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Lv1.梦旅人
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我想整合沉影不器的装备升级系统和装备拓展系统,可是使用的时候出现了问题,说是脚本“装备升级”第229行出现了NoMethodError 还说说什么未定义的方法 "base_id"
这是两段代码
装备升级- #=============================================================================
- # (测试)vx复杂装备系统之 装备升级功能 by 沉影不器
- #-----------------------------------------------------------------------------
- # 此版本侧重于捕捉bug,欢迎反馈.
- #=============================================================================
- # 参数设定如下
- #=============================================================================
- module Game_Equip
- ## 能力升级基数(倍数)
- BaseAbility = 0.2
- ## 每级价格提高基数(倍数)
- BasePrice = 0.3
- ## 是否保证成功
- UpGrade_Absoluteness = false
- ## 每级成功率基数(百分比,用于逐级下降)
- BaseSucceed = 0.8
- ## 最大等级
- MaxLevel = 10
- ## 需金钱基数(与本身价格的倍数)
- GoldNeed = 0.8
- ## 需物品id => 数量
- ItemsNeed = {21=>1, 22=>2}
- end
- #=============================================================================
- # 复杂装备模块
- #=============================================================================
- module Game_Equip
- #--------------------------------------------------------------------------
- # ● 处理价格
- #--------------------------------------------------------------------------
- def self.setup_price(item, price)
- item.price = $base_weapons[item.base_id].price
- item.price += [(item.price * BasePrice).round, 1].max
- item.price += price
- end
- #--------------------------------------------------------------------------
- # ● 升级是否成功?
- #--------------------------------------------------------------------------
- def self.upgradesucceed?(lv)
- return true if UpGrade_Absoluteness
- new_lv = lv.nil? ? 1 : lv + 1
- return false if new_lv > MaxLevel
- return BaseSucceed**new_lv > rand(0)
- end
- #--------------------------------------------------------------------------
- # ● 装备重生
- # equip: 装备
- #--------------------------------------------------------------------------
- def self.reini(equip)
- return if equip.nil?
- result = Marshal.load(Marshal.dump(equip))
- result.base_id = equip.id
- setup_price(result, 0)
- case result
- when RPG::Weapon
- result.id = $data_weapons.size
- ##result.name += result.id.to_s
- $data_weapons.push result
- when RPG::Armor
- result.id = $data_armors.size
- ##result.name += result.id.to_s
- $data_armors.push result
- end
- return result
- end
- #--------------------------------------------------------------------------
- # ● 直接指定装备等级
- # equip: 装备
- # lv: 等级
- #--------------------------------------------------------------------------
- def self.level(equip, lv)
- equip.level = 1 if equip.level.nil?
- n = lv - equip.level
- ## 等级更低时返回
- return if n < 0
- n.times{equip = self.upgrade(equip, true)}
- return equip
- end
- #--------------------------------------------------------------------------
- # ● 装备升级
- # equip: 装备
- #--------------------------------------------------------------------------
- def self.upgrade(equip, abs = false)
- return unless abs || upgradesucceed?(equip.level)
- case equip
- when RPG::Weapon
- return if equip.level == MaxLevel
- equip.level += 1
- if equip.level == 2
- equip.name.concat "(Lv.2)"
- elsif equip.level > 2
- equip.name.sub!(/\(Lv\.([0-9]+)\)/) {"(Lv.#{equip.level})"}
- end
- equip.atk += [(equip.atk * BaseAbility).round, 1].max
- setup_price(equip, 0)
- when RPG::Armor
- return if equip.level == MaxLevel
- equip.level += 1
- if equip.level == 2
- equip.name.concat "(Lv.2)"
- elsif equip.level > 2
- equip.name.sub!(/\(Lv\.([0-9]+)\)/) {"(Lv.#{equip.level})"}
- end
- equip.def += [(equip.def * BaseAbility).round, 1].max
- setup_price(equip, 0)
- end
- return equip
- end
- end
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- module RPG
- class BaseItem
- def initialize
- @id = 0
- @name = ""
- @icon_index = 0
- @description = ""
- @note = ""
- @base_id = 0
- @level = 1
- end
- attr_accessor :id
- attr_accessor :name
- attr_accessor :icon_index
- attr_accessor :description
- attr_accessor :note
- attr_accessor :base_id
- attr_accessor :level
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @actor_id = actor_id
- @name = actor.name
- @character_name = actor.character_name
- @character_index = actor.character_index
- @face_name = actor.face_name
- @face_index = actor.face_index
- @class_id = actor.class_id
- @weapon_id = actor.weapon_id
- @armor1_id = actor.armor1_id
- @armor2_id = actor.armor2_id
- @armor3_id = actor.armor3_id
- @armor4_id = actor.armor4_id
- @level = actor.initial_level
- @exp_list = Array.new(101)
- make_exp_list
- @exp = @exp_list[@level]
- @skills = []
- for i in self.class.learnings
- learn_skill(i.skill_id) if i.level <= @level
- end
- clear_extra_values
- recover_all
- ## 生成新装备id
- reset_equip_id
- end
-
- #--------------------------------------------------------------------------
- # ● 装备重设
- #--------------------------------------------------------------------------
- def reset_equip_id
- if @weapon_id != 0
- item = Game_Equip.reini($base_weapons[@weapon_id])
- unless item.nil?
- $data_weapons.push item
- @weapon_id = item.id
- end
- end
- if @armor1_id != 0
- if two_swords_style####two_hands_legal?
- item = Game_Equip.reini($base_weapons[@armor1_id])
- unless item.nil?
- $data_weapons.push item
- @armor1_id = item.id
- end
- else
- item = Game_Equip.reini($base_armors[@armor1_id])
- unless item.nil?
- $data_armors.push item
- @armor1_id = item.id
- end
- end
- end
- if @armor2_id != 0
- item = $base_armors[@armor2_id]
- unless item.nil?
- item = Game_Equip.reini(item)
- $data_armors.push item
- @armor2_id = item.id
- end
- end
- if @armor3_id != 0
- item = $base_armors[@armor3_id]
- unless item.nil?
- item = Game_Equip.reini(item)
- $data_armors.push item
- @armor3_id = item.id
- end
- end
- if @armor4_id != 0
- item = $base_armors[@armor4_id]
- unless item.nil?
- item = Game_Equip.reini(item)
- $data_armors.push item
- @armor4_id = item.id
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 判断是否可以装备
- # item : 物品
- # base : 是否读取母版数据
- #--------------------------------------------------------------------------
- def equippable?(item, base = true)
- id = base ? item.base_id : item.id
- if item.is_a?(RPG::Weapon)
- return self.class.weapon_set.include?(id)
- elsif item.is_a?(RPG::Armor)
- return false if two_swords_style and item.kind == 0
- return self.class.armor_set.include?(id)
- end
- return false
- end
- end
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party < Game_Unit
- #--------------------------------------------------------------------------
- # ● 判断持有的物品
- # item : 物品
- # include_equip : 包括装备品
- #--------------------------------------------------------------------------
- def has_item_by_base_id?(item, include_equip = false)
- for i in items
- return true if i.base_id == item.id
- end
- if include_equip
- for actor in members
- for e in actor.equips
- return true if e.base_id == item.id
- end
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 获得物品
- # item : 物品
- # n : 个数
- #--------------------------------------------------------------------------
- def gain_reini_item(item, n, include_equip = false)
- if n < 0
- lose_item(item, -n, include_equip = false)
- else
- case item
- when RPG::Item
- number = item_number(item)
- @items[item.id] = [[number + n, 0].max, 99].min
- when RPG::Weapon
- for i in 0...n
- w = Game_Equip.reini(item)
- @weapons[w.id] = 1
- end
- when RPG::Armor
- for i in 0...n
- a = Game_Equip.reini(item)
- @armors[a.id] = 1
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 减少物品 (减少)
- # item : 物品
- # n : 个数
- # include_equip : 包括装备品
- #--------------------------------------------------------------------------
- def lose_reini_item(item, n, include_equip = false)
- number = item_number(item)
- case item
- when RPG::Item
- @items[item.id] = [[number - n, 0].max, 99].min
- when RPG::Weapon
- @weapons[item.id] = [[number - n, 0].max, 99].min
- when RPG::Armor
- @armors[item.id] = [[number - n, 0].max, 99].min
- end
- n -= number
- if include_equip and n > 0
- for actor in members
- while n > 0 and actor.equips.include?(item)
- actor.discard_equip(item)
- n -= 1
- end
- end
- end
- end
- end
- #==============================================================================
- # ■ Game_Troop
- #==============================================================================
- class Game_Troop < Game_Unit
- #--------------------------------------------------------------------------
- # ● 敌人角色名称后的文字表
- #--------------------------------------------------------------------------
- LETTER_TABLE = [ 'A','B','C','D','E','F','G','H','I','J',
- 'K','L','M','N','O','P','Q','R','S','T',
- 'U','V','W','X','Y','Z']
- #--------------------------------------------------------------------------
- # ● 生成掉落物品队列
- #--------------------------------------------------------------------------
- def make_drop_items
- drop_items = []
- for enemy in dead_members
- for di in [enemy.drop_item1, enemy.drop_item2]
- next if di.kind == 0
- next if rand(di.denominator) != 0
- if di.kind == 1
- drop_items.push($data_items[di.item_id])
- elsif di.kind == 2
- drop_items.push($base_weapons[di.weapon_id])
- elsif di.kind == 3
- drop_items.push($base_armors[di.armor_id])
- end
- end
- end
- return drop_items
- end
- end
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 计算操作的值
- # operation : 操作 (0:增加 1:减少)
- # operand_type : 运算域类型 (0:常量 1:变量)
- # operand : 运算域 (数值为变量 ID)
- #--------------------------------------------------------------------------
- def operate_value(operation, operand_type, operand)
- if operand_type == 0
- value = operand
- else
- value = $game_variables[operand]
- end
- if operation == 1
- value = -value
- end
- return value
- end
- #--------------------------------------------------------------------------
- # ● 条件分歧
- #--------------------------------------------------------------------------
- def command_111
- result = false
- case @params[0]
- when 0 # 开关
- result = ($game_switches[@params[1]] == (@params[2] == 0))
- when 1 # 变量
- value1 = $game_variables[@params[1]]
- if @params[2] == 0
- value2 = @params[3]
- else
- value2 = $game_variables[@params[3]]
- end
- case @params[4]
- when 0 # 相等
- result = (value1 == value2)
- when 1 # 大于等于
- result = (value1 >= value2)
- when 2 # 小于等于
- result = (value1 <= value2)
- when 3 # 大于
- result = (value1 > value2)
- when 4 # 小于
- result = (value1 < value2)
- when 5 # 不等于
- result = (value1 != value2)
- end
- when 2 # 自我开关
- if @original_event_id > 0
- key = [@map_id, @original_event_id, @params[1]]
- if @params[2] == 0
- result = ($game_self_switches[key] == true)
- else
- result = ($game_self_switches[key] != true)
- end
- end
- when 3 # 计时器
- if $game_system.timer_working
- sec = $game_system.timer / Graphics.frame_rate
- if @params[2] == 0
- result = (sec >= @params[1])
- else
- result = (sec <= @params[1])
- end
- end
- when 4 # 角色
- actor = $game_actors[@params[1]]
- if actor != nil
- case @params[2]
- when 0 # 是同伴
- result = ($game_party.members.include?(actor))
- when 1 # 姓名
- result = (actor.name == @params[3])
- when 2 # 特技
- result = (actor.skill_learn?($data_skills[@params[3]]))
- when 3 # 武器
- ## 判断是否符合母版id
- actor.weapons.each do |weapon|
- if weapon.base_id == @params[3]
- result = true
- break
- end
- end
- when 4 # 防具
- ## 判断是否符合母版id
- actor.armors.each do |armor|
- if armor.base_id == @params[3]
- result = true
- break
- end
- end
- when 5 # 状态
- result = (actor.state?(@params[3]))
- end
- end
- when 5 # 敌方角色
- enemy = $game_troop.members[@params[1]]
- if enemy != nil
- case @params[2]
- when 0 # 出现
- result = (enemy.exist?)
- when 1 # 状态
- result = (enemy.state?(@params[3]))
- end
- end
- when 6 # 角色
- character = get_character(@params[1])
- if character != nil
- result = (character.direction == @params[2])
- end
- when 7 # 金钱
- if @params[2] == 0
- result = ($game_party.gold >= @params[1])
- else
- result = ($game_party.gold <= @params[1])
- end
- when 8 # 物品
- result = $game_party.has_item?($data_items[@params[1]])
- when 9 # 武器
- result = $game_party.has_item_by_base_id?($base_weapons[@params[1]], @params[2])
- when 10 # 防具
- result = $game_party.has_item_by_base_id?($base_armors[@params[1]], @params[2])
- when 11 # 按钮
- result = Input.press?(@params[1])
- when 12 # 脚本
- result = eval(@params[1])
- when 13 # 交通工具
- result = ($game_player.vehicle_type == @params[1])
- end
- @branch[@indent] = result # 将判断结果放置在缓存中
- if @branch[@indent] == true
- @branch.delete(@indent)
- return true
- end
- return command_skip
- end
-
-
- #--------------------------------------------------------------------------
- # ● 计算装备操作的值
- # operand_type : 运算域类型 (0:常量 1:变量)
- # operand : 运算域 (数值为变量 ID)
- #--------------------------------------------------------------------------
- def opera_equip_value(operation, operand_type, operand)
- if operand_type == 0
- value = operand
- else
- value = $game_variables[operand]
- end
- return value
- end
- #--------------------------------------------------------------------------
- # ● 增减武器
- #--------------------------------------------------------------------------
- def command_127
- value = operate_value(@params[1], @params[2], @params[3])
- if @params[1] == 0
- $game_party.gain_reini_item($base_weapons[@params[0]], value.abs, @params[4])
- else
- $game_party.lose_reini_item($base_weapons[@params[0]], value.abs, @params[4])
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ● 增减防具
- #--------------------------------------------------------------------------
- def command_128
- value = operate_value(@params[1], @params[2], @params[3])
- if @params[1] == 0
- $game_party.gain_reini_item($base_armors[@params[0]], value.abs, @params[4])
- else
- $game_party.lose_reini_item($base_armors[@params[0]], value.abs, @params[4])
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ● 更改装备
- #--------------------------------------------------------------------------
- def command_319
- actor = $game_actors[@params[0]]
- if actor != nil
- actor.change_equip_by_id(@params[1], @params[2])
- end
- return true
- end
- end
- #==============================================================================
- # ■ Window_ShopBuy
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- @data = []
- for goods_item in @shop_goods
- case goods_item[0]
- when 0
- item = $base_items[goods_item[1]]
- when 1
- item = $base_weapons[goods_item[1]]
- when 2
- item = $base_armors[goods_item[1]]
- end
- if item != nil
- @data.push(item)
- end
- end
- @item_max = @data.size
- create_contents
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #==============================================================================
- # ■ Window_ShopStatus
- #==============================================================================
- class Window_ShopStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● 描绘角色现在装备的能力值变化
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_actor_parameter_change(actor, x, y)
- return if @item.is_a?(RPG::Item)
- enabled = actor.equippable?(@item, false)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(x, y, 200, WLH, actor.name)
- if @item.is_a?(RPG::Weapon)
- item1 = weaker_weapon(actor)
- elsif actor.two_swords_style and @item.kind == 0
- item1 = nil
- else
- item1 = actor.equips[1 + @item.kind]
- end
- if enabled
- if @item.is_a?(RPG::Weapon)
- atk1 = item1 == nil ? 0 : item1.atk
- atk2 = @item == nil ? 0 : @item.atk
- change = atk2 - atk1
- else
- def1 = item1 == nil ? 0 : item1.def
- def2 = @item == nil ? 0 : @item.def
- change = def2 - def1
- end
- self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
- end
- draw_item_name(item1, x, y + WLH, enabled)
- end
- end
- #==============================================================================
- # ■ Window_ScrEquip
- #==============================================================================
- class Window_ScrEquip < Window_Selectable
- attr_accessor :equip_only
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- @column_max = 1
- @equip_only = true
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 取得物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 显示是否可以使用物品
- # item : 物品
- #--------------------------------------------------------------------------
- def enable?(item)
- return true
- end
- #--------------------------------------------------------------------------
- # ● 列表中包含的物品
- # item : 物品
- #--------------------------------------------------------------------------
- def include?(item)
- return true if item == nil
- if @equip_only
- return false if item.is_a? RPG::Item
- else
- return false unless item.is_a? RPG::Item
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.index = 0
- @data = []
- for item in $game_party.items
- next unless include?(item)
- @data.push(item)
- end
- @data.push(nil) if include?(nil)
- @item_max = @data.size
- create_contents
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- item = @data[index]
- if item != nil
- number = $game_party.item_number(item)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y)
- self.contents.draw_text(rect, sprintf(":%2d", number), 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item == nil ? "" : item.description)
- end
- end
- #==============================================================================
- # ■ Window_DestEquip #equip add clear items
- #==============================================================================
- class Window_DestEquip < Window_Base
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :equip
- attr_reader :items
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- clear
- end
- #--------------------------------------------------------------------------
- # ● 添加物品
- #--------------------------------------------------------------------------
- def add(item, n = 1)
- $game_party.lose_item(item, n)
- if @index == -1
- @equip = item
- else
- number = @items[item].to_i
- @items[item] = [[number + n, 0].max, 99].min
- end
- @index += 1
- draw_item(item, n)
- end
- #--------------------------------------------------------------------------
- # ● 清除物品
- #--------------------------------------------------------------------------
- def clear
- @equip = nil
- @items = {}
- @index = -1
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0,0,self.contents.width-16,WLH,"请放入升级装备:")
- self.contents.draw_text(0,WLH*2,self.contents.width-16,WLH,"请放入炼制物品:")
- end
- #--------------------------------------------------------------------------
- # ● 归还物品
- #--------------------------------------------------------------------------
- def revert
- $game_party.gain_item(@equip, 1)
- @items.each{|i,n| $game_party.gain_item(i, n)}
- clear
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(item, n)
- rect = Rect.new(4,WLH+WLH*@index,self.contents.width-8, WLH)
- rect.y += WLH if @index >0
- ##self.contents.clear_rect(rect)
- if item != nil
- ##rect.width -= 4
- draw_item_name(item, rect.x, rect.y)
- self.contents.draw_text(rect, sprintf(":%2d", n), 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item == nil ? "" : item.description)
- end
- end
- #==============================================================================
- # ■ Window_EquipNumber
- #==============================================================================
- class Window_EquipNumber < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, 272, 304)
- @item = nil
- @max = 1
- @number = 1
- end
- #--------------------------------------------------------------------------
- # ● 设置物品、最大个数
- #--------------------------------------------------------------------------
- def set(item, max)
- @item = item
- @max = max
- @number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 设置输入个数
- #--------------------------------------------------------------------------
- def number
- return @number
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- y = 96
- self.contents.clear
- draw_item_name(@item, 0, y)
- self.contents.font.color = normal_color
- self.contents.draw_text(212-32, y, 20, WLH, "×")
- self.contents.draw_text(248-32, y, 20, WLH, @number, 2)
- self.cursor_rect.set(244-32, y, 28, WLH)
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- if self.active
- last_number = @number
- if Input.repeat?(Input::RIGHT) and @number < @max
- @number += 1
- end
- if Input.repeat?(Input::LEFT) and @number > 1
- @number -= 1
- end
- if Input.repeat?(Input::UP) and @number < @max
- @number = [@number + 10, @max].min
- end
- if Input.repeat?(Input::DOWN) and @number > 1
- @number = [@number - 10, 1].max
- end
- if @number != last_number
- Sound.play_cursor
- refresh
- end
- end
- end
- end
- #==============================================================================
- # ■ Scene_UpEquip
- #==============================================================================
- class Scene_UpEquip < Scene_Base
- include Game_Equip
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @help_window = Window_Help.new
- @gold_window = Window_Gold.new(96+16, 56)
- @gold_window.opacity = 0
- @scr_window = Window_ScrEquip.new(0,112,272,304)
- @scr_window.active = true
- @scr_window.help_window = @help_window
- @dest_window = Window_DestEquip.new(272,56,272,304+56)
- @number_window = Window_EquipNumber.new(0, 112)
- @number_window.active = false
- @number_window.visible = false
- @result_window = Window_Base.new(56,56,384,80)
- @result_window.active = false
- @result_window.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- dispose_command_window
- @help_window.dispose
- @gold_window.dispose
- @scr_window.dispose
- @dest_window.dispose
- @number_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @help_window.update
- @command_window.update
- @gold_window.update
- @scr_window.update
- @dest_window.update
- @number_window.update
- if @command_window.active
- @scr_window.contents_opacity = 128
- @command_window.contents_opacity = 255
- update_command_selection
- elsif @scr_window.active
- @scr_window.contents_opacity = 255
- @command_window.contents_opacity = 128
- update_item_selection
- elsif @number_window.active
- update_number_input
- elsif @result_window.active
- update_result_window
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成指令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = "升级"
- s2 = "退出"
- @command_window = Window_Command.new(272, [s1, s2], 4, 0, 8)
- @command_window.y = 56
- @command_window.active = false
- @command_window.contents_opacity = 128
- end
- #--------------------------------------------------------------------------
- # ● 释放指令窗口
- #--------------------------------------------------------------------------
- def dispose_command_window
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 是否满足装备升级条件?
- #--------------------------------------------------------------------------
- def upgradeable?(equip)
- return false if equip.nil?
- if equip.is_a?(RPG::Weapon) || equip.is_a?(RPG::Armor) and equip.level.nil?
- equip.level = 1
- end
- price = (equip.price * (GoldNeed ** equip.level)).round
- return false if $game_party.gold < price
- ItemsNeed.each do |id,n|
- return false if @dest_window.items[$data_items[id]].nil?
- return false if @dest_window.items[$data_items[id]] < n
- end
- ## 扣钱
- $game_party.lose_gold(price)
- return true
- end
- #--------------------------------------------------------------------------
- # ● 显示结果(包括处理金钱物品)
- #--------------------------------------------------------------------------
- def show_result
- @result_window.active = true
- @result_window.visible = true
- ###@scr_window.refresh
- unless upgradeable?(@dest_window.equip)
- @result_window.contents.clear
- @result_window.contents.draw_text(0,0,352,24,"材料或金钱不足!", 1)
- @result_window.contents.draw_text(0,24,352,24,"物品已自动归还.", 1)
- @dest_window.revert
- Sound.play_actor_collapse
- ## 直接返回
- return
- end
- msg = Game_Equip.upgrade(@dest_window.equip)
- case msg
- when RPG::Weapon
- s = "攻击力提升到(#{msg.atk})"
- @result_window.contents.clear
- @result_window.contents.draw_text(0, 0, 352, 24, "#{msg.name}升级成功!")
- @result_window.contents.draw_text(4, 24, 352-4, 24, s)
- $game_party.gain_item(msg, 1)
- Sound.play_shop
- when RPG::Armor
- s = "防御力提升到(#{msg.def})"
- @result_window.contents.clear
- @result_window.contents.draw_text(0, 0, 352, 24, "#{msg.name}升级成功!")
- @result_window.contents.draw_text(4, 24, 352-4, 24, s)
- $game_party.gain_item(msg, 1)
- Sound.play_shop
- else
- @result_window.contents.clear
- @result_window.contents.draw_text(0,0,352,24,"升级失败, 物品已损坏!", 1)
- Sound.play_actor_collapse
- end
- @dest_window.clear
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助文本
- #--------------------------------------------------------------------------
- def update_help(text)
- @help_window.set_text(text)
- end
- #--------------------------------------------------------------------------
- # ● 更新指令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- case @command_window.index
- when 0
- update_help("确定键执行装备升级")
- when 1
- update_help("退出升级界面")
- end
- if Input.trigger?(Input::B)
- ## 重来
- Sound.play_cancel
- @scr_window.active = true
- @command_window.active = false
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # 升级
- Sound.play_decision
- @command_window.active = false
- @scr_window.active = false
- ######### 显示升级结果,归还物品
- show_result
- when 1 # 退出
- Sound.play_decision
- @dest_window.revert
- $scene = Scene_Map.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新选择物品
- #--------------------------------------------------------------------------
- def update_item_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @scr_window.active = false
- ###@help_window.set_text("")
- return
- end
- if Input.trigger?(Input::C)
- @item = @scr_window.item
- number = $game_party.item_number(@item)
- if @item == nil or number == 0
- Sound.play_buzzer
- else
- Sound.play_decision
- ##### 传递物品给容器栏
- if number > 1
- @scr_window.active = false
- @number_window.set(@item, number)
- @number_window.active = true
- @number_window.visible = true
- else
- Sound.play_shop
- @dest_window.add(@scr_window.item, 1)
- @scr_window.equip_only = false
- @scr_window.refresh
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新输入个数
- #--------------------------------------------------------------------------
- def update_number_input
- if Input.trigger?(Input::B)
- cancel_number_input
- elsif Input.trigger?(Input::C)
- decide_number_input
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新结果窗体
- #--------------------------------------------------------------------------
- def update_result_window
- if Input.trigger?(Input::B) or Input.trigger?(Input::C)
- Sound.play_decision
- @scr_window.equip_only = true
- @scr_window.refresh
- @scr_window.active = true
- @result_window.active = false
- @result_window.visible = false
- end
- end
- #--------------------------------------------------------------------------
- # ● 取消输入个数
- #--------------------------------------------------------------------------
- def cancel_number_input
- Sound.play_cancel
- @number_window.active = false
- @number_window.visible = false
- @scr_window.active = true
- @scr_window.visible = true
- end
- #--------------------------------------------------------------------------
- # ● 确定输入个数
- #--------------------------------------------------------------------------
- def decide_number_input
- Sound.play_shop
- @number_window.active = false
- @number_window.visible = false
- @dest_window.add(@item, @number_window.number)
- @scr_window.equip_only = false
- @scr_window.refresh
- @scr_window.active = true
- end
- end
- #==============================================================================
- # ■ Scene_File
- #==============================================================================
- class Scene_File < Scene_Base
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入文件用对象 (已经打开)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- characters = []
- for actor in $game_party.members
- characters.push([actor.character_name, actor.character_index])
- end
- $game_system.save_count += 1
- $game_system.version_id = $data_system.version_id
- @last_bgm = RPG::BGM::last
- @last_bgs = RPG::BGS::last
- Marshal.dump(characters, file)
- Marshal.dump(Graphics.frame_count, file)
- Marshal.dump(@last_bgm, file)
- Marshal.dump(@last_bgs, file)
- Marshal.dump($game_system, file)
- Marshal.dump($game_message, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- Marshal.dump($data_weapons, file)
- Marshal.dump($data_armors, file)
- end
- #--------------------------------------------------------------------------
- # ● 读取存档数据
- # file : 读取文件用对象 (已经打开)
- #--------------------------------------------------------------------------
- def read_save_data(file)
- characters = Marshal.load(file)
- Graphics.frame_count = Marshal.load(file)
- @last_bgm = Marshal.load(file)
- @last_bgs = Marshal.load(file)
- $game_system = Marshal.load(file)
- $game_message = Marshal.load(file)
- $game_switches = Marshal.load(file)
- $game_variables = Marshal.load(file)
- $game_self_switches = Marshal.load(file)
- $game_actors = Marshal.load(file)
- $game_party = Marshal.load(file)
- $game_troop = Marshal.load(file)
- $game_map = Marshal.load(file)
- $game_player = Marshal.load(file)
- $data_weapons = Marshal.load(file)
- $data_armors = Marshal.load(file)
- if $game_system.version_id != $data_system.version_id
- $game_map.setup($game_map.map_id)
- $game_player.center($game_player.x, $game_player.y)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Shop
- #==============================================================================
- class Scene_Shop < Scene_Base
- #--------------------------------------------------------------------------
- # ● 确定输入个数
- #--------------------------------------------------------------------------
- def decide_number_input
- Sound.play_shop
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0 # 购买
- $game_party.lose_gold(@number_window.number * @item.price)
- $game_party.gain_reini_item(@item, @number_window.number)
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @buy_window.active = true
- @buy_window.visible = true
- when 1 # 卖出
- $game_party.gain_gold(@number_window.number * (@item.price / 2))
- $game_party.lose_reini_item(@item, @number_window.number)
- @gold_window.refresh
- @sell_window.refresh
- @status_window.refresh
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- end
- end
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # ● 载入数据库
- #--------------------------------------------------------------------------
- def load_database
- $data_actors = load_data("Data/Actors.rvdata")
- $data_classes = load_data("Data/Classes.rvdata")
- $data_skills = load_data("Data/Skills.rvdata")
- $data_items = load_data("Data/Items.rvdata")
- $base_weapons = load_data("Data/Weapons.rvdata")
- $base_armors = load_data("Data/Armors.rvdata")
- $data_enemies = load_data("Data/Enemies.rvdata")
- $data_troops = load_data("Data/Troops.rvdata")
- $data_states = load_data("Data/States.rvdata")
- $data_animations = load_data("Data/Animations.rvdata")
- $data_common_events = load_data("Data/CommonEvents.rvdata")
- $data_system = load_data("Data/System.rvdata")
- $data_areas = load_data("Data/Areas.rvdata")
- $data_weapons = [nil]
- $data_armors = [nil]
- end
- #--------------------------------------------------------------------------
- # ● 载入战斗测试用的数据库
- #--------------------------------------------------------------------------
- def load_bt_database
- $data_actors = load_data("Data/BT_Actors.rvdata")
- $data_classes = load_data("Data/BT_Classes.rvdata")
- $data_skills = load_data("Data/BT_Skills.rvdata")
- $data_items = load_data("Data/BT_Items.rvdata")
- $data_weapons = load_data("Data/BT_Weapons.rvdata")
- $data_armors = load_data("Data/BT_Armors.rvdata")
- $data_enemies = load_data("Data/BT_Enemies.rvdata")
- $data_troops = load_data("Data/BT_Troops.rvdata")
- $data_states = load_data("Data/BT_States.rvdata")
- $data_animations = load_data("Data/BT_Animations.rvdata")
- $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
- $data_system = load_data("Data/BT_System.rvdata")
- $base_weapons = $data_weapons
- $base_armors = $data_armors
- end
- end
复制代码 装备拓展- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ 装備拡張 - KGC_EquipExtension ◆ VX ◆
- #_/ ◇ Last update : 2008/11/24 ◇
- #_/----------------------------------------------------------------------------
- #_/ 装備関連の機能を拡張します。
- #_/============================================================================
- #_/ 【メニュー】≪拡張装備画面≫ より下に導入してください。
- #_/ 【スキル】≪パッシブスキル≫ より上に導入してください。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #==============================================================================
- # ★ カスタマイズ項目 - Customize ★
- #==============================================================================
- module KGC
- module EquipExtension
- # ◆ 拡張装備種別
- # 先頭から順に 4, 5, 6, ... が割り当てられる。
- EXTRA_EQUIP_KIND = ["足", "守护"]
- # ◆ 装備箇所リスト
- # 武器の後に、ここで指定した順番で並ぶ。
- # ※ 装備箇所が最低一つないと、二刀流がバグる可能性があります。
- # ** 装備種別一覧 **
- # 0..盾 1..頭 2..身体 3..装飾品 4~..↑で定義
- EQUIP_TYPE = [0, 1, 2, 4, 3, 5]
- # ◆ EP (Equip Point) 制を使用する
- # true : EP で装備品を制限。
- # false : 通常の装備システム。
- USE_EP_SYSTEM = true
- # ◆ EP の名前
- VOCAB_EP = "EP"
- # ◆ EP の名前 (略)
- VOCAB_EP_A = "E"
- # ◆ ステータス画面に EP を表示する
- SHOW_STATUS_EP = true
- # ◆ 消費 EP 既定値
- # 消費 EP が指定されていない装備品で使用。
- DEFAULT_EP_COST = 1
- # ◆ 消費 EP 0 は表示しない
- HIDE_ZERO_EP_COST = true
- # ◆ EP 上限
- EP_MAX = 20
- # ◆ EP 下限
- EP_MIN = 10
- # ◆ 最大 EP 算出式
- # level..アクターのレベル
- # 自動的に整数変換されるので、結果が小数になってもOK。
- EP_CALC_EXP = "level * 0.3 + 4"
- # ◆ アクター毎の最大 EP 算出式
- PERSONAL_EP_CALC_EXP = []
- # ここから下に、アクターごとの最大 EP を
- # PERSONAL_EP_CALC_EXP[アクター ID] = "計算式"
- # という書式で指定。
- # 計算式は EP_CALC_EXP と同様の書式。
- # 指定しなかったアクターは EP_CALC_EXP を使用。
- # <例> ラルフだけ優遇
- # PERSONAL_EP_CALC_EXP[1] = "level * 0.5 + 5"
- # ◆ 消費 EP 値の色 (アイテム名の末尾に付く数値)
- # 数値 : \C[n] と同じ色。
- # Color : 指定した色。 ( Color.new(128, 255, 255) など )
- EP_COST_COLOR = 23
- # ◆ EP ゲージの開始色
- EP_GAUGE_START_COLOR = 28
- # ◆ EP ゲージの終了色
- EP_GAUGE_END_COLOR = 29
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $imported["EquipExtension"] = true
- module KGC::EquipExtension
- # EP 制を使用しない場合の設定
- unless USE_EP_SYSTEM
- SHOW_STATUS_EP = false
- HIDE_ZERO_EP_COST = true
- end
- # 正規表現
- module Regexp
- # ベースアイテム
- module BaseItem
- # 消費 EP
- EP_COST = /<EP\s*(\d+)>/i
- # 装備タイプ
- EQUIP_TYPE = /<(?:EQUIP_TYPE|装備タイプ)\s*(\d+(?:\s*,\s*\d+)*)>/
- end
- # 防具
- module Armor
- # 装備種別
- EQUIP_KIND = /<(?:EQUIP_KIND|装备类别)\s*(.+)>/i
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ KGC::Commands
- #==============================================================================
- module KGC
- module Commands
- module_function
- #--------------------------------------------------------------------------
- # ○ アクターの装備を修復
- #--------------------------------------------------------------------------
- def restore_equip
- (1...$data_actors.size).each { |i|
- actor = $game_actors[i]
- actor.restore_equip
- }
- end
- #--------------------------------------------------------------------------
- # ○ アクターの装備タイプを設定
- # actor_id : アクター ID
- # equip_type : 装備タイプ
- #--------------------------------------------------------------------------
- def set_actor_equip_type(actor_id, equip_type = nil)
- actor = $game_actors[actor_id]
- return if actor == nil
- actor.equip_type = equip_type
- end
- #--------------------------------------------------------------------------
- # ○ アクターの MaxEP 補正値の取得
- # actor_id : アクター ID
- # variable_id : 取得した値を代入する変数の ID
- #--------------------------------------------------------------------------
- def get_actor_own_ep(actor_id, variable_id = 0)
- value = $game_actors[actor_id].maxep_plus
- $game_variables[variable_id] = value if variable_id > 0
- return value
- end
- #--------------------------------------------------------------------------
- # ○ アクターの MaxEP 補正値の変更
- # actor_id : アクター ID
- # value : MaxEP 補正値
- #--------------------------------------------------------------------------
- def set_actor_own_ep(actor_id, value)
- $game_actors[actor_id].maxep_plus = value
- end
- #--------------------------------------------------------------------------
- # ○ アクターの MaxEP 補正値の増加
- # actor_id : アクター ID
- # value : 増加量
- #--------------------------------------------------------------------------
- def gain_actor_ep(actor_id, value)
- $game_actors[actor_id].maxep_plus += value
- end
- #--------------------------------------------------------------------------
- # ○ アクターの装備を変更
- # actor_id : アクター ID
- # index : 装備部位 (0~)
- # item_id : 武器 or 防具 ID (0 で解除)
- # force_gain : 未所持なら取得 (true or false)
- #--------------------------------------------------------------------------
- def change_actor_equipment(actor_id, index, item_id, force_gain = false)
- actor = $game_actors[actor_id]
- return if actor == nil
- item = (index == 0 ? $data_weapons[item_id] : $data_armors[item_id])
- if actor.two_swords_style && index == 1
- item = $data_weapons[item_id]
- end
- if force_gain && $game_party.item_number(item) == 0
- $game_party.gain_item(item, 1)
- end
- actor.change_equip_by_id(index, item_id)
- end
- end
- end
- class Game_Interpreter
- include KGC::Commands
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Vocab
- #==============================================================================
- module Vocab
- # EP
- def self.ep
- return KGC::EquipExtension::VOCAB_EP
- end
- # EP (略)
- def self.ep_a
- return KGC::EquipExtension::VOCAB_EP_A
- end
- # 拡張防具欄
- def self.extra_armor(index)
- return KGC::EquipExtension::EXTRA_EQUIP_KIND[index]
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
- #--------------------------------------------------------------------------
- # ○ 装備拡張のキャッシュを作成
- #--------------------------------------------------------------------------
- def create_equip_extension_cache
- @__ep_cost = KGC::EquipExtension::DEFAULT_EP_COST
- @__equip_type = []
- self.note.each_line { |line|
- case line
- when KGC::EquipExtension::Regexp::BaseItem::EP_COST
- # 消費 EP
- @__ep_cost = $1.to_i
- when KGC::EquipExtension::Regexp::BaseItem::EQUIP_TYPE
- # 装備タイプ
- @__equip_type = []
- $1.scan(/\d+/) { |num|
- @__equip_type << num.to_i
- }
- end
- }
- # EP 制を使用しない場合は消費 EP = 0
- @__ep_cost = 0 unless KGC::EquipExtension::USE_EP_SYSTEM
- end
- #--------------------------------------------------------------------------
- # ○ 消費 EP
- #--------------------------------------------------------------------------
- def ep_cost
- create_equip_extension_cache if @__ep_cost == nil
- return @__ep_cost
- end
- #--------------------------------------------------------------------------
- # ○ 装備タイプ
- #--------------------------------------------------------------------------
- def equip_type
- create_equip_extension_cache if @__equip_type == nil
- return @__equip_type
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ RPG::Armor
- #==============================================================================
- class RPG::Armor < RPG::BaseItem
- #--------------------------------------------------------------------------
- # ○ 装備拡張のキャッシュを作成
- #--------------------------------------------------------------------------
- def create_equip_extension_cache
- super
- @__kind = -1
- self.note.each_line { |line|
- if line =~ KGC::EquipExtension::Regexp::Armor::EQUIP_KIND
- # 装備種別
- e_index = KGC::EquipExtension::EXTRA_EQUIP_KIND.index($1)
- next if e_index == nil
- @__kind = e_index + 4
- end
- }
- end
- unless $@
- #--------------------------------------------------------------------------
- # ○ 種別
- #--------------------------------------------------------------------------
- alias kind_KGC_EquipExtension kind
- def kind
- create_equip_extension_cache if @__kind == nil
- return (@__kind == -1 ? kind_KGC_EquipExtension : @__kind)
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_writer :equip_type # 装備タイプ
- attr_writer :maxep_plus # MaxEP 補正値
- #--------------------------------------------------------------------------
- # ● セットアップ
- # actor_id : アクター ID
- #--------------------------------------------------------------------------
- alias setup_KGC_EquipExtension setup
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @extra_armor_id = []
- setup_KGC_EquipExtension(actor_id)
- @__last_equip_type = nil
- restore_equip
- end
- #--------------------------------------------------------------------------
- # ○ MaxEP 取得
- #--------------------------------------------------------------------------
- def maxep
- calc_exp = KGC::EquipExtension::PERSONAL_EP_CALC_EXP[self.id]
- if calc_exp == nil
- calc_exp = KGC::EquipExtension::EP_CALC_EXP
- end
- n = Integer(eval(calc_exp)) + maxep_plus
- return [[n, ep_limit].min, KGC::EquipExtension::EP_MIN].max
- end
- #--------------------------------------------------------------------------
- # ○ EP 取得
- #--------------------------------------------------------------------------
- def ep
- n = 0
- equips.compact.each { |item| n += item.ep_cost }
- return [maxep - n, 0].max
- end
- #--------------------------------------------------------------------------
- # ○ EP 上限取得
- #--------------------------------------------------------------------------
- def ep_limit
- return KGC::EquipExtension::EP_MAX
- end
- #--------------------------------------------------------------------------
- # ○ MaxEP 補正値取得
- #--------------------------------------------------------------------------
- def maxep_plus
- @maxep_plus = 0 if @maxep_plus == nil
- return @maxep_plus
- end
- #--------------------------------------------------------------------------
- # ○ 防具欄の取得
- #--------------------------------------------------------------------------
- def equip_type
- if @equip_type.is_a?(Array)
- return @equip_type
- else
- return KGC::EquipExtension::EQUIP_TYPE
- end
- end
- #--------------------------------------------------------------------------
- # ○ 防具欄の数
- #--------------------------------------------------------------------------
- def armor_number
- return equip_type.size
- end
- #--------------------------------------------------------------------------
- # ○ 拡張防具欄の数
- #--------------------------------------------------------------------------
- def extra_armor_number
- return [armor_number - 4, 0].max
- end
- #--------------------------------------------------------------------------
- # ○ 防具 ID リストの取得
- #--------------------------------------------------------------------------
- def extra_armor_id
- @extra_armor_id = [] if @extra_armor_id == nil
- return @extra_armor_id
- end
- #--------------------------------------------------------------------------
- # ● 防具オブジェクトの配列取得
- #--------------------------------------------------------------------------
- alias armors_KGC_EquipExtension armors
- def armors
- result = armors_KGC_EquipExtension
- # 5番目以降の防具を追加
- extra_armor_number.times { |i|
- armor_id = extra_armor_id[i]
- result << (armor_id == nil ? nil : $data_armors[armor_id])
- }
- return result
- end
- #--------------------------------------------------------------------------
- # ● 装備の変更 (オブジェクトで指定)
- # equip_type : 装備部位
- # item : 武器 or 防具 (nil なら装備解除)
- # test : テストフラグ (戦闘テスト、または装備画面での一時装備)
- #--------------------------------------------------------------------------
- alias change_equip_KGC_EquipExtension change_equip
- def change_equip(equip_type, item, test = false)
- n = (item != nil ? $game_party.item_number(item) : 0)
- change_equip_KGC_EquipExtension(equip_type, item, test)
- # 拡張防具欄がある場合のみ
- if extra_armor_number > 0 && (item == nil || n > 0)
- item_id = item == nil ? 0 : item.id
- case equip_type
- when 5..armor_number # 拡張防具欄
- @extra_armor_id = [] if @extra_armor_id == nil
- @extra_armor_id[equip_type - 5] = item_id
- end
- end
- restore_battle_skill if $imported["SkillCPSystem"]
- end
- #--------------------------------------------------------------------------
- # ● 装備の破棄
- # item : 破棄する武器 or 防具
- # 武器/防具の増減で「装備品も含める」のとき使用する。
- #--------------------------------------------------------------------------
- alias discard_equip_KGC_EquipExtension discard_equip
- def discard_equip(item)
- last_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- discard_equip_KGC_EquipExtension(item)
- curr_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- return unless item.is_a?(RPG::Armor) # 防具でない
- return if last_armors != curr_armors # 既に破棄された
- # 拡張防具欄を検索
- extra_armor_number.times { |i|
- if extra_armor_id[i] == item.id
- @extra_armor_id[i] = 0
- break
- end
- }
- restore_battle_skill if $imported["SkillCPSystem"]
- end
- #--------------------------------------------------------------------------
- # ● 職業 ID の変更
- # class_id : 新しい職業 ID
- #--------------------------------------------------------------------------
- alias class_id_equal_KGC_EquipExtension class_id=
- def class_id=(class_id)
- class_id_equal_KGC_EquipExtension(class_id)
- return if extra_armor_number == 0 # 拡張防具欄がない
- # 装備できない拡張防具を外す
- for i in 5..armor_number
- change_equip(i, nil) unless equippable?(equips[i])
- end
- end
- #--------------------------------------------------------------------------
- # ○ EP 条件クリア判定
- # equip_type : 装備部位
- # item : 武器 or 防具
- #--------------------------------------------------------------------------
- def ep_condition_clear?(equip_type, item)
- return true if item == nil # nil は解除なので OK
- curr_item = equips[equip_type]
- offset = (curr_item != nil ? curr_item.ep_cost : 0)
- return false if self.ep < (item.ep_cost - offset) # EP 不足
- return true
- end
- #--------------------------------------------------------------------------
- # ○ 装備を修復
- #--------------------------------------------------------------------------
- def restore_equip
- return if @__last_equip_type == equip_type
- # 以前の装備品・パラメータを退避
- last_equips = equips
- last_hp = self.hp
- last_mp = self.mp
- if $imported["SkillCPSystem"]
- last_battle_skill_ids = battle_skill_ids.clone
- end
- # 全装備解除
- last_equips.each_index { |i| change_equip(i, nil) }
- # 装備品・パラメータを復元
- last_equips.compact.each { |item| equip_legal_slot(item) }
- self.hp = last_hp
- self.mp = last_mp
- if $imported["SkillCPSystem"]
- last_battle_skill_ids.each_with_index { |s, i| set_battle_skill(i, s) }
- end
- @__last_equip_type = equip_type.clone
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # ○ 装備品を正しい箇所にセット
- # item : 武器 or 防具
- #--------------------------------------------------------------------------
- def equip_legal_slot(item)
- if item.is_a?(RPG::Weapon)
- if @weapon_id == 0
- # 武器 1
- change_equip(0, item)
- elsif two_swords_style && @armor1_id == 0
- # 武器 2 (二刀流の場合)
- change_equip(1, item)
- end
- elsif item.is_a?(RPG::Armor)
- if !two_swords_style && item.kind == equip_type[0] && @armor1_id == 0
- # 先頭の防具 (二刀流でない場合)
- change_equip(1, item)
- else
- # 装備箇所リストを作成
- list = [-1, @armor2_id, @armor3_id, @armor4_id]
- list += extra_armor_id
- # 正しい、かつ空いている箇所にセット
- equip_type.each_with_index { |kind, i|
- if kind == item.kind && list[i] == 0
- change_equip(i + 1, item)
- break
- end
- }
- end
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ○ EP の文字色を取得
- # actor : アクター
- #--------------------------------------------------------------------------
- def ep_color(actor)
- return knockout_color if actor.maxep > 0 && actor.ep == 0
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ○ EP ゲージの色 1 の取得
- #--------------------------------------------------------------------------
- def ep_gauge_color1
- color = KGC::EquipExtension::EP_GAUGE_START_COLOR
- return (color.is_a?(Integer) ? text_color(color) : color)
- end
- #--------------------------------------------------------------------------
- # ○ EP ゲージの色 2 の取得
- #--------------------------------------------------------------------------
- def ep_gauge_color2
- color = KGC::EquipExtension::EP_GAUGE_END_COLOR
- return (color.is_a?(Integer) ? text_color(color) : color)
- end
- #--------------------------------------------------------------------------
- # ○ EP の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # width : 幅
- #--------------------------------------------------------------------------
- def draw_actor_ep(actor, x, y, width = 120)
- draw_actor_ep_gauge(actor, x, y, width)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 30, WLH, Vocab::ep_a)
- self.contents.font.color = ep_color(actor)
- xr = x + width
- if width < 120
- self.contents.draw_text(xr - 40, y, 40, WLH, actor.ep, 2)
- else
- self.contents.draw_text(xr - 90, y, 40, WLH, actor.ep, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
- self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxep, 2)
- end
- self.contents.font.color = normal_color
- end
- #--------------------------------------------------------------------------
- # ○ EP ゲージの描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # width : 幅
- #--------------------------------------------------------------------------
- def draw_actor_ep_gauge(actor, x, y, width = 120)
- gw = width * actor.ep / [actor.maxep, 1].max
- gc1 = ep_gauge_color1
- gc2 = ep_gauge_color2
- self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
- self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
- end
- #--------------------------------------------------------------------------
- # ○ 消費 EP の描画
- # item : 武器 or 防具
- # rect : 描画する領域
- # enabled : 許可状態
- #--------------------------------------------------------------------------
- def draw_equipment_ep_cost(item, rect, enabled = true)
- return if item == nil
- # 消費 EP 0 を表示しない場合
- return if KGC::EquipExtension::HIDE_ZERO_EP_COST && item.ep_cost == 0
- color = KGC::EquipExtension::EP_COST_COLOR
- self.contents.font.color = (color.is_a?(Integer) ?
- text_color(color) : color)
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(rect, item.ep_cost, 2)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_Equip
- #==============================================================================
- class Window_Equip < Window_Selectable
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @data = @actor.equips.clone
- @item_max = [@data.size, @actor.armor_number + 1].min
- create_contents
- # 装備箇所を描画
- self.contents.font.color = system_color
- if @actor.two_swords_style
- self.contents.draw_text(4, 0, 92, WLH, Vocab::weapon1)
- self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
- else
- self.contents.draw_text(4, 0, 92, WLH, Vocab::weapon)
- name = armor_slot_name(@actor.equip_type[0])
- self.contents.draw_text(4, WLH * 1, 92, WLH, name)
- end
- for i in [email protected]_number
- name = armor_slot_name(@actor.equip_type[i])
- self.contents.draw_text(4, WLH * (i + 1), 92, WLH, name)
- end
- # 装備品を描画
- rect = Rect.new(92, 0, self.width - 128, WLH)
- @item_max.times { |i|
- rect.y = WLH * i
- draw_item_name(@data[i], rect.x, rect.y)
- draw_equipment_ep_cost(@data[i], rect)
- }
- end
- #--------------------------------------------------------------------------
- # ○ 防具欄の名称を取得
- # kind : 種別
- #--------------------------------------------------------------------------
- def armor_slot_name(kind)
- case kind
- when 0..3
- return eval("Vocab.armor#{kind + 1}")
- else
- return Vocab.extra_armor(kind - 4)
- end
- end
- unless $imported["ExtendedEquipScene"]
- #--------------------------------------------------------------------------
- # ● カーソルを 1 ページ後ろに移動
- #--------------------------------------------------------------------------
- def cursor_pagedown
- return if Input.repeat?(Input::R)
- super
- end
- #--------------------------------------------------------------------------
- # ● カーソルを 1 ページ前に移動
- #--------------------------------------------------------------------------
- def cursor_pageup
- return if Input.repeat?(Input::L)
- super
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- return unless self.active
- if Input.repeat?(Input::RIGHT)
- cursor_pagedown
- elsif Input.repeat?(Input::LEFT)
- cursor_pageup
- end
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_EquipItem
- #==============================================================================
- class Window_EquipItem < Window_Item
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @item_enabled = []
- super
- @data.each { |item| @item_enabled << enable?(item) }
- end
- #--------------------------------------------------------------------------
- # ● アイテムをリストに含めるかどうか
- # item : アイテム
- #--------------------------------------------------------------------------
- def include?(item)
- return true if item == nil
- if @equip_type == 0
- return false unless item.is_a?(RPG::Weapon)
- else
- return false unless item.is_a?(RPG::Armor)
- return false unless item.kind == @equip_type - 1
- end
- return @actor.equippable?(item)
- end
- #--------------------------------------------------------------------------
- # ● アイテムを許可状態で表示するかどうか
- # item : アイテム
- #--------------------------------------------------------------------------
- def enable?(item)
- return false unless @actor.equippable?(item) # 装備不可
- return false unless @actor.ep_condition_clear?(@equip_type, item) # EP 不足
- return true
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_item(index)
- super(index)
- rect = item_rect(index)
- item = @data[index]
- # 個数表示分の幅を削る
- cw = self.contents.text_size(sprintf(":%2d", 0)).width
- rect.width -= cw + 4
- draw_equipment_ep_cost(item, rect, enable?(item))
- end
- #--------------------------------------------------------------------------
- # ○ 簡易リフレッシュ
- # equip_type : 装備部位
- #--------------------------------------------------------------------------
- def simple_refresh(equip_type)
- # 一時的に装備部位を変更
- last_equip_type = @equip_type
- @equip_type = equip_type
- @data.each_with_index { |item, i|
- # 許可状態が変化した項目のみ再描画
- if enable?(item) != @item_enabled[i]
- draw_item(i)
- @item_enabled[i] = enable?(item)
- end
- }
- # 装備部位を戻す
- @equip_type = last_equip_type
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_EquipStatus
- #==============================================================================
- class Window_EquipStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- alias refresh_KGC_EquipExtension refresh
- def refresh
- refresh_KGC_EquipExtension
- draw_actor_ep(@actor, 120, 0, 56) if KGC::EquipExtension::USE_EP_SYSTEM
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_Status
- #==============================================================================
- class Window_Status < Window_Base
- if KGC::EquipExtension::SHOW_STATUS_EP
- #--------------------------------------------------------------------------
- # ● 基本情報の描画
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- alias draw_basic_info_KGC_EquipExtension draw_basic_info
- def draw_basic_info(x, y)
- draw_basic_info_KGC_EquipExtension(x, y)
- draw_actor_ep(@actor, x + 160, y + WLH * 4)
- end
- end
- #--------------------------------------------------------------------------
- # ● 装備品の描画
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_equipments(x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
- item_number = [@actor.equips.size, @actor.armor_number + 1].min
- item_number.times { |i|
- draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
- }
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_ShopStatus
- #==============================================================================
- class Window_ShopStatus < Window_Base
- #--------------------------------------------------------------------------
- # ● アクターの現装備と能力値変化の描画
- # actor : アクター
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- #--------------------------------------------------------------------------
- def draw_actor_parameter_change(actor, x, y)
- return if @item.is_a?(RPG::Item)
- enabled = actor.equippable?(@item)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(x, y, 200, WLH, actor.name)
- if @item.is_a?(RPG::Weapon)
- item1 = weaker_weapon(actor)
- elsif actor.two_swords_style and @item.kind == 0
- item1 = nil
- else
- index = actor.equip_type.index(@item.kind)
- item1 = (index != nil ? actor.equips[1 + index] : nil)
- end
- if enabled
- if @item.is_a?(RPG::Weapon)
- atk1 = item1 == nil ? 0 : item1.atk
- atk2 = @item == nil ? 0 : @item.atk
- change = atk2 - atk1
- else
- def1 = item1 == nil ? 0 : item1.def
- def2 = @item == nil ? 0 : @item.def
- change = def2 - def1
- end
- self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
- end
- draw_item_name(item1, x, y + WLH, enabled)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Equip
- #==============================================================================
- class Scene_Equip < Scene_Base
- #--------------------------------------------------------------------------
- # ● 定数
- #--------------------------------------------------------------------------
- EQUIP_TYPE_MAX = KGC::EquipExtension::EXTRA_EQUIP_KIND.size + 5
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # actor_index : アクターインデックス
- # equip_index : 装備インデックス
- #--------------------------------------------------------------------------
- alias initialize_KGC_EquipExtension initialize
- def initialize(actor_index = 0, equip_index = 0)
- initialize_KGC_EquipExtension(actor_index, equip_index)
- unit = ($imported["LargeParty"] ?
- $game_party.all_members : $game_party.members)
- actor = unit[actor_index]
- @equip_index = [@equip_index, actor.armor_number].min
- end
- #--------------------------------------------------------------------------
- # ● アイテムウィンドウの作成
- #--------------------------------------------------------------------------
- alias create_item_windows_KGC_EquipExtension create_item_windows
- def create_item_windows
- create_item_windows_KGC_EquipExtension
- kind = equip_kind(@equip_index)
- EQUIP_TYPE_MAX.times { |i|
- @item_windows[i].visible = (kind == i)
- }
- end
- #--------------------------------------------------------------------------
- # ● アイテムウィンドウの更新
- #--------------------------------------------------------------------------
- def update_item_windows
- kind = equip_kind(@equip_window.index)
- for i in 0...EQUIP_TYPE_MAX
- @item_windows[i].visible = (kind == i)
- @item_windows[i].update
- end
- @item_window = @item_windows[kind]
- @item_window.simple_refresh(@equip_window.index)
- end
- #--------------------------------------------------------------------------
- # ○ 装備欄の種別を取得
- # index : 装備欄インデックス
- #--------------------------------------------------------------------------
- def equip_kind(index)
- if index == 0
- return 0
- else
- return @actor.equip_type[index - 1] + 1
- end
- end
- unless $imported["ExtendedEquipScene"]
- #--------------------------------------------------------------------------
- # ● ステータスウィンドウの更新
- #--------------------------------------------------------------------------
- def update_status_window
- if @equip_window.active
- @status_window.set_new_parameters(nil, nil, nil, nil)
- elsif @item_window.active
- temp_actor = Marshal.load(Marshal.dump(@actor))
- temp_actor.change_equip(@equip_window.index, @item_window.item, true)
- new_atk = temp_actor.atk
- new_def = temp_actor.def
- new_spi = temp_actor.spi
- new_agi = temp_actor.agi
- @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
- end
- @status_window.update
- end
- end
- #--------------------------------------------------------------------------
- # ● アイテム選択の更新
- #--------------------------------------------------------------------------
- alias update_item_selection_KGC_EquipExtension update_item_selection
- def update_item_selection
- if Input.trigger?(Input::C)
- # 装備不可能な場合
- index = @equip_window.index
- item = @item_window.item
- unless item == nil ||
- (@actor.equippable?(item) && @actor.ep_condition_clear?(index, item))
- Sound.play_buzzer
- return
- end
- end
- update_item_selection_KGC_EquipExtension
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_File
- #==============================================================================
- class Scene_File < Scene_Base
- #--------------------------------------------------------------------------
- # ● セーブデータの読み込み
- # file : 読み込み用ファイルオブジェクト (オープン済み)
- #--------------------------------------------------------------------------
- alias read_save_data_KGC_EquipExtension read_save_data
- def read_save_data(file)
- read_save_data_KGC_EquipExtension(file)
- KGC::Commands.restore_equip
- Graphics.frame_reset
- end
- end
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