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Lv1.梦旅人 派大星
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本帖最后由 无双sxa 于 2012-5-18 13:24 编辑
来自http://izumiwhite.web.fc2.com/
源地址http://izumiwhite.web.fc2.com/rgss3/rgss3_004_main_ver101.txt
我这里的注释内容显示的是乱码,不过看脚本内容源地址是白之魔是没错的。
在这里也有RMer转载了也说明了源地址:http://www.rpgmakervxace.net/top ... -function-properly/
英文版的转载- #==============================================================================
- # Item Synthesis ver 1.01 ¦ RGSS3 synthesis
- #------------------------------------------------- -----------------------------
- # Distributor:
- # Http://izumiwhite.web.fc2.com/ white magic
- #
- # Terms and Conditions:
- # Available to subscribers only available for regular RPG Maker VX.
- # Copyright Toka use does not require reporting.
- # Feel free to be modified.
- # In the event of liability does not have any problems.
- #
- # 2012-Jan-12: Quick translation by Google Translate & Seiryuki.
- # ALL CREDIT WHATSOEVER GOES TO AUTHOR: IZUMIWHITE
- #==============================================================================
- #=============================================
- #=============================================
- # QUICK USAGE GUIDE added by Seiryuki 2012-Jan-12
- #=============================================
- # Call synthesis with script call:
- # SceneManager.call(Scene_ItemSynthesis)
- #
- # Script calls before calling scene_itemsynthesis:
- # i_recipe_switch_on(n) add item that has ID n
- # i_recipe_switch_off(n) remove item that has ID n
- # w_recipe_switch_on(n) add weapon that has ID n
- # w_recipe_switch_off(n) remove weapon that has ID n
- # a_recipe_switch_on(n) add armour that has ID n
- # a_recipe_switch_off(n) remove armour that has ID n
- # recipe_all_switch_on add all creatable items/weapons/armour
- # recipe_all_switch_off remove all creatable items/weapons/armour
- #
- # SET switches m if need to check for specific items on??? Not sure.
- #$game_switches[m] = i_recipe_switch_on?(n) m番のスイッチにn番のアイテムのレシピ追加済み判定を代入
- #$game_switches[m] = w_recipe_switch_on?(n) m番のスイッチにn番の武器のレシピ追加済み判定を代入
- #$game_switches[m] = a_recipe_switch_on?(n) m番のスイッチにn番の防具のレシピ追加済み判定を代入
- #
- # FOR PERSONALISED SHOP. EXAMPLE:
- # recipe_all_switch_off
- # i_recipe_switch_on(2)
- # i_recipe_switch_on(17)
- # etc. etc. etc.
- # It would allow you to create your own list.
- #=============================================
- $imported = {} if $imported.nil?
- $imported["Synth"] = true
- #--------------------------------------------------------------------------
- # Default settings.
- # Settings such as Recipes
- #--------------------------------------------------------------------------
- module WD_itemsynthesis_ini
- Cost_view = true # expenses (G) display (if the cost of synthetic 0G recommended for all false)
- #This was removed by Seiryuki for use with HideShopSellCategory script
- #~ # Setup what item categories to hide/show
- #~ Category_i = true # The category window "item" Show Items
- #~ Category_w = true # "weapon" Show Items
- #~ Category_a = true # "weapon" Show Items
- #~ Category_k = true # "important things" Show Items
- I_recipe = [] # Do not remove this line
- W_recipe = [] # Do not remove this line
- A_recipe = [] # Do not remove this line
- # Below, Recipes.
- # Example: I_recipe [3] = [100, ["I", 1,1], ["W", 2,1], ["A", 2,2], ["A", 3,1] ]
- # If you have stated, the synthesis of an item of ID3 is necessary, 100G.
- # Material required is a single item of ID1, a single weapon of ID2, two armor ID2, and ID3 one armor.
- # Items Recipes
- I_recipe[2] = [10, ["I",1,2]]
- I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
- I_recipe[17] = [500, ["I",1,10]]
- # Weapon Recipes
- W_recipe[3] = [50, ["W",1,1], ["W",2,1]]
- W_recipe[6] = [600, ["W",3,1], ["I",17,0]]
- # Armor Recipes
- A_recipe[2] = [40, ["A",1,2]]
- A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]
- end
- #==============================================================================
- # ?? WD_itemsynthesis
- #------------------------------------------------------------------------------
- # The common methods for the synthesis items.
- #==============================================================================
- module WD_itemsynthesis
- def i_recipe_switch_on(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- $game_system.i_rcp_sw[id] = true
- end
- def i_recipe_switch_off(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- $game_system.i_rcp_sw[id] = false
- end
- def i_recipe_switch_on?(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- return $game_system.i_rcp_sw[id]
- end
- def i_recipe_all_switch_on
- for i in 1..$data_items.size
- i_recipe_switch_on(i)
- end
- end
- def i_recipe_all_switch_off
- for i in 1..$data_items.size
- i_recipe_switch_off(i)
- end
- end
- def w_recipe_switch_on(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- $game_system.w_rcp_sw[id] = true
- end
- def w_recipe_switch_off(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- $game_system.w_rcp_sw[id] = false
- end
- def w_recipe_switch_on?(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- return $game_system.w_rcp_sw[id]
- end
- def w_recipe_all_switch_on
- for i in 1..$data_weapons.size
- w_recipe_switch_on(i)
- end
- end
- def w_recipe_all_switch_off
- for i in 1..$data_weapons.size
- w_recipe_switch_off(i)
- end
- end
- def a_recipe_switch_on(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- $game_system.a_rcp_sw[id] = true
- end
- def a_recipe_switch_off(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- $game_system.a_rcp_sw[id] = false
- end
- def a_recipe_switch_on?(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- return $game_system.a_rcp_sw[id]
- end
- def a_recipe_all_switch_on
- for i in 1..$data_armors.size
- a_recipe_switch_on(i)
- end
- end
- def a_recipe_all_switch_off
- for i in 1..$data_armors.size
- a_recipe_switch_off(i)
- end
- end
- def recipe_all_switch_on
- i_recipe_all_switch_on
- w_recipe_all_switch_on
- a_recipe_all_switch_on
- end
- def recipe_all_switch_off
- i_recipe_all_switch_off
- w_recipe_all_switch_off
- a_recipe_all_switch_off
- end
- end
- class Game_Interpreter
- include WD_itemsynthesis
- end
- class Game_System
- #--------------------------------------------------------------------------
- # Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :i_rcp_sw
- attr_accessor :w_rcp_sw
- attr_accessor :a_rcp_sw
- #--------------------------------------------------------------------------
- # Object Initialization
- #--------------------------------------------------------------------------
- alias wd_orig_initialize004 initialize
- def initialize
- wd_orig_initialize004
- @i_rcp_sw = []
- @w_rcp_sw = []
- @a_rcp_sw = []
- end
- end
- #==============================================================================
- # ?? Scene_ItemSynthesis
- #------------------------------------------------------------------------------
- # This class does the synthetic screen.
- #==============================================================================
- class Scene_ItemSynthesis < Scene_MenuBase
- #--------------------------------------------------------------------------
- # start processing
- #--------------------------------------------------------------------------
- def start
- super
- create_help_window
- create_dummy_window
- create_number_window
- create_status_window
- create_material_window
- create_list_window
- create_category_window
- create_gold_window
- create_change_window
- end
- #--------------------------------------------------------------------------
- # Creating gold window
- #--------------------------------------------------------------------------
- def create_gold_window
- @gold_window = Window_Gold.new
- @gold_window.viewport = @viewport
- @gold_window.x = Graphics.width - @gold_window.width
- @gold_window.y = @help_window.height
- @gold_window.hide
- end
- #--------------------------------------------------------------------------
- # Create a window display switching
- #--------------------------------------------------------------------------
- def create_change_window
- wx = 0
- wy = @gold_window.y
- ww = Graphics.width - @gold_window.width
- wh = @gold_window.height
- @change_window = Window_ItemSynthesisChange.new(wx, wy, ww, wh)
- @change_window.viewport = @viewport
- @change_window.hide
- end
- #--------------------------------------------------------------------------
- # Create a dummy window
- #--------------------------------------------------------------------------
- def create_dummy_window
- wy = @help_window.y + @help_window.height + 48
- wh = Graphics.height - wy
- @dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
- @dummy_window.viewport = @viewport
- end
- #--------------------------------------------------------------------------
- # Create a number entry window
- #--------------------------------------------------------------------------
- def create_number_window
- wy = @dummy_window.y
- wh = @dummy_window.height
- @number_window = Window_ItemSynthesisNumber.new(0, wy, wh)
- @number_window.viewport = @viewport
- @number_window.hide
- @number_window.set_handler(:ok, method(:on_number_ok))
- @number_window.set_handler(:cancel, method(:on_number_cancel))
- end
- #--------------------------------------------------------------------------
- # Creating a status window
- #--------------------------------------------------------------------------
- def create_status_window
- wx = @number_window.width
- wy = @dummy_window.y
- ww = Graphics.width - wx
- wh = @dummy_window.height
- @status_window = Window_ShopStatus.new(wx, wy, ww, wh)
- @status_window.viewport = @viewport
- @status_window.hide
- end
- #--------------------------------------------------------------------------
- # Create a window Material
- #--------------------------------------------------------------------------
- def create_material_window
- wx = @number_window.width
- wy = @dummy_window.y
- ww = Graphics.width - wx
- wh = @dummy_window.height
- @material_window = Window_ItemSynthesisMaterial.new(wx, wy, ww, wh)
- @material_window.viewport = @viewport
- @material_window.hide
- @number_window.material_window = @material_window
- end
- #--------------------------------------------------------------------------
- # Creating composite item list window
- #--------------------------------------------------------------------------
- def create_list_window
- wy = @dummy_window.y
- wh = @dummy_window.height
- @list_window = Window_ItemSynthesisList.new(0, wy, wh)
- @list_window.viewport = @viewport
- @list_window.help_window = @help_window
- @list_window.status_window = @status_window
- @list_window.material_window = @material_window
- @list_window.hide
- @list_window.set_handler(:ok, method(:on_list_ok))
- @list_window.set_handler(:cancel, method(:on_list_cancel))
- @list_window.set_handler(:change_window, method(:on_change_window))
- end
- #--------------------------------------------------------------------------
- # Creating a category window
- #--------------------------------------------------------------------------
- def create_category_window
- @category_window = Window_ItemCategory.new #modified by Seiryuki
- @category_window.viewport = @viewport
- @category_window.help_window = @help_window
- @category_window.y = @help_window.height
- @category_window.activate
- @category_window.item_window = @list_window
- @category_window.set_handler(:ok, method(:on_category_ok))
- @category_window.set_handler(:cancel, method(:return_scene))
- end
- #--------------------------------------------------------------------------
- # Activation Synthesis item list window
- #--------------------------------------------------------------------------
- def activate_list_window
- @list_window.money = money
- @list_window.show.activate
- end
- #--------------------------------------------------------------------------
- # Synthesis ok
- #--------------------------------------------------------------------------
- def on_list_ok
- @item = @list_window.item
- @list_window.hide
- @number_window.set(@item, max_buy, buying_price, currency_unit)
- @number_window.show.activate
- end
- #--------------------------------------------------------------------------
- # Synthesis cancel
- #--------------------------------------------------------------------------
- def on_list_cancel
- @category_window.activate
- @category_window.show
- @dummy_window.show
- @list_window.hide
- @status_window.hide
- @status_window.item = nil
- @material_window.hide
- @material_window.set(nil, nil)
- @gold_window.hide
- @change_window.hide
- @help_window.clear
- end
- #--------------------------------------------------------------------------
- # Display switching
- #--------------------------------------------------------------------------
- def on_change_window
- if @status_window.visible
- @status_window.hide
- @material_window.show
- else
- @status_window.show
- @material_window.hide
- end
- end
- #--------------------------------------------------------------------------
- # Category ok
- #--------------------------------------------------------------------------
- def on_category_ok
- activate_list_window
- @gold_window.show
- @change_window.show
- @material_window.show
- @category_window.hide
- @list_window.select(0)
- end
- #--------------------------------------------------------------------------
- # number ok
- #--------------------------------------------------------------------------
- def on_number_ok
- Sound.play_shop
- do_syntetic(@number_window.number)
- end_number_input
- @gold_window.refresh
- end
- #--------------------------------------------------------------------------
- # number cancel
- #--------------------------------------------------------------------------
- def on_number_cancel
- Sound.play_cancel
- end_number_input
- end
- #--------------------------------------------------------------------------
- # Run synthesis
- #--------------------------------------------------------------------------
- def do_syntetic(number)
- $game_party.lose_gold(number * buying_price)
- $game_party.gain_item(@item, number)
- @recipe = @list_window.recipe(@item)
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- $game_party.lose_item(item, num*number)
- end
- end
- #--------------------------------------------------------------------------
- # Number end of input
- #--------------------------------------------------------------------------
- def end_number_input
- @number_window.hide
- activate_list_window
- end
- #--------------------------------------------------------------------------
- # Get the maximum number available for purchase
- #--------------------------------------------------------------------------
- def max_buy
- max = $game_party.max_item_number(@item) - $game_party.item_number(@item)
- @recipe = @list_window.recipe(@item)
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- if num > 0
- max_buf = $game_party.item_number(item)/num
- else
- max_buf = 999
- end
- max = [max, max_buf].min
- end
- buying_price == 0 ? max : [max, money / buying_price].min
- end
- #--------------------------------------------------------------------------
- # Get the money value
- #--------------------------------------------------------------------------
- def money
- @gold_window.value
- end
- #--------------------------------------------------------------------------
- # Get the currency unit
- #--------------------------------------------------------------------------
- def currency_unit
- @gold_window.currency_unit
- end
- #--------------------------------------------------------------------------
- # cost of acquisition of Synthesis
- #--------------------------------------------------------------------------
- def buying_price
- @list_window.price(@item)
- end
- #Added by Seiryuki
- #~ alias synth_terminate terminate
- #~ def terminate
- #~ $game_temp.hidecat_item = false
- #~ $game_temp.hidecat_weapon = false
- #~ $game_temp.hidecat_armor = false
- #~ $game_temp.hidecat_key_item = false
- #~ $game_temp.cat_item_lbl = Vocab::item
- #~ $game_temp.cat_weapon_lbl = Vocab::weapon
- #~ $game_temp.cat_armor_lbl = Vocab::armor
- #~ $game_temp.cat_key_item_lbl = Vocab::key_item
- #~ synth_terminate
- #~ end
- end
- #==============================================================================
- # ?? Window_ItemSynthesisList
- #------------------------------------------------------------------------------
- # Composite screen is a window that displays a list of items that can be synthesized.
- #==============================================================================
- class Window_ItemSynthesisList < Window_Selectable
- include WD_itemsynthesis
- #--------------------------------------------------------------------------
- # Public Instance Variables
- #--------------------------------------------------------------------------
- attr_reader :status_window # Status Window
- #--------------------------------------------------------------------------
- # Object Initialization
- #--------------------------------------------------------------------------
- def initialize(x, y, height)
- super(x, y, window_width, height)
- @shop_goods = []
- @shop_recipes = []
- for i in 1..WD_itemsynthesis_ini::I_recipe.size
- recipe = WD_itemsynthesis_ini::I_recipe[i]
- if recipe
- good = [0, i, recipe[0]]
- if i_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
- for i in 1..WD_itemsynthesis_ini::W_recipe.size
- recipe = WD_itemsynthesis_ini::W_recipe[i]
- if recipe
- good = [1, i, recipe[0]]
- if w_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
- for i in 1..WD_itemsynthesis_ini::A_recipe.size
- recipe = WD_itemsynthesis_ini::A_recipe[i]
- if recipe
- good = [2, i, recipe[0]]
- if a_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
- @money = 0
- refresh
- select(0)
- end
- #--------------------------------------------------------------------------
- # Get the window width
- #--------------------------------------------------------------------------
- def window_width
- return 304
- end
- #--------------------------------------------------------------------------
- # Get the number of items
- #--------------------------------------------------------------------------
- def item_max
- @data ? @data.size : 1
- end
- #--------------------------------------------------------------------------
- # Retrieve Item
- #--------------------------------------------------------------------------
- def item
- @data[index]
- end
- #--------------------------------------------------------------------------
- # Set money
- #--------------------------------------------------------------------------
- def money=(money)
- @money = money
- refresh
- end
- #--------------------------------------------------------------------------
- # Get the selection of effective state
- #--------------------------------------------------------------------------
- def current_item_enabled?
- enable?(@data[index])
- end
- #--------------------------------------------------------------------------
- # get the cost of synthetic
- #--------------------------------------------------------------------------
- def price(item)
- @price[item]
- end
- #--------------------------------------------------------------------------
- # get a final synthesis
- #--------------------------------------------------------------------------
- def enable?(item)
- @makable[item]
- end
- #--------------------------------------------------------------------------
- # get the recipe
- #--------------------------------------------------------------------------
- def recipe(item)
- @recipe[item]
- end
- #--------------------------------------------------------------------------
- # Whether to display item Allow states
- #--------------------------------------------------------------------------
- def have_mat?(recipe)
- flag = true
- if @money >= recipe[0]
- for i in 1...recipe.size
- kind = recipe[i][0]
- id = recipe[i][1]
- num = recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- if $game_party.item_number(item) < [num, 1].max
- flag = false
- end
- end
- else
- flag = false
- end
- return flag
- end
- #--------------------------------------------------------------------------
- # Set category
- #--------------------------------------------------------------------------
- def category=(category)
- return if @category == category
- @category = category
- refresh
- end
- #--------------------------------------------------------------------------
- # Refresh
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
- #--------------------------------------------------------------------------
- # Whether to list an item
- #--------------------------------------------------------------------------
- def include?(item)
- case @category
- when :item
- item.is_a?(RPG::Item) && !item.key_item?
- when :weapon
- item.is_a?(RPG::Weapon)
- when :armor
- item.is_a?(RPG::Armor)
- when :key_item
- item.is_a?(RPG::Item) && item.key_item?
- else
- false
- end
- end
- #--------------------------------------------------------------------------
- # Create a list item
- #--------------------------------------------------------------------------
- def make_item_list
- @data = []
- @price = {}
- @makable = {}
- @recipe = {}
- for i in 0...@shop_goods.size
- goods = @shop_goods[i]
- recipe = @shop_recipes[i]
- case goods[0]
- when 0; item = $data_items[goods[1]]
- when 1; item = $data_weapons[goods[1]]
- when 2; item = $data_armors[goods[1]]
- end
- if item
- if include?(item)
- @data.push(item)
- @price[item] = goods[2]
- @makable[item] = have_mat?(recipe)
- @recipe[item] = recipe
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # Draw item
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- rect = item_rect(index)
- draw_item_name(item, rect.x, rect.y, enable?(item))
- rect.width -= 4
- draw_text(rect, price(item), 2) if WD_itemsynthesis_ini::Cost_view
- end
- #--------------------------------------------------------------------------
- # Setting the Status Window
- #--------------------------------------------------------------------------
- def status_window=(status_window)
- @status_window = status_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # Set the window material
- #--------------------------------------------------------------------------
- def material_window=(material_window)
- @material_window = material_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # Update Help text
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_item(item) if @help_window
- @status_window.item = item if @status_window
- @material_window.set(item, recipe(item)) if @material_window
- end
- #--------------------------------------------------------------------------
- # <-- --> button (toggle display) when you press the handle
- #--------------------------------------------------------------------------
- def process_change_window
- Sound.play_cursor
- Input.update
- call_handler(:change_window)
- end
- #--------------------------------------------------------------------------
- # The handling of such determination or cancellation
- #--------------------------------------------------------------------------
- def process_handling
- super
- if active
- return process_change_window if handle?(:change_window) && Input.trigger?(:RIGHT)
- return process_change_window if handle?(:change_window) && Input.trigger?(:LEFT)
- end
- end
- end
- #==============================================================================
- # ?? Window_ItemSynthesisMaterial
- #------------------------------------------------------------------------------
- # Composite screen is a window that displays the material required for the synthesis
- #==============================================================================
- class Window_ItemSynthesisMaterial < Window_Base
- #--------------------------------------------------------------------------
- # Object Initialization
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- @item = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_possession(4, 0)
- draw_material_info(0, line_height * 2)
- end
- #--------------------------------------------------------------------------
- # Setting Item
- #--------------------------------------------------------------------------
- def set(item, recipe)
- @item = item
- @recipe = recipe
- @make_number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- # Create Configuring Number
- #--------------------------------------------------------------------------
- def set_num(make_number)
- @make_number = make_number
- refresh
- end
- #--------------------------------------------------------------------------
- # Draw the number of possession
- #--------------------------------------------------------------------------
- def draw_possession(x, y)
- rect = Rect.new(x, y, contents.width - 4 - x, line_height)
- change_color(system_color)
- draw_text(rect, Vocab::Possession)
- change_color(normal_color)
- draw_text(rect, $game_party.item_number(@item), 2)
- end
- #--------------------------------------------------------------------------
- # Drawing on material information
- #--------------------------------------------------------------------------
- def draw_material_info(x, y)
- rect = Rect.new(x, y, contents.width, line_height)
- change_color(system_color)
- contents.font.size = 18
- draw_text(rect, "Recipe:", 0)
- if @recipe
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- rect = Rect.new(x, y + line_height*i, contents.width, line_height)
- enabled = true
- enabled = false if [num*@make_number, 1].max > $game_party.item_number(item)
- draw_item_name(item, rect.x, rect.y, enabled)
- change_color(normal_color, enabled)
- if num > 0
- draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
- end
- end
- end
- change_color(normal_color)
- contents.font.size = 24
- end
- end
- #==============================================================================
- # ?? Window_ItemSynthesisNumber
- #------------------------------------------------------------------------------
- # Composite screen is a window to enter the number of items to be synthesized.
- #==============================================================================
- class Window_ItemSynthesisNumber < Window_ShopNumber
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_item_name(@item, 0, item_y)
- draw_number
- draw_total_price if WD_itemsynthesis_ini::Cost_view
- end
- #--------------------------------------------------------------------------
- # material window
- #--------------------------------------------------------------------------
- def material_window=(material_window)
- @material_window = material_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # adjust quantity
- #--------------------------------------------------------------------------
- def change_number(amount)
- @number = [[@number + amount, @max].min, 1].max
- call_update_help #???
- end
- #--------------------------------------------------------------------------
- # update help window
- #--------------------------------------------------------------------------
- def call_update_help
- @material_window.set_num(@number) if @material_window
- end
- end
- #==============================================================================
- # ?? Window_ItemSynthesisNumber
- #------------------------------------------------------------------------------
- # simple info window saying how to VIEW how item affects actor stats
- #==============================================================================
- class Window_ItemSynthesisChange < Window_Base
- #--------------------------------------------------------------------------
- # info window
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- refresh
- end
- #--------------------------------------------------------------------------
- # refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- text = "Change windows with Left/Right."
- draw_text(0, 0, contents_width, line_height, text, 1)
- end
- end
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