Project1
标题:
想要个简单的物品分类脚本
[打印本页]
作者:
zxc3824
时间:
2012-1-25 22:03
标题:
想要个简单的物品分类脚本
本来想要个早期前辈做的简单物品分类脚本,可是去看了新旧的资源帖,连接都失效了。
不知道还有那位同学还有那个工程,希望能发上来,以帮助更多需要同类脚本的人 dsu_plus_rewardpost_czw
作者:
腐琴琴
时间:
2012-1-25 22:35
本帖最后由 腐琴琴 于 2012-1-25 22:37 编辑
Project16.rar
(188.99 KB, 下载次数: 56)
2012-1-25 22:35 上传
点击文件名下载附件
其实真心不需要范例啦……
脚本在下面
在物品说明后面“@类型”就好啦
QQ截图20120125223620.jpg
(10.38 KB, 下载次数: 3)
下载附件
保存到相册
2012-1-25 22:37 上传
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ 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, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
@commands = []
#————————生成commands窗口
for i in 1...$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
self.contents = Bitmap.new(width - 32, @item_max * 32)
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
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
���
作者:
幻耶
时间:
2012-1-26 17:11
这个?
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
module RPG
# 物品分类
class Item
def name
name = @name.split(/,/)[0]
return name != nil ? name : ""
end
def occasion
occasion = @name.split(/,/)[1]
return occasion != nil ? 4 : @occasion
end
end
end
#==============================================================================
# ■ Harts_Window_ItemTitle
#------------------------------------------------------------------------------
# アイテム画面で、タイトルを表示するウィンドウ。
#==============================================================================
class Harts_Window_ItemTitle < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(10, 10, 150, 59)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 100, 32, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#------------------------------------------------------------------------------
# アイテムの種別選択を行うウィンドウです。
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(10, 79, 150, 321)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 9
@commands = ["药用道具", "投掷道具", "右手道具", "左手道具", "头部防具", "身体防具", "装饰物品", "特殊道具", "闲者之石"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
case self.index
when 0
@text = "居家旅行必备药品。"
when 1
@text = "杀人灭口常备道具。"
when 2
@text = "右手武器,刀枪剑戟斧钺钩叉……"
when 3
@text = "左手防具,包括盾与手套。"
when 4
@text = "头部防具,上可防风霜雨雪下可防鸡蛋番茄。"
when 5
@text = "身体防具,包括铠甲,长袍与羽衣……不是雨衣啊。"
when 6
@text = "装饰物品,目前只有指环,以后……还是只有指环。"
when 7
@text = "特殊物品,有些是通关道具,还有一些只是纪念品。"
when 8
@text = "闲者之石,顾名思义,是闲着没事做的人发明的晶石。"
end
@help_window.set_text(@text)
end
end
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# アイテム画面で、所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(170, 10, 460, 390)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● アイテムの取得
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
# ● アイテム一覧設定
# command : 選択中のコマンド
#--------------------------------------------------------------------------
def set_item(command)
refresh
case command
when 0
for i in 1...$data_items.size
if ($data_items[i].occasion == 0 or $data_items[i].occasion == 2) and $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
when 1
for i in 1...$data_items.size
if ($data_items[i].occasion == 1 and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
when 2
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
when 3
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
when 4
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
when 5
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 6
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 7
for i in 1...$data_items.size
if $data_items[i].occasion == 3 and $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
when 8
for i in 1...$data_items.size
if $data_items[i].occasion == 4 and $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
end
# 項目数が 0 でなければビットマップを作成し、全項目を描画
@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
#--------------------------------------------------------------------------
# ● 種類別アイテム数の取得
#--------------------------------------------------------------------------
def item_number
return @item_max
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
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 = 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 + 350, y, 16, 32, ":", 1)
self.contents.draw_text(x + 366, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Harts_Scene_Item
#------------------------------------------------------------------------------
# アイテム画面の処理を行うクラスです。再定義
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# タイトルウィンドウを作成
@itemtitle_window = Harts_Window_ItemTitle.new
#コマンドウィンドウを作成
@itemcommand_window = Harts_Window_ItemCommand.new
@command_index = @itemcommand_window.index
#アイテムウィンドウを作成
@itemlist_window = Harts_Window_ItemList.new
@itemlist_window.active = false
#ヘルプウィンドウを作成
@help_window = Window_Help.new
@help_window.x = 10
@help_window.y = 410
# ヘルプウィンドウを関連付け
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
# ターゲットウィンドウを作成 (不可視?非アクティブに設定)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# アイテムウィンドウ内容表示
@itemlist_window.set_item(@command_index)
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@itemtitle_window.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@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(@command_index)
end
# コマンドウィンドウがアクティブの場合: update_itemcommand を呼ぶ
if @itemcommand_window.active
update_itemcommand
return
end
# アイテムウィンドウがアクティブの場合: update_itemlist を呼ぶ
if @itemlist_window.active
update_itemlist
return
end
# ターゲットウィンドウがアクティブの場合: update_target を呼ぶ
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_itemcommand
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# メニュー画面に切り替え
$scene = Scene_Menu.new(0)
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 選択中のコマンドのアイテムがない場合
if @itemlist_window.item_number == 0
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテムウィンドウをアクティブにする
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (アイテムウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_itemlist
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# アイテムウィンドウをアクティブにする
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @command_index
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムウィンドウで現在選択されているデータを取得
@item = @itemlist_window.item
# 使用アイテムではない場合
unless @item.is_a?(RPG::Item)
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 使用できない場合
unless $game_party.item_can_use?(@item.id)
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 効果範囲が味方の場合
if @item.scope >= 3
# ターゲットウィンドウをアクティブ化
@itemlist_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
# 効果範囲 (単体/全体) に応じてカーソル位置を設定
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
# 効果範囲が味方以外の場合
else
# コモンイベント ID が有効の場合
if @item.common_event_id > 0
# コモンイベント呼び出し予約
$game_temp.common_event_id = @item.common_event_id
# アイテムの使用時 SE を演奏
$game_system.se_play(@item.menu_se)
# 消耗品の場合
if @item.consumable
# 使用したアイテムを 1 減らす
$game_party.lose_item(@item.id, 1)
# アイテムウィンドウの項目を再描画
@itemlist_window.draw_item(@itemlist_window.index)
end
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ターゲットウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_target
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# アイテム切れなどで使用できなくなった場合
unless $game_party.item_can_use?(@item.id)
# アイテムウィンドウの内容を再作成
@itemlist_window.refresh
end
# ターゲットウィンドウを消去
@itemlist_window.active = true
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@command_index)
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを使い切った場合
if $game_party.item_number(@item.id) == 0
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# ターゲットが全体の場合
if @target_window.index == -1
# パーティ全体にアイテムの使用効果を適用
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# ターゲットが単体の場合
if @target_window.index >= 0
# ターゲットのアクターにアイテムの使用効果を適用
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# アイテムを使った場合
if used
# アイテムの使用時 SE を演奏
$game_system.se_play(@item.menu_se)
# 消耗品の場合
if @item.consumable
# 使用したアイテムを 1 減らす
$game_party.lose_item(@item.id, 1)
# アイテムウィンドウの項目を再描画
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@command_index)
end
# ターゲットウィンドウの内容を再作成
@target_window.refresh
# 全滅の場合
if $game_party.all_dead?
# ゲームオーバー画面に切り替え
$scene = Scene_Gameover.new
return
end
# コモンイベント ID が有効の場合
if @item.common_event_id > 0
# コモンイベント呼び出し予約
$game_temp.common_event_id = @item.common_event_id
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
end
# アイテムを使わなかった場合
unless used
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
諾丶爱❤
时间:
2012-1-27 12:47
↑————不是对的吗,?
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1