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[已经解决] 关于ACE物品項目強化问题

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Lv1.梦旅人

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发表于 2012-8-18 10:28:14 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 Fracture 于 2012-8-19 08:40 编辑


如图,在物品里看得到可是按下回车键进去里面后就没有了.....
脚本:
RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Item Menu v1.02
  4. # -- Last Updated: 2012.01.05
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-ItemMenu"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.01.05 - Compatibility Update with Equip Dynamic Stats.
  17. # 2012.01.03 - Started Script and Finished.
  18. #            - Compatibility Update with Ace Menu Engine.
  19. #
  20. #==============================================================================
  21. # ▼ Introduction
  22. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  23. # The Ace Item Menu offers more item categorization control and a better layout
  24. # that simulatenously provides information regarding the items to the player,
  25. # while keeping a good amount of the item list visible on screen at once. The
  26. # script can also be customized to rearrange commands and categories.
  27. #
  28. #==============================================================================
  29. # ▼ Instructions
  30. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  31. # To install this script, open up your script editor and copy/paste this script
  32. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  33. #
  34. # -----------------------------------------------------------------------------
  35. # Item Notetags - These notetags go in the item notebox in the database.
  36. # -----------------------------------------------------------------------------
  37. # <category: string>
  38. # Places this object into the item category for "string". Whenever the selected
  39. # category is highlighted in the Ace Item Menu command window, this object will
  40. # be included and shown in the item window.
  41. #
  42. # <image: string>
  43. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  44. # directory with the filename of "string" (without the extension) as the image
  45. # picture shown in the Ace Item Menu.
  46. #
  47. # -----------------------------------------------------------------------------
  48. # Weapon Notetags - These notetags go in the weapon notebox in the database.
  49. # -----------------------------------------------------------------------------
  50. # <category: string>
  51. # Places this object into the item category for "string". Whenever the selected
  52. # category is highlighted in the Ace Item Menu command window, this object will
  53. # be included and shown in the item window.
  54. #
  55. # <image: string>
  56. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  57. # directory with the filename of "string" (without the extension) as the image
  58. # picture shown in the Ace Item Menu.
  59. #
  60. # -----------------------------------------------------------------------------
  61. # Armour Notetags - These notetags go in the armour notebox in the database.
  62. # -----------------------------------------------------------------------------
  63. # <category: string>
  64. # Places this object into the item category for "string". Whenever the selected
  65. # category is highlighted in the Ace Item Menu command window, this object will
  66. # be included and shown in the item window.
  67. #
  68. # <image: string>
  69. # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
  70. # directory with the filename of "string" (without the extension) as the image
  71. # picture shown in the Ace Item Menu.
  72. #
  73. #==============================================================================
  74. # ▼ Compatibility
  75. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  76. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  77. # it will run with RPG Maker VX without adjusting.
  78. #
  79. #==============================================================================
  80.  
  81. module YEA
  82.   module ITEM
  83.  
  84.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  85.     # - Item Command Settings -
  86.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  87.     # This array adjusts what options appear in the initial item command window
  88.     # before the items are split into separate categories. Add commands, remove
  89.     # commands, or rearrange them. Here's a list of which does what:
  90.     #
  91.     # -------------------------------------------------------------------------
  92.     # :command         Description
  93.     # -------------------------------------------------------------------------
  94.     # :item            Opens up the various item categories. Default.
  95.     # :weapon          Opens up the various weapon categories. Default.
  96.     # :armor           Opens up the various armour categories. Default.
  97.     # :key_item        Shows a list of the various key items. Default.
  98.     #
  99.     # :gogototori      Requires Kread-EX's Go Go Totori Synthesis.
  100.     #
  101.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  102.     COMMANDS =[
  103.       :item,         # Opens up the various item categories. Default.
  104.       :weapon,       # Opens up the various weapon categories. Default.
  105.       :armor,        # Opens up the various armour categories. Default.
  106.       :key_item,     # Shows a list of the various key items. Default.
  107.       :gogototori,   # Requires Kread-EX's Go Go Totori Synthesis.
  108.     # :custom1,      # Custom command 1.
  109.     # :custom2,      # Custom command 2.
  110.     ] # Do not remove this.
  111.  
  112.     #--------------------------------------------------------------------------
  113.     # - Item Custom Commands -
  114.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  115.     # For those who use scripts to that may produce unique effects for the item
  116.     # scene, use this hash to manage the custom commands for the Item Command
  117.     # Window. You can disable certain commands or prevent them from appearing
  118.     # by using switches. If you don't wish to bind them to a switch, set the
  119.     # proper switch to 0 for it to have no impact.
  120.     #--------------------------------------------------------------------------
  121.     CUSTOM_ITEM_COMMANDS ={
  122.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
  123.       :gogototori => ["合成",            0,         0, :command_totori],
  124.       :custom1 => [ "自定義名稱",            0,          0, :command_name1],
  125.       :custom2 => [ "自定義文本",           13,          0, :command_name2],
  126.     } # Do not remove this.
  127.  
  128.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  129.     # - Item Type Settings -
  130.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  131.     # These arrays adjusts and shows the various item types shown for Items,
  132.     # Weapons, and Armours. Note that when using :category symbols, the
  133.     # specific category shown will be equal to the text used for the Display
  134.     # and the included item must contain a category equal to the Display name.
  135.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  136.     # This array contains the order for the Item categories.
  137.     ITEM_TYPES =[
  138.     # [  :symbol,   "Display"],
  139.       [   :field,     "背包內"], # Shows Menu-usable items.
  140.       [  :battle,    "戰鬥用"], # Shows Battle-usable items.
  141.       [:category,   "特別"], # Categorized by <category: string>
  142.       [:category,"成分"], # Categorized by <category: string>
  143.       [:key_item,  "貴重物品"], # Shows all key items.
  144.       [     :all,       "全部"], # Shows all usable items.
  145.     ] # Do not remove this.
  146.  
  147.     # This array contains the order for the Weapon categories.
  148.     WEAPON_TYPES =[
  149.     # [  :symbol,   "Display"],
  150.       [   :types,  "WPNTYPES"], # Lists all of the individual weapon types.
  151.       [     :all,       "全部"], # Shows all weapons.
  152.     ] # Do not remove this.
  153.  
  154.     # This array contains the order for the Armour categories.
  155.     ARMOUR_TYPES =[
  156.     # [  :symbol,   "Display"],
  157.       [   :slots,  "ARMSLOTS"], # Lists all of the individual armour slots.
  158.       [   :types,  "ARMTYPES"], # Lists all of the individual armours types.
  159.       [     :all,       "全部"], # Shows all armours.
  160.     ] # Do not remove this.
  161.  
  162.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  163.     # - Item Status Settings -
  164.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  165.     # The item status window displays information about the item in detail.
  166.     # Adjust the settings below to change the way the status window appears.
  167.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  168.     STATUS_FONT_SIZE = 20       # Font size used for status window.
  169.     MAX_ICONS_DRAWN  = 10       # Maximum number of icons drawn for states.
  170.  
  171.     # The following adjusts the vocabulary used for the status window. Each
  172.     # of the vocabulary settings are self explanatory.
  173.     VOCAB_STATUS ={
  174.       :empty      => "---",          # Text used when nothing is shown.
  175.       :hp_recover => "恢復HP",      # Text used for HP Recovery.
  176.       :mp_recover => "恢復MP",      # Text used for MP Recovery.
  177.       :tp_recover => "恢復TP",      # Text used for TP Recovery.
  178.       :tp_gain    => "增加TP",      # Text used for TP Gain.
  179.       :applies    => "使用效果",      # Text used for applied states and buffs.
  180.       :removes    => "移除效果",      # Text used for removed states and buffs.
  181.     } # Do not remove this.
  182.  
  183.   end # ITEM
  184. end # YEA
  185.  
  186. #==============================================================================
  187. # ▼ Editting anything past this point may potentially result in causing
  188. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  189. # halitosis so edit at your own risk.
  190. #==============================================================================
  191.  
  192. module YEA
  193.   module REGEXP
  194.   module BASEITEM
  195.  
  196.     CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i
  197.     IMAGE    = /<(?:IMAGE|image):[ ](.*)>/i
  198.  
  199.   end # BASEITEM
  200.   end # REGEXP
  201. end # YEA
  202.  
  203. #==============================================================================
  204. # ■ Numeric
  205. #==============================================================================
  206.  
  207. class Numeric
  208.  
  209.   #--------------------------------------------------------------------------
  210.   # new method: group_digits
  211.   #--------------------------------------------------------------------------
  212.   unless $imported["YEA-CoreEngine"]
  213.   def group; return self.to_s; end
  214.   end # $imported["YEA-CoreEngine"]
  215.  
  216. end # Numeric
  217.  
  218. #==============================================================================
  219. # ■ Vocab
  220. #==============================================================================
  221.  
  222. module Vocab
  223.  
  224.   #--------------------------------------------------------------------------
  225.   # new method: self.item_status
  226.   #--------------------------------------------------------------------------
  227.   def self.item_status(type)
  228.     return YEA::ITEM::VOCAB_STATUS[type]
  229.   end
  230.  
  231. end # Vocab
  232.  
  233. #==============================================================================
  234. # ■ DataManager
  235. #==============================================================================
  236.  
  237. module DataManager
  238.  
  239.   #--------------------------------------------------------------------------
  240.   # alias method: load_database
  241.   #--------------------------------------------------------------------------
  242.   class <<self; alias load_database_aim load_database; end
  243.   def self.load_database
  244.     load_database_aim
  245.     load_notetags_aim
  246.   end
  247.  
  248.   #--------------------------------------------------------------------------
  249.   # new method: load_notetags_aim
  250.   #--------------------------------------------------------------------------
  251.   def self.load_notetags_aim
  252.     groups = [$data_items, $data_weapons, $data_armors]
  253.     for group in groups
  254.       for obj in group
  255.         next if obj.nil?
  256.         obj.load_notetags_aim
  257.       end
  258.     end
  259.   end
  260.  
  261. end # DataManager
  262.  
  263. #==============================================================================
  264. # ■ RPG::BaseItem
  265. #==============================================================================
  266.  
  267. class RPG::BaseItem
  268.  
  269.   #--------------------------------------------------------------------------
  270.   # public instance variables
  271.   #--------------------------------------------------------------------------
  272.   attr_accessor :category
  273.   attr_accessor :image
  274.  
  275.   #--------------------------------------------------------------------------
  276.   # common cache: load_notetags_aim
  277.   #--------------------------------------------------------------------------
  278.   def load_notetags_aim
  279.     @category = []
  280.     #---
  281.     self.note.split(/[\r\n]+/).each { |line|
  282.       case line
  283.       #---
  284.       when YEA::REGEXP::BASEITEM::CATEGORY
  285.         @category.push($1.upcase.to_s)
  286.       when YEA::REGEXP::BASEITEM::IMAGE
  287.         @image = $1.to_s
  288.       end
  289.     } # self.note.split
  290.     #---
  291.   end
  292.  
  293. end # RPG::BaseItem
  294.  
  295. #==============================================================================
  296. # ■ Game_Temp
  297. #==============================================================================
  298.  
  299. class Game_Temp
  300.  
  301.   #--------------------------------------------------------------------------
  302.   # public instance variables
  303.   #--------------------------------------------------------------------------
  304.   attr_accessor :scene_item_index
  305.   attr_accessor :scene_item_oy
  306.  
  307. end # Game_Temp
  308.  
  309. #==============================================================================
  310. # ■ Window_ItemList
  311. #==============================================================================
  312.  
  313. class Window_ItemList < Window_Selectable
  314.  
  315.   #--------------------------------------------------------------------------
  316.   # overwrite method: draw_item
  317.   #--------------------------------------------------------------------------
  318.   def draw_item(index)
  319.     item = @data[index]
  320.     return if item.nil?
  321.     rect = item_rect(index)
  322.     rect.width -= 4
  323.     draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
  324.     draw_item_number(rect, item)
  325.   end
  326.  
  327. end # Window_ItemList
  328.  
  329. #==============================================================================
  330. # ■ Window_ItemCommand
  331. #==============================================================================
  332.  
  333. class Window_ItemCommand < Window_Command
  334.  
  335.   #--------------------------------------------------------------------------
  336.   # public instance variables
  337.   #--------------------------------------------------------------------------
  338.   attr_reader   :item_window
  339.  
  340.   #--------------------------------------------------------------------------
  341.   # initialize
  342.   #--------------------------------------------------------------------------
  343.   def initialize(x, y)
  344.     super(x, y)
  345.   end
  346.  
  347.   #--------------------------------------------------------------------------
  348.   # window_width
  349.   #--------------------------------------------------------------------------
  350.   def window_width; return 160; end
  351.  
  352.   #--------------------------------------------------------------------------
  353.   # visible_line_number
  354.   #--------------------------------------------------------------------------
  355.   def visible_line_number; return 4; end
  356.  
  357.   #--------------------------------------------------------------------------
  358.   # process_ok
  359.   #--------------------------------------------------------------------------
  360.   def process_ok
  361.     $game_temp.scene_item_index = index
  362.     $game_temp.scene_item_oy = self.oy
  363.     super
  364.   end
  365.  
  366.   #--------------------------------------------------------------------------
  367.   # make_command_list
  368.   #--------------------------------------------------------------------------
  369.   def make_command_list
  370.     for command in YEA::ITEM::COMMANDS
  371.       case command
  372.       #--- Default Commands ---
  373.       when :item
  374.         add_command(Vocab::item, :item)
  375.       when :weapon
  376.         add_command(Vocab::weapon, :weapon)
  377.       when :armor
  378.         add_command(Vocab::armor, :armor)
  379.       when :key_item
  380.         add_command(Vocab::key_item, :key_item)
  381.       #--- Imported ---
  382.       when :gogototori
  383.         next unless $imported["KRX-AlchemicSynthesis"]
  384.         process_custom_command(command)
  385.       #--- Custom Commands ---
  386.       else
  387.         process_custom_command(command)
  388.       end
  389.     end
  390.   end
  391.  
  392.   #--------------------------------------------------------------------------
  393.   # process_custom_command
  394.   #--------------------------------------------------------------------------
  395.   def process_custom_command(command)
  396.     return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
  397.     show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2]
  398.     continue = show <= 0 ? true : $game_switches[show]
  399.     return unless continue
  400.     text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0]
  401.     switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1]
  402.     enabled = switch <= 0 ? true : $game_switches[switch]
  403.     add_command(text, command, enabled)
  404.   end
  405.  
  406.   #--------------------------------------------------------------------------
  407.   # update
  408.   #--------------------------------------------------------------------------
  409.   def update
  410.     super
  411.     return unless self.active
  412.     @item_window.category = current_symbol if @item_window
  413.   end
  414.  
  415.   #--------------------------------------------------------------------------
  416.   # item_window=
  417.   #--------------------------------------------------------------------------
  418.   def item_window=(item_window)
  419.     @item_window = item_window
  420.     update
  421.   end
  422.  
  423. end # Window_ItemCommand
  424.  
  425. #==============================================================================
  426. # ■ Window_ItemType
  427. #==============================================================================
  428.  
  429. class Window_ItemType < Window_Command
  430.  
  431.   #--------------------------------------------------------------------------
  432.   # public instance variables
  433.   #--------------------------------------------------------------------------
  434.   attr_reader   :item_window
  435.  
  436.   #--------------------------------------------------------------------------
  437.   # initialize
  438.   #--------------------------------------------------------------------------
  439.   def initialize(x, y)
  440.     super(x, y)
  441.     deactivate
  442.     @type = nil
  443.   end
  444.  
  445.   #--------------------------------------------------------------------------
  446.   # window_width
  447.   #--------------------------------------------------------------------------
  448.   def window_width; return 160; end
  449.  
  450.   #--------------------------------------------------------------------------
  451.   # visible_line_number
  452.   #--------------------------------------------------------------------------
  453.   def visible_line_number; return 4; end
  454.  
  455.   #--------------------------------------------------------------------------
  456.   # reveal
  457.   #--------------------------------------------------------------------------
  458.   def reveal(type)
  459.     @type = type
  460.     refresh
  461.     activate
  462.     select(0)
  463.   end
  464.  
  465.   #--------------------------------------------------------------------------
  466.   # make_command_list
  467.   #--------------------------------------------------------------------------
  468.   def make_command_list
  469.     return if @type.nil?
  470.     #---
  471.     case @type
  472.     when :item
  473.       commands = YEA::ITEM::ITEM_TYPES
  474.     when :weapon
  475.       commands = YEA::ITEM::WEAPON_TYPES
  476.     else
  477.       commands = YEA::ITEM::ARMOUR_TYPES
  478.     end
  479.     #---
  480.     for command in commands
  481.       case command[0]
  482.       #---
  483.       when :types
  484.         case @type
  485.         when :weapon
  486.           for i in 1...$data_system.weapon_types.size
  487.             name = $data_system.weapon_types[i]
  488.             add_command(name, :w_type, true, i)
  489.           end
  490.         else
  491.           for i in 1...$data_system.armor_types.size
  492.             name = $data_system.armor_types[i]
  493.             add_command(name, :a_type, true, i)
  494.           end
  495.         end
  496.       #---
  497.       when :slots
  498.         if $imported["YEA-AceEquipEngine"]
  499.           maximum = 1
  500.           for key in YEA::EQUIP::TYPES
  501.             maximum = [maximum, key[0]].max
  502.           end
  503.         else
  504.           maximum = 4
  505.         end
  506.         for i in 1..maximum
  507.           name = Vocab::etype(i)
  508.           add_command(name, :e_type, true, i) if name != ""
  509.         end
  510.       #---
  511.       else
  512.         add_command(command[1], command[0], true, @type)
  513.       end
  514.     end
  515.   end
  516.  
  517.   #--------------------------------------------------------------------------
  518.   # update
  519.   #--------------------------------------------------------------------------
  520.   def update
  521.     super
  522.     return unless self.active
  523.     @item_window.category = current_symbol if @item_window
  524.   end
  525.  
  526.   #--------------------------------------------------------------------------
  527.   # item_window=
  528.   #--------------------------------------------------------------------------
  529.   def item_window=(item_window)
  530.     @item_window = item_window
  531.     update
  532.   end
  533.  
  534. end # Window_ItemType
  535.  
  536. #==============================================================================
  537. # ■ Window_ItemList
  538. #==============================================================================
  539.  
  540. class Window_ItemList < Window_Selectable
  541.  
  542.   #--------------------------------------------------------------------------
  543.   # alias method: initialize
  544.   #--------------------------------------------------------------------------
  545.   alias window_itemlist_initialize_aim initialize
  546.   def initialize(dx, dy, dw, dh)
  547.     window_itemlist_initialize_aim(dx, dy, dw, dh)
  548.     @ext = :none
  549.     @name = ""
  550.   end
  551.  
  552.   #--------------------------------------------------------------------------
  553.   # alias method: category=
  554.   #--------------------------------------------------------------------------
  555.   alias window_itemlist_category_aim category=
  556.   def category=(category)
  557.     if @types_window.nil?
  558.       window_itemlist_category_aim(category)
  559.     else
  560.       return unless update_types?(category)
  561.       @category = category
  562.       if @types_window.active
  563.         @name = @types_window.current_data[:name]
  564.         @ext = @types_window.current_ext
  565.       end
  566.       refresh
  567.       self.oy = 0
  568.     end
  569.   end
  570.  
  571.   #--------------------------------------------------------------------------
  572.   # new method: update_types?
  573.   #--------------------------------------------------------------------------
  574.   def update_types?(category)
  575.     return true if @category != category
  576.     return false unless @types_window.active
  577.     if category == :category
  578.       return @name != @types_window.current_data[:name]
  579.     end
  580.     return @ext != @types_window.current_ext
  581.   end
  582.  
  583.   #--------------------------------------------------------------------------
  584.   # new method: types_window=
  585.   #--------------------------------------------------------------------------
  586.   def types_window=(window)
  587.     @types_window = window
  588.   end
  589.  
  590.   #--------------------------------------------------------------------------
  591.   # alias method: include?
  592.   #--------------------------------------------------------------------------
  593.   alias window_itemlist_include_aim include?
  594.   def include?(item)
  595.     if @types_window.nil?
  596.       return window_itemlist_include_aim(item)
  597.     else
  598.       return ace_item_menu_include?(item)
  599.     end
  600.   end
  601.  
  602.   #--------------------------------------------------------------------------
  603.   # new method: ace_item_menu_include?
  604.   #--------------------------------------------------------------------------
  605.   def ace_item_menu_include?(item)
  606.     case @category
  607.     #---
  608.     when :field
  609.       return false unless item.is_a?(RPG::Item)
  610.       return item.menu_ok?
  611.     when :battle
  612.       return false unless item.is_a?(RPG::Item)
  613.       return item.battle_ok?
  614.     #---
  615.     when :w_type
  616.       return false unless item.is_a?(RPG::Weapon)
  617.       return item.wtype_id == @types_window.current_ext
  618.     when :a_type
  619.       return false unless item.is_a?(RPG::Armor)
  620.       return item.atype_id == @types_window.current_ext
  621.     when :e_type
  622.       return false unless item.is_a?(RPG::Armor)
  623.       return item.etype_id == @types_window.current_ext
  624.     #---
  625.     when :all
  626.       case @types_window.current_ext
  627.       when :item
  628.         return item.is_a?(RPG::Item)
  629.       when :weapon
  630.         return item.is_a?(RPG::Weapon)
  631.       else
  632.         return item.is_a?(RPG::Armor)
  633.       end
  634.     #---
  635.     when :category
  636.       case @types_window.current_ext
  637.       when :item
  638.         return false unless item.is_a?(RPG::Item)
  639.       when :weapon
  640.         return false unless item.is_a?(RPG::Weapon)
  641.       else
  642.         return false unless item.is_a?(RPG::Armor)
  643.       end
  644.       return item.category.include?(@types_window.current_data[:name].upcase)
  645.     #---
  646.     else
  647.       return window_itemlist_include_aim(item)
  648.     end
  649.   end
  650.  
  651. end # Window_ItemList
  652.  
  653. #==============================================================================
  654. # ■ Window_ItemStatus
  655. #==============================================================================
  656.  
  657. class Window_ItemStatus < Window_Base
  658.  
  659.   #--------------------------------------------------------------------------
  660.   # initialize
  661.   #--------------------------------------------------------------------------
  662.   def initialize(dx, dy, item_window)
  663.     super(dx, dy, Graphics.width - dx, fitting_height(4))
  664.     @item_window = item_window
  665.     @item = nil
  666.     refresh
  667.   end
  668.  
  669.   #--------------------------------------------------------------------------
  670.   # update
  671.   #--------------------------------------------------------------------------
  672.   def update
  673.     super
  674.     update_item(@item_window.item)
  675.   end
  676.  
  677.   #--------------------------------------------------------------------------
  678.   # update_item
  679.   #--------------------------------------------------------------------------
  680.   def update_item(item)
  681.     return if @item == item
  682.     @item = item
  683.     refresh
  684.   end
  685.  
  686.   #--------------------------------------------------------------------------
  687.   # refresh
  688.   #--------------------------------------------------------------------------
  689.   def refresh
  690.     contents.clear
  691.     reset_font_settings
  692.     return draw_empty if @item.nil?
  693.     contents.font.size = YEA::ITEM::STATUS_FONT_SIZE
  694.     draw_item_image
  695.     draw_item_stats
  696.     draw_item_effects
  697.   end
  698.  
  699.   #--------------------------------------------------------------------------
  700.   # draw_empty
  701.   #--------------------------------------------------------------------------
  702.   def draw_empty
  703.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  704.     rect = Rect.new(1, 1, 94, 94)
  705.     contents.fill_rect(rect, colour)
  706.     dx = 96; dy = 0
  707.     dw = (contents.width - 96) / 2
  708.     for i in 0...8
  709.       draw_background_box(dx, dy, dw)
  710.       dx = dx >= 96 + dw ? 96 : 96 + dw
  711.       dy += line_height if dx == 96
  712.     end
  713.   end
  714.  
  715.   #--------------------------------------------------------------------------
  716.   # draw_background_box
  717.   #--------------------------------------------------------------------------
  718.   def draw_background_box(dx, dy, dw)
  719.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  720.     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  721.     contents.fill_rect(rect, colour)
  722.   end
  723.  
  724.   #--------------------------------------------------------------------------
  725.   # draw_item_image
  726.   #--------------------------------------------------------------------------
  727.   def draw_item_image
  728.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  729.     rect = Rect.new(1, 1, 94, 94)
  730.     contents.fill_rect(rect, colour)
  731.     if @item.image.nil?
  732.       icon_index = @item.icon_index
  733.       bitmap = Cache.system("Iconset")
  734.       rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
  735.       target = Rect.new(0, 0, 96, 96)
  736.       contents.stretch_blt(target, bitmap, rect)
  737.     else
  738.       bitmap = Cache.picture(@item.image)
  739.       contents.blt(0, 0, bitmap, bitmap.rect, 255)
  740.     end
  741.   end
  742.  
  743.   #--------------------------------------------------------------------------
  744.   # draw_item_stats
  745.   #--------------------------------------------------------------------------
  746.   def draw_item_stats
  747.     return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
  748.     dx = 96; dy = 0
  749.     dw = (contents.width - 96) / 2
  750.     for i in 0...8
  751.       draw_equip_param(i, dx, dy, dw)
  752.       dx = dx >= 96 + dw ? 96 : 96 + dw
  753.       dy += line_height if dx == 96
  754.     end
  755.   end
  756.  
  757.   #--------------------------------------------------------------------------
  758.   # draw_equip_param
  759.   #--------------------------------------------------------------------------
  760.   def draw_equip_param(param_id, dx, dy, dw)
  761.     draw_background_box(dx, dy, dw)
  762.     change_color(system_color)
  763.     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
  764.     if $imported["YEA-EquipDynamicStats"]
  765.       draw_percentage_param(param_id, dx, dy, dw)
  766.     else
  767.       draw_set_param(param_id, dx, dy, dw)
  768.     end
  769.   end
  770.  
  771.   #--------------------------------------------------------------------------
  772.   # draw_percentage_param
  773.   #--------------------------------------------------------------------------
  774.   def draw_percentage_param(param_id, dx, dy, dw)
  775.     if @item.per_params[param_id] != 0 && @item.params[param_id] != 0
  776.       text = draw_set_param(param_id, dx, dy, dw)
  777.       dw -= text_size(text).width
  778.       draw_percent_param(param_id, dx, dy, dw)
  779.     elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0
  780.       draw_percent_param(param_id, dx, dy, dw)
  781.     else
  782.       draw_set_param(param_id, dx, dy, dw)
  783.     end
  784.   end
  785.  
  786.   #--------------------------------------------------------------------------
  787.   # draw_set_param
  788.   #--------------------------------------------------------------------------
  789.   def draw_set_param(param_id, dx, dy, dw)
  790.     value = @item.params[param_id]
  791.     if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0
  792.       value += $game_variables[@item.var_params[param_id]] rescue 0
  793.     end
  794.     change_color(param_change_color(value), value != 0)
  795.     text = value.group
  796.     text = "+" + text if value > 0
  797.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  798.     return text
  799.   end
  800.  
  801.   #--------------------------------------------------------------------------
  802.   # draw_percent_param
  803.   #--------------------------------------------------------------------------
  804.   def draw_percent_param(param_id, dx, dy, dw)
  805.     value = @item.per_params[param_id]
  806.     change_color(param_change_color(value))
  807.     text = (@item.per_params[param_id] * 100).to_i.group + "%"
  808.     text = "+" + text if @item.per_params[param_id] > 0
  809.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  810.     return text
  811.   end
  812.  
  813.   #--------------------------------------------------------------------------
  814.   # draw_item_effects
  815.   #--------------------------------------------------------------------------
  816.   def draw_item_effects
  817.     return unless @item.is_a?(RPG::Item)
  818.     dx = 96; dy = 0
  819.     dw = (contents.width - 96) / 2
  820.     draw_hp_recover(dx, dy + line_height * 0, dw)
  821.     draw_mp_recover(dx, dy + line_height * 1, dw)
  822.     draw_tp_recover(dx + dw, dy + line_height * 0, dw)
  823.     draw_tp_gain(dx + dw, dy + line_height * 1, dw)
  824.     dw = contents.width - 96
  825.     draw_applies(dx, dy + line_height * 2, dw)
  826.     draw_removes(dx, dy + line_height * 3, dw)
  827.   end
  828.  
  829.   #--------------------------------------------------------------------------
  830.   # draw_hp_recover
  831.   #--------------------------------------------------------------------------
  832.   def draw_hp_recover(dx, dy, dw)
  833.     draw_background_box(dx, dy, dw)
  834.     change_color(system_color)
  835.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover))
  836.     per = 0
  837.     set = 0
  838.     for effect in @item.effects
  839.       next unless effect.code == 11
  840.       per += (effect.value1 * 100).to_i
  841.       set += effect.value2.to_i
  842.     end
  843.     if per != 0 && set != 0
  844.       change_color(param_change_color(set))
  845.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  846.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  847.       dw -= text_size(text).width
  848.       change_color(param_change_color(per))
  849.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  850.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  851.       return
  852.     elsif per != 0
  853.       change_color(param_change_color(per))
  854.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  855.     elsif set != 0
  856.       change_color(param_change_color(set))
  857.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  858.     else
  859.       change_color(normal_color, false)
  860.       text = Vocab::item_status(:empty)
  861.     end
  862.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  863.   end
  864.  
  865.   #--------------------------------------------------------------------------
  866.   # draw_mp_recover
  867.   #--------------------------------------------------------------------------
  868.   def draw_mp_recover(dx, dy, dw)
  869.     draw_background_box(dx, dy, dw)
  870.     change_color(system_color)
  871.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover))
  872.     per = 0
  873.     set = 0
  874.     for effect in @item.effects
  875.       next unless effect.code == 12
  876.       per += (effect.value1 * 100).to_i
  877.       set += effect.value2.to_i
  878.     end
  879.     if per != 0 && set != 0
  880.       change_color(param_change_color(set))
  881.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  882.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  883.       dw -= text_size(text).width
  884.       change_color(param_change_color(per))
  885.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  886.       draw_text(dx+4, dy, dw-8, line_height, text, 2)
  887.       return
  888.     elsif per != 0
  889.       change_color(param_change_color(per))
  890.       text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
  891.     elsif set != 0
  892.       change_color(param_change_color(set))
  893.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  894.     else
  895.       change_color(normal_color, false)
  896.       text = Vocab::item_status(:empty)
  897.     end
  898.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  899.   end
  900.  
  901.   #--------------------------------------------------------------------------
  902.   # draw_tp_recover
  903.   #--------------------------------------------------------------------------
  904.   def draw_tp_recover(dx, dy, dw)
  905.     draw_background_box(dx, dy, dw)
  906.     change_color(system_color)
  907.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover))
  908.     set = 0
  909.     for effect in @item.effects
  910.       next unless effect.code == 13
  911.       set += effect.value1.to_i
  912.     end
  913.     if set != 0
  914.       change_color(param_change_color(set))
  915.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  916.     else
  917.       change_color(normal_color, false)
  918.       text = Vocab::item_status(:empty)
  919.     end
  920.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  921.   end
  922.  
  923.   #--------------------------------------------------------------------------
  924.   # draw_tp_gain
  925.   #--------------------------------------------------------------------------
  926.   def draw_tp_gain(dx, dy, dw)
  927.     draw_background_box(dx, dy, dw)
  928.     change_color(system_color)
  929.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain))
  930.     set = @item.tp_gain
  931.     if set != 0
  932.       change_color(param_change_color(set))
  933.       text = set > 0 ? sprintf("+%s", set.group) : set.group
  934.     else
  935.       change_color(normal_color, false)
  936.       text = Vocab::item_status(:empty)
  937.     end
  938.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  939.   end
  940.  
  941.   #--------------------------------------------------------------------------
  942.   # draw_applies
  943.   #--------------------------------------------------------------------------
  944.   def draw_applies(dx, dy, dw)
  945.     draw_background_box(dx, dy, dw)
  946.     change_color(system_color)
  947.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies))
  948.     icons = []
  949.     for effect in @item.effects
  950.       case effect.code
  951.       when 21
  952.         next unless effect.value1 > 0
  953.         next if $data_states[effect.value1].nil?
  954.         icons.push($data_states[effect.data_id].icon_index)
  955.       when 31
  956.         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
  957.       when 32
  958.         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
  959.       end
  960.       icons.delete(0)
  961.       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
  962.     end
  963.     draw_icons(dx, dy, dw, icons)
  964.   end
  965.  
  966.   #--------------------------------------------------------------------------
  967.   # draw_removes
  968.   #--------------------------------------------------------------------------
  969.   def draw_removes(dx, dy, dw)
  970.     draw_background_box(dx, dy, dw)
  971.     change_color(system_color)
  972.     draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes))
  973.     icons = []
  974.     for effect in @item.effects
  975.       case effect.code
  976.       when 22
  977.         next unless effect.value1 > 0
  978.         next if $data_states[effect.value1].nil?
  979.         icons.push($data_states[effect.data_id].icon_index)
  980.       when 33
  981.         icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
  982.       when 34
  983.         icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
  984.       end
  985.       icons.delete(0)
  986.       break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
  987.     end
  988.     draw_icons(dx, dy, dw, icons)
  989.   end
  990.  
  991.   #--------------------------------------------------------------------------
  992.   # draw_icons
  993.   #--------------------------------------------------------------------------
  994.   def draw_icons(dx, dy, dw, icons)
  995.     dx += dw - 4
  996.     dx -= icons.size * 24
  997.     for icon_id in icons
  998.       draw_icon(icon_id, dx, dy)
  999.       dx += 24
  1000.     end
  1001.     if icons.size == 0
  1002.       change_color(normal_color, false)
  1003.       text = Vocab::item_status(:empty)
  1004.       draw_text(4, dy, contents.width-8, line_height, text, 2)
  1005.     end
  1006.   end
  1007.  
  1008. end # Window_ItemStatus
  1009.  
  1010. #==============================================================================
  1011. # ■ Scene_Item
  1012. #==============================================================================
  1013.  
  1014. class Scene_Item < Scene_ItemBase
  1015.  
  1016.   #--------------------------------------------------------------------------
  1017.   # alias method: start
  1018.   #--------------------------------------------------------------------------
  1019.   alias scene_item_start_aim start
  1020.   def start
  1021.     scene_item_start_aim
  1022.     create_types_window
  1023.     create_status_window
  1024.     relocate_windows
  1025.   end
  1026.  
  1027.   #--------------------------------------------------------------------------
  1028.   # overwrite method: return_scene
  1029.   #--------------------------------------------------------------------------
  1030.   def return_scene
  1031.     $game_temp.scene_item_index = nil
  1032.     $game_temp.scene_item_oy = nil
  1033.     super
  1034.   end
  1035.  
  1036.   #--------------------------------------------------------------------------
  1037.   # overwrite method: create_category_window
  1038.   #--------------------------------------------------------------------------
  1039.   def create_category_window
  1040.     wy = @help_window.height
  1041.     @category_window = Window_ItemCommand.new(0, wy)
  1042.     @category_window.viewport = @viewport
  1043.     @category_window.help_window = @help_window
  1044.     @category_window.y = @help_window.height
  1045.     if !$game_temp.scene_item_index.nil?
  1046.       @category_window.select($game_temp.scene_item_index)
  1047.       @category_window.oy = $game_temp.scene_item_oy
  1048.     end
  1049.     $game_temp.scene_item_index = nil
  1050.     $game_temp.scene_item_oy = nil
  1051.     @category_window.set_handler(:ok, method(:on_category_ok))
  1052.     @category_window.set_handler(:cancel, method(:return_scene))
  1053.     @category_window.set_handler(:item, method(:open_types))
  1054.     @category_window.set_handler(:weapon, method(:open_types))
  1055.     @category_window.set_handler(:armor, method(:open_types))
  1056.     process_custom_item_commands
  1057.   end
  1058.  
  1059.   #--------------------------------------------------------------------------
  1060.   # new method: process_custom_item_commands
  1061.   #--------------------------------------------------------------------------
  1062.   def process_custom_item_commands
  1063.     for command in YEA::ITEM::COMMANDS
  1064.       next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
  1065.       called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3]
  1066.       @category_window.set_handler(command, method(called_method))
  1067.     end
  1068.   end
  1069.  
  1070.   #--------------------------------------------------------------------------
  1071.   # new method: create_types_window
  1072.   #--------------------------------------------------------------------------
  1073.   def create_types_window
  1074.     wy = @category_window.y
  1075.     @types_window = Window_ItemType.new(Graphics.width, wy)
  1076.     @types_window.viewport = @viewport
  1077.     @types_window.help_window = @help_window
  1078.     @types_window.y = @help_window.height
  1079.     @types_window.item_window = @item_window
  1080.     @item_window.types_window = @types_window
  1081.     @types_window.set_handler(:ok, method(:on_types_ok))
  1082.     @types_window.set_handler(:cancel, method(:on_types_cancel))
  1083.   end
  1084.  
  1085.   #--------------------------------------------------------------------------
  1086.   # new method: create_status_window
  1087.   #--------------------------------------------------------------------------
  1088.   def create_status_window
  1089.     wx = @category_window.width
  1090.     wy = @category_window.y
  1091.     @status_window = Window_ItemStatus.new(wx, wy, @item_window)
  1092.     @status_window.viewport = @viewport
  1093.   end
  1094.  
  1095.   #--------------------------------------------------------------------------
  1096.   # new method: relocate_windows
  1097.   #--------------------------------------------------------------------------
  1098.   def relocate_windows
  1099.     return unless $imported["YEA-AceMenuEngine"]
  1100.     case Menu.help_window_location
  1101.     when 0 # Top
  1102.       @help_window.y = 0
  1103.       @category_window.y = @help_window.height
  1104.       @item_window.y = @category_window.y + @category_window.height
  1105.     when 1 # Middle
  1106.       @category_window.y = 0
  1107.       @help_window.y = @category_window.height
  1108.       @item_window.y = @help_window.y + @help_window.height
  1109.     else # Bottom
  1110.       @category_window.y = 0
  1111.       @item_window.y = @category_window.height
  1112.       @help_window.y = @item_window.y + @item_window.height
  1113.     end
  1114.     @types_window.y = @category_window.y
  1115.     @status_window.y = @category_window.y
  1116.   end
  1117.  
  1118.   #--------------------------------------------------------------------------
  1119.   # new method: open_categories
  1120.   #--------------------------------------------------------------------------
  1121.   def open_types
  1122.     @category_window.x = Graphics.width
  1123.     @types_window.x = 0
  1124.     @types_window.reveal(@category_window.current_symbol)
  1125.   end
  1126.  
  1127.   #--------------------------------------------------------------------------
  1128.   # new method: on_types_ok
  1129.   #--------------------------------------------------------------------------
  1130.   def on_types_ok
  1131.     @item_window.activate
  1132.     @item_window.select_last
  1133.   end
  1134.  
  1135.   #--------------------------------------------------------------------------
  1136.   # new method: on_types_cancel
  1137.   #--------------------------------------------------------------------------
  1138.   def on_types_cancel
  1139.     @category_window.x = 0
  1140.     @category_window.activate
  1141.     @types_window.unselect
  1142.     @types_window.x = Graphics.width
  1143.   end
  1144.  
  1145.   #--------------------------------------------------------------------------
  1146.   # alias method: on_item_cancel
  1147.   #--------------------------------------------------------------------------
  1148.   alias scene_item_on_item_cancel_aim on_item_cancel
  1149.   def on_item_cancel
  1150.     if @types_window.x <= 0
  1151.       @item_window.unselect
  1152.       @types_window.activate
  1153.     else
  1154.       scene_item_on_item_cancel_aim
  1155.     end
  1156.   end
  1157.  
  1158.   #--------------------------------------------------------------------------
  1159.   # new method: command_totori
  1160.   #--------------------------------------------------------------------------
  1161.   def command_totori
  1162.     SceneManager.call(Scene_Alchemy)
  1163.   end
  1164.  
  1165.   #--------------------------------------------------------------------------
  1166.   # new method: command_name1
  1167.   #--------------------------------------------------------------------------
  1168.   def command_name1
  1169.     # Do nothing.
  1170.   end
  1171.  
  1172.   #--------------------------------------------------------------------------
  1173.   # new method: command_name2
  1174.   #--------------------------------------------------------------------------
  1175.   def command_name2
  1176.     # Do nothing.
  1177.   end
  1178.  
  1179. end # Scene_Item
  1180.  
  1181. #==============================================================================
  1182. #
  1183. # ▼ End of File
  1184. #
  1185. #==============================================================================

Lv3.寻梦者

死亡颂唱者

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发表于 2012-8-18 10:32:42 | 只看该作者
给你原帖http://rpg.blue/forum.php?mod=viewthread&tid=220374 看LZ 6楼的回答就明白了
这家伙很懒,什么也没有留下
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Lv1.梦旅人

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 楼主| 发表于 2012-8-18 10:34:45 | 只看该作者
acn00269 发表于 2012-8-18 10:32
给你原帖http://rpg.blue/forum.php?mod=viewthread&tid=220374 看LZ 6楼的回答就明白了

  我问的不是图标      .....  是在分类里没有....
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Lv1.梦旅人

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发表于 2012-8-18 17:38:48 | 只看该作者
请尝试发放工程,这个脚本我也有用到,但是并未出现上述问题
惨了,没装全局变量,这下只能玩读档进EXTRA的把戏了∑(゚ω゚ノ)ノ
我感觉我快成兜售Q键幻灯片狂魔了
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Lv1.梦旅人

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发表于 2012-8-18 19:07:57 | 只看该作者
本帖最后由 chxush 于 2012-8-18 19:12 编辑

应该是你有些处理物品的脚本冲突了,比如 [装备系统增强脚本1.0]
我用这个脚本也出现过类似的情况 ,我是将[物品項目強化]脚本放在了其他可能冲突的脚本后面 然后进去就能显示道具了

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已解决,谢谢  发表于 2012-8-19 07:59
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