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求一个RPG Maker XP 物品仓库脚本 rpgmakerxp

求一个RPG Maker XP 物品仓库脚本rpgmakerxp

求个RPG Maker XP的脚本

不需要脚本也可以,让事件自动执行就行了,不过,如果你需要在标题画面前实现这种效果,就需要用到脚本了(但这个脚本是属于标题画面的)

求RPG Maker XP简化菜单栏只留下物品、存档和退出游戏的脚本

很简单:

在脚本库:Scene_Menu里面,因该会有什么“s1="物品"”“s2="特技"”之类的,删掉你不想要的就可以了。

C式工作室为您解答

RPG maker xp求3个脚本

楼上……你给的这个是昼夜不是天气……吧?……

留下你邮箱,我可以发给你,另外,求脚本不要来这里求,更不要让别人直接复制到这里,因为格式会被改变,改变了可能会出错,还有,以后要脚本去网上找“RMXP天干宝典”或者“RM大师天干宝典”下载,宝典本身就有很多脚本和范例。你要的这三个脚本主要有下面这些:

1、天气:《天气的雨点反踞齿+新增冰雹天气》,来自天干宝典葵卷;《日期,天气,昼夜系统(养成游戏可用)》,来自天干宝典戊卷。

2、分类:《简单物品分类》、《复杂物品分类》(任选其一),来自天干宝典乙卷;《物品自动分类》,来自天干宝典已卷。

3、合成:《物品合成系统完美版》,来自天干宝典乙卷;《物品合成系统完美版物品分类增强版》,来自天干宝典丁卷。

急求一个rpgmaker的脚本

你说的要脚本哈,别后悔:

  两个脚本,先新建一个空白的

  粘贴一下内容:

  #==============================================================================

  # 本脚本来自www.66RPG,使用和转载请保留此信息

  #==============================================================================

  #==============================================================================

  # ■ Interpreter (分割定义 4)

  #------------------------------------------------------------------------------

  # 执行事件命令的解释器。本类在 Game_System 类

  # 和 Game_Event 类的内部使用。

  #==============================================================================

  class Interpreter

  #--------------------------------------------------------------------------

  # ● 角色的替换

  #--------------------------------------------------------------------------

  def command_129

  # 获取角色

  actor = $game_actors[@parameters[0]]

  # 角色有效的情况下

  if actor != nil

  # 操作分支

  if @parameters[1] == 0

  if @parameters[2] == 1

  $game_actors[@parameters[0]].setup(@parameters[0])

  end

  if $game_party.actors.size == 4

  $game_party.add_actor(@parameters[0],2)

  else

  $game_party.add_actor(@parameters[0])

  end

  else

  $game_party.remove_actor(@parameters[0],3)

  end

  end

  # 继续

  return true

  end

  end

  #==============================================================================

  # 本脚本来自www.66RPG,使用和转载请保留此信息

  #==============================================================================

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  再新建一个粘贴以下内容

  注意:这个脚本放在前面一个上面

  #==============================================================================

  # 本脚本来自www.66RPG,使用和转载请保留此信息

  #==============================================================================

  #==============================================================================

  # ■ chaochao的人物仓库ver1.02正式版

  # 修改了Game_Party

  # 功能:

  # 用来存放角色的仓库……

  # 召唤画面用$scene = Chaochao_Scene_Party.new

  # 其它使用说明在代码里已经备注。

  #------------------------------------------------------------------------------

  # 作者:chaochao

  # zhuchao.go1.icpcn

  #==============================================================================

  class Chaochao_Window_PartyLeft < Window_Selectable

  def initialize

  super(0, 0, 320, 224)

  self.contents = Bitmap.new(width - 32, height - 32)

  self.index = 0

  refresh

  end

  def actor

  return @actors[self.index]

  end

  def refresh

  if self.contents != nil

  self.contents.dispose

  self.contents = nil

  end

  @actors = []

  for i in 0...$game_party.actors.size

  @actors.push($game_party.actors[i])

  end

  @item_max = 4

  if @item_max > 0

  self.contents = Bitmap.new(width - 32, (row_max+1) * 32)

  for i in 0...@item_max

  draw_item(i)

  end

  end

  end

  def draw_item(index)

  if @actors[index] != nil

  actor = @actors[index]

  text = @actors[index].name

  lv = @actors[index].level.to_s + " "

  if $game_party.chaochao.include?(actor.id) or $game_party.actors.size <= 1

  self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色

  else

  self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色

  end

  self.contents.draw_text(4, index * 32 + 32, 288, 32, text)

  self.contents.font.color = normal_color

  self.contents.font.size = 16

  self.contents.draw_text(4, index * 32 + 36, 288, 32, "Level: ", 2)

  colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max

  colory = [255.0000 / 60 * @actors[index].level,255].min

  self.contents.font.color = Color.new(colorx, colory, 0)

  self.contents.draw_text(4, index * 32 + 36, 288, 32, lv, 2)

  self.contents.font.color = normal_color

  self.contents.font.size = 22

  else

  self.contents.draw_text(4, index * 32 + 32, 288, 32, "米有人物!")

  end

  end

  def update_cursor_rect

  if @index < 0

  self.cursor_rect.empty

  return

  end

  row = @index / @column_max

  if row < self_row

  self_row = row

  end

  if row > self_row + (self.page_row_max - 1)

  self_row = row - (self.page_row_max - 1)

  end

  cursor_width = self.width / @column_max - 32

  x = @index % @column_max * (cursor_width + 32)

  y = @index / @column_max * 32 - self.oy + 32

  self.cursor_rect.set(x, y, cursor_width, 32)

  end

  def item_max

  return @item_max

  end

  def actor?(index)

  return @actors[index] == nil ? false : true

  end

  def set_index(x)

  @index = x

  end

  end

  #------------------------------------------------------------------------------

  class Chaochao_Window_PartyRight < Window_Selectable

  def initialize

  super(320, 0, 320, 224)

  self.contents = Bitmap.new(width - 32, height - 32)

  self.index = -1

  refresh

  end

  def actor

  return @actors[self.index]

  end

  def refresh

  if self.contents != nil

  self.contents.dispose

  self.contents = nil

  end

  @actors = []

  for i in 0...$game_party.actors2.size

  @actors.push($game_party.actors2[i])

  end

  @item_max = $game_party.actors2.size

  if @item_max > 0

  self.contents = Bitmap.new(width - 32, row_max * 32)

  for i in 0...@item_max

  draw_item(i)

  end

  elsif @item_max == 0

  end

  end

  def draw_item(index)

  actor = @actors[index]

  text = @actors[index].name

  lv = @actors[index].level.to_s + " "

  if $game_party.chaochao2.include?(actor.id) or $game_party.actors.size >= 4

  self.contents.font.color = Color.new(255, 0, 0) #不能被移动的颜色

  else

  self.contents.font.color = Color.new(0, 255, 0) #可以被移动的颜色

  end

  self.contents.draw_text(4, index * 32, 288, 32, text)

  self.contents.font.color = normal_color

  self.contents.font.size = 16

  self.contents.draw_text(4, index * 32 + 4, 288, 32, "Level: ", 2)

  colorx = [255.0000 - 255.0000/60 * @actors[index].level,0].max

  colory = [255.0000 / 60 * @actors[index].level,255].min

  self.contents.font.color = Color.new(colorx, colory, 0)

  self.contents.draw_text(4, index * 32 + 4, 288, 32, lv, 2)

  self.contents.font.color = normal_color

  self.contents.font.size = 22

  end

  def update_cursor_rect

  if @index < 0

  self.cursor_rect.empty

  return

  end

  row = @index / @column_max

  if row < self_row

  self_row = row

  end

  if row > self_row + (self.page_row_max - 1)

  self_row = row - (self.page_row_max - 1)

  end

  cursor_width = self.width / @column_max - 32

  x = @index % @column_max * (cursor_width + 32)

  y = @index / @column_max * 32 - self.oy

  self.cursor_rect.set(x, y, cursor_width, 32)

  end

  def item_max

  return @item_max

  end

  def actor?(index)

  return @actors[index] == nil ? false : true

  end

  def set_index(x)

  @index = x

  end

  end

  #------------------------------------------------------------------------------

  class Chaochao_Window_PartyData < Window_Base

  def initialize

  super(0, 224, 640, 256)

  self.contents = Bitmap.new(width - 32, height - 32)

  @actor = nil

  end

  def set_actor(actor)

  self.contents.clear

  draw_actor_name(actor, 4, 0)

  draw_actor_state(actor, 140, 0)

  draw_actor_hp(actor, 284, 0)

  draw_actor_sp(actor, 460, 0)

  @actor = actor

  self.visible = true

  end

  def clear

  self.contents.clear

  end

  end

  #------------------------------------------------------------------------------

  class Game_Party

  attr_reader :actors2

  attr_reader :chaochao#不能从队伍向备用角色移动的角色ID

  attr_reader :chaochao2#不能从备用角色向队伍移动的角色ID

  def initialize

  @actors = []

  @gold = 0

  @steps = 0

  @items = {}

  @weapons = {}

  @armors = {}

  @actors2 = []

  @chaochao = []

  @chaochao2 = []

  end

  def add_actor(actor_id,type=1)#type为1是向队伍中添加,为2则相反。

  case type

  when 1

  if $game_actors[actor_id] != nil

  actor = $game_actors[actor_id]

  #如果队伍没有满和队伍中没有此角色

  if @actors.size < 4 and not @actors.include?(actor) and not @actors2.include?(actor)

  @actors.push(actor)

  $game_player.refresh

  end

  end

  when 2

  if $game_actors[actor_id] != nil

  actor = $game_actors[actor_id]

  #如果角色不在队伍中和不在备用角色队伍中的情况下

  #向备用角色中添加角色

  if not @actors.include?(actor) and not @actors2.include?(actor)

  @actors2.push(actor)

  $game_player.refresh

  end

  end

  end

  end

  def huanren(index,type=1)#type为1是从备用角色向队伍中移动,为2则相反。

  case type

  when 1

  id = @actors2[index].id

  actor = $game_actors[id]

  if @actors.size < 4 and not @chaochao2.include?(index) #and not @actors.include?(actor)

  @actors.push(actor)

  #@actors2.delete(actor)

  @actors2.each do |i|

  @actors2.delete(i) if i.id == actor.id

  end

  $game_system.se_play($data_system.decision_se)

  $game_player.refresh

  end

  when 2

  id = @actors[index].id

  actor = $game_actors[id]

  if actor != nil and not @chaochao.include?(index)

  @actors2.push(actor)

  @actors.each do |i|

  @actors.delete(i) if i.id == actor.id

  end

  $game_system.se_play($data_system.decision_se)

  $game_player.refresh

  end

  end

  end

  #type1,1是操作队伍中的角色能否向备用队伍移动,2则相反。

  #type2,1是添加不能移动的,2是删除不能移动的。

  def yidong(actor_id,type1,type2=1)

  case type2

  when 1

  case type1

  when 1

  @chaochao.push(actor_id)

  when 2

  @chaochao2.push(actor_id)

  end

  when 2

  case type1

  when 1

  @chaochao.delete(actor_id)

  when 2

  @chaochao2.delete(actor_id)

  end

  end

  end

  #type,1从队伍中离开,2从备用角色中离开,3从队伍和备用角色中离开。

  def remove_actor(actor_id,type=1)

  actor = $game_actors[actor_id]

  case type

  when 1

  @actors.delete(actor)

  $game_player.refresh

  when 2

  @actors2.delete(actor)

  $game_player.refresh

  when 3

  @actors.delete(actor)

  @actors2.delete(actor)

  $game_player.refresh

  end

  end

  def refresh

  new_actors = []

  new_actors2 = []

  for i in 0...@actors.size

  if $game_actors[@actors[i].id] != nil

  new_actors.push($game_actors[@actors[i].id])

  end

  end

  @actors = new_actors

  for i in 0...@actors2.size

  if $game_actors[@actors2[i].id] != nil

  new_actors2.push($game_actors[@actors2[i].id])

  end

  end

  @actors2 = new_actors2

  end

  end

  #------------------------------------------------------------------------------

  class Chaochao_Scene_Party

  def main

  @left_temp_command = 0

  @right_temp_command = 0

  @temp = 0

  @left_window = Chaochao_Window_PartyLeft.new

  @left_window.active = true

  @right_window = Chaochao_Window_PartyRight.new

  @right_window.active = false

  @data_window = Chaochao_Window_PartyData.new

  update_data

  Graphics.transition

  loop do

  Graphics.update

  Input.update

  update

  if $scene != self

  break

  end

  end

  Graphics.freeze

  @left_window.dispose

  @right_window.dispose

  @data_window.dispose

  end

  def update

  @left_window.update

  @right_window.update

  @data_window.update

  update_command

  update_data

  end

  def update_command

  if Input.trigger?(Input::B)

  $game_system.se_play($data_system.cancel_se)

  #画面切换

  $scene = Scene_Map.new

  return

  end

  if @left_window.active

  update_left

  return

  end

  if @right_window.active

  update_right

  return

  end

  end

  def update_left

  if Input.trigger?(Input::RIGHT)

  if @right_window.item_max > 0

  @left_temp_command = @left_window.index

  @left_window.set_index(-1)

  $game_system.se_play($data_system.cursor_se)

  @left_window.active = false

  @right_window.active = true

  @left_window.refresh

  @right_window.refresh

  @right_window.set_index(@right_temp_command)

  return

  else

  $game_system.se_play($data_system.buzzer_se)

  return

  end

  end

  if Input.trigger?(Input::C)

  if @left_window.active and @left_window.actor?(@left_window.index) and $game_party.actors.size > 1 and not $game_party.chaochao.include?($game_party.actors[@left_window.index].id)

  $game_party.huanren(@left_window.index,2)#type为1是从备用角色向队伍中移动,为2则相反。

  @left_window.refresh

  @right_window.refresh

  else

  $game_system.se_play($data_system.buzzer_se)

  end

  end

  return

  end

  def update_right

  if Input.trigger?(Input::LEFT)

  if @left_window.item_max > 0

  @right_temp_command = @right_window.index

  @right_window.set_index(-1)

  $game_system.se_play($data_system.cursor_se)

  @left_window.active = true

  @right_window.active = false

  @left_window.refresh

  @right_window.refresh

  @left_window.set_index(@left_temp_command)

  return

  else

  $game_system.se_play($data_system.buzzer_se)

  return

  end

  end

  if Input.trigger?(Input::C)

  if $game_party.actors.size >= 4

  $game_system.se_play($data_system.buzzer_se)

  return

  end

  if @right_window.active and @right_window.actor?(@right_window.index) and not $game_party.chaochao2.include?($game_party.actors2[@right_window.index].id)

  $game_party.huanren(@right_window.index,1)#type为1是从备用角色向队伍中移动,为2则相反。

  if $game_party.actors2.size == 0

  @right_temp_command = @right_window.index

  @right_window.set_index(-1)

  $game_system.se_play($data_system.cursor_se)

  @left_window.active = true

  @right_window.active = false

  @left_window.refresh

  @right_window.refresh

  @left_window.set_index(@left_temp_command)

  end

  if @right_window.index > 0

  @right_window.set_index(@right_window.index-1)

  end

  @left_window.refresh

  @right_window.refresh

  else

  $game_system.se_play($data_system.buzzer_se)

  end

  end

  return

  end

  def update_data

  if @left_window.active

  if $game_party.actors[@left_window.index] != nil

  @data_window.set_actor($game_party.actors[@left_window.index])

  else

  @data_window.clear

  end

  return

  end

  if @right_window.active

  if $game_party.actors2[@right_window.index] != nil

  @data_window.set_actor($game_party.actors2[@right_window.index])

  else

  @data_window.clear

  end

  return

  end

  end

  end

  #==============================================================================

  # 本脚本来自www.66RPG,使用和转载请保留此信息

  #==============================================================================

  运行次脚本:$scene = Chaochao_Scene_Party.new