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本帖最后由 wangswz 于 2010-9-15 20:06 编辑
对角色当前装备和店选物品做详尽信息描绘
左右键切换人物
排版修改中
可以在武器 防具栏内按X键(键盘默认A)来切换进行ATK DEF SPI AGI属性的降序排列
已方物品
目标为敌方的物品
没有的属性暗色显示
支持KGC脚本装备种类拓展脚本
支持KGC脚本多人数脚本队伍人数
支持KGC数值破限脚本
支持KGC合成脚本
结合使用不会出现默认脚本商店提示信息显示不完整现象
同修改了Scene_Shop类的脚本有冲突可能
发现BUG请短消息告知..
更新 : 2010/8/27 增加物品数值显示
增加对KGC数值破限脚本的支持 更新 : 2010/8/28
修正了item.number_limit的NoMethodError判断错误问题 (By DeathKing)
调整操作手感 L R 换成左右键 (By wangswz) 更新 : 2010/8/30
物品 武器 防具分栏显示
现在可以在武器 防具栏内按X键(键盘默认A)来切换进行ATK DEF SPI AGI属性的降序排列了(By wangswz) 更新 : 2010/9/03
兼容KGC合成脚本了
增加物品描绘信息(By wangswz) - #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ 简易商店拓展描绘脚本 - FSL_SHOP ◆ VX ◆
- #_/
- #_/ ◇ 许可协议 :FSL ◇
- #_/ ◇ 项目分类 : 角色辅助 ◇
- #_/ ◇ 项目版本 : 1.5.903 ◇
- #_/ ◇ 建立日期 : 2010/8/26 ◇
- #_/ ◇ 最后更新 : 2010/9/03 ◇
- #_/----------------------------------------------------------------------------
- #_/ 作者:wangswz DeathKing
- #_/ 引用网址: http://rpg.blue/thread-154915-1-1.html
- #_/============================================================================
- #_/ 【基本机能】方便商店购物选择
- #_/ 放在默认脚本之后,Main脚本之前,通过事件指令【商店处理】调用。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #===============================================================================
- #-------------------------------------------------------------------------------
- # ▼ 通用配置模块
- #-------------------------------------------------------------------------------
- module FSL
- module SHOP
- # ◆ 无法装备的提示信息
- Shop_help = "-无法装备-"
-
- # ◆ 无法使用的提示信息
- Shop_help2 = "-无法使用-"
-
- # ◆ 设置atk def spi agi 上升 下降 相等时 图标显示 4个一组
- Shop_icon = [
- 120,121,122,123,
- 124,125,126,127,
- 0, 0, 0, 0
- ]
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $fscript = {} if $fscript == nil
- $fscript["FSL_SHOP"] = "1.5.903"
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # ● ショップ画面への切り替え
- #--------------------------------------------------------------------------
- def call_shop
- if $imported["ComposeItem"] == true && $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH]
- # 合成画面に移行
- $game_temp.next_scene = nil
- $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH] = false
- $scene = Scene_ComposeItem.new
- else
- $game_temp.next_scene = nil
- $scene = Scene_Shop2.new
- end
- end
- end
- #==============================================================================
- # ■ Scene_Shop
- #------------------------------------------------------------------------------
- # 处理商店画面的类。
- #==============================================================================
- class Scene_Shop2 < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- create_command_window2
- @help_window = Window_Help.new
- @gold_window = Window_Gold.new(384, 56)
- @dummy_window = Window_Base.new(0, 112, 544, 304)
- @dummy_window2 = Window_Base.new(304, 112, 240, 304)
- @dummy_window3 = Window_Base.new(0, 168, 304, 248)
- @dummy_window2.visible = false
- @dummy_window3.visible = false
- @buy_window = Window_ShopBuy2.new(0, 168)
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- @sell_window = Window_ShopSell.new(0, 112, 544, 304)
- @sell_window.active = false
- @sell_window.visible = false
- @sell_window.help_window = @help_window
- @number_window = Window_ShopNumber.new(0, 112)
- @number_window.active = false
- @number_window.visible = false
- @actor_index = 0
- @status_window = Window_Shop_ActorStatus.new($game_party.members[@actor_index])
- @status_window.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- dispose_command_window
- dispose_command_window2
- @help_window.dispose
- @gold_window.dispose
- @dummy_window.dispose
- @dummy_window2.dispose
- @dummy_window3.dispose
- @buy_window.dispose
- @sell_window.dispose
- @number_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @help_window.update
- @command_window.update
- @command_window2.update
- @gold_window.update
- @dummy_window.update
- @dummy_window2.update
- @dummy_window3.update
- @buy_window.update
- @sell_window.update
- @number_window.update
- @status_window.update
- if @command_window.active
- update_command_selection
- elsif @buy_window.active
- update_buy_selection1
- elsif @sell_window.active
- update_sell_selection
- elsif @number_window.active
- update_number_input
- elsif @command_window2.active
- update_command_selection2
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成命令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::ShopBuy
- s2 = Vocab::ShopSell
- s3 = Vocab::ShopCancel
- @command_window = Window_Command.new(384, [s1, s2, s3], 3)
- @command_window.y = 56
- if $game_temp.shop_purchase_only
- @command_window.draw_item(1, false)
- end
- end
- #--------------------------------------------------------------------------
- # ● 释放命令窗口
- #--------------------------------------------------------------------------
- def dispose_command_window
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新命令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # 买入
- Sound.play_decision
- @command_window.active = false
- @dummy_window.visible = false
- @dummy_window2.visible = true
- @dummy_window3.visible = true
- @command_window2.active = true
- @command_window2.visible = true
- when 1 # 卖出
- if $game_temp.shop_purchase_only
- Sound.play_buzzer
- else
- Sound.play_decision
- @command_window.active = false
- @dummy_window.visible = false
- @sell_window.active = true
- @sell_window.visible = true
- @sell_window.refresh
- end
- when 2 # 离开
- Sound.play_decision
- $scene = Scene_Map.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成二级命令窗口
- #--------------------------------------------------------------------------
- def create_command_window2
- s1 = "物品"
- s2 = "武器"
- s3 = "防具"
- @command_window2 = Window_Command.new(304, [s1, s2, s3], 3)
- @command_window2.x = 0
- @command_window2.y = 112
- @command_window2.active = false
- @command_window2.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 释放二级命令窗口
- #--------------------------------------------------------------------------
- def dispose_command_window2
- @command_window2.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新二级命令窗口
- #--------------------------------------------------------------------------
- def update_command_selection2
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @command_window2.active = false
- @command_window2.visible = false
- @dummy_window.visible = true
- @dummy_window2.visible = false
- @dummy_window3.visible = false
- @buy_window.active = false
- @buy_window.visible = false
- @status_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- elsif Input.trigger?(Input::C)
- case @command_window2.index
- when 0
- Sound.play_decision
- @command_window2.active = false
- @buy_window.index = 0
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.type = 0
- @buy_window.refresh
- @status_window.visible = true
- when 1
- Sound.play_decision
- @command_window2.active = false
- @buy_window.index = 0
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.type = 1
- @buy_window.refresh
- @status_window.visible = true
- when 2
- Sound.play_decision
- @command_window2.active = false
- @buy_window.index = 0
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.type = 2
- @buy_window.refresh
- @status_window.visible = true
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新买入选择
- #--------------------------------------------------------------------------
- def update_buy_selection1
- @status_window.item = @buy_window.item
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window2.active = true
- @buy_window.active = false
- @buy_window.visible = false
- @status_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- end
- if Input.trigger?(Input::C)
- @item = @buy_window.item
- number = $game_party.item_number(@item)
- if $imported["LimitBreak"] == true
- if @item == nil || @item.price > $game_party.gold ||
- number == @item.number_limit
- Sound.play_buzzer
- else
- Sound.play_decision
- max = (@item.price == 0 ?
- @item.number_limit : $game_party.gold / @item.price)
- max = [max, @item.number_limit - number].min
- @buy_window.active = false
- @buy_window.visible = false
- @number_window.set(@item, max, @item.price)
- @number_window.active = true
- @number_window.visible = true
- end
- else
- if @item == nil or @item.price > $game_party.gold or number == 99
- Sound.play_buzzer
- else
- Sound.play_decision
- max = @item.price == 0 ? 99 : $game_party.gold / @item.price
- max = [max, 99 - number].min
- @buy_window.active = false
- @buy_window.visible = false
- @number_window.set(@item, max, @item.price)
- @number_window.active = true
- @number_window.visible = true
- end
- end
- end
- if Input.trigger?(Input::RIGHT)
- Sound.play_cursor
- next_actor
- elsif Input.trigger?(Input::LEFT)
- Sound.play_cursor
- prev_actor
- end
- if Input.trigger?(Input::X)
- @buy_window.sort_item
- end
- end
- #--------------------------------------------------------------------------
- # ● 切换至下一角色画面
- #--------------------------------------------------------------------------
- def next_actor
- @actor_index += 1
- @actor_index %= $game_party.members.size
- @status_window.actor = ($game_party.members[@actor_index])
- end
- #--------------------------------------------------------------------------
- # ● 切换至上一角色画面
- #--------------------------------------------------------------------------
- def prev_actor
- @actor_index += $game_party.members.size - 1
- @actor_index %= $game_party.members.size
- @status_window.actor = ($game_party.members[@actor_index])
- end
- #--------------------------------------------------------------------------
- # ● 更新卖出选择
- #--------------------------------------------------------------------------
- def update_sell_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @dummy_window.visible = true
- @sell_window.active = false
- @sell_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- elsif Input.trigger?(Input::C)
- @item = @sell_window.item
- @status_window.item = @item
- if @item == nil or @item.price == 0
- Sound.play_buzzer
- else
- Sound.play_decision
- max = $game_party.item_number(@item)
- @sell_window.active = false
- @sell_window.visible = false
- @number_window.set(@item, max, @item.price / 2)
- @number_window.active = true
- @number_window.visible = true
- @status_window.visible = true
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新数值输入
- #--------------------------------------------------------------------------
- def update_number_input
- if Input.trigger?(Input::B)
- cancel_number_input
- elsif Input.trigger?(Input::C)
- decide_number_input
- end
- end
- #--------------------------------------------------------------------------
- # ● 取消数值输入
- #--------------------------------------------------------------------------
- def cancel_number_input
- Sound.play_cancel
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0 # 买入
- @buy_window.active = true
- @buy_window.visible = true
- when 1 # 卖出
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- end
- #--------------------------------------------------------------------------
- # ● 确认数值输入
- #--------------------------------------------------------------------------
- def decide_number_input
- Sound.play_shop
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0 # 买入
- $game_party.lose_gold(@number_window.number * @item.price)
- $game_party.gain_item(@item, @number_window.number)
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @buy_window.active = true
- @buy_window.visible = true
- when 1 # 卖出
- $game_party.gain_gold(@number_window.number * (@item.price / 2))
- $game_party.lose_item(@item, @number_window.number)
- @gold_window.refresh
- @sell_window.refresh
- @status_window.refresh
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- end
- end
- #==============================================================================
- # ■ Window_Shop_ActorStatus
- #------------------------------------------------------------------------------
- # 显示角色的状态窗口。
- #==============================================================================
- class Window_Shop_ActorStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor, item = nil, sort = 0)
- super(304, 112, 240, 304)
- @item = item
- @actor = actor
- @sort = sort
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_Shopface(@actor.face_name, @actor.face_index, 84, 4)
- draw_actor_name(@actor, 4, 0)
- draw_actor_graphic(@actor, 192, 56)
-
- if @item != nil
- draw_actor_parameter_change(@actor, 4, 96)
- number = $game_party.item_number(@item)
- self.contents.font.color = system_color
- self.contents.draw_text(4, WLH * 10, 200, WLH, Vocab::Possession)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, WLH * 10, 200, WLH, number, 2)
- if @item.is_a?(RPG::Item) && @item.scope > 0
- draw_item_parameter_change(4, 48)
- elsif @item.is_a?(RPG::Item)
- self.contents.font.color = system_color
- self.contents.draw_text(0, y + 24, 200, WLH, FSL::SHOP::Shop_help2, 1)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制物品效果
- # x : 绘制点 X 座标
- # y : 绘制点 Y 座标
- #--------------------------------------------------------------------------
- def draw_item_parameter_change(x, y)
- if @item.scope > 6
- draw_actor_hp(@actor, x, y)
- draw_actor_mp(@actor, x, y + 24)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y + WLH * 2, 200, WLH, "hp mp 回复值/率", 2)
-
- self.contents.font.color = hp_gauge_color1
- self.contents.draw_text(x - 10, y + WLH * 3, 104, WLH, sprintf("%d", @item.hp_recovery), 2)
- self.contents.draw_text(x, y + WLH * 4, 104, WLH, sprintf("%d", @item.hp_recovery_rate)+"%", 2)
-
- self.contents.font.color = mp_gauge_color1
- self.contents.draw_text(x - 10, y + WLH * 3, 200, WLH, sprintf("%d", @item.mp_recovery), 2)
- self.contents.draw_text(x, y + WLH * 4, 200, WLH, sprintf("%d", @item.mp_recovery_rate)+"%", 2)
-
- if @item.parameter_type > 0
- self.contents.font.color = system_color
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "增加能力")
- self.contents.font.color = normal_color
- case @item.parameter_type
- when 1
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "HP", 1)
- when 2
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "MP", 1)
- when 3
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "ATK", 1)
- when 4
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "DEF", 1)
- when 5
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "SPI", 1)
- when 6
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "AGI", 1)
- end
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, sprintf("%d", @item.parameter_points), 2)
- else
- self.contents.font.color = text_color(7)
- self.contents.draw_text(x, y + WLH * 7, 200, WLH, "增加能力")
- end
- else
- self.contents.font.color = normal_color
- draw_actor_parameter(@actor, x, y, 0)
- draw_actor_parameter(@actor, x, y + 24, 2)
-
- self.contents.font.color = system_color
- self.contents.draw_text(x, y + WLH * 2, 240, WLH, "伤害值 力量/精神影响")
-
- self.contents.font.color = normal_color
- self.contents.draw_text(x, y + WLH * 3, 104, WLH, sprintf("%d", @item.base_damage))
-
- self.contents.font.color = hp_gauge_color1
- self.contents.draw_text(x, y + WLH * 4, 104, WLH, sprintf("%d", @item.atk_f), 2)
-
- self.contents.font.color = mp_gauge_color1
- self.contents.draw_text(x, y + WLH * 4, 200, WLH, sprintf("%d", @item.spi_f), 2)
- end
- self.contents.font.color = system_color
- if @item.plus_state_set.size == 0
- self.contents.font.color = text_color(7)
- end
- self.contents.draw_text(x, y + WLH * 5, 200, WLH, "增益")
- self.contents.font.color = system_color
- if @item.minus_state_set.size == 0
- self.contents.font.color = text_color(7)
- end
- self.contents.draw_text(x, y + WLH * 6, 200, WLH, "削减")
- m = 48
- for i in @item.plus_state_set
- draw_icon($data_states[i].icon_index, x + m, y + WLH * 5)
- break if m == 168
- m += 24
- end
- m = 48
- for i in @item.minus_state_set
- draw_icon($data_states[i].icon_index, x + m, y + WLH * 6)
- break if m == 168
- m += 24
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制角色当前装备和能力值
- # actor : 角色
- # x : 绘制点 X 座标
- # y : 绘制点 Y 座标
- #--------------------------------------------------------------------------
- def draw_actor_parameter_change(actor, x, y)
- return if @item.is_a?(RPG::Item)
- enabled = actor.equippable?(@item)
- if @item.is_a?(RPG::Weapon)
- item1 = weaker_weapon(actor)
- elsif actor.two_swords_style and @item.kind == 0
- item1 = nil
- else
- if $imported["EquipExtension"] == true
- index = actor.equip_type.index(@item.kind)
- item1 = (index != nil ? actor.equips[1 + index] : nil)
- else
- item1 = actor.equips[1 + @item.kind]
- end
- end
-
- if enabled
-
- atk1 = item1 == nil ? 0 : item1.atk
- atk2 = @item == nil ? 0 : @item.atk
- change = atk2 - atk1
- shop_change(change)
- if change > 0
- draw_icon(FSL::SHOP::Shop_icon[0], 108, y + WLH)
- elsif change < 0
- draw_icon(FSL::SHOP::Shop_icon[4], 108, y + WLH)
- else
- draw_icon(FSL::SHOP::Shop_icon[8], 108, y + WLH)
- end
- self.contents.draw_text(x, y + WLH, 200, WLH, sprintf("%d", atk2), 2)
-
- def1 = item1 == nil ? 0 : item1.def
- def2 = @item == nil ? 0 : @item.def
- change = def2 - def1
- shop_change(change)
- if change > 0
- draw_icon(FSL::SHOP::Shop_icon[1], 108, y + WLH * 2)
- elsif change < 0
- draw_icon(FSL::SHOP::Shop_icon[5], 108, y + WLH * 2)
- else
- draw_icon(FSL::SHOP::Shop_icon[9], 108, y + WLH)
- end
- self.contents.draw_text(x, y + WLH * 2, 200, WLH, sprintf("%d", def2), 2)
-
- spi1 = item1 == nil ? 0 : item1.spi
- spi2 = @item == nil ? 0 : @item.spi
- change = spi2 - spi1
- shop_change(change)
- if change > 0
- draw_icon(FSL::SHOP::Shop_icon[2], 108, y + WLH * 3)
- elsif change < 0
- draw_icon(FSL::SHOP::Shop_icon[6], 108, y + WLH * 3)
- else
- draw_icon(FSL::SHOP::Shop_icon[10], 108, y + WLH)
- end
- self.contents.draw_text(x, y + WLH * 3, 200, WLH, sprintf("%d", spi2), 2)
-
- agi1 = item1 == nil ? 0 : item1.agi
- agi2 = @item == nil ? 0 : @item.agi
- change = agi2 - agi1
- shop_change(change)
- if change > 0
- draw_icon(FSL::SHOP::Shop_icon[3], 108, y + WLH * 4)
- elsif change < 0
- draw_icon(FSL::SHOP::Shop_icon[7], 108, y + WLH * 4)
- else
- draw_icon(FSL::SHOP::Shop_icon[11], 108, y + WLH)
- end
- self.contents.draw_text(x, y + WLH * 4, 200, WLH, sprintf("%d", agi2), 2)
-
- self.contents.font.color = system_color
- self.contents.draw_text(4, y - 32, 204, WLH, "当前装备")
-
- self.contents.draw_text(x + 32, y + WLH, 200, WLH, sprintf("%d", atk1))
- self.contents.draw_text(x + 32, y + WLH * 2, 200, WLH, sprintf("%d", def1))
- self.contents.draw_text(x + 32, y + WLH * 3, 200, WLH, sprintf("%d", spi1))
- self.contents.draw_text(x + 32, y + WLH * 4, 200, WLH, sprintf("%d", agi1))
-
- self.contents.draw_text(0, y + WLH, 200, WLH, "ATK")
- self.contents.draw_text(0, y + WLH * 2, 200, WLH, "DEF")
- self.contents.draw_text(0, y + WLH * 3, 200, WLH, "SPI")
- self.contents.draw_text(0, y + WLH * 4, 200, WLH, "AGI")
-
- if item1 != nil
- self.contents.draw_text(24, y, 208, WLH, item1.name)
- draw_icon(item1.icon_index, 0, y)
- else
- self.contents.draw_text(24, y, 208, WLH, "无")
- end
- else
- self.contents.font.color = normal_color
- self.contents.draw_text(0, y + 24, 200, WLH, FSL::SHOP::Shop_help, 1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断数值颜色
- # change : 数值
- #--------------------------------------------------------------------------
- def shop_change(change)
- if change == 0
- self.contents.font.color = normal_color
- else
- self.contents.font.color = change>0 ? power_up_color : power_down_color
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取双刀派角色所装备的武器中较弱的武器
- # actor : 角色
- #--------------------------------------------------------------------------
- def weaker_weapon(actor)
- if actor.two_swords_style
- weapon1 = actor.weapons[0]
- weapon2 = actor.weapons[1]
- if weapon1 == nil or weapon2 == nil
- return nil
- elsif weapon1.atk < weapon2.atk
- return weapon1
- else
- return weapon2
- end
- else
- return actor.weapons[0]
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置角色
- # actor : 角色
- #--------------------------------------------------------------------------
- def actor=(actor)
- if @actor != actor
- @actor = actor
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置物品
- # item : 新物品
- #--------------------------------------------------------------------------
- def item=(item)
- if @item != item
- @item = item
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制头像部分图
- # face_name : 头像文件名
- # face_index : 头像号码
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # size : 显示大小
- #--------------------------------------------------------------------------
- def draw_Shopface(face_name, face_index, x, y, size = 96)
- bitmap = Cache.face(face_name)
- rect = Rect.new(0, 0, 0, 0)
- rect.x = face_index % 4 * 96 + (96 - size) / 2
- rect.y = face_index / 4 * 96 + (96 - size) / 2 + size / 4
- rect.width = size
- rect.height = size / 2
- self.contents.blt(x, y, bitmap, rect)
- bitmap.dispose
- end
- end
- #==============================================================================
- # ■ Window_ShopBuy2
- #------------------------------------------------------------------------------
- # 商店画面、浏览显示可以购买的商品的窗口。
- #==============================================================================
- class Window_ShopBuy2 < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口 X 座标
- # y : 窗口 Y 座标
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, 304, 248)
- @shop_goods = $game_temp.shop_goods
- @type = 0
- @sort = 0
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 商品类型
- #--------------------------------------------------------------------------
- def type=(type)
- if @type != type
- @type = type
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取商品
- #--------------------------------------------------------------------------
- def item
- if @type == 0
- return @data1[self.index]
- elsif @type == 1
- return @data2[self.index]
- else
- return @data3[self.index]
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- @data1 = []
- @data2 = []
- @data3 = []
- for goods_item in @shop_goods
- case goods_item[0]
- when 0
- item = $data_items[goods_item[1]]
- if item != nil
- @data1.push(item)
- end
- when 1
- item = $data_weapons[goods_item[1]]
- if item != nil
- @data2.push(item)
- end
- when 2
- item = $data_armors[goods_item[1]]
- if item != nil
- @data3.push(item)
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data2[i].atk < @data2[j].atk
- m = @data2[i]
- @data2[i] = @data2[j]
- @data2[j] = m
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data3[i].atk < @data3[j].atk
- m = @data3[i]
- @data3[i] = @data3[j]
- @data3[j] = m
- end
- end
- end
- @sort = 1
- if @type == 0
- @item_max = @data1.size
- elsif @type == 1
- @item_max = @data2.size
- else
- @item_max = @data3.size
- end
-
- create_contents
- for i in 0...@item_max
- draw_item1(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制商品
- # index : 商品索引
- #--------------------------------------------------------------------------
- def draw_item1(index)
- if @type == 0
- item = @data1[index]
- elsif @type == 1
- item = @data2[index]
- else
- item = @data3[index]
- end
- number = $game_party.item_number(item)
- if $imported["LimitBreak"] == true
- enabled = (item.price <= $game_party.gold && number < item.number_limit)
- else
- enabled = (item.price <= $game_party.gold and number < 99)
- end
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- draw_item_name(item, rect.x, rect.y, enabled)
- rect.width -= 4
- self.contents.draw_text(rect, item.price, 2)
- end
- #--------------------------------------------------------------------------
- # ● 顺位排序
- #--------------------------------------------------------------------------
- def sort_item
- case @sort
- when 0
- for i in [email protected]
- for j in [email protected]
- if @data2[i].atk < @data2[j].atk
- m = @data2[i]
- @data2[i] = @data2[j]
- @data2[j] = m
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data3[i].atk < @data3[j].atk
- m = @data3[i]
- @data3[i] = @data3[j]
- @data3[j] = m
- end
- end
- end
- @sort = 1
- when 1
- for i in [email protected]
- for j in [email protected]
- if @data2[i].def < @data2[j].def
- m = @data2[i]
- @data2[i] = @data2[j]
- @data2[j] = m
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data3[i].def < @data3[j].def
- m = @data3[i]
- @data3[i] = @data3[j]
- @data3[j] = m
- end
- end
- end
- @sort = 2
- when 2
- for i in [email protected]
- for j in [email protected]
- if @data2[i].spi < @data2[j].spi
- m = @data2[i]
- @data2[i] = @data2[j]
- @data2[j] = m
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data3[i].spi < @data3[j].spi
- m = @data3[i]
- @data3[i] = @data3[j]
- @data3[j] = m
- end
- end
- end
- @sort = 3
- when 3
- for i in [email protected]
- for j in [email protected]
- if @data2[i].agi < @data2[j].agi
- m = @data2[i]
- @data2[i] = @data2[j]
- @data2[j] = m
- end
- end
- end
- for i in [email protected]
- for j in [email protected]
- if @data3[i].agi < @data3[j].agi
- m = @data3[i]
- @data3[i] = @data3[j]
- @data3[j] = m
- end
- end
- end
- @sort = 0
- end
- if @type == 0
- @item_max = @data1.size
- elsif @type == 1
- @item_max = @data2.size
- else
- @item_max = @data3.size
- end
-
- create_contents
- for i in 0...@item_max
- draw_item1(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助窗口文字
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item == nil ? "" : item.description)
- end
- end
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