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 Lv1.梦旅人 
	梦石0 星屑50 在线时间9 小时注册时间2008-7-21帖子15 | 
3楼
 
 
 楼主|
发表于 2009-8-24 13:43:46
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只看该作者 
| 不知道在哪改,怎么改? 
 class Game_Temp
 attr_reader :recipe_list
 alias crafting_temp_initialize initialize
 def initialize
 crafting_temp_initialize
 @recipe_list=[]
 get_recipe_list
 end
 def get_recipe_list
 ##########################################################################
 # 0 号合成物品设定 (物品小药水×2 + 中药水 = 大药水)
 ##########################################################################
 材料 = [1, 2]             # 需要材料的数据库编号
 材料种类 = [0, 0]         # 需要材料的种类,0是普通物品,1是防具,2是武器
 材料数量 = [2, 1]         # 需要材料的数量
 成品 = 3                  # 获得物品编号
 成品种类 = 0              # 获得物品种类,0是普通物品,1是防具,2是武器
 @recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类)
 
 ##########################################################################
 # 1 号合成物品设定 (武器铜剑、铁剑、钢剑各1 = 密切斯特剑)
 ##########################################################################
 材料 = [1, 2, 3]          # 需要材料的数据库编号
 材料种类 = [2, 2, 2]      # 需要材料的种类,0是普通物品,1是防具,2是武器
 材料数量 = [3, 2, 1]      # 需要材料的数量
 成品 = 4                  # 获得物品编号
 成品种类 = 2              # 获得物品种类,0是普通物品,1是防具,2是武器
 @recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类)
 
 ##########################################################################
 # 2 号合成物品设定 (物品力量之石×2 + 防具钢盾×1 = 密切斯特盾)
 ##########################################################################
 材料 = [13, 3]            # 需要材料的数据库编号
 材料种类 = [0, 1]         # 需要材料的种类,0是普通物品,1是防具,2是武器
 材料数量 = [2, 1]         # 需要材料的数量
 成品 = 4                  # 获得物品编号
 成品种类 = 1              # 获得物品种类,0是普通物品,1是防具,2是武器
 @recipe_list[3] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类)
 
 end # of get_recipe_list method
 end # of updates to Game_Temp Class
 
 #================================
 # CRAFTING PROGRAM
 #----------------------------------------------------------------
 #-written by Deke
 #-yes_no window code created by Phsylomortis
 #----------------------------------------------------------------
 #================================
 
 #updates to Game_Party class
 
 class Game_Party
 
 attr_accessor       :recipes
 
 alias crafting_party_initialize initialize
 
 def initialize
 crafting_party_initialize
 @recipes=[]
 end
 
 #----------------------------------------------------------------------
 def know?(recipe, version = 1)
 unless recipe.is_a?(Game_Recipe)
 recipe = get_recipe_from_master_list(recipe, version)
 end
 return $game_party.recipes.include?(recipe)
 end
 
 #----------------------------------------------------------------------
 def learn_recipe(recipe , version = 1)
 unless recipe.is_a?(Game_Recipe)
 recipe = get_recipe_from_master_list(recipe, version)
 end
 if recipe.is_a?(Game_Recipe)
 unless know?(recipe)
 @recipes.push(recipe)
 end
 end
 end
 
 #----------------------------------------------------------------------
 def forget_recipe(recipe , version = 1)
 if !recipe.is_a?(Game_Recipe)
 recipe = get_recipe_from_master_list(recipe, version)
 end
 if recipe.is_a?(Game_Recipe)
 for i in [email protected]
 if recipe == @recipes
 index = i
 break
 end
 end
 if index != nil
 @recipes.delete(@recipes[index])
 end
 end
 end
 
 #----------------------------------------------------------------------
 def get_recipe_from_master_list(item, version)
 index = nil
 for i in 0...$game_temp.recipe_list.size
 if item[0] == $game_temp.recipe_list.result and item[1] ==$game_temp.recipe_list.result_type
 version -= 1
 if version == 0
 index = i
 break
 end
 end
 end
 if index.is_a?(Integer)
 return ($game_temp.recipe_list[index])
 else
 return false
 end
 end
 
 end # of Game_Party updates
 
 #================================
 class Game_Recipe
 
 attr_reader :ingredients
 attr_reader :quantities
 attr_reader :result
 attr_reader :result_type
 attr_reader :ingredient_types
 
 #----------------------------------------------------------------------
 def initialize( ingredients, ingredient_types, quantities, result, result_type)
 @ingredients = ingredients
 @ingredient_types = ingredient_types
 @quantities = quantities
 @result = result
 @result_type = result_type
 end
 
 #----------------------------------------------------------------------
 def name
 case @result_type
 when 0
 name = $data_items[@result].name
 when 1
 name = $data_armors[@result].name
 when 2
 name = $data_weapons[@result].name
 end
 return name
 end
 
 #----------------------------------------------------------------------
 def have
 have_all = true
 for i in [email protected]
 case @ingredient_types
 when 0
 if $game_party.item_number(@ingredients) < @quantities
 have_all=false
 end
 when 1
 if $game_party.armor_number(@ingredients) < @quantities
 have_all=false
 end
 when 2
 if $game_party.weapon_number(@ingredients) < @quantities
 have_all=false
 end
 end
 end
 return have_all
 end
 
 #----------------------------------------------------------------------
 def decrement
 for i in [email protected]
 case @ingredient_types
 when 0
 $game_party.lose_item(@ingredients, @quantities)
 when 1
 $game_party.lose_armor(@ingredients, @quantities)
 when 2
 $game_party.lose_weapon(@ingredients, @quantities)
 end
 end
 end
 
 #----------------------------------------------------------------------
 def make
 if have
 case @result_type
 when 0
 $game_party.gain_item(@result, 1)
 when 1
 $game_party.gain_armor(@result, 1)
 when 2
 $game_party.gain_weapon(@result, 1)
 end
 decrement
 end
 end
 
 #----------------------------------------------------------------------
 def == (recipe)
 if recipe.is_a?(Game_Recipe)
 equal = true
 if recipe.ingredients != self.ingredients
 equal = false
 end
 if recipe.ingredient_types != self.ingredient_types
 equal = false
 end
 if recipe.quantities != self.quantities
 equal = false
 end
 if recipe.result != self.result
 equal=false
 end
 if recipe.result_type != self.result_type
 equal = false
 end
 else
 equal = false
 end
 return equal
 end
 
 end # of Game_Recipe class
 
 #===================================
 
 class Window_Craft < Window_Selectable
 
 #--------------------------------------------------------------------------
 def initialize
 super(0, 64, 240, 416)
 @column_max = 1
 refresh
 self.index = 0
 end
 
 #--------------------------------------------------------------------------
 def recipe
 return @data[self.index]
 end
 
 #--------------------------------------------------------------------------
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in 0...$game_party.recipes.size
 @data.push($game_party.recipes)
 end
 @item_max = @data.size
 if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 self.contents.font.name = "黑体" # = "黑体"
 self.contents.font.size = 18 # = 18
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 
 #--------------------------------------------------------------------------
 def draw_item(index)
 recipe = @data[index]
 self.contents.font.color = recipe.have ? normal_color : disabled_color
 x = 16
 y = index * 32
 self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0)
 end
 
 #--------------------------------------------------------------------------
 def update_help
 current_recipe = recipe
 if current_recipe.is_a?(Game_Recipe)
 case current_recipe.result_type
 when 0
 description = $data_items[current_recipe.result].description
 when 1
 description = $data_armors[current_recipe.result].description
 when 2
 description = $data_weapons[current_recipe.result].description
 end
 else
 description = ""
 end
 @help_window.set_text(description)
 @help_window.update
 end
 
 end # of Window_Craft
 
 #=======================================
 class Window_CraftResult < Window_Base
 
 #--------------------------------------------------------------------------
 def initialize
 super(240, 64, 400, 184)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
 self.contents.font.size = 18 # = 20
 @result = nil
 @type = nil
 end
 
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 case @type
 when 0
 item = $data_items[@result]
 if item.recover_hp_rate > item.recover_hp
 hp_string = "HP回复率:"
 hp_stat = item.recover_hp_rate
 else
 hp_string = "HP回复量:"
 hp_stat = item.recover_hp
 end
 if item.recover_sp_rate > item.recover_sp
 sp_string = "SP回复率:"
 sp_stat = item.recover_sp_rate
 else
 sp_string = "SP回复量:"
 sp_stat = item.recover_sp
 end
 @strings = [hp_string, sp_string, "物理防御:" , "魔法防御:", "命中率:", "分散度:"]
 @stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance,
 $game_party.item_number(@result)]
 @bitmap = RPG::Cache.icon(item.icon_name)
 when 1
 item = $data_armors[@result]
 @strings = ["物理防御:", "魔法防御:", "回避修正:", "力量增加:", "灵巧增加:",
 "速度增加:", "魔力增加:"]
 @stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus,
 item.agi_plus, item.int_plus, $game_party.armor_number(@result) ]
 @bitmap = RPG::Cache.icon(item.icon_name)
 when 2
 item = $data_weapons[@result]
 @strings =["攻击力:", "物理防御:", "魔法防御:", "力量增加:", "灵巧增加:",
 "速度增加:", "魔力增加:"]
 @stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus,
 item.agi_plus, item.int_plus, $game_party.weapon_number(@result) ]
 @bitmap = RPG::Cache.icon(item.icon_name)
 end
 for i in [email protected]
 x = i%2 * 184
 y = i /2 *28 +32
 self.contents.font.color = normal_color
 self.contents.draw_text(x,y,100, 28,@strings)
 self.contents.font.color = system_color
 self.contents.draw_text(x + 110, y, 45, 28, @stats.to_s)
 end
 self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255)
 self.contents.font.color= normal_color
 self.contents.draw_text(40, 0, 300, 28, "待合成物品的现有数量:")
 self.contents.font.color = system_color
 count = @stats[@stats.size - 1].to_s
 self.contents.draw_text(294, 0, 45, 28, count )
 end
 
 #----------------------------------------------------------------------
 def set_result(result , type)
 @result = result
 @type = type
 refresh
 end
 
 end #of Window_CraftResult
 
 #=======================================
 class Window_CraftIngredients < Window_Base
 
 #--------------------------------------------------------------------------
 def initialize
 super(240, 248, 400, 232)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
 self.contents.font.size = 18 # = 20
 @ingredients = []
 @types = []
 @quantities = []
 @item = nil
 @count = 0
 end
 
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 for i in [email protected]
 case @types
 when 0
 @item = $data_items[@ingredients]
 @count = $game_party.item_number(@ingredients)
 when 1
 @item = $data_armors[@ingredients]
 @count = $game_party.armor_number(@ingredients)
 when 2
 @item = $data_weapons[@ingredients]
 @count = $game_party.weapon_number(@ingredients)
 end
 y = i *26
 self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255)
 self.contents.font.color = @count >= @quantities ? normal_color : disabled_color
 self.contents.draw_text(30, y, 280, 28, @item.name)
 self.contents.draw_text(300, y, 45, 28, @quantities.to_s)
 self.contents.font.color = system_color
 self.contents.draw_text(245, y, 45, 28, @count.to_s )
 end
 end
 
 #--------------------------------------------------------------------------
 def set_ingredients(ingredients , types, quantities)
 @ingredients = ingredients
 @types = types
 @quantities = quantities
 refresh
 end
 
 end # of Window_CraftIngredients
 
 #======================================
 class Scene_Craft
 
 #--------------------------------------------------------------------------
 def initialize(craft_index=0)
 @craft_index=craft_index
 end
 
 #--------------------------------------------------------------------------
 def main
 @craft_window = Window_Craft.new
 @craft_window.index=@craft_index
 @confirm_window = Window_Base.new(120, 188, 400, 64)
 @confirm_window.contents = Bitmap.new(368, 32)
 @confirm_window.contents.font.name = "黑体"
 @confirm_window.contents.font.size = 20
 @help_window = Window_Help.new
 @craft_window.help_window = @help_window
 @result_window=Window_CraftResult.new
 @ingredients_window=Window_CraftIngredients.new
 @yes_no_window = Window_Command.new(100, ["确定", "放弃"])
 @confirm_window.visible = false
 @confirm_window.z = 1500
 @yes_no_window.visible = false
 @yes_no_window.active = false
 @yes_no_window.index = 1
 @yes_no_window.x = 270
 @yes_no_window.y = 252
 @yes_no_window.z = 1500
 @label_window = Window_Base.new(450,200,190,52)
 @label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)
 @label_window.contents.font.size=20
 @label_window.contents.font.color = @label_window.normal_color
 @label_window.contents.font.name = "黑体"
 @label_window.contents.draw_text(0, 0, @label_window.contents.width, 20, "  现有   需要")
 Graphics.transition
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 Graphics.freeze
 @help_window.dispose
 @craft_window.dispose
 @result_window.dispose
 @ingredients_window.dispose
 @confirm_window.dispose
 @yes_no_window.dispose
 @label_window.dispose
 end
 
 #--------------------------------------------------------------------------
 def update
 @craft_window.update
 @ingredients_window.update
 if $game_party.recipes.size > 0
 @result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
 @ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
 @craft_window.recipe.ingredient_types,
 @craft_window.recipe.quantities)
 end
 if @craft_window.active
 update_craft
 return
 end
 if @yes_no_window.active
 confirm_update
 return
 end
 end
 
 #--------------------------------------------------------------------------
 def update_craft
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Map.new
 return
 end
 if Input.trigger?(Input::C) and $game_party.recipes.size != 0
 @recipe = @craft_window.recipe
 if @recipe.have
 @yes_no_window.active = true
 @craft_window.active = false
 else
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 end
 end
 
 #--------------------------------------------------------------------------
 def confirm_update
 @craft_index = @craft_window.index
 @confirm_window.visible = true
 @confirm_window.z = 1500
 @yes_no_window.visible = true
 @yes_no_window.active = true
 @yes_no_window.z = 1500
 @yes_no_window.update
 string = "合成 " + @recipe.name + "?"
 cw = @confirm_window.contents.text_size(string).width
 center = @confirm_window.contents.width/2 - cw /2
 unless @drawn
 @confirm_window.contents.draw_text(center, 0, cw, 30, string)
 @drawn = true
 end
 if Input.trigger?(Input::C)
 if @yes_no_window.index == 0
 $game_system.se_play($data_system.decision_se)
 @recipe.make
 $game_system.se_play($data_system.save_se)
 $scene=Scene_Craft.new(@craft_index)
 else
 $game_system.se_play($data_system.cancel_se)
 $scene=Scene_Craft.new(@craft_index)
 end
 end
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene=Scene_Craft.new(@craft_index)
 end
 end
 
 end # of Scene_Craft
 
 #==============================================================================
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