Project1

标题: 加点脚本和装配属性需求脚本不兼容 [打印本页]

作者: jianyulei    时间: 2015-1-29 16:38
标题: 加点脚本和装配属性需求脚本不兼容
本想做个升级加点然后按照加点穿装备的系统,但我使用下面论坛图书馆里后知后觉大大和救世小树大大的脚本之后发现两个脚本不兼容,除了LV之外其他属性都无法激活装备需求,请问要怎么改才能让它们都正常使用呢?

RUBY 代码复制
  1. #encoding:utf-8
  2. #=============================================================================
  3. #-----------RMVA加点系统正常向-v1.03---By:救世小树--------转载请注明出处-------
  4. #=============================================================================
  5.  
  6. module Point_Tree
  7.  
  8.   POINT_KIND     = 6       #设定加点种类
  9.   LEVEL_UP_POINT = 1       #每升一级自由属性点增加数
  10.   RESET_ITEM     = 500      #洗点水编号
  11.  
  12.   STR_POINT        = ["体能","力量","智慧","技术","意志","灵活","???"]
  13.  
  14.   #分别对应增加       [MHP,MMP,物攻,物防,魔攻,魔防,敏捷,幸运]
  15.   POINT_ADD_PARAM = [[10 ,  0,   0,  2,   0,   0,   0,   0],     #体力
  16.                      [5  ,  0,   2,  0,   0,   0,   0,   0],     #精神
  17.                      [0  ,  1,   0,  0,   2,   0,   0,   0],     #力量
  18.                      [0  ,  0,   1,  1,   0,   1,   0,   0],     #魔力
  19.                      [0  ,  0,   0,  0,   1,   2,   0,   0],     #韧性
  20.                      [0  ,  0,   0,  0,   0,   0,   1,   0],     #灵活
  21.  
  22.                      [0,0,0,0,0,0,0,0]]
  23.                      #可以按上面的格式添加下去,不过要改POINT_KIND,STR_ALL,不然加了也白加
  24.  
  25.   #分别对应增加       [物理命中,物理闪避,必杀,必杀闪避,魔法闪避,魔法反射,物理反击,HP再生,Mp再生,Tp再生]
  26.   POINT_ADD_XPARAM = [[0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  27.                       [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  28.                       [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  29.                       [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  30.                       [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  31.                       [0 , 0, 0, 0, 0, 0, 0, 0, 0, 0],
  32.  
  33.                       [0,0,0,0,0,0,0,0,0,0]]
  34.                      #这里的单位是万分之一数值也就是0.01%,我随便填了下【别嫌小,够大了,有心情你可以算算看平衡性】
  35.  
  36.   #各种名称
  37.  
  38.   ADDPOINT       = "加点"     #菜单中选项
  39.   POINT_NAME     = "属性点"   #未分配点数
  40.  
  41.   XARAM_NAME     = ["物理命中","物理闪避","必杀","必杀闪避","魔法闪避","魔法反射","物理反击","HP再生","Mp再生","Tp再生"]
  42.  
  43.  
  44.   def temp_all
  45.     r = 0
  46.     for i in 0 .. POINT_KIND-1
  47.       r+=$temp_point[i]
  48.     end
  49.     return r
  50.   end
  51.  
  52.   def reset(actor_id)
  53.     for i in 1..6
  54.       $game_actors[actor_id].point[0] += $game_actors[actor_id].point[i]
  55.       $game_actors[actor_id].point[i] =0
  56.     end
  57.   end
  58.  
  59. end
  60.  
  61. $temp_point = []
  62. for i in 0 .. Point_Tree::POINT_KIND-1
  63.   $temp_point.push(0)
  64. end
  65.  
  66. class Game_Actor < Game_Battler
  67.   include Point_Tree
  68.   attr_accessor :point
  69.  
  70.   alias setup_tre setup
  71.   def setup(actor_id)
  72.     @point = []
  73.     for i in 0 .. POINT_KIND
  74.       @point.push(0)
  75.     end
  76.     setup_tre(actor_id)
  77.   end
  78.  
  79.  
  80.  
  81.  
  82.   alias level_up_tre level_up
  83.   def level_up
  84.     level_up_tre
  85.     @hp += mhp
  86.     @mp += mmp
  87.     @point[0] += LEVEL_UP_POINT
  88.   end
  89.  
  90.  
  91.  
  92.   def point_plus(param_id)
  93.     r=0
  94.     for i in 1 .. POINT_KIND
  95.       r+=@point[i]*POINT_ADD_PARAM[i-1][param_id]
  96.     end
  97.     return r
  98.   end
  99.  
  100.   alias point_base_param param
  101.  
  102.   def param(param_id)
  103.     value = param_base(param_id) + param_plus(param_id) + point_plus(param_id)
  104.     value *= param_rate(param_id) * param_buff_rate(param_id)
  105.     [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  106.   end
  107.   def xparam(xparam_id,extra_add = 0)
  108.     xp = super(xparam_id)
  109.     for i in 0 .. POINT_KIND-1
  110.       xp+=(@point[i+1]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
  111.     end
  112.     return xp
  113.   end
  114.  
  115.   def item_apply(user, item)
  116.     super(user, item)
  117.     if item.id == RESET_ITEM and item.is_a?(RPG::Item)
  118.       reset(@actor_id)
  119.       self.hp = [self.hp,self.mhp].min
  120.       self.mp = [self.mp,self.mmp].min
  121.     end
  122.   end
  123.  
  124. end
  125.  
  126. class Window_Point_Command < Window_Command
  127.  
  128.   include Point_Tree
  129.   #--------------------------------------------------------------------------
  130.   # ● 初始化指令选择位置(类方法)
  131.   #--------------------------------------------------------------------------
  132.   def self.init_command_position
  133.     @@last_command_symbol = nil
  134.   end
  135.   #--------------------------------------------------------------------------
  136.   # ● 初始化对象
  137.   #--------------------------------------------------------------------------
  138.   def initialize(actor)
  139.     @status_window = nil
  140.     @actor = actor
  141.     super(0,0)
  142.     select_last
  143.   end
  144.   def actor=(actor)
  145.     return if @actor == actor
  146.     @actor = actor
  147.     refresh
  148.   end
  149.   def status_window=(status_window)
  150.     return if @status_window == status_window
  151.     @status_window = status_window
  152.   end
  153.   #--------------------------------------------------------------------------
  154.   # ● 获取窗口的宽度
  155.   #--------------------------------------------------------------------------
  156.   def window_width
  157.     return 160
  158.   end
  159.   #--------------------------------------------------------------------------
  160.   # ● 获取显示行数
  161.   #--------------------------------------------------------------------------
  162.   def visible_line_number
  163.     item_max
  164.   end
  165.   def get_actor_point(index)
  166.     s = @actor.point[index+1].to_s
  167.     return "("+s+")+"+$temp_point[index].to_s
  168.   end
  169.   #--------------------------------------------------------------------------
  170.   # ● 生成指令列表
  171.   #--------------------------------------------------------------------------
  172.   def make_command_list
  173.     for i in 0 .. POINT_KIND-1
  174.       add_command(STR_POINT[i]   + get_actor_point(i)  , :point_add  ,add_enabled)
  175.     end
  176.     add_command("确认",  :point_ok)
  177.     add_command("取消",  :point_cancle)
  178.   end
  179.   #--------------------------------------------------------------------------
  180.   # ● 按下确定键时的处理
  181.   #--------------------------------------------------------------------------
  182.   def process_ok
  183.     @@last_command_symbol = current_symbol
  184.     super
  185.   end
  186.   #--------------------------------------------------------------------------
  187.   # ● 返回最后一个选项的位置
  188.   #--------------------------------------------------------------------------
  189.   def select_last
  190.     select_symbol(@@last_command_symbol)
  191.   end
  192.  
  193.   def add_enabled
  194.     temp_all < @actor.point[0]
  195.   end
  196.  
  197.   def update_help
  198.     @help_window.set_text(self.index+1) if @help_window
  199.     @status_window.index = self.index if @status_window
  200.   end
  201. end
  202.  
  203. #帮助窗口
  204. class Window_Point_Help < Window_Base
  205.   include Point_Tree
  206.   def initialize(x,y,w,h)
  207.     super(x, y, w, h)
  208.  
  209.  
  210.   end
  211.   def set_text(id)
  212.     contents.clear
  213.     if id <= POINT_KIND
  214.       text = "\\}提升一点该属性"
  215.     elsif id == POINT_KIND+1
  216.       text = "\\}确认此次加点分配"
  217.     elsif  id == POINT_KIND+2
  218.       text = "\\}取消此次加点分配"
  219.     end
  220.     draw_text_ex(8, 8, text)
  221.   end
  222. end
  223.  
  224.  
  225. #角色状态窗口
  226. class Window_Point_Actor < Window_Base
  227.   include Point_Tree
  228.  
  229.  
  230.   def initialize(actor)
  231.     super(160, 0, Graphics.width - 160, Graphics.height)
  232.     @actor = actor
  233.     @index = 0
  234.     refresh
  235.   end
  236.   def actor=(actor)
  237.     return if @actor == actor
  238.     @actor = actor
  239.     refresh
  240.   end
  241.   def index=(index)
  242.     return if @index == index
  243.     @index = index
  244.     refresh
  245.   end
  246.   def line_height
  247.     return 24
  248.   end
  249.   def refresh
  250.     contents.clear
  251.     contents.font.size = 24
  252.     draw_actor_name(@actor, 100, 0)
  253.     draw_actor_class(@actor, 240, 0)
  254.     draw_actor_face(@actor, 2, 0)
  255.     contents.font.size = 20
  256.     draw_actor_level(@actor, 102,  24)
  257.     draw_actor_point(100,48)
  258.     contents.font.size = 16
  259.     draw_actor_param_point(8,16 * 6)
  260.     draw_actor_xparam_point(8,16 * 14)
  261.   end
  262.   def draw_actor_point(x,y)
  263.     draw_text(x,y,200,line_height,"  未分配"+POINT_NAME + ":" + @actor.point[0].to_s)
  264.     draw_text(x,y+line_height,200,line_height,"此次分配"+POINT_NAME + ":" + temp_all.to_s)
  265.   end
  266.   def draw_actor_param_point(x,y)
  267.     8.times {|i| draw_actor_param_to_s(x,y,i)}
  268.   end
  269.   def draw_actor_xparam_point(x,y)
  270.     10.times {|i| draw_actor_xparam_to_s(x,y,i)}
  271.   end
  272.  
  273.   def draw_actor_param_to_s(x,y,param_id)
  274.     a=0
  275.     for i in 0 .. POINT_KIND-1
  276.       a+=$temp_point[i]*POINT_ADD_PARAM[i][param_id]
  277.     end
  278.     s1 = Vocab::param(param_id)
  279.     s2 = @actor.param(param_id).to_s
  280.     s3 = (@actor.param(param_id)+a).to_s
  281.     if @index < POINT_KIND
  282.       if POINT_ADD_PARAM[@index][param_id]==0
  283.         s4 = ""
  284.       else
  285.         s4 = "+" + POINT_ADD_PARAM[@index][param_id].to_s
  286.       end
  287.     else
  288.       s4 = ""
  289.     end
  290.  
  291.     change_color(system_color)
  292.     draw_text(x,y+16*param_id,100,line_height,s1)
  293.     change_color(normal_color)
  294.     s2+= " →"
  295.     draw_text(x+82,y+16*param_id,120,line_height,s2,2)
  296.     change_color(system_color)
  297.     draw_text(x+150,y+16*param_id,100,line_height,s3,2)
  298.     change_color(normal_color)
  299.     contents.font.size = 14
  300.     draw_text(x+266,y+16*param_id,100,line_height,s4)
  301.     contents.font.size = 16
  302.   end
  303.   def draw_actor_xparam_to_s(x,y,xparam_id)
  304.     a=0.00
  305.     for i in 0 .. POINT_KIND-1
  306.       a+=($temp_point[i]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
  307.     end
  308.     s1 = XARAM_NAME[xparam_id]
  309.     s2 = sprintf("%02.2f%%",@actor.xparam(xparam_id)*100)
  310.     s3 = sprintf("%02.2f%%",(@actor.xparam(xparam_id) + a)*100)
  311.  
  312.     if @index < POINT_KIND
  313.       if POINT_ADD_XPARAM[@index][xparam_id]==0
  314.         s4=""
  315.       else
  316.         s4 = sprintf("+%02.2f%%",POINT_ADD_XPARAM[@index][xparam_id]/100.0)
  317.       end
  318.     else
  319.       s4 = ""
  320.     end
  321.  
  322.     change_color(system_color)
  323.     draw_text(x,y+16*xparam_id,100,line_height,s1)
  324.     change_color(normal_color)
  325.     s2+= " →"
  326.     draw_text(x+82,y+16*xparam_id,120,line_height,s2,2)
  327.     change_color(system_color)
  328.     draw_text(x+150,y+16*xparam_id,100,line_height,s3,2)
  329.     change_color(normal_color)
  330.     contents.font.size = 14
  331.     draw_text(x+266,y+16*xparam_id,100,line_height,s4)
  332.     contents.font.size = 16
  333.  
  334.  
  335.   end
  336. end
  337.  
  338. class Scene_Point < Scene_Base
  339.   include Point_Tree
  340.   def start
  341.     super
  342.     create_background
  343.     @actor = $game_party.menu_actor
  344.     create_command_window
  345.     create_status_window
  346.     create_help_window
  347.     @command_window.activate
  348.   end
  349.   def terminate
  350.     super
  351.     dispose_background
  352.   end
  353.   def create_background
  354.     @background_sprite = Sprite.new
  355.     @background_sprite.bitmap = SceneManager.background_bitmap
  356.     @background_sprite.color.set(16, 16, 16, 128)
  357.   end
  358.   def dispose_background
  359.     @background_sprite.dispose
  360.   end
  361.  
  362.   def create_command_window
  363.     @command_window = Window_Point_Command.new(@actor)
  364.     @command_window.set_handler(:cancel,      method(:return_scene))
  365.     @command_window.set_handler(:pagedown,    method(:next_actor))
  366.     @command_window.set_handler(:pageup,      method(:prev_actor))
  367.     @command_window.set_handler(:point_add,   method(:add_point))
  368.     @command_window.set_handler(:point_ok,    method(:add_ok))
  369.     @command_window.set_handler(:point_cancle,method(:add_cancle))
  370.  
  371.   end
  372.   def return_scene
  373.     add_cancle
  374.     SceneManager.return
  375.   end
  376.   def create_status_window
  377.     @status_window = Window_Point_Actor.new(@actor)
  378.     @command_window.status_window = @status_window
  379.   end
  380.   def create_help_window
  381.     @help_window = Window_Point_Help.new(0,@command_window.height,160,[email]Graphics.height-@command_window.height[/email])
  382.     #(0, 216, 160, 200)
  383.     @help_window.viewport = @viewport
  384.     @command_window.help_window = @help_window
  385.   end
  386.  
  387.   def add_point
  388.     if temp_all >= @actor.point[0]
  389.       @command_window.activate
  390.       return
  391.     end
  392.     $temp_point[@command_window.index] += 1
  393.     @status_window.refresh
  394.     @command_window.refresh
  395.     @command_window.activate
  396.   end
  397.  
  398.  
  399.   def add_ok
  400.     for i in 0 .. POINT_KIND-1
  401.       @actor.point[i+1] += $temp_point[i]
  402.     end
  403.     @actor.point[0]-= temp_all
  404.     add_cancle
  405.   end
  406.  
  407.   def add_cancle
  408.     for i in 0 .. POINT_KIND-1
  409.       $temp_point[i]=0
  410.     end
  411.     @status_window.refresh
  412.     @command_window.refresh
  413.     @command_window.activate
  414.   end
  415.  
  416.  
  417.   def next_actor
  418.     @actor = $game_party.menu_actor_next
  419.     on_actor_change
  420.   end
  421.   #--------------------------------------------------------------------------
  422.   # ● 切换到上一个角色
  423.   #--------------------------------------------------------------------------
  424.   def prev_actor
  425.     @actor = $game_party.menu_actor_prev
  426.     on_actor_change
  427.   end
  428.   #--------------------------------------------------------------------------
  429.   # ● 切换角色
  430.   #--------------------------------------------------------------------------
  431.   def on_actor_change
  432.     add_cancle
  433.     @status_window.actor = @actor
  434.     @command_window.actor = @actor
  435.     @command_window.activate
  436.   end
  437.  
  438. end
  439.  
  440. class Window_MenuCommand < Window_Command
  441.   alias add_original_commands_old add_original_commands
  442.   def add_original_commands
  443.     add_original_commands_old
  444.     add_command(Point_Tree::ADDPOINT,    :addpoint)
  445.   end
  446. end
  447.  
  448. class Scene_Menu < Scene_MenuBase
  449.   alias create_command_window_old create_command_window
  450.   def create_command_window
  451.     create_command_window_old
  452.     @command_window.set_handler(:addpoint,method(:add_point))
  453.   end
  454.   def add_point
  455.     @status_window.select_last
  456.     @status_window.activate
  457.     @status_window.set_handler(:ok,     method(:on_ok))
  458.     @status_window.set_handler(:cancel, method(:on_personal_cancel))
  459.   end
  460.   def on_ok
  461.     SceneManager.call(Scene_Point)
  462.     Window_Point_Command::init_command_position
  463.   end
  464. end
  465.  
  466.  
  467.  
  468. class Scene_ItemBase < Scene_MenuBase
  469.   def item_usable?
  470.     if item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item)
  471.       return true
  472.     end
  473.     user.usable?(item) && item_effects_valid?
  474.   end
  475. end
  476.  
  477.  
  478.  
  479.  
  480.  
  481.  
  482. class Window_Status < Window_Selectable
  483.   include Point_Tree
  484.   alias draw_parameters_old draw_parameters
  485.   def draw_parameters(x, y)
  486.     draw_parameters_old(x,y)
  487.     draw_point(x,y)
  488.   end
  489.   def draw_point(x,y)
  490.     for i in 0..5
  491.       change_color(system_color)
  492.       draw_text(x+100, y+ line_height * i, 80, line_height, STR_POINT[i])
  493.       change_color(normal_color)
  494.       draw_text(x+180, y+ line_height * i, 36, line_height,@actor.point[i+1].to_s, 2)
  495.     end
  496.   end
  497.  
  498. end
  499.  
  500. class Window_Base < Window
  501.   def draw_actor_param(actor, x, y, param_id)
  502.     change_color(system_color)
  503.     draw_text(x-30, y, 80, line_height, Vocab::param(param_id))
  504.     change_color(normal_color)
  505.     draw_text(x+ 50, y, 36, line_height, actor.param(param_id), 2)
  506.   end
  507. end



RUBY 代码复制
  1. #==============================================================================
  2. # ■ 装备等级、属性限制 作者:后知后觉 2012-7-25 Ver:1.2
  3. #--------------------------------------------------------------------------
  4. #    本脚本来自 [url]www.66rpg.com[/url] 使用或转载请保留此信息。
  5. #--------------------------------------------------------------------------
  6. #~   说明:
  7. #~     限制的属性只会计算人物当前的基础属性.装备、状态增加的属性不会计算在内
  8. #~     默认给武器、护甲增加一行说明.说明内容是需要的各种限制信息
  9. #~     但默认帮助窗口一共只能显示2行内容.
  10. #~     因此你在数据库设置武器、护甲说明的时候
  11. #~     如果设置了2行内容.那么这新增加的第3行将无法显示出来.
  12. #~   设置:
  13. #~     在武器、护甲的备注里写入下面格式的内容表示要做要求.
  14. #~       <lv 数值>    等级限制
  15. #~       <mhp 数值>   最大HP限制
  16. #~       <mmp 数值>   最大MP限制
  17. #~       <atk 数值>   物理攻击限制
  18. #~       <pdf 数值>   物理防御限制
  19. #~       <mat 数值>   魔法攻击限制
  20. #~       <mdf 数值>   魔法防御限制
  21. #~       <agi 数值>   敏捷限制
  22. #~       <luk 数值>   幸运限制
  23. #==============================================================================
  24. #==============================================================================
  25. # ■ RPG::EquipItem
  26. #==============================================================================
  27.  
  28. class RPG::EquipItem < RPG::BaseItem
  29.   ParamName = ["mhp","mmp","atk","pdf","mat","mdf","agi","luk"]
  30.   def description
  31.     return @hzhj_desc if @hzhj_desc
  32.     @hzhj_desc = @description.clone + "\n\\}"
  33.     hzhj = " "
  34.     if level_limit > 0
  35.       hzhj = "装备要求 "
  36.       @hzhj_desc += sprintf("%s%s:%d ", hzhj, Vocab.level, level_limit)
  37.     end
  38.     for i in 0..7
  39.       if params_limit(i) > 0
  40.         hzhj = "" if hzhj == "装备要求 "
  41.         hzhj = "装备要求 " if hzhj == " "
  42.         @hzhj_desc += sprintf("%s%s:%d ", hzhj, Vocab.param(i), params_limit(i))
  43.       end
  44.     end
  45.     @hzhj_desc
  46.   end
  47.   def level_limit
  48.     if /<lv (\d+?)>/i =~ @note
  49.       return $1.to_i
  50.     else
  51.       return 0
  52.     end
  53.   end
  54.   def params_limit(param_id)
  55.     if /<#{ParamName[param_id]} (\d+?)>/i =~ @note
  56.       return $1.to_i
  57.     else
  58.       return 0
  59.     end
  60.   end
  61. end
  62. #==============================================================================
  63. # ■ Game_BattlerBase
  64. #==============================================================================
  65.  
  66. class Game_BattlerBase
  67.   #--------------------------------------------------------------------------
  68.   # ● 判定物品是否可以装备
  69.   #--------------------------------------------------------------------------
  70.   alias original_equippable? equippable?
  71.   def equippable?(item)
  72.     original_equippable?(item) && equip_params_ok?(item)
  73.   end
  74.   #--------------------------------------------------------------------------
  75.   # ● 判定物品是否可以装备
  76.   #--------------------------------------------------------------------------
  77.   def equip_params_ok?(item)
  78.     return true if enemy?
  79.     return false if item.level_limit > level
  80.     for param_id in 0..7
  81.       value = param_base(param_id) + @param_plus[param_id]
  82.       value = [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  83.       return false if item.params_limit(param_id) > value
  84.     end
  85.     return true
  86.   end
  87. end
  88. #==============================================================================
  89. # ■ Game_Actor
  90. #==============================================================================
  91.  
  92. class Game_Actor < Game_Battler
  93.   #--------------------------------------------------------------------------
  94.   # ● 强制更换装备
  95.   #--------------------------------------------------------------------------
  96.   def hzhj_force_change_equip(slot_id, item)
  97.     @equips[slot_id].object = item if original_equippable?(item) || !item
  98.   end
  99. end
  100. #==============================================================================
  101. # ■ Window_EquipItem
  102. #==============================================================================
  103.  
  104. class Window_EquipItem < Window_ItemList
  105.   #--------------------------------------------------------------------------
  106.   # ● 查询使用列表中是否含有此物品
  107.   #--------------------------------------------------------------------------
  108.   def include?(item)
  109.     return true if item == nil
  110.     return false unless item.is_a?(RPG::EquipItem)
  111.     return false if @slot_id < 0
  112.     return false if item.etype_id != @actor.equip_slots[@slot_id]
  113.     return @actor.original_equippable?(item)
  114.   end
  115.   #--------------------------------------------------------------------------
  116.   # ● 查询此文件是否可以装备
  117.   #--------------------------------------------------------------------------
  118.   def enable?(item)
  119.     return true unless item
  120.     return @actor.equippable?(item)
  121.   end
  122.   #--------------------------------------------------------------------------
  123.   # ● 更新帮助内容
  124.   #--------------------------------------------------------------------------
  125.   def update_help
  126.     super
  127.     if @actor && @status_window
  128.       temp_actor = Marshal.load(Marshal.dump(@actor))
  129.       temp_actor.hzhj_force_change_equip(@slot_id, item)
  130.       @status_window.set_temp_actor(temp_actor)
  131.     end
  132.   end
  133. end
  134. #==============================================================================
  135. # ■ Window_ShopStatus
  136. #==============================================================================
  137.  
  138.  
  139.  
  140.  
  141. class Window_ShopStatus < Window_Base
  142.   #--------------------------------------------------------------------------
  143.   # ● 绘制角色的装备信息
  144.   #--------------------------------------------------------------------------
  145.   def draw_actor_equip_info(x, y, actor)
  146.     enabled = actor.equippable?(@item)
  147.     change_color(normal_color, enabled)
  148.     draw_text(x, y, 112, line_height, actor.name)
  149.     item1 = current_equipped_item(actor, @item.etype_id)
  150.     draw_actor_param_change(x, y, actor, item1) if actor.original_equippable?(@item)
  151.     draw_item_name(item1, x, y + line_height, enabled)
  152.   end
  153. end





欢迎光临 Project1 (https://rpg.blue/) Powered by Discuz! X3.1