赞 | 0 |
VIP | 3 |
好人卡 | 0 |
积分 | 1 |
经验 | 4391 |
最后登录 | 2016-6-8 |
在线时间 | 119 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 119 小时
- 注册时间
- 2013-6-26
- 帖子
- 23
|
3楼
楼主 |
发表于 2014-1-29 18:39:32
|
只看该作者
本帖最后由 754707165 于 2014-1-30 14:20 编辑
module Equipplus
CODE ={
11 => "属性抗性",
12 => "弱化抗性",
13 => "状态抗性",
14 => "状态免疫",
21 => "基本能力",
22 => "附加能力",
23 => "独有能力",
31 => "攻击附带属性",
32 => "攻击附带状态",
33 => "修正攻击速度",
34 => "添加攻击次数",
41 => "添加技能类型",
42 => "禁用技能类型",
43 => "添加技能",
44 => "禁用技能",
51 => "可装备武器类型",
52 => "可装备护甲类型",
53 => "固定装备",
54 => "禁用装备",
55 => "装备风格",
61 => "添加行动次数",
62 => "特殊标志",
63 => "消失效果",
64 => "队伍能力"}
#特殊标志
FLAG ={
0 => "自动战斗",
1 => "擅长防御",
2 => "保护弱者",
3 => "特技专注"}
#普通能力
PARAM ={
0 => "血量上限",
1 => "魔力上限",
2 => "物理破坏力",
3 => "物理防御力",
4 => "魔法破坏力",
5 => "魔法防御力",
6 => "灵巧值",
7 => "幸运值"}
#添加能力
XPARAM ={
0 => "攻击率:",
1 => "闪避率:",
2 => "暴击率:",
3 => "保护率:",
4 => "魔力抵消率:",
5 => "魔力克制率:",
6 => "物理反击率:",
7 => "伤口愈合率:",
8 => "魔力产生率:",
9 => "怒气攻心率:"}
#特殊能力
SPARAM ={
0 => "受到攻击率",
1 => "防御效果率",
2 => "恢复效果率",
3 => "药理知识",
4 => "魔法熟练度",
5 => "怒气释放率",
6 => "物理攻击伤害加成",
7 => "魔法攻击伤害加成",
8 => "洞察能力",
9 => "领悟能力"}
@队伍能力 ={
0 => "霸气外露",
1 => "随机遇敌无效",
2 => "很高的警惕性",
3 => "善于隐藏自己",
4 => "财神附体",
5 => "幸运女神"}
def self.equiphelpready
@状态 = {}
@武器类型 = {}
@防具类型 = {}
@属性 = {}
$data_states.each{|x| @状态[x.id] = x.name if x != nil}
elements = $data_system.elements
weapon_types = $data_system.weapon_types
armor_types = $data_system.armor_types
elements.each_with_index{|x,y| @属性[y] = x if x != ""}
weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}
armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}
end
def self.getequiphelp(equip)
help = ""
param = []
equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}
param = param.select{|x| x[1] != 0}
param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}
features = equip.features
features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}
features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}
features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}
features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}
features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}
features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}
features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\n"}
features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\n"}
features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name + "\n"}
features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name + "\n"}
features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id] + "\n"}
features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id] + "\n"}
features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id] + "\n"}
features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id] + "\n"}
featuresparam = []
featuresparam.push features.select{|x| x.code == 21}
featuresparam.push features.select{|x| x.code == 22}
featuresparam.push features.select{|x| x.code == 23}
featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}
featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}
help
end
def self.getline(text,maxtext)
xtext = []
line = 0
text.each_line{|x| xtext.push x.sub(/\n/){}}
xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
line
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================
class Window_Help2 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(line_number = 0)
super(0, 0, 210, 0)
self.z = 150
contents.font.size = 14
hide
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text(text)
@text = text
refresh
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text("")
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos(index,rect,window)
self.height = fitting_height2(Equipplus.getline(@xtext,13))
create_contents
contents.font.size = 15
rect.x -= window.ox
rect.y -= window.oy
ax = rect.x + rect.width + 10
ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
ax += window.x
ax = 0 if ax < 0
ay = rect.y + rect.height
ay = rect.y - self.height if ay + self.height > window.height
ay += window.y
ay = 0 if ay < 0
self.x = ax
self.y = ay
set_text(@xtext)
show
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 技能、物品等
#--------------------------------------------------------------------------
def set_item(item)
if item == nil
set_text("")
return
end
@xtext = ""
@xtext = "名称:" + item.name + "\n"
@xtext += "介绍:" + item.description + "\n"
@xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
@xtext += "持有:" + $game_party.item_number(item).to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
@xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)
@xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
hide if @text == ""
draw_text_ex(4, 0, @text,width,40,false)
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 计算窗口显示指定行数时的应用高度2*************************
#--------------------------------------------------------------------------
def fitting_height2(line_number)
line_number * contents.font.size + standard_padding * 2
end
# draw_text_ex的增强,使其可以自动换行 原作者:叶子 修改:wyongcan
#--------------------------------------------------------------------------
# ● 绘制带有控制符的文本内容
# 如果传递了width参数的话,会自动换行
#--------------------------------------------------------------------------
def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)
reset_font_settings if normalfont == true
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
if width != nil
pos[:height] = contents.font.size
pos[:width] = width
pos[:textwidth] = textwidth
end
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
#--------------------------------------------------------------------------
# ● 文字的处理
# c : 文字
# text : 绘制处理中的字符串缓存(字符串可能会被修改)
# pos : 绘制位置 {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_character(c, text, pos)
case c
when "\r" # 回车
return
when "\n" # 换行
process_new_line(text, pos)
when "\f" # 翻页
process_new_page(text, pos)
when "\e" # 控制符
process_escape_character(obtain_escape_code(text), text, pos)
else # 普通文字
pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]
if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]
process_new_line(text, pos)
end
process_normal_character(c, pos)
end
end
end
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
@help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
end
end
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
@help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
end
end
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
@help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
@status_window.item = item if @status_window
end
end
class Window_EquipSlot < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
super
@help_window.set_item(item) if @help_window
@help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
@status_window.set_temp_actor(nil) if @status_window
end
end
class Scene_Shop < Scene_MenuBase
alias on_sell_ok_old on_sell_ok
def on_sell_ok
on_sell_ok_old
@help_window.hide
end
alias on_buy_ok_old on_buy_ok
def on_buy_ok
on_buy_ok_old
@help_window.hide
end
alias on_number_ok_old on_number_ok
def on_number_ok
on_number_ok_old
@help_window.refresh
@help_window.show
end
alias on_number_cancel_old on_number_cancel
def on_number_cancel
on_number_cancel_old
@help_window.refresh
@help_window.show
end
end
class Scene_Title < Scene_Base
alias start_old start
def start
start_old
Equipplus.equiphelpready
end
end
class Scene_ItemBase < Scene_MenuBase
alias old_on_actor_cancel on_actor_cancel
def on_actor_cancel
old_on_actor_cancel
@help_window.refresh
end
alias old_on_actor_ok on_actor_ok
def on_actor_ok
old_on_actor_ok
@help_window.refresh
end
end
class Window_Base < Window
alias old_process_new_line process_new_line
def process_new_line(text, pos)
old_process_new_line(text, pos)
pos[:height] = contents.font.size if pos[:width] != nil
end
end
class Scene_MenuBase < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window.viewport = @viewport
end
end
class Scene_Battle < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window.visible = false
end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 选项重新定义
#==============================================================================
class Window_ItemCommand < Window_Command
#--------------------------------------------------------------------------
# ● 添加指令
# color : 指令字体颜色
# icon_index: 指令图标
# name : 指令名称
# symbol : 对应的符号
# enabled : 有效状态的标志
# ext : 任意的扩展数据
#--------------------------------------------------------------------------
def add_command(name, symbol, enabled = true, color = Color.new(255,255,255) ,icon_index = 0 ,ext = nil)
@list.push({:color=>color, :icon_index=>icon_index, :name=>name, :symbol=>symbol, :enabled=>enabled, :ext=>ext})
end
#--------------------------------------------------------------------------
# ● 获取指令字体颜色
#--------------------------------------------------------------------------
def command_color(index)
@list[index][:color]
end
#--------------------------------------------------------------------------
# ● 获取指令图标
#--------------------------------------------------------------------------
def command_icon_index(index)
@list[index][:icon_index]
end
def draw_text_in_rect(rect, str,icon_index,enabled = true, align = 0)
draw_icon(icon_index, rect.x, rect.y, enabled)
if icon_index > 0
draw_text(rect.x + 24, rect.y, rect.width - 28, line_height,str)
else
draw_text(rect.x, rect.y, rect.width - 8, line_height,str)
end
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
change_color(command_color(index), command_enabled?(index))
draw_text_in_rect(item_rect_for_text(index), command_name(index),command_icon_index(index))
end
end
#==============================================================================
# ■ Window_ItemCommand
#------------------------------------------------------------------------------
# 物品画面中,显示装备选项的窗口。
#==============================================================================
class Window_ItemCommand < Window_Command
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(item)
@item = item
super(0,0)
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# ● 获取列数
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
def enable?
$game_party.usable?(@item)
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
add_command("使用物品", :use_item , enable?,Color.new(11,168,3) ,121)
add_command("卖出物品", :sell_item , true ,Color.new(252,236,15) ,361)
add_command("丢弃物品", :giveup_item, true ,Color.new(242,119,14) ,227)
add_command("取消", :cancel , true ,Color.new(173,164,156))
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos(index,rect,window)
create_contents
clear_command_list
make_command_list
rect.x -= window.ox
rect.y -= window.oy
ax = rect.x + rect.width + 10
ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
ax += window.x
ax = 0 if ax < 0
ay = rect.y + rect.height
ay = rect.y - self.height if ay + self.height > window.height
ay += window.y
ay = 0 if ay < 0
self.x = ax
self.y = ay
refresh
show
end
end
#==============================================================================
# ■ Window_ItemCategory
#------------------------------------------------------------------------------
# 物品画面和商店画面中,显示装备、所持物品等项目列表的窗口。
#==============================================================================
class Window_New_ItemCategory < Window_Command
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :item_window
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0,72)
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 168
end
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
return Graphics.height - 72
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@item_window.category = current_symbol if @item_window
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
add_command("全部道具", :none)
add_command("全部物品", :item)
add_command("全部武器", :weapon)
add_command("全部防具", :armor)
add_command("消耗品", :use_item)
for i in 0 ... $kind_of_item.size
add_command($kind_of_item,("kind_"+i.to_s).to_sym)
end
add_command(Vocab::key_item, :key_item)
end
#--------------------------------------------------------------------------
# ● 设置物品窗口
#--------------------------------------------------------------------------
def item_window=(item_window)
@item_window = item_window
update
end
end
#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
# 物品画面中,显示持有物品的窗口。
#==============================================================================
class Window_ItemList2 < Window_ItemList
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@category = :none
@data = []
end
#--------------------------------------------------------------------------
# ● 获取列数
#--------------------------------------------------------------------------
def col_max
return 12
end
#--------------------------------------------------------------------------
# ● 项目间隔
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# ● 获取选择项目的有效状态
#--------------------------------------------------------------------------
def current_item_enabled?
true
end
#--------------------------------------------------------------------------
# ● 查询列表中是否含有此物品
#--------------------------------------------------------------------------
def include?(item)
case @category
when :none
true if item
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :use_item
item.is_a?(RPG::Item) && !item.key_item? && item.consumable
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
if item.is_a?(RPG::Item)
a = @category.to_s[5,2]
return true if item.class_id == a.to_i
else
false
end
end
end
#--------------------------------------------------------------------------
# ● 生成物品列表
#--------------------------------------------------------------------------
def make_item_list
@data = $game_party.all_items.select {|item| include?(item) }
@data.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_icon(item.icon_index, rect.x, rect.y, enable?(item))
end
end
end
#==============================================================================
# ■ Window_Control_Number
#------------------------------------------------------------------------------
# 物品选择数量画面
#==============================================================================
class Window_Control_Number < Window_ShopNumber
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :number # 数量
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(x,y,w,h)
@window_w = w
super(x,y,h)
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return @window_w
end
#--------------------------------------------------------------------------
# ● 计算窗口内容的宽度
#--------------------------------------------------------------------------
def contents_width
width - standard_padding * 2
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_item_name(@item, 4, 0)
draw_number
draw_total_price
end
#--------------------------------------------------------------------------
# ● 绘制数量
#--------------------------------------------------------------------------
def draw_number
change_color(normal_color) # x = cursor_x - 28
draw_text(4, fitting_height(1)-12, 22, line_height, "×")
draw_text(32, fitting_height(1)-12, cursor_width - 4, line_height, @number, 2)
end
#--------------------------------------------------------------------------
# ● 绘制总价
#--------------------------------------------------------------------------
def draw_total_price
width = contents_width - 60
draw_currency_value(@price * @number, @currency_unit, 4, price_y + 8, width)
end
#--------------------------------------------------------------------------
# ● 更新光标
#--------------------------------------------------------------------------
def update_cursor
cursor_rect.set(32, fitting_height(1)-12, cursor_width - 4, line_height)
end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 物品画面
#==============================================================================
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
@control_kind = :none
create_help_window
create_category_window
create_item_window
create_item_logo
end
#--------------------------------------------------------------------------
# ● 生成Logo
#--------------------------------------------------------------------------
def create_item_logo
@logo_window = Window_Base.new(0,0,@category_window.width,Graphics.height - @category_window.height)
@logo_window.draw_icon(264,4,0)
@logo_window.draw_text(28,0,@logo_window.width - 28,@logo_window.line_height,"我的包裹")
@logo_window.make_font_smaller
@logo_window.draw_text(4,26,@logo_window.width - 4,@logo_window.line_height,"道具数:"+$game_party.all_items.size.to_s)
@logo_window.make_font_bigger
@logo_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 刷新Logo
#--------------------------------------------------------------------------
def refresh_item_logo
@logo_window.contents.clear
@logo_window.draw_icon(264,4,0)
@logo_window.draw_text(28,0,@logo_window.width - 28,@logo_window.line_height,"我的包裹")
@logo_window.make_font_smaller
@logo_window.draw_text(4,26,@logo_window.width - 4,@logo_window.line_height,"道具数:"+$game_party.all_items.size.to_s)
@logo_window.make_font_bigger
@logo_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● 生成控制数量
#--------------------------------------------------------------------------
def create_item_control_amount
x = 145
y = 140
w = Graphics.width - x * 2
h = Graphics.height - y * 2
@control_amount = Window_Control_Number.new(x,y,w,h)
@control_amount.viewport = @viewport
@control_amount.set_handler(:ok, method(:on_item_control))
@control_amount.set_handler(:cancel, method(:back_to_choose_item))
end
#--------------------------------------------------------------------------
# ● 生成物品控制窗口
#--------------------------------------------------------------------------
def create_item_control
@item_control = Window_ItemCommand.new(item)
@item_control.viewport = @viewport
@item_control.set_handler(:use_item, method(:on_item_use))
@item_control.set_handler(:sell_item, method(:sell_item))
@item_control.set_handler(:giveup_item,method(:giveup_item))
@item_control.set_handler(:cancel, method(:back_to_choose_item))
end
#--------------------------------------------------------------------------
# ● 生成物品分类窗口
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_New_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
@category_window.activate
end
#--------------------------------------------------------------------------
# ● 生成物品窗口
#--------------------------------------------------------------------------
def create_item_window
@item_window = Window_ItemList2.new(@category_window.width, 0, Graphics.width - @category_window.width, Graphics.height)
@item_window.help_window = @help_window
@item_window.viewport = @viewport
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
@item_window.refresh
end
#--------------------------------------------------------------------------
# ● 分类“确定”
#--------------------------------------------------------------------------
def on_category_ok
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# ● 物品“确定”
#--------------------------------------------------------------------------
def on_item_ok
@help_window.hide
create_item_control
@item_control.uppos(@item_window.index,@item_window.item_rect(@item_window.index),@item_window)
@item_control.activate
end
#--------------------------------------------------------------------------
# ● 返回选择物品
#--------------------------------------------------------------------------
def back_to_choose_item
@control_amount.hide if @control_amount
@item_control.hide
@item_window.activate
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.unselect
@category_window.activate
end
#--------------------------------------------------------------------------
# ● 播放使用物品声效
#--------------------------------------------------------------------------
def play_se_for_item
Sound.play_use_item
end
#--------------------------------------------------------------------------
# ● 卖出物品(选择数量)
#--------------------------------------------------------------------------
def sell_item
create_item_control_amount
@control_amount.set(item, max_sell, selling_price, currency_unit)
@control_amount.activate
@control_kind = :sell
end
#--------------------------------------------------------------------------
# ● 丢弃物品(选择数量)
#--------------------------------------------------------------------------
def giveup_item
create_item_control_amount
@control_amount.set(item, max_sell, 0, currency_unit)
@control_amount.activate
@control_kind = :giveup
end
#--------------------------------------------------------------------------
# ● 结束选择数量
#--------------------------------------------------------------------------
def on_item_control
case @control_kind
when :sell
do_sell(@control_amount.number)
when :giveup
do_giveup(@control_amount.number)
end
refresh_item_logo
@item_window.refresh
back_to_choose_item
end
#--------------------------------------------------------------------------
# ● 执行卖出
#--------------------------------------------------------------------------
def do_sell(number)
$game_party.gain_gold(number * selling_price)
$game_party.lose_item(item, number)
end
#--------------------------------------------------------------------------
# ● 执行丢弃
#--------------------------------------------------------------------------
def do_giveup(number)
$game_party.lose_item(item, number)
end
#--------------------------------------------------------------------------
# ● 获取货币单位
#--------------------------------------------------------------------------
def currency_unit
Vocab::currency_unit
end
#--------------------------------------------------------------------------
# ● 获取可以卖出的最大值
#--------------------------------------------------------------------------
def max_sell
$game_party.item_number(item)
end
#--------------------------------------------------------------------------
# ● 获取卖出价格
#--------------------------------------------------------------------------
def selling_price
item.price / 2
end
#--------------------------------------------------------------------------
# ● 使用物品(选择角色)
#--------------------------------------------------------------------------
def on_item_use
@item_control.hide
$game_party.last_item.object = item
determine_item
end
#--------------------------------------------------------------------------
# ● 使用物品
#--------------------------------------------------------------------------
def use_item
super
@item_window.redraw_current_item
refresh_item_logo
end
end
|
|