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 Lv1.梦旅人 
	梦石0 星屑130 在线时间124 小时注册时间2015-12-20帖子40 | 
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本帖最后由 c123r123 于 2016-7-8 19:20 编辑
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 刚没写好保存了草稿还以为手贱发了==
 指令是recipe_all_switch_on SceneManager.call(Scene_ItemSynthesis)
 然后下面的是脚本。
 
 复制代码#==============================================================================
# ■ RGSS3 合成 ver 1.01
#------------------------------------------------------------------------------
#  配布元:
#     白の魔 http://izumiwhite.web.fc2.com/
#
#  利用規約:
#     RPGツクールVXの正規の登録者のみご利用になれます。
#     利用報告・著作権表示とかは必要ありません。
#     改造もご自由にどうぞ。
#     何か問題が発生しても責任は持ちません。
#==============================================================================
 
 
#--------------------------------------------------------------------------
# ★ 初期設定。
#    设定合成配方等
#--------------------------------------------------------------------------
module WD_itemsynthesis_ini
 
  Cost_view =  false # 是否显示合成费用(合成费用全部是0的情况推荐改成false)
 
  Category_i = true # 分类窗口显示是否显示「物品」项目
  Category_w = true # 分类窗口显示是否显示「武器」项目
  Category_a = true # 分类窗口显示是否显示「防具」项目
  Category_k = true # 分类窗口显示是否显示「贵重物品」项目
 
  I_recipe = [] # 这行不能删
  W_recipe = [] # 这行不能删
  A_recipe = [] # 这行不能删
 
  # 在这下面开始设置合成配方。
  # 例: I_recipe[3] = [100, ["I",1,1], ["W",2,1], ["A",2,2], ["A",3,1]]
  # 像↑这样设置的情况,合成ID为3的【物品】所需要的花费是:100G。
  # 所需要的素材是:ID为1的【物品】一件、ID为2的【武器】1件、ID为2的【防具】2件、ID为3的【防具】1件。
  
  # 此外,等号左边的名词:I_recipe是【物品】,W_recipe是【武器】,A_recipe是【防具】
  # 等号右边的数组里面,"I"是【物品】,"W"是【武器】,"A"【防具】
 
  # 这里下面几个是默认的几个公式,可以删除或者修改。
  # 【物品】合成配方在下方开始设定:
  I_recipe[1]  = [10,  ["I",2,2]]
  
  # 【武器】合成配方在下方开始设定:
  W_recipe[5]   =   [100, ["I",45,15],["I",48,1]]
 
 
  # 【防具】合成配方在下方开始设定:
  A_recipe[2]  = [40,   ["A",1,2]]
  
  
  
end # 全部配方设定在这行之上,请勿写在此行以下。
 
#==============================================================================
# ■ WD_itemsynthesis
#------------------------------------------------------------------------------
#  物品合成相关的通用方法。
#==============================================================================
 
module WD_itemsynthesis
  def i_recipe_switch_on(id)
    $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
    $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
    $game_system.i_rcp_sw[id] = true
  end
  def i_recipe_switch_off(id)
    $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
    $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
    $game_system.i_rcp_sw[id] = false
  end
  def i_recipe_switch_on?(id)
    $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
    $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
    return $game_system.i_rcp_sw[id]
  end
  def i_recipe_all_switch_on
    for i in 1..$data_items.size
      i_recipe_switch_on(i)
    end
  end
  def i_recipe_all_switch_off
    for i in 1..$data_items.size
      i_recipe_switch_off(i)
    end
  end
  def w_recipe_switch_on(id)
    $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
    $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
    $game_system.w_rcp_sw[id] = true
  end
  def w_recipe_switch_off(id)
    $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
    $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
    $game_system.w_rcp_sw[id] = false
  end
  def w_recipe_switch_on?(id)
    $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
    $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
    return $game_system.w_rcp_sw[id]
  end
  def w_recipe_all_switch_on
    for i in 1..$data_weapons.size
      w_recipe_switch_on(i)
    end
  end
  def w_recipe_all_switch_off
    for i in 1..$data_weapons.size
      w_recipe_switch_off(i)
    end
  end
  def a_recipe_switch_on(id)
    $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
    $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
    $game_system.a_rcp_sw[id] = true
  end
  def a_recipe_switch_off(id)
    $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
    $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
    $game_system.a_rcp_sw[id] = false
  end
  def a_recipe_switch_on?(id)
    $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
    $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
    return $game_system.a_rcp_sw[id]
  end
  def a_recipe_all_switch_on
    for i in 1..$data_armors.size
      a_recipe_switch_on(i)
    end
  end
  def a_recipe_all_switch_off
    for i in 1..$data_armors.size
      a_recipe_switch_off(i)
    end
  end
  def recipe_all_switch_on
    i_recipe_all_switch_on
    w_recipe_all_switch_on
    a_recipe_all_switch_on
  end
  def recipe_all_switch_off
    i_recipe_all_switch_off
    w_recipe_all_switch_off
    a_recipe_all_switch_off
  end
 
end
 
class Game_Interpreter
  include WD_itemsynthesis
end
 
class Game_System
  #--------------------------------------------------------------------------
  # ● 公开实例变量
  #--------------------------------------------------------------------------
  attr_accessor :i_rcp_sw
  attr_accessor :w_rcp_sw
  attr_accessor :a_rcp_sw
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  alias wd_orig_initialize004 initialize
  def initialize
    wd_orig_initialize004
    @i_rcp_sw = []
    @w_rcp_sw = []
    @a_rcp_sw = []
  end
end
 
 
#==============================================================================
# ■ Scene_ItemSynthesis
#------------------------------------------------------------------------------
#  执行物品合成的界面。
#==============================================================================
 
class Scene_ItemSynthesis < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_dummy_window
    create_number_window
    create_status_window
    create_material_window
    create_list_window
    create_category_window
    create_gold_window
    create_change_window
  end
  #--------------------------------------------------------------------------
  # ● 建立金钱窗口
  #--------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.viewport = @viewport
    @gold_window.x = Graphics.width - @gold_window.width
    @gold_window.y = @help_window.height
    @gold_window.hide
  end
  #--------------------------------------------------------------------------
  # ● 建立交换窗口
  #--------------------------------------------------------------------------
  def create_change_window
    wx = 0
    wy = @gold_window.y
    ww = Graphics.width - @gold_window.width
    wh = @gold_window.height
    @change_window = Window_ItemSynthesisChange.new(wx, wy, ww, wh)
    @change_window.viewport = @viewport
    @change_window.hide
  end
  #--------------------------------------------------------------------------
  # ● 建立底部大框窗口
  #--------------------------------------------------------------------------
  def create_dummy_window
    wy = @help_window.y + @help_window.height + 48
    wh = Graphics.height - wy
    @dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
    @dummy_window.viewport = @viewport
  end
  #--------------------------------------------------------------------------
  # ● 建立数值输入窗口
  #--------------------------------------------------------------------------
  def create_number_window
    wy = @dummy_window.y
    wh = @dummy_window.height
    @number_window = Window_ItemSynthesisNumber.new(0, wy, wh)
    @number_window.viewport = @viewport
    @number_window.hide
    @number_window.set_handler(:ok,     method(:on_number_ok))
    @number_window.set_handler(:cancel, method(:on_number_cancel))
  end
  #--------------------------------------------------------------------------
  # ● 建立商店信息窗口
  #--------------------------------------------------------------------------
  def create_status_window
    wx = @number_window.width
    wy = @dummy_window.y
    ww = Graphics.width - wx
    wh = @dummy_window.height
    @status_window = Window_ShopStatus.new(wx, wy, ww, wh)
    @status_window.viewport = @viewport
    @status_window.hide
  end
  #--------------------------------------------------------------------------
  # ● 建立素材窗口
  #--------------------------------------------------------------------------
  def create_material_window
    wx = @number_window.width
    wy = @dummy_window.y
    ww = Graphics.width - wx
    wh = @dummy_window.height
    @material_window = Window_ItemSynthesisMaterial.new(wx, wy, ww, wh)
    @material_window.viewport = @viewport
    @material_window.hide
    @number_window.material_window = @material_window
  end
  #--------------------------------------------------------------------------
  # ● 建立物品合成列表窗口
  #--------------------------------------------------------------------------
  def create_list_window
    wy = @dummy_window.y
    wh = @dummy_window.height
    @list_window = Window_ItemSynthesisList.new(0, wy, wh)
    @list_window.viewport = @viewport
    @list_window.help_window = @help_window
    @list_window.status_window = @status_window
    @list_window.material_window = @material_window
    @list_window.hide
    @list_window.set_handler(:ok,     method(:on_list_ok))
    @list_window.set_handler(:cancel, method(:on_list_cancel))
    @list_window.set_handler(:change_window, method(:on_change_window))    
  end
  #--------------------------------------------------------------------------
  # ● 建立物品分类窗口
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemSynthesisCategory.new
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.y = @help_window.height
    @category_window.activate
    @category_window.item_window = @list_window
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end
  
  #--------------------------------------------------------------------------
  # ● 界面返回
  #--------------------------------------------------------------------------
  def return_scene
    $game_map.autoplay
    SceneManager.return
  end
 
  #--------------------------------------------------------------------------
  # ● 合成アイテムリストウィンドウのアクティブ化
  #--------------------------------------------------------------------------
  def activate_list_window
    @list_window.money = money
    @list_window.show.activate
  end
  #--------------------------------------------------------------------------
  # ● 合成[決定]
  #--------------------------------------------------------------------------
  def on_list_ok
    @item = @list_window.item
    @list_window.hide
    @number_window.set(@item, max_buy, buying_price, currency_unit)
    @number_window.show.activate
  end
  #--------------------------------------------------------------------------
  # ● 合成[キャンセル]
  #--------------------------------------------------------------------------
  def on_list_cancel
    @category_window.activate
    @category_window.show
    @dummy_window.show
    @list_window.hide
    @status_window.hide
    @status_window.item = nil
    @material_window.hide
    @material_window.set(nil, nil)
    @gold_window.hide
    @change_window.hide
    @help_window.clear
  end
  #--------------------------------------------------------------------------
  # ● 表示切替
  #--------------------------------------------------------------------------
  def on_change_window
    if @status_window.visible
      @status_window.hide
      @material_window.show
    else
      @status_window.show
      @material_window.hide
    end
  end
  #--------------------------------------------------------------------------
  # ● カテゴリ[決定]
  #--------------------------------------------------------------------------
  def on_category_ok
    activate_list_window
    @gold_window.show
    @change_window.show
    @material_window.show
    @category_window.hide
    @list_window.select(0)
  end
  #--------------------------------------------------------------------------
  # ● 個数入力[決定]
  #--------------------------------------------------------------------------
  def on_number_ok
    Sound.play_shop
    do_syntetic(@number_window.number)
    end_number_input
    @gold_window.refresh
  end
  #--------------------------------------------------------------------------
  # ● 個数入力[キャンセル]
  #--------------------------------------------------------------------------
  def on_number_cancel
    Sound.play_cancel
    end_number_input
  end
  #--------------------------------------------------------------------------
  # ● 合成の実行
  #--------------------------------------------------------------------------
  def do_syntetic(number)
    $game_party.lose_gold(number * buying_price)
    $game_party.gain_item(@item, number)
    [url=home.php?mod=space&uid=2564094]@recipe[/url] = @list_window.recipe(@item)
    for i in [email protected]
      kind = @recipe[i][0]
      id   = @recipe[i][1]
      num  = @recipe[i][2]
      if kind == "I"
        item = $data_items[id]
      elsif kind == "W"
        item = $data_weapons[id]
      elsif kind == "A"
        item = $data_armors[id]
      end
      $game_party.lose_item(item, num * number)
    end
  end
  #--------------------------------------------------------------------------
  # ● 個数入力の終了
  #--------------------------------------------------------------------------
  def end_number_input
    @number_window.hide
    activate_list_window
  end
  #--------------------------------------------------------------------------
  # ● 最大購入可能個数の取得
  #--------------------------------------------------------------------------
  def max_buy
    max = $game_party.max_item_number(@item) - $game_party.item_number(@item)
 
    @recipe = @list_window.recipe(@item)
    for i in [email protected]
      kind = @recipe[i][0]
      id   = @recipe[i][1]
      num  = @recipe[i][2]
      if kind == "I"
        item = $data_items[id]
      elsif kind == "W"
        item = $data_weapons[id]
      elsif kind == "A"
        item = $data_armors[id]
      end
      if num > 0
        max_buf = $game_party.item_number(item)/num
      else
        max_buf = 999
      end
      max = [max, max_buf].min
    end
    buying_price == 0 ? max : [max, money / buying_price].min
 
  end
  #--------------------------------------------------------------------------
  # ● 所持金の取得
  #--------------------------------------------------------------------------
  def money
    @gold_window.value
  end
  #--------------------------------------------------------------------------
  # ● 通貨単位の取得
  #--------------------------------------------------------------------------
  def currency_unit
    @gold_window.currency_unit
  end
  #--------------------------------------------------------------------------
  # ● 合成費用の取得
  #--------------------------------------------------------------------------
  def buying_price
    @list_window.price(@item)
  end
end
 
 
#==============================================================================
# ■ Window_ItemSynthesisList
#------------------------------------------------------------------------------
#  合成画面で、合成可能なアイテムの一覧を表示するウィンドウです。
#==============================================================================
 
class Window_ItemSynthesisList < Window_Selectable
  include WD_itemsynthesis
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_reader   :status_window            # ステータスウィンドウ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, height)
    super(x, y, window_width, height)
 
    @shop_goods = []
    @shop_recipes = []
 
    for i in 1..WD_itemsynthesis_ini::I_recipe.size
      recipe = WD_itemsynthesis_ini::I_recipe[i]
      if recipe
        good = [0, i, recipe[0]]
        if i_recipe_switch_on?(i)
          @shop_goods.push(good)
          @shop_recipes.push(recipe)
        end
      end
    end
    for i in 1..WD_itemsynthesis_ini::W_recipe.size
      recipe = WD_itemsynthesis_ini::W_recipe[i]
      if recipe
        good = [1, i, recipe[0]]
        if w_recipe_switch_on?(i)
          @shop_goods.push(good)
          @shop_recipes.push(recipe)
        end
      end
    end
    for i in 1..WD_itemsynthesis_ini::A_recipe.size
      recipe = WD_itemsynthesis_ini::A_recipe[i]
      if recipe
        good = [2, i, recipe[0]]
        if a_recipe_switch_on?(i)
          @shop_goods.push(good)
          @shop_recipes.push(recipe)
        end
      end
    end
 
    [url=home.php?mod=space&uid=26101]@Money[/url] = 0
    refresh
    select(0)
  end
  #--------------------------------------------------------------------------
  # ● ウィンドウ幅の取得
  #--------------------------------------------------------------------------
  def window_width
    return 304
  end
  #--------------------------------------------------------------------------
  # ● 項目数の取得
  #--------------------------------------------------------------------------
  def item_max
    [url=home.php?mod=space&uid=2653549]@data[/url] ? @data.size : 1
  end
  #--------------------------------------------------------------------------
  # ● アイテムの取得
  #--------------------------------------------------------------------------
  def item
    @data[index]
  end
  #--------------------------------------------------------------------------
  # ● 所持金の設定
  #--------------------------------------------------------------------------
  def money=(money)
    @money = money
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 選択項目の有効状態を取得
  #--------------------------------------------------------------------------
  def current_item_enabled?
    enable?(@data[index])
  end
  #--------------------------------------------------------------------------
  # ● 合成費用を取得
  #--------------------------------------------------------------------------
  def price(item)
    @price[item]
  end
  #--------------------------------------------------------------------------
  # ● 合成可否を取得
  #--------------------------------------------------------------------------
  def enable?(item)
    @makable[item]
  end
  #--------------------------------------------------------------------------
  # ● レシピを取得
  #--------------------------------------------------------------------------
  def recipe(item)
    @recipe[item]
  end
  #--------------------------------------------------------------------------
  # ● アイテムを許可状態で表示するかどうか
  #--------------------------------------------------------------------------
  def have_mat?(recipe)
    flag = true
    if @money >= recipe[0]
      for i in 1...recipe.size
        kind = recipe[i][0]
        id   = recipe[i][1]
        num  = recipe[i][2]
        if kind == "I"
          item = $data_items[id]
        elsif kind == "W"
          item = $data_weapons[id]
        elsif kind == "A"
          item = $data_armors[id]
        end
        if $game_party.item_number(item) < [num, 1].max
          flag = false
        end
      end
    else
      flag = false
    end
    return flag
  end
  #--------------------------------------------------------------------------
  # ● カテゴリの設定
  #--------------------------------------------------------------------------
  def category=(category)
    return if @category == category
    @category = category
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  #--------------------------------------------------------------------------
  # ● アイテムをリストに含めるかどうか
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      false
    end
  end
  #--------------------------------------------------------------------------
  # ● アイテムリストの作成
  #--------------------------------------------------------------------------
  def make_item_list
    @data = []
    @price = {}
    @makable = {}
    @recipe = {}
    for i in 0...@shop_goods.size
      goods = @shop_goods[i]
      recipe = @shop_recipes[i]
      case goods[0]
      when 0;  item = $data_items[goods[1]]
      when 1;  item = $data_weapons[goods[1]]
      when 2;  item = $data_armors[goods[1]]
      end
      if item and include?(item)
        @data.push(item)
        @price[item] = goods[2]
        @makable[item] = have_mat?(recipe)
        @recipe[item] = recipe
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    draw_item_name(item, rect.x, rect.y, enable?(item))
    rect.width -= 4
    draw_text(rect, price(item), 2)  if WD_itemsynthesis_ini::Cost_view
  end
  #--------------------------------------------------------------------------
  # ● ステータスウィンドウの設定
  #--------------------------------------------------------------------------
  def status_window=(status_window)
    @status_window = status_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # ● 素材ウィンドウの設定
  #--------------------------------------------------------------------------
  def material_window=(material_window)
    @material_window = material_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # ● ヘルプテキスト更新
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item) if @help_window
    @status_window.item = item if @status_window
    @material_window.set(item, recipe(item)) if @material_window
  end
  #--------------------------------------------------------------------------
  # ● ←→ ボタン(表示切替)が押されたときの処理
  #--------------------------------------------------------------------------
  def process_change_window
    Sound.play_cursor
    Input.update
    call_handler(:change_window)
  end
  #--------------------------------------------------------------------------
  # ● 決定やキャンセルなどのハンドリング処理
  #--------------------------------------------------------------------------
  def process_handling
    super
    if active
      return process_change_window if handle?(:change_window) && Input.trigger?(:RIGHT)
      return process_change_window if handle?(:change_window) && Input.trigger?(:LEFT)
    end
  end
end
 
 
#==============================================================================
# ■ Window_ItemSynthesisMaterial
#------------------------------------------------------------------------------
#  合成画面で、合成に必要な素材を表示するウィンドウです。
#==============================================================================
 
class Window_ItemSynthesisMaterial < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item = nil
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_possession(4, 0)
    draw_material_info(0, line_height * 2)
  end
  #--------------------------------------------------------------------------
  # ● アイテムの設定
  #--------------------------------------------------------------------------
  def set(item, recipe)
    @item = item
    @recipe = recipe
    @make_number = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 作成個数の設定
  #--------------------------------------------------------------------------
  def set_num(make_number)
    @make_number = make_number
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 所持数の描画
  #--------------------------------------------------------------------------
  def draw_possession(x, y)
    rect = Rect.new(x, y, contents.width - 4 - x, line_height)
    change_color(system_color)
    draw_text(rect, Vocab::Possession)
    change_color(normal_color)
    draw_text(rect, $game_party.item_number(@item), 2)
  end
  #--------------------------------------------------------------------------
  # ● 素材情報の描画
  #--------------------------------------------------------------------------
  def draw_material_info(x, y)
    rect = Rect.new(x, y, contents.width, line_height)
    change_color(system_color)
    contents.font.size = 18
    draw_text(rect, "必要素材", 0)
    if @recipe
      for i in [email protected]
        kind = @recipe[i][0]
        id   = @recipe[i][1]
        num  = @recipe[i][2]
        if kind == "I"
          item = $data_items[id]
        elsif kind == "W"
          item = $data_weapons[id]
        elsif kind == "A"
          item = $data_armors[id]
        end
        rect = Rect.new(x, y + line_height*i, contents.width, line_height)
        enabled = true
        enabled = false if [num*@make_number, 1].max  > $game_party.item_number(item)
        draw_item_name(item, rect.x, rect.y, enabled)
        change_color(normal_color, enabled)
        if num > 0
          draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
        end
      end
    end
    change_color(normal_color)
    contents.font.size = 24
  end
end
 
 
#==============================================================================
# ■ Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
#  合成画面で、合成するアイテムの個数を入力するウィンドウです。
#==============================================================================
 
class Window_ItemSynthesisNumber < Window_ShopNumber
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_item_name(@item, 0, item_y)
    draw_number
    draw_total_price if WD_itemsynthesis_ini::Cost_view
  end
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def material_window=(material_window)
    @material_window = material_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # ● 作成個数の変更
  #--------------------------------------------------------------------------
  def change_number(amount)
    @number = [[@number + amount, @max].min, 1].max
    call_update_help #追加
  end
  #--------------------------------------------------------------------------
  # ● ヘルプテキスト更新
  #--------------------------------------------------------------------------
  def call_update_help
    @material_window.set_num(@number) if @material_window
  end
end
 
 
#==============================================================================
# ■ Window_ItemSynthesisCategory
#------------------------------------------------------------------------------
#  合成画面で、通常アイテムや装備品の分類を選択するウィンドウです。
#==============================================================================
 
class Window_ItemSynthesisCategory < Window_ItemCategory
  #--------------------------------------------------------------------------
  # ● 桁数の取得
  #--------------------------------------------------------------------------
  def col_max
    i = 0
    i += 1 if WD_itemsynthesis_ini::Category_i
    i += 1 if WD_itemsynthesis_ini::Category_w
    i += 1 if WD_itemsynthesis_ini::Category_a
    i += 1 if WD_itemsynthesis_ini::Category_k
    return i
  end
  #--------------------------------------------------------------------------
  # ● コマンドリストの作成
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(Vocab::item,     :item)     if WD_itemsynthesis_ini::Category_i
    add_command(Vocab::weapon,   :weapon)   if WD_itemsynthesis_ini::Category_w
    add_command(Vocab::armor,    :armor)    if WD_itemsynthesis_ini::Category_a
    add_command(Vocab::key_item, :key_item) if WD_itemsynthesis_ini::Category_k
  end
end
 
 
#==============================================================================
# ■ Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
#  合成画面で、切替を表示するウィンドウです。
#==============================================================================
 
class Window_ItemSynthesisChange < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    text = "← → :显示转换"
    draw_text(0, 0, contents_width, line_height, text, 1)
  end
end
   我记得这个脚本还能用指令禁止所有东西的合成,能临时添加合成配方,我忘了--。如果还能告诉我就最好了。
 
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