| 
 
| 赞 | 0 |  
| VIP | 0 |  
| 好人卡 | 0 |  
| 积分 | 0 |  
| 经验 | 0 |  
| 最后登录 | 2025-10-31 |  
| 在线时间 | 2 小时 |  
 Lv1.梦旅人 
	梦石0 星屑40 在线时间2 小时注册时间2025-10-18帖子1 | 
| 
#==============================================================================
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # ■ 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
 
 | 
 |