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标题: 怎么让装备只显示一列 附加脚本代码 [打印本页]

作者: 2339223097    时间: 3 天前
标题: 怎么让装备只显示一列 附加脚本代码
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  游戏中全部窗口的超级类。
#==============================================================================

class Window_Base < Window
  def up_color
    return Color.new(255, 0, 0)
  end
  def down_color
    return Color.new(0, 255, 0)
  end
  #--------------------------------------------------------------------------
  # ● 描绘能力值
  #     actor : 角色
  #     x     : 描画目标 X 坐标
  #     y     : 描画目标 Y 坐标
  #     type  : 能力值种类 (0~6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    ###############################################################
    when 7
      parameter_name = "回避"
      parameter_value = actor.eva
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end

#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
#  装备画面的、显示角色能力值变化的窗口。
#==============================================================================

class Window_EquipLeft < Window_Base
  UP_ICON = "048-Skill05"
  DOWN_ICON = "047-Skill04"
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 64, 272, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    ###############################################################
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    draw_actor_parameter(@actor, 4, 160, 7)
    draw_actor_parameter(@actor, 4, 192, 3)
    draw_actor_parameter(@actor, 4, 224, 4)
    draw_actor_parameter(@actor, 4, 256, 5)
    draw_actor_parameter(@actor, 4, 288, 6)
    if @new_atk != nil
      if @new_atk > @actor.atk
        self.contents.blt(164, 64, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_atk < @actor.atk
        self.contents.blt(164, 64, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
      self.contents.font.color = normal_color if @new_atk == @actor.atk
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      if @new_pdef > @actor.pdef
        self.contents.blt(164, 96, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_pdef < @actor.pdef
        self.contents.blt(164, 96, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_pdef == @actor.pdef
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      if @new_mdef > @actor.mdef
        self.contents.blt(164, 128, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_mdef < @actor.mdef
        self.contents.blt(164, 128, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_mdef == @actor.mdef
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_eva != nil
      if @new_eva > @actor.eva
        self.contents.blt(164, 160, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_eva < @actor.eva
        self.contents.blt(164, 160, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
      self.contents.font.color = normal_color if @new_eva == @actor.eva
      self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
    end
    if @new_str != nil
      if @new_str > @actor.str
        self.contents.blt(164, 192, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_str < @actor.str
        self.contents.blt(164, 192, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_str>@actor.str ? up_color : down_color
      self.contents.font.color = normal_color if @new_str == @actor.str
      self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      if @new_dex > @actor.dex
        self.contents.blt(164, 224, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_dex < @actor.dex
        self.contents.blt(164, 224, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
      self.contents.font.color = normal_color if @new_dex == @actor.dex
      self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      if @new_agi > @actor.agi
        self.contents.blt(164, 256, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_agi < @actor.agi
        self.contents.blt(164, 256, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
      self.contents.font.color = normal_color if @new_agi == @actor.agi
      self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      if @new_int > @actor.int
        self.contents.blt(164, 288, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
      elsif @new_int < @actor.int
        self.contents.blt(164, 288, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
      end
      self.contents.font.color = @new_int>@actor.int ? up_color : down_color
      self.contents.font.color = normal_color if @new_int == @actor.int
      self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # ● 变更装备后的能力值设置
  #     new_atk  : 变更装备后的攻击力
  #     new_pdef : 变更装备后的物理防御
  #     new_mdef : 变更装备后的魔法防御
  #--------------------------------------------------------------------------
    ###############################################################
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
    if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_eva = new_eva
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end

#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
#  装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor      : 角色
  #     equip_type : 装备部位 (0~3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    ################改了改坐标和高度#################################
       super(0, 256, 640, 224)
    @actor = actor
    @equip_type = equip_type
    @column_max = 2
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● 项目的描绘
  #     index : 项目符号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    ################改了改坐标#################################
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
#  处理装备画面的类。
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    # 设置物品窗口的可视状态
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # 获取当前装备中的物品
    item1 = @right_window.item
    # 设置当前的物品窗口到 @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # 右窗口被激活的情况下
    if @right_window.active
      # 删除变更装备后的能力
    ###############################################################
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
    end
    # 物品窗口被激活的情况下
    if @item_window.active
      # 获取现在选中的物品
      item2 = @item_window.item
      # 变更装备
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # 获取变更装备后的能力值
    ###############################################################
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_eva = @actor.eva
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # 返回到装备
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # 描画左窗口
    ###############################################################
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
    end
  end
end





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