Project1
标题:
寻找;装备武器名字颜色的脚本
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作者:
月夜驃鱈
时间:
2009-10-14 13:03
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作者:
月夜驃鱈
时间:
2009-10-14 13:21
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作者:
传说中di
时间:
2009-10-14 14:41
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 by 柳柳
#==============================================================================
module RPG
class Skill
def name
name = @name.split(/@/)[0]
return name != nil ? name : ''
end
def name_color
name_color = @name.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Weapon
def name
name = @name.split(/@/)[0]
return name != nil ? name : ''
end
def name_color
name_color = @name.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Item
def name
name = @name.split(/@/)[0]
return name != nil ? name : ''
end
def name_color
name_color = @name.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Armor
def name
name = @name.split(/@/)[0]
return name != nil ? name : ''
end
def name_color
name_color = @name.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, 48, 48))
self.contents.font.color = text_color(item.name_color)
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)
else
self.contents.font.color = text_color(item.name_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(item.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 48, 48), 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, 48, 48))
self.contents.font.color = text_color(item.name_color)
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)
else
self.contents.font.color = text_color(item.name_color)
end
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, 48, 48), 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)
else
self.contents.font.color = text_color(item.name_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(item.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 48, 48), 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)
else
self.contents.font.color = text_color(skill.name_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, 48, 48), 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
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
在装备名后面加@1#数字是色彩
作者:
laoyu
时间:
2009-10-16 12:54
提示:
作者被禁止或删除 内容自动屏蔽
作者:
laoyu
时间:
2009-10-16 12:54
提示:
作者被禁止或删除 内容自动屏蔽
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