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Lv4.逐梦者
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- =begin
- 改过或者增加的地方找 #sjr
- 只是简单实现而已,细节自己搞定
- =end
- ### #sjr
- class Game_System
- attr_accessor :ck_h
- def ck_h
- @ck_h ||=[]
- end
- end
- ### #sjr
- class Game_Party
- def item_can_use_0?(item_id)
- occasion = $data_items[item_id].occasion
- if $game_temp.in_battle
- return (occasion == 0 or occasion == 1)
- end
- return (occasion == 0 or occasion == 2)
- end
- end
- ### #sjr
- class Scene_Ck
- def main
- $game_system.ck_h=[] #sjr
-
- # 生成帮助窗口、物品窗口
- @help_window = Window_Help.new
- @ck_item_window = Ck_Window_Item.new
- @ch_item_window = Ch_Window_Item.new
- # 关联帮助窗口
- @ck_item_window.help_window = @help_window
- # 生成命令窗口
- s1 = "取出"
- s2 = "存入"
- s3 = "取消"
- @command_window = Window_Command.new(192, [s1,s2,s3])
- @command_window.x = 0
- @command_window.y = 480-128
- # 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
- # 如果画面被切换就中断循环
- if $scene != self
- break
- end
- end
- # 装备过渡
- Graphics.freeze
- @ck_item_window.dispose
- @ch_item_window.dispose
- @help_window.dispose
- @command_window.dispose
- end
-
-
- def update
- @command_window.update
- @ck_item_window.update
- @ch_item_window.update
- if @command_window.active #命令窗口界面
- command_update
- return
- end
- if @ck_item_window.active #仓库界面
- ck_update
- return
- end
- if @ch_item_window.active #角色背包界面
- ch_update
- return
- end
- end
-
-
- def command_update
- @ck_item_window.active=false
- @ch_item_window.active=false
- if Input.trigger?(Input::B)
- $scene=Scene_Map.new
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0
- @command_window.active=false
- @ch_item_window.active=false
- @ck_item_window.active=true
- return
- when 1
- @command_window.active=false
- @ch_item_window.active=true
- @ck_item_window.active=false
- return
- when 2
- $scene=Scene_Map.new
- return
- end
- end
- end
-
-
- def ck_update
- if Input.trigger?(Input::B)
- @command_window.active=true
- @ch_item_window.active=false
- @ck_item_window.active=false
- return
- end
- if Input.trigger?(Input::C)
- @tmp=@ck_item_window.item.id
- if $game_party.item_number(@ck_item_window.item.id)>0
-
- $game_system.ck_h.push(@ck_item_window.item.id) if !$game_system.ck_h.include?(@ck_item_window.item.id) #sjr
- #p $game_party
- $game_party.lose_item(@ck_item_window.item.id,1)
- #p $game_party
- #p @ck_item_window.item.id
- @ck_item_window.refresh
- else
- return
- end
- $game_party.gain_item_1(@tmp,1)
- @ch_item_window.refresh
- end
- end
-
- def ch_update
- if Input.trigger?(Input::B)
- @command_window.active=true
- @ch_item_window.active=false
- @ck_item_window.active=false
- return
- end
- if Input.trigger?(Input::C)
- @tmp_1=@ch_item_window.item.id
- if $game_party.item_number_1(@ch_item_window.item.id)>0
- $game_system.ck_h.push(@ch_item_window.item.id) if !$game_system.ck_h.include?(@ch_item_window.item.id) #sjr
-
- $game_party.lose_item_1(@ch_item_window.item.id,1)
- @ch_item_window.refresh
- else
- return
- end
- $game_party.gain_item(@tmp_1,1)
- @ck_item_window.refresh
- end
- end
- end
- class Ch_Window_Item < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(320, 64, 320, 416-64)
- @column_max = 1
- refresh
- self.index = 0
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 64
- self.height = 256
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- # 添加物品
- for i in 1...$data_items.size
-
- if $game_system.ck_h.include?(i) #sjr
- @data.push($data_items[i])
- next
- end
-
- if $game_party.item_number_1(i) > 0
- @data.push($data_items[i])
- end
- end
- # 如果项目数不是 0 就生成位图、重新描绘全部项目
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- case item
- when RPG::Item
- number = $game_party.item_number_1(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- if item.is_a?(RPG::Item) and
- $game_party.item_can_use_0?(item.id) #sjr
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- # rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- # self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 更新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index / @column_max
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.top_row = row
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.top_row = row - (self.page_row_max - 1)
- end
- # 计算光标的宽度
- cursor_width = self.width / (@column_max*2) - 32
- # 计算光标坐标
- x = @index % @column_max * (cursor_width/2 + 32)
- y = @index / @column_max * 32 - self.oy
- # 更新光标矩形
- self.cursor_rect.set(x, y, cursor_width/2, 32)
- end
- end
- class Ck_Window_Item < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 64, 320, 416-64)
- @column_max = 1
- refresh
- self.index = 0
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 64
- self.height = 256
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- # 添加物品
- for i in 1...$data_items.size
-
- if $game_system.ck_h.include?(i) #sjr
- @data.push($data_items[i])
- next
- end
-
- if $game_party.item_number(i) > 0
- @data.push($data_items[i])
- end
- end
- # 如果项目数不是 0 就生成位图、重新描绘全部项目
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- case item
- when RPG::Item
- number = $game_party.item_number(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
-
- if item.is_a?(RPG::Item) and
- $game_party.item_can_use_0?(item.id) #sjr
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- # rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- # self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- #--------------------------------------------------------------------------
- # ● 更新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index / @column_max
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.top_row = row
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.top_row = row - (self.page_row_max - 1)
- end
- # 计算光标的宽度
- cursor_width = self.width / (@column_max*2) - 32
- # 计算光标坐标
- x = @index % @column_max * (cursor_width/2 + 32)
- y = @index / @column_max * 32 - self.oy
- # 更新光标矩形
- self.cursor_rect.set(x, y, cursor_width/2, 32)
- end
- end
- class Game_Party
- alias initialize_old initialize
- def initialize
- initialize_old
- @items_1={}
- end
- #--------------------------------------------------------------------------
- # ● 获取物品的所持数
- # item_id : 物品 ID
- #--------------------------------------------------------------------------
- def item_number_1(item_id)
- # 如果 hash 个数数值不存在就返回 0
- return @items_1.include?(item_id) ? @items_1[item_id] : 0
- end
- #--------------------------------------------------------------------------
- # ● 减少物品
- # item_id : 物品 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def lose_item_1(item_id, n)
- # 调用 gain_item 的数值逆转
- gain_item_1(item_id, -n)
- end
- #--------------------------------------------------------------------------
- # ● 增加物品 (减少)
- # item_id : 物品 ID
- # n : 个数
- #--------------------------------------------------------------------------
- def gain_item_1(item_id, n)
- # 更新 hash 的个数数据
- if item_id > 0
- @items_1[item_id] = [[item_number_1(item_id) + n, 0].max, 99].min
- end
- end
- end
-
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