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[已经过期] 倉庫系統問題?

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发表于 2013-7-20 10:45:18 | 显示全部楼层 |阅读模式

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本帖最后由 ji3rul4coco 于 2013-7-20 12:35 编辑

倉庫系統測試時,跑出這個↓

未命名.JPG

腳本如下


Window_WarehouseCommand
[pre lang="ruby" line="1"]#encoding:utf-8
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#==============================================================================
#==============================================================================
# ■ Window_WarehouseCommand
#------------------------------------------------------------------------------
#  仓库画面中,选择存入/取出的窗口。
#==============================================================================

class Window_WarehouseCommand < Window_HorzCommand
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(window_width, purchase_only)
    @window_width = window_width
    super(0, 0)
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    @window_width
  end
  #--------------------------------------------------------------------------
  # ● 获取列数
  #--------------------------------------------------------------------------
  def col_max
    return 3
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command("存入",   :save  , have_item)
    add_command("取出",   :get   , have_item(1))
    add_command("取消",       :cancel)
  end
  #--------------------------------------------------------------------------
  # ● 仓库是否拥有物品
  #--------------------------------------------------------------------------
  def have_item(where = 0)
    case where
      when 0
        data = []
        # 例遍武器
        for i in 1...$data_weapons.size
          if $game_party.item_number($data_weapons) > 0
            data.push($data_weapons)
          end
        end
        # 例遍物品
        for i in 1...$data_items.size
          if $game_party.item_number($data_items) > 0
            data.push($data_items)
          end
        end
        # 例遍防具
        for i in 1...$data_armors.size
          if $game_party.item_number($data_armors) > 0
            data.push($data_armors)
          end
        end
      when 1
        data = []
        # 例遍武器
        for i in 1...$data_weapons.size
          if $game_party.ware_num($data_weapons) > 0
            data.push($data_weapons)
          end
        end
        # 例遍物品
        for i in 1...$data_items.size
          if $game_party.ware_num($data_items) > 0
            data.push($data_items)
          end
        end
        # 例遍防具
        for i in 1...$data_armors.size
          if $game_party.ware_num($data_armors) > 0
            data.push($data_armors)
          end
        end
      end
    if data != []
      return true
    else
      return false
    end
  end
  

end[/pre]


Window_WarehouseItem
[pre lang="ruby" line="1"]#encoding:utf-8
# ————————————————————————————————————
# 本腳本來自www.66rpg.com,轉載請保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Window_WarehouseItemSave
#------------------------------------------------------------------------------
#  倉庫畫面中,存入物品的窗口。
#==============================================================================

class Window_WarehouseItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化對象
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height, items = [])
    super(x, y, width, height)
    @action = 0
    @data = []
  end
  #--------------------------------------------------------------------------
  # ● 獲取項目數
  #--------------------------------------------------------------------------
  def item_max
    @data ? @data.size : 0
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    if action != 0
      draw_all_items
    end
  end
  #--------------------------------------------------------------------------
  # ● 設置窗口動作  0:無 1:儲存 2:取出
  #--------------------------------------------------------------------------
  def set_action(action = 0)
    @action = action
  end
  #--------------------------------------------------------------------------
  # ● 取得窗口動作
  #--------------------------------------------------------------------------
  def action
    return @action
  end
#==========================================================================
# ■ 生成物品列表
#==========================================================================
  def make_item_list
    case self.action
      when 0
        @data = []
      when 1
        list_item
      when 2
        list_ware
    end
  end
  #--------------------------------------------------------------------------
  # ● 獲取背包物品
  #--------------------------------------------------------------------------
  def list_item
    @data = []
    # 例遍武器
    for i in 1...$data_weapons.size
      if $game_party.item_number($data_weapons) > 0
        @data.push($data_weapons)
      end
    end
    # 例遍物品
    for i in 1...$data_items.size
      if $game_party.item_number($data_items) > 0
        @data.push($data_items)
      end
    end
    # 例遍防具
    for i in 1...$data_armors.size
      if $game_party.item_number($data_armors) > 0
        @data.push($data_armors)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 獲取倉庫物品
  #--------------------------------------------------------------------------
  def list_ware
    @data = []
    # 例遍武器
    for i in 1...$data_weapons.size
      if $game_party.ware_num($data_weapons) > 0
        @data.push($data_weapons)
      end
    end
    # 例遍物品
    for i in 1...$data_items.size
      if $game_party.ware_num($data_items) > 0
        @data.push($data_items)
      end
    end
    # 例遍防具
    for i in 1...$data_armors.size
      if $game_party.ware_num($data_armors) > 0
        @data.push($data_armors)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 倉庫是否擁有物品
  #--------------------------------------------------------------------------
  def have_item(where = 0)
    case where
      when 0
        list_item
      when 1
        list_ware
    end
   
    if @data == []
      return true
    else
      return false
    end
  end
#--------------------------------------------------------------------------
# ■ 繪製項目
#--------------------------------------------------------------------------
  def draw_item(index)
    case self.action
      when 1
        draw_items(index)
      when 2
        draw_ware(index)
    end
  end
  #--------------------------------------------------------------------------
  # ● 背包物品數量
  #--------------------------------------------------------------------------
  def i_num(item)
    return $game_party.item_number(item)
  end
  #--------------------------------------------------------------------------
  # ● 倉庫物品數量
  #--------------------------------------------------------------------------
  def w_num(item)
    return $game_party.ware_num(item)
  end
  #--------------------------------------------------------------------------
  # ● 描繪背包物品  
  #--------------------------------------------------------------------------
  def draw_items(index)
    item = @data[index]
    rect = item_rect(index)
    num = i_num(item)
    draw_item_name(item, rect.x, rect.y)
    rect.width -= 4
    draw_text(rect.x, rect.y, rect.width, rect.height, ": " + num.to_s, 2)  end
  #--------------------------------------------------------------------------
  # ● 描繪倉庫物品
  #--------------------------------------------------------------------------
  def draw_ware(index)
    item = @data[index]
    rect = item_rect(index)
    num = w_num(item)
    draw_item_name(item, rect.x, rect.y, enable?(item))
    rect.width -= 4
    draw_text(rect.x, rect.y, rect.width, rect.height, ": " + num.to_s, 2)
  end
#--------------------------------------------------------------------------
# ■ 繪製所有項目
#--------------------------------------------------------------------------
  def draw_all_items
    item_max.times {|i| draw_item(i) }
  end

  #--------------------------------------------------------------------------
  # ● 獲取焦點項目
  #--------------------------------------------------------------------------
  def get_item_now
      return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ● 獲取項目數據
  #--------------------------------------------------------------------------
  def get_data
      return @data
  end
  #--------------------------------------------------------------------------
  # ● 更新幫助內容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(get_item_now) if @help_window
  end
  #--------------------------------------------------------------------------
  # ● 查詢此物品是否可以取出
  #--------------------------------------------------------------------------
  def enable?(item)
    if $game_party.max_item_number(item) - $game_party.item_number(item) == 0
      return false
    else
      return true
    end
  end
  
#結束定義
end[/pre]


Window_WarehouseNumber

[pre lang="ruby" line="1"]#encoding:utf-8
# ————————————————————————————————————
# 本腳本來自www.66rpg.com,轉載請保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Window_WarehouseNumber
#------------------------------------------------------------------------------
#  商店畫面中,輸入“物品買入/賣出數量”的窗口。
#==============================================================================

class Window_WarehouseNumber < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化對象
  #--------------------------------------------------------------------------
  def initialize(x, y, height)
    super(x, y, window_width, height)
    @item = nil
    @Max = 1
    @Number = 1
  end
  #--------------------------------------------------------------------------
  # ● 獲取窗口的寬度
  #--------------------------------------------------------------------------
  def window_width
    return 304
  end
  #--------------------------------------------------------------------------
  # ● 設置物品、最大值
  #--------------------------------------------------------------------------
  def set(item, max)
    @item = item
    @max = max
    @number = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 設置狀態
  #--------------------------------------------------------------------------
  def save_item(action = true)
    @action = action
  end
  #--------------------------------------------------------------------------
  # ● 取得狀態
  #--------------------------------------------------------------------------
  def action
    return @action
  end
  #--------------------------------------------------------------------------
  # ● 獲得數值
  #--------------------------------------------------------------------------
  def get_num
    return @number
  end
  #--------------------------------------------------------------------------
  # ● 獲得物品
  #--------------------------------------------------------------------------
  def get_item
    return @item
  end
  #--------------------------------------------------------------------------
  # ● 獲得最大值
  #--------------------------------------------------------------------------
  def get_max
    return @max
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_item_name(@item, 0, item_y)
    draw_number
  end
  #--------------------------------------------------------------------------
  # ● 繪製數量
  #--------------------------------------------------------------------------
  def draw_number
    change_color(normal_color)
    draw_text(cursor_x - 28, item_y, 22, line_height, "×")
    draw_text(cursor_x, item_y, cursor_width - 4, line_height, @number, 2)
  end
  #--------------------------------------------------------------------------
  # ● 顯示物品名稱行的 Y 坐標
  #--------------------------------------------------------------------------
  def item_y
    return 8
  end
  #--------------------------------------------------------------------------
  # ● 獲取光標的寬度
  #--------------------------------------------------------------------------
  def cursor_width
    figures * 10 + 12
  end
  #--------------------------------------------------------------------------
  # ● 獲取光標的 X 坐標
  #--------------------------------------------------------------------------
  def cursor_x
    contents_width - cursor_width - 4
  end
  #--------------------------------------------------------------------------
  # ● 獲取數量顯示的最大列數
  #--------------------------------------------------------------------------
  def figures
    return 2
  end
  #--------------------------------------------------------------------------
  # ● 更新畫面
  #--------------------------------------------------------------------------
  def update
    super
    if active
      last_number = @number
      update_number
      if @number != last_number
        Sound.play_cursor
        refresh
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 更新數量
  #--------------------------------------------------------------------------
  def update_number
    change_number(1)   if Input.repeat?(:RIGHT)
    change_number(-1)  if Input.repeat?(:LEFT)
    change_number(10)  if Input.repeat?(:UP)
    change_number(-10) if Input.repeat?(:DOWN)
  end
  #--------------------------------------------------------------------------
  # ● 更改數量
  #--------------------------------------------------------------------------
  def change_number(amount)
    @number = [[@number + amount, @max].min, 1].max
  end
  #--------------------------------------------------------------------------
  # ● 更新光標
  #--------------------------------------------------------------------------
  def update_cursor
    cursor_rect.set(cursor_x, item_y, cursor_width, line_height)
  end
end
[/pre]

Scene_Warehouse_Window
[pre lang="ruby" line="1"]# ————————————————————————————————————
# 本腳本來自www.66rpg.com,轉載請保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Scene_Warehouse
#------------------------------------------------------------------------------
#  商店畫面  : 窗口管理
#==============================================================================

class Scene_Warehouse < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 開始處理 :生成窗口
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_command_window
    create_item_window
    create_number_window
  end
  #--------------------------------------------------------------------------
  # ● 生成指令窗口
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_WarehouseCommand.new(Graphics.width, @purchase_only)
    @command_window.viewport = @viewport
    @command_window.y = @help_window.height
    @command_window.set_handler(:save,    method(:command_save))
    @command_window.set_handler(:get,     method(:command_get))
    @command_window.set_handler(:cancel,  method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # ● 生成物品窗口
  #--------------------------------------------------------------------------
  def create_item_window
    y      = @command_window.y + @command_window.height
    height = Graphics.height - @command_window.y - @command_window.height
    width  = @help_window.width
    @item_window = Window_WarehouseItem.new(0, y, width, height)
   
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_action(0)
   
    @item_window.set_handler(:ok,     method(:on_ok))
    @item_window.set_handler(:cancel, method(:on_cancel))
  end
  #--------------------------------------------------------------------------
  # ● 生成輸入窗口
  #--------------------------------------------------------------------------
  def create_number_window
    @number_window = Window_WarehouseNumber.new((Graphics.width - 304)/2,(Graphics.height - 72)/2,72)
    @number_window.viewport = @viewport
    @number_window.hide
    @number_window.set_handler(:ok,     method(:on_num_ok))
    @number_window.set_handler(:cancel, method(:on_num_cancel))
  end

#==============================================================================
# ■倉庫畫面  : 主指令管理
#==============================================================================

  #--------------------------------------------------------------------------
  # ● 主界面 :存入
  #--------------------------------------------------------------------------
  def command_save
    @item_window.set_action(1)
    @command_window.deactivate    # 凍結指令窗口
    @item_window.activate         # 激活物品窗口
    @item_window.index = 0
    @item_window.refresh
    @item_window.update_help
  end
  #--------------------------------------------------------------------------
  # ● 主界面 :取出
  #--------------------------------------------------------------------------
  def command_get
    @item_window.set_action(2)
    @command_window.deactivate    # 凍結指令窗口
    @item_window.activate         # 激活物品窗口
    @item_window.index = 0
    @item_window.refresh
    @item_window.update_help
  end
  
#==============================================================================
# ■倉庫畫面  : 指令管理
#==============================================================================
  
  #--------------------------------------------------------------------------
  # ● 命令 :確定
  #--------------------------------------------------------------------------
  def on_ok
    item = @item_window.get_item_now
    if @item_window.enable?(item) || @item_window.action == 1
      case @item_window.action
        when 1
          @number_window.save_item
          @number_window.set(item,$game_party.item_number(item))
        when 2
          @number_window.save_item(false)
          i = $game_party.max_item_number(item) - $game_party.item_number(item)
          if i < $game_party.ware_num(item)
            @number_window.set(item, i)
          else
            @number_window.set(item,$game_party.ware_num(item))
          end
      end
      @item_window.deactivate
      @number_window.show
      @number_window.activate
    else
      Sound.play_buzzer
      @help_window.set_text("背包內裝不下了~")
      @item_window.activate
    end
  end
  #--------------------------------------------------------------------------
  # ● 命令 :取消
  #--------------------------------------------------------------------------
  def on_cancel
    @item_window.deactivate
    @item_window.set_action(0)
    @item_window.index = -1
    @item_window.contents.clear
    @command_window.activate
    @help_window.clear
  end
  
#==============================================================================
# ■倉庫畫面  : 數值輸入指令管理
#==============================================================================

  #--------------------------------------------------------------------------
  # ● 命令 :存入確定
  #--------------------------------------------------------------------------
  def on_num_ok
    @number_window.hide
    @number_window.deactivate
    case @number_window.action
      when true
        $game_party.ware_add(@number_window.get_item, @number_window.get_num)
        $game_party.lose_item(@number_window.get_item, @number_window.get_num)
      when false
        $game_party.ware_del(@number_window.get_item, @number_window.get_num)
        $game_party.gain_item(@number_window.get_item, @number_window.get_num)
    end
    # 更新畫面
      @item_window.refresh
    if @number_window.get_num == @number_window.get_max && @item_window.index != 0
      @item_window.index -= 1
    end
   
    if @item_window.get_data == []
      @command_window.activate
      @item_window.deactivate
      @item_window.index = -1
      @help_window.clear
    else
      @item_window.activate
    end
    @command_window.refresh
    @number_window.refresh
  end
  #--------------------------------------------------------------------------
  # ● 命令 :存入取消
  #--------------------------------------------------------------------------
  def on_num_cancel
    @number_window.refresh
    @number_window.hide
    @number_window.deactivate
    @item_window.activate
  end
# 定義結束
end[/pre]

Game_Party_Warehouse
[pre lang="ruby" line="1"]#encoding:utf-8
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
#  管理隊伍的類。保存有金錢及物品的信息。本類的實例請參考 $game_party 。
#==============================================================================

class Game_Party < Game_Unit
alias o_initialize initialize
  #--------------------------------------------------------------------------
  # ● 追加:倉庫物品儲存
  #--------------------------------------------------------------------------
  def initialize
    o_initialize
    @warehouse_weapons = []
    @warehouse_items = []
    @warehouse_armors = []
    # 初始化倉庫 : 防具
    for i in 1...$data_armors.size
      @warehouse_armors.push($data_armors)
      @warehouse_armors = 0
    end
    # 初始化倉庫 : 物品
    for i in 1...$data_items.size
      @warehouse_items.push($data_items)
      @warehouse_items = 0
    end
    # 初始化倉庫 : 武器
    for i in 1...$data_weapons.size
      @warehouse_weapons.push($data_weapons)
      @warehouse_weapons = 0
    end
  end
  #--------------------------------------------------------------------------
  # ● 追加:添加進倉庫
  #--------------------------------------------------------------------------
  def ware_add(item,num)
    case item
    when RPG::Item
      @warehouse_items[item.id] += num
    when RPG::Weapon
      @warehouse_weapons[item.id] += num
    when RPG::Armor
      @warehouse_armors[item.id] += num
    end
  end
  #--------------------------------------------------------------------------
  # ● 追加:查詢倉庫物品個數
  #--------------------------------------------------------------------------
  def ware_num(item)
    case item
    when RPG::Item
      return @warehouse_items[item.id]
    when RPG::Weapon
      return @warehouse_weapons[item.id]
    when RPG::Armor
      return @warehouse_armors[item.id]
    end
  end
  #--------------------------------------------------------------------------
  # ● 追加:刪除倉庫物品
  #--------------------------------------------------------------------------
  def ware_del(item,num)
    case item
    when RPG::Item
      @warehouse_items[item.id] -= num
    when RPG::Weapon
      @warehouse_weapons[item.id] -= num
    when RPG::Armor
      @warehouse_armors[item.id] -= num
    end
  end
  
# 定義結束
end[/pre]




点评

你最好把完整的仓库系统脚本贴出来,只有 Window_WarehouseCommand别人是无法告诉你错哪了!  发表于 2013-7-20 10:56
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2011-5-11
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发表于 2013-7-20 19:43:19 | 显示全部楼层
脚本测试没问题,可能是你脚本存放顺序不对
顺序由上至下  如下:
Game_Party
Window_WarehouseCommand
Window_WarehouseItemSave
Window_WarehouseNumber
Scene_Warehouse
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 楼主| 发表于 2013-7-21 10:10:02 | 显示全部楼层
345912390 发表于 2013-7-20 19:43
脚本测试没问题,可能是你脚本存放顺序不对
顺序由上至下  如下:
Game_Party

改過了,沒用

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发表于 2013-7-21 10:41:08 | 显示全部楼层
本帖最后由 345912390 于 2013-7-21 10:45 编辑
ji3rul4coco 发表于 2013-7-21 10:10
改過了,沒用


你可能用了强化脚本之类东西,生成了新的物品数据。这是原脚本的BUG用以下脚本替换原仓库脚本中的[Game_Party]部分
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Game_Party
  4. #------------------------------------------------------------------------------
  5. #  管理隊伍的類。保存有金錢及物品的信息。本類的實例請參考 $game_party 。
  6. #==============================================================================

  7. class Game_Party < Game_Unit
  8. alias o_initialize initialize
  9.   #--------------------------------------------------------------------------
  10.   # ● 追加:倉庫物品儲存
  11.   #--------------------------------------------------------------------------
  12.   def initialize
  13.     o_initialize
  14.     @warehouse_weapons = []
  15.     @warehouse_items = []
  16.     @warehouse_armors = []
  17.     ware_build
  18.   end
  19.   #初始化倉庫,并兼容脚本生成新物品
  20.   def ware_build
  21.     # 初始化倉庫 : 防具
  22.     if @warehouse_armors.size<$data_armors.size
  23.       for i in @warehouse_armors.size...$data_armors.size
  24.         @warehouse_armors.push($data_armors[i])
  25.         @warehouse_armors[i] = 0
  26.       end
  27.     end
  28.     # 初始化倉庫 : 物品
  29.     if @warehouse_items.size<$data_weapons.size
  30.       for i in @warehouse_items.size...$data_items.size
  31.         @warehouse_items.push($data_items[i])
  32.         @warehouse_items[i] = 0
  33.       end
  34.     end
  35.     # 初始化倉庫 : 武器
  36.     if @warehouse_weapons.size<$data_weapons.size
  37.       for i in @warehouse_weapons.size...$data_weapons.size
  38.         @warehouse_weapons.push($data_weapons[i])
  39.         @warehouse_weapons[i] = 0
  40.       end
  41.     end
  42.   end
  43.   #--------------------------------------------------------------------------
  44.   # ● 追加:添加進倉庫
  45.   #--------------------------------------------------------------------------
  46.   def ware_add(item,num)
  47.     case item
  48.     when RPG::Item
  49.       @warehouse_items[item.id] += num
  50.     when RPG::Weapon
  51.       @warehouse_weapons[item.id] += num
  52.     when RPG::Armor
  53.       @warehouse_armors[item.id] += num
  54.     end
  55.   end
  56.   #--------------------------------------------------------------------------
  57.   # ● 追加:查詢倉庫物品個數
  58.   #--------------------------------------------------------------------------
  59.   def ware_num(item)
  60.     ware_build
  61.     case item
  62.     when RPG::Item
  63.       return @warehouse_items[item.id]
  64.     when RPG::Weapon
  65.       return @warehouse_weapons[item.id]
  66.     when RPG::Armor
  67.       return @warehouse_armors[item.id]
  68.     end
  69.   end
  70.   #--------------------------------------------------------------------------
  71.   # ● 追加:刪除倉庫物品
  72.   #--------------------------------------------------------------------------
  73.   def ware_del(item,num)
  74.     case item
  75.     when RPG::Item
  76.       @warehouse_items[item.id] -= num
  77.     when RPG::Weapon
  78.       @warehouse_weapons[item.id] -= num
  79.     when RPG::Armor
  80.       @warehouse_armors[item.id] -= num
  81.     end
  82.   end

  83. # 定義結束
  84. end
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http://rpg.blue/static/image/smiley/yct/A059.gif中国字认识都不到一半,哪的心情学英语呀!
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发表于 2018-5-7 19:26:23 | 显示全部楼层
感謝大大,希望對我有用
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