Project1
标题:
找人修改一下装备装备扩展脚本
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作者:
flzt5354
时间:
2009-8-9 22:42
标题:
找人修改一下装备装备扩展脚本
本帖最后由 flzt5354 于 2009-8-16 12:43 编辑
首先放上脚本:
装备扩展.rar
(194.49 KB, 下载次数: 121)
2009-8-9 22:42 上传
点击文件名下载附件
说损坏的.是可以修复的,怎样修复,置顶有教
正题
===============================================
如图
1.jpg
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2009-8-9 22:42 上传
这是购买装备时的图片
再看
2.jpg
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2009-8-9 22:42 上传
这是自己装备装备时候的图片
看见红色框框了吗
我就想在购买装备的时候
有这红色框框出现
替换了原来的框框
,不知道难做不?
作者:
上帝的眼睛
时间:
2009-8-10 08:18
做是不大难做,修改下窗口就行了,问题是:你能把那么占面积的说明塞到那么小的一个窗口么?自己排排版试试
如果想修改的话,修改这个就好了
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# 商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
复制代码
作者:
hitlerson
时间:
2009-8-10 08:51
可以参照WINDOW_HELP的脚本,弹出一个WINDOW的页面显示此信息
作者:
flzt5354
时间:
2009-8-10 11:27
那么..能不能修改下
使购买物品时
显示的不只是+24
显示+24魔法防御呢
作者:
flzt5354
时间:
2009-8-10 20:01
自顶
作者:
「旅」
时间:
2009-8-11 08:28
貌似里面+24是全部能力变化的数值,需要改的话可能不够空间- -b
作者:
flzt5354
时间:
2009-8-11 11:06
囧,
那个请问能用弹出窗口实现吗
作者:
flzt5354
时间:
2009-8-11 17:59
沉了就要浮起来
作者:
flzt5354
时间:
2009-8-11 21:02
力拔山河气盖世
岂会贴子顶不起
作者:
柳飛鷹
时间:
2009-8-16 12:35
LZ看看这个
#==============================================================================
# ■ 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
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(368, 128, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 16
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● 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
j = 70
self.contents.draw_text(0, 32 + j * 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]
else
item1 = $data_armors[actor.armor4_id]
end
# 可以装备的情况
#if actor.equippable?(@item)
# 武器的情况
i += 1
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
pdef1 = item1 != nil ? item1.pdef : 0
pdef2 = @item != nil ? @item.pdef : 0
str1 = item1 != nil ? item1.str_plus : 0
str2 = @item != nil ? @item.str_plus : 0
dex1 = item1 != nil ? item1.dex_plus : 0
dex2 = @item != nil ? @item.dex_plus : 0
agi1 = item1 != nil ? item1.agi_plus : 0
agi2 = @item != nil ? @item.agi_plus : 0
int1 = item1 != nil ? item1.int_plus : 0
int2 = @item != nil ? @item.int_plus : 0
@atk = atk2 - atk1
@str = str2 - str1
@dex = dex2 - dex1
@agi = agi2 - agi1
@int = int2 - int1
@pdef = pdef2 - pdef1
x = -16
self.contents.draw_text(80*0, x+j * i, 112, 32,"攻击",0)
self.contents.draw_text(80*1, x+j * i, 112, 32,"力量",0)
self.contents.draw_text(80*2, x+j * i, 112, 32,"速度",0)
self.contents.draw_text(80*0, x+j * i+16, 112, 32,"敏捷",0)
self.contents.draw_text(80*1, x+j * i+16, 112, 32,"魔力",0)
self.contents.draw_text(80*2, x+j * i+16, 112, 32,"防御",0)
#---------------------------------------------------------------------
q=40-10
if atk2 >= atk1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if str2 >= str1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if dex2 >= dex1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if agi2 >= agi1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if int2 >= int1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if pdef2 >= pdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
self.contents.font.color = Color.new(159,251,162,255)
q=50
self.contents.draw_text(80*0+q, x+j * i, 112, 32,@atk.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,@str.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,@dex.abs.to_s,0)
#---------------------------------------------------------------------
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,@agi.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,@int.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,@pdef.abs.to_s,0)
end
# 防具的情况
if @item.is_a?(RPG::Armor)
str1 = item1 != nil ? item1.str_plus : 0
str2 = @item != nil ? @item.str_plus : 0
dex1 = item1 != nil ? item1.dex_plus : 0
dex2 = @item != nil ? @item.dex_plus : 0
agi1 = item1 != nil ? item1.agi_plus : 0
agi2 = @item != nil ? @item.agi_plus : 0
int1 = item1 != nil ? item1.int_plus : 0
int2 = @item != nil ? @item.int_plus : 0
pdef1 = item1 != nil ? item1.pdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
mdef2 = @item != nil ? @item.mdef : 0
@str = str2 - str1
@dex = dex2 - dex1
@agi = agi2 - agi1
@int = int2 - int1
@pdef = pdef2 - pdef1
@mdef = mdef2 - mdef1
x=-16
self.contents.draw_text(80*0, x+j * i, 112, 32,"力量",0)
self.contents.draw_text(80*1, x+j * i, 112, 32,"速度",0)
self.contents.draw_text(80*2, x+j * i, 112, 32,"敏捷",0)
self.contents.draw_text(80*0, x+j * i+16, 112, 32,"魔力",0)
self.contents.draw_text(80*1, x+j * i+16, 112, 32,"防御",0)
self.contents.draw_text(80*2, x+j * i+16, 112, 32,"魔御",0)
#---------------------------------------------------------------------
q=30
if str2 >= str1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if dex2 >= dex1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if agi2 >= agi1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if int2 >= int1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
q=40-10
if pdef2 >= pdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if mdef2 >= mdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
self.contents.font.color = Color.new(159,251,162,255)
q=50
self.contents.draw_text(80*0+q, x+j * i, 112, 32,@str.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,@dex.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,@agi.abs.to_s,0)
#---------------------------------------------------------------------
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,@int.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,@pdef.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,@mdef.abs.to_s,0)
end
end
self.contents.font.color = normal_color
i -= 1
#self.contents.font.size = 22
# 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
#--------------------------------------------------------------------------
# ● 设置物品
# item : 新的物品
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
复制代码
作者:
flzt5354
时间:
2009-8-16 12:42
很好,非常感谢
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