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[已经过期] 怎么让属于同类型的装备限定装备的人物?

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Lv2.观梦者

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发表于 2012-5-13 17:41:04 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
简单说就是帽子和头巾都属于“帽子”系,但帽子只有A能装备,头巾只有B能装备……


虽然能分成不同的类型,但人物有点多,而且几乎每个人都有专属装备……

Lv1.梦旅人

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发表于 2012-5-13 17:44:32 | 只看该作者
本帖最后由 lsu666666 于 2012-5-13 17:56 编辑

最簡單的作法>
1.应该就是把职业作细分>让每个角色都独立一个职业
例如:职业区别为:法師A/法師 B/法師 C(方便独立每个角色的装备..)
                                戰士A/戰士B/戰士C
2.增加多项目的装备选项
例如:帽子A/帽子B/帽子C>来区别独立每个角色的装备选项
           頭巾A/頭巾B/頭巾C
3.让每个职业都设置独立的装备
例如:
法師 A對應裝備 帽子A
         法師 B對應裝備 帽子B
       戰士A 對應裝備 頭巾A
         戰士B  對應裝備 頭巾B  
这样应该最容易就可以达成了









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正解!!!最简单跟直观的方法!!!  发表于 2012-5-13 18:49
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Lv4.逐梦者 (超级版主)

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发表于 2012-5-13 18:09:44 | 只看该作者
一般来说会从职业来设定装备类型,但也可以在角色页面设定,
该类装备只能该角色装备就是这么设定的
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 楼主| 发表于 2012-5-13 20:20:34 | 只看该作者
本帖最后由 布里蓝 于 2012-5-14 03:04 编辑

摸索出来了……
把[   :types,  "个别"], # Lists all of the individual weapon types.
改一改就可以了









——————————————————————————————————————————
lsu666666 发表于 2012-5-13 17:44
最簡單的作法>
1.应该就是把职业作细分>让每个角色都独立一个职业
例如:职业区别为:法師A/法師 B/法師 C ...


忘记说了……我用的是这个脚本
所以数据库的系统里的类别都会显示得一干二净:

  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Item Menu v1.02
  4. # -- Last Updated: 2012.01.05
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-ItemMenu"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.01.05 - Compatibility Update with Equip Dynamic Stats.
  15. # 2012.01.03 - Started Script and Finished.
  16. #            - Compatibility Update with Ace Menu Engine.
  17. #
  18. #==============================================================================
  19. # ▼ Introduction
  20. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  21. # The Ace Item Menu offers more item categorization control and a better layout
  22. # that simulatenously provides information regarding the items to the player,
  23. # while keeping a good amount of the item list visible on screen at once. The
  24. # script can also be customized to rearrange commands and categories.
  25. #
  26. #==============================================================================
  27. # ▼ Instructions
  28. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  29. # To install this script, open up your script editor and copy/paste this script
  30. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  31. #
  32. # -----------------------------------------------------------------------------
  33. # Item Notetags - These notetags go in the item notebox in the database.
  34. # -----------------------------------------------------------------------------
  35. # <category: string>
  36. # Places this object into the item category for "string". Whenever the selected
  37. # category is highlighted in the Ace Item Menu command window, this object will
  38. # be included and shown in the item window.
  39. #
  40. # <image: string>
  41. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  42. # directory with the filename of "string" (without the extension) as the image
  43. # picture shown in the Ace Item Menu.
  44. #
  45. # -----------------------------------------------------------------------------
  46. # Weapon Notetags - These notetags go in the weapon notebox in the database.
  47. # -----------------------------------------------------------------------------
  48. # <category: string>
  49. # Places this object into the item category for "string". Whenever the selected
  50. # category is highlighted in the Ace Item Menu command window, this object will
  51. # be included and shown in the item window.
  52. #
  53. # <image: string>
  54. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  55. # directory with the filename of "string" (without the extension) as the image
  56. # picture shown in the Ace Item Menu.
  57. #
  58. # -----------------------------------------------------------------------------
  59. # Armour Notetags - These notetags go in the armour notebox in the database.
  60. # -----------------------------------------------------------------------------
  61. # <category: string>
  62. # Places this object into the item category for "string". Whenever the selected
  63. # category is highlighted in the Ace Item Menu command window, this object will
  64. # be included and shown in the item window.
  65. #
  66. # <image: string>
  67. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  68. # directory with the filename of "string" (without the extension) as the image
  69. # picture shown in the Ace Item Menu.
  70. #
  71. #==============================================================================
  72. # ▼ Compatibility
  73. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  74. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  75. # it will run with RPG Maker VX without adjusting.
  76. #
  77. #==============================================================================

  78. module YEA
  79.   module ITEM
  80.    
  81.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  82.     # - Item Command Settings -
  83.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  84.     # This array adjusts what options appear in the initial item command window
  85.     # before the items are split into separate categories. Add commands, remove
  86.     # commands, or rearrange them. Here's a list of which does what:
  87.     #
  88.     # -------------------------------------------------------------------------
  89.     # :command         Description
  90.     # -------------------------------------------------------------------------
  91.     # :item            Opens up the various item categories. Default.
  92.     # :weapon          Opens up the various weapon categories. Default.
  93.     # :armor           Opens up the various armour categories. Default.
  94.     # :key_item        Shows a list of the various key items. Default.
  95.     #
  96.     # :gogototori      Requires Kread-EX's Go Go Totori Synthesis.
  97.     #
  98.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  99.     COMMANDS =[
  100.       :item,         # Opens up the various item categories. Default.
  101.       :weapon,       # Opens up the various weapon categories. Default.
  102.       :armor,        # Opens up the various armour categories. Default.
  103.       :key_item,     # Shows a list of the various key items. Default.
  104.       :gogototori,   # Requires Kread-EX's Go Go Totori Synthesis.
  105.     # :custom1,      # Custom command 1.
  106.     # :custom2,      # Custom command 2.
  107.     ] # Do not remove this.
  108.    
  109.     #--------------------------------------------------------------------------
  110.     # - Item Custom Commands -
  111.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  112.     # For those who use scripts to that may produce unique effects for the item
  113.     # scene, use this hash to manage the custom commands for the Item Command
  114.     # Window. You can disable certain commands or prevent them from appearing
  115.     # by using switches. If you don't wish to bind them to a switch, set the
  116.     # proper switch to 0 for it to have no impact.
  117.     #--------------------------------------------------------------------------
  118.     CUSTOM_ITEM_COMMANDS ={
  119.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
  120.       :gogototori => ["Synthesis",            0,         0, :command_totori],
  121.       :custom1 => [ "Custom Name",            0,          0, :command_name1],
  122.       :custom2 => [ "Custom Text",           13,          0, :command_name2],
  123.     } # Do not remove this.
  124.    
  125.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  126.     # - Item Type Settings -
  127.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  128.     # These arrays adjusts and shows the various item types shown for Items,
  129.     # Weapons, and Armours. Note that when using :category symbols, the
  130.     # specific category shown will be equal to the text used for the Display
  131.     # and the included item must contain a category equal to the Display name.
  132.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  133.     # This array contains the order for the Item categories.
  134.     ITEM_TYPES =[
  135.     # [  :symbol,   "Display"],
  136.       [   :field,     "菜单中使用"], # Shows Menu-usable items.
  137.       [  :battle,    "战斗中使用"], # Shows Battle-usable items.
  138.       [:category,   "菜谱"], # Categorized by <category: menu>
  139.       [:category,"委托"], # Categorized by <category: entrust>
  140.       [:category,"书籍"], # Categorized by <category: book>
  141.       [:key_item,  "钥匙"], # Shows all key items.
  142.       [     :all,       "全部"], # Shows all usable items.
  143.     ] # Do not remove this.
  144.    
  145.     # This array contains the order for the Weapon categories.
  146.     WEAPON_TYPES =[
  147.     # [  :symbol,   "Display"],
  148.       [   :types,  "个别"], # Lists all of the individual weapon types.
  149.       [:category,  "训练用"], # Categorized by <category: string>
  150.       [:category, "传奇"], # Categorized by <category: string>
  151.       [     :all,       "全部"], # Shows all weapons.
  152.     ] # Do not remove this.
  153.    
  154.     # This array contains the order for the Armour categories.
  155.     ARMOUR_TYPES =[
  156.     # [  :symbol,   "Display"],
  157.       [   :slots,  "防具"], # Lists all of the individual armour slots.
  158.       [   :types,  "个别防具"], # Lists all of the individual armours types.
  159.       [:category,  "训练用"], # Categorized by <category: string>
  160.       [:category, "传奇"], # Categorized by <category: string>
  161.       [     :all,       "全部"], # Shows all armours.
  162.     ] # Do not remove this.
  163.    
  164.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  165.     # - Item Status Settings -
  166.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  167.     # The item status window displays information about the item in detail.
  168.     # Adjust the settings below to change the way the status window appears.
  169.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  170.     STATUS_FONT_SIZE = 20       # Font size used for status window.
  171.     MAX_ICONS_DRAWN  = 10       # Maximum number of icons drawn for states.
  172.    
  173.     # The following adjusts the vocabulary used for the status window. Each
  174.     # of the vocabulary settings are self explanatory.
  175.     VOCAB_STATUS ={
  176.       :empty      => "---",          # Text used when nothing is shown.
  177.       :hp_recover => "HP回复",      # Text used for HP Recovery.
  178.       :mp_recover => "MP回复",      # Text used for MP Recovery.
  179.       :tp_recover => "TP回复",      # Text used for TP Recovery.
  180.       :tp_gain    => "TP获得",      # Text used for TP Gain.
  181.       :applies    => "增加",      # Text used for applied states and buffs.
  182.       :removes    => "去除",      # Text used for removed states and buffs.
  183.     } # Do not remove this.
  184.    
  185.   end # ITEM
  186. end # YEA

  187. #==============================================================================
  188. # ▼ Editting anything past this point may potentially result in causing
  189. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  190. # halitosis so edit at your own risk.
  191. #==============================================================================

  192. module YEA
  193.   module REGEXP
  194.   module BASEITEM
  195.    
  196.     CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i
  197.     IMAGE    = /<(?:IMAGE|image):[ ](.*)>/i
  198.    
  199.   end # BASEITEM
  200.   end # REGEXP
  201. end # YEA

  202. #==============================================================================
  203. # ■ Numeric
  204. #==============================================================================

  205. class Numeric
  206.   
  207.   #--------------------------------------------------------------------------
  208.   # new method: group_digits
  209.   #--------------------------------------------------------------------------
  210.   unless $imported["YEA-CoreEngine"]
  211.   def group; return self.to_s; end
  212.   end # $imported["YEA-CoreEngine"]
  213.    
  214. end # Numeric

  215. #==============================================================================
  216. # ■ Vocab
  217. #==============================================================================

  218. module Vocab
  219.   
  220.   #--------------------------------------------------------------------------
  221.   # new method: self.item_status
  222.   #--------------------------------------------------------------------------
  223.   def self.item_status(type)
  224.     return YEA::ITEM::VOCAB_STATUS[type]
  225.   end
  226.   
  227. end # Vocab

  228. #==============================================================================
  229. # ■ DataManager
  230. #==============================================================================

  231. module DataManager
  232.   
  233.   #--------------------------------------------------------------------------
  234.   # alias method: load_database
  235.   #--------------------------------------------------------------------------
  236.   class <<self; alias load_database_aim load_database; end
  237.   def self.load_database
  238.     load_database_aim
  239.     load_notetags_aim
  240.   end
  241.   
  242.   #--------------------------------------------------------------------------
  243.   # new method: load_notetags_aim
  244.   #--------------------------------------------------------------------------
  245.   def self.load_notetags_aim
  246.     groups = [$data_items, $data_weapons, $data_armors]
  247.     for group in groups
  248.       for obj in group
  249.         next if obj.nil?
  250.         obj.load_notetags_aim
  251.       end
  252.     end
  253.   end
  254.   
  255. end # DataManager

  256. #==============================================================================
  257. # ■ RPG::BaseItem
  258. #==============================================================================

  259. class RPG::BaseItem
  260.   
  261.   #--------------------------------------------------------------------------
  262.   # public instance variables
  263.   #--------------------------------------------------------------------------
  264.   attr_accessor :category
  265.   attr_accessor :image
  266.   
  267.   #--------------------------------------------------------------------------
  268.   # common cache: load_notetags_aim
  269.   #--------------------------------------------------------------------------
  270.   def load_notetags_aim
  271.     @category = []
  272.     #---
  273.     self.note.split(/[\r\n]+/).each { |line|
  274.       case line
  275.       #---
  276.       when YEA::REGEXP::BASEITEM::CATEGORY
  277.         @category.push($1.upcase.to_s)
  278.       when YEA::REGEXP::BASEITEM::IMAGE
  279.         @image = $1.to_s
  280.       end
  281.     } # self.note.split
  282.     #---
  283.   end
  284.   
  285. end # RPG::BaseItem

  286. #==============================================================================
  287. # ■ Game_Temp
  288. #==============================================================================

  289. class Game_Temp
  290.   
  291.   #--------------------------------------------------------------------------
  292.   # public instance variables
  293.   #--------------------------------------------------------------------------
  294.   attr_accessor :scene_item_index
  295.   attr_accessor :scene_item_oy
  296.   
  297. end # Game_Temp

  298. #==============================================================================
  299. # ■ Window_ItemList
  300. #==============================================================================

  301. class Window_ItemList < Window_Selectable
  302.   
  303.   #--------------------------------------------------------------------------
  304.   # overwrite method: draw_item
  305.   #--------------------------------------------------------------------------
  306.   def draw_item(index)
  307.     item = @data[index]
  308.     return if item.nil?
  309.     rect = item_rect(index)
  310.     rect.width -= 4
  311.     draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
  312.     draw_item_number(rect, item)
  313.   end
  314.   
  315. end # Window_ItemList

  316. #==============================================================================
  317. # ■ Window_ItemCommand
  318. #==============================================================================

  319. class Window_ItemCommand < Window_Command
  320.   
  321.   #--------------------------------------------------------------------------
  322.   # public instance variables
  323.   #--------------------------------------------------------------------------
  324.   attr_reader   :item_window
  325.   
  326.   #--------------------------------------------------------------------------
  327.   # initialize
  328.   #--------------------------------------------------------------------------
  329.   def initialize(x, y)
  330.     super(x, y)
  331.   end
  332.   
  333.   #--------------------------------------------------------------------------
  334.   # window_width
  335.   #--------------------------------------------------------------------------
  336.   def window_width; return 160; end
  337.   
  338.   #--------------------------------------------------------------------------
  339.   # visible_line_number
  340.   #--------------------------------------------------------------------------
  341.   def visible_line_number; return 4; end
  342.   
  343.   #--------------------------------------------------------------------------
  344.   # process_ok
  345.   #--------------------------------------------------------------------------
  346.   def process_ok
  347.     $game_temp.scene_item_index = index
  348.     $game_temp.scene_item_oy = self.oy
  349.     super
  350.   end
  351.   
  352.   #--------------------------------------------------------------------------
  353.   # make_command_list
  354.   #--------------------------------------------------------------------------
  355.   def make_command_list
  356.     for command in YEA::ITEM::COMMANDS
  357.       case command
  358.       #--- Default Commands ---
  359.       when :item
  360.         add_command(Vocab::item, :item)
  361.       when :weapon
  362.         add_command(Vocab::weapon, :weapon)
  363.       when :armor
  364.         add_command(Vocab::armor, :armor)
  365.       when :key_item
  366.         add_command(Vocab::key_item, :key_item)
  367.       #--- Imported ---
  368.       when :gogototori
  369.         next unless $imported["KRX-AlchemicSynthesis"]
  370.         process_custom_command(command)
  371.       #--- Custom Commands ---
  372.       else
  373.         process_custom_command(command)
  374.       end
  375.     end
  376.   end
  377.   
  378.   #--------------------------------------------------------------------------
  379.   # process_custom_command
  380.   #--------------------------------------------------------------------------
  381.   def process_custom_command(command)
  382.     return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
  383.     show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2]
  384.     continue = show <= 0 ? true : $game_switches[show]
  385.     return unless continue
  386.     text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0]
  387.     switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1]
  388.     enabled = switch <= 0 ? true : $game_switches[switch]
  389.     add_command(text, command, enabled)
  390.   end
  391.   
  392.   #--------------------------------------------------------------------------
  393.   # update
  394.   #--------------------------------------------------------------------------
  395.   def update
  396.     super
  397.     return unless self.active
  398.     @item_window.category = current_symbol if @item_window
  399.   end
  400.   
  401.   #--------------------------------------------------------------------------
  402.   # item_window=
  403.   #--------------------------------------------------------------------------
  404.   def item_window=(item_window)
  405.     @item_window = item_window
  406.     update
  407.   end
  408.   
  409. end # Window_ItemCommand

  410. #==============================================================================
  411. # ■ Window_ItemType
  412. #==============================================================================

  413. class Window_ItemType < Window_Command
  414.   
  415.   #--------------------------------------------------------------------------
  416.   # public instance variables
  417.   #--------------------------------------------------------------------------
  418.   attr_reader   :item_window
  419.   
  420.   #--------------------------------------------------------------------------
  421.   # initialize
  422.   #--------------------------------------------------------------------------
  423.   def initialize(x, y)
  424.     super(x, y)
  425.     deactivate
  426.     @type = nil
  427.   end
  428.   
  429.   #--------------------------------------------------------------------------
  430.   # window_width
  431.   #--------------------------------------------------------------------------
  432.   def window_width; return 160; end
  433.   
  434.   #--------------------------------------------------------------------------
  435.   # visible_line_number
  436.   #--------------------------------------------------------------------------
  437.   def visible_line_number; return 4; end
  438.   
  439.   #--------------------------------------------------------------------------
  440.   # reveal
  441.   #--------------------------------------------------------------------------
  442.   def reveal(type)
  443.     @type = type
  444.     refresh
  445.     activate
  446.     select(0)
  447.   end
  448.   
  449.   #--------------------------------------------------------------------------
  450.   # make_command_list
  451.   #--------------------------------------------------------------------------
  452.   def make_command_list
  453.     return if @type.nil?
  454.     #---
  455.     case @type
  456.     when :item
  457.       commands = YEA::ITEM::ITEM_TYPES
  458.     when :weapon
  459.       commands = YEA::ITEM::WEAPON_TYPES
  460.     else
  461.       commands = YEA::ITEM::ARMOUR_TYPES
  462.     end
  463.     #---
  464.     for command in commands
  465.       case command[0]
  466.       #---
  467.       when :types
  468.         case @type
  469.         when :weapon
  470.           for i in 1...$data_system.weapon_types.size
  471.             name = $data_system.weapon_types[i]
  472.             add_command(name, :w_type, true, i)
  473.           end
  474.         else
  475.           for i in 1...$data_system.armor_types.size
  476.             name = $data_system.armor_types[i]
  477.             add_command(name, :a_type, true, i)
  478.           end
  479.         end
  480.       #---
  481.       when :slots
  482.         if $imported["YEA-AceEquipEngine"]
  483.           maximum = 1
  484.           for key in YEA::EQUIP::TYPES
  485.             maximum = [maximum, key[0]].max
  486.           end
  487.         else
  488.           maximum = 4
  489.         end
  490.         for i in 1..maximum
  491.           name = Vocab::etype(i)
  492.           add_command(name, :e_type, true, i) if name != ""
  493.         end
  494.       #---
  495.       else
  496.         add_command(command[1], command[0], true, @type)
  497.       end
  498.     end
  499.   end
  500.   
  501.   #--------------------------------------------------------------------------
  502.   # update
  503.   #--------------------------------------------------------------------------
  504.   def update
  505.     super
  506.     return unless self.active
  507.     @item_window.category = current_symbol if @item_window
  508.   end
  509.   
  510.   #--------------------------------------------------------------------------
  511.   # item_window=
  512.   #--------------------------------------------------------------------------
  513.   def item_window=(item_window)
  514.     @item_window = item_window
  515.     update
  516.   end
  517.   
  518. end # Window_ItemType

  519. #==============================================================================
  520. # ■ Window_ItemList
  521. #==============================================================================

  522. class Window_ItemList < Window_Selectable
  523.   
  524.   #--------------------------------------------------------------------------
  525.   # alias method: initialize
  526.   #--------------------------------------------------------------------------
  527.   alias window_itemlist_initialize_aim initialize
  528.   def initialize(dx, dy, dw, dh)
  529.     window_itemlist_initialize_aim(dx, dy, dw, dh)
  530.     @ext = :none
  531.     @name = ""
  532.   end
  533.   
  534.   #--------------------------------------------------------------------------
  535.   # alias method: category=
  536.   #--------------------------------------------------------------------------
  537.   alias window_itemlist_category_aim category=
  538.   def category=(category)
  539.     if @types_window.nil?
  540.       window_itemlist_category_aim(category)
  541.     else
  542.       return unless update_types?(category)
  543.       @category = category
  544.       if @types_window.active
  545.         @name = @types_window.current_data[:name]
  546.         @ext = @types_window.current_ext
  547.       end
  548.       refresh
  549.       self.oy = 0
  550.     end
  551.   end
  552.   
  553.   #--------------------------------------------------------------------------
  554.   # new method: update_types?
  555.   #--------------------------------------------------------------------------
  556.   def update_types?(category)
  557.     return true if @category != category
  558.     return false unless @types_window.active
  559.     if category == :category
  560.       return @name != @types_window.current_data[:name]
  561.     end
  562.     return @ext != @types_window.current_ext
  563.   end
  564.   
  565.   #--------------------------------------------------------------------------
  566.   # new method: types_window=
  567.   #--------------------------------------------------------------------------
  568.   def types_window=(window)
  569.     @types_window = window
  570.   end
  571.   
  572.   #--------------------------------------------------------------------------
  573.   # alias method: include?
  574.   #--------------------------------------------------------------------------
  575.   alias window_itemlist_include_aim include?
  576.   def include?(item)
  577.     if @types_window.nil?
  578.       return window_itemlist_include_aim(item)
  579.     else
  580.       return ace_item_menu_include?(item)
  581.     end
  582.   end
  583.   
  584.   #--------------------------------------------------------------------------
  585.   # new method: ace_item_menu_include?
  586.   #--------------------------------------------------------------------------
  587.   def ace_item_menu_include?(item)
  588.     case @category
  589.     #---
  590.     when :field
  591.       return false unless item.is_a?(RPG::Item)
  592.       return item.menu_ok?
  593.     when :battle
  594.       return false unless item.is_a?(RPG::Item)
  595.       return item.battle_ok?
  596.     #---
  597.     when :w_type
  598.       return false unless item.is_a?(RPG::Weapon)
  599.       return item.wtype_id == @types_window.current_ext
  600.     when :a_type
  601.       return false unless item.is_a?(RPG::Armor)
  602.       return item.atype_id == @types_window.current_ext
  603.     when :e_type
  604.       return false unless item.is_a?(RPG::Armor)
  605.       return item.etype_id == @types_window.current_ext
  606.     #---
  607.     when :all
  608.       case @types_window.current_ext
  609.       when :item
  610.         return item.is_a?(RPG::Item)
  611.       when :weapon
  612.         return item.is_a?(RPG::Weapon)
  613.       else
  614.         return item.is_a?(RPG::Armor)
  615.       end
  616.     #---
  617.     when :category
  618.       case @types_window.current_ext
  619.       when :item
  620.         return false unless item.is_a?(RPG::Item)
  621.       when :weapon
  622.         return false unless item.is_a?(RPG::Weapon)
  623.       else
  624.         return false unless item.is_a?(RPG::Armor)
  625.       end
  626.       return item.category.include?(@types_window.current_data[:name].upcase)
  627.     #---
  628.     else
  629.       return window_itemlist_include_aim(item)
  630.     end
  631.   end
  632.   
  633. end # Window_ItemList

  634. #==============================================================================
  635. # ■ Window_ItemStatus
  636. #==============================================================================

  637. class Window_ItemStatus < Window_Base
  638.   
  639.   #--------------------------------------------------------------------------
  640.   # initialize
  641.   #--------------------------------------------------------------------------
  642.   def initialize(dx, dy, item_window)
  643.     super(dx, dy, Graphics.width - dx, fitting_height(4))
  644.     @item_window = item_window
  645.     @item = nil
  646.     refresh
  647.   end
  648.   
  649.   #--------------------------------------------------------------------------
  650.   # update
  651.   #--------------------------------------------------------------------------
  652.   def update
  653.     super
  654.     update_item(@item_window.item)
  655.   end
  656.   
  657.   #--------------------------------------------------------------------------
  658.   # update_item
  659.   #--------------------------------------------------------------------------
  660.   def update_item(item)
  661.     return if @item == item
  662.     @item = item
  663.     refresh
  664.   end
  665.   
  666.   #--------------------------------------------------------------------------
  667.   # refresh
  668.   #--------------------------------------------------------------------------
  669.   def refresh
  670.     contents.clear
  671.     reset_font_settings
  672.     return draw_empty if @item.nil?
  673.     contents.font.size = YEA::ITEM::STATUS_FONT_SIZE
  674.     draw_item_image
  675.     draw_item_stats
  676.     draw_item_effects
  677.   end
  678.   
  679.   #--------------------------------------------------------------------------
  680.   # draw_empty
  681.   #--------------------------------------------------------------------------
  682.   def draw_empty
  683.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  684.     rect = Rect.new(1, 1, 94, 94)
  685.     contents.fill_rect(rect, colour)
  686.     dx = 96; dy = 0
  687.     dw = (contents.width - 96) / 2
  688.     for i in 0...8
  689.       draw_background_box(dx, dy, dw)
  690.       dx = dx >= 96 + dw ? 96 : 96 + dw
  691.       dy += line_height if dx == 96
  692.     end
  693.   end
  694.   
  695.   #--------------------------------------------------------------------------
  696.   # draw_background_box
  697.   #--------------------------------------------------------------------------
  698.   def draw_background_box(dx, dy, dw)
  699.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  700.     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  701.     contents.fill_rect(rect, colour)
  702.   end
  703.   
  704.   #--------------------------------------------------------------------------
  705.   # draw_item_image
  706.   #--------------------------------------------------------------------------
  707.   def draw_item_image
  708.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  709.     rect = Rect.new(1, 1, 94, 94)
  710.     contents.fill_rect(rect, colour)
  711.     if @item.image.nil?
  712.       icon_index = @item.icon_index
  713.       bitmap = Cache.system("Iconset")
  714.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  715.       target = Rect.new(0, 0, 96, 96)
  716.       contents.stretch_blt(target, bitmap, rect)
  717.     else
  718.       bitmap = Cache.picture(@item.image)
  719.       contents.blt(0, 0, bitmap, bitmap.rect, 255)
  720.     end
  721.   end
  722.   
  723.   #--------------------------------------------------------------------------
  724.   # draw_item_stats
  725.   #--------------------------------------------------------------------------
  726.   def draw_item_stats
  727.     return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
  728.     dx = 96; dy = 0
  729.     dw = (contents.width - 96) / 2
  730.     for i in 0...8
  731.       draw_equip_param(i, dx, dy, dw)
  732.       dx = dx >= 96 + dw ? 96 : 96 + dw
  733.       dy += line_height if dx == 96
  734.     end
  735.   end
  736.   
  737.   #--------------------------------------------------------------------------
  738.   # draw_equip_param
  739.   #--------------------------------------------------------------------------
  740.   def draw_equip_param(param_id, dx, dy, dw)
  741.     draw_background_box(dx, dy, dw)
  742.     change_color(system_color)
  743.     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
  744.     if $imported["YEA-EquipDynamicStats"]
  745.       draw_percentage_param(param_id, dx, dy, dw)
  746.     else
  747.       draw_set_param(param_id, dx, dy, dw)
  748.     end
  749.   end
  750.   
  751.   #--------------------------------------------------------------------------
  752.   # draw_percentage_param
  753.   #--------------------------------------------------------------------------
  754.   def draw_percentage_param(param_id, dx, dy, dw)
  755.     if @item.per_params[param_id] != 0 && @item.params[param_id] != 0
  756.       text = draw_set_param(param_id, dx, dy, dw)
  757.       dw -= text_size(text).width
  758.       draw_percent_param(param_id, dx, dy, dw)
  759.     elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0
  760.       draw_percent_param(param_id, dx, dy, dw)
  761.     else
  762.       draw_set_param(param_id, dx, dy, dw)
  763.     end
  764.   end
  765.   
  766.   #--------------------------------------------------------------------------
  767.   # draw_set_param
  768.   #--------------------------------------------------------------------------
  769.   def draw_set_param(param_id, dx, dy, dw)
  770.     value = @item.params[param_id]
  771.     if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0
  772.       value += $game_variables[@item.var_params[param_id]] rescue 0
  773.     end
  774.     change_color(param_change_color(value), value != 0)
  775.     text = value.group
  776.     text = "+" + text if value > 0
  777.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  778.     return text
  779.   end
  780.   
  781.   #--------------------------------------------------------------------------
  782.   # draw_percent_param
  783.   #--------------------------------------------------------------------------
  784.   def draw_percent_param(param_id, dx, dy, dw)
  785.     value = @item.per_params[param_id]
  786.     change_color(param_change_color(value))
  787.     text = (@item.per_params[param_id] * 100).to_i.group + "%"
  788.     text = "+" + text if @item.per_params[param_id] > 0
  789.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  790.     return text
  791.   end
  792.   
  793.   #--------------------------------------------------------------------------
  794.   # draw_item_effects
  795.   #--------------------------------------------------------------------------
  796.   def draw_item_effects
  797.     return unless @item.is_a?(RPG::Item)
  798.     dx = 96; dy = 0
  799.     dw = (contents.width - 96) / 2
  800.     draw_hp_recover(dx, dy + line_height * 0, dw)
  801.     draw_mp_recover(dx, dy + line_height * 1, dw)
  802.     draw_tp_recover(dx + dw, dy + line_height * 0, dw)
  803.     draw_tp_gain(dx + dw, dy + line_height * 1, dw)
  804.     dw = contents.width - 96
  805.     draw_applies(dx, dy + line_height * 2, dw)
  806.     draw_removes(dx, dy + line_height * 3, dw)
  807.   end
  808.   
  809.   #--------------------------------------------------------------------------
  810.   # draw_hp_recover
  811.   #--------------------------------------------------------------------------
  812.   def draw_hp_recover(dx, dy, dw)
  813.     draw_background_box(dx, dy, dw)
  814.     change_color(system_color)
  815.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover))
  816.     per = 0
  817.     set = 0
  818.     for effect in @item.effects
  819.       next unless effect.code == 11
  820.       per += (effect.value1 * 100).to_i
  821.       set += effect.value2.to_i
  822.     end
  823.     if per != 0 && set != 0
  824.       change_color(param_change_color(set))
  825.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  826.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  827.       dw -= text_size(text).width
  828.       change_color(param_change_color(per))
  829.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  830.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  831.       return
  832.     elsif per != 0
  833.       change_color(param_change_color(per))
  834.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  835.     elsif set != 0
  836.       change_color(param_change_color(set))
  837.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  838.     else
  839.       change_color(normal_color, false)
  840.       text = Vocab::item_status(:empty)
  841.     end
  842.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  843.   end
  844.   
  845.   #--------------------------------------------------------------------------
  846.   # draw_mp_recover
  847.   #--------------------------------------------------------------------------
  848.   def draw_mp_recover(dx, dy, dw)
  849.     draw_background_box(dx, dy, dw)
  850.     change_color(system_color)
  851.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover))
  852.     per = 0
  853.     set = 0
  854.     for effect in @item.effects
  855.       next unless effect.code == 12
  856.       per += (effect.value1 * 100).to_i
  857.       set += effect.value2.to_i
  858.     end
  859.     if per != 0 && set != 0
  860.       change_color(param_change_color(set))
  861.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  862.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  863.       dw -= text_size(text).width
  864.       change_color(param_change_color(per))
  865.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  866.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  867.       return
  868.     elsif per != 0
  869.       change_color(param_change_color(per))
  870.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  871.     elsif set != 0
  872.       change_color(param_change_color(set))
  873.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  874.     else
  875.       change_color(normal_color, false)
  876.       text = Vocab::item_status(:empty)
  877.     end
  878.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  879.   end
  880.   
  881.   #--------------------------------------------------------------------------
  882.   # draw_tp_recover
  883.   #--------------------------------------------------------------------------
  884.   def draw_tp_recover(dx, dy, dw)
  885.     draw_background_box(dx, dy, dw)
  886.     change_color(system_color)
  887.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover))
  888.     set = 0
  889.     for effect in @item.effects
  890.       next unless effect.code == 13
  891.       set += effect.value1.to_i
  892.     end
  893.     if set != 0
  894.       change_color(param_change_color(set))
  895.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  896.     else
  897.       change_color(normal_color, false)
  898.       text = Vocab::item_status(:empty)
  899.     end
  900.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  901.   end
  902.   
  903.   #--------------------------------------------------------------------------
  904.   # draw_tp_gain
  905.   #--------------------------------------------------------------------------
  906.   def draw_tp_gain(dx, dy, dw)
  907.     draw_background_box(dx, dy, dw)
  908.     change_color(system_color)
  909.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain))
  910.     set = @item.tp_gain
  911.     if set != 0
  912.       change_color(param_change_color(set))
  913.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  914.     else
  915.       change_color(normal_color, false)
  916.       text = Vocab::item_status(:empty)
  917.     end
  918.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  919.   end
  920.   
  921.   #--------------------------------------------------------------------------
  922.   # draw_applies
  923.   #--------------------------------------------------------------------------
  924.   def draw_applies(dx, dy, dw)
  925.     draw_background_box(dx, dy, dw)
  926.     change_color(system_color)
  927.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies))
  928.     icons = []
  929.     for effect in @item.effects
  930.       case effect.code
  931.       when 21
  932.         next unless effect.value1 > 0
  933.         next if $data_states[effect.value1].nil?
  934.         icons.push($data_states[effect.data_id].icon_index)
  935.       when 31
  936.         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
  937.       when 32
  938.         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
  939.       end
  940.       icons.delete(0)
  941.       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
  942.     end
  943.     draw_icons(dx, dy, dw, icons)
  944.   end
  945.   
  946.   #--------------------------------------------------------------------------
  947.   # draw_removes
  948.   #--------------------------------------------------------------------------
  949.   def draw_removes(dx, dy, dw)
  950.     draw_background_box(dx, dy, dw)
  951.     change_color(system_color)
  952.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes))
  953.     icons = []
  954.     for effect in @item.effects
  955.       case effect.code
  956.       when 22
  957.         next unless effect.value1 > 0
  958.         next if $data_states[effect.value1].nil?
  959.         icons.push($data_states[effect.data_id].icon_index)
  960.       when 33
  961.         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
  962.       when 34
  963.         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
  964.       end
  965.       icons.delete(0)
  966.       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
  967.     end
  968.     draw_icons(dx, dy, dw, icons)
  969.   end
  970.   
  971.   #--------------------------------------------------------------------------
  972.   # draw_icons
  973.   #--------------------------------------------------------------------------
  974.   def draw_icons(dx, dy, dw, icons)
  975.     dx += dw - 4
  976.     dx -= icons.size * 24
  977.     for icon_id in icons
  978.       draw_icon(icon_id, dx, dy)
  979.       dx += 24
  980.     end
  981.     if icons.size == 0
  982.       change_color(normal_color, false)
  983.       text = Vocab::item_status(:empty)
  984.       draw_text(4, dy, contents.width-8, line_height, text, 2)
  985.     end
  986.   end
  987.   
  988. end # Window_ItemStatus

  989. #==============================================================================
  990. # ■ Scene_Item
  991. #==============================================================================

  992. class Scene_Item < Scene_ItemBase
  993.   
  994.   #--------------------------------------------------------------------------
  995.   # alias method: start
  996.   #--------------------------------------------------------------------------
  997.   alias scene_item_start_aim start
  998.   def start
  999.     scene_item_start_aim
  1000.     create_types_window
  1001.     create_status_window
  1002.     relocate_windows
  1003.   end
  1004.   
  1005.   #--------------------------------------------------------------------------
  1006.   # overwrite method: return_scene
  1007.   #--------------------------------------------------------------------------
  1008.   def return_scene
  1009.     $game_temp.scene_item_index = nil
  1010.     $game_temp.scene_item_oy = nil
  1011.     super
  1012.   end
  1013.   
  1014.   #--------------------------------------------------------------------------
  1015.   # overwrite method: create_category_window
  1016.   #--------------------------------------------------------------------------
  1017.   def create_category_window
  1018.     wy = @help_window.height
  1019.     @category_window = Window_ItemCommand.new(0, wy)
  1020.     @category_window.viewport = @viewport
  1021.     @category_window.help_window = @help_window
  1022.     @category_window.y = @help_window.height
  1023.     if !$game_temp.scene_item_index.nil?
  1024.       @category_window.select($game_temp.scene_item_index)
  1025.       @category_window.oy = $game_temp.scene_item_oy
  1026.     end
  1027.     $game_temp.scene_item_index = nil
  1028.     $game_temp.scene_item_oy = nil
  1029.     @category_window.set_handler(:ok, method(:on_category_ok))
  1030.     @category_window.set_handler(:cancel, method(:return_scene))
  1031.     @category_window.set_handler(:item, method(:open_types))
  1032.     @category_window.set_handler(:weapon, method(:open_types))
  1033.     @category_window.set_handler(:armor, method(:open_types))
  1034.     process_custom_item_commands
  1035.   end
  1036.   
  1037.   #--------------------------------------------------------------------------
  1038.   # new method: process_custom_item_commands
  1039.   #--------------------------------------------------------------------------
  1040.   def process_custom_item_commands
  1041.     for command in YEA::ITEM::COMMANDS
  1042.       next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
  1043.       called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3]
  1044.       @category_window.set_handler(command, method(called_method))
  1045.     end
  1046.   end
  1047.   
  1048.   #--------------------------------------------------------------------------
  1049.   # new method: create_types_window
  1050.   #--------------------------------------------------------------------------
  1051.   def create_types_window
  1052.     wy = @category_window.y
  1053.     @types_window = Window_ItemType.new(Graphics.width, wy)
  1054.     @types_window.viewport = @viewport
  1055.     @types_window.help_window = @help_window
  1056.     @types_window.y = @help_window.height
  1057.     @types_window.item_window = @item_window
  1058.     @item_window.types_window = @types_window
  1059.     @types_window.set_handler(:ok, method(:on_types_ok))
  1060.     @types_window.set_handler(:cancel, method(:on_types_cancel))
  1061.   end
  1062.   
  1063.   #--------------------------------------------------------------------------
  1064.   # new method: create_status_window
  1065.   #--------------------------------------------------------------------------
  1066.   def create_status_window
  1067.     wx = @category_window.width
  1068.     wy = @category_window.y
  1069.     @status_window = Window_ItemStatus.new(wx, wy, @item_window)
  1070.     @status_window.viewport = @viewport
  1071.   end
  1072.   
  1073.   #--------------------------------------------------------------------------
  1074.   # new method: relocate_windows
  1075.   #--------------------------------------------------------------------------
  1076.   def relocate_windows
  1077.     return unless $imported["YEA-AceMenuEngine"]
  1078.     case Menu.help_window_location
  1079.     when 0 # Top
  1080.       @help_window.y = 0
  1081.       @category_window.y = @help_window.height
  1082.       @item_window.y = @category_window.y + @category_window.height
  1083.     when 1 # Middle
  1084.       @category_window.y = 0
  1085.       @help_window.y = @category_window.height
  1086.       @item_window.y = @help_window.y + @help_window.height
  1087.     else # Bottom
  1088.       @category_window.y = 0
  1089.       @item_window.y = @category_window.height
  1090.       @help_window.y = @item_window.y + @item_window.height
  1091.     end
  1092.     @types_window.y = @category_window.y
  1093.     @status_window.y = @category_window.y
  1094.   end
  1095.   
  1096.   #--------------------------------------------------------------------------
  1097.   # new method: open_categories
  1098.   #--------------------------------------------------------------------------
  1099.   def open_types
  1100.     @category_window.x = Graphics.width
  1101.     @types_window.x = 0
  1102.     @types_window.reveal(@category_window.current_symbol)
  1103.   end
  1104.   
  1105.   #--------------------------------------------------------------------------
  1106.   # new method: on_types_ok
  1107.   #--------------------------------------------------------------------------
  1108.   def on_types_ok
  1109.     @item_window.activate
  1110.     @item_window.select_last
  1111.   end
  1112.   
  1113.   #--------------------------------------------------------------------------
  1114.   # new method: on_types_cancel
  1115.   #--------------------------------------------------------------------------
  1116.   def on_types_cancel
  1117.     @category_window.x = 0
  1118.     @category_window.activate
  1119.     @types_window.unselect
  1120.     @types_window.x = Graphics.width
  1121.   end
  1122.   
  1123.   #--------------------------------------------------------------------------
  1124.   # alias method: on_item_cancel
  1125.   #--------------------------------------------------------------------------
  1126.   alias scene_item_on_item_cancel_aim on_item_cancel
  1127.   def on_item_cancel
  1128.     if @types_window.x <= 0
  1129.       @item_window.unselect
  1130.       @types_window.activate
  1131.     else
  1132.       scene_item_on_item_cancel_aim
  1133.     end
  1134.   end
  1135.   
  1136.   #--------------------------------------------------------------------------
  1137.   # new method: command_totori
  1138.   #--------------------------------------------------------------------------
  1139.   def command_totori
  1140.     SceneManager.call(Scene_Alchemy)
  1141.   end
  1142.   
  1143.   #--------------------------------------------------------------------------
  1144.   # new method: command_name1
  1145.   #--------------------------------------------------------------------------
  1146.   def command_name1
  1147.     # Do nothing.
  1148.   end
  1149.   
  1150.   #--------------------------------------------------------------------------
  1151.   # new method: command_name2
  1152.   #--------------------------------------------------------------------------
  1153.   def command_name2
  1154.     # Do nothing.
  1155.   end
  1156.   
  1157. end # Scene_Item

  1158. #==============================================================================
  1159. #
  1160. # ▼ End of File
  1161. #
  1162. #==============================================================================
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