设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 4156|回复: 8
打印 上一主题 下一主题

[转载] 简单的怪物图鉴

[复制链接]

Lv3.寻梦者

梦石
0
星屑
1080
在线时间
226 小时
注册时间
2010-4-16
帖子
87
跳转到指定楼层
1
发表于 2011-7-21 11:59:48 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有帐号?注册会员

x

在外站找到了一个简单的怪物图鉴!!很简单的东西有没有人要啊!
  1. #===============================================================
  2. # ● [VX] ◦ Monster Book II ◦ □
  3. #--------------------------------------------------------------
  4. # ◦ by Woratana [[email protected]]
  5. # ◦ Thaiware RPG Maker Community
  6. # ◦ Released on: 02/01/2009
  7. # ◦ Version: 2.0
  8. # ◦ Special Thanks: Momomo~ for interface from Monster Book XP version
  9. #--------------------------------------------------------------
  10. # ** FEATURES
  11. #--------------------------------------------------------------
  12. # - Built-in snippet to add 'Monster Book' in the menu's command
  13. # - Show enemies' data in Monster Book after player fight with them
  14. # - All the texts are editable in setup part
  15. # - Call script to clear/complete Monster Book's data
  16. # - Call script to show/hide monster's data in Monster Book
  17. # - Compare monster's status with the highest level actors in party
  18. # - Turn ON switch to stop adding data into Monster Book temporarily
  19. # - Choose the monsters you don't want to show their name and data
  20. #--------------------------------------------------------------
  21. # ** HOW TO USE
  22. #--------------------------------------------------------------
  23. # * Call Scene Monster Book by call script:
  24. #  $scene = Scene_MonsterBook.new

  25. # * Complete all enemies' information by call script:
  26. #  $game_system.set_monbook_complete

  27. # * Clear all enemies' information by call script:
  28. #  $game_system.reset_monbook
  29. #--------------------------------------------------------------
  30. # * Show enemy's information by call script:
  31. #  $game_system.monbook[enemy_id] = true

  32. # * Hide enemy's information by call script:
  33. #  $game_system.monbook[enemy_id] = false

  34. # ^ Change 'enemy_id' to ID of enemy you want
  35. # ** e.g. $game_system.monbook[10] = true
  36. #===============================================================

  37. module Wora_Monbook

  38. #===============================================================
  39. # ** [Setup Part] - Config script in this part
  40. #--------------------------------------------------------------  
  41.   SHOW_IN_MENU = true # Show Monster Book in Menu Command? (true / false)
  42.   MENU_COMMAND = 'MonsterBook' # Menu command name for Monster Book
  43.   MENU_INDEX = 4 # Index of menu command you want to insert monster book  
  44.   
  45.   TEXT_TITLE = 'Monster Book'
  46.   # Monster Book Title (Show at top left of the screen)
  47.   TEXT_FOUND = 'Found: '
  48.   # Text before number of how many monster are found
  49.   TEXT_COMPLETED = 'Completed: '
  50.   # Text before percentage of how many monster are found
  51.   
  52.   TEXT_DOT = '.'
  53.   # Text show after enemy's ID (e.g. '.' will make '2.' and ')' will make '2)' )
  54.   
  55.   COMPARE_STATUS = true
  56.   # Use Compare Status System? It will compare enemy's status with highest level
  57.   # actor in party. Show GREEN number if enemy has lower status.
  58.   # Show RED-GRAY number if enemy has higher status. (true / false)
  59.   
  60.   NO_RECORD_SWITCH = 10
  61.   # If this switch ID turn ON, any monster the player fight with won't be added
  62.   # into Monster Book.
  63.   
  64.   NO_DATA_MONSTER = []
  65.   # List of IDs of monster you don't want to show name and data on Monster Book
  66.   # e.g. [1, 3, 5] will make monster ID 1, 3, and 5 show no data in Monster Book
  67. #===============================================================
  68. end

  69. #===============================================================
  70. # ** [Alias] Game_System
  71. #--------------------------------------------------------------
  72. class Game_System
  73.   attr_accessor :monbook
  74.   alias :wora_monbook_gamsys_ini :initialize
  75.   def initialize
  76.     wora_monbook_gamsys_ini
  77.     create_monbook
  78.   end
  79.   
  80.   def create_monbook
  81.     @monbook ||= Array.new($data_enemies.size) {false}
  82.   end
  83.   
  84.   def set_monbook_complete
  85.     @monbook = Array.new($data_enemies.size) {true}
  86.     @monbook[0] = false
  87.   end
  88.   
  89.   def reset_monbook
  90.     @monbook = Array.new($data_enemies.size) {false}
  91.   end
  92. end

  93. #===============================================================
  94. # ** [Alias] Game_Troop
  95. #--------------------------------------------------------------
  96. class Game_Troop < Game_Unit
  97.   alias :wora_monbook_gamtroop_setup :setup
  98.   def setup(*args)
  99.     wora_monbook_gamtroop_setup(*args)
  100.     $game_system.create_monbook
  101.     unless $game_switches[Wora_Monbook::NO_RECORD_SWITCH]
  102.       @enemies.each {|e| $game_system.monbook[e.enemy_id] = true }
  103.     end
  104.   end
  105. end

  106. #===============================================================
  107. # ** Window_MonsterBHelp
  108. #--------------------------------------------------------------
  109. class Window_MonsterBHelp < Window_Base
  110.   include Wora_Monbook
  111.   
  112.   def initialize
  113.     super(0, 0, 544, WLH + 32)
  114.     # Write Monster Book Title
  115.     contents.font.color = system_color
  116.     contents.draw_text(0, 0, contents.width, WLH, TEXT_TITLE)
  117.     # Calculate found monster & complete percentage
  118.     found_count = 0
  119.     $game_system.monbook.each {|e| found_count += 1 if e }
  120.     percent_count = (found_count * 100) / ($data_enemies.size - 1)
  121.     # Collect & Store Text in variables
  122.     found_text = found_count.to_s + '/' + ($data_enemies.size - 1).to_s
  123.     percent_text = percent_count.to_s + '%'
  124.     mid_text = ' | '
  125.     right_text = TEXT_FOUND + found_text + mid_text + TEXT_COMPLETED +
  126.   percent_text
  127.     # Calculate Text Width
  128.     found_t_width = contents.text_size(TEXT_FOUND).width
  129.     found_width = contents.text_size(found_text).width
  130.     percent_t_width = contents.text_size(TEXT_COMPLETED).width
  131.     mid_width = contents.text_size(mid_text).width
  132.     right_width = contents.text_size(right_text).width
  133.     # Write Monster Found & Complete Percentage
  134.     contents.font.color = normal_color
  135.     contents.draw_text(contents.width - right_width, 0, contents.width, WLH,
  136.   TEXT_FOUND)
  137.     contents.draw_text(contents.width - right_width + found_t_width +
  138.   found_width, 0, contents.width, WLH, mid_text + TEXT_COMPLETED)
  139.     contents.font.color = crisis_color
  140.     contents.draw_text(contents.width - right_width + found_t_width, 0,
  141.   contents.width, WLH, found_text)
  142.     contents.draw_text(contents.width - right_width + found_t_width +
  143.   found_width + mid_width + percent_t_width, 0, contents.width, WLH,
  144.   percent_text)
  145.   end
  146. end

  147. #===============================================================
  148. # ** Window_MonsterBDetail
  149. #--------------------------------------------------------------
  150. class Window_MonsterBDetail < Window_Base
  151.   def initialize(window_temp)
  152.     super(window_temp.x, window_temp.y, window_temp.width, window_temp.height)
  153.     self.opacity = 0
  154.     @win_image = Window_Base.new(self.x, self.y, self.width, self.height)
  155.     self.z = @win_image.z + 1
  156.     @last_enemy = 0
  157.   end
  158.   
  159.   def visible=(bool)
  160.     super
  161.     @win_image.visible = bool
  162.   end
  163.   
  164.   def dispose
  165.     @win_image.dispose
  166.     super
  167.   end
  168.   
  169.   def write_detail(enemy_id)
  170.     return if @last_enemy == enemy_id
  171.     contents.clear
  172.     @win_image.contents.clear
  173.     @last_enemy = enemy_id
  174.     data = $data_enemies[enemy_id]
  175.     # Draw Enemy Graphic
  176.     bitmap = Cache.battler(data.battler_name, data.battler_hue)
  177.     bw = bitmap.width < 160 ? (160 - bitmap.width) / 2 : 0
  178.     bh = contents.height - bitmap.height
  179.     @win_image.contents.blt(bw, bh, bitmap, bitmap.rect)
  180.     bitmap.dispose
  181.     # Write Name
  182.     contents.font.color = normal_color
  183.     contents.draw_text(0, 0, contents.width, WLH,
  184.   data.id.to_s + Wora_Monbook::TEXT_DOT + ' ' + data.name)
  185.     # Write Enemy Status
  186.     hpx = 120
  187.     draw_enemy_stat(data, contents.width - (hpx * 2) - 32, 0, hpx, 'hp')
  188.     draw_enemy_stat(data, contents.width - hpx, 0, hpx, 'mp')
  189.     draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 2, hpx, 'atk')
  190.     draw_enemy_stat(data, contents.width - hpx, WLH * 2, hpx, 'def')
  191.     draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 3, hpx, 'spi')
  192.     draw_enemy_stat(data, contents.width - hpx, WLH * 3, hpx, 'agi')
  193.     draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 4, hpx, 'hit')
  194.     draw_enemy_stat(data, contents.width - hpx, WLH * 4, hpx, 'eva')
  195.     draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 6, hpx, 'exp')
  196.     draw_enemy_stat(data, contents.width - hpx, WLH * 6, hpx, 'gold')
  197.     rect = Rect.new(contents.width - (hpx * 2) - 8, (WLH * 8) - 8, 216,
  198.   (WLH * 4) + 16)
  199.     contents.fill_rect(rect, Color.new(0,0,0,140))
  200.     lsize = 2 # Line Size
  201.     lcolor = Color.new(255,255,255,160) # Line Color
  202.     contents.fill_rect(rect.x, rect.y, lsize, rect.height, lcolor)
  203.     contents.fill_rect(rect.x, rect.y, rect.width, lsize, lcolor)
  204.     contents.fill_rect(rect.x + rect.width - lsize, rect.y, lsize,
  205.   rect.height, lcolor)
  206.     contents.fill_rect(rect.x, rect.y + rect.height - lsize, rect.width,
  207.   lsize, lcolor)
  208.     contents.font.color = system_color
  209.     contents.draw_text(contents.width - (hpx * 2), WLH * 8, 200, WLH,
  210.   'Drop Item 1')
  211.     draw_enemy_drop(data, 1, contents.width - (hpx * 2), WLH * 9)
  212.     contents.font.color = system_color
  213.     contents.draw_text(contents.width - (hpx * 2), WLH * 10, 200, WLH,
  214.   'Drop Item 2')
  215.     draw_enemy_drop(data, 2, contents.width - (hpx * 2), WLH * 11)
  216.   end

  217.   def draw_enemy_stat(actor, x, y, width, stat)
  218.     color1 = system_color
  219.     color2 = normal_color
  220.     slash = false
  221.     # Find highest level actor
  222.     if Wora_Monbook::COMPARE_STATUS
  223.       hactor = ($game_party.members.sort {|a,b| a.level <=> b.level })
  224.       hactor = hactor[hactor.size - 1]
  225.     end
  226.     case stat
  227.     when 'hp'
  228.       vocab = Vocab::hp
  229.       number = actor.maxhp
  230.       hnumber = hactor.maxhp if Wora_Monbook::COMPARE_STATUS
  231.       slash = true
  232.     when 'mp'
  233.       vocab = Vocab::mp
  234.       number = actor.maxmp
  235.       hnumber = hactor.maxmp if Wora_Monbook::COMPARE_STATUS
  236.       slash = true
  237.     when 'atk'
  238.       vocab = Vocab::atk
  239.       number = actor.atk
  240.       hnumber = hactor.atk if Wora_Monbook::COMPARE_STATUS
  241.     when 'def'
  242.       vocab = Vocab::def
  243.       number = actor.def
  244.       hnumber = hactor.def if Wora_Monbook::COMPARE_STATUS
  245.     when 'spi'
  246.       vocab = Vocab::spi
  247.       number = actor.spi
  248.       hnumber = hactor.spi if Wora_Monbook::COMPARE_STATUS
  249.     when 'agi'
  250.       vocab = Vocab::agi
  251.       number = actor.agi
  252.       hnumber = hactor.agi if Wora_Monbook::COMPARE_STATUS
  253.     when 'hit'
  254.       vocab = 'HIT'
  255.       number = actor.hit
  256.       hnumber = hactor.hit if Wora_Monbook::COMPARE_STATUS
  257.     when 'eva'
  258.       vocab = 'EVA'
  259.       number = actor.eva
  260.       hnumber = hactor.eva if Wora_Monbook::COMPARE_STATUS
  261.     when 'exp'
  262.       vocab = 'EXP'
  263.       number = actor.exp
  264.       color2 = crisis_color
  265.     when 'gold'
  266.       vocab = 'Gold'
  267.       number = actor.gold
  268.       color2 = crisis_color
  269.     end
  270.     if Wora_Monbook::COMPARE_STATUS and !hnumber.nil?
  271.       if hnumber > number # Higher
  272.         color2 = power_up_color
  273.       elsif hnumber < number # Less
  274.         color2 = power_down_color
  275.       elsif hnumber == number # Equal
  276.         color2 = normal_color
  277.       end
  278.     end
  279.     contents.font.color = color1
  280.     contents.draw_text(x, y, 50, WLH, vocab)
  281.     xr = x + width
  282.     contents.font.color = color2
  283.     if slash
  284.       contents.draw_text(xr - 95, y, 40, WLH, number, 2)
  285.       contents.draw_text(xr - 55, y, 11, WLH, '/', 2)
  286.     end
  287.     w_ava = slash ? 40 : 80
  288.     contents.draw_text(xr - w_ava, y, w_ava, WLH, number, 2)
  289.   end
  290.   
  291.   def draw_enemy_drop(actor, drop_id, x, y)
  292.     drop = eval('actor.drop_item' + drop_id.to_s)
  293.     if drop.kind.zero?
  294.       contents.font.color = normal_color
  295.       contents.draw_text(x, y, 200, WLH, "  ---------")
  296.     else
  297.       case drop.kind
  298.       when 1; item = $data_items[drop.item_id]
  299.       when 2; item = $data_weapons[drop.weapon_id]
  300.       when 3; item = $data_armors[drop.armor_id]
  301.       end
  302.       draw_item_name(item, x, y)
  303.     end
  304.   end
  305. end
  306. #===============================================================
  307. # ** Scene_MonsterBook
  308. #--------------------------------------------------------------
  309. class Scene_MonsterBook < Scene_Base
  310.   def initialize(from_menu = false)
  311.     @from_menu = from_menu
  312.   end
  313.   
  314.   def start
  315.     super
  316.     create_menu_background
  317.     $game_system.create_monbook
  318.     @window_help = Window_MonsterBHelp.new
  319.     # Create Monster List
  320.     monlist = []
  321.     $game_system.monbook.each_index do |i|
  322.       next if i == 0 # The first index in $data_enemies is blank
  323.       # If player found the monster
  324.       if $game_system.monbook[i] and
  325.     !Wora_Monbook::NO_DATA_MONSTER.include?(i)
  326.         montext = i.to_s + Wora_Monbook::TEXT_DOT + ' ' + $data_enemies[i].name
  327.       else # If player haven't found
  328.         montext = i.to_s + Wora_Monbook::TEXT_DOT
  329.       end
  330.       monlist << montext
  331.     end
  332.     @window_monlist = Window_Command.new(544, monlist, 2)
  333.     @window_monlist.y = @window_help.height
  334.     @window_monlist.height = Graphics.height - @window_help.height
  335.     @window_monlist.active = true
  336.     @window_mondetail = Window_MonsterBDetail.new(@window_monlist)
  337.     @window_mondetail.visible = false
  338.   end
  339.   
  340.   def update
  341.     super
  342.     if @window_monlist.active
  343.       @window_monlist.update
  344.       if Input.trigger?(Input::C)
  345.         # View monster's detail if found monster
  346.         if $game_system.monbook[@window_monlist.index + 1] and
  347.         !Wora_Monbook::NO_DATA_MONSTER.include?(@window_monlist.index + 1)
  348.           Sound.play_decision
  349.           @window_monlist.active = false
  350.           @window_monlist.visible = false
  351.           @window_mondetail.active = true
  352.           @window_mondetail.visible = true
  353.           @window_mondetail.write_detail(@window_monlist.index + 1)
  354.         else
  355.           Sound.play_cancel
  356.         end
  357.       elsif Input.trigger?(Input::B)
  358.         Sound.play_cancel
  359.         # Return
  360.         $scene = @from_menu ? Scene_Menu.new(Wora_Monbook::MENU_INDEX) :
  361.       Scene_Map.new
  362.       end
  363.     elsif @window_mondetail.active
  364.       if Input.trigger?(Input::B)
  365.         Sound.play_cancel
  366.         @window_monlist.active = true
  367.         @window_monlist.visible = true
  368.         @window_mondetail.active = false
  369.         @window_mondetail.visible = false
  370.       end
  371.     end
  372.   end
  373.   
  374.   def terminate
  375.     super
  376.     dispose_menu_background
  377.     @window_help.dispose
  378.     @window_monlist.dispose
  379.     @window_mondetail.dispose
  380.   end
  381. end

  382. #=============================================================
  383. # * Window_Command Insert Tool
  384. #=============================================================
  385. class Window_Command < Window_Selectable
  386.   unless method_defined? :wora_cominstool_wincom_ini
  387.     alias wora_cominstool_wincom_ini initialize
  388.     alias wora_cominstool_wincom_drawitem draw_item
  389.   end
  390.   
  391.   #------------------------------------
  392.   # * [Alias] Initialize
  393.   #------------------------------------
  394.   def initialize(*args)
  395.     @disabled_commands = [] # Array to keep track of disabled commands
  396.     wora_cominstool_wincom_ini(*args)
  397.   end
  398.   
  399.   #------------------------------------
  400.   # * [Alias] Draw_Item
  401.   #------------------------------------
  402.   def draw_item(*args)
  403.     wora_cominstool_wincom_drawitem(*args)
  404.     # Set array's index to 1 if command is disabled
  405.     @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true
  406.   end
  407.   
  408.   #------------------------------------
  409.   # * Insert Command
  410.   #------------------------------------
  411.   def ins_command(index, text)
  412.     @commands.insert(index, text) # Insert new commands
  413.     @disabled_commands.insert(index, nil)
  414.     # Set new height for window
  415.     old_disabled_commands = @disabled_commands.dup
  416.     self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32
  417.     @item_max = @commands.size # Update @item_max to make refresh works correctly
  418.     create_contents            # Create new content because window's size changed
  419.     refresh                    # Redraw window's contents
  420.     old_disabled_commands.each_index do |i|
  421.       if !old_disabled_commands[i].nil?
  422.         draw_item(i, false)    # Draw commands that disabled before
  423.       end
  424.     end
  425.   end
  426.   
  427.   #------------------------------------
  428.   # * Add Command
  429.   #------------------------------------
  430.   def add_command(text)
  431.     ins_command(@commands.size, text) # Add new command to new index
  432.   end
  433. end

  434. #=============================================================
  435. # * Add command linked to Monster Book in Menu
  436. #=============================================================
  437. if Wora_Monbook::SHOW_IN_MENU
  438.   class Scene_Menu < Scene_Base  
  439.     #--------------------------------------------------------------------------
  440.     # * Sort New Command(s)
  441.     #--------------------------------------------------------------------------
  442.     def wsort_newcommand
  443.       @wsorted_command ||= [] # Array to collect sorted commands
  444.       wnewcommand = @wnewcommand - @wsorted_command # Remove sorted commands
  445.       wnewcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i }
  446.       @command_window.index = @menu_index # Set window's index to new index
  447.       @wsorted_command = @wsorted_command + @wnewcommand # Add sorted commands
  448.     end

  449.     #--------------------------------------------------------------------------
  450.     # * [Alias] Create Command Window
  451.     #--------------------------------------------------------------------------
  452.     alias wora_menucomorg_scemenu_crecomwin create_command_window
  453.     def create_command_window(*args)
  454.       wora_menucomorg_scemenu_crecomwin(*args)
  455.       # Insert new command
  456.       @command_window.ins_command(Wora_Monbook::MENU_INDEX,
  457.     Wora_Monbook::MENU_COMMAND)
  458.       # Set index to correct one if @menu_index is after/equal to new command
  459.       @wnewcommand ||= []
  460.       @wnewcommand << Wora_Monbook::MENU_INDEX
  461.       wsort_newcommand
  462.     end

  463.     #--------------------------------------------------------------------------
  464.     # * [Alias] Update Command Selection
  465.     #--------------------------------------------------------------------------
  466.     alias wora_menucomorg_scemenu_updcomsel update_command_selection
  467.     def update_command_selection(*args)
  468.       @menucomorpg_change = false
  469.       # If player choose new command
  470.       if Input.trigger?(Input::C) and @command_window.index ==
  471.       Wora_Monbook::MENU_INDEX
  472.         Sound.play_decision
  473.         $scene = Scene_MonsterBook.new(true)
  474.       else # If player choose index after new command
  475.         if Input.trigger?(Input::C) and @command_window.index >
  476.         Wora_Monbook::MENU_INDEX
  477.           @command_window.index -= 1 # Decrease index to make old update works
  478.           @menucomorpg_change = true
  479.         end
  480.         wora_menucomorg_scemenu_updcomsel(*args)
  481.       end
  482.       @command_window.index += 1 if @menucomorpg_change # Increase index back
  483.     end
  484.    
  485.     #--------------------------------------------------------------------------
  486.     # * [Alias] Update Actor Selection
  487.     #--------------------------------------------------------------------------
  488.     alias wora_menucomorg_scemenu_updactsel update_actor_selection
  489.     def update_actor_selection(*args)
  490.       @menucomorpg_change = false
  491.       # If player choose index after new command
  492.       if Input.trigger?(Input::C) and @command_window.index >
  493.       Wora_Monbook::MENU_INDEX
  494.         @command_window.index -= 1 # Decrease index to make old update works
  495.         @menucomorpg_change = true
  496.       end
  497.       wora_menucomorg_scemenu_updactsel(*args)
  498.       @command_window.index += 1 if @menucomorpg_change # Increase index back
  499.     end
  500.   end
  501. end
复制代码

Lv1.梦旅人

梦石
0
星屑
50
在线时间
91 小时
注册时间
2011-6-29
帖子
165
2
发表于 2011-7-21 14:03:17 | 只看该作者
不知道怎么用= = 不过还是小顶一下啦
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
239
在线时间
2399 小时
注册时间
2008-4-11
帖子
12326

贵宾第6届短篇游戏比赛季军

3
发表于 2011-7-22 01:31:49 | 只看该作者
怎么用?你直接把地址帖出来比较好哦,一般来说,肯定有相应的窗口素材的吧

点评

哎哟我去瞬哥那个戴着海盗头盔的史莱姆是什么!能不能给我一个!  发表于 2011-7-22 10:50
回复 支持 反对

使用道具 举报

Lv2.观梦者

Adam

梦石
0
星屑
713
在线时间
841 小时
注册时间
2010-8-24
帖子
2595
4
发表于 2011-7-22 10:50:35 | 只看该作者
是在MAIN前面还是在MAIN后面呢。
怎么使用怎么召出呢。
楼主要补充清楚啊

点评

当然在main前啊 要查看的话在菜单里有  发表于 2011-7-22 12:43
嘛,摸了。
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
2816
在线时间
1051 小时
注册时间
2011-8-2
帖子
300
5
发表于 2011-8-11 20:28:18 | 只看该作者
好东西啊!
当然是在MAIN的前面!
为方便新人,建议大家一同换上此签名(当然我没指最下面的宣传……)
RM各版本下载链接
RMXP:http://pan.baidu.com/s/1qWLZjIW
RMVX:http://pan.baidu.com/s/1sjBhM2L
以上链接由妖精蕾贝卡 提供
--------------------------------------------------------------------------------
RMVA:http://pan.baidu.com/s/1jG1mDUY
以上链接由VIPArcher 提供
——————————————————————————
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
154
在线时间
664 小时
注册时间
2011-9-25
帖子
241
6
发表于 2011-9-29 11:01:16 | 只看该作者
好东西!
测试了一下,发现一个问题:当自己新增怪物时(大于原30个),进入图鉴会报错。该如何解决?


xuzhengchi于2011-9-29 11:08补充以下内容:
发现了。。原来怪物列表之间不能存在空的。。
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
145
在线时间
95 小时
注册时间
2012-4-30
帖子
53
7
发表于 2012-8-1 17:13:40 | 只看该作者
不会用。
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
99
在线时间
179 小时
注册时间
2012-6-25
帖子
299
8
发表于 2012-8-3 11:30:15 | 只看该作者
直接设定打一个怪物得一个图鉴,不过这种方法只是可以让你更累而已……

点评

你这不是在说废话吗?-_-|||  发表于 2012-8-16 11:10
我可能是世界上最帅气可爱的吧
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
84
在线时间
106 小时
注册时间
2010-8-15
帖子
166
9
发表于 2012-8-9 22:06:08 | 只看该作者
请问楼主使用方法,我才学脚本没多久,不过我就用这个啦。
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-11-25 11:46

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表