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[已经过期] KKME系统和组合装备脚本冲突

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Lv1.梦旅人

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发表于 2011-3-19 20:28:31 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
KKME系统和组合装备脚本冲突...把组合装备脚本放上面所有武器都能无限次合成,而且装备说明里仍有控制合成次数的文字
把组合装备脚本放下面,其他正常,装备界面打不开......
另:我用了跟随光标移动的详尽帮助脚本,也贴上了 而且组合装备脚本和攻击力随机也冲突.....本人脚本盲,被KKME系统、组合装备脚本、详尽帮助、装备耐久度之间的冲突弄得彻底无语了,谁帮我整合下,1V酬谢
  1. #==============================================================================
  2. # ■ Window_Equip_Left
  3. #------------------------------------------------------------------------------
  4. #  装备画面的、显示角色能力值变化的窗口。
  5. #==============================================================================

  6. class Window_Equip_Left < Window_Base
  7. #--------------------------------------------------------------------------
  8. # ● 初始化对像
  9. # actor : 角色
  10. #--------------------------------------------------------------------------
  11. def initialize(actor)
  12. super(30, 20, 180, 362)
  13. self.contents = Bitmap.new(width - 32, height - 32)
  14. self.contents.font.size = 20
  15. @actor = actor
  16. @color1 = normal_color
  17. @color2 = normal_color
  18. @color3 = normal_color
  19. @color4 = normal_color
  20. @color5 = normal_color
  21. refresh
  22. end

  23. def set_actor(actor)
  24. @actor = actor
  25. refresh
  26. end

  27. def set_parameters_color(color1 = normal_color,color2 = normal_color,color3 = normal_color,color4 = normal_color,color5 = normal_color)
  28. @color1 = color1
  29. @color2 = color2
  30. @color3 = color3
  31. @color4 = color4
  32. @color5 = color5
  33. refresh
  34. end
  35. #--------------------------------------------------------------------------
  36. # ● 刷新
  37. #--------------------------------------------------------------------------
  38. def refresh
  39. self.contents.clear
  40. ####################
  41. upordown_x = 156
  42. equipopacity_u = 0
  43. equipopacity_d = 0
  44. c = 20
  45. cc = 60
  46. ####################
  47. draw_actor_graphic(@actor, 108, 60)#####################

  48. draw_actor_name(@actor, 0, 0)
  49. draw_actor_parameter(@actor, 0, 64, 0)
  50. draw_actor_parameter(@actor, 0, 76 + c, 1)
  51. draw_actor_parameter(@actor, 0, 88 + 2*c, 2)

  52. draw_actor_level_new(@actor, 0, 32, @color1)
  53. draw_actor_parameter(@actor, 0, 112 + 3*c, 3, @color2)
  54. draw_actor_parameter(@actor, 0, 124 + 4*c, 4, @color3)
  55. draw_actor_parameter(@actor, 0, 136 + 5*c, 5, @color4)
  56. draw_actor_parameter(@actor, 0, 148 + 6*c, 6, @color5)

  57. # 攻击力
  58. if @new_atk != nil
  59. if actor_parameter(@actor,0) > @new_atk
  60. equipopacity_u = 0
  61. equipopacity_d = 255
  62. e_atk = actor_parameter(@actor,0) - @new_atk
  63. cx = contents.text_size(e_atk.to_s).width
  64. equip_color = down_color
  65. elsif actor_parameter(@actor,0) < @new_atk
  66. equipopacity_u = 255
  67. equipopacity_d = 0
  68. e_atk = @new_atk - actor_parameter(@actor,0)
  69. cx = contents.text_size(e_atk.to_s).width
  70. equip_color = up_color
  71. else
  72. equipopacity_u = 0
  73. equipopacity_d = 0
  74. end

  75. bitmap = RPG::Cache.icon("66RPG_up.png")
  76. cw = bitmap.width
  77. ch = bitmap.height
  78. src_rect = Rect.new(0, 0, cw, ch)
  79. self.contents.blt(68+c, 70, bitmap, src_rect,equipopacity_u)

  80. bitmap = RPG::Cache.icon("66RPG_down.png")
  81. cw = bitmap.width
  82. ch = bitmap.height
  83. src_rect = Rect.new(0, 0, cw, ch)
  84. self.contents.blt(68+c, 70, bitmap, src_rect,equipopacity_d)

  85. if @new_atk != actor_parameter(@actor,0)
  86. self.contents.font.color = equip_color
  87. self.contents.draw_text(68+c+12, 64, 36, 32, e_atk.to_s, 2)
  88. end
  89. end
  90. # 物理防御
  91. if @new_pdef != nil
  92. if actor_parameter(@actor,1) > @new_pdef
  93. equipopacity_u = 0
  94. equipopacity_d = 255
  95. e_pdef = actor_parameter(@actor,1) - @new_pdef
  96. cx = contents.text_size(e_pdef.to_s).width
  97. equip_color = down_color
  98. elsif actor_parameter(@actor,1) < @new_pdef
  99. equipopacity_u = 255
  100. equipopacity_d = 0
  101. e_pdef = @new_pdef - actor_parameter(@actor,1)
  102. cx = contents.text_size(e_pdef.to_s).width
  103. equip_color = up_color
  104. else
  105. equipopacity_u = 0
  106. equipopacity_d = 0
  107. end
  108. bitmap = RPG::Cache.icon("66RPG_up.png")
  109. cw = bitmap.width
  110. ch = bitmap.height
  111. src_rect = Rect.new(0, 0, cw, ch)
  112. self.contents.blt(68+c,82+c, bitmap, src_rect,equipopacity_u)

  113. bitmap = RPG::Cache.icon("66RPG_down.png")
  114. cw = bitmap.width
  115. ch = bitmap.height
  116. src_rect = Rect.new(0, 0, cw, ch)
  117. self.contents.blt(68+c, 82+c, bitmap, src_rect,equipopacity_d)

  118. if actor_parameter(@actor,1) != @new_pdef
  119. self.contents.font.color = equip_color
  120. self.contents.draw_text(68+c+12, 76+c, 36, 32, e_pdef.to_s, 2)
  121. end
  122. end
  123. # 魔法防御
  124. if @new_mdef != nil
  125. if actor_parameter(@actor,2) > @new_mdef
  126. equipopacity_u = 0
  127. equipopacity_d = 255
  128. e_mdef = actor_parameter(@actor,2) - @new_mdef
  129. cx = contents.text_size(e_mdef.to_s).width
  130. equip_color = down_color
  131. elsif actor_parameter(@actor,2) < @new_mdef
  132. equipopacity_u = 255
  133. equipopacity_d = 0
  134. e_mdef = @new_mdef - actor_parameter(@actor,2)
  135. cx = contents.text_size(e_mdef.to_s).width
  136. equip_color = up_color
  137. else
  138. equipopacity_u = 0
  139. equipopacity_d = 0
  140. end
  141. bitmap = RPG::Cache.icon("66RPG_up.png")
  142. cw = bitmap.width
  143. ch = bitmap.height
  144. src_rect = Rect.new(0, 0, cw, ch)
  145. self.contents.blt(68+c, 94 + 2*c, bitmap, src_rect,equipopacity_u)

  146. bitmap = RPG::Cache.icon("66RPG_down.png")
  147. cw = bitmap.width
  148. ch = bitmap.height
  149. src_rect = Rect.new(0, 0, cw, ch)
  150. self.contents.blt(68+c, 94 + 2*c, bitmap, src_rect,equipopacity_d)

  151. if actor_parameter(@actor,2) != @new_mdef
  152. self.contents.font.color = equip_color
  153. self.contents.draw_text(68+c+12, 88 + 2*c, 36, 32, e_mdef.to_s, 2)
  154. end
  155. end
  156. # 力量
  157. if @new_str != nil
  158. if actor_parameter(@actor,3) > @new_str
  159. equipopacity_u = 0
  160. equipopacity_d = 255
  161. e_str = actor_parameter(@actor,3) - @new_str
  162. cx = contents.text_size(e_str.to_s).width
  163. equip_color = down_color
  164. elsif actor_parameter(@actor,3) < @new_str
  165. equipopacity_u = 255
  166. equipopacity_d = 0
  167. e_str = @new_str - actor_parameter(@actor,3)
  168. cx = contents.text_size(e_str.to_s).width
  169. equip_color = up_color
  170. else
  171. equipopacity_u = 0
  172. equipopacity_d = 0
  173. end
  174. bitmap = RPG::Cache.icon("66RPG_up.png")
  175. cw = bitmap.width
  176. ch = bitmap.height
  177. src_rect = Rect.new(0, 0, cw, ch)
  178. self.contents.blt(68+c, 118 + 3*c, bitmap, src_rect,equipopacity_u)

  179. bitmap = RPG::Cache.icon("66RPG_down.png")
  180. cw = bitmap.width
  181. ch = bitmap.height
  182. src_rect = Rect.new(0, 0, cw, ch)
  183. self.contents.blt(68+c, 118 + 3*c, bitmap, src_rect,equipopacity_d)

  184. if actor_parameter(@actor,3) != @new_str
  185. self.contents.font.color = equip_color
  186. self.contents.draw_text(68+c+12, 112 + 3*c, 36, 32, e_str.to_s, 2)
  187. end
  188. end
  189. # 灵巧
  190. if @new_dex != nil
  191. if actor_parameter(@actor,4) > @new_dex
  192. equipopacity_u = 0
  193. equipopacity_d = 255
  194. e_dex = actor_parameter(@actor,4) - @new_dex
  195. cx = contents.text_size(e_dex.to_s).width
  196. equip_color = down_color
  197. elsif actor_parameter(@actor,4) < @new_dex
  198. equipopacity_u = 255
  199. equipopacity_d = 0
  200. e_dex = @new_dex - actor_parameter(@actor,4)
  201. cx = contents.text_size(e_dex.to_s).width
  202. equip_color = up_color
  203. else
  204. equipopacity_u = 0
  205. equipopacity_d = 0
  206. end
  207. bitmap = RPG::Cache.icon("66RPG_up.png")
  208. cw = bitmap.width
  209. ch = bitmap.height
  210. src_rect = Rect.new(0, 0, cw, ch)
  211. self.contents.blt(68+c, 130+4*c, bitmap, src_rect,equipopacity_u)

  212. bitmap = RPG::Cache.icon("66RPG_down.png")
  213. cw = bitmap.width
  214. ch = bitmap.height
  215. src_rect = Rect.new(0, 0, cw, ch)
  216. self.contents.blt(68+c, 130+4*c, bitmap, src_rect,equipopacity_d)

  217. if actor_parameter(@actor,4) != @new_dex
  218. self.contents.font.color = equip_color
  219. self.contents.draw_text(68+c+12, 124+4*c, 36, 32, e_dex.to_s, 2)
  220. end
  221. end
  222. # 速度
  223. if @new_agi != nil
  224. if actor_parameter(@actor,5) > @new_agi
  225. equipopacity_u = 0
  226. equipopacity_d = 255
  227. e_agi = actor_parameter(@actor,5) - @new_agi
  228. cx = contents.text_size(e_agi.to_s).width
  229. equip_color = down_color
  230. elsif actor_parameter(@actor,5) < @new_agi
  231. equipopacity_u = 255
  232. equipopacity_d = 0
  233. e_agi = @new_agi - actor_parameter(@actor,5)
  234. cx = contents.text_size(e_agi.to_s).width
  235. equip_color = up_color
  236. else
  237. equipopacity_u = 0
  238. equipopacity_d = 0
  239. end
  240. bitmap = RPG::Cache.icon("66RPG_up.png")
  241. cw = bitmap.width
  242. ch = bitmap.height
  243. src_rect = Rect.new(0, 0, cw, ch)
  244. self.contents.blt(68+c, 142+5*c, bitmap, src_rect,equipopacity_u)

  245. bitmap = RPG::Cache.icon("66RPG_down.png")
  246. cw = bitmap.width
  247. ch = bitmap.height
  248. src_rect = Rect.new(0, 0, cw, ch)
  249. self.contents.blt(68+c, 142+5*c, bitmap, src_rect,equipopacity_d)

  250. if actor_parameter(@actor,5) != @new_agi
  251. self.contents.font.color = equip_color
  252. self.contents.draw_text(68+c+12, 136+5*c, 36, 32, e_agi.to_s, 2)
  253. end
  254. end
  255. # 魔力
  256. if @new_int != nil
  257. if actor_parameter(@actor,6) > @new_int
  258. equipopacity_u = 0
  259. equipopacity_d = 255
  260. e_int = actor_parameter(@actor,6) - @new_int
  261. cx = contents.text_size(e_int.to_s).width
  262. equip_color = down_color
  263. elsif actor_parameter(@actor,6) < @new_int
  264. equipopacity_u = 255
  265. equipopacity_d = 0
  266. e_int = @new_int - actor_parameter(@actor,6)
  267. cx = contents.text_size(e_int.to_s).width
  268. equip_color = up_color
  269. else
  270. equipopacity_u = 0
  271. equipopacity_d = 0
  272. end
  273. bitmap = RPG::Cache.icon("66RPG_up.png")
  274. cw = bitmap.width
  275. ch = bitmap.height
  276. src_rect = Rect.new(0, 0, cw, ch)
  277. self.contents.blt(68+c, 156+6*c, bitmap, src_rect,equipopacity_u)

  278. bitmap = RPG::Cache.icon("66RPG_down.png")
  279. cw = bitmap.width
  280. ch = bitmap.height
  281. src_rect = Rect.new(0, 0, cw, ch)
  282. self.contents.blt(68+c, 156+6*c, bitmap, src_rect,equipopacity_d)

  283. if actor_parameter(@actor,6) != @new_int
  284. self.contents.font.color = equip_color
  285. self.contents.draw_text(68+c+12, 148+6*c, 36, 32, e_int.to_s, 2)
  286. end
  287. end
  288. end
  289. #--------------------------------------------------------------------------
  290. # ● 变更装备后的能力值设置
  291. # new_atk : 变更装备后的攻击力
  292. # new_pdef : 变更装备后的物理防御
  293. # new_mdef : 变更装备后的魔法防御
  294. #--------------------------------------------------------------------------
  295. def set_new_parameters(new_atk, new_pdef, new_mdef,new_str,new_dex,new_agi,new_int)
  296. if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int
  297. @new_atk = new_atk
  298. @new_pdef = new_pdef
  299. @new_mdef = new_mdef
  300. @new_str = new_str
  301. @new_dex = new_dex
  302. @new_agi = new_agi
  303. @new_int = new_int
  304. refresh
  305. end
  306. end
  307. end
复制代码

KKME系统里的和组合装备脚本冲突的,58~61行
  1. # 组合装备脚本 Written by SLICK

  2. module RPG
  3. class Weapon
  4. attr_accessor :combine
  5. def description
  6. return @description.split(/u/)[0].to_s
  7. end
  8. def combine
  9. ccc = @description.split(/u/)[1].to_i
  10. return ccc = nil ? 0 : ccc
  11. end
  12. end
  13. class Armor
  14. attr_accessor :combine
  15. def description
  16. return @description.split(/u/)[0].to_s
  17. end
  18. def combine
  19. ccc = @description.split(/u/)[1].to_i
  20. return ccc = nil ? 0 : ccc
  21. end
  22. end
  23. end

  24. class Scene_Title
  25. alias etech_main main
  26. def main
  27. etech_main
  28. $data_weapons[1000] = $data_weapons[0]
  29. $data_armors[1000] = $data_armors[0]
  30. end
  31. end

  32. class Scene_Save < Scene_File
  33. #--------------------------------------------------------------------------
  34. # ● 写入存档数据
  35. # file : 写入用文件对像 (已经打开)
  36. #--------------------------------------------------------------------------
  37. def write_save_data(file)
  38. # 生成描绘存档文件用的角色图形
  39. characters = []
  40. for i in 0...$game_party.actors.size
  41. actor = $game_party.actors[i]
  42. characters.push([actor.character_name, actor.character_hue])
  43. end
  44. # 写入描绘存档文件用的角色数据
  45. Marshal.dump(characters, file)
  46. # 写入测量游戏时间用画面计数
  47. Marshal.dump(Graphics.frame_count, file)
  48. # 增加 1 次存档次数
  49. $game_system.save_count += 1
  50. # 保存魔法编号
  51. # (将编辑器保存的值以随机值替换)
  52. $game_system.magic_number = $data_system.magic_number
  53. # 写入各种游戏对像
  54. Marshal.dump($game_system, file)
  55. Marshal.dump($game_switches, file)
  56. Marshal.dump($game_variables, file)
  57. Marshal.dump($game_self_switches, file)
  58. Marshal.dump($game_screen, file)
  59. Marshal.dump($game_actors, file)
  60. Marshal.dump($game_party, file)
  61. Marshal.dump($game_troop, file)
  62. Marshal.dump($game_map, file)
  63. Marshal.dump($game_player, file)
  64. Marshal.dump($data_weapons.size, file)
  65. for iii in 1000...$data_weapons.size
  66. Marshal.dump($data_weapons[iii], file)
  67. end
  68. Marshal.dump($data_armors.size, file)
  69. for iii in 1000...$data_armors.size
  70. Marshal.dump($data_armors[iii], file)
  71. end
  72. end
  73. end

  74. class Scene_Load < Scene_File
  75. #--------------------------------------------------------------------------
  76. # ● 读取存档数据
  77. # file : 读取用文件对像 (已经打开)
  78. #--------------------------------------------------------------------------
  79. def read_save_data(file)
  80. # 读取描绘存档文件用的角色数据
  81. characters = Marshal.load(file)
  82. # 读取测量游戏时间用画面计数
  83. Graphics.frame_count = Marshal.load(file)
  84. # 读取各种游戏对像
  85. $game_system = Marshal.load(file)
  86. $game_switches = Marshal.load(file)
  87. $game_variables = Marshal.load(file)
  88. $game_self_switches = Marshal.load(file)
  89. $game_screen = Marshal.load(file)
  90. $game_actors = Marshal.load(file)
  91. $game_party = Marshal.load(file)
  92. $game_troop = Marshal.load(file)
  93. $game_map = Marshal.load(file)
  94. $game_player = Marshal.load(file)
  95. $data_weapons = []
  96. $data_armors = []
  97. $data_weapons = load_data("Data/Weapons.rxdata")
  98. $data_armors = load_data("Data/Armors.rxdata")
  99. iii = Marshal.load(file)
  100. for jjj in 1000...iii
  101. $data_weapons[jjj]= Marshal.load(file)
  102. end
  103. iii = Marshal.load(file)
  104. for jjj in 1000...iii
  105. $data_armors[jjj] = Marshal.load(file)
  106. end
  107. # 魔法编号与保存时有差异的情况下
  108. # (加入编辑器的编辑过的数据)
  109. if $game_system.magic_number != $data_system.magic_number
  110. # 重新装载地图
  111. $game_map.setup($game_map.map_id)
  112. $game_player.center($game_player.x, $game_player.y)
  113. end
  114. # 刷新同伴成员
  115. $game_party.refresh
  116. end
  117. end

  118. #==============================================================================
  119. # ■ Scene_Combine
  120. #------------------------------------------------------------------------------
  121. #  处理合成画面的类。
  122. #==============================================================================

  123. class Scene_Combine
  124. #--------------------------------------------------------------------------
  125. # ● 初始化对像
  126. # actor_index : 角色索引
  127. # equip_index : 装备索引
  128. #--------------------------------------------------------------------------
  129. def initialize(actor_index = 0)
  130. @actor_index = actor_index
  131. end

  132. def main
  133. @help_window = Window_Help.new
  134. @name_window = Window_NNName.new($game_party.actors[@actor_index])
  135. @combine_window = Window_Material.new
  136. @combine_window.help_window = @help_window
  137. @equip_window = Window_CombineRight.new($game_party.actors[@actor_index])
  138. @equip_window.help_window = @help_window
  139. @ccconfirm_window = Window_CCConfirm.new
  140. @combine_window.visible = true
  141. @combine_window.active = false
  142. @equip_window.visible = true
  143. @equip_window.active = true
  144. @ccconfirm_window.visible = false
  145. @ccconfirm_window.active = false
  146. # 执行过度
  147. Graphics.transition
  148. # 主循环
  149. loop do
  150. # 刷新游戏画面
  151. Graphics.update
  152. # 刷新输入信息
  153. Input.update
  154. # 刷新画面
  155. update
  156. # 如果画面切换就中断循环
  157. if $scene != self
  158. break
  159. end
  160. end
  161. # 装备过渡
  162. Graphics.freeze
  163. # 释放窗口
  164. @help_window.dispose
  165. @combine_window.dispose
  166. @equip_window.dispose
  167. @name_window.dispose
  168. @ccconfirm_window.dispose
  169. end

  170. def update
  171. @help_window.update
  172. @combine_window.update
  173. @equip_window.update
  174. @ccconfirm_window.update
  175. if @combine_window.active
  176. update_combine
  177. return
  178. end
  179. if @equip_window.active
  180. update_equip
  181. return
  182. end
  183. if @ccconfirm_window.active
  184. update_ccconfirm
  185. return
  186. end
  187. end

  188. def update_ccconfirm
  189. # 按下 B 键的情况下
  190. if Input.trigger?(Input::B)
  191. # 演奏取消 SE
  192. $game_system.se_play($data_system.cancel_se)
  193. # 切换到菜单画面
  194. @epro_window.dispose
  195. @ccconfirm_window.active = false
  196. @ccconfirm_window.visible = false
  197. @equip_window.active = true
  198. return
  199. end
  200. if Input.trigger?(Input::C)
  201. case @ccconfirm_window.index
  202. when 0
  203. $game_system.se_play($data_system.decision_se)
  204. iiitem = @combine_window.item
  205. case @equip_window.index
  206. when 0
  207. make_new_equip($data_weapons[$game_party.actors[@actor_index].weapon_id], iiitem)
  208. when 1
  209. make_new_equip($data_armors[$game_party.actors[@actor_index].armor1_id], iiitem)
  210. when 2
  211. make_new_equip($data_armors[$game_party.actors[@actor_index].armor2_id], iiitem)
  212. when 3
  213. make_new_equip($data_armors[$game_party.actors[@actor_index].armor3_id], iiitem)
  214. when 4
  215. make_new_equip($data_armors[$game_party.actors[@actor_index].armor4_id], iiitem)
  216. end
  217. when 1
  218. # 演奏取消 SE
  219. $game_system.se_play($data_system.cancel_se)
  220. # 切换到菜单画面
  221. @epro_window.dispose
  222. @ccconfirm_window.active = false
  223. @ccconfirm_window.visible = false
  224. @equip_window.active = true
  225. end
  226. return
  227. end
  228. if Input.trigger?(Input::UP)
  229. $game_system.se_play($data_system.cursor_se)
  230. @ccconfirm_window.index = 0
  231. return
  232. end
  233. if Input.trigger?(Input::DOWN)
  234. $game_system.se_play($data_system.cursor_se)
  235. @ccconfirm_window.index = 1
  236. return
  237. end
  238. end

  239. def make_new_equip(combine1, combine2)
  240. $game_switches[49] = true
  241. result = rand(100).to_i
  242. if result >= $game_variables[50]
  243. $game_party.actors[@actor_index].equip(@equip_window.index, 0, 1)
  244. $game_variables[49] = 1
  245. else
  246. if @equip_window.index == 0
  247. iii = $data_weapons.size
  248. kkk = $game_party.actors[@actor_index].weapon_id
  249. $data_weapons[iii] = $data_weapons[kkk].clone
  250. $data_weapons[iii].id = iii
  251. if $new_extra != nil
  252. $data_weapons[iii].name = ($new_extra + "-" + $data_weapons[kkk].name)
  253. end
  254. if $new_element_plus != nil
  255. $data_weapons[iii].name = ($new_element_plus + "-" + $data_weapons[kkk].name)
  256. end
  257. $data_weapons[iii].description = ($data_weapons[kkk].description + "u" + [$data_weapons[kkk].combine - 1].to_s)
  258. $data_weapons[iii].atk = $data_weapons[kkk].atk + ($atk_plus2 * (80 + rand(41)) / 100).to_i
  259. $data_weapons[iii].pdef = $data_weapons[kkk].pdef + ($pdef_plus2 * (80 + rand(41)) / 100).to_i
  260. $data_weapons[iii].mdef = $data_weapons[kkk].mdef + ($mdef_plus2 * (80 + rand(41)) / 100).to_i
  261. $data_weapons[iii].str_plus = $data_weapons[kkk].str_plus + ($str_plus2 * (80 + rand(41)) / 100).to_i
  262. $data_weapons[iii].dex_plus = $data_weapons[kkk].dex_plus + ($dex_plus2 * (80 + rand(41)) / 100).to_i
  263. $data_weapons[iii].agi_plus = $data_weapons[kkk].agi_plus + ($agi_plus2 * (80 + rand(41)) / 100).to_i
  264. $data_weapons[iii].int_plus = $data_weapons[kkk].int_plus + ($int_plus2 * (80 + rand(41)) / 100).to_i
  265. $data_weapons[iii].element_set = $element_plus2
  266. $game_party.gain_weapon(iii, 1)
  267. for jjj in 1...$data_classes.size
  268. if $data_classes[jjj].weapon_set.include?(kkk)
  269. $data_classes[jjj].weapon_set.push(iii)
  270. end
  271. end
  272. else
  273. iii = $data_armors.size
  274. case @equip_window.index
  275. when 1
  276. kkk = $game_party.actors[@actor_index].armor1_id
  277. when 2
  278. kkk = $game_party.actors[@actor_index].armor2_id
  279. when 3
  280. kkk = $game_party.actors[@actor_index].armor3_id
  281. when 4
  282. kkk = $game_party.actors[@actor_index].armor4_id
  283. end
  284. $data_armors[iii] = $data_armors[kkk].clone
  285. $data_armors[iii].id = iii
  286. if $new_extra != nil
  287. $data_armors[iii].name = ($new_extra + "-" + $data_armors[kkk].name)
  288. end
  289. if $new_element_plus != nil
  290. $data_armors[iii].name = ($new_element_plus + "-" + $data_armors[kkk].name)
  291. end
  292. $data_armors[iii].description = ($data_armors[kkk].description + "u" + [$data_armors[kkk].combine - 1].to_s)
  293. $data_armors[iii].eva = $data_armors[kkk].eva + ($eva_plus2 * (80 + rand(41)) / 100).to_i
  294. $data_armors[iii].pdef = $data_armors[kkk].pdef + ($pdef_plus2 * (80 + rand(41)) / 100).to_i
  295. $data_armors[iii].mdef = $data_armors[kkk].mdef + ($mdef_plus2 * (80 + rand(41)) / 100).to_i
  296. $data_armors[iii].str_plus = $data_armors[kkk].str_plus + ($str_plus2 * (80 + rand(41)) / 100).to_i
  297. $data_armors[iii].dex_plus = $data_armors[kkk].dex_plus + ($dex_plus2 * (80 + rand(41)) / 100).to_i
  298. $data_armors[iii].agi_plus = $data_armors[kkk].agi_plus + ($agi_plus2 * (80 + rand(41)) / 100).to_i
  299. $data_armors[iii].int_plus = $data_armors[kkk].int_plus + ($int_plus2 * (80 + rand(41)) / 100).to_i
  300. $data_armors[iii].guard_element_set = $element_plus2
  301. $game_party.gain_armor(iii, 1)
  302. for jjj in 1...$data_classes.size
  303. if $data_classes[jjj].armor_set.include?(kkk)
  304. $data_classes[jjj].armor_set.push(iii)
  305. end
  306. end
  307. end
  308. $game_party.actors[@actor_index].equip(@equip_window.index, iii, 1)
  309. $game_variables[49] = 0
  310. end

  311. $game_party.lose_item(combine2.id, 1)
  312. @epro_window.dispose
  313. $scene = Scene_Map.new
  314. end

  315. def update_combine
  316. # 按下 B 键的情况下
  317. if Input.trigger?(Input::B)
  318. # 演奏取消 SE
  319. $game_system.se_play($data_system.cancel_se)
  320. # 切换到菜单画面
  321. @combine_window.active = false
  322. @equip_window.active = true
  323. return
  324. end
  325. if Input.trigger?(Input::C)
  326. $game_system.se_play($data_system.decision_se)
  327. @combine_window.active = false
  328. @combine2 = @combine_window.item
  329. @epro_window = Window_EPro.new(@combine1, @combine2)
  330. @epro_window.visible = true
  331. @epro_window.active = false
  332. @ccconfirm_window.active = true
  333. @ccconfirm_window.visible = true
  334. end
  335. end

  336. def update_equip
  337. # 按下 B 键的情况下
  338. if Input.trigger?(Input::B)
  339. # 演奏取消 SE
  340. $game_system.se_play($data_system.cancel_se)
  341. # 切换到菜单画面
  342. $game_switches[49] = true
  343. $game_variables[49] = 2
  344. $scene = Scene_Map.new
  345. return
  346. end
  347. # 按下 C 键的情况下
  348. if Input.trigger?(Input::C)
  349. case @equip_window.index
  350. when 0
  351. @combine1 = $data_weapons[$game_party.actors[@actor_index].weapon_id]
  352. when 1
  353. @combine1 = $data_armors[$game_party.actors[@actor_index].armor1_id]
  354. when 2
  355. @combine1 = $data_armors[$game_party.actors[@actor_index].armor2_id]
  356. when 3
  357. @combine1 = $data_armors[$game_party.actors[@actor_index].armor3_id]
  358. when 4
  359. @combine1 = $data_armors[$game_party.actors[@actor_index].armor4_id]
  360. end
  361. $game_system.se_play($data_system.decision_se)
  362. if @combine1 == nil
  363. return
  364. end
  365. if @combine1.combine <= 0
  366. return
  367. end
  368. @combine_window.active = true
  369. @equip_window.active = false
  370. return
  371. end
  372. # 按下 R 键的情况下
  373. if Input.trigger?(Input::R)
  374. # 演奏光标 SE
  375. $game_system.se_play($data_system.cursor_se)
  376. # 移至下一位角色
  377. @actor_index += 1
  378. @actor_index %= $game_party.actors.size
  379. # 切换到别的装备画面
  380. $scene = Scene_Combine.new(@actor_index)
  381. return
  382. end
  383. # 按下 L 键的情况下
  384. if Input.trigger?(Input::L)
  385. # 演奏光标 SE
  386. $game_system.se_play($data_system.cursor_se)
  387. # 移至上一位角色
  388. @actor_index += $game_party.actors.size - 1
  389. @actor_index %= $game_party.actors.size
  390. # 切换到别的装备画面
  391. $scene = Scene_Combine.new(@actor_index)
  392. return
  393. end
  394. end
  395. end

  396. #==============================================================================
  397. # ■ Window_Material
  398. #------------------------------------------------------------------------------
  399. #  材料窗口。
  400. #==============================================================================

  401. class Window_Material < Window_Selectable
  402. #--------------------------------------------------------------------------
  403. # ● 初始化对像
  404. #--------------------------------------------------------------------------
  405. def initialize
  406. super(0, 64, 320, 416)
  407. @column_max = 1
  408. refresh
  409. self.index = 0
  410. # 战斗中的情况下将窗口移至中央并将其半透明化
  411. if $game_temp.in_battle
  412. self.y = 64
  413. self.height = 256
  414. self.back_opacity = 160
  415. end
  416. end
  417. #--------------------------------------------------------------------------
  418. # ● 获取物品
  419. #--------------------------------------------------------------------------
  420. def item
  421. return @data[self.index]
  422. end
  423. #--------------------------------------------------------------------------
  424. # ● 刷新
  425. #--------------------------------------------------------------------------
  426. def refresh
  427. if self.contents != nil
  428. self.contents.dispose
  429. self.contents = nil
  430. end
  431. @data = []
  432. # 添加报务
  433. for i in 1...$data_items.size
  434. if $game_party.item_number(i) > 0
  435. if $data_items[i].element_set.include?(31)
  436. @data.push($data_items[i])
  437. end
  438. end
  439. end
  440. # 如果项目数不是 0 就生成位图、重新描绘全部项目
  441. @item_max = @data.size
  442. if @item_max > 0
  443. self.contents = Bitmap.new(width - 32, row_max * 32)
  444. for i in 0...@item_max
  445. draw_item(i)
  446. end
  447. end
  448. end
  449. #--------------------------------------------------------------------------
  450. # ● 描绘项目
  451. # index : 项目编号
  452. #--------------------------------------------------------------------------
  453. def draw_item(index)
  454. item = @data[index]
  455. case item
  456. when RPG::Item
  457. number = $game_party.item_number(item.id)
  458. when RPG::Weapon
  459. number = $game_party.weapon_number(item.id)
  460. when RPG::Armor
  461. number = $game_party.armor_number(item.id)
  462. end
  463. self.contents.font.color = normal_color
  464. x = 4
  465. y = index * 32
  466. rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  467. self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  468. bitmap = RPG::Cache.icon(item.icon_name)
  469. opacity = self.contents.font.color == normal_color ? 255 : 128
  470. self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  471. self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  472. self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  473. self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  474. end
  475. #--------------------------------------------------------------------------
  476. # ● 刷新帮助文本
  477. #--------------------------------------------------------------------------
  478. def update_help
  479. #@help_window.set_text(self.item == nil ? "" : self.item.description)
  480. @help_window.set_text(item)
  481. #校正帮助窗口位置
  482. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  483. end
  484. end

  485. #==============================================================================
  486. # ■ Window_EquipRight
  487. #------------------------------------------------------------------------------
  488. #  装备画面、显示角色现在装备的物品的窗口。
  489. #==============================================================================

  490. class Window_NNName < Window_Base
  491. #--------------------------------------------------------------------------
  492. # ● 初始化对像
  493. # actor : 角色
  494. #--------------------------------------------------------------------------
  495. def initialize(actor)
  496. super(320, 64, 320, 64)
  497. self.contents = Bitmap.new(width - 32, height - 32)
  498. self.contents.draw_text(4, 0, 256, 32, actor.name, 0)
  499. end
  500. end

  501. class Window_CombineRight < Window_Selectable
  502. #--------------------------------------------------------------------------
  503. # ● 初始化对像
  504. # actor : 角色
  505. #--------------------------------------------------------------------------
  506. def initialize(actor)
  507. super(320, 128, 320, 352)
  508. self.contents = Bitmap.new(width - 32, height - 32)
  509. @actor = actor
  510. refresh
  511. self.index = 0
  512. end
  513. #--------------------------------------------------------------------------
  514. # ● 获取物品
  515. #--------------------------------------------------------------------------
  516. def item
  517. return @data[self.index]
  518. end
  519. #--------------------------------------------------------------------------
  520. # ● 刷新
  521. #--------------------------------------------------------------------------
  522. def refresh
  523. self.contents.clear
  524. @data = []
  525. @data.push($data_weapons[@actor.weapon_id])
  526. @data.push($data_armors[@actor.armor1_id])
  527. @data.push($data_armors[@actor.armor2_id])
  528. @data.push($data_armors[@actor.armor3_id])
  529. @data.push($data_armors[@actor.armor4_id])
  530. @item_max = @data.size
  531. self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  532. self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  533. self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  534. self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  535. self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
  536. draw_item_name(@data[0], 92, 32 * 0)
  537. draw_item_name(@data[1], 92, 32 * 1)
  538. draw_item_name(@data[2], 92, 32 * 2)
  539. draw_item_name(@data[3], 92, 32 * 3)
  540. draw_item_name(@data[4], 92, 32 * 4)
  541. end
  542. #--------------------------------------------------------------------------
  543. # ● 刷新帮助文本
  544. #--------------------------------------------------------------------------
  545. def update_help
  546. if self.item != nil
  547. ssstring = self.item.description
  548. case self.index
  549. when 0
  550. ssstring += " 还可以组合" + $data_weapons[@actor.weapon_id].combine.to_s + "次"
  551. when 1
  552. ssstring += " 还可以组合" + $data_armors[@actor.armor1_id].combine.to_s + "次"
  553. when 2
  554. ssstring += " 还可以组合" + $data_armors[@actor.armor2_id].combine.to_s + "次"
  555. when 3
  556. ssstring += " 还可以组合" + $data_armors[@actor.armor3_id].combine.to_s + "次"
  557. when 4
  558. ssstring += " 还可以组合" + $data_armors[@actor.armor4_id].combine.to_s + "次"
  559. end

  560. end
  561. #@help_window.set_text(self.item == nil ? "" : ssstring)
  562. @help_window.set_text(item)
  563. #校正帮助窗口位置
  564. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  565. end
  566. end

  567. #==============================================================================
  568. # ■ Window_EPro
  569. #------------------------------------------------------------------------------
  570. #  装备合成界面中的组装前后比较窗口。
  571. #==============================================================================

  572. class Window_EPro < Window_Base
  573. #--------------------------------------------------------------------------
  574. # ● 初始化对像
  575. #
  576. #--------------------------------------------------------------------------
  577. def initialize(combine1, combine2)
  578. super(0, 0, 384, 480)
  579. self.contents = Bitmap.new(width - 32, height - 32)
  580. @combine1 = combine1
  581. @combine2 = combine2
  582. refresh
  583. self.z = 300
  584. end

  585. def refresh
  586. self.contents.clear
  587. if @combine1.is_a?(RPG::Weapon)
  588. self.contents.font.color = system_color
  589. self.contents.draw_text(4, 0, 192, 32, "欲组装的武器:", 0)
  590. self.contents.font.color = normal_color
  591. self.contents.draw_text(164, 0, 192, 32, @combine1.name.to_s, 0)
  592. self.contents.font.color = system_color
  593. self.contents.draw_text(128, 32, 80, 32, "组装前", 0)
  594. self.contents.draw_text(256, 32, 80, 32, "组装后", 0)
  595. self.contents.draw_text(4, 64, 80, 32, "攻击力", 0)
  596. self.contents.draw_text(4, 96, 80, 32, "物理防", 0)
  597. self.contents.draw_text(4, 128, 80, 32, "魔法防", 0)
  598. self.contents.draw_text(4, 160, 80, 32, "加力量", 0)
  599. self.contents.draw_text(4, 192, 80, 32, "加灵巧", 0)
  600. self.contents.draw_text(4, 224, 80, 32, "加速度", 0)
  601. self.contents.draw_text(4, 256, 80, 32, "加魔力", 0)
  602. self.contents.draw_text(4, 288, 80, 32, "属性", 0)
  603. self.contents.font.color = normal_color
  604. self.contents.draw_text(128, 64, 80, 32, @combine1.atk.to_s, 0)
  605. self.contents.draw_text(128, 96, 80, 32, @combine1.pdef.to_s, 0)
  606. self.contents.draw_text(128, 128, 80, 32, @combine1.mdef.to_s, 0)
  607. self.contents.draw_text(128, 160, 80, 32, @combine1.str_plus.to_s, 0)
  608. self.contents.draw_text(128, 192, 80, 32, @combine1.dex_plus.to_s, 0)
  609. self.contents.draw_text(128, 224, 80, 32, @combine1.agi_plus.to_s, 0)
  610. self.contents.draw_text(128, 256, 80, 32, @combine1.int_plus.to_s, 0)
  611. $str_plus2 = 0
  612. $dex_plus2 = 0
  613. $agi_plus2 = 0
  614. $int_plus2 = 0
  615. $atk_plus2 = 0
  616. $new_extra = nil
  617. case @combine2.parameter_type
  618. when 1
  619. $atk_plus2 = @combine2.parameter_points
  620. $new_extra = "锐"
  621. when 3
  622. $str_plus2 = @combine2.parameter_points
  623. $new_extra = "劲"
  624. when 4
  625. $dex_plus2 = @combine2.parameter_points
  626. $new_extra = "敏"
  627. when 5
  628. $agi_plus2 = @combine2.parameter_points
  629. $new_extra = "疾"
  630. when 6
  631. $int_plus2 = @combine2.parameter_points
  632. $new_extra = "灵"
  633. end
  634. if $new_extra == nil and @combine2.pdef_f != 0
  635. $new_extra = "坚"
  636. end
  637. if $new_extra == nil and @combine2.mdef_f != 0
  638. $new_extra = "圣"
  639. end
  640. $pdef_plus2 = @combine2.pdef_f
  641. $mdef_plus2 = @combine2.mdef_f
  642. self.contents.draw_text(256, 64, 80, 32, $atk_plus2.to_s, 0)
  643. self.contents.draw_text(256, 96, 80, 32, $pdef_plus2.to_s, 0)
  644. self.contents.draw_text(256, 128, 80, 32, $mdef_plus2.to_s, 0)
  645. self.contents.draw_text(256, 160, 80, 32, $str_plus2.to_s, 0)
  646. self.contents.draw_text(256, 192, 80, 32, $dex_plus2.to_s, 0)
  647. self.contents.draw_text(256, 224, 80, 32, $agi_plus2.to_s, 0)
  648. self.contents.draw_text(256, 256, 80, 32, $int_plus2.to_s, 0)
  649. jjj = 288
  650. for iii in 1..16
  651. if @combine1.element_set.include?(iii)
  652. self.contents.draw_text(128, jjj, 80, 32, $data_system.elements[iii], 0)
  653. jjj += 32
  654. end
  655. end
  656. $element_plus2 = []
  657. $new_element_plus = nil
  658. for iii in 1..16
  659. if @combine1.element_set.include?(iii)
  660. $element_plus2.push(iii)
  661. end
  662. if @combine2.element_set.include?(iii)
  663. if $new_element_plus == nil
  664. $new_element_plus = $data_system.elements[iii].to_s
  665. end
  666. $element_plus2.push(iii)
  667. end
  668. end
  669. jjj = 288
  670. for iii in 1..16
  671. if $element_plus2.include?(iii)
  672. self.contents.draw_text(256, jjj, 80, 32, $data_system.elements[iii], 0)
  673. jjj += 32
  674. end
  675. end
  676. else
  677. self.contents.font.color = system_color
  678. self.contents.draw_text(4, 0, 192, 32, "欲组装的防具:", 0)
  679. self.contents.font.color = normal_color
  680. self.contents.draw_text(164, 0, 192, 32, @combine1.name.to_s, 0)
  681. self.contents.font.color = system_color
  682. self.contents.draw_text(128, 32, 80, 32, "组装前", 0)
  683. self.contents.draw_text(256, 32, 80, 32, "组装后", 0)
  684. self.contents.draw_text(4, 64, 80, 32, "物理防", 0)
  685. self.contents.draw_text(4, 96, 80, 32, "魔法防", 0)
  686. self.contents.draw_text(4, 128, 80, 32, "加回避", 0)
  687. self.contents.draw_text(4, 160, 80, 32, "加力量", 0)
  688. self.contents.draw_text(4, 192, 80, 32, "加灵巧", 0)
  689. self.contents.draw_text(4, 224, 80, 32, "加速度", 0)
  690. self.contents.draw_text(4, 256, 80, 32, "加魔力", 0)
  691. self.contents.draw_text(4, 288, 80, 32, "属性防御", 0)
  692. self.contents.font.color = normal_color
  693. self.contents.draw_text(128, 64, 80, 32, @combine1.pdef.to_s, 0)
  694. self.contents.draw_text(128, 96, 80, 32, @combine1.mdef.to_s, 0)
  695. self.contents.draw_text(128, 128, 80, 32, @combine1.eva.to_s, 0)
  696. self.contents.draw_text(128, 160, 80, 32, @combine1.str_plus.to_s, 0)
  697. self.contents.draw_text(128, 192, 80, 32, @combine1.dex_plus.to_s, 0)
  698. self.contents.draw_text(128, 224, 80, 32, @combine1.agi_plus.to_s, 0)
  699. self.contents.draw_text(128, 256, 80, 32, @combine1.int_plus.to_s, 0)
  700. $str_plus2 = 0
  701. $dex_plus2 = 0
  702. $agi_plus2 = 0
  703. $int_plus2 = 0
  704. $eva_plus2 = 0
  705. $new_extra = nil
  706. case @combine2.parameter_type
  707. when 1
  708. $new_extra = "刚"
  709. $eva_plus2 = @combine2.parameter_points
  710. when 3
  711. $new_extra = "劲"
  712. $str_plus2 = @combine2.parameter_points
  713. when 4
  714. $new_extra = "敏"
  715. $dex_plus2 = @combine2.parameter_points
  716. when 5
  717. $new_extra = "疾"
  718. $agi_plus2 = @combine2.parameter_points
  719. when 6
  720. $new_extra = "灵"
  721. $int_plus2 = @combine2.parameter_points
  722. end
  723. if $new_extra == nil and @combine2.pdef_f != 0
  724. $new_extra = "坚"
  725. end
  726. if $new_extra == nil and @combine2.mdef_f != 0
  727. $new_extra = "圣"
  728. end
  729. $pdef_plus2 = @combine2.pdef_f
  730. $mdef_plus2 = @combine2.mdef_f
  731. self.contents.draw_text(256, 64, 80, 32, $pdef_plus2.to_s, 0)
  732. self.contents.draw_text(256, 96, 80, 32, $mdef_plus2.to_s, 0)
  733. self.contents.draw_text(256, 128, 80, 32, $eva_plus2.to_s, 0)
  734. self.contents.draw_text(256, 160, 80, 32, $str_plus2.to_s, 0)
  735. self.contents.draw_text(256, 192, 80, 32, $dex_plus2.to_s, 0)
  736. self.contents.draw_text(256, 224, 80, 32, $agi_plus2.to_s, 0)
  737. self.contents.draw_text(256, 256, 80, 32, $int_plus2.to_s, 0)
  738. jjj = 288
  739. for iii in 1..16
  740. if @combine1.guard_element_set.include?(iii)
  741. self.contents.draw_text(128, jjj, 80, 32, $data_system.elements[iii], 0)
  742. jjj += 32
  743. end
  744. end
  745. $element_plus2 = []
  746. $new_element_plus = nil
  747. for iii in 1..16
  748. if @combine1.guard_element_set.include?(iii)
  749. $element_plus2.push(iii)
  750. end
  751. if @combine2.element_set.include?(iii)
  752. if $new_element_plus == nil
  753. $new_element_plus = $data_system.elements[iii].to_s
  754. end
  755. $element_plus2.push(iii)
  756. end
  757. end
  758. jjj = 288
  759. for iii in 1..16
  760. if $element_plus2.include?(iii)
  761. self.contents.draw_text(256, jjj, 80, 32, $data_system.elements[iii], 0)
  762. jjj += 32
  763. end
  764. end
  765. end
  766. self.contents.draw_text(224, 64, 80, 32, "+", 0)
  767. self.contents.draw_text(224, 96, 80, 32, "+", 0)
  768. self.contents.draw_text(224, 128, 80, 32, "+", 0)
  769. self.contents.draw_text(224, 160, 80, 32, "+", 0)
  770. self.contents.draw_text(224, 192, 80, 32, "+", 0)
  771. self.contents.draw_text(224, 224, 80, 32, "+", 0)
  772. self.contents.draw_text(224, 256, 80, 32, "+", 0)
  773. self.contents.draw_text(224, 288, 80, 32, "+", 0)
  774. self.contents.draw_text(0, 384, 352, 32, "数值的增加只能表示大概,实际组成", 0)
  775. self.contents.draw_text(0, 416, 352, 32, "会上下浮动20%,确定要组合吗?", 0)
  776. end

  777. def update
  778. refresh
  779. end
  780. end

  781. class Window_CCConfirm < Window_Selectable
  782. def initialize
  783. super(384, 384, 128, 96)
  784. self.contents = Bitmap.new(width - 32, height - 32)
  785. refresh
  786. @column_max = 1
  787. @item_max = 2
  788. self.index = 0
  789. self.z = 300
  790. end
  791. def refresh
  792. self.contents.clear
  793. self.contents.draw_text(0, 0, 64, 32, "好的", 0)
  794. self.contents.draw_text(0, 32, 64, 32, "不好", 0)
  795. end
  796. def update
  797. refresh
  798. end
  799. end

  800. class Game_Actor < Game_Battler
  801. #--------------------------------------------------------------------------
  802. # ● 变更装备
  803. # equip_type : 装备类型
  804. # id : 武器 or 防具 ID (0 为解除装备)
  805. #--------------------------------------------------------------------------
  806. def equip(equip_type, id, loseit = 0)
  807. case equip_type
  808. when 0 # 武器
  809. if id == 0 or $game_party.weapon_number(id) > 0
  810. if loseit == 0
  811. $game_party.gain_weapon(@weapon_id, 1)
  812. end
  813. @weapon_id = id
  814. $game_party.lose_weapon(id, 1)
  815. end
  816. when 1 # 盾
  817. if id == 0 or $game_party.armor_number(id) > 0
  818. update_auto_state($data_armors[@armor1_id], $data_armors[id])
  819. if loseit == 0
  820. $game_party.gain_armor(@armor1_id, 1)
  821. end
  822. @armor1_id = id
  823. $game_party.lose_armor(id, 1)
  824. end
  825. when 2 # 头
  826. if id == 0 or $game_party.armor_number(id) > 0
  827. update_auto_state($data_armors[@armor2_id], $data_armors[id])
  828. if loseit == 0
  829. $game_party.gain_armor(@armor2_id, 1)
  830. end
  831. @armor2_id = id
  832. $game_party.lose_armor(id, 1)
  833. end
  834. when 3 # 身体
  835. if id == 0 or $game_party.armor_number(id) > 0
  836. update_auto_state($data_armors[@armor3_id], $data_armors[id])
  837. if loseit == 0
  838. $game_party.gain_armor(@armor3_id, 1)
  839. end
  840. @armor3_id = id
  841. $game_party.lose_armor(id, 1)
  842. end
  843. when 4 # 装饰品
  844. if id == 0 or $game_party.armor_number(id) > 0
  845. update_auto_state($data_armors[@armor4_id], $data_armors[id])
  846. if loseit == 0
  847. $game_party.gain_armor(@armor4_id, 1)
  848. end
  849. @armor4_id = id
  850. $game_party.lose_armor(id, 1)
  851. end
  852. end
  853. end
  854. end

  855. #==============================================================================
  856. # ■ Window_EquipLeft
  857. #------------------------------------------------------------------------------
  858. #  装备画面的、显示角色能力值变化的窗口。
  859. #==============================================================================

  860. class Window_EquipLeft < Window_Base
  861. #--------------------------------------------------------------------------
  862. # ● 初始化对像
  863. # actor : 角色
  864. #--------------------------------------------------------------------------
  865. def initialize(actor)
  866. super(0, 64, 272, 416)
  867. self.contents = Bitmap.new(width - 32, height - 32)
  868. @actor = actor
  869. refresh
  870. end
  871. #--------------------------------------------------------------------------
  872. # ● 刷新
  873. #--------------------------------------------------------------------------
  874. def refresh
  875. self.contents.clear
  876. draw_actor_name(@actor, 4, 0)
  877. draw_actor_level(@actor, 4, 32)
  878. draw_actor_parameter(@actor, 4, 64, 0)
  879. draw_actor_parameter(@actor, 4, 96, 1)
  880. draw_actor_parameter(@actor, 4, 128, 2)
  881. draw_actor_parameter(@actor, 4, 160, 7)
  882. draw_actor_parameter(@actor, 4, 192, 3)
  883. draw_actor_parameter(@actor, 4, 224, 4)
  884. draw_actor_parameter(@actor, 4, 256, 5)
  885. draw_actor_parameter(@actor, 4, 288, 6)
  886. if @new_atk != nil
  887. self.contents.font.color = system_color
  888. self.contents.draw_text(160, 64, 40, 32, "→", 1)
  889. self.contents.font.color = normal_color
  890. self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
  891. end
  892. if @new_pdef != nil
  893. self.contents.font.color = system_color
  894. self.contents.draw_text(160, 96, 40, 32, "→", 1)
  895. self.contents.font.color = normal_color
  896. self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
  897. end
  898. if @new_mdef != nil
  899. self.contents.font.color = system_color
  900. self.contents.draw_text(160, 128, 40, 32, "→", 1)
  901. self.contents.font.color = normal_color
  902. self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
  903. end
  904. if @new_eva != nil
  905. self.contents.font.color = system_color
  906. self.contents.draw_text(160, 160, 40, 32, "→", 1)
  907. self.contents.font.color = normal_color
  908. self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
  909. end
  910. if @new_str != nil
  911. self.contents.font.color = system_color
  912. self.contents.draw_text(160, 192, 40, 32, "→", 1)
  913. self.contents.font.color = normal_color
  914. self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
  915. end
  916. if @new_dex != nil
  917. self.contents.font.color = system_color
  918. self.contents.draw_text(160, 224, 40, 32, "→", 1)
  919. self.contents.font.color = normal_color
  920. self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
  921. end
  922. if @new_agi != nil
  923. self.contents.font.color = system_color
  924. self.contents.draw_text(160, 256, 40, 32, "→", 1)
  925. self.contents.font.color = normal_color
  926. self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
  927. end
  928. if @new_int != nil
  929. self.contents.font.color = system_color
  930. self.contents.draw_text(160, 288, 40, 32, "→", 1)
  931. self.contents.font.color = normal_color
  932. self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
  933. end
  934. end
  935. #--------------------------------------------------------------------------
  936. # ● 变更装备后的能力值设置
  937. # new_atk : 变更装备后的攻击力
  938. # new_pdef : 变更装备后的物理防御
  939. # new_mdef : 变更装备后的魔法防御
  940. #--------------------------------------------------------------------------
  941. def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  942. if @new_atk != new_atk or
  943. @new_pdef != new_pdef or
  944. @new_mdef != new_mdef or
  945. @new_eva != new_eva or
  946. @new_str != new_str or
  947. @new_dex != new_dex or
  948. @new_agi != new_agi or
  949. @new_int != new_int
  950. @new_atk = new_atk
  951. @new_pdef = new_pdef
  952. @new_mdef = new_mdef
  953. @new_eva = new_eva
  954. @new_str = new_str
  955. @new_dex = new_dex
  956. @new_agi = new_agi
  957. @new_int = new_int
  958. refresh
  959. end
  960. end
  961. end

  962. #==============================================================================
  963. # ■ Window_EquipItem
  964. #------------------------------------------------------------------------------
  965. #  装备画面、显示浏览变更装备的候补物品的窗口。
  966. #==============================================================================

  967. class Window_EquipItem < Window_Selectable
  968. #--------------------------------------------------------------------------
  969. # ● 初始化对像
  970. # actor : 角色
  971. # equip_type : 装备部位 (0~3)
  972. #--------------------------------------------------------------------------
  973. def initialize(actor, equip_type)
  974. super(272, 256, 368, 224)
  975. @actor = actor
  976. @equip_type = equip_type
  977. @column_max = 1
  978. refresh
  979. self.active = false
  980. self.index = -1
  981. end
  982. #--------------------------------------------------------------------------
  983. # ● 获取物品
  984. #--------------------------------------------------------------------------
  985. def item
  986. return @data[self.index]
  987. end
  988. #--------------------------------------------------------------------------
  989. # ● 刷新
  990. #--------------------------------------------------------------------------
  991. def refresh
  992. if self.contents != nil
  993. self.contents.dispose
  994. self.contents = nil
  995. end
  996. @data = []
  997. # 添加可以装备的武器
  998. if @equip_type == 0
  999. weapon_set = $data_classes[@actor.class_id].weapon_set
  1000. for i in 1...$data_weapons.size
  1001. if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
  1002. @data.push($data_weapons[i])
  1003. end
  1004. end
  1005. end
  1006. # 添加可以装备的防具
  1007. if @equip_type != 0
  1008. armor_set = $data_classes[@actor.class_id].armor_set
  1009. for i in 1...$data_armors.size
  1010. if $game_party.armor_number(i) > 0 and armor_set.include?(i)
  1011. if $data_armors[i].kind == @equip_type-1
  1012. @data.push($data_armors[i])
  1013. end
  1014. end
  1015. end
  1016. end
  1017. # 添加空白
  1018. @data.push(nil)
  1019. # 生成位图、描绘全部项目
  1020. @item_max = @data.size
  1021. self.contents = Bitmap.new(width - 32, row_max * 32)
  1022. for i in 0...@item_max-1
  1023. draw_item(i)
  1024. end
  1025. end
  1026. #--------------------------------------------------------------------------
  1027. # ● 项目的描绘
  1028. # index : 项目符号
  1029. #--------------------------------------------------------------------------
  1030. def draw_item(index)
  1031. item = @data[index]
  1032. x = 4
  1033. y = index * 32
  1034. case item
  1035. when RPG::Weapon
  1036. number = $game_party.weapon_number(item.id)
  1037. when RPG::Armor
  1038. number = $game_party.armor_number(item.id)
  1039. end
  1040. bitmap = RPG::Cache.icon(item.icon_name)
  1041. self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  1042. self.contents.font.color = normal_color
  1043. self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  1044. self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  1045. self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  1046. end
  1047. #--------------------------------------------------------------------------
  1048. # ● 刷新帮助文本
  1049. #--------------------------------------------------------------------------
  1050. def update_help
  1051. @help_window.set_text(item)
  1052. # @help_window.set_text(self.item == nil ? "" : self.item.description)
  1053. #校正帮助窗口位置
  1054. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  1055. end
  1056. end

  1057. class Scene_Equip
  1058. #--------------------------------------------------------------------------
  1059. # ● 刷新
  1060. #--------------------------------------------------------------------------
  1061. def refresh
  1062. # 设置物品窗口的可视状态
  1063. @item_window1.visible = (@right_window.index == 0)
  1064. @item_window2.visible = (@right_window.index == 1)
  1065. @item_window3.visible = (@right_window.index == 2)
  1066. @item_window4.visible = (@right_window.index == 3)
  1067. @item_window5.visible = (@right_window.index == 4)
  1068. # 获取当前装备中的物品
  1069. item1 = @right_window.item
  1070. # 设置当前的物品窗口到 @item_window
  1071. case @right_window.index
  1072. when 0
  1073. @item_window = @item_window1
  1074. when 1
  1075. @item_window = @item_window2
  1076. when 2
  1077. @item_window = @item_window3
  1078. when 3
  1079. @item_window = @item_window4
  1080. when 4
  1081. @item_window = @item_window5
  1082. end
  1083. # 右窗口被激活的情况下
  1084. if @right_window.active
  1085. # 删除变更装备后的能力
  1086. @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
  1087. end
  1088. # 物品窗口被激活的情况下
  1089. if @item_window.active
  1090. # 获取现在选中的物品
  1091. item2 = @item_window.item
  1092. # 变更装备
  1093. last_hp = @actor.hp
  1094. last_sp = @actor.sp
  1095. @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
  1096. # 获取变更装备后的能力值
  1097. new_atk = @actor.atk
  1098. new_pdef = @actor.pdef
  1099. new_mdef = @actor.mdef
  1100. new_eva = @actor.eva
  1101. new_str = @actor.str
  1102. new_dex = @actor.dex
  1103. new_agi = @actor.agi
  1104. new_int = @actor.int
  1105. # 返回到装备
  1106. @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
  1107. @actor.hp = last_hp
  1108. @actor.sp = last_sp
  1109. # 描画左窗口
  1110. @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  1111. end
  1112. end
  1113. end

  1114. class Window_Base < Window
  1115. #--------------------------------------------------------------------------
  1116. # ● 描绘能力值
  1117. # actor : 角色
  1118. # x : 描画目标 X 坐标
  1119. # y : 描画目标 Y 坐标
  1120. # type : 能力值种类 (0~6)
  1121. #--------------------------------------------------------------------------
  1122. def draw_actor_parameter(actor, x, y, type)
  1123. case type
  1124. when 0
  1125. parameter_name = $data_system.words.atk
  1126. parameter_value = actor.atk
  1127. when 1
  1128. parameter_name = $data_system.words.pdef
  1129. parameter_value = actor.pdef
  1130. when 2
  1131. parameter_name = $data_system.words.mdef
  1132. parameter_value = actor.mdef
  1133. when 3
  1134. parameter_name = $data_system.words.str
  1135. parameter_value = actor.str
  1136. when 4
  1137. parameter_name = $data_system.words.dex
  1138. parameter_value = actor.dex
  1139. when 5
  1140. parameter_name = $data_system.words.agi
  1141. parameter_value = actor.agi
  1142. when 6
  1143. parameter_name = $data_system.words.int
  1144. parameter_value = actor.int
  1145. when 7
  1146. parameter_name = $data_system.words.int
  1147. parameter_value = actor.eva
  1148. end
  1149. self.contents.font.color = system_color
  1150. self.contents.draw_text(x, y, 120, 32, parameter_name)
  1151. self.contents.font.color = normal_color
  1152. self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  1153. end
  1154. end
复制代码

组合装备脚本

  1. #==============================================================================
  2. # ■ Window_Help
  3. #------------------------------------------------------------------------------
  4. #  特技及物品的说明、角色的状态显示的窗口。
  5. # 若要更改属性,请搜索element_set={1=>"火",2=>"冰",3=>"光",4=>"暗"} 改成对应属性即可
  6. #==============================================================================

  7. UNSHOW_STATE=[1,2,3,4,5]#记录不显示的状态数组
  8. UNSHOW_ELEMENT=[1,2,3,4,5]#记录不显示的属性数组

  9. class Window_Help < Window_Base
  10. #--------------------------------------------------------------------------
  11. # ● 初始化对像
  12. #--------------------------------------------------------------------------
  13. def initialize
  14. super(150,200, 180, 480)
  15. self.opacity = 150
  16. self.z = 150
  17. self.visible = false
  18. self.contents = Bitmap.new(width - 32, height - 32)
  19. description=""
  20. @item=nil
  21. @armor=nil
  22. @weapon=nil
  23. end
  24. #--------------------------------------------------------------------------
  25. # ● 设置文本
  26. # text : 窗口显示的字符串
  27. # align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐)
  28. #--------------------------------------------------------------------------
  29. def set_text(data, align=nil)
  30. # 如果文本和对齐方式的至少一方与上次的不同
  31. if align != nil
  32. # 再描绘窗口和文本
  33. self.width = 640
  34. self.height = 64
  35. self.x=0
  36. self.y=0
  37. self.contents = Bitmap.new(width - 32, height - 32)
  38. self.contents.clear
  39. self.contents.font.color = normal_color
  40. self.contents.font.size = 20
  41. self.contents.draw_text(4, 0, self.width - 48, 32, data, align)
  42. self.visible = true
  43. return
  44. end
  45. if data == nil
  46. self.visible = false
  47. @data = nil
  48. end
  49. if data != nil && @data != data
  50. @data=data
  51. self.visible = true
  52. self.width = 180
  53. self.height = 200
  54. self.x=180
  55. self.y=430
  56. self.contents = Bitmap.new(width - 32, height - 32)
  57. case @data
  58. when RPG::Item
  59. set_item_text(@data)
  60. when RPG::Weapon
  61. set_weapon_text(@data)
  62. when RPG::Armor
  63. set_armor_text(@data)
  64. when RPG::Skill
  65. set_skill_text(@data)
  66. end
  67. else
  68. return
  69. end
  70. end
  71. #--------------------------------------------------------------------------
  72. # ● 设置敌人
  73. # enemy : 要显示名字和状态的敌人
  74. #--------------------------------------------------------------------------
  75. def set_enemy(enemy)
  76. text = enemy.name
  77. state_text = make_battler_state_text(enemy, 0, false)
  78. if state_text != ""
  79. text += " " + state_text
  80. end
  81. set_text(text, 1)
  82. @data=nil
  83. end
  84. #--------------------------------------------------------------------------
  85. # ● 设置角色
  86. # actor : 要显示状态的角色
  87. #--------------------------------------------------------------------------
  88. def set_actor(actor)
  89. if actor != @actor
  90. self.width = 640
  91. self.height = 64
  92. self.x=0
  93. self.y=0
  94. self.contents = Bitmap.new(width - 32, height - 32)
  95. self.contents.clear
  96. self.contents.font.size=20
  97. self.contents.font.color = normal_color
  98. draw_actor_name(actor, 4, 0)
  99. draw_actor_state(actor, 140, 0)
  100. draw_actor_hp(actor, 284, 0)
  101. draw_actor_sp(actor, 460, 0)
  102. @actor = actor
  103. @text = nil
  104. self.visible = true
  105. end
  106. end
  107. #--------------------------------------------------------------------------
  108. # ● 校正帮助窗口位置
  109. #--------------------------------------------------------------------------
  110. def set_pos(x,y,width,oy,index,column_max)
  111. #光标坐标
  112. cursor_width = width / column_max - 32
  113. xx = index % column_max * (cursor_width + 32)
  114. yy = index / column_max * 32 - oy
  115. self.x=xx+x+150
  116. self.y=yy+y+30
  117. if self.x+self.width>640
  118. self.x=640-self.width
  119. end
  120. if self.y+self.height>480
  121. self.y=480-self.height
  122. end
  123. end
  124. end


  125. class Window_Help < Window_Base
  126. #--------------------------------------------------------------------------
  127. # ● 物品帮助窗口
  128. #--------------------------------------------------------------------------
  129. def set_item_text(item)
  130. @item=item
  131. description=""
  132. [email protected]
  133. x=0
  134. y=0
  135. # 取得屬性、附加狀態、解除狀態之副本
  136. element_set = @item.element_set.clone
  137. plus_state_set = @item.plus_state_set.clone
  138. minus_state_set = @item.minus_state_set.clone
  139. # 過濾不顯示的描述
  140. element_set -= UNSHOW_ELEMENT
  141. plus_state_set -= UNSHOW_STATE
  142. minus_state_set -= UNSHOW_STATE
  143. height=1 #依要显示的内容确定高
  144. #由描叙确定高
  145. height+=description.size/3/10
  146. if description.size%10!=0
  147. height+=1
  148. end
  149. height+=3 #空行,效果范围,价格
  150. if @item.recover_hp_rate!=0 #HP 回复率。
  151. height+=1
  152. end
  153. if @item.recover_hp!=0 #HP 回复量。
  154. height+=1
  155. end
  156. if @item.recover_sp_rate!=0 #SP 回复率。
  157. height+=1
  158. end
  159. if @item.recover_sp!=0 #SP 回复量。
  160. height+=1
  161. end
  162. if @item.parameter_type!=0 #增加能力值
  163. height+=1
  164. end
  165. if element_set.empty?!=true #属性。为属性 ID 的数组
  166. height+=1
  167. end
  168. if plus_state_set.empty?!=true #附加状态。为状态 ID 的数组
  169. height+=plus_state_set.size
  170. end
  171. if minus_state_set.empty?!=true #解除状态。为状态 ID 的数组
  172. height+=minus_state_set.size
  173. end
  174. self.height=height*15+40+15
  175. self.contents = Bitmap.new(self.width - 32,self.height - 32)
  176. self.contents.clear
  177. #描绘名字
  178. [email protected]
  179. self.contents.font.color =text_color(3)
  180. self.contents.font.size=18
  181. if text!=nil
  182. self.visible = true
  183. self.contents.draw_text(0,0, @item.name.size*7, 20, text, 0)
  184. else
  185. self.visible = false
  186. end
  187. x=0
  188. y+=1
  189. text=description
  190. #描绘描叙
  191. while ((text = description.slice!(/./m)) != nil)
  192. self.contents.font.color = normal_color
  193. self.contents.font.size=14
  194. self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
  195. x+=1
  196. if x==10#每行10个字
  197. x=0
  198. y+=1
  199. end
  200. end
  201. #由特技属性确定高
  202. #效果范围
  203. scope = {0=>"特殊物品",1=>"敌单体",2=>"敌全体",3=>"己方单体",4=>"己方全体",5=>"己方昏死单体",6=>"己方昏死全体",7=>"使用者"}#HASH表
  204. text="范围:"+scope[@item.scope]
  205. x=0
  206. y+=2 #空一行
  207. self.contents.font.color = normal_color
  208. self.contents.font.size=14
  209. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  210. #价格
  211. x=0
  212. y+=1
  213. text="价格:"[email protected]_s
  214. self.contents.font.color = normal_color
  215. self.contents.font.size=14
  216. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)

  217. #HP 回复率
  218. if @item.recover_hp_rate!=0
  219. x=0
  220. y+=1
  221. text="回复气血:"[email protected]_hp_rate.to_s+"%"
  222. self.contents.font.color = normal_color
  223. self.contents.font.size=14
  224. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  225. end
  226. #HP回复量
  227. if @item.recover_hp!=0
  228. x=0
  229. y+=1
  230. text="回复气血:"[email protected]_hp.to_s
  231. self.contents.font.color = normal_color
  232. self.contents.font.size=14
  233. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  234. end
  235. #SP 回复率
  236. if @item.recover_sp_rate!=0
  237. x=0
  238. y+=1
  239. text="回复魔法:"[email protected]_sp_rate.to_s+"%"
  240. self.contents.font.color = normal_color
  241. self.contents.font.size=14
  242. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  243. end
  244. #SP 回复量
  245. if @item.recover_sp!=0
  246. x=0
  247. y+=1
  248. text="回复魔法:"[email protected]_sp.to_s
  249. self.contents.font.color = normal_color
  250. self.contents.font.size=14
  251. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  252. end
  253. #增加能力值
  254. if @item.parameter_type!=0
  255. parameter_type={1=>"最大气血",2=>"最大魔法",3=>$data_system.words.str,4=>$data_system.words.dex,5=>$data_system.words.agi,6=>$data_system.words.int}
  256. x=0
  257. y+=1
  258. if @item.parameter_points>0
  259. text="增加:"+parameter_type[@item.parameter_type]+" +"[email protected]_points.to_s
  260. else
  261. text="减少:"+parameter_type[@item.parameter_type][email protected]_points.to_s
  262. end
  263. self.contents.font.color = normal_color
  264. self.contents.font.size=14
  265. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  266. end

  267. #物品属性
  268. if element_set.empty?!=true #属性。为属性 ID 的数组
  269. text="属性:"
  270. for i in 0...element_set.size
  271. text+=$data_system.elements[element_set[i]]+" "
  272. end
  273. x=0
  274. y+=1
  275. self.contents.font.color = normal_color
  276. self.contents.font.size=14
  277. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  278. end
  279. #附加状态
  280. if plus_state_set.empty?!=true #附加状态。为状态 ID 的数组
  281. text="附加状态:"
  282. x=0
  283. y+=1
  284. self.contents.font.color = normal_color
  285. self.contents.font.size=14
  286. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  287. y-=1
  288. x+=text.size*5
  289. for i in 0...plus_state_set.size
  290. y+=1
  291. text=$data_states[plus_state_set[i]].name
  292. self.contents.font.color = normal_color
  293. self.contents.font.size=14
  294. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  295. end
  296. end
  297. #解除状态
  298. if minus_state_set.empty?!=true #解除状态。为状态 ID 的数组
  299. text="解除状态:"
  300. x=0
  301. y+=1
  302. self.contents.font.color = normal_color
  303. self.contents.font.size=14
  304. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  305. y-=1
  306. x+=text.size*5
  307. for i in 0...minus_state_set.size
  308. y+=1
  309. text=$data_states[minus_state_set[i]].name
  310. self.contents.font.color = normal_color
  311. self.contents.font.size=14
  312. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  313. end
  314. end
  315. end
  316. end

  317. class Window_Help < Window_Base
  318. #--------------------------------------------------------------------------
  319. # ● 武器帮助窗口
  320. #--------------------------------------------------------------------------

  321. def set_weapon_text(weapon)
  322. @weapon=weapon
  323. description=""
  324. [email protected]
  325. # 取得屬性、附加狀態、解除狀態之副本
  326. element_set = @weapon.element_set.clone
  327. plus_state_set = @weapon.plus_state_set.clone
  328. minus_state_set = @weapon.minus_state_set.clone
  329. # 過濾不顯示的描述
  330. element_set -= UNSHOW_ELEMENT
  331. plus_state_set -= UNSHOW_STATE
  332. minus_state_set -= UNSHOW_STATE



  333. x=0
  334. y=0
  335. height=1 #依要显示的内容确定高
  336. #由描叙确定高
  337. height+=description.size/3/10
  338. if description.size%10!=0
  339. height+=1
  340. end
  341. height+=4 #2个空行,攻击,价格
  342. if @weapon.pdef!=0 #物理防御
  343. height+=1
  344. end
  345. if @weapon.mdef!=0 #魔法防御
  346. height+=1
  347. end
  348. if @weapon.str_plus!=0 #力量
  349. height+=1
  350. end
  351. if @weapon.dex_plus!=0#体质
  352. height+=1
  353. end
  354. if @weapon.agi_plus!=0#敏捷
  355. height+=1
  356. end
  357. if @weapon.int_plus!=0 #智力
  358. height+=1
  359. end
  360. if element_set.empty?!=true #属性。为属性 ID 的数组
  361. height+=1
  362. end
  363. if plus_state_set.empty?!=true #附加状态。为状态 ID 的数组
  364. height+=plus_state_set.size
  365. end
  366. if minus_state_set.empty?!=true #解除状态。为状态 ID 的数组
  367. height+=minus_state_set.size
  368. end
  369. self.height=height*15+40+15
  370. self.contents = Bitmap.new(self.width - 32,self.height - 32)
  371. self.contents.clear
  372. #描绘名字
  373. [email protected]
  374. self.contents.font.color = text_color(1)#颜色脚本
  375. self.contents.font.size=18
  376. if text!=nil
  377. self.visible = true
  378. self.contents.draw_text(0,0, @weapon.name.size*7, 20, text, 0)
  379. else
  380. self.visible = false
  381. end
  382. x=0
  383. y+=1
  384. text=description
  385. #描绘描叙
  386. while ((text = description.slice!(/./m)) != nil)
  387. self.contents.font.color = normal_color
  388. self.contents.font.size=14
  389. self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
  390. x+=1
  391. if x==10#每行10个字
  392. x=0
  393. y+=1
  394. end
  395. end
  396. #由特技属性确定高

  397. #攻击
  398. x=0
  399. y+=2 #空行
  400. text="攻击:"[email protected]_s
  401. self.contents.font.color = text_color(6)#颜色脚本
  402. self.contents.font.size=14
  403. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  404. #价格
  405. x=0
  406. y+=1
  407. text="价格:"[email protected]_s
  408. self.contents.font.color = normal_color
  409. self.contents.font.size=14
  410. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  411. =begin #耐久度
  412. #dur_set = @weapon.dur_set
  413. dur = @weapon.dur
  414. text = "耐久度: #{dur}"
  415. self.contents.font.color = text_color(6)#颜色脚本
  416. self.contents.font.size=14
  417. self.contents.draw_text(x-1, y*15+20, text.size*6, 14, text, 0)
  418. =end
  419. if @weapon.pdef!=0 #物理防御
  420. x=0
  421. y+=1
  422. text="物理防御:"[email protected]_s
  423. self.contents.font.color = text_color(6)#颜色脚本
  424. self.contents.font.size=14
  425. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  426. end
  427. if @weapon.mdef!=0 #魔法防御
  428. x=0
  429. y+=1
  430. text="魔法防御:"[email protected]_s
  431. self.contents.font.color = text_color(6)#颜色脚本
  432. self.contents.font.size=14
  433. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  434. end

  435. #武器属性
  436. if element_set.empty? != true #属性。为属性 ID 的数组
  437. text="属性:"
  438. for i in 0...element_set.size
  439. text+=$data_system.elements[element_set[i]]+" "
  440. end
  441. x=0
  442. y+=1
  443. self.contents.font.color = normal_color
  444. self.contents.font.size=14
  445. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  446. end
  447. #附加状态
  448. if plus_state_set.empty? != true #附加状态。为状态 ID 的数组
  449. text="附加状态:"
  450. x=0
  451. y+=1
  452. self.contents.font.color = normal_color
  453. self.contents.font.size=14
  454. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  455. y-=1
  456. x+=text.size*5
  457. for i in 0...plus_state_set.size
  458. y+=1
  459. text=$data_states[plus_state_set[i]].name
  460. self.contents.font.color = normal_color
  461. self.contents.font.size=14
  462. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  463. end
  464. end
  465. #解除状态
  466. if minus_state_set.empty? != true #解除状态。为状态 ID 的数组
  467. text="解除状态:"
  468. x=0
  469. y+=1
  470. self.contents.font.color = normal_color
  471. self.contents.font.size=14
  472. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  473. y-=1
  474. x+=text.size*5
  475. for i in 0...minus_state_set.size
  476. y+=1
  477. text=$data_states[minus_state_set[i]].name
  478. self.contents.font.color = normal_color
  479. self.contents.font.size=14
  480. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  481. end
  482. end
  483. y+=1 #空行
  484. if @weapon.str_plus!=0 #力量
  485. x=0
  486. y+=1
  487. if @weapon.str_plus > 0
  488. text=$data_system.words.str+" + "[email protected]_plus.to_s
  489. else
  490. [email protected]_plus
  491. text=$data_system.words.str+" - "+str_minus.to_s
  492. end
  493. self.contents.font.color = text_color(6)#颜色脚本
  494. self.contents.font.size=14
  495. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  496. end
  497. if @weapon.dex_plus!=0#体质
  498. x=0
  499. y+=1
  500. if @weapon.dex_plus > 0
  501. text=$data_system.words.dex+" + "[email protected]_plus.to_s
  502. else
  503. [email protected]_plus
  504. text=$data_system.words.dex+" - "+dex_minus.to_s
  505. end
  506. self.contents.font.color = text_color(6)#颜色脚本
  507. self.contents.font.size=14
  508. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  509. end
  510. if @weapon.agi_plus!=0#敏捷
  511. x=0
  512. y+=1
  513. if @weapon.agi_plus > 0
  514. text=$data_system.words.agi+" + "[email protected]_plus.to_s
  515. else
  516. [email protected]_plus
  517. text=$data_system.words.agi+" - "+agi_minus.to_s
  518. end
  519. self.contents.font.color = text_color(6)#颜色脚本
  520. self.contents.font.size=14
  521. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  522. end
  523. if @weapon.int_plus!=0 #智力
  524. x=0
  525. y+=1
  526. if @weapon.int_plus > 0
  527. text=$data_system.words.int+" + "[email protected]_plus.to_s
  528. else
  529. [email protected]_plus
  530. text=$data_system.words.int+" - "+int_minus.to_s
  531. end
  532. self.contents.font.color = text_color(6)#颜色脚本
  533. self.contents.font.size=14
  534. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)



  535. end
  536. end
  537. end

  538. class Window_Help < Window_Base
  539. #--------------------------------------------------------------------------
  540. # ● 防具帮助窗口
  541. #--------------------------------------------------------------------------
  542. def set_armor_text(armor)
  543. @armor=armor
  544. description=""
  545. [email protected]
  546. # 取得屬性、附加狀態、解除狀態之副本
  547. element_set = @armor.guard_element_set.clone
  548. guard_state_set = @armor.guard_state_set.clone
  549. # 過濾不顯示的描述
  550. element_set -= UNSHOW_ELEMENT
  551. guard_state_set -= UNSHOW_STATE
  552. x=0
  553. y=0
  554. height=1 #依要显示的内容确定高
  555. #由描叙确定高
  556. height+=description.size/3/10
  557. if description.size%10 !=0
  558. height+=1
  559. end
  560. height+=2 #2个空行,价格
  561. if @armor.pdef !=0 #物理防御
  562. height+=1
  563. end
  564. if @armor.mdef !=0 #魔法防御
  565. height+=1
  566. end
  567. if @armor.str_plus !=0 #力量
  568. height+=1
  569. end
  570. if @armor.dex_plus !=0#体质
  571. height+=1
  572. end
  573. if @armor.agi_plus !=0#敏捷
  574. height+=1
  575. end
  576. if @armor.int_plus !=0 #智力
  577. height+=1
  578. end
  579. if element_set.empty? != true #属性防御。为属性 ID 的数组
  580. height+=1
  581. end
  582. if guard_state_set.empty? != true #状态防御。为状态 ID 的数组
  583. height+=guard_state_set.size
  584. end
  585. self.height=height*16+70
  586. self.contents = Bitmap.new(self.width - 32,self.height - 32)
  587. self.contents.clear
  588. #描绘名字
  589. [email protected]
  590. self.contents.font.color = text_color(1)#颜色脚本
  591. self.contents.font.size=18
  592. if text!=nil
  593. self.visible = true
  594. self.contents.draw_text(0,0, @armor.name.size*7, 20, text, 0)
  595. else
  596. self.visible = false
  597. end
  598. x=0
  599. y+=1
  600. text=description
  601. #描绘描叙
  602. while ((text = description.slice!(/./m)) != nil)
  603. self.contents.font.color = normal_color
  604. self.contents.font.size=14
  605. self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
  606. x+=1
  607. if x==10#每行10个字
  608. x=0
  609. y+=1
  610. end
  611. end
  612. #由特技属性确定高


  613. #价格
  614. x=0
  615. y+=2#空行
  616. text="价格:"[email protected]_s
  617. self.contents.font.color = normal_color
  618. self.contents.font.size=14
  619. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  620. x=0
  621. y+=1
  622. =begin #耐久度
  623. #dur_set = @weapon.dur_set
  624. dur = @weapon.dur
  625. text = "耐久度: #{dur}"
  626. self.contents.font.color = text_color(6)#颜色脚本
  627. self.contents.font.size=14
  628. self.contents.draw_text(x-1, y*15+35, text.size*6, 14, text, 0)
  629. =end
  630. if @armor.pdef!=0 #物理防御
  631. text="物理防御:"[email protected]_s
  632. self.contents.font.color = text_color(6)#颜色脚本
  633. self.contents.font.size=14
  634. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  635. x=0
  636. y+=1
  637. end
  638. if @armor.mdef!=0 #魔法防御
  639. text="魔法防御:"[email protected]_s
  640. self.contents.font.color = text_color(6)#颜色脚本
  641. self.contents.font.size=14
  642. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  643. x=0
  644. y+=1
  645. end

  646. #属性防御
  647. if element_set.empty? !=true #属性。为属性 ID 的数组
  648. text="属性防御:"
  649. for i in 0...element_set.size
  650. text+=$data_system.elements[element_set[i]]+" "
  651. end
  652. x=0
  653. y+=1
  654. self.contents.font.color = normal_color
  655. self.contents.font.size=14
  656. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  657. end
  658. #状态防御
  659. if guard_state_set.empty?!=true #附加状态。为状态 ID 的数组
  660. text="状态防御:"
  661. x=0
  662. y+=1
  663. self.contents.font.color = normal_color
  664. self.contents.font.size=14
  665. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  666. y-=1
  667. x+=text.size*5
  668. for i in 0...guard_state_set.size
  669. y+=1
  670. text=$data_states[guard_state_set[i]].name
  671. self.contents.font.color = normal_color
  672. self.contents.font.size=14
  673. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  674. end
  675. end

  676. # y+=1 #空行
  677. if @armor.str_plus!=0 #力量
  678. x=0
  679. y+=1
  680. if @armor.str_plus > 0
  681. text=$data_system.words.str+" + "[email protected]_plus.to_s
  682. else
  683. [email protected]_plus
  684. text=$data_system.words.str+" - "+str_minus.to_s
  685. end
  686. self.contents.font.color = text_color(6)#颜色脚本
  687. self.contents.font.size=14
  688. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  689. end
  690. if @armor.dex_plus!=0#体质
  691. x=0
  692. y+=1
  693. if @armor.dex_plus > 0
  694. text=$data_system.words.dex+" + "[email protected]_plus.to_s
  695. else
  696. [email protected]_plus
  697. text=$data_system.words.dex+" - "+dex_minus.to_s
  698. end
  699. self.contents.font.color = text_color(6)#颜色脚本
  700. self.contents.font.size=14
  701. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  702. end
  703. if @armor.agi_plus!=0#敏捷
  704. x=0
  705. y+=1
  706. if @armor.agi_plus > 0
  707. text=$data_system.words.agi+" + "[email protected]_plus.to_s
  708. else
  709. [email protected]_plus
  710. text=$data_system.words.agi+" - "+agi_minus.to_s
  711. end
  712. self.contents.font.color = text_color(6)#颜色脚本
  713. self.contents.font.size=14
  714. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  715. end
  716. if @armor.int_plus!=0 #智力
  717. x=0
  718. y+=1
  719. if @armor.int_plus > 0
  720. text=$data_system.words.int+" + "[email protected]_plus.to_s
  721. else
  722. [email protected]_plus
  723. text=$data_system.words.int+" - "+int_minus.to_s
  724. end
  725. self.contents.font.color = text_color(6)#颜色脚本
  726. self.contents.font.size=14
  727. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  728. end
  729. end
  730. end


  731. class Window_Help < Window_Base
  732. #--------------------------------------------------------------------------
  733. # ● 技能帮助窗口
  734. #--------------------------------------------------------------------------
  735. def set_skill_text(skill)
  736. @skill=skill
  737. description=""
  738. [email protected]
  739. # 取得屬性、附加狀態、解除狀態之副本
  740. element_set = @skill.element_set.clone
  741. plus_state_set = @skill.plus_state_set.clone
  742. minus_state_set = @skill.minus_state_set.clone
  743. # 過濾不顯示的描述
  744. element_set -= UNSHOW_ELEMENT
  745. plus_state_set -= UNSHOW_STATE
  746. minus_state_set -= UNSHOW_STATE
  747. x=0
  748. y=0
  749. height=1 #依要显示的内容确定高
  750. #由描叙确定高
  751. height+=description.size/3/10
  752. if description.size%10!=0
  753. height+=1
  754. end
  755. height+=4 #空行,效果范围,消费SP,命中率
  756. if @skill.power!=0 #威力,威力为0,则可能为状态魔法
  757. height+=1
  758. end
  759. if element_set.empty?!=true #属性。为属性 ID 的数组
  760. height+=1
  761. end
  762. if plus_state_set.empty?!=true #附加状态。为状态 ID 的数组
  763. height+=plus_state_set.size
  764. end
  765. if minus_state_set.empty?!=true #解除状态。为状态 ID 的数组
  766. height+=minus_state_set.size
  767. end
  768. self.height=height*15+40+15
  769. self.contents = Bitmap.new(self.width - 32,self.height - 32)
  770. self.contents.clear
  771. #描绘名字
  772. [email protected]
  773. self.contents.font.color =text_color(6)
  774. self.contents.font.size=18
  775. if text!=nil
  776. self.visible = true
  777. self.contents.draw_text(0,0, @skill.name.size*7, 20, text, 0)
  778. else
  779. self.visible = false
  780. end
  781. x=0
  782. y+=1
  783. text=description
  784. #描绘描叙
  785. while ((text = description.slice!(/./m)) != nil)
  786. self.contents.font.color = normal_color
  787. self.contents.font.size=14
  788. self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
  789. x+=1
  790. text
  791. if x==10#每行10个字
  792. x=0
  793. y+=1
  794. end
  795. end
  796. #由特技属性确定高
  797. #效果范围

  798. scope = {0=>"特殊技能",1=>"敌单体",2=>"敌全体",3=>"己方单体",4=>"己方全体",5=>"己方昏死单体",6=>"己方昏死全体",7=>"使用者"}#HASH表
  799. text="范围:"+scope[@skill.scope]
  800. x=0
  801. y+=2 #空一行
  802. self.contents.font.color = normal_color
  803. self.contents.font.size=14
  804. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)

  805. #威力
  806. if @skill.power!=0
  807. x=0
  808. y+=1
  809. [email protected] > 0 ? @skill.power : -1* @skill.power
  810. text="威力:"+c.to_s
  811. self.contents.font.color = normal_color
  812. self.contents.font.size=14
  813. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  814. end
  815. #描绘消费SP
  816. x=0
  817. y+=1
  818. text="消耗SP:"[email protected]_cost.to_s
  819. self.contents.font.color = normal_color
  820. self.contents.font.size=14
  821. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  822. #命中率
  823. x=0
  824. y+=1
  825. text="命中率:"[email protected]_s+"%"
  826. self.contents.font.color = normal_color
  827. self.contents.font.size=14
  828. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  829. #攻击属性

  830. if element_set.empty? != true #属性。为属性 ID 的数组
  831. text="属性:"
  832. for i in 0...element_set.size
  833. text+=$data_system.elements[element_set[i]]+" "
  834. end
  835. x=0
  836. y+=1
  837. self.contents.font.color = normal_color
  838. self.contents.font.size=14
  839. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  840. end
  841. #附加状态
  842. if plus_state_set.empty? != true #附加状态。为状态 ID 的数组
  843. text="附加状态:"
  844. x=0
  845. y+=1
  846. self.contents.font.color = normal_color
  847. self.contents.font.size=14
  848. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  849. y-=1
  850. x+=text.size*5
  851. for i in 0...plus_state_set.size
  852. y+=1
  853. text=$data_states[plus_state_set[i]].name
  854. self.contents.font.color = normal_color
  855. self.contents.font.size=14
  856. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  857. end
  858. end
  859. #解除状态
  860. if minus_state_set.empty? != true #解除状态。为状态 ID 的数组
  861. text="解除状态:"
  862. x=0
  863. y+=1
  864. self.contents.font.color = normal_color
  865. self.contents.font.size=14
  866. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  867. y-=1
  868. x+=text.size*5
  869. for i in 0...minus_state_set.size
  870. y+=1
  871. text=$data_states[minus_state_set[i]].name
  872. self.contents.font.color = normal_color
  873. self.contents.font.size=14
  874. self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
  875. end
  876. end
  877. end
  878. end

  879. class Window_Item < Window_Selectable
  880. #--------------------------------------------------------------------------
  881. # ● 刷新帮助文本
  882. #--------------------------------------------------------------------------
  883. def update_help
  884. # @help_window.set_text(self.item == nil ? "" : self.item.description)
  885. @help_window.set_text(item)
  886. #校正帮助窗口位置
  887. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  888. end
  889. end
  890. class Window_Skill < Window_Selectable
  891. #--------------------------------------------------------------------------
  892. # ● 刷新帮助文本
  893. #--------------------------------------------------------------------------
  894. def update_help
  895. # @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  896. @help_window.set_text(skill)
  897. #校正帮助窗口位置
  898. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  899. end
  900. end
  901. class Window_EquipRight < Window_Selectable
  902. def update_help
  903. # @help_window.set_text(self.item == nil ? "" : self.item.description)
  904. @help_window.set_text(item)
  905. #校正帮助窗口位置
  906. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  907. end
  908. end
  909. class Window_EquipItem < Window_Selectable
  910. def update_help
  911. # @help_window.set_text(self.item == nil ? "" : self.item.description)
  912. @help_window.set_text(item)
  913. #校正帮助窗口位置
  914. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  915. end
  916. end
  917. class Window_ShopBuy < Window_Selectable
  918. def update_help
  919. @help_window.set_text(item)
  920. #校正帮助窗口位置
  921. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  922. end
  923. end
  924. class Window_ShopSell < Window_Selectable
  925. def update_help
  926. @help_window.set_text(item)
  927. #校正帮助窗口位置
  928. @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  929. end
  930. end


复制代码

帮助脚本
耐久度传送门:http://rpg.blue/forum.php?mod=viewthread&tid=78776&highlight=%E8%80%90%E4%B9%85%E5%BA%A6
本人处男作《江湖传之剑侠情》
脚本 ||||||||80%
声音 ||15%
素材 |||30%
剧情 |||||||||90%
物品 ||||||60%
地图 |6%
技能 |10%
职业 |||||||70%
综合 |||26%
━━━━━━━━━━━━━━━━━━━━━
已用时:68小时

Lv1.梦旅人

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发表于 2011-3-19 22:50:08 | 只看该作者
不冲突才有问题。。。
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Lv1.梦旅人

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 楼主| 发表于 2011-3-20 08:50:21 | 只看该作者
贴上图
本人处男作《江湖传之剑侠情》
脚本 ||||||||80%
声音 ||15%
素材 |||30%
剧情 |||||||||90%
物品 ||||||60%
地图 |6%
技能 |10%
职业 |||||||70%
综合 |||26%
━━━━━━━━━━━━━━━━━━━━━
已用时:68小时
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Lv1.梦旅人

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 楼主| 发表于 2011-3-20 14:30:04 | 只看该作者
问题已解决
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