Project1
标题:
wyongcan的装备强化脚本
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作者:
fox1313304
时间:
2014-10-8 21:32
标题:
wyongcan的装备强化脚本
这个脚本貌似是问题多多的 三个问题
一、为什么改了宝石ID之后就不能选取宝石了?
二、然后跟那个绘色的合并之后 再用最新的原来基础上改良的那个绘色 又没“+1”字样了,求解决。
三、能不能把强化“○”那里改成一个变量条……变符号看着好简陋。
下午试了一下 失败了 果然我还是太菜……
附上两个脚本 第一个是颜色 第二个是强化
#==============================================================================
# ■ 物品颜色描绘 Ver.1.3 - By 柍若
# ItemLevelDrawer
#------------------------------------------------------------------------------
# Item类窗口中给图标描绘彩色边框以表示品质等级,同时改变名称颜色。
# 物品、技能、装备等适用。
#==============================================================================
#
# - 2014.02.05 By 柍若
# * [ BUG修正 ]重定义品质判定算法,兼容性更良。
# * [ 优化 ]简化写法(基本是重写了)。
# * [ 补充 ]无限扩张品级数目。支持自定义。
# * [ 补充 ]添加背景块,支持不透明度设定。
# * [ 新功能 ]美化品质框,可选圆角或方角形状。
# * [ 优化 ]修正名称文字显示位置。
# * [ 新功能 ]定义全局自动/ 手动描绘两种模式可切换。
# * [ 新功能 ]物品名称可用控制符。
#
#------------------------------------------------------------------------------
# 基于以下脚本
# 改写已取得两位作者同意
#==============================================================================
# - 2012.01.03 By 仲秋启明
# * 修改为VA定义
# - 2011.12.27 By 仲秋启明
# * 移植至RGSS3,遵循PS0协议;
# * 优化数据库备注中设定方法
# - 2011.08.22 By 冰舞蝶恋
# * 蓝本(实用·极简 -- 按品质,给物品描绘色彩边框)
# - 2010.08.06 By 仲秋启明
# * 蓝本(物品颜色描绘脚本(完整无冲突版))
#------------------------------------------------------------------------------
# [使用说明]
# - 替换原Window_Base中的draw_item_name定义或复制到Main之前
#------------------------------------------------------------------------------
# [使用方法]
# - 在备注栏内填写"<品质 n>",其中n表示品质等级。
#==============================================================================
module ItemLevelDrawer
#==============================================================================
# true: 默认全局描绘 / false: 手动设置描绘
WhenZero = true # 开启则当品质为0(即不填)时,默认描绘品质1颜色
#------------------------------------------------------------------------------
# true: 圆角 / false: 方角
CornerShape = true
#------------------------------------------------------------------------------
# 背景块不透明度
BackOpacity = 130
#------------------------------------------------------------------------------
# 各品质颜色设置,预设7种,可自行添加新品级
# 数据库设定的品质大于下列品质的最大值时,将不描绘品质
ColorSet = [[255, 255, 255], # 备注 <品质 1>白
[119, 83, 255], # 备注 <品质 2>蓝
[ 83, 255, 87], # 备注 <品质 3>绿
[245, 255, 83], # 备注 <品质 4>黄
[255, 83, 87], # 备注 <品质 5>红
[255, 83, 253], # 备注 <品质 6>紫
[ 83, 255, 253], # 备注 <品质 7>湖蓝(成就)
[255, 168, 83], # 备注 <品质 8>橙色(任务)
]
#==============================================================================
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
alias din2 draw_item_name
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
n = $1.to_i if /<品质 (\d+?)>/i =~ item.note
x += 2
return din2(item, x, y, enabled, width) unless n or ItemLevelDrawer::WhenZero and n.to_i <= ItemLevelDrawer::ColorSet.size
n -= 1 if n and n >= 1
n = 0 unless n
n = ItemLevelDrawer::ColorSet[n.to_i]
self.contents.fill_rect(x+1, y+2, 22, 20, Color.new(n[0], n[1], n[2], ItemLevelDrawer::BackOpacity))
s = 1 if ItemLevelDrawer::CornerShape
self.contents.fill_rect(x+s.to_i, y+1, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x+s.to_i, y+22, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x+23, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2]))
draw_icon(item.icon_index, x, y, enabled)
change_color(Color.new(n[0], n[1], n[2]), enabled)
draw_text_ex(x + 30, y, item.name, Color.new(n[0], n[1], n[2]))
end
def draw_text_ex(x, y, text, initial_color = normal_color)
reset_font_settings(initial_color)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
def reset_font_settings(initial_color = normal_color)
change_color(initial_color)
contents.font.size = Font.default_size
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
end
end
#==============================================================================
# End of Script
#==============================================================================
复制代码
#==============================================================================
# ■ 强化系统 优化版
#------------------------------------------------------------------------------
# 强化系统 wyongcan制作
# 优化版更新内容:优化了语法,修复部分BUG,使代码可读性增强,增加了宝石选择窗口
# 发布于66RPG 转载请保留版权信息
#==============================================================================
module Qiang
$maxlv = 9 #最高升到的级数
$gailv = [100,80,70,50,30,20,10,5,1] #每级提升概率
$gemlv = [[30,100],[70,101],[1,99],[1,98]] #使用宝石提高的几率 [提高几率,宝石ID]
$uplv = [[4,102],[8,103],[12,104]] #强化所需要的强化石 [最大强化到的等级,强化石ID]
$xxlv = [0,5,10,15,20,25,30,35,40] #每级强化后失败物品消失的几率
$jjlv = [0,0,10,10,30,40,50,60,70] #每级强化后失败物品降级的几率
$tsnl = [10,14,18,22,26,30,34,38,42] #每级强化提升能力的百分比
$tswp = [105,106] # 意思是:如果有31号物品则失败后物品不消失,如果有32号物品则失败后物品不降级
#武器强化后的计算公式为: 原攻击 * (1 + 提升能力百分比) + (0到当前强化级数随机) * 5 + 当前强化级数
$gemlv.sort!
$uplv.sort!
$当前使用宝石id = 0
$当前使用宝石加成率 = 0
$强化哈希表 = {
"最高等级" => $maxlv ,
"每级概率" => $gailv ,
"宝石效果" => $gemlv ,
"消失几率" => $xxlv ,
"降级几率" => $jjlv ,
"提升能力" => $tsnl ,
"特殊物品" => $tswp ,
"强化材料" => $uplv }
def self.idlostitem(id,amount = 1)
$game_party.lose_item(idgetitem(id),amount)
end
def self.idlostequip(id,weapon = true,amount = 1)
weapon == true ? $game_party.lose_item($data_weapons[id],amount,true) : $game_party.lose_item($data_armors[id],amount,true)
end
def self.idgainequip(id,weapon = true,amount = 1)
weapon == true ? $game_party.gain_item($data_weapons[id],amount,true) : $game_party.gain_item($data_armors[id],amount,true)
end
def self.idgetitem(id)
$data_items[id]
end
def self.equipable?(id,weapon = true)
weapon == true ? weaponupisnil(id) : armorupisnil(id)
weapon == true ? equip = $data_weapons[id].dup : equip = $data_armors[id].dup
price = equip.price
@needmoney = price * equip.up
if @needmoney == 0
@needmoney = price / 2
end
#循环取出需要的强化材料
temp = false
for i in $强化哈希表["强化材料"]
if equip.up < i[0]
@lostitem = idgetitem i[1]
$game_party.has_item?(idgetitem(i[1])) ? temp = true : temp = false
break
end
end
$game_party.gold >= @needmoney && temp == true ? true : false
end
def self.upweapon (id)
$message = ""
success = false
weaponupisnil(id)
weapon = $data_weapons[id].dup
gl = 0
fangb = false
fangj = false
return unless weapon.up < $强化哈希表["最高等级"] && weaponupable?(id)
loststh
$message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s
$message += " " + @lostitem.name + "\n "
gl = $强化哈希表["每级概率"][weapon.up]
if $usegem == true
gl += $当前使用宝石加成率
idlostitem($当前使用宝石id)
$message += idgetitem($当前使用宝石id).name + " "
end
if $fangb == true
fangb = true
idlostitem $强化哈希表["特殊物品"][0]
$message += idgetitem($强化哈希表["特殊物品"][0]).name + " "
end
if $fangj == true
fangj = true
idlostitem $强化哈希表["特殊物品"][1]
$message += idgetitem($强化哈希表["特殊物品"][1]).name + " "
end
suiji = rand (100)
if suiji <= gl
success = true
end
$message += "\n强化结果:"
if success == true
$message += "强化成功"
idlostequip id
weapon.id = $data_weapons.size
params = weapon.params.dup
params[2] *= 1 + $强化哈希表["提升能力"][weapon.up] / 100
params[2] += rand(weapon.up) * 5 + weapon.up
params[2] += 1 if params[2] == weapon.params[2]
$message += " 攻击力提升:" + (params[2] - weapon.params[2]).to_int.to_s
weapon.up += 1
$data_weapons.insert $data_weapons.size,weapon
$data_weapons[$data_weapons.size-1].params = params
idgainequip weapon.id
else
$message += "强化失败"
suiji = rand (100)
if suiji <= $强化哈希表["消失几率"][weapon.up]
if fangb != true
$message += ",道具消失"
idlostequip id
else
$message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失"
end
else
suiji = rand (100)
if suiji <= $强化哈希表["降级几率"][weapon.up]
if fangj == false && weapon.up != 0
$message += ",道具降级"
params = weapon.params.dup
params[2] -= weapon.up + rand(weapon.up) * 5
params[2] /= 1 + $强化哈希表["提升能力"][weapon.up] / 100
weapon.params = params
weapon.up -= 1
$data_weapons[id] = weapon
else
$message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级"
end
end
end
end
$usegem = false
$fangb = false
$fangj = false
end
def self.weaponupisnil(id)
$data_weapons[id].up = 0 unless $data_weapons[id].up != nil
end
def self.weaponupable?(id)
equipable?(id)
end
def self.uparmor (id)
$message = ""
success = false
armorupisnil(id)
armor = $data_armors[id].dup
gl = 0
fangb = false
fangj = false
return unless armor.up < $强化哈希表["最高等级"] && armorupable?(id)
loststh
$message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s
$message += " " + @lostitem.name + "\n "
gl = $强化哈希表["每级概率"][armor.up]
if $usegem == true
gl += $当前使用宝石加成率
idlostitem($当前使用宝石id)
$message += idgetitem($当前使用宝石id).name + " "
end
if $fangb == true
fangb = true
idlostitem $强化哈希表["特殊物品"][0]
$message += idgetitem($强化哈希表["特殊物品"][0]).name + " "
end
if $fangj == true
fangj = true
idlostitem $强化哈希表["特殊物品"][1]
$message += idgetitem($强化哈希表["特殊物品"][1]).name + " "
end
suiji = rand (100)
if suiji <= gl
success = true
end
$message += "\n强化结果:"
if success == true
$message += "强化成功"
idlostequip id,false
armor.id = $data_armors.size
params = armor.params.dup
params[3] *= 1 + $强化哈希表["提升能力"][armor.up] / 100
params[3] += rand(armor.up) * 5 + armor.up
params[3] += 1 if params[3] == armor.params[3]
$message += " 防御力提升:" + (params[3] - armor.params[3]).to_int.to_s
armor.up += 1
$data_armors.insert $data_armors.size,armor
$data_armors[$data_armors.size-1].params = params
idgainequip armor.id,false
else
$message += "强化失败"
suiji = rand (100)
if suiji <= $强化哈希表["消失几率"][armor.up]
if fangb != true
$message += ",道具消失"
idlostequip id,false
else
$message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失"
end
else
suiji = rand (100)
if suiji <= $强化哈希表["降级几率"][armor.up]
if fangj == false && armor.up != 0
$message += ",道具降级"
params = armor.params.dup
params[3] -= armor.up + rand(armor.up) * 5
params[3] /= 1 + $强化哈希表["提升能力"][armor.up] / 100
armor.params = params
armor.up -= 1
$data_armors[id] = armor
else
$message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级"
end
end
end
end
$usegem = false
$fangb = false
$fangj = false
end
def self.armorupisnil(id)
$data_armors[id].up = 0 unless $data_armors[id].up != nil
end
def self.armorupable?(id)
equipable?(id,false)
end
def self.loststh()
$game_party.lose_item(@lostitem,1)
$game_party.lose_gold(@needmoney)
end
def self.needmoney
@needmoney
end
def self.lostitem
@lostitem
end
end
#==============================================================================
# ■ Scene_Qiang
#------------------------------------------------------------------------------
# 强化画面
#==============================================================================
class Scene_Qiang < Scene_MenuBase
$wufang = true
$usegem = false
$fangb = false
$fangj = false
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_help_window
@help_window.hide
create_qianghelp_window
create_command_window
create_qiangxz_window
create_wu_window
create_fang_window
create_choosegem_window
end
#--------------------------------------------------------------------------
# ● 生成说明窗口
#--------------------------------------------------------------------------
def create_qianghelp_window
@qianghelp_window = Window_Qianghelp.new
@qianghelp_window.y = Graphics.height - @qianghelp_window.height
@qianghelp_window.viewport = @viewport
@qianghelp_window.hide
end
#--------------------------------------------------------------------------
# ● 生成选择宝石
#--------------------------------------------------------------------------
def create_choosegem_window
@choosegem_window = Window_Choosegem.new
@choosegem_window.y = Graphics.height - @choosegem_window.height
@choosegem_window.viewport = @viewport
@choosegem_window.z = 120
end
#--------------------------------------------------------------------------
# ● 生成选择窗口
#--------------------------------------------------------------------------
def create_qiangxz_window
@qiangxz_window = Window_Qiangxz.new
@qiangxz_window.y = @help_window.height + fitting_height(5) /2
@qiangxz_window.z = 110
@qiangxz_window.viewport = @viewport
@qiangxz_window.set_handler(:gem, method(:qiangxz_gem))
@qiangxz_window.set_handler(:fangb, method(:qiangxz_fangb))
@qiangxz_window.set_handler(:fangj, method(:qiangxz_fangj))
@qiangxz_window.set_handler(:ok, method(:qiangxz_ok))
@qiangxz_window.set_handler(:cancel, method(:qiangxz_cancel))
@qiangxz_window.hide
@qiangxz_window.deactivate
end
#--------------------------------------------------------------------------
# ● 生成指令窗口
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_QiangCommand.new
@command_window.viewport = @viewport
@command_window.y = @help_window.height + fitting_height(3) /2
@command_window.set_handler(:qiangwu, method(:qiangwu))
@command_window.set_handler(:qiangfang, method(:qiangfang))
@command_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# ● 生成武器强化窗口
#--------------------------------------------------------------------------
def create_wu_window
@wu_window = Window_Qiangwu.new(@qianghelp_window,@qiangxz_window)
@wu_window.viewport = @viewport
@wu_window.y += @help_window.height
@wu_window.hide
@wu_window.help_window= @help_window
@wu_window.set_handler(:cancel, method(:qiangwu_cancel))
@wu_window.set_handler(:ok, method(:qiangwu_ok))
end
#--------------------------------------------------------------------------
# ● 生成防具强化窗口
#--------------------------------------------------------------------------
def create_fang_window
@fang_window = Window_Qiangfang.new(@qianghelp_window,@qiangxz_window)
@fang_window.viewport = @viewport
@fang_window.y += @help_window.height
@fang_window.hide
@fang_window.help_window= @help_window
@fang_window.set_handler(:cancel, method(:qiangfang_cancel))
@fang_window.set_handler(:ok, method(:qiangfang_ok))
end
#--------------------------------------------------------------------------
# ● 计算窗口显示指定行数时的应用高度
#--------------------------------------------------------------------------
def fitting_height(line_number)
line_number * 24 + 12 * 2
end
#--------------------------------------------------------------------------
# ● 显示强化武器
#--------------------------------------------------------------------------
def qiangwu
@command_window.hide
@help_window.show
@wu_window.show
@wu_window.start
@qianghelp_window.show
@wu_window.activate
$wufang = true
@command_window.deactivate
end
#--------------------------------------------------------------------------
# ● 显示强化防具
#--------------------------------------------------------------------------
def qiangfang
@command_window.hide
@help_window.show
@fang_window.show
@fang_window.start
@qianghelp_window.show
@fang_window.activate
$wufang = false
@command_window.deactivate
end
#--------------------------------------------------------------------------
# ● 取消强化武器
#--------------------------------------------------------------------------
def qiangwu_cancel
@command_window.show
@help_window.hide
@wu_window.hide
@qianghelp_window.hide
@command_window.activate
@qianghelp_window.set_text("")
@help_window.set_text("")
end
#--------------------------------------------------------------------------
# ● 取消强化防具
#--------------------------------------------------------------------------
def qiangfang_cancel
@command_window.show
@help_window.hide
@fang_window.hide
@qianghelp_window.hide
@command_window.activate
@qianghelp_window.set_text("")
@help_window.set_text("")
end
#--------------------------------------------------------------------------
# ● 确定强化武器
#--------------------------------------------------------------------------
def qiangwu_ok
@wu_window.qiangwu_ok
@qiangxz_window.show
@qiangxz_window.activate
end
#--------------------------------------------------------------------------
# ● 确定强化防具
#--------------------------------------------------------------------------
def qiangfang_ok
@fang_window.qiangfang_ok
@qiangxz_window.show
@qiangxz_window.activate
end
#--------------------------------------------------------------------------
# ● 获取卖出价格
#--------------------------------------------------------------------------
def selling_price
@item.price / 2
end
def qiangxz_gem
@choosegem_window.start
@qiangxz_window.deactivate
@choosegem_window.qiangxz= @qiangxz_window
if $wufang == true
@choosegem_window.wufangwindow= @wu_window
else
@choosegem_window.wufangwindow= @fang_window
end
end
def qiangxz_fangb
$fangb = !$fangb
if $wufang == true
@wu_window.update_help
else
@fang_window.update_help
end
@qiangxz_window.activate
end
def qiangxz_fangj
$fangj = !$fangj
if $wufang == true
@wu_window.update_help
else
@fang_window.update_help
end
@qiangxz_window.activate
end
def qiangxz_ok
if $wufang == true
Qiang.upweapon(@wu_window.itemid)
qianging
@qianghelp_window.set_text($message)
@qiangxz_window.hide
Graphics.wait(60)
@wu_window.activate
@qiangxz_window.deactivate
$当前使用宝石加成率 = 0
$usegem = false
@fang_window.update_help
@wu_window.refresh
@command_window.deactivate
else
Qiang.uparmor(@fang_window.itemid)
qianging
@qianghelp_window.set_text($message)
@qiangxz_window.hide
Graphics.wait(60)
@fang_window.activate
@qiangxz_window.deactivate
$当前使用宝石加成率 = 0
$usegem = false
@fang_window.update_help
@fang_window.refresh
@command_window.deactivate
end
end
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 = "\n"
text += "●" * i + "○" * (20 - i)
text = text + "\n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 = []
$usegem == true ? temp.push("○") : temp.push("×")
temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
$fangb == true ? temp.push("○") : temp.push("×")
temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
$fangj == true ? temp.push("○") : temp.push("×")
cgl = ($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 + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
text = text + "\n" + "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 = []
$usegem == true ? temp.push("○") : temp.push("×")
temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
$fangb == true ? temp.push("○") : temp.push("×")
temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
$fangj == true ? temp.push("○") : temp.push("×")
cgl = ($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 + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
text = text + "\n" + "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_QiangCommand < Window_Command
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0, 0)
update_placement
self.openness = 0
open
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# ● 更新窗口的位置
#--------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height - height) / 2
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
add_command("强化武器", :qiangwu)
add_command("强化防具", :qiangfang)
add_command(Vocab::ShopCancel, :cancel)
end
end
#==============================================================================
# ■ Window_Qianghelp
#------------------------------------------------------------------------------
# 显示说明
#==============================================================================
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[0]])
@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
#==============================================================================
class Window_Choosegem < Window_ItemList
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize()
super(0, 0, Graphics.width, fitting_height(2))
self.openness = 0
deactivate
@wufangwindow = nil
@qiangxz = nil
set_handler(:ok, method(:on_ok))
set_handler(:cancel, method(:on_cancel))
end
def wufangwindow=(wufangwindow)
@wufangwindow = wufangwindow
end
def qiangxz=(qiangxz)
@qiangxz = qiangxz
end
#--------------------------------------------------------------------------
# ● 开始输入的处理
#--------------------------------------------------------------------------
def start
self.category = :gem
self.y = (Graphics.height - height) / 2
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# ● 确定时的处理
#--------------------------------------------------------------------------
def on_ok
result = item ? item.id : 0
if result != 0
$usegem = true
$当前使用宝石id = result
for i in $强化哈希表["宝石效果"]
$当前使用宝石加成率 = i[0] if i[1] == $当前使用宝石id
end
else
$当前使用宝石加成率 = 0
$usegem = false
end
@wufangwindow.update_help
@qiangxz.activate
close
end
#--------------------------------------------------------------------------
# ● 查询此物品是否可用
#--------------------------------------------------------------------------
def enable?(item)
true
end
#--------------------------------------------------------------------------
# ● 取消时的处理
#--------------------------------------------------------------------------
def on_cancel
$当前使用宝石加成率 = 0
$usegem = false
@wufangwindow.update_help
@qiangxz.activate
close
end
end
#==============================================================================
# ■ 强化系统DataManager
#------------------------------------------------------------------------------
# 将武器和防具数据保存入存档
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# ● 生成存档内容
#--------------------------------------------------------------------------
def self.make_save_contents
contents = {}
contents[:system] = $game_system
contents[:timer] = $game_timer
contents[:message] = $game_message
contents[:switches] = $game_switches
contents[:variables] = $game_variables
contents[:self_switches] = $game_self_switches
contents[:actors] = $game_actors
contents[:party] = $game_party
contents[:troop] = $game_troop
contents[:map] = $game_map
contents[:player] = $game_player
contents[:weapons] = $data_weapons
contents[:armors] = $data_armors
contents
end
#--------------------------------------------------------------------------
# ● 展开存档内容
#--------------------------------------------------------------------------
def self.extract_save_contents(contents)
$game_system = contents[:system]
$game_timer = contents[:timer]
$game_message = contents[:message]
$game_switches = contents[:switches]
$game_variables = contents[:variables]
$game_self_switches = contents[:self_switches]
$game_actors = contents[:actors]
$game_party = contents[:party]
$game_troop = contents[:troop]
$game_map = contents[:map]
$game_player = contents[:player]
$data_weapons = contents[:weapons]
$data_armors = contents[:armors]
end
end
复制代码
作者:
fox1313304
时间:
2014-10-8 22:13
灰常的多…………五十来个吧
作者:
chd114
时间:
2014-10-8 23:43
第三个···你把那个符号改成■不也是条吗- -|||
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