求彩虹岛水族馆2脚本!

发布时间:2024-05-09 04:36 发布:上海旅游网

问题描述:

求彩虹岛水族馆2全图脚本!!! 是天天的...不要小草 。
额..你们说了等于白说..能直接发脚本么

问题解答:

class Harts_Window_ItemTitle < Window_Base
  def initialize
  super(0, 0, 160, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
  end
  end

  #==============================================================================
  # ■ Harts_Window_ItemCommand
  #==============================================================================

  class Harts_Window_ItemCommand < Window_Selectable
  attr_accessor :commands
  #--------------------------------------------------------------------------
  # ● 初始化,生成commands窗口
  #--------------------------------------------------------------------------
  def initialize
  super(0, 64, 160, 352)
  @commands = []
  #————————生成commands窗口
  for i in 1...$data_items.size
  if $game_party.item_number(i) > 0
  push = true
  for com in @commands
  if com == $data_items[i].desc
  push = false
  end
  end
  if push == true
  @commands.push($data_items[i].desc)
  end
  end
  end
  for i in 1...$data_weapons.size
  if $game_party.weapon_number(i) > 0
  push = true
  for com in @commands
  if com == $data_weapons[i].desc
  push = false
  end
  end
  if push == true
  @commands.push($data_weapons[i].desc)
  end
  end
  end
  for i in 1...$data_armors.size
  if $game_party.armor_number(i) > 0
  push = true
  for com in @commands
  if com == $data_armors[i].desc
  push = false
  end
  end
  if push == true
  @commands.push($data_armors[i].desc)
  end
  end
  end
  if @commands == []
  @commands.push("普通物品")
  end
  @item_max = @commands.size
  self.contents = Bitmap.new(width - 32, @item_max * 32)
  refresh
  self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
  self.contents.clear
  for i in 0...@item_max
  draw_item(i, normal_color)
  end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index, color)
  self.contents.font.color = color
  y = index * 32
  self.contents.draw_text(4, y, 128, 32, @commands[index])
  end
  #--------------------------------------------------------------------------
  # 只描绘原文字
  #--------------------------------------------------------------------------
  def update_help
  @help_window.set_text(@commands[self.index])
  end
  end

  #==============================================================================
  # ■ Window_Item
  #==============================================================================

  class Harts_Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def initialize
  super(160, 0, 480, 416)
  refresh
  self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item
  return @data[self.index]
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
  if self.contents != nil
  self.contents.dispose
  self.contents = nil
  end
  @data = []
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def set_item(command)
  refresh
  for i in 1...$data_items.size
  if $game_party.item_number(i) > 0 and $data_items[i].desc == command
  @data.push($data_items[i])
  end
  end
  for i in 1...$data_weapons.size
  if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
  @data.push($data_weapons[i])
  end
  end
  for i in 1...$data_armors.size
  if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
  @data.push($data_armors[i])
  end
  end
  @item_max = @data.size
  if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  self.contents.clear
  for i in 0...@item_max
  draw_item(i)
  end
  end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item_number
  return @item_max
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index)
  item = @data[index]
  case item
  when RPG::Item
  number = $game_party.item_number(item.id)
  when RPG::Weapon
  number = $game_party.weapon_number(item.id)
  when RPG::Armor
  number = $game_party.armor_number(item.id)
  end
  if item.is_a?(RPG::Item) and
  $game_party.item_can_use?(item.id)
  self.contents.font.color = normal_color
  else
  self.contents.font.color = disabled_color
  end
  x = 4
  y = index * 32
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
  self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
  end

  #==============================================================================
  # ■ Harts_Scene_Item
  #==============================================================================

  class Scene_Item
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def main
  @itemtitle_window = Harts_Window_ItemTitle.new
  @itemcommand_window = Harts_Window_ItemCommand.new
  @command_index = @itemcommand_window.index
  @itemlist_window = Harts_Window_ItemList.new
  @itemlist_window.active = false
  @help_window = Window_Help.new
  @help_window.x = 0
  @help_window.y = 416
  @itemcommand_window.help_window = @help_window
  @itemlist_window.help_window = @help_window
  @target_window = Window_Target.new
  @target_window.visible = false
  @target_window.active = false
  @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  Graphics.transition
  loop do
  Graphics.update
  Input.update
  update
  if $scene != self
  break
  end
  end
  Graphics.freeze
  @itemtitle_window.dispose
  @itemcommand_window.dispose
  @itemlist_window.dispose
  @help_window.dispose
  @target_window.dispose
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update
  @itemtitle_window.update
  @itemcommand_window.update
  @itemlist_window.update
  @help_window.update
  @target_window.update
  if @command_index != @itemcommand_window.index
  @command_index = @itemcommand_window.index
  @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  end
  if @itemcommand_window.active
  update_itemcommand
  return
  end
  if @itemlist_window.active
  update_itemlist
  return
  end
  if @target_window.active
  update_target
  return
  end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemcommand
  if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(0)
  return
  end
  if Input.trigger?(Input::C)
  if @itemlist_window.item_number == 0
  $game_system.se_play($data_system.buzzer_se)
  return
  end
  $game_system.se_play($data_system.decision_se)
  @itemcommand_window.active = false
  @itemlist_window.active = true
  @itemlist_window.index = 0
  return
  end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemlist
  if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @itemcommand_window.active = true
  @itemlist_window.active = false
  @itemlist_window.index = 0
  @itemcommand_window.index = @command_index
  return
  end
  if Input.trigger?(Input::C)
  @item = @itemlist_window.item
  unless @item.is_a?(RPG::Item)
  $game_system.se_play($data_system.buzzer_se)
  return
  end
  unless $game_party.item_can_use?(@item.id)
  $game_system.se_play($data_system.buzzer_se)
  return
  end
  $game_system.se_play($data_system.decision_se)
  if @item.scope >= 3
  @itemlist_window.active = false
  @target_window.x = 304
  @target_window.visible = true
  @target_window.active = true
  if @item.scope == 4 || @item.scope == 6
  @target_window.index = -1
  else
  @target_window.index = 0
  end
  else
  if @item.common_event_id > 0
  $game_temp.common_event_id = @item.common_event_id
  $game_system.se_play(@item.menu_se)
  if @item.consumable
  $game_party.lose_item(@item.id, 1)
  @itemlist_window.draw_item(@itemlist_window.index)
  end
  $scene = Scene_Map.new
  return
  end
  end
  return
  end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_target
  if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  unless $game_party.item_can_use?(@item.id)
  @itemlist_window.refresh
  end
  @itemlist_window.active = true
  @target_window.visible = false
  @target_window.active = false
  @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  return
  end
  if Input.trigger?(Input::C)
  if $game_party.item_number(@item.id) == 0
  $game_system.se_play($data_system.buzzer_se)
  return
  end
  if @target_window.index == -1
  used = false
  for i in $game_party.actors
  used |= i.item_effect(@item)
  end
  end
  if @target_window.index >= 0
  target = $game_party.actors[@target_window.index]
  used = target.item_effect(@item)
  end
  if used
  $game_system.se_play(@item.menu_se)
  if @item.consumable
  $game_party.lose_item(@item.id, 1)
  @itemlist_window.draw_item(@itemlist_window.index)
  @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  end
  @target_window.refresh
  if $game_party.all_dead?
  $scene = Scene_Gameover.new
  return
  end
  if @item.common_event_id > 0
  $game_temp.common_event_id = @item.common_event_id
  $scene = Scene_Map.new
  return
  end
  end
  unless used
  $game_system.se_play($data_system.buzzer_se)
  end
  return
  end
  end
  end

  #==============================================================================
  # ■ RPG追加定义,使用@符号分类
  #==============================================================================

  module RPG
  class Weapon
  def description
  description = @description.split(/@/)[0]
  return description != nil ? description : ''
  end
  def desc
  desc = @description.split(/@/)[1]
  return desc != nil ? desc : "普通物品"
  end
  end
  class Item
  def description
  description = @description.split(/@/)[0]
  return description != nil ? description : ''
  end
  def desc
  desc = @description.split(/@/)[1]
  return desc != nil ? desc : "普通物品"
  end
  end
  class Armor
  def description
  description = @description.split(/@/)[0]
  return description != nil ? description : ''
  end
  def desc
  desc = @description.split(/@/)[1]
  return desc != nil ? desc : "普通物品"
  end
  end
  end
  弄错了

E,500,2650
A,1936,720,R
A,624,1056,R
看看你能不能用撒~咱就使用这个的~~还蛮不错的~

A,624,1056,R
C,724,1056
E,300,2900
A,1936,720,R

水族馆2的脚本就是 水族馆2.txt 你可以直接在保存的左边输入

干嘛不用小草 - -

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