赞 | 0 |
VIP | 0 |
好人卡 | 9 |
积分 | 1 |
经验 | 15515 |
最后登录 | 2022-1-17 |
在线时间 | 1083 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 70
- 在线时间
- 1083 小时
- 注册时间
- 2013-3-29
- 帖子
- 2394
|
①:- #==============================================================================
- # ■ RGSS3 アイテム合成 ver 1.02
- #------------------------------------------------------------------------------
- # 配布元:
- # 白の魔 http://izumiwhite.web.fc2.com/
- #
- # 利用規約:
- # RPGツクールVX Aceの正規の登録者のみご利用になれます。
- # 利用報告・著作権表示とかは必要ありません。
- # 改造もご自由にどうぞ。
- # 何か問題が発生しても責任は持ちません。
- #==============================================================================
- #--------------------------------------------------------------------------
- # ★ 初期設定。
- # 合成レシピ等の設定
- #--------------------------------------------------------------------------
- module WD_itemsynthesis_ini
-
- Cost_view = true #費用(G)の表示(合成の費用が全て0Gの場合はfalseを推奨)
-
- Category_i = false #カテゴリウィンドウに「アイテム」の項目を表示
- Category_w = true #カテゴリウィンドウに「武器」の項目を表示
- Category_a = false #カテゴリウィンドウに「防具」の項目を表示
- Category_k = false #カテゴリウィンドウに「大事なもの」の項目を表示
-
- I_recipe = [] #この行は削除しないこと
- W_recipe = [] #この行は削除しないこと
- A_recipe = [] #この行は削除しないこと
-
- #以下、合成レシピ。
- #例: I_recipe[3] = [100, ["I",1,1], ["W",2,1], ["A",2,2], ["A",3,1]]
- #と記載した場合、ID3のアイテムの合成必要は、100G。
- #必要な素材は、ID1のアイテム1個、ID2の武器1個、ID2の防具2個、ID3の防具1個
- #となる。
-
- #アイテムの合成レシピ
- I_recipe[3] = [10, ["I",1,2]]
- #I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
- #I_recipe[17] = [500, ["I",1,10]]
- #武器の合成レシピ
- W_recipe[3] = [150, ["I",2,1], ["W",2,1]]
- W_recipe[6] = [150, ["I",2,1], ["W",5,1]]
- #W_recipe[6] = [600, ["W",3,1], ["I",17,0]]
-
- #防具の合成レシピ
- A_recipe[2] = [40, ["A",1,2]]
- #A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]
-
- end
- #==============================================================================
- # ■ WD_itemsynthesis
- #------------------------------------------------------------------------------
- # アイテム合成用の共通メソッドです。
- #==============================================================================
- module WD_itemsynthesis
- def i_recipe_switch_on(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- $game_system.i_rcp_sw[id] = true
- end
- def i_recipe_switch_off(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- $game_system.i_rcp_sw[id] = false
- end
- def i_recipe_switch_on?(id)
- $game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
- $game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
- return $game_system.i_rcp_sw[id]
- end
- def i_recipe_all_switch_on
- for i in 1..$data_items.size
- i_recipe_switch_on(i)
- end
- end
- def i_recipe_all_switch_off
- for i in 1..$data_items.size
- i_recipe_switch_off(i)
- end
- end
- def w_recipe_switch_on(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- $game_system.w_rcp_sw[id] = true
- end
- def w_recipe_switch_off(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- $game_system.w_rcp_sw[id] = false
- end
- def w_recipe_switch_on?(id)
- $game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
- $game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
- return $game_system.w_rcp_sw[id]
- end
- def w_recipe_all_switch_on
- for i in 1..$data_weapons.size
- w_recipe_switch_on(i)
- end
- end
- def w_recipe_all_switch_off
- for i in 1..$data_weapons.size
- w_recipe_switch_off(i)
- end
- end
- def a_recipe_switch_on(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- $game_system.a_rcp_sw[id] = true
- end
- def a_recipe_switch_off(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- $game_system.a_rcp_sw[id] = false
- end
- def a_recipe_switch_on?(id)
- $game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
- $game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
- return $game_system.a_rcp_sw[id]
- end
- def a_recipe_all_switch_on
- for i in 1..$data_armors.size
- a_recipe_switch_on(i)
- end
- end
- def a_recipe_all_switch_off
- for i in 1..$data_armors.size
- a_recipe_switch_off(i)
- end
- end
- def recipe_all_switch_on
- i_recipe_all_switch_on
- w_recipe_all_switch_on
- a_recipe_all_switch_on
- end
- def recipe_all_switch_off
- i_recipe_all_switch_off
- w_recipe_all_switch_off
- a_recipe_all_switch_off
- end
- end
- class Game_Interpreter
- include WD_itemsynthesis
- end
- class Game_System
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :i_rcp_sw
- attr_accessor :w_rcp_sw
- attr_accessor :a_rcp_sw
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- alias wd_orig_initialize004 initialize
- def initialize
- wd_orig_initialize004
- @i_rcp_sw = []
- @w_rcp_sw = []
- @a_rcp_sw = []
- end
- end
- #==============================================================================
- # ■ Scene_ItemSynthesis
- #------------------------------------------------------------------------------
- # 合成画面の処理を行うクラスです。
- #==============================================================================
- class Scene_ItemSynthesis < Scene_MenuBase
- #--------------------------------------------------------------------------
- # ● 開始処理
- #--------------------------------------------------------------------------
- def start
- super
- create_help_window
- create_dummy_window
- create_number_window
- create_status_window
- create_material_window
- create_list_window
- create_category_window
- create_gold_window
- create_change_window
- end
- def create_background
- @background_sprite = Spriteset_Map.new
- end
- #--------------------------------------------------------------------------
- # ● ゴールドウィンドウの作成
- #--------------------------------------------------------------------------
- def create_gold_window
- @gold_window = Window_Gold.new
- @gold_window.viewport = @viewport
- @gold_window.x = Graphics.width - @gold_window.width
- @gold_window.y = @help_window.height
- @gold_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 切り替え表示ウィンドウの作成
- #--------------------------------------------------------------------------
- def create_change_window
- wx = 0
- wy = @gold_window.y
- ww = Graphics.width - @gold_window.width
- wh = @gold_window.height
- @change_window = Window_ItemSynthesisChange.new(wx, wy, ww, wh)
- @change_window.viewport = @viewport
- @change_window.hide
- end
- #--------------------------------------------------------------------------
- # ● ダミーウィンドウの作成
- #--------------------------------------------------------------------------
- def create_dummy_window
- wy = @help_window.y + @help_window.height + 48
- wh = Graphics.height - wy
- @dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
- @dummy_window.viewport = @viewport
- end
- #--------------------------------------------------------------------------
- # ● 個数入力ウィンドウの作成
- #--------------------------------------------------------------------------
- def create_number_window
- wy = @dummy_window.y
- wh = @dummy_window.height
- @number_window = Window_ItemSynthesisNumber.new(0, wy, wh)
- @number_window.viewport = @viewport
- @number_window.hide
- @number_window.set_handler(:ok, method(:on_number_ok))
- @number_window.set_handler(:cancel, method(:on_number_cancel))
- end
- #--------------------------------------------------------------------------
- # ● ステータスウィンドウの作成
- #--------------------------------------------------------------------------
- def create_status_window
- wx = @number_window.width
- wy = @dummy_window.y
- ww = Graphics.width - wx
- wh = @dummy_window.height
- @status_window = Window_ShopStatus.new(wx, wy, ww, wh)
- @status_window.viewport = @viewport
- @status_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 素材ウィンドウの作成
- #--------------------------------------------------------------------------
- def create_material_window
- wx = @number_window.width
- wy = @dummy_window.y
- ww = Graphics.width - wx
- wh = @dummy_window.height
- @material_window = Window_ItemSynthesisMaterial.new(wx, wy, ww, wh)
- @material_window.viewport = @viewport
- @material_window.hide
- @number_window.material_window = @material_window
- end
- #--------------------------------------------------------------------------
- # ● 合成アイテムリストウィンドウの作成
- #--------------------------------------------------------------------------
- def create_list_window
- wy = @dummy_window.y
- wh = @dummy_window.height
- @list_window = Window_ItemSynthesisList.new(0, wy, wh)
- @list_window.viewport = @viewport
- @list_window.help_window = @help_window
- @list_window.status_window = @status_window
- @list_window.material_window = @material_window
- @list_window.hide
- @list_window.set_handler(:ok, method(:on_list_ok))
- @list_window.set_handler(:cancel, method(:on_list_cancel))
- @list_window.set_handler(:change_window, method(:on_change_window))
- end
- #--------------------------------------------------------------------------
- # ● カテゴリウィンドウの作成
- #--------------------------------------------------------------------------
- def create_category_window
- @category_window = Window_ItemSynthesisCategory.new
- @category_window.viewport = @viewport
- @category_window.help_window = @help_window
- @category_window.y = @help_window.height
- @category_window.activate
- @category_window.item_window = @list_window
- @category_window.set_handler(:ok, method(:on_category_ok))
- @category_window.set_handler(:cancel, method(:return_scene))
- end
- #--------------------------------------------------------------------------
- # ● 合成アイテムリストウィンドウのアクティブ化
- #--------------------------------------------------------------------------
- def activate_list_window
- @list_window.money = money
- @list_window.show.activate
- end
- #--------------------------------------------------------------------------
- # ● 合成[決定]
- #--------------------------------------------------------------------------
- def on_list_ok
- @item = @list_window.item
- @list_window.hide
- @number_window.set(@item, max_buy, buying_price, currency_unit)
- @number_window.show.activate
- end
- #--------------------------------------------------------------------------
- # ● 合成[キャンセル]
- #--------------------------------------------------------------------------
- def on_list_cancel
- @category_window.activate
- @category_window.show
- @dummy_window.show
- @list_window.hide
- @status_window.hide
- @status_window.item = nil
- @material_window.hide
- @material_window.set(nil, nil)
- @gold_window.hide
- @change_window.hide
- @help_window.clear
- end
- #--------------------------------------------------------------------------
- # ● 表示切替
- #--------------------------------------------------------------------------
- def on_change_window
- if @status_window.visible
- @status_window.hide
- @material_window.show
- else
- @status_window.show
- @material_window.hide
- end
- end
- #--------------------------------------------------------------------------
- # ● カテゴリ[決定]
- #--------------------------------------------------------------------------
- def on_category_ok
- activate_list_window
- @gold_window.show
- @change_window.show
- @material_window.show
- @category_window.hide
- @list_window.select(0)
- end
- #--------------------------------------------------------------------------
- # ● 個数入力[決定]
- #--------------------------------------------------------------------------
- def on_number_ok
- Sound.play_shop
- do_syntetic(@number_window.number)
- end_number_input
- @gold_window.refresh
- end
- #--------------------------------------------------------------------------
- # ● 個数入力[キャンセル]
- #--------------------------------------------------------------------------
- def on_number_cancel
- Sound.play_cancel
- end_number_input
- end
- #--------------------------------------------------------------------------
- # ● 合成の実行
- #--------------------------------------------------------------------------
- def do_syntetic(number)
- $game_party.lose_gold(number * buying_price)
- $game_party.gain_item(@item, number)
-
- @recipe = @list_window.recipe(@item)
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- $game_party.lose_item(item, num*number)
- end
- end
- #--------------------------------------------------------------------------
- # ● 個数入力の終了
- #--------------------------------------------------------------------------
- def end_number_input
- @number_window.hide
- activate_list_window
- end
- #--------------------------------------------------------------------------
- # ● 最大購入可能個数の取得
- #--------------------------------------------------------------------------
- def max_buy
- max = $game_party.max_item_number(@item) - $game_party.item_number(@item)
-
- @recipe = @list_window.recipe(@item)
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- if num > 0
- max_buf = $game_party.item_number(item)/num
- else
- max_buf = 999
- end
- max = [max, max_buf].min
- end
-
- buying_price == 0 ? max : [max, money / buying_price].min
- end
- #--------------------------------------------------------------------------
- # ● 所持金の取得
- #--------------------------------------------------------------------------
- def money
- @gold_window.value
- end
- #--------------------------------------------------------------------------
- # ● 通貨単位の取得
- #--------------------------------------------------------------------------
- def currency_unit
- @gold_window.currency_unit
- end
- #--------------------------------------------------------------------------
- # ● 合成費用の取得
- #--------------------------------------------------------------------------
- def buying_price
- @list_window.price(@item)
- end
- end
- #==============================================================================
- # ■ Window_ItemSynthesisList
- #------------------------------------------------------------------------------
- # 合成画面で、合成可能なアイテムの一覧を表示するウィンドウです。
- #==============================================================================
- class Window_ItemSynthesisList < Window_Selectable
- include WD_itemsynthesis
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_reader :status_window # ステータスウィンドウ
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, height)
- super(x, y, window_width, height)
-
- @shop_goods = []
- @shop_recipes = []
-
- for i in 1..WD_itemsynthesis_ini::I_recipe.size
- recipe = WD_itemsynthesis_ini::I_recipe[i]
- if recipe
- good = [0, i, recipe[0]]
- if i_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
- for i in 1..WD_itemsynthesis_ini::W_recipe.size
- recipe = WD_itemsynthesis_ini::W_recipe[i]
- if recipe
- good = [1, i, recipe[0]]
- if w_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
- for i in 1..WD_itemsynthesis_ini::A_recipe.size
- recipe = WD_itemsynthesis_ini::A_recipe[i]
- if recipe
- good = [2, i, recipe[0]]
- if a_recipe_switch_on?(i)
- @shop_goods.push(good)
- @shop_recipes.push(recipe)
- end
- end
- end
-
- @money = 0
- refresh
- select(0)
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ幅の取得
- #--------------------------------------------------------------------------
- def window_width
- return 304
- end
- #--------------------------------------------------------------------------
- # ● 項目数の取得
- #--------------------------------------------------------------------------
- def item_max
- @data ? @data.size : 1
- end
- #--------------------------------------------------------------------------
- # ● アイテムの取得
- #--------------------------------------------------------------------------
- def item
- @data[index]
- end
- #--------------------------------------------------------------------------
- # ● 所持金の設定
- #--------------------------------------------------------------------------
- def money=(money)
- @money = money
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 選択項目の有効状態を取得
- #--------------------------------------------------------------------------
- def current_item_enabled?
- enable?(@data[index])
- end
- #--------------------------------------------------------------------------
- # ● 合成費用を取得
- #--------------------------------------------------------------------------
- def price(item)
- @price[item]
- end
- #--------------------------------------------------------------------------
- # ● 合成可否を取得
- #--------------------------------------------------------------------------
- def enable?(item)
- @makable[item]
- end
- #--------------------------------------------------------------------------
- # ● レシピを取得
- #--------------------------------------------------------------------------
- def recipe(item)
- @recipe[item]
- end
- #--------------------------------------------------------------------------
- # ● アイテムを許可状態で表示するかどうか
- #--------------------------------------------------------------------------
- def have_mat?(recipe)
- flag = true
- if @money >= recipe[0]
- for i in 1...recipe.size
- kind = recipe[i][0]
- id = recipe[i][1]
- num = recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- if $game_party.item_number(item) < [num, 1].max
- flag = false
- end
- end
- else
- flag = false
- end
- return flag
- end
- #--------------------------------------------------------------------------
- # ● カテゴリの設定
- #--------------------------------------------------------------------------
- def category=(category)
- return if @category == category
- @category = category
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
- #--------------------------------------------------------------------------
- # ● アイテムをリストに含めるかどうか
- #--------------------------------------------------------------------------
- def include?(item)
- case @category
- when :item
- item.is_a?(RPG::Item) && !item.key_item?
- when :weapon
- item.is_a?(RPG::Weapon)
- when :armor
- item.is_a?(RPG::Armor)
- when :key_item
- item.is_a?(RPG::Item) && item.key_item?
- else
- false
- end
- end
- #--------------------------------------------------------------------------
- # ● アイテムリストの作成
- #--------------------------------------------------------------------------
- def make_item_list
- @data = []
- @price = {}
- @makable = {}
- @recipe = {}
- for i in 0...@shop_goods.size
- goods = @shop_goods[i]
- recipe = @shop_recipes[i]
- case goods[0]
- when 0; item = $data_items[goods[1]]
- when 1; item = $data_weapons[goods[1]]
- when 2; item = $data_armors[goods[1]]
- end
- if item
- if include?(item)
- @data.push(item)
- @price[item] = goods[2]
- @makable[item] = have_mat?(recipe)
- @recipe[item] = recipe
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- rect = item_rect(index)
- draw_item_name(item, rect.x, rect.y, enable?(item))
- rect.width -= 4
- draw_text(rect, price(item), 2) if WD_itemsynthesis_ini::Cost_view
- end
- #--------------------------------------------------------------------------
- # ● ステータスウィンドウの設定
- #--------------------------------------------------------------------------
- def status_window=(status_window)
- @status_window = status_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # ● 素材ウィンドウの設定
- #--------------------------------------------------------------------------
- def material_window=(material_window)
- @material_window = material_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_item(item) if @help_window
- @status_window.item = item if @status_window
- @material_window.set(item, recipe(item)) if @material_window
- end
- #--------------------------------------------------------------------------
- # ● ←→ ボタン(表示切替)が押されたときの処理
- #--------------------------------------------------------------------------
- def process_change_window
- Sound.play_cursor
- Input.update
- call_handler(:change_window)
- end
- #--------------------------------------------------------------------------
- # ● 決定やキャンセルなどのハンドリング処理
- #--------------------------------------------------------------------------
- def process_handling
- super
- if active
- return process_change_window if handle?(:change_window) && Input.trigger?(:X)
- return process_change_window if handle?(:change_window) && Input.trigger?(:Y)
- end
- end
- end
- #==============================================================================
- # ■ Window_ItemSynthesisMaterial
- #------------------------------------------------------------------------------
- # 合成画面で、合成に必要な素材を表示するウィンドウです。
- #==============================================================================
- class Window_ItemSynthesisMaterial < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- @item = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_possession(4, 0)
- draw_material_info(0, line_height * 2)
- end
- #--------------------------------------------------------------------------
- # ● アイテムの設定
- #--------------------------------------------------------------------------
- def set(item, recipe)
- @item = item
- @recipe = recipe
- @make_number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 作成個数の設定
- #--------------------------------------------------------------------------
- def set_num(make_number)
- @make_number = make_number
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 所持数の描画
- #--------------------------------------------------------------------------
- def draw_possession(x, y)
- rect = Rect.new(x, y, contents.width - 4 - x, line_height)
- change_color(system_color)
- draw_text(rect, Vocab::Possession)
- change_color(normal_color)
- draw_text(rect, $game_party.item_number(@item), 2)
- end
- #--------------------------------------------------------------------------
- # ● 素材情報の描画
- #--------------------------------------------------------------------------
- def draw_material_info(x, y)
- rect = Rect.new(x, y, contents.width, line_height)
- change_color(system_color)
- contents.font.size = 18
- draw_text(rect, "需要材料", 0)
- if @recipe
- for i in [email protected]
- kind = @recipe[i][0]
- id = @recipe[i][1]
- num = @recipe[i][2]
- if kind == "I"
- item = $data_items[id]
- elsif kind == "W"
- item = $data_weapons[id]
- elsif kind == "A"
- item = $data_armors[id]
- end
- rect = Rect.new(x, y + line_height*i, contents.width, line_height)
- enabled = true
- enabled = false if [num*@make_number, 1].max > $game_party.item_number(item)
- draw_item_name(item, rect.x, rect.y, enabled)
- change_color(normal_color, enabled)
- if num > 0
- draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
- end
- end
- end
- change_color(normal_color)
- contents.font.size = 24
- end
- end
- #==============================================================================
- # ■ Window_ItemSynthesisNumber
- #------------------------------------------------------------------------------
- # 合成画面で、合成するアイテムの個数を入力するウィンドウです。
- #==============================================================================
- class Window_ItemSynthesisNumber < Window_ShopNumber
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_item_name(@item, 0, item_y)
- draw_number
- draw_total_price if WD_itemsynthesis_ini::Cost_view
- end
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def material_window=(material_window)
- @material_window = material_window
- call_update_help
- end
- #--------------------------------------------------------------------------
- # ● 作成個数の変更
- #--------------------------------------------------------------------------
- def change_number(amount)
- @number = [[@number + amount, @max].min, 1].max
- call_update_help #追加
- end
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def call_update_help
- @material_window.set_num(@number) if @material_window
- end
- end
- #==============================================================================
- # ■ Window_ItemSynthesisCategory
- #------------------------------------------------------------------------------
- # 合成画面で、通常アイテムや装備品の分類を選択するウィンドウです。
- #==============================================================================
- class Window_ItemSynthesisCategory < Window_ItemCategory
- #--------------------------------------------------------------------------
- # ● 桁数の取得
- #--------------------------------------------------------------------------
- def col_max
- i = 0
- i += 1 if WD_itemsynthesis_ini::Category_i
- i += 1 if WD_itemsynthesis_ini::Category_w
- i += 1 if WD_itemsynthesis_ini::Category_a
- i += 1 if WD_itemsynthesis_ini::Category_k
- return i
- end
- #--------------------------------------------------------------------------
- # ● コマンドリストの作成
- #--------------------------------------------------------------------------
- def make_command_list
- add_command(Vocab::item, :item) if WD_itemsynthesis_ini::Category_i
- add_command("强化", :weapon) if WD_itemsynthesis_ini::Category_w
- add_command(Vocab::armor, :armor) if WD_itemsynthesis_ini::Category_a
- add_command(Vocab::key_item, :key_item) if WD_itemsynthesis_ini::Category_k
- end
- end
- #==============================================================================
- # ■ Window_ItemSynthesisNumber
- #------------------------------------------------------------------------------
- # 合成画面で、切替を表示するウィンドウです。
- #==============================================================================
- class Window_ItemSynthesisChange < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- text = "X:返回列表"
- draw_text(0, 0, contents_width, line_height, text, 1)
- end
- end
复制代码 ②:- #encoding:utf-8
- #==============================================================================
- #BY:asd11000
- #每添加一个制造的类型,最上面的类别菜单就会多一项。
- #
- #添加类型的方法是:
- #$game_party.add_cook_type(类别名称,类别介绍, 类别状态-默认false)
- #
- #举例:
- #$game_party.add_cook_type("制药","调配药品", true)
- #
- #添加配方的方法:
- #$game_party.add_cookbook(配方名称, 配方介绍, 配方类别名称,材料的二维数组,产出物的二维数组,配方状态默认为true)
- #
- #举例:
- #$game_party.add_cookbook("初级补血药水", "制作初级补血药水", "制药",[[18,2],[3,4],[2,5]],[[1,1],[44,5]],true)
- #
- #调用窗口的方法:SceneManager.call(Scene_Cook)
- #==============================================================================
-
- #==============================================================================
- # ■ Cookbook_Type
- #------------------------------------------------------------------------------
- # 食谱类型类。
- #==============================================================================
-
- class Cookbook_Type
- attr_reader :index
- attr_reader :name
- attr_reader :description
- attr_reader :enabled
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(index, name, description, enabled = false)
- @Index = index
- @name = name
- @description = description
- @enabled = enabled
- end
-
- def enable(en)
- @enabled = en
- end
- end
-
- #==============================================================================
- # ■ Cookbook
- #------------------------------------------------------------------------------
- # 食谱类。本类在 Game_Task 类的内部使用。
- # 食谱属性:食谱序号,食谱名称,食谱类型,食谱介绍,原料,成品
- #==============================================================================
-
- class Cookbook
- attr_reader :index
- attr_reader :name
- attr_reader :description
- attr_reader :type
- attr_reader :input
- attr_reader :output
- attr_reader :enabled
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(index, name, description, type, input, output, enabled = true)
- @Index = index
- @name = name
- @description = description
- @type = type
- @input = input
- @output = output
- @enabled = enabled
- end
-
- def enable(en)
- @enabled = en
- end
-
- #--------------------------------------------------------------------------
- # ● 查询列表中的物品
- #--------------------------------------------------------------------------
- def in_list?(item, list)
- list.each do |arr|
- return true if arr[0] == item.id
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 查询是否是材料列表中的物品
- #--------------------------------------------------------------------------
- def resource?(item)
- in_list?(item, @input)
- end
- #--------------------------------------------------------------------------
- # ● 查询是否是产出列表中的物品
- #--------------------------------------------------------------------------
- def output?(item)
- in_list?(item, @output)
- end
- #--------------------------------------------------------------------------
- # ● 查询材料需求量
- #--------------------------------------------------------------------------
- def amount(item, i)
- if i == 0
- @input.each do |arr|
- return arr[1] if arr[0] == item.id
- end
- else
- @output.each do |arr|
- return arr[1] if arr[0] == item.id
- end
- end
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 查询材料是否足够
- #--------------------------------------------------------------------------
- def enough?
- input.each do |arr|
- return false if $data_items[arr[0]] && arr[1] > $game_party.item_number($data_items[arr[0]])
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ● 查询某件材料是否足够
- #--------------------------------------------------------------------------
- def item_enough?(item)
- input.each do |arr|
- return false if arr[0] == item.id && arr[1] > $game_party.item_number(item)
- end
- return true
- end
- end
-
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
-
- class Game_Party < Game_Unit
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- alias old_old_init initialize
- def initialize
- old_old_init
- @cook_types = []
- @cookbooks = []
- end
- #--------------------------------------------------------------------------
- # ● 添加新的食谱类型
- #--------------------------------------------------------------------------
- def add_cook_type(n, d, en)
- @cook_types.push(Cookbook_Type.new(@cook_types.size, n, d, en)) if !have_cook_type?(n)
- end
- #--------------------------------------------------------------------------
- # ● 添加新的食谱
- #--------------------------------------------------------------------------
- def add_cookbook(n, d, type, input, output, en)
- if !have_cookbook?(n) && have_cook_type?(type)
- @cookbooks.push(Cookbook.new(@cookbooks.size, n, d, type, input, output, en))
- end
- end
- #--------------------------------------------------------------------------
- # ● 判断名称为n的食谱类型是否存在
- #--------------------------------------------------------------------------
- def have_cook_type?(n)
- @cook_types.each do |x|
- return true if x.name == n
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 判断名称为n的食谱是否存在
- #--------------------------------------------------------------------------
- def have_cookbook?(n)
- @cookbooks.each do |x|
- return true if x.name == n
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 返回食谱类型列表
- #--------------------------------------------------------------------------
- def cook_types
- return @cook_types
- end
- #--------------------------------------------------------------------------
- # ● 返回食谱列表
- #--------------------------------------------------------------------------
- def cookbooks(type = nil)
- return @cookbooks if type == nil
- arr = []
- @cookbooks.each do |x|
- arr.push(x) if x.type == type
- end
- return arr
- end
- #--------------------------------------------------------------------------
- # ● 更改序号为i的食谱类型的使用状态
- #--------------------------------------------------------------------------
- def set_cook_type(i, en)
- @cook_types[i].enable(en)
- end
- #--------------------------------------------------------------------------
- # ● 更改序号为i的食谱的使用状态
- #--------------------------------------------------------------------------
- def set_cookbook(i, en)
- @cookbooks[i].enable(en)
- end
- #--------------------------------------------------------------------------
- # ● 返回食谱类型数目
- #--------------------------------------------------------------------------
- def cook_types_size
- return @cook_types.size
- end
- #--------------------------------------------------------------------------
- # ● 查询名称为n的食谱类型的描述
- #--------------------------------------------------------------------------
- def cook_type_description(n)
- @cook_types.each do |x|
- return x.description if x.name == n
- end
- return ""
- end
- end
-
- #==============================================================================
- # ■ Scene_Cook
- #------------------------------------------------------------------------------
- # 烹饪画面
- #==============================================================================
-
- class Scene_Cook < Scene_ItemBase
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_category_window
- create_cookbook_window
- create_description_window
- create_needs_window
- end
- #--------------------------------------------------------------------------
- # ● 生成分类窗口
- #--------------------------------------------------------------------------
- def create_category_window
- @category_window = Window_CookCategory.new
- @category_window.viewport = @viewport
- @category_window.y = 0
- @category_window.set_handler(:ok, method(:on_category_ok))
- @category_window.set_handler(:cancel, method(:return_scene))
- end
- #--------------------------------------------------------------------------
- # ● 生成食谱窗口
- #--------------------------------------------------------------------------
- def create_cookbook_window
- wy = @category_window.height
- wh = Graphics.height - wy
- @item_window = Window_CookList.new(0, wy, Graphics.width*0.5 , wh)
- @item_window.viewport = @viewport
- @item_window.set_handler(:ok, method(:on_item_ok))
- @item_window.set_handler(:cancel, method(:on_item_cancel))
- @category_window.item_window = @item_window
- end
- #--------------------------------------------------------------------------
- # ● 生成描述窗口
- #--------------------------------------------------------------------------
- def create_description_window
- wy = @category_window.height
- @help_window = Window_Description.new(Graphics.width*0.5, wy)
- @help_window.viewport = @viewport
- @item_window.help_window = @help_window
- @category_window.help_window = @help_window
- end
- #--------------------------------------------------------------------------
- # ● 生成材料窗口
- #--------------------------------------------------------------------------
- def create_needs_window
- wy = @category_window.height + @help_window.height
- wh = Graphics.height - wy
- @needs_window = Window_NeedsList.new(Graphics.width*0.5, wy, Graphics.width*0.5 , wh)
- #@item_window.viewport = @viewport
- @item_window.needs_window = @needs_window
-
- end
- #--------------------------------------------------------------------------
- # ● 分类“确定”
- #--------------------------------------------------------------------------
- def on_category_ok
- @item_window.activate
- @item_window.select_last
- end
- #--------------------------------------------------------------------------
- # ● 食谱“确定”
- #--------------------------------------------------------------------------
- def on_item_ok
- #$game_party.last_item.object = item
- cook
- end
- #--------------------------------------------------------------------------
- # ● 食谱“取消”
- #--------------------------------------------------------------------------
- def on_item_cancel
- @item_window.unselect
- @category_window.activate
- end
- #--------------------------------------------------------------------------
- # ● 烹饪
- #--------------------------------------------------------------------------
- def cook
- if item.enough?
- play_se_for_item
- use_item
- @needs_window.refresh
- @item_window.refresh
- activate_item_window
- end
- end
- #--------------------------------------------------------------------------
- # ● 播放制作声效
- #--------------------------------------------------------------------------
- def play_se_for_item
- Sound.play_recovery
- end
- #--------------------------------------------------------------------------
- # ● 使用食谱
- #--------------------------------------------------------------------------
- def use_item
- #super
- #@item_window.redraw_current_item
- $data_items.each do |it|
- if it && !it.name.empty?
- $game_party.gain_item(it,-item.amount(it,0)) if item.resource?(it)
- $game_party.gain_item(it,item.amount(it,1)) if item.output?(it)
- end
- end
- end
- end
-
-
- #==============================================================================
- # ■ Window_CookCategory
- #------------------------------------------------------------------------------
- # 烹饪画面中,显示食谱类型的窗口。
- #==============================================================================
-
- class Window_CookCategory < Window_HorzCommand
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :item_window
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0)
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- Graphics.width
- end
- #--------------------------------------------------------------------------
- # ● 获取列数
- #--------------------------------------------------------------------------
- def col_max
- return $game_party.cook_types_size
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- #@item_window.category = current_symbol if @item_window
- @item_window.category = current_data[:name] if @item_window
- end
- #--------------------------------------------------------------------------
- # ● 生成食谱类型列表
- #--------------------------------------------------------------------------
- def make_command_list
- $game_party.cook_types.each do |t|
- add_command(t.name, t.index, t.enabled)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置食谱列表窗口
- #--------------------------------------------------------------------------
- def item_window=(item_window)
- @item_window = item_window
- update
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助内容
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text($game_party.cook_type_description(current_data[:name]))
- end
- end
-
- #==============================================================================
- # ■ Window_CookList
- #------------------------------------------------------------------------------
- # 任务画面中,显示已获得任务的窗口。
- #==============================================================================
-
- class Window_CookList < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :needs_window
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super
- @data = []
- @category = $game_party.cook_types_size > 0 ? $game_party.cook_types[0].name : nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 设置分类
- #--------------------------------------------------------------------------
- def category=(category)
- return if @category == category
- @category = category
- refresh
- self.oy = 0
- end
- #--------------------------------------------------------------------------
- # ● 设置材料窗口
- #--------------------------------------------------------------------------
- def needs_window=(needs_window)
- @needs_window = needs_window
- update
- end
- #--------------------------------------------------------------------------
- # ● 获取列数
- #--------------------------------------------------------------------------
- def col_max
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 获取项目数
- #--------------------------------------------------------------------------
- def item_max
- @data ? @data.size : 1
- end
- #--------------------------------------------------------------------------
- # ● 获取食谱
- #--------------------------------------------------------------------------
- def item
- @data && index >= 0 ? @data[index] : nil
- end
- #--------------------------------------------------------------------------
- # ● 获取选择食谱的有效状态
- #--------------------------------------------------------------------------
- def current_item_enabled?
- enable?(@data[index])
- end
- #--------------------------------------------------------------------------
- # ● 查询此食谱是否可用
- #--------------------------------------------------------------------------
- def enable?(item)
- item.enabled && item.enough?
- end
- #--------------------------------------------------------------------------
- # ● 生成食谱列表
- #--------------------------------------------------------------------------
- def make_item_list
- @data = $game_party.cookbooks(@category)
- end
- #--------------------------------------------------------------------------
- # ● 返回上一个选择的位置
- #--------------------------------------------------------------------------
- def select_last
- select(0)
- end
- #--------------------------------------------------------------------------
- # ● 绘制项目
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- if item
- rect = item_rect(index)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, enable?(item))
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制名称
- # enabled : 有效的标志。false 的时候使用半透明效果绘制
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 300)
- return unless item
- text = item.name
- text += "[材料不足]" if !item.enough?
- change_color(normal_color, enabled)
- draw_text(x, y, width, line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助内容
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_item(item)
- end
- #--------------------------------------------------------------------------
- # ● 更新食谱清单
- #--------------------------------------------------------------------------
- def update_needslist
- @needs_window.set_item(item)
- end
- #--------------------------------------------------------------------------
- # ● 调用帮助窗口的更新方法
- #--------------------------------------------------------------------------
- def call_update_help
- update_help if @help_window
- update_needslist if @needs_window
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
- end
- #==============================================================================
- # ■ Window_Description
- #------------------------------------------------------------------------------
- # 显示食谱的说明的窗口
- #==============================================================================
-
- class Window_Description < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, Graphics.width*0.5, fitting_height(4))
- end
- #--------------------------------------------------------------------------
- # ● 设置内容
- #--------------------------------------------------------------------------
- def set_text(text)
- if text != @text
- @text = text
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 清除
- #--------------------------------------------------------------------------
- def clear
- set_text("")
- end
- #--------------------------------------------------------------------------
- # ● 设置食谱的介绍
- #--------------------------------------------------------------------------
- def set_item(item)
- set_text(item ? item.description : "")
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_text_ex(4, 0, @text)
- end
- end
-
- #==============================================================================
- # ■ Window_NeedsList
- #------------------------------------------------------------------------------
- # 烹饪画面中,显示食谱所需材料的窗口。
- #==============================================================================
-
- class Window_NeedsList < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super
- @category = :item
- @cookbook = nil
- @data = []
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 获取列数
- #--------------------------------------------------------------------------
- def col_max
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 获取项目数
- #--------------------------------------------------------------------------
- def item_max
- @data ? @data.size : 1
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- @data && index >= 0 ? @data[index] : nil
- end
- #--------------------------------------------------------------------------
- # ● 查询列表中是否含有此物品
- #--------------------------------------------------------------------------
- def include?(item)
- item.is_a?(RPG::Item) && !item.key_item?
- end
- #--------------------------------------------------------------------------
- # ● 获取选择食谱的有效状态
- #--------------------------------------------------------------------------
- def current_item_enabled?
- enable?(@data[index])
- end
- #--------------------------------------------------------------------------
- # ● 查询此食谱是否可用
- #--------------------------------------------------------------------------
- def enable?(item)
- $game_party.usable?(item) && @cookbook.item_enough?(item)
- end
- #--------------------------------------------------------------------------
- # ● 生成物品列表
- #--------------------------------------------------------------------------
- def make_item_list
- @data = []
- return if @cookbook== nil
- tmp1 = []
- tmp2 = []
- $data_items.each do |item|
- tmp1.push([item, 0]) if item && !item.name.empty? && @cookbook.resource?(item)
- tmp2.push([item, 1]) if item && !item.name.empty? && @cookbook.output?(item)
- end
- if tmp1.size > 0 && tmp2.size > 0
- @data.push(["需要材料:",0])
- @data += tmp1
- @data.push(["可以获得:",1])
- @data += tmp2
- end
- end
- #--------------------------------------------------------------------------
- # ● 返回上一个选择的位置
- #--------------------------------------------------------------------------
- def select_last
- select(0)
- end
- #--------------------------------------------------------------------------
- # ● 绘制项目
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- if item
- rect = item_rect(index)
- rect.width -= 4
- if item[0].is_a?(RPG::Item)
- draw_item_name(item, rect.x, rect.y, enable?(item[0]))
- draw_item_number(rect, item[0])
- else
- draw_input_output(item, rect.x, rect.y)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制物品名称
- # enabled : 有效的标志。false 的时候使用半透明效果绘制
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- text = item[0].name + "*" + String(@cookbook.amount(item[0], item[1]))
- draw_icon(item[0].icon_index, x, y, enabled)
- change_color(normal_color, enable?(item[0]))
- draw_text(x + 24, y, width, line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 绘制输入和产出
- #--------------------------------------------------------------------------
- def draw_input_output(item, x, y, enabled = false, width = 172)
- return unless item
- if item[1] == 0
- text = "[需要]"
- else
- text = "[可以获得]"
- end
- change_color(normal_color, @cookbook.enough?)
- draw_text(x , y, width, line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 绘制物品个数
- #--------------------------------------------------------------------------
- def draw_item_number(rect, item)
- draw_text(rect, sprintf("现有%2d", $game_party.item_number(item)), 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- make_item_list
- create_contents
- draw_all_items
- end
- #--------------------------------------------------------------------------
- # ● 设置食谱的材料
- #--------------------------------------------------------------------------
- def set_item(item)
- @cookbook = item
- refresh
- end
- end
复制代码 |
|