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防具追加和装备增减hp,sp

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发布时间: 2015-4-10 01:11

正文摘要:

在论坛上搜到两个装备的脚本,怎么把这两个脚本整合一下啊。 这个是防具追加。 RUBY 代码复制# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★##  &n ...

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芯☆淡茹水 发表于 2015-4-10 08:45:48
合并了一下,然后修复了一下
  1. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  2. #
  3. #           防具类追加  +   装备增加 HP SP
  4. #
  5. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  6. module RPG
  7.   class Weapon
  8.     def description
  9.       return @description.split(/,/)[0]
  10.     end
  11.     def hp
  12.       return @description.split(/,/)[1] == nil ? 0 : @description.split(/,/)[1].to_i
  13.     end
  14.     def sp
  15.       return @description.split(/,/)[2] == nil ? 0 : @description.split(/,/)[2].to_i
  16.     end
  17.   end
  18.   class Armor
  19.     def name
  20.       name = @name.split(/,/)[0]
  21.       return name != nil ? name : ''
  22.     end
  23.     def kind
  24.       kind  = @name.split(/,/)[1]
  25.       return kind  != nil ? kind.to_i : @kind
  26.     end
  27.     def description
  28.       return @description.split(/,/)[0]
  29.     end
  30.     def hp
  31.       return @description.split(/,/)[1] == nil ? 0 : @description.split(/,/)[1].to_i
  32.     end
  33.     def sp
  34.       return @description.split(/,/)[2] == nil ? 0 : @description.split(/,/)[2].to_i
  35.     end
  36.   end
  37. end
  38. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  39. #
  40. #                  Game_Actor添加新的防具ID,并对相关方法修正
  41. #
  42. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  43. class Game_Actor < Game_Battler
  44.   attr_reader   :armor5_id                # 项链 ID
  45.   attr_reader   :armor6_id                # 手镯 ID
  46.   #--------------------------------------------------------------------------
  47.   # ● 设置
  48.   #     actor_id : 角色 ID
  49.   #--------------------------------------------------------------------------
  50.   alias old_setup setup
  51.   def setup(actor_id)
  52.     @armor5_id = 0
  53.     @armor6_id = 0
  54.     old_setup(actor_id)
  55.     update_auto_state(nil, $data_armors[@armor5_id])
  56.     update_auto_state(nil, $data_armors[@armor6_id])
  57.   end
  58.   #--------------------------------------------------------------------------
  59.   # ● 取得属性修正值
  60.   #     element_id : 属性 ID
  61.   #--------------------------------------------------------------------------
  62.   def element_rate(element_id)
  63.     # 获取对应属性有效度的数值
  64.     table = [0,200,150,100,50,0,-100]
  65.     result = table[$data_classes[@class_id].element_ranks[element_id]]
  66.     # 防具能防御本属性的情况下效果减半
  67.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  68.       armor = $data_armors[i]
  69.       if armor != nil and armor.guard_element_set.include?(element_id)
  70.         result /= 2
  71.       end
  72.     end
  73.     # 状态能防御本属性的情况下效果减半
  74.     for i in @states
  75.       if $data_states[i].guard_element_set.include?(element_id)
  76.         result /= 2
  77.       end
  78.     end
  79.     # 过程结束
  80.     return result
  81.   end
  82.   #--------------------------------------------------------------------------
  83.   # ● 判定防御属性
  84.   #     state_id : 属性 ID
  85.   #--------------------------------------------------------------------------
  86.   def state_guard?(state_id)
  87.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  88.       armor = $data_armors[i]
  89.       if armor != nil
  90.         if armor.guard_state_set.include?(state_id)
  91.           return true
  92.         end
  93.       end
  94.     end
  95.     return false
  96.   end
  97.   #--------------------------------------------------------------------------
  98.   # ● 获取基本 MaxHP
  99.   #--------------------------------------------------------------------------
  100.   def base_maxhp
  101.     a = $data_actors[@actor_id].parameters[0, @level]
  102.     n = 0
  103.     n += $data_weapons[@weapon_id].hp if $data_weapons[@weapon_id] != nil
  104.     n += $data_armors[@armor1_id].hp if $data_armors[@armor1_id] != nil
  105.     n += $data_armors[@armor2_id].hp if $data_armors[@armor2_id] != nil
  106.     n += $data_armors[@armor3_id].hp if $data_armors[@armor3_id] != nil
  107.     n += $data_armors[@armor4_id].hp if $data_armors[@armor4_id] != nil
  108.     n += $data_armors[@armor5_id].hp if $data_armors[@armor5_id] != nil
  109.     n += $data_armors[@armor6_id].hp if $data_armors[@armor6_id] != nil
  110.     return a + n
  111.   end
  112.   #--------------------------------------------------------------------------
  113.   # ● 获取基本 MaxSP
  114.   #--------------------------------------------------------------------------
  115.   def base_maxsp
  116.     a = $data_actors[@actor_id].parameters[1, @level]
  117.     n = 0
  118.     n += $data_weapons[@weapon_id].sp if $data_weapons[@weapon_id] != nil
  119.     n += $data_armors[@armor1_id].sp if $data_armors[@armor1_id] != nil
  120.     n += $data_armors[@armor2_id].sp if $data_armors[@armor2_id] != nil
  121.     n += $data_armors[@armor3_id].sp if $data_armors[@armor3_id] != nil
  122.     n += $data_armors[@armor4_id].sp if $data_armors[@armor4_id] != nil
  123.     n += $data_armors[@armor5_id].hp if $data_armors[@armor5_id] != nil
  124.     n += $data_armors[@armor6_id].hp if $data_armors[@armor6_id] != nil
  125.     return a + n
  126.   end
  127.   #--------------------------------------------------------------------------
  128.   # ● 获取基本力量
  129.   #--------------------------------------------------------------------------
  130.   def base_str
  131.     n = $data_actors[@actor_id].parameters[2, @level]
  132.     weapon = $data_weapons[@weapon_id]
  133.     armor1 = $data_armors[@armor1_id]
  134.     armor2 = $data_armors[@armor2_id]
  135.     armor3 = $data_armors[@armor3_id]
  136.     armor4 = $data_armors[@armor4_id]
  137.     armor5 = $data_armors[@armor5_id]
  138.     armor6 = $data_armors[@armor6_id]
  139.     n += weapon != nil ? weapon.str_plus : 0
  140.     n += armor1 != nil ? armor1.str_plus : 0
  141.     n += armor2 != nil ? armor2.str_plus : 0
  142.     n += armor3 != nil ? armor3.str_plus : 0
  143.     n += armor4 != nil ? armor4.str_plus : 0
  144.     n += armor5 != nil ? armor5.str_plus : 0
  145.     n += armor6 != nil ? armor6.str_plus : 0
  146.     return [[n, 1].max, 999].min
  147.   end
  148.   #--------------------------------------------------------------------------
  149.   # ● 获取基本灵巧
  150.   #--------------------------------------------------------------------------
  151.   def base_dex
  152.     n = $data_actors[@actor_id].parameters[3, @level]
  153.     weapon = $data_weapons[@weapon_id]
  154.     armor1 = $data_armors[@armor1_id]
  155.     armor2 = $data_armors[@armor2_id]
  156.     armor3 = $data_armors[@armor3_id]
  157.     armor4 = $data_armors[@armor4_id]
  158.     armor5 = $data_armors[@armor5_id]
  159.     armor6 = $data_armors[@armor6_id]
  160.     n += weapon != nil ? weapon.dex_plus : 0
  161.     n += armor1 != nil ? armor1.dex_plus : 0
  162.     n += armor2 != nil ? armor2.dex_plus : 0
  163.     n += armor3 != nil ? armor3.dex_plus : 0
  164.     n += armor4 != nil ? armor4.dex_plus : 0
  165.     n += armor5 != nil ? armor5.dex_plus : 0
  166.     n += armor6 != nil ? armor6.dex_plus : 0
  167.     return [[n, 1].max, 999].min
  168.   end
  169.   #--------------------------------------------------------------------------
  170.   # ● 获取基本速度
  171.   #--------------------------------------------------------------------------
  172.   def base_agi
  173.     n = $data_actors[@actor_id].parameters[4, @level]
  174.     weapon = $data_weapons[@weapon_id]
  175.     armor1 = $data_armors[@armor1_id]
  176.     armor2 = $data_armors[@armor2_id]
  177.     armor3 = $data_armors[@armor3_id]
  178.     armor4 = $data_armors[@armor4_id]
  179.     armor5 = $data_armors[@armor5_id]
  180.     armor6 = $data_armors[@armor6_id]
  181.     n += weapon != nil ? weapon.agi_plus : 0
  182.     n += armor1 != nil ? armor1.agi_plus : 0
  183.     n += armor2 != nil ? armor2.agi_plus : 0
  184.     n += armor3 != nil ? armor3.agi_plus : 0
  185.     n += armor4 != nil ? armor4.agi_plus : 0
  186.     n += armor5 != nil ? armor5.agi_plus : 0
  187.     n += armor6 != nil ? armor6.agi_plus : 0
  188.     return [[n, 1].max, 999].min
  189.   end
  190.   #--------------------------------------------------------------------------
  191.   # ● 获取基本魔力
  192.   #--------------------------------------------------------------------------
  193.   def base_int
  194.     n = $data_actors[@actor_id].parameters[5, @level]
  195.     weapon = $data_weapons[@weapon_id]
  196.     armor1 = $data_armors[@armor1_id]
  197.     armor2 = $data_armors[@armor2_id]
  198.     armor3 = $data_armors[@armor3_id]
  199.     armor4 = $data_armors[@armor4_id]
  200.     armor5 = $data_armors[@armor5_id]
  201.     armor6 = $data_armors[@armor6_id]
  202.     n += weapon != nil ? weapon.int_plus : 0
  203.     n += armor1 != nil ? armor1.int_plus : 0
  204.     n += armor2 != nil ? armor2.int_plus : 0
  205.     n += armor3 != nil ? armor3.int_plus : 0
  206.     n += armor4 != nil ? armor4.int_plus : 0
  207.     n += armor5 != nil ? armor5.int_plus : 0
  208.     n += armor6 != nil ? armor6.int_plus : 0
  209.     return [[n, 1].max, 999].min
  210.   end
  211.   #--------------------------------------------------------------------------
  212.   # ● 获取基本物理防御
  213.   #--------------------------------------------------------------------------
  214.   def base_pdef
  215.     weapon = $data_weapons[@weapon_id]
  216.     armor1 = $data_armors[@armor1_id]
  217.     armor2 = $data_armors[@armor2_id]
  218.     armor3 = $data_armors[@armor3_id]
  219.     armor4 = $data_armors[@armor4_id]
  220.     armor5 = $data_armors[@armor5_id]
  221.     armor6 = $data_armors[@armor6_id]
  222.     pdef1 = weapon != nil ? weapon.pdef : 0
  223.     pdef2 = armor1 != nil ? armor1.pdef : 0
  224.     pdef3 = armor2 != nil ? armor2.pdef : 0
  225.     pdef4 = armor3 != nil ? armor3.pdef : 0
  226.     pdef5 = armor4 != nil ? armor4.pdef : 0
  227.     pdef6 = armor5 != nil ? armor5.pdef : 0
  228.     pdef7 = armor6 != nil ? armor6.pdef : 0
  229.     return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
  230.   end
  231.   #--------------------------------------------------------------------------
  232.   # ● 获取基本魔法防御
  233.   #--------------------------------------------------------------------------
  234.   def base_mdef
  235.     weapon = $data_weapons[@weapon_id]
  236.     armor1 = $data_armors[@armor1_id]
  237.     armor2 = $data_armors[@armor2_id]
  238.     armor3 = $data_armors[@armor3_id]
  239.     armor4 = $data_armors[@armor4_id]
  240.     armor5 = $data_armors[@armor5_id]
  241.     armor6 = $data_armors[@armor6_id]
  242.     mdef1 = weapon != nil ? weapon.mdef : 0
  243.     mdef2 = armor1 != nil ? armor1.mdef : 0
  244.     mdef3 = armor2 != nil ? armor2.mdef : 0
  245.     mdef4 = armor3 != nil ? armor3.mdef : 0
  246.     mdef5 = armor4 != nil ? armor4.mdef : 0
  247.     mdef6 = armor5 != nil ? armor5.mdef : 0
  248.     mdef7 = armor6 != nil ? armor6.mdef : 0
  249.     return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
  250.   end
  251.   #--------------------------------------------------------------------------
  252.   # ● 获取基本回避修正
  253.   #--------------------------------------------------------------------------
  254.   def base_eva
  255.     armor1 = $data_armors[@armor1_id]
  256.     armor2 = $data_armors[@armor2_id]
  257.     armor3 = $data_armors[@armor3_id]
  258.     armor4 = $data_armors[@armor4_id]
  259.     armor5 = $data_armors[@armor5_id]
  260.     armor6 = $data_armors[@armor6_id]
  261.     eva1 = armor1 != nil ? armor1.eva : 0
  262.     eva2 = armor2 != nil ? armor2.eva : 0
  263.     eva3 = armor3 != nil ? armor3.eva : 0
  264.     eva4 = armor4 != nil ? armor4.eva : 0
  265.     eva5 = armor5 != nil ? armor5.eva : 0
  266.     eva6 = armor6 != nil ? armor6.eva : 0
  267.     return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
  268.   end

  269.   #--------------------------------------------------------------------------
  270.   # ● 装备固定判定
  271.   #     equip_type : 装备类型
  272.   #--------------------------------------------------------------------------
  273.   def equip_fix?(equip_type)
  274.     case equip_type
  275.     when 0  # 武器
  276.       return $data_actors[@actor_id].weapon_fix
  277.     when 1  # 盾
  278.       return $data_actors[@actor_id].armor1_fix
  279.     when 2  # 头
  280.       return $data_actors[@actor_id].armor2_fix
  281.     when 3  # 身体
  282.       return $data_actors[@actor_id].armor3_fix
  283.     when 4  # 装饰品
  284.       return $data_actors[@actor_id].armor4_fix
  285.     end
  286.     return false
  287.   end
  288.   #--------------------------------------------------------------------------
  289.   # ● 变更装备
  290.   #     equip_type : 装备类型
  291.   #     id    : 武器 or 防具 ID  (0 为解除装备)
  292.   #--------------------------------------------------------------------------
  293.   def equip(equip_type, id)
  294.     case equip_type
  295.     when 0  # 武器
  296.       if id == 0 or $game_party.weapon_number(id) > 0
  297.         $game_party.gain_weapon(@weapon_id, 1)
  298.         @weapon_id = id
  299.         $game_party.lose_weapon(id, 1)
  300.       end
  301.     when 1  # 盾
  302.       if id == 0 or $game_party.armor_number(id) > 0
  303.         update_auto_state($data_armors[@armor1_id], $data_armors[id])
  304.         $game_party.gain_armor(@armor1_id, 1)
  305.         @armor1_id = id
  306.         $game_party.lose_armor(id, 1)
  307.       end
  308.     when 2  # 头
  309.       if id == 0 or $game_party.armor_number(id) > 0
  310.         update_auto_state($data_armors[@armor2_id], $data_armors[id])
  311.         $game_party.gain_armor(@armor2_id, 1)
  312.         @armor2_id = id
  313.         $game_party.lose_armor(id, 1)
  314.       end
  315.     when 3  # 身体
  316.       if id == 0 or $game_party.armor_number(id) > 0
  317.         update_auto_state($data_armors[@armor3_id], $data_armors[id])
  318.         $game_party.gain_armor(@armor3_id, 1)
  319.         @armor3_id = id
  320.         $game_party.lose_armor(id, 1)
  321.       end
  322.     when 4  # 装饰品
  323.       if id == 0 or $game_party.armor_number(id) > 0
  324.         update_auto_state($data_armors[@armor4_id], $data_armors[id])
  325.         $game_party.gain_armor(@armor4_id, 1)
  326.         @armor4_id = id
  327.         $game_party.lose_armor(id, 1)
  328.       end
  329.     when 5  # 项链
  330.       if id == 0 or $game_party.armor_number(id) > 0
  331.         update_auto_state($data_armors[@armor5_id], $data_armors[id])
  332.         $game_party.gain_armor(@armor5_id, 1)
  333.         @armor5_id = id
  334.         $game_party.lose_armor(id, 1)
  335.       end
  336.     when 6  # 手镯
  337.       if id == 0 or $game_party.armor_number(id) > 0
  338.         update_auto_state($data_armors[@armor6_id], $data_armors[id])
  339.         $game_party.gain_armor(@armor6_id, 1)
  340.         @armor6_id = id
  341.         $game_party.lose_armor(id, 1)
  342.       end
  343.     end
  344.     @hp = maxhp if @hp > maxhp
  345.     @sp = maxsp if @sp > maxsp
  346.   end
  347.   #--------------------------------------------------------------------------
  348.   # ● 更改职业 ID
  349.   #     class_id : 新的职业 ID
  350.   #--------------------------------------------------------------------------
  351.   def class_id=(class_id)
  352.     if $data_classes[class_id] != nil
  353.       @class_id = class_id
  354.       # 避开无法装备的物品
  355.       unless equippable?($data_weapons[@weapon_id])
  356.         equip(0, 0)
  357.       end
  358.       unless equippable?($data_armors[@armor1_id])
  359.         equip(1, 0)
  360.       end
  361.       unless equippable?($data_armors[@armor2_id])
  362.         equip(2, 0)
  363.       end
  364.       unless equippable?($data_armors[@armor3_id])
  365.         equip(3, 0)
  366.       end
  367.       unless equippable?($data_armors[@armor4_id])
  368.         equip(4, 0)
  369.       end
  370.       unless equippable?($data_armors[@armor5_id])
  371.         equip(5, 0)
  372.       end
  373.       unless equippable?($data_armors[@armor6_id])
  374.         equip(6, 0)
  375.       end
  376.     end
  377.   end
  378. end
  379. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  380. #
  381. #              Window_Base美化,增加属性增减颜色,及全能力值描绘
  382. #
  383. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  384. #==============================================================================
  385. # ■ Window_Base
  386. #------------------------------------------------------------------------------
  387. #  游戏中全部窗口的超级类。
  388. #==============================================================================

  389. class Window_Base < Window
  390.   ################## 属性增减颜色 ##############################
  391.   def up_color
  392.     return Color.new(255, 0, 0)
  393.   end
  394.   def down_color
  395.     return Color.new(0, 255, 0)
  396.   end
  397.   #--------------------------------------------------------------------------
  398.   # ● 描绘能力值
  399.   #     actor : 角色
  400.   #     x     : 描画目标 X 坐标
  401.   #     y     : 描画目标 Y 坐标
  402.   #     type  : 能力值种类 (0~6)
  403.   #--------------------------------------------------------------------------
  404.   def draw_actor_parameter(actor, x, y, type)
  405.     case type
  406.     when 0
  407.       parameter_name = $data_system.words.atk
  408.       parameter_value = actor.atk
  409.     when 1
  410.       parameter_name = $data_system.words.pdef
  411.       parameter_value = actor.pdef
  412.     when 2
  413.       parameter_name = $data_system.words.mdef
  414.       parameter_value = actor.mdef
  415.     when 3
  416.       parameter_name = $data_system.words.str
  417.       parameter_value = actor.str
  418.     when 4
  419.       parameter_name = $data_system.words.dex
  420.       parameter_value = actor.dex
  421.     when 5
  422.       parameter_name = $data_system.words.agi
  423.       parameter_value = actor.agi
  424.     when 6
  425.       parameter_name = $data_system.words.int
  426.       parameter_value = actor.int
  427.     when 7
  428.       parameter_name = "回避"
  429.       parameter_value = actor.eva
  430.     end
  431.     self.contents.font.color = system_color
  432.     self.contents.draw_text(x, y, 120, 32, parameter_name)
  433.     self.contents.font.color = normal_color
  434.     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  435.   end
  436. end
  437. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  438. #
  439. #              装备窗口美化,全能力值描绘并追加新的防具装备栏
  440. #
  441. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  442. #==============================================================================
  443. # ■ Window_EquipRight
  444. #------------------------------------------------------------------------------
  445. #  装备画面、显示角色现在装备的物品的窗口。
  446. #==============================================================================

  447. class Window_EquipRight < Window_Selectable
  448.   #--------------------------------------------------------------------------
  449.   # ● 初始化对像
  450.   #     actor : 角色
  451.   #--------------------------------------------------------------------------
  452.   def initialize(actor)
  453.     super(272, 64, 368, 256)
  454.     self.contents = Bitmap.new(width - 32, height - 32)
  455.     @actor = actor
  456.     refresh
  457.     self.index = 0
  458.   end
  459.   #--------------------------------------------------------------------------
  460.   # ● 刷新
  461.   #--------------------------------------------------------------------------
  462.   def refresh
  463.     self.contents.clear
  464.     @data = []
  465.     @data.push($data_weapons[@actor.weapon_id])
  466.     @data.push($data_armors[@actor.armor1_id])
  467.     @data.push($data_armors[@actor.armor2_id])
  468.     @data.push($data_armors[@actor.armor3_id])
  469.     @data.push($data_armors[@actor.armor4_id])
  470.     @data.push($data_armors[@actor.armor5_id])
  471.     @data.push($data_armors[@actor.armor6_id])
  472.     @item_max = @data.size
  473.     self.contents.font.color = system_color
  474.     self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  475.     self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  476.     self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  477.     self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  478.     self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
  479.     self.contents.draw_text(4, 32 * 5, 92, 32, "法器")
  480.     self.contents.draw_text(4, 32 * 6, 92, 32, "称号")
  481.     draw_item_name(@data[0], 92, 32 * 0)
  482.     draw_item_name(@data[1], 92, 32 * 1)
  483.     draw_item_name(@data[2], 92, 32 * 2)
  484.     draw_item_name(@data[3], 92, 32 * 3)
  485.     draw_item_name(@data[4], 92, 32 * 4)
  486.     draw_item_name(@data[5], 92, 32 * 5)
  487.     draw_item_name(@data[6], 92, 32 * 6)
  488.   end
  489. end

  490. #==============================================================================
  491. # ■ Window_EquipLeft
  492. #------------------------------------------------------------------------------
  493. #  装备画面的、显示角色能力值变化的窗口。
  494. #==============================================================================

  495. class Window_EquipLeft < Window_Base
  496.   #--------------------------------------------------------------------------
  497.   # ● 初始化对像
  498.   #     actor : 角色
  499.   #--------------------------------------------------------------------------
  500.   def initialize(actor)
  501.     super(0, 64, 272, 416)
  502.     self.contents = Bitmap.new(width - 32, height - 32)
  503.     @actor = actor
  504.     refresh
  505.   end
  506.   #--------------------------------------------------------------------------
  507.   # ● 刷新
  508.   #--------------------------------------------------------------------------
  509.   def refresh
  510.     self.contents.clear
  511.     draw_actor_name(@actor, 4, 0)
  512.     draw_actor_level(@actor, 4, 32)

  513.     draw_actor_parameter(@actor, 4, 64, 0)
  514.     draw_actor_parameter(@actor, 4, 96, 1)
  515.     draw_actor_parameter(@actor, 4, 128, 2)
  516.     draw_actor_parameter(@actor, 4, 160, 7)
  517.     draw_actor_parameter(@actor, 4, 192, 3)
  518.     draw_actor_parameter(@actor, 4, 224, 4)
  519.     draw_actor_parameter(@actor, 4, 256, 5)
  520.     draw_actor_parameter(@actor, 4, 288, 6)
  521.     if @new_atk != nil
  522.       self.contents.font.color = system_color
  523.       self.contents.draw_text(160, 64, 40, 32, "→", 1)
  524.       self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
  525.       self.contents.font.color = normal_color if @new_atk == @actor.atk
  526.       self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
  527.     end
  528.     if @new_pdef != nil
  529.       self.contents.font.color = system_color
  530.       self.contents.draw_text(160, 96, 40, 32, "→", 1)
  531.       self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
  532.       self.contents.font.color = normal_color if @new_pdef == @actor.pdef
  533.       self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
  534.     end
  535.     if @new_mdef != nil
  536.       self.contents.font.color = system_color
  537.       self.contents.draw_text(160, 128, 40, 32, "→", 1)
  538.       self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
  539.       self.contents.font.color = normal_color if @new_mdef == @actor.mdef
  540.       self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
  541.     end
  542.     if @new_eva != nil
  543.       self.contents.font.color = system_color
  544.       self.contents.draw_text(160, 160, 40, 32, "→", 1)
  545.       self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
  546.       self.contents.font.color = normal_color if @new_eva == @actor.eva
  547.       self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
  548.     end
  549.     if @new_str != nil
  550.       self.contents.font.color = system_color
  551.       self.contents.draw_text(160, 192, 40, 32, "→", 1)
  552.       self.contents.font.color = @new_str>@actor.str ? up_color : down_color
  553.       self.contents.font.color = normal_color if @new_str == @actor.str
  554.       self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
  555.     end
  556.     if @new_dex != nil
  557.       self.contents.font.color = system_color
  558.       self.contents.draw_text(160, 224, 40, 32, "→", 1)
  559.       self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
  560.       self.contents.font.color = normal_color if @new_dex == @actor.dex
  561.       self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
  562.     end
  563.     if @new_agi != nil
  564.       self.contents.font.color = system_color
  565.       self.contents.draw_text(160, 256, 40, 32, "→", 1)
  566.       self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
  567.       self.contents.font.color = normal_color if @new_agi == @actor.agi
  568.       self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
  569.     end
  570.     if @new_int != nil
  571.       self.contents.font.color = system_color
  572.       self.contents.draw_text(160, 288, 40, 32, "→", 1)
  573.       self.contents.font.color = @new_int>@actor.int ? up_color : down_color
  574.       self.contents.font.color = normal_color if @new_int == @actor.int
  575.       self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
  576.     end
  577.   end
  578.   #--------------------------------------------------------------------------
  579.   # ● 变更装备后的能力值设置
  580.   #     new_atk  : 变更装备后的攻击力
  581.   #     new_pdef : 变更装备后的物理防御
  582.   #     new_mdef : 变更装备后的魔法防御
  583.   #--------------------------------------------------------------------------
  584.   def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  585.     if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int
  586.       @new_atk = new_atk
  587.       @new_pdef = new_pdef
  588.       @new_mdef = new_mdef
  589.       @new_eva = new_eva
  590.       @new_str = new_str
  591.       @new_dex = new_dex
  592.       @new_agi = new_agi
  593.       @new_int = new_int
  594.       refresh
  595.     end
  596.   end
  597. end
  598. #==============================================================================
  599. # ■ Window_EquipItem
  600. #------------------------------------------------------------------------------
  601. #  装备画面、显示浏览变更装备的候补物品的窗口。
  602. #==============================================================================

  603. class Window_EquipItem < Window_Selectable
  604.   #--------------------------------------------------------------------------
  605.   # ● 初始化对像
  606.   #     actor      : 角色
  607.   #     equip_type : 装备部位 (0~3)
  608.   #--------------------------------------------------------------------------
  609.   def initialize(actor, equip_type)
  610.     super(272, 320, 368, 160)
  611.     @actor = actor
  612.     @equip_type = equip_type
  613.     @column_max = 1
  614.     refresh
  615.     self.active = false
  616.     self.index = -1
  617.   end
  618.   #--------------------------------------------------------------------------
  619.   # ● 项目的描绘
  620.   #     index : 项目符号
  621.   #--------------------------------------------------------------------------
  622.   def draw_item(index)
  623.     item = @data[index]
  624.     x = 4
  625.     y = index * 32
  626.     case item
  627.     when RPG::Weapon
  628.       number = $game_party.weapon_number(item.id)
  629.     when RPG::Armor
  630.       number = $game_party.armor_number(item.id)
  631.     end
  632.     bitmap = RPG::Cache.icon(item.icon_name)
  633.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  634.     self.contents.font.color = normal_color
  635.     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  636.     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  637.     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  638.   end
  639. end

  640. class Scene_Equip
  641.   #--------------------------------------------------------------------------
  642.   # ● 主处理
  643.   #--------------------------------------------------------------------------
  644.   def main
  645.     @menu_com = Sprite.new
  646.     @menu_com.bitmap = RPG::Cache.picture("装备.png")
  647.     # 获取角色
  648.     @actor = $game_party.actors[@actor_index]
  649.     # 生成窗口
  650.     @help_window = Window_Movement_Help.new
  651.     @left_window = Window_EquipLeft.new(@actor)
  652.     @right_window = Window_EquipRight.new(@actor)
  653.     @item_window1 = Window_EquipItem.new(@actor, 0)
  654.     @item_window2 = Window_EquipItem.new(@actor, 1)
  655.     @item_window3 = Window_EquipItem.new(@actor, 2)
  656.     @item_window4 = Window_EquipItem.new(@actor, 3)
  657.     @item_window5 = Window_EquipItem.new(@actor, 4)
  658.     @item_window6 = Window_EquipItem.new(@actor, 5)
  659.     @item_window7 = Window_EquipItem.new(@actor, 6)
  660.     @help_window.opacity = 0
  661.     @item_window1.opacity = 0
  662.     @item_window2.opacity = 0
  663.     @item_window3.opacity = 0
  664.     @item_window4.opacity = 0
  665.     @item_window5.opacity = 0
  666.     @item_window6.opacity = 0
  667.     @item_window7.opacity = 0
  668.     @left_window.opacity = 0
  669.     @right_window.opacity = 0
  670.     # 关联帮助窗口
  671.     @right_window.help_window = @help_window
  672.     @item_window1.help_window = @help_window
  673.     @item_window2.help_window = @help_window
  674.     @item_window3.help_window = @help_window
  675.     @item_window4.help_window = @help_window
  676.     @item_window5.help_window = @help_window
  677.     @item_window6.help_window = @help_window
  678.     @item_window7.help_window = @help_window
  679.     # 设置光标位置
  680.     @right_window.index = @equip_index
  681.     refresh
  682.     # 执行过渡
  683.     Graphics.transition
  684.     # 主循环
  685.     loop do
  686.       # 刷新游戏画面
  687.       Graphics.update
  688.       # 刷新输入信息
  689.       Input.update
  690.       # 刷新画面
  691.       update
  692.       # 如果画面切换的话的就中断循环
  693.       if $scene != self
  694.         break
  695.       end
  696.     end
  697.     # 准备过渡
  698.     Graphics.freeze
  699.     @menu_com.bitmap.dispose if @menu_com.bitmap  
  700.     @menu_com.dispose
  701.     # 释放窗口
  702.     @help_window.dispose
  703.     @left_window.dispose
  704.     @right_window.dispose
  705.     @item_window1.dispose
  706.     @item_window2.dispose
  707.     @item_window3.dispose
  708.     @item_window4.dispose
  709.     @item_window5.dispose
  710.     @item_window6.dispose
  711.     @item_window7.dispose
  712.   end
  713.   #--------------------------------------------------------------------------
  714.   # ● 刷新
  715.   #--------------------------------------------------------------------------
  716.   def refresh
  717.     # 设置物品窗口的可视状态
  718.     @item_window1.visible = (@right_window.index == 0)
  719.     @item_window2.visible = (@right_window.index == 1)
  720.     @item_window3.visible = (@right_window.index == 2)
  721.     @item_window4.visible = (@right_window.index == 3)
  722.     @item_window5.visible = (@right_window.index == 4)
  723.     @item_window6.visible = (@right_window.index == 5)
  724.     @item_window7.visible = (@right_window.index == 6)
  725.     # 获取当前装备中的物品
  726.     item1 = @right_window.item
  727.     # 设置当前的物品窗口到 @item_window
  728.     case @right_window.index
  729.     when 0
  730.       @item_window = @item_window1
  731.     when 1
  732.       @item_window = @item_window2
  733.     when 2
  734.       @item_window = @item_window3
  735.     when 3
  736.       @item_window = @item_window4
  737.     when 4
  738.       @item_window = @item_window5
  739.     when 5
  740.       @item_window = @item_window6
  741.     when 6
  742.       @item_window = @item_window7
  743.     end
  744.     # 右窗口被激活的情况下
  745.     if @right_window.active
  746.       # 删除变更装备后的能力
  747.     ###############################################################
  748.       @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
  749.     end
  750.     # 物品窗口被激活的情况下
  751.     if @item_window.active
  752.       # 获取现在选中的物品
  753.       item2 = @item_window.item
  754.       # 变更装备
  755.       last_hp = @actor.hp
  756.       last_sp = @actor.sp
  757.       @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
  758.     ###############################################################
  759.       # 获取变更装备后的能力值
  760.       new_atk = @actor.atk
  761.       new_pdef = @actor.pdef
  762.       new_mdef = @actor.mdef
  763.       new_eva = @actor.eva
  764.       new_str = @actor.str
  765.       new_dex = @actor.dex
  766.       new_agi = @actor.agi
  767.       new_int = @actor.int
  768.       # 返回到装备
  769.       @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
  770.       @actor.hp = last_hp
  771.       @actor.sp = last_sp
  772.       # 描画左窗口
  773.     ###############################################################
  774.       @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  775.     ###############################################################
  776.     end
  777.   end
  778. end
  779. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  780. #
  781. #              商店购买窗口美化,增加对新装备位置的描述
  782. #
  783. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  784. #==============================================================================
  785. # ■ Window_ShopStatus
  786. #------------------------------------------------------------------------------
  787. #  商店画面、显示物品所持数与角色装备的窗口。
  788. #==============================================================================

  789. class Window_ShopStatus < Window_Base
  790.   #--------------------------------------------------------------------------
  791.   # ● 刷新
  792.   #--------------------------------------------------------------------------
  793.   def refresh
  794.     self.contents.clear
  795.     if @item == nil
  796.       return
  797.     end
  798.     case @item
  799.     when RPG::Item
  800.       number = $game_party.item_number(@item.id)
  801.     when RPG::Weapon
  802.       number = $game_party.weapon_number(@item.id)
  803.     when RPG::Armor
  804.       number = $game_party.armor_number(@item.id)
  805.     end
  806.     self.contents.font.color = system_color
  807.     self.contents.draw_text(4, 0, 200, 32, "持有")
  808.     self.contents.font.color = normal_color
  809.     self.contents.draw_text(180, 0, 32, 32, number.to_s, 2)
  810.     if @item.is_a?(RPG::Item)
  811.       return
  812.     end
  813.     # 添加装备品信息
  814.     for i in 0...$game_party.actors.size
  815.       # 获取角色
  816.       actor = $game_party.actors[i]
  817.       # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
  818.       if actor.equippable?(@item)
  819.         self.contents.font.color = normal_color
  820.       else
  821.         self.contents.font.color = disabled_color
  822.       end
  823.       # 描绘角色名字
  824.       self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
  825.       # 获取当前的装备品
  826.       if @item.is_a?(RPG::Weapon)
  827.         item1 = $data_weapons[actor.weapon_id]
  828.       elsif @item.kind == 0
  829.         item1 = $data_armors[actor.armor1_id]
  830.       elsif @item.kind == 1
  831.         item1 = $data_armors[actor.armor2_id]
  832.       elsif @item.kind == 2
  833.         item1 = $data_armors[actor.armor3_id]
  834.       elsif @item.kind == 3
  835.         item1 = $data_armors[actor.armor4_id]
  836.       elsif @item.kind == 4
  837.         item1 = $data_armors[actor.armor5_id]
  838.       else# if @item.kind == 5
  839.         item1 = $data_armors[actor.armor6_id]
  840.       end
  841.       # 可以装备的情况
  842.       if actor.equippable?(@item)
  843.         # 武器的情况
  844.         if @item.is_a?(RPG::Weapon)
  845.           atk1 = item1 != nil ? item1.atk : 0
  846.           atk2 = @item != nil ? @item.atk : 0
  847.           change = atk2 - atk1
  848.         end
  849.         # 防具的情况
  850.         if @item.is_a?(RPG::Armor)
  851.           pdef1 = item1 != nil ? item1.pdef : 0
  852.           mdef1 = item1 != nil ? item1.mdef : 0
  853.           pdef2 = @item != nil ? @item.pdef : 0
  854.           mdef2 = @item != nil ? @item.mdef : 0
  855.           change = pdef2 - pdef1 + mdef2 - mdef1
  856.         end
  857.         # 描绘能力值变化
  858.         self.contents.draw_text(90, 64 + 64 * i, 112, 32,
  859.           sprintf("%+d", change), 2)
  860.       end
  861.       # 描绘物品
  862.       if item1 != nil
  863.         x = 4
  864.         y = 64 + 64 * i + 32
  865.         bitmap = RPG::Cache.icon(item1.icon_name)
  866.         opacity = self.contents.font.color == normal_color ? 255 : 128
  867.         self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  868.         self.contents.draw_text(x + 28, y, 212, 32, item1.name)
  869.       end
  870.     end
  871.   end
  872. end
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谢谢大大  发表于 2015-4-10 16:22

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