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 本帖最后由 star007 于 2012-4-7 10:55 编辑  
- # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
 
 - #
 
 - #                                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                # 项链 ID
 
 -   attr_reader   :armor6_id                # 鞋 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  # 装饰品
 
 -       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  # 装饰品
 
 -       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  # 项链
 
 -       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  # 鞋
 
 -       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, "项链")
 
 -     self.contents.draw_text(4, 32 * 6, 92, 32, "鞋")
 
 -     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
 
  复制代码 以上是装备拓展的脚本,我想多做几个装备栏 
就在论坛里找了个“添加装备栏”的脚本 
在干净的工程里的可用的,说明这个脚本没问题, 
但是放在自己正在做的工程里就失效了,我的工程里整合了很多脚本 
具体是添加物品种类无效 
例如“鞋子,4”,是添加一个鞋子的分类,但是现在即使设置了鞋子分类,依然显示在盾牌一栏 
我猜应该是没在其他脚本里定义鞋子分类的缘故… 
 
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