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你看这个行不?- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ アイテム合成 - KGC_ComposeItem ◆ VX ◆
- #_/ ◇ Last update : 2008/11/02 ◇
- #_/----------------------------------------------------------------------------
- #_/ 複数のアイテムを合成し、新たなアイテムを作り出す機能を作成します。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #==============================================================================
- # ★ カスタマイズ項目 - Customize ★
- #==============================================================================
- module KGC
- module ComposeItem
- # ◆ 合成画面呼び出しフラグを表すスイッチ番号
- # このスイッチを ON にすると、通常のショップの代わりに合成屋が開きます。
- COMPOSE_CALL_SWITCH = 4990
- # ◆ 合成レシピ
- # [費用, "タイプ:ID,個数", ...]
- # 【 費用 】合成費用
- # 【タイプ】合成素材の種類 (I..アイテム W..武器 A..防具)
- # 【 ID 】合成素材のID (↑と対応)
- # 【 個数 】合成素材の必要数
- # "タイプ:ID,個数" はいくつでも指定できます。
- # 個数を省略して "タイプ:ID" と書いた場合、個数は 1 扱いとなります。
- # 個数を 0 にした場合、1 個以上持っていれば何度でも合成できます。
- # レシピ配列は、添字がアイテム・武器・防具IDに対応しています。
- RECIPE_ITEM = [] # アイテム
- RECIPE_WEAPON = [] # 武器
- RECIPE_ARMOR = [] # 防具
- # ここから下に合成レシピを定義。
- # <設定例>
- # アイテムID:8 の合成レシピ
- # アイテムID 2, 4, 7 を 1 個ずつ消費。無料。
- #RECIPE_ITEM[8] = [0, "I:2", "I:4", "I:7"]
- # 武器ID:16 の合成レシピ
- # 武器ID:10 を 1 個、アイテムID:16 を 2 個消費。800 G。
- #RECIPE_WEAPON[16] = [800, "W:10", "I:16,2"]
- # 防具ID:29 の合成レシピ
- # 防具ID:25 を 1 個、アイテムID:8 を 3 個消費。2000 G。
- #RECIPE_ARMOR[29] = [2000, "A:25", "I:8,3"]
- RECIPE_WEAPON[17] = [2000, "W:13,1", "I:45,1"]
- RECIPE_WEAPON[18] = [2000, "W:14,1", "I:45,1"]
- RECIPE_WEAPON[19] = [2000, "W:15,1", "I:45,1"]
- RECIPE_WEAPON[20] = [2000, "W:16,1", "I:45,1"]
- RECIPE_WEAPON[22] = [2000, "W:21,1", "I:45,1"]
- RECIPE_WEAPON[27] = [2000, "W:23,1", "I:45,1"]
- RECIPE_WEAPON[28] = [2000, "W:24,1", "I:45,1"]
- RECIPE_WEAPON[29] = [2000, "W:25,1", "I:45,1"]
- RECIPE_WEAPON[30] = [2000, "W:26,1", "I:45,1"]
- RECIPE_WEAPON[33] = [2000, "W:32,1", "I:45,1"]
- RECIPE_WEAPON[37] = [2000, "I:79,5"]
- RECIPE_WEAPON[39] = [2000, "I:79,5"]
- RECIPE_WEAPON[41] = [2000, "I:81,5"]
- RECIPE_WEAPON[43] = [2000, "I:80,5"]
- RECIPE_WEAPON[45] = [2000, "I:81,5"]
- RECIPE_WEAPON[38] = [3000, "W:37,1", "I:78,1"]
- RECIPE_WEAPON[40] = [3000, "W:39,1", "I:78,1"]
- RECIPE_WEAPON[42] = [3000, "W:41,1", "I:78,1"]
- RECIPE_WEAPON[44] = [3000, "W:43,1", "I:78,1"]
- RECIPE_WEAPON[46] = [3000, "W:45,1", "I:78,1"]
-
- #########防具########
- #####浅海塔域###
- RECIPE_ARMOR[40] = [1500, "I:95,3"]
- RECIPE_ARMOR[41] = [1500, "I:95,3"]
- RECIPE_ARMOR[42] = [1500, "I:95,3"]
- RECIPE_ARMOR[43] = [1500, "I:95,3"]
- RECIPE_ARMOR[44] = [1500, "I:95,3"]
- RECIPE_ARMOR[45] = [1500, "I:95,1","I:93,2"]
- RECIPE_ARMOR[46] = [1500, "I:93,3"]
- RECIPE_ARMOR[47] = [1500, "I:93,3"]
- RECIPE_ARMOR[48] = [1500, "I:93,3"]
- RECIPE_ARMOR[49] = [1500, "I:93,3"]
- RECIPE_ARMOR[50] = [1500, "I:93,3"]
- RECIPE_ARMOR[51] = [1500, "I:93,3"]
- RECIPE_ARMOR[52] = [1500, "I:93,3"]
- RECIPE_ARMOR[53] = [1500, "I:93,3"]
- RECIPE_ARMOR[54] = [1500, "I:93,3"]
- RECIPE_ARMOR[55] = [1500, "I:93,3"]
- RECIPE_ARMOR[56] = [1500, "I:94,3"]
- RECIPE_ARMOR[57] = [1500, "I:94,3"]
- RECIPE_ARMOR[58] = [1500, "I:94,3"]
- RECIPE_ARMOR[59] = [1500, "I:94,3"]
- RECIPE_ARMOR[60] = [1500, "I:94,3"]
-
- RECIPE_ARMOR[61] = [25000, "I:98,5"]
- RECIPE_ARMOR[62] = [25000, "I:97,5"]
- RECIPE_ARMOR[63] = [40000, "I:96,5"]
-
- RECIPE_ARMOR[67] = [2000, "A:40,1", "I:46,1"]
- RECIPE_ARMOR[68] = [2000, "A:41,1", "I:46,1"]
- RECIPE_ARMOR[69] = [2000, "A:42,1", "I:46,1"]
- RECIPE_ARMOR[70] = [2000, "A:43,1", "I:46,1"]
- RECIPE_ARMOR[71] = [2000, "A:44,1", "I:46,1"]
- RECIPE_ARMOR[72] = [2000, "A:45,1", "I:46,1"]
- RECIPE_ARMOR[73] = [2000, "A:46,1", "I:46,1"]
- RECIPE_ARMOR[74] = [2000, "A:47,1", "I:46,1"]
- RECIPE_ARMOR[75] = [2000, "A:48,1", "I:46,1"]
- RECIPE_ARMOR[76] = [2000, "A:49,1", "I:46,1"]
- RECIPE_ARMOR[77] = [2000, "A:50,1", "I:46,1"]
- RECIPE_ARMOR[78] = [2000, "A:51,1", "I:46,1"]
- RECIPE_ARMOR[79] = [2000, "A:52,1", "I:46,1"]
- RECIPE_ARMOR[80] = [2000, "A:53,1", "I:46,1"]
- RECIPE_ARMOR[81] = [2000, "A:54,1", "I:46,1"]
- RECIPE_ARMOR[82] = [2000, "A:55,1", "I:46,1"]
- RECIPE_ARMOR[83] = [2000, "A:56,1", "I:46,1"]
- RECIPE_ARMOR[84] = [2000, "A:57,1", "I:46,1"]
- RECIPE_ARMOR[85] = [2000, "A:58,1", "I:46,1"]
- RECIPE_ARMOR[86] = [2000, "A:59,1", "I:46,1"]
- RECIPE_ARMOR[87] = [2000, "A:60,1", "I:46,1"]
-
- RECIPE_ARMOR[37] = [30000, "I:48,7"]
- RECIPE_ARMOR[38] = [25000, "I:49,5"]
- RECIPE_ARMOR[39] = [25000, "I:48,5"]
- RECIPE_ARMOR[106]= [80000, "I:57,1"]
- RECIPE_ARMOR[64] = [12000, "A:37,1", "I:45,1"]
- RECIPE_ARMOR[65] = [12000, "A:38,1", "I:45,1"]
- RECIPE_ARMOR[66] = [18000, "A:39,1", "I:45,1"]
- RECIPE_ARMOR[88] = [20000, "A:61,1", "I:46,1"]
- RECIPE_ARMOR[89] = [20000, "A:62,1", "I:46,1"]
- RECIPE_ARMOR[90] = [25000, "A:63,1", "I:46,1"]
- RECIPE_ARMOR[91] = [800, "I:47,6"]
- RECIPE_ARMOR[92] = [1200, "I:47,8"]
- RECIPE_ARMOR[93] = [800, "I:47,6"]
- RECIPE_ARMOR[94] = [800, "I:47,6"]
- RECIPE_ARMOR[95] = [800, "I:47,6"]
- RECIPE_ARMOR[96] = [2000, "A:91,1", "I:46,1"]
- RECIPE_ARMOR[97] = [2000, "A:92,1", "I:46,1"]
- RECIPE_ARMOR[98] = [2000, "A:93,1", "I:46,1"]
- RECIPE_ARMOR[99] = [2000, "A:94,1", "I:46,1"]
- RECIPE_ARMOR[100] = [2000, "A:95,1", "I:46,1"]
- RECIPE_ARMOR[122] = [4000, "I:58,1"]
- RECIPE_ARMOR[123] = [4000, "I:58,1"]
- RECIPE_ARMOR[124] = [4000, "I:58,1"]
- RECIPE_ARMOR[125] = [4000, "I:58,1"]
- RECIPE_ARMOR[126] = [4000, "I:58,1"]
- RECIPE_ARMOR[127] = [4000, "I:66,1"]
- RECIPE_ARMOR[128] = [4000, "I:66,1"]
- RECIPE_ARMOR[129] = [4000, "I:66,1"]
- RECIPE_ARMOR[130] = [4000, "I:66,1"]
- RECIPE_ARMOR[131] = [4000, "I:66,1"]
- RECIPE_ARMOR[132] = [4000, "I:64,1"]
- RECIPE_ARMOR[133] = [4000, "I:64,1"]
- RECIPE_ARMOR[134] = [4000, "I:64,1"]
- RECIPE_ARMOR[135] = [4000, "I:64,1"]
- RECIPE_ARMOR[136] = [4000, "I:64,1"]
- RECIPE_ARMOR[137] = [4000, "I:65,1"]
- RECIPE_ARMOR[138] = [4000, "I:65,1"]
- RECIPE_ARMOR[139] = [4000, "I:65,1"]
- RECIPE_ARMOR[140] = [4000, "I:65,1"]
- RECIPE_ARMOR[141] = [4000, "I:65,1"]
- RECIPE_ARMOR[142] = [4000, "I:65,1"]
- RECIPE_ARMOR[143] = [4000, "I:65,1"]
- RECIPE_ARMOR[144] = [4000, "I:65,1"]
- RECIPE_ARMOR[145] = [4000, "I:65,1"]
- RECIPE_ARMOR[146] = [4000, "I:65,1"]
- RECIPE_ARMOR[172] = [4000, "I:63,1"]
- RECIPE_ARMOR[179] = [4000, "I:81,2"]
-
- RECIPE_ARMOR[147] = [3000, "A:122,1", "I:78,1"]
- RECIPE_ARMOR[148] = [3000, "A:123,1", "I:78,1"]
- RECIPE_ARMOR[149] = [3000, "A:124,1", "I:78,1"]
- RECIPE_ARMOR[150] = [3000, "A:125,1", "I:78,1"]
- RECIPE_ARMOR[151] = [3000, "A:126,1", "I:78,1"]
- RECIPE_ARMOR[152] = [3000, "A:127,1", "I:78,1"]
- RECIPE_ARMOR[153] = [3000, "A:128,1", "I:78,1"]
- RECIPE_ARMOR[154] = [3000, "A:129,1", "I:78,1"]
- RECIPE_ARMOR[155] = [3000, "A:130,1", "I:78,1"]
- RECIPE_ARMOR[156] = [3000, "A:131,1", "I:78,1"]
- RECIPE_ARMOR[157] = [3000, "A:132,1", "I:78,1"]
- RECIPE_ARMOR[158] = [3000, "A:133,1", "I:78,1"]
- RECIPE_ARMOR[159] = [3000, "A:134,1", "I:78,1"]
- RECIPE_ARMOR[160] = [3000, "A:135,1", "I:78,1"]
- RECIPE_ARMOR[161] = [3000, "A:136,1", "I:78,1"]
- RECIPE_ARMOR[162] = [3000, "A:137,1", "I:78,1"]
- RECIPE_ARMOR[163] = [3000, "A:138,1", "I:78,1"]
- RECIPE_ARMOR[164] = [3000, "A:139,1", "I:78,1"]
- RECIPE_ARMOR[165] = [3000, "A:140,1", "I:78,1"]
- RECIPE_ARMOR[166] = [3000, "A:141,1", "I:78,1"]
- RECIPE_ARMOR[167] = [3000, "A:142,1", "I:78,1"]
- RECIPE_ARMOR[168] = [3000, "A:143,1", "I:78,1"]
- RECIPE_ARMOR[169] = [3000, "A:144,1", "I:78,1"]
- RECIPE_ARMOR[170] = [3000, "A:145,1", "I:78,1"]
- RECIPE_ARMOR[171] = [3000, "A:146,1", "I:78,1"]
- RECIPE_ARMOR[173] = [3000, "A:172,1", "I:78,1"]
- RECIPE_ARMOR[180] = [3000, "A:179,1", "I:78,1"]
-
- #
-
- =begin
- RECIPE_ARMOR[1]= [50,"A:10","I:56","I:22"]
- RECIPE_ARMOR[2]= [100,"A:1","I:32","I:74,2"]
- RECIPE_ARMOR[8] = [50,"I:74,3"]
- RECIPE_ARMOR[9]= [100,"A:8","I:32","I:77"]
- RECIPE_ARMOR[14] = [50,"I:31","I:91"]
- RECIPE_ARMOR[15] = [50,"I:32","I:92"]
- RECIPE_ARMOR[16] = [50,"I:33","I:93"]
- RECIPE_ARMOR[22]= [100,"I:32","I:49,2","I:77"]
- RECIPE_ARMOR[61] = [200,"I:73","I:92,2","I:117,3","I:49,2","I:86,1","I:06,5"]
- RECIPE_ARMOR[62] = [250,"I:73","I:92,2","I:32","I:49,2","I:86,1","I:06,5"]
- =end
-
- # ◆ 合成コマンド名
- # "購入する" コマンドの位置に表示されます。
- # ※ 他のコマンド名は [Vocab] で変更可能。
- VOCAB_COMPOSE_ITEM = "制作"
- # ◆ 合成アイテム情報切り替えボタン
- # 「素材リスト <--> 能力値変化(装備品のみ)」を切り替えるボタン。
- # 使用しない場合は nil を指定。
- SWITCH_INFO_BUTTON = Input::X
- # ◆ 必要素材リストをコンパクトにする
- # 素材数が多い場合は true にしてください。
- COMPACT_MATERIAL_LIST = true
- # ◆ コマンドウィンドウを表示しない
- # true : XP 版と同様のスタイル
- # false : VX 仕様
- HIDE_COMMAND_WINDOW = false
- # ◆ 所持金ウィンドウを表示しない
- # true : 消える
- # false : 表示
- # HIDE_COMMAND_WINDOW が false のときは、常に false 扱いとなります。
- HIDE_GOLD_WINDOW = false
- # ◆ 合成費用が 0 の場合、費用を表示しない
- # true : 表示しない
- # false : 0 と表示
- HIDE_ZERO_COST = true
- # ◆ 合成済みのレシピは常に表示する
- # true : 一度でも合成したことがあれば常にリストに表示
- # false : 合成したことがあっても↓の条件に従う
- SHOW_COMPOSED_RECIPE = false
- # ◆ 合成費用不足のレシピを隠す
- # true : 費用不足ならリストに表示しない
- # false : 費用不足でも表示
- HIDE_SHORTAGE_COST = false
- # ◆ 合成素材不足のレシピを隠す
- # true : 素材不足ならリストに表示しない
- # false : 素材不足でも表示
- HIDE_SHORTAGE_MATERIAL = false
- # ◆ 「判明・解禁・存在」機能を使用する
- # true : 判明・解禁・存在するまで表示しない
- # false : 素材さえあれば合成可能
- # true の場合、仕様上強制的に
- # HIDE_SHORTAGE_COST = false
- # HIDE_SHORTAGE_MATERIAL = false
- # という扱いになります。
- NEED_RECIPE_EXIST = false
- # ◆ 合成したことがないレシピのアイテム名を隠す
- MASK_UNKNOWN_RECIPE_NAME = false
- # ◆ 合成したことがないレシピに表示する名前
- # 1文字だけ指定すると、アイテム名と同じ文字数に拡張されます。
- UNKNOWN_NAME_MASK = "?"
- # ◆ 合成したことがないレシピのヘルプを隠す
- HIDE_UNKNOWN_RECIPE_HELP = true
- # ◆ 合成したことがないレシピに表示するヘルプ
- UNKNOWN_RECIPE_HELP = "开始进行武器开发锻造。"
- # ◆ 判明・解禁していないレシピの素材を隠す
- # NEED_RECIPE_EXIST = false の場合、常に false 扱いとなります。
- HIDE_UNKNOWN_RECIPE_MATERIAL = false
- # ◆ 素材を隠す場合の表示文字列
- UNKNOWN_RECIPE_MATERIAL = "????????"
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $imported["ComposeItem"] = true
- module KGC::ComposeItem
- unless NEED_RECIPE_EXIST
- HIDE_UNKNOWN_RECIPE_MATERIAL = false
- end
- module Regexp
- # レシピ
- RECIPE = /([IWA])\s*:\s*(\d+)(\s*,\s*\d+)?/i
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ KGC::Commands
- #==============================================================================
- module KGC
- module Commands
- module_function
- #--------------------------------------------------------------------------
- # ○ レシピ判明フラグを設定
- # type : レシピのタイプ (0..アイテム 1..武器 2..防具)
- # id : アイテムの ID
- # enabled : true..判明 false..未判明
- #--------------------------------------------------------------------------
- def set_recipe_cleared(type, id, enabled = true)
- item = nil
- case type
- when 0, :item # アイテム
- item = $data_items[id]
- when 1, :weapon # 武器
- item = $data_weapons[id]
- when 2, :armor # 防具
- item = $data_armors[id]
- end
- $game_party.set_recipe_cleared(item, enabled) if item != nil
- end
- #--------------------------------------------------------------------------
- # ○ レシピ解禁フラグを設定
- # type : レシピのタイプ (0..アイテム 1..武器 2..防具)
- # id : アイテムの ID
- # enabled : true..解禁 false..未解禁
- #--------------------------------------------------------------------------
- def set_recipe_opened(type, id, enabled = true)
- item = nil
- case type
- when 0, :item # アイテム
- item = $data_items[id]
- when 1, :weapon # 武器
- item = $data_weapons[id]
- when 2, :armor # 防具
- item = $data_armors[id]
- end
- $game_party.set_recipe_opened(item, enabled) if item != nil
- end
- #--------------------------------------------------------------------------
- # ○ レシピ存在フラグを設定
- # type : レシピのタイプ (0..アイテム 1..武器 2..防具)
- # id : アイテムの ID
- # enabled : true or false
- #--------------------------------------------------------------------------
- def set_recipe_exist(type, id, enabled = true)
- item = nil
- case type
- when 0, :item # アイテム
- item = $data_items[id]
- when 1, :weapon # 武器
- item = $data_weapons[id]
- when 2, :armor # 防具
- item = $data_armors[id]
- end
- $game_party.set_recipe_exist(item, enabled) if item != nil
- end
- end
- end
- class Game_Interpreter
- include KGC::Commands
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Vocab
- #==============================================================================
- module Vocab
- # 合成画面
- ComposeItem = KGC::ComposeItem::VOCAB_COMPOSE_ITEM
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ RPG::BaseItem
- #==============================================================================
- class RPG::BaseItem
- #--------------------------------------------------------------------------
- # ○ クラス変数
- #--------------------------------------------------------------------------
- @@__masked_name =
- KGC::ComposeItem::UNKNOWN_NAME_MASK # マスク名
- @@__expand_masked_name = false # マスク名拡張表示フラグ
- if @@__masked_name != nil
- @@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
- end
- #--------------------------------------------------------------------------
- # ○ アイテム合成のキャッシュ生成
- #--------------------------------------------------------------------------
- def create_compose_item_cache
- @__compose_cost = 0
- @__compose_materials = []
- # レシピ取得
- recipe = nil
- case self
- when RPG::Item # アイテム
- recipe = KGC::ComposeItem::RECIPE_ITEM[self.id]
- when RPG::Weapon # 武器
- recipe = KGC::ComposeItem::RECIPE_WEAPON[self.id]
- when RPG::Armor # 防具
- recipe = KGC::ComposeItem::RECIPE_ARMOR[self.id]
- end
- return if recipe == nil
- recipe = recipe.dup
- @__compose_cost = recipe.shift
- # 素材リストを作成
- recipe.each { |r|
- if r =~ KGC::ComposeItem::Regexp::RECIPE
- material = Game_ComposeMaterial.new
- material.kind = $1.upcase # 素材の種類を取得
- material.id = $2.to_i # 素材の ID を取得
- if $3 != nil
- material.number = [$3[/\d+/].to_i, 0].max # 必要数を取得
- end
- @__compose_materials << material
- end
- }
- end
- #--------------------------------------------------------------------------
- # ○ マスク名
- #--------------------------------------------------------------------------
- def masked_name
- if @@__expand_masked_name
- # マスク名を拡張して表示
- return @@__masked_name * self.name.scan(/./).size
- else
- return @@__masked_name
- end
- end
- #--------------------------------------------------------------------------
- # ○ 合成用費用
- #--------------------------------------------------------------------------
- def compose_cost
- create_compose_item_cache if @__compose_cost == nil
- return @__compose_cost
- end
- #--------------------------------------------------------------------------
- # ○ 合成用素材リスト
- #--------------------------------------------------------------------------
- def compose_materials
- create_compose_item_cache if @__compose_materials == nil
- return @__compose_materials
- end
- #--------------------------------------------------------------------------
- # ○ 合成アイテムか
- #--------------------------------------------------------------------------
- def is_compose?
- return !compose_materials.empty?
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party < Game_Unit
- #--------------------------------------------------------------------------
- # ○ 合成済みフラグをクリア
- #--------------------------------------------------------------------------
- def clear_composed_flag
- @item_composed = {}
- @weapon_composed = {}
- @armor_composed = {}
- end
- #--------------------------------------------------------------------------
- # ○ レシピ判明フラグをクリア
- #--------------------------------------------------------------------------
- def clear_recipe_cleared_flag
- @item_recipe_cleared = {}
- @weapon_recipe_cleared = {}
- @armor_recipe_cleared = {}
- end
- #--------------------------------------------------------------------------
- # ○ レシピ解禁フラグをクリア
- #--------------------------------------------------------------------------
- def clear_recipe_opened_flag
- @item_recipe_opened = {}
- @weapon_recipe_opened = {}
- @armor_recipe_opened = {}
- end
- #--------------------------------------------------------------------------
- # ○ レシピ存在フラグをクリア
- #--------------------------------------------------------------------------
- def clear_recipe_exist_flag
- @item_recipe_exist = {}
- @weapon_recipe_exist = {}
- @armor_recipe_exist = {}
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの合成済みフラグを設定
- # item : アイテム
- # flag : true..合成済み false..未合成
- #--------------------------------------------------------------------------
- def set_item_composed(item, flag = true)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 合成済みフラグを格納するハッシュを作成
- clear_composed_flag if @item_composed == nil
- # 合成済みフラグをセット
- case item
- when RPG::Item # アイテム
- @item_composed[item.id] = flag
- when RPG::Weapon # 武器
- @weapon_composed[item.id] = flag
- when RPG::Armor # 防具
- @armor_composed[item.id] = flag
- end
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの合成済み判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_composed?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 合成済みフラグを格納するハッシュを作成
- clear_composed_flag if @item_composed == nil
- # 合成済み判定
- case item
- when RPG::Item # アイテム
- return @item_composed[item.id]
- when RPG::Weapon # 武器
- return @weapon_composed[item.id]
- when RPG::Armor # 防具
- return @armor_composed[item.id]
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの合成済みフラグを設定
- # item : アイテム
- # flag : true..合成済み false..未合成
- #--------------------------------------------------------------------------
- def set_item_composed(item, flag = true)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 合成済みフラグを格納するハッシュを作成
- clear_composed_flag if @item_composed == nil
- # 合成済みフラグをセット
- case item
- when RPG::Item # アイテム
- @item_composed[item.id] = flag
- when RPG::Weapon # 武器
- @weapon_composed[item.id] = flag
- when RPG::Armor # 防具
- @armor_composed[item.id] = flag
- end
- end
- #--------------------------------------------------------------------------
- # ○ レシピ判明判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def recipe_cleared?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 判明フラグを格納するハッシュを作成
- clear_recipe_cleared_flag if @item_recipe_cleared == nil
- # 判定
- case item
- when RPG::Item # アイテム
- return @item_recipe_cleared[item.id]
- when RPG::Weapon # 武器
- return @weapon_recipe_cleared[item.id]
- when RPG::Armor # 防具
- return @armor_recipe_cleared[item.id]
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの判明フラグを設定
- # item : アイテム
- # flag : true..判明 false..未判明
- #--------------------------------------------------------------------------
- def set_recipe_cleared(item, flag = true)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 判明フラグを格納するハッシュを作成
- clear_recipe_cleared_flag if @item_recipe_cleared == nil
- # 判明フラグをセット
- case item
- when RPG::Item # アイテム
- @item_recipe_cleared[item.id] = flag
- when RPG::Weapon # 武器
- @weapon_recipe_cleared[item.id] = flag
- when RPG::Armor # 防具
- @armor_recipe_cleared[item.id] = flag
- end
- end
- #--------------------------------------------------------------------------
- # ○ レシピ解禁判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def recipe_opened?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 解禁フラグを格納するハッシュを作成
- clear_recipe_opened_flag if @item_recipe_opened == nil
- # 判定
- case item
- when RPG::Item # アイテム
- return @item_recipe_opened[item.id]
- when RPG::Weapon # 武器
- return @weapon_recipe_opened[item.id]
- when RPG::Armor # 防具
- return @armor_recipe_opened[item.id]
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの解禁フラグを設定
- # item : アイテム
- # flag : true..解禁 false..未解禁
- #--------------------------------------------------------------------------
- def set_recipe_opened(item, flag = true)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 解禁フラグを格納するハッシュを作成
- clear_recipe_opened_flag if @item_recipe_opened == nil
- # 解禁フラグをセット
- case item
- when RPG::Item # アイテム
- @item_recipe_opened[item.id] = flag
- when RPG::Weapon # 武器
- @weapon_recipe_opened[item.id] = flag
- when RPG::Armor # 防具
- @armor_recipe_opened[item.id] = flag
- end
- end
- #--------------------------------------------------------------------------
- # ○ レシピ存在判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def recipe_exist?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 存在フラグを格納するハッシュを作成
- clear_recipe_exist_flag if @item_recipe_exist == nil
- # 判定
- case item
- when RPG::Item # アイテム
- return @item_recipe_exist[item.id]
- when RPG::Weapon # 武器
- return @weapon_recipe_exist[item.id]
- when RPG::Armor # 防具
- return @armor_recipe_exist[item.id]
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの存在フラグを設定
- # item : アイテム
- # flag : true..存在 false..存在しない
- #--------------------------------------------------------------------------
- def set_recipe_exist(item, flag = true)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- # 存在フラグを格納するハッシュを作成
- clear_recipe_exist_flag if @item_recipe_exist == nil
- # 存在フラグをセット
- case item
- when RPG::Item # アイテム
- @item_recipe_exist[item.id] = flag
- when RPG::Weapon # 武器
- @weapon_recipe_exist[item.id] = flag
- when RPG::Armor # 防具
- @armor_recipe_exist[item.id] = flag
- end
- end
- #--------------------------------------------------------------------------
- # ○ アイテム名マスク判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_name_mask?(item)
- return false unless KGC::ComposeItem::MASK_UNKNOWN_RECIPE_NAME
- return false if item_composed?(item) # 合成済み
- return false if recipe_cleared?(item) # 判明済み
- return true
- end
- #--------------------------------------------------------------------------
- # ○ 素材非表示判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_compose_material_mask?(item)
- return false unless KGC::ComposeItem::HIDE_UNKNOWN_RECIPE_MATERIAL
- return false if item_composed?(item) # 合成済み
- return false if recipe_cleared?(item) # 判明済み
- return false if recipe_opened?(item) # 解禁済み
- return true
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの合成可能判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_can_compose?(item)
- return false unless item_compose_cost_satisfy?(item)
- return false unless item_compose_material_satisfy?(item)
- return true
- end
- #--------------------------------------------------------------------------
- # ○ 合成アイテムの資金充足判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_compose_cost_satisfy?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- return (gold >= item.compose_cost)
- end
- #--------------------------------------------------------------------------
- # ○ 合成アイテムの素材充足判定
- # item : アイテム
- #--------------------------------------------------------------------------
- def item_compose_material_satisfy?(item)
- return false unless item.is_a?(RPG::BaseItem) # アイテム以外
- return false unless item.is_compose? # 合成アイテム以外
- item.compose_materials.each { |material|
- num = item_number(material.item)
- return false if num < material.number || num == 0 # 素材不足
- }
- return true
- end
- #--------------------------------------------------------------------------
- # ○ アイテムの合成可能数を取得
- # item : アイテム
- #--------------------------------------------------------------------------
- def number_of_composable(item)
- return 0 unless item.is_a?(RPG::BaseItem) # アイテム以外
- return 0 unless item.is_compose? # 合成アイテム以外
- number = ($imported["LimitBreak"] ? item.number_limit : 99)
- if item.compose_cost > 0
- number = [number, gold / item.compose_cost].min
- end
- # 素材数判定
- item.compose_materials.each { |material|
- next if material.number == 0 # 必要数 0 は無視
- n = item_number(material.item) / material.number
- number = [number, n].min
- }
- return number
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Game_ComposeMaterial
- #------------------------------------------------------------------------------
- # 合成素材の情報を格納するクラスです。
- #==============================================================================
- class Game_ComposeMaterial
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :kind # アイテムの種類 (/[IWA]/)
- attr_accessor :id # アイテムの ID
- attr_accessor :number # 必要数
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- @kind = "I"
- @id = 0
- @number = 1
- end
- #--------------------------------------------------------------------------
- # ○ アイテム取得
- #--------------------------------------------------------------------------
- def item
- case @kind
- when "I" # アイテム
- return $data_items[@id]
- when "W" # 武器
- return $data_weapons[@id]
- when "A" # 防具
- return $data_armors[@id]
- else
- return nil
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ○ マスク済みアイテム名の描画
- # item : アイテム (スキル、武器、防具でも可)
- # x : 描画先 X 座標
- # y : 描画先 Y 座標
- # enabled : 有効フラグ。false のとき半透明で描画
- #--------------------------------------------------------------------------
- def draw_masked_item_name(item, x, y, enabled = true)
- return if item == nil
- draw_icon(item.icon_index, x, y, enabled)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(x + 24, y, 172, WLH, item.masked_name)
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_ComposeNumber
- #------------------------------------------------------------------------------
- # 合成画面で、合成するアイテムの個数を入力するウィンドウです。
- #==============================================================================
- class Window_ComposeNumber < Window_ShopNumber
- #--------------------------------------------------------------------------
- # ○ 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :sell_flag # 売却フラグ
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # x : ウィンドウの X 座標
- # y : ウィンドウの Y 座標
- #--------------------------------------------------------------------------
- alias initialize_KGC_ComposeItem initialize unless $@
- def initialize(x, y)
- @sell_flag = false
- initialize_KGC_ComposeItem(x, y)
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- y = 96
- self.contents.clear
- if @sell_flag || !$game_party.item_name_mask?(@item)
- draw_item_name(@item, 0, y)
- else
- draw_masked_item_name(@item, 0, y)
- end
- self.contents.font.color = normal_color
- self.contents.draw_text(212, y, 20, WLH, "×")
- self.contents.draw_text(248, y, 20, WLH, @number, 2)
- self.cursor_rect.set(244, y, 28, WLH)
- if !KGC::ComposeItem::HIDE_ZERO_COST || @price > 0
- draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_ComposeItem
- #------------------------------------------------------------------------------
- # 合成画面で、合成できる商品の一覧を表示するウィンドウです。
- #==============================================================================
- class Window_ComposeItem < Window_ShopBuy
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- @data = []
- for goods_item in @shop_goods
- case goods_item[0]
- when 0
- item = $data_items[goods_item[1]]
- when 1
- item = $data_weapons[goods_item[1]]
- when 2
- item = $data_armors[goods_item[1]]
- end
- # 合成アイテムのみ追加
- @data.push(item) if include?(item)
- end
- @item_max = @data.size
- create_contents
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ○ アイテムをリストに含めるかどうか
- # item : アイテム
- #--------------------------------------------------------------------------
- def include?(item)
- return false if item == nil # アイテムが nil なら含めない
- return false unless item.is_compose? # 合成アイテム以外は含めない
- # 合成済みなら表示
- if KGC::ComposeItem::SHOW_COMPOSED_RECIPE
- return true if $game_party.item_composed?(item)
- end
- # 判明 or 解禁 or 存在済みなら表示
- exist_flag = $game_party.recipe_cleared?(item) ||
- $game_party.recipe_opened?(item) || $game_party.recipe_exist?(item)
- if KGC::ComposeItem::NEED_RECIPE_EXIST && exist_flag
- return true
- end
- # 費用不足なら隠す
- if KGC::ComposeItem::HIDE_SHORTAGE_COST
- return false unless $game_party.item_compose_cost_satisfy?(item)
- end
- # 素材不足なら隠す
- if KGC::ComposeItem::HIDE_SHORTAGE_MATERIAL
- return false unless $game_party.item_compose_material_satisfy?(item)
- end
- if KGC::ComposeItem::NEED_RECIPE_EXIST
- # 判明 or 解禁 or 存在していない
- return false unless exist_flag
- end
- return true
- end
- #--------------------------------------------------------------------------
- # ○ アイテムを許可状態で表示するかどうか
- # item : アイテム
- #--------------------------------------------------------------------------
- def enable?(item)
- return $game_party.item_can_compose?(item)
- end
- #--------------------------------------------------------------------------
- # ● 項目の描画
- # index : 項目番号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- number = $game_party.item_number(item)
- limit = ($imported["LimitBreak"] ? item.number_limit : 99)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- if $game_party.item_name_mask?(item)
- draw_masked_item_name(item, rect.x, rect.y, enable?(item))
- else
- draw_item_name(item, rect.x, rect.y, enable?(item))
- end
- # 費用を描画
- if !KGC::ComposeItem::HIDE_ZERO_COST || item.compose_cost > 0
- rect.width -= 4
- self.contents.draw_text(rect, item.compose_cost, 2)
- end
- end
- if KGC::ComposeItem::HIDE_UNKNOWN_RECIPE_HELP
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- item = (index >= 0 ? @data[index] : nil)
- if item == nil || !$game_party.item_name_mask?(item)
- # アイテムが nil or マスクなしなら [Window_ShopBuy] に任せる
- super
- else
- @help_window.set_text(KGC::ComposeItem::UNKNOWN_RECIPE_HELP)
- end
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Window_ComposeStatus
- #------------------------------------------------------------------------------
- # 合成画面で、素材の所持数や必要数を表示するウィンドウです。
- #==============================================================================
- class Window_ComposeStatus < Window_ShopStatus
- #--------------------------------------------------------------------------
- # ○ 表示モード
- #--------------------------------------------------------------------------
- MODE_MATERIAL = 0 # 素材リスト
- MODE_STATUS = 1 # パーティのステータス
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # x : ウィンドウの X 座標
- # y : ウィンドウの Y 座標
- #--------------------------------------------------------------------------
- def initialize(x, y)
- @mode = MODE_MATERIAL
- super(x, 112)
- end
- #--------------------------------------------------------------------------
- # ○ モード変更
- #--------------------------------------------------------------------------
- def change_mode
- case @mode
- when MODE_MATERIAL
- @mode = MODE_STATUS
- when MODE_STATUS
- @mode = MODE_MATERIAL
- end
- self.oy = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ内容の作成
- #--------------------------------------------------------------------------
- def create_contents
- if @mode == MODE_STATUS
- super
- return
- end
- self.contents.dispose
- ch = height - 32
- if @item != nil
- mag = (KGC::ComposeItem::COMPACT_MATERIAL_LIST ? 1 : 2)
- ch = [ch, WLH * (mag + @item.compose_materials.size * mag)].max
- end
- self.contents = Bitmap.new(width - 32, ch)
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- create_contents
- self.contents.font.size = Font.default_size
- case @mode
- when MODE_MATERIAL
- draw_material_list
- when MODE_STATUS
- super
- end
- end
- #--------------------------------------------------------------------------
- # ○ 素材リストを描画
- #--------------------------------------------------------------------------
- def draw_material_list
- return if @item == nil
- number = $game_party.item_number(@item)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 200, WLH, number, 2)
- # 不明な素材を隠す
- if $game_party.item_compose_material_mask?(@item)
- self.contents.draw_text(4, WLH * 2, 200, WLH,
- KGC::ComposeItem::UNKNOWN_RECIPE_MATERIAL, 1)
- return
- end
- self.contents.font.size = 16 if KGC::ComposeItem::COMPACT_MATERIAL_LIST
- mag = (KGC::ComposeItem::COMPACT_MATERIAL_LIST ? 1 : 2)
- @item.compose_materials.each_with_index { |material, i|
- y = WLH * (mag + i * mag)
- draw_material_info(0, y, material)
- }
- end
- #--------------------------------------------------------------------------
- # ○ 素材情報を描画
- #--------------------------------------------------------------------------
- def draw_material_info(x, y, material)
- m_item = material.item
- return if m_item == nil
- number = $game_party.item_number(m_item)
- enabled = (number > 0 && number >= material.number)
- draw_item_name(m_item, x, y, enabled)
- if KGC::ComposeItem::COMPACT_MATERIAL_LIST
- m_number = (material.number == 0 ? "-" : sprintf("%d", material.number))
- self.contents.draw_text(x, y, width - 32, WLH,
- sprintf("%s/%d", m_number, number), 2)
- else
- m_number = (material.number == 0 ? "-" : sprintf("%2d", material.number))
- self.contents.draw_text(x, y + WLH, width - 32, WLH,
- sprintf("%2s/%2d", m_number, number), 2)
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # ● ショップ画面への切り替え
- #--------------------------------------------------------------------------
- alias call_shop_KGC_ComposeItem call_shop
- def call_shop
- # 合成画面を呼び出した場合
- if $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH]
- # 合成画面に移行
- $game_temp.next_scene = nil
- $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH] = false
- $scene = Scene_ComposeItem.new
- else
- call_shop_KGC_ComposeItem
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # □ Scene_ComposeItem
- #------------------------------------------------------------------------------
- # 合成画面の処理を行うクラスです。(Scene_Shop を流用)
- #==============================================================================
- class Scene_ComposeItem < Scene_Shop
- #--------------------------------------------------------------------------
- # ● 開始処理
- #--------------------------------------------------------------------------
- def start
- super
- # コマンドウィンドウ非表示
- if KGC::ComposeItem::HIDE_COMMAND_WINDOW
- @command_window.visible = false
- @gold_window.y = 56 #Graphics.height - @gold_window.height
- @gold_window.z = @status_window.z + 100
- @gold_window.visible = !KGC::ComposeItem::HIDE_GOLD_WINDOW
- @dummy_window.y = @command_window.y
- @dummy_window.height += @command_window.height
- end
- # [Scene_Shop] 再利用のため、合成リストに @buy_window を使用
- @buy_window.dispose
- @buy_window = Window_ComposeItem.new(56, @dummy_window.y)
- @buy_window.height = @dummy_window.height
- @buy_window.active = false
- @buy_window.y = 112
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- # その他のウィンドウを再構成
- @number_window.dispose
- @number_window = Window_ComposeNumber.new(56, @buy_window.y)
- @number_window.height = @buy_window.height
- @number_window.create_contents
- @number_window.active = false
- @number_window.y = 112
- @number_window.visible = false
- @status_window.dispose
- @status_window = Window_ComposeStatus.new(@buy_window.width, @buy_window.y)
- @status_window.height = @buy_window.height
- @status_window.create_contents
- @status_window.visible = false
- # コマンドウィンドウ非表示の場合、合成ウィンドウに切り替え
- if KGC::ComposeItem::HIDE_COMMAND_WINDOW
- @command_window.active = false
- @dummy_window.visible = false
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.update_help
- @status_window.visible = true
- @status_window.item = @buy_window.item
- end
- end
- #--------------------------------------------------------------------------
- # ● コマンドウィンドウの作成
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::ComposeItem
- # s2 = Vocab::ShopSell
- s3 = Vocab::ShopCancel
- @command_window = Window_Command.new(304, [s1,s3], 2)
- @command_window.x = 128
- @command_window.y = 56
- # if $game_temp.shop_purchase_only
- # @command_window.draw_item(1, false)
- # end
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- if KGC::ComposeItem::SWITCH_INFO_BUTTON != nil &&
- Input.trigger?(KGC::ComposeItem::SWITCH_INFO_BUTTON)
- Sound.play_cursor
- @status_window.change_mode
- end
- end
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # 購入する
- Sound.play_decision
- @command_window.active = false
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.refresh
- @status_window.visible = true
- when 1 # 退出
- Sound.play_decision
- $scene = Scene_Map.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 購入アイテム選択の更新
- #--------------------------------------------------------------------------
- def update_buy_selection
- @number_window.sell_flag = false
- # コマンドウィンドウ非表示で B ボタンが押された場合
- if KGC::ComposeItem::HIDE_COMMAND_WINDOW && Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- return
- end
- @status_window.item = @buy_window.item
- if Input.trigger?(Input::C)
- @item = @buy_window.item
- # アイテムが無効なら選択不可
- if @item == nil
- Sound.play_buzzer
- return
- end
- # 合成不可能 or 限界数まで所持している場合は選択不可
- number = $game_party.item_number(@item)
- limit = ($imported["LimitBreak"] ? @item.number_limit : 999)
- if !$game_party.item_can_compose?(@item) || number == limit
- Sound.play_buzzer
- return
- end
- # 個数入力に切り替え
- Sound.play_decision
- max = $game_party.number_of_composable(@item)
- max = [max, limit - number].min
- @buy_window.active = false
- @buy_window.visible = false
- @number_window.set(@item, max, @item.compose_cost)
- @number_window.active = true
- @number_window.visible = true
- return
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 売却アイテム選択の更新
- #--------------------------------------------------------------------------
- def update_sell_selection
- @number_window.sell_flag = true
- super
- end
- #--------------------------------------------------------------------------
- # ● 個数入力の決定
- #--------------------------------------------------------------------------
- def decide_number_input
- if @command_window.index != 0 # 「合成する」以外
- super
- return
- end
- Sound.play_shop
- @number_window.active = false
- @number_window.visible = false
- # 合成処理
- operation_compose
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @buy_window.active = true
- @buy_window.visible = true
- end
- #--------------------------------------------------------------------------
- # ○ 合成の処理
- #--------------------------------------------------------------------------
- def operation_compose
- $game_party.lose_gold(@number_window.number * @item.compose_cost)
- $game_party.gain_item(@item, @number_window.number)
- # 素材を減らす
- @item.compose_materials.each { |material|
- $game_party.lose_item(material.item,
- material.number * @number_window.number)
- }
- # 合成済みにする
- $game_party.set_item_composed(@item)
- end
- end
复制代码 用法如下截图
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