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本人是魔力单击革命版的制作者~~
为了一个梦想,所以投身魔力单机的制作已经3年了~~
但是脚本方面还是很弱~~~
目前遇到了问题~~
跪求各位大大帮忙解决。我现在有两个脚本,请问如何整合成一个?
一个是高级物品显示脚本。
另外一个是高级物品分类脚本~~
脚本如下~~
高级物品显示脚本:
#-----------------------------------------------------------------------------
#脚本-小泡(特别感谢小泡前辈和夏娜前辈,但是现在找不到他。)
#-----------------------------------------------------------------------------
class Window_Item < Window_Selectable
def initialize
super(200, 82, 280, 230)
@column_max = 5
refresh
self.index = 0
self.back_opacity=0
self.opacity=0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 48)
self.contents.font.size = 17
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
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
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 5 * (288 - 238)
y = index / 5 * 48
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x-5, y + 4, bitmap, Rect.new(0, 0, 48, 48), opacity)
self.contents.font.size = 13
self.contents.font.color = Color.new(0, 0, 0, 140)
self.contents.draw_text(x + 12, y + 19, 24, 48, number.to_s, 2)
self.contents.draw_text(x + 11, y + 20, 24, 48, number.to_s, 2)
self.contents.draw_text(x + 13, y + 20, 24, 48, number.to_s, 2)
self.contents.draw_text(x + 12, y + 21, 24, 48, number.to_s, 2)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x +12, y + 20, 24, 48, number.to_s, 2)
end
def update_help
text = self.item == nil ? "" : self.item.description
row = self.index / 5
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
x = self.index % 5 * (self.width/5) + self.x + (self.width/5 - 256)/2
y = self.index / 5 *48 + 16 - self.oy
@help_window.set_text(text, 0, true, self.item,x, y)
else
@help_window.set_text(text, 0, true, self.item, 112+self.x, 64+self.y)
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / 48
end
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 48
end
def page_row_max
return (self.height - 32) / 48
end
def page_item_max
return page_row_max * @column_max
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 10
x = @index % @column_max * (cursor_width + 4)
y = @index / @column_max * 48 - self.oy + 5
self.cursor_rect.set(x, y, cursor_width, 48)
end
end
class Window_Helpwp < Window_Base
CHANGE_FONT_SIZE_WP = 12
def initialize
super(200, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity=0
self.opacity=0
end
def set_text(text, align = 0)
# 如果文本和对齐方式的至少一方与上次的不同
if text != @text or align != @align
if self.contents.text_size(text).width <= self.width - 40
# 再描绘文本
self.contents.clear
self.contents.font.size = 12
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
else
self.contents.clear
self.contents = Bitmap.new(self.contents.width / CHANGE_FONT_SIZE_WP * CHANGE_FONT_SIZE_WP, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.size = CHANGE_FONT_SIZE_WP
self.contents.draw_text(0, 0, self.contents.text_size(text.to_s).width, self.contents.text_size(text.to_s).height, text.to_s, align)
self.contents.draw_text(0 - self.contents.width, self.contents.text_size(text.to_s).height, self.contents.text_size(text.to_s).width, self.contents.text_size(text.to_s).height, text.to_s, align)
@text = text
@align = align
@actor = nil
end
end
self.visible = true
end
#-----<★灼眼的夏娜★>-----重定义改方法-----
def set_text(text, align = 0, use = false, item = nil, x = 0, y = 0)
if use
# 重描绘判断
if @item == item
return
end
@item = item
# 使用该显示方式后,对窗口各种属性进行重设置
self.width = 320
self.height = 240
self.x = x-113
self.y = y
self.z = 999
self.opacity = 0
self.contents = Bitmap.new("Graphics/Pictures/物品名称显示界面")#(224,160)
# self.contents.fill_rect(0, 0, 224, 160, Color.new(0,0,0,200))
# visible 判断
self.visible = item != nil
case item
when RPG::Skill
# 图标
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(24, 32, bitmap, Rect.new(0, 0, 48, 48))
# 名字
self.contents.font.size = 12
self.contents.font.color = Color.new(155,225,0)
self.contents.draw_text(36, 16, 188, 32, item.name, 1)
self.contents.font.color = Color.new(0,255,0)
self.contents.font.size = 12
# self.contents.draw_text(36, 48, 188, 32, "消耗:SP"+item.sp_cost.to_s, 1)
# 介绍
self.contents.font.size = 12
self.contents.draw_text(16, 80, 188, 32, "介绍:", 0)
self.contents.font.size = 12
self.contents.draw_text(16, 112, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
self.contents.draw_text(16 - self.contents.width, 136, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
when RPG::Item
# 图标
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(24, 32, bitmap, Rect.new(0, 0, 48, 48))
# 名字
self.contents.font.size = 14
self.contents.font.color = Color.new(255,246,0)
self.contents.draw_text(26, 6, 188, 32, item.name, 1)
self.contents.font.color = Color.new(0,255,0)
# 介绍
self.contents.font.size = 12
self.contents.draw_text(6, 70, 188, 32, "介绍:", 0)
self.contents.font.size = 12
self.contents.draw_text(8, 102, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
self.contents.draw_text(15 - self.contents.width, 122, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
when RPG::Weapon
# 图标
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(24, 32, bitmap, Rect.new(0, 0, 48, 48))
# 名字
self.contents.font.size = 14
self.contents.font.color = Color.new(255,0,246)
self.contents.draw_text(36, 16, 188, 32, item.name, 1)
self.contents.font.color = Color.new(0,255,0)
self.contents.font.size = 12
# self.contents.draw_text(36, 48, 188, 32, "攻击力:+"+item.atk.to_s, 1)
# 介绍
self.contents.font.size = 12
self.contents.draw_text(16, 80, 188, 32, "介绍:", 0)
self.contents.font.size = 12
self.contents.draw_text(16, 112, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
self.contents.draw_text(16 - self.contents.width, 132, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
when RPG::Armor
# 图标
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(24, 32, bitmap, Rect.new(0, 0, 48, 48))
# 名字
self.contents.font.size = 14
self.contents.font.color = Color.new(0,246,255)
self.contents.draw_text(36, 16, 188, 32, item.name, 1)
self.contents.font.color = Color.new(0,255,0)
self.contents.font.size = 12
# self.contents.draw_text(36, 48, 188, 32, "物防御:+"+item.pdef.to_s, 1)
# self.contents.draw_text(36, 72, 188, 32, "魔防御:+"+item.mdef.to_s, 1)
# 介绍
self.contents.font.size = 12
self.contents.draw_text(16, 80, 188, 32, "介绍:", 0)
self.contents.font.size = 12
self.contents.draw_text(16, 112, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
self.contents.draw_text(16 - self.contents.width, 132, self.contents.text_size(text).width, self.contents.text_size(text).height, text, align)
end
else
# 如果文本和对齐方式的至少一方与上次的不同
if text != @text or align != @align
if self.contents.text_size(text).width <= self.width - 40
# 再描绘文本
self.contents.clear
self.contents.font.size = 12
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
else
self.contents.clear
self.contents = Bitmap.new(self.contents.width / CHANGE_FONT_SIZE_WP * CHANGE_FONT_SIZE_WP, self.height - 32)
self.contents.font.color = normal_color
self.contents.font.size = CHANGE_FONT_SIZE_WP
self.contents.draw_text(0, 0, self.contents.text_size(text.to_s).width, self.contents.text_size(text.to_s).height, text.to_s, align)
self.contents.draw_text(0 - self.contents.width, self.contents.text_size(text.to_s).height, self.contents.text_size(text.to_s).width, self.contents.text_size(text.to_s).height, text.to_s, align)
@text = text
@align = align
@actor = nil
end
end
self.visible = true
end
end
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
class Window_Goldwp < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity=0
self.opacity=0
refresh
end
def refresh
self.contents.font.size = 14
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
end
end
class Scene_Item
def main
@系统菜单 = Sprite.new
@系统菜单.bitmap = RPG::Cache.picture("系统菜单整体")
@系统菜单.visible = true
@系统菜单.x = 0
@系统菜单.y = 453
@系统菜单.z = 1
@背景图像 = Sprite.new
@背景图像.bitmap = Bitmap.new("Graphics/Pictures/菜单类/物品菜单")
@背景图像.x = 200
@背景图像.y =50
@背景图像.opacity=255
@help_window = Window_Helpwp.new
@item_window = Window_Item.new
@gold_window = Window_Goldwp.new
@gold_window.x = 310
@gold_window.y = 11/2+50
@item_window.help_window = @help_window
@target_window = Window_Target1.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@gold_window.dispose
@背景图像.dispose
@系统菜单.dispose
end
def update
@help_window.update
@item_window.update
@target_window.update
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 455
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#-----------------------------------------------------------------------------
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
end
另外一个是高级物品分类脚本:
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
class Harts_Window_ItemTitle < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
@commands = []
#————————生成commands窗口
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
push = true
for com in @commands
if com == $data_items.desc
push = false
end
end
if push == true
@commands.push($data_items.desc)
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
push = true
for com in @commands
if com == $data_weapons.desc
push = false
end
end
if push == true
@commands.push($data_weapons.desc)
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
push = true
for com in @commands
if com == $data_armors.desc
push = false
end
end
if push == true
@commands.push($data_armors.desc)
end
end
end
if @commands == []
@commands.push("杂物")
end
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 416)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 and $data_items.desc == command
@data.push($data_items)
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and $data_weapons.desc == command
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and $data_armors.desc == command
@data.push($data_armors)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item_number
return @item_max
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
bitmap = RPG::Cache.icon(item.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, item.name, 0)
self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@itemtitle_window = Harts_Window_ItemTitle.new
@itemcommand_window = Harts_Window_ItemCommand.new
@command_index = @itemcommand_window.index
@itemlist_window = Harts_Window_ItemList.new
@itemlist_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemtitle_window.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemtitle_window.update
@itemcommand_window.update
@itemlist_window.update
@help_window.update
@target_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @itemlist_window.active
update_itemlist
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "杂物箱"
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "杂物箱"
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "杂物箱"
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
应玩家要求,小小再此跪谢各位大大了~~~
再次感谢1、2、3代制作组! |
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