Project1
标题:
仿轩辕剑新品整理
[打印本页]
作者:
ONEWateR
时间:
2008-10-1 02:46
标题:
仿轩辕剑新品整理
仿轩辕剑新品整理
得到物品在新品栏,整理物品在相应栏
#==============================================================================
# ■ 仿轩辕剑新品整理
#
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#
#------------------------------------------------------------------------------
#
# 说明:1.分类物品在数据库物品的说明栏文字的尾部添加 @分类名称 。 如
# 己方单体HP500回复。@回复物品
#
# 2.整理物品的音效名称$sound,可自行修改。
#
# 作者:ONEWateR
#
#==============================================================================
$sound = "006-System06"
class Game_Party
def new_gain_item(item_id, n)
if item_id > 0
@new_items[item_id] = [[new_item_number(item_id) + n, 0].max, 99].min
end
end
def new_gain_weapon(weapon_id, n)
if weapon_id > 0
@new_weapons[weapon_id] = [[new_weapon_number(weapon_id) + n, 0].max, 99].min
end
end
def new_gain_armor(armor_id, n)
if armor_id > 0
@new_armors[armor_id] = [[new_armor_number(armor_id) + n, 0].max, 99].min
end
end
def new_item_number(item_id)
return @new_items.include?(item_id) ? @new_items[item_id] : 0
end
def new_weapon_number(weapon_id)
return @new_weapons.include?(weapon_id) ? @new_weapons[weapon_id] : 0
end
def new_armor_number(armor_id)
return @new_armors.include?(armor_id) ? @new_armors[armor_id] : 0
end
end
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
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, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
command
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def command
@commands = ["新品"]
#==============================================================================
#————————生成commands窗口
for i in 1...$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
#==============================================================================
@commands.push("整理")
@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 new_set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.new_item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.new_weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.new_armor_number(i) > 0
@data.push($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
new_draw_item(i)
end
end
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 new_draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.new_item_number(item.id)
when RPG::Weapon
number = $game_party.new_weapon_number(item.id)
when RPG::Armor
number = $game_party.new_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 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])
#==============================================================================
@itemlist_window.new_set_item(@itemcommand_window.commands[1])
#==============================================================================
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])
#==============================================================================
@itemlist_window.new_set_item(@itemcommand_window.commands[1]) if @command_index == 0
#==============================================================================
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 @itemcommand_window.commands[@command_index] == "整理"
Audio.se_play("Audio/SE/" + $sound, 80, 0)
for i in 1..$data_items.size-1
$game_party.gain_item(i, $game_party.new_item_number(i))
$game_party.new_gain_item(i, -$game_party.new_item_number(i))
end
for i in 1..$data_weapons.size-1
$game_party.gain_weapon(i, $game_party.new_weapon_number(i))
$game_party.new_gain_weapon(i, -$game_party.new_weapon_number(i))
end
for i in 1..$data_armors.size-1
$game_party.gain_armor(i, $game_party.new_armor_number(i))
$game_party.new_gain_armor(i, -$game_party.new_armor_number(i))
end
return
end
#==============================================================================
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])
#==============================================================================
@itemlist_window.new_set_item(@itemcommand_window.commands[1]) if @command_index == 0
#==============================================================================
return
end
if Input.trigger?(Input::C)
#==============================================================================
if $game_party.new_item_number(@item.id) == 0 and @command_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if $game_party.item_number(@item.id) == 0 and @command_index != 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
#==============================================================================
if @command_index == 0
$game_party.new_lose_item(@item.id, 1)
else
$game_party.lose_item(@item.id, 1)
end
#==============================================================================
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
#==============================================================================
@itemlist_window.new_set_item(@itemcommand_window.commands[1]) if @command_index == 0
#==============================================================================
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
class Interpreter
#--------------------------------------------------------------------------
# ● 增减物品
#--------------------------------------------------------------------------
def command_126
# 获取要操作的值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 增减物品
$game_party.new_gain_item(@parameters[0], value)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def command_127
# 获取要操作的值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 增减武器
$game_party.new_gain_weapon(@parameters[0], value)
# 继续
return true
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def command_128
# 获取要操作的值
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
# 增减防具
$game_party.new_gain_armor(@parameters[0], value)
# 继续
return true
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
http://rpg.blue/UP_PIC/200801/仿轩辕剑新品整理.rar
作者:
虚幻死神
时间:
2008-10-1 02:47
SF.....截图呢?
作者:
ONEWateR
时间:
2008-12-28 19:31
发布完毕
http://rpg.blue/web/htm/news1231.htm
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