#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== # # 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色 # 可以更改的种类包括物品、防具、特技、武器。 # # 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。 # 数字为颜色编号,和对话框中的一样。 # —————————————————————————————————————— module RPG class Skill def description description = @description.split(/@/)[0] return description != nil ? description : '' end def name_color_66RPG name_color = @description.split(/@/)[1] return name_color != nil ? name_color.to_i : 0 end end class Weapon def description description = @description.split(/@/)[0] return description != nil ? description : '' end def name_color_66RPG name_color = @description.split(/@/)[1] return name_color != nil ? name_color.to_i : 0 end end class Item def description description = @description.split(/@/)[0] return description != nil ? description : '' end def name_color_66RPG name_color = @description.split(/@/)[1] return name_color != nil ? name_color.to_i : 0 end end class Armor def description description = @description.split(/@/)[0] return description != nil ? description : '' end def name_color_66RPG name_color = @description.split(/@/)[1] return name != nil ? name_color.to_i : 0 end end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘物品名 # item : 物品 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = text_color(item.name_color_66RPG) self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s) end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_Item #-------------------------------------------------------------------------- # ● 描绘项目 # index : 项目编号 #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = text_color(item.name_color_66RPG) else self.contents.font.color = disabled_color end 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)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == disabled_color ? 128 : 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_EquipItem < Window_Selectable #-------------------------------------------------------------------------- # ● 项目的描绘 # index : 项目符号 #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = text_color(item.name_color_66RPG) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_ShopBuy < Window_Selectable #-------------------------------------------------------------------------- # ● 描绘羡慕 # index : 项目编号 #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] # 获取物品所持数 case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色 # 除此之外的情况设置为无效文字色 if item.price <= $game_party.gold and number < 99 self.contents.font.color = text_color(item.name_color_66RPG) else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == disabled_color ? 128 : 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2) end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_ShopSell < Window_Selectable #-------------------------------------------------------------------------- # ● 描绘项目 # index : 项目标号 #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色 if item.price > 0 self.contents.font.color = text_color(item.name_color_66RPG) else self.contents.font.color = disabled_color end 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)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == disabled_color ? 128 : 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end # —————————————————————————————————————— # 本脚本原创自www.66rpg.com,转载请保留此信息 # —————————————————————————————————————— class Window_Skill #-------------------------------------------------------------------------- # ● 描绘项目 # index : 项目编号 #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = text_color(skill.name_color_66RPG) else self.contents.font.color = disabled_color end 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)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == disabled_color ? 128 : 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) end end #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |