Project1
标题: 请问有没有VA的“物品分类脚本”? [打印本页]
作者: 双黄连 时间: 2012-6-14 21:31
标题: 请问有没有VA的“物品分类脚本”?
请问有没有VA的“物品分类脚本”?{:2_270:}
别看我这表情,我是很需要的!{:2_286:}
物品一上百,使用时就眼花缭乱......{:2_277:}
最好有菜单中和战斗中都有效的物品分类!XP和VX都有!(我查了那么久就查到他俩的说......){:2_258:}
以下的是VX的,也许可以修改!{:2_261:}- 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
- 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, Vocab::item, 1)
- end
- end
- class Harts_Window_ItemCommand < Window_Selectable
- attr_accessor :commands
- def initialize
- super(0, 64, 160, 296)
- self.contents = Bitmap.new(width - 32, height - 32)
- @commands = []
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[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 $game_party.item_number($data_weapons[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 $game_party.item_number($data_armors[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.index = 0
- refresh
- 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 * WLH
- self.contents.draw_text(4, y, 128, WLH, @commands[index])
- end
-
- def update_help
- @help_window.set_text(@commands[self.index])
- end
- end
- class Harts_Window_ItemList < Window_Selectable
-
- def initialize
- super(160, 0, 384, 360)
- self.index = 0
- refresh
- end
-
- def item
- return @data[self.index]
- end
-
- def refresh
- @data = []
- end
-
- def set_item(command)
- refresh
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[i]) > 0 and $data_items[i].desc == command
- @data.push($data_items[i])
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.item_number($data_weapons[i]) > 0 and $data_weapons[i].desc == command
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.item_number($data_armors[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)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- item = @data[index]
- if item != nil
- number = $game_party.item_number(item)
- enabled = $game_party.item_can_use?(item)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enabled)
- self.contents.draw_text(rect, sprintf(":%2d", number), 2)
- end
- end
-
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- class Harts_Window_Help < Window_Base
-
- def initialize
- super(0, 360, 544, WLH + 32)
- end
- def set_text(text, align = 0)
- if text != @text or align != @align
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, WLH , text, align)
- @text = text
- @align = align
- end
- end
- end
- class Harts_Window_MenuStatus < Window_Selectable
- def initialize(x, y)
- super(x, y, 288, 416)
- refresh
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.members.size
- for actor in $game_party.members
- x = 8
- y = actor.index * 96 + WLH / 2
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 120, y)
- draw_actor_level(actor, x, y + WLH * 1)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- end
- end
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- elsif @index < @item_max
- self.cursor_rect.set(0, @index * 96, contents.width, 96)
- elsif @index >= 100
- self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
- else
- self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
- end
- end
- end
- class Scene_Item < Scene_Base
- def start
- super
- create_menu_background
- @viewport = Viewport.new(0, 0, 544, 416)
- @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 = Harts_Window_Help.new
- @help_window.viewport = @viewport
- @target_window = Harts_Window_MenuStatus.new(96, 0)
- @itemcommand_window.help_window = @help_window
- @itemlist_window.help_window = @help_window
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- end
- def terminate
- super
- dispose_menu_background
- @viewport.dispose
- @itemtitle_window.dispose
- @itemcommand_window.dispose
- @itemlist_window.dispose
- @help_window.dispose
- @target_window.dispose
- end
- def return_scene
- $scene = Scene_Menu.new(0)
- end
- def update
- super
- update_menu_background
- @help_window.update
- @itemlist_window.update
- @itemcommand_window.update
- @target_window.update
- if @command_index != @itemcommand_window.index
- @itemlist_window.index = 0
- @command_index = @itemcommand_window.index
- @itemcommand_window.update_help
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- end
- if @itemcommand_window.active
- @itemcommand_window.update_help
- update_itemcommand
- elsif @itemlist_window.active
- update_itemlist
- elsif @target_window.active
- update_target_selection
- end
- end
- def update_itemcommand
- if Input.trigger?(Input::B)
- Sound.play_cancel
- return_scene
- return
- end
- if Input.trigger?(Input::C)
- if @itemlist_window.item_number == 0
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- @itemcommand_window.active = false
- @itemlist_window.index = 0
- @itemlist_window.active = true
- return
- end
- end
- def update_itemlist
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @itemcommand_window.active = true
- @itemlist_window.active = false
- @itemcommand_window.index = @command_index
- elsif Input.trigger?(Input::C)
- @item = @itemlist_window.item
- if @item != nil
- $game_party.last_item_id = @item.id
- end
- if $game_party.item_can_use?(@item)
- Sound.play_decision
- determine_item
- else
- Sound.play_buzzer
- end
- end
- end
- def determine_item
- if @item.for_friend?
- show_target_window(@itemlist_window.index % 2 == 0)
- if @item.for_all?
- @target_window.index = 99
- else
- if $game_party.last_target_index < @target_window.item_max
- @target_window.index = $game_party.last_target_index
- else
- @target_window.index = 0
- end
- end
- else
- use_item_nontarget
- end
- end
- def update_target_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- if $game_party.item_number(@item) == 0
- @itemlist_window.refresh
- end
- @itemlist_window.active = true
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- @itemlist_window.active = true
- elsif Input.trigger?(Input::C)
- if not $game_party.item_can_use?(@item)
- Sound.play_buzzer
- else
- determine_target
- end
- end
- end
- def determine_target
- used = false
- if @item.for_all?
- for target in $game_party.members
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- else
- $game_party.last_target_index = @target_window.index
- target = $game_party.members[@target_window.index]
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- if used
- use_item_nontarget
- else
- Sound.play_buzzer
- end
- end
- def show_target_window(right)
- @itemlist_window.active = false
- width_remain = 544 - @target_window.width
- @target_window.x = right ? width_remain : 0
- @target_window.visible = true
- @target_window.active = true
- if right
- @viewport.rect.set(0, 0, width_remain, 416)
- @viewport.ox = 0
- else
- @viewport.rect.set(@target_window.width, 0, width_remain, 416)
- @viewport.ox = @target_window.width
- end
- end
- def hide_target_window
- @target_window.visible = false
- @target_window.active = false
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @viewport.rect.set(0, 0, 544, 416)
- @viewport.ox = 0
- end
- def use_item_nontarget
- Sound.play_use_item
- $game_party.consume_item(@item)
- @itemlist_window.draw_item(@itemlist_window.index)
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- elsif @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $scene = Scene_Map.new
- end
- end
- end
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