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Lv1.梦旅人
- 梦石
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- 50
- 在线时间
- 27 小时
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- 2012-7-16
- 帖子
- 15
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(1)事件完成 事件-队伍管理-加入队员
(2)照理说这个应该可以啊$game_party.members.size>=4
如果还是不行就给你个麻烦的方法。。。设个变量。。然后每加入个队员变量+1.少去个-1
然后再条件分歧判断>=4。。。
(3)还是事件,如果是跟名字不挂钩
你就弄选择项一个一个列,然后选那个的场合就是事件-队伍管理-离开
至于2.3嘛。。
推荐你用这个脚本
(好吧你只是在闲麻烦)
把这句 $scene = Scene_Party.new 放菜单里就可以随时使用
放事件里也是很好用的捏。。。主要是觉得干脆就队伍管理比较方便- #~ 这个脚本不起其他同类的脚本要简陋的多,
- #~ 队伍人数仍然限制为4人,
- #~ 而且也无法在战斗中更换队员,
- #~ 1.系统呼出命令:
- #~ $scene = Scene_Party.new
- #~ 2.队员锁定命令:
- #~ $game_party.members[0].actor.required = true
- #~ (其中数字0表示1号队员在队伍中锁定而无法进入仓库,1即为2号队员,以此类推)
- #~ 3.队员加入仓库命令:
- #~ $data_actors[5].found = true
- #~ (其中数字5表示5号队员直接进入仓库等待招募而不加入队伍,当队伍满员时使用此命令)
- #~ 4.队员踢除仓库命令:
- #~ $data_actors[5].found = false
- #~ (其中数字5表示将呆在仓库里的5号队员清除,该命令用于离开的队员)
- #~ 5.队员加入仓库但无法被招募:
- #~ $data_actors[8].found = true $data_actors[8].unavailable = true
- #~ (其中数字8表示8号队员# 直接进入仓库但无法被招募,该命令用于俘虏类)
- #~ 6.仓库里无法招募的队员启动命令:
- #~ $data_actors.each do |a| a.unavailable = false if a end
- #~ (该命令作为第5项命令的补充,使所有仓库里无法被招募的队员重启为可招募状态)
- #~ 7.全体队员进入仓库:
- #~ $data_actors.each do |a| a.found = true if a nd
- #~ (该命令使所有队员进入仓库等待招募,在队伍 中的队员不受影响)
- #~
- #~ 由于脚本的缺陷及技术不足,
- #~ 角色名和职业名尽量控制在3个字或3个字以下,
- #~ 不然会出现被遮住而无法显示的画面
- # 队员管理脚本(v1.1c)
- module RPG
- class Actor
- def setup
- @found = false
- @unavailable = false
- @required = false
- end
- attr_accessor :found
- attr_accessor :unavailable
- attr_accessor :required
- end
- end
- class Game_Actors
- attr_reader :data
- alias prex_party_g_actors_initialize initialize
- def initialize
- prex_party_g_actors_initialize
- $data_actors.each do |actor|
- actor.setup if actor
- @data[actor.id] = Game_Actor.new(actor.id) if actor
- end
- end
- end
- class Scene_File < Scene_Base
- alias prex_party_s_file_write_save_data write_save_data
- alias prex_party_s_file_read_save_data read_save_data
- def write_save_data(file)
- prex_party_s_file_write_save_data(file)
- Marshal.dump($data_actors, file)
- end
- def read_save_data(file)
- prex_party_s_file_read_save_data(file)
- $data_actors = Marshal.load(file)
- end
- end
- class Scene_Title < Scene_Base
- alias prex_party_s_title_command_new_game command_new_game
- def command_new_game
- prex_party_s_title_command_new_game
- $game_party.members.each {|s| s.actor.found = true if s}
- end
- end
- class Window_Base < Window
- def draw_item_name(item, x, y, enabled = true, width = 172)
- if item != nil
- draw_icon(item.icon_index, x, y, enabled)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(x + 24, y, width, WLH, item.name)
- end
- end
- end
- class Scene_Party < Scene_Base
- def start
- super
- create_menu_background
- create_windows
- end
- def create_windows
- @member_window = Window_CurrentMember.new
- @party_window = Window_CurrentParty.new
- @party_window.active = true
- @selectable_window = Window_SelectMember.new
- end
- def update_windows
- @member_window.update
- @party_window.update
- @selectable_window.update
- if @party_window.active
- @member_window.set_member(@party_window.member)
- elsif @selectable_window.active
- @member_window.set_member(@selectable_window.member)
- end
- end
- def terminate
- super
- @member_window.dispose
- @party_window.dispose
- @selectable_window.dispose
- end
- def update
- super
- update_windows
- update_input
- end
- def update_input
- if Input.trigger?(Input::A)
- if @member_window.mode == 1
- @member_window.set_mode(0)
- elsif @member_window.mode == 0
- @member_window.set_mode(1)
- end
- end
- if @party_window.active
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- member = @party_window.member
- if member != nil
- if member.actor.unavailable or member.actor.required
- Sound.play_buzzer
- return
- end
- end
- Sound.play_decision
- @party_window.active = false
- @selectable_window.active = true
- @selectable_window.index = 0
- end
- elsif @selectable_window.active
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selectable_window.index = -1
- @selectable_window.active = false
- @party_window.active = true
- elsif Input.trigger?(Input::C)
- member = @selectable_window.member
- if member != nil
- if member.actor.unavailable
- Sound.play_buzzer
- return
- end
- end
- Sound.play_decision
- $game_party.remove_actor(@party_window.member.id) if @party_window.member != nil
- $game_party.add_actor(@selectable_window.member.id) if @selectable_window.member != nil
- @selectable_window.refresh
- @party_window.refresh
- @selectable_window.index = -1
- @selectable_window.active = false
- @party_window.active = true
- end
- end
- end
- end
- class Window_CurrentMember < Window_Base
- attr_reader :mode
- def initialize(member = nil, mode = 0)
- super(304, 80, 192, 256)
- create_contents
- @member = member
- @mode = 0
- refresh
- end
- def member
- return @member
- end
- def set_member(member)
- old_member = @member
- @member = member
- refresh if old_member != @member
- end
- def set_mode(mode)
- @mode = mode if [0, 1].include?(mode)
- refresh
- end
- def refresh
- self.contents.clear
- return unless @member
- x, y = 0, 0
-
- self.draw_actor_name(@member, x + 100, y)
- self.draw_actor_class(@member, x + 100, y + WLH)
- self.draw_actor_level(@member, x + 103, y + WLH*2)
- case @mode
- when 0
- self.draw_actor_face(@member, x, y, 96) #****
- self.draw_actor_hp(@member, x, y + WLH*3, 160)
- self.draw_actor_mp(@member, x, y + WLH*4, 160)
- self.draw_actor_parameter(@member, x, y + WLH*5, 0)
- self.draw_actor_parameter(@member, x, y + WLH*6, 1)
- self.draw_actor_parameter(@member, x, y + WLH*7, 2)
- self.draw_actor_parameter(@member, x, y + WLH*8, 3)
- when 1
- self.draw_actor_face(@member, x, y, 96) #****
- for i in [email protected]
- item = @member.equips[i]
- self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
- end
- end
- end
- end
- class Window_CurrentParty < Window_Selectable
- def initialize
- super(48, 80, 256, 64)
- @item_max = 4
- @column_max = @item_max
- create_contents
- self.index = 0
- refresh
- end
- def member
- return $game_party.members[self.index]
- end
- def refresh
- for i in 0...@item_max
- rect = item_rect(i)
- self.contents.clear_rect(rect)
- end
- for i in 0...$game_party.members.size
- rect = item_rect(i)
- bitmap = Cache.character($game_party.members[i].character_name)
- sign = $game_party.members[i].character_name[/^[\!\$]./]
- if sign != nil and sign.include?(')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = $game_party.members[i].character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- if $game_party.members[i].actor.unavailable
- self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
- else
- self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
- end
- if $game_party.members[i].actor.required
- lock_bitmap = Cache.system("Locked")
- self.contents.blt(rect.x + rect.width - lock_bitmap.width,
- rect.y + rect.height - lock_bitmap.height,
- lock_bitmap, lock_bitmap.rect)
- end
- end
- end
- def item_rect(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing
- rect.height = 32
- rect.x = index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * 32
- return rect
- end
- end
- class Window_SelectMember < Window_Selectable
- def initialize
- super(48, 144, 256, 192)
- calculate_actors
- @item_max = @actors.size + 1
- @column_max = 4
- self.index = -1
- self.active = false
- refresh
- end
- def calculate_actors
- @actors = []
- for a in $game_actors.data
- @actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
- end
- end
- def member
- return @actors[self.index]
- end
- def refresh
- self.contents.clear
- calculate_actors
- @item_max = @actors.size + 1
- for i in [email protected]
- rect = item_rect(i)
- bitmap = Cache.character(@actors[i].character_name)
- sign = @actors[i].character_name[/^[\!\$]./]
- if sign != nil and sign.include?(')
- cw = bitmap.width / 3
- ch = bitmap.height / 4
- else
- cw = bitmap.width / 12
- ch = bitmap.height / 8
- end
- n = @actors[i].character_index
- src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
- if @actors[i].actor.unavailable
- self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
- else
- self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
- end
- if @actors[i].actor.required
- lock_bitmap = Cache.system("Locked")
- self.contents.blt(rect.x + rect.width - lock_bitmap.width,
- rect.y + rect.height - lock_bitmap.height,
- lock_bitmap, lock_bitmap.rect)
- end
- end
- end
- def item_rect(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing
- rect.height = 32
- rect.x = index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * 32
- return rect
- end
- end
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