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Lv1.梦旅人
- 梦石
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- 2012-9-19
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有些配方不想一上来就学会,想后面慢慢学,但是看了半天脚本也没看明白要学习的话应该在事件中怎么写TAT
求指教。
如果无法实现的话,能不能在这个脚本里实现“所需道具不足则合成目标名称显示为??”这样呢?
感谢大家。
附:脚本全本。- #==============================================================================
- # ■ RGSS3 アイテム合成 ver 1.02
- #------------------------------------------------------------------------------
- # 配布元:
- # 白の魔 http://izumiwhite.web.fc2.com/
- #
- # 利用規約:
- # RPGツクールVX Ace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。
- # 合成レシピ等の設定
- #--------------------------------------------------------------------------
- module WD_itemsynthesis_ini
-
- Cost_view = true #費用(G)の表示(合成の費用が全て0Gの場合はfalseを推奨)
-
- #Category_i = true #カテゴリウィンドウに「アイテム」の項目を表示
- Category_w = true #カテゴリウィンドウに「武器」の項目を表示
- Category_a = true #カテゴリウィンドウに「防具」の項目を表示
- Category_k = true #カテゴリウィンドウに「大事なもの」の項目を表示
-
- I_recipe = [] #この行は削除しないこと
- W_recipe = [] #この行は削除しないこと
- A_recipe = [] #この行は削除しないこと
-
- #以下、合成レシピ。
- #例: I_recipe[3] = [100, ["I",1,1], ["W",2,1], ["A",2,2], ["A",3,1]]
- #と記載した場合、ID3のアイテムの合成必要は、100G。
- #必要な素材は、ID1のアイテム1個、ID2の武器1個、ID2の防具2個、ID3の防具1個
- #となる。
-
- #アイテムの合成レシピ
- #I_recipe[2] = [10, ["I",1,2]]
- #I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
- #I_recipe[17] = [500, ["I",1,10]]
- #武器の合成レシピ
- W_recipe[102] = [0, ["W",2,1], ["W",3,1]]
- #W_recipe[2] = [0, ["W",1,0], ["I",2,0]]
-
- #防具の合成レシピ
- A_recipe[2] = [40, ["A",1,2]]
- #A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]
-
- end
- #==============================================================================
- # ■ WD_itemsynthesis
- #------------------------------------------------------------------------------
- # アイテム合成用の共通メソッドです。
- #==============================================================================
- 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
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :i_rcp_sw
- attr_accessor :w_rcp_sw
- attr_accessor :a_rcp_sw
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias wd_orig_initialize004 initialize
- def initialize
- wd_orig_initialize004
- @i_rcp_sw = []
- @w_rcp_sw = []
- @a_rcp_sw = []
- end
- end
- #==============================================================================
- # ■ Scene_ItemSynthesis
- #------------------------------------------------------------------------------
- # 合成画面の処理を行うクラスです。
- #==============================================================================
- 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
- #--------------------------------------------------------------------------
- # ● ゴールドウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 切り替え表示ウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● ダミーウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 個数入力ウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● ステータスウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 素材ウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 合成アイテムリストウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● カテゴリウィンドウの作成
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 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)
-
- @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
- $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
- @data ? @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
- if include?(item)
- @data.push(item)
- @price[item] = goods[2]
- @makable[item] = have_mat?(recipe)
- @recipe[item] = recipe
- end
- 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?(:X)
- return process_change_window if handle?(:change_window) && Input.trigger?(:Y)
- 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 = "X Y:表示切り替え"
- draw_text(0, 0, contents_width, line_height, text, 1)
- end
- end
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