#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #============================================================================== # ■ Game_System #------------------------------------------------------------------------------ # 处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。 #============================================================================== class Game_System attr_accessor :cursed_weapons attr_accessor :cursed_armors alias carol3_ini initialize def initialize @cursed_weapons = [] #——在这里输入诅咒武器的编号,用逗号隔开。 @cursed_armors = [] #——在这里输入诅咒防具编号,逗号隔开。比如 = [1,2,3,4] carol3_ini end end #============================================================================== # ■ Scene_Equip #------------------------------------------------------------------------------ # 处理装备画面的类。 #============================================================================== class Scene_Equip def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(2) return end if Input.trigger?(Input::C) w = @actor.weapon_id a1 = @actor.armor1_id a2 = @actor.armor2_id a3 = @actor.armor3_id a4 = @actor.armor4_id if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end if @right_window.index == 0 && $game_system.cursed_weapons.include?(w) $game_system.se_play($data_system.buzzer_se) return elsif @right_window.index == 1 && $game_system.cursed_armors.include?(a1) $game_system.se_play($data_system.buzzer_se) return elsif @right_window.index == 2 && $game_system.cursed_armors.include?(a2) $game_system.se_play($data_system.buzzer_se) return elsif @right_window.index == 3 && $game_system.cursed_armors.include?(a3) $game_system.se_play($data_system.buzzer_se) return elsif @right_window.index == 4 && $game_system.cursed_armors.include?(a4) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @right_window.active = false @item_window.active = true @item_window.index = 0 return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end end #============================================================================== # ■ Window_EquipRight #------------------------------------------------------------------------------ # 装备画面、显示角色现在装备的物品的窗口。 #============================================================================== class Window_EquipRight < Window_Selectable def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) if item.is_a?(RPG::Weapon) && $game_system.cursed_weapons.include?(item.id) self.contents.font.color = cursed_color end if item.is_a?(RPG::Armor) && $game_system.cursed_armors.include?(item.id) self.contents.font.color = cursed_color end self.contents.draw_text(x + 28, y, 212, 32, item.name) end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类。 #============================================================================== class Window_Base < Window def cursed_color return Color.new(255, 107, 255) end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
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