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[已经解决] 关于人物仓库脚本的问题

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Lv1.梦旅人

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发表于 2015-4-18 10:22:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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怎么不通过打开仓库的方式
把人物移动至仓库
例如:
我想要队伍人数为8   当队伍为8人时 后面加入的都直接进仓库
  1. #------------------------------------------------------------------------------#
  2. #  人物仓库
  3. #------------------------------------------------------------------------------#
  4. #  适用: RPGMAKER VX ACE
  5. #  版本: 1.1
  6. #  作者:66RPG的tan12345
  7. #-------------------------------------------------------------------------------
  8. #  人物仓库,也可以理解为宠物仓库,可以将角色从队伍存入到仓库。
  9. #  本脚本大量参考了Galv's的Army Manager脚本,界面的绘制可以说是直接参照着
  10. #  Galv's的Army Manager来绘制的。
  11. #  使用方法:将脚本插入至main以上
  12. #  呼出时,请调用:SceneManager.call(Scene_Party2)
  13. #-------------------------------------------------------------------------------
  14. module PARTY2
  15.   #设定命令,可以自行加入
  16.   CMDS = {
  17.   #命令ID,队伍显示的命令,执行内容,显示图标
  18.   :sw       => ["切换仓库","切换队伍",     :sw,          187],
  19.   :status   => ["查看状态","查看状态",     :Scene_Party2_Status,236],
  20.   :skill    => ["查看技能","查看技能",     :Scene_Party2_Skill, 236],
  21.   :in_out   => ["存入仓库","放入队伍",     :in_out,      187],
  22.   :dismiss  => ["宠物放生","宠物放生",     :dismiss,     187],
  23.   }
  24.   #不能存入仓库的角色ID
  25.   NO_INPARTY2 = [1]
  26.   #不能放生的角色ID
  27.   NO_DISMISS = [1]
  28.   #仓库最大限制
  29.   PARTY2MAX = 50
  30.   #队伍人数最大限制
  31.   PARTY1MAX = 8
  32. end

  33. module SceneManager
  34.   def self.party2call(scene_class)
  35.     @stack.push(@scene)
  36.     @scene = Kernel.const_get(scene_class).new
  37.   end
  38. end

  39. class Game_Party < Game_Unit
  40.   attr_accessor :last_party1
  41.   attr_accessor :last_party2
  42.   attr_accessor :party2
  43.   attr_accessor :inparty
  44.   
  45.   alias tan_party2_initialize initialize
  46.   def initialize
  47.     tan_party2_initialize
  48.     #@last_party1 = nil
  49.     #@last_party2 = nil
  50.     @party2 = []
  51.     @inparty = true
  52.   end
  53.   #--------------------------------------------------------------------------
  54.   # ● 加入仓库
  55.   #--------------------------------------------------------------------------
  56.   def party2_add_actor(actor_id)
  57.     @party2.push(actor_id) unless @party2.include?(actor_id)
  58.   end
  59.   #--------------------------------------------------------------------------
  60.   # ● 从仓库取出
  61.   #--------------------------------------------------------------------------
  62.   def party2_remove_actor(actor_id,a = false)
  63.     if a#清除数据
  64.       @party2.delete(actor_id)
  65.       $data_actors[actor_id] = nil
  66.     else#普通取出
  67.       @party2.delete(actor_id)
  68.     end
  69.   end
  70.   #--------------------------------------------------------------------------
  71.   # ● 获取仓库所有成员
  72.   #--------------------------------------------------------------------------
  73.   def party2_all_members
  74.     @party2.collect {|id| $game_actors[id] }
  75.   end
  76. end
  77. #--------------------------------------------------------------------------
  78. # ● 总界面
  79. #--------------------------------------------------------------------------
  80. class Scene_Party2 < Scene_MenuBase
  81.   #--------------------------------------------------------------------------
  82.   # ● 创建窗口
  83.   #--------------------------------------------------------------------------
  84.   def start
  85.     super
  86.     create_party1_window
  87.     create_party2_window
  88.     create_command_window
  89.     create_face_window
  90.   end
  91.   #--------------------------------------------------------------------------
  92.   # ● 队伍窗口设定
  93.   #--------------------------------------------------------------------------
  94.   def create_party1_window
  95.     ww = Graphics.width / 5 * 2
  96.     wh = Graphics.height
  97.     @party1_window = Window_Party1.new(0,0,ww,wh)
  98.     @party1_window.viewport = @viewport
  99.     @party1_window.activate if $game_party.inparty == true
  100.     @party1_window.set_handler(:ok, method(:on_party1_ok))
  101.     @party1_window.set_handler(:cancel, method(:return_scene1))
  102.   end
  103.   #--------------------------------------------------------------------------
  104.   # ● 仓库窗口设定
  105.   #--------------------------------------------------------------------------
  106.   def create_party2_window
  107.     wx = Graphics.width / 5 * 2
  108.     ww = Graphics.width / 5 * 3
  109.     wh = Graphics.height
  110.     @party2_window = Window_Party2.new(wx,0,ww,wh)
  111.     @party2_window.viewport = @viewport
  112.     @party2_window.activate if $game_party.inparty == false
  113.     @party2_window.set_handler(:ok, method(:on_party2_ok))
  114.     @party2_window.set_handler(:cancel, method(:return_scene2))
  115.   end
  116.   #--------------------------------------------------------------------------
  117.   # ● 命令窗口设定
  118.   #--------------------------------------------------------------------------
  119.   def create_command_window
  120.     wx = Graphics.width / 2
  121.     wy = Graphics.height / 2
  122.     @command_window = Window_Party2Command.new(wx + 10,wy)
  123.     @command_window.viewport = @viewport
  124.     PARTY2::CMDS.each { |cmd|
  125.       handle = cmd[1][2]#.delete(' ').downcase.to_sym
  126.       @command_window.set_handler(handle, method(:cmd))
  127.     }
  128.     @command_window.set_handler(:cancel, method(:back_to_myscene))
  129.     @command_window.y -= @command_window.height
  130.     @command_window.hide.deactivate
  131.   end
  132.   #--------------------------------------------------------------------------
  133.   # ● 脸图窗口设定
  134.   #--------------------------------------------------------------------------
  135.   def create_face_window
  136.     ww = @command_window.width
  137.     wh = @command_window.height
  138.     wx = @command_window.x
  139.     wy = @command_window.y
  140.     @face_window = Window_Party2Face.new(wx,wy,ww,wh)
  141.     @face_window.viewport = @viewport
  142.     @face_window.hide
  143.   end
  144.   #--------------------------------------------------------------------------
  145.   # ● 命令窗口命令初始化
  146.   #--------------------------------------------------------------------------
  147.   def cmd
  148.     list = PARTY2::CMDS.to_a
  149.     cmd = @command_window.index
  150.     symbol = list[cmd][1][2]
  151.     if custom_action(symbol)
  152.       custom_on_command_ok(symbol)
  153.     else
  154.       SceneManager.party2call(list[cmd][1][2])
  155.     end
  156.   end
  157.   
  158.   def custom_action(symbol)
  159.     case symbol
  160.     when :dismiss,:sw,:in_out
  161.       return true
  162.     else
  163.       return false
  164.     end
  165.   end
  166.   
  167.   def custom_on_command_ok(symbol)
  168.     case symbol
  169.     when :dismiss
  170.       do_dismiss
  171.     when :sw
  172.       do_sw
  173.     when :in_out
  174.       do_in_out
  175.     end
  176.   end

  177.   def terminate
  178.     super
  179.   end
  180.   
  181.   def update
  182.     super
  183.   end
  184.   
  185.   #--------------------------------------------------------------------------
  186.   # ● 队伍窗口:确定
  187.   #--------------------------------------------------------------------------
  188.   def on_party1_ok
  189.     $game_party.last_party1 = @party1_window.select_actor
  190.     @command_window.refresh
  191.     @face_window.refresh
  192.     @command_window.show.activate
  193.     @face_window.show.activate
  194.   end
  195.   #--------------------------------------------------------------------------
  196.   # ● 队伍窗口:取消
  197.   #--------------------------------------------------------------------------
  198.   def return_scene1
  199.     $game_party.last_party1 = nil
  200.     $game_party.last_party2 = nil
  201.     $game_party.inparty = true
  202.     SceneManager.return
  203.   end
  204.   #--------------------------------------------------------------------------
  205.   # ● 仓库窗口:确定
  206.   #--------------------------------------------------------------------------
  207.   def on_party2_ok
  208.     $game_party.last_party2 = @party2_window.select_actor
  209.     @command_window.refresh
  210.     @face_window.refresh
  211.     @command_window.show.activate
  212.     @face_window.show.activate
  213.   end
  214.   #--------------------------------------------------------------------------
  215.   # ● 仓库窗口:取消
  216.   #--------------------------------------------------------------------------
  217.   def return_scene2
  218.     do_sw
  219.   end
  220.   #--------------------------------------------------------------------------
  221.   # ● 命令窗口:取消
  222.   #--------------------------------------------------------------------------
  223.   def back_to_myscene
  224.     @command_window.hide.deactivate
  225.     @face_window.hide
  226.     if $game_party.inparty == true
  227.       @party1_window.activate
  228.     else
  229.       @party2_window.activate
  230.     end
  231.   end
  232.   #--------------------------------------------------------------------------
  233.   # ● 命令窗口:切换
  234.   #--------------------------------------------------------------------------
  235.   def do_sw
  236.     if $game_party.inparty == true
  237.       $game_party.inparty = false
  238.       @command_window.hide.deactivate
  239.       @face_window.hide
  240.       @party2_window.activate
  241.     else
  242.       $game_party.inparty = true
  243.       @command_window.hide.deactivate
  244.       @face_window.hide
  245.       @party1_window.activate
  246.     end
  247.   end
  248.   #--------------------------------------------------------------------------
  249.   # ● 命令窗口:存入、取出
  250.   #--------------------------------------------------------------------------
  251.   def do_in_out
  252.     if $game_party.inparty == true
  253.       #存入仓库
  254.       $game_party.party2_add_actor(@party1_window.select_actor.id)
  255.       $game_party.remove_actor(@party1_window.select_actor.id)
  256.       @command_window.hide.deactivate
  257.       @face_window.hide
  258.       @party1_window.refresh
  259.       @party2_window.refresh
  260.       @party1_window.activate
  261.     else
  262.       #取出
  263.       $game_party.add_actor(@party2_window.select_actor.id)
  264.       $game_party.party2_remove_actor(@party2_window.select_actor.id)
  265.       if $game_party.party2_all_members.count <= 0
  266.         @party1_window.refresh
  267.         @party2_window.refresh
  268.         do_sw
  269.       else
  270.         @command_window.hide.deactivate
  271.         @face_window.hide
  272.         @party1_window.refresh
  273.         @party2_window.refresh
  274.         @party2_window.activate
  275.       end
  276.     end
  277.   end
  278.   #--------------------------------------------------------------------------
  279.   # ● 命令窗口:放生
  280.   #--------------------------------------------------------------------------
  281.   def do_dismiss
  282.     if $game_party.inparty == true
  283.       $game_party.tan_remove_actor(@party1_window.select_actor.id,true)
  284.       @command_window.hide.deactivate
  285.       @face_window.hide
  286.       @party1_window.refresh
  287.       @party1_window.activate
  288.     else
  289.       $game_party.party2_remove_actor(@party2_window.select_actor.id,true)
  290.       @command_window.hide.deactivate
  291.       @face_window.hide
  292.       @party2_window.refresh
  293.       @party2_window.activate
  294.     end
  295.   end
  296. end
  297. #--------------------------------------------------------------------------
  298. # ● 队伍窗口
  299. #--------------------------------------------------------------------------
  300. class Window_Party1 < Window_Selectable
  301.   def initialize(x, y, width, height)
  302.     super(x, y, width, height)
  303.     @data = []
  304.     @last_index ||= 0
  305.     @animtime = 0
  306.     @walk = 0
  307.     refresh
  308.     select_last
  309.   end
  310.   
  311.   def item_width
  312.     (width - standard_padding * 2 + spacing) / col_max - spacing
  313.   end
  314.   def item_height; item_width; end
  315.   def spacing; return 1; end
  316.   def col_max; return 2; end
  317.   def item_max; @data ? @data.size : 1; end
  318.   def select_actor; @data && index >= 0 ? @data[index] : nil; end
  319.   
  320.   def current_item_enabled?
  321.     enable?(@data[index])
  322.   end
  323.   def enable?(actor)
  324.     return false if !actor
  325.     return true
  326.   end
  327.   
  328.   def include?(actor)
  329.     return false if actor.nil?
  330.     return true
  331.   end
  332.   
  333.   def make_item_list
  334.     @data = $game_party.members.select {|actor| include?(actor) }
  335.     @data.push(nil) if include?(nil)
  336.   end
  337.   
  338.   def select_last
  339.     select(@data.index($game_party.last_party1) || 0)
  340.   end
  341.   
  342.   def actor_rect(index)
  343.     rect = Rect.new
  344.     rect.width = item_width
  345.     rect.height = item_height
  346.     rect.x = index % col_max * (item_width + spacing)
  347.     rect.y = index / col_max * item_height
  348.     rect
  349.   end
  350.   
  351.   def offset
  352.     Graphics.height < 480 ? 0 : 10
  353.   end
  354.   
  355.   def draw_item(index)
  356.     actor = @data[index]
  357.     if actor
  358.       rect = actor_rect(index)
  359.       rect.width -= 4
  360.       draw_actor_text(actor,rect.x + 2,rect.y + 38 + offset, enable?(actor),
  361.         rect.width)
  362.       draw_character(actor.character_name, actor.character_index,
  363.         rect.x + item_width / 1.6 - 1, rect.y + 38 + offset,
  364.         enable?(actor),index)
  365.     end
  366.   end
  367.   
  368.   def draw_actor_text(actor, x, y, enabled = true, w)
  369.     return unless actor
  370.     #icon1 = get_icon(:actor,actor)
  371.     #icon2 = get_icon(:weapon,actor)
  372.     #draw_icon(icon1, x + 6, y - 20, enabled)
  373.     #draw_icon(icon2, x + 6, y - 20, enabled)
  374.     change_color(normal_color, enabled)
  375.     contents.font.size = 18
  376.     draw_text(x, y, w, line_height, actor.name,1)
  377.     contents.font.size = 16
  378.     lvl = Vocab::level_a + actor.level.to_s
  379.     cname = actor.class.name
  380.     draw_text(x + 10, y - 40, w, line_height, lvl,0)
  381.     draw_text(x, y + 16, w, line_height, cname,1)
  382.   end
  383.   
  384.   def draw_character(character_name, character_index, x, y,enabled,i)
  385.     return unless character_name
  386.     bitmap = Cache.character(character_name)
  387.     sign = character_name[/^[\!\$]./]
  388.     if sign && sign.include?(')
  389.       cw = bitmap.width / 3
  390.       ch = bitmap.height / 4
  391.     else
  392.       cw = bitmap.width / 12
  393.       ch = bitmap.height / 8
  394.     end
  395.     n = character_index
  396.     step = 0
  397.     step = @walk if enabled && i == index
  398.     src_rect = Rect.new((n%4*3+1+step)*cw, (n/4*4)*ch, cw, ch)
  399.     contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 150)
  400.   end
  401.   
  402.   def refresh
  403.     make_item_list
  404.     create_contents
  405.     draw_all_items
  406.   end
  407.   
  408.   def update
  409.     super
  410.     update_walk
  411.     redraw_item(index)
  412.   end
  413.   
  414.   def update_walk
  415.     @animtime += 1
  416.     if @animtime == 10
  417.       case @walk
  418.       when 1; @walk -= 1
  419.       when -1; @walk += 1
  420.       when 0
  421.         if @step == 1
  422.           @walk = -1; @step = 0
  423.         else
  424.           @walk = 1; @step = 1
  425.         end
  426.       end
  427.       @animtime = 0
  428.     end
  429.   end
  430.   
  431.   def cursor_down(wrap = false); super; cursor_move_extras; end
  432.   def cursor_up(wrap = false); super; cursor_move_extras; end
  433.   def cursor_left(wrap = false); super; cursor_move_extras; end
  434.   def cursor_right(wrap = false); super; cursor_move_extras; end
  435.    
  436.   def cursor_move_extras
  437.     @walk = 0
  438.     @animtime = 0
  439.     redraw_item(@last_index)
  440.     @last_index = index
  441.   end
  442. end
  443. #--------------------------------------------------------------------------
  444. # ● 仓库窗口
  445. #--------------------------------------------------------------------------
  446. class Window_Party2 < Window_Selectable
  447.   def initialize(x, y, width, height)
  448.     super(x, y, width, height)
  449.     @data = []
  450.     @last_index ||= 0
  451.     @animtime = 0
  452.     @walk = 0
  453.     refresh
  454.     select_last
  455.   end
  456.   
  457.   def item_width
  458.     (width - standard_padding * 2 + spacing) / col_max - spacing
  459.   end
  460.   def item_height; item_width; end
  461.   def spacing; return 1; end
  462.   def col_max; return 3; end
  463.   def item_max; @data ? @data.size : 0; end
  464.   def select_actor; @data && index >= 0 ? @data[index] : nil; end
  465.    
  466.   def current_item_enabled?
  467.     enable?(@data[index])
  468.   end
  469.   def enable?(actor)
  470.     return false if !actor
  471.     return true
  472.   end
  473.   
  474.   def include?(actor)
  475.     return false if actor.nil?
  476.     return true
  477.   end
  478.   
  479.   def make_item_list
  480.     @data = $game_party.party2_all_members.select {|actor| include?(actor) }
  481.     @data.push(nil) if include?(nil)
  482.   end
  483.   
  484.   def select_last
  485.     select(@data.index($game_party.last_party2) || 0)
  486.   end
  487.   
  488.   def actor_rect(index)
  489.     rect = Rect.new
  490.     rect.width = item_width
  491.     rect.height = item_height
  492.     rect.x = index % col_max * (item_width + spacing)
  493.     rect.y = index / col_max * item_height
  494.     rect
  495.   end
  496.   
  497.   def offset
  498.     Graphics.height < 480 ? 0 : 10
  499.   end
  500.   
  501.   def draw_item(index)
  502.     actor = @data[index]
  503.     if actor
  504.       rect = actor_rect(index)
  505.       rect.width -= 4
  506.       draw_actor_text(actor,rect.x + 2,rect.y + 38 + offset, enable?(actor),
  507.         rect.width)
  508.       draw_character(actor.character_name, actor.character_index,
  509.         rect.x + item_width / 1.6 - 1, rect.y + 38 + offset,
  510.         enable?(actor),index)
  511.     end
  512.   end
  513.   
  514.   def draw_actor_text(actor, x, y, enabled = true, w)
  515.     return unless actor
  516.     #icon1 = get_icon(:actor,actor)
  517.     #icon2 = get_icon(:weapon,actor)
  518.     #draw_icon(icon1, x + 6, y - 20, enabled)
  519.     #draw_icon(icon2, x + 6, y - 20, enabled)
  520.     change_color(normal_color, enabled)
  521.     contents.font.size = 18
  522.     draw_text(x, y, w, line_height, actor.name,1)
  523.     contents.font.size = 16
  524.     lvl = Vocab::level_a + actor.level.to_s
  525.     cname = actor.class.name
  526.     draw_text(x + 10, y - 40, w, line_height, lvl,0)
  527.     draw_text(x, y + 16, w, line_height, cname,1)
  528.   end
  529.   
  530.   def draw_character(character_name, character_index, x, y,enabled,i)
  531.     return unless character_name
  532.     bitmap = Cache.character(character_name)
  533.     sign = character_name[/^[\!\$]./]
  534.     if sign && sign.include?(')
  535.       cw = bitmap.width / 3
  536.       ch = bitmap.height / 4
  537.     else
  538.       cw = bitmap.width / 12
  539.       ch = bitmap.height / 8
  540.     end
  541.     n = character_index
  542.     step = 0
  543.     step = @walk if enabled && i == index
  544.     src_rect = Rect.new((n%4*3+1+step)*cw, (n/4*4)*ch, cw, ch)
  545.     contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 150)
  546.   end
  547.   
  548.   def refresh
  549.     make_item_list
  550.     create_contents
  551.     draw_all_items
  552.   end
  553.   
  554.   def update
  555.     super
  556.     update_walk
  557.     redraw_item(index)
  558.   end
  559.   
  560.   def update_walk
  561.     @animtime += 1
  562.     if @animtime == 10
  563.       case @walk
  564.       when 1; @walk -= 1
  565.       when -1; @walk += 1
  566.       when 0
  567.         if @step == 1
  568.           @walk = -1; @step = 0
  569.         else
  570.           @walk = 1; @step = 1
  571.         end
  572.       end
  573.       @animtime = 0
  574.     end
  575.   end
  576.   
  577.   def cursor_down(wrap = false); super; cursor_move_extras; end
  578.   def cursor_up(wrap = false); super; cursor_move_extras; end
  579.   def cursor_left(wrap = false); super; cursor_move_extras; end
  580.   def cursor_right(wrap = false); super; cursor_move_extras; end
  581.    
  582.   def cursor_move_extras
  583.     @walk = 0
  584.     @animtime = 0
  585.     redraw_item(@last_index)
  586.     @last_index = index
  587.   end
  588. end
  589. #--------------------------------------------------------------------------
  590. # ● 命令窗口
  591. #--------------------------------------------------------------------------
  592. class Window_Party2Command < Window_Command
  593.   def initialize(x,y)
  594.     super(x,y)
  595.     self.opacity = 255
  596.     self.back_opacity = 255
  597.   end
  598.   
  599.   def window_width; return 160; end
  600.   def visible_line_number; item_max; end
  601.   
  602.   def make_command_list
  603.     @cmd_index = []
  604.     PARTY2::CMDS.each { |cmd|
  605.       if $game_party.inparty == true
  606.         text = cmd[1][0]
  607.       else
  608.         text = cmd[1][1]
  609.       end
  610.       handle = cmd[1][2]#.delete(' ').downcase.to_sym
  611.       add_command(text,handle,check_enabled(cmd[0]))
  612.       @cmd_index << cmd[0]
  613.     }
  614.   end
  615.   
  616.   def check_enabled(cmd)
  617.     if $game_party.inparty == true
  618.       actor = $game_party.last_party1
  619.       if actor == nil
  620.         return false
  621.       else
  622.         return false if cmd == :in_out && PARTY2::NO_INPARTY2.include?(actor.id)#不能存入仓库的角色ID
  623.         return false if cmd == :dismiss && PARTY2::NO_DISMISS.include?(actor.id)#不能离队的角色
  624.       end
  625.       return false if cmd == :in_out && $game_party.members.count <= 1#队伍不能为空:最后一人不能存入仓库
  626.       return false if cmd == :dismiss && $game_party.members.count <= 1#队伍不能为空:最后一人不能放生
  627.       return false if cmd == :in_out && $game_party.party2_all_members.count >= PARTY2::PARTY2MAX#仓库已满
  628.       return false if cmd == :sw && $game_party.party2_all_members.count <= 0#仓库为空不能切换
  629.     else
  630.       actor = $game_party.last_party2
  631.       if actor == nil
  632.         return false
  633.       else
  634.         return false if cmd == :dismiss && PARTY2::NO_DISMISS.include?(actor.id)#不能离队的角色
  635.       end
  636.       return false if cmd == :in_out && $game_party.all_members.count >= PARTY2::PARTY1MAX#队伍已满
  637.     end
  638.     return true
  639.   end
  640.   
  641.   def draw_item(index)
  642.     change_color(normal_color, command_enabled?(index))
  643.     recti = item_rect_for_text(index)
  644.     recti.x += 26
  645.     draw_text(recti, command_name(index), alignment)
  646.     draw_icon(PARTY2::CMDS[@cmd_index[index]][3],0,recti.y)
  647.   end
  648. end

  649. #--------------------------------------------------------------------------
  650. # ● 脸图窗口
  651. #--------------------------------------------------------------------------
  652. class Window_Party2Face < Window_Base
  653.   def initialize(x,y,w,h)
  654.     super(x - w,y,w,h)
  655.     self.opacity = 255
  656.     self.back_opacity = 255
  657.   end

  658.   def draw_cont
  659.     fy = (contents.height - 96) / 2
  660.     fx = (contents.width - 96) / 2
  661.     if $game_party.inparty == true
  662.       draw_actor_face($game_party.last_party1, fx, fy)
  663.     else
  664.       draw_actor_face($game_party.last_party2, fx, fy)
  665.     end
  666.   end

  667.   def refresh
  668.     contents.clear
  669.     draw_cont
  670.   end
  671. end
复制代码

Lv3.寻梦者 (版主)

…あたしは天使なんかじゃないわ

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发表于 2015-4-18 10:28:58 | 只看该作者
用这段代码给仓库里加一个人(未测试;只是加入仓库,并不离开队伍)
  1. $game_party.party2_add_actor(角色ID)
复制代码

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!!!完美的解决了我的问题!!  发表于 2015-4-18 10:41

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