赞 | 0 |
VIP | 5 |
好人卡 | 14 |
积分 | 15 |
经验 | 110639 |
最后登录 | 2015-10-15 |
在线时间 | 1157 小时 |
Lv3.寻梦者 小柯的徒弟
- 梦石
- 0
- 星屑
- 1500
- 在线时间
- 1157 小时
- 注册时间
- 2008-5-24
- 帖子
- 3085

|
#把171行前的内容,也就是"#——— 单类物品的个数 ————"这行字以上全换成以下内容
#==============================================================================
# ■ Window_ItemTitle
#------------------------------------------------------------------------------
# 选择类别
#==============================================================================
class Window_ItemTitle < Window_Base #"使用物品"四个字的窗口
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, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Window_ItemCommand
#------------------------------------------------------------------------------
# 选择类别
#==============================================================================
class Window_ItemCommand < Window_Selectable
#———— 初始化 ————
def initialize
super(0, 64, 160, 260)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 7
#——各类物品的判别标志————
#——药物:分散度0 ——————
#——食物:分散度1 ——————
#——书报杂志:分散度2 ——————
#——装备:根据原本类push———
#——曲谱:分散度3 ——————
#——特殊:分散度4 ——————
@commands = ["药物类", "食物类", "书报杂志", "各种装备", "曲谱乐谱", "特殊道具","好人卡"]
refresh
self.index = 0
end
#———— 刷新 ————
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#—— 描绘项目 ——| index:编号,color:颜色——————
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#—— 帮助部分更新 ————
def update_help
case self.index
when 0
@text = @commands[0]
when 1
@text = @commands[1]
when 2
@text = @commands[2]
when 3
@text = @commands[3]
when 4
@text = @commands[4]
when 5
@text = @commands[5]
when 6
@text = @commands[6]
end
@help_window.set_text(@text)
end
end # Window_ItemCommand的
#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
# 物品窗口。 item.variance是物品的"分散度",借来用做分类
#==============================================================================
class Window_ItemList < Window_Selectable
#———— 初始化 ————
def initialize
super(160, 0, 480, 416)
refresh
self.index = 0
end
#—— 取得现在选择的物品 ——
def item
return @data[self.index]
end
#—— 刷新 ———
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#—— 设置不同类别的物品 ———
def set_item(command)
refresh
#—— 根据现在的选项决定物品 ——
case command
when 0 #药品,特点是分散度为0
for i in 1...$data_items.size
if ($data_items.variance == 0 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
end
when 1 #食物类,特点是分散度为1
for i in 1...$data_items.size
if ($data_items.variance == 1 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
end
when 2 #杂货类,特点是分散度为2
for i in 1...$data_items.size
if ($data_items.variance == 2 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
end
when 3 #各种装备:根据原本类push
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
when 4 #各类曲谱:特点是分散度为3
for i in 1...$data_items.size
if ($data_items.variance == 3 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
end
when 5 #特殊物品:特点是分散度为4
for i in 1...$data_items.size
if ($data_items.variance == 4 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
end
when 6
for i in 1...$data_items.size
if ($data_items.variance == 5 and $game_party.item_number(i) > 0)
@data.push($data_items)
end
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 系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
|