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 Lv4.逐梦者 
	梦石0 星屑9290 在线时间2504 小时注册时间2011-5-20帖子15389 
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发表于 2012-6-9 21:34:42
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只看该作者 
| kangxi0109 发表于 2012-6-9 20:38 ![]() 上面光标行数那里你懂了吧,就是2改为4...
 下面的数值就需要灵活点,因为你需要每行4个,也就是增加一倍, ...
只要改这一部分吗?
 
 
 ‘‘──chd114于2012-6-10 11:10补充以下内容:
 
 {:2_287:}[attachimg]115067[/attachimg][attachimg]115067[/attachimg][attachimg]115067[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg][attachimg]115066[/attachimg]
  又出BUG了···求解释 ’’
 
 
 ‘‘──chd114于2012-6-10 11:23补充以下内容:
 
 [@]hcm[/@]
 ’’
 
 
 ‘‘──chd114于2012-6-10 13:15补充以下内容:
 
 物品品质脚本复制代码#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#============================================================================== 
# 
# 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色 
#           可以更改的种类包括物品、防具、特技、武器。 
# 
# 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。 
#           数字为颜色编号,和对话框中的一样。 
# —————————————————————————————————————— 
module RPG 
  class Skill 
    def name 
      name = @name.split(/:/)[0] 
      return name != nil ? name : '' 
    end 
    def name_color_66RPG 
      name_color = @name.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Weapon 
    def name 
      name = @name.split(/:/)[0] 
      return name != nil ? name : '' 
    end 
    def name_color_66RPG 
      name_color = @name.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Item 
    def name 
      name = @name.split(/:/)[0] 
      return name != nil ? name : '' 
    end 
    def name_color_66RPG 
      name_color = @name.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Armor 
    def name 
      name = @name.split(/:/)[0] 
      return name != nil ? name : '' 
    end 
    def name_color_66RPG 
      name_color = @name.split(/:/)[1] 
      return name != nil ? name_color.to_i : 0 
    end 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Base < Window 
  #-------------------------------------------------------------------------- 
  # ● 描绘物品名 
  #     item : 物品 
  #     x    : 描画目标 X 坐标 
  #     y    : 描画目标 Y 坐标 
  #-------------------------------------------------------------------------- 
  def draw_item_name(item, x, y) 
    if item == nil 
      return 
    end 
    bitmap = RPG::Cache.icon(item.icon_name) 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32)) 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Item 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    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 
    if item.is_a?(RPG::Item) and 
       $game_party.item_can_use?(item.id) 
      self.contents.font.color = text_color(item.name_color_66RPG) 
    else 
      self.contents.font.color = disabled_color 
    end 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    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 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_EquipItem < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 项目的描绘 
  #     index : 项目符号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    x = 4 + index % 4 * (288 + 32) *3/4
    y = index / 4 * 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, 32, 32)) 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 135, y, 16, 32, "×", 1) 
    self.contents.draw_text(x + 144, y, 24, 32, number.to_s, 2) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_ShopBuy < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 描绘羡慕 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    # 获取物品所持数 
    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 
    # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色 
    # 除此之外的情况设置为无效文字色 
    if item.price <= $game_party.gold and number < 99 
      self.contents.font.color = text_color(item.name_color_66RPG) 
    else 
      self.contents.font.color = disabled_color 
    end 
    x = 4 
    y = index * 32 
    rect = Rect.new(x, y, self.width - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_ShopSell < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目标号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    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 
    # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色 
    if item.price > 0 
      self.contents.font.color = text_color(item.name_color_66RPG) 
    else 
      self.contents.font.color = disabled_color 
    end 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    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 
   
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Skill 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    skill = @data[index] 
    if @actor.skill_can_use?(skill.id) 
      self.contents.font.color = text_color(skill.name_color_66RPG) 
    else 
      self.contents.font.color = disabled_color 
    end 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(skill.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) 
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) 
  end 
end 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#============================================================================== 
’’
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