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本帖最后由 Thylakoid 于 2014-11-18 00:10 编辑
我记得论坛里有一个XP、VX、VXA通用的破限脚本。(当然我没试过)
# 0. 备份工程
# 1. 把脚本扔到Main以上
# 2.把 DLB_USE_IT 设置成 true(已经帮你设置好了)
# 3. 36行设置你要破除限制的数据
(格式为:《'要破除限制的数据库' => 要增加到的数目,》包括逗号,不包括书名号)
(详细的格式请自己参考脚本内部的说明)
( # 'switch' for Game Switches
# 'variable' for Game Variables
# 'actor' for Actors
# 'class' for Classes
# 'skill' for Skills
# 'item' for Items
# 'weapon' for Weapons
# 'armor' for Armors
# 'enemy' for Enemies
# 'troop' for Troops
# 'state' for States
# 'tileset' for Tilesets (RMXP/RMVXA only)
# 'animation' for Animations
# 'commonev' for Common Events)
(举例:《'commonev' => 5000,》数据库中的公共事件变成5000个)
# 4. 运行游戏
# 5. 游戏运行后会自动关闭
# 6. 不要保存,直接关闭编辑器
# 7. 再次打开工程
# 8. 删除这个脚本,破除限制完成- #===============================================================
- # ● [XP/VX/VXA] ◦ Database Limit Breaker III ◦ □
- # * Break limit of data number in database files *
- #--------------------------------------------------------------
- # ◦ by Woratana [[email][email protected][/email]]
- # ◦ Thaiware RPG Maker Community
- # ◦ Originally released on: 22/02/2008
- # ◦ Ported to VXAce by Mr. Bubble on: 30/12/2011
- #--------------------------------------------------------------
-
- #==========================================
- # ** HOW TO USE
- #------------------------------------------
- # [English]
- # 0. Open your project (Recommend to backup your database files first~)
- # 1. Paste this script in above 'Main'.
- # 2. Set DLB_USE_IT = true
- # 3. Setup database files you want to change, in DLB_DATA
- # 4. Run your game...
- # 5. When it finished, game will close itself
- # 6. Close your project *without save*
- # 7. Open your project again. Done!
- # 8. Set DLB_USE_IT = false. Leave this script in your Script Editor (XP/VX).
- # If you are using VX Ace, you do not need to leave this script in your
- # Script Editor.
- #==========================================
-
- #===========================================================================
- # [ENG] Use limit breaker? (set this to false after you run this script,
- # and haven't change anything in DLB_DATA after that)
- # or REMOVE this script when finished~
- #+==========================================================================
- DLB_USE_IT = true # (true / false)
-
- if DLB_USE_IT # Do NOT edit this line
- DLB_DATA = {
- #======================================================
- # [ENG] Database file you want to change their number~
- # * Limit of normal database files are 999
- # * Limit of variables and switches are 5000
- # This script will allow you to change their number over their limit~
- #===============================
- # ** How to setup **
- #-------------------------------
- # Add 1 line below per 1 database file you want to change.
- # Structure: 'Database_File' => (number),
- # e.g. 'switch' => 5500,
- # (* Don't forget to put , behind the line!)
-
- #==============================================
- # ** [List] Database_File **
- #----------------------------------------------
- # 'switch' for Game Switches
- # 'variable' for Game Variables
- # 'actor' for Actors
- # 'class' for Classes
- # 'skill' for Skills
- # 'item' for Items
- # 'weapon' for Weapons
- # 'armor' for Armors
- # 'enemy' for Enemies
- # 'troop' for Troops
- # 'state' for States
- # 'tileset' for Tilesets (RMXP/RMVXA only)
- # 'animation' for Animations
- # 'commonev' for Common Events
- #======================================================
- # * START to setup from here!
- #======================================================
-
- 'actor' => 1011,
-
- #========================================================
- # * [END] Database Limit Breaker Setup Part
- #========================================================
- 'end' => nil # Close hash
- }
-
- if defined?(Audio.setup_midi) # VXA
- dformat = '.rvdata2'
- elsif defined?(Graphics.wait) # VX
- dformat = '.rvdata'
- else # XP
- dformat = '.rxdata'
- end
- start_time = Time.now
- DLB_DATA.each do |k,v|
- dvar = nil
- case k
- when 'switch'; dname = 'System'; dvar = 'switches'; dnewdata = ''
- when 'variable'; dname = 'System'; dvar = 'variables'; dnewdata = ''
- when 'actor'; dname = 'Actors'; dnewdata = 'RPG::Actor.new'
- when 'class'; dname = 'Classes'; dnewdata = 'RPG::Class.new'
- when 'skill'; dname = 'Skills'; dnewdata = 'RPG::Skill.new'
- when 'item'; dname = 'Items'; dnewdata = 'RPG::Item.new'
- when 'weapon'; dname = 'Weapons'; dnewdata = 'RPG::Weapon.new'
- when 'armor'; dname = 'Armors'; dnewdata = 'RPG::Armor.new'
- when 'enemy'; dname = 'Enemies'; dnewdata = 'RPG::Enemy.new'
- when 'troop'; dname = 'Troops'; dnewdata = 'RPG::Troop.new'
- when 'state'; dname = 'States'; dnewdata = 'RPG::State.new'
- when 'animation'; dname = 'Animations'; dnewdata = 'RPG::Animation.new'
- when 'tileset'; dname = 'Tilesets'; dnewdata = 'RPG::Tileset.new'
- when 'commonev'; dname = 'CommonEvents'; dnewdata = 'RPG::CommonEvent.new'
- when 'end'; next
- else; p 'unknown DLB_DATA!', 'Check carefully what you typed in DLB_DATA'
- end
- base_data = load_data('Data/' + dname + dformat)
- data = dvar.nil? ? base_data : eval('base_data.' + dvar.to_s)
- unless data.size > v and v - (data.size - 1) <= 0
- add_data = Array.new(v - (data.size - 1)) { eval(dnewdata) }
- data.push *add_data
- save_data(base_data, 'Data/' + dname + dformat)
- end
- end
- p 'Finished in ' + (Time.now - start_time).to_s + ' sec'
- exit
- end
-
-
- # checks for VXAce since these methods do not need to be overwritten
- # in RGSS3.
- unless defined?(Audio.setup_midi)
-
- class Game_Switches
- #--------------------------------------------------------------------------
- # * Set Switch
- # Make the system be able to set switch ID more than 5000
- #--------------------------------------------------------------------------
- def []=(switch_id, value)
- @data[switch_id] = value
- end
- end
-
- class Game_Variables
- #--------------------------------------------------------------------------
- # * Set Variable
- # Make the system be able to set switch ID more than 5000
- #--------------------------------------------------------------------------
- def []=(variable_id, value)
- @data[variable_id] = value
- end
- end
-
- end # unless defined?(Audio.setup_midi)
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