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- module RPG
- class Weapon
- def level
- return 1 if @description.split(/★/)[1] == nil
- return @description.split(/★/)[1]
- end
- def description
- return @description.split(/★/)[0]
- end
- end
- class Armor
- def level
- return 1 if @description.split(/★/)[1] == nil
- return @description.split(/★/)[1]
- end
- def description
- return @description.split(/★/)[0]
- end
- end
- end
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 可以装备判定
- # item : 物品
- #--------------------------------------------------------------------------
- def equipable?(item)
- # 武器的情况
- if item.is_a?(RPG::Weapon)
- # 包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].weapon_set.include?(item.id) and item.level.to_i<=@level
- return true
- end
- end
- # 防具的情况
- if item.is_a?(RPG::Armor)
- # 不包含当前的职业可以装备武器的场合
- if $data_classes[@class_id].armor_set.include?(item.id) and item.level.to_i<=@level
- return true
- end
- end
- return false
- end
- end
- #==============================================================================
- # ■ Window_EquipItem
- #------------------------------------------------------------------------------
- # 装备画面、显示浏览变更装备的候补物品的窗口。
- #==============================================================================
- class Window_EquipItem < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- # 添加可以装备的武器
- if @equip_type == 0
- weapon_set = $data_classes[@actor.class_id].weapon_set
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) and @actor.equipable?($data_weapons[i])
- @data.push($data_weapons[i])
- end
- end
- end
- # 添加可以装备的防具
- if @equip_type != 0
- armor_set = $data_classes[@actor.class_id].armor_set
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0 and armor_set.include?(i) and @actor.equipable?($data_armors[i])
- if $data_armors[i].kind == @equip_type-1
- @data.push($data_armors[i])
- end
- end
- end
- end
- # 添加空白
- @data.push(nil)
- # 生成位图、描绘全部项目
- @item_max = @data.size
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max-1
- draw_item(i)
- end
- end
- end
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