Um die am Anfang bestehende Liste komplett zu leeren kannst du z.B.
verwenden. Anschließend brauchst du die Liste nur noch mit den ausgewählten Actors neu zu füllen:
Um einen Actor zu der Liste hinzuzufügen bräuchtest du nur den bereits von Playm geposteten Befehl zu verwenden:
würde hier z.B. die Auswahl um den Actor 5 erweitern.
(Wobei ich allerdings im Moment etwas im Zweifel bin ob ich dich richtig verstanden habe...)
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Ruby Quellcode |
1 |
$game_temp.selectable_actors.clear |
verwenden. Anschließend brauchst du die Liste nur noch mit den ausgewählten Actors neu zu füllen:
Um einen Actor zu der Liste hinzuzufügen bräuchtest du nur den bereits von Playm geposteten Befehl zu verwenden:
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Ruby Quellcode |
1 2 |
sa = $game_temp.selectable_actors sa += [5] |
würde hier z.B. die Auswahl um den Actor 5 erweitern.
(Wobei ich allerdings im Moment etwas im Zweifel bin ob ich dich richtig verstanden habe...)
Achso
Ohne es getestet zu haben da mein Maker gerade nicht funktioniert:
In dieser Fassung müsstest du allerdings auch im Call-Script immer anstatt
$game_temp.selectable_actors
$game_system.selectable_actors
verwenden.
Ohne es getestet zu haben da mein Maker gerade nicht funktioniert:
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 |
#//////////////////////////////////////////Teamwechsel////////////////////////////////////// #~~~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~ #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ class Scene_Party def main @left = $game_party.actors.collect { |actor| actor.id} @right = $game_system.selectable_actors - $game_party.actors.collect{|i| i.id} @window_actor = Window_ActorInfo.new @help_window = Window_Help.new @help_window.set_text(remove_actor_text, 1) @window_left = Window_Command.new(320, @left.collect{ |i| $data_actors[i].name}) @window_left.y = 64 @window_left.height = 268 @window_right = Window_Command.new(320, @right.collect{ |i| $data_actors[i].name}) @window_right.x = 320 @window_right.y = 64 @window_right.height = 268 set_inactive(@window_right) @old_index = -1 Graphics.transition loop do Graphics.update Input.update update break unless $scene == self end Graphics.freeze @window_actor.dispose @help_window.dispose @window_left.dispose @window_right.dispose end #--------------- def update @window_actor.update @help_window.update @window_left.update @window_right.update #:::::::::::::: if Input.trigger?(Input::B) if @left.size <= 0 $game_system.se_play($data_system.buzzer_se) @help_window.set_text(no_actors_text, 1) elsif @left.size > 4 $game_system.se_play($data_system.buzzer_se) @help_window.set_text(too_many_actors_text, 1) else $game_party.actors.clear @left.each {|i| $game_party.add_actor(i)} $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end end #::::::::::::::::: if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @window_left.active @right.push(@left.delete_at(@window_left.index)) @old_index = -1 if @left.size <= 0 @help_window.set_text(remove_actor_text, 1) set_inactive(@window_left) set_active(@window_right) end else @left.push(@right.delete_at(@window_right.index)) @old_index = -1 if @right.size <= 0 @help_window.set_text(add_actor_text, 1) set_inactive(@window_right) set_active(@window_left) end end @window_left.commands = @left.collect{|i| $data_actors[i].name} @window_right.commands = @right.collect{|i| $data_actors[i].name} end #:::::::::::::::::: if Input.trigger?(Input::LEFT) and @window_right.active if @left.size > 0 @old_index = -1 @help_window.set_text(remove_actor_text, 1) $game_system.se_play($data_system.cursor_se) set_inactive(@window_right) set_active(@window_left) else $game_system.se_play($data_system.buzzer_se) end end #::::::::::::::::: if Input.trigger?(Input::RIGHT) and @window_left.active if @right.size > 0 @old_index = -1 @help_window.set_text(add_actor_text, 1) $game_system.se_play($data_system.cursor_se) set_inactive(@window_left) set_active(@window_right) else $game_system.se_play($data_system.buzzer_se) end end #:::::::::::::::::: if Input.repeat?(Input::L) and @window_left.active @left.swap_up!(@window_left.index) @window_left.swap_up end #:::::::::::::::::: if Input.repeat?(Input::R) and @window_left.active @left.swap_down!(@window_left.index) @window_left.swap_down end #:::::::::::::::::: index = @window_left.active ? @window_left.index : @window_right.index if index != @old_index @old_index = index update_actor_info end end #-------------------- def update_actor_info if @window_left.active index = @window_left.index @window_actor.actor = $game_actors[@left[index]] if index != -1 else index = @window_right.index @window_actor.actor = $game_actors[@right[index]] if index != -1 end end #-------------------- def set_active(window) window.active = true window.opacity = 255 window.contents_opacity = 255 end #-------------------- def set_inactive(window) window.active = false window.opacity = 160 window.contents_opacity = 160 end #-------------------- def add_actor_text "Helden dem Team hinzufügen" end #-------------------- def remove_actor_text "Helden aus dem Team entfernen" end #-------------------- def too_many_actors_text "Es sind zu viele Helden im Team!" end #-------------------- def no_actors_text "Im Team muss sich mindestens ein Held befinden!" end end #================== class Window_ActorInfo < Window_Base attr_reader :actor #---------------- def initialize(actor=nil) super(0, 332, 640, 148) self.contents = Bitmap.new(width - 32, height - 32) refresh end #----------------- def refresh self.contents.clear return if @actor.nil? x = 140 draw_actor_graphic(@actor, x - 40, 80) draw_actor_name(@actor, x, 0) draw_actor_class(@actor, x + 144, 0) draw_actor_level(@actor, x, 32) draw_actor_state(@actor, x + 90, 32) draw_actor_exp(@actor, x, 64) draw_actor_hp(@actor, x + 236, 32) draw_actor_sp(@actor, x + 236, 64) end #----------------- def actor=(actor) @actor = actor refresh end end #========================= class Window_Command < Window_Selectable attr_reader :commands #-------------- def commands=(commands) if commands.size != @commands.size @item_max = commands.size self.contents = Bitmap.new(width - 32, @item_max * 32) if @item_max > 0 @index -= 1 if @index >= @item_max @index = 0 if @item_max == 1 end @commands = commands refresh end #--------------- def swap_up $game_system.se_play($data_system.cursor_se) @commands = @commands.swap_up(@index) if @index > 0 @index -= 1 refresh end end #----------------- def swap_down $game_system.se_play($data_system.cursor_se) @commands = @commands.swap_down(@index) if @index < @commands.size-1 @index += 1 refresh end end end #======================== class Array def swap_up(index) arr = dup return arr unless index > 0 arr[index] = self[index-1] arr[index-1] = self[index] return arr end #------------------ def swap_down(index) arr = dup return arr unless index < size-1 arr[index] = self[index+1] arr[index+1] = self[index] return arr end #---------------- def swap_up!(index) return unless index > 0 temp = self[index] self[index] = self[index-1] self[index-1] = temp end #---------------- def swap_down!(index) return unless index < size-1 temp = self[index] self[index] = self[index+1] self[index+1] = temp end end #======================== class Game_System attr_accessor :selectable_actors #-------------- alias actors_init initialize def initialize actors_init @selectable_actors = (1...$data_actors.size).to_a end end |
zum Lesen den Text mit der Maus markieren
In dieser Fassung müsstest du allerdings auch im Call-Script immer anstatt
$game_temp.selectable_actors
$game_system.selectable_actors
verwenden.
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