RPG MAKER XP 各种脚本

求各种脚本,注意是xp的... 求各种脚本,注意是xp的 展开
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汉语言文学知识贩卖机
2013-09-20
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我以前用过的几个,你去试试吧
打开脚本编辑器,在里面加入

【物品得失自动提示】

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# 注意!!!在对话后得到物品,请在对话后先用事件等待3帧,否则对话框来不及消失。
# 开关定义:
$不显示金钱窗口 = 41
$不显示物品窗口 = 42
$不显示武器窗口 = 43
$不显示防具窗口 = 44
# 以上开关,当打开的时候,获得物品将不会提示,比如默认打开41号开关,获得金钱不再提示
# ————————————————————————————————————
class Interpreter
#--------------------------------------------------------------------------
# ● 增减金钱
#--------------------------------------------------------------------------
def command_125
value = operate_value(@parameters[0], @parameters[1], @parameters[2])
$game_party.gain_gold(value)
if $game_switches[$不显示金钱窗口]==false
carol3_66RPG = Window_Base.new((640-160)/2,128,180,100)
carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
if value >= 0
carol3_66RPG.contents.draw_text(0,0,240,32,"获得金钱:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"006-System06",80,100)
else
carol3_66RPG.contents.draw_text(0,0,240,32,"失去金钱:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"005-System05",80,100)
end
carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s)
carol3_66RPG.contents.draw_text(0,32,140,32, $data_system.words.gold,2)
carol3_66RPG.opacity = 160
for i in 0..30
Graphics.update
end
for i in 0..10
carol3_66RPG.opacity -= 30
carol3_66RPG.contents_opacity -= 30
Graphics.update
end
carol3_66RPG.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减物品
#--------------------------------------------------------------------------
def command_126
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_item(@parameters[0], value)
if $game_switches[$不显示物品窗口]==false
carol3_66RPG_item = $data_items[@parameters[0]]
carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
if value >= 0
carol3_66RPG.contents.draw_text(0,0,240,32,"获得物品:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"006-System06",80,100)
else
carol3_66RPG.contents.draw_text(0,0,240,32,"失去物品:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"005-System05",80,100)
end
carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
carol3_66RPG.opacity = 160
for i in 0..30
Graphics.update
end
for i in 0..10
carol3_66RPG.opacity -= 30
carol3_66RPG.contents_opacity -= 30
Graphics.update
end
carol3_66RPG.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_weapon(@parameters[0], value)
if $game_switches[$不显示武器窗口]==false
carol3_66RPG_item = $data_weap**[@parameters[0]]
carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
if value >= 0
carol3_66RPG.contents.draw_text(0,0,240,32,"获得武器:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"006-System06",80,100)
else
carol3_66RPG.contents.draw_text(0,0,240,32,"失去武器:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"005-System05",80,100)
end
carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
carol3_66RPG.opacity = 160
for i in 0..30
Graphics.update
end
for i in 0..10
carol3_66RPG.opacity -= 30
carol3_66RPG.contents_opacity -= 30
Graphics.update
end
carol3_66RPG.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_armor(@parameters[0], value)
if $game_switches[$不显示防具窗口]==false
carol3_66RPG_item = $data_armors[@parameters[0]]
carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
if value >= 0
carol3_66RPG.contents.draw_text(0,0,240,32,"获得防具:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"006-System06",80,100)
else
carol3_66RPG.contents.draw_text(0,0,240,32,"失去防具:")
#——声效,可以自己改
Audio.se_play("Audio/SE/"+"005-System05",80,100)
end
carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
carol3_66RPG.opacity = 160
for i in 0..30
Graphics.update
end
for i in 0..10
carol3_66RPG.opacity -= 30
carol3_66RPG.contents_opacity -= 30
Graphics.update
end
carol3_66RPG.dispose
end
return true
end
end

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

【地图名字自动显示】
#==============================================================================

# 本脚本来自www.66RPG.com,使用和转载请保留此信息

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

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

# ■ 地图名显示脚本

# by Yuee

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

# 在Main的上方插入一个页,将本脚本复制到那页中即可

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

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

# ■ Window_MapName

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

#  显示地图名字的窗口。

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

class Window_MapName < Window_Base

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

# ● 类常量定义

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

# 暂时屏蔽用的开关

SWITCH = 199

# 窗口位置设定

NAME_X = 380 # 矩形左上顶点X坐标

NAME_Y = 60 # 矩形左上顶点Y坐标

NAME_W = 220 # 矩形宽

NAME_H = 60 # 矩形高

# 显示时间设置

SHOW_TIME_0 = 10 # 地图名出现前等待的帧数

SHOW_TIME_1 = 10 # 地图名从不可见变成可见的帧数

SHOW_TIME_2 = 34 # 地图名完全可见的帧数

SHOW_TIME_3 = 16 # 地图名从可见变成不可见的帧数

# 完全可见时的透明度设置

OPACITY_1 = 244 # 边框

OPACITY_2 = 144 # 背景

OPACITY_3 = 255 # 文字

# 地图名字的颜色

TEXT_COLOR = Color.new(255, 255, 255, 255)

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

# ● 初始化状态

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

def initialize

super(NAME_X , NAME_Y, NAME_W, NAME_H)

# 初始化窗口透明度

self.opacity = 0

self.back_opacity = 0

self.contents_opacity = 0

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

# 剩余帧数初始化

@show_time = 0

end

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

# ● 输出文字

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

def setname

unless $game_switches[SWITCH]==true

# 获取地图ID

newid = $game_map.map_id

time = SHOW_TIME_1 + SHOW_TIME_2 + SHOW_TIME_3

# 如果现在的地图的ID不是刚才显示的地图ID则开始显示

if newid != @id

@id = newid

@show_time = SHOW_TIME_0 + SHOW_TIME_1 + SHOW_TIME_2 + SHOW_TIME_3

# 剩余帧数为0是时,全部窗口透明

elsif @show_time < 1

self.opacity = 0

self.back_opacity = 0

self.contents_opacity = 0

return

end

self.contents.clear

self.contents.font.color = TEXT_COLOR

# 描绘地图名

self.contents.draw_text(4, 0 , width - 40, 32, $data_mapinfos[@id].name, 1)

# 根本帧数设定窗口透明度

if @show_time > (SHOW_TIME_2 + SHOW_TIME_3)

self.opacity = @show_time < time ? (((OPACITY_1 / SHOW_TIME_1) * (time - @show_time)).to_i) : 0

self.back_opacity = @show_time < time ? (((OPACITY_2 / SHOW_TIME_1 )* (time - @show_time)).to_i) : 0

self.contents_opacity = @show_time < time ? (((OPACITY_3 / SHOW_TIME_1) * (time - @show_time)).to_i) : 0

else

self.opacity = @show_time < (SHOW_TIME_3 / 16 * 14) ? ((OPACITY_1 / SHOW_TIME_3) * @show_time).to_i : OPACITY_1

self.back_opacity = @show_time < (SHOW_TIME_3 / 16 * 9) ? ((OPACITY_2 / SHOW_TIME_3) * @show_time).to_i : OPACITY_2

self.contents_opacity = @show_time < SHOW_TIME_3 ? ((OPACITY_3 / SHOW_TIME_3)* @show_time).to_i : OPACITY_3

end

@show_time -= 1

end

end

end

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

# ■ Scene_Map

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

#  处理地图画面的类。(追加定义)

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

class Scene_Map

alias smn_main main

def main

@mapname = Window_MapName.new

smn_main

@mapname.dispose

end

alias smn_update update

def update

@mapname.setname

smn_update

end

end

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

# ■ Scene_Title

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

#  处理标题画面的类。(追加定义)

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

class Scene_Title

alias smn_main main

def main

# 读取地图信息文件

$data_mapinfos = load_data("Data/MapInfos.rxdata")

smn_main

end

end

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

# 本脚本来自www.66RPG.com,使用和转载请保留此信息

#==============================================================================
Ena_Qiu
2013-09-09 · TA获得超过2466个赞
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你总要有个大致方向和要求什么的,脚本海了去了上哪儿给你都弄来啊= =
我找了几个脚本库和整合脚本也都过期失效了……Orz
既然要制作游戏你总要清楚自己需要啥吧= =
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叶晟昊
2013-09-12 · TA获得超过182个赞
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你要上什么脚本啊?
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