赞 | 204 |
VIP | 13 |
好人卡 | 7 |
积分 | 122 |
经验 | 52899 |
最后登录 | 2021-6-29 |
在线时间 | 4435 小时 |
Lv4.逐梦者
- 梦石
- 0
- 星屑
- 12157
- 在线时间
- 4435 小时
- 注册时间
- 2014-4-11
- 帖子
- 5955
|
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
本帖最后由 yang1zhi 于 2014-4-17 20:32 编辑
昨天还可以用的,今天就突然不能了。新建一个工程把任务脚本拿过去也没用。
直接使用可以用,就是在条件分歧里用不了。条件分歧里面是脚本任务的都不能发动效果,分歧改成开关之类的就有效果。
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# 添加内容
#==============================================================================
class Game_System
attr_accessor :mission #现在执行的任务
attr_accessor :partmission
alias carol3_ini initialize
def initialize
carol3_ini
@mission = ""
@partmission = []
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
alias carol3_title1 main
def main
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
$任务 = ""
$支线 = nil
$支线完成 = nil
carol3_title1
end
end
class Scene_Map
alias carol3_update update
def update
carol3_update
if $支线 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission == $支线
$支线 = nil
break
end
end
if $支线 != nil
$game_system.partmission.push($支线)
$支线 = nil
end
end
if $支线完成 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission == $支线完成
$game_system.partmission.delete($game_system.partmission)
break
end
end
$支线完成 = nil
end
end
end
#==============================================================================
# Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 384)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = -1
@position = 0
@count = 0
@oldposition = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 90
actor = $game_party.actors
self.contents.font.size = 18
draw_actor_active_graphic(actor, x - 40, y + 50)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 25)
draw_actor_state(actor, x + 90, y + 25)
draw_actor_exp(actor, x, y + 50)
draw_actor_hp(actor, x + 236, y + 25)
draw_actor_sp(actor, x + 236, y + 50)
end
end
#--------------------------------------------------------------------------
# ● 绘制行走图
#--------------------------------------------------------------------------
def draw_actor_active_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
p = @position * cw
src_rect = Rect.new(p, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @Index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index *90-5, self.width - 32, 90)
end
end
def update
super
@count += 1
@count %= 15
if @count == 0
@position = (@position + 1) % 4
end
if @position != @oldposition
@oldposition = @position
refresh
end
end
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
def name
return $map_infos[@map_id]
end
end
#==============================================================================
# Window_RecordBook
#------------------------------------------------------------------------------
# 菜单界面表示信息的窗口
#==============================================================================
class Window_RecordBook < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 480)
self.contents = Bitmap.new(width - 32, height - 32)
if $任务 == ""
$任务 = $game_system.mission
else
$game_system.mission = $任务
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
cx = self.contents.text_size("现在地点").width + 24
self.contents.draw_text(4, 0, cx, 24, "现在地点")
self.contents.font.color = normal_color
self.contents.draw_text(4 + cx, 0, 444 - cx, 24, $game_map.name.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("主线任务").width + 24
self.contents.draw_text(4, 32, cx, 24, "主线任务")
self.contents.font.color = Color.new(240,250,75,255)
self.contents.draw_text(4 + cx, 32, 444 - cx, 24, $game_system.mission.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("支线任务").width + 24
self.contents.draw_text(4, 96, cx, 24, "支线任务")
self.contents.font.color = normal_color
for i in 0...$game_system.partmission.size
self.contents.draw_text(4 + cx, 96 + i * 32, 444 - cx, 24, $game_system.partmission.to_s)
end
end
end
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@切换状态暂停 = ""
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = " 使用物品"#$data_system.words.item
s2 = " 使用技能"#$data_system.words.skill
s3 = " 更改装备"#$data_system.words.equip
s4 = " 查看状态"
s5 = " 储存游戏"
s6 = " 结束游戏"
s7 = " 查看任务"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 物品、特技、装备、状态无效化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(4)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
#—— 生成天书窗口
@recordbook_window = Window_RecordBook.new
@recordbook_window.z = 1000
#—— 生成外边框窗口
@outside_window = Window_Outside.new
@outside_window.visible = true
@outside_window.z = 1001
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@outside_window.dispose
@recordbook_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @status_window.active
update_status
return
end
if @outside_window.visible == false
update_recordbook
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 4
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # 存档
# 禁止存档的情况下
if $game_system.save_disabled
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 5 # 游戏结束
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到游戏结束画面
$scene = Scene_End.new
when 6 # 查看任务
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@outside_window.visible = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (查看天书的情况下)
#--------------------------------------------------------------------------
def update_recordbook
if @切换状态暂停 == "天书消失"
if @recordbook_window.y < 384
@recordbook_window.y +=64
@status_window.y -= 16
return
else
@切换状态暂停 = ""
@outside_window.visible = true
@command_window.active = true
end
else
if @recordbook_window.y >0
@recordbook_window.y -= 32
@status_window.y += 8
return
else
@status_window.visible = false
if Input.trigger?(Input::B)
@切换状态暂停 = "天书消失"
$game_system.se_play($data_system.cancel_se)
@status_window.visible = true
return
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_status
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活命令窗口
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @command_window.index
when 1 # 特技
# 本角色的行动限制在 2 以上的情况下
if $game_party.actors[@status_window.index].restriction >= 2
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到特技画面
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换的装备画面
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到状态画面
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# Window_Outside
#------------------------------------------------------------------------------
# 外边框窗口
#==============================================================================
class Window_Outside < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 96)
self.back_opacity = 0
end
end
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面的系统时间表示
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = text_color(6)
time = Time.now
text = time.strftime("%x %X")
self.contents.draw_text(-2, 32, 130, 32, text, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 160, 32, "日期与游戏时间")
self.contents.draw_text(-2, 64, 130, 32, text, 2)
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== |
|