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装备扩张脚本: 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #                                防具类追加 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ module RPG   class Armor     def name       name = @name.split(/,/)[0]       return name != nil ? name : ''     end     def kind        kind  = @name.split(/,/)[1]       return kind  != nil ? kind.to_i : @kind     end   end end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #                  Game_Actor添加新的防具ID,并对相关方法修正 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ class Game_Actor < Game_Battler   attr_reader   :armor5_id                # 佩戴 ID   attr_reader   :armor6_id                # 道具 ID   #--------------------------------------------------------------------------   # ● 设置   #     actor_id : 角色 ID   #--------------------------------------------------------------------------   alias old_setup setup   def setup(actor_id)     old_setup(actor_id)     @armor5_id = 0     @armor6_id = 0     update_auto_state(nil, $data_armors[@armor5_id])     update_auto_state(nil, $data_armors[@armor6_id])   end   #--------------------------------------------------------------------------   # ● 取得属性修正值   #     element_id : 属性 ID   #--------------------------------------------------------------------------   def element_rate(element_id)     # 获取对应属性有效度的数值     table = [0,200,150,100,50,0,-100]     result = table[$data_classes[@class_id].element_ranks[element_id]]     # 防具能防御本属性的情况下效果减半     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]       armor = $data_armors[i]       if armor != nil and armor.guard_element_set.include?(element_id)         result /= 2       end     end     # 状态能防御本属性的情况下效果减半     for i in @states       if $data_states[i].guard_element_set.include?(element_id)         result /= 2       end     end     # 过程结束     return result   end   #--------------------------------------------------------------------------   # ● 判定防御属性   #     state_id : 属性 ID   #--------------------------------------------------------------------------   def state_guard?(state_id)     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]       armor = $data_armors[i]       if armor != nil         if armor.guard_state_set.include?(state_id)           return true         end       end     end     return false   end   #--------------------------------------------------------------------------   # ● 获取基本力量   #--------------------------------------------------------------------------   def base_str     n = $data_actors[@actor_id].parameters[2, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     n += weapon != nil ? weapon.str_plus : 0     n += armor1 != nil ? armor1.str_plus : 0     n += armor2 != nil ? armor2.str_plus : 0     n += armor3 != nil ? armor3.str_plus : 0     n += armor4 != nil ? armor4.str_plus : 0     n += armor5 != nil ? armor5.str_plus : 0     n += armor6 != nil ? armor6.str_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本灵巧   #--------------------------------------------------------------------------   def base_dex     n = $data_actors[@actor_id].parameters[3, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     n += weapon != nil ? weapon.dex_plus : 0     n += armor1 != nil ? armor1.dex_plus : 0     n += armor2 != nil ? armor2.dex_plus : 0     n += armor3 != nil ? armor3.dex_plus : 0     n += armor4 != nil ? armor4.dex_plus : 0     n += armor5 != nil ? armor5.dex_plus : 0     n += armor6 != nil ? armor6.dex_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本速度   #--------------------------------------------------------------------------   def base_agi     n = $data_actors[@actor_id].parameters[4, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     n += weapon != nil ? weapon.agi_plus : 0     n += armor1 != nil ? armor1.agi_plus : 0     n += armor2 != nil ? armor2.agi_plus : 0     n += armor3 != nil ? armor3.agi_plus : 0     n += armor4 != nil ? armor4.agi_plus : 0     n += armor5 != nil ? armor5.agi_plus : 0     n += armor6 != nil ? armor6.agi_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本魔力   #--------------------------------------------------------------------------   def base_int     n = $data_actors[@actor_id].parameters[5, @level]     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     n += weapon != nil ? weapon.int_plus : 0     n += armor1 != nil ? armor1.int_plus : 0     n += armor2 != nil ? armor2.int_plus : 0     n += armor3 != nil ? armor3.int_plus : 0     n += armor4 != nil ? armor4.int_plus : 0     n += armor5 != nil ? armor5.int_plus : 0     n += armor6 != nil ? armor6.int_plus : 0     return [[n, 1].max, 999].min   end   #--------------------------------------------------------------------------   # ● 获取基本物理防御   #--------------------------------------------------------------------------   def base_pdef     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     pdef1 = weapon != nil ? weapon.pdef : 0     pdef2 = armor1 != nil ? armor1.pdef : 0     pdef3 = armor2 != nil ? armor2.pdef : 0     pdef4 = armor3 != nil ? armor3.pdef : 0     pdef5 = armor4 != nil ? armor4.pdef : 0     pdef6 = armor5 != nil ? armor5.pdef : 0     pdef7 = armor6 != nil ? armor6.pdef : 0     return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7   end   #--------------------------------------------------------------------------   # ● 获取基本魔法防御   #--------------------------------------------------------------------------   def base_mdef     weapon = $data_weapons[@weapon_id]     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     mdef1 = weapon != nil ? weapon.mdef : 0     mdef2 = armor1 != nil ? armor1.mdef : 0     mdef3 = armor2 != nil ? armor2.mdef : 0     mdef4 = armor3 != nil ? armor3.mdef : 0     mdef5 = armor4 != nil ? armor4.mdef : 0     mdef6 = armor5 != nil ? armor5.mdef : 0     mdef7 = armor6 != nil ? armor6.mdef : 0     return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7   end   #--------------------------------------------------------------------------   # ● 获取基本回避修正   #--------------------------------------------------------------------------   def base_eva     armor1 = $data_armors[@armor1_id]     armor2 = $data_armors[@armor2_id]     armor3 = $data_armors[@armor3_id]     armor4 = $data_armors[@armor4_id]     armor5 = $data_armors[@armor5_id]     armor6 = $data_armors[@armor6_id]     eva1 = armor1 != nil ? armor1.eva : 0     eva2 = armor2 != nil ? armor2.eva : 0     eva3 = armor3 != nil ? armor3.eva : 0     eva4 = armor4 != nil ? armor4.eva : 0     eva5 = armor5 != nil ? armor5.eva : 0     eva6 = armor6 != nil ? armor6.eva : 0     return eva1 + eva2 + eva3 + eva4 + eva5 + eva6   end   #--------------------------------------------------------------------------   # ● 装备固定判定   #     equip_type : 装备类型   #--------------------------------------------------------------------------   def equip_fix?(equip_type)     case equip_type     when 0  # 武器       return $data_actors[@actor_id].weapon_fix     when 1  # 盾       return $data_actors[@actor_id].armor1_fix     when 2  # 头       return $data_actors[@actor_id].armor2_fix     when 3  # 身体       return $data_actors[@actor_id].armor3_fix     when 4  # 道具       return $data_actors[@actor_id].armor4_fix     end     return false   end   #--------------------------------------------------------------------------   # ● 变更装备   #     equip_type : 装备类型   #     id    : 武器 or 防具 ID  (0 为解除装备)   #--------------------------------------------------------------------------   def equip(equip_type, id)     case equip_type     when 0  # 武器       if id == 0 or $game_party.weapon_number(id) > 0         $game_party.gain_weapon(@weapon_id, 1)         @weapon_id = id         $game_party.lose_weapon(id, 1)       end     when 1  # 盾       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor1_id], $data_armors[id])         $game_party.gain_armor(@armor1_id, 1)         @armor1_id = id         $game_party.lose_armor(id, 1)       end     when 2  # 头       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor2_id], $data_armors[id])         $game_party.gain_armor(@armor2_id, 1)         @armor2_id = id         $game_party.lose_armor(id, 1)       end     when 3  # 身体       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor3_id], $data_armors[id])         $game_party.gain_armor(@armor3_id, 1)         @armor3_id = id         $game_party.lose_armor(id, 1)       end     when 4  # 道具       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor4_id], $data_armors[id])         $game_party.gain_armor(@armor4_id, 1)         @armor4_id = id         $game_party.lose_armor(id, 1)       end     when 5  # 装饰品       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor5_id], $data_armors[id])         $game_party.gain_armor(@armor5_id, 1)         @armor5_id = id         $game_party.lose_armor(id, 1)       end     when 6  # 道具       if id == 0 or $game_party.armor_number(id) > 0         update_auto_state($data_armors[@armor6_id], $data_armors[id])         $game_party.gain_armor(@armor6_id, 1)         @armor6_id = id         $game_party.lose_armor(id, 1)       end     end   end   #--------------------------------------------------------------------------   # ● 更改职业 ID   #     class_id : 新的职业 ID   #--------------------------------------------------------------------------   def class_id=(class_id)     if $data_classes[class_id] != nil       @class_id = class_id       # 避开无法装备的物品       unless equippable?($data_weapons[@weapon_id])         equip(0, 0)       end       unless equippable?($data_armors[@armor1_id])         equip(1, 0)       end       unless equippable?($data_armors[@armor2_id])         equip(2, 0)       end       unless equippable?($data_armors[@armor3_id])         equip(3, 0)       end       unless equippable?($data_armors[@armor4_id])         equip(4, 0)       end       unless equippable?($data_armors[@armor5_id])         equip(5, 0)       end       unless equippable?($data_armors[@armor6_id])         equip(6, 0)       end     end   end end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #              Window_Base美化,增加属性增减颜色,及全能力值描绘 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ #  游戏中全部窗口的超级类。 #==============================================================================   class Window_Base < Window   ################## 属性增减颜色 ##############################   def up_color     return Color.new(255, 0, 0)   end   def down_color     return Color.new(0, 255, 0)   end   #--------------------------------------------------------------------------   # ● 描绘能力值   #     actor : 角色   #     x     : 描画目标 X 坐标   #     y     : 描画目标 Y 坐标   #     type  : 能力值种类 (0~6)   #--------------------------------------------------------------------------   def draw_actor_parameter(actor, x, y, type)     case type     when 0       parameter_name = $data_system.words.atk       parameter_value = actor.atk     when 1       parameter_name = $data_system.words.pdef       parameter_value = actor.pdef     when 2       parameter_name = $data_system.words.mdef       parameter_value = actor.mdef     when 3       parameter_name = $data_system.words.str       parameter_value = actor.str     when 4       parameter_name = $data_system.words.dex       parameter_value = actor.dex     when 5       parameter_name = $data_system.words.agi       parameter_value = actor.agi     when 6       parameter_name = $data_system.words.int       parameter_value = actor.int     when 7       parameter_name = "回避"       parameter_value = actor.eva     end     self.contents.font.color = system_color     self.contents.draw_text(x, y, 120, 32, parameter_name)     self.contents.font.color = normal_color     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)   end end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #              装备窗口美化,全能力值描绘并追加新的防具装备栏 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ #============================================================================== # ■ Window_EquipRight #------------------------------------------------------------------------------ #  装备画面、显示角色现在装备的物品的窗口。 #==============================================================================   class Window_EquipRight < Window_Selectable   #--------------------------------------------------------------------------   # ● 初始化对像   #     actor : 角色   #--------------------------------------------------------------------------   def initialize(actor)     super(272, 64, 368, 256)     self.contents = Bitmap.new(width - 32, height - 32)     @actor = actor     refresh     self.index = 0   end   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     self.contents.clear     @data = []     @data.push($data_weapons[@actor.weapon_id])     @data.push($data_armors[@actor.armor1_id])     @data.push($data_armors[@actor.armor2_id])     @data.push($data_armors[@actor.armor3_id])     @data.push($data_armors[@actor.armor4_id])     @data.push($data_armors[@actor.armor5_id])     @data.push($data_armors[@actor.armor6_id])     @item_max = @data.size     self.contents.font.color = system_color     self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)     self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)     self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)     self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)     self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)     self.contents.draw_text(4, 32 * 5, 92, 32, "饰品")     self.contents.draw_text(4, 32 * 6, 92, 32, "道具")     draw_item_name(@data[0], 92, 32 * 0)     draw_item_name(@data[1], 92, 32 * 1)     draw_item_name(@data[2], 92, 32 * 2)     draw_item_name(@data[3], 92, 32 * 3)     draw_item_name(@data[4], 92, 32 * 4)     draw_item_name(@data[5], 92, 32 * 5)     draw_item_name(@data[6], 92, 32 * 6)   end end   #============================================================================== # ■ Window_EquipLeft #------------------------------------------------------------------------------ #  装备画面的、显示角色能力值变化的窗口。 #==============================================================================   class Window_EquipLeft < Window_Base   #--------------------------------------------------------------------------   # ● 初始化对像   #     actor : 角色   #--------------------------------------------------------------------------   def initialize(actor)     super(0, 64, 272, 416)     self.contents = Bitmap.new(width - 32, height - 32)     @actor = actor     refresh   end   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     self.contents.clear     draw_actor_name(@actor, 4, 0)     draw_actor_level(@actor, 4, 32)       draw_actor_parameter(@actor, 4, 64, 0)     draw_actor_parameter(@actor, 4, 96, 1)     draw_actor_parameter(@actor, 4, 128, 2)     draw_actor_parameter(@actor, 4, 160, 7)     draw_actor_parameter(@actor, 4, 192, 3)     draw_actor_parameter(@actor, 4, 224, 4)     draw_actor_parameter(@actor, 4, 256, 5)     draw_actor_parameter(@actor, 4, 288, 6)     if @new_atk != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 64, 40, 32, "→", 1)       self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color       self.contents.font.color = normal_color if @new_atk == @actor.atk       self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)     end     if @new_pdef != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 96, 40, 32, "→", 1)       self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color       self.contents.font.color = normal_color if @new_pdef == @actor.pdef       self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)     end     if @new_mdef != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 128, 40, 32, "→", 1)       self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color       self.contents.font.color = normal_color if @new_mdef == @actor.mdef       self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)     end     if @new_eva != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 160, 40, 32, "→", 1)       self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color       self.contents.font.color = normal_color if @new_eva == @actor.eva       self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)     end     if @new_str != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 192, 40, 32, "→", 1)       self.contents.font.color = @new_str>@actor.str ? up_color : down_color       self.contents.font.color = normal_color if @new_str == @actor.str       self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)     end     if @new_dex != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 224, 40, 32, "→", 1)       self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color       self.contents.font.color = normal_color if @new_dex == @actor.dex       self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)     end     if @new_agi != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 256, 40, 32, "→", 1)       self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color       self.contents.font.color = normal_color if @new_agi == @actor.agi       self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)     end     if @new_int != nil       self.contents.font.color = system_color       self.contents.draw_text(160, 288, 40, 32, "→", 1)       self.contents.font.color = @new_int>@actor.int ? up_color : down_color       self.contents.font.color = normal_color if @new_int == @actor.int       self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)     end   end   #--------------------------------------------------------------------------   # ● 变更装备后的能力值设置   #     new_atk  : 变更装备后的攻击力   #     new_pdef : 变更装备后的物理防御   #     new_mdef : 变更装备后的魔法防御   #--------------------------------------------------------------------------   def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)     if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int       @new_atk = new_atk       @new_pdef = new_pdef       @new_mdef = new_mdef       @new_eva = new_eva       @new_str = new_str       @new_dex = new_dex       @new_agi = new_agi       @new_int = new_int       refresh     end   end end #============================================================================== # ■ Window_EquipItem #------------------------------------------------------------------------------ #  装备画面、显示浏览变更装备的候补物品的窗口。 #==============================================================================   class Window_EquipItem < Window_Selectable   #--------------------------------------------------------------------------   # ● 初始化对像   #     actor      : 角色   #     equip_type : 装备部位 (0~3)   #--------------------------------------------------------------------------   def initialize(actor, equip_type)     super(272, 320, 368, 160)     @actor = actor     @equip_type = equip_type     @column_max = 1     refresh     self.active = false     self.index = -1   end   #--------------------------------------------------------------------------   # ● 项目的描绘   #     index : 项目符号   #--------------------------------------------------------------------------   def draw_item(index)     item = @data[index]     x = 4     y = index * 32     case item     when RPG::Weapon       number = $game_party.weapon_number(item.id)     when RPG::Armor       number = $game_party.armor_number(item.id)     end     bitmap = RPG::Cache.icon(item.icon_name)     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))     self.contents.font.color = normal_color     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)   end end   class Scene_Equip   #--------------------------------------------------------------------------   # ● 主处理   #--------------------------------------------------------------------------   def main     # 获取角色     @actor = $game_party.actors[@actor_index]     # 生成窗口     @help_window = Window_Help.new     @left_window = Window_EquipLeft.new(@actor)     @right_window = Window_EquipRight.new(@actor)     @item_window1 = Window_EquipItem.new(@actor, 0)     @item_window2 = Window_EquipItem.new(@actor, 1)     @item_window3 = Window_EquipItem.new(@actor, 2)     @item_window4 = Window_EquipItem.new(@actor, 3)     @item_window5 = Window_EquipItem.new(@actor, 4)     @item_window6 = Window_EquipItem.new(@actor, 5)     @item_window7 = Window_EquipItem.new(@actor, 6)     # 关联帮助窗口     @right_window.help_window = @help_window     @item_window1.help_window = @help_window     @item_window2.help_window = @help_window     @item_window3.help_window = @help_window     @item_window4.help_window = @help_window     @item_window5.help_window = @help_window     @item_window6.help_window = @help_window     @item_window7.help_window = @help_window     # 设置光标位置     @right_window.index = @equip_index     refresh     # 执行过渡     Graphics.transition     # 主循环     loop do       # 刷新游戏画面       Graphics.update       # 刷新输入信息       Input.update       # 刷新画面       update       # 如果画面切换的话的就中断循环       if $scene != self         break       end     end     # 准备过渡     Graphics.freeze     # 释放窗口     @help_window.dispose     @left_window.dispose     @right_window.dispose     @item_window1.dispose     @item_window2.dispose     @item_window3.dispose     @item_window4.dispose     @item_window5.dispose     @item_window6.dispose     @item_window7.dispose   end   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     # 设置物品窗口的可视状态     @item_window1.visible = (@right_window.index == 0)     @item_window2.visible = (@right_window.index == 1)     @item_window3.visible = (@right_window.index == 2)     @item_window4.visible = (@right_window.index == 3)     @item_window5.visible = (@right_window.index == 4)     @item_window6.visible = (@right_window.index == 5)     @item_window7.visible = (@right_window.index == 6)     # 获取当前装备中的物品     item1 = @right_window.item     # 设置当前的物品窗口到 @item_window     case @right_window.index     when 0       @item_window = @item_window1     when 1       @item_window = @item_window2     when 2       @item_window = @item_window3     when 3       @item_window = @item_window4     when 4       @item_window = @item_window5     when 5       @item_window = @item_window6     when 6       @item_window = @item_window7     end     # 右窗口被激活的情况下     if @right_window.active       # 删除变更装备后的能力     ###############################################################       @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)     end     # 物品窗口被激活的情况下     if @item_window.active       # 获取现在选中的物品       item2 = @item_window.item       # 变更装备       last_hp = @actor.hp       last_sp = @actor.sp       @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)     ###############################################################       # 获取变更装备后的能力值       new_atk = @actor.atk       new_pdef = @actor.pdef       new_mdef = @actor.mdef       new_eva = @actor.eva       new_str = @actor.str       new_dex = @actor.dex       new_agi = @actor.agi       new_int = @actor.int       # 返回到装备       @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)       @actor.hp = last_hp       @actor.sp = last_sp       # 描画左窗口     ###############################################################       @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)     ###############################################################     end   end end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #              状态窗口美化,全防具装备栏描绘 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ #============================================================================== # ■ Window_Status #------------------------------------------------------------------------------ #  显示状态画面、完全规格的状态窗口。 #==============================================================================   class Window_Status < Window_Base   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     self.contents.clear     draw_actor_graphic(@actor, 40, 112)     draw_actor_name(@actor, 4, 0)     draw_actor_class(@actor, 4 + 144, 0)     draw_actor_level(@actor, 96, 32)     draw_actor_state(@actor, 96, 64)     draw_actor_hp(@actor, 96, 112, 172)     draw_actor_sp(@actor, 96, 144, 172)     draw_actor_parameter(@actor, 96, 192, 0)     draw_actor_parameter(@actor, 96, 224, 1)     draw_actor_parameter(@actor, 96, 256, 2)     draw_actor_parameter(@actor, 96, 304, 3)     draw_actor_parameter(@actor, 96, 336, 4)     draw_actor_parameter(@actor, 96, 368, 5)     draw_actor_parameter(@actor, 96, 400, 6)     self.contents.font.color = system_color     self.contents.draw_text(320, 48, 80, 32, "EXP")     self.contents.draw_text(320, 80, 80, 32, "NEXT")     self.contents.font.color = normal_color     self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)     self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)     self.contents.font.color = system_color     self.contents.draw_text(320, 160, 96, 32, "装备")     draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)     draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)     draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)     draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)     draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)     draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)     draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)   end   def dummy     self.contents.font.color = system_color     self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)     self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)     self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)     self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)     self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)     draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)     draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)     draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)     draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)     draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)   end end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # #              商店购买窗口美化,增加对新装备位置的描述 # # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ #============================================================================== # ■ Window_ShopStatus #------------------------------------------------------------------------------ #  商店画面、显示物品所持数与角色装备的窗口。 #==============================================================================   class Window_ShopStatus < Window_Base   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     self.contents.clear     if @item == nil       return     end     case @item     when RPG::Item       number = $game_party.item_number(@item.id)     when RPG::Weapon       number = $game_party.weapon_number(@item.id)     when RPG::Armor       number = $game_party.armor_number(@item.id)     end     self.contents.font.color = system_color     self.contents.draw_text(4, 0, 200, 32, "所持数")     self.contents.font.color = normal_color     self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)     if @item.is_a?(RPG::Item)       return     end     # 添加装备品信息     for i in 0...$game_party.actors.size       # 获取角色       actor = $game_party.actors[i]       # 可以装备为普通文字颜色、不能装备设置为无效文字颜色       if actor.equippable?(@item)         self.contents.font.color = normal_color       else         self.contents.font.color = disabled_color       end       # 描绘角色名字       self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)       # 获取当前的装备品       if @item.is_a?(RPG::Weapon)         item1 = $data_weapons[actor.weapon_id]       elsif @item.kind == 0         item1 = $data_armors[actor.armor1_id]       elsif @item.kind == 1         item1 = $data_armors[actor.armor2_id]       elsif @item.kind == 2         item1 = $data_armors[actor.armor3_id]       elsif @item.kind == 3         item1 = $data_armors[actor.armor4_id]       elsif @item.kind == 4         item1 = $data_armors[actor.armor5_id]       else# if @item.kind == 5         item1 = $data_armors[actor.armor6_id]       end       # 可以装备的情况       if actor.equippable?(@item)         # 武器的情况         if @item.is_a?(RPG::Weapon)           atk1 = item1 != nil ? item1.atk : 0           atk2 = @item != nil ? @item.atk : 0           change = atk2 - atk1         end         # 防具的情况         if @item.is_a?(RPG::Armor)           pdef1 = item1 != nil ? item1.pdef : 0           mdef1 = item1 != nil ? item1.mdef : 0           pdef2 = @item != nil ? @item.pdef : 0           mdef2 = @item != nil ? @item.mdef : 0           change = pdef2 - pdef1 + mdef2 - mdef1         end         # 描绘能力值变化         self.contents.draw_text(124, 64 + 64 * i, 112, 32,           sprintf("%+d", change), 2)       end       # 描绘物品       if item1 != nil         x = 4         y = 64 + 64 * i + 32         bitmap = RPG::Cache.icon(item1.icon_name)         opacity = self.contents.font.color == normal_color ? 255 : 128         self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)         self.contents.draw_text(x + 28, y, 212, 32, item1.name)       end     end   end end 
 
 # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#                                防具类追加  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
module RPG  
  class Armor  
    def name  
      name = @name.split(/,/)[0]  
      return name != nil ? name : ''  
    end  
    def kind   
      kind  = @name.split(/,/)[1]  
      return kind  != nil ? kind.to_i : @kind  
    end  
  end  
end  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#                  Game_Actor添加新的防具ID,并对相关方法修正  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
class Game_Actor < Game_Battler  
  attr_reader   :armor5_id                # 佩戴 ID  
  attr_reader   :armor6_id                # 道具 ID  
  #--------------------------------------------------------------------------  
  # ● 设置  
  #     actor_id : 角色 ID  
  #--------------------------------------------------------------------------  
  alias old_setup setup  
  def setup(actor_id)  
    old_setup(actor_id)  
    @armor5_id = 0  
    @armor6_id = 0  
    update_auto_state(nil, $data_armors[@armor5_id])  
    update_auto_state(nil, $data_armors[@armor6_id])  
  end  
  #--------------------------------------------------------------------------  
  # ● 取得属性修正值  
  #     element_id : 属性 ID  
  #--------------------------------------------------------------------------  
  def element_rate(element_id)  
    # 获取对应属性有效度的数值  
    table = [0,200,150,100,50,0,-100]  
    result = table[$data_classes[@class_id].element_ranks[element_id]]  
    # 防具能防御本属性的情况下效果减半  
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]  
      armor = $data_armors[i]  
      if armor != nil and armor.guard_element_set.include?(element_id)  
        result /= 2  
      end  
    end  
    # 状态能防御本属性的情况下效果减半  
    for i in @states  
      if $data_states[i].guard_element_set.include?(element_id)  
        result /= 2  
      end  
    end  
    # 过程结束  
    return result  
  end  
  #--------------------------------------------------------------------------  
  # ● 判定防御属性  
  #     state_id : 属性 ID  
  #--------------------------------------------------------------------------  
  def state_guard?(state_id)  
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]  
      armor = $data_armors[i]  
      if armor != nil  
        if armor.guard_state_set.include?(state_id)  
          return true  
        end  
      end  
    end  
    return false  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本力量  
  #--------------------------------------------------------------------------  
  def base_str  
    n = $data_actors[@actor_id].parameters[2, @level]  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    n += weapon != nil ? weapon.str_plus : 0  
    n += armor1 != nil ? armor1.str_plus : 0  
    n += armor2 != nil ? armor2.str_plus : 0  
    n += armor3 != nil ? armor3.str_plus : 0  
    n += armor4 != nil ? armor4.str_plus : 0  
    n += armor5 != nil ? armor5.str_plus : 0  
    n += armor6 != nil ? armor6.str_plus : 0  
    return [[n, 1].max, 999].min  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本灵巧  
  #--------------------------------------------------------------------------  
  def base_dex  
    n = $data_actors[@actor_id].parameters[3, @level]  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    n += weapon != nil ? weapon.dex_plus : 0  
    n += armor1 != nil ? armor1.dex_plus : 0  
    n += armor2 != nil ? armor2.dex_plus : 0  
    n += armor3 != nil ? armor3.dex_plus : 0  
    n += armor4 != nil ? armor4.dex_plus : 0  
    n += armor5 != nil ? armor5.dex_plus : 0  
    n += armor6 != nil ? armor6.dex_plus : 0  
    return [[n, 1].max, 999].min  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本速度  
  #--------------------------------------------------------------------------  
  def base_agi  
    n = $data_actors[@actor_id].parameters[4, @level]  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    n += weapon != nil ? weapon.agi_plus : 0  
    n += armor1 != nil ? armor1.agi_plus : 0  
    n += armor2 != nil ? armor2.agi_plus : 0  
    n += armor3 != nil ? armor3.agi_plus : 0  
    n += armor4 != nil ? armor4.agi_plus : 0  
    n += armor5 != nil ? armor5.agi_plus : 0  
    n += armor6 != nil ? armor6.agi_plus : 0  
    return [[n, 1].max, 999].min  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本魔力  
  #--------------------------------------------------------------------------  
  def base_int  
    n = $data_actors[@actor_id].parameters[5, @level]  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    n += weapon != nil ? weapon.int_plus : 0  
    n += armor1 != nil ? armor1.int_plus : 0  
    n += armor2 != nil ? armor2.int_plus : 0  
    n += armor3 != nil ? armor3.int_plus : 0  
    n += armor4 != nil ? armor4.int_plus : 0  
    n += armor5 != nil ? armor5.int_plus : 0  
    n += armor6 != nil ? armor6.int_plus : 0  
    return [[n, 1].max, 999].min  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本物理防御  
  #--------------------------------------------------------------------------  
  def base_pdef  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    pdef1 = weapon != nil ? weapon.pdef : 0  
    pdef2 = armor1 != nil ? armor1.pdef : 0  
    pdef3 = armor2 != nil ? armor2.pdef : 0  
    pdef4 = armor3 != nil ? armor3.pdef : 0  
    pdef5 = armor4 != nil ? armor4.pdef : 0  
    pdef6 = armor5 != nil ? armor5.pdef : 0  
    pdef7 = armor6 != nil ? armor6.pdef : 0  
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本魔法防御  
  #--------------------------------------------------------------------------  
  def base_mdef  
    weapon = $data_weapons[@weapon_id]  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    mdef1 = weapon != nil ? weapon.mdef : 0  
    mdef2 = armor1 != nil ? armor1.mdef : 0  
    mdef3 = armor2 != nil ? armor2.mdef : 0  
    mdef4 = armor3 != nil ? armor3.mdef : 0  
    mdef5 = armor4 != nil ? armor4.mdef : 0  
    mdef6 = armor5 != nil ? armor5.mdef : 0  
    mdef7 = armor6 != nil ? armor6.mdef : 0  
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7  
  end  
  #--------------------------------------------------------------------------  
  # ● 获取基本回避修正  
  #--------------------------------------------------------------------------  
  def base_eva  
    armor1 = $data_armors[@armor1_id]  
    armor2 = $data_armors[@armor2_id]  
    armor3 = $data_armors[@armor3_id]  
    armor4 = $data_armors[@armor4_id]  
    armor5 = $data_armors[@armor5_id]  
    armor6 = $data_armors[@armor6_id]  
    eva1 = armor1 != nil ? armor1.eva : 0  
    eva2 = armor2 != nil ? armor2.eva : 0  
    eva3 = armor3 != nil ? armor3.eva : 0  
    eva4 = armor4 != nil ? armor4.eva : 0  
    eva5 = armor5 != nil ? armor5.eva : 0  
    eva6 = armor6 != nil ? armor6.eva : 0  
    return eva1 + eva2 + eva3 + eva4 + eva5 + eva6  
  end  
  #--------------------------------------------------------------------------  
  # ● 装备固定判定  
  #     equip_type : 装备类型  
  #--------------------------------------------------------------------------  
  def equip_fix?(equip_type)  
    case equip_type  
    when 0  # 武器  
      return $data_actors[@actor_id].weapon_fix  
    when 1  # 盾  
      return $data_actors[@actor_id].armor1_fix  
    when 2  # 头  
      return $data_actors[@actor_id].armor2_fix  
    when 3  # 身体  
      return $data_actors[@actor_id].armor3_fix  
    when 4  # 道具  
      return $data_actors[@actor_id].armor4_fix  
    end  
    return false  
  end  
  #--------------------------------------------------------------------------  
  # ● 变更装备  
  #     equip_type : 装备类型  
  #     id    : 武器 or 防具 ID  (0 为解除装备)  
  #--------------------------------------------------------------------------  
  def equip(equip_type, id)  
    case equip_type  
    when 0  # 武器  
      if id == 0 or $game_party.weapon_number(id) > 0  
        $game_party.gain_weapon(@weapon_id, 1)  
        @weapon_id = id  
        $game_party.lose_weapon(id, 1)  
      end  
    when 1  # 盾  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor1_id], $data_armors[id])  
        $game_party.gain_armor(@armor1_id, 1)  
        @armor1_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    when 2  # 头  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor2_id], $data_armors[id])  
        $game_party.gain_armor(@armor2_id, 1)  
        @armor2_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    when 3  # 身体  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor3_id], $data_armors[id])  
        $game_party.gain_armor(@armor3_id, 1)  
        @armor3_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    when 4  # 道具  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor4_id], $data_armors[id])  
        $game_party.gain_armor(@armor4_id, 1)  
        @armor4_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    when 5  # 装饰品  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor5_id], $data_armors[id])  
        $game_party.gain_armor(@armor5_id, 1)  
        @armor5_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    when 6  # 道具  
      if id == 0 or $game_party.armor_number(id) > 0  
        update_auto_state($data_armors[@armor6_id], $data_armors[id])  
        $game_party.gain_armor(@armor6_id, 1)  
        @armor6_id = id  
        $game_party.lose_armor(id, 1)  
      end  
    end  
  end  
  #--------------------------------------------------------------------------  
  # ● 更改职业 ID  
  #     class_id : 新的职业 ID  
  #--------------------------------------------------------------------------  
  def class_id=(class_id)  
    if $data_classes[class_id] != nil  
      @class_id = class_id  
      # 避开无法装备的物品  
      unless equippable?($data_weapons[@weapon_id])  
        equip(0, 0)  
      end  
      unless equippable?($data_armors[@armor1_id])  
        equip(1, 0)  
      end  
      unless equippable?($data_armors[@armor2_id])  
        equip(2, 0)  
      end  
      unless equippable?($data_armors[@armor3_id])  
        equip(3, 0)  
      end  
      unless equippable?($data_armors[@armor4_id])  
        equip(4, 0)  
      end  
      unless equippable?($data_armors[@armor5_id])  
        equip(5, 0)  
      end  
      unless equippable?($data_armors[@armor6_id])  
        equip(6, 0)  
      end  
    end  
  end  
end  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#              Window_Base美化,增加属性增减颜色,及全能力值描绘  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#==============================================================================  
# ■ Window_Base  
#------------------------------------------------------------------------------  
#  游戏中全部窗口的超级类。  
#==============================================================================  
   
class Window_Base < Window  
  ################## 属性增减颜色 ##############################  
  def up_color  
    return Color.new(255, 0, 0)  
  end  
  def down_color  
    return Color.new(0, 255, 0)  
  end  
  #--------------------------------------------------------------------------  
  # ● 描绘能力值  
  #     actor : 角色  
  #     x     : 描画目标 X 坐标  
  #     y     : 描画目标 Y 坐标  
  #     type  : 能力值种类 (0~6)  
  #--------------------------------------------------------------------------  
  def draw_actor_parameter(actor, x, y, type)  
    case type  
    when 0  
      parameter_name = $data_system.words.atk  
      parameter_value = actor.atk  
    when 1  
      parameter_name = $data_system.words.pdef  
      parameter_value = actor.pdef  
    when 2  
      parameter_name = $data_system.words.mdef  
      parameter_value = actor.mdef  
    when 3  
      parameter_name = $data_system.words.str  
      parameter_value = actor.str  
    when 4  
      parameter_name = $data_system.words.dex  
      parameter_value = actor.dex  
    when 5  
      parameter_name = $data_system.words.agi  
      parameter_value = actor.agi  
    when 6  
      parameter_name = $data_system.words.int  
      parameter_value = actor.int  
    when 7  
      parameter_name = "回避"  
      parameter_value = actor.eva  
    end  
    self.contents.font.color = system_color  
    self.contents.draw_text(x, y, 120, 32, parameter_name)  
    self.contents.font.color = normal_color  
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)  
  end  
end  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#              装备窗口美化,全能力值描绘并追加新的防具装备栏  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#==============================================================================  
# ■ Window_EquipRight  
#------------------------------------------------------------------------------  
#  装备画面、显示角色现在装备的物品的窗口。  
#==============================================================================  
   
class Window_EquipRight < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 初始化对像  
  #     actor : 角色  
  #--------------------------------------------------------------------------  
  def initialize(actor)  
    super(272, 64, 368, 256)  
    self.contents = Bitmap.new(width - 32, height - 32)  
    @actor = actor  
    refresh  
    self.index = 0  
  end  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    self.contents.clear  
    @data = []  
    @data.push($data_weapons[@actor.weapon_id])  
    @data.push($data_armors[@actor.armor1_id])  
    @data.push($data_armors[@actor.armor2_id])  
    @data.push($data_armors[@actor.armor3_id])  
    @data.push($data_armors[@actor.armor4_id])  
    @data.push($data_armors[@actor.armor5_id])  
    @data.push($data_armors[@actor.armor6_id])  
    @item_max = @data.size  
    self.contents.font.color = system_color  
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)  
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)  
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)  
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)  
    self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)  
    self.contents.draw_text(4, 32 * 5, 92, 32, "饰品")  
    self.contents.draw_text(4, 32 * 6, 92, 32, "道具")  
    draw_item_name(@data[0], 92, 32 * 0)  
    draw_item_name(@data[1], 92, 32 * 1)  
    draw_item_name(@data[2], 92, 32 * 2)  
    draw_item_name(@data[3], 92, 32 * 3)  
    draw_item_name(@data[4], 92, 32 * 4)  
    draw_item_name(@data[5], 92, 32 * 5)  
    draw_item_name(@data[6], 92, 32 * 6)  
  end  
end  
   
#==============================================================================  
# ■ Window_EquipLeft  
#------------------------------------------------------------------------------  
#  装备画面的、显示角色能力值变化的窗口。  
#==============================================================================  
   
class Window_EquipLeft < Window_Base  
  #--------------------------------------------------------------------------  
  # ● 初始化对像  
  #     actor : 角色  
  #--------------------------------------------------------------------------  
  def initialize(actor)  
    super(0, 64, 272, 416)  
    self.contents = Bitmap.new(width - 32, height - 32)  
    @actor = actor  
    refresh  
  end  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    self.contents.clear  
    draw_actor_name(@actor, 4, 0)  
    draw_actor_level(@actor, 4, 32)  
   
    draw_actor_parameter(@actor, 4, 64, 0)  
    draw_actor_parameter(@actor, 4, 96, 1)  
    draw_actor_parameter(@actor, 4, 128, 2)  
    draw_actor_parameter(@actor, 4, 160, 7)  
    draw_actor_parameter(@actor, 4, 192, 3)  
    draw_actor_parameter(@actor, 4, 224, 4)  
    draw_actor_parameter(@actor, 4, 256, 5)  
    draw_actor_parameter(@actor, 4, 288, 6)  
    if @new_atk != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 64, 40, 32, "→", 1)  
      self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color  
      self.contents.font.color = normal_color if @new_atk == @actor.atk  
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)  
    end  
    if @new_pdef != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 96, 40, 32, "→", 1)  
      self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color  
      self.contents.font.color = normal_color if @new_pdef == @actor.pdef  
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)  
    end  
    if @new_mdef != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 128, 40, 32, "→", 1)  
      self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color  
      self.contents.font.color = normal_color if @new_mdef == @actor.mdef  
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)  
    end  
    if @new_eva != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 160, 40, 32, "→", 1)  
      self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color  
      self.contents.font.color = normal_color if @new_eva == @actor.eva  
      self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)  
    end  
    if @new_str != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 192, 40, 32, "→", 1)  
      self.contents.font.color = @new_str>@actor.str ? up_color : down_color  
      self.contents.font.color = normal_color if @new_str == @actor.str  
      self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)  
    end  
    if @new_dex != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 224, 40, 32, "→", 1)  
      self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color  
      self.contents.font.color = normal_color if @new_dex == @actor.dex  
      self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)  
    end  
    if @new_agi != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 256, 40, 32, "→", 1)  
      self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color  
      self.contents.font.color = normal_color if @new_agi == @actor.agi  
      self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)  
    end  
    if @new_int != nil  
      self.contents.font.color = system_color  
      self.contents.draw_text(160, 288, 40, 32, "→", 1)  
      self.contents.font.color = @new_int>@actor.int ? up_color : down_color  
      self.contents.font.color = normal_color if @new_int == @actor.int  
      self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)  
    end  
  end  
  #--------------------------------------------------------------------------  
  # ● 变更装备后的能力值设置  
  #     new_atk  : 变更装备后的攻击力  
  #     new_pdef : 变更装备后的物理防御  
  #     new_mdef : 变更装备后的魔法防御  
  #--------------------------------------------------------------------------  
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)  
    if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int  
      @new_atk = new_atk  
      @new_pdef = new_pdef  
      @new_mdef = new_mdef  
      @new_eva = new_eva  
      @new_str = new_str  
      @new_dex = new_dex  
      @new_agi = new_agi  
      @new_int = new_int  
      refresh  
    end  
  end  
end  
#==============================================================================  
# ■ Window_EquipItem  
#------------------------------------------------------------------------------  
#  装备画面、显示浏览变更装备的候补物品的窗口。  
#==============================================================================  
   
class Window_EquipItem < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 初始化对像  
  #     actor      : 角色  
  #     equip_type : 装备部位 (0~3)  
  #--------------------------------------------------------------------------  
  def initialize(actor, equip_type)  
    super(272, 320, 368, 160)  
    @actor = actor  
    @equip_type = equip_type  
    @column_max = 1  
    refresh  
    self.active = false  
    self.index = -1  
  end  
  #--------------------------------------------------------------------------  
  # ● 项目的描绘  
  #     index : 项目符号  
  #--------------------------------------------------------------------------  
  def draw_item(index)  
    item = @data[index]  
    x = 4  
    y = index * 32  
    case item  
    when RPG::Weapon  
      number = $game_party.weapon_number(item.id)  
    when RPG::Armor  
      number = $game_party.armor_number(item.id)  
    end  
    bitmap = RPG::Cache.icon(item.icon_name)  
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))  
    self.contents.font.color = normal_color  
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)  
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)  
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)  
  end  
end  
   
class Scene_Equip  
  #--------------------------------------------------------------------------  
  # ● 主处理  
  #--------------------------------------------------------------------------  
  def main  
    # 获取角色  
    @actor = $game_party.actors[@actor_index]  
    # 生成窗口  
    @help_window = Window_Help.new  
    @left_window = Window_EquipLeft.new(@actor)  
    @right_window = Window_EquipRight.new(@actor)  
    @item_window1 = Window_EquipItem.new(@actor, 0)  
    @item_window2 = Window_EquipItem.new(@actor, 1)  
    @item_window3 = Window_EquipItem.new(@actor, 2)  
    @item_window4 = Window_EquipItem.new(@actor, 3)  
    @item_window5 = Window_EquipItem.new(@actor, 4)  
    @item_window6 = Window_EquipItem.new(@actor, 5)  
    @item_window7 = Window_EquipItem.new(@actor, 6)  
    # 关联帮助窗口  
    @right_window.help_window = @help_window  
    @item_window1.help_window = @help_window  
    @item_window2.help_window = @help_window  
    @item_window3.help_window = @help_window  
    @item_window4.help_window = @help_window  
    @item_window5.help_window = @help_window  
    @item_window6.help_window = @help_window  
    @item_window7.help_window = @help_window  
    # 设置光标位置  
    @right_window.index = @equip_index  
    refresh  
    # 执行过渡  
    Graphics.transition  
    # 主循环  
    loop do  
      # 刷新游戏画面  
      Graphics.update  
      # 刷新输入信息  
      Input.update  
      # 刷新画面  
      update  
      # 如果画面切换的话的就中断循环  
      if $scene != self  
        break  
      end  
    end  
    # 准备过渡  
    Graphics.freeze  
    # 释放窗口  
    @help_window.dispose  
    @left_window.dispose  
    @right_window.dispose  
    @item_window1.dispose  
    @item_window2.dispose  
    @item_window3.dispose  
    @item_window4.dispose  
    @item_window5.dispose  
    @item_window6.dispose  
    @item_window7.dispose  
  end  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    # 设置物品窗口的可视状态  
    @item_window1.visible = (@right_window.index == 0)  
    @item_window2.visible = (@right_window.index == 1)  
    @item_window3.visible = (@right_window.index == 2)  
    @item_window4.visible = (@right_window.index == 3)  
    @item_window5.visible = (@right_window.index == 4)  
    @item_window6.visible = (@right_window.index == 5)  
    @item_window7.visible = (@right_window.index == 6)  
    # 获取当前装备中的物品  
    item1 = @right_window.item  
    # 设置当前的物品窗口到 @item_window  
    case @right_window.index  
    when 0  
      @item_window = @item_window1  
    when 1  
      @item_window = @item_window2  
    when 2  
      @item_window = @item_window3  
    when 3  
      @item_window = @item_window4  
    when 4  
      @item_window = @item_window5  
    when 5  
      @item_window = @item_window6  
    when 6  
      @item_window = @item_window7  
    end  
    # 右窗口被激活的情况下  
    if @right_window.active  
      # 删除变更装备后的能力  
    ###############################################################  
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)  
    end  
    # 物品窗口被激活的情况下  
    if @item_window.active  
      # 获取现在选中的物品  
      item2 = @item_window.item  
      # 变更装备  
      last_hp = @actor.hp  
      last_sp = @actor.sp  
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)  
    ###############################################################  
      # 获取变更装备后的能力值  
      new_atk = @actor.atk  
      new_pdef = @actor.pdef  
      new_mdef = @actor.mdef  
      new_eva = @actor.eva  
      new_str = @actor.str  
      new_dex = @actor.dex  
      new_agi = @actor.agi  
      new_int = @actor.int  
      # 返回到装备  
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)  
      @actor.hp = last_hp  
      @actor.sp = last_sp  
      # 描画左窗口  
    ###############################################################  
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)  
    ###############################################################  
    end  
  end  
end  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#              状态窗口美化,全防具装备栏描绘  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#==============================================================================  
# ■ Window_Status  
#------------------------------------------------------------------------------  
#  显示状态画面、完全规格的状态窗口。  
#==============================================================================  
   
class Window_Status < Window_Base  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    self.contents.clear  
    draw_actor_graphic(@actor, 40, 112)  
    draw_actor_name(@actor, 4, 0)  
    draw_actor_class(@actor, 4 + 144, 0)  
    draw_actor_level(@actor, 96, 32)  
    draw_actor_state(@actor, 96, 64)  
    draw_actor_hp(@actor, 96, 112, 172)  
    draw_actor_sp(@actor, 96, 144, 172)  
    draw_actor_parameter(@actor, 96, 192, 0)  
    draw_actor_parameter(@actor, 96, 224, 1)  
    draw_actor_parameter(@actor, 96, 256, 2)  
    draw_actor_parameter(@actor, 96, 304, 3)  
    draw_actor_parameter(@actor, 96, 336, 4)  
    draw_actor_parameter(@actor, 96, 368, 5)  
    draw_actor_parameter(@actor, 96, 400, 6)  
    self.contents.font.color = system_color  
    self.contents.draw_text(320, 48, 80, 32, "EXP")  
    self.contents.draw_text(320, 80, 80, 32, "NEXT")  
    self.contents.font.color = normal_color  
    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)  
    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)  
    self.contents.font.color = system_color  
    self.contents.draw_text(320, 160, 96, 32, "装备")  
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)  
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)  
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)  
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)  
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)  
    draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)  
    draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)  
  end  
  def dummy  
    self.contents.font.color = system_color  
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)  
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)  
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)  
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)  
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)  
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)  
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)  
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)  
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)  
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)  
  end  
end  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#  
#              商店购买窗口美化,增加对新装备位置的描述  
#  
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★  
#==============================================================================  
# ■ Window_ShopStatus  
#------------------------------------------------------------------------------  
#  商店画面、显示物品所持数与角色装备的窗口。  
#==============================================================================  
   
class Window_ShopStatus < Window_Base  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    self.contents.clear  
    if @item == nil  
      return  
    end  
    case @item  
    when RPG::Item  
      number = $game_party.item_number(@item.id)  
    when RPG::Weapon  
      number = $game_party.weapon_number(@item.id)  
    when RPG::Armor  
      number = $game_party.armor_number(@item.id)  
    end  
    self.contents.font.color = system_color  
    self.contents.draw_text(4, 0, 200, 32, "所持数")  
    self.contents.font.color = normal_color  
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)  
    if @item.is_a?(RPG::Item)  
      return  
    end  
    # 添加装备品信息  
    for i in 0...$game_party.actors.size  
      # 获取角色  
      actor = $game_party.actors[i]  
      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色  
      if actor.equippable?(@item)  
        self.contents.font.color = normal_color  
      else  
        self.contents.font.color = disabled_color  
      end  
      # 描绘角色名字  
      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)  
      # 获取当前的装备品  
      if @item.is_a?(RPG::Weapon)  
        item1 = $data_weapons[actor.weapon_id]  
      elsif @item.kind == 0  
        item1 = $data_armors[actor.armor1_id]  
      elsif @item.kind == 1  
        item1 = $data_armors[actor.armor2_id]  
      elsif @item.kind == 2  
        item1 = $data_armors[actor.armor3_id]  
      elsif @item.kind == 3  
        item1 = $data_armors[actor.armor4_id]  
      elsif @item.kind == 4  
        item1 = $data_armors[actor.armor5_id]  
      else# if @item.kind == 5  
        item1 = $data_armors[actor.armor6_id]  
      end  
      # 可以装备的情况  
      if actor.equippable?(@item)  
        # 武器的情况  
        if @item.is_a?(RPG::Weapon)  
          atk1 = item1 != nil ? item1.atk : 0  
          atk2 = @item != nil ? @item.atk : 0  
          change = atk2 - atk1  
        end  
        # 防具的情况  
        if @item.is_a?(RPG::Armor)  
          pdef1 = item1 != nil ? item1.pdef : 0  
          mdef1 = item1 != nil ? item1.mdef : 0  
          pdef2 = @item != nil ? @item.pdef : 0  
          mdef2 = @item != nil ? @item.mdef : 0  
          change = pdef2 - pdef1 + mdef2 - mdef1  
        end  
        # 描绘能力值变化  
        self.contents.draw_text(124, 64 + 64 * i, 112, 32,  
          sprintf("%+d", change), 2)  
      end  
      # 描绘物品  
      if item1 != nil  
        x = 4  
        y = 64 + 64 * i + 32  
        bitmap = RPG::Cache.icon(item1.icon_name)  
        opacity = self.contents.font.color == normal_color ? 255 : 128  
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)  
        self.contents.draw_text(x + 28, y, 212, 32, item1.name)  
      end  
    end  
  end  
end  
 
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