#=============================================================================
# 物品合成简易优化版 Ver 1.0
#-----------------------------------------------------------------------------
# By : RyanBern
#-----------------------------------------------------------------------------
# 功能介绍:
# 这是一个简单的物品合成系统,和论坛上原有的有所不同。在这个系统里面你可以
# 通过学习配方来获取某种道具的合成方法,也可以直接合成。有关数据存储我已经
# 改成了外部文件的形式,下面就说明一下如何使用。
#-----------------------------------------------------------------------------
# 使用方法:
# 1.有关数据编辑,在游戏根目录里面建立一个名为 Recipes.txt 的记事本,然后
# 再里面写下所有配方的内容,下面是一个例子表明如何书写一组完整的数据。
# <recipe=1>
# <product>kind=0,id=3</product>
# <ingredients>
# kind=0,id=1,number=2
# kind=0,id=2,number=2
# </ingredients>
# </recipe>
# 其中,第一行recipe=1表示这是ID为1的配方的数据,这里ID是从1开始的。
# 第二行是表示最终合成的物品,kind表示分类,道具为0,武器为1,防具为2;id
# 就是对应的ID
# 第三行是原料的设定,所有的材料都必须在<ingredients></ingredients>之间
# 每一行代表一种原料的分类,id,和数量,注意不要写重复了。
# 如果想再增加一条配方,则令起一行开一个<recipe>结点即可。
# 2.有关学习配方:
# $game_party.recipe_learn?(配方ID) 用于判断是否习得某一配方
# $game_party.learn_recipe(配方ID) 学习该ID的配方
# $game_party.forget_recipe(配方ID) 失去该ID的配方
# 3.有关场景调用:
# $scene = Scene_Craft.new 直接打开合成场景,配方为主角已有的配方
# $scene = Scene_Craft.new(0/1/2) 打开合成场景,配方为产品分类为i的配方(无论主角是否习得)
# $scene = Scene_Craft.new(3) 打开合成场景,配方为所有的配方
#-----------------------------------------------------------------------------
# 注意事项:
# 1.Recipes.txt里面的缩进不是必须的。
# 2.游戏发布时,可以删去Recipes.txt,不过建议在你的制作工程中保留一个副本
# 以便日后做出更改。
#-----------------------------------------------------------------------------
# 更新记录:
#=============================================================================
module RB
Regex_Recipe = /<recipe\s*=\s*(\d+)>(.*?)<\/recipe>/m
Regex_Product = /<product>\s*kind\s*=\s*(\d)\s*,\s*id\s*=\s*(\d+)\s*<\/product>/m
Regex_Ingredient = /<ingredients>(.*?)<\/ingredients>/m
Regex_Ingredient_Info = /kind\s*=\s*(\d)\s*,\s*id\s*=\s*(\d+)\s*,\s*number\s*=\s*(\d+)/
end
module RPG
class Recipe
attr_accessor :id
attr_accessor :product
attr_accessor :ingredients
def initialize
@id = 0
@product = Ingredient.new
@ingredients = []
end
class Ingredient
attr_accessor :kind
attr_accessor :id
attr_accessor :number
def initialize(kind = 0, id = 0, number = 0)
@kind = kind
@id = id
@number = number
end
end
end
def self.extract_recipe
filename = "Recipes.txt"
outfile_name = "Data/Recipes.rxdata"
data = []
begin
file = File.open(filename, "r")
str = file.read
file.close
while str.slice!(RB::Regex_Recipe)
id = $1.to_i
contents = $2
recipe = Recipe.new
recipe.id = id
if RB::Regex_Product =~ contents
recipe.product.kind = $1.to_i
recipe.product.id = $2.to_i
end
if RB::Regex_Ingredient =~ contents
ingredient_contents = $1
ingredient_contents.scan(RB::Regex_Ingredient_Info) do |a|
recipe.ingredients << Recipe::Ingredient.new(a[0].to_i, a[1].to_i, a[2].to_i)
end
end
data[id] = recipe
end
outfile = File.open(outfile_name, "wb")
Marshal.dump(data, outfile)
outfile.close
rescue
p 1
end
end
end
class Game_Party
alias rb_initialize_20141226 initialize
def initialize
rb_initialize_20141226
@recipes = {}
end
def recipe_learn?(recipe_id)
@recipes ||= {}
return @recipes[recipe_id]
end
def learn_recipe(recipe_id)
@recipes ||= {}
@recipes[recipe_id] = true
end
def forget_recipe(recipe_id)
@recipes ||= {}
@recipes[recipe_id] = nil
end
def product_max_num(recipe_id)
max = -1
recipe = $data_recipes[recipe_id]
return 0 if recipe.nil?
recipe.ingredients.each do |ingredient|
num_need = ingredient.number
case ingredient.kind
when 0
num_current = item_number(ingredient.id)
when 1
num_current = weapon_number(ingredient.id)
when 2
num_current = armor_number(ingredient.id)
else
num_current = 0
end
max = num_current / num_need if max == -1 || num_current / num_need < max
end
return max == -1 ? 0 : max
end
end
class Window_Product < Window_Selectable
def initialize(mode = -1)
super(0, 64, 240, 480 - 64)
self.index = 0
@mode = mode
refresh
end
def recipe
return @data[self.index]
end
def item
recipe = self.recipe
return nil if recipe.nil?
product = recipe.product
case product.kind
when 0
item = $data_items[product.id]
when 1
item = $data_weapons[product.id]
when 2
item = $data_armors[product.id]
else
item = nil
end
return item
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
(1...$data_recipes.size).each do |i|
if @mode == -1 && $game_party.recipe_learn?(i) || $data_recipes[i].product.kind == @mode || @mode == 3
@data << $data_recipes[i] if $data_recipes[i] != nil
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, @item_max * 32)
@data.each_index{|i| draw_item(i)}
else
self.contents = Bitmap.new(width - 32, 32)
self.contents.draw_text(4, 0, 192, 32, "没有可用配方")
end
end
def draw_item(index)
x = 4
y = 32 * index
product = @data[index].product
case product.kind
when 0
item = $data_items[product.id]
when 1
item = $data_weapons[product.id]
when 2
item = $data_armors[product.id]
else
item = nil
end
if item == nil
return
end
disabled = $game_party.product_max_num(@data[index].id) == 0
bitmap = RPG::Cache.icon(item.icon_name)
opacity = disabled ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = disabled ? disabled_color : normal_color
self.contents.draw_text(x + 28, y, 176, 32, item.name)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_Ingredients < Window_Base
def initialize
super(240, 288, 400, 192)
@waiting = 0
@dy = 1
[url=home.php?mod=space&uid=2564094]@recipe[/url] = nil
refresh
end
def recipe=(recipe)
if [url=home.php?mod=space&uid=2564094]@recipe[/url] != recipe
@recipe = recipe
@waiting = 40
@dy = 1
self.oy = 0
refresh
end
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
if @recipe == nil
return
end
h = 32 * @recipe.ingredients.size
if h > 0
self.contents = Bitmap.new(width - 32, h)
@recipe.ingredients.each_with_index do |ingredient, index|
draw_item(ingredient, index)
end
end
end
def draw_item(ingredient, index)
x = 4
y = index * 32
case ingredient.kind
when 0
item = $data_items[ingredient.id]
num = $game_party.item_number(ingredient.id)
when 1
item = $data_weapons[ingredient.id]
num = $game_party.weapon_number(ingredient.id)
when 2
item = $data_armors[ingredient.id]
num = $game_party.armor_number(ingredient.id)
else
item = nil
end
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
disabled = num < ingredient.number
opacity = disabled ? 128 : 255
self.contents.blt(x, y+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = disabled ? disabled_color : normal_color
self.contents.draw_text(x + 28, y, 192, 32, item.name)
self.contents.draw_text(x + 220, y, 64, 32, num.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 264, y, 64, 32, ingredient.number.to_s, 2)
end
def update
super
if self.contents != nil && self.contents.height > self.height - 32
if @waiting > 0
@waiting -= 1
return
end
self.oy += @dy
if self.oy + self.height - 32 >= self.contents.height
@dy = -1
@waiting = 60
end
if self.oy <= 0
@dy = 1
@waiting = 60
end
end
end
end
class Window_Craft_Number < Window_Base
def initialize
super(240, 64, 400, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@recipe = nil
[url=home.php?mod=space&uid=25307]@Max[/url] = 1
@number = 1
@number_current = 0
end
def recipe=(recipe)
if @recipe != recipe
@recipe = recipe
reset
refresh
end
end
def reset
if @recipe == nil
@number = 0
@number_current = 0
return
end
product = @recipe.product
case product.kind
when 0
@number_current = $game_party.item_number(product.id)
when 1
@number_current = $game_party.weapon_number(product.id)
when 2
@number_current = $game_party.armor_number(product.id)
else
@number_current = 0
end
[url=home.php?mod=space&uid=25307]@Max[/url] = $game_party.product_max_num(@recipe.id)
@max = [@max, 99 - @number_current].min
@number = @max == 0 ? 0 : 1
end
def number
return @number
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 364, 32, "所持数")
self.contents.draw_text(4, 32, 364, 32, "最大可合成数")
self.contents.draw_text(4, 64, 364, 32, "当前合成数量")
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 364, 32, @number_current.to_s, 2)
self.contents.draw_text(4, 32, 364, 32, @max.to_s, 2)
self.contents.draw_text(252, 96, 32, 32, "×")
self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
end
def update
super
if self.active
# 光标右 (+1)
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
# 光标左 (-1)
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
# 光标上 (+10)
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
# 光标下 (-10)
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
end
end
end
class Window_Craft_Label < Window_Base
def initialize
super(240, 224, 400, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, width - 32, 32, "材料名称 现有 需要")
end
end
class Scene_Title
alias rb_main_20141226 main
def main
if $DEBUG
RPG.extract_recipe
end
$data_recipes = load_data("Data/Recipes.rxdata")
rb_main_20141226
end
end
class Scene_Craft
def initialize(mode = -1)
@mode = mode
end
def main
@product_window = Window_Product.new(@mode)
@help_window = Window_Help.new
@product_window.help_window = @help_window
@ingredient_window = Window_Ingredients.new
@number_window = Window_Craft_Number.new
@label_window = Window_Craft_Label.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@product_window.dispose
@help_window.dispose
@ingredient_window.dispose
@number_window.dispose
@label_window.dispose
end
def update
@product_window.update
@ingredient_window.update
@ingredient_window.recipe = @product_window.recipe
@number_window.recipe = @product_window.recipe
if @product_window.active
update_product
return
end
if @number_window.active
update_number
end
end
def update_product
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
recipe = @product_window.recipe
if recipe == nil || $game_party.product_max_num(recipe.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@number_window.cursor_rect.set(304, 96, 32, 32)
@product_window.active = false
@number_window.active = true
return
end
end
def update_number
@number_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@product_window.active = true
@number_window.cursor_rect.empty
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
recipe = @product_window.recipe
case recipe.product.kind
when 0
$game_party.gain_item(recipe.product.id, @number_window.number)
when 1
$game_party.gain_weapon(recipe.product.id, @number_window.number)
when 2
$game_party.gain_armor(recipe.product.id, @number_window.number)
end
recipe.ingredients.each do |ingredient|
case ingredient.kind
when 0
$game_party.lose_item(ingredient.id, ingredient.number * @number_window.number)
when 1
$game_party.lose_weapon(ingredient.id, ingredient.number * @number_window.number)
when 2
$game_party.lose_armor(ingredient.id, ingredient.number * @number_window.number)
end
end
@product_window.refresh
@ingredient_window.refresh
@number_window.reset
@number_window.refresh
@product_window.active = true
@number_window.active = false
@number_window.cursor_rect.empty
return
end
end
end