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- class RPG::BaseItem
 
 -   def load
 
 -     return if self.is_a?(RPG::Skill)
 
 -     self.note.split(/[\r\n]+/).each { |line|
 
 -       if line =~ /\[(?:load|负重|負重) (\w+)\]/
 
 -         return $1.nil? ? 0 : $1.to_i
 
 -       end}
 
 -     return 0
 
 -   end
 
 - end
 
  
- class Scene_Item < Scene_ItemBase
 
 -   alias load_start start
 
 -   alias load_terminate terminate
 
 -   alias load_update update
 
 -   def start
 
 -     load_start
 
 -     @load_window = Window_Base.new(392, 0, 152, 56)
 
 -     @load_window.viewport = @viewport
 
 -   end
 
 -   def terminate
 
 -     @load_window.dispose
 
 -     load_terminate
 
 -   end
 
 -   def update
 
 -     @load_window.update
 
 -     if @temp_load != $game_party.current_load
 
 -       @load_window.contents.clear
 
 -       @load_window.contents.draw_text(0, 0, 120, 24, "负重:#{$game_party.current_load}/#{$game_party.total_load}")
 
 -       @temp_load = $game_party.current_load
 
 -     end
 
 -     if Input.trigger?(Input::X)
 
 -       @item = @item_window.item
 
 -       $game_party.lose_item(@item, 1)
 
 -       @item_window.refresh
 
 -     end
 
 -     load_update
 
 -   end
 
 - end
 
  
- class Scene_Shop < Scene_MenuBase
 
 -   alias load_start start
 
 -   alias load_terminate terminate
 
 -   alias load_update update
 
 -   def start
 
 -     load_start
 
 -     @load_window = Window_Base.new(392, 0, 152, 56)
 
 -     @load_window.viewport = @viewport
 
 -   end
 
 -   def terminate
 
 -     @load_window.dispose
 
 -     load_terminate
 
 -   end
 
 -   def update
 
 -     @load_window.update
 
 -     if @temp_load != $game_party.current_load
 
 -       @load_window.contents.clear
 
 -       @load_window.contents.draw_text(0, 0, 120, 24, "负重:#{$game_party.current_load}/#{$game_party.total_load}")
 
 -       @temp_load = $game_party.current_load
 
 -     end
 
 -     load_update
 
 -   end
 
 - end
 
  
- class Game_Party < Game_Unit
 
 -   attr_reader :current_load
 
 -   alias load_initialize initialize
 
 -   alias load_gain_item gain_item
 
 -   def initialize
 
 -     load_initialize
 
 -     @current_load = 0
 
 -   end
 
 -   # 获取队伍最大负重
 
 -   def total_load
 
 -     party_load = 0
 
 -     #members.size.times do |i| 
 
 -     for i in 0...members.size
 
 -       actor = members[i]
 
 -       party_load += actor.load
 
 -     end
 
 -     return party_load
 
 -     
 
 -   end
 
  
-   def gain_item(item, n, include_equip = false)
 
 -     return if item.nil?
 
 -       load_gain_item(item, n, include_equip)
 
 -       @current_load += item.load * n
 
 -   end
 
 - end
 
 - class Game_Actor < Game_Battler
 
 -   # 获取队员负重
 
 -   def load
 
 -     return (mhp + mmp) * @level / agi  # 获取队员负重的公式
 
 -   end
 
 - end
 
 - class Game_Interpreter
 
 -   alias load_command_126 command_126
 
 -   alias load_command_127 command_127
 
 -   alias load_command_128 command_128
 
 -   
 
 -   def command_126
 
 -     n = operate_value(@params[1], @params[2], @params[3])
 
 -     return command_115 if check_load(@params[0], 0, n)
 
 -     load_command_126
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增減武器
 
 -   #--------------------------------------------------------------------------
 
 -   def command_127
 
 -     n = operate_value(@params[1], @params[2], @params[3])
 
 -     return command_115 if check_load(@params[0], 1, n)
 
 -     load_command_127
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增減防具
 
 -   #--------------------------------------------------------------------------
 
 -   def command_128
 
 -     n = operate_value(@params[1], @params[2], @params[3])
 
 -     return command_115 if check_load(@params[0], 2, n)
 
 -     load_command_128
 
 -   end
 
 -   
 
 -   def check_load(item_id, type, n)
 
 -     case type
 
 -     when 0; item = $data_items[item_id]
 
 -     when 1; item = $data_weapons[item_id]
 
 -     when 2; item = $data_armors[item_id]
 
 -     end
 
 -     if (((item.load * n) + $game_party.current_load) > $game_party.total_load)
 
 -       $game_message.texts.push("负重已满,无法移动") if $game_message.visible != true
 
 -       $game_message.visible = true
 
 -     end
 
 -     return
 
 -   end
 
 - end
 
 - class Game_Player < Game_Character
 
 -   
 
 -   alias vipmovable? movable?
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 判定是否负重已满
 
 -   #--------------------------------------------------------------------------
 
 -   def mfz_vip?
 
 -     $game_party.total_load < $game_party.current_load
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 判定是否可以移动
 
 -   #--------------------------------------------------------------------------
 
 -   def movable?
 
 -     return false if mfz_vip?
 
 -     vipmovable?
 
 -   end
 
 - end
 
  
- class Window_ShopBuy < Window_Selectable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 判定是否负重已满
 
 -   #--------------------------------------------------------------------------
 
 -   def mfz_vip?
 
 -     $game_party.total_load <= $game_party.current_load
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 查询商品是否可买
 
 -   #--------------------------------------------------------------------------
 
 -   def enable?(item)
 
 -     item && price(item) <= @money && !$game_party.item_max?(item) && !mfz_vip?
 
 -   end
 
 - end
 
 - class Scene_Shop < Scene_MenuBase
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 获取可以买入的最大值
 
 -   #--------------------------------------------------------------------------
 
 -   def max_buy
 
 -     vip = ($game_party.total_load - $game_party.current_load) / @item.load
 
 -     max = $game_party.max_item_number(@item) - $game_party.item_number(@item)
 
 -     buying_price == 0 ? [max,vip].min : [max,vip, money / buying_price].min
 
 -   end
 
 - end
 
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