【BFS】【插件】人物扩张脚本
先上图4人参战,2人休息,地图上显示4人
6个人的情况(这样可能会比较乱)(注意那个无聊的HERO)
其实我个人比较倾向于伊苏7的3人队友,其他人待机……
总之想要的拿去# 赠品:人物扩张脚本# 窗口界面部分来自 桜雅 在土 XRXS26module BFS_Setting# 参战人数最大值BATTLE_MAX = 6# 待机人数最大值WAITING_MAX = 2# 待机人物是否获得经验BACKWARD_EXP_GAINABLE = true# 3人以下的时候,菜单是否拉伸大小(建议不要使用)MENU_STATUS_STRETCH = false# 进入键MENU_MEMBER_CHANGE_KEY_GO = Input::RIGHT # 离开键MENU_MEMBER_CHANGE_KEY_END = Input::LEFT # 可更换角色最小编号MENU_MEMBER_CHANGE_INDEX_MIN = 0 # 不能待机的角色编号FORCETOBATTLE_ACTORS = [] # 不能加入战斗的角色编号UMBATTLABLE_ACTORS = [] # 不能移动的角色编号UNMOVABLE_ACTORS = [] # 列数COLUMN_MAX = 1# 光标高度CURSOR_HEIGHT = 96# 一行的高度LINE_HEIGHT = 116endclass Game_Tempattr_accessor :friends_need_refreshalias rwkz_ini initializedef initialize rwkz_ini @friend_need_refresh = falseendendclass Scene_Mapalias rwkz_main maindef main if $game_temp.friends_need_refresh BFS_Friends.delete_all_friends BFS_Friends.prepare_for_transferring $game_temp.friends_need_refresh = false end rwkz_mainendendclass Game_Partyattr_accessor :waiting_actorsdef gain_exp(exp) for i in 0...$game_party.actors.size actor = $game_party.actors if actor.cant_get_exp? == false actor.exp += exp end end if BFS_Setting::BACKWARD_EXP_GAINABLE for i in 0...$game_party.waiting_actors.size actor = $game_party.waiting_actors if actor.cant_get_exp? == false actor.exp += exp end end endendalias rk initializedef initialize rk @waiting_actors = []enddef remove_actor(actor_id) if @actors.size == 1 p "数据库中的角色数量会变为0,为了游戏的正常运行,请不要这样做。" p "因此,系统可能会忽略此次操作,见谅" p "如有特殊情况,请在脚本中删除这段文字" return end switch_leader if actor_id == $game_party.actors.id if @actors.include?($game_actors) @actors.delete($game_actors) if @waiting_actors != [] waiting_leader = @waiting_actors @waiting_actors.delete_at(0) @actors.push(waiting_leader) end else if @waiting_actors.include?($game_actors) @waiting_actors.delete($game_actors) else return end end friend_party_update BFS_Friends.delete_all_friends BFS_Friends.prepare_for_transferring $game_player.refresh $scene.spriteset.dispose $scene.spriteset = Spriteset_Map.new $scene.hud_updateenddef add_actor(actor_id) actor = $game_actors unless @actors.include?(actor) or @waiting_actors.include?(actor) if @actors.size < BFS_Setting::BATTLE_MAX @actors.push(actor) $game_player.refresh friend_party_update BFS_Friends.add(actor_id) $scene.spriteset.dispose $scene.spriteset = Spriteset_Map.new BFS_Friends.weapon_recheck else if @waiting_actors.size < BFS_Setting::WAITING_MAX @waiting_actors.push(actor) end end endendend#==============================================================================# --- XRXS. 第二カーソル 機構 ---#------------------------------------------------------------------------------# ウィンドウに .index2 プロパティを追加します。#==============================================================================module XRXS_Cursor2#--------------------------------------------------------------------------# ● オブジェクト初期化#--------------------------------------------------------------------------def initialize(x, y, w, h) super(x, y, h, w) # 補助ウィンドウ(透明)を作成:カーソル専用 @xrxsc2_window = Window_Selectable.new(self.x, self.y, self.width, self.height) @xrxsc2_window.opacity = 0 @xrxsc2_window.active = false @xrxsc2_window.index = -1end#--------------------------------------------------------------------------# ○ 第二カーソルの設置#--------------------------------------------------------------------------def index2 return @xrxsc2_window.indexenddef index2=(index) @xrxsc2_window.index = index if index == -1 @xrxsc2_window.cursor_rect.empty else @xrxsc2_window.x = self.x @xrxsc2_window.y = self.y @xrxsc2_window.cursor_rect = self.cursor_rect endend#--------------------------------------------------------------------------# ○ 先頭の行の設定#--------------------------------------------------------------------------def top_row=(row) super # 補助ウィンドウの oy を更新 pre_oy = @xrxsc2_window.oy @xrxsc2_window.oy = self.oy @xrxsc2_window.cursor_rect.y -= self.oy - pre_oyend#--------------------------------------------------------------------------# ○ 解放#--------------------------------------------------------------------------def dispose @xrxsc2_window.dispose superend#--------------------------------------------------------------------------# ○ X, Y 座標#--------------------------------------------------------------------------def x=(n) super @xrxsc2_window.x = self.x unless @xrxsc2_window.nil?enddef y=(n) super @xrxsc2_window.y = self.y unless @xrxsc2_window.nil?endend# ▼▲▼ XRXS26AX. +入れ替えメニュー ver.2 ▼▲▼ built 081113# by 桜雅 在土#==============================================================================# ■ Window_MenuStatus#==============================================================================class Window_MenuStatus < Window_Selectable#--------------------------------------------------------------------------# ○ インクルード#--------------------------------------------------------------------------include XRXS_Cursor2#--------------------------------------------------------------------------# ● 公開インスタンス変数#--------------------------------------------------------------------------attr_reader :column_max # 列数#--------------------------------------------------------------------------# ● オブジェクト初期化#--------------------------------------------------------------------------def initialize h = 480 if MENU_STATUS_STRETCH h = BATTLE_MAX * 116 + 16 end super(0, 0, 480, h) h = ($game_party.actors.size - 1) * LINE_HEIGHT + CURSOR_HEIGHT self.contents = Bitmap.new(width - 32, h) self.active = false self.index = -1end#--------------------------------------------------------------------------# ○ 1 ページに表示できる行数の取得#--------------------------------------------------------------------------def page_row_max if MENU_STATUS_STRETCH return BATTLE_MAX # 戦闘パーティ最大数 else return .max # 戦闘パーティ最大数(最低4) endend#--------------------------------------------------------------------------# ○ 先頭の行の取得#--------------------------------------------------------------------------def top_row # ウィンドウ内容の転送元 Y 座標を、1 行の高さ LINE_HEIGHT で割る return self.oy / LINE_HEIGHTend#--------------------------------------------------------------------------# ○ 先頭の行の設定#--------------------------------------------------------------------------def top_row=(row) super self.oy = self.oy/32 * LINE_HEIGHTend#--------------------------------------------------------------------------# ● カーソルの矩形更新#--------------------------------------------------------------------------def update_cursor_rect super unless @index < 0 y = (self.cursor_rect.y + self.oy) * LINE_HEIGHT/32 - self.oy self.cursor_rect.set(0, y, self.cursor_rect.width, CURSOR_HEIGHT) endendend#==============================================================================# ■ Scene_Menu#==============================================================================class Scene_Menuinclude BFS_Setting#--------------------------------------------------------------------------# ● フレーム更新#--------------------------------------------------------------------------alias xrxs26ax_update updatedef update # インデックスを保存 @status_index = @status_window.index # 呼び戻す xrxs26ax_updateend#--------------------------------------------------------------------------# ● フレーム更新 (コマンドウィンドウがアクティブの場合)#--------------------------------------------------------------------------alias xrxs26ax_update_command update_commanddef update_command # 呼び戻す xrxs26ax_update_command # 入れ替え移行キーが押されたとき、@command_window.indexが設定値以上 if Input.trigger?(MENU_MEMBER_CHANGE_KEY_GO) and @command_window.index >= MENU_MEMBER_CHANGE_INDEX_MIN # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # カーソル位置を記憶 @command_index_before_menu_member_change = @command_window.index # 入れ替えウィンドウへ移行 @command_window.active = false @command_window.index = -1 @status_window.active = true @status_window.index = 0 endend#--------------------------------------------------------------------------# ● フレーム更新 (ステータスウィンドウがアクティブの場合)#--------------------------------------------------------------------------alias xrxs26ax_update_status update_statusdef update_status # 呼び戻す if @command_window.index != -1 xrxs26ax_update_status return end # B ボタンか入れ替え終了キーが押されたとき if ((Input.trigger?(Input::B) or Input.trigger?(MENU_MEMBER_CHANGE_KEY_END)) and @status_window.index2 == -1 and @status_index%@status_window.column_max == 0) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # コマンドウィンドウをアクティブにする @command_window.active = true @command_window.index = 0 @status_window.active = false @status_window.index = -1 return end # B ボタンが押されたとき if Input.trigger?(Input::B) and @status_window.index2 >= 0 @status_window.index = @status_window.index2 @status_window.index2 = -1 return end # 決定キーが押されたとき if Input.trigger?(Input::C) if @status_window.index2 == -1 if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # メンバーの入れ替え一人目の決定 @status_window.index2 = @status_window.index else if UNMOVABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # どちらかが戦闘メンバー かつ どちらかが戦闘禁止アクター の場合 if (@status_window.index < BATTLE_MAX or @status_window.index2 < BATTLE_MAX) and (UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or UMBATTLABLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id)) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # どちらかが待機メンバー かつ どちらかが待機禁止アクター の場合 if (@status_window.index >= BATTLE_MAX or @status_window.index2 >= BATTLE_MAX) and (FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index].id) or FORCETOBATTLE_ACTORS.include?(@status_window.all_actors[@status_window.index2].id)) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # メンバーの入れ替え二人目の決定と入れ替えの実行 actor2 = @status_window.all_actors[@status_window.index] actor = @status_window.all_actors[@status_window.index2] @status_window.all_actors[@status_window.index2] = actor2 @status_window.all_actors[@status_window.index] = actor $game_party.actors.clear $game_party.waiting_actors.clear for i in 0...@status_window.all_actors.size if i < BATTLE_MAX $game_party.actors.push(@status_window.all_actors) else $game_party.waiting_actors.push(@status_window.all_actors) end end $game_temp.friends_need_refresh = true @status_window.index = @status_window.index2 @status_window.index2 = -1 $game_party.friend_party_update # プレイヤーをリフレッシュ $game_player.refresh # ステータスウィンドウをリフレッシュ @status_window.refresh end return endendend #==============================================================================# ■ Window_MenuStatus#==============================================================================class Window_MenuStatus < Window_Selectable#--------------------------------------------------------------------------# ○ インクルード#--------------------------------------------------------------------------include BFS_Setting#--------------------------------------------------------------------------# ● 公開インスタンス変数#--------------------------------------------------------------------------attr_reader :newitem_windowattr_reader :all_actorsattr_reader :bottomkeyhelp_window#--------------------------------------------------------------------------# ● オブジェクト初期化#--------------------------------------------------------------------------alias xrxs26bx_initialize initializedef initialize # 呼び戻す xrxs26bx_initialize # 寄生してウィンドウを作成 # ボトルキーヘルプウィンドウ @bottomkeyhelp_window = Window_BottomKeyHelp.new @bottomkeyhelp_window.visible = false # 設定変更 self.height = 448 self.contents = Bitmap.new(width - 32, height - 32) @all_actors = $game_party.actors + $game_party.waiting_actors refreshend#--------------------------------------------------------------------------# ● リフレッシュ#--------------------------------------------------------------------------def refresh self.contents.clear @item_max = @all_actors.size @column_max = 2 y = (BATTLE_MAX+1)/2 * 64 + 28 self.contents.font.size = 16 self.contents.font.color = system_color self.contents.draw_text(4, 0, 92, 28, "参战") self.contents.draw_text(4, y, 92, 28, "休息") for i in 0...@all_actors.size x = 64 + i%2 * 224 y = i/2 *72 + 24 actor = @all_actors if i >= BATTLE_MAX y += 32 self.contents.font.color = disabled_color self.contents.draw_text(x, y, 120, 32, actor.name) else draw_actor_name(actor , x , y ) end draw_actor_graphic(actor, x - 40, y + 64) draw_actor_level(actor, x + 94, y ) draw_actor_hp(actor , x, y + 16) draw_actor_sp(actor , x, y + 32) draw_actor_state(actor, x, y + 48) endend#--------------------------------------------------------------------------# ○ フレーム更新#--------------------------------------------------------------------------def update # ウィンドウを更新 @bottomkeyhelp_window.update superend#--------------------------------------------------------------------------# ○ 解放#--------------------------------------------------------------------------def dispose @bottomkeyhelp_window.dispose superend#--------------------------------------------------------------------------# ● カーソルの矩形更新#--------------------------------------------------------------------------def update_cursor_rect if @index < 0 self.cursor_rect.empty else y = @index/2 * 72 + 28 if @index >= BATTLE_MAX y += 32 end self.cursor_rect.set(@index%2 * 224, y, 224, 72) endendend#==============================================================================# ■ Scene_Menu#==============================================================================class Scene_Menu#--------------------------------------------------------------------------# ● フレーム更新#--------------------------------------------------------------------------alias xrxs26bx_update updatedef update # 登録 if @bottomkeyhelp_window.nil? @bottomkeyhelp_window = @status_window.bottomkeyhelp_window @bottomkeyhelp_window.visible = true set_keyhelp1 end # 呼び戻す xrxs26bx_updateend#--------------------------------------------------------------------------# ● フレーム更新 (コマンドウィンドウがアクティブの場合)#--------------------------------------------------------------------------alias xrxs26bx_update_command update_commanddef update_command # 呼び戻す xrxs26bx_update_command # 入れ替え移行キーが押されたとき if @command_window.index == -1 and @status_window.active set_keyhelp2 endend#--------------------------------------------------------------------------# ● フレーム更新 (ステータスウィンドウがアクティブの場合)#--------------------------------------------------------------------------alias xrxs26bx_update_status update_statusdef update_status # 保存 last_index = @status_window.index2 # 呼び戻す xrxs26bx_update_status # if last_index != @status_window.index2 # 一人目を選択した場合 if @status_window.index2 >= 0 set_keyhelp3 else set_keyhelp2 end end # 戻った場合 unless @status_window.active set_keyhelp1 endend#--------------------------------------------------------------------------# ○ キーヘルプを設定 1#--------------------------------------------------------------------------def set_keyhelp1 @bottomkeyhelp_window.clear @bottomkeyhelp_window.add("B","关闭本窗口") @bottomkeyhelp_window.add("C","确定") @bottomkeyhelp_window.add("→","人物顺序调整")end#--------------------------------------------------------------------------# ○ キーヘルプを設定 2#--------------------------------------------------------------------------def set_keyhelp2 @bottomkeyhelp_window.clear @bottomkeyhelp_window.add("←,B","返回") @bottomkeyhelp_window.add("C","第一个人物确定")end#--------------------------------------------------------------------------# ○ キーヘルプを設定 3#--------------------------------------------------------------------------def set_keyhelp3 @bottomkeyhelp_window.clear @bottomkeyhelp_window.add("B","返回") @bottomkeyhelp_window.add("C","第二个人物确定")endend#==============================================================================# □ Window_BottomKeyHelp#------------------------------------------------------------------------------# 画面下で操作説明をする透明なウィンドウです。#==============================================================================class Window_BottomKeyHelp < Window_Base#--------------------------------------------------------------------------# ○ オブジェクト初期化#--------------------------------------------------------------------------def initialize super(0, 432, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 clearend#--------------------------------------------------------------------------# ○ クリア#--------------------------------------------------------------------------def clear self.contents.clear @now_x = 608end#--------------------------------------------------------------------------# ○ 追加#--------------------------------------------------------------------------def add(key, explanation) # 計算 self.contents.font.size = 20 x= self.contents.text_size(key).width self.contents.font.size = 16 x += self.contents.text_size(explanation).width + 8 @now_x -= x # 描写 self.contents.font.size = 20 self.contents.font.color = system_color self.contents.draw_text(@now_x, 0, x, 32, key, 0) self.contents.font.size = 16 self.contents.font.color = normal_color self.contents.draw_text(@now_x, 0, x, 32, explanation, 2) # 余白 @now_x -= 32endend复制代码十一结束了,555……
日后只能周末再来搭理BFS了
这里也对某些同党的退出表示惋惜
本帖来自P1论坛作者heiwang1997,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=250962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。
页:
[1]