.             return
  540.           end
  541.         else # If confirming seed selection.
  542.           if @confirm_window.index == 0
  543.             # Plant seeds and return to map.
  544.             Garden.plant_seeds(@seed1.id, @seed2.id, @event_id)
  545.             $scene = Scene_Map.new
  546.           else # If canceling seed selection
  547.             cancel_seed_selection
  548.             return
  549.           end
  550.         end
  551.         $game_system.se_play($data_system.decision_se)
  552.       end
  553.     end
  554.   end
  555.  
  556.   def show_results(result)
  557.     @help_window.contents.clear
  558.     # Display the message in the help window.
  559.     @help_window.draw_item_name(result, 0, 0)
  560.     cw = @help_window.contents.text_size(result.name).width + 32
  561.     @help_window.contents.draw_text(cw, 0, 608, 32, ' 已添加至您的背包!')
  562.     # Call Input.update to the clear key press.
  563.     Input.update
  564.     # Loop until it is pressed again.
  565.     until Input.trigger?(Input::C)
  566.       Graphics.update; Input.update; update
  567.     end
  568.   end
  569.  
  570.   def cancel_seed_selection
  571.     # Play cancel SE, reset seeds, and activate/deactivate windows.
  572.     $game_system.se_play($data_system.cancel_se)
  573.     @seed_window.active = @seed_window.visible = true
  574.     @confirm_window.active = @confirm_window.visible = false
  575.     @help_window.set_text('请选择您喜欢的种子,进行种植')
  576.     @seed1 = @seed2 = nil
  577.   end
  578.  
  579.   def back_to_map
  580.     # Play cancel SE and return to map.
  581.     $game_system.se_play($data_system.cancel_se)
  582.     $scene = Scene_Map.new
  583.   end
  584.  
  585.   def update_seed_select
  586.     if Input.trigger?(Input::B)
  587.       # If first seed is selected, go back to re-select, else return to map.
  588.       if @seed1 != nil
  589.         $game_party.gain_item(@seed1.id, 1)
  590.         @seed1 = nil
  591.         @seed_window.refresh
  592.         $game_system.se_play($data_system.cancel_se)
  593.       else
  594.         back_to_map
  595.       end
  596.     elsif Input.trigger?(Input::C)
  597.       # Play Cancle SE if displayed and party has none.
  598.       if $game_party.item_number(@seed_window.seed.id) < 1
  599.         $game_system.se_play($data_system.buzzer_se)
  600.         return
  601.       end
  602.       $game_system.se_play($data_system.decision_se)
  603.       # Set first seed if not defined, else set the second seed and continue.
  604.       if @seed1 == nil
  605.         @seed1 = @seed_window.seed
  606.         $game_party.lose_item(@seed1.id, 1)
  607.       else
  608.         @seed2, @seed_window.active = @seed_window.seed, false
  609.         $game_party.lose_item(@seed2.id, 1)
  610.         @confirm_window.active = @confirm_window.visible = true
  611.       end
  612.       # Refresh seed window to show changes in inventory.
  613.       set_help
  614.       @seed_window.refresh
  615.     end
  616.   end
  617.  
  618.   def set_help
  619.     # Clear help window.
  620.     @help_window.contents.clear
  621.     # Draw items
  622.     text = @seed2 != nil ? '确定以它们进行种植吗?' : '请选择第二类种子'
  623.     @help_window.set_text(text)
  624.     @help_window.draw_item_name(@seed1, 224, 0)
  625.     if @seed2 != nil
  626.       cw = @help_window.contents.text_size(@seed1.name).width + 320
  627.       @help_window.draw_item_name(@seed2, cw, 0)
  628.     end
  629.   end
  630. end

Lv1.梦旅人

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 楼主| 发表于 2015-3-24 19:22:28 | 只看该作者
呜呜,木有哪位大神指导么
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Lv1.梦旅人

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发表于 2015-3-24 19:52:29 | 只看该作者
在第575行左右
  1. @help_window.set_text('请选择您喜欢的种子,进行种植')
复制代码
下插入以下内容
  1. $game_party.gain_item(@seed1.id, 1)
  2. $game_party.gain_item(@seed2.id, 1)
  3. @seed_window.refresh
复制代码

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Lv1.梦旅人

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发表于 2015-11-25 23:56:25 | 只看该作者
哇,种植系统我从以前就开始找了。
我也看了下发帖时间啦,希望版主大大不要怪我挖坟哦。
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