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module IISNOW_ITEM_CONSUME_SKILL PATTERN = /.*I:ID(\d+)N(\d+)(.*)/m # 非专业人士请勿修改,正则匹配式,修改后注意备注写法的改变,下同 PATTERN_E = /.*EQU:ID(\d+).*/m PATTERN_A = /.*ARM:ID(\d+).*/m STR_UN_CONSUM = "UN" # 物品不消耗标识 TP_ICON = 189 # 你说你懂的 MP_ICON = 188 STYLE = 2 # 界面风格(支持1,2,3,4效果自己体会,不推荐4) STYLE_A = 2 # 提示风格(支持1,2,3,同上) PLACE = 3 # 消耗物品的图标与数目间的间距 PLACE_E = 2 # 不同消耗物品间的间距 ORDER = [0,1,2] # 从右往左的消耗显示顺序(0,TP;1,MP;2,物品) COLOR_ITEM = Color.new(255,255,255) # 物品消耗数目的字的颜色 COLOR_WE_L = Color.new(255,0,0) # 具体限定武器的框的颜色 COLOR_WE_A = Color.new(255,0,0) # 具体限定防具的框的颜色 COLOR_UN_I = Color.new(0,255,0) # 物品限定但不消耗的提示框的颜色 TRAN_DE = 100 # 风格_A2下的透明度再次降低(最大为160) end class Window_SkillList include IISNOW_ITEM_CONSUME_SKILL def col_max case STYLE when 1,3,4 return 2 when 2 return 1 end end def item_height case STYLE when 3 line_height * 2 when 1,2,4 line_height + 1 end end def draw_item(index) skill = @data[index] if skill rect = item_rect(index) rect.width -= 4 draw_item_name(skill, rect.x, rect.y, enable?(skill)) draw_skill_cost(rect, skill) end end alias :iisnow_draw_item_name :draw_item_name def draw_item_name(item, x, y, enabled = true, width = 172) iisnow_draw_item_name(item, x, y, enabled,width) rect_temp = text_size(item.name) if @actor.skill_eq_limt(item) draw_kuang(x + 24 + PLACE + rect_temp.width,y,24,24,COLOR_WE_L,enabled) draw_icon(@actor.skill_eq_limt(item).icon_index,x + 24 + PLACE + rect_temp.width,y,enabled) rect_temp.width += (24 + PLACE_E) end if @actor.skill_ar_limt(item) draw_kuang(x + 24 + PLACE + rect_temp.width,y,24,24,COLOR_WE_A,enabled) draw_icon(@actor.skill_ar_limt(item).icon_index,x + 24 + PLACE + rect_temp.width,y,enabled) end end def draw_skill_cost(rect, skill) str = create_string(skill) color = [tp_cost_color,mp_cost_color,COLOR_ITEM] str.each_with_index do |str,i| next unless str change_color(color[ORDER[i]], enable?(skill)) kuang = false case i when ORDER.index(2) icon_index = str[0].icon_index kuang = true if str[2] str = str[1] when ORDER.index(1) icon_index = MP_ICON when ORDER.index(0) icon_index = TP_ICON end contents.font.size = STYLE == 1 ? Font.default_size - 6 : Font.default_size draw_style(icon_index,rect,str,skill,kuang) end contents.font.size = Font.default_size end def draw_style(icon_index,rect,str,skill,kuang) case STYLE when 1 draw_kuang(rect.width - 24 + rect.x,rect.y,24,24,COLOR_UN_I,enable?(skill)) if kuang draw_icon(icon_index,rect.width - 24 + rect.x,rect.y,enable?(skill)) draw_text(Rect.new(rect.x + rect.width - 24,rect.y + 8,24,16),str,2) if str.to_i != 1 rect.width -= (24 + PLACE_E) when 2,4 draw_text(rect,str,2) if str.to_i != 1 rect.width -= (text_size(str).width + PLACE) if str.to_i != 1 draw_kuang(rect.width - 24 + rect.x,rect.y,24,24,COLOR_UN_I,enable?(skill)) if kuang draw_icon(icon_index,rect.width - 24 + rect.x,rect.y,enable?(skill)) rect.width -= (24 + PLACE_E) when 3 rect_temp = rect.clone rect_temp.y += (rect_temp.height / 2) rect_temp.height /= 2 draw_text(rect_temp,str,2) if str.to_i != 1 rect.width -= (text_size(str).width + PLACE) if str.to_i != 1 draw_kuang(rect.width - 24 + rect.x,rect_temp.y,24,24,COLOR_UN_I,enable?(skill)) if kuang draw_icon(icon_index,rect.width - 24 + rect.x,rect_temp.y,enable?(skill)) rect.width -= (24 + PLACE_E) end end def draw_kuang(x,y,w,h,c,fl) c.alpha = fl ? 255 : translucent_alpha - (STYLE_A == 2 ? TRAN_DE : 0) case STYLE_A when 1 contents.fill_rect(x,y,w,1,c) contents.fill_rect(x,y + 1,1,h - 1,c) contents.fill_rect(x + 1,y + h - 1,w - 1,1,c) contents.fill_rect(x + w -1,y + 1,1,h - 2,c) when 2 contents.fill_rect(x,y,w,h,c) end end def create_string(skill) str1 = @actor.skill_tp_cost(skill) str2 = @actor.skill_mp_cost(skill) str3 = @actor.skill_it_cost(skill) str1 = str1 > 0 ? str1.to_s : nil str2 = str2 > 0 ? str2.to_s : nil str3 = str3[1] > 0 ? [str3[0],str3[1].to_s,str3[2]] : nil str = [str1,str2,str3] iisnow = [str[ORDER[0]],str[ORDER[1]],str[ORDER[2]]] iisnow end end class Game_BattlerBase include IISNOW_ITEM_CONSUME_SKILL def skill_it_cost(skill) skill.note.match(PATTERN) item = $data_items[$1.to_i] if $1 != 0 num = $2.to_i flag = $3.match(/^#{STR_UN_CONSUM}/) if $3 return [item,num,flag] end def skill_eq_limt(skill) skill.note.match(PATTERN_E) eq = $data_weapons[$1.to_i] if $1 != 0 return eq end def skill_ar_limt(skill) skill.note.match(PATTERN_A) eq = $data_armors[$1.to_i] if $1 != 0 return eq end alias :iisnow_skill_cost_payable? :skill_cost_payable? def skill_cost_payable?(skill) result1 = iisnow_skill_cost_payable?(skill) if skill_it_cost(skill)[0] result2 = $game_party.item_number(skill_it_cost(skill)[0]) >= skill_it_cost(skill)[1] return result1 && result2 end return result1 end alias :iisnow_pay_skill_cost :pay_skill_cost def pay_skill_cost(skill) iisnow_pay_skill_cost(skill) if skill_it_cost(skill)[0] && !skill_it_cost(skill)[2] $game_party.gain_item(skill_it_cost(skill)[0],-skill_it_cost(skill)[1]) end end end class Game_Actor alias :iisnow_skill_wtype_ok? :skill_wtype_ok? def skill_wtype_ok?(skill) result1 = iisnow_skill_wtype_ok?(skill) result2 = skill_eq_limt(skill) ? weapons.include?(skill_eq_limt(skill)) : true result3 = skill_ar_limt(skill) ? armors.include?(skill_ar_limt(skill)) : true return result1 && result2 && result3 end end
module IISNOW_ITEM_CONSUME_SKILL
PATTERN = /.*I:ID(\d+)N(\d+)(.*)/m
# 非专业人士请勿修改,正则匹配式,修改后注意备注写法的改变,下同
PATTERN_E = /.*EQU:ID(\d+).*/m
PATTERN_A = /.*ARM:ID(\d+).*/m
STR_UN_CONSUM = "UN" # 物品不消耗标识
TP_ICON = 189 # 你说你懂的
MP_ICON = 188
STYLE = 2 # 界面风格(支持1,2,3,4效果自己体会,不推荐4)
STYLE_A = 2 # 提示风格(支持1,2,3,同上)
PLACE = 3 # 消耗物品的图标与数目间的间距
PLACE_E = 2 # 不同消耗物品间的间距
ORDER = [0,1,2] # 从右往左的消耗显示顺序(0,TP;1,MP;2,物品)
COLOR_ITEM = Color.new(255,255,255) # 物品消耗数目的字的颜色
COLOR_WE_L = Color.new(255,0,0) # 具体限定武器的框的颜色
COLOR_WE_A = Color.new(255,0,0) # 具体限定防具的框的颜色
COLOR_UN_I = Color.new(0,255,0) # 物品限定但不消耗的提示框的颜色
TRAN_DE = 100 # 风格_A2下的透明度再次降低(最大为160)
end
class Window_SkillList
include IISNOW_ITEM_CONSUME_SKILL
def col_max
case STYLE
when 1,3,4
return 2
when 2
return 1
end
end
def item_height
case STYLE
when 3
line_height * 2
when 1,2,4
line_height + 1
end
end
def draw_item(index)
skill = @data[index]
if skill
rect = item_rect(index)
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
draw_skill_cost(rect, skill)
end
end
alias :iisnow_draw_item_name :draw_item_name
def draw_item_name(item, x, y, enabled = true, width = 172)
iisnow_draw_item_name(item, x, y, enabled,width)
rect_temp = text_size(item.name)
if @actor.skill_eq_limt(item)
draw_kuang(x + 24 + PLACE + rect_temp.width,y,24,24,COLOR_WE_L,enabled)
draw_icon(@actor.skill_eq_limt(item).icon_index,x + 24 + PLACE + rect_temp.width,y,enabled)
rect_temp.width += (24 + PLACE_E)
end
if @actor.skill_ar_limt(item)
draw_kuang(x + 24 + PLACE + rect_temp.width,y,24,24,COLOR_WE_A,enabled)
draw_icon(@actor.skill_ar_limt(item).icon_index,x + 24 + PLACE + rect_temp.width,y,enabled)
end
end
def draw_skill_cost(rect, skill)
str = create_string(skill)
color = [tp_cost_color,mp_cost_color,COLOR_ITEM]
str.each_with_index do |str,i|
next unless str
change_color(color[ORDER[i]], enable?(skill))
kuang = false
case i
when ORDER.index(2)
icon_index = str[0].icon_index
kuang = true if str[2]
str = str[1]
when ORDER.index(1)
icon_index = MP_ICON
when ORDER.index(0)
icon_index = TP_ICON
end
contents.font.size = STYLE == 1 ? Font.default_size - 6 : Font.default_size
draw_style(icon_index,rect,str,skill,kuang)
end
contents.font.size = Font.default_size
end
def draw_style(icon_index,rect,str,skill,kuang)
case STYLE
when 1
draw_kuang(rect.width - 24 + rect.x,rect.y,24,24,COLOR_UN_I,enable?(skill)) if kuang
draw_icon(icon_index,rect.width - 24 + rect.x,rect.y,enable?(skill))
draw_text(Rect.new(rect.x + rect.width - 24,rect.y + 8,24,16),str,2) if str.to_i != 1
rect.width -= (24 + PLACE_E)
when 2,4
draw_text(rect,str,2) if str.to_i != 1
rect.width -= (text_size(str).width + PLACE) if str.to_i != 1
draw_kuang(rect.width - 24 + rect.x,rect.y,24,24,COLOR_UN_I,enable?(skill)) if kuang
draw_icon(icon_index,rect.width - 24 + rect.x,rect.y,enable?(skill))
rect.width -= (24 + PLACE_E)
when 3
rect_temp = rect.clone
rect_temp.y += (rect_temp.height / 2)
rect_temp.height /= 2
draw_text(rect_temp,str,2) if str.to_i != 1
rect.width -= (text_size(str).width + PLACE) if str.to_i != 1
draw_kuang(rect.width - 24 + rect.x,rect_temp.y,24,24,COLOR_UN_I,enable?(skill)) if kuang
draw_icon(icon_index,rect.width - 24 + rect.x,rect_temp.y,enable?(skill))
rect.width -= (24 + PLACE_E)
end
end
def draw_kuang(x,y,w,h,c,fl)
c.alpha = fl ? 255 : translucent_alpha - (STYLE_A == 2 ? TRAN_DE : 0)
case STYLE_A
when 1
contents.fill_rect(x,y,w,1,c)
contents.fill_rect(x,y + 1,1,h - 1,c)
contents.fill_rect(x + 1,y + h - 1,w - 1,1,c)
contents.fill_rect(x + w -1,y + 1,1,h - 2,c)
when 2
contents.fill_rect(x,y,w,h,c)
end
end
def create_string(skill)
str1 = @actor.skill_tp_cost(skill)
str2 = @actor.skill_mp_cost(skill)
str3 = @actor.skill_it_cost(skill)
str1 = str1 > 0 ? str1.to_s : nil
str2 = str2 > 0 ? str2.to_s : nil
str3 = str3[1] > 0 ? [str3[0],str3[1].to_s,str3[2]] : nil
str = [str1,str2,str3]
iisnow = [str[ORDER[0]],str[ORDER[1]],str[ORDER[2]]]
iisnow
end
end
class Game_BattlerBase
include IISNOW_ITEM_CONSUME_SKILL
def skill_it_cost(skill)
skill.note.match(PATTERN)
item = $data_items[$1.to_i] if $1 != 0
num = $2.to_i
flag = $3.match(/^#{STR_UN_CONSUM}/) if $3
return [item,num,flag]
end
def skill_eq_limt(skill)
skill.note.match(PATTERN_E)
eq = $data_weapons[$1.to_i] if $1 != 0
return eq
end
def skill_ar_limt(skill)
skill.note.match(PATTERN_A)
eq = $data_armors[$1.to_i] if $1 != 0
return eq
end
alias :iisnow_skill_cost_payable? :skill_cost_payable?
def skill_cost_payable?(skill)
result1 = iisnow_skill_cost_payable?(skill)
if skill_it_cost(skill)[0]
result2 = $game_party.item_number(skill_it_cost(skill)[0]) >= skill_it_cost(skill)[1]
return result1 && result2
end
return result1
end
alias :iisnow_pay_skill_cost :pay_skill_cost
def pay_skill_cost(skill)
iisnow_pay_skill_cost(skill)
if skill_it_cost(skill)[0] && !skill_it_cost(skill)[2]
$game_party.gain_item(skill_it_cost(skill)[0],-skill_it_cost(skill)[1])
end
end
end
class Game_Actor
alias :iisnow_skill_wtype_ok? :skill_wtype_ok?
def skill_wtype_ok?(skill)
result1 = iisnow_skill_wtype_ok?(skill)
result2 = skill_eq_limt(skill) ? weapons.include?(skill_eq_limt(skill)) : true
result3 = skill_ar_limt(skill) ? armors.include?(skill_ar_limt(skill)) : true
return result1 && result2 && result3
end
end
其实,我是打算用来做生活技能用的。虽然我也知道有一些制作的脚本,但是我是不希望有材料有钱就能无限做,我的设定是每次使用会消耗魔法和时间(游戏中的),由于涉及变量比较多,需要每个生产都会有不同的变量,以我的能力不大可能大规模修改那些脚本,于是我就相出了一个办法。通过技能计算公式给变量。然后由公共事件来执行。
这个脚本很适合,但是,目前这个脚本只能消耗一种物品,没办法同时消耗多种不同数量的物品,而那个帖子也有许多人问同样的问题。我之所以不再等是因为上述考虑要涉及到不少变量开关,如果真的没办法我也得花上不少时间去找其他可能的方法,所以才到这里问了。
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