#==============================================================================
# 分类物品的命令窗口
#==============================================================================
class Window_ItemCommand < Window_Selectable
#———— 初始化 ————
def initialize
super(460, 190, 142, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 5
@commands = ["药物类", "武器类", "防具类", "装饰类", "特殊类"]
refresh
self.index = 0
end
#———— 刷新 ————
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#—— 描绘项目 ——| index:编号,color:颜色——————
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#—— 帮助部分更新 ————
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# 物品清单窗口
#==============================================================================
class Window_ItemList < Window_Selectable
#———— 初始化 ————
def initialize
super(30, 20, 378, 362)
# @column_max = 2
refresh
self.index = 0
end
#—— 取得现在选择的物品 ——
def item
return @data[self.index]
end
#—— 刷新 ———
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#—— 设置不同类别的物品 ———
def set_item(command)
refresh
#—— 根据现在的选项决定物品 ——
case command
when 0 #药品类
for i in 1...$data_items.size
if ($data_items[i].type == "药物" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
when 1 #武器类
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
when 2 #防具类
for i in 1...$data_armors.size
if $data_armors[i].kind == 0 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
for i in 1...$data_armors.size
if $data_armors[i].kind == 1 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
for i in 1...$data_armors.size
if $data_armors[i].kind == 2 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
when 3 #装饰类
for i in 1...$data_armors.size
if $data_armors[i].kind == 3 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
when 4 #特殊类
for i in 1...$data_items.size
if ($data_items[i].type == "特殊" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#——— 单类物品的个数 ————
def item_number
return @item_max
end
#——— 项目内容的描画 ————
def draw_item(index)
item = @data[index]
#—— 取得具体物品数量 ——
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
#—— 给出物品的颜色 ——
if item.is_a?(RPG::Item)
if $game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
else
self.contents.font.color = normal_color
end
#—— 描绘物体图标、物体名、数量 ——
# x = 4 + index % 2 * 173
# y = index / 2 * 32
x = 4
y = index*32
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 300, y, 16, 32, "×", 1)
self.contents.draw_text(x + 314, y, 24, 32, number.to_s, 2)
end
#——— 更新帮助窗口 ————
def update_help
@help_window.set_text(make_description(self.item))
end
end
#############################################################################
#############################################################################
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理物品画面的类。
#==============================================================================
#############################################################################
#############################################################################
class Scene_Item
#——— 主处理 ————
def main
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = 0
cmd.active = false
# 右边命令窗口
@itemcommand_window = Window_ItemCommand.new
@itemcommand_window.opacity = HS::OPACITY
@itemcommand_window.y = 672
if @item_command_index != @itemcommand_window.index
@item_command_index = @itemcommand_window.index
@itemlist_window.set_item(@item_command_index)
end
#—— 当某窗体在active的时候,更新之 ——
if @itemcommand_window.active
item_update_itemcommand
return
end
if @itemlist_window.active
item_update_itemlist
return
end
if @item_target_window.active
item_update_target
return
end
if @item_target_window_equip.active
item_update_target_equip
return
end
end # update的
#————具体更新定义————
def item_update_itemcommand
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#————具体更新定义————
def item_update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @item_command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
if @item.is_a?(RPG::Item)
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
# 先打开目标窗口的显示,才开始滑动
@item_target_window.visible = true
@item_target_window.active = true
for i in 1..8
@item_target_window.y -= 39
if i==8
@item_target_window.y = 164
end
Graphics.update
end
if @item.scope == 4 || @item.scope == 6
@item_target_window.index = -1
else
@item_target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
else
$game_system.se_play($data_system.decision_se)
@itemlist_window.active = false
@item_target_window_equip.set_item(@item)
@item_target_window_equip.visible = true
@item_target_window_equip.active = true
for i in 1..8
@item_target_window_equip.y -= 39
if i==8
@item_target_window_equip.y = 164
end
Graphics.update
end
@item_target_window_equip.index = 0
return
end
end
end
def item_update_target_equip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
target_actor = $game_party.actors[@item_target_window_equip.index]
if target_actor.equippable?(@item) and $game_party.item_can_equip?(target_actor,@item)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
if @item.is_a?(RPG::Weapon)
equip_position = 0
elsif @item.kind == 0
equip_position = 1
elsif @item.kind == 1
equip_position = 2
elsif @item.kind == 2
equip_position = 3
elsif @item.kind == 3
equip_position = 4
end
# 固定装备的情况下
if target_actor.equip_fix?(equip_position)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
target_actor.equip(equip_position,@item.id)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
else
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
end
end
end
#———— 更新target窗口————
def item_update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window.y += 39
Graphics.update
end
@item_target_window.visible = false
@item_target_window.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @item_target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @item_target_window.index >= 0
target = $game_party.actors[@item_target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@item_command_index)
end
@item_target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end作者: sakurayoung 时间: 2009-9-9 18:36
继续在线等~作者: sakurayoung 时间: 2009-9-9 20:24
难道都没人知道到底怎么分类咩?作者: fofolee 时间: 2009-9-9 20:26
我琢磨着你是漏给了脚本,因为我都没看到TYPE的定义,幸亏你说了脚本是哪来的,
when 0 #药品类
for i in 1...$data_items.size
if ($data_items[i].type == "药物" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
这里说的是类型是药物呢就显示在药物栏里
然后
def type
type = @name.split(/,/)[1]
return type == nil ? "物品" : type
end
这里定义了类型(就是你漏的)
那么你就要在数据库相应的物品名称后面加一个 ,药物 就算分了类了作者: sakurayoung 时间: 2009-9-9 20:53
谢谢LS!!!大谢!!!!!!
已经解决了~~~~~~~~~