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本帖最后由 mo88 于 2013-5-23 20:25 编辑
我用纯事件制作任务,任务完成后我设置了奖励一把武器,但是这个 得失物品 脚本就跳框出错了,说第70行出错,但我不懂脚本,不知道怎样修改,武器区域出错估计防具区域也有错。。
#============================================================================== # 本腳本來自[url]www.66RPG.com[/url],使用和轉載請保留此信息 # protosssonny修改版 #============================================================================== # 注意!!!在對話後得到物品,請在對話後先用事件等待3幀,否則對話框來不及消失。 # 開關定義: $noshowgold = 5 # 不显示金钱得失 $noshowitem = 6 # 不显示物品得失 $noshowweapon = 7 # 不显示武器得失 $noshowarmor = 8 # 不显示防具得失 # 以上開關,當打開的時候,獲得物品將不會提示,比如默認打開41號開關,獲得金錢不再提示 # 不想提示等级升降时,就在事件命令直接选择是否显示就行了。 #——聲效,可以自己改 folder = "Audio/SE/" $gain_gold_se = folder +"Shop" # 获得金钱声效 $loss_gold_se = folder +"Shop" # 失去金钱声效 $gain_item_se = folder +"Recovery" # 获得物品声效 $loss_item_se = folder +"Blow2" # 失去物品声效 $gain_weapon_se = folder +"Item1" # 获得武器声效 $loss_weapon_se = folder +"Blow2" # 失去武器声效 $gain_armor_se = folder +"Item1" # 获得防具声效 $loss_armor_se = folder +"Blow2" # 失去防具声效 $gain_lv_se = folder +"Item1" # 提升等级声效 $loss_lv_se = folder +"Blow2" # 降低等级声效 # ———————————————————————————————————— class Game_Interpreter #-------------------------------------------------------------------------- # ● 增減金錢 #-------------------------------------------------------------------------- def command_125 value = operate_value(@params[0], @params[1], @params[2]) $game_party.gain_gold(value) if $game_switches[$noshowgold]==false show_gain_window(0, value) end return true end #-------------------------------------------------------------------------- # ● 增減物品 #-------------------------------------------------------------------------- def command_126 value = operate_value(@params[1], @params[2], @params[3]) $game_party.gain_item($data_items[@params[0]], value) if $game_switches[$noshowitem]==false show_gain_window(1, value) end $game_map.need_refresh = true return true end #-------------------------------------------------------------------------- # ● 增減武器 #-------------------------------------------------------------------------- def command_127 value = operate_value(@params[1], @params[2], @params[3]) if @params[1] == 0 $game_party.gain_reini($base_weapons[@params[0]], value.abs, @params[4]) else $game_party.weapon_armor_lose_reini($base_weapons[@params[0]], value.abs, @params[4]) end if $game_switches[$noshowweapon]==false show_gain_window(2, value) end return true end #-------------------------------------------------------------------------- # ● 增減防具 #-------------------------------------------------------------------------- def command_128 value = operate_value(@params[1], @params[2], @params[3]) if @params[1] == 0 $game_party.gain_reini($base_armors[@params[0]], value.abs, @params[4]) else $game_party.weapon_armor_lose_reini($base_armors[@params[0]], value.abs, @params[4]) end if $game_switches[$noshowarmor]==false show_gain_window(3, value) end return true end #-------------------------------------------------------------------------- # ● 等级増減 #-------------------------------------------------------------------------- def command_316 value = operate_value(@params[1], @params[2], @params[3]) iterate_actor_id(@params[0]) do |actor| actor.change_level(actor.level + value, false) if @params[4] show_gain_level_window(actor,value) end end return true end def show_gain_window(type, value, string=nil) snstar2006_66rpg_item = $data_armors[@params[0]] if string == nil and type != 0 snstar2006_66rpg = Window_Base.new((544-250)/2,142,250,132) snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 32, snstar2006_66rpg.height - 32) if value >= 0 gain_text = "获得" else gain_text = "失去" end case type when 0 gain_type = "金钱" if value >=0 Audio.se_play($gain_gold_se,80,100) else Audio.se_play("Audio/SE/"+"Shop",80,100) end when 1 gain_type = "物品" string = $data_items[@params[0]] if string == nil if value >=0 Audio.se_play($gain_item_se,80,100) else Audio.se_play($loss_item_se,80,100) end when 2 gain_type = "武器" string = $base_weapons[@params[0]] if string == nil if value >=0 Audio.se_play($gain_weapon_se,80,100) else Audio.se_play($loss_weapon_se,80,100) end when 3 unless @params[0] == PA::CRYSTAL gain_type = "防具" else gain_type = "了" end string = $base_armors[@params[0]] if string == nil if value >=0 Audio.se_play($gain_armor_se,80,100) else Audio.se_play($loss_armor_se,80,100) end when 4 gain_type = "防具" string = $base_armors[@params[0]] if string == nil if value >=0 Audio.se_play($gain_armor_se,80,100) else Audio.se_play($loss_armor_se,80,100) end end snstar2006_66rpg.contents.draw_text(0,0,160,32,gain_text+gain_type+":") unless type == 0 snstar2006_66rpg.draw_item_name(string, 28, 32, true) snstar2006_66rpg.contents.draw_text(0, 64, 150, 32, "×"+value.abs.to_s, 2) else snstar2006_66rpg.contents.draw_text(32,32,240,32,value.abs.to_s + " "+ Vocab::gold) end snstar2006_66rpg.opacity = 160 for i in 0..30 Graphics.update end for i in 0..10 snstar2006_66rpg.opacity -= 30 snstar2006_66rpg.contents_opacity -= 30 Graphics.update end snstar2006_66rpg.dispose end def show_gain_level_window(actor,value) lvstring = Vocab::level snstar2006_66rpg = Window_Base.new(58,128,200,100) snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 32, snstar2006_66rpg.height - 32) if value >= 0 gain_text = "提升" Audio.se_play($gain_lv_se,100,100) else gain_text = "降低" Audio.se_play($loss_lv_se,100,100) end snstar2006_66rpg.contents.draw_text(0, 0, 108, 32, actor.name) string = lvstring+gain_text+value.abs.to_s+"级" snstar2006_66rpg.contents.draw_text(32,32,160,32,string) snstar2006_66rpg.opacity = 160 snstar2006_66rpg.dispose end end
#==============================================================================
# 本腳本來自[url]www.66RPG.com[/url],使用和轉載請保留此信息
# protosssonny修改版
#==============================================================================
# 注意!!!在對話後得到物品,請在對話後先用事件等待3幀,否則對話框來不及消失。
# 開關定義:
$noshowgold = 5 # 不显示金钱得失
$noshowitem = 6 # 不显示物品得失
$noshowweapon = 7 # 不显示武器得失
$noshowarmor = 8 # 不显示防具得失
# 以上開關,當打開的時候,獲得物品將不會提示,比如默認打開41號開關,獲得金錢不再提示
# 不想提示等级升降时,就在事件命令直接选择是否显示就行了。
#——聲效,可以自己改
folder = "Audio/SE/"
$gain_gold_se = folder +"Shop" # 获得金钱声效
$loss_gold_se = folder +"Shop" # 失去金钱声效
$gain_item_se = folder +"Recovery" # 获得物品声效
$loss_item_se = folder +"Blow2" # 失去物品声效
$gain_weapon_se = folder +"Item1" # 获得武器声效
$loss_weapon_se = folder +"Blow2" # 失去武器声效
$gain_armor_se = folder +"Item1" # 获得防具声效
$loss_armor_se = folder +"Blow2" # 失去防具声效
$gain_lv_se = folder +"Item1" # 提升等级声效
$loss_lv_se = folder +"Blow2" # 降低等级声效
# ————————————————————————————————————
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 增減金錢
#--------------------------------------------------------------------------
def command_125
value = operate_value(@params[0], @params[1], @params[2])
$game_party.gain_gold(value)
if $game_switches[$noshowgold]==false
show_gain_window(0, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 增減物品
#--------------------------------------------------------------------------
def command_126
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_items[@params[0]], value)
if $game_switches[$noshowitem]==false
show_gain_window(1, value)
end
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# ● 增減武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini($base_weapons[@params[0]], value.abs, @params[4])
else
$game_party.weapon_armor_lose_reini($base_weapons[@params[0]], value.abs, @params[4])
end
if $game_switches[$noshowweapon]==false
show_gain_window(2, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 增減防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini($base_armors[@params[0]], value.abs, @params[4])
else
$game_party.weapon_armor_lose_reini($base_armors[@params[0]], value.abs, @params[4])
end
if $game_switches[$noshowarmor]==false
show_gain_window(3, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 等级増減
#--------------------------------------------------------------------------
def command_316
value = operate_value(@params[1], @params[2], @params[3])
iterate_actor_id(@params[0]) do |actor|
actor.change_level(actor.level + value, false)
if @params[4]
show_gain_level_window(actor,value)
end
end
return true
end
def show_gain_window(type, value, string=nil)
snstar2006_66rpg_item = $data_armors[@params[0]] if string == nil and type != 0
snstar2006_66rpg = Window_Base.new((544-250)/2,142,250,132)
snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 32, snstar2006_66rpg.height - 32)
if value >= 0
gain_text = "获得"
else
gain_text = "失去"
end
case type
when 0
gain_type = "金钱"
if value >=0
Audio.se_play($gain_gold_se,80,100)
else
Audio.se_play("Audio/SE/"+"Shop",80,100)
end
when 1
gain_type = "物品"
string = $data_items[@params[0]] if string == nil
if value >=0
Audio.se_play($gain_item_se,80,100)
else
Audio.se_play($loss_item_se,80,100)
end
when 2
gain_type = "武器"
string = $base_weapons[@params[0]] if string == nil
if value >=0
Audio.se_play($gain_weapon_se,80,100)
else
Audio.se_play($loss_weapon_se,80,100)
end
when 3
unless @params[0] == PA::CRYSTAL
gain_type = "防具"
else
gain_type = "了"
end
string = $base_armors[@params[0]] if string == nil
if value >=0
Audio.se_play($gain_armor_se,80,100)
else
Audio.se_play($loss_armor_se,80,100)
end
when 4
gain_type = "防具"
string = $base_armors[@params[0]] if string == nil
if value >=0
Audio.se_play($gain_armor_se,80,100)
else
Audio.se_play($loss_armor_se,80,100)
end
end
snstar2006_66rpg.contents.draw_text(0,0,160,32,gain_text+gain_type+":")
unless type == 0
snstar2006_66rpg.draw_item_name(string, 28, 32, true)
snstar2006_66rpg.contents.draw_text(0, 64, 150, 32, "×"+value.abs.to_s, 2)
else
snstar2006_66rpg.contents.draw_text(32,32,240,32,value.abs.to_s + " "+ Vocab::gold)
end
snstar2006_66rpg.opacity = 160
for i in 0..30
Graphics.update
end
for i in 0..10
snstar2006_66rpg.opacity -= 30
snstar2006_66rpg.contents_opacity -= 30
Graphics.update
end
snstar2006_66rpg.dispose
end
def show_gain_level_window(actor,value)
lvstring = Vocab::level
snstar2006_66rpg = Window_Base.new(58,128,200,100)
snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 32, snstar2006_66rpg.height - 32)
if value >= 0
gain_text = "提升"
Audio.se_play($gain_lv_se,100,100)
else
gain_text = "降低"
Audio.se_play($loss_lv_se,100,100)
end
snstar2006_66rpg.contents.draw_text(0, 0, 108, 32, actor.name)
string = lvstring+gain_text+value.abs.to_s+"级"
snstar2006_66rpg.contents.draw_text(32,32,160,32,string)
snstar2006_66rpg.opacity = 160
snstar2006_66rpg.dispose
end
end
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