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