Project1
标题:
求教这个脚本添加合成配方的方法
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作者:
xfx510061635
时间:
2012-10-5 18:35
标题:
求教这个脚本添加合成配方的方法
本帖最后由 xfx510061635 于 2012-10-5 18:49 编辑
#==============================================================================
# 仭 RGSS3 傾僀僥儉崌惉 ver 1.03
#------------------------------------------------------------------------------
# 丂攝晍尦:
# 敀偺杺 http://izumiwhite.web.fc2.com/
#
# 丂棙梡婯栺:
# RPG僣僋乕儖VX Ace偺惓婯偺搊榐幰偺傒偛棙梡偵側傟傑偡丅
# 棙梡曬崘丒挊嶌尃昞帵偲偐偼昁梫偁傝傑偣傫丅
# 夵憿傕偛帺桼偵偳偆偧丅
# 壗偐栤戣偑敪惗偟偰傕愑擟偼帩偪傑偣傫丅
#==============================================================================
#--------------------------------------------------------------------------
# 仛 弶婜愝掕丅
# 崌惉儗僔僺摍偺愝掕
#--------------------------------------------------------------------------
module WD_itemsynthesis_ini
Cost_view = true #旓梡(俧)偺昞帵(崌惉偺旓梡偑慡偰0G偺応崌偼false傪悇彠)
Category_i = true #僇僥僑儕僂傿儞僪僂偵乽傾僀僥儉乿偺崁栚傪昞帵
Category_w = true #僇僥僑儕僂傿儞僪僂偵乽晲婍乿偺崁栚傪昞帵
Category_a = true #僇僥僑儕僂傿儞僪僂偵乽杊嬶乿偺崁栚傪昞帵
Category_k = true #僇僥僑儕僂傿儞僪僂偵乽戝帠側傕偺乿偺崁栚傪昞帵
I_recipe = [] #偙偺峴偼嶍彍偟側偄偙偲
W_recipe = [] #偙偺峴偼嶍彍偟側偄偙偲
A_recipe = [] #偙偺峴偼嶍彍偟側偄偙偲
#埲壓丄崌惉儗僔僺丅
#椺: I_recipe[3] = [100, ["I",1,1], ["W",2,1], ["A",2,2], ["A",3,1]]
#偲婰嵹偟偨応崌丄ID3偺傾僀僥儉偺崌惉昁梫偼丄100俧丅
#昁梫側慺嵽偼丄ID1偺傾僀僥儉1屄丄ID2偺晲婍1屄丄ID2偺杊嬶2屄丄ID3偺杊嬶1屄
#偲側傞丅
#傾僀僥儉偺崌惉儗僔僺
I_recipe[2] = [10, ["I",1,2]]
I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
I_recipe[17] = [500, ["I",1,10]]
#晲婍偺崌惉儗僔僺
W_recipe[3] = [50, ["W",1,1], ["W",2,1]]
W_recipe[6] = [600, ["W",3,1], ["I",17,0]]
#杊嬶偺崌惉儗僔僺
A_recipe[2] = [40, ["A",1,2]]
A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]
end
#==============================================================================
# 仭 WD_itemsynthesis
#------------------------------------------------------------------------------
# 丂傾僀僥儉崌惉梡偺嫟捠儊僜僢僪偱偡丅
#==============================================================================
module WD_itemsynthesis
def i_recipe_switch_on(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
$game_system.i_rcp_sw[id] = true
end
def i_recipe_switch_off(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
$game_system.i_rcp_sw[id] = false
end
def i_recipe_switch_on?(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
return $game_system.i_rcp_sw[id]
end
def i_recipe_all_switch_on
for i in 1..$data_items.size
i_recipe_switch_on(i)
end
end
def i_recipe_all_switch_off
for i in 1..$data_items.size
i_recipe_switch_off(i)
end
end
def w_recipe_switch_on(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
$game_system.w_rcp_sw[id] = true
end
def w_recipe_switch_off(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
$game_system.w_rcp_sw[id] = false
end
def w_recipe_switch_on?(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
return $game_system.w_rcp_sw[id]
end
def w_recipe_all_switch_on
for i in 1..$data_weapons.size
w_recipe_switch_on(i)
end
end
def w_recipe_all_switch_off
for i in 1..$data_weapons.size
w_recipe_switch_off(i)
end
end
def a_recipe_switch_on(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
$game_system.a_rcp_sw[id] = true
end
def a_recipe_switch_off(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
$game_system.a_rcp_sw[id] = false
end
def a_recipe_switch_on?(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
return $game_system.a_rcp_sw[id]
end
def a_recipe_all_switch_on
for i in 1..$data_armors.size
a_recipe_switch_on(i)
end
end
def a_recipe_all_switch_off
for i in 1..$data_armors.size
a_recipe_switch_off(i)
end
end
def recipe_all_switch_on
i_recipe_all_switch_on
w_recipe_all_switch_on
a_recipe_all_switch_on
end
def recipe_all_switch_off
i_recipe_all_switch_off
w_recipe_all_switch_off
a_recipe_all_switch_off
end
end
class Game_Interpreter
include WD_itemsynthesis
end
class Game_System
#--------------------------------------------------------------------------
# 仠 岞奐僀儞僗僞儞僗曄悢
#--------------------------------------------------------------------------
attr_accessor :i_rcp_sw
attr_accessor :w_rcp_sw
attr_accessor :a_rcp_sw
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
#--------------------------------------------------------------------------
alias wd_orig_initialize004 initialize
def initialize
wd_orig_initialize004
@i_rcp_sw = []
@w_rcp_sw = []
@a_rcp_sw = []
end
end
#==============================================================================
# 仭 Scene_ItemSynthesis
#------------------------------------------------------------------------------
# 丂崌惉夋柺偺張棟傪峴偆僋儔僗偱偡丅
#==============================================================================
class Scene_ItemSynthesis < Scene_MenuBase
#--------------------------------------------------------------------------
# 仠 奐巒張棟
#--------------------------------------------------------------------------
def start
super
create_help_window
create_dummy_window
create_number_window
create_status_window
create_material_window
create_list_window
create_category_window
create_gold_window
create_change_window
end
#--------------------------------------------------------------------------
# 仠 僑乕儖僪僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.viewport = @viewport
@gold_window.x = Graphics.width - @gold_window.width
@gold_window.y = @help_window.height
@gold_window.hide
end
#--------------------------------------------------------------------------
# 仠 愗傝懼偊昞帵僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_change_window
wx = 0
wy = @gold_window.y
ww = Graphics.width - @gold_window.width
wh = @gold_window.height
@change_window = Window_ItemSynthesisChange.new(wx, wy, ww, wh)
@change_window.viewport = @viewport
@change_window.hide
end
#--------------------------------------------------------------------------
# 仠 僟儈乕僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_dummy_window
wy = @help_window.y + @help_window.height + 48
wh = Graphics.height - wy
@dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
@dummy_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# 仠 屄悢擖椡僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_number_window
wy = @dummy_window.y
wh = @dummy_window.height
@number_window = Window_ItemSynthesisNumber.new(0, wy, wh)
@number_window.viewport = @viewport
@number_window.hide
@number_window.set_handler(:ok, method(:on_number_ok))
@number_window.set_handler(:cancel, method(:on_number_cancel))
@number_window.set_handler(:change_window, method(:on_change_window))
end
#--------------------------------------------------------------------------
# 仠 僗僥乕僞僗僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_status_window
wx = @number_window.width
wy = @dummy_window.y
ww = Graphics.width - wx
wh = @dummy_window.height
@status_window = Window_ShopStatus.new(wx, wy, ww, wh)
@status_window.viewport = @viewport
@status_window.hide
end
#--------------------------------------------------------------------------
# 仠 慺嵽僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_material_window
wx = @number_window.width
wy = @dummy_window.y
ww = Graphics.width - wx
wh = @dummy_window.height
@material_window = Window_ItemSynthesisMaterial.new(wx, wy, ww, wh)
@material_window.viewport = @viewport
@material_window.hide
@number_window.material_window = @material_window
end
#--------------------------------------------------------------------------
# 仠 崌惉傾僀僥儉儕僗僩僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_list_window
wy = @dummy_window.y
wh = @dummy_window.height
@list_window = Window_ItemSynthesisList.new(0, wy, wh)
@list_window.viewport = @viewport
@list_window.help_window = @help_window
@list_window.status_window = @status_window
@list_window.material_window = @material_window
@list_window.hide
@list_window.set_handler(:ok, method(:on_list_ok))
@list_window.set_handler(:cancel, method(:on_list_cancel))
@list_window.set_handler(:change_window, method(:on_change_window))
end
#--------------------------------------------------------------------------
# 仠 僇僥僑儕僂傿儞僪僂偺嶌惉
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemSynthesisCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.activate
@category_window.item_window = @list_window
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# 仠 崌惉傾僀僥儉儕僗僩僂傿儞僪僂偺傾僋僥傿僽壔
#--------------------------------------------------------------------------
def activate_list_window
@list_window.money = money
@list_window.show.activate
end
#--------------------------------------------------------------------------
# 仠 崌惉乵寛掕乶
#--------------------------------------------------------------------------
def on_list_ok
@item = @list_window.item
@list_window.hide
@number_window.set(@item, max_buy, buying_price, currency_unit)
@number_window.show.activate
end
#--------------------------------------------------------------------------
# 仠 崌惉乵僉儍儞僙儖乶
#--------------------------------------------------------------------------
def on_list_cancel
@category_window.activate
@category_window.show
@dummy_window.show
@list_window.hide
@status_window.hide
@status_window.item = nil
@material_window.hide
@material_window.set(nil, nil)
@gold_window.hide
@change_window.hide
@help_window.clear
end
#--------------------------------------------------------------------------
# 仠 昞帵愗懼
#--------------------------------------------------------------------------
def on_change_window
if @status_window.visible
@status_window.hide
@material_window.show
else
@status_window.show
@material_window.hide
end
end
#--------------------------------------------------------------------------
# 仠 僇僥僑儕乵寛掕乶
#--------------------------------------------------------------------------
def on_category_ok
activate_list_window
@gold_window.show
@change_window.show
@material_window.show
@category_window.hide
@list_window.select(0)
end
#--------------------------------------------------------------------------
# 仠 屄悢擖椡乵寛掕乶
#--------------------------------------------------------------------------
def on_number_ok
Sound.play_shop
do_syntetic(@number_window.number)
end_number_input
@gold_window.refresh
end
#--------------------------------------------------------------------------
# 仠 屄悢擖椡乵僉儍儞僙儖乶
#--------------------------------------------------------------------------
def on_number_cancel
Sound.play_cancel
end_number_input
end
#--------------------------------------------------------------------------
# 仠 崌惉偺幚峴
#--------------------------------------------------------------------------
def do_syntetic(number)
$game_party.lose_gold(number * buying_price)
$game_party.gain_item(@item, number)
@recipe = @list_window.recipe(@item)
for i in
[email protected]
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
$game_party.lose_item(item, num*number)
end
end
#--------------------------------------------------------------------------
# 仠 屄悢擖椡偺廔椆
#--------------------------------------------------------------------------
def end_number_input
@number_window.hide
activate_list_window
end
#--------------------------------------------------------------------------
# 仠 嵟戝峸擖壜擻屄悢偺庢摼
#--------------------------------------------------------------------------
def max_buy
max = $game_party.max_item_number(@item) - $game_party.item_number(@item)
@recipe = @list_window.recipe(@item)
for i in
[email protected]
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
if num > 0
max_buf = $game_party.item_number(item)/num
else
max_buf = 999
end
max = [max, max_buf].min
end
buying_price == 0 ? max : [max, money / buying_price].min
end
#--------------------------------------------------------------------------
# 仠 強帩嬥偺庢摼
#--------------------------------------------------------------------------
def money
@gold_window.value
end
#--------------------------------------------------------------------------
# 仠 捠壿扨埵偺庢摼
#--------------------------------------------------------------------------
def currency_unit
@gold_window.currency_unit
end
#--------------------------------------------------------------------------
# 仠 崌惉旓梡偺庢摼
#--------------------------------------------------------------------------
def buying_price
@list_window.price(@item)
end
end
#==============================================================================
# 仭 Window_ItemSynthesisList
#------------------------------------------------------------------------------
# 丂崌惉夋柺偱丄崌惉壜擻側傾僀僥儉偺堦棗傪昞帵偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_ItemSynthesisList < Window_Selectable
include WD_itemsynthesis
#--------------------------------------------------------------------------
# 仠 岞奐僀儞僗僞儞僗曄悢
#--------------------------------------------------------------------------
attr_reader :status_window # 僗僥乕僞僗僂傿儞僪僂
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
#--------------------------------------------------------------------------
def initialize(x, y, height)
super(x, y, window_width, height)
@shop_goods = []
@shop_recipes = []
for i in 1..WD_itemsynthesis_ini::I_recipe.size
recipe = WD_itemsynthesis_ini::I_recipe[i]
if recipe
good = [0, i, recipe[0]]
if i_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::W_recipe.size
recipe = WD_itemsynthesis_ini::W_recipe[i]
if recipe
good = [1, i, recipe[0]]
if w_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::A_recipe.size
recipe = WD_itemsynthesis_ini::A_recipe[i]
if recipe
good = [2, i, recipe[0]]
if a_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
@money = 0
refresh
select(0)
end
#--------------------------------------------------------------------------
# 仠 僂傿儞僪僂暆偺庢摼
#--------------------------------------------------------------------------
def window_width
return 304
end
#--------------------------------------------------------------------------
# 仠 崁栚悢偺庢摼
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉偺庢摼
#--------------------------------------------------------------------------
def item
@data[index]
end
#--------------------------------------------------------------------------
# 仠 強帩嬥偺愝掕
#--------------------------------------------------------------------------
def money=(money)
@money = money
refresh
end
#--------------------------------------------------------------------------
# 仠 慖戰崁栚偺桳岠忬懺傪庢摼
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# 仠 崌惉旓梡傪庢摼
#--------------------------------------------------------------------------
def price(item)
@price[item]
end
#--------------------------------------------------------------------------
# 仠 崌惉壜斲傪庢摼
#--------------------------------------------------------------------------
def enable?(item)
@makable[item]
end
#--------------------------------------------------------------------------
# 仠 儗僔僺傪庢摼
#--------------------------------------------------------------------------
def recipe(item)
@recipe[item]
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉傪嫋壜忬懺偱昞帵偡傞偐偳偆偐
#--------------------------------------------------------------------------
def have_mat?(recipe)
flag = true
if @money >= recipe[0]
for i in 1...recipe.size
kind = recipe[i][0]
id = recipe[i][1]
num = recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
if $game_party.item_number(item) < [num, 1].max
flag = false
end
end
else
flag = false
end
return flag
end
#--------------------------------------------------------------------------
# 仠 僇僥僑儕偺愝掕
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
end
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉傪儕僗僩偵娷傔傞偐偳偆偐
#--------------------------------------------------------------------------
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?
else
false
end
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉儕僗僩偺嶌惉
#--------------------------------------------------------------------------
def make_item_list
@data = []
@price = {}
@makable = {}
@recipe = {}
for i in 0...@shop_goods.size
goods = @shop_goods[i]
recipe = @shop_recipes[i]
case goods[0]
when 0; item = $data_items[goods[1]]
when 1; item = $data_weapons[goods[1]]
when 2; item = $data_armors[goods[1]]
end
if item
if include?(item)
@data.push(item)
@price[item] = goods[2]
@makable[item] = have_mat?(recipe)
@recipe[item] = recipe
end
end
end
end
#--------------------------------------------------------------------------
# 仠 崁栚偺昤夋
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
draw_item_name(item, rect.x, rect.y, enable?(item))
rect.width -= 4
draw_text(rect, price(item), 2) if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# 仠 僗僥乕僞僗僂傿儞僪僂偺愝掕
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
call_update_help
end
#--------------------------------------------------------------------------
# 仠 慺嵽僂傿儞僪僂偺愝掕
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# 仠 僿儖僾僥僉僗僩峏怴
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
@status_window.item = item if @status_window
@material_window.set(item, recipe(item)) if @material_window
end
#--------------------------------------------------------------------------
# 仠 Z 儃僞儞乮昞帵愗懼乯偑墴偝傟偨偲偒偺張棟
#--------------------------------------------------------------------------
def process_change_window
Sound.play_cursor
Input.update
call_handler(:change_window)
end
#--------------------------------------------------------------------------
# 仠 寛掕傗僉儍儞僙儖側偳偺僴儞僪儕儞僌張棟
#--------------------------------------------------------------------------
def process_handling
super
if active
return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
# return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
end
end
end
#==============================================================================
# 仭 Window_ItemSynthesisMaterial
#------------------------------------------------------------------------------
# 丂崌惉夋柺偱丄崌惉偵昁梫側慺嵽傪昞帵偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_ItemSynthesisMaterial < Window_Base
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_possession(4, 0)
draw_material_info(0, line_height * 2)
end
#--------------------------------------------------------------------------
# 仠 傾僀僥儉偺愝掕
#--------------------------------------------------------------------------
def set(item, recipe)
@item = item
@recipe = recipe
@make_number = 1
refresh
end
#--------------------------------------------------------------------------
# 仠 嶌惉屄悢偺愝掕
#--------------------------------------------------------------------------
def set_num(make_number)
@make_number = make_number
refresh
end
#--------------------------------------------------------------------------
# 仠 強帩悢偺昤夋
#--------------------------------------------------------------------------
def draw_possession(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Vocab::Possession)
change_color(normal_color)
draw_text(rect, $game_party.item_number(@item), 2)
end
#--------------------------------------------------------------------------
# 仠 慺嵽忣曬偺昤夋
#--------------------------------------------------------------------------
def draw_material_info(x, y)
rect = Rect.new(x, y, contents.width, line_height)
change_color(system_color)
contents.font.size = 18
draw_text(rect, "昁梫慺嵽", 0)
if @recipe
for i in
[email protected]
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
rect = Rect.new(x, y + line_height*i, contents.width, line_height)
enabled = true
enabled = false if [num*@make_number, 1].max > $game_party.item_number(item)
draw_item_name(item, rect.x, rect.y, enabled)
change_color(normal_color, enabled)
if num > 0
draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
end
end
end
change_color(normal_color)
contents.font.size = 24
end
end
#==============================================================================
# 仭 Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# 丂崌惉夋柺偱丄崌惉偡傞傾僀僥儉偺屄悢傪擖椡偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_ItemSynthesisNumber < Window_ShopNumber
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_item_name(@item, 0, item_y)
draw_number
draw_total_price if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# 仠 嶌惉屄悢偺曄峏
#--------------------------------------------------------------------------
def change_number(amount)
@number = [[@number + amount, @max].min, 1].max
call_update_help #捛壛
end
#--------------------------------------------------------------------------
# 仠 僿儖僾僥僉僗僩峏怴
#--------------------------------------------------------------------------
def call_update_help
@material_window.set_num(@number) if @material_window
end
#--------------------------------------------------------------------------
# 仠 Z 儃僞儞乮昞帵愗懼乯偑墴偝傟偨偲偒偺張棟
#--------------------------------------------------------------------------
def process_change_window
Sound.play_cursor
Input.update
call_handler(:change_window)
end
#--------------------------------------------------------------------------
# 仠 寛掕傗僉儍儞僙儖側偳偺僴儞僪儕儞僌張棟
#--------------------------------------------------------------------------
def process_handling
super
if active
return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
# return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
end
end
end
#==============================================================================
# 仭 Window_ItemSynthesisCategory
#------------------------------------------------------------------------------
# 丂崌惉夋柺偱丄捠忢傾僀僥儉傗憰旛昳偺暘椶傪慖戰偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_ItemSynthesisCategory < Window_ItemCategory
#--------------------------------------------------------------------------
# 仠 寘悢偺庢摼
#--------------------------------------------------------------------------
def col_max
i = 0
i += 1 if WD_itemsynthesis_ini::Category_i
i += 1 if WD_itemsynthesis_ini::Category_w
i += 1 if WD_itemsynthesis_ini::Category_a
i += 1 if WD_itemsynthesis_ini::Category_k
return i
end
#--------------------------------------------------------------------------
# 仠 僐儅儞僪儕僗僩偺嶌惉
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::item, :item) if WD_itemsynthesis_ini::Category_i
add_command(Vocab::weapon, :weapon) if WD_itemsynthesis_ini::Category_w
add_command(Vocab::armor, :armor) if WD_itemsynthesis_ini::Category_a
add_command(Vocab::key_item, :key_item) if WD_itemsynthesis_ini::Category_k
end
end
#==============================================================================
# 仭 Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# 丂崌惉夋柺偱丄愗懼傪昞帵偡傞僂傿儞僪僂偱偡丅
#==============================================================================
class Window_ItemSynthesisChange < Window_Base
#--------------------------------------------------------------------------
# 仠 僆僽僕僃僋僩弶婜壔
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
#--------------------------------------------------------------------------
# 仠 儕僼儗僢僔儏
#--------------------------------------------------------------------------
def refresh
contents.clear
text = "Z: 慺嵽 佁 僗僥乕僞僗 昞帵愗傝懼偊"
draw_text(0, 0, contents_width, line_height, text, 1)
end
end
复制代码
就是这个了,我是看不懂啊。。
召唤术~
@Mic_洛洛
@xuzhengchi
@仲秋启明
@delv25
@杂兵天下
@fxwd
@迷糊的安安
作者:
布里蓝
时间:
2012-10-5 18:40
38行后添加
#以下、合成レシピ。
#例: I_recipe[3] = [100, ["I",1,1], ["W",2,1], ["A",2,2], ["A",3,1]]
#と記載した場合、ID3のアイテムの合成必要は、100G。
#必要な素材は、ID1のアイテム1個、ID2の武器1個、ID2の防具2個、ID3の防具1個
#となる。
#アイテムの合成レシピ
I_recipe[2] = [10, ["I",1,2]]←合成ID2的道具,需要10块钱,ID为1的道具2个,剩下的自己研究吧
I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
I_recipe[17] = [500, ["I",1,10]]
#武器の合成レシピ
W_recipe[3] = [50, ["W",1,1], ["W",2,1]]
W_recipe[6] = [600, ["W",3,1], ["I",17,0]]
#防具の合成レシピ
A_recipe[2] = [40, ["A",1,2]]
A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]
作者:
布里蓝
时间:
2012-10-5 18:45
要添加道具合成表就在
#アイテムの合成レシピ
下直接添加,其他同理
作者:
huianda
时间:
2012-10-26 20:00
布里蓝 发表于 2012-10-5 18:45
要添加道具合成表就在#アイテムの合成レシピ下直接添加,其他同理
再请教个问题。如果我想让不同的事件显示不同的合成按钮,比如说,一个事件只显示合成物品(例如专业的道具合成商店),一个事件只显示武器合成(例如专业的武器合成商店)。在呼出界面之前,要如何进行脚本上的控制才能实现?
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