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本帖最后由 asdrty123 于 2012-1-23 00:20 编辑
ACE物品項目強化
已經中文化了 可以自己在做調整
可以自行於添加- [:category, "Training"], # Categorized by <category: string>
复制代码 例如- # [ :symbol, "Display"],
- [ :types, "WPNTYPES"], # Lists all of the individual weapon types.
- [:category, "Training"], # Categorized by <category: string>
- [:category, "Legendary"], # Categorized by <category: string>
- [ :all, "All"], # Shows all weapons.
复制代码- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Ace Item Menu v1.02
- # -- Last Updated: 2012.01.05
- # -- Level: Normal, Hard
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-ItemMenu"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.01.05 - Compatibility Update with Equip Dynamic Stats.
- # 2012.01.03 - Started Script and Finished.
- # - Compatibility Update with Ace Menu Engine.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # The Ace Item Menu offers more item categorization control and a better layout
- # that simulatenously provides information regarding the items to the player,
- # while keeping a good amount of the item list visible on screen at once. The
- # script can also be customized to rearrange commands and categories.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # -----------------------------------------------------------------------------
- # Item Notetags - These notetags go in the item notebox in the database.
- # -----------------------------------------------------------------------------
- # <category: string>
- # Places this object into the item category for "string". Whenever the selected
- # category is highlighted in the Ace Item Menu command window, this object will
- # be included and shown in the item window.
- #
- # <image: string>
- # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
- # directory with the filename of "string" (without the extension) as the image
- # picture shown in the Ace Item Menu.
- #
- # -----------------------------------------------------------------------------
- # Weapon Notetags - These notetags go in the weapon notebox in the database.
- # -----------------------------------------------------------------------------
- # <category: string>
- # Places this object into the item category for "string". Whenever the selected
- # category is highlighted in the Ace Item Menu command window, this object will
- # be included and shown in the item window.
- #
- # <image: string>
- # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
- # directory with the filename of "string" (without the extension) as the image
- # picture shown in the Ace Item Menu.
- #
- # -----------------------------------------------------------------------------
- # Armour Notetags - These notetags go in the armour notebox in the database.
- # -----------------------------------------------------------------------------
- # <category: string>
- # Places this object into the item category for "string". Whenever the selected
- # category is highlighted in the Ace Item Menu command window, this object will
- # be included and shown in the item window.
- #
- # <image: string>
- # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
- # directory with the filename of "string" (without the extension) as the image
- # picture shown in the Ace Item Menu.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module ITEM
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Item Command Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This array adjusts what options appear in the initial item command window
- # before the items are split into separate categories. Add commands, remove
- # commands, or rearrange them. Here's a list of which does what:
- #
- # -------------------------------------------------------------------------
- # :command Description
- # -------------------------------------------------------------------------
- # :item Opens up the various item categories. Default.
- # :weapon Opens up the various weapon categories. Default.
- # :armor Opens up the various armour categories. Default.
- # :key_item Shows a list of the various key items. Default.
- #
- # :gogototori Requires Kread-EX's Go Go Totori Synthesis.
- #
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- COMMANDS =[
- :item, # Opens up the various item categories. Default.
- :weapon, # Opens up the various weapon categories. Default.
- :armor, # Opens up the various armour categories. Default.
- :key_item, # Shows a list of the various key items. Default.
- :gogototori, # Requires Kread-EX's Go Go Totori Synthesis.
- # :custom1, # Custom command 1.
- # :custom2, # Custom command 2.
- ] # Do not remove this.
-
- #--------------------------------------------------------------------------
- # - Item Custom Commands -
- # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # For those who use scripts to that may produce unique effects for the item
- # scene, use this hash to manage the custom commands for the Item Command
- # Window. You can disable certain commands or prevent them from appearing
- # by using switches. If you don't wish to bind them to a switch, set the
- # proper switch to 0 for it to have no impact.
- #--------------------------------------------------------------------------
- CUSTOM_ITEM_COMMANDS ={
- # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
- :gogototori => ["合成", 0, 0, :command_totori],
- :custom1 => [ "自定義名稱", 0, 0, :command_name1],
- :custom2 => [ "自定義文本", 13, 0, :command_name2],
- } # Do not remove this.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Item Type Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # These arrays adjusts and shows the various item types shown for Items,
- # Weapons, and Armours. Note that when using :category symbols, the
- # specific category shown will be equal to the text used for the Display
- # and the included item must contain a category equal to the Display name.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This array contains the order for the Item categories.
- ITEM_TYPES =[
- # [ :symbol, "Display"],
- [ :field, "背包內"], # Shows Menu-usable items.
- [ :battle, "戰鬥用"], # Shows Battle-usable items.
- [:category, "特別"], # Categorized by <category: string>
- [:category,"成分"], # Categorized by <category: string>
- [:key_item, "貴重物品"], # Shows all key items.
- [ :all, "全部"], # Shows all usable items.
- ] # Do not remove this.
-
- # This array contains the order for the Weapon categories.
- WEAPON_TYPES =[
- # [ :symbol, "Display"],
- [ :types, "WPNTYPES"], # Lists all of the individual weapon types.
- [ :all, "全部"], # Shows all weapons.
- ] # Do not remove this.
-
- # This array contains the order for the Armour categories.
- ARMOUR_TYPES =[
- # [ :symbol, "Display"],
- [ :slots, "ARMSLOTS"], # Lists all of the individual armour slots.
- [ :types, "ARMTYPES"], # Lists all of the individual armours types.
- [ :all, "全部"], # Shows all armours.
- ] # Do not remove this.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Item Status Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # The item status window displays information about the item in detail.
- # Adjust the settings below to change the way the status window appears.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- STATUS_FONT_SIZE = 20 # Font size used for status window.
- MAX_ICONS_DRAWN = 10 # Maximum number of icons drawn for states.
-
- # The following adjusts the vocabulary used for the status window. Each
- # of the vocabulary settings are self explanatory.
- VOCAB_STATUS ={
- :empty => "---", # Text used when nothing is shown.
- :hp_recover => "恢復HP", # Text used for HP Recovery.
- :mp_recover => "恢復MP", # Text used for MP Recovery.
- :tp_recover => "恢復TP", # Text used for TP Recovery.
- :tp_gain => "增加TP", # Text used for TP Gain.
- :applies => "使用效果", # Text used for applied states and buffs.
- :removes => "移除效果", # Text used for removed states and buffs.
- } # Do not remove this.
-
- end # ITEM
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- module YEA
- module REGEXP
- module BASEITEM
-
- CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i
- IMAGE = /<(?:IMAGE|image):[ ](.*)>/i
-
- end # BASEITEM
- end # REGEXP
- end # YEA
- #==============================================================================
- # ■ Numeric
- #==============================================================================
- class Numeric
-
- #--------------------------------------------------------------------------
- # new method: group_digits
- #--------------------------------------------------------------------------
- unless $imported["YEA-CoreEngine"]
- def group; return self.to_s; end
- end # $imported["YEA-CoreEngine"]
-
- end # Numeric
- #==============================================================================
- # ■ Vocab
- #==============================================================================
- module Vocab
-
- #--------------------------------------------------------------------------
- # new method: self.item_status
- #--------------------------------------------------------------------------
- def self.item_status(type)
- return YEA::ITEM::VOCAB_STATUS[type]
- end
-
- end # Vocab
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
-
- #--------------------------------------------------------------------------
- # alias method: load_database
- #--------------------------------------------------------------------------
- class <<self; alias load_database_aim load_database; end
- def self.load_database
- load_database_aim
- load_notetags_aim
- end
-
- #--------------------------------------------------------------------------
- # new method: load_notetags_aim
- #--------------------------------------------------------------------------
- def self.load_notetags_aim
- groups = [$data_items, $data_weapons, $data_armors]
- for group in groups
- for obj in group
- next if obj.nil?
- obj.load_notetags_aim
- end
- end
- end
-
- end # DataManager
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :category
- attr_accessor :image
-
- #--------------------------------------------------------------------------
- # common cache: load_notetags_aim
- #--------------------------------------------------------------------------
- def load_notetags_aim
- @category = []
- #---
- self.note.split(/[\r\n]+/).each { |line|
- case line
- #---
- when YEA::REGEXP::BASEITEM::CATEGORY
- @category.push($1.upcase.to_s)
- when YEA::REGEXP::BASEITEM::IMAGE
- @image = $1.to_s
- end
- } # self.note.split
- #---
- end
-
- end # RPG::BaseItem
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_accessor :scene_item_index
- attr_accessor :scene_item_oy
-
- end # Game_Temp
- #==============================================================================
- # ■ Window_ItemList
- #==============================================================================
- class Window_ItemList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- return if item.nil?
- rect = item_rect(index)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
- draw_item_number(rect, item)
- end
-
- end # Window_ItemList
- #==============================================================================
- # ■ Window_ItemCommand
- #==============================================================================
- class Window_ItemCommand < Window_Command
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_reader :item_window
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y)
- end
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; return 160; end
-
- #--------------------------------------------------------------------------
- # visible_line_number
- #--------------------------------------------------------------------------
- def visible_line_number; return 4; end
-
- #--------------------------------------------------------------------------
- # process_ok
- #--------------------------------------------------------------------------
- def process_ok
- $game_temp.scene_item_index = index
- $game_temp.scene_item_oy = self.oy
- super
- end
-
- #--------------------------------------------------------------------------
- # make_command_list
- #--------------------------------------------------------------------------
- def make_command_list
- for command in YEA::ITEM::COMMANDS
- case command
- #--- Default Commands ---
- when :item
- add_command(Vocab::item, :item)
- when :weapon
- add_command(Vocab::weapon, :weapon)
- when :armor
- add_command(Vocab::armor, :armor)
- when :key_item
- add_command(Vocab::key_item, :key_item)
- #--- Imported ---
- when :gogototori
- next unless $imported["KRX-AlchemicSynthesis"]
- process_custom_command(command)
- #--- Custom Commands ---
- else
- process_custom_command(command)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # process_custom_command
- #--------------------------------------------------------------------------
- def process_custom_command(command)
- return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
- show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2]
- continue = show <= 0 ? true : $game_switches[show]
- return unless continue
- text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0]
- switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1]
- enabled = switch <= 0 ? true : $game_switches[switch]
- add_command(text, command, enabled)
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- return unless self.active
- @item_window.category = current_symbol if @item_window
- end
-
- #--------------------------------------------------------------------------
- # item_window=
- #--------------------------------------------------------------------------
- def item_window=(item_window)
- @item_window = item_window
- update
- end
-
- end # Window_ItemCommand
- #==============================================================================
- # ■ Window_ItemType
- #==============================================================================
- class Window_ItemType < Window_Command
-
- #--------------------------------------------------------------------------
- # public instance variables
- #--------------------------------------------------------------------------
- attr_reader :item_window
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y)
- deactivate
- @type = nil
- end
-
- #--------------------------------------------------------------------------
- # window_width
- #--------------------------------------------------------------------------
- def window_width; return 160; end
-
- #--------------------------------------------------------------------------
- # visible_line_number
- #--------------------------------------------------------------------------
- def visible_line_number; return 4; end
-
- #--------------------------------------------------------------------------
- # reveal
- #--------------------------------------------------------------------------
- def reveal(type)
- @type = type
- refresh
- activate
- select(0)
- end
-
- #--------------------------------------------------------------------------
- # make_command_list
- #--------------------------------------------------------------------------
- def make_command_list
- return if @type.nil?
- #---
- case @type
- when :item
- commands = YEA::ITEM::ITEM_TYPES
- when :weapon
- commands = YEA::ITEM::WEAPON_TYPES
- else
- commands = YEA::ITEM::ARMOUR_TYPES
- end
- #---
- for command in commands
- case command[0]
- #---
- when :types
- case @type
- when :weapon
- for i in 1...$data_system.weapon_types.size
- name = $data_system.weapon_types[i]
- add_command(name, :w_type, true, i)
- end
- else
- for i in 1...$data_system.armor_types.size
- name = $data_system.armor_types[i]
- add_command(name, :a_type, true, i)
- end
- end
- #---
- when :slots
- if $imported["YEA-AceEquipEngine"]
- maximum = 1
- for key in YEA::EQUIP::TYPES
- maximum = [maximum, key[0]].max
- end
- else
- maximum = 4
- end
- for i in 1..maximum
- name = Vocab::etype(i)
- add_command(name, :e_type, true, i) if name != ""
- end
- #---
- else
- add_command(command[1], command[0], true, @type)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- return unless self.active
- @item_window.category = current_symbol if @item_window
- end
-
- #--------------------------------------------------------------------------
- # item_window=
- #--------------------------------------------------------------------------
- def item_window=(item_window)
- @item_window = item_window
- update
- end
-
- end # Window_ItemType
- #==============================================================================
- # ■ Window_ItemList
- #==============================================================================
- class Window_ItemList < Window_Selectable
-
- #--------------------------------------------------------------------------
- # alias method: initialize
- #--------------------------------------------------------------------------
- alias window_itemlist_initialize_aim initialize
- def initialize(dx, dy, dw, dh)
- window_itemlist_initialize_aim(dx, dy, dw, dh)
- @ext = :none
- @name = ""
- end
-
- #--------------------------------------------------------------------------
- # alias method: category=
- #--------------------------------------------------------------------------
- alias window_itemlist_category_aim category=
- def category=(category)
- if @types_window.nil?
- window_itemlist_category_aim(category)
- else
- return unless update_types?(category)
- @category = category
- if @types_window.active
- @name = @types_window.current_data[:name]
- @ext = @types_window.current_ext
- end
- refresh
- self.oy = 0
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: update_types?
- #--------------------------------------------------------------------------
- def update_types?(category)
- return true if @category != category
- return false unless @types_window.active
- if category == :category
- return @name != @types_window.current_data[:name]
- end
- return @ext != @types_window.current_ext
- end
-
- #--------------------------------------------------------------------------
- # new method: types_window=
- #--------------------------------------------------------------------------
- def types_window=(window)
- @types_window = window
- end
-
- #--------------------------------------------------------------------------
- # alias method: include?
- #--------------------------------------------------------------------------
- alias window_itemlist_include_aim include?
- def include?(item)
- if @types_window.nil?
- return window_itemlist_include_aim(item)
- else
- return ace_item_menu_include?(item)
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: ace_item_menu_include?
- #--------------------------------------------------------------------------
- def ace_item_menu_include?(item)
- case @category
- #---
- when :field
- return false unless item.is_a?(RPG::Item)
- return item.menu_ok?
- when :battle
- return false unless item.is_a?(RPG::Item)
- return item.battle_ok?
- #---
- when :w_type
- return false unless item.is_a?(RPG::Weapon)
- return item.wtype_id == @types_window.current_ext
- when :a_type
- return false unless item.is_a?(RPG::Armor)
- return item.atype_id == @types_window.current_ext
- when :e_type
- return false unless item.is_a?(RPG::Armor)
- return item.etype_id == @types_window.current_ext
- #---
- when :all
- case @types_window.current_ext
- when :item
- return item.is_a?(RPG::Item)
- when :weapon
- return item.is_a?(RPG::Weapon)
- else
- return item.is_a?(RPG::Armor)
- end
- #---
- when :category
- case @types_window.current_ext
- when :item
- return false unless item.is_a?(RPG::Item)
- when :weapon
- return false unless item.is_a?(RPG::Weapon)
- else
- return false unless item.is_a?(RPG::Armor)
- end
- return item.category.include?(@types_window.current_data[:name].upcase)
- #---
- else
- return window_itemlist_include_aim(item)
- end
- end
-
- end # Window_ItemList
- #==============================================================================
- # ■ Window_ItemStatus
- #==============================================================================
- class Window_ItemStatus < Window_Base
-
- #--------------------------------------------------------------------------
- # initialize
- #--------------------------------------------------------------------------
- def initialize(dx, dy, item_window)
- super(dx, dy, Graphics.width - dx, fitting_height(4))
- @item_window = item_window
- @item = nil
- refresh
- end
-
- #--------------------------------------------------------------------------
- # update
- #--------------------------------------------------------------------------
- def update
- super
- update_item(@item_window.item)
- end
-
- #--------------------------------------------------------------------------
- # update_item
- #--------------------------------------------------------------------------
- def update_item(item)
- return if @item == item
- @item = item
- refresh
- end
-
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- reset_font_settings
- return draw_empty if @item.nil?
- contents.font.size = YEA::ITEM::STATUS_FONT_SIZE
- draw_item_image
- draw_item_stats
- draw_item_effects
- end
-
- #--------------------------------------------------------------------------
- # draw_empty
- #--------------------------------------------------------------------------
- def draw_empty
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(1, 1, 94, 94)
- contents.fill_rect(rect, colour)
- dx = 96; dy = 0
- dw = (contents.width - 96) / 2
- for i in 0...8
- draw_background_box(dx, dy, dw)
- dx = dx >= 96 + dw ? 96 : 96 + dw
- dy += line_height if dx == 96
- end
- end
-
- #--------------------------------------------------------------------------
- # draw_background_box
- #--------------------------------------------------------------------------
- def draw_background_box(dx, dy, dw)
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
- contents.fill_rect(rect, colour)
- end
-
- #--------------------------------------------------------------------------
- # draw_item_image
- #--------------------------------------------------------------------------
- def draw_item_image
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(1, 1, 94, 94)
- contents.fill_rect(rect, colour)
- if @item.image.nil?
- icon_index = @item.icon_index
- bitmap = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- target = Rect.new(0, 0, 96, 96)
- contents.stretch_blt(target, bitmap, rect)
- else
- bitmap = Cache.picture(@item.image)
- contents.blt(0, 0, bitmap, bitmap.rect, 255)
- end
- end
-
- #--------------------------------------------------------------------------
- # draw_item_stats
- #--------------------------------------------------------------------------
- def draw_item_stats
- return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
- dx = 96; dy = 0
- dw = (contents.width - 96) / 2
- for i in 0...8
- draw_equip_param(i, dx, dy, dw)
- dx = dx >= 96 + dw ? 96 : 96 + dw
- dy += line_height if dx == 96
- end
- end
-
- #--------------------------------------------------------------------------
- # draw_equip_param
- #--------------------------------------------------------------------------
- def draw_equip_param(param_id, dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
- if $imported["YEA-EquipDynamicStats"]
- draw_percentage_param(param_id, dx, dy, dw)
- else
- draw_set_param(param_id, dx, dy, dw)
- end
- end
-
- #--------------------------------------------------------------------------
- # draw_percentage_param
- #--------------------------------------------------------------------------
- def draw_percentage_param(param_id, dx, dy, dw)
- if @item.per_params[param_id] != 0 && @item.params[param_id] != 0
- text = draw_set_param(param_id, dx, dy, dw)
- dw -= text_size(text).width
- draw_percent_param(param_id, dx, dy, dw)
- elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0
- draw_percent_param(param_id, dx, dy, dw)
- else
- draw_set_param(param_id, dx, dy, dw)
- end
- end
-
- #--------------------------------------------------------------------------
- # draw_set_param
- #--------------------------------------------------------------------------
- def draw_set_param(param_id, dx, dy, dw)
- value = @item.params[param_id]
- if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0
- value += $game_variables[@item.var_params[param_id]] rescue 0
- end
- change_color(param_change_color(value), value != 0)
- text = value.group
- text = "+" + text if value > 0
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- return text
- end
-
- #--------------------------------------------------------------------------
- # draw_percent_param
- #--------------------------------------------------------------------------
- def draw_percent_param(param_id, dx, dy, dw)
- value = @item.per_params[param_id]
- change_color(param_change_color(value))
- text = (@item.per_params[param_id] * 100).to_i.group + "%"
- text = "+" + text if @item.per_params[param_id] > 0
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- return text
- end
-
- #--------------------------------------------------------------------------
- # draw_item_effects
- #--------------------------------------------------------------------------
- def draw_item_effects
- return unless @item.is_a?(RPG::Item)
- dx = 96; dy = 0
- dw = (contents.width - 96) / 2
- draw_hp_recover(dx, dy + line_height * 0, dw)
- draw_mp_recover(dx, dy + line_height * 1, dw)
- draw_tp_recover(dx + dw, dy + line_height * 0, dw)
- draw_tp_gain(dx + dw, dy + line_height * 1, dw)
- dw = contents.width - 96
- draw_applies(dx, dy + line_height * 2, dw)
- draw_removes(dx, dy + line_height * 3, dw)
- end
-
- #--------------------------------------------------------------------------
- # draw_hp_recover
- #--------------------------------------------------------------------------
- def draw_hp_recover(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover))
- per = 0
- set = 0
- for effect in @item.effects
- next unless effect.code == 11
- per += (effect.value1 * 100).to_i
- set += effect.value2.to_i
- end
- if per != 0 && set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- dw -= text_size(text).width
- change_color(param_change_color(per))
- text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- return
- elsif per != 0
- change_color(param_change_color(per))
- text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
- elsif set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- else
- change_color(normal_color, false)
- text = Vocab::item_status(:empty)
- end
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
-
- #--------------------------------------------------------------------------
- # draw_mp_recover
- #--------------------------------------------------------------------------
- def draw_mp_recover(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover))
- per = 0
- set = 0
- for effect in @item.effects
- next unless effect.code == 12
- per += (effect.value1 * 100).to_i
- set += effect.value2.to_i
- end
- if per != 0 && set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- dw -= text_size(text).width
- change_color(param_change_color(per))
- text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- return
- elsif per != 0
- change_color(param_change_color(per))
- text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
- elsif set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- else
- change_color(normal_color, false)
- text = Vocab::item_status(:empty)
- end
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
-
- #--------------------------------------------------------------------------
- # draw_tp_recover
- #--------------------------------------------------------------------------
- def draw_tp_recover(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover))
- set = 0
- for effect in @item.effects
- next unless effect.code == 13
- set += effect.value1.to_i
- end
- if set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- else
- change_color(normal_color, false)
- text = Vocab::item_status(:empty)
- end
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
-
- #--------------------------------------------------------------------------
- # draw_tp_gain
- #--------------------------------------------------------------------------
- def draw_tp_gain(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain))
- set = @item.tp_gain
- if set != 0
- change_color(param_change_color(set))
- text = set > 0 ? sprintf("+%s", set.group) : set.group
- else
- change_color(normal_color, false)
- text = Vocab::item_status(:empty)
- end
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
-
- #--------------------------------------------------------------------------
- # draw_applies
- #--------------------------------------------------------------------------
- def draw_applies(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies))
- icons = []
- for effect in @item.effects
- case effect.code
- when 21
- next unless effect.value1 > 0
- next if $data_states[effect.value1].nil?
- icons.push($data_states[effect.data_id].icon_index)
- when 31
- icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
- when 32
- icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
- end
- icons.delete(0)
- break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
- end
- draw_icons(dx, dy, dw, icons)
- end
-
- #--------------------------------------------------------------------------
- # draw_removes
- #--------------------------------------------------------------------------
- def draw_removes(dx, dy, dw)
- draw_background_box(dx, dy, dw)
- change_color(system_color)
- draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes))
- icons = []
- for effect in @item.effects
- case effect.code
- when 22
- next unless effect.value1 > 0
- next if $data_states[effect.value1].nil?
- icons.push($data_states[effect.data_id].icon_index)
- when 33
- icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
- when 34
- icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
- end
- icons.delete(0)
- break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
- end
- draw_icons(dx, dy, dw, icons)
- end
-
- #--------------------------------------------------------------------------
- # draw_icons
- #--------------------------------------------------------------------------
- def draw_icons(dx, dy, dw, icons)
- dx += dw - 4
- dx -= icons.size * 24
- for icon_id in icons
- draw_icon(icon_id, dx, dy)
- dx += 24
- end
- if icons.size == 0
- change_color(normal_color, false)
- text = Vocab::item_status(:empty)
- draw_text(4, dy, contents.width-8, line_height, text, 2)
- end
- end
-
- end # Window_ItemStatus
- #==============================================================================
- # ■ Scene_Item
- #==============================================================================
- class Scene_Item < Scene_ItemBase
-
- #--------------------------------------------------------------------------
- # alias method: start
- #--------------------------------------------------------------------------
- alias scene_item_start_aim start
- def start
- scene_item_start_aim
- create_types_window
- create_status_window
- relocate_windows
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: return_scene
- #--------------------------------------------------------------------------
- def return_scene
- $game_temp.scene_item_index = nil
- $game_temp.scene_item_oy = nil
- super
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: create_category_window
- #--------------------------------------------------------------------------
- def create_category_window
- wy = @help_window.height
- @category_window = Window_ItemCommand.new(0, wy)
- @category_window.viewport = @viewport
- @category_window.help_window = @help_window
- @category_window.y = @help_window.height
- if !$game_temp.scene_item_index.nil?
- @category_window.select($game_temp.scene_item_index)
- @category_window.oy = $game_temp.scene_item_oy
- end
- $game_temp.scene_item_index = nil
- $game_temp.scene_item_oy = nil
- @category_window.set_handler(:ok, method(:on_category_ok))
- @category_window.set_handler(:cancel, method(:return_scene))
- @category_window.set_handler(:item, method(:open_types))
- @category_window.set_handler(:weapon, method(:open_types))
- @category_window.set_handler(:armor, method(:open_types))
- process_custom_item_commands
- end
-
- #--------------------------------------------------------------------------
- # new method: process_custom_item_commands
- #--------------------------------------------------------------------------
- def process_custom_item_commands
- for command in YEA::ITEM::COMMANDS
- next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
- called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3]
- @category_window.set_handler(command, method(called_method))
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: create_types_window
- #--------------------------------------------------------------------------
- def create_types_window
- wy = @category_window.y
- @types_window = Window_ItemType.new(Graphics.width, wy)
- @types_window.viewport = @viewport
- @types_window.help_window = @help_window
- @types_window.y = @help_window.height
- @types_window.item_window = @item_window
- @item_window.types_window = @types_window
- @types_window.set_handler(:ok, method(:on_types_ok))
- @types_window.set_handler(:cancel, method(:on_types_cancel))
- end
-
- #--------------------------------------------------------------------------
- # new method: create_status_window
- #--------------------------------------------------------------------------
- def create_status_window
- wx = @category_window.width
- wy = @category_window.y
- @status_window = Window_ItemStatus.new(wx, wy, @item_window)
- @status_window.viewport = @viewport
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_windows
- #--------------------------------------------------------------------------
- def relocate_windows
- return unless $imported["YEA-AceMenuEngine"]
- case Menu.help_window_location
- when 0 # Top
- @help_window.y = 0
- @category_window.y = @help_window.height
- @item_window.y = @category_window.y + @category_window.height
- when 1 # Middle
- @category_window.y = 0
- @help_window.y = @category_window.height
- @item_window.y = @help_window.y + @help_window.height
- else # Bottom
- @category_window.y = 0
- @item_window.y = @category_window.height
- @help_window.y = @item_window.y + @item_window.height
- end
- @types_window.y = @category_window.y
- @status_window.y = @category_window.y
- end
-
- #--------------------------------------------------------------------------
- # new method: open_categories
- #--------------------------------------------------------------------------
- def open_types
- @category_window.x = Graphics.width
- @types_window.x = 0
- @types_window.reveal(@category_window.current_symbol)
- end
-
- #--------------------------------------------------------------------------
- # new method: on_types_ok
- #--------------------------------------------------------------------------
- def on_types_ok
- @item_window.activate
- @item_window.select_last
- end
-
- #--------------------------------------------------------------------------
- # new method: on_types_cancel
- #--------------------------------------------------------------------------
- def on_types_cancel
- @category_window.x = 0
- @category_window.activate
- @types_window.unselect
- @types_window.x = Graphics.width
- end
-
- #--------------------------------------------------------------------------
- # alias method: on_item_cancel
- #--------------------------------------------------------------------------
- alias scene_item_on_item_cancel_aim on_item_cancel
- def on_item_cancel
- if @types_window.x <= 0
- @item_window.unselect
- @types_window.activate
- else
- scene_item_on_item_cancel_aim
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: command_totori
- #--------------------------------------------------------------------------
- def command_totori
- SceneManager.call(Scene_Alchemy)
- end
-
- #--------------------------------------------------------------------------
- # new method: command_name1
- #--------------------------------------------------------------------------
- def command_name1
- # Do nothing.
- end
-
- #--------------------------------------------------------------------------
- # new method: command_name2
- #--------------------------------------------------------------------------
- def command_name2
- # Do nothing.
- end
-
- end # Scene_Item
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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