Project1
标题:
【仿VA任重而道远】选择物品的处理
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作者:
阿尔西斯的马甲
时间:
2012-1-17 17:47
标题:
【仿VA任重而道远】选择物品的处理
class Interpreter
def command_320
if @parameters[1]=="选物品XP2VA"
@wait_count=2
$scene=Scene_ItemSelect.new
else
actor = $game_actors[@parameters[0]]
if actor != nil
actor.name = @parameters[1]
end
return true
end
end
end
class Window_ItemSelect < Window_Selectable
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
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
self.contents.font.color = normal_color
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 == 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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Scene_ItemSelect
def main
@spriteset = Spriteset_Map.new
@help_window = Window_Help.new
@help_window.opacity = 200
@item_window = Window_ItemSelect.new
@item_window.opacity = 200
@item_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@spriteset.dispose
end
def update
@help_window.update
@item_window.update
@target_window.update
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
[email protected]
if @item.is_a?(RPG::Item)
$b=1
end
if @item.is_a?(RPG::Weapon)
$b=2
end
if @item.is_a?(RPG::Armor)
$b=3
end
$scene = Scene_Map.new
return
end
end
def update_target
if Input.trigger?(Input::B)
if $game_party.item_number(@item.id) == 0
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
return
end
[email protected]
if @item.is_a?(RPG::Item)
$b=1
end
if @item.is_a?(RPG::Weapon)
$b=2
end
if @item.is_a?(RPG::Armor)
$b=3
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
$scene = Scene_Map.new
return
end
end
end
复制代码
如果要调用,请把任意一个角色的姓名改为“选物品XP2VA”(放心,不会真改的,只是这样输入事件)
然后就打开了窗口。选择物品后,物品ID被赋值给全局变量$a,物品类型赋值给$b。(1:物品2:武器3:防具)
自顶秒删
──阿尔西斯的马甲于2012-1-17 18:22补充内容:
作者:
越前リョーマ
时间:
2012-1-17 21:37
好独特的调用方式 = =
作者:
精灵使者
时间:
2012-1-18 22:38
可以用物品ID赋值给变量的用法。
我在《迷失之城》里面就用这个做面对角色使用物品
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