Project1
标题:
哪位朋友能帮忙整合一下夏娜的菜单和套装系统?
[打印本页]
作者:
弗雷德
时间:
2007-7-16 23:01
标题:
哪位朋友能帮忙整合一下夏娜的菜单和套装系统?
RT
本人不是很懂代码,弄来弄去就是不行,实在没办法在向大家求助,
希望哪位可以把整合好的范例发给
要求整合后夏娜的菜单功能不变,窗口也不变,只是把套装的脚本改一下.
这个是套装的代码.
module K_EQUIP
#17是 装备属性
# [0,0,0,0,1]是套装位置 有的为 0 没有的为1 顺序依次是 武器 盾 盔 甲 饰品
# 后面的 [0,500],[1,500] 0和1为附加属性 0-最大生命
# 1-最大魔法值 2-力量 3- 灵巧 4-速度 5-魔力
# 500 是增加量
KE = {17 => [[0,0,0,0,1] , [0,500],[1,500]] , 18 => [[0,1,1,1,0], [2,100],[3,100],[5,100]] }
#装备套装提示音效
ON = "Audio/Se/055-Right01"
#卸下套装提示音效
OFF = "Audio/Se/058-Wrong02"
#UP =
end
class Game_Actor < Game_Battler
attr_accessor :on_equip
alias ksetup setup
def setup(actor_id)
ksetup(actor_id)
@on_equip = {}
end
end
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
#kk
self.contents.font.color = system_color
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
######################################################################################
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# equip_index : 装备索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成窗口
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# 关联帮助窗口
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# 设置光标位置
@right_window.index = @equip_index
refresh
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话的就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 设置物品窗口的可视状态
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# 获取当前装备中的物品
item1 = @right_window.item
# 设置当前的物品窗口到 @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# 右窗口被激活的情况下
if @right_window.active
# 删除变更装备后的能力
@left_window.set_new_parameters(nil, nil, nil)
end
# 物品窗口被激活的情况下
if @item_window.active
# 获取现在选中的物品
item2 = @item_window.item
# 变更装备
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# 获取变更装备后的能力值
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
# 返回到装备
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# 描画左窗口
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@left_window.update
@right_window.update
@item_window.update
refresh
# 右侧窗口被激活的情况下: 调用 update_right
if @right_window.active
update_right
return
end
# 物品窗口被激活的情况下: 调用 update_item
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(2)
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 固定装备的情况下
if @actor.equip_fix?(@right_window.index)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活物品窗口
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_item
for k in K_EQUIP::KE.keys
if @actor.weapon_id != 0
K_EQUIP::KE[k][0][0] = 1 if $data_weapons[@actor.weapon_id].element_set.include?(k)
end
if @actor.armor1_id != 0
K_EQUIP::KE[k][0][1] = 1 if $data_armors[@actor.armor1_id].guard_element_set.include?(k)
end
if @actor.armor2_id != 0
K_EQUIP::KE[k][0][2] = 1 if $data_armors[@actor.armor2_id].guard_element_set.include?(k)
end
if @actor.armor3_id != 0
K_EQUIP::KE[k][0][3] = 1 if $data_armors[@actor.armor3_id].guard_element_set.include?(k)
end
if @actor.armor4_id != 0
K_EQUIP::KE[k][0][4] = 1 if $data_armors[@actor.armor4_id].guard_element_set.include?(k)
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item1 = @right_window.item
item = @item_window.item
# 变更装备
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
for k in K_EQUIP::KE.keys
if item1.is_a?(RPG::Weapon)
if $data_weapons[item1.id].element_set.include?(k)
K_EQUIP::KE[k][0][0] = 0
if $game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp -= K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp -= K_EQUIP::KE[k][j][1]
when 2
@actor.str -= K_EQUIP::KE[k][j][1]
when 3
@actor.dex -= K_EQUIP::KE[k][j][1]
when 4
@actor.agi -= K_EQUIP::KE[k][j][1]
when 5
@actor.int -= K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::OFF)
$game_party.actors[@actor_index].on_equip[k] = false
end
end
end
if item1.is_a?(RPG::Armor)
if $data_armors[item1.id].guard_element_set.include?(k)
if item != nil
case item.kind
when 0
K_EQUIP::KE[k][0][1] = 0
when 1
K_EQUIP::KE[k][0][2] = 0
when 2
K_EQUIP::KE[k][0][3] = 0
when 3
K_EQUIP::KE[k][0][4] = 0
end
end
if $game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp -= K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp -= K_EQUIP::KE[k][j][1]
when 2
@actor.str -= K_EQUIP::KE[k][j][1]
when 3
@actor.dex -= K_EQUIP::KE[k][j][1]
when 4
@actor.agi -= K_EQUIP::KE[k][j][1]
when 5
@actor.int -= K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::OFF)
$game_party.actors[@actor_index].on_equip[k] = false
end
end
end
if item.is_a?(RPG::Weapon)
if $data_weapons[item.id].element_set.include?(k)
K_EQUIP::KE[k][0][0] = 1
if !K_EQUIP::KE[k][0].include?(0) and !$game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp += K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp += K_EQUIP::KE[k][j][1]
when 2
@actor.str += K_EQUIP::KE[k][j][1]
when 3
@actor.dex += K_EQUIP::KE[k][j][1]
when 4
@actor.agi += K_EQUIP::KE[k][j][1]
when 5
@actor.int += K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::ON)
$game_party.actors[@actor_index].on_equip[k] = true
end
end
end
if item.is_a?(RPG::Armor)
if $data_armors[item.id].guard_element_set.include?(k)
if item != nil
case item.kind
when 0
K_EQUIP::KE[k][0][1] = 1
when 1
K_EQUIP::KE[k][0][2] = 1
when 2
K_EQUIP::KE[k][0][3] = 1
when 3
K_EQUIP::KE[k][0][4] = 1
end
end
if !K_EQUIP::KE[k][0].include?(0) and !$game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp += K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp += K_EQUIP::KE[k][j][1]
when 2
@actor.str += K_EQUIP::KE[k][j][1]
when 3
@actor.dex += K_EQUIP::KE[k][j][1]
when 4
@actor.agi += K_EQUIP::KE[k][j][1]
when 5
@actor.int += K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::ON)
$game_party.actors[@actor_index].on_equip[k] = true
end
end
end
end
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_window.refresh
return
end
end
end
复制代码
夏娜的菜单
http://rpg.blue/web/ftppic/200604/菜单.rar
余下的就麻烦各位了.
作者:
弗雷德
时间:
2007-7-16 23:01
标题:
哪位朋友能帮忙整合一下夏娜的菜单和套装系统?
RT
本人不是很懂代码,弄来弄去就是不行,实在没办法在向大家求助,
希望哪位可以把整合好的范例发给
要求整合后夏娜的菜单功能不变,窗口也不变,只是把套装的脚本改一下.
这个是套装的代码.
module K_EQUIP
#17是 装备属性
# [0,0,0,0,1]是套装位置 有的为 0 没有的为1 顺序依次是 武器 盾 盔 甲 饰品
# 后面的 [0,500],[1,500] 0和1为附加属性 0-最大生命
# 1-最大魔法值 2-力量 3- 灵巧 4-速度 5-魔力
# 500 是增加量
KE = {17 => [[0,0,0,0,1] , [0,500],[1,500]] , 18 => [[0,1,1,1,0], [2,100],[3,100],[5,100]] }
#装备套装提示音效
ON = "Audio/Se/055-Right01"
#卸下套装提示音效
OFF = "Audio/Se/058-Wrong02"
#UP =
end
class Game_Actor < Game_Battler
attr_accessor :on_equip
alias ksetup setup
def setup(actor_id)
ksetup(actor_id)
@on_equip = {}
end
end
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
#kk
self.contents.font.color = system_color
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
######################################################################################
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# equip_index : 装备索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成窗口
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# 关联帮助窗口
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# 设置光标位置
@right_window.index = @equip_index
refresh
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话的就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 设置物品窗口的可视状态
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# 获取当前装备中的物品
item1 = @right_window.item
# 设置当前的物品窗口到 @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# 右窗口被激活的情况下
if @right_window.active
# 删除变更装备后的能力
@left_window.set_new_parameters(nil, nil, nil)
end
# 物品窗口被激活的情况下
if @item_window.active
# 获取现在选中的物品
item2 = @item_window.item
# 变更装备
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# 获取变更装备后的能力值
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
# 返回到装备
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# 描画左窗口
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@left_window.update
@right_window.update
@item_window.update
refresh
# 右侧窗口被激活的情况下: 调用 update_right
if @right_window.active
update_right
return
end
# 物品窗口被激活的情况下: 调用 update_item
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(2)
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 固定装备的情况下
if @actor.equip_fix?(@right_window.index)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活物品窗口
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_item
for k in K_EQUIP::KE.keys
if @actor.weapon_id != 0
K_EQUIP::KE[k][0][0] = 1 if $data_weapons[@actor.weapon_id].element_set.include?(k)
end
if @actor.armor1_id != 0
K_EQUIP::KE[k][0][1] = 1 if $data_armors[@actor.armor1_id].guard_element_set.include?(k)
end
if @actor.armor2_id != 0
K_EQUIP::KE[k][0][2] = 1 if $data_armors[@actor.armor2_id].guard_element_set.include?(k)
end
if @actor.armor3_id != 0
K_EQUIP::KE[k][0][3] = 1 if $data_armors[@actor.armor3_id].guard_element_set.include?(k)
end
if @actor.armor4_id != 0
K_EQUIP::KE[k][0][4] = 1 if $data_armors[@actor.armor4_id].guard_element_set.include?(k)
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item1 = @right_window.item
item = @item_window.item
# 变更装备
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
for k in K_EQUIP::KE.keys
if item1.is_a?(RPG::Weapon)
if $data_weapons[item1.id].element_set.include?(k)
K_EQUIP::KE[k][0][0] = 0
if $game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp -= K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp -= K_EQUIP::KE[k][j][1]
when 2
@actor.str -= K_EQUIP::KE[k][j][1]
when 3
@actor.dex -= K_EQUIP::KE[k][j][1]
when 4
@actor.agi -= K_EQUIP::KE[k][j][1]
when 5
@actor.int -= K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::OFF)
$game_party.actors[@actor_index].on_equip[k] = false
end
end
end
if item1.is_a?(RPG::Armor)
if $data_armors[item1.id].guard_element_set.include?(k)
if item != nil
case item.kind
when 0
K_EQUIP::KE[k][0][1] = 0
when 1
K_EQUIP::KE[k][0][2] = 0
when 2
K_EQUIP::KE[k][0][3] = 0
when 3
K_EQUIP::KE[k][0][4] = 0
end
end
if $game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp -= K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp -= K_EQUIP::KE[k][j][1]
when 2
@actor.str -= K_EQUIP::KE[k][j][1]
when 3
@actor.dex -= K_EQUIP::KE[k][j][1]
when 4
@actor.agi -= K_EQUIP::KE[k][j][1]
when 5
@actor.int -= K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::OFF)
$game_party.actors[@actor_index].on_equip[k] = false
end
end
end
if item.is_a?(RPG::Weapon)
if $data_weapons[item.id].element_set.include?(k)
K_EQUIP::KE[k][0][0] = 1
if !K_EQUIP::KE[k][0].include?(0) and !$game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp += K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp += K_EQUIP::KE[k][j][1]
when 2
@actor.str += K_EQUIP::KE[k][j][1]
when 3
@actor.dex += K_EQUIP::KE[k][j][1]
when 4
@actor.agi += K_EQUIP::KE[k][j][1]
when 5
@actor.int += K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::ON)
$game_party.actors[@actor_index].on_equip[k] = true
end
end
end
if item.is_a?(RPG::Armor)
if $data_armors[item.id].guard_element_set.include?(k)
if item != nil
case item.kind
when 0
K_EQUIP::KE[k][0][1] = 1
when 1
K_EQUIP::KE[k][0][2] = 1
when 2
K_EQUIP::KE[k][0][3] = 1
when 3
K_EQUIP::KE[k][0][4] = 1
end
end
if !K_EQUIP::KE[k][0].include?(0) and !$game_party.actors[@actor_index].on_equip[k]
for j in 1..K_EQUIP::KE[k].size - 1
case K_EQUIP::KE[k][j][0]
when 0
@actor.maxhp += K_EQUIP::KE[k][j][1]
when 1
@actor.maxsp += K_EQUIP::KE[k][j][1]
when 2
@actor.str += K_EQUIP::KE[k][j][1]
when 3
@actor.dex += K_EQUIP::KE[k][j][1]
when 4
@actor.agi += K_EQUIP::KE[k][j][1]
when 5
@actor.int += K_EQUIP::KE[k][j][1]
end
end
Audio.se_play(K_EQUIP::ON)
$game_party.actors[@actor_index].on_equip[k] = true
end
end
end
end
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_window.refresh
return
end
end
end
复制代码
夏娜的菜单
http://rpg.blue/web/ftppic/200604/菜单.rar
余下的就麻烦各位了.
作者:
天狼星1110
时间:
2007-7-17 00:12
没下载范例,不过我私以为搜索我那个[不是教学的教学]应该会有收获
作者:
最终剧
时间:
2007-7-17 05:33
提示:
作者被禁止或删除 内容自动屏蔽
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1