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[已经解决] 请教!不会使用该脚本。-.-~

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Lv1.梦旅人

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发表于 2015-11-26 19:29:30 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 工藤~新一じ 于 2015-11-26 20:01 编辑

每次来提问感觉都有点不好意思,又要伸手一次了,希望有大大能当一回好人。
下面脚本是我在这个板块看到的一个种植系统的脚本,研究了一小时还是不懂,所以来请教前辈们。希望前辈们帮帮忙
  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. # ** Garden
  68. #===============================================================================

  69. module Garden

  70.   SEED_IDS = [524, 525, 526, 527, 528, 529, 530, 531]
  71.   # IDs of the items in the database that are seeds. Add them into the array in
  72.   # the order of value/rarity in your game

  73.   HARVEST_SE = '056-Right02'
  74.   # This is the SE that will be played when the player harvests the plant.

  75.   SEED_DISPLAY = true
  76.   # If true, all seeds will be displayed in the seed window, including those
  77.   # that the player does not have, though they will be disabled. If false, only
  78.   # seeds that that the player currently has will be displayed.

  79.   # Define the growth rates here. (the average of both seeds will be used)
  80.   def self.growth_rate(seed)
  81.     return case seed
  82.     # when SEED_ID then SECONDS
  83.     when 524 then 30
  84.     when 525 then 40
  85.     when 526 then 50
  86.     when 527 then 60
  87.     when 528 then 70
  88.     when 529 then 80
  89.     when 530 then 90
  90.     when 531 then 100
  91.     end
  92.   end

  93. #-------------------------------------------------------------------------------
  94. # Define the number of stages that each item uses. The stages will still cycle
  95. # in the same order, but only use up to the defined number of them before going
  96. # to the final graphic. This will not effect the duration that the seed takes to
  97. # grow, only how many times the graphic changes.
  98. #
  99. # You do not have to define anything that uses a three stage configuration.
  100. #-------------------------------------------------------------------------------
  101.   def self.number_stages(result)
  102.     case result
  103.     when 640,538,278,279,282,280,10,6
  104.       return 4
  105.     when 258,259,260,261,262,263,304,535,536
  106.       return 5
  107.     else
  108.       return 3
  109.     end
  110.   end


  111. #-------------------------------------------------------------------------------
  112. # Define the final result of the seeds. A random item from the array will be
  113. # given as the final result.
  114. #  
  115. # Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
  116. # array, and both values are added together to determine which 'produce' array
  117. # will be used for the final result. This is why it is important that you have
  118. # the SEED_IDS array in order of value/rarity. You can find the total number of
  119. # cases you will need by subtracting 1 from the total number of different seeds
  120. # in SEED_IDS, and multiplying that number by 2.
  121. #
  122. #   EX. Player uses one each of the first and last seed in the SEED_IDS array,
  123. #       and there are 8 total seeds in the array...
  124. #
  125. #       FIRST_SEED = 2
  126. #       LAST_SEED = 5         2 + 5 = RESULT
  127. #
  128. # By placing multiple copies of the same value in an array, you can increase
  129. # the odds of receiving that item over another in the same array.
  130. #-------------------------------------------------------------------------------

  131.   def self.produce(seed)
  132.     return case seed
  133.     when 0 then [278, 279]      # Only if both seed are the lowest seeds
  134.     when 1 then [279, 282]
  135.     when 2 then [282, 280]
  136.     when 3 then [280, 538]
  137.     when 4 then [538, 10]
  138.     when 5 then [10, 6]
  139.     when 6 then [6, 258]      # Every combination in between
  140.     when 7 then [258, 259]
  141.     when 8 then [259, 260]
  142.     when 9 then [260, 261]
  143.     when 10 then [261, 262]
  144.     when 11 then [262, 263]
  145.     when 12 then [263, 304]
  146.     when 13 then [304, 535]
  147.     when 14 then [536]         # Only if both seeds are the highest seeds
  148.     end
  149.   end

  150. #-------------------------------------------------------------------------------
  151. #  Define graphics for the final results, and each stage. Follow the below
  152. #  template to set it up.
  153. #
  154. #   when ITEM_ID/STAGE then ['FILENAME', X, Y]
  155. #
  156. #   ITEM_ID = The ID number of the item in your database
  157. #   STAGE = The stage during which to display the graphic
  158. #
  159. #   FILENAME = The name of the character file the needed graphic is on
  160. #   X = The x-coordinate of the correct picture on the charset (1 - 4)
  161. #   Y = The y-coordinate of the correct picture on the charset (1 - 4)
  162. #
  163. #           ← X →             Ex.   If the needed graphic was in the bottom
  164. #         1  2  3  4                left corner:   X = 1    Y = 4
  165. #       ┌──┬──┬──┬──┐                    
  166. #     1 │  │  │  │  │
  167. #       ├──┼──┼──┼──┤
  168. #  ↑  2 │  │  │  │  │
  169. #  Y    ├──┼──┼──┼──┤
  170. #  ↓  3 │  │  │  │  │
  171. #       ├──┼──┼──┼──┤
  172. #     4 │  │  │  │  │
  173. #       └──┴──┴──┴──┘
  174. #-------------------------------------------------------------------------------

  175.   def self.stage_graphics(stage)
  176.     return case stage
  177.     when 0 then ['Plants1', 1, 1]
  178.     when 1 then ['Plants1', 2, 3]
  179.     when 2 then ['Plants1', 2, 1]
  180.     when 3 then ['Plants1', 4, 2]
  181.     when 4 then ['Plants1', 2, 4]
  182.     end
  183.   end

  184.   def self.final_graphic(item)
  185.     return case item   
  186.     when 283 then  ['Garden Plants', 4, 4]
  187.     when 278 then ['Garden Plants', 4, 1]
  188.     when 279 then ['Garden Plants', 4, 2]
  189.     when 482 then ['Garden Plants', 4, 3]
  190.     when 280 then ['Garden Plants', 1, 1]   
  191.     when 10 then ['Garden Plants', 1, 4]
  192.     when 6 then ['Garden Plants', 2, 1]
  193.     when 258 then ['Garden Plants', 2, 4]
  194.     when 259 then ['Garden Plants', 1, 2]
  195.     when 260 then ['Garden Plants', 2, 2]
  196.     when 261 then ['Garden Plants', 2, 3]
  197.     when 262 then ['Garden Plants', 1, 3]
  198.     when 263 then ['Garden Plants', 3, 3]
  199.     when 534 then ['Garden Plants', 3, 2]
  200.     when 535 then ['Garden Plants', 3, 1]
  201.     when 536 then ['Garden Plants', 3, 4]
  202.     end
  203.   end

  204. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  205. #  END CONFIGURATION
  206. #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  207.   def self.plant_seeds(seed1, seed2, event_id)
  208.     # Create a new instance of a Garden::Plant
  209.     plant = self::Plant.new(event_id, seed1, seed2)
  210.     if $game_system.garden[$game_map.map_id] == nil
  211.       $game_system.garden[$game_map.map_id] = [plant]
  212.     else
  213.       $game_system.garden[$game_map.map_id].push(plant)
  214.     end
  215.   end

  216.   def self.harvest(id)
  217.     # Find the appropriate plant.
  218.     plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id }
  219.     return nil if plant == nil
  220.     # Return the result, and delete plant data from array.
  221.     result = plant.produce
  222.     plant.restore_event
  223.     $game_system.garden[$game_map.map_id] -= [plant]
  224.     return result
  225.   end

  226. #===============================================================================
  227. # ** Garden::Plant
  228. #===============================================================================

  229.   class Plant

  230.     attr_reader :id, :ripe

  231.     def initialize(id, seed1, seed2)
  232.       # Initialize needed instance variables.
  233.       @id, @seed1, @seed2 = id, seed1, seed2
  234.       @ripe, @stage = false, -1
  235.       # Run setup method, using data in Garden config for this plant's seeds
  236.       setup
  237.     end

  238.     def setup
  239.       # Store original graphic, direction, and pattern in variable.
  240.       event = $game_map.events[@id]
  241.       @original_event = [event.character_name, event.direction, event.pattern]
  242.       # Calculate the total duration of the seed combination.
  243.       @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2))
  244.       # Find the produce that this combination will grow into
  245.       comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2)
  246.       @produce = Garden.produce(comb)
  247.       @produce = @produce[rand(@produce.size)]
  248.       # Get the number of stages this plant will use, then setup counts for it
  249.       number, count = Garden.number_stages(@produce), 0
  250.       dur = (@duration / number.to_f).to_i
  251.       @stages = (0...number).to_a
  252.       @stages.collect! {|i| $game_system.garden_counter + (i * dur) }
  253.       # Refresh the plant to apply changes
  254.       refresh
  255.     end

  256.     def refresh
  257.       unless @ripe
  258.         # Initialize local variable that will determine if graphic needs redrawn.
  259.         previous = @stage
  260.         count = @stages.find_all {|rate| $game_system.garden_counter <= rate }
  261.         @stage = (@stages.size - count.size)
  262.         @ripe = (@stage >= @stages.size - 1)
  263.         # Redraw bitmap if needed.
  264.         change_graphic(@ripe) if previous != @stage
  265.       end
  266.     end

  267.     def change_graphic(final)
  268.       # Set local variable to this plant's event
  269.       event = $game_map.events[@id]
  270.       data = final ? Garden.final_graphic(@produce) :
  271.         Garden.stage_graphics(@stage)
  272.       # Apply graphical change by simply altering event's stance and source
  273.       event.character_name = data[0]
  274.       event.direction = (2 * data[2])
  275.       event.pattern = (data[1] - 1)
  276.       event.refresh
  277.     end

  278.     def restore_event
  279.       # Restore event to original state before planting.
  280.       event = $game_map.events[@id]
  281.       event.character_name = @original_event[0]
  282.       event.direction = @original_event[1]
  283.       event.pattern = @original_event[2]
  284.     end

  285.     def produce
  286.       # Return nil if not yet ripe, else return an item ID.
  287.       return (@ripe ? @produce : nil)
  288.     end
  289.   end
  290. end

  291. #===============================================================================
  292. # ** Game_System
  293. #===============================================================================

  294. class Game_System

  295.   attr_accessor :garden, :garden_counter

  296.   alias zer0_garden_init initialize
  297.   def initialize
  298.     # Initialize variables used for the garden system.
  299.     @garden_counter = 0
  300.     @garden = {}
  301.     zer0_garden_init
  302.   end

  303.   alias zer0_garden_upd update
  304.   def update
  305.     # Increase garden counter and check if update is needed every second.
  306.     if (Graphics.frame_count % 40) == 0
  307.       @garden_counter += 1
  308.       # Check if current map has any plants on it. If so, refresh them.
  309.       if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty?
  310.         @garden[$game_map.map_id].each {|plant| plant.refresh }
  311.       end
  312.     end
  313.     zer0_garden_upd
  314.   end
  315. end

  316. #===============================================================================
  317. # ** Game_Event
  318. #===============================================================================

  319. class Game_Event

  320.   attr_accessor :character_name, :direction, :pattern

  321.   alias zer0_garden_event_refresh refresh
  322.   def refresh
  323.     # Normal refresh method.
  324.     zer0_garden_event_refresh
  325.     # Set flag for this event being a garden event.
  326.     @garden_event = (@page != nil && @page.list[0].code == 108 &&
  327.       @page.list[0].parameters[0] == 'Garden Event')
  328.   end

  329.   alias zer0_garden_upd update
  330.   def update
  331.     # Skip update method foe this event if it is a plant.
  332.     @garden_event ? return : zer0_garden_upd
  333.   end

  334.   alias zer0_garden_event_start start
  335.   def start
  336.     # Redefine the 'start' method if Garden Event flag is present.
  337.     if @garden_event
  338.       plants, harvest = $game_system.garden[$game_map.map_id], false
  339.       # Check if plant exists, and if so check if it is ripe.
  340.       pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false
  341.       $scene = Scene_Garden.new(@id, pick)
  342.     else
  343.       zer0_garden_event_start
  344.     end
  345.   end
  346. end

  347. #===============================================================================
  348. # ** Game_Map
  349. #===============================================================================

  350. class Game_Map

  351.   alias zer0_garden_setup setup
  352.   def setup(map_id)
  353.     zer0_garden_setup(map_id)
  354.     # Refresh each plant when map is set up
  355.     if $game_system.garden[@map_id] != nil
  356.       $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) }
  357.     end
  358.   end
  359. end

  360. #===============================================================================
  361. # * Window_Seed
  362. #===============================================================================

  363. class Window_Seed < Window_Selectable

  364.   def initialize
  365.     super(160, 304, 320, 160)
  366.     self.index = 0
  367.     refresh
  368.   end

  369.   def refresh
  370.     # Clear the bitmap.
  371.     self.contents = self.contents.dispose if self.contents != nil
  372.     # Determine what seeds to display.
  373.     @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
  374.     unless Garden::SEED_DISPLAY
  375.       @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 }
  376.     end
  377.     @item_max = @seeds.size
  378.     # Draw the items on the bitmap.
  379.     if @item_max > 0
  380.       self.contents = Bitmap.new(width - 32, @item_max * 32)
  381.       @seeds.each_index {|i|
  382.         item = @seeds[i]
  383.         number = $game_party.item_number(item.id)
  384.         self.contents.font.color = number > 0 ? normal_color : disabled_color
  385.         opacity = number > 0 ? 255 : 128
  386.         # Find icon bitmap and set it to window, and draw the text.
  387.         bitmap = RPG::Cache.icon(item.icon_name)
  388.         self.contents.blt(4, i*32+4, bitmap, Rect.new(8, 11, 48, 48), opacity)
  389.         self.contents.draw_text(38, i*32, 288, 32, item.name)
  390.         self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
  391.         self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)
  392.       }
  393.     end
  394.   end

  395.   def seed
  396.     # Returns currently highlighted seed item.
  397.     return @seeds[self.index]
  398.   end
  399. end

  400. #===============================================================================
  401. # * Scene_Garden
  402. #===============================================================================

  403. class Scene_Garden

  404.   def initialize(id, harvest)
  405.     @event_id, @harvest = id, harvest
  406.     # Play SE to give impression that scene never changed.
  407.     $game_system.se_play($data_system.decision_se)
  408.     $game_player.straighten
  409.     garden = $game_system.garden[$game_map.map_id]
  410.     if garden != nil
  411.       @plant = garden.find {|plant| plant.id == id }
  412.     end
  413.   end

  414.   def main
  415.     # Create map sprite and required windows.
  416.     @map, @help_window = Spriteset_Map.new, Window_Help.new
  417.     # Create Confirmation window.
  418.     @confirm_window = Window_Command.new(128, ['是', '否'])
  419.     @confirm_window.x, @confirm_window.y = 496, 336
  420.     # Initialize sprites array. Used to handle all the sprites together.
  421.     @sprites = [@map, @help_window, @confirm_window]
  422.     # Create seed window if plant is not being harvested.
  423.     unless @harvest
  424.       @seed_window = Window_Seed.new
  425.       @sprites.push(@seed_window)
  426.       @seed_window.active = @seed_window.visible = false
  427.       @help_window.set_text('很肥沃的土地,要进行种植吗?')
  428.     else
  429.       @data = $game_system.garden[$game_map.map_id][@event_id]
  430.       if @plant != nil && @plant.ripe
  431.         text = '作物已经成熟,要进行收获吗?'
  432.       else
  433.         text = '作物还没有完全成熟,要提前进行收获吗?'
  434.       end
  435.       @help_window.set_text(text)
  436.     end
  437.     # Transition instantly then start main loop.
  438.     Graphics.transition(0)
  439.     loop { Graphics.update; Input.update; update; break if $scene != self }
  440.     # Dispose of all the sprites.
  441.     @sprites.each {|sprite| sprite.dispose }
  442.     # Have map refresh to update any changes made.
  443.     $game_map.need_refresh = true
  444.   end

  445.   def update
  446.     @sprites.each {|sprite| sprite.update }
  447.     # Branch update method depending on what window is active.
  448.     if @confirm_window.active
  449.       update_confirm
  450.     elsif @seed_window != nil && @seed_window.active
  451.       update_seed_select
  452.     end
  453.   end

  454.   def update_confirm
  455.     if Input.trigger?(Input::B)
  456.       # Branch by what action is being canceled.
  457.       if @harvest
  458.         back_to_map
  459.       else
  460.         @seed1 == nil ? back_to_map : cancel_seed_selection
  461.       end
  462.     elsif Input.trigger?(Input::C)
  463.       # Branch by what action is being confirmed.
  464.       if @harvest
  465.         if @confirm_window.index == 0
  466.           item_id = Garden.harvest(@event_id)
  467.           if item_id != nil
  468.             @confirm_window.active = @confirm_window.visible = false
  469.             # Gain item, play the harvest SE, then return to the map.
  470.             $game_party.gain_item(item_id, 1)
  471.             $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100))
  472.             show_results($data_items[item_id])
  473.             $scene = Scene_Map.new
  474.           else
  475.             back_to_map
  476.           end
  477.         else
  478.           back_to_map
  479.         end
  480.       else
  481.         # If asking if player would like to plant seeds at this location.
  482.         if @seed1 == nil
  483.           if @confirm_window.index == 0
  484.             @seed_window.active = @seed_window.visible = true
  485.             @confirm_window.active = @confirm_window.visible = false
  486.             @help_window.set_text('请选择您喜欢的种子,进行种植')
  487.           else
  488.             back_to_map
  489.             return
  490.           end
  491.         else # If confirming seed selection.
  492.           if @confirm_window.index == 0
  493.             # Plant seeds and return to map.
  494.             Garden.plant_seeds(@seed1.id, @seed2.id, @event_id)
  495.             $scene = Scene_Map.new
  496.           else # If canceling seed selection
  497.             cancel_seed_selection
  498.             return
  499.           end
  500.         end
  501.         $game_system.se_play($data_system.decision_se)
  502.       end
  503.     end
  504.   end

  505.   def show_results(result)
  506.     @help_window.contents.clear
  507.     # Display the message in the help window.
  508.     @help_window.draw_item_name(result, 0, 0)
  509.     cw = @help_window.contents.text_size(result.name).width + 32
  510.     @help_window.contents.draw_text(cw, 0, 608, 32, ' 已添加至您的背包!')
  511.     # Call Input.update to the clear key press.
  512.     Input.update
  513.     # Loop until it is pressed again.
  514.     until Input.trigger?(Input::C)
  515.       Graphics.update; Input.update; update
  516.     end
  517.   end

  518.   def cancel_seed_selection
  519.     # Play cancel SE, reset seeds, and activate/deactivate windows.
  520.     $game_system.se_play($data_system.cancel_se)
  521.     @seed_window.active = @seed_window.visible = true
  522.     @confirm_window.active = @confirm_window.visible = false
  523.     @help_window.set_text('请选择您喜欢的种子,进行种植')
  524.     @seed1 = @seed2 = nil
  525.   end

  526.   def back_to_map
  527.     # Play cancel SE and return to map.
  528.     $game_system.se_play($data_system.cancel_se)
  529.     $scene = Scene_Map.new
  530.   end

  531.   def update_seed_select
  532.     if Input.trigger?(Input::B)
  533.       # If first seed is selected, go back to re-select, else return to map.
  534.       if @seed1 != nil
  535.         $game_party.gain_item(@seed1.id, 1)
  536.         @seed1 = nil
  537.         @seed_window.refresh
  538.         $game_system.se_play($data_system.cancel_se)
  539.       else
  540.         back_to_map
  541.       end
  542.     elsif Input.trigger?(Input::C)
  543.       # Play Cancle SE if displayed and party has none.
  544.       if $game_party.item_number(@seed_window.seed.id) < 1
  545.         $game_system.se_play($data_system.buzzer_se)
  546.         return
  547.       end
  548.       $game_system.se_play($data_system.decision_se)
  549.       # Set first seed if not defined, else set the second seed and continue.
  550.       if @seed1 == nil
  551.         @seed1 = @seed_window.seed
  552.         $game_party.lose_item(@seed1.id, 1)
  553.       else
  554.         @seed2, @seed_window.active = @seed_window.seed, false
  555.         $game_party.lose_item(@seed2.id, 1)
  556.         @confirm_window.active = @confirm_window.visible = true
  557.       end
  558.       # Refresh seed window to show changes in inventory.
  559.       set_help
  560.       @seed_window.refresh
  561.     end
  562.   end

  563.   def set_help
  564.     # Clear help window.
  565.     @help_window.contents.clear
  566.     # Draw items
  567.     text = @seed2 != nil ? '确定以它们进行种植吗?' : '请选择第二类种子'
  568.     @help_window.set_text(text)
  569.     @help_window.draw_item_name(@seed1, 224, 0)
  570.     if @seed2 != nil
  571.       cw = @help_window.contents.text_size(@seed1.name).width + 320
  572.       @help_window.draw_item_name(@seed2, cw, 0)
  573.     end
  574.   end
  575. end
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Lv1.梦旅人 (禁止访问)

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发表于 2015-11-26 20:30:42 | 只看该作者
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 楼主| 发表于 2015-11-26 20:39:36 | 只看该作者
冷峻逸 发表于 2015-11-26 20:30
说明:
#
#这个系统可以让玩家的植物种子,这将最终成长

其实我也用在线翻译翻译了,但还是不知道怎么设置才能成功,对这个脚本的原理、使用方法、种植时间计算都不懂。
下面两张图是我报错的图。

2.png (22.35 KB, 下载次数: 13)

2.png

QQ截图20151126203737.png (28.99 KB, 下载次数: 14)

QQ截图20151126203737.png
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 楼主| 发表于 2015-11-26 21:09:28 | 只看该作者
这个脚本真的很重要,所以希望各位大大能帮帮忙。
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发表于 2015-11-26 21:46:30 | 只看该作者
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 楼主| 发表于 2015-11-26 22:02:53 | 只看该作者
冷峻逸 发表于 2015-11-26 21:46
请问在脚本编辑器内的放置位置?可能是这个原因
还有没有用其他脚本?另开一个工程试试 ...

这是一个新建的工程。
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开拓者贵宾剧作品鉴家

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发表于 2015-11-27 09:33:05 | 只看该作者
本帖最后由 RyanBern 于 2015-11-27 20:47 编辑

此脚本包含设置区域,如果不进行设置是无法正确使用的。
设置区域为脚本的71~217行(行数以楼主在主楼贴出的脚本为准),每一部分都必须进行正确的设置。
1. 73行:设置种子的物品ID
在这里你需要设置什么样的物品是所谓“种子”,需要将对应物品的ID填写在数组中。填写的顺序建议为种子的价值或者稀有度,由低到高填写。例如,如果你写SEED_IDS = [1,2,3],那么1号~3号物品就是种子,并且1号种子最普通,3号种子最稀有。设置完毕后,请牢记这里的设置顺序,在后面的设置里面需要这个顺序。
2. 77行:设置收获 SE
设置收获物品时播放的 SE
3. 80行:设置是否显示全部种子
设置选择种子时的显示模式,如果设置为true,则选择种子时会将1中所有种子都列出来,玩家没有持有的种子会显示为灰色;设置为false时,选择种子时只会显示玩家已经持有的种子,没有持有的种子不会显示。
4. 86~98行:设置种子生长时间
格式为'when 物品ID then 等待时间',等待时间的单位是秒,含义就是该种子从种下到收获需要等待多长时间。在这里需要注意,这个种植系统是使用两个种子进行种植,然后收获一件成品,所以实际等待时间为所选两个种子的平均值。
5. 108~117行:设置成品的生长阶段
在这里解释一下,将不同种子的组合种下会得到不同的成品,而不同成品所对应的生长阶段数是不同的。所谓生长阶段就是在生长期间,地图上的图形会改变多少次。设置格式为'when 成品ID then 阶段数',如果不进行设置则默认是3个阶段。
注:成品ID即为成品的物品ID。
6. 141~159行:设置成品
这里比较复杂,你需要根据1中的设置进行。该种植系统需要使用两个种子进行种植,例如你在1中设置的SEED_IDS = [2,3,5],请记住2,3,5所对应的数组索引(即在数组中的顺序,从0开始计算,因此2对应的索引是0,3对应的索引是1,5对应的索引是2)。然后在这里设置种子组合使用后可能会得到的成品。两个种子组合服从加法原则,即将两个种子所对应的索引相加。所以,如果最大索引是m,那么理论上最多能出现0~2×m种组合,你需要对这些组合进行设置成品。
设置格式'when 组合索引 then [成品ID, 成品ID, ...]',后面的数组表示可能收获的成品,如果设置为多个则从中随机选取成品。
例:when 2 then [10, 11]
当两个种子的索引之和为2时,成熟后将随机收获10或11号物品。
7. 187~216行:设置图形
分为两个部分,设置各个阶段的图形,和设置成熟后最终的图形。
格式为'when 阶段 then [行走图文件名, 行走图X, 行走图Y]'和'when 成品ID then [行走图文件名, 行走图X, 行走图Y]'
由于一个行走图有4×4个图形,所以使用时需要用行走图X和行走图Y来指定你究竟想使用哪个图形。
注意:设置阶段时要注意数目,最小的数目不能小于5中所设置阶段数的最大值。另外,所有作物的阶段图形都是相同的(无论是什么样的成品),但是最终成品的图形是不同的。

使用的方法非常简单,只需要新建一个事件,然后在事件内容的第一行使用事件指令中的注释,输入Garden Event即可。

哪个地方不清楚请在下面回复。

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 楼主| 发表于 2015-11-27 19:39:00 | 只看该作者
RyanBern 发表于 2015-11-27 09:33
此脚本包含设置区域,如果不进行设置时无法正确使用的。
设置区域为脚本的71·217行(行数以楼主在主楼贴出 ...

膜拜版主大大辛苦了。
版主大大可不可以帮我改成一颗种子结出一个果实的
就是把第二果实取消掉,第一果实的索引是多少就是多少,不要计算第二种子。
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 楼主| 发表于 2015-11-27 20:09:35 | 只看该作者
RyanBern 发表于 2015-11-27 09:33
此脚本包含设置区域,如果不进行设置时无法正确使用的。
设置区域为脚本的71·217行(行数以楼主在主楼贴出 ...

还是谢谢版主啦。我自己研究下这个脚本。版主大大不用帮我改哦。
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