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Lv4.逐梦者
- 梦石
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- 12870
- 在线时间
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- 1302
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楼主可以用一下队伍破限脚本~~- # 赠品:人物扩张脚本
- # 窗口界面部分来自 桜雅 在土 XRXS26
- module BFS_Setting
- # 参战人数最大值
- BATTLE_MAX = 5
- # 待机人数最大值
- WAITING_MAX = 5
- # 待机人物是否获得经验
- BACKWARD_EXP_GAINABLE = true
- # 3人以下的时候,菜单是否拉伸大小(建议不要使用)
- MENU_STATUS_STRETCH = false
- # 进入键
- MENU_MEMBER_CHANGE_KEY_GO = Input::RIGHT
- # 离开键
- MENU_MEMBER_CHANGE_KEY_END = Input::LEFT
- # 可更换角色最小编号
- MENU_MEMBER_CHANGE_INDEX_MIN = 0
- # 不能待机的角色编号
- FORCETOBATTLE_ACTORS = []
- # 不能加入战斗的角色编号
- UMBATTLABLE_ACTORS = []
- # 不能移动的角色编号
- UNMOVABLE_ACTORS = []
- # 列数
- COLUMN_MAX = 1
- # 光标高度
- CURSOR_HEIGHT = 96
- # 一行的高度
- LINE_HEIGHT = 116
- end
- class Game_Temp
- attr_accessor :friends_need_refresh
- alias rwkz_ini initialize
- def initialize
- rwkz_ini
- @friend_need_refresh = false
- end
- end
- class Scene_Map
- alias rwkz_main main
- def main
- if $game_temp.friends_need_refresh
- # BFS_Friends.delete_all_friends
- # BFS_Friends.prepare_for_transferring
- $game_temp.friends_need_refresh = false
- end
- rwkz_main
- end
- end
- class Game_Party
- attr_accessor :waiting_actors
- def gain_exp(exp)
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cant_get_exp? == false
- actor.exp += exp
- end
- end
- if BFS_Setting::BACKWARD_EXP_GAINABLE
- for i in 0...$game_party.waiting_actors.size
- actor = $game_party.waiting_actors[i]
- if actor.cant_get_exp? == false
- actor.exp += exp
- end
- end
- end
- end
- alias rk initialize
- def initialize
- rk
- @waiting_actors = []
- end
- def remove_actor(actor_id)
- if @actors.size == 1
- p "数据库中的角色数量会变为0,为了游戏的正常运行,请不要这样做。"
- p "因此,系统可能会忽略此次操作,见谅"
- p "如有特殊情况,请在脚本中删除这段文字"
- return
- end
- switch_leader if actor_id == $game_party.actors[0].id
- if @actors.include?($game_actors[actor_id])
- @actors.delete($game_actors[actor_id])
- if @waiting_actors != []
- waiting_leader = @waiting_actors[0]
- @waiting_actors.delete_at(0)
- @actors.push(waiting_leader)
- end
- else
- if @waiting_actors.include?($game_actors[actor_id])
- @waiting_actors.delete($game_actors[actor_id])
- else
- return
- end
- end
- friend_party_update
- BFS_Friends.delete_all_friends
- BFS_Friends.prepare_for_transferring
- $game_player.refresh
- $scene.spriteset.dispose
- $scene.spriteset = Spriteset_Map.new
- $scene.hud_update
- end
- def add_actor(actor_id)
- actor = $game_actors[actor_id]
- unless @actors.include?(actor) or @waiting_actors.include?(actor)
- if @actors.size < BFS_Setting::BATTLE_MAX
- @actors.push(actor)
- $game_player.refresh
- # friend_party_update
- # BFS_Friends.add(actor_id)
- # $scene.spriteset.dispose
- # $scene.spriteset = Spriteset_Map.new
- # BFS_Friends.weapon_recheck
- else
- if @waiting_actors.size < BFS_Setting::WAITING_MAX
- @waiting_actors.push(actor)
- end
- end
- end
- end
- end
- #==============================================================================
- # --- XRXS. 第二カーソル 機構 ---
- #------------------------------------------------------------------------------
- # ウィンドウに .index2 プロパティを追加します。
- #==============================================================================
- module XRXS_Cursor2
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, w, h)
- super(x, y, h, w)
- # 補助ウィンドウ(透明)を作成:カーソル専用
- @xrxsc2_window = Window_Selectable.new(self.x, self.y, self.width, self.height)
- @xrxsc2_window.opacity = 0
- @xrxsc2_window.active = false
- @xrxsc2_window.index = -1
- end
- #--------------------------------------------------------------------------
- # ○ 第二カーソルの設置
- #--------------------------------------------------------------------------
- def index2
- return @xrxsc2_window.index
- end
- def index2=(index)
- @xrxsc2_window.index = index
- if index == -1
- @xrxsc2_window.cursor_rect.empty
- else
- @xrxsc2_window.x = self.x
- @xrxsc2_window.y = self.y
- @xrxsc2_window.cursor_rect = self.cursor_rect
- end
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の設定
- #--------------------------------------------------------------------------
- def top_row=(row)
- super
- # 補助ウィンドウの oy を更新
- pre_oy = @xrxsc2_window.oy
- @xrxsc2_window.oy = self.oy
- @xrxsc2_window.cursor_rect.y -= self.oy - pre_oy
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @xrxsc2_window.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ○ X, Y 座標
- #--------------------------------------------------------------------------
- def x=(n)
- super
- @xrxsc2_window.x = self.x unless @xrxsc2_window.nil?
- end
- def y=(n)
- super
- @xrxsc2_window.y = self.y unless @xrxsc2_window.nil?
- end
- end
- # ▼▲▼ XRXS26AX. +入れ替えメニュー ver.2 ▼▲▼ built 081113
- # by 桜雅 在土
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include XRXS_Cursor2
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :column_max # 列数
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- h = 480
- if MENU_STATUS_STRETCH
- h = BATTLE_MAX * 116 + 16
- end
- super(0, 0, 480, h)
- h = ($game_party.actors.size - 1) * LINE_HEIGHT + CURSOR_HEIGHT
- self.contents = Bitmap.new(width - 32, h)
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # ○ 1 ページに表示できる行数の取得
- #--------------------------------------------------------------------------
- def page_row_max
- if MENU_STATUS_STRETCH
- return BATTLE_MAX # 戦闘パーティ最大数
- else
- return [BATTLE_MAX, 4].max # 戦闘パーティ最大数(最低4)
- end
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の取得
- #--------------------------------------------------------------------------
- def top_row
- # ウィンドウ内容の転送元 Y 座標を、1 行の高さ LINE_HEIGHT で割る
- return self.oy / LINE_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ○ 先頭の行の設定
- #--------------------------------------------------------------------------
- def top_row=(row)
- super
- self.oy = self.oy/32 * LINE_HEIGHT
- end
- #--------------------------------------------------------------------------
- # ● カーソルの矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- super
- unless [url=home.php?mod=space&uid=370741]@Index[/url] < 0
- y = (self.cursor_rect.y + self.oy) * LINE_HEIGHT/32 - self.oy
- self.cursor_rect.set(0, y, self.cursor_rect.width, CURSOR_HEIGHT)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu
- include BFS_Setting
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26ax_update update
- def update
- # インデックスを保存
- @status_index = @status_window.index
- # 呼び戻す
- xrxs26ax_update
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (コマンドウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26ax_update_command update_command
- def update_command
- # 呼び戻す
- xrxs26ax_update_command
- # 入れ替え移行キーが押されたとき、@command_window.indexが設定値以上
- if Input.trigger?(MENU_MEMBER_CHANGE_KEY_GO) and
- @command_window.index >= MENU_MEMBER_CHANGE_INDEX_MIN
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # カーソル位置を記憶
- @command_index_before_menu_member_change = @command_window.index
- # 入れ替えウィンドウへ移行
- @command_window.active = false
- @command_window.index = -1
- @status_window.active = true
- @status_window.index = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (ステータスウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26ax_update_status update_status
- def update_status
- # 呼び戻す
- if @command_window.index != -1
- xrxs26ax_update_status
- return
- end
- # B ボタンか入れ替え終了キーが押されたとき
- if ((Input.trigger?(Input::B) or Input.trigger?(MENU_MEMBER_CHANGE_KEY_END)) and
- @status_window.index2 == -1 and
- @status_index%@status_window.column_max == 0)
- # キャンセル SE を演奏
- $game_system.se_play($data_system.cancel_se)
- # コマンドウィンドウをアクティブにする
- @command_window.active = true
- @command_window.index = 0
- @status_window.active = false
- @status_window.index = -1
- return
- end
- # B ボタンが押されたとき
- if Input.trigger?(Input::B) and @status_window.index2 >= 0
- @status_window.index = @status_window.index2
- @status_window.index2 = -1
- return
- end
- # 決定キーが押されたとき
- if Input.trigger?(Input::C)
- if @status_window.index2 == -1
- if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id)
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # メンバーの入れ替え一人目の決定
- @status_window.index2 = @status_window.index
- else
- if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id)
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # どちらかが戦闘メンバー かつ どちらかが戦闘禁止アクター の場合
- if (@status_window.index < BATTLE_MAX or
- @status_window.index2 < BATTLE_MAX) and
- (UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or
- UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id))
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # どちらかが待機メンバー かつ どちらかが待機禁止アクター の場合
- if (@status_window.index >= BATTLE_MAX or
- @status_window.index2 >= BATTLE_MAX) and
- (FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or
- FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id))
- # ブザー SE を演奏
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 決定 SE を演奏
- $game_system.se_play($data_system.decision_se)
- # メンバーの入れ替え二人目の決定と入れ替えの実行
- actor2 = @status_window.all_actors[@status_window.index]
- actor = @status_window.all_actors[@status_window.index2]
- @status_window.all_actors[@status_window.index2] = actor2
- @status_window.all_actors[@status_window.index] = actor
- $game_party.actors.clear
- $game_party.waiting_actors.clear
- for i in 0...@status_window.all_actors.size
- if i < BATTLE_MAX
- $game_party.actors.push(@status_window.all_actors[i])
- else
- $game_party.waiting_actors.push(@status_window.all_actors[i])
- end
- end
- $game_temp.friends_need_refresh = true
- @status_window.index = @status_window.index2
- @status_window.index2 = -1
- # $game_party.friend_party_update
- # プレイヤーをリフレッシュ
- $game_player.refresh
- # ステータスウィンドウをリフレッシュ
- @status_window.refresh
- end
- return
- end
- end
- end
- #==============================================================================
- # ■ Window_MenuStatus
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ○ インクルード
- #--------------------------------------------------------------------------
- include BFS_Setting
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :newitem_window
- attr_reader :all_actors
- attr_reader :bottomkeyhelp_window
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias xrxs26bx_initialize initialize
- def initialize
- # 呼び戻す
- xrxs26bx_initialize
- # 寄生してウィンドウを作成
- # ボトルキーヘルプウィンドウ
- @bottomkeyhelp_window = Window_BottomKeyHelp.new
- @bottomkeyhelp_window.visible = false
- # 設定変更
- self.height = 448
- self.contents = Bitmap.new(width - 32, height - 32)
- @all_actors = $game_party.actors + $game_party.waiting_actors
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = @all_actors.size
- @column_max = 2
- y = (BATTLE_MAX+1)/2 * 64 + 28
- self.contents.font.size = 16
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 92, 28, "参战")
- self.contents.draw_text(4, y, 92, 28, "休息")
- for i in 0...@all_actors.size
- x = 64 + i%2 * 224
- y = i/2 * 72 + 24
- actor = @all_actors[i]
- if i >= BATTLE_MAX
- y += 32
- self.contents.font.color = disabled_color
- self.contents.draw_text(x, y, 120, 32, actor.name)
- else
- draw_actor_name(actor , x , y )
- end
- draw_actor_graphic(actor, x - 40, y + 64)
- draw_actor_level(actor , x + 94, y )
- draw_actor_hp(actor , x, y + 16)
- draw_actor_sp(actor , x, y + 32)
- draw_actor_state(actor , x, y + 48)
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新
- #--------------------------------------------------------------------------
- def update
- # ウィンドウを更新
- @bottomkeyhelp_window.update
- super
- end
- #--------------------------------------------------------------------------
- # ○ 解放
- #--------------------------------------------------------------------------
- def dispose
- @bottomkeyhelp_window.dispose
- super
- end
- #--------------------------------------------------------------------------
- # ● カーソルの矩形更新
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if [url=home.php?mod=space&uid=370741]@Index[/url] < 0
- self.cursor_rect.empty
- else
- y = @index/2 * 72 + 28
- if @index >= BATTLE_MAX
- y += 32
- end
- self.cursor_rect.set(@index%2 * 224, y, 224, 72)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias xrxs26bx_update update
- def update
- # 登録
- if @bottomkeyhelp_window.nil?
- @bottomkeyhelp_window = @status_window.bottomkeyhelp_window
- @bottomkeyhelp_window.visible = true
- set_keyhelp1
- end
- # 呼び戻す
- xrxs26bx_update
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (コマンドウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26bx_update_command update_command
- def update_command
- # 呼び戻す
- xrxs26bx_update_command
- # 入れ替え移行キーが押されたとき
- if @command_window.index == -1 and @status_window.active
- set_keyhelp2
- end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新 (ステータスウィンドウがアクティブの場合)
- #--------------------------------------------------------------------------
- alias xrxs26bx_update_status update_status
- def update_status
- # 保存
- last_index = @status_window.index2
- # 呼び戻す
- xrxs26bx_update_status
- #
- if last_index != @status_window.index2
- # 一人目を選択した場合
- if @status_window.index2 >= 0
- set_keyhelp3
- else
- set_keyhelp2
- end
- end
- # 戻った場合
- unless @status_window.active
- set_keyhelp1
- end
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 1
- #--------------------------------------------------------------------------
- def set_keyhelp1
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("B","关闭本窗口")
- @bottomkeyhelp_window.add("C","确定")
- @bottomkeyhelp_window.add("→","人物顺序调整")
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 2
- #--------------------------------------------------------------------------
- def set_keyhelp2
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("←,B","返回")
- @bottomkeyhelp_window.add("C","第一个人物确定")
- end
- #--------------------------------------------------------------------------
- # ○ キーヘルプを設定 3
- #--------------------------------------------------------------------------
- def set_keyhelp3
- @bottomkeyhelp_window.clear
- @bottomkeyhelp_window.add("B","返回")
- @bottomkeyhelp_window.add("C","第二个人物确定")
- end
- end
- #==============================================================================
- # □ Window_BottomKeyHelp
- #------------------------------------------------------------------------------
- # 画面下で操作説明をする透明なウィンドウです。
- #==============================================================================
- class Window_BottomKeyHelp < Window_Base
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 432, 640, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = 0
- clear
- end
- #--------------------------------------------------------------------------
- # ○ クリア
- #--------------------------------------------------------------------------
- def clear
- self.contents.clear
- @now_x = 608
- end
- #--------------------------------------------------------------------------
- # ○ 追加
- #--------------------------------------------------------------------------
- def add(key, explanation)
- # 計算
- self.contents.font.size = 20
- x = self.contents.text_size(key).width
- self.contents.font.size = 16
- x += self.contents.text_size(explanation).width + 8
- @now_x -= x
- # 描写
- self.contents.font.size = 20
- self.contents.font.color = system_color
- self.contents.draw_text(@now_x, 0, x, 32, key, 0)
- self.contents.font.size = 16
- self.contents.font.color = normal_color
- self.contents.draw_text(@now_x, 0, x, 32, explanation, 2)
- # 余白
- @now_x -= 32
- end
- end
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