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[已经过期] 荣誉系统怎么使用 郁闷了

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发表于 2017-6-17 01:40:47 | 显示全部楼层 |阅读模式

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[pre lang="ruby"]#==============================================================================
# ★ RGSS3_荣誉系统 Ver1.00
#==============================================================================
=begin
作者:tomoaky   (伪)汉化:快乐之源
请运行以下命令事件“脚本”
使用方法:gain_dedal(0)
请运行以下命令事件“脚本”
  gain_dedal(1)     #括号内的数字对应几号荣誉
  
  例如:gain_dedal(1)
  在游戏里获得一号荣誉


=end
#==============================================================================
# □ 设定项目
#==============================================================================
module TMDEDAL
#  COMMAND_DEDAL = "荣誉"     # 菜单中的名字

  # 一个荣誉也没有时隐藏菜单(true隐藏;false不隐藏)
  HIDE_COMMAND = false

  # 荣誉获得时的效果音
  SE_GAIN_DEDAL = RPG::SE.new("Powerup", 90, 140)

  # 荣誉名称及简介的设置
  #例如:DEDAL_DATA[0] = ["名字", 1, "简介"]
  dEDAL_DATA = {}
  dEDAL_DATA[1] = ["荣誉1", 1, "简介1"]
  dEDAL_DATA[2] = ["荣誉2", 2, "简介2"]
  dEDAL_DATA[3] = ["荣誉3", 3, "简介3"]

end

#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # ● 变量
  #--------------------------------------------------------------------------
  attr_reader   :Dedals                   # 已获得荣誉
  attr_reader   :new_dedals               # 获得新荣誉
  attr_accessor :dedal_info_count         # 荣誉总数
  attr_accessor :dedal_info_opacity       # 不透明度
  #--------------------------------------------------------------------------
  # ● 荣誉初始化
  #--------------------------------------------------------------------------
  alias tmdedal_game_party_initialize initialize
  def initialize
    tmdedal_game_party_initialize
    @Dedals = []
    @new_dedals = []
    @dedal_info_count = 0
    @dedal_info_opacity = 0
  end
  #--------------------------------------------------------------------------
  # ○ 荣誉获得
  #--------------------------------------------------------------------------
  def gain_dedal(dedal_id)
    return if @dedals.any? {|dedal| dedal[0] == dedal_id }
    t = Time.now.strftime(" (%Y/%m/%d %H:%M)")
    @dedals.push([dedal_id, t])
    @new_dedals.push([dedal_id, t])
  end
  #--------------------------------------------------------------------------
  # ○ 荣誉界面退出
  #--------------------------------------------------------------------------
  def delete_new_dedal
    @new_dedals.shift
  end
end

#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
  #--------------------------------------------------------------------------
  # ○ 已获得的荣誉
  #--------------------------------------------------------------------------
  def gain_dedal(dedal_id)
    $game_party.gain_dedal(dedal_id)
  end
end

#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand
  #--------------------------------------------------------------------------
  # ● 独自指令的追加
  #--------------------------------------------------------------------------
  alias tmdedal_window_menucommand_add_original_commands add_original_commands
  def add_original_commands
    tmdedal_window_menucommand_add_original_commands
    unless TMDEDAL::HIDE_COMMAND && !dedal_enabled
#      add_command(TMDEDAL::COMMAND_DEDAL, :dedal, dedal_enabled)
    end
  end
  #--------------------------------------------------------------------------
  # ○取得荣誉的状态
  #--------------------------------------------------------------------------
  def dedal_enabled
    !$game_party.dedals.empty?
  end
end

#==============================================================================
# □ Window_DedalInfo
#==============================================================================
class Window_DedalInfo < Window_Base
  #--------------------------------------------------------------------------
  # ● 对象初期化
  #--------------------------------------------------------------------------
  def initialize
    super(Graphics.width - window_width, 0, window_width, fitting_height(1))
    self.opacity = 0
    self.contents_opacity = $game_party.dedal_info_opacity
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 窗口宽度
  #--------------------------------------------------------------------------
  def window_width
    return 240
  end
  #--------------------------------------------------------------------------
  # ● 框架更新
  #--------------------------------------------------------------------------
  def update
    super
    if $game_party.dedal_info_count > 0
      self.contents_opacity += 16
      $game_party.dedal_info_count -= 1
      $game_party.delete_new_dedal if $game_party.dedal_info_count == 0
    else
      self.contents_opacity -= 16
      if self.contents_opacity == 0
        open unless $game_party.new_dedals.empty?
      end
    end
    $game_party.dedal_info_opacity = self.contents_opacity
  end
  #--------------------------------------------------------------------------
  # ● 打开窗口
  #--------------------------------------------------------------------------
  def open
    refresh
    TMDEDAL::SE_GAIN_DEDAL.play
    $game_party.dedal_info_count = 150
    self.contents_opacity = 0
    self
  end
  #--------------------------------------------------------------------------
  # ○ 恢复精神
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    unless $game_party.new_dedals.empty?
      draw_background(contents.rect)
      dedal = TMDEDAL::DEDAL_DATA[$game_party.new_Dedals[0][0]]
      rect = contents.rect.clone
      draw_icon(Dedal[1], rect.x, rect.y)
      rect.x += 24
      rect.width -= 24
      draw_text(rect, dedal[0])
    end
  end
  #--------------------------------------------------------------------------
  # ○ 背景
  #--------------------------------------------------------------------------
  def draw_background(rect)
    temp_rect = rect.clone
    temp_rect.width /= 2
    contents.gradient_fill_rect(temp_rect, back_color2, back_color1)
    temp_rect.x = temp_rect.width
    contents.gradient_fill_rect(temp_rect, back_color1, back_color2)
  end
  #--------------------------------------------------------------------------
  # ○ 背景色1
  #--------------------------------------------------------------------------
  def back_color1
    Color.new(0, 0, 0, 192)
  end
  #--------------------------------------------------------------------------
  # ○ 背景色2
  #--------------------------------------------------------------------------
  def back_color2
    Color.new(0, 0, 0, 0)
  end
end

#==============================================================================
# □ Window_Dedal
#==============================================================================
class Window_Dedal < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 对象初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super
    refresh
    select(0)
    activate
  end
  #--------------------------------------------------------------------------
  # ● 位数的取得
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # ● 荣誉数取得
  #--------------------------------------------------------------------------
  def item_max
    @data ? @data.size : 1
  end
  #--------------------------------------------------------------------------
  # ● 物品获得
  #--------------------------------------------------------------------------
  def item
    @data && index >= 0 ? @data[index] : nil
  end
  #--------------------------------------------------------------------------
  # ● 荣誉清单
  #--------------------------------------------------------------------------

  
    def make_item_list
    @data = $game_party.Dedals
  end
  
  #--------------------------------------------------------------------------
  # ● 荣誉的描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    dedal = TMDEDAL::DEDAL_DATA[item[0]]
    rect = item_rect(index)
    draw_icon(dedal[1], rect.x, rect.y)
    rect.x += 24
    rect.width -= 216
    draw_text(rect, dedal[0])
    rect.x = contents.width - 192
    rect.width = 192
    draw_text(rect, item[1], 2)
  end
  #--------------------------------------------------------------------------
  # ● 帮助更新
  #--------------------------------------------------------------------------
  def update_help
    if item
      dedal = TMDEDAL::DEDAL_DATA[item[0]]
      text = dedal[2]
      @help_window.set_text(text)
    end
  end
  #--------------------------------------------------------------------------
  # ● 恢复精神
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
end

#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # ● 全窗口
  #--------------------------------------------------------------------------
  alias tmdedal_scene_map_create_all_windows create_all_windows
  def create_all_windows
    tmdedal_scene_map_create_all_windows
    create_dedal_window
  end
  #--------------------------------------------------------------------------
  # ○荣誉窗口
  #--------------------------------------------------------------------------
  def create_dedal_window
    @dedal_window = Window_DedalInfo.new
  end
end

#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # ● 指令窗口
  #--------------------------------------------------------------------------
  alias tmdedal_scene_menu_create_command_window create_command_window
  def create_command_window
    tmdedal_scene_menu_create_command_window

#    @command_window.set_handler(:dedal, method(:command_dedal))
  end  
  
  #--------------------------------------------------------------------------
  # ○ 指令[奖牌]
  #--------------------------------------------------------------------------
  def command_Dedal
    SceneManager.call(Scene_dedal)
  end
end

#==============================================================================
# □ Scene_Dedal
#==============================================================================
class Scene_Dedal < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 开始处理
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_item_window
  end
  #--------------------------------------------------------------------------
  # ○ 物品窗口
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @help_window.height
    wh = Graphics.height - wy
    @item_window = Window_Dedal.new(0, wy, Graphics.width, wh)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:cancel, method(:return_scene))
  end
end
[/pre]
请问这个荣誉系统怎么使用 脚本上的提示没有效果  
------落尽红樱君不见,轻绘梨花泪沾衣。~~~

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极短27评委MZ评测员极短26评委开拓者

发表于 2017-6-17 09:30:52 | 显示全部楼层
你这个脚本好像有错
我找了原本的脚本后正常使用。
点击展开/收起#==============================================================================
# ★ RGSS3_荣誉系统 Ver1.00
#==============================================================================
=begin
作者:tomoaky   (伪)汉化:快乐之源
请运行以下命令事件“脚本”
使用方法:gain_medal(0)
请运行以下命令事件“脚本”
  gain_medal(1)     #括号内的数字对应几号荣誉
  
  例如:gain_medal(1)
  在游戏里获得一号荣誉


=end
#==============================================================================
# □ 设定项目
#==============================================================================
module TMMEDAL
  COMMAND_MEDAL = "荣誉"     # 菜单中的名字

  # 一个荣誉也没有时隐藏菜单(true隐藏;false不隐藏)
  HIDE_COMMAND = false

  # 荣誉获得时的效果音
  SE_GAIN_MEDAL = RPG::SE.new("Powerup", 90, 140)

  # 荣誉名称及简介的设置
  #例如:MEDAL_DATA[0] = ["名字", 1, "简介"]
  MEDAL_DATA = {}
  MEDAL_DATA[1] = ["荣誉1", 1, "简介1"]
  MEDAL_DATA[2] = ["荣誉2", 2, "简介2"]
  MEDAL_DATA[3] = ["荣誉3", 3, "简介3"]
end

#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # ● 变量
  #--------------------------------------------------------------------------
  attr_reader   :medals                   # 已获得荣誉
  attr_reader   :new_medals               # 获得新荣誉
  attr_accessor :medal_info_count         # 荣誉总数
  attr_accessor :medal_info_opacity       # 不透明度
  #--------------------------------------------------------------------------
  # ● 荣誉初始化
  #--------------------------------------------------------------------------
  alias tmmedal_game_party_initialize initialize
  def initialize
    tmmedal_game_party_initialize
    @medals = []
    @new_medals = []
    @medal_info_count = 0
    @medal_info_opacity = 0
  end
  #--------------------------------------------------------------------------
  # ○ 荣誉获得
  #--------------------------------------------------------------------------
  def gain_medal(medal_id)
    return if @medals.any? {|medal| medal[0] == medal_id }
    t = Time.now.strftime(" (%Y/%m/%d %H:%M)")
    @medals.push([medal_id, t])
    @new_medals.push([medal_id, t])
  end
  #--------------------------------------------------------------------------
  # ○ 荣誉界面退出
  #--------------------------------------------------------------------------
  def delete_new_medal
    @new_medals.shift
  end
end

#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
  #--------------------------------------------------------------------------
  # ○ 已获得的荣誉
  #--------------------------------------------------------------------------
  def gain_medal(medal_id)
    $game_party.gain_medal(medal_id)
  end
end

#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand
  #--------------------------------------------------------------------------
  # ● 独自指令的追加
  #--------------------------------------------------------------------------
  alias tmmedal_window_menucommand_add_original_commands add_original_commands
  def add_original_commands
    tmmedal_window_menucommand_add_original_commands
    unless TMMEDAL::HIDE_COMMAND && !medal_enabled
      add_command(TMMEDAL::COMMAND_MEDAL, :medal, medal_enabled)
    end
  end
  #--------------------------------------------------------------------------
  # ○取得荣誉的状态
  #--------------------------------------------------------------------------
  def medal_enabled
    !$game_party.medals.empty?
  end
end

#==============================================================================
# □ Window_MedalInfo
#==============================================================================
class Window_MedalInfo < Window_Base
  #--------------------------------------------------------------------------
  # ● 对象初期化
  #--------------------------------------------------------------------------
  def initialize
    super(Graphics.width - window_width, 0, window_width, fitting_height(1))
    self.opacity = 0
    self.contents_opacity = $game_party.medal_info_opacity
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 窗口宽度
  #--------------------------------------------------------------------------
  def window_width
    return 240
  end
  #--------------------------------------------------------------------------
  # ● 框架更新
  #--------------------------------------------------------------------------
  def update
    super
    if $game_party.medal_info_count > 0
      self.contents_opacity += 16
      $game_party.medal_info_count -= 1
      $game_party.delete_new_medal if $game_party.medal_info_count == 0
    else
      self.contents_opacity -= 16
      if self.contents_opacity == 0
        open unless $game_party.new_medals.empty?
      end
    end
    $game_party.medal_info_opacity = self.contents_opacity
  end
  #--------------------------------------------------------------------------
  # ● 打开窗口
  #--------------------------------------------------------------------------
  def open
    refresh
    TMMEDAL::SE_GAIN_MEDAL.play
    $game_party.medal_info_count = 150
    self.contents_opacity = 0
    self
  end
  #--------------------------------------------------------------------------
  # ○ 恢复精神
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    unless $game_party.new_medals.empty?
      draw_background(contents.rect)
      medal = TMMEDAL::MEDAL_DATA[$game_party.new_medals[0][0]]
      rect = contents.rect.clone
      draw_icon(medal[1], rect.x, rect.y)
      rect.x += 24
      rect.width -= 24
      draw_text(rect, medal[0])
    end
  end
  #--------------------------------------------------------------------------
  # ○ 背景
  #--------------------------------------------------------------------------
  def draw_background(rect)
    temp_rect = rect.clone
    temp_rect.width /= 2
    contents.gradient_fill_rect(temp_rect, back_color2, back_color1)
    temp_rect.x = temp_rect.width
    contents.gradient_fill_rect(temp_rect, back_color1, back_color2)
  end
  #--------------------------------------------------------------------------
  # ○ 背景色1
  #--------------------------------------------------------------------------
  def back_color1
    Color.new(0, 0, 0, 192)
  end
  #--------------------------------------------------------------------------
  # ○ 背景色2
  #--------------------------------------------------------------------------
  def back_color2
    Color.new(0, 0, 0, 0)
  end
end

#==============================================================================
# □ Window_Medal
#==============================================================================
class Window_Medal < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 对象初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super
    refresh
    select(0)
    activate
  end
  #--------------------------------------------------------------------------
  # ● 位数的取得
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # ● 荣誉数取得
  #--------------------------------------------------------------------------
  def item_max
    @data ? @data.size : 1
  end
  #--------------------------------------------------------------------------
  # ● 物品获得
  #--------------------------------------------------------------------------
  def item
    @data && index >= 0 ? @data[index] : nil
  end
  #--------------------------------------------------------------------------
  # ● 荣誉清单
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.medals
  end
  #--------------------------------------------------------------------------
  # ● 荣誉的描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    medal = TMMEDAL::MEDAL_DATA[item[0]]
    rect = item_rect(index)
    draw_icon(medal[1], rect.x, rect.y)
    rect.x += 24
    rect.width -= 216
    draw_text(rect, medal[0])
    rect.x = contents.width - 192
    rect.width = 192
    draw_text(rect, item[1], 2)
  end
  #--------------------------------------------------------------------------
  # ● 帮助更新
  #--------------------------------------------------------------------------
  def update_help
    if item
      medal = TMMEDAL::MEDAL_DATA[item[0]]
      text = medal[2]
      @help_window.set_text(text)
    end
  end
  #--------------------------------------------------------------------------
  # ● 恢复精神
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
end

#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # ● 全窗口
  #--------------------------------------------------------------------------
  alias tmmedal_scene_map_create_all_windows create_all_windows
  def create_all_windows
    tmmedal_scene_map_create_all_windows
    create_medal_window
  end
  #--------------------------------------------------------------------------
  # ○荣誉窗口
  #--------------------------------------------------------------------------
  def create_medal_window
    @medal_window = Window_MedalInfo.new
  end
end

#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # ● 指令窗口
  #--------------------------------------------------------------------------
  alias tmmedal_scene_menu_create_command_window create_command_window
  def create_command_window
    tmmedal_scene_menu_create_command_window
    @command_window.set_handler(:medal, method(:command_medal))
  end
  #--------------------------------------------------------------------------
  # ○ 指令[奖牌]
  #--------------------------------------------------------------------------
  def command_medal
    SceneManager.call(Scene_Medal)
  end
end

#==============================================================================
# □ Scene_Medal
#==============================================================================
class Scene_Medal < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 开始处理
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_item_window
  end
  #--------------------------------------------------------------------------
  # ○ 物品窗口
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @help_window.height
    wh = Graphics.height - wy
    @item_window = Window_Medal.new(0, wy, Graphics.width, wh)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:cancel, method(:return_scene))
  end
end



使用方法:
QQ截图20170617093048.png

点评

求帮忙。。。这我 都可以打开菜单了 就是完成荣誉就脚本错误  发表于 2017-6-17 23:46
难道你没发现 你两个帖子的脚本实际是同一个吗?只是汉化和原版而已。。  发表于 2017-6-17 18:04
请问脚本错在哪里 因为 成就和荣誉 只能留一个 啊啊  发表于 2017-6-17 13:50
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