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Lv1.梦旅人

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发表于 2009-12-26 20:08:43 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. #==============================================================================
  5. # ■ Harts_Window_ItemTitle
  6. #==============================================================================

  7. class Harts_Window_ItemTitle < Window_Base
  8. def initialize
  9. super(0, 0, 160, 64)
  10. self.contents = Bitmap.new(width - 32, height - 32)
  11. self.contents.clear
  12. self.contents.font.color = normal_color
  13. self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
  14. end
  15. end

  16. #==============================================================================
  17. # ■ Harts_Window_ItemCommand
  18. #==============================================================================

  19. class Harts_Window_ItemCommand < Window_Selectable
  20. attr_accessor :commands
  21. #--------------------------------------------------------------------------
  22. # ● 初始化,生成commands窗口
  23. #--------------------------------------------------------------------------
  24. def initialize
  25. super(0, 64, 160, 352)
  26. @commands = []
  27. #————————生成commands窗口
  28. for i in 1...$data_items.size
  29. if $game_party.item_number(i) > 0
  30. push = true
  31. for com in @commands
  32. if com == $data_items[i].desc
  33. push = false
  34. end
  35. end
  36. if push == true
  37. @commands.push($data_items[i].desc)
  38. end
  39. end
  40. end
  41. for i in 1...$data_weapons.size
  42. if $game_party.weapon_number(i) > 0
  43. push = true
  44. for com in @commands
  45. if com == $data_weapons[i].desc
  46. push = false
  47. end
  48. end
  49. if push == true
  50. @commands.push($data_weapons[i].desc)
  51. end
  52. end
  53. end
  54. for i in 1...$data_armors.size
  55. if $game_party.armor_number(i) > 0
  56. push = true
  57. for com in @commands
  58. if com == $data_armors[i].desc
  59. push = false
  60. end
  61. end
  62. if push == true
  63. @commands.push($data_armors[i].desc)
  64. end
  65. end
  66. end
  67. if @commands == []
  68. @commands.push("普通物品")
  69. end
  70. @item_max = @commands.size
  71. self.contents = Bitmap.new(width - 32, @item_max * 32)
  72. refresh
  73. self.index = 0
  74. end
  75. #--------------------------------------------------------------------------
  76. #--------------------------------------------------------------------------
  77. def refresh
  78. self.contents.clear
  79. for i in 0...@item_max
  80. draw_item(i, normal_color)
  81. end
  82. end
  83. #--------------------------------------------------------------------------
  84. #--------------------------------------------------------------------------
  85. def draw_item(index, color)
  86. self.contents.font.color = color
  87. y = index * 32
  88. self.contents.draw_text(4, y, 128, 32, @commands[index])
  89. end
  90. #--------------------------------------------------------------------------
  91. # 只描绘原文字
  92. #--------------------------------------------------------------------------
  93. def update_help
  94. @help_window.set_text(@commands[self.index])
  95. end
  96. end

  97. #==============================================================================
  98. # ■ Window_Item
  99. #==============================================================================

  100. class Harts_Window_ItemList < Window_Selectable
  101. #--------------------------------------------------------------------------
  102. #--------------------------------------------------------------------------
  103. def initialize
  104. super(160, 0, 480, 416)
  105. refresh
  106. self.index = 0
  107. end
  108. #--------------------------------------------------------------------------
  109. #--------------------------------------------------------------------------
  110. def item
  111. return @data[self.index]
  112. end
  113. #--------------------------------------------------------------------------
  114. #--------------------------------------------------------------------------
  115. def refresh
  116. if self.contents != nil
  117. self.contents.dispose
  118. self.contents = nil
  119. end
  120. @data = []
  121. end
  122. #--------------------------------------------------------------------------
  123. #--------------------------------------------------------------------------
  124. def set_item(command)
  125. refresh
  126. for i in 1...$data_items.size
  127. if $game_party.item_number(i) > 0 and $data_items[i].desc == command
  128. @data.push($data_items[i])
  129. end
  130. end
  131. for i in 1...$data_weapons.size
  132. if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
  133. @data.push($data_weapons[i])
  134. end
  135. end
  136. for i in 1...$data_armors.size
  137. if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
  138. @data.push($data_armors[i])
  139. end
  140. end
  141. @item_max = @data.size
  142. if @item_max > 0
  143. self.contents = Bitmap.new(width - 32, row_max * 32)
  144. self.contents.clear
  145. for i in 0...@item_max
  146. draw_item(i)
  147. end
  148. end
  149. end
  150. #--------------------------------------------------------------------------
  151. #--------------------------------------------------------------------------
  152. def item_number
  153. return @item_max
  154. end
  155. #--------------------------------------------------------------------------
  156. #--------------------------------------------------------------------------
  157. def draw_item(index)
  158. item = @data[index]
  159. case item
  160. when RPG::Item
  161. number = $game_party.item_number(item.id)
  162. when RPG::Weapon
  163. number = $game_party.weapon_number(item.id)
  164. when RPG::Armor
  165. number = $game_party.armor_number(item.id)
  166. end
  167. if item.is_a?(RPG::Item) and
  168. $game_party.item_can_use?(item.id)
  169. self.contents.font.color = normal_color
  170. else
  171. self.contents.font.color = disabled_color
  172. end
  173. x = 4
  174. y = index * 32
  175. bitmap = RPG::Cache.icon(item.icon_name)
  176. opacity = self.contents.font.color == normal_color ? 255 : 128
  177. self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  178. self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  179. self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
  180. self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
  181. end
  182. #--------------------------------------------------------------------------
  183. #--------------------------------------------------------------------------
  184. def update_help
  185. @help_window.set_text(self.item == nil ? "" : self.item.description)
  186. end
  187. end

  188. #==============================================================================
  189. # ■ Harts_Scene_Item
  190. #==============================================================================

  191. class Scene_Item
  192. #--------------------------------------------------------------------------
  193. #--------------------------------------------------------------------------
  194. def main
  195. @itemtitle_window = Harts_Window_ItemTitle.new
  196. @itemcommand_window = Harts_Window_ItemCommand.new
  197. @command_index = @itemcommand_window.index
  198. @itemlist_window = Harts_Window_ItemList.new
  199. @itemlist_window.active = false
  200. @help_window = Window_Help.new
  201. @help_window.x = 0
  202. @help_window.y = 416
  203. @itemcommand_window.help_window = @help_window
  204. @itemlist_window.help_window = @help_window
  205. @target_window = Window_Target.new
  206. @target_window.visible = false
  207. @target_window.active = false
  208. @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  209. Graphics.transition
  210. loop do
  211. Graphics.update
  212. Input.update
  213. update
  214. if $scene != self
  215. break
  216. end
  217. end
  218. Graphics.freeze
  219. @itemtitle_window.dispose
  220. @itemcommand_window.dispose
  221. @itemlist_window.dispose
  222. @help_window.dispose
  223. @target_window.dispose
  224. end
  225. #--------------------------------------------------------------------------
  226. #--------------------------------------------------------------------------
  227. def update
  228. @itemtitle_window.update
  229. @itemcommand_window.update
  230. @itemlist_window.update
  231. @help_window.update
  232. @target_window.update
  233. if @command_index != @itemcommand_window.index
  234. @command_index = @itemcommand_window.index
  235. @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  236. end
  237. if @itemcommand_window.active
  238. update_itemcommand
  239. return
  240. end
  241. if @itemlist_window.active
  242. update_itemlist
  243. return
  244. end
  245. if @target_window.active
  246. update_target
  247. return
  248. end
  249. end
  250. #--------------------------------------------------------------------------
  251. #--------------------------------------------------------------------------
  252. def update_itemcommand
  253. if Input.trigger?(Input::B)
  254. $game_system.se_play($data_system.cancel_se)
  255. $scene = Scene_Menu.new(0)
  256. return
  257. end
  258. if Input.trigger?(Input::C)
  259. if @itemlist_window.item_number == 0
  260. $game_system.se_play($data_system.buzzer_se)
  261. return
  262. end
  263. $game_system.se_play($data_system.decision_se)
  264. @itemcommand_window.active = false
  265. @itemlist_window.active = true
  266. @itemlist_window.index = 0
  267. return
  268. end
  269. end
  270. #--------------------------------------------------------------------------
  271. #--------------------------------------------------------------------------
  272. def update_itemlist
  273. if Input.trigger?(Input::B)
  274. $game_system.se_play($data_system.cancel_se)
  275. @itemcommand_window.active = true
  276. @itemlist_window.active = false
  277. @itemlist_window.index = 0
  278. @itemcommand_window.index = @command_index
  279. return
  280. end
  281. if Input.trigger?(Input::C)
  282. @item = @itemlist_window.item
  283. unless @item.is_a?(RPG::Item)
  284. $game_system.se_play($data_system.buzzer_se)
  285. return
  286. end
  287. unless $game_party.item_can_use?(@item.id)
  288. $game_system.se_play($data_system.buzzer_se)
  289. return
  290. end
  291. $game_system.se_play($data_system.decision_se)
  292. if @item.scope >= 3
  293. @itemlist_window.active = false
  294. @target_window.x = 304
  295. @target_window.visible = true
  296. @target_window.active = true
  297. if @item.scope == 4 || @item.scope == 6
  298. @target_window.index = -1
  299. else
  300. @target_window.index = 0
  301. end
  302. else
  303. if @item.common_event_id > 0
  304. $game_temp.common_event_id = @item.common_event_id
  305. $game_system.se_play(@item.menu_se)
  306. if @item.consumable
  307. $game_party.lose_item(@item.id, 1)
  308. @itemlist_window.draw_item(@itemlist_window.index)
  309. end
  310. $scene = Scene_Map.new
  311. return
  312. end
  313. end
  314. return
  315. end
  316. end
  317. #--------------------------------------------------------------------------
  318. #--------------------------------------------------------------------------
  319. def update_target
  320. if Input.trigger?(Input::B)
  321. $game_system.se_play($data_system.cancel_se)
  322. unless $game_party.item_can_use?(@item.id)
  323. @itemlist_window.refresh
  324. end
  325. @itemlist_window.active = true
  326. @target_window.visible = false
  327. @target_window.active = false
  328. @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  329. return
  330. end
  331. if Input.trigger?(Input::C)
  332. if $game_party.item_number(@item.id) == 0
  333. $game_system.se_play($data_system.buzzer_se)
  334. return
  335. end
  336. if @target_window.index == -1
  337. used = false
  338. for i in $game_party.actors
  339. used |= i.item_effect(@item)
  340. end
  341. end
  342. if @target_window.index >= 0
  343. target = $game_party.actors[@target_window.index]
  344. used = target.item_effect(@item)
  345. end
  346. if used
  347. $game_system.se_play(@item.menu_se)
  348. if @item.consumable
  349. $game_party.lose_item(@item.id, 1)
  350. @itemlist_window.draw_item(@itemlist_window.index)
  351. @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
  352. end
  353. @target_window.refresh
  354. if $game_party.all_dead?
  355. $scene = Scene_Gameover.new
  356. return
  357. end
  358. if @item.common_event_id > 0
  359. $game_temp.common_event_id = @item.common_event_id
  360. $scene = Scene_Map.new
  361. return
  362. end
  363. end
  364. unless used
  365. $game_system.se_play($data_system.buzzer_se)
  366. end
  367. return
  368. end
  369. end
  370. end

  371. #==============================================================================
  372. # ■ RPG追加定义,使用@符号分类
  373. #==============================================================================

  374. module RPG
  375. class Weapon
  376. def description
  377. description = @description.split(/@/)[0]
  378. return description != nil ? description : ''
  379. end
  380. def desc
  381. desc = @description.split(/@/)[1]
  382. return desc != nil ? desc : "普通物品"
  383. end
  384. end
  385. class Item
  386. def description
  387. description = @description.split(/@/)[0]
  388. return description != nil ? description : ''
  389. end
  390. def desc
  391. desc = @description.split(/@/)[1]
  392. return desc != nil ? desc : "普通物品"
  393. end
  394. end
  395. class Armor
  396. def description
  397. description = @description.split(/@/)[0]
  398. return description != nil ? description : ''
  399. end
  400. def desc
  401. desc = @description.split(/@/)[1]
  402. return desc != nil ? desc : "普通物品"
  403. end
  404. end
  405. end

  406. #==============================================================================
  407. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  408. #==============================================================================

复制代码



如何让放在这个分类物品菜单中获得的物品按物品在数据库的编号排先后次序,谢谢。

Lv1.梦旅人

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 楼主| 发表于 2009-12-27 19:51:08 | 只看该作者
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Lv1.梦旅人 (禁止发言)

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发表于 2009-12-28 09:04:56 | 只看该作者
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