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增加装备种类脚本的问题

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Lv2.观梦者

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发表于 2008-5-11 05:21:21 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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为了美化我的图,扩大到48*48像素,但是选择装备时所显示的光标还是32*32
图片说明
http://bbs.newwise.com/attdata/forumid_55/20080510_20b2752f5856d9f43402T9HDtxk7cikG.jpg
请问如何解决

脚本如下
  1. module RPG
  2.   class Armor
  3.     def name
  4.       name = @name.split(/,/)[0]
  5.       return name != nil ? name : ''
  6.     end
  7.     def kind
  8.       kind  = @name.split(/,/)[1]
  9.       return kind  != nil ? kind.to_i : @kind
  10.     end
  11.   end
  12. end
  13. class Game_Actor < Game_Battler
  14.   attr_reader   :armor5_id                # 鞋 ID
  15.   #--------------------------------------------------------------------------
  16.   # ● 设置
  17.   #     actor_id : 角色 ID
  18.   #--------------------------------------------------------------------------
  19.   alias old_setup setup
  20.   def setup(actor_id)
  21.     old_setup(actor_id)
  22.     @armor5_id = 0
  23.     @armor6_id = 0
  24.     update_auto_state(nil, $data_armors[@armor5_id])
  25.     update_auto_state(nil, $data_armors[@armor6_id])
  26.   end
  27.   #--------------------------------------------------------------------------
  28.   # ● 取得属性修正值
  29.   #     element_id : 属性 ID
  30.   #--------------------------------------------------------------------------
  31.   def element_rate(element_id)
  32.     # 获取对应属性有效度的数值
  33.     table = [0,200,150,100,50,0,-100]
  34.     result = table[$data_classes[@class_id].element_ranks[element_id]]
  35.     # 防具能防御本属性的情况下效果减半
  36.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  37.       armor = $data_armors[i]
  38.       if armor != nil and armor.guard_element_set.include?(element_id)
  39.         result /= 2
  40.       end
  41.     end
  42.     # 状态能防御本属性的情况下效果减半
  43.     for i in @states
  44.       if $data_states[i].guard_element_set.include?(element_id)
  45.         result /= 2
  46.       end
  47.     end
  48.     # 过程结束
  49.     return result
  50.   end
  51.   #--------------------------------------------------------------------------
  52.   # ● 判定防御属性
  53.   #     state_id : 属性 ID
  54.   #--------------------------------------------------------------------------
  55.   def state_guard?(state_id)
  56.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  57.       armor = $data_armors[i]
  58.       if armor != nil
  59.         if armor.guard_state_set.include?(state_id)
  60.           return true
  61.         end
  62.       end
  63.     end
  64.     return false
  65.   end
  66.   #--------------------------------------------------------------------------
  67.   # ● 获取基本力量
  68.   #--------------------------------------------------------------------------
  69.   def base_str
  70.     n = $data_actors[@actor_id].parameters[2, @level]
  71.     weapon = $data_weapons[@weapon_id]
  72.     armor1 = $data_armors[@armor1_id]
  73.     armor2 = $data_armors[@armor2_id]
  74.     armor3 = $data_armors[@armor3_id]
  75.     armor4 = $data_armors[@armor4_id]
  76.     armor5 = $data_armors[@armor5_id]
  77.     n += weapon != nil ? weapon.str_plus : 0
  78.     n += armor1 != nil ? armor1.str_plus : 0
  79.     n += armor2 != nil ? armor2.str_plus : 0
  80.     n += armor3 != nil ? armor3.str_plus : 0
  81.     n += armor4 != nil ? armor4.str_plus : 0
  82.     n += armor5 != nil ? armor5.str_plus : 0
  83.     return [[n, 1].max, 999].min
  84.   end
  85.   #--------------------------------------------------------------------------
  86.   # ● 获取基本灵巧
  87.   #--------------------------------------------------------------------------
  88.   def base_dex
  89.     n = $data_actors[@actor_id].parameters[3, @level]
  90.     weapon = $data_weapons[@weapon_id]
  91.     armor1 = $data_armors[@armor1_id]
  92.     armor2 = $data_armors[@armor2_id]
  93.     armor3 = $data_armors[@armor3_id]
  94.     armor4 = $data_armors[@armor4_id]
  95.     armor5 = $data_armors[@armor5_id]
  96.     n += weapon != nil ? weapon.dex_plus : 0
  97.     n += armor1 != nil ? armor1.dex_plus : 0
  98.     n += armor2 != nil ? armor2.dex_plus : 0
  99.     n += armor3 != nil ? armor3.dex_plus : 0
  100.     n += armor4 != nil ? armor4.dex_plus : 0
  101.     n += armor5 != nil ? armor5.dex_plus : 0
  102.     return [[n, 1].max, 999].min
  103.   end
  104.   #--------------------------------------------------------------------------
  105.   # ● 获取基本速度
  106.   #--------------------------------------------------------------------------
  107.   def base_agi
  108.     n = $data_actors[@actor_id].parameters[4, @level]
  109.     weapon = $data_weapons[@weapon_id]
  110.     armor1 = $data_armors[@armor1_id]
  111.     armor2 = $data_armors[@armor2_id]
  112.     armor3 = $data_armors[@armor3_id]
  113.     armor4 = $data_armors[@armor4_id]
  114.     armor5 = $data_armors[@armor5_id]
  115.     n += weapon != nil ? weapon.agi_plus : 0
  116.     n += armor1 != nil ? armor1.agi_plus : 0
  117.     n += armor2 != nil ? armor2.agi_plus : 0
  118.     n += armor3 != nil ? armor3.agi_plus : 0
  119.     n += armor4 != nil ? armor4.agi_plus : 0
  120.     n += armor5 != nil ? armor5.agi_plus : 0
  121.     return [[n, 1].max, 999].min
  122.   end
  123.   #--------------------------------------------------------------------------
  124.   # ● 获取基本魔力
  125.   #--------------------------------------------------------------------------
  126.   def base_int
  127.     n = $data_actors[@actor_id].parameters[5, @level]
  128.     weapon = $data_weapons[@weapon_id]
  129.     armor1 = $data_armors[@armor1_id]
  130.     armor2 = $data_armors[@armor2_id]
  131.     armor3 = $data_armors[@armor3_id]
  132.     armor4 = $data_armors[@armor4_id]
  133.     armor5 = $data_armors[@armor5_id]
  134.     n += weapon != nil ? weapon.int_plus : 0
  135.     n += armor1 != nil ? armor1.int_plus : 0
  136.     n += armor2 != nil ? armor2.int_plus : 0
  137.     n += armor3 != nil ? armor3.int_plus : 0
  138.     n += armor4 != nil ? armor4.int_plus : 0
  139.     n += armor5 != nil ? armor5.int_plus : 0
  140.     return [[n, 1].max, 999].min
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # ● 获取基本物理防御
  144.   #--------------------------------------------------------------------------
  145.   def base_pdef
  146.     weapon = $data_weapons[@weapon_id]
  147.     armor1 = $data_armors[@armor1_id]
  148.     armor2 = $data_armors[@armor2_id]
  149.     armor3 = $data_armors[@armor3_id]
  150.     armor4 = $data_armors[@armor4_id]
  151.     armor5 = $data_armors[@armor5_id]
  152.     pdef1 = weapon != nil ? weapon.pdef : 0
  153.     pdef2 = armor1 != nil ? armor1.pdef : 0
  154.     pdef3 = armor2 != nil ? armor2.pdef : 0
  155.     pdef4 = armor3 != nil ? armor3.pdef : 0
  156.     pdef5 = armor4 != nil ? armor4.pdef : 0
  157.     pdef6 = armor5 != nil ? armor5.pdef : 0
  158.     return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6
  159.   end
  160.   #--------------------------------------------------------------------------
  161.   # ● 获取基本魔法防御
  162.   #--------------------------------------------------------------------------
  163.   def base_mdef
  164.     weapon = $data_weapons[@weapon_id]
  165.     armor1 = $data_armors[@armor1_id]
  166.     armor2 = $data_armors[@armor2_id]
  167.     armor3 = $data_armors[@armor3_id]
  168.     armor4 = $data_armors[@armor4_id]
  169.     armor5 = $data_armors[@armor5_id]
  170.     mdef1 = weapon != nil ? weapon.mdef : 0
  171.     mdef2 = armor1 != nil ? armor1.mdef : 0
  172.     mdef3 = armor2 != nil ? armor2.mdef : 0
  173.     mdef4 = armor3 != nil ? armor3.mdef : 0
  174.     mdef5 = armor4 != nil ? armor4.mdef : 0
  175.     mdef6 = armor5 != nil ? armor5.mdef : 0
  176.     return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6
  177.   end
  178.   #--------------------------------------------------------------------------
  179.   # ● 获取基本回避修正
  180.   #--------------------------------------------------------------------------
  181.   def base_eva
  182.     armor1 = $data_armors[@armor1_id]
  183.     armor2 = $data_armors[@armor2_id]
  184.     armor3 = $data_armors[@armor3_id]
  185.     armor4 = $data_armors[@armor4_id]
  186.     armor5 = $data_armors[@armor5_id]
  187.     eva1 = armor1 != nil ? armor1.eva : 0
  188.     eva2 = armor2 != nil ? armor2.eva : 0
  189.     eva3 = armor3 != nil ? armor3.eva : 0
  190.     eva4 = armor4 != nil ? armor4.eva : 0
  191.     eva5 = armor5 != nil ? armor5.eva : 0
  192.     return eva1 + eva2 + eva3 + eva4 + eva5
  193.   end
  194.   #--------------------------------------------------------------------------
  195.   # ● 装备固定判定
  196.   #     equip_type : 装备类型
  197.   #--------------------------------------------------------------------------
  198.   def equip_fix?(equip_type)
  199.     case equip_type
  200.     when 0  # 武器
  201.       return $data_actors[@actor_id].weapon_fix
  202.     when 1  # 盾
  203.       return $data_actors[@actor_id].armor1_fix
  204.     when 2  # 头
  205.       return $data_actors[@actor_id].armor2_fix
  206.     when 3  # 身体
  207.       return $data_actors[@actor_id].armor3_fix
  208.     when 4  # 装饰品
  209.       return $data_actors[@actor_id].armor4_fix
  210.     end
  211.     return false
  212.   end
  213.   #--------------------------------------------------------------------------
  214.   # ● 变更装备
  215.   #     equip_type : 装备类型
  216.   #     id    : 武器 or 防具 ID  (0 为解除装备)
  217.   #--------------------------------------------------------------------------
  218.   def equip(equip_type, id)
  219.     case equip_type
  220.     when 0  # 武器
  221.       if id == 0 or $game_party.weapon_number(id) > 0
  222.         $game_party.gain_weapon(@weapon_id, 1)
  223.         @weapon_id = id
  224.         $game_party.lose_weapon(id, 1)
  225.       end
  226.     when 1  # 盾
  227.       if id == 0 or $game_party.armor_number(id) > 0
  228.         update_auto_state($data_armors[@armor1_id], $data_armors[id])
  229.         $game_party.gain_armor(@armor1_id, 1)
  230.         @armor1_id = id
  231.         $game_party.lose_armor(id, 1)
  232.       end
  233.     when 2  # 头
  234.       if id == 0 or $game_party.armor_number(id) > 0
  235.         update_auto_state($data_armors[@armor2_id], $data_armors[id])
  236.         $game_party.gain_armor(@armor2_id, 1)
  237.         @armor2_id = id
  238.         $game_party.lose_armor(id, 1)
  239.       end
  240.     when 3  # 身体
  241.       if id == 0 or $game_party.armor_number(id) > 0
  242.         update_auto_state($data_armors[@armor3_id], $data_armors[id])
  243.         $game_party.gain_armor(@armor3_id, 1)
  244.         @armor3_id = id
  245.         $game_party.lose_armor(id, 1)
  246.       end
  247.     when 4  # 装饰品
  248.       if id == 0 or $game_party.armor_number(id) > 0
  249.         update_auto_state($data_armors[@armor4_id], $data_armors[id])
  250.         $game_party.gain_armor(@armor4_id, 1)
  251.         @armor4_id = id
  252.         $game_party.lose_armor(id, 1)
  253.       end
  254.     when 5  # 鞋
  255.       if id == 0 or $game_party.armor_number(id) > 0
  256.         update_auto_state($data_armors[@armor5_id], $data_armors[id])
  257.         $game_party.gain_armor(@armor5_id, 1)
  258.         @armor5_id = id
  259.         $game_party.lose_armor(id, 1)
  260.       end
  261.     end
  262.   end
  263.   #--------------------------------------------------------------------------
  264.   # ● 更改职业 ID
  265.   #     class_id : 新的职业 ID
  266.   #--------------------------------------------------------------------------
  267.   def class_id=(class_id)
  268.     if $data_classes[class_id] != nil
  269.       @class_id = class_id
  270.       # 避开无法装备的物品
  271.       unless equippable?($data_weapons[@weapon_id])
  272.         equip(0, 0)
  273.       end
  274.       unless equippable?($data_armors[@armor1_id])
  275.         equip(1, 0)
  276.       end
  277.       unless equippable?($data_armors[@armor2_id])
  278.         equip(2, 0)
  279.       end
  280.       unless equippable?($data_armors[@armor3_id])
  281.         equip(3, 0)
  282.       end
  283.       unless equippable?($data_armors[@armor4_id])
  284.         equip(4, 0)
  285.       end
  286.       unless equippable?($data_armors[@armor5_id])
  287.         equip(5, 0)
  288.       end
  289.     end
  290.   end
  291. end
  292. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  293. #
  294. #              Window_Base美化,增加属性增减颜色,及全能力值描绘
  295. #
  296. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  297. #==============================================================================
  298. # ■ Window_Base
  299. #------------------------------------------------------------------------------
  300. #  游戏中全部窗口的超级类。
  301. #==============================================================================

  302. class Window_Base < Window
  303.   ################## 属性增减颜色 ##############################
  304.   def up_color
  305.     return Color.new(255, 0, 0)
  306.   end
  307.   def down_color
  308.     return Color.new(0, 255, 0)
  309.   end
  310.   #--------------------------------------------------------------------------
  311.   # ● 描绘能力值
  312.   #     actor : 角色
  313.   #     x     : 描画目标 X 坐标
  314.   #     y     : 描画目标 Y 坐标
  315.   #     type  : 能力值种类 (0~6)
  316.   #--------------------------------------------------------------------------
  317.   def draw_actor_parameter(actor, x, y, type)
  318.     case type
  319.     when 0
  320.       parameter_name = $data_system.words.atk
  321.       parameter_value = actor.atk
  322.     when 1
  323.       parameter_name = $data_system.words.pdef
  324.       parameter_value = actor.pdef
  325.     when 2
  326.       parameter_name = $data_system.words.mdef
  327.       parameter_value = actor.mdef
  328.     when 3
  329.       parameter_name = $data_system.words.str
  330.       parameter_value = actor.str
  331.     when 4
  332.       parameter_name = $data_system.words.dex
  333.       parameter_value = actor.dex
  334.     when 5
  335.       parameter_name = $data_system.words.agi
  336.       parameter_value = actor.agi
  337.     when 6
  338.       parameter_name = $data_system.words.int
  339.       parameter_value = actor.int
  340.     when 7
  341.       parameter_name = "回避"
  342.       parameter_value = actor.eva
  343.     end
  344.     self.contents.font.color = system_color
  345.     self.contents.draw_text(x, y, 120, 32, parameter_name)
  346.     self.contents.font.color = normal_color
  347.     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  348.   end
  349. end
  350. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  351. #
  352. #              装备窗口美化,全能力值描绘并追加新的防具装备栏
  353. #
  354. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  355. #==============================================================================
  356. # ■ Window_EquipRight
  357. #------------------------------------------------------------------------------
  358. #  装备画面、显示角色现在装备的物品的窗口。
  359. #==============================================================================

  360. class Window_EquipRight < Window_Selectable
  361.   #--------------------------------------------------------------------------
  362.   # ● 初始化对像
  363.   #     actor : 角色
  364.   #--------------------------------------------------------------------------
  365.   def initialize(actor)
  366.     super(272, 64, 368, 256)
  367.     self.contents = Bitmap.new(width - 32, height - 32)
  368.     @actor = actor
  369.     refresh
  370.     self.index = 0
  371.   end
  372.   #--------------------------------------------------------------------------
  373.   # ● 刷新
  374.   #--------------------------------------------------------------------------
  375.   def refresh
  376.     self.contents.clear
  377.     @data = []
  378.     @data.push($data_weapons[@actor.weapon_id])
  379.     @data.push($data_armors[@actor.armor1_id])
  380.     @data.push($data_armors[@actor.armor2_id])
  381.     @data.push($data_armors[@actor.armor3_id])
  382.     @data.push($data_armors[@actor.armor4_id])
  383.     @data.push($data_armors[@actor.armor5_id])
  384.     @item_max = @data.size
  385.     self.contents.font.color = system_color
  386.     self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  387.     self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  388.     self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  389.     self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  390.     self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
  391.     self.contents.draw_text(4, 32 * 5, 92, 32, "鞋")
  392.     draw_item_name(@data[0], 92, 32 * 0)
  393.     draw_item_name(@data[1], 92, 32 * 1)
  394.     draw_item_name(@data[2], 92, 32 * 2)
  395.     draw_item_name(@data[3], 92, 32 * 3)
  396.     draw_item_name(@data[4], 92, 32 * 4)
  397.     draw_item_name(@data[5], 92, 32 * 5)
  398.   end
  399. end

  400. #==============================================================================
  401. # ■ Window_EquipLeft
  402. #------------------------------------------------------------------------------
  403. #  装备画面的、显示角色能力值变化的窗口。
  404. #==============================================================================

  405. class Window_EquipLeft < Window_Base
  406.   #--------------------------------------------------------------------------
  407.   # ● 初始化对像
  408.   #     actor : 角色
  409.   #--------------------------------------------------------------------------
  410.   def initialize(actor)
  411.     super(0, 64, 272, 416)
  412.     self.contents = Bitmap.new(width - 32, height - 32)
  413.     @actor = actor
  414.     refresh
  415.   end
  416.   #--------------------------------------------------------------------------
  417.   # ● 刷新
  418.   #--------------------------------------------------------------------------
  419.   def refresh
  420.     self.contents.clear
  421.     draw_actor_name(@actor, 4, 0)
  422.     draw_actor_level(@actor, 4, 32)

  423.     draw_actor_parameter(@actor, 4, 64, 0)
  424.     draw_actor_parameter(@actor, 4, 96, 1)
  425.     draw_actor_parameter(@actor, 4, 128, 2)
  426.     draw_actor_parameter(@actor, 4, 160, 7)
  427.     draw_actor_parameter(@actor, 4, 192, 3)
  428.     draw_actor_parameter(@actor, 4, 224, 4)
  429.     draw_actor_parameter(@actor, 4, 256, 5)
  430.     if @new_atk != nil
  431.       self.contents.font.color = system_color
  432.       self.contents.draw_text(160, 64, 40, 32, "→", 1)
  433.       self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
  434.       self.contents.font.color = normal_color if @new_atk == @actor.atk
  435.       self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
  436.     end
  437.     if @new_pdef != nil
  438.       self.contents.font.color = system_color
  439.       self.contents.draw_text(160, 96, 40, 32, "→", 1)
  440.       self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
  441.       self.contents.font.color = normal_color if @new_pdef == @actor.pdef
  442.       self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
  443.     end
  444.     if @new_mdef != nil
  445.       self.contents.font.color = system_color
  446.       self.contents.draw_text(160, 128, 40, 32, "→", 1)
  447.       self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
  448.       self.contents.font.color = normal_color if @new_mdef == @actor.mdef
  449.       self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
  450.     end
  451.     if @new_eva != nil
  452.       self.contents.font.color = system_color
  453.       self.contents.draw_text(160, 160, 40, 32, "→", 1)
  454.       self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
  455.       self.contents.font.color = normal_color if @new_eva == @actor.eva
  456.       self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
  457.     end
  458.     if @new_str != nil
  459.       self.contents.font.color = system_color
  460.       self.contents.draw_text(160, 192, 40, 32, "→", 1)
  461.       self.contents.font.color = @new_str>@actor.str ? up_color : down_color
  462.       self.contents.font.color = normal_color if @new_str == @actor.str
  463.       self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
  464.     end
  465.     if @new_dex != nil
  466.       self.contents.font.color = system_color
  467.       self.contents.draw_text(160, 224, 40, 32, "→", 1)
  468.       self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
  469.       self.contents.font.color = normal_color if @new_dex == @actor.dex
  470.       self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
  471.     end
  472.     if @new_agi != nil
  473.       self.contents.font.color = system_color
  474.       self.contents.draw_text(160, 256, 40, 32, "→", 1)
  475.       self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
  476.       self.contents.font.color = normal_color if @new_agi == @actor.agi
  477.       self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
  478.     end
  479.     if @new_int != nil
  480.       self.contents.font.color = system_color
  481.       self.contents.draw_text(160, 288, 40, 32, "→", 1)
  482.       self.contents.font.color = @new_int>@actor.int ? up_color : down_color
  483.       self.contents.font.color = normal_color if @new_int == @actor.int
  484.       self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
  485.     end
  486.   end
  487.   #--------------------------------------------------------------------------
  488.   # ● 变更装备后的能力值设置
  489.   #     new_atk  : 变更装备后的攻击力
  490.   #     new_pdef : 变更装备后的物理防御
  491.   #     new_mdef : 变更装备后的魔法防御
  492.   #--------------------------------------------------------------------------
  493.   def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  494.     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
  495.       @new_atk = new_atk
  496.       @new_pdef = new_pdef
  497.       @new_mdef = new_mdef
  498.       @new_eva = new_eva
  499.       @new_str = new_str
  500.       @new_dex = new_dex
  501.       @new_agi = new_agi
  502.       @new_int = new_int
  503.       refresh
  504.     end
  505.   end
  506. end
  507. #==============================================================================
  508. # ■ Window_EquipItem
  509. #------------------------------------------------------------------------------
  510. #  装备画面、显示浏览变更装备的候补物品的窗口。
  511. #==============================================================================

  512. class Window_EquipItem < Window_Selectable
  513.   #--------------------------------------------------------------------------
  514.   # ● 初始化对像
  515.   #     actor      : 角色
  516.   #     equip_type : 装备部位 (0~3)
  517.   #--------------------------------------------------------------------------
  518.   def initialize(actor, equip_type)
  519.     super(272, 320, 368, 160)
  520.     @actor = actor
  521.     @equip_type = equip_type
  522.     @column_max = 1
  523.     refresh
  524.     self.active = false
  525.     self.index = -1
  526.   end
  527.   #--------------------------------------------------------------------------
  528.   # ● 项目的描绘
  529.   #     index : 项目符号
  530.   #--------------------------------------------------------------------------
  531.   def draw_item(index)
  532.     item = @data[index]
  533.     x = 4
  534.     y = index * 32
  535.     case item
  536.     when RPG::Weapon
  537.       number = $game_party.weapon_number(item.id)
  538.     when RPG::Armor
  539.       number = $game_party.armor_number(item.id)
  540.     end
  541.     bitmap = RPG::Cache.icon(item.icon_name)
  542.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 48, 48))#########
  543.     self.contents.font.color = normal_color
  544.     self.contents.draw_text(x + 52, y, 212, 32, item.name, 0)
  545.     self.contents.draw_text(x + 262, y, 16, 32, ":", 1)
  546.     self.contents.draw_text(x + 280, y, 24, 32, number.to_s, 2)
  547.   end
  548. end

  549. class Scene_Equip
  550.   #--------------------------------------------------------------------------
  551.   # ● 主处理
  552.   #--------------------------------------------------------------------------
  553.   def main
  554.     # 获取角色
  555.     @actor = $game_party.actors[@actor_index]
  556.     # 生成窗口
  557.     @help_window = Window_Help.new
  558.     @left_window = Window_EquipLeft.new(@actor)
  559.     @right_window = Window_EquipRight.new(@actor)
  560.     @item_window1 = Window_EquipItem.new(@actor, 0)
  561.     @item_window2 = Window_EquipItem.new(@actor, 1)
  562.     @item_window3 = Window_EquipItem.new(@actor, 2)
  563.     @item_window4 = Window_EquipItem.new(@actor, 3)
  564.     @item_window5 = Window_EquipItem.new(@actor, 4)
  565.     @item_window6 = Window_EquipItem.new(@actor, 5)
  566.     # 关联帮助窗口
  567.     @right_window.help_window = @help_window
  568.     @item_window1.help_window = @help_window
  569.     @item_window2.help_window = @help_window
  570.     @item_window3.help_window = @help_window
  571.     @item_window4.help_window = @help_window
  572.     @item_window5.help_window = @help_window
  573.     @item_window6.help_window = @help_window
  574.     # 设置光标位置
  575.     @right_window.index = @equip_index
  576.     refresh
  577.     # 执行过渡
  578.     Graphics.transition
  579.     # 主循环
  580.     loop do
  581.       # 刷新游戏画面
  582.       Graphics.update
  583.       # 刷新输入信息
  584.       Input.update
  585.       # 刷新画面
  586.       update
  587.       # 如果画面切换的话的就中断循环
  588.       if $scene != self
  589.         break
  590.       end
  591.     end
  592.     # 准备过渡
  593.     Graphics.freeze
  594.     # 释放窗口
  595.     @help_window.dispose
  596.     @left_window.dispose
  597.     @right_window.dispose
  598.     @item_window1.dispose
  599.     @item_window2.dispose
  600.     @item_window3.dispose
  601.     @item_window4.dispose
  602.     @item_window5.dispose
  603.     @item_window6.dispose
  604.   end
  605.   #--------------------------------------------------------------------------
  606.   # ● 刷新
  607.   #--------------------------------------------------------------------------
  608.   def refresh
  609.     # 设置物品窗口的可视状态
  610.     @item_window1.visible = (@right_window.index == 0)
  611.     @item_window2.visible = (@right_window.index == 1)
  612.     @item_window3.visible = (@right_window.index == 2)
  613.     @item_window4.visible = (@right_window.index == 3)
  614.     @item_window5.visible = (@right_window.index == 4)
  615.     @item_window6.visible = (@right_window.index == 5)
  616.     # 获取当前装备中的物品
  617.     item1 = @right_window.item
  618.     # 设置当前的物品窗口到 @item_window
  619.     case @right_window.index
  620.     when 0
  621.       @item_window = @item_window1
  622.     when 1
  623.       @item_window = @item_window2
  624.     when 2
  625.       @item_window = @item_window3
  626.     when 3
  627.       @item_window = @item_window4
  628.     when 4
  629.       @item_window = @item_window5
  630.     when 5
  631.       @item_window = @item_window6
  632.     end
  633.     # 右窗口被激活的情况下
  634.     if @right_window.active
  635.       # 删除变更装备后的能力
  636.     ###############################################################
  637.       @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
  638.     end
  639.     # 物品窗口被激活的情况下
  640.     if @item_window.active
  641.       # 获取现在选中的物品
  642.       item2 = @item_window.item
  643.       # 变更装备
  644.       last_hp = @actor.hp
  645.       last_sp = @actor.sp
  646.       @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
  647.     ###############################################################
  648.       # 获取变更装备后的能力值
  649.       new_atk = @actor.atk
  650.       new_pdef = @actor.pdef
  651.       new_mdef = @actor.mdef
  652.       new_eva = @actor.eva
  653.       new_str = @actor.str
  654.       new_dex = @actor.dex
  655.       new_agi = @actor.agi
  656.       new_int = @actor.int
  657.       # 返回到装备
  658.       @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
  659.       @actor.hp = last_hp
  660.       @actor.sp = last_sp
  661.       # 描画左窗口
  662.     ###############################################################
  663.       @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  664.     ###############################################################
  665.     end
  666.   end
  667. end
  668. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  669. #
  670. #              状态窗口美化,全防具装备栏描绘
  671. #
  672. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  673. #==============================================================================
  674. # ■ Window_Status
  675. #------------------------------------------------------------------------------
  676. #  显示状态画面、完全规格的状态窗口。
  677. #==============================================================================

  678. class Window_Status < Window_Base
  679.   #--------------------------------------------------------------------------
  680.   # ● 刷新
  681.   #--------------------------------------------------------------------------
  682.   def refresh
  683.     self.contents.clear
  684.     draw_actor_graphic(@actor, 40, 112)
  685.     draw_actor_name(@actor, 4, 0)
  686.     draw_actor_class(@actor, 4 + 144, 0)
  687.     draw_actor_level(@actor, 96, 32)
  688.     draw_actor_state(@actor, 96, 64)
  689.     draw_actor_hp(@actor, 96, 112, 172)
  690.     draw_actor_sp(@actor, 96, 144, 172)
  691.     draw_actor_parameter(@actor, 96, 192, 0)
  692.     draw_actor_parameter(@actor, 96, 224, 1)
  693.     draw_actor_parameter(@actor, 96, 256, 2)
  694.     draw_actor_parameter(@actor, 96, 304, 3)
  695.     draw_actor_parameter(@actor, 96, 336, 4)
  696.     draw_actor_parameter(@actor, 96, 368, 5)
  697.     self.contents.font.color = system_color
  698.     self.contents.draw_text(320, 48, 80, 32, "EXP")
  699.     self.contents.draw_text(320, 80, 80, 32, "NEXT")
  700.     self.contents.font.color = normal_color
  701.     self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
  702.     self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
  703.     self.contents.font.color = system_color
  704.     self.contents.draw_text(320, 160, 96, 32, "装备")
  705.     draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
  706.     draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
  707.     draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
  708.     draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
  709.     draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
  710.     draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
  711.   end
  712.   def dummy
  713.     self.contents.font.color = system_color
  714.     self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
  715.     self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
  716.     self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
  717.     self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
  718.     self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
  719.     draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
  720.     draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
  721.     draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
  722.     draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
  723.     draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  724.   end
  725. end
  726. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  727. #
  728. #              商店购买窗口美化,增加对新装备位置的描述
  729. #
  730. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  731. #==============================================================================
  732. # ■ Window_ShopStatus
  733. #------------------------------------------------------------------------------
  734. #  商店画面、显示物品所持数与角色装备的窗口。
  735. #==============================================================================

  736. class Window_ShopStatus < Window_Base
  737.   #--------------------------------------------------------------------------
  738.   # ● 刷新
  739.   #--------------------------------------------------------------------------
  740.   def refresh
  741.     self.contents.clear
  742.     if @item == nil
  743.       return
  744.     end
  745.     case @item
  746.     when RPG::Item
  747.       number = $game_party.item_number(@item.id)
  748.     when RPG::Weapon
  749.       number = $game_party.weapon_number(@item.id)
  750.     when RPG::Armor
  751.       number = $game_party.armor_number(@item.id)
  752.     end
  753.     self.contents.font.color = system_color
  754.     self.contents.draw_text(4, 0, 200, 32, "所持数")
  755.     self.contents.font.color = normal_color
  756.     self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
  757.     if @item.is_a?(RPG::Item)
  758.       return
  759.     end
  760.     # 添加装备品信息
  761.     for i in 0...$game_party.actors.size
  762.       # 获取角色
  763.       actor = $game_party.actors[i]
  764.       # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
  765.       if actor.equippable?(@item)
  766.         self.contents.font.color = normal_color
  767.       else
  768.         self.contents.font.color = disabled_color
  769.       end
  770.       # 描绘角色名字
  771.       self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
  772.       # 获取当前的装备品
  773.       if @item.is_a?(RPG::Weapon)
  774.         item1 = $data_weapons[actor.weapon_id]
  775.       elsif @item.kind == 0
  776.         item1 = $data_armors[actor.armor1_id]
  777.       elsif @item.kind == 1
  778.         item1 = $data_armors[actor.armor2_id]
  779.       elsif @item.kind == 2
  780.         item1 = $data_armors[actor.armor3_id]
  781.       elsif @item.kind == 3
  782.         item1 = $data_armors[actor.armor4_id]
  783.       elsif @item.kind == 4
  784.         item1 = $data_armors[actor.armor5_id]
  785.       else# if @item.kind == 5
  786.         item1 = $data_armors[actor.armor6_id]
  787.       end
  788.       # 可以装备的情况
  789.       if actor.equippable?(@item)
  790.         # 武器的情况
  791.         if @item.is_a?(RPG::Weapon)
  792.           atk1 = item1 != nil ? item1.atk : 0
  793.           atk2 = @item != nil ? @item.atk : 0
  794.           change = atk2 - atk1
  795.         end
  796.         # 防具的情况
  797.         if @item.is_a?(RPG::Armor)
  798.           pdef1 = item1 != nil ? item1.pdef : 0
  799.           mdef1 = item1 != nil ? item1.mdef : 0
  800.           pdef2 = @item != nil ? @item.pdef : 0
  801.           mdef2 = @item != nil ? @item.mdef : 0
  802.           change = pdef2 - pdef1 + mdef2 - mdef1
  803.         end
  804.         # 描绘能力值变化
  805.         self.contents.draw_text(124, 64 + 64 * i, 112, 32,
  806.           sprintf("%+d", change), 2)
  807.       end
  808.       # 描绘物品
  809.       if item1 != nil
  810.         x = 4
  811.         y = 64 + 64 * i + 32
  812.         bitmap = RPG::Cache.icon(item1.icon_name)
  813.         opacity = self.contents.font.color == normal_color ? 255 : 128
  814.         self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 48, 48), opacity)
  815.         self.contents.draw_text(x + 28, y, 212, 32, item1.name)
  816.       end
  817.     end
  818.   end
  819. end
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此贴于 2008-5-14 23:16:00 被版主水迭澜提醒,请楼主看到后对本贴做出回应。
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Lv2.观梦者

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 楼主| 发表于 2008-5-12 03:27:21 | 只看该作者
这样不行啊,改完全部光标都变成48的了,我只要装备画面中下方框中的光标是48*48的
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