鸡肋脚本:个性化装备用语 & 战斗指令
我的设定里,除了剑士和骑士,都是不用盾的。那么其他职业浪费一个装备槽简直不可容忍。如果改成其他设定比如“右手”“鞋子”之类的。盾又没地方摆了。
可以用装备扩展脚本。但懒惰的我觉得默认的四个槽已经很多了。
所以写了这个。装备界面切换人物的时候,可以看到效果。
唔……实际上我是直接改的Window_EquipRight ,而且只改了$data_system.words.armor1
巴巴的发出来只因为——到现在我还没有发过新帖呢!
冲突:有个不算冲突的。如果使用如简单物品分类一类根据装备类型分类的脚本。效果会比较囧
我自己是把分类脚本改掉了。在数据库排好序后按id分类。
另,状态界面没有改。所以现在的进度算是一半吧。手头没有rm,只能明天补了。
实在太简单。估计随便哪位高手顺手就帮我改了。{:4_83:}
更新状态界面,增加战斗指令。
多谢后知后觉的提示,总算是实现自己的想法了。我当初主要卡在怎么样才能按职业ID分类上
整个看下来。无端的就是一股觉得很多余的感觉
自己测试没什么问题。不知会不会拖慢了运行效率。
就这样吧,也不会有什么0.7了。#============================================================================# 个性化装备用语 & 战斗指令 0.6(?) by well# 用法:修改awords1~4中的项目,对应职业ID。战斗指令同理,修改bwords1~4。# 如果要使用系统用语。该项留空。# 范例仅修改第一种防具和“攻击”指令。毕竟通用项目还是很多的。# “防御”和“物品”的个性化……就是一个笑话。只是希望留下足够的自由度。# 所以……果然……还是……非常鸡肋啊。#============================================================================class Window_EquipRight < Window_Selectabledef refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size awords1 = ["护符","饰物","","腰带","","","","",] awords2 = ["","","","","","","","",] awords3 = ["","","","","","","","",] awords4 = ["","","","","","","","",] self.contents.font.color = system_color self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon) if awords1[@actor.class_id-1] != "" self.contents.draw_text(4, 32 * 1, 92, 32, awords1[@actor.class_id-1]) else self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1) end if awords2[@actor.class_id-1] != "" self.contents.draw_text(4, 32 * 2, 92, 32, awords2[@actor.class_id-1]) else self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) end if awords3[@actor.class_id-1] != "" self.contents.draw_text(4, 32 * 3, 92, 32, awords3[@actor.class_id-1]) else self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) end if awords4[@actor.class_id-1] != "" self.contents.draw_text(5, 32 * 4, 92, 32, awords4[@actor.class_id-1]) else self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4) end draw_item_name(@data, 92, 32 * 0) draw_item_name(@data, 92, 32 * 1) draw_item_name(@data, 92, 32 * 2) draw_item_name(@data, 92, 32 * 3) draw_item_name(@data, 92, 32 * 4)endend#============================================================================# 基于默认状态窗口改的。和其他修改状态窗口的脚本冲突# 把91~114行复制到相应位置。改坐标,把相同的draw_text删掉就好#============================================================================class Window_Status < Window_Basedef refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) awords1 = ["护符","饰物","","腰带","","","","",] awords2 = ["","","","","","","","",] awords3 = ["","","","","","","","",] awords4 = ["","","","","","","","",] if awords1[@actor.class_id - 1] != "" self.contents.draw_text(320, 176, 96, 32, awords1[@actor.class_id - 1]) else self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) end if awords2[@actor.class_id - 1] != "" self.contents.draw_text(320, 240, 96, 32, awords2[@actor.class_id - 1]) else self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) end if awords3[@actor.class_id - 1] != "" self.contents.draw_text(320, 304, 96, 32, awords3[@actor.class_id - 1]) else self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) end if awords4[@actor.class_id - 1] != "" self.contents.draw_text(320, 368, 96, 32, awords4[@actor.class_id - 1]) else self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) end draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) endend#============================================================================# 战斗指令窗#============================================================================class Scene_Battledef phase3_setup_command_window # 同伴指令窗口无效化 @party_command_window.active = false @party_command_window.visible = false # 原角色指令窗口无效化 if @actor_command_window != nil @actor_command_window.active = false @actor_command_window.visible = false end # 生成角色指令窗口 bwords1 = ["出拳","棍击","","杖击","","","",""] bwords2 = ["","","","","","","",""] bwords3 = ["","","","","","","",""] bwords4 = ["","","","","","","",""] if bwords1[@active_battler.class_id - 1] != "" s1 = bwords1[@active_battler.class_id- 1] else s1 = $data_system.words.attack end if bwords2[@active_battler.class_id - 1] != "" s2 = bwords2[@active_battler.class_id- 1] else s2 = $data_system.words.skill end if bwords3[@active_battler.class_id - 1] != "" s3 = bwords3[@active_battler.class_id- 1] else s3 = $data_system.words.guard end if bwords3[@active_battler.class_id - 1] != "" s4 = bwords4[@active_battler.class_id- 1] else s4 = $data_system.words.item end if @active_battler.index != @old_actor @actor_command_window = Window_Command.new(160, ) end # 角色指令窗口有效化 @actor_command_window.active = true @actor_command_window.visible = true @old_actor = @active_battler.index # 设置角色指令窗口的位置 @actor_command_window.x = @active_battler.index * 160 @actor_command_window.y = 160 # 设置索引为 0 @actor_command_window.index = 0endend复制代码
本帖来自P1论坛作者well,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=129370若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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