guoxiaomi 发表于 2017-2-19 11:04
上网搜,负重脚本,有真相
2.64 MB, 下载次数: 129
戴迪 发表于 2017-2-19 11:49
我试试,研究下这脚本
2357691704 发表于 2017-2-19 11:57
单人负重系统。
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 # 欢迎访问[url]www.66RPG.com[/url] # 梦想世界,在你手中 #============================================================================== # # Sample master list for crafting script (物品分类增强版) # written by Deke # 增强:叶子 # 增强版编写日期:12-30-2005 #============================================================================================ # 简介: # 这是一个很不错的合成物品系统,可以通过游戏的过程,不断学习可以合成的 # 物品方法。 # ------ # 增强版补充说明: # 在这个增强版中,可以对成品进行手动分类。 # 成品增加了一个分类属性。 # 这个分类纯粹是按自己的意愿,没有规定第几类必须是什么。 # 召唤特定分类的界面,就只会看到特定分类的成品。 # # 例如: # 使用脚本$scene = Scene_Craft.new(1), # 出来的界面就只会显示成品分类为1的东西 # 同样道理,使用脚本$scene = Scene_Craft.new(2), # 出来的界面就只会显示成品分类为2的东西 # # 如果使用脚本$scene = Scene_Craft.new或$scene = Scene_Craft.new(0)来召唤界面 # 就可以看到所有成品。 # # 注意:不要弄混淆“成品种类”和“成品分类” # 成品种类是指成品是普通物品(0),防具(1)或武器(2) # 成品分类是指此物品的自定义分类 # # # 使用方法: # 1、召唤界面:使用脚本$scene = Scene_Craft.new(分类的数字) # 例如:使用脚本$scene = Scene_Craft.new(1),出来分类1的界面 # # 2、学习合成:$game_party.learn_recipe(合成项目) # # 2.1、其实这个脚本可以使同一成品有不同配方 # # 就这样说可能解释得不清楚,先来解释一下脚本学习配方的原理: # $game_party.learn_recipe(合成项目)的处理过程并不是直接学习这个配方, # 而是在配方库中找到和合成项目成品相同的配方。 # # 如果配方库中有两个配方成品相同的话,配方版本就变得重要。 # $game_party.learn_recipe(合成项目,配方版本) # 配方版本为1的话,学到的配方就是@recipe_list[xx]中与合成项目成品相同且数字最小的配方 # 配方版本为2的话,学到的配方就是数字第二小的配方 # 在上面这个脚本语句中,不填配方版本的话就默认为1 # # 2.2、忘记配方:$game_party.forget_recipe(合成项目) # 2.21、同样道理,这个语句也可以写配方版本 # $game_party.forget_recipe(合成项目,配方版本) # 配方版本定义见2.1 # # 2.3、配方版本不能乱填!例如游戏中某一个配方的成品是唯一的,与所有其它配方的成品都不相同 # 那么学习的时候就不用填配方版本。 # 如果这时在配方版本填了2的话,就有可能学不到或者忘不了(-_-||) # # # 3、合成定义: # 这个合成脚本可以定义两种合成物品。一种是预先定义好了的,就像下面这样, # 直接写在这里就可以,另一种是在学习之前现场定义。 # # 4、举例 # 4.1、学会recipe_list[1]定义的合成:$game_party.learn_recipe($game_temp.recipe_list[1]) # 注意,一行如果输入不下,在(的后面或[的后面按回车换行,否则可能出错 # # 4.2、在游戏中临时定义一种合成,让玩家学会。使用事件中的脚本如下, # 脚本: # 材料 = [$game_variables[1],$game_variables[2]] #——材料编号是变量1、2的编号 # 材料种类 = [0,0] #——材料是物品 # 材料数量 = [$game_variables[3],$game_variables[4]] #——需要材料数量是变量3、4的编号 # 成品 = $game_variables[5] #——获得结果编号是5 # 成品种类 = 1 #——成品是防具类 # 成品分类 = 1 #——这一项不写的话默认为0 # $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类,成品分类)) # 上面这条语句的成品分类这一项不写也行,这样它就默认为0了。 # (也就是此物品没有分类,不会在分类菜单中出现) # 省略成品分类的脚本语句可以像下面这样写: # $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类)) # #=========================================================================================== $VAR_NUMBER = 65 class Game_Temp attr_reader :recipe_list alias crafting_temp_initialize initialize def initialize crafting_temp_initialize @recipe_list=[] get_recipe_list end def get_recipe_list 材料 = [12] # 需要材料的数据库编号 材料种类 = [0] # 需要材料的种类,0是普通物品,1是防具,2是武器 材料数量 = [1] # 需要材料的数量 成品 = 4 # 获得物品编号 获得数 = 8 成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器 成品分类 = 0 # 获得成品分类 @recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,获得数,成品种类,成品分类) end # of get_recipe_list method end # of updates to Game_Temp Class #================================ # CRAFTING PROGRAM #---------------------------------------------------------------- #-written by Deke #-yes_no window code created by Phsylomortis #---------------------------------------------------------------- #================================ #updates to Game_Party class =begin 负重系统v0.1 作者:秀秀 功能:物品 武器 防具都多了重量属性 增加了背包负重 超过负重最大值 则不能获得 使用方法:在(物品,武器,防具)数据库中设置名称 方式为:名称+n+重量 比如 铜剑n1.5 表示铜剑重量为1.5 回复剂n0.5 表示回复剂重量为0.5 设置背包重量:默认为变量1,一定要在游戏开始设置好 搜索 VAR_NUMBER 可以改变存放背包负重的变量 当然也可以随时改变这个数值 获取背包最大负重: $game_variables[VAR_NUMBER] 获取背包当前负重: $gane_party.weight 获取物品重量: $data_items[id].weight 获取武器重量: $data_weapons[id].weight 获取防具重量: $data_armors[id].weight =end module RPG class Item def name return @name.split(/,/)[0] # w 代表重量 end def weight return @name.split(/,/)[3].to_i # w 代表重量 end end class Weapon def name return @name.split(/,/)[0] # w 代表重量 end def weight return @name.split(/,/)[3].to_i # w 代表重量 end end class Armor def name return @name.split(/,/)[0] # w 代表重量 end def weight return @name.split(/,/)[3].to_i # w 代表重量 end end end class Game_Party #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_accessor :weight #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- alias wt_initialize initialize def initialize wt_initialize @weight = 0 end #-------------------------------------------------------------------------- # ● 增加物品 (减少) # item_id : 物品 ID # n : 个数 #-------------------------------------------------------------------------- def gain_item(item_id, n) # 更新 hash 的个数数据 if item_id > 0 temp = @weight + $data_items[item_id].weight * n return if (n < 0 and @items[item_id] == nil) if temp > max_weight return end if temp < 0 a = @weight for i in 1..n.abs a -= $data_items[item_id].weight if a < 0 return else # 数量-1 @items[item_id] = [[item_number(item_id) - i, 0].max, 99].min # 负重-1 @weight -= $data_items[item_id].weight # p @weight end end # p @weight return end if @items[item_id] != nil b = @items[item_id] - n.abs if b < 0 and n < 0 c = @items[item_id] @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min @weight -= $data_items[item_id].weight * c # p @weight return end end @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min @weight = temp # p @weight end end #-------------------------------------------------------------------------- # ● 增加武器 (减少) # weapon_id : 武器 ID # n : 个数 #-------------------------------------------------------------------------- def gain_weapon(weapon_id, n) # 更新 hash 的个数数据 if weapon_id > 0 temp = @weight + $data_weapons[weapon_id].weight * n return if (n < 0 and @weapons[weapon_id] == nil) if temp > max_weight return end if temp < 0 a = @weight for i in 1..n.abs a -= $data_weapons[weapon_id].weight if a < 0 return else # 数量-1 @weapons[weapon_id] = [[weapon_number(weapon_id) - i, 0].max, 99].min # 负重-1 @weight -= $data_weapons[weapon_id].weight # p @weight end end # p @weight return end if @weapons[weapon_id] != nil b = @weapons[weapon_id] - n.abs if b < 0 and n < 0 c = @weapons[weapon_id] @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min @weight -= $data_weapons[weapon_id].weight * c # p @weight return end end @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min @weight = temp # p @weight end end #-------------------------------------------------------------------------- # ● 增加防具 (减少) # armor_id : 防具 ID # n : 个数 #-------------------------------------------------------------------------- def gain_armor(armor_id, n) # 更新 hash 的个数数据 if armor_id > 0 temp = @weight + $data_armors[armor_id].weight * n return if (n < 0 and @armors[armor_id] == nil) if temp > max_weight return end if temp < 0 a = @weight for i in 1..n.abs a -= $data_armors[armor_id].weight if a < 0 return else # 数量-1 @armors[armor_id] = [[armor_number(armor_id) - i, 0].max, 99].min # 负重-1 @weight -= $data_armors[armor_id].weight # p @weight end end # p @weight return end if @armors[armor_id] != nil b = @armors[armor_id] - n.abs if b < 0 and n < 0 c = @armors[armor_id] @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min @weight -= $data_armors[armor_id].weight * c # p @weight return end end @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min @weight = temp # p @weight end end def max_weight return $game_variables[1] end def check_weight end end #================================================================================ #============================================================================== # ■ Scene_Item #------------------------------------------------------------------------------ # 处理物品画面的类。 #============================================================================== class Scene_Item alias ori_main main def main @weight_window = Window_Weight.new @weight_window.x = 0 @weight_window.y = 416 @weight_window.z = 9999 ori_main @weight_window.dispose end alias ori_update update def update case @item_window.item when RPG::Item @weight_window.refresh($data_items[@item_window.item.id].weight) when RPG::Weapon @weight_window.refresh($data_weapons[@item_window.item.id].weight) when RPG::Armor @weight_window.refresh($data_armors[@item_window.item.id].weight) end ori_update end end class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(0, 64, 640, 352) @column_max = 2 refresh self.index = 0 # 战斗中的情况下将窗口移至中央并将其半透明化 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end end class Window_Weight < Window_Base def initialize super(0,0,640,64) self.opacity = 128 self.contents = Bitmap.new(width-32,height-32) refresh(nil) end def refresh(weight) self.contents.clear if weight != nil self.contents.draw_text(0,0,256,32,"物品重量:#{weight}") end self.contents.draw_text(256,0,320,32,"背包重量:"+$game_party.weight.to_s + "/" + $game_variables[1].to_s , 0) end end class Game_Party attr_accessor :recipes alias crafting_party_initialize initialize def initialize crafting_party_initialize @recipes=[] end #---------------------------------------------------------------------- def know?(recipe, version = 1) unless recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end return $game_party.recipes.include?(recipe) end #---------------------------------------------------------------------- def learn_recipe(recipe, version = 1) unless recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) unless know?(recipe) @recipes.push(recipe) end end end #---------------------------------------------------------------------- def forget_recipe(recipe , version = 1) if !recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) for i in [email]0...@recipes.size[/email] if recipe == @recipes[i] index = i break end end if index != nil @recipes.delete(@recipes[index]) end end end #---------------------------------------------------------------------- def get_recipe_from_master_list(item, version) index = nil for i in 0...$game_temp.recipe_list.size#1=0 #print $game_temp.recipe_list.size if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].result_type version -= 1 if version == 0 index = i break end end end if index.is_a?(Integer) return ($game_temp.recipe_list[index]) else return false end end end # of Game_Party updates #================================ class Game_Recipe attr_reader :ingredients attr_reader :quantities attr_reader :result attr_reader :result_num attr_reader :result_type attr_reader :ingredient_types attr_reader :craft_type #物品分类 #---------------------------------------------------------------------- def initialize( ingredients, ingredient_types, quantities, result, result_num,result_type, craft_type=0) @ingredients = ingredients @ingredient_types = ingredient_types @quantities = quantities @result = result @result_num = result_num $rrresultnum = result_num @result_type = result_type @craft_type = craft_type end #---------------------------------------------------------------------- def name case @result_type when 0 name = $data_items[@result].name when 1 name = $data_armors[@result].name when 2 name = $data_weapons[@result].name end return name end #---------------------------------------------------------------------- def have have_all = true for i in [email]0...@ingredients.size[/email] case @ingredient_types[i] when 0 if $game_party.item_number(@ingredients[i]) < @quantities[i] have_all=false end when 1 if $game_party.armor_number(@ingredients[i]) < @quantities[i] have_all=false end when 2 if $game_party.weapon_number(@ingredients[i]) < @quantities[i] have_all=false end end end return have_all end #---------------------------------------------------------------------- def decrement for i in [email]0...@ingredients.size[/email] case @ingredient_types[i] when 0 $game_party.lose_item(@ingredients[i], @quantities[i]) when 1 $game_party.lose_armor(@ingredients[i], @quantities[i]) when 2 $game_party.lose_weapon(@ingredients[i], @quantities[i]) end end end #---------------------------------------------------------------------- def make if have decrement case @result_type when 0 $game_party.gain_item(@result, @result_num) when 1 $game_party.gain_armor(@result, @result_num) when 2 $game_party.gain_weapon(@result, @result_num) end end end #---------------------------------------------------------------------- def == (recipe) if recipe.is_a?(Game_Recipe) equal = true if recipe.ingredients != self.ingredients equal = false end if recipe.ingredient_types != self.ingredient_types equal = false end if recipe.quantities != self.quantities equal = false end if recipe.result != self.result equal=false end if recipe.result_type != self.result_type equal = false end else equal = false end return equal end end # of Game_Recipe class #=================================== class Window_Craft < Window_Selectable attr_reader :data #声明数据 #-------------------------------------------------------------------------- def initialize(craft_type=0) @craft_type = craft_type super(0, 64, 240, 416) @column_max = 1 refresh self.index = 0 end #-------------------------------------------------------------------------- def recipe return @data[self.index] end #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...$game_party.recipes.size #@craft_type为0时就显示全部物品 #不为0时就显示对应物品 @data.push($game_party.recipes[i]) #if @craft_type == 0 # @data.push($game_party.recipes[i]) #elsif $game_party.recipes[i].craft_type == @craft_type # @data.push($game_party.recipes[i]) #end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = "迷你简隶变" # = "迷你简隶变" self.contents.font.size = 18 # = 18 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- def draw_item(index) recipe = @data[index] self.contents.font.color = recipe.have ? normal_color : disabled_color x = 16 y = index * 32 self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0) end #-------------------------------------------------------------------------- def update_help current_recipe = recipe if current_recipe.is_a?(Game_Recipe) case current_recipe.result_type when 0 description = $data_items[current_recipe.result].description when 1 description = $data_armors[current_recipe.result].description when 2 description = $data_weapons[current_recipe.result].description end else description = "" end @help_window.set_text(description) @help_window.update end end # of Window_Craft #======================================= class Window_CraftResult < Window_Base #-------------------------------------------------------------------------- def initialize super(240, 64, 400, 184) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "迷你简隶变" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype self.contents.font.size = 18 # = 20 @result = nil @type = nil end #-------------------------------------------------------------------------- def refresh self.contents.clear case @type when 0 item = $data_items[@result] ssstats=$game_party.item_number(@result) @bitmap = RPG::Cache.icon(item.icon_name) when 1 item = $data_armors[@result] @strings = ["", "", "", "", "", "", ""] @stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus, item.agi_plus, item.int_plus, $rrresultnum] ssstats=$game_party.armor_number(@result) @bitmap = RPG::Cache.icon(item.icon_name) when 2 item = $data_weapons[@result] @strings =["", "", "", "", "", "", ""] @stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus, item.agi_plus, item.int_plus, $rrresultnum] ssstats=$game_party.weapon_number(@result) @bitmap = RPG::Cache.icon(item.icon_name) end #——for i in [email][email protected][/email] #——x = i%2 * 184 #——y = i /2 *28 +32 #——self.contents.font.color = normal_color #——self.contents.draw_text(x,y,100, 28,@strings[i]) #——self.contents.font.color = system_color #——self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s) #——end self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255) self.contents.font.color= normal_color self.contents.draw_text(40, 0, 300, 28, "待制作物品的现有数量:") self.contents.font.color = system_color count = ssstats.to_s self.contents.draw_text(294, 0, 45, 28, count) end #---------------------------------------------------------------------- def set_result(result , type) @result = result @type = type refresh end end #of Window_CraftResult #======================================= class Window_CraftIngredients < Window_Base #-------------------------------------------------------------------------- def initialize super(240, 248, 400, 232) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "迷你简隶变" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype self.contents.font.size = 18 # = 20 @ingredients = [] @types = [] @quantities = [] @item = nil @count = 0 end #-------------------------------------------------------------------------- def refresh self.contents.clear for i in [email]0...@ingredients.size[/email] case @types[i] when 0 @item = $data_items[@ingredients[i]] @count = $game_party.item_number(@ingredients[i]) when 1 @item = $data_armors[@ingredients[i]] @count = $game_party.armor_number(@ingredients[i]) when 2 @item = $data_weapons[@ingredients[i]] @count = $game_party.weapon_number(@ingredients[i]) end y = i *26 self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255) self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color self.contents.draw_text(30, y, 280, 28, @item.name) self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s) self.contents.font.color = system_color self.contents.draw_text(245, y, 45, 28, @count.to_s ) end end #-------------------------------------------------------------------------- def set_ingredients(ingredients , types, quantities) @ingredients = ingredients @types = types @quantities = quantities refresh end end # of Window_CraftIngredients #====================================== class Scene_Craft #-------------------------------------------------------------------------- # @craft_type:物品种类,0就是全部 def initialize(craft_type=0,craft_index=0) @craft_index=craft_index @craft_type = craft_type end #-------------------------------------------------------------------------- def main @craft_window = Window_Craft.new(@craft_type) @craft_window.index=@craft_index @confirm_window = Window_Base.new(120, 188, 400, 64) @confirm_window.contents = Bitmap.new(368, 32) @confirm_window.contents.font.name = "迷你简隶变" @confirm_window.contents.font.size = 20 @help_window = Window_Help.new @craft_window.help_window = @help_window @result_window=Window_CraftResult.new @ingredients_window=Window_CraftIngredients.new @yes_no_window = Window_Command.new(100, ["确定", "取消"]) @confirm_window.visible = false @confirm_window.z = 1500 @yes_no_window.visible = false @yes_no_window.active = false @yes_no_window.index = 0 @yes_no_window.x = 270 @yes_no_window.y = 252 @yes_no_window.z = 1500 @label_window = Window_Base.new(450,200,190,52) @label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32) @label_window.contents.font.size=20 @label_window.contents.font.color = @label_window.normal_color @label_window.contents.font.name = "迷你简隶变" @label_window.contents.draw_text(0, 0, @label_window.contents.width, 20, " 现有 需要") Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @craft_window.dispose @result_window.dispose @ingredients_window.dispose @confirm_window.dispose @yes_no_window.dispose @label_window.dispose end #-------------------------------------------------------------------------- def update @craft_window.update @ingredients_window.update if @craft_window.data.size > 0 #本类窗口物品大于0的话 @result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type) @ingredients_window.set_ingredients(@craft_window.recipe.ingredients, @craft_window.recipe.ingredient_types, @craft_window.recipe.quantities) end if @craft_window.active update_craft return end if @yes_no_window.active confirm_update return end end #-------------------------------------------------------------------------- def update_craft if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(1) return end if Input.trigger?(Input::C) and $game_party.recipes.size != 0 @recipe = @craft_window.recipe if @recipe != nil if @recipe.have @yes_no_window.active = true @craft_window.active = false else $game_system.se_play($data_system.buzzer_se) return end else $game_system.se_play($data_system.buzzer_se) return end end end #-------------------------------------------------------------------------- def confirm_update @craft_index = @craft_window.index @confirm_window.visible = true @confirm_window.z = 1500 @yes_no_window.visible = true @yes_no_window.active = true @yes_no_window.z = 1500 @yes_no_window.update string = "制作" + @recipe.name + "?" cw = @confirm_window.contents.text_size(string).width center = @confirm_window.contents.width/2 - cw /2 unless @drawn @confirm_window.contents.draw_text(center, 0, cw, 30, string) @drawn = true end if Input.trigger?(Input::C) if @yes_no_window.index == 0 $game_system.se_play($data_system.decision_se) @recipe.make $game_system.se_play($data_system.save_se) $scene=Scene_Craft.new(@craft_index) else $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_index) end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_index) end end end # of Scene_Craft #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 # 欢迎访问[url]www.66RPG.com[/url] # 梦想世界,在你手中 #==============================================================================
axicc 发表于 2017-2-19 12:59
请善用搜索....
负重脚本如下
#======================================================================= ...
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