def qiangxz_cancel
@wu_window.show
@qiangxz_window.hide
@qiangxz_window.deactivate
if $wufang == true
@wu_window.activate
else
@fang_window.activate
end
$当前使用宝石加成率 = 0
$usegem = false
@command_window.deactivate
end
def qianging
i = 0
while i < 20
i += 1
text = "
"
text += "★" * i + "☆" * (20 - i)
text = text + "
强化中,请等待。"
@qianghelp_window.set_text(text)
Graphics.wait(6)
end
end
end
class RPG::EquipItem < RPG::BaseItem
alias old initialize
def initialize
old
@up = 0 #装备强化次数
end
attr_accessor :up
end
#==============================================================================
# ■ Window_Qiangwu
#------------------------------------------------------------------------------
# 强化系统_武器强化窗口
#==============================================================================
class Window_Qiangwu < Window_ItemList
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(qianghelp,xuanze)
super(0, 0, Graphics.width, fitting_height(8))
self.openness = 0
deactivate
@qianghelp = qianghelp
@xuanze = xuanze
end
#--------------------------------------------------------------------------
# ● 开始输入的处理
#--------------------------------------------------------------------------
def start
self.category = :weapon
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# ● 查询此物品是否可用
#--------------------------------------------------------------------------
def enable?(item)
return false unless item != nil
Qiang.weaponupable?(item.id)
end
#--------------------------------------------------------------------------
# ● 确定强化武器
#--------------------------------------------------------------------------
def qiangwu_ok
result = item ? item.id : 0
end
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
return unless item != nil
@help_window.set_item(item)
needmoney = 0
Qiang.weaponupable?(item.id)
qitemname = Qiang.lostitem.name
if item.up >= $强化哈希表["最高等级"]
qitemname = "无法继续升级"
end
temp = []
$usegem == true ? temp.push("使用") : temp.push("未使用")
temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
$fangb == true ? temp.push("使用") : temp.push("未使用")
temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
$fangj == true ? temp.push("使用") : temp.push("未使用")
cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s
if item.up == 0
min = item.params[2] + 1
max = min + 5
else
if item.up >= $强化哈希表["最高等级"]
min = item.params[2].to_int
max = min
else
min = (item.params[2] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up
max = min + item.up * 5
end
end
text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s
text = text + "
" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
text = text + "
" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
text = text + "
" + "成功率:" + cgl + "% " + "强化后攻击力范围:" + min.to_s + "~" + max.to_s
@qianghelp.set_text(text)
end
#--------------------------------------------------------------------------
# ● 获取当前武器等级
#--------------------------------------------------------------------------
def getweaponup
Qiang.weaponupisnil(item.id)
item.up
end
def itemid
item.id
end
#--------------------------------------------------------------------------
# ● 选择项目
#--------------------------------------------------------------------------
def select(index)
self.index = index if index
update_help
end
end
#==============================================================================
# ■ Window_Qiangfang
#------------------------------------------------------------------------------
# 强化系统_防具强化窗口
#==============================================================================
class Window_Qiangfang < Window_ItemList
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(qianghelp,xuanze)
super(0, 0, Graphics.width, fitting_height(8))
self.openness = 0
deactivate
@qianghelp = qianghelp
@xuanze = xuanze
end
#--------------------------------------------------------------------------
# ● 开始输入的处理
#--------------------------------------------------------------------------
def start
self.category = :armor
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# ● 查询此物品是否可用
#--------------------------------------------------------------------------
def enable?(item)
return false unless item != nil
Qiang.armorupable?(item.id)
end
#--------------------------------------------------------------------------
# ● 确定强化防具
#--------------------------------------------------------------------------
def qiangfang_ok
result = item ? item.id : 0
end
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
return unless item != nil
@help_window.set_item(item)
needmoney = 0
Qiang.armorupable?(item.id)
qitemname = Qiang.lostitem.name
if item.up >= $强化哈希表["最高等级"]
qitemname = "无法继续升级"
end
temp = []
$usegem == true ? temp.push("使用") : temp.push("未使用")
temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
$fangb == true ? temp.push("使用") : temp.push("未使用")
temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
$fangj == true ? temp.push("使用") : temp.push("未使用")
cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s
if item.up == 0
min = item.params[3] + 1
max = min + 5
else
if item.up >= $强化哈希表["最高等级"]
min = item.params[3].to_int
max = min
else
min = (item.params[3] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up
max = min + item.up * 5
end
end
text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s
text = text + "
" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
text = text + "
" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
text = text + "
" + "成功率:" + cgl + "% " + "强化后防御力范围:" + min.to_s + "~" + max.to_s
@qianghelp.set_text(text)
end
#--------------------------------------------------------------------------
# ● 获取当前防具等级
#--------------------------------------------------------------------------
def getarmorup
Qiang.armorupisnil(item.id)
item.up
end
def itemid
item.id
end
#--------------------------------------------------------------------------
# ● 选择项目
#--------------------------------------------------------------------------
def select(index)
self.index = index if index
update_help
end
end
#==============================================================================
# ■ Window_QiangCommand
#------------------------------------------------------------------------------
# 强化系统中,处理命令选择的窗口。
#==============================================================================
class Window_Qianghelp < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0, 0, window_width, fitting_height(4) + 8)
refresh
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 544
end
#--------------------------------------------------------------------------
# ● 获取持有金钱
#--------------------------------------------------------------------------
def value
$game_party.gold
end
#--------------------------------------------------------------------------
# ● 获取货币单位
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text(text)
if text != @text
@text = text
refresh
end
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text("")
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_text_ex(4, 0, @text)
end
end
#==============================================================================
# ■ Window_Qiangxz
#------------------------------------------------------------------------------
# 强化系统中,选择强化方式的窗口。
#==============================================================================
class Window_Qiangxz < Window_Command
@havegem = false
@havefangb = false
@havefangj = false
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0, 0)
index = 0
update_placement
self.openness = 0
open
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 180
end
#--------------------------------------------------------------------------
# ● 更新窗口的位置
#--------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height - height) / 2
end
#--------------------------------------------------------------------------
# ● 检查可用
#--------------------------------------------------------------------------
def haveitem
@havegem = false
@havefangb = false
@havefangj = false
for i in $强化哈希表["宝石效果"]
if $game_party.has_item?($data_items[i[1]])
@havegem = true
end
end
@havefangb = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][0]])
@havefangj = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][1]])
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
haveitem
add_command("宝石", :gem, @havegem)
add_command(Qiang.idgetitem($强化哈希表["特殊物品"][0]).name, :fangb, @havefangb)
add_command(Qiang.idgetitem($强化哈希表["特殊物品"][1]).name, :fangj, @havefangj)
add_command("开始强化", :start)
add_command("取消强化", :cancel)
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中所有窗口的父类
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 绘制物品名称
# enabled : 有效的标志。false 的时候使用半透明效果绘制
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
if item.is_a?(RPG::EquipItem)
if item.up != nil && item.up != 0
draw_text(x + 24, y, width, line_height, item.name + "+" + item.up.to_s)
else
draw_text(x + 24, y, width, line_height, item.name)
end
else
draw_text(x + 24, y, width, line_height, item.name)
end
end
end
class Window_ItemList
#--------------------------------------------------------------------------
# ● 查询列表中是否含有此物品
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
when :gem
itemid = item ? item.id : 0
itemid != 0 ? isgem(itemid) : false
else
false
end
end
def isgem(itemid)
for i in $强化哈希表["宝石效果"]
return true if i[1] == itemid
end
false
end
end
#==============================================================================
# ■ Window_Choosegem
#------------------------------------------------------------------------------
# 选择强化使用的宝石
#==============================================================================