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[RMXP发布] 【脚本】改进·无人问津的雇佣兵系统

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Lv2.观梦者

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发表于 2012-8-20 16:59:13 | 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 z121310 于 2012-8-20 19:05 编辑

前几天自己搜到个雇佣兵脚本发现问题真不少,去站上一搜,发现有些朋友跟我的情况一样:1.解雇主角出错(前辈已修正)2.雇佣完或解雇完人物出错(前辈已修正)3.雇佣兵若不佩戴武器和防具出错(截止我修正以前无修正)这是一个严重的BUG,(为什么之前无人修正呢?可能觉得这不是个大问题,而且站上伸手党又泛滥了……包括我以前)对于某些希望对自己的雇佣兵“从头做起”的玩家可能这就费力了(而且解雇时还不能把装备全脱下来,恼火啊……)于是我自己一个半脚本盲,修改了原脚本,发现还挺简单,冲突完全消失(感谢凌冰前辈修正的前两个BUG)

这是修改以后的脚本,判定无武器、防具时显示为空(主要还是运用了ID判断法):
  1. module Mercenaries
  2. class Window_Help < ::Window_Base
  3. def initialize
  4. super(0, 0, 196, 256)
  5. self.contents = Bitmap.new(width - 32, height - 32)
  6. self.contents.font.size = 18
  7. @actor = nil
  8. self.z += 10
  9. end
  10. def draw_actor(actor)
  11. if @actor != actor
  12. self.contents.clear
  13. bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  14. bx = (self.width / 2) - bitmap.width / 2
  15. by = (self.height / 2) - bitmap.height / 2
  16. self.contents.blt(bx, by, bitmap, bitmap.rect, 196)
  17. self.contents.draw_text(4, 4 + 0, 196, 18, "佣金:" + actor.price.to_s)
  18. self.contents.draw_text(4, 4 + 20, 196, 18, "姓名:" + actor.name)
  19. self.contents.draw_text(4, 4 + 40, 196, 18, "职业:" + actor.class_name)

  20. @weapon_id = actor.weapon_id
  21. if actor.weapon_id == 0
  22. self.contents.draw_text(4, 4 + 60, 196, 18, "武器:空")
  23. else
  24. self.contents.draw_text(4, 4 + 60, 196, 18, "武器:#{$data_weapons[actor.weapon_id].name}")
  25. end

  26. @armor3_id = actor.armor3_id
  27. if actor.armor3_id == 0
  28. self.contents.draw_text(4, 4 + 80, 196, 18, "铠甲:空")
  29. else  
  30. self.contents.draw_text(4, 4 + 80, 196, 18, "铠甲:#{$data_armors[actor.armor3_id].name}")
  31. end
  32. self.contents.draw_text(4, 4 + 100, 196, 18, "攻击力:#{actor.atk}")
  33. self.contents.draw_text(4, 4 + 120, 196, 18, "防御力:#{actor.pdef}")
  34. self.contents.draw_text(4, 4 + 140, 196, 18, "魔御力:#{actor.mdef}")
  35. self.contents.draw_text(4, 4 + 160, 196, 18, "力量:#{actor.str}")
  36. self.contents.draw_text(4, 4 + 180, 196, 18, "灵巧:#{actor.dex}")
  37. self.contents.draw_text(4, 4 + 200, 196, 18, "速度:#{actor.agi}")
  38. self.contents.draw_text(4, 4 + 220, 196, 18, "魔力:#{actor.int}")
  39. @actor = actor
  40. end
  41. end
  42. end
  43. class Window_ShopCommand < Window_Selectable
  44. #--------------------------------------------------------------------------
  45. # ● 初始化对像
  46. #--------------------------------------------------------------------------
  47. def initialize
  48. super(80, 90 - 64, 480, 64)
  49. self.contents = Bitmap.new(width - 32, height - 32)
  50. @item_max = 3
  51. @column_max = 3
  52. @commands = ["雇佣", "解雇", "取消"]
  53. refresh
  54. self.index = 0
  55. end
  56. #--------------------------------------------------------------------------
  57. # ● 刷新
  58. #--------------------------------------------------------------------------
  59. def refresh
  60. self.contents.clear
  61. for i in 0...@item_max
  62. draw_item(i)
  63. end
  64. end
  65. #--------------------------------------------------------------------------
  66. # ● 描绘项目
  67. # index : 项目编号
  68. #--------------------------------------------------------------------------
  69. def draw_item(index)
  70. x = 4 + index * 160
  71. self.contents.draw_text(x, 0, 128, 32, @commands[index])
  72. end
  73. end
  74. class Window_Mercenaries < ::Window_Selectable
  75. attr_reader :column_max
  76. attr_reader :item_max
  77. attr_reader :mercenaries
  78. def initialize(mercenaries)
  79. super(80, 90, 480, 320)
  80. @mercenaries = mercenaries
  81. @column_max = 7
  82. refresh
  83. self.index = 0
  84. end
  85. def set_mercenaries(mercenaries)
  86. @mercenaries = mercenaries
  87. refresh
  88. end
  89. def id
  90. return @mercenaries[self.index]
  91. end
  92. def refresh
  93. if self.contents != nil
  94. self.contents.dispose
  95. self.contents = nil
  96. end
  97. @item_max = @mercenaries.size
  98. if @item_max > 0
  99. self.contents = Bitmap.new(width - 32, row_max * 80)
  100. for i in 0...@item_max
  101. draw_actor(i) if @mercenaries[i] != nil#凌冰
  102. end
  103. end
  104. end
  105. def draw_actor(index)
  106. x = 4 + (index % @column_max * 64)
  107. y = 4 + (index / @column_max * 80)
  108. actor = $game_actors[@mercenaries[index]]
  109. bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
  110. rect = bitmap.rect
  111. rect.width /= 4
  112. rect.height /= 4
  113. self.contents.blt(x, y, bitmap, rect)
  114. self.contents.font.size = 12
  115. self.contents.draw_text(x, y + 64 - 8, 64, 16, actor.name)
  116. self.contents.font.size = 9
  117. self.contents.draw_text(x + 4, y + 64 - 16, 64, 9, "Lv."+sprintf("%02d", actor.level))
  118. end
  119. #--------------------------------------------------------------------------
  120. # ● 更新光标举行
  121. #--------------------------------------------------------------------------
  122. def update_cursor_rect
  123. # 光标位置不满 0 的情况下
  124. if @index < 0
  125. self.cursor_rect.empty
  126. return
  127. end
  128. # 获取当前的行
  129. row = @index / @column_max
  130. # 当前行被显示开头行前面的情况下
  131. if row < self.top_row
  132. # 从当前行向开头行滚动
  133. self.top_row = row
  134. end
  135. # 当前行被显示末尾行之后的情况下
  136. if row > self.top_row + (self.page_row_max - 1)
  137. # 从当前行向末尾滚动
  138. self.top_row = row - (self.page_row_max - 1)
  139. end
  140. # 计算光标的宽
  141. cursor_width = self.width / @column_max - 32
  142. # 计算光标坐标
  143. x = @index % @column_max * 64
  144. y = @index / @column_max * 80 - self.oy
  145. # 更新国标矩形
  146. self.cursor_rect.set(x, y, 64, 80)
  147. end
  148. end
  149. class Scene_Mercenaries
  150. def initialize(mercenaries)
  151. @mercenaries = mercenaries
  152. for actor in $game_party.actors
  153. if @mercenaries.include?(actor.id)
  154. @mercenaries.delete(actor.id)
  155. end
  156. end
  157. @windows = []
  158. @temp = @mercenaries.dup
  159. @type = -1
  160. end
  161. def main_start
  162. make_window
  163. @spriteset = Spriteset_Map.new
  164. end
  165. def main_loop
  166. while $scene == self
  167. rm_update
  168. input_update
  169. update_window
  170. end
  171. end
  172. def main_end
  173. dispose_window
  174. @spriteset.dispose
  175. end
  176. def main
  177. main_start
  178. Graphics.transition
  179. main_loop
  180. Graphics.freeze
  181. main_end
  182. end
  183. def make_window
  184. @window_shopcommand = Window_ShopCommand.new
  185. @window_help = Window_Help.new
  186. @window_mercenaries = Window_Mercenaries.new(@mercenaries)
  187. @window_mercenaries.active = false
  188. @window_mercenaries.index = -1
  189. wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
  190. wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
  191. @window_help.x = wx + @window_mercenaries.x + 64
  192. @window_help.y = wy + @window_mercenaries.y + 80
  193. @window_gold = Window_Gold.new
  194. @window_gold.x = 640 - @window_gold.width - 32
  195. @window_gold.y = 480 - @window_gold.height - 32
  196. @windows << @window_gold << @window_shopcommand << @window_mercenaries << @window_help
  197. @window_help.visible = false
  198. end
  199. def update_window
  200. @windows.each{ |window|window.update }
  201. help_update
  202. end
  203. def dispose_window
  204. @windows.each{ |window|window.dispose }
  205. end
  206. def help_update
  207. if @window_mercenaries.active and @window_mercenaries.id != nil#凌冰
  208. @window_help.visible = true
  209. wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
  210. wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
  211. @window_help.x = wx + @window_mercenaries.x + 64
  212. @window_help.y = wy + @window_mercenaries.y + 80
  213. if @window_help.x + @window_help.width > 640
  214. @window_help.x = 640 - @window_help.width
  215. end
  216. if @window_help.y + @window_help.height > 480
  217. @window_help.y = 480 - @window_help.height
  218. end
  219. @window_help.draw_actor($game_actors[@window_mercenaries.id])
  220. else
  221. @window_help.visible = false
  222. end
  223. end
  224. def input_update
  225. if Input.trigger?(Input::B)
  226. @type = -1
  227. @window_shopcommand.active = true
  228. @window_mercenaries.active = false
  229. @window_mercenaries.index = -1
  230. return
  231. end
  232. if Input.trigger?(Input::C)
  233. if @window_shopcommand.active
  234. case @window_shopcommand.index
  235. when 0
  236. @window_mercenaries.set_mercenaries(@temp)
  237. @type = 0
  238. @window_shopcommand.active = false
  239. @window_mercenaries.active = true
  240. @window_mercenaries.index = 0
  241. return
  242.           when 1
  243.             actors = []
  244.             for actor in $game_party.actors
  245.               actors << actor.id and actors -= [1]
  246.             end
  247.             @window_mercenaries.set_mercenaries(actors)
  248.             @type = 1
  249.             @window_shopcommand.active = false
  250.             @window_mercenaries.active = true
  251.             @window_mercenaries.index = 0
  252.             return
  253. when 2
  254. $scene = Scene_Map.new
  255. return
  256. end
  257. end
  258. case @type
  259. when 0
  260. if @window_mercenaries.id != nil and
  261. $game_party.gold >= $game_actors[@window_mercenaries.id].price
  262. if $game_party.actors.size < 4
  263. $game_party.lose_gold($game_actors[@window_mercenaries.id].price)
  264. $game_party.add_actor(@window_mercenaries.id)
  265. @window_mercenaries.mercenaries.delete(@window_mercenaries.id)
  266. @window_mercenaries.refresh
  267. if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
  268. @window_mercenaries.index = @window_mercenaries.mercenaries.size-1
  269. end
  270. end
  271. end
  272. when 1
  273. if @window_mercenaries.id != 1
  274. $game_party.gain_gold($game_actors[@window_mercenaries.id].price / 2)
  275. $game_party.remove_actor(@window_mercenaries.id)
  276. @temp << @window_mercenaries.id
  277. @window_mercenaries.mercenaries.delete(@window_mercenaries.id)
  278. @window_mercenaries.refresh
  279. if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
  280. @window_mercenaries.index = @window_mercenaries.mercenaries.size-1
  281. end
  282. end
  283. end
  284. @window_gold.refresh
  285. end
  286. end
  287. def rm_update
  288. Graphics.update
  289. Input.update
  290. end
  291. end
  292. end
  293. class Game_Actor
  294. def price
  295. price = @name.split(/,/)[1].nil? ? 0 : @name.split(/,/)[1].to_i
  296. return price * self.level
  297. end
  298. def name
  299. return @name.split(/,/)[0]
  300. end
  301. end
  302. class Game_System
  303. attr_reader :mercenaries
  304. alias old_initialize initialize
  305. def initialize
  306. old_initialize
  307. @mercenaries = {}
  308. end
  309. end
复制代码

Lv2.观梦者

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 楼主| 发表于 2012-8-20 17:10:46 | 只看该作者
我忘了说,(恕我连贴)刚才我测试时发现解雇人数到0时再按确定会出错,这么改:把275行改为
if @window_mercenaries.id != nil and

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同樣遇到這個問題!感謝修正!!  发表于 2012-8-21 03:56
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发表于 2012-8-28 15:52:19 | 只看该作者
唔……求LZ说下启动方法……


‘‘──无脑之人于2012-8-28 15:54补充以下内容:

唔……发下排版后的……LZ我不懂啊……应该写哪一个才能调出来界面?
代码复制
  1. module Mercenaries
  2.   class Window_Help < ::Window_Base
  3.     def initialize
  4.       super(0, 0, 196, 256)
  5.       self.contents = Bitmap.new(width - 32, height - 32)
  6.       self.contents.font.size = 18
  7.       @actor = nil
  8.       self.z += 10
  9.     end
  10.     def draw_actor(actor)
  11.       if @actor != actor
  12.         self.contents.clear
  13.         bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  14.         bx = (self.width / 2) - bitmap.width / 2
  15.         by = (self.height / 2) - bitmap.height / 2
  16.         self.contents.blt(bx, by, bitmap, bitmap.rect, 196)
  17.         self.contents.draw_text(4, 4 + 0, 196, 18, "佣金:" + actor.price.to_s)
  18.         self.contents.draw_text(4, 4 + 20, 196, 18, "姓名:" + actor.name)
  19.         self.contents.draw_text(4, 4 + 40, 196, 18, "职业:" + actor.class_name)
  20.  
  21.         @weapon_id = actor.weapon_id
  22.         if actor.weapon_id == 0
  23.           self.contents.draw_text(4, 4 + 60, 196, 18, "武器:空")
  24.         else
  25.           self.contents.draw_text(4, 4 + 60, 196, 18, "武器:#{$data_weapons[actor.weapon_id].name}")
  26.         end
  27.  
  28.         @armor3_id = actor.armor3_id
  29.         if actor.armor3_id == 0
  30.           self.contents.draw_text(4, 4 + 80, 196, 18, "铠甲:空")
  31.         else  
  32.           self.contents.draw_text(4, 4 + 80, 196, 18, "铠甲:#{$data_armors[actor.armor3_id].name}")
  33.         end
  34.         self.contents.draw_text(4, 4 + 100, 196, 18, "攻击力:#{actor.atk}")
  35.         self.contents.draw_text(4, 4 + 120, 196, 18, "防御力:#{actor.pdef}")
  36.         self.contents.draw_text(4, 4 + 140, 196, 18, "魔御力:#{actor.mdef}")
  37.         self.contents.draw_text(4, 4 + 160, 196, 18, "力量:#{actor.str}")
  38.         self.contents.draw_text(4, 4 + 180, 196, 18, "灵巧:#{actor.dex}")
  39.         self.contents.draw_text(4, 4 + 200, 196, 18, "速度:#{actor.agi}")
  40.         self.contents.draw_text(4, 4 + 220, 196, 18, "魔力:#{actor.int}")
  41.         @actor = actor
  42.       end
  43.     end
  44.   end
  45.   class Window_ShopCommand < Window_Selectable
  46. #--------------------------------------------------------------------------
  47. # ● 初始化对像
  48. #--------------------------------------------------------------------------
  49.     def initialize
  50.       super(80, 90 - 64, 480, 64)
  51.       self.contents = Bitmap.new(width - 32, height - 32)
  52.       @item_max = 3
  53.       @column_max = 3
  54.       @commands = ["雇佣", "解雇", "取消"]
  55.       refresh
  56.       self.index = 0
  57.     end
  58. #--------------------------------------------------------------------------
  59. # ● 刷新
  60. #--------------------------------------------------------------------------
  61.     def refresh
  62.       self.contents.clear
  63.       for i in 0...@item_max
  64.         draw_item(i)
  65.       end
  66.     end
  67. #--------------------------------------------------------------------------
  68. # ● 描绘项目
  69. # index : 项目编号
  70. #--------------------------------------------------------------------------
  71.     def draw_item(index)
  72.       x = 4 + index * 160
  73.       self.contents.draw_text(x, 0, 128, 32, @commands[index])
  74.     end
  75.   end
  76.   class Window_Mercenaries < ::Window_Selectable
  77.     attr_reader :column_max
  78.     attr_reader :item_max
  79.     attr_reader :mercenaries
  80.     def initialize(mercenaries)
  81.       super(80, 90, 480, 320)
  82.       @mercenaries = mercenaries
  83.       @column_max = 7
  84.       refresh
  85.       self.index = 0
  86.     end
  87.     def set_mercenaries(mercenaries)
  88.       @mercenaries = mercenaries
  89.       refresh
  90.     end
  91.     def id
  92.       return @mercenaries[self.index]
  93.     end
  94.     def refresh
  95.       if self.contents != nil
  96.         self.contents.dispose
  97.         self.contents = nil
  98.       end
  99.       @item_max = @mercenaries.size
  100.       if @item_max > 0
  101.         self.contents = Bitmap.new(width - 32, row_max * 80)
  102.         for i in 0...@item_max
  103.           draw_actor(i) if @mercenaries[i] != nil#凌冰
  104.         end
  105.       end
  106.     end
  107.     def draw_actor(index)
  108.       x = 4 + (index % @column_max * 64)
  109.       y = 4 + (index / @column_max * 80)
  110.       actor = $game_actors[@mercenaries[index]]
  111.       bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
  112.       rect = bitmap.rect
  113.       rect.width /= 4
  114.       rect.height /= 4
  115.       self.contents.blt(x, y, bitmap, rect)
  116.       self.contents.font.size = 12
  117.       self.contents.draw_text(x, y + 64 - 8, 64, 16, actor.name)
  118.       self.contents.font.size = 9
  119.       self.contents.draw_text(x + 4, y + 64 - 16, 64, 9, "Lv."+sprintf("%02d", actor.level))
  120.     end
  121. #--------------------------------------------------------------------------
  122. # ● 更新光标举行
  123. #--------------------------------------------------------------------------
  124.     def update_cursor_rect
  125.       # 光标位置不满 0 的情况下
  126.       if @index < 0
  127.         self.cursor_rect.empty
  128.         return
  129.       end
  130.       # 获取当前的行
  131.       row = @index / @column_max
  132.       # 当前行被显示开头行前面的情况下
  133.       if row < self.top_row
  134.         # 从当前行向开头行滚动
  135.         self.top_row = row
  136.       end
  137.       # 当前行被显示末尾行之后的情况下
  138.       if row > self.top_row + (self.page_row_max - 1)
  139.         # 从当前行向末尾滚动
  140.         self.top_row = row - (self.page_row_max - 1)
  141.       end
  142.       # 计算光标的宽
  143.       cursor_width = self.width / @column_max - 32
  144.       # 计算光标坐标
  145.       x = @index % @column_max * 64
  146.       y = @index / @column_max * 80 - self.oy
  147.       # 更新国标矩形
  148.       self.cursor_rect.set(x, y, 64, 80)
  149.     end
  150.   end
  151.   class Scene_Mercenaries
  152.     def initialize(mercenaries)
  153.       @mercenaries = mercenaries
  154.       for actor in $game_party.actors
  155.         if @mercenaries.include?(actor.id)
  156.           @mercenaries.delete(actor.id)
  157.         end
  158.       end
  159.       @windows = []
  160.       @temp = @mercenaries.dup
  161.       @type = -1
  162.     end
  163.     def main_start
  164.       make_window
  165.       @spriteset = Spriteset_Map.new
  166.     end
  167.     def main_loop
  168.       while $scene == self
  169.         rm_update
  170.         input_update
  171.         update_window
  172.       end
  173.     end
  174.     def main_end
  175.       dispose_window
  176.       @spriteset.dispose
  177.     end
  178.     def main
  179.       main_start
  180.       Graphics.transition
  181.       main_loop
  182.       Graphics.freeze
  183.       main_end
  184.     end
  185.     def make_window
  186.       @window_shopcommand = Window_ShopCommand.new
  187.       @window_help = Window_Help.new
  188.       @window_mercenaries = Window_Mercenaries.new(@mercenaries)
  189.       @window_mercenaries.active = false
  190.       @window_mercenaries.index = -1
  191.       wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
  192.       wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
  193.       @window_help.x = wx + @window_mercenaries.x + 64
  194.       @window_help.y = wy + @window_mercenaries.y + 80
  195.       @window_gold = Window_Gold.new
  196.       @window_gold.x = 640 - @window_gold.width - 32
  197.       @window_gold.y = 480 - @window_gold.height - 32
  198.       @windows << @window_gold << @window_shopcommand << @window_mercenaries << @window_help
  199.       @window_help.visible = false
  200.     end
  201.     def update_window
  202.       @windows.each{ |window|window.update }
  203.       help_update
  204.     end
  205.     def dispose_window
  206.       @windows.each{ |window|window.dispose }
  207.     end
  208.     def help_update
  209.       if @window_mercenaries.active and @window_mercenaries.id != nil#凌冰
  210.         @window_help.visible = true
  211.         wx = (@window_mercenaries.index % @window_mercenaries.column_max * 64)
  212.         wy = (@window_mercenaries.index / @window_mercenaries.column_max * 80)
  213.         @window_help.x = wx + @window_mercenaries.x + 64
  214.         @window_help.y = wy + @window_mercenaries.y + 80
  215.         if @window_help.x + @window_help.width > 640
  216.           @window_help.x = 640 - @window_help.width
  217.         end
  218.         if @window_help.y + @window_help.height > 480
  219.           @window_help.y = 480 - @window_help.height
  220.         end
  221.         @window_help.draw_actor($game_actors[@window_mercenaries.id])
  222.       else
  223.         @window_help.visible = false
  224.       end
  225.     end
  226.     def input_update
  227.       if Input.trigger?(Input::B)
  228.         @type = -1
  229.         @window_shopcommand.active = true
  230.         @window_mercenaries.active = false
  231.         @window_mercenaries.index = -1
  232.         return
  233.       end
  234.       if Input.trigger?(Input::C)
  235.         if @window_shopcommand.active
  236.           case @window_shopcommand.index
  237.           when 0
  238.             @window_mercenaries.set_mercenaries(@temp)
  239.             @type = 0
  240.             @window_shopcommand.active = false
  241.             @window_mercenaries.active = true
  242.             @window_mercenaries.index = 0
  243.             return
  244.           when 1
  245.             actors = []
  246.             for actor in $game_party.actors
  247.               actors << actor.id and actors -= [1]
  248.             end
  249.             @window_mercenaries.set_mercenaries(actors)
  250.             @type = 1
  251.             @window_shopcommand.active = false
  252.             @window_mercenaries.active = true
  253.             @window_mercenaries.index = 0
  254.             return
  255.           when 2
  256.             $scene = Scene_Map.new
  257.             return
  258.           end
  259.         end
  260.         case @type
  261.         when 0
  262.           if @window_mercenaries.id != nil and
  263.             $game_party.gold >= $game_actors[@window_mercenaries.id].price
  264.             if $game_party.actors.size < 4
  265.               $game_party.lose_gold($game_actors[@window_mercenaries.id].price)
  266.               $game_party.add_actor(@window_mercenaries.id)
  267.               @window_mercenaries.mercenaries.delete(@window_mercenaries.id)
  268.               @window_mercenaries.refresh
  269.               if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
  270.                 @window_mercenaries.index = @window_mercenaries.mercenaries.size-1
  271.               end
  272.             end
  273.           end
  274.         when 1
  275.           if @window_mercenaries.id != nil
  276.             $game_party.gain_gold($game_actors[@window_mercenaries.id].price / 2)
  277.             $game_party.remove_actor(@window_mercenaries.id)
  278.             @temp << @window_mercenaries.id
  279.             @window_mercenaries.mercenaries.delete(@window_mercenaries.id)
  280.             @window_mercenaries.refresh
  281.             if @window_mercenaries.index > @window_mercenaries.mercenaries.size-1
  282.               @window_mercenaries.index = @window_mercenaries.mercenaries.size-1
  283.             end
  284.           end
  285.         end
  286.         @window_gold.refresh
  287.       end
  288.     end
  289.     def rm_update
  290.       Graphics.update
  291.       Input.update
  292.     end
  293.   end
  294. end
  295.  
  296. class Game_Actor
  297.   def price
  298.     price = @name.split(/,/)[1].nil? ? 0 : @name.split(/,/)[1].to_i
  299.     return price * self.level
  300.   end
  301.   def name
  302.     return @name.split(/,/)[0]
  303.   end
  304. end
  305.  
  306. class Game_System
  307.   attr_reader :mercenaries
  308.   alias old_initialize initialize
  309.   def initialize
  310.     old_initialize
  311.     @mercenaries = {}
  312.   end
  313. end

’’
我要填坑!我要背单词!我要学日语!我要每天锻炼!
好吧呵呵= =
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Lv4.逐梦者

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发表于 2012-8-29 21:32:44 | 只看该作者
脚本是不错,但是还是搞不明白出了一个花钱这雇佣兵和新的角色有什么区别···
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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Lv1.梦旅人

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发表于 2012-9-2 00:53:15 | 只看该作者
严重问题:如何使用?-_-|||调用脚本句你好木写,其实这种脚本也挺好的,专门用在新人的无剧情游戏里不错。
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