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本帖最后由 sblkhgm 于 2012-3-12 03:29 编辑
模范大话飞行旗脚本放在神剑2里有问题,当我在外面插旗子 然后跑到房间里 在飞出来就提示[code]class Scene_Map
alias old_update update
def update
$size = $game_party.instance_variable_get("@items").size+1
$newid = $game_map.map_id
if $newid != $game_map.map_id
$newid = $game_map.map_id
end
old_update
end
end
class Game_Variables
def initialize
@data = []
end
def [](variable_id)
if variable_id <= 50000000 and @data[variable_id] != nil
return @data[variable_id]
else
return 0
end
end
def []=(variable_id, value)
if variable_id <= 50000000
@data[variable_id] = value
end
end
end
class Game_Switches
def initialize
@data = []
end
def [](switch_id)
if switch_id <= 50000000 and @data[switch_id] != nil
return @data[switch_id]
else
return false
end
end
def []=(switch_id, value)
if switch_id <= 50000000
@data[switch_id] = value
end
end
end
class Scene_Title
alias smn_main main
def main
$data_mapinfos = load_data("Data/MapInfos.rxdata")
smn_main
end
end
class Game_Party
attr_reader(:items)
attr_reader :item
attr_reader :id
alias old_initialize initialize
def initialize
@item = item
@id = id
old_initialize
end
end
class Interpreter
def command_355
script = @list[@index].parameters[0] + "\n"
loop do
if @list[@index+1].code == 655 or @list[@index+1].code == 355
script += @list[@index+1].parameters[0] + "\n"
else
break
end
@index += 1
end
result = eval(script)
if result == false
return false
end
return true
end
end
def make_fly_1(n)
r = rand(3)
id = $size+700
$data_items[id].name = "散标旗"+"_"+"未标记"+"("+"x"+","+"y"+")"
if r == 0
$data_items[id].icon_name = "红色"
end
if r == 1
$data_items[id].icon_name = "蓝色"
end
if r == 2
$data_items[id].icon_name = "黄色"
end
$data_items[id].description = "记录地点/飞行地点"
$data_items[id].scope = 0
$data_items[id].occasion = 0
$data_items[id].consumable = false
$data_items[id].common_event_id = 25
$data_items[id].hit = 100
$game_party.gain_item(id,n)
end
def make_fly_2(n)
r = rand(3)
id = $size+700
$data_items[id].name = "集标旗"+"_"+"未标记"+"("+"x"+","+"y"+")"
if r == 0
$data_items[id].icon_name = "红色"
end
if r == 1
$data_items[id].icon_name = "蓝色"
end
if r == 2
$data_items[id].icon_name = "黄色"
end
$data_items[id].description = "记录地点/飞行地点"
$data_items[id].scope = 0
$data_items[id].occasion = 0
$data_items[id].consumable = false
$data_items[id].common_event_id = 25
$data_items[id].hit = 100
$game_party.gain_item(id,n)
end
class Window_Item < Window_Selectable
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
end
@item_max = @data.size
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)
self.contents.font.size = 17
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
if item.name.include?("散标旗")
self.contents.font.color = system_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
end
if item.name.include?("集标旗")
self.contents.font.color = crisis_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
end
if not item.name.include?("标")
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
end
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Scene_Item
def main
@help_window = Window_Help.new
@item_window = Window_Item.new
@item_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
end
def update
@help_window.update
@item_window.update
@target_window.update
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
$id = @item.id
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = (@item_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
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