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module Sword
#=======================================
Sword4_Message, Sword4_Help, Sword4_Synthesize = [], [], [[], [], []]
#=======================================
=begin
● 設置方法
呼叫方法(全部):$scene = Sword_Synthesize.new
呼叫方法(物品):$scene = Sword_Synthesize.new(0)
呼叫方法(武器):$scene = Sword_Synthesize.new(1)
呼叫方法(防具):$scene = Sword_Synthesize.new(2)
習得公開:$game_party.sword_synthesize[種類][編號] = true
習得隱藏:$game_party.sword_synthesize[種類][編號] = false
遺忘合成:$game_party.sword_synthesize[種類][編號] = nil
全部公開:$game_party.sword_synthesize(true)
全部隱藏:$game_party.sword_synthesize(false)
全部遺忘:$game_party.sword_synthesize(nil)
機率加乘變量:$game_party.synthesize_multiply[種類][編號]
=end
#=======================================
#● 使用者自定設置
Sword4_Width = 180 # 設定合成選項的寬度,相對的合成內容寬度也會更動
Sword4_NoCommand = '?????' # 習得卻未合成過的選項文字,''表示道具名稱
Sword4_Whether = '是否要消耗材料並合成道具?' # 合成提示文字,''為不提示
Sword4_Wait1 = 30 # 設定合成中的等待時間,每40約為1秒
Sword4_Wait2 = 30 # 設定成功或完成的訊息等待時間,每40約為1秒
Sword4_Roll = 3 # 設定材料5個以上時,滾動效果的速度
Sword4_Probability1 = 1 # 設定增加成功率的合成結果,0為失敗;1為成功;2是都可
Sword4_Probability2 = 1 # 設定每合成增加成功機率的數值,因Sword4_Probability1而定
Sword4_SE = '122-Ice03' # 開始合成時演奏SE檔名或動畫編號,''或0為不演奏
Sword4_Picture = '049-Skill06' # 當習得未合成時的圖示,XP用字串、VX用數值
Sword4_Menu = 0 # 關閉合成返回設定,0為地圖;1以上選單,並指著指定的選項
#--------------------------------------------------------------
#○ 合成提示窗口設定
# Sword4_Message[不必更改] = [紅, 綠, 藍, '文字內容']
Sword4_Message[0] = [255, 255, 255, '開始合成中...'] # 正在合成中
Sword4_Message[1] = [255, 0, 0, '合成失敗']# 合成失敗
Sword4_Message[2] = [255, 255, 0, '合成成功']# 合成成功
Sword4_Message[3] = [255, 0, 0, '材料不足'] # 材料不足
#--------------------------------------------------------------
#○ 說明窗口顯示設定
# Sword4_Help[不必更改] = ['文字內容', 靠邊位置]
# 靠邊位置:0為靠左邊顯示、1為中央顯示、2為靠右邊顯示
Sword4_Help[0] = ['合成系統', 0] # 顯示所有物品、武器、防具時
Sword4_Help[1] = ['物品合成', 0] # 只顯示物品時
Sword4_Help[2] = ['武器合成', 0] # 只顯示武器時
Sword4_Help[3] = ['防具合成', 0] # 只顯示防具時
#--------------------------------------------------------------
#○ 合成資料表
# Sword4_Synthesize[合成種類][合成編號] = [{物品}, {武器}, {防具}, 成功率]
# 合成種類:0為物品、1為武器、2為防具
# 物品、武器、防具:「編號=>數量」,每個相同種類材料必須用小逗號分開
Sword4_Synthesize[0][3] = [{1=>5, 2=>2}, {}, {}, 100]
Sword4_Synthesize[0][6] = [{4=>5, 5=>2}, {}, {}, 80]
Sword4_Synthesize[1][4] = [{}, {1=>3}, {}, 70]
Sword4_Synthesize[1][8] = [{}, {5=>2, 6=>8}, {4=>1}, 70]
Sword4_Synthesize[2][4] = [{}, {}, {1=>6, 2=>3, 3=>1}, 65]
#=======================================
$Sword ? $Sword[4] = true : $Sword = {4=>true} # 腳本使用標誌
($Sword_VX = false ; RPG::Weather rescue $Sword_VX = true) if $Sword_VX == nil
end
#=======================================
#■ 處理同伴的類別
class Game_Party
include Sword
attr_writer :sword_synthesize # 合成狀態數據
attr_accessor :synthesize_multiply # 機率加乘數值
#-------------------------------------------------------------
#● 初始化物件
alias sword4_initialize initialize
def initialize
sword4_initialize
@sword_synthesize = [Array.new($data_items.size + 1){nil},
Array.new($data_weapons.size + 1){nil}, Array.new($data_armors.size + 1){nil}]
@synthesize_multiply = [Array.new($data_items.size + 1){0},
Array.new($data_weapons.size + 1){0}, Array.new($data_armors.size + 1){0}]
end
#-------------------------------------------------------------
#● 讀取與全部修改的方法
def sword_synthesize(number = 0)
return @sword_synthesize if number == 0 # 傳回值
(0..2).each{|i| (1...Sword4_Synthesize.size).each{|ii|
next unless Sword4_Synthesize[ii] ; @sword_synthesize[ii] = number}}
end
end
#=======================================
#■ 合成系統窗口
class WSword_Synthesize < Window_Base
include Sword
attr_accessor :max_oy # 目前位圖Y座標
#-------------------------------------------------------------
#● 初始化物件
def initialize
@xpvx = $Sword_VX ? [Graphics.width, Graphics.height, WLH + 32] : [640, 480, 64]
super(Sword4_Width, @xpvx[2], @xpvx[0] - Sword4_Width, @xpvx[1] - @xpvx[2])
self.contents = Bitmap.new(1, 1) ; refresh
end
#-------------------------------------------------------------
#● 更新內容(成品資料)
def refresh(itema = nil)
self.contents.clear ; return unless itema # 清除窗口內容
case itema[0] # 道具種類分歧
when 0 ; item = $data_items[itema[1]] # 物品
# [HP恢復量, SP(MP)恢復量, X, X, HP恢復率, SP(MP)恢復率, X]
words = $Sword_VX ? [$data_system.terms.hp + '恢復量',
$data_system.terms.mp + '恢復量', '', '', $data_system.terms.hp + '恢復率',
$data_system.terms.mp + '恢復率', ''] : [$data_system.words.hp + '恢復量',
$data_system.words.sp + '恢復量', '', '', $data_system.words.hp + '恢復率',
$data_system.words.sp + '恢復率', '']
if $game_party.sword_synthesize[0][itema[1]] # 公開顯示的情況
amounts = $Sword_VX ? [item.hp_recovery.to_s, item.mp_recovery.to_s, '', '',
item.hp_recovery_rate.to_s, item.mp_recovery_rate.to_s, ''] : [item.recover_hp.to_s,
item.recover_sp.to_s, '', '', item.recover_hp_rate.to_s, item.recover_sp_rate.to_s, '']
if item.parameter_type > 0 # 有設定增加能力值的場合
words[3] = ($Sword_VX ? [$data_system.terms.hp, $data_system.terms.mp,
$data_system.terms.atk, $data_system.terms.def, $data_system.terms.spi,
$data_system.terms.agi] : [$data_system.words.hp, $data_system.words.sp,
$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int])[item.parameter_type - 1] + '上限'
amounts[3] = item.parameter_points.to_s
end
else ; amounts = ['??', '??', '', '', '??', '??', ''] # 未公開的場合
end
number = $Sword_VX ? $game_party.item_number(item) :
$game_party.item_number(item.id) # 持有數量
when 1 ; item = $data_weapons[itema[1]] # 武器
# [攻擊, 物防(防禦), 魔防(X), 力量(命中), 靈巧(精神), 速度(敏捷), 魔力(X)]
words = $Sword_VX ? [$data_system.terms.atk, $data_system.terms.def, '', '命中率',
$data_system.terms.spi, $data_system.terms.agi, ''] : [$data_system.words.atk,
$data_system.words.pdef, $data_system.words.mdef, $data_system.words.str,
$data_system.words.dex, $data_system.words.agi, $data_system.words.int]
if $game_party.sword_synthesize[1][itema[1]] # 公開顯示的情況
amounts = $Sword_VX ? [item.atk.to_s, item.def.to_s, '', item.hit.to_s + '%', item.spi.to_s,
item.agi.to_s, ''] : [item.atk.to_s, item.pdef.to_s, item.mdef.to_s, item.str_plus.to_s,
item.dex_plus.to_s, item.agi_plus.to_s, item.int_plus.to_s]
else ; amounts = ['??'] * 7 # 未公開的場合
end
number = $Sword_VX ? $game_party.item_number(item) :
$game_party.weapon_number(item.id) # 持有數量
when 2 ; item = $data_armors[itema[1]] # 防具
# [物防(攻擊), 魔防(防禦), 迴避(X), 力量(迴避), 靈巧(精神), 速度(敏捷), 魔力(X)]
words = $Sword_VX ? [$data_system.terms.atk, $data_system.terms.def, '', '回避率',
$data_system.terms.spi, $data_system.terms.agi, ''] : [$data_system.words.pdef,
$data_system.words.mdef, '回避', $data_system.words.str, $data_system.words.dex,
$data_system.words.agi, $data_system.words.int]
if $game_party.sword_synthesize[2][itema[1]] # 公開顯示的情況
amounts = $Sword_VX ? [item.atk.to_s, item.def.to_s, '', item.eva.to_s + '%',
item.spi.to_s, item.agi.to_s, ''] : [item.pdef.to_s, item.mdef.to_s, item.eva.to_s,
item.str_plus.to_s, item.dex_plus.to_s, item.agi_plus.to_s, item.int_plus.to_s]
else ; amounts = ['??'] * 7 # 未公開的場合
end
number = $Sword_VX ? $game_party.item_number(item) :
$game_party.armor_number(item.id) # 持有數量
end
by, y, x, self.oy = 8, 32, Font.default_size * 5, 0 # 位圖行, 描繪Y, 描繪X, 起始位置
by += self.contents.text_size($game_party.sword_synthesize[itema[0]][itema[1]] ?
item.description : '????????????').width / (self.width - 32) # 說明換行
(0..2).each{|i| by += Sword4_Synthesize[itema[0]][itema[1]].size} rescue
raise("合成資料不存在,Sword4_Synthesize[#{itema[0]}][#{itema[1]}]未設置") # Error
by -= 1 if $Sword_VX or itema[0] == 0
self.contents = Bitmap.new(self.width - 32, by * 32) # 重新產生位圖
@max_oy = [by * 32 - (@xpvx[1] - @xpvx[2]) + 32, 0].max # 滾動限制
self.contents.font.color = normal_color # 數值和內容
if $game_party.sword_synthesize[itema[0]][itema[1]] # 公開顯示的情況
$Sword_VX ? draw_icon(item.icon_index, 0, 0, true) : # 圖標
contents.blt(0, 0, RPG::Cache.icon(item.icon_name), Rect.new(0 , 0, 24, 24))
contents.draw_text(28, 0, 640, 32, item.name) # 名稱
contents.draw_text(0, 0, self.width - 40, 32, number.to_s, 2) # 持有數
xx = 0
item.description.scan(/./).each{|c| cx = self.contents.text_size(c).width
(xx = 0 ; y += 32) if xx + cx > self.width - 32
contents.draw_text(xx, y, cx, 32, c) ; xx += cx} # 說明
else # 隱藏顯示的場合
$Sword_VX ? draw_icon(Sword4_Picture, 0, 0, true) : # 圖標
contents.blt(0, 0, RPG::Cache.icon(Sword4_Picture), Rect.new(0 , 0, 24, 24))
contents.draw_text(28, 0, 640, 32, Sword4_NoCommand.empty? ?
item.name : Sword4_NoCommand) # 名稱
contents.draw_text(0, 0, self.width - 40, 32, '??', 2) # 持有數
contents.draw_text(0, 32, 640, 32, '????????????') # 說明
end
probability = [[Sword4_Synthesize[itema[0]][itema[1]][3] +
$game_party.synthesize_multiply[itema[0]][itema[1]], 100].min, 0].max.to_s + '%'
contents.draw_text(x, y + 32, 640, 32, probability) # 成功率
contents.draw_text(x, y + 64, 640, 32, amounts[0])
contents.draw_text(x, y + 96, 640, 32, amounts[1])
contents.draw_text(x, y + 128, 640, 32, amounts[2])
contents.draw_text(self.width / 2 + x, y + 32, 640, 32, amounts[3])
contents.draw_text(self.width / 2 + x, y + 64, 640, 32, amounts[4])
contents.draw_text(self.width / 2 + x, y + 96, 640, 32, amounts[5])
contents.draw_text(self.width / 2 + x, y + 128, 640, 32, amounts[6])
sequence, yy = [Sword4_Synthesize[itema[0]][itema[1]][0].keys.sort,
Sword4_Synthesize[itema[0]][itema[1]][1].keys.sort,
Sword4_Synthesize[itema[0]][itema[1]][2].keys.sort], 7 + y / 32
yyy = 6 ; (yy -= 1 ; yyy = 5) if $Sword_VX or itema[0] == 0
(0...sequence.size).each{|i| sequence.each{|ii|
stuff(i, ii, itema[1], yy, itema[0]) ; yy += 1}}
self.contents.font.color = system_color # 用語
contents.draw_text(0, 0, self.width - 64, 32, '持有數:', 2)
contents.draw_text(0, y + 32, 640, 32, '成功率')
contents.draw_text(0, y + 64, 640, 32, words[0])
contents.draw_text(0, y + 96, 640, 32, words[1])
contents.draw_text(0, y + 128, 640, 32, words[2])
contents.draw_text(self.width / 2, y + 32, 640, 32, words[3])
contents.draw_text(self.width / 2, y + 64, 640, 32, words[4])
contents.draw_text(self.width / 2, y + 96, 640, 32, words[5])
contents.draw_text(self.width / 2, y + 128, 640, 32, words[6])
contents.draw_text(0, (yyy + y / 32) * 32, 640, 32, '所需道具')
contents.draw_text(0, (yyy + y / 32) * 32, self.width - 138, 32, '持有數', 2)
contents.draw_text(0, (yyy + y / 32) * 32, self.width - 42, 32, '所需數', 2)
(0..7).each do |i| # 產生「:」
next if i == 3 or i == 7 if $Sword_VX
next if [3, (item.parameter_type > 0 and $game_party.sword_synthesize[0][itema[1]]) ?
nil : 4, 7].include?(i) if itema[0] == 0 # 物品的場合,忽略不必描繪的部份
if i > 3 ; i -= 4
contents.draw_text(self.width / 2 + Font.default_size * 4, 32 * i + 32 + y, 640, 32, ':')
else ; contents.draw_text(Font.default_size * 4, 32 * i + 32 + y, 640, 32, ':')
end
end
end
#-------------------------------------------------------------
#● 所需材料的內容
def stuff(kind, i, item, y, kind2)
# 所需數
Sword4_Synthesize[kind2][item][kind] > 9 ?
a = 64 : a = 69
self.contents.draw_text(0, y * 32, @xpvx[0] - Sword4_Width - a, 32,
Sword4_Synthesize[kind2][item][kind].to_s, 2)
# 圖示與持有數
case kind
when 0 # 物品(材料)
if $Sword_VX
draw_icon($data_items.icon_index, 0, y * 32, true)
items = $game_party.item_number($data_items)
else
self.contents.blt(0, y * 32, RPG::Cache.icon(
$data_items.icon_name), Rect.new(0 , 0, 24, 24))
items = $game_party.item_number(i)
end
items >= Sword4_Synthesize[kind2][item][0] ?
color = normal_color : color = Color.new(255, 64, 0)
self.contents.draw_text(28, y * 32, 640, 32, $data_items.name)
# 持有數
self.contents.font.color = color
items > 9 ? a = 160 : a = 165
self.contents.draw_text(0, y * 32,
@xpvx[0] - Sword4_Width - a, 32, items.to_s, 2)
self.contents.font.color = normal_color
when 1 # 武器(材料)
if $Sword_VX
weapon = $game_party.item_number($data_weapons)
draw_icon($data_weapons.icon_index, 0, y * 32, true)
else
weapon = $game_party.weapon_number(i)
self.contents.blt(0, y * 32, RPG::Cache.icon(
$data_weapons.icon_name), Rect.new(0 , 0, 24, 24))
end
weapon >= Sword4_Synthesize[kind2][item][1] ?
color = normal_color : color = Color.new(255, 64, 0)
self.contents.draw_text(28, y * 32, 640, 32, $data_weapons.name)
# 持有數
self.contents.font.color = color
weapon > 9 ? a = 160 : a = 165
self.contents.draw_text(0, y * 32,
@xpvx[0] - Sword4_Width - a, 32, weapon.to_s, 2)
self.contents.font.color = normal_color
when 2 # 防具(材料)
if $Sword_VX
draw_icon($data_armors.icon_index, 0, y * 32, true)
armors = $game_party.item_number($data_armors)
else
self.contents.blt(0, y * 32, RPG::Cache.icon(
$data_armors.icon_name), Rect.new(0 , 0, 24, 24))
armors = $game_party.armor_number(i)
end
armors >= Sword4_Synthesize[kind2][item][2] ?
color = normal_color : color = Color.new(255, 64, 0)
self.contents.draw_text(28, y * 32, 640, 32, $data_armors.name)
# 持有數
self.contents.font.color = color
armors > 9 ? a = 160 : a = 165
self.contents.draw_text(0, y * 32,
@xpvx[0] - Sword4_Width - a, 32, armors.to_s, 2)
self.contents.font.color = normal_color
end
end
end
#=======================================
#■ 是否合成提示窗口
class WSword_SynthesizeONOFF < Window_Base
include Sword # 連接自定設置
attr_accessor :index # 游標位置
#-------------------------------------------------------------
#● 初始化物件
def initialize
@xpvx = $Sword_VX ? [Graphics.width, Graphics.height] : [640, 480]
contents = Bitmap.new(@xpvx[0], 32)
@width = contents.text_size(Sword4_Whether).width
@width = 32 if @width == 0
super((@xpvx[0] - @width) / 2 - 32, (@xpvx[1] - (Font.default_size + 10)*4)/2,
@width + 32, (Font.default_size + 10) * 4)
self.contents = Bitmap.new(width - 32, height - 32)
self.z, @Index = 400, 1
refresh
end
#-------------------------------------------------------------
#● 更新內容
def refresh
self.contents.draw_text(0, 0, 640, 32, Sword4_Whether)
self.contents.draw_text(0, 32, @width, 32, '是', 1)
self.contents.draw_text(0, 64, @width, 32, '否', 1)
self.cursor_rect.set(@width / 2 - (Font.default_size * 5 / 2),
@index * 32 + 32, Font.default_size * 5, 32)
end
#-------------------------------------------------------------
#● 更新游標
def update_cursor_rect
$Sword_VX ? Sound.play_cursor : $game_system.se_play($data_system.cursor_se)
@index == 0 ? @index = 1 : @index = 0
self.cursor_rect.set(@width / 2 - (Font.default_size * 5 / 2),
@index * 32 + 32, Font.default_size * 5, 32)
end
end
#=======================================
#■ 合成狀況窗口
class WSword_SynthesizeState < Window_Base
include Sword # 連接自定設置
#-------------------------------------------------------------
#● 初始化物件
def initialize
@xpvx = $Sword_VX ? [Graphics.width, Graphics.height] : [640, 480]
super(0, (@xpvx[1] - Font.default_size + 10) / 2 - 32, 64, Font.default_size + 42)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 410
refresh
end
#-------------------------------------------------------------
#● 更新內容
def refresh(help = nil, color = nil)
return if help == nil
self.contents.clear
self.x = (@xpvx[0] - contents.text_size(help).width) / 2 - 32
self.width = contents.text_size(help).width + 32
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = color
self.contents.draw_text(0, 0, self.width, 32, help)
end
end
#=======================================
#■ 合成系統畫面
class Sword_Synthesize
include Sword # 連接自定設置
#-------------------------------------------------------------
#● 初始化物件
def initialize(item = nil) ; @item = item ; end
#-------------------------------------------------------------
#● 主處理
def main
@help_window = Window_Help.new # 產生幫助窗口
a = @item == nil ? Sword4_Help[0][0] : Sword4_Help[@item + 1][0]
b = @item == nil ? Sword4_Help[0][1] : Sword4_Help[@item + 1][1]
@help_window.set_text(a, b)
@synthesizestate_wsword = WSword_SynthesizeState.new # 產生合成狀態窗口
@synthesizestate_wsword.visible = false
command
@synthesize_wsword = WSword_Synthesize.new # 產生合成內容窗口
@synthesize_wsword.refresh(@command[1][@command_window.index])
@synthesizeonoff_wsword = WSword_SynthesizeONOFF.new
@synthesizeonoff_wsword.active = false
@synthesizeonoff_wsword.visible = false
Graphics.transition
loop{Graphics.update ; Input.update ; update ; break if $scene != self}
Graphics.freeze
@help_window.dispose ; @command_window.dispose ; @synthesize_wsword.dispose
@synthesizeonoff_wsword.dispose ; @synthesizestate_wsword.dispose
end
#-------------------------------------------------------------
#● 更新
def update
@command_window.update ; @synthesizeonoff_wsword.update
if @command_window.active #○ 當選項窗口活動時
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN) # 更新合成內容
@synthesize_wsword.refresh(@command[1][@command_window.index])
elsif Input.press?(Input::LEFT) and @synthesize_wsword.oy > 0 # 向下滾動內容
return if @command[1].empty?
@synthesize_wsword.oy -= Sword4_Roll
@synthesize_wsword.oy = 0 if @synthesize_wsword.oy < 0
elsif Input.press?(Input::RIGHT) # 向上滾動內容
return if @command[1].empty?
if @synthesize_wsword.oy < @synthesize_wsword.max_oy
@synthesize_wsword.oy += Sword4_Roll
@synthesize_wsword.oy = @synthesize_wsword.max_oy if
@synthesize_wsword.oy > @synthesize_wsword.max_oy
end
elsif Input.repeat?(Input::B) # 回到地圖
$Sword_VX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
$scene = Sword4_Menu > 0 ? Scene_Menu.new(Sword4_Menu - 1) : Scene_Map.new
elsif Input.repeat?(Input::C) # 合成物品
# 無法合成的場合
if @command[1][@command_window.index] == false or @no
$Sword_VX ? Sound.play_buzzer : $game_system.se_play($data_system.buzzer_se)
return
end
# 開始合成
success = true # 用來記錄是否可合成
a = @command[1][@command_window.index]
eval("a = Sword4_Synthesize[#{a[0]}][#{a[1]}]")
# 判斷是否有足夠的材料
for i in 0..2
for ii in a
if $Sword_VX
success = $game_party.item_number($data_items[ii[0]]) >= ii[1] if i == 0
success = $game_party.item_number($data_weapons[ii[0]]) >= ii[1] if i == 1
success = $game_party.item_number($data_armors[ii[0]]) >= ii[1] if i == 2
else
success = $game_party.item_number(ii[0]) >= ii[1] if i == 0
success = $game_party.weapon_number(ii[0]) >= ii[1] if i == 1
success = $game_party.armor_number(ii[0]) >= ii[1] if i == 2
end
# 當其中1個材料不符合的情況
unless success
$Sword_VX ? Sound.play_buzzer : $game_system.se_play($data_system.buzzer_se)
unless Sword4_Message[3][3] == '' # 沒設定訊息的情況下
color = Sword4_Message[3]
@synthesizestate_wsword.visible = true
@synthesizestate_wsword.refresh(
Sword4_Message[3][3], Color.new(color[0], color[1], color[2]))
for i in 1..Sword4_Wait2
@command_window.update
@synthesizeonoff_wsword.update
Graphics.update
end
@synthesizestate_wsword.visible = false
end
return
end
end
end
# 開始活動是否合成選項窗口,不需提示就跳過
@synthesizeonoff_wsword.active = true
unless Sword4_Whether == ''
@synthesizeonoff_wsword.update_cursor_rect if @synthesizeonoff_wsword.index == 0
$Sword_VX ? Sound.play_decision : $game_system.se_play($data_system.decision_se)
@synthesizeonoff_wsword.visible = true
@command_window.active = false
end
return
end
end
#○ 當是否合成選項窗口活動時
if @synthesizeonoff_wsword.active
if Input.repeat?(Input::C) or Sword4_Whether == ''
@synthesizeonoff_wsword.index = 0 if Sword4_Whether == ''
if @synthesizeonoff_wsword.index == 0
# 合成開始,開始消耗材料
ac = @command[1][@command_window.index] ; a = nil ; multiply = nil
eval("multiply = $game_party.synthesize_multiply[#{ac[0]}][#{ac[1]}]
a = Sword4_Synthesize[#{ac[0]}][#{ac[1]}]")
(0..2).each do |i| a.each do |ii|
if $Sword_VX
items = $game_party.item_number($data_items[ii[0]])
weapons = $game_party.item_number($data_weapons[ii[0]])
armors = $game_party.item_number($data_armors[ii[0]])
if items >= ii[1] and i == 0 ; $game_party.lose_item($data_items[ii[0]], ii[1])
elsif weapons >= ii[1] and i == 1 ; $game_party.lose_item($data_weapons[ii[0]], ii[1])
elsif armors >= ii[1] and i == 2 ; $game_party.lose_item($data_armors[ii[0]], ii[1])
end
else
items = $game_party.item_number(ii[0])
weapons = $game_party.weapon_number(ii[0])
armors = $game_party.armor_number(ii[0])
if items >= ii[1] and i == 0 ; $game_party.lose_item(ii[0], ii[1])
elsif weapons >= ii[1] and i == 1 ; $game_party.lose_weapon(ii[0], ii[1])
elsif armors >= ii[1] and i == 2 ; $game_party.lose_armor(ii[0], ii[1])
end
end
end ; end
# 結束活動是否合成選項窗口
@synthesizeonoff_wsword.visible = false
@synthesizeonoff_wsword.active = false
@command_window.active = true
# 顯示合成狀態
unless Sword4_Message[0][3] == ''
@synthesizestate_wsword.visible = true
color = Sword4_Message[0]
@synthesizestate_wsword.refresh(
Sword4_Message[0][3], Color.new(color[0], color[1], color[2]))
end
# 演奏合成SE
if Sword4_SE == '' or Sword4_SE == 0 ; 0 # 不演奏SE
elsif Sword4_SE.is_a?(Integer) # 指定動畫SE
searr = []
(0...$data_animations[Sword4_SE].timings.size).each{|i|
searr.push($data_animations[Sword4_SE].timings.frame)}
(0...$data_animations[Sword4_SE].frame_max).each do |i|
tim = $Sword_VX ? 3 : 2
tim.times {@command_window.update ; @synthesizeonoff_wsword.update
Graphics.update} # 更新畫面與窗口
ii = searr.index(i)
next unless ii
se = $data_animations[Sword4_SE].timings[ii].se
next if se.name == ''
Audio.se_play("Audio/SE/#{se.name}", se.volume, se.pitch)
end
elsif Sword4_SE.is_a?(String) ; Audio.se_play("Audio/SE/#{Sword4_SE}") # 指定SE
end
(1..Sword4_Wait1).each do |i| # 合成延遲時間
break if Sword4_SE.is_a?(Integer)
@command_window.update
@synthesizeonoff_wsword.update
Graphics.update
end
# 是否合成成功
@synthesizestate_wsword.visible = false
if a[3] + multiply > rand(100) # 計算合成機率與合成成功時的場合
eval("$game_party.synthesize_multiply[#{ac[0]}][#{ac[1]}] +=
#{Sword4_Probability2}") if [1, 2].include?(Sword4_Probability1)
unless Sword4_Message[2][3] == ''
color = Sword4_Message[2]
@synthesizestate_wsword.visible = true
@synthesizestate_wsword.refresh(
Sword4_Message[2][3], Color.new(color[0], color[1], color[2]))
end
a = @command[1][@command_window.index]
# 如果是未合成物品,切換到已合成過
unless $game_party.sword_synthesize[a[0]][a[1]]
$game_party.sword_synthesize[a[0]][a[1]] = true
command(@command_window.index)
end
# 獲取合成的物品
if $Sword_VX
b = @command[1][@command_window.index][1]
case @command[1][@command_window.index][0] # 依道具種類決定執行內容
when 0 ; $game_party.gain_item($data_items, 1)
when 1 ; $game_party.gain_item($data_weapons, 1)
when 2 ; $game_party.gain_item($data_armors, 1)
end
else
case @command[1][@command_window.index][0]
when 0; $game_party.gain_item(@command[1][@command_window.index][1], 1)
when 1;$game_party.gain_weapon(@command[1][@command_window.index][1],1)
when 2; $game_party.gain_armor(@command[1][@command_window.index][1],1)
end
end
else # 合成失敗時
eval("$game_party.synthesize_multiply[#{ac[0]}][#{ac[1]}] +=
#{Sword4_Probability2}") if [0, 2].include?(Sword4_Probability1)
unless Sword4_Message[1][3] == ''
color = Sword4_Message[1]
@synthesizestate_wsword.visible = true
@synthesizestate_wsword.refresh(
Sword4_Message[1][3], Color.new(color[0], color[1], color[2]))
end
end
@synthesize_wsword.refresh(@command[1][@command_window.index])
# 合成訊息時間
for i in 1..Sword4_Wait2
break if Sword4_Message[0][3] == ''
break if Sword4_Message[1][3] == ''
break if Sword4_Message[2][3] == ''
@command_window.update
@synthesizeonoff_wsword.update
Graphics.update
end
else # 選擇否的情況
$Sword_VX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
end
# 結束活動是否合成選項窗口
@synthesizeonoff_wsword.visible = false
@synthesizeonoff_wsword.active = false
@command_window.active = true
@synthesizestate_wsword.visible = false
elsif Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN) # 更新游標
@synthesizeonoff_wsword.update_cursor_rect
end
end
end
#-------------------------------------------------------------
#● 選項的方法
def command(index = 0)
@command_window.dispose if @command_window # 該窗口存在就釋放該窗口
@command = [[], []] # [[道具名稱數組], [道具類型與編號數組]]
# 設定選項文字
for i in 0..2
next unless @item == i unless @item == nil # 不符合顯示標準移到下次
for ii in 1...$game_party.sword_synthesize.size
if $game_party.sword_synthesize[ii]
case i # 依照道具種類決定執行內容
when 0 ; @command[0].push($data_items[ii].name) ; @command[1].push([0, ii])
when 1 ; @command[0].push($data_weapons[ii].name) ; @command[1].push([1, ii])
when 2 ; @command[0].push($data_armors[ii].name) ; @command[1].push([2, ii])
end
elsif $game_party.sword_synthesize[ii] == false
if Sword4_NoCommand == '' # 未合成過的道具用該道具名稱
case i # 依照道具種類決定執行內容
when 0 ; @command[0].push($data_items[ii].name)
when 1 ; @command[0].push($data_weapons[ii].name)
when 2 ; @command[0].push($data_armors[ii].name)
end
else ; @command[0].push(Sword4_NoCommand) # 直接指定未合過的選項文字
end
case i # 依照道具種類決定執行內容
when 0 ; @command[1].push([0, ii, false])
when 1 ; @command[1].push([1, ii, false])
when 2 ; @command[1].push([2, ii, false])
end
end
end
end
@no = true if @command[0].empty?
@command[0] = [' '] if @command[0].empty?
# 產生選項窗口
@command_window = Window_Command.new(Sword4_Width, @command[0])
if $Sword_VX ; @command_window.y = 56 ; @command_window.height = 360
else ; @command_window.y = 64 ; @command_window.height = 416
end
@command_window.index = index
# 無效的顏色
(0...@command[1].size).each{|i|
if $Sword_VX ; @command_window.draw_item(i, false) if @command[1][2] == false
else ; @command_window.disable_item(i) if @command[1][2] == false
end}
end
end
這個效果還比較好.. |
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