#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== # —————————————————————————————————— # 66RPG说明: # 这是一个使用相对复杂的脚本,脚本调用方式:$scene = Scene_ItemBook.new # # 设置方式: # 首先进行物品分类,对于恢复类的物品,给物品添加上属性:“恢复” # 对于贵重类的物品,给物品添加属性:“贵重” # # 然后武器分类,默认情况下武器会全部加入图鉴,如果只想让一部分武器加入图鉴 # 可以在@weapon_kind_element_name = []中添加武器属性名 # # 然后是防具分类,对于想入图鉴的防具,盾类添加属性"盾",铠类添加属性"铠" # 其他类添加属性"其他" # # 由于属性中多了一些莫名其妙的东西,所以不能在图鉴的时候把所有属性显示出来 # (显然,属性的作用很多,不能这么简单),所以需要手动设置 # 在整个脚本中搜索elem_temp.push("炎") if elem == "炎" 这样的东西,把“炎”改为 # 你需要显示的属性。至此全部完结。即可使用了。 # # 其他,请最好仔细看一遍脚本,所有有用的地方都加了注释,而程序性的注释都删除了 # 想来对于能够看懂这个脚本的人,一点点注释也是无关紧要的。 # # ———————————————————————————————————— module Item_Book_Config SHOW_COMPLETE_TYPE = 1 # 图鉴完成率显示方法,一般不要动了 end class Data_ItemBook attr_reader :item_kind_name attr_reader :weapon_kind_name attr_reader :armor_kind_name attr_reader :kind_row attr_reader :item_id_data attr_reader :weapon_id_data attr_reader :armor_id_data attr_reader :item_kind_element_name attr_reader :weapon_kind_element_name attr_reader :armor_kind_element_name def initialize @item_kind_name = ["恢复物品", "贵重物品"] #——物品分类的显示名,可以更改 @weapon_kind_name = ["武器"] #——武器显示名 @armor_kind_name = ["盾", "铠甲", "其他"] #——防具显示名 @kind_row = ["恢复物品", "武器", "盾", "铠甲", "其他", "贵重物品"] #——程序用的显示名,无特殊要求 #——和上面设置相同即可。 @item_kind_element_name = ["恢复", "贵重"] #——物品用的分类属性名 @weapon_kind_element_name = [] #——武器用的属性名,留空则全入鉴 @armor_kind_element_name = ["盾", "铠", "其他"]#-防具用的属性名 @item_id_data = item_book_id_set @weapon_id_data = weapon_book_id_set @armor_id_data = armor_book_id_set end def kind_search(name) if @item_kind_name.include?(name) return [0, @item_kind_name.index(name)] elsif @weapon_kind_name.include?(name) return [1, @weapon_kind_name.index(name)] elsif @armor_kind_name.include?(name) return [2, @armor_kind_name.index(name)] end end def no_add_element no_add = 0 for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /不加入图鉴/ #——不加入图鉴用的属性名 no_add = i #——建议在上面设置不要在这里 break end end return no_add end def element_search(element_name) return nil if element_name == nil for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /^#{element_name}/ return i end end end def item_book_id_set data = [] no_add = no_add_element if @item_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_items.size item = $data_items[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@item_kind_element_name.size data[i] = [0] element_id = element_search(@item_kind_element_name[i]) for j in 1...$data_items.size item = $data_items[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end def weapon_book_id_set data = [] no_add = no_add_element if @weapon_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_weapons.size item = $data_weapons[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@weapon_kind_element_name.size data[i] = [0] element_id = element_search(@weapon_kind_element_name[i]) for j in 1...$data_weapons.size item = $data_weapons[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end def armor_book_id_set data = [] no_add = no_add_element if @armor_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_armors.size item = $data_armors[i] next if item.name == "" next if item.guard_element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@armor_kind_element_name.size data[i] = [0] element_id = element_search(@armor_kind_element_name[i]) for j in 1...$data_armors.size item = $data_armors[j] next if item.name == "" next if item.guard_element_set.include?(no_add) if item.guard_element_set.include?(element_id) data[i].push(item.id) end end end end return data end end class Window_Base < Window def draw_attack_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] #——这些是基本属性设置 elem_temp.push("炎") if elem == "炎" #——需要显示的属性在这里添加 elem_temp.push("氷") if elem == "氷" elem_temp.push("雷") if elem == "雷" elem_temp.push("水") if elem == "水" elem_temp.push("土") if elem == "土" elem_temp.push("风") if elem == "风" elem_temp.push("光") if elem == "光" elem_temp.push("暗") if elem == "暗" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无属性") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ● 武器属性表示 #-------------------------------------------------------------------------- def draw_attack_wp_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] #——这里是武器的属性设置 elem_temp.push("斬") if elem == "斬" #——可以自行添加 elem_temp.push("打") if elem == "打" elem_temp.push("突") if elem == "突" elem_temp.push("射") if elem == "射" elem_temp.push("魔") if elem == "魔" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无属性") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ● 特技属性表示 #-------------------------------------------------------------------------- def draw_attack_weak_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("不死") if elem == "対 不死" #——这些是特技的属性设置 elem_temp.push("蛇") if elem == "対 蛇" #——也可以添加 elem_temp.push("水棲") if elem == "対 水棲" #——注意这里用的是日文而不是 elem_temp.push("獣") if elem == "対 獣" #——中文,默认工程不认 elem_temp.push("鬼") if elem == "対 鬼" elem_temp.push("鳥") if elem == "対 鳥" elem_temp.push("悪魔") if elem == "対 悪魔" elem_temp.push("天使") if elem == "対 天使" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无属性") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end def draw_attack_add_state(x, y, plus_state_set) state_temp = [] for i in plus_state_set state = $data_states[i] state_temp.push(state.name) if state.name != "" end if state_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无状态") return end ox = 0 oy = 0 for name in state_temp cx = self.contents.text_size(name).width if ox + cx + 4 >= self.contents.width - 128 ox = 0 oy += 1 end self.contents.draw_text(x+ox, y+oy*32, cx, 32, name) ox += cx+8 end end def draw_scope(scope) case scope when 0 return "不能使用" when 1 return "敌方单体" when 2 return "敌方全体" when 3 return "我方单体" when 4 return "我方全体" when 5 return "我方单体(HP 0)" when 6 return "我方全体(HP 0)" when 7 return "使用者" end end end class Game_Temp attr_accessor :item_book_data alias temp_item_book_data_initialize initialize def initialize temp_item_book_data_initialize @item_book_data = Data_ItemBook.new end end class Game_Party attr_accessor :item_count attr_accessor :weapon_count attr_accessor :armor_count alias item_book_info_initialize initialize def initialize item_book_info_initialize @item_count = {} @weapon_count = {} @armor_count = {} end alias item_book_gain_item gain_item def gain_item(item_id, n) add_item_count(item_id, 0) if n > 0 item_book_gain_item(item_id, n) end alias item_book_gain_weapon gain_weapon def gain_weapon(item_id, n) add_weapon_count(item_id, 0) if n > 0 item_book_gain_weapon(item_id, n) end alias item_book_gain_armor gain_armor def gain_armor(item_id, n) add_armor_count(item_id, 0) if n > 0 item_book_gain_armor(item_id, n) end def add_item_count(item_id, type = 0) if type == -1 @item_count[item_id] = 0 else @item_count[item_id] = 1 end end def add_weapon_count(weapon_id, type = 0) if type == -1 @weapon_count[weapon_id] = 0 else @weapon_count[weapon_id] = 1 end end def add_armor_count(armor_id, type = 0) if type == -1 @armor_count[armor_id] = 0 else @armor_count[armor_id] = 1 end end #-------------------------------------------------------------------------- # ● 这里是图鉴最大登陆数,上面的内容是获得物品的时候加入图鉴 #-------------------------------------------------------------------------- def item_book_max kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_max(kind) end end return size end def item_book_now kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_now(kind) end end return size end def item_book_complete_percentage i_max = item_book_max.to_f i_now = item_book_now.to_f comp = i_now / i_max * 100 return comp.truncate end def item_book_category_max(category) kind_data = $game_temp.item_book_data.kind_search(category) case kind_data[0] when 0 id_data = $game_temp.item_book_data.item_id_data.dup when 1 id_data = $game_temp.item_book_data.weapon_id_data.dup when 2 id_data = $game_temp.item_book_data.armor_id_data.dup end index = kind_data[1] size = id_data[index].size - 1 return size end def item_book_category_now(category) kind_data = $game_temp.item_book_data.kind_search(category) index = kind_data[1] case kind_data[0] when 0 now_item_info = @item_count.keys elename = $game_temp.item_book_data.item_kind_element_name[index] item_set = $data_items when 1 now_item_info = @weapon_count.keys elename = $game_temp.item_book_data.weapon_kind_element_name[index] item_set = $data_weapons when 2 now_item_info = @armor_count.keys elename = $game_temp.item_book_data.armor_kind_element_name[index] item_set = $data_armors end no_add = $game_temp.item_book_data.no_add_element element_id = $game_temp.item_book_data.element_search(elename) new_item_info = [] for i in now_item_info item = item_set[i] next if item == nil next if item.name == "" #——数据库中名称为空白的物品不添加 case item when RPG::Item ele_set = item.element_set when RPG::Weapon ele_set = item.element_set when RPG::Armor ele_set = item.guard_element_set end next if ele_set.include?(no_add) if element_id == nil or ele_set.include?(element_id) new_item_info.push(item.id) end end return new_item_info.size end def item_book_category_complete_percentage(category) i_max = item_book_category_max(category).to_f i_now = item_book_category_now(category).to_f comp = i_now / i_max * 100 return comp#.truncate end end class Interpreter def item_book_max(category=nil) if category == nil return $game_party.item_book_max else return $game_party.item_book_category_max(category) end end def item_book_now(category=nil) if category == nil return $game_party.item_book_now else return $game_party.item_book_category_now(category) end end def item_book_comp(category=nil) if category == nil return $game_party.item_book_complete_percentage else return $game_party.item_book_category_complete_percentage(category) end end end class Window_ItemBook < Window_Selectable attr_reader :data attr_reader :item_kind attr_reader :item_index def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.item_book_data @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size @item_kind = index self.index = 0 #refresh end def new_data_set(index) @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size end def data_set(index) kind_row_data = @book_data.kind_search(@book_data.kind_row[index]) @item_kind = kind_row_data[0] @item_index = kind_row_data[1] data = [] case @item_kind when 0 data = @book_data.item_id_data[@item_index].dup when 1 data = @book_data.weapon_id_data[@item_index].dup when 2 data = @book_data.armor_id_data[@item_index].dup end return data end def show?(kind, id) case kind when 0 if $game_party.item_count[id] == 0 or $game_party.item_count[id] == nil return false else return true end when 1 if $game_party.weapon_count[id] == 0 or $game_party.weapon_count[id] == nil return false else return true end when 2 if $game_party.armor_count[id] == 0 or $game_party.armor_count[id] == nil return false else return true end end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end return if @item_max == 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end def draw_item(index) case @item_kind when 0 item = $data_items[@data[index]] id = @book_data.item_id_data[@item_index].index(item.id) when 1 item = $data_weapons[@data[index]] id = @book_data.weapon_id_data[@item_index].index(item.id) when 2 item = $data_armors[@data[index]] id = @book_data.armor_id_data[@item_index].index(item.id) end return if item == nil x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.color = normal_color self.contents.draw_text(x, y, 32, 32, id.to_s) if show?(@item_kind, item.id) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0) else self.contents.draw_text(x+48 + 28, y, 212, 32, "-----", 0) return end end end class Window_ItemBook_Info < Window_Selectable def initialize super(0, 0+64+64, 640, 480-64-64) @book_data = $game_temp.item_book_data self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 end def refresh(item_id, item_kind, item_index) self.contents.clear self.contents.font.size = 22 case item_kind when 0 draw_item_info(item_id, item_index) when 1 draw_weapon_info(item_id, item_index) when 2 draw_armor_info(item_id, item_index) end end def draw_item_info(item_id, item_index) item = $data_items[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_dat |