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Lv1.梦旅人
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物品分类的关键是
module RPG
#=========================================
# 物品分类,在名称后面加个,写上分类
#=========================================
class Item
def name
name = @name.split(/,/)[0]
return name != nil ? name : ""
end
def type
type = @name.split(/,/)[1]
return type == nil ? "物品" : type
end
end
end
装备扩展的关键是
module RPG
class Armor
def name
name = @name.split(/。/)[0]
return name != nil ? name : ''
end
def kind
kind = @name.split(/。/)[1]
return kind != nil ? kind.to_i : @kind
end
end
end
# ★★★
在这个情况下物品栏无法显示追加的防具,当我吧装备追加脚本中[]内的数字改成2和3之后物品栏可以显示防具,但是所有武器和防具的名称都无法显示了。求教
完整的脚本如下
物品分类(4个)
module RPG
#=========================================
# 物品分类,在名称后面加个,写上分类
#=========================================
class Item
def name
name = @name.split(/,/)[0]
return name != nil ? name : ""
end
def type
type = @name.split(/,/)[1]
return type == nil ? "物品" : type
end
end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理物品画面的类。
#==============================================================================
class Scene_Item
def initialize(index)
@cmd_index = index
end
#——— 主处理 ————
def main
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = @cmd_index
cmd.active = false
# 右边命令窗口
@itemcommand_window = Window_ItemCommand.new
@itemcommand_window.opacity = KKME::MENU_OPACITY
@itemcommand_window.y = 672
@flash_viewport_time = 0
@flash_viewport = Viewport.new(453, 190, 142, 192)
@flash_viewport.z = 9999
@item_command_index = @itemcommand_window.index
# 物品窗口
@itemlist_window = Window_ItemList.new
@itemlist_window.opacity = KKME::MENU_OPACITY
@itemlist_window.active = false
@itemlist_window.set_item(@item_command_index)
@itemlist_window.x = -378
# 帮助窗口
@item_help_window = Window_Help_New.new
@item_help_window.x = -580
@item_help_window.y = 396
@item_help_window.opacity = KKME::MENU_OPACITY
# 关联帮助窗口
@itemcommand_window.help_window = @item_help_window
@itemlist_window.help_window = @item_help_window
# 目标窗口
@item_target_window = Window_Target.new
@item_target_window.y = 480
@item_target_window.opacity = KKME::MENU_OPACITY
@item_target_window.visible = false
@item_target_window.active = false
# 目标装备窗口
@item_target_window_equip = Window_Target_Equip.new
@item_target_window_equip.y = 480
@item_target_window_equip.opacity = KKME::MENU_OPACITY
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
#—— 主循环 ——
Graphics.transition
# 窗口的滑动
for i in 1..8
@item_help_window.x += 76
@itemcommand_window.y -= 60
@itemlist_window.x += 51
if i == 8
@item_help_window.x = 30
@itemcommand_window.y = 190
@itemlist_window.x = 30
end
Graphics.update
end
@flash_viewport_time = 20
@flash_viewport.flash(Color.new(255,255,255,255),20)
loop do
Graphics.update
Input.update
# 更新item
update_item_scene
if $scene != self
break
end
end
#—— 释放窗口 ——
# 窗口的滑动
for i in 1..9
@item_help_window.x -= 76
@itemcommand_window.y += 60
@itemlist_window.x -= 51
Graphics.update
end
Graphics.freeze
cmd.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@item_help_window.dispose
@item_target_window.dispose
@item_target_window_equip.dispose
@flash_viewport.dispose
end
#—— update的定义 ——
def update_item_scene
@itemcommand_window.update
@itemlist_window.update
@item_help_window.update
@item_target_window.update
@item_target_window_equip.update
if @flash_viewport_time >0
@flash_viewport_time -= 1
@flash_viewport.update
end
if @item_command_index != @itemcommand_window.index
@item_command_index = @itemcommand_window.index
@itemlist_window.set_item(@item_command_index)
end
#—— 当某窗体在active的时候,更新之 ——
if @itemcommand_window.active
item_update_itemcommand
return
end
if @itemlist_window.active
item_update_itemlist
return
end
if @item_target_window.active
item_update_target
return
end
if @item_target_window_equip.active
item_update_target_equip
return
end
end # update的
#————具体更新定义————
def item_update_itemcommand
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(@cmd_index)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#————具体更新定义————
def item_update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @item_command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
if @item.is_a?(RPG::Item)
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
# 先打开目标窗口的显示,才开始滑动
@item_target_window.visible = true
@item_target_window.active = true
for i in 1..8
@item_target_window.y -= 39
if i==8
@item_target_window.y = 164
end
Graphics.update
end
if @item.scope == 4 || @item.scope == 6
@item_target_window.index = -1
else
@item_target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
else
$game_system.se_play($data_system.decision_se)
@itemlist_window.active = false
@item_target_window_equip.set_item(@item)
@item_target_window_equip.visible = true
@item_target_window_equip.active = true
for i in 1..8
@item_target_window_equip.y -= 39
if i==8
@item_target_window_equip.y = 164
end
Graphics.update
end
@item_target_window_equip.index = 0
return
end
end
end
def item_update_target_equip
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
target_actor = $game_party.actors[@item_target_window_equip.index]
if target_actor.equippable?(@item) and $game_party.item_can_equip?(target_actor,@item)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
if @item.is_a?(RPG::Weapon)
equip_position = 0
elsif @item.kind == 0
equip_position = 1
elsif @item.kind == 1
equip_position = 2
elsif @item.kind == 2
equip_position = 3
elsif @item.kind == 3
equip_position = 4
end
# 固定装备的情况下
if target_actor.equip_fix?(equip_position)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
target_actor.equip(equip_position,@item.id)
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window_equip.y += 39
Graphics.update
end
@item_target_window_equip.visible = false
@item_target_window_equip.active = false
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@item_command_index)
else
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
end
end
end
#———— 更新target窗口————
def item_update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
# 目标窗口滑动,滑动结束后才关闭显示
for i in 1..9
@item_target_window.y += 39
Graphics.update
end
@item_target_window.visible = false
@item_target_window.active = false
@itemlist_window.set_item(@item_command_index)
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @item_target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @item_target_window.index >= 0
target = $game_party.actors[@item_target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@item_command_index)
end
@item_target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# 分类物品的命令窗口
#==============================================================================
class Window_ItemCommand < Window_Selectable
#———— 初始化 ————
def initialize
super(453, 190, 142, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 5
@commands = ["常规", "武器", "防具", "成长", "特殊",]
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
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# 物品清单窗口
#==============================================================================
class Window_ItemList < Window_Selectable
#———— 初始化 ————
def initialize
super(30, 20, 378, 362)
# @column_max = 2
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 #药品类
for i in 1...$data_items.size
if ($data_items[i].type == "物品" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
when 1 #武器类
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
when 2 #防具类
for i in 1...$data_armors.size
if $data_armors[i].kind == 0 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
for i in 1...$data_armors.size
if $data_armors[i].kind == 1 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
for i in 1...$data_armors.size
if $data_armors[i].kind == 2 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
for i in 1...$data_armors.size
if $data_armors[i].kind == 3 and $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
when 3
for i in 1...$data_items.size
if ($data_items[i].type == "成长" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
end
end
when 4 #特殊类
for i in 1...$data_items.size
if ($data_items[i].type == "特殊" and $game_party.item_number(i) > 0)
@data.push($data_items[i])
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
#——— 单类物品的个数 ————
def item_number
return @item_max
end
#——— 项目内容的描画 ————
def draw_item(index)
item = @data[index]
#—— 取得具体物品数量 ——
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
#—— 给出物品的颜色 ——
if item.is_a?(RPG::Item)
if $game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
else
self.contents.font.color = normal_color
end
#—— 描绘物体图标、物体名、数量 ——
# x = 4 + index % 2 * 173
# y = index / 2 * 32
x = 4
y = index*32
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 300, y, 16, 32, "×", 1)
self.contents.draw_text(x + 314, y, 24, 32, number.to_s, 2)
end
#——— 更新帮助窗口 ————
def update_help
@help_window.set_text(make_description(self.item))
end
end
装备扩展的
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 防具类追加
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
module RPG
class Armor
def name
name = @name.split(/。/)[0]
return name != nil ? name : ''
end
def kind
kind = @name.split(/。/)[1]
return kind != nil ? kind.to_i : @kind
end
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# Game_Actor添加新的防具ID,并对相关方法修正
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
class Game_Actor < Game_Battler
attr_reader :armor5_id # 项链 ID
attr_reader :armor6_id # 鞋 ID
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
alias old_setup setup
def setup(actor_id)
old_setup(actor_id)
@armor5_id = 0
@armor6_id = 0
update_auto_state(nil, $data_armors[@armor5_id])
update_auto_state(nil, $data_armors[@armor6_id])
end
#--------------------------------------------------------------------------
# ● 取得属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# 防具能防御本属性的情况下效果减半
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# 状态能防御本属性的情况下效果减半
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# 过程结束
return result
end
#--------------------------------------------------------------------------
# ● 判定防御属性
# state_id : 属性 ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
n += armor5 != nil ? armor5.str_plus : 0
n += armor6 != nil ? armor6.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
n += armor5 != nil ? armor5.dex_plus : 0
n += armor6 != nil ? armor6.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
n += armor5 != nil ? armor5.agi_plus : 0
n += armor6 != nil ? armor6.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
n += armor5 != nil ? armor5.int_plus : 0
n += armor6 != nil ? armor6.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本物理防御
#--------------------------------------------------------------------------
def base_pdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
pdef6 = armor5 != nil ? armor5.pdef : 0
pdef7 = armor6 != nil ? armor6.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
end
#--------------------------------------------------------------------------
# ● 获取基本魔法防御
#--------------------------------------------------------------------------
def base_mdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
mdef6 = armor5 != nil ? armor5.mdef : 0
mdef7 = armor6 != nil ? armor6.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
end
#--------------------------------------------------------------------------
# ● 获取基本回避修正
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
eva5 = armor5 != nil ? armor5.eva : 0
eva6 = armor6 != nil ? armor6.eva : 0
return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
end
#--------------------------------------------------------------------------
# ● 装备固定判定
# equip_type : 装备类型
#--------------------------------------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # 武器
return $data_actors[@actor_id].weapon_fix
when 1 # 盾
return $data_actors[@actor_id].armor1_fix
when 2 # 头
return $data_actors[@actor_id].armor2_fix
when 3 # 身体
return $data_actors[@actor_id].armor3_fix
when 4 # 装饰品
return $data_actors[@actor_id].armor4_fix
end
return false
end
#--------------------------------------------------------------------------
# ● 变更装备
# equip_type : 装备类型
# id : 武器 or 防具 ID (0 为解除装备)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # 武器
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # 盾
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2 # 头
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # 身体
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # 装饰品
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
when 5 # 项链
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor5_id], $data_armors[id])
$game_party.gain_armor(@armor5_id, 1)
@armor5_id = id
$game_party.lose_armor(id, 1)
end
when 6 # 鞋
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor6_id], $data_armors[id])
$game_party.gain_armor(@armor6_id, 1)
@armor6_id = id
$game_party.lose_armor(id, 1)
end
end
end
#--------------------------------------------------------------------------
# ● 更改职业 ID
# class_id : 新的职业 ID
#--------------------------------------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# 避开无法装备的物品
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
unless equippable?($data_armors[@armor5_id])
equip(5, 0)
end
unless equippable?($data_armors[@armor6_id])
equip(6, 0)
end
end
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# Window_Base美化,增加属性增减颜色,及全能力值描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
################## 属性增减颜色 ##############################
def up_color
return Color.new(255, 0, 0)
end
def down_color
return Color.new(0, 255, 0)
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
when 7
parameter_name = "回避"
parameter_value = actor.eva
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 装备窗口美化,全能力值描绘并追加新的防具装备栏
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_EquipRight
#------------------------------------------------------------------------------
# 装备画面、显示角色现在装备的物品的窗口。
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(272, 64, 368, 256)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@data.push($data_armors[@actor.armor5_id])
@data.push($data_armors[@actor.armor6_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
self.contents.draw_text(4, 32 * 5, 92, 32, "心法")
self.contents.draw_text(4, 32 * 6, 92, 32, "秘籍")
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
draw_item_name(@data[5], 92, 32 * 5)
draw_item_name(@data[6], 92, 32 * 6)
end
end
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_actor_parameter(@actor, 4, 160, 7)
draw_actor_parameter(@actor, 4, 192, 3)
draw_actor_parameter(@actor, 4, 224, 4)
draw_actor_parameter(@actor, 4, 256, 5)
draw_actor_parameter(@actor, 4, 288, 6)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "→", 1)
self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
self.contents.font.color = normal_color if @new_atk == @actor.atk
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "→", 1)
self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
self.contents.font.color = normal_color if @new_pdef == @actor.pdef
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "→", 1)
self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
self.contents.font.color = normal_color if @new_mdef == @actor.mdef
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
if @new_eva != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "→", 1)
self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
self.contents.font.color = normal_color if @new_eva == @actor.eva
self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "→", 1)
self.contents.font.color = @new_str>@actor.str ? up_color : down_color
self.contents.font.color = normal_color if @new_str == @actor.str
self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "→", 1)
self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
self.contents.font.color = normal_color if @new_dex == @actor.dex
self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 256, 40, 32, "→", 1)
self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
self.contents.font.color = normal_color if @new_agi == @actor.agi
self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 288, 40, 32, "→", 1)
self.contents.font.color = @new_int>@actor.int ? up_color : down_color
self.contents.font.color = normal_color if @new_int == @actor.int
self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
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
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_eva = new_eva
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
# 装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(272, 320, 368, 160)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 项目的描绘
# index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
end
class Scene_Equip
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成窗口
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window6 = Window_EquipItem.new(@actor, 5)
@item_window7 = Window_EquipItem.new(@actor, 6)
# 关联帮助窗口
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@item_window6.help_window = @help_window
@item_window7.help_window = @help_window
# 设置光标位置
@right_window.index = @equip_index
refresh
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话的就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@item_window6.dispose
@item_window7.dispose
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 设置物品窗口的可视状态
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
@item_window6.visible = (@right_window.index == 5)
@item_window7.visible = (@right_window.index == 6)
# 获取当前装备中的物品
item1 = @right_window.item
# 设置当前的物品窗口到 @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
when 5
@item_window = @item_window6
when 6
@item_window = @item_window7
end
# 右窗口被激活的情况下
if @right_window.active
# 删除变更装备后的能力
###############################################################
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
end
# 物品窗口被激活的情况下
if @item_window.active
# 获取现在选中的物品
item2 = @item_window.item
# 变更装备
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
###############################################################
# 获取变更装备后的能力值
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_eva = @actor.eva
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# 返回到装备
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# 描画左窗口
###############################################################
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
###############################################################
end
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 状态窗口美化,全防具装备栏描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
# 显示状态画面、完全规格的状态窗口。
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "装备")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
# 商店购买窗口美化,增加对新装备位置的描述
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# 商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "所持数")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
# 添加装备品信息
for i in 0...$game_party.actors.size
# 获取角色
actor = $game_party.actors[i]
# 可以装备为普通文字颜色、不能装备设置为无效文字颜色
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# 描绘角色名字
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# 获取当前的装备品
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
elsif @item.kind == 3
item1 = $data_armors[actor.armor4_id]
elsif @item.kind == 4
item1 = $data_armors[actor.armor5_id]
else# if @item.kind == 5
item1 = $data_armors[actor.armor6_id]
end
# 可以装备的情况
if actor.equippable?(@item)
# 武器的情况
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具的情况
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# 描绘能力值变化
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# 描绘物品
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
end
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