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本帖最后由 CR~ 于 2014-5-5 10:26 编辑
装备只有在穿在身上之后才会显示颜色。。在Window_EquipItem那没有颜色显示。。。
物品颜色脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#
# 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色
# 可以更改的种类包括物品、防具、特技、武器。
#
# 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。
# 数字为颜色编号,和对话框中的一样。
# ——————————————————————————————————————
module RPG
class Skill
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def name_color_66RPG
name_color = @description.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def name_color_66RPG
name_color = @description.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def name_color_66RPG
name_color = @description.split(/@/)[1]
return name_color != nil ? name_color.to_i : 0
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def name_color_66RPG
name_color = @description.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, 24, 24))
self.contents.font.color = text_color(item.name_color_66RPG)
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_66RPG)
else
self.contents.font.color = disabled_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, 24, 24), 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, 24, 24))
self.contents.font.color = text_color(item.name_color_66RPG)
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_66RPG)
else
self.contents.font.color = disabled_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, 24, 24), 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_66RPG)
else
self.contents.font.color = disabled_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, 24, 24), 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_66RPG)
else
self.contents.font.color = disabled_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, 24, 24), 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
#==============================================================================
装备界面详细介绍
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
def up_color
return Color.new(255, 0, 0)
end
def down_color
return Color.new(0, 255, 0)
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
###############################################################
when 7
parameter_name = "回避"
parameter_value = actor.eva
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
UP_ICON = "048-Skill05"
DOWN_ICON = "047-Skill04"
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
###############################################################
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_actor_parameter(@actor, 4, 160, 7)
draw_actor_parameter(@actor, 4, 192, 3)
draw_actor_parameter(@actor, 4, 224, 4)
draw_actor_parameter(@actor, 4, 256, 5)
draw_actor_parameter(@actor, 4, 288, 6)
if @new_atk != nil
if @new_atk > @actor.atk
self.contents.blt(164, 64, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_atk < @actor.atk
self.contents.blt(164, 64, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
self.contents.font.color = normal_color if @new_atk == @actor.atk
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
if @new_pdef > @actor.pdef
self.contents.blt(164, 96, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_pdef < @actor.pdef
self.contents.blt(164, 96, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
self.contents.font.color = normal_color if @new_pdef == @actor.pdef
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
if @new_mdef > @actor.mdef
self.contents.blt(164, 128, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_mdef < @actor.mdef
self.contents.blt(164, 128, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
self.contents.font.color = normal_color if @new_mdef == @actor.mdef
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
if @new_eva != nil
if @new_eva > @actor.eva
self.contents.blt(164, 160, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_eva < @actor.eva
self.contents.blt(164, 160, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
self.contents.font.color = normal_color if @new_eva == @actor.eva
self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
end
if @new_str != nil
if @new_str > @actor.str
self.contents.blt(164, 192, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_str < @actor.str
self.contents.blt(164, 192, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_str>@actor.str ? up_color : down_color
self.contents.font.color = normal_color if @new_str == @actor.str
self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
if @new_dex > @actor.dex
self.contents.blt(164, 224, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_dex < @actor.dex
self.contents.blt(164, 224, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
self.contents.font.color = normal_color if @new_dex == @actor.dex
self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
if @new_agi > @actor.agi
self.contents.blt(164, 256, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_agi < @actor.agi
self.contents.blt(164, 256, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
self.contents.font.color = normal_color if @new_agi == @actor.agi
self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
if @new_int > @actor.int
self.contents.blt(164, 288, RPG::Cache.icon(UP_ICON), Rect.new(0, 0, 24, 24))
elsif @new_int < @actor.int
self.contents.blt(164, 288, RPG::Cache.icon(DOWN_ICON), Rect.new(0, 0, 24, 24))
end
self.contents.font.color = @new_int>@actor.int ? up_color : down_color
self.contents.font.color = normal_color if @new_int == @actor.int
self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 变更装备后的能力值设置
# new_atk : 变更装备后的攻击力
# new_pdef : 变更装备后的物理防御
# new_mdef : 变更装备后的魔法防御
#--------------------------------------------------------------------------
###############################################################
def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_eva = new_eva
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
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
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
################改了改坐标和高度#################################
super(272, 256, 368, 224)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 项目的描绘
# index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
################改了改坐标#################################
x = 4
y = index * 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, 24, 24))
self.contents.font.color = normal_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
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 设置物品窗口的可视状态
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# 获取当前装备中的物品
item1 = @right_window.item
# 设置当前的物品窗口到 @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# 右窗口被激活的情况下
if @right_window.active
# 删除变更装备后的能力
###############################################################
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
end
# 物品窗口被激活的情况下
if @item_window.active
# 获取现在选中的物品
item2 = @item_window.item
# 变更装备
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# 获取变更装备后的能力值
###############################################################
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_eva = @actor.eva
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# 返回到装备
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# 描画左窗口
###############################################################
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
已经自己解决了。。。 |
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