| 
 
| 赞 | 152 |  
| VIP | 10 |  
| 好人卡 | 39 |  
| 积分 | 93 |  
| 经验 | 146191 |  
| 最后登录 | 2024-5-6 |  
| 在线时间 | 2504 小时 |  
 Lv4.逐梦者 
	梦石0 星屑9290 在线时间2504 小时注册时间2011-5-20帖子15389 
 | 
| 
本帖最后由 chd114 于 2012-7-9 12:37 编辑
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  
 使用方法:复制脚本搽到脚本编辑器MAIN前复制代码#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
class Harts_Window_ItemTitle < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
  end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
  attr_accessor :commands
  #--------------------------------------------------------------------------
  # ● 初始化,生成commands窗口
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 160, 352)
    @commands = []
    #————————生成commands窗口
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        push = true
        for com in @commands
          if com == $data_items[i].desc
            push = false
          end
        end
        if push == true
          @commands.push($data_items[i].desc)
        end
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        push = true
        for com in @commands
          if com == $data_weapons[i].desc
            push = false
          end
        end
        if push == true
          @commands.push($data_weapons[i].desc)
        end
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        push = true
        for com in @commands
          if com == $data_armors[i].desc
            push = false
          end
        end
        if push == true
          @commands.push($data_armors[i].desc)
        end
      end
    end
    
    
    if @commands == []
      @commands.push("")#普通物品")
    end     
    @item_max = @commands.size
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    y = index * 32
    self.contents.draw_text(4, y, 128, 32, @commands[index])
  end
  #--------------------------------------------------------------------------
  # 只描绘原文字
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(@commands[self.index])
  end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0, 480, 416)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def set_item(command)
    refresh
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and $data_items[i].desc == command
        @data.push($data_items[i])
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
        @data.push($data_weapons[i])
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
        @data.push($data_armors[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.clear
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item_number
    return @item_max
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    #—— 取得具体物品数量 ——
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    #—— 给出物品的颜色 ——
    if item.is_a?(RPG::Item)
      if $game_party.item_can_use?(item.id)
        self.contents.font.color = text_color(item.name_color_66RPG)
      else
        self.contents.font.color = disabled_color 
      end
    else
      if item.is_a?(RPG::Weapon)#武器不能装备用灰色
        if $data_classes[$data_actors[$game_variables[1]+1].class_id].weapon_set.include?(item.id)
          self.contents.font.color = text_color(item.name_color_66RPG)
        else
          self.contents.font.color = disabled_color 
        end
      end
      if item.is_a?(RPG::Armor)#防具不能装备用灰色
        if $data_classes[$data_actors[$game_variables[1]+1].class_id].armor_set.include?(item.id)
          self.contents.font.color = text_color(item.name_color_66RPG)#normal_color
        else
          self.contents.font.color = disabled_color 
         end
      end
    end
    x = 4
    y = index * 32
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y , bitmap, Rect.new(0, 0, 32, 32), opacity)#物品图标用32*32
    self.contents.draw_text(x + 40, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, "×", 1) if $game_party.item_number(item.id)>1
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) if $game_party.item_number(item.id)>1
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================
class Scene_Item
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def main
    @itemtitle_window = Harts_Window_ItemTitle.new
    @itemcommand_window = Harts_Window_ItemCommand.new
    @command_index = @itemcommand_window.index
    @itemlist_window = Harts_Window_ItemList.new
    @itemlist_window.active = false
    @help_window = Window_Help.new
    @help_window.x = 0
    @help_window.y = 416
    @itemcommand_window.help_window = @help_window
    @itemlist_window.help_window = @help_window
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @itemtitle_window.dispose
    @itemcommand_window.dispose
    @itemlist_window.dispose
    @help_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update
    @itemtitle_window.update
    @itemcommand_window.update
    @itemlist_window.update
    @help_window.update
    @target_window.update
    if @command_index != @itemcommand_window.index
      @command_index = @itemcommand_window.index
      @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
    end
    if @itemcommand_window.active
      update_itemcommand
      return
    end
    if @itemlist_window.active
      update_itemlist
      return
    end
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemcommand
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
#      $scene = Scene_Menu.new(1)
      return
    end
    if Input.trigger?(Input::C)
      if @itemlist_window.item_number == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @itemcommand_window.active = false
      @itemlist_window.active = true
      @itemlist_window.index = 0
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemlist
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @itemcommand_window.active = true
      @itemlist_window.active = false
      @itemlist_window.index = 0
      @itemcommand_window.index = @command_index
      return
    end
    if Input.trigger?(Input::C)
      @item = @itemlist_window.item
      
      target_actor = $game_party.actors[0]#@item_target_window_equip.index]
      if target_actor.equippable?(@item)# and $game_party.item_can_equip?(target_actor,@item)
        $scene = Scene_Equip.new
      end
#      unless @item.is_a?(RPG::Item)
#        $game_system.se_play($data_system.buzzer_se)
#        return
#      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @itemlist_window.active = false
        @target_window.x = 304
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          
          #      #下一句在使用物品时获得物品id
          $game_variables[20] = @item.id
          
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
            if @item.consumable
              $game_party.lose_item(@item.id, 1)
              @itemlist_window.draw_item(@itemlist_window.index)
            end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @itemlist_window.refresh
      end
      @itemlist_window.active = true
      @target_window.visible = false
      @target_window.active = false
      @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @itemlist_window.draw_item(@itemlist_window.index)
          @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
    return
    end
  end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
  class Weapon
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "普通物品"
    end
  end
  class Item
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "普通物品"
    end
  end
  class Armor
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "普通物品"
    end
  end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Window_Warehouse_Title
#------------------------------------------------------------------------------
#  仓库窗口:标题
#==============================================================================
class Window_Warehouse_Title < Window_Base
  def initialize
    super(0, 64, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, "仓库", 1)
  end
end
#==============================================================================
# ■ Window_Warehouse_Action
#------------------------------------------------------------------------------
#  仓库窗口:存取动作选择
#==============================================================================
class Window_Warehouse_Action < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
   super(160, 64, 480, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   @item_max = 3
   @column_max = 3
   @commands = ["存入物品", "取出物品", "离开"]
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 # ● 描绘项目
 #     index : 项目编号
 #--------------------------------------------------------------------------
 def draw_item(index)
   x = 4 + index * 160
   self.contents.draw_text(x, 0, 128, 32, @commands[index])
 end
end
#==============================================================================
# ■ Window_Warehouse_Sorting
#------------------------------------------------------------------------------
#  仓库窗口:物品分类
#==============================================================================
class Window_Warehouse_Sorting < Window_Selectable
  attr_accessor :commands
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128, 160, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $Sorting != []
      @commands = $Sorting
    else
      @commands = []
    end
    #提取项目:例遍物品
      for i in 1...$data_items.size
          if $game_party.item_number(i) > 0 
            push = true
            for com in @commands
              if com == $data_items[i].desc
                push = false
              end
            end
            if push == true
              @commands.push($data_items[i].desc)
            end
          end
      end
    #提取项目:例遍武器
      for i in 1...$data_weapons.size
          if $game_party.weapon_number(i) > 0 
            push = true
            for com in @commands
              if com == $data_weapons[i].desc
                push = false
              end
            end
            if push == true
              @commands.push($data_weapons[i].desc)
            end
          end
      end
    #提取项目:例遍防具
      for i in 1...$data_armors.size
          if $game_party.armor_number(i) > 0 
            push = true
            for com in @commands
              if com == $data_armors[i].desc
                push = false
              end
            end
            if push == true
              @commands.push($data_armors[i].desc)
            end
          end
      end
    #判断物品是否为空
      if @commands == []
        @commands.push("无任何物品")
      end
    @item_max = @commands.size
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # 更新画面
  #--------------------------------------------------------------------------
  def refresh(action = 0)
    self.contents.clear
    for i in 0...@item_max
      if action == 0
        draw_item(i, have_item(i))
      else
        draw_item(i, have_item_w(i))
      end
    end
  end
  #--------------------------------------------------------------------------
  # 描绘
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    y = index * 32
    self.contents.draw_text(4, y, 128, 32, @commands[index])
  end
  #--------------------------------------------------------------------------
  # 只描绘原文字
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(@commands[self.index])
  end
  #--------------------------------------------------------------------------
  # 判断分类下是否有内容
  #--------------------------------------------------------------------------
  def have_item(index)
    s = 0
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and $data_armors[i].desc == @commands[index]
        s += 1
      end
    end
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and $data_items[i].desc == @commands[index]
        s += 1
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == @commands[index]
        s += 1
      end
    end
    
    if s == 0
      return disabled_color
    else
      return normal_color
    end
  end
  
    def have_item_w(index)
    s = 0
    for i in 1...$data_armors.size
      if $game_party.get_warehouse(i,"A") > 0 and $data_armors[i].desc == @commands[index]
        s += 1
      end
    end
    for i in 1...$data_items.size
      if $game_party.get_warehouse(i,"I") > 0 and $data_items[i].desc == @commands[index]
        s += 1
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.get_warehouse(i,"W") > 0 and $data_weapons[i].desc == @commands[index]
        s += 1
      end
    end
    
    if s == 0
      return disabled_color
    else
      return normal_color
    end
  end
end
#==============================================================================
# ■ Window_Warehouse_Item
#------------------------------------------------------------------------------
#  仓库显示物品的窗口。
#==============================================================================
class Window_Warehouse_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # 初始化
  #--------------------------------------------------------------------------
  def initialize
    super(160, 128, 480, 352)
    refresh
    self.index = -1
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def set_item(command)
    refresh
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
        @data.push($data_armors[i])
      end
    end
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and $data_items[i].desc == command
        @data.push($data_items[i])
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
        @data.push($data_weapons[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.clear
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  
  def set_item_w(command)
    refresh
    for i in 1...$data_armors.size
      if $game_party.get_warehouse(i,"A") > 0 and $data_armors[i].desc == command
        @data.push($data_armors[i])
      end
    end
    for i in 1...$data_items.size
      if $game_party.get_warehouse(i,"I") > 0 and $data_items[i].desc == command
        @data.push($data_items[i])
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.get_warehouse(i,"W") > 0 and $data_weapons[i].desc == command
        @data.push($data_weapons[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.clear
      for i in 0...@item_max
        draw_item(i,true)
      end
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item_number
    return @item_max
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index,w = false)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if w == true
      case item
        when RPG::Item
          number = $game_party.get_warehouse(item.id,"I")
        when RPG::Weapon
          number = $game_party.get_warehouse(item.id,"W")
        when RPG::Armor
          number = $game_party.get_warehouse(item.id,"A")
        end
    end
    x = 4
    y = index * 32
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity)
    self.contents.font.color = text_color(item.name_color_66RPG)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ■ Window_Warehouse_Number
#------------------------------------------------------------------------------
#  仓库输入存取数量的窗口。
#==============================================================================
class Window_Warehouse_Number < Window_Base
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
   super(140, 208, 360, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   @item = nil
   @max = 1
   @number = 1
 end
 #--------------------------------------------------------------------------
 # ● 设置物品、最大个数、价格
 #--------------------------------------------------------------------------
 def set(item, max)
   @item = item
   @max = max
   @number = 1
   refresh
 end
 #--------------------------------------------------------------------------
 # ● 被输入的件数设置
 #--------------------------------------------------------------------------
 def number
   return @number
 end
 
 def get_item
   return @item
 end
 
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_item_name(@item, 0, 0)
   self.contents.font.color = normal_color
   self.contents.draw_text( 263, 0, 32, 32, "×")
   self.contents.draw_text( 290, 0, 24, 32, @number.to_s, 2)
   self.cursor_rect.set( 287, 0, 32, 32)
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
   super
   if self.active
     # 光标右 (+1)
     if Input.repeat?(Input::RIGHT) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number += 1
       refresh
     end
     # 光标左 (-1)
     if Input.repeat?(Input::LEFT) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number -= 1
       refresh
     end
     # 光标上 (+10)
     if Input.repeat?(Input::UP) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number = [@number + 10, @max].min
       refresh
     end
     # 光标下 (-10)
     if Input.repeat?(Input::DOWN) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number = [@number - 10, 1].max
       refresh
     end
   end
 end
end
#==============================================================================
# ■ 设置
#==============================================================================
#在这里设定分类项目,顺序按照编号排列
$Sorting = ["普通物品",
              "药品类",
              "武器类",
              "护甲类",
              "首饰类",
                "食材",
                "料理",
            "任务物品"]
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
  class Weapon
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "武器"
    end
  end
  class Item
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "物品"
    end
  end
  class Armor
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "防具"
    end
  end
end
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#============================================================================== 
# ■ Scene_Warehouse
#------------------------------------------------------------------------------ 
#  处理仓库画面的类。 
#============================================================================== 
class Scene_Warehouse
  def main
   # 生成帮助窗口 
   @help_window = Window_Help.new
   # 生成动作窗口
   @action_window = Window_Warehouse_Action.new 
   # 生成仓库标题
   @title_window = Window_Warehouse_Title.new
   # 生成分类窗口
   @sorting_window = Window_Warehouse_Sorting.new
   @sorting_window.index = -1
   @sorting_window.active = false
   # 生成物品窗口
   @item_window = Window_Warehouse_Item.new
   @item_window.active = false
   @item_window.help_window = @help_window
   # 生成数量输入窗口
   @number_window = Window_Warehouse_Number.new
   @number_window.active = false
   @number_window.visible = false
   # 初始化项目
   @item_index = -1
   # 执行过渡 
   Graphics.transition 
   # 主循环 
   loop do 
     # 刷新游戏画面 
     Graphics.update 
     # 刷新输入信息 
     Input.update 
     # 刷新画面 
     update 
     # 如果画面切换的话就中断循环 
     if $scene != self 
       break 
     end 
   end 
   # 准备过渡 
   Graphics.freeze 
   # 释放窗口 
   @help_window.dispose 
   @action_window.dispose 
   @title_window.dispose
   @sorting_window.dispose
   @item_window.dispose
   @number_window.dispose
 end 
 
  #--------------------------------------------------------------------------
  # 更新画面
  #--------------------------------------------------------------------------
 def update 
   # 更新窗口内容
     @help_window.update
     @action_window.update 
     @title_window.update
   # 更新动作窗口
     if @action_window.active 
       update_action_window
       return 
     end 
   # 更新分类窗口
     if @sorting_window.active
       update_sorting_window
     end
   # 更新物品窗口  
     if @item_window.active
       update_item_window
      return
     end
   # 更新数量输入窗口
     if @number_window.active
       update_number_window
     end
     
 end
  #--------------------------------------------------------------------------
  # 更新动作窗口
  #--------------------------------------------------------------------------
 def update_action_window
      # 按下 B 键的情况下 
   if Input.trigger?(Input::B) 
     # 演奏取消 SE 
     $game_system.se_play($data_system.cancel_se) 
     # 切换到地图画面 
     $scene = Scene_Map.new 
     return 
   end
      # 按下 C 键的情况下 
   if Input.trigger?(Input::C) 
     # 命令窗口光标位置分支 
     case @action_window.index 
     when 0  # 存入
       # 演奏确定 SE 
       $game_system.se_play($data_system.decision_se) 
       @action_window.active = false 
       @sorting_window.active = true
       @sorting_window.index = 0
       when 1  # 取出
       # 演奏确定 SE 
       $game_system.se_play($data_system.decision_se) 
       @action_window.active = false 
       @sorting_window.active = true
       @sorting_window.index = 0
       @sorting_window.refresh(1)
     when 2  # 取消 
       # 演奏确定 SE 
       $game_system.se_play($data_system.decision_se) 
       # 切换到地图画面 
       $scene = Scene_Map.new 
     end 
     return 
   end 
   @sorting_window.refresh(@action_window.index)
 end
  #--------------------------------------------------------------------------
  # 更新分类窗口
  #--------------------------------------------------------------------------
 def update_sorting_window
         # 按下 B 键的情况下 
   if Input.trigger?(Input::B) 
     # 演奏取消 SE 
     $game_system.se_play($data_system.cancel_se) 
     # 切换到地图画面 
       @sorting_window.index = -1
       @sorting_window.update
       @action_window.active = true
       @sorting_window.active = false
       @item_window.set_item("")
     return 
   end
      # 按下 C 键的情况下 
     if Input.trigger?(Input::C)
       if @action_window.index == 0
         if @sorting_window.have_item(@sorting_window.index) != @sorting_window.disabled_color
          $game_system.se_play($data_system.decision_se) 
          @sorting_window.active = false
          @item_window.active = true
          @item_window.index = 0
         else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @sorting_window.have_item_w(@sorting_window.index) != @sorting_window.disabled_color
          $game_system.se_play($data_system.decision_se) 
          @sorting_window.active = false
          @item_window.active = true
          @item_window.index = 0
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    end
    
      # 更新物品窗口
        if @action_window.index == 0
          @item_window.set_item(@sorting_window.commands[@sorting_window.index])
        elsif @action_window.index ==1
          @item_window.set_item_w(@sorting_window.commands[@sorting_window.index])
        end
      @sorting_window.update
 end
 
  #--------------------------------------------------------------------------
  # 更新物品窗口 
  #--------------------------------------------------------------------------
  def update_item_window
   if Input.trigger?(Input::B) 
     # 演奏取消 SE 
     $game_system.se_play($data_system.cancel_se) 
     @sorting_window.active = true
     @item_window.active = false
     @item_window.index = -1
     @help_window.set_text("")
     return 
   end
   # 按下确定键
   if Input.trigger?(Input::C)
     # 获取物品数量
       $game_system.se_play($data_system.decision_se) 
       if @item_window.item.is_a?(RPG::Item)
           if @action_window.index == 0
             i = $game_party.item_number(@item_window.item.id)
           else
             i = $game_party.get_warehouse(@item_window.item.id,"I")
           end
         elsif @item_window.item.is_a?(RPG::Weapon)
           if @action_window.index == 0
             i = $game_party.weapon_number(@item_window.item.id)
           else
             i = $game_party.get_warehouse(@item_window.item.id,"W")
           end
         else
           if @action_window.index == 0
             i = $game_party.armor_number(@item_window.item.id)
           else
             i = $game_party.get_warehouse(@item_window.item.id,"A")
           end
        end
     @number_window.set(@item_window.item, i)       
     @number_window.active = true
     @number_window.visible = true
     @item_window.active = false
   end
   @item_window.update
        if @action_window.index == 0
          @item_window.set_item(@sorting_window.commands[@sorting_window.index])
        elsif @action_window.index ==1
          @item_window.set_item_w(@sorting_window.commands[@sorting_window.index])
        end
        
  end
  #--------------------------------------------------------------------------
  # 更新输入窗口
  #--------------------------------------------------------------------------
  def update_number_window
    @number_window.update
    if Input.trigger?(Input::B) 
     # 演奏取消 SE 
     $game_system.se_play($data_system.cancel_se) 
     @number_window.active = false
     @number_window.visible = false
     @item_window.active = true
     return 
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se) 
     @number_window.active = false
     @number_window.visible = false
     @item_window.active = true
     #处理存储操作
     if @action_window.index == 0
        if @number_window.get_item.is_a?(RPG::Item)
           $game_party.add_warehouse(@number_window.get_item.id,@number_window.number,"I")
           $game_party.lose_item(@number_window.get_item.id, @number_window.number)
        elsif @number_window.get_item.is_a?(RPG::Weapon)
           $game_party.add_warehouse(@number_window.get_item.id,@number_window.number,"W")
           $game_party.lose_weapon(@number_window.get_item.id, @number_window.number)
        else
           $game_party.add_warehouse(@number_window.get_item.id,@number_window.number,"A")
           $game_party.lose_armor(@number_window.get_item.id, @number_window.number)
         end
        #判读储存后状态
        if @sorting_window.have_item(@sorting_window.index) == @sorting_window.disabled_color
          @item_window.index = -1
          @item_window.active = false
          @sorting_window.active = true
          @sorting_window.refresh
          @help_window.set_text("")
        end
      elsif @action_window.index == 1
        if @number_window.get_item.is_a?(RPG::Item)
           $game_party.del_warehouse(@number_window.get_item.id,@number_window.number,"I")
           $game_party.gain_item(@number_window.get_item.id, @number_window.number)
        elsif @number_window.get_item.is_a?(RPG::Weapon)
           $game_party.del_warehouse(@number_window.get_item.id,@number_window.number,"W")
           $game_party.gain_weapon(@number_window.get_item.id, @number_window.number)
        else
           $game_party.del_warehouse(@number_window.get_item.id,@number_window.number,"A")
           $game_party.gain_armor(@number_window.get_item.id, @number_window.number)
         end
        #判读储存后状态
        if @sorting_window.have_item_w(@sorting_window.index) == @sorting_window.disabled_color
          @item_window.index = -1
          @item_window.active = false
          @sorting_window.active = true
          @sorting_window.refresh(1)
          @help_window.set_text("")
        end
       end
   end
  end
  
end
#==============================================================================
# ■ Game_System
#------------------------------------------------------------------------------
#  追加仓库物品
#==============================================================================
class Game_Party
    attr_accessor :Warehouse
    alias o_initialize initialize 
  def initialize
      o_initialize
      @Warehouse_Item = []
      @Warehouse_Weapon = []
      @Warehouse_Armor = []
      for i in 1...$data_armors.size
        @Warehouse_Armor.push($data_armors[i])
        @Warehouse_Armor[i] = 0
      end
      
      for i in 1...$data_items.size
        @Warehouse_Item.push($data_items[i])
        @Warehouse_Item[i] = 0
      end
      
      for i in 1...$data_weapons.size
        @Warehouse_Weapon.push($data_weapons[i])
        @Warehouse_Weapon[i] = 0
      end
    
  end
    
  def add_warehouse(item,num,type)
      if type == "I"
          @Warehouse_Item[item] += num
      elsif type == "W"
          @Warehouse_Weapon[item] += num
      elsif type == "A"
          @Warehouse_Armor[item] += num
      end
  end
    
  def get_warehouse(item,type)
      if type == "I"
          return @Warehouse_Item[item]
      elsif type == "W"
          return @Warehouse_Weapon[item]
      elsif type == "A"
          return @Warehouse_Armor[item]
      end
      return @Warehouse[item]
  end
    
  def del_warehouse(item,num,type)
      if type == "I"
          @Warehouse_Item[item] -= num
      elsif type == "W"
          @Warehouse_Weapon[item] -= num
      elsif type == "A"
          @Warehouse_Armor[item] -= num
      end
  end
end
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#============================================================================== 
# 
# 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色 
#           可以更改的种类包括物品、防具、特技、武器。 
# 
# 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。 
#           数字为颜色编号,和对话框中的一样。 
# —————————————————————————————————————— 
module RPG 
  class Skill 
    def description 
      description = @description.split(/:/)[0] 
      return description != nil ? description : '' 
    end 
    def name_color_66RPG 
      name_color = @description.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Weapon 
    def description 
      description = @description.split(/:/)[0] 
      return description != nil ? description : '' 
    end 
    def name_color_66RPG 
      name_color = @description.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Item 
    def description 
      description = @description.split(/:/)[0] 
      return description != nil ? description : '' 
    end 
    def name_color_66RPG 
      name_color = @description.split(/:/)[1] 
      return name_color != nil ? name_color.to_i : 0 
    end 
  end 
  class Armor 
    def description 
      description = @description.split(/:/)[0] 
      return description != nil ? description : '' 
    end 
    def name_color_66RPG 
      name_color = @description.split(/:/)[1] 
      return name != nil ? name_color.to_i : 0 
    end 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Base < Window 
  #-------------------------------------------------------------------------- 
  # ● 描绘物品名 
  #     item : 物品 
  #     x    : 描画目标 X 坐标 
  #     y    : 描画目标 Y 坐标 
  #-------------------------------------------------------------------------- 
  def draw_item_name(item, x, y) 
    if item == nil 
      return 
    end 
    bitmap = RPG::Cache.icon(item.icon_name) 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32)) 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Item 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    case item 
    when RPG::Item 
      number = $game_party.item_number(item.id) 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
#    if item.is_a?(RPG::Item) and 
 #      $game_party.item_can_use?(item.id) 
  #    self.contents.font.color = text_color(item.name_color_66RPG) 
   # else 
    #  self.contents.font.color = disabled_color 
    #end 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 16, 32, "×", 1) 
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_EquipItem < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 项目的描绘 
  #     index : 项目符号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    case item 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
    bitmap = RPG::Cache.icon(item.icon_name) 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32)) 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1) 
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_ShopBuy < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 描绘羡慕 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    # 获取物品所持数 
    case item 
    when RPG::Item 
      number = $game_party.item_number(item.id) 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
    # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色 
    # 除此之外的情况设置为无效文字色 
#    if item.price <= $game_party.gold and number < 99 
 #     self.contents.font.color = text_color(item.name_color_66RPG) 
  #  else 
   #   self.contents.font.color = disabled_color 
    #end 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    x = 4 
    y = index * 32 
    rect = Rect.new(x, y, self.width - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2) 
  end 
end 
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_ShopSell < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目标号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    case item 
    when RPG::Item 
      number = $game_party.item_number(item.id) 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
    # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色 
#    if item.price > 0 
 #     self.contents.font.color = text_color(item.name_color_66RPG) 
  #  else 
   #   self.contents.font.color = disabled_color 
    #end 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 16, 32, "×", 1) 
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) 
  end 
end 
   
# —————————————————————————————————————— 
# 本脚本原创自www.66rpg.com,转载请保留此信息 
# —————————————————————————————————————— 
class Window_Skill 
  #-------------------------------------------------------------------------- 
  # ● 描绘项目 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    skill = @data[index] 
    if @actor.skill_can_use?(skill.id) 
      self.contents.font.color = text_color(skill.name_color_66RPG) 
    else 
      self.contents.font.color = disabled_color 
    end 
    x = 4 + index % 2 * (288 + 32) 
    y = index / 2 * 32 
    rect = Rect.new(x, y, self.width / @column_max - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(skill.icon_name) 
    opacity = self.contents.font.color == disabled_color ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) 
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) 
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) 
  end 
end
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
class Harts_Window_ItemTitle < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 描绘羡慕 
  #     index : 项目编号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    # 获取物品所持数 
    case item 
    when RPG::Item 
      number = $game_party.item_number(item.id) 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
    # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色 
    # 除此之外的情况设置为无效文字色 
#    if item.price <= $game_party.gold and number < 99 
 #     self.contents.font.color = text_color(item.name_color_66RPG) 
  #  else 
   #   self.contents.font.color = disabled_color 
    #end 
    self.contents.font.color = text_color(item.name_color_66RPG) 
    x = 4 
    y = index * 32 
    rect = Rect.new(x, y, self.width - 32, 32) 
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
    bitmap = RPG::Cache.icon(item.icon_name) 
    opacity = self.contents.font.color == text_color(item.name_color_66RPG) ? 128 : 255 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity) 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2) 
  end 
end 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#==============================================================================
脚本功能:分类仓库、物品品质、物品背包分类
 我把收集的脚本做了点修改,所以达到如此效果:
 
   | 
 评分
| 参与人数 2 | 星屑 +1200 | 梦石 +6 | 赞 +10 | 收起
理由 |  
|  论坛助理 |  |  | + 6 | 参赛奖励 |  
|  小传子 | + 1200 | + 6 | + 4 | 不修改排版之前不会有第二波奖励. |  
查看全部评分
 |