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用的是叶子的物品分类合成增强版
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 ########################################################################## # 1 号合成物品设定 (物品小药水×2 + 中药水 = 大药水) 成品分类:1 ########################################################################## 材料 = [125] # 需要材料的数据库编号 材料种类 = [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 = [3] # 需要材料的数量 成品 = 1 # 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 成品分类 = 1 # 获得成品分类 @recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 2 号合成物品设定 (武器铜剑3、铁剑2、钢剑1 = 密切斯特剑) 成品分类:2 ########################################################################## 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 成品分类 = 2 # 获得成品分类 @recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 3 号合成物品设定 (物品力量之石×2 + 防具钢盾×1 = 密切斯特盾) 成品分类:3 ########################################################################## 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 成品分类 = 3 # 获得成品分类 @recipe_list[3] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 4 号合成物品设定 (生命之种×2 + 香水×1 = 完全滋补液) 成品分类:3 ########################################################################## 材料 = [17, 4] # 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 = 10 # 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 成品分类 = 3 # 获得成品分类 @recipe_list[4] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 5 号合成物品设定 成品分类:3 ########################################################################## 材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号 材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量 成品 = 28 # 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 成品分类 = 3 # 获得成品分类 @recipe_list[5] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 6 号合成物品设定 成品分类:3 ########################################################################## 材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号 材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量 成品 = 28 # 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 成品分类 = 3 # 获得成品分类 @recipe_list[6] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 7 号合成物品设定 成品分类:3 ########################################################################## 材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号 材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量 成品 = 28 # 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 成品分类 = 3 # 获得成品分类 @recipe_list[7] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) ########################################################################## # 8 号合成物品设定 成品分类:3 ########################################################################## 材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号 材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量 成品 = 28 # 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 成品分类 = 3 # 获得成品分类 @recipe_list[8] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类) 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 $game_party.recipes.include?(recipe) end #---------------------------------------------------------------------- def learn_recipe(recipe , version = 1) unless recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) unless know?(recipe) @recipes.push(recipe) end end end #---------------------------------------------------------------------- def forget_recipe(recipe , version = 1) if !recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) for i in [email]0...@recipes.size[/email] if recipe == @recipes[i] index = i break end end if index != nil @recipes.delete(@recipes[index]) end end end #---------------------------------------------------------------------- def get_recipe_from_master_list(item, version) index = nil for i in 0...$game_temp.recipe_list.size if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].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 attr_reader :craft_type #物品分类 #---------------------------------------------------------------------- def initialize( ingredients, ingredient_types, quantities, result, result_type, craft_type=0) @ingredients = ingredients @ingredient_types = ingredient_types @quantities = quantities @result = result @result_type = result_type @craft_type = craft_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 item case @result_type when 0 item = $data_items[@result] when 1 item = $data_armors[@result] when 2 item = $data_weapons[@result] end return item end #---------------------------------------------------------------------- def have have_all = true for i in [email]0...@ingredients.size[/email] case @ingredient_types[i] when 0 if $game_party.item_number(@ingredients[i]) < @quantities[i] have_all=false end when 1 if $game_party.armor_number(@ingredients[i]) < @quantities[i] have_all=false end when 2 if $game_party.weapon_number(@ingredients[i]) < @quantities[i] have_all=false end end end return have_all end #---------------------------------------------------------------------- def decrement for i in [email]0...@ingredients.size[/email] case @ingredient_types[i] when 0 $game_party.lose_item(@ingredients[i], @quantities[i]) when 1 $game_party.lose_armor(@ingredients[i], @quantities[i]) when 2 $game_party.lose_weapon(@ingredients[i], @quantities[i]) 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 $game_party.gain_weapon(@result, 1) end decrement end end #---------------------------------------------------------------------- def == (recipe) if recipe.is_a?(Game_Recipe) equal = true if recipe.ingredients != self.ingredients equal = false end if recipe.ingredient_types != self.ingredient_types equal = false end if recipe.quantities != self.quantities equal = false end if recipe.result != self.result equal=false end if recipe.result_type != self.result_type equal = false end else equal = false end return equal end end # of Game_Recipe class #=================================== class Window_Craft < Window_Selectable attr_reader :data #声明数据 #-------------------------------------------------------------------------- def initialize(craft_type=0) @craft_type = craft_type super(0, 64, 240, 416)#super(0, 64, 240, 416) @column_max = 1 refresh self.index = 0 end #-------------------------------------------------------------------------- def recipe return @data[self.index] end #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...$game_party.recipes.size #@craft_type为0时就显示全部物品 #不为0时就显示对应物品 if @craft_type == 0 @data.push($game_party.recipes[i]) elsif $game_party.recipes[i].craft_type == @craft_type @data.push($game_party.recipes[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 55, row_max * 55)#self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = "华文新魏" # = "黑体" self.contents.font.size = 18 # = 18 for i in 0...@item_max x = 16#16 y = i * 55#32 able = true for ingredient in 0...@data[i].ingredients.size case @data[i].ingredient_types[ingredient] when 0 count = $game_party.item_number(@data[i].ingredients[ingredient]) when 1 count = $game_party.armor_number(@data[i].ingredients[ingredient]) when 2 count = $game_party.weapon_number(@data[i].ingredients[ingredient]) end if count < @data[i].quantities[ingredient] able = false break end end draw_item_name(@data[i].item, x, y, able) end end end #-------------------------------------------------------------------------- def draw_item(index) recipe = @data[index] self.contents.font.color = recipe.have ? normal_color : disabled_color x = 16 y = index * 55 self.contents.draw_text(x , y, self.width-55, 55, recipe.name, 0) end #-------------------------------------------------------------------------- # ● 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, able = true) if item == nil return end if !able self.contents.font.color = disabled_color end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 55, 55))#(x, y + 4, bitmap, Rect.new(0, 0, 55, 55)) self.contents.draw_text(x + 60, y, 212, 55, item.name)#self.contents.draw_text(x + 28, y, 212, 32, item.name) self.contents.font.color = normal_color 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 = Bitmap.new(width - 32, height - 32) self.contents.font.name = "华文新魏" # = $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 = "命回复率:" hp_stat = item.recover_hp_rate else hp_string = "命回复量:" hp_stat = item.recover_hp end if item.recover_sp_rate > item.recover_sp sp_string = "气回复率:" sp_stat = item.recover_sp_rate else sp_string = "气回复量:" sp_stat = item.recover_sp end @strings = [hp_string, sp_string, "韧性:" , "气劲:", "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 = ["韧性:", "气劲:", "回避修正:", "力增:", "定增:", "速增:", "劲增:"] @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:", "韧性:", "气劲:", "力增:", "定增:", "速增:", "劲增:"] @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]0...@strings.size[/email] x = i%2 * 184 y = i /2 *28 +32#y = i /2 *28 +32 self.contents.font.color = normal_color self.contents.draw_text(x,y,100, 28,@strings[i]) # self.contents.draw_text(x,y,100, 28,@strings[i]) self.contents.font.color = system_color self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s) end self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 55, 55), 255)#24 self.contents.font.color= normal_color self.contents.draw_text(60, 0, 300, 28, "待合成物品的现有数量:")#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 = "华文新魏" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype self.contents.font.size = 18 # = 20 @ingredients = [] @types = [] @quantities = [] @item = nil @count = 0 @counter = 0 @real_oy = 0 end #-------------------------------------------------------------------------- def refresh @counter = 0 self.contents.clear self.contents = Bitmap.new(width - 32, @ingredients.size * 55)#self.contents = Bitmap.new(width - 32, @ingredients.size * 26) for i in [email]0...@ingredients.size[/email] case @types[i] when 0 @item = $data_items[@ingredients[i]] @count = $game_party.item_number(@ingredients[i]) when 1 @item = $data_armors[@ingredients[i]] @count = $game_party.armor_number(@ingredients[i]) when 2 @item = $data_weapons[@ingredients[i]] @count = $game_party.weapon_number(@ingredients[i]) end y = i *55#26 self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 55, 55), 255)#24 self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color self.contents.draw_text(60, y, 280, 28, @item.name)#self.contents.draw_text(30, y, 280, 28, @item.name) self.contents.draw_text(300, y, 45, 28, @quantities[i].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 if @ingredients.size > 7 self.oy = -52 @real_oy = 0 else self.oy = 0 end end def update super @counter += 1 if @ingredients.size > 7 and @counter > 30 @real_oy = (@real_oy + 1) % ((@ingredients.size - 3) * 55)#@real_oy = (@real_oy + 1) % ((@ingredients.size - 3) * 26) self.oy = @real_oy - 52 end end end # of Window_CraftIngredients #====================================== class Scene_Craft #-------------------------------------------------------------------------- # @craft_type:物品种类,0就是全部 def initialize(craft_type=0,craft_index=0) @craft_index=craft_index @craft_type = craft_type end #-------------------------------------------------------------------------- def main @craft_window = Window_Craft.new(@craft_type) @craft_window.index=@craft_index @confirm_window = Window_Base.new(120, 188, 400, 64) @confirm_window.contents = Bitmap.new(368, 32) # @confirm_window.contents = Bitmap.new(368, 32) @confirm_window.contents.font.name = "华文新魏" @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 if @craft_window.data.size > 0 #本类窗口物品大于0的话 @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 @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 = Window_Base.new(450,200,190,52) @label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)#(@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 = "华文新魏" @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 @craft_window.active update_craft return end if @yes_no_window.active confirm_update return end end #-------------------------------------------------------------------------- def update_craft if Input.dir4 != 0 if @craft_window.data.size > 0 #本类窗口物品大于0的话 @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 end 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 != nil if @recipe.have @yes_no_window.active = true @craft_window.active = false else $game_system.se_play($data_system.buzzer_se) return end 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#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_type,@craft_index) else $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_type,@craft_index) end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_type,@craft_index) end end end # of Scene_Craft
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
##########################################################################
# 1 号合成物品设定 (物品小药水×2 + 中药水 = 大药水) 成品分类:1
##########################################################################
材料 = [125] # 需要材料的数据库编号
材料种类 = [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 = [3] # 需要材料的数量
成品 = 1 # 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
成品分类 = 1 # 获得成品分类
@recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 2 号合成物品设定 (武器铜剑3、铁剑2、钢剑1 = 密切斯特剑) 成品分类:2
##########################################################################
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
成品分类 = 2 # 获得成品分类
@recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 3 号合成物品设定 (物品力量之石×2 + 防具钢盾×1 = 密切斯特盾) 成品分类:3
##########################################################################
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
成品分类 = 3 # 获得成品分类
@recipe_list[3] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 4 号合成物品设定 (生命之种×2 + 香水×1 = 完全滋补液) 成品分类:3
##########################################################################
材料 = [17, 4] # 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 = 10 # 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
成品分类 = 3 # 获得成品分类
@recipe_list[4] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 5 号合成物品设定 成品分类:3
##########################################################################
材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号
材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量
成品 = 28 # 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
成品分类 = 3 # 获得成品分类
@recipe_list[5] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 6 号合成物品设定 成品分类:3
##########################################################################
材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号
材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量
成品 = 28 # 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
成品分类 = 3 # 获得成品分类
@recipe_list[6] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 7 号合成物品设定 成品分类:3
##########################################################################
材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号
材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量
成品 = 28 # 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
成品分类 = 3 # 获得成品分类
@recipe_list[7] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
##########################################################################
# 8 号合成物品设定 成品分类:3
##########################################################################
材料 = [1,2,3,4,5,6,7,8,9,10] # 需要材料的数据库编号
材料种类 = [0,0,0,0,0,0,0,0,0,0] # 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 = [1,1,1,1,1,1,1,1,1,1] # 需要材料的数量
成品 = 28 # 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
成品分类 = 3 # 获得成品分类
@recipe_list[8] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类,成品分类)
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 $game_party.recipes.include?(recipe)
end
#----------------------------------------------------------------------
def learn_recipe(recipe , version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
unless know?(recipe)
@recipes.push(recipe)
end
end
end
#----------------------------------------------------------------------
def forget_recipe(recipe , version = 1)
if !recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
for i in [email]0...@recipes.size[/email]
if recipe == @recipes[i]
index = i
break
end
end
if index != nil
@recipes.delete(@recipes[index])
end
end
end
#----------------------------------------------------------------------
def get_recipe_from_master_list(item, version)
index = nil
for i in 0...$game_temp.recipe_list.size
if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].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
attr_reader :craft_type #物品分类
#----------------------------------------------------------------------
def initialize( ingredients, ingredient_types, quantities, result, result_type, craft_type=0)
@ingredients = ingredients
@ingredient_types = ingredient_types
@quantities = quantities
@result = result
@result_type = result_type
@craft_type = craft_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 item
case @result_type
when 0
item = $data_items[@result]
when 1
item = $data_armors[@result]
when 2
item = $data_weapons[@result]
end
return item
end
#----------------------------------------------------------------------
def have
have_all = true
for i in [email]0...@ingredients.size[/email]
case @ingredient_types[i]
when 0
if $game_party.item_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 1
if $game_party.armor_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 2
if $game_party.weapon_number(@ingredients[i]) < @quantities[i]
have_all=false
end
end
end
return have_all
end
#----------------------------------------------------------------------
def decrement
for i in [email]0...@ingredients.size[/email]
case @ingredient_types[i]
when 0
$game_party.lose_item(@ingredients[i], @quantities[i])
when 1
$game_party.lose_armor(@ingredients[i], @quantities[i])
when 2
$game_party.lose_weapon(@ingredients[i], @quantities[i])
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
$game_party.gain_weapon(@result, 1)
end
decrement
end
end
#----------------------------------------------------------------------
def == (recipe)
if recipe.is_a?(Game_Recipe)
equal = true
if recipe.ingredients != self.ingredients
equal = false
end
if recipe.ingredient_types != self.ingredient_types
equal = false
end
if recipe.quantities != self.quantities
equal = false
end
if recipe.result != self.result
equal=false
end
if recipe.result_type != self.result_type
equal = false
end
else
equal = false
end
return equal
end
end # of Game_Recipe class
#===================================
class Window_Craft < Window_Selectable
attr_reader :data #声明数据
#--------------------------------------------------------------------------
def initialize(craft_type=0)
@craft_type = craft_type
super(0, 64, 240, 416)#super(0, 64, 240, 416)
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def recipe
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.recipes.size
#@craft_type为0时就显示全部物品
#不为0时就显示对应物品
if @craft_type == 0
@data.push($game_party.recipes[i])
elsif $game_party.recipes[i].craft_type == @craft_type
@data.push($game_party.recipes[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 55, row_max * 55)#self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = "华文新魏" # = "黑体"
self.contents.font.size = 18 # = 18
for i in 0...@item_max
x = 16#16
y = i * 55#32
able = true
for ingredient in 0...@data[i].ingredients.size
case @data[i].ingredient_types[ingredient]
when 0
count = $game_party.item_number(@data[i].ingredients[ingredient])
when 1
count = $game_party.armor_number(@data[i].ingredients[ingredient])
when 2
count = $game_party.weapon_number(@data[i].ingredients[ingredient])
end
if count < @data[i].quantities[ingredient]
able = false
break
end
end
draw_item_name(@data[i].item, x, y, able)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
recipe = @data[index]
self.contents.font.color = recipe.have ? normal_color : disabled_color
x = 16
y = index * 55
self.contents.draw_text(x , y, self.width-55, 55, recipe.name, 0)
end
#--------------------------------------------------------------------------
# ● 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, able = true)
if item == nil
return
end
if !able
self.contents.font.color = disabled_color
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 55, 55))#(x, y + 4, bitmap, Rect.new(0, 0, 55, 55))
self.contents.draw_text(x + 60, y, 212, 55, item.name)#self.contents.draw_text(x + 28, y, 212, 32, item.name)
self.contents.font.color = normal_color
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 = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "华文新魏" # = $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 = "命回复率:"
hp_stat = item.recover_hp_rate
else
hp_string = "命回复量:"
hp_stat = item.recover_hp
end
if item.recover_sp_rate > item.recover_sp
sp_string = "气回复率:"
sp_stat = item.recover_sp_rate
else
sp_string = "气回复量:"
sp_stat = item.recover_sp
end
@strings = [hp_string, sp_string, "韧性:" , "气劲:", "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 = ["韧性:", "气劲:", "回避修正:", "力增:", "定增:",
"速增:", "劲增:"]
@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:", "韧性:", "气劲:", "力增:", "定增:",
"速增:", "劲增:"]
@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]0...@strings.size[/email]
x = i%2 * 184
y = i /2 *28 +32#y = i /2 *28 +32
self.contents.font.color = normal_color
self.contents.draw_text(x,y,100, 28,@strings[i]) # self.contents.draw_text(x,y,100, 28,@strings[i])
self.contents.font.color = system_color
self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s)
end
self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 55, 55), 255)#24
self.contents.font.color= normal_color
self.contents.draw_text(60, 0, 300, 28, "待合成物品的现有数量:")#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 = "华文新魏" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 18 # = 20
@ingredients = []
@types = []
@quantities = []
@item = nil
@count = 0
@counter = 0
@real_oy = 0
end
#--------------------------------------------------------------------------
def refresh
@counter = 0
self.contents.clear
self.contents = Bitmap.new(width - 32, @ingredients.size * 55)#self.contents = Bitmap.new(width - 32, @ingredients.size * 26)
for i in [email]0...@ingredients.size[/email]
case @types[i]
when 0
@item = $data_items[@ingredients[i]]
@count = $game_party.item_number(@ingredients[i])
when 1
@item = $data_armors[@ingredients[i]]
@count = $game_party.armor_number(@ingredients[i])
when 2
@item = $data_weapons[@ingredients[i]]
@count = $game_party.weapon_number(@ingredients[i])
end
y = i *55#26
self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 55, 55), 255)#24
self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color
self.contents.draw_text(60, y, 280, 28, @item.name)#self.contents.draw_text(30, y, 280, 28, @item.name)
self.contents.draw_text(300, y, 45, 28, @quantities[i].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
if @ingredients.size > 7
self.oy = -52
@real_oy = 0
else
self.oy = 0
end
end
def update
super
@counter += 1
if @ingredients.size > 7 and @counter > 30
@real_oy = (@real_oy + 1) % ((@ingredients.size - 3) * 55)#@real_oy = (@real_oy + 1) % ((@ingredients.size - 3) * 26)
self.oy = @real_oy - 52
end
end
end # of Window_CraftIngredients
#======================================
class Scene_Craft
#--------------------------------------------------------------------------
# @craft_type:物品种类,0就是全部
def initialize(craft_type=0,craft_index=0)
@craft_index=craft_index
@craft_type = craft_type
end
#--------------------------------------------------------------------------
def main
@craft_window = Window_Craft.new(@craft_type)
@craft_window.index=@craft_index
@confirm_window = Window_Base.new(120, 188, 400, 64)
@confirm_window.contents = Bitmap.new(368, 32) # @confirm_window.contents = Bitmap.new(368, 32)
@confirm_window.contents.font.name = "华文新魏"
@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
if @craft_window.data.size > 0 #本类窗口物品大于0的话
@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
@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 = Window_Base.new(450,200,190,52)
@label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)#(@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 = "华文新魏"
@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 @craft_window.active
update_craft
return
end
if @yes_no_window.active
confirm_update
return
end
end
#--------------------------------------------------------------------------
def update_craft
if Input.dir4 != 0
if @craft_window.data.size > 0 #本类窗口物品大于0的话
@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
end
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 != nil
if @recipe.have
@yes_no_window.active = true
@craft_window.active = false
else
$game_system.se_play($data_system.buzzer_se)
return
end
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#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_type,@craft_index)
else
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_type,@craft_index)
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_type,@craft_index)
end
end
end # of Scene_Craft
由于图标是55*55的,变成这个样子不太美观
顺便问问怎样设置才能让右边的数值显示更美观点,攻击那项被挡住了,整体移动不好看。。。谢谢了! |
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