Project1
标题: 如何将复杂物品分类中@+从介绍调到名称? [打印本页]
作者: 凯蒂洛斯 时间: 2011-4-4 15:49
标题: 如何将复杂物品分类中@+从介绍调到名称?
本帖最后由 凯蒂洛斯 于 2011-4-4 17:52 编辑
如题,复杂物品分类中@后的内容是要写在介绍里的,但是我又用了第二货币商店……所以求改。- # ————————————————————————————————————
- # 本脚本来自www.66rpg.com,转载请保留此信息
- # ————————————————————————————————————
- #==============================================================================
- # ■ Harts_Window_ItemTitle
- #==============================================================================
- class Harts_Window_ItemTitle < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
- end
- end
- #==============================================================================
- # ■ Harts_Window_ItemCommand
- #==============================================================================
- class Harts_Window_ItemCommand < Window_Selectable
- attr_accessor :commands
- #--------------------------------------------------------------------------
- # ● 初始化,生成commands窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 64, 160, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- @commands = []
- #————————生成commands窗口
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0
- push = true
- for com in @commands
- if com == $data_items[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_items[i].desc)
- end
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0
- push = true
- for com in @commands
- if com == $data_weapons[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_weapons[i].desc)
- end
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0
- push = true
- for com in @commands
- if com == $data_armors[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_armors[i].desc)
- end
- end
- end
- if @commands == []
- @commands.push("普通物品")
- end
- @item_max = @commands.size
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_item(i, normal_color)
- end
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def draw_item(index, color)
- self.contents.font.color = color
- y = index * 32
- self.contents.draw_text(4, y, 128, 32, @commands[index])
- end
- #--------------------------------------------------------------------------
- # 只描绘原文字
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(@commands[self.index])
- end
- end
- #==============================================================================
- # ■ Window_Item
- #==============================================================================
- class Harts_Window_ItemList < Window_Selectable
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def initialize
- super(160, 0, 480, 416)
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def set_item(command)
- refresh
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0 and $data_items[i].desc == command
- @data.push($data_items[i])
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
- @data.push($data_armors[i])
- 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
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def item_number
- return @item_max
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- 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 = normal_color
- else
- self.contents.font.color = disabled_color
- end
- 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 + 400, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # ■ Harts_Scene_Item
- #==============================================================================
- class Scene_Item
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def main
- @itemtitle_window = Harts_Window_ItemTitle.new
- @itemcommand_window = Harts_Window_ItemCommand.new
- @command_index = @itemcommand_window.index
- @itemlist_window = Harts_Window_ItemList.new
- @itemlist_window.active = false
- @help_window = Window_Help.new
- @help_window.x = 0
- @help_window.y = 416
- @itemcommand_window.help_window = @help_window
- @itemlist_window.help_window = @help_window
- @target_window = Window_Target.new
- @target_window.visible = false
- @target_window.active = false
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @itemtitle_window.dispose
- @itemcommand_window.dispose
- @itemlist_window.dispose
- @help_window.dispose
- @target_window.dispose
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def update
- @itemtitle_window.update
- @itemcommand_window.update
- @itemlist_window.update
- @help_window.update
- @target_window.update
- if @command_index != @itemcommand_window.index
- @command_index = @itemcommand_window.index
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- end
- if @itemcommand_window.active
- update_itemcommand
- return
- end
- if @itemlist_window.active
- update_itemlist
- return
- end
- if @target_window.active
- update_target
- return
- end
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def update_itemcommand
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $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
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def 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 = @command_index
- return
- end
- if Input.trigger?(Input::C)
- @item = @itemlist_window.item
- unless @item.is_a?(RPG::Item)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- 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
- @target_window.x = 304
- @target_window.visible = true
- @target_window.active = true
- if @item.scope == 4 || @item.scope == 6
- @target_window.index = -1
- else
- @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
- end
- end
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- def 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
- @target_window.visible = false
- @target_window.active = false
- @itemlist_window.set_item(@itemcommand_window.commands[@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 @target_window.index == -1
- used = false
- for i in $game_party.actors
- used |= i.item_effect(@item)
- end
- end
- if @target_window.index >= 0
- target = $game_party.actors[@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(@itemcommand_window.commands[@command_index])
- end
- @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
- #==============================================================================
- # ■ RPG追加定义,使用@符号分类
- #==============================================================================
- module RPG
- class Weapon
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Item
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Armor
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- end
复制代码 代码在这里。
最后感谢enghao_lim君,沙漠点灰的范例还是有点问题……抱歉我最佳答案按早了。