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物品丢弃 + 物品种类数限制和VX版物品分类……
- #==============================================================================
- # ■ 物品丢弃 + 物品种类数限制 —— by 水镜风生
- #------------------------------------------------------------------------------
- LOSE_ITEM_SE_NAME = "Evasion"
- $item_max = 25
- #==============================================================================
- # ■ Scene_Item
- #------------------------------------------------------------------------------
- # 处理物品画面的类。
- #==============================================================================
- class Scene_Item < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @viewport = Viewport.new(0, 0, 544, 416)
- @help_window = Window_Help.new
- @help_window.viewport = @viewport
- @item_window = Window_Item.new(0, 67, 544, 280)
- @item_window.viewport = @viewport
- @item_window.help_window = @help_window
- @item_window.active = false
- @target_window = Window_MenuStatus.new(0, 0)
- @max_window = Window_Item_Max.new
- @max_window.viewport = @viewport
- @number_window = Window_LoseNumber.new(142, 156)
- @number_window.viewport = @viewport
- @command_window = Window_Command.new(145, [" 使用"," 丢弃"], 1, 2)
- @command_window.x = 200
- @command_window.y = 160
- @over_window = Window_Help.new
- @over_window.set_text("背包放不下了,丢弃一些没用的物品吧。")
- @over_window.visible = false
- hide_command_window
- hide_number_window
- hide_target_window
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @viewport.dispose
- @help_window.dispose
- @item_window.dispose
- @target_window.dispose
- @max_window.dispose
- @command_window.dispose
- @number_window.dispose
- @over_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 回到原画面
- #--------------------------------------------------------------------------
- def return_scene
- $scene = Scene_Menu.new(0)
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @over_window.update
- @help_window.update
- @item_window.update
- @target_window.update
- @max_window.update
- @command_window.update
- @number_window.update
- if @item_window.active
- update_item_selection
- elsif @target_window.active
- update_target_selection
- elsif @command_window.active
- update_command_selection
- elsif @number_window.active
- update_number_selection
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新物品选择
- #--------------------------------------------------------------------------
- def update_item_selection
- if Input.trigger?(Input::B)
- if $game_party.items.size > $item_max # 如果物品种类超过限制
- Sound.play_buzzer
- @over_window.visible = true
- @item_window.help_window.visible = false
- else
- Sound.play_cancel
- return_scene
- end
- elsif Input.trigger?(Input::C)
- @item_window.help_window.visible = true
- @over_window.visible = false
- @item = @item_window.item
- if @item != nil
- $game_party.last_item_id = @item.id
- end
- Sound.play_decision
- if $game_party.item_can_use?(@item) # 物品是否可用
- @command_window.draw_item(0,true)
- else @command_window.draw_item(0,false) # 不可用的话【使用】选项颜色无效
- end
- if @item.price == 0 # 物品价格是否为0
- @command_window.draw_item(1,false) # 是的话【丢弃】选项无效
- else
- @command_window.draw_item(1,true)
- end
- show_command_window
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新目标选择
- #--------------------------------------------------------------------------
- def update_target_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- if $game_party.item_number(@item) == 0 # 判断物品是否耗尽
- @item_window.refresh # 刷新窗口内容
- @max_window.refresh # 刷新物品种类窗口
- end
- hide_target_window
- elsif Input.trigger?(Input::C)
- if not $game_party.item_can_use?(@item)
- Sound.play_buzzer
- else
- determine_target
- end
- end
- end
- #--------------------------------------------------------------------------
- # ★ 更新指令选择
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- hide_command_window
- elsif Input.trigger?(Input::C)
- if @command_window.index == 0
- if $game_party.item_can_use?(@item)
- Sound.play_decision
- @command_window.active = false
- @command_window.visible =false
- determine_item
- else
- Sound.play_buzzer
- end
- elsif @item == nil or @item.price == 0
- Sound.play_buzzer
- else
- Sound.play_decision
- @command_window.active = false
- @command_window.visible =false
- max = $game_party.item_number(@item)
- @number_window.set(@item, max)
- show_number_window
- end
- end
- end
- #--------------------------------------------------------------------------
- # ★ 更新数量输入
- #--------------------------------------------------------------------------
- def update_number_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- hide_number_window
- elsif Input.trigger?(Input::C)
- Audio.se_play("Audio/SE/#{LOSE_ITEM_SE_NAME}", 80, 100)
- $game_party.lose_item(@item, @number_window.number)
- @item_window.refresh
- @max_window.refresh
- hide_number_window
- end
- end
- #--------------------------------------------------------------------------
- # ★ 显示指令选择窗口
- #--------------------------------------------------------------------------
- def show_command_window
- @command_window.index = 0
- @item_window.active = false
- @command_window.visible = true
- @command_window.active = true
- end
- #--------------------------------------------------------------------------
- # ★ 显示数量窗口
- #--------------------------------------------------------------------------
- def show_number_window
- @command_window.active = false
- @number_window.visible = true
- @number_window.active = true
- end
- #--------------------------------------------------------------------------
- # ★ 隐藏指令选择窗口
- #--------------------------------------------------------------------------
- def hide_command_window
- @item_window.active = true
- @command_window.visible = false
- @command_window.active = false
- @viewport.rect.set(0, 0, 544, 416)
- @viewport.ox = 0
- end
- #--------------------------------------------------------------------------
- # ★ 隐藏数量窗口
- #--------------------------------------------------------------------------
- def hide_number_window
- @item_window.active = true
- @number_window.visible = false
- @number_window.active = false
- @viewport.rect.set(0, 0, 544, 416)
- @viewport.ox = 0
- end
- end
- #==============================================================================
- # ■ Window_lost_item
- #------------------------------------------------------------------------------
- # 显示物品丢弃数量的窗口,仿 Window_ShopNumber。
- #==============================================================================
- class Window_LoseNumber < Window_Base
- #--------------------------------------------------------------------------
- # ★ 初始化对像
- # x : 窗口 X 座标
- # y : 窗口 Y 座标
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, 260, 104)
- @item = nil
- @max = 1
- @number = 1
- end
- #--------------------------------------------------------------------------
- # ★ 设置物品、最大数量
- #--------------------------------------------------------------------------
- def set(item, max)
- @item = item
- @max = max
- @number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- # ★ 设置数量输入
- #--------------------------------------------------------------------------
- def number
- return @number
- end
- #--------------------------------------------------------------------------
- # ★ 刷新
- #--------------------------------------------------------------------------
- def refresh
- y = 24
- self.contents.clear
- draw_item_name(@item, 0, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(164, y, 20, WLH, "×")
- self.contents.draw_text(190, y, 20, WLH, @number, 2)
- self.cursor_rect.set(186, y, 28, WLH)
- end
- #--------------------------------------------------------------------------
- # ★ 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- if self.active
- last_number = @number
- if Input.repeat?(Input::RIGHT) and @number < @max
- @number += 1
- end
- if Input.repeat?(Input::LEFT) and @number > 1
- @number -= 1
- end
- if Input.repeat?(Input::UP) and @number < @max
- @number = [@number + 10, @max].min
- end
- if Input.repeat?(Input::DOWN) and @number > 1
- @number = [@number - 10, 1].max
- end
- if @number != last_number
- Sound.play_cursor
- refresh
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_Item_Max
- #-----------------------------------------------------------------------------
- # 显示背包容量和当前物品数的窗口
- #============================================================================
- class Window_Item_Max < Window_Base
- #--------------------------------------------------------------------------
- # ★ 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(290, 360, 254, 56)
- refresh
- end
-
- #--------------------------------------------------------------------------
- # ★ 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_icon(144, 0, 0)
- self.contents.draw_text(36, 0, 100, 24, "背包容量:")
- item = $game_party.items
- string = item.size.to_s
- self.contents.font.color = knockout_color if item.size > $item_max
- self.contents.draw_text(135, 0, 30, 24, string, 2)
- self.contents.font.color = normal_color
- string = "/ " + $item_max.to_s
- self.contents.draw_text(173, 0, 100, 24, string )
- end
-
- end
复制代码
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- module RPG
- class Weapon
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Item
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- class Armor
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def desc
- desc = @description.split(/@/)[1]
- return desc != nil ? desc : "普通物品"
- end
- end
- end
- class Harts_Window_ItemTitle < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120, 32, Vocab::item, 1)
- end
- end
- class Harts_Window_ItemCommand < Window_Selectable
- attr_accessor :commands
- def initialize
- super(0, 64, 160, 296)
- self.index = 0
- refresh
- end
-
- def addcommand
- @commands = []
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[i]) > 0
- push = true
- for com in @commands
- if com == $data_items[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_items[i].desc)
- end
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.item_number($data_weapons[i]) > 0
- push = true
- for com in @commands
- if com == $data_weapons[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_weapons[i].desc)
- end
- end
- end
- for i in 1...$data_armors.size
- if $game_party.item_number($data_armors[i]) > 0
- push = true
- for com in @commands
- if com == $data_armors[i].desc
- push = false
- end
- end
- if push == true
- @commands.push($data_armors[i].desc)
- end
- end
- end
- if @commands == []
- @commands.push("普通物品")
- end
- @item_max = @commands.size
- end
-
- def refresh
- addcommand
- create_contents
- for i in 0...@item_max
- draw_item(i, normal_color)
- end
- end
-
- def draw_item(index, color)
- y = index * WLH
- self.contents.font.color = color
- if @commands[index] != nil
- self.contents.draw_text(4,y, 172, WLH, @commands[index])
- end
- end
- def update_help
- @help_window.set_text(@commands[self.index])
- end
- end
- class Harts_Window_ItemList < Window_Selectable
-
- def initialize
- super(160, 0, 384, 360)
- self.index = 0
- refresh
- end
-
- def item
- return @data[self.index]
- end
-
- def refresh
- @data = []
- end
-
- def set_item(command)
- refresh
- for i in 1...$data_items.size
- if $game_party.item_number($data_items[i]) > 0 and $data_items[i].desc == command
- @data.push($data_items[i])
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.item_number($data_weapons[i]) > 0 and $data_weapons[i].desc == command
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.item_number($data_armors[i]) > 0 and $data_armors[i].desc == command
- @data.push($data_armors[i])
- end
- end
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
-
- def item_number
- return @item_max
- end
-
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- item = @data[index]
- if item != nil
- number = $game_party.item_number(item)
- enabled = $game_party.item_can_use?(item)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enabled)
- self.contents.draw_text(rect, sprintf(":%2d", number), 2)
- end
- end
-
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- class Harts_Window_Help < Window_Base
-
- def initialize
- super(0, 360, 544, WLH + 32)
- end
- def set_text(text, align = 0)
- if text != @text or align != @align
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, WLH , text, align)
- @text = text
- @align = align
- end
- end
- end
- class Harts_Window_MenuStatus < Window_Selectable
- def initialize(x, y)
- super(x, y, 288, 416)
- refresh
- self.active = false
- self.index = -1
- end
- def refresh
- self.contents.clear
- @item_max = $game_party.members.size
- for actor in $game_party.members
- x = 8
- y = actor.index * 96 + WLH / 2
- draw_actor_name(actor, x, y)
- draw_actor_class(actor, x + 120, y)
- draw_actor_level(actor, x, y + WLH * 1)
- draw_actor_state(actor, x, y + WLH * 2)
- draw_actor_hp(actor, x + 120, y + WLH * 1)
- draw_actor_mp(actor, x + 120, y + WLH * 2)
- end
- end
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- elsif @index < @item_max
- self.cursor_rect.set(0, @index * 96, contents.width, 96)
- elsif @index >= 100
- self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
- else
- self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
- end
- end
- end
- class Scene_Item < Scene_Base
- def start
- super
- create_menu_background
- @viewport = Viewport.new(0, 0, 544, 416)
- @itemtitle_window = Harts_Window_ItemTitle.new
- @itemcommand_window = Harts_Window_ItemCommand.new
- @command_index = @itemcommand_window.index
- @itemcommand_window.refresh
- @itemlist_window = Harts_Window_ItemList.new
- @itemlist_window.active = false
- @help_window = Harts_Window_Help.new
- @help_window.viewport = @viewport
- @target_window = Harts_Window_MenuStatus.new(96, 0)
- @itemcommand_window.help_window = @help_window
- @itemlist_window.help_window = @help_window
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- end
- def terminate
- super
- dispose_menu_background
- @viewport.dispose
- @itemtitle_window.dispose
- @itemcommand_window.dispose
- @itemlist_window.dispose
- @help_window.dispose
- @target_window.dispose
- end
- def return_scene
- $scene = Scene_Menu.new(0)
- end
- def update
- super
- update_menu_background
- @help_window.update
- @itemlist_window.update
- @itemcommand_window.update
- @target_window.update
- @itemcommand_window.refresh
- if @command_index != @itemcommand_window.index
- @itemlist_window.index = 0
- @command_index = @itemcommand_window.index
- @itemcommand_window.update_help
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- end
- if @itemcommand_window.active
- @itemcommand_window.update_help
- update_itemcommand
- elsif @itemlist_window.active
- update_itemlist
- elsif @target_window.active
- update_target_selection
- end
- end
- def update_itemcommand
- if Input.trigger?(Input::B)
- Sound.play_cancel
- return_scene
- return
- end
- if Input.trigger?(Input::C)
- if @itemlist_window.item_number == 0
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- @itemcommand_window.active = false
- @itemlist_window.index = 0
- @itemlist_window.active = true
- return
- end
- end
- def update_itemlist
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @itemcommand_window.active = true
- @itemlist_window.active = false
- @itemcommand_window.index = @command_index
- elsif Input.trigger?(Input::C)
- @item = @itemlist_window.item
- if @item != nil
- $game_party.last_item_id = @item.id
- end
- if $game_party.item_can_use?(@item)
- Sound.play_decision
- determine_item
- else
- Sound.play_buzzer
- end
- end
- end
- def determine_item
- if @item.for_friend?
- show_target_window(@itemlist_window.index % 2 == 0)
- if @item.for_all?
- @target_window.index = 99
- else
- if $game_party.last_target_index < @target_window.item_max
- @target_window.index = $game_party.last_target_index
- else
- @target_window.index = 0
- end
- end
- else
- use_item_nontarget
- end
- end
- def update_target_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- if $game_party.item_number(@item) == 0
- @itemlist_window.refresh
- end
- @itemlist_window.active = true
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- hide_target_window
- @itemlist_window.active = true
- elsif Input.trigger?(Input::C)
- if not $game_party.item_can_use?(@item)
- Sound.play_buzzer
- else
- determine_target
- end
- end
- end
- def determine_target
- used = false
- if @item.for_all?
- for target in $game_party.members
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- else
- $game_party.last_target_index = @target_window.index
- target = $game_party.members[@target_window.index]
- target.item_effect(target, @item)
- used = true unless target.skipped
- end
- if used
- use_item_nontarget
- else
- Sound.play_buzzer
- end
- end
- def show_target_window(right)
- @itemlist_window.active = false
- width_remain = 544 - @target_window.width
- @target_window.x = right ? width_remain : 0
- @target_window.visible = true
- @target_window.active = true
- if right
- @viewport.rect.set(0, 0, width_remain, 416)
- @viewport.ox = 0
- else
- @viewport.rect.set(@target_window.width, 0, width_remain, 416)
- @viewport.ox = @target_window.width
- end
- end
- def hide_target_window
- @target_window.visible = false
- @target_window.active = false
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @viewport.rect.set(0, 0, 544, 416)
- @viewport.ox = 0
- end
- def use_item_nontarget
- Sound.play_use_item
- $game_party.consume_item(@item)
- @itemlist_window.draw_item(@itemlist_window.index)
- @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- elsif @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $scene = Scene_Map.new
- end
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 此贴于 2008-11-27 13:38:29 被版主木葬枫提醒,请楼主看到后对本贴做出回应。 版务信息:版主帮忙结贴~ |
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