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[已经过期] 有事请教,关于脚本问题,物品信息添加颜色。

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Lv1.梦旅人

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发表于 2013-5-31 11:03:21 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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关于这个脚本,麻烦谁帮我修改一下,我想把里面装备显示信息的颜色改一下,装备名字就不用了,只要装备显示信息。。擦擦擦=.=!我对修改表示无力
     要修改的地方等下课回去截图。。。。。。。。。。。。
你的意思就是要打架咯?

Lv1.梦旅人

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 楼主| 发表于 2013-5-31 11:04:13 | 只看该作者
上脚本
module Equipplus
  CODE ={
    11 => "属性抗性",
    12 => "弱化抗性",
    13 => "状态抗性",
    14 => "状态免疫",
    21 => "基本能力",
    22 => "附加能力",
    23 => "独有能力",
    31 => "攻击附带属性",
    32 => "攻击附带状态",
    33 => "修正攻击速度",
    34 => "添加攻击次数",
    41 => "添加技能类型",
    42 => "禁用技能类型",
    43 => "添加技能",
    44 => "禁用技能",
    51 => "可装备武器类型",
    52 => "可装备护甲类型",
    53 => "固定装备",
    54 => "禁用装备",
    55 => "装备风格",
    61 => "添加行动次数",
    62 => "特殊标志",
    63 => "消失效果",
    64 => "队伍能力"}
  #特殊标志
  FLAG ={
                0 => "自动战斗",
                1 => "擅长防御",
                2 => "保护弱者",
                3 => "特技专注"}
  #普通能力
        PARAM ={
                0 => "血量上限",
                1 => "魔力上限",
                2 => "物理破坏力",
                3 => "物理防御力",
                4 => "魔法破坏力",
                5 => "魔法防御力",
                6 => "灵巧值",
                7 => "幸运值"}
  #添加能力
        XPARAM ={
                0 => "攻击率:",
                1 => "闪避率:",
                2 => "暴击率:",
                3 => "保护率:",
                4 => "魔力抵消率:",
                5 => "魔力克制率:",
                6 => "物理反击率:",
                7 => "伤口愈合率:",
                8 => "魔力产生率:",
                9 => "怒气攻心率:"}
  #特殊能力
        SPARAM ={
                0 => "受到攻击率",
                1 => "防御效果率",
                2 => "恢复效果率",
                3 => "药理知识",
                4 => "魔法熟练度",
                5 => "怒气释放率",
                6 => "物理攻击伤害加成",
                7 => "魔法攻击伤害加成",
                8 => "洞察能力",
                9 => "领悟能力"}
        @队伍能力 ={
                0 => "霸气外露",
                1 => "随机遇敌无效",
                2 => "很高的警惕性",
                3 => "善于隐藏自己",
                4 => "财神附体",
                5 => "幸运女神"}
  def self.equiphelpready
    @状态 = {}
    @武器类型 = {}
    @防具类型 = {}
    @属性 = {}
    $data_states.each{|x| @状态[x.id] = x.name if x != nil}
    elements = $data_system.elements
    weapon_types = $data_system.weapon_types
    armor_types = $data_system.armor_types
    elements.each_with_index{|x,y| @属性[y] = x if x != ""}
    weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}
    armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}
  end
  def self.getequiphelp(equip)
    help = ""
    param = []
    equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}
    param = param.select{|x| x[1] != 0}
    param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}
    features = equip.features
    features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}
    features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}
    features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}
    features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
    features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
    features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
    features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
    features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
    features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
    features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id]  + "\n"}
    features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id]  + "\n"}
    features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s  + "\n"}
    features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id]  + "\n"}
    features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id]  + "\n"}
    featuresparam = []
    featuresparam.push features.select{|x| x.code == 21}
    featuresparam.push features.select{|x| x.code == 22}
    featuresparam.push features.select{|x| x.code == 23}
    featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}
    featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    help
  end
  def self.getline(text,maxtext)
    xtext = []
    line = 0
    text.each_line{|x| xtext.push x.sub(/\n/){}}
    xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
    line
  end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
#  显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================

class Window_Help2 < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(line_number = 0)
    super(0, 0, 255, 0)
    self.z = 150
    contents.font.size = 12
    hide
  end
  #--------------------------------------------------------------------------
  # ● 设置内容
  #--------------------------------------------------------------------------
  def set_text(text)
      @text = text
      refresh
  end
  #--------------------------------------------------------------------------
  # ● 清除
  #--------------------------------------------------------------------------
  def clear
    set_text("")
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助位置
  #--------------------------------------------------------------------------
  def uppos(index,rect,window)
    self.height = fitting_height2(Equipplus.getline(@xtext,13))
    create_contents
    contents.font.size = 15
    rect.x -= window.ox
    rect.y -= window.oy
    ax = rect.x + rect.width + 10
    ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
    ax += window.x
    ax = 0 if ax < 0
    ay = rect.y + rect.height
    ay = rect.y - self.height if ay + self.height > window.height
    ay += window.y
    ay = 0 if ay < 0
    self.x = ax
    self.y = ay
    set_text(@xtext)
    show
  end
  #--------------------------------------------------------------------------
  # ● 设置物品
  #     item : 技能、物品等
  #--------------------------------------------------------------------------
  def set_item(item)
    if item == nil
      set_text("")
      return
    end
    @xtext = ""
    @xtext = "名称:" + item.name + "\n"
    @xtext += "介绍:" + item.description + "\n"
    @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
    @xtext += "持有:" + $game_party.item_number(item).to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
    @xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)
    @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    hide if @text == ""
    draw_text_ex(4, 0, @text,width,40,false)
  end
end
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 计算窗口显示指定行数时的应用高度2*************************
  #--------------------------------------------------------------------------
  def fitting_height2(line_number)
    line_number * contents.font.size + standard_padding * 2
  end
# draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan
  #--------------------------------------------------------------------------
  # ● 绘制带有控制符的文本内容
  #   如果传递了width参数的话,会自动换行
  #--------------------------------------------------------------------------
  def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)
    reset_font_settings if normalfont == true
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    if width != nil
      pos[:height] = contents.font.size
      pos[:width] = width
      pos[:textwidth] = textwidth
    end
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
  #--------------------------------------------------------------------------
  # ● 文字的处理
  #     c    : 文字
  #     text : 绘制处理中的字符串缓存(字符串可能会被修改)
  #     pos  : 绘制位置 {:x, :y, :new_x, :height}
  #--------------------------------------------------------------------------
  def process_character(c, text, pos)
    case c
    when "\r"   # 回车
      return
    when "\n"   # 换行
      process_new_line(text, pos)
    when "\f"   # 翻页
      process_new_page(text, pos)
    when "\e"   # 控制符
      process_escape_character(obtain_escape_code(text), text, pos)
    else        # 普通文字
      pos[:textwidth] == nil ?text_width = text_size(c).width : text_width = pos[:textwidth]
      if pos[:width] != nil && pos[:x] - pos[:new_x] +text_width > pos[:width]
        process_new_line(text, pos)
      end
      process_normal_character(c, pos)
    end
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_SkillList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.item = item if @status_window
  end
end

class Window_EquipSlot < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    super
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.set_temp_actor(nil) if @status_window
  end
end

class Scene_Shop < Scene_MenuBase
        alias on_sell_ok_old on_sell_ok
        def on_sell_ok
                on_sell_ok_old
                @help_window.hide
        end
        alias on_buy_ok_old on_buy_ok
        def on_buy_ok
                on_buy_ok_old
                @help_window.hide
        end
        alias on_number_ok_old on_number_ok
        def on_number_ok
                on_number_ok_old
    @help_window.refresh
                @help_window.show
        end
        alias on_number_cancel_old on_number_cancel
        def on_number_cancel
                on_number_cancel_old
    @help_window.refresh
                @help_window.show
        end
end

class Scene_Title < Scene_Base
  alias start_old start
  def start
    start_old
    Equipplus.equiphelpready
  end
end

class Scene_ItemBase < Scene_MenuBase
        alias old_on_actor_cancel on_actor_cancel
  def on_actor_cancel
    old_on_actor_cancel
        @help_window.refresh
  end
        alias old_on_actor_ok on_actor_ok
  def on_actor_ok
    old_on_actor_ok
        @help_window.refresh
  end
end

class Window_Base < Window
        alias old_process_new_line process_new_line
        def process_new_line(text, pos)
    old_process_new_line(text, pos)
                pos[:height] = contents.font.size if pos[:width] != nil
        end
end

class Scene_MenuBase < Scene_Base
  def create_help_window
    @help_window = Window_Help2.new
    @help_window.viewport = @viewport
  end
end
class Scene_Battle < Scene_Base
  def create_help_window
    @help_window = Window_Help2.new
    @help_window.visible = false
  end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
#  选项重新定义
#==============================================================================
class Window_ItemCommand < Window_Command
  #--------------------------------------------------------------------------
  # ● 添加指令
  #     color     : 指令字体颜色
  #     icon_index: 指令图标
  #     name      : 指令名称
  #     symbol    : 对应的符号
  #     enabled   : 有效状态的标志
  #     ext       : 任意的扩展数据
  #--------------------------------------------------------------------------
  def add_command(name, symbol, enabled = true, color = Color.new(128, 255, 128) ,icon_index = 0 ,ext = nil)
    @list.push({:color=>color, :icon_index=>icon_index, :name=>name, :symbol=>symbol, :enabled=>enabled, :ext=>ext})
  end
  #--------------------------------------------------------------------------
  # ● 获取指令字体颜色
  #--------------------------------------------------------------------------
  def command_color(index)
    @list[index][:color]
  end
  #--------------------------------------------------------------------------
  # ● 获取指令图标
  #--------------------------------------------------------------------------
  def command_icon_index(index)
    @list[index][:icon_index]
  end
  def draw_text_in_rect(rect, str,icon_index,enabled = true, align = 0)
    draw_icon(icon_index, rect.x, rect.y, enabled)
    if icon_index > 0
      draw_text(rect.x + 24, rect.y, rect.width - 28, line_height,str)
    else
      draw_text(rect.x, rect.y, rect.width - 8, line_height,str)
    end
  end
  #--------------------------------------------------------------------------
  # ● 绘制项目
  #--------------------------------------------------------------------------
  def draw_item(index)
    change_color(command_color(index), command_enabled?(index))
    draw_text_in_rect(item_rect_for_text(index), command_name(index),command_icon_index(index))   
  end
end
#==============================================================================
# ■ Window_ItemCommand
#------------------------------------------------------------------------------
#  物品画面中,显示装备选项的窗口。
#==============================================================================
class Window_ItemCommand < Window_Command
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(item)
    @item = item
    super(0,0)
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # ● 获取列数
  #--------------------------------------------------------------------------
  def visible_line_number
    return 4
  end
  def enable?
    $game_party.usable?(@item)
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command("使用物品",   :use_item   , enable?,Color.new(11,168,3)   ,121)
    add_command("卖出物品",   :sell_item  , true   ,Color.new(252,236,15) ,361)
    add_command("丢弃物品",   :giveup_item, true   ,Color.new(242,119,14) ,227)
    add_command("返回上一层",       :cancel     , true   ,Color.new(173,164,156))
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助位置
  #--------------------------------------------------------------------------
  def uppos(index,rect,window)
    create_contents
    clear_command_list
    make_command_list
    rect.x -= window.ox
    rect.y -= window.oy
    ax = rect.x + rect.width + 10
    ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
    ax += window.x
    ax = 0 if ax < 0
    ay = rect.y + rect.height
    ay = rect.y - self.height if ay + self.height > window.height
    ay += window.y
    ay = 0 if ay < 0
    self.x = ax
    self.y = ay
    refresh
    show
  end
  
end
#==============================================================================
# ■ Window_ItemCategory
#------------------------------------------------------------------------------
#  物品画面和商店画面中,显示装备、所持物品等项目列表的窗口。
#==============================================================================
class Window_New_ItemCategory < Window_Command
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :item_window
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize
    super(0,72)
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return 168
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的高度
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - 72
  end
  #--------------------------------------------------------------------------
  # ● 更新画面
  #--------------------------------------------------------------------------
  def update
    super
    @item_window.category = current_symbol if @item_window
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command("全部道具",     :none)
    add_command("全部物品",     :item)
    add_command("全部武器",   :weapon)
    add_command("全部防具",   :armor)
    add_command("消耗品",       :use_item)
    for i in 0 ... $kind_of_item.size
    add_command($kind_of_item[i],("kind_"+i.to_s).to_sym)
    end
    add_command(Vocab::key_item, :key_item)
  end
  #--------------------------------------------------------------------------
  # ● 设置物品窗口
  #--------------------------------------------------------------------------
  def item_window=(item_window)
    @item_window = item_window
    update
  end
end
#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
#  物品画面中,显示持有物品的窗口。
#==============================================================================
class Window_ItemList2 < Window_ItemList
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super
    @category = :none
    @data = []
  end
  #--------------------------------------------------------------------------
  # ● 获取列数
  #--------------------------------------------------------------------------
  def col_max
    return 12
  end
  #--------------------------------------------------------------------------
  # ● 项目间隔
  #--------------------------------------------------------------------------
  def spacing
    return 4
  end
  #--------------------------------------------------------------------------
  # ● 获取选择项目的有效状态
  #--------------------------------------------------------------------------
  def current_item_enabled?
    true
  end
  #--------------------------------------------------------------------------
  # ● 查询列表中是否含有此物品
  #--------------------------------------------------------------------------
  def include?(item)
    case @category
    when :none
      true if item
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :use_item
      item.is_a?(RPG::Item) && !item.key_item? && item.consumable
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    else
      if item.is_a?(RPG::Item)
        a = @category.to_s[5,2]
        return true if item.class_id == a.to_i
      else
        false
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 生成物品列表
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.all_items.select {|item| include?(item) }
    @data.push(nil) if include?(nil)
  end
  #--------------------------------------------------------------------------
  # ● 绘制项目
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      draw_icon(item.icon_index, rect.x, rect.y, enable?(item))
    end
  end
end
#==============================================================================
# ■ Window_Control_Number
#------------------------------------------------------------------------------
#  物品选择数量画面
#==============================================================================
class Window_Control_Number < Window_ShopNumber
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :number                   # 数量
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize(x,y,w,h)
    @window_w = w
    super(x,y,h)
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return @window_w
  end
  #--------------------------------------------------------------------------
  # ● 计算窗口内容的宽度
  #--------------------------------------------------------------------------
  def contents_width
    width - standard_padding * 2
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_item_name(@item, 4, 0)
    draw_number
    draw_total_price
  end
  #--------------------------------------------------------------------------
  # ● 绘制数量
  #--------------------------------------------------------------------------
  def draw_number
    change_color(normal_color) # x = cursor_x - 28
    draw_text(4, fitting_height(1)-12, 22, line_height, "×")
    draw_text(32, fitting_height(1)-12, cursor_width - 4, line_height, @number, 2)
  end
  #--------------------------------------------------------------------------
  # ● 绘制总价
  #--------------------------------------------------------------------------
  def draw_total_price
    width = contents_width - 60
    draw_currency_value(@price * @number, @currency_unit, 4, price_y + 8, width)
  end
  #--------------------------------------------------------------------------
  # ● 更新光标
  #--------------------------------------------------------------------------
  def update_cursor
    cursor_rect.set(32, fitting_height(1)-12, cursor_width - 4, line_height)
  end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
#  物品画面
#==============================================================================
class Scene_Item < Scene_ItemBase
  #--------------------------------------------------------------------------
  # ● 开始处理
  #--------------------------------------------------------------------------
  def start
    super
    @control_kind = :none
    create_help_window
    create_category_window
    create_item_window
    create_item_logo
  end
  #--------------------------------------------------------------------------
  # ● 生成Logo
  #--------------------------------------------------------------------------
  def create_item_logo
    @logo_window = Window_Base.new(0,0,@category_window.width,Graphics.height - @category_window.height)
    @logo_window.draw_icon(264,4,0)
    @logo_window.draw_text(28,0,@logo_window.width - 28,@logo_window.line_height,"我的包裹")
    @logo_window.make_font_smaller
    @logo_window.draw_text(4,26,@logo_window.width - 4,@logo_window.line_height,"道具数:"+$game_party.all_items.size.to_s)
    @logo_window.make_font_bigger
    @logo_window.viewport = @viewport
  end
  #--------------------------------------------------------------------------
  # ● 刷新Logo
  #--------------------------------------------------------------------------
  def refresh_item_logo
    @logo_window.contents.clear
    @logo_window.draw_icon(264,4,0)
    @logo_window.draw_text(28,0,@logo_window.width - 28,@logo_window.line_height,"我的包裹")
    @logo_window.make_font_smaller
    @logo_window.draw_text(4,26,@logo_window.width - 4,@logo_window.line_height,"道具数:"+$game_party.all_items.size.to_s)
    @logo_window.make_font_bigger
    @logo_window.viewport = @viewport
  end
  #--------------------------------------------------------------------------
  # ● 生成控制数量
  #--------------------------------------------------------------------------
  def create_item_control_amount
    x = 145
    y = 140
    w = Graphics.width - x * 2
    h = Graphics.height - y * 2
    @control_amount = Window_Control_Number.new(x,y,w,h)
    @control_amount.viewport = @viewport
    @control_amount.set_handler(:ok,   method(:on_item_control))
    @control_amount.set_handler(:cancel,   method(:back_to_choose_item))
  end
  #--------------------------------------------------------------------------
  # ● 生成物品控制窗口
  #--------------------------------------------------------------------------
  def create_item_control
    @item_control = Window_ItemCommand.new(item)
    @item_control.viewport = @viewport
    @item_control.set_handler(:use_item,   method(:on_item_use))
    @item_control.set_handler(:sell_item,  method(:sell_item))
    @item_control.set_handler(:giveup_item,method(:giveup_item))
    @item_control.set_handler(:cancel,     method(:back_to_choose_item))
  end
  #--------------------------------------------------------------------------
  # ● 生成物品分类窗口
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_New_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
    @category_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 生成物品窗口
  #--------------------------------------------------------------------------
  def create_item_window
    @item_window = Window_ItemList2.new(@category_window.width, 0, Graphics.width - @category_window.width, Graphics.height)
    @item_window.help_window = @help_window
    @item_window.viewport = @viewport
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @category_window.item_window = @item_window
    @item_window.refresh
  end
  #--------------------------------------------------------------------------
  # ● 分类“确定”
  #--------------------------------------------------------------------------
  def on_category_ok
    @item_window.activate
    @item_window.select_last
  end
  #--------------------------------------------------------------------------
  # ● 物品“确定”
  #--------------------------------------------------------------------------
  def on_item_ok
    @help_window.hide
    create_item_control
    @item_control.uppos(@item_window.index,@item_window.item_rect(@item_window.index),@item_window)
    @item_control.activate
  end
  #--------------------------------------------------------------------------
  # ● 返回选择物品
  #--------------------------------------------------------------------------
  def back_to_choose_item
    @control_amount.hide if @control_amount
    @item_control.hide
    @item_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 物品“取消”
  #--------------------------------------------------------------------------
  def on_item_cancel
    @item_window.unselect
    @category_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 播放使用物品声效
  #--------------------------------------------------------------------------
  def play_se_for_item
    Sound.play_use_item
  end
  #--------------------------------------------------------------------------
  # ● 卖出物品(选择数量)
  #--------------------------------------------------------------------------
  def sell_item
    create_item_control_amount
    @control_amount.set(item, max_sell, selling_price, currency_unit)
    @control_amount.activate
    @control_kind = :sell
  end
  #--------------------------------------------------------------------------
  # ● 丢弃物品(选择数量)
  #--------------------------------------------------------------------------
  def giveup_item
    create_item_control_amount
    @control_amount.set(item, max_sell, 0, currency_unit)
    @control_amount.activate
    @control_kind = :giveup
  end
  #--------------------------------------------------------------------------
  # ● 结束选择数量
  #--------------------------------------------------------------------------
  def on_item_control
    case @control_kind
    when :sell
      do_sell(@control_amount.number)
    when :giveup
      do_giveup(@control_amount.number)
    end
    refresh_item_logo
    @item_window.refresh
    back_to_choose_item
  end
  #--------------------------------------------------------------------------
  # ● 执行卖出
  #--------------------------------------------------------------------------
  def do_sell(number)
    $game_party.gain_gold(number * selling_price)
    $game_party.lose_item(item, number)
  end
  #--------------------------------------------------------------------------
  # ● 执行丢弃
  #--------------------------------------------------------------------------
  def do_giveup(number)
    $game_party.lose_item(item, number)
  end
  #--------------------------------------------------------------------------
  # ● 获取货币单位
  #--------------------------------------------------------------------------
  def currency_unit
    Vocab::currency_unit
  end
  #--------------------------------------------------------------------------
  # ● 获取可以卖出的最大值
  #--------------------------------------------------------------------------
  def max_sell
    $game_party.item_number(item)
  end
  #--------------------------------------------------------------------------
  # ● 获取卖出价格
  #--------------------------------------------------------------------------
  def selling_price
    item.price / 2
  end
  #--------------------------------------------------------------------------
  # ● 使用物品(选择角色)
  #--------------------------------------------------------------------------
  def on_item_use
    @item_control.hide
    $game_party.last_item.object = item
    determine_item
  end
  #--------------------------------------------------------------------------
  # ● 使用物品
  #--------------------------------------------------------------------------
  def use_item
    super
    @item_window.redraw_current_item
    refresh_item_logo
  end
end
你的意思就是要打架咯?
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 楼主| 发表于 2013-5-31 11:40:32 | 只看该作者
截图     就是把红色框子那你颜色调下   改成紫色     大神们  求帮忙啊!!!

)%@JPEDV6ACOLFA]M47XWW3.jpg (84.71 KB, 下载次数: 44)

)%@JPEDV6ACOLFA]M47XWW3.jpg

点评

问题请在一楼编辑!下不为例,论坛的整洁需要大家共同努力。  发表于 2013-5-31 12:20
你的意思就是要打架咯?
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 楼主| 发表于 2013-5-31 13:19:16 | 只看该作者
魔力的觉醒 发表于 2013-5-31 11:40
截图     就是把红色框子那你颜色调下   改成紫色     大神们  求帮忙啊!!!

噢噢噢   我不知道
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Lv5.捕梦者 (暗夜天使)

只有笨蛋才会看到

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开拓者短篇九导演组冠军

5
发表于 2013-5-31 14:38:24 | 只看该作者
LZ先问一句你的脚本真的全部复制上来了么……你的脚本我这里直接报错,连打开都没办法打开还谈什么修改字体颜色…………
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 楼主| 发表于 2013-5-31 17:45:02 | 只看该作者
喵呜喵5 发表于 2013-5-31 14:38
LZ先问一句你的脚本真的全部复制上来了么……你的脚本我这里直接报错,连打开都没办法打开还谈什么修改字体 ...

等下   应该还差两个
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 楼主| 发表于 2013-5-31 17:46:15 | 只看该作者
#encoding:utf-8
#==============================================================================
# ■ Game_Make_Item
#------------------------------------------------------------------------------
#  管理开发装备的类。保存有熟练度、解锁等的信息。本类的实例请参考 $game_make_item 。
#==============================================================================
class Game_Make_Item
  attr_accessor :hmp_max                  # MHP、MMP的上限
  attr_accessor :params_max               # ATK、DEF、MAT、MDF、AGI、LUK的上限
  attr_accessor :max_maker                # 最大参加开发
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize
    @max_maker = 1
    @hmp_max = 1000
    @params_max = 100
    init_exp_and_lock
  end
  #--------------------------------------------------------------------------
  # ● 初始化信息
  #--------------------------------------------------------------------------
  def init_exp_and_lock
    for i in 1 ... $data_weapons.size
      $data_weapons[i].is_lock?
      $data_weapons[i].exp = 0
    end
    for i in 1 ... $data_armors.size
      $data_armors[i].is_lock?
      $data_armors[i].exp = 0
    end
  end
end
第一个{:2_270:}
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 楼主| 发表于 2013-5-31 17:46:38 | 只看该作者
=begin
================================================
装备开发系统 版本 1.32 By 804173948 QQ:同上
================================================
  更新:
    优化画面美观度
    与“装备扩展”结合 装备里备注与原脚本相同(类别用 class 数值 与 @type[数值] 功能相同)
    自制分类道具栏(可能会发生冲突)
    Command 可拥有图标、上色
  注意:
    本系统只是测试版,可能会有BUG之类的,会不定期更新
  使用说明:
    1、物品备注填写:
   
      如果这个物品能够被用来开发装备,请按以下要求填写备注——
      
        1、前缀名:<name 名称>
        说明:装备开发成功后装备的名称会加上前缀名,如果不填,则取此物品名称的第一个字作为前缀名
        如:<name 铁>
        开发“剑”武器,成功后就会变成“铁剑”
        
        2、增加能力:<mhp\mmp\atk\def\mat\mdf\agi\luk 数值>
        说明:用来提升被开发的装备的各项能力
        如:<mhp 100>
            <atk 25>
            <def 2>
            <mat -1>
            
        3、物品类别:<class 数值>
        说明:物品的类别(把相近的物品划分为同一类)
        注意:数值最好为 0 ~ 15 区间内 如需增加,请修改相性
        简单的例子:
        物品 1 名称是“铁”
        物品 2 名称是“铜”
        这两个物品都是金属,所以应该分为同一类
        我们把他们分为 第 4 类(<class 4>),那么第四类就是“金属类”
        每类物品与每种装备装备对应的相性值请搜索“设置相性”修改
        
        4、能被开发的标志:<useable>
        说明:只有写上“<useable>”才能被选择开发材料的窗口显示
        
      备注填写例子:
      <name 木>
      <atk 1>
      <def 1>
      <class 3>
      <useable>
      
      
      武器、防具备注填写:
      如果这个装备能够被开发,请按以下要求填写备注——
      
        1、熟练度:<exp 数值>
        说明:开发这个装备的熟练度,如果此装备无法升级则不填
        
        2、熟练度增加:<add 数值>
        说明:每次开发成功增加的熟练度,如果熟练度满了则解锁新装备,如果此装备无法升级则不填
        提示:n号武器的熟练度存储在变量 $game_make_item.weapon_exp[n] 中
              n号防具的熟练度存储在变量 $game_make_item.armor_exp[n] 中
              直接修改熟练度方法:
              武器 $data_weapons[id].exp = 新数量
              防具 $data_armors[id].exp = 新数量
              
        3、下一级装备:<next 装备ID>
        说明:熟练度满了之后解锁的装备,如果此装备无法升级则不填
        如:<next 100> (解锁100号装备(武器或防具))
            <next 31,38,40> (同时解锁31、38、40号装备(武器或防具))
        注意:最多只能同时解锁4个装备
        
        4、装备种类:<class 数值>
        说明:装备的类别(子类型)
        注意:数值最好为 0 ~ 7 区间内(武器则是 0 ~ 6) 如需增加,请按要求修改子类型(极度不建议)
        每类物品与每种装备装备对应的相性值请搜索“设置相性”修改
        
        5、一开始就解锁的标志:<BASIC>(又名“基础装备”)
        说明:只有写上“<BASIC>”才能被一开始解锁
        
        6、神秘装备的标志:<lock>
        说明:即使上一级的熟练度满了也不一定解锁,需要满足一定的条件才解锁
        提示:解锁武器:脚本:$data_weapons[id].lock = false(解锁)/ true(上锁)
              解锁防具:脚本:$data_armors[id].lock = false(解锁)/ true(上锁)
              
      提示:
      <BASIC> 和 <lock> 可写在同一装备的备注上,但不是一开始就解锁
      能力上限可更改,详情请见101行
      
      备注填写例子:
      <exp 80>
      <add 4>
      <next 20>
      <class 1>
      <BASIC>
      
      注意:判断防具是否饰品: 把防具的装备位置改为“饰品”
      
    2、其他:
      修改 最大参加开发人数 方法
      $game_make_item.max_maker = 数值(1~3)
      如:
      $game_make_item.max_maker = 2
      那么开发时就可以2个人一起开发了!
      (为什么最大是3?  因为太多 1、界面显示不了 ; 2、游戏的不平衡)
      
      修改 各种属性开发最大值 方法
      $game_make_item.hmp_max = 数值 (HP、MP最大值修改)默认值是1000
      $game_make_item.params_max = 数值 (六种属性最大值修改)默认值是100
      
    说明有待补充
  各种冲突:
  
    1、与“物品颜色描绘”脚本 可能发生冲突!
      冲突症状:1、直接弹出错误
               2、“物品颜色描绘”功能失效
      解决方法:去掉“重新定义”的 218~250 行 注释,再删掉 251~258行
    其他暂未发现
  BUG:
  
    暂无
   
  备注:
  
  本脚本可以简化的(本人偷懒)
  
  (有待简化)
  
  范例的数据库只做了武器 防具还是懒得做了
  
  不要问我数据库里空了的装备是什么,这是国家机密
  
  还有……本人英文水平不好 开始写的时候才刚初二 有许多单词拼写不规范(如:饰品 写成 earring)
=end
#==============================================================================
# ■ MakeEquip
#------------------------------------------------------------------------------
#  模块:开发装备
#==============================================================================
module MakeEquip
  # 子类型(可自由修改)
  $weapon = ["刀刃","钝器","弓箭","拳套","法杖","其它"]         # 武器
  $armor = ["头盔","铠甲","魔甲","护腕","战靴","盾牌"]   # 防具
  $earring = ["头巾","耳环","项链","手鞠","戒指","腰饰","其它"] # 饰品
  # 物品类别
  $kind_of_item = ["普通布料","魔法布料","岩石","木料","金属","重金属","魔法金属","羽","宝石","其他"]
  # 人气值(用途:开发成功后增加售价)(百分比)
  $weapon_hot =  [45,23,34,18,39,0 ,17]
  $armor_hot =   [21,51,43,37,19,30,0,9]
  $earring_hot = [21,18,27,21,38,13,0,19]
  # 设置相性(不会修改者可无视)
  $weapon_xx = {
  # 类       0    1     2    3    4    5    6    7    8    9    10   11  12    13   14  15 ……
  "刀刃" => [25  ,20  ,110 ,110 ,135 ,160 ,125 ,15  ,150 ,120 ,140 ,85  ,25  ,30  ],
  "钝器" => [10  ,5   ,120 ,130 ,140 ,180 ,120 ,5   ,160 ,105 ,200 ,100 ,50  ,60  ],
  "弓箭" => [50  ,50  ,30  ,120 ,45  ,40  ,60  ,140 ,145 ,150 ,135 ,145 ,120 ,140 ],
  "拳套" => [105 ,110 ,120 ,72  ,120 ,145 ,140 ,35  ,165 ,175 ,125 ,35  ,15  ,25  ],
  "法杖" => [10  ,20  ,30  ,120 ,25  ,15  ,150 ,65  ,180 ,70  ,100 ,135 ,135 ,165 ],
  "其它" => [50  ,50  ,120 ,100 ,100 ,95  ,125 ,150 ,200 ,115 ,125 ,120 ,70  ,100 ],
  #如需增加子类型
  #从这里增加(格式:"子类型名称" => [相性1,2,3...15,16(或更多)])
  #相性:对于物品的类型的相性
  #例如:相性1 = 对1类别的物品的相性度 如此类推
  #注意:"子类型名称" 要与 $weapon 同步
  #下同:$armor_xx、$earring_xx 分别是“防具的相性”、“饰品的相性”
  }
  $armor_xx = {
  # 类        0    1     2    3      4    5     6    7    8    9    10   11  12  13  14   15 ……
  "头盔" => [120   ,40  ,60  ,100  ,140  ,155  ,145 ,40  ,180 ,15  ,70  ,55  ,20 ,20 ],
  "铠甲" => [110   ,85  ,50  ,90   ,150  ,160  ,165 ,5   ,200 ,10  ,75  ,50  ,15 ,20 ],
  "魔甲" => [150   ,100 ,30  ,45   ,50   ,45   ,180 ,65  ,200 ,20  ,75  ,60  ,20 ,30 ],
  "护腕" => [145   ,70  ,60  ,80   ,115  ,135  ,140 ,25  ,175 ,25  ,75  ,40  ,15 ,25 ],
  "战靴" => [150   ,90  ,10  ,50   ,65   ,15   ,120 ,110 ,175 ,30  ,105 ,30  ,50 ,55 ],
  "盾牌" => [25    ,5   ,50  ,60   ,140  ,180  ,125 ,5   ,160 ,5   ,115 ,100 ,110,125],
  }
  $earring_xx = {
  # 类        0   1   2   3    4     5    6   7    8   9   10    11  12  13  14   15 ……
  "头巾" => [105,110,15 ,20 ,50   ,35   ,55 ,140 ,135 ,70 ,60   ,40 ,20 ,15 ],
  "耳环" => [5  ,15 ,20 ,60 ,80   ,70   ,100,100 ,180 ,70 ,125  ,110,20 ,25 ],
  "项链" => [10 ,15 ,10 ,50 ,120  ,115  ,150,115 ,170 ,60 ,100  ,95 ,25 ,20 ],
  "手鞠" => [30 ,40 ,15 ,80 ,115  ,140  ,145,75  ,180 ,55 ,105  ,80 ,25 ,25 ],
  "戒指" => [25 ,40 ,10 ,35 ,100  ,135  ,145,95  ,200 ,35 ,125  ,55 ,30 ,35 ],
  "腰饰" => [70 ,80 ,20 ,50 ,70   ,45   ,90 ,155 ,135 ,30 ,120  ,60 ,35 ,35 ],
  "其它" => [40 ,40 ,10 ,35 ,90   ,75   ,115,120 ,150 ,25 ,115  ,50 ,10 ,20 ],
  }
  @class = 0
  @classes = 0
  @item = nil
  @equip = nil
  UP_FLAG = 32 # 能力上升标志图片
  ADDNAME = "name"
  CLASS = "class"
  USEABLE = "useable"
  NEED_EXP = "exp"
  ADD_EXP = "add"
  NEXT_LEVEL = "next"
  LOCK = "lock"
  BASIC = "BASIC"
  ADDPARAM = ["mhp","mmp","atk","def","mat","mdf","agi","luk"]  
    # 每个能力的名称(可修改)
  ParamName = ["血量上限","魔法上限","物理破坏力","物理防御力","魔法破坏力","魔法防御力","灵巧值","幸运值"]
  def self.get_or_save_ie(type=true,item,equip)
    if type
      ie = [@item,@equip]
      return ie
    else
      @item = item
      @equip = equip
      return
    end
  end
  def self.save_class(value)
    @class = value
  end
  def self.get_class
    return @class
  end
  def self.save_classes(value)
    @classes = value
  end
  def self.get_classes
    return @classes
  end
end
class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ● 指令“开始游戏”
  #--------------------------------------------------------------------------
  alias old command_new_game
  def command_new_game
    old
    for i in 1...$data_weapons.size
      $game_party.gain_item($data_weapons,-99,true)
    end
    for i in 1...$data_armors.size
      $game_party.gain_item($data_armors,-99,true)
    end
  end
end
#==============================================================================
# ■ Scene_Make_Item
#------------------------------------------------------------------------------
#  开发装备
#==============================================================================
class Scene_Make_Item < Scene_MenuBase
  include MakeEquip
  attr_reader :equip
  attr_reader :item
  #--------------------------------------------------------------------------
  # ● 开始
  #--------------------------------------------------------------------------
  def start
    super
    create_window
  end
  #--------------------------------------------------------------------------
  # ● 生成指令窗口
  #--------------------------------------------------------------------------
  def create_window
    create_make_choose_window
  end
  #--------------------------------------------------------------------------
  # ● 帮助窗口
  #--------------------------------------------------------------------------
  def create_help_window
    @help_window = Window_equip_imformation.new(@make_item_window.x,@make_choose_window.height,@make_item_window.width,Graphics.height - @make_choose_window.height - @make_item_window.height)
    @help_window.viewport = @viewport
    @make_item_window.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  # ● 选择类型窗口
  #--------------------------------------------------------------------------
  def create_make_choose_window
    @make_choose_window = Window_make_choose.new(0,0)
    @make_choose_window.height = 48
    @make_choose_window.set_handler(:weapon ,method(:makeweapon))
    @make_choose_window.set_handler(:armor  ,method(:makearmor))
    @make_choose_window.set_handler(:earring,method(:makeearring))
    @make_choose_window.set_handler(:cancel ,method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # ● 选择子类型窗口
  #--------------------------------------------------------------------------
  def create_make_weapon_window
    @make_window = Window_make_weapon.new(0,@make_choose_window.height,@make_item_window.x,Graphics.height - @make_choose_window.height)
    @make_window.set_handler(:ok ,method(:choose_sonkind))
    @make_window.set_handler(:cancel ,method(:return_to_choose_mainkind))
    @make_window.help_window = @make_item_window
  end
  def create_make_armor_window
    @make_window = Window_make_armor.new(0,@make_choose_window.height,@make_item_window.x,Graphics.height - @make_choose_window.height)
    @make_window.set_handler(:ok ,method(:choose_sonkind))
    @make_window.set_handler(:cancel ,method(:return_to_choose_mainkind))
    @make_window.help_window = @make_item_window
  end
  def create_make_earring_window
    @make_window = Window_make_earring.new(0,@make_choose_window.height,@make_item_window.x,Graphics.height - @make_choose_window.height)
    @make_window.set_handler(:ok ,method(:choose_sonkind))
    @make_window.set_handler(:cancel ,method(:return_to_choose_mainkind))
    @make_window.help_window = @make_item_window
  end
  #--------------------------------------------------------------------------
  # ● 装备列表
  #--------------------------------------------------------------------------
  def create_make_item_window # 装备列表
    @make_item_window = Window_make_item.new#(@actor)
    @make_item_window.x = 135 #@make_window.width #Graphics.width - @make_item_window.width
    @make_item_window.y = Graphics.height - @make_item_window.height
    @make_item_window.set_handler(:ok ,method(:make_item))
    @make_item_window.set_handler(:cancel ,method(:close_make_item))
  end
  #--------------------------------------------------------------------------
  # ● 物品列表
  #--------------------------------------------------------------------------
  def create_item_window      # 物品列表
    @item_window_help_text = Window_Text_Help.new(325,0,219,48)
    @item_window_help_text.draw_help_text("选择材料开发装备")
    @item_window = Window_item.new(325,48,219,368)#(@actor)
    @item_window.set_handler(:ok ,method(:call_sure_make))
    @item_window.set_handler(:cancel ,method(:back_to_equip_list))
    @item_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 钱不够了
  #--------------------------------------------------------------------------
  def create_no_enough_gold
    @no_gold_window = Window_Text_Help.new(162,182,220,48)
    @no_gold_window.draw_help_text("  金钱不足! ")
    @no_gold_window.set_handler(:ok ,method(:return_scene))
    @no_gold_window.set_handler(:cancel ,method(:return_scene))
    @no_gold_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 确认框(是 则Call 另一场景)
  #--------------------------------------------------------------------------
  def create_sure_make_window # 确认
    @sure_make_window = Window_sure_make.new#(@actor)
    @sure_make_window.set_handler(:yes_make,method(:sure_make))
    @sure_make_window.set_handler(:no_make ,method(:back_to_choose_item))
    @sure_make_window.set_handler(:cancel ,method(:back_to_choose_item))
    @sure_make_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 相性及详细窗口
  #--------------------------------------------------------------------------
  def create_make_imformation_window # 相性及详细窗口
    @make_imformation_window = Window_make_imformation.new#(@actor)
    @item_window.help_window = @make_imformation_window
    @item_window.equip = @make_item_window.get_item
  end
  #--------------------------------------------------------------------------
  # ● 关闭所有类型窗口
  #--------------------------------------------------------------------------
  def all_close
    @make_window.hide
    @make_window.deactivate
    @make_choose_window.hide
    @make_choose_window.deactivate
  end
  #--------------------------------------------------------------------------
  # ● 选择类型
  #--------------------------------------------------------------------------
  def makeweapon
    MakeEquip::save_classes(1)
    @make_window.hide if @make_window
    makeoneitem
    create_make_weapon_window
    @make_window.activate
  end
  def makearmor
    MakeEquip::save_classes(2)
    @make_window.hide if @make_window
    makeoneitem
    create_make_armor_window
    @make_window.activate
  end
  def makeearring
    MakeEquip::save_classes(3)
    @make_window.hide if @make_window
    makeoneitem
    create_make_earring_window
    @make_window.activate
  end  
  #--------------------------------------------------------------------------
  # ● 进入选择装备
  #--------------------------------------------------------------------------
  def makeoneitem
    create_make_item_window
    create_help_window
  end
  #--------------------------------------------------------------------------
  # ● 选择装备
  #--------------------------------------------------------------------------
  def choose_sonkind
    @make_item_window.activate
    @make_item_window.index = 0
  end
  #--------------------------------------------------------------------------
  # ● 选择父类型
  #--------------------------------------------------------------------------
  def return_to_choose_mainkind  
    @make_window.hide
    @make_item_window.hide
    @help_window.hide
    @make_choose_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 关闭选择装备窗口?
  #--------------------------------------------------------------------------
  def close_make_item
    @make_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 确认MakeItem?
  #--------------------------------------------------------------------------
  def make_item # 确认MakeItem
    if @make_item_window.get_item
    equip = @make_item_window.get_item
    if equip.price > $game_party.gold
      create_no_enough_gold
      @help_window.hide
    else
      all_close
      create_item_window
      create_make_imformation_window
      @help_window.hide
      @make_item_window.hide
    end
    else
    @make_item_window.activate
    end
  end
  #--------------------------------------------------------------------------
  # ● 选择好装备以及物品,call
  #--------------------------------------------------------------------------
  def call_sure_make
    item = @item_window.item
    if item
      equip = @make_item_window.get_item
      if equip.price + item.price > $game_party.gold
        create_no_enough_gold      
      else
        create_sure_make_window
      end
    else
      $data_system.sounds[3].play
      @item_window.activate
    end
  end
  #--------------------------------------------------------------------------
  # ● goto : Scene_Making_Imformation
  #--------------------------------------------------------------------------
  def sure_make
    @item = @item_window.item
    @equip = @item_window.equip
    MakeEquip::get_or_save_ie(false,@item,@equip)
    @make_item_window.deactivate
    @make_item_window.close
    @help_window.close
    @sure_make_window.close
    @make_window.close
    @make_choose_window.close
    SceneManager.goto(Scene_Making_Imformation)
  end
  #--------------------------------------------------------------------------
  # ● 看英文
  #--------------------------------------------------------------------------
  def back_to_choose_item
    @sure_make_window.deactivate
    @sure_make_window.hide
    @item_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 继续看英文
  #--------------------------------------------------------------------------
  def back_to_equip_list
    @item_window.deactivate
    @item_window.hide
    @item_window_help_text.hide
    @make_imformation_window.hide
    @help_window.show
    @make_item_window.show
    @make_window.show
    @make_choose_window.show
    @make_item_window.activate
  end
  #--------------------------------------------------------------------------
  # ● ???(貌似作废)
  #--------------------------------------------------------------------------
  def make_new_equip(equip_id, equip_kind)
      if /<#{LOCK}>/i =~ equip_id.note
        eid = equip_id.data_id
        case equip_kind
        when 1
          return if @unluckw[eid] = false
        when 2
          return if @unlucka[eid] = false
        end
      end
      return equip_id
  end
end
#==============================================================================
# ■ Get_Item_P
#------------------------------------------------------------------------------
#  获取道具信息
#==============================================================================
class RPG::Item < RPG::UsableItem
  include MakeEquip
  def addname
      if @note =~ /<#{ADDNAME}\s*(\S+?)>/i
        return $1 ? $1.to_s : @name[0,1]
      end
    return @name[0,1]
  end
  def add_params(param_id)
      if @note =~ /<#{ADDPARAM[param_id]} (\d+)\>/i
        return $1 ? $1.to_i : 0
      elsif @note =~ /<#{ADDPARAM[param_id]} -(\d+)\>/i
        i = $1 ? $1.to_i : 0
        return -i
      end
    return 0
  end
  def class_id
      if @note =~ /<#{CLASS} (\d+)\>/i
        return $1 ? $1.to_i : -1
      end
    return -1
  end
  def is_useable?
    return true  if @note =~ /<#{USEABLE}>/i
    return false
  end
end
#==============================================================================
# ■ Get_Weapon_P
#------------------------------------------------------------------------------
#  获取武器信息
#==============================================================================
class RPG::Weapon < RPG::EquipItem
  include MakeEquip
  attr_accessor :lock
  attr_accessor :exp
  alias old initialize
  def initialize
    old
    is_lock?
    @exp = 0
  end
  def is_lock?
    if @note =~ /<#{BASIC}>/i && @note !~ /<#{LOCK}>/i
      @lock = false
    else
      @lock = true
    end
    return @lock
  end
  def need_exp
      if @note =~ /<#{NEED_EXP} (\d+)\>/i
        return $1 ? $1.to_i : 1
      end
    return 0
  end
  def add_exp
      if @note =~ /<#{ADD_EXP} (\d+)\>/i
        return $1 ? $1.to_i : 1
      end
    return 0
  end
  def next_level
    unlock_level = []
      if @note =~ /<#{NEXT_LEVEL} (\d+)\>/i or @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+)>/i
        unlock_level[0] = $1.to_i if $1
        unlock_level[1] = $2.to_i if $2
      elsif @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+)\, (\d+)\>/i or @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+), (\d+), (\d+)>/i
        unlock_level[0] = $1.to_i if $1
        unlock_level[1] = $2.to_i if $2
        unlock_level[2] = $3.to_i if $3
        unlock_level[3] = $4.to_i if $4
      end
    return unlock_level
  end
  def class_id
      if @note =~ /<#{CLASS} (\d+)\>/i
        return $1 ? $1.to_i : -1
      elsif /@etype\[(.+?)\]/ =~ @note
        return $1 ? $1.to_i : -1
      end
    return -1
  end
end
#==============================================================================
# ■ Get_Armor_P
#------------------------------------------------------------------------------
#  获取防具信息
#==============================================================================
class RPG::Armor < RPG::EquipItem
  include MakeEquip
  attr_accessor :lock
  attr_accessor :exp
  alias old initialize
  def initialize
    old
    @etype_id = class_id
    is_lock?
    @exp = 0
  end
  def is_lock?
    if @note =~ /<#{BASIC}>/i && @note !~ /<#{LOCK}>/i
      @lock = false
    else
      @lock = true
    end
    return @lock
  end
  def need_exp
      if @note =~ /<#{NEED_EXP} (\d+)\>/i
        return $1 ? $1.to_i : 1
      end
    return 0
  end
  def add_exp
      if @note =~ /<#{ADD_EXP} (\d+)\>/i
        return $1 ? $1.to_i : 1
      end
    return 0
  end
  def next_level
    unlock_level = []
      if @note =~ /<#{NEXT_LEVEL} (\d+)\>/i or @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+)>/i
        unlock_level[0] = $1.to_i if $1
        unlock_level[1] = $2.to_i if $2
      elsif @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+)\, (\d+)\>/i or @note =~ /<#{NEXT_LEVEL} (\d+)\, (\d+), (\d+), (\d+)>/i
        unlock_level[0] = $1.to_i if $1
        unlock_level[1] = $2.to_i if $2
        unlock_level[2] = $3.to_i if $3
        unlock_level[3] = $4.to_i if $4
      end
    return unlock_level
  end
  def class_id
      if @note =~ /<#{CLASS} (\d+)\>/i
        return $1 ? $1.to_i : @etype_id
      elsif /@etype\[(.+?)\]/ =~ @note
        return $1 ? $1.to_i : @etype_id
      end
    return @etype_id
  end
end
class Window_make_choose < Window_HorzCommand
  def window_width
    return Graphics.width
  end
  def col_max
    return 3
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command("开发武器", :weapon)
    add_command("开发防具", :armor)
    add_command("开发饰品", :earring)
  end
end

class Window_make_weapon < Window_Selectable
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 获取项目数
  #--------------------------------------------------------------------------
  def item_max
    return $weapon.size
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def draw_item(index)
    draw_text(item_rect(index),$weapon[index],1)
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    @help_window.make_command_list(@index)
    @help_window.update_help
  end
end

class Window_make_armor < Window_Selectable
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 获取项目数
  #--------------------------------------------------------------------------
  def item_max
    return $armor.size
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def draw_item(index)
    draw_text(item_rect(index),$armor[index],1)
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    @help_window.make_command_list(@index)
    @help_window.update_help
  end
end
class Window_make_earring < Window_Selectable
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 获取项目数
  #--------------------------------------------------------------------------
  def item_max
    return $earring.size
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def draw_item(index)
    draw_text(item_rect(index),$earring[index],1)
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    @help_window.make_command_list(@index)
    @help_window.update_help
  end
end
class Window_make_item < Window_Selectable
  include MakeEquip
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0,window_width,fitting_height(3))
    @itemkind = 0
    @itemid = []
    @item_max = 0
    @hot = 0
    make_command_list
  end
  def visible_line_number
    return 3
  end
  def clear_data
    @itemkind = 0
    @itemid = []
    @item_max = 0
    @hot = 0
  end
  def item_max
    if @item_max
      return @item_max
    else
      return 0
    end
  end
  def row_max
    [(item_max + col_max - 1) / col_max, 1].max
  end
  def col_max
  return 2
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return Graphics.width - 135
  end
  #--------------------------------------------------------------------------
  # ● 获取装备
  #--------------------------------------------------------------------------
  def get_item
    if item
    return @itemkind == 0 ? $data_weapons[item] : $data_armors[item]
    end
    return nil
  end
  def item
    @itemid && self.index >= 0 ? @itemid[self.index] : nil
  end
  #--------------------------------------------------------------------------
  # ● 获取道具
  #--------------------------------------------------------------------------
  def make_command_list(kind_class = MakeEquip::get_class - 1)
    MakeEquip::save_class(kind_class + 1)
    clear_data
    case MakeEquip::get_classes
    when 1
      @hot = $weapon_hot[MakeEquip::get_class - 1]
      a = 0
      for i in 1...$data_weapons.size
        di = $data_weapons
        if di.class_id == MakeEquip::get_class - 1
        next if di.lock
        @itemid[a] = i
        a += 1
        @itemkind = 0
        @item_max = a
        draw_item(a - 1)
        end
      end  
      if item_max != 0
      @index = 0
      end
    when 2
      @hot = $armor_hot[MakeEquip::get_class - 1]
      a = 0
      for i in 1...$data_armors.size
        di = $data_armors
        if di.etype_id == MakeEquip::get_class && di.etype_id <= HzhjEquip::ETYPE_ADD_NAME.size
        next if di.lock
        @itemid[a] = i
        a += 1
        @itemkind = 1
        @item_max = a
        draw_item(a - 1)
        end
      end  
      if item_max != 0
      @index = 0
      end
    when 3
      @hot = $earring_hot[MakeEquip::get_class - 1]
      a = 0
      for i in 1...$data_armors.size
        di = $data_armors
        if di.etype_id == MakeEquip::get_class + $earring.size && di.etype_id > HzhjEquip::ETYPE_ADD_NAME2.size
        next if di.lock
        @itemid[a] = i
        a += 1
        @itemkind = 1
        @item_max = a
        draw_item(a - 1)
        end
      end  
      if item_max != 0
      @index = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    @help_window.draw_item_imformation(@itemid[self.index] ,@itemkind, 4, 0,@hot)#, window_width - 150)
  end
  #--------------------------------------------------------------------------
  # ● 绘制项目
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @itemid[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      if @itemkind == 0
      draw_item_name($data_weapons[item], rect.x, rect.y, true,item_width)
      else
      draw_item_name($data_armors[item], rect.x, rect.y, true,item_width)
      end
    end
  end
end
#==============================================================================
# ■ Window_equip_imformation
#------------------------------------------------------------------------------
#  装备资料画面
#==============================================================================
class Window_equip_imformation < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(x, y,width,height)
    super(x, y, width, height)
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return Graphics.width - 135
  end
  #--------------------------------------------------------------------------
  # ● 获取窗口的高度
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - 172
  end
  #--------------------------------------------------------------------------
  # ● 绘制装备资料
  #--------------------------------------------------------------------------
  def draw_item_imformation(itemid ,itemkind, x, y,hot)
    draw_item_all(itemid ,itemkind, x, y,width,hot)
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
  end
  #--------------------------------------------------------------------------
  # ● 打开窗口
  #--------------------------------------------------------------------------
  def open
    refresh
    super
  end
end
#==============================================================================
# ■ Window_item
#------------------------------------------------------------------------------
#  选择用来开发的材料
#==============================================================================
class Window_item < Window_ItemList
  attr_accessor :equip
  def initialize(x, y, width, height)
    super
    @category = :item
    @data = []
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 获取列数
  #--------------------------------------------------------------------------
  def col_max
    return 1
  end
  #--------------------------------------------------------------------------
  # ● 获取间隔
  #--------------------------------------------------------------------------
  def spacing
    return 32
  end
  #--------------------------------------------------------------------------
  # ● 能否使用?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    return true
  end
  #--------------------------------------------------------------------------
  # ● 获取道具
  #--------------------------------------------------------------------------
  def make_item_list
    @data = $game_party.all_items.select {|item| include?(item) } # 获取某类型的持有道具
    @data.push(nil) if include?(nil)
    @data = @data.select {|item| item.is_useable? } # 获取能用的道具
  end
  #--------------------------------------------------------------------------
  # ● 绘制项目
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    if item
      show
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, true,172)
      draw_item_number(rect, item)
    else
      hide
    end
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    @help_window.set_item(item,@equip)
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
end
#==============================================================================
# ■ Window_Text_Help
#------------------------------------------------------------------------------
#  帮助文本
#==============================================================================
class Window_Text_Help < Window_Selectable
  def initialize(x, y, width, height)
    super
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 设置文本
  #--------------------------------------------------------------------------
  def draw_help_text(text = "")
    draw_text_ex(2,0,text,width - 4)
  end
  def refresh
    draw_help_text
  end
end
#==============================================================================
# ■ Window_make_imformation
#------------------------------------------------------------------------------
#  选择道具窗口帮助
#==============================================================================
class Window_make_imformation < Window_Base
  def initialize
    super(0,0,325,416)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 设置物品
  #     item : 技能、物品等
  #--------------------------------------------------------------------------
  def set_item(item,equip)
    draw_ie_imformation(item,equip)
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
  end
end
#==============================================================================
# ■ Window_sure_make
#------------------------------------------------------------------------------
#  开发装备(选择角色开发)
#==============================================================================
class Window_sure_make < Window_Command
  def initialize
    super(0, 0)
    update_placement
    self.openness = 0
    open
  end

  #--------------------------------------------------------------------------
  # ● 获取窗口的宽度
  #--------------------------------------------------------------------------
  def window_width
    return 140
  end
  #--------------------------------------------------------------------------
  # ● 更新窗口的位置
  #--------------------------------------------------------------------------
  def update_placement
    self.x = 544 - window_width
    self.y = 416 - window_height
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command("开发装备",:yes_make)
    add_command(" 返回 ",:no_make)
  end
end
第二个
你的意思就是要打架咯?
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 楼主| 发表于 2013-5-31 17:47:12 | 只看该作者
#==============================================================================
# ■ Scene_Making_Imformation
#------------------------------------------------------------------------------
#  开发装备(子类)
#==============================================================================
class Scene_Making_Imformation < Scene_Make_Item
  #--------------------------------------------------------------------------
  # ● 开始
  #--------------------------------------------------------------------------
  def start
    get_ie
    super
    @choosed = 0
    @makers = []
  end
  #--------------------------------------------------------------------------
  # ● 添加窗口
  #--------------------------------------------------------------------------
  def create_window
    create_making_scroll
    create_making_window
    create_actorimformation_window
    create_choose_actor_to_make
  end
  #--------------------------------------------------------------------------
  # ● 获取父类选定好的装备武器
  #--------------------------------------------------------------------------
  def get_ie
    s1 = MakeEquip::get_or_save_ie(true,nil,nil)
    @item = s1[0]
    @equip = s1[1]
  end
  #--------------------------------------------------------------------------
  # ● 开发进度条(我的英文水平很无语)
  #--------------------------------------------------------------------------
  def create_making_scroll
    @scroll_window = Window_Making_Scroll.new
  end
  #--------------------------------------------------------------------------
  # ● 选择角色
  #--------------------------------------------------------------------------
  def create_choose_actor_to_make
    @choose_actor_window = Window_Choose_Actor.new(0,0)
    @choose_actor_window.help_window = @actorimformation_window
    @choose_actor_window.set_handler(:ok    ,    method(:begin_to_make))
    @choose_actor_window.set_handler(:cancel,    method(:return_scene))
    @choose_actor_window.activate
  end
  #--------------------------------------------------------------------------
  # ● 开发窗口
  #--------------------------------------------------------------------------
  def create_making_window
    @making_window = Window_Making.new(160,0,384,371,item,equip)
    @making_window.hide
  end
  #--------------------------------------------------------------------------
  # ● 承接Makers的窗口
  #--------------------------------------------------------------------------
  def create_makers_window
    @makers_window = Window_Makers.new(@makers)
    @begin_make = Window_sure_make.new
    @begin_make.x = 14
    @begin_make.y = 291
    @begin_make.set_handler(:yes_make    ,method(:honton_to_make))
    @begin_make.set_handler(:no_make,    method(:return_scene))
    @begin_make.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # ● 成功开发窗口
  #--------------------------------------------------------------------------  
  def create_succeed_to_make_window(equip,item,new_name,new_params)
    @succeed_to_make = Window_Succeed_Make.new(100,0,item,equip,new_name,new_params,@makers)
    @succeed_to_make.set_handler(:ok    ,    method(:return_scene))
    @succeed_to_make.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # ● 角色资料
  #--------------------------------------------------------------------------
  def create_actorimformation_window
    @actorimformation_window = Window_Actor_Imformation.new(160,0,384,371)
  end
  #--------------------------------------------------------------------------
  # ● 貌似没用,但别删
  #--------------------------------------------------------------------------
  def on_actor_change
    @actorimformation_window.actor = @actor
  end
  #--------------------------------------------------------------------------
  # ● 开始开发
  #--------------------------------------------------------------------------
  def begin_to_make
    if @makers.include?(@choose_actor_window.item)
      @choosed -= 1
      @makers.delete(@choose_actor_window.item)
      @choose_actor_window.clear_item(@choose_actor_window.index)
      @choose_actor_window.draw_item(@choose_actor_window.index)
      @making_window.del_actor(@choose_actor_window.item)
    else
      @choosed += 1
      @makers.push(@choose_actor_window.item)
      @choose_actor_window.draw_item_background(@choose_actor_window.index)
      @making_window.actor = @choose_actor_window.item
    end
    @choose_actor_window.activate
    if @choosed == $game_make_item.max_maker
      @actorimformation_window.close
      @choose_actor_window.close
      @making_window.show
      create_makers_window
      @making_window.refresh
    end
  end
  #--------------------------------------------------------------------------
  # ● 真的要开始开发了!!!(我用了日文……)
  #--------------------------------------------------------------------------
  def honton_to_make
    @begin_make.close
    @begin_make.hide
    @making_window.activate
    $game_party.lose_gold(@equip.price + @item.price)
    $game_party.gain_item(@item,-1)
    i = 0
    while i < 100
      @making_window.up_param
      i += 1
      @scroll_window.stime = i
      Graphics.wait(6)
    end
    @making_window.finish_up
    Graphics.wait(90)
    hot = @making_window.get_hot(@equip)
    new_params = @making_window.params
    new_name = @making_window.add_name
    new_equip = @equip.dup
    if new_equip.is_a?(RPG::Weapon)
      new_equip.id = $data_weapons.size
      $data_weapons.insert $data_weapons.size,new_equip
      $data_weapons[new_equip.id].name = new_name + @equip.name
      $data_weapons[new_equip.id].params = new_params
      $data_weapons[new_equip.id].note = make_note(@equip)
      $data_weapons[new_equip.id].lock = true
      $data_weapons[new_equip.id].exp = 0
      $data_weapons[new_equip.id].price *= 1 + hot * 0.01
      $data_weapons[new_equip.id].price += @item.price * hot * 0.01 * 1.5
      $data_weapons[new_equip.id].price = $data_weapons[new_equip.id].price.to_i
    else
      new_equip.id = $data_armors.size
      $data_armors.insert $data_armors.size,new_equip
      $data_armors[new_equip.id].name = new_name + @equip.name
      $data_armors[new_equip.id].params = new_params
      $data_armors[new_equip.id].note = make_note(@equip)
      $data_armors[new_equip.id].lock = true
      $data_armors[new_equip.id].exp = 0
      $data_armors[new_equip.id].price *= 1 + hot * 0.01
      $data_armors[new_equip.id].price += @item.price * hot * 0.01 * 1.5
      $data_armors[new_equip.id].price = $data_armors[new_equip.id].price.to_i
    end
    $game_party.gain_item(new_equip,1)
    create_succeed_to_make_window(@equip,@item,new_name,new_params)
    @succeed_to_make.show
    @succeed_to_make.activate
  end
  #--------------------------------------------------------------------------
  # ● 生成新备注
  #--------------------------------------------------------------------------
  include MakeEquip
  def make_note(equip)
    note = "<"+CLASS+" "+equip.class_id.to_s+">"
    return note
  end
end
#==============================================================================
# ■ Window_Making_Scroll
#------------------------------------------------------------------------------
#  开发进度条
#==============================================================================
class Window_Making_Scroll < Window_Base
  def initialize
    super(0,371,window_width,window_height)
    @stime = 0
    refresh
  end
  def window_width
    return 544
  end
  def window_height
    return 45
  end
  def stime=(stime)
    @stime = stime
    refresh
  end
  def draw_scroll(stime)
    contents.clear
    rate = stime.to_f / 100
    make_font_smaller
    draw_gauge(90, -7, 412, rate, tp_cost_color, tp_cost_color)
    draw_text(4, 0, 200, line_height, "开发进度:")
    make_font_bigger
  end
  def refresh
    draw_scroll(@stime)
  end
end
#==============================================================================
# ■ (懒得打了)
#------------------------------------------------------------------------------
#  选择角色
#==============================================================================
class Window_Choose_Actor < Window_MenuStatus
  def initialize(x,y)
    super(x,y)
    refresh
  end
  def window_width
    return 160
  end
  def window_height
    return 371
  end
  #--------------------------------------------------------------------------
  # ● 获取项目的高度
  #--------------------------------------------------------------------------
  def item_height
    (height - standard_padding * 2) / 4
  end
  #--------------------------------------------------------------------------
  # ● 获取显示行数
  #--------------------------------------------------------------------------
  def visible_line_number
    return 4
  end
  def item
    $game_party.members[index]
  end
  def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_actor_graphic(actor, rect.x+15, rect.y+45)
    draw_simple_status(actor, rect.x + 35, rect.y + line_height / 6)
  end
  def draw_item_background(index)
    contents.fill_rect(item_rect(index), pending_color)
    draw_item(index)
  end

  def update_help
    @help_window.actor = $game_party.members[index]
  end
  def refresh
    contents.clear
    draw_all_items
    self.index = 0
  end
end
#==============================================================================
# ■ (懒得打了)
#------------------------------------------------------------------------------
#  角色资料
#==============================================================================
class Window_Actor_Imformation < Window_Status
  def initialize(x,y,width,height)
    super(nil)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    @actor = nil
    refresh
  end

  def actor=(actor)
    @actor = actor
    refresh
  end
  def refresh
    if @actor
      show
    contents.clear
    draw_block1   (line_height * 0)
    draw_horz_line(line_height * 1)
    draw_block2   (line_height * 2)
    draw_horz_line(line_height * 6)
    draw_block3   (line_height * 7)
    else
      hide
    end

  end
  #--------------------------------------------------------------------------
  # ● 绘制区域 1
  #--------------------------------------------------------------------------
  def draw_block1(y)
    draw_actor_name(@actor, 4, y)         
    draw_actor_class(@actor, 128, y)      # 职业
  end
  #--------------------------------------------------------------------------
  # ● 绘制区域 2
  #--------------------------------------------------------------------------
  def draw_block2(y)
    draw_actor_face(@actor, 4, y)
    draw_basic_info(120, y)
    draw_exp_info(150, y+line_height * 5)
  end
  #--------------------------------------------------------------------------
  # ● 绘制区域 3
  #--------------------------------------------------------------------------
  def draw_block3(y)
    draw_parameters(4, y)
  end
end
#==============================================================================
# ■ (懒得打了)
#------------------------------------------------------------------------------
#  开发装备窗口
#==============================================================================
class Window_Making < Window_Selectable
  include MakeEquip
  attr_writer :equip
  attr_writer :item
  attr_reader :params
  attr_reader :add_name
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize(x,y,width,height,item=nil,equip=nil)
    super(x,y,width,height)
    @item = item                  # 获取用来开发的物品
    @equip = equip                # 获取被开发的武器
    @params = []                  # 属性(武器)
    @add_params = []              # 道具增加属性
    @add_name = ""                # 名称前缀
    @sum_params = [0,0,0,0,0,0]   # 总计属性(角色)
    @avg_params = [0,0,0,0,0,0]   # 平均属性(角色)
    @actor = []                   # 角色们
    if @equip && @item
    init_imformation              # 初始化资料
    refresh
    end
  end
    include MakeEquip
  #--------------------------------------------------------------------------
  # ● 设置角色
  #--------------------------------------------------------------------------
  def actor=(actor)
    @actor.push(actor)
  end
  def del_actor(actor)
    @actor.delete(actor)
  end
  #--------------------------------------------------------------------------
  # ● 初始化资料
  #--------------------------------------------------------------------------  
  def init_imformation
    for i in 0..7
      @params = @equip.params
    end
    for i in 0..7
      @add_params = @item.add_params(i)
    end
    @add_name = @item.addname
  end
  #--------------------------------------------------------------------------
  # ● 行高
  #--------------------------------------------------------------------------
  def line_height
    return 19
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_ie_icon(4,0)
    draw_horz_line(line_height)
    draw_params(4,line_height)
    draw_horz_line(line_height * 9)
    draw_actors_imformation(4,line_height * 10)
  end
  #--------------------------------------------------------------------------
  # ● 描绘物品装备图片
  #--------------------------------------------------------------------------  
  def draw_ie_icon(x,y)
    make_font_smaller
    draw_icon(@equip.icon_index,x,y)
    draw_text(x+25, y+2, 100, line_height, @equip.name)
    draw_text(x+125, y+2, 100, line_height, "开发材料:")
    draw_icon(@item.icon_index,x+225,y)
    draw_text(x+250, y+2, 100, line_height, @item.name)
    make_font_bigger
  end
  #--------------------------------------------------------------------------
  # ● 描绘能力值
  #--------------------------------------------------------------------------
  def draw_params(x,y)
    if @equip && @item
      make_font_smaller
    for i in 0..7
      s2 = i < 2? $game_make_item.hmp_max : $game_make_item.params_max
      draw_gauge(x+88, y+18 * i+5, 265, @params / s2.to_f, text_color(14), text_color(11),true)
      change_color(system_color)
      draw_text(x, y+18 *i+5, 100, 32, ParamName)
      change_color(normal_color)
      draw_text(x+250, y+18 * i+5, 80, 32, @params.to_s+"/"+s2.to_s)
    end
      make_font_bigger
    end
  end
  #--------------------------------------------------------------------------
  # ● 描绘参与角色能力值
  #--------------------------------------------------------------------------
  def draw_actors_imformation(x,y)
    if @actor != []
    @sum_params = [0,0,0,0,0,0]
    @avg_params = [0,0,0,0,0,0]
      make_font_smaller
      change_color(system_color)
      draw_text(x, y, 80, line_height,"参与角色")
      change_color(normal_color)
      for i in 0 ... @actor.size
      for a in 0 .. 5
      @sum_params[a] += @actor.param(a+2)
      @avg_params[a] = @actor.param(a+2)
      end
      draw_text(x, y+18 * (i+1), 100, line_height, @actor.name)
      end
      for i in 0 ... @avg_params.size
      @avg_params = @sum_params / @actor.size
      change_color(text_color(i*2+1))
      draw_text(x+210, y+18 * (i+1), 50, line_height, @avg_params.to_s)
      end

      change_color(system_color)
      draw_text(x+150, y, 60, line_height,"总计:")
      for i in 0 ... @sum_params.size
      change_color(system_color)
      draw_text(x+80, y+18 * (i+1), 70, line_height, Vocab::param(i+2))
      change_color(text_color(i*2+1))
      draw_text(x+155, y+18 * (i+1), 50, line_height, @sum_params.to_s)
      end
   
      change_color(system_color)
      draw_text(x+205, y, 60, line_height,"平均:")
      change_color(normal_color)
      make_font_bigger
    end
  end
  #--------------------------------------------------------------------------
  # ● 获取装备类型
  #--------------------------------------------------------------------------
  def equip_kind
  case MakeEquip::get_classes
  when 1
  if MakeEquip::get_class != 4 then
    kind = 0
  else
    kind = 2
  end
  when 2
  if MakeEquip::get_class != 2 then
    kind = 1
  else
    kind = 3
  end
  when 3
    kind = 4
  else
    kind = nil
  end
  return kind
  end
  #--------------------------------------------------------------------------
  # ● 计算能力提升
  #--------------------------------------------------------------------------
  def up_param
    kind = equip_kind
    # 获取增加几率
    i = rand(1000)
    i *= [1.0 + @sum_params[kind] * 0.001, 0.0].max
    i *= [1.0 + @avg_params[kind] * 0.001, 0.0].max
    a = 800 * [@avg_params[5] * 0.001, 0.0].max
    if i >= 850 - a
    # 获取增加的属性
    sum = 0
    new_params = Array.new(@add_params)
    for i in 0..7
      new_params = -new_params if new_params < 0
      sum += new_params
    end
    a = 100.0 / sum
    for i in 0 .. 7
      new_params *= a
      new_params += new_params[i-1] if i > 0
    end
    s = rand(100)
    ap = -1
    for i in 0 .. 7
      if i == 0
        if s >= 0 && s < new_params[0]
          ap = 0
        end
      else
        if s >= new_params[i-1] && s < new_params
          ap = i
        end
      end
    end
    ap = rand(7) if ap == -1
    # 获取增加点数
    相性度 = get_xx(@equip,@item)
    amount = @add_params[ap] / 5.0
    amount = 1 if amount < 1 && amount > 0
    amount = -1 if amount > -1 && amount < 0
    amount *= [1.0 + 相性度 * 0.001, 0.0].max
    amount *= [1.0 + @avg_params[kind] * 0.001, 0.0].max
    draw_params_levelup(ap,amount.to_i)
  end
  refresh
  end
  #--------------------------------------------------------------------------
  # ● 描绘能力提升图样
  #--------------------------------------------------------------------------
  def draw_params_levelup(paramid,amount,show = true)
    s1 = paramid < 2? $game_make_item.hmp_max : $game_make_item.params_max
    case amount
    when 0..50
      icon_model = 0
    when 51..10000
      icon_model = 1
    when -20..-1
      icon_model = 2
    when -10000..-20
      icon_model = 3
    end
    @params[paramid] += amount
    @params[paramid] = s1 if @params[paramid] > s1
    if show
    for i in 0 .. 10
    refresh
    case icon_model
    when 0
      draw_icon(UP_FLAG+paramid,200,18 * (paramid+1) +5-i)
    when 1
      draw_icon(UP_FLAG+paramid+8,200,18 * (paramid+1) +5-i)
    when 2
      draw_icon(UP_FLAG+paramid+16,200,18 * (paramid+1) +5+i)
    when 3
      draw_icon(UP_FLAG+paramid+24,200,18 * (paramid+1) +5+i)
    end
    Graphics.wait(1)
    end
    else
    refresh
    end
  end
  #--------------------------------------------------------------------------
  # ● 完成开发(收尾工序)
  #--------------------------------------------------------------------------
  def finish_up
    相性度 = get_xx(@equip,@item)
    相性度 -= 100
    相性度 /= 100.0
    for i in 0 .. 7
      amount = @params * 相性度 if @params >= 0
      r = rand(1000)
      if r <= @avg_params[5]
        amount += 1
        amount *= (1.5 + @avg_params[5] * 0.01)
      end
      draw_params_levelup(i,amount.to_i,false)
    end
  end
  
end
#==============================================================================
# ■ (懒得打了)
#------------------------------------------------------------------------------
#  参与者窗口
#==============================================================================
class Window_Makers < Window_Choose_Actor
    def initialize(makers)
      super(0,0)
      @actor = makers
      refresh
    end
    def item_max
      return 3
    end
    def draw_item(index)
      if @actor && @actor[index]
      actor = @actor[index]
      enabled = $game_party.battle_members.include?(actor)
      rect = item_rect(index)
      draw_actor_graphic(actor, rect.x+15, rect.y+45)
      draw_simple_status(actor, rect.x + 35, rect.y + line_height / 6)
      end
    end
    def draw_item_background(index)
    end
    def update_help
    end
    def refresh
      contents.clear
      draw_all_items
      self.index = -1
    end

  end
#==============================================================================
# ■ (懒得打了)
#------------------------------------------------------------------------------
#  成功开发窗口
#==============================================================================
class Window_Succeed_Make < Window_Selectable
  def initialize(x, y, item, equip, new_name,new_params,makers)
    super(x, y, window_width, window_height)
    @item = item
    @equip = equip
    @new_name = new_name
    @params = new_params
    @makers = makers
    @exp = []
    refresh
  end
  def window_width
    return 444
  end
  def window_height
    return 416
  end
    include MakeEquip
  #--------------------------------------------------------------------------
  # ● 绘制信息
  #--------------------------------------------------------------------------
  def draw_imformation
    draw_text(4,0,400,line_height,"开发装备成功:")
    draw_icon(@equip.icon_index,4,line_height+5)
    draw_text(27,line_height+5,200,line_height,@equip.name)
    draw_icon(@item.icon_index,210,line_height+5)
    draw_text(235,line_height+5,200,line_height,@item.name)
    draw_text(4,line_height*2+10,400,line_height,"开发为:")
    draw_icon(@equip.icon_index,4,line_height*3+10)
    draw_text(27,line_height*3+10,400,line_height,@[email protected])
   
    make_font_smaller
    for i in 0..7
      s2 = i < 2? $game_make_item.hmp_max : $game_make_item.params_max
      draw_gauge(95, line_height*4+8+18 * i, 275, @params / s2.to_f, text_color(14), text_color(11),true)
      change_color(system_color)
      draw_text(4, line_height*4+8+18 *i, 100, 32, ParamName)
      change_color(normal_color)
      s1 = @params - @equip.params
      s1 = "+"+s1.to_s if s1 >= 0
      if @params > 0
        s3 = -(@equip.params-@params) / @params.to_f * 100
        s3 = s3.to_i
      else
        s3 = "-- "
      end
      draw_text(250, line_height*4+8+18 * i, 60, 32, s1.to_s)
      draw_text(315, line_height*4+8+18 * i, 60, 32, s3.to_s+"%")
    end
   
    cost = @item.price + @equip.price
    a = @equip.exp
    add_exp = @equip.add_exp
   
    change_color(normal_color)
    draw_text(4,line_height*6+133,300,32,"花费:" + cost.to_s + Vocab::currency_unit)
    draw_text(4,line_height*5+133,200,32,"熟练度增加:"+add_exp.to_s)
    if @equip.need_exp == 0
      change_color(text_color(2))
      draw_text(190, line_height*5+133, 180, 32, "已是最高级!")
    else
      for i in 0...add_exp
      a += 1
      draw_gauge(125, line_height*5+132, 245, a.to_f / @equip.need_exp, text_color(14), text_color(11))
      break if a >= @equip.need_exp
      Graphics.wait(2)
      end
      draw_text(300, line_height*5+133, 60, 32, a.to_s + "/" + @equip.need_exp.to_s)
      if a >= @equip.need_exp
        change_color(text_color(2))
        draw_text(168, line_height*5+133, 100, 32, "解锁新装备!")
        s_last = @equip.next_level
        kind = 0 if @equip.is_a?(RPG::Weapon)
        kind = 1 if @equip.is_a?(RPG::Armor)
        for i in 0...s_last.size
          n = s_last
          kind == 0 ? $data_weapons[n].lock = false : $data_armors[n].lock = false
        end
      end
      @equip.exp = a
    end
    make_font_bigger
    change_color(normal_color)
  end
  #--------------------------------------------------------------------------
  # ● 绘制增加经验
  #--------------------------------------------------------------------------
  def draw_addexp(exp)
    make_font_smaller
    change_color(system_color)
    draw_text(4, line_height*7+133, 300, 32, "增加经验:")
    change_color(normal_color)
    for i in 0 ... @makers.size
      draw_text(4, line_height*7+133+18 * (i+1), 100, 32, @makers.name)
      change_color(text_color(11))
      s1 = @makers.max_level? ? nil : @makers.exp
      s2 = @makers.max_level? ? nil : @makers.next_level_exp - @makers.exp
      s3 = @makers.max_level? ? nil : @makers.next_level_exp
      if s1 && s2
        a = 0
        while a < exp
          if exp <= 360
            add = 1
          elsif exp > 360 && exp <= 999
            add = 3
          elsif exp >= 1000 && exp < 5000
            add = 10
          elsif exp >= 5000 && exp <= 20000
            add = 50
          elsif exp > 20000 && exp <= 50000
            add = 100
          elsif exp > 50000
            add = 500
          end
          if (a + add) <= exp
            a += add
            @makers.change_exp(@makers.exp + add, false)
          else
            s = exp - a
            a = exp
            @makers.change_exp(@makers.exp + s, false)
          end
          draw_gauge(110, line_height*7+133+18 * (i+1), 265, @makers.exp / @makers.next_level_exp.to_f, text_color(10), text_color(11))
          Graphics.wait(1)
        end
        if @makers.exp >= s3
          draw_text(280, line_height*7+133+18 * (i+1), 100, 32, "Level UP!!")
        end
      else
        draw_gauge(110, line_height*7+133+18 * (i+1), 265, 1.0, text_color(10), text_color(11))
        change_color(text_color(2))
        draw_text(280, line_height*7+133+18 * (i+1), 100, 32, "Max Level")
        change_color(text_color(11))
      end
      draw_text(110, line_height*7+133+18 * (i+1), 50, 32, "+" + @exp.to_s)
      change_color(normal_color)
    end
    make_font_bigger
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    相性度 = get_xx(@equip,@item)
    sum_exp = rand(200) * 相性度 - @makers.size * rand(100)
    for i in 0 ... @makers.size
      @exp = @makers.level * sum_exp / 90 + rand(10)
    end
    draw_imformation
    draw_addexp(@exp)
  end
end
module DataManager
  #--------------------------------------------------------------------------
  # ● 生成存档内容
  #--------------------------------------------------------------------------
  def self.make_save_contents
    contents = {}
    contents[:system]        = $game_system
    contents[:timer]         = $game_timer
    contents[:message]       = $game_message
    contents[:switches]      = $game_switches
    contents[:variables]     = $game_variables
    contents[:self_switches] = $game_self_switches
    contents[:actors]        = $game_actors
    contents[:party]         = $game_party
    contents[:troop]         = $game_troop
    contents[:map]           = $game_map
    contents[:player]        = $game_player
    contents[:make_item]     = $game_make_item
    contents[:weapons]       = $data_weapons
    contents[:armors]        = $data_armors
    contents
  end
  #--------------------------------------------------------------------------
  # ● 展开存档内容
  #--------------------------------------------------------------------------
  def self.extract_save_contents(contents)
    $game_system        = contents[:system]
    $game_timer         = contents[:timer]
    $game_message       = contents[:message]
    $game_switches      = contents[:switches]
    $game_variables     = contents[:variables]
    $game_self_switches = contents[:self_switches]
    $game_actors        = contents[:actors]
    $game_party         = contents[:party]
    $game_troop         = contents[:troop]
    $game_map           = contents[:map]
    $game_player        = contents[:player]
    $game_make_item     = contents[:make_item]
    $data_weapons       = contents[:weapons]
    $data_armors        = contents[:armors]
  end
end
第三个
你的意思就是要打架咯?
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10
 楼主| 发表于 2013-5-31 17:47:46 | 只看该作者
=begin
================================================
道具提示系统 版本 1.01 By 804173948 QQ:同上
================================================

修正BUG:

1.读取游戏后获取道具错误

更新:
1.添加音效(本人觉得很难听)

使用方法:
在事件-脚本里输入

1、获得/失去物品

获得:

get_item($data_items[物品id],数量)

失去:

lost_item($data_items[物品id],数量)

例如:

get_item($data_items[10],4) 获得10号物品 4个

lost_item($data_items[1],3) 丢失1号物品 3个

2、获得/失去武器

获得:

get_item($data_weapons[物品id],数量)

失去:

lost_item($data_weapons[物品id],数量,是否包括装备)

是否包括装备:是则 True 否则 false 或不写 下同

3、获得/失去防具

获得:

get_item($data_armors[物品id],数量)

失去:

lost_item($data_armors[物品id],数量,是否包括装备)

注意:最后要加一句 show_window 否则不显示提示窗口


详情看范例……
有疑问或BUG之类的 欢迎提出
=end
class Game_Interpreter
  alias old_initialize initialize
  def initialize(depth = 0)
    old_initialize
    @get_item_var =[]
    @get_amount =[]
  end
  def show_window
    Audio.se_play("Audio/SE/Shop",80,100)
    SceneManager.call(Scene_Get_Item)
    SceneManager.scene.show_window(@get_item_var,@get_amount)
    @get_item_var =[]
    @get_amount =[]
  end
  def get_item(item,amount)
    amount = 99 if amount > 99
    @get_item_var = [] if @get_item_var == nil
    @get_amount = [] if @get_amount == nil
    @get_item_var.push(item)
    @get_amount.push(amount)
    $game_party.gain_item(item,amount)
  end
  def lost_item(item,amount,include_equip = false)
    amount = 99 if amount > 99
    @get_item_var = [] if @get_item_var == nil
    @get_amount = [] if @get_amount == nil
    @get_item_var.push(item)
    @get_amount.push(-amount)
    $game_party.gain_item(item,-amount,include_equip)
  end
end
class Scene_Get_Item < Scene_MenuBase
  def start
    super
    @get_item_var = []
    @get_amount = []
  end
  def show_window(get_item_var,get_amount)
    @get_item_var = get_item_var
    @get_amount = get_amount
    create_show_get_window
    create_category_window
  end
  def create_show_get_window
    @show_get_window = Window_Show_GetItem.new(120,88,300,200,@get_item_var,@get_amount) #窗口位置
    @show_get_window.set_handler(:ok,     method(:return_scene))
    @show_get_window.set_handler(:cancel, method(:on_item_cancel))
  end
  def create_category_window
    @show_getItem_category = Window_GetItem_Category.new(120,40,300,48)
    @show_getItem_category.item_window = @show_get_window
    @show_getItem_category.set_handler(:ok,     method(:on_category_ok))
    @show_getItem_category.set_handler(:cancel, method(:return_scene))
  end
  def on_category_ok
    @show_get_window.activate
  end
  def on_item_cancel
    @show_getItem_category.activate
  end
end
class Window_GetItem_Category < Window_HorzCommand
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------
  attr_reader   :item_window
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(x,y,width,height)
    super(x, y)
    self.width = width
    self.height = height
  end
  #--------------------------------------------------------------------------
  # ● 窗口宽度
  #--------------------------------------------------------------------------
  def window_width
    return 300
  end
  #--------------------------------------------------------------------------
  # ● 获取列数
  #--------------------------------------------------------------------------
  def col_max
    return 2
  end
  #--------------------------------------------------------------------------
  # ● 更新画面
  #--------------------------------------------------------------------------
  def update
    super
    @item_window.category = current_symbol if @item_window
  end
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(" 获得物品",   :get)
    add_command(" 失去物品",   :lost)
  end
  #--------------------------------------------------------------------------
  # ● 设置物品窗口
  #--------------------------------------------------------------------------
  def item_window=(item_window)
    @item_window = item_window
    update
  end
end

class Window_Show_GetItem < Window_ItemList
  def initialize(x, y, width, height,data,amount)
    super(x, y, width, height)
    @category = :get
    @data_save = data
    @amount_save = amount
    refresh
  end
  def col_max
    return 1
  end
  def spacing
    return 32
  end
  def include?(index)
    if index
      case @category
      when :get
        if index >= 0
          true
        else
          false
        end
      when :lost
        if index < 0
          true
        else
          false
        end
      else
        false
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      draw_item_number(rect, index)
    end
  end
  def draw_item_number(rect, item)
    if @amount[item] < 0
      s1 = -@amount[item]
    else
      s1 = @amount[item]
    end
    draw_text(rect, sprintf(":%2d", s1), 2)
  end
  #--------------------------------------------------------------------------
  # ● 查询此物品是否可用
  #--------------------------------------------------------------------------
  def enable?(item)
    return true
  end
  #--------------------------------------------------------------------------
  # ● 生成物品列表
  #--------------------------------------------------------------------------
  def make_item_list
    @data = Array.new(@data_save)
    @amount = Array.new(@amount_save)
    for i in 0 ... @data.size
    @data[i] = nil if include?(@amount_save[i]) == false
    @amount[i] = nil if include?(@amount_save[i]) == false
    end
    @data.delete(nil)
    @amount.delete(nil)
  end
end

最后一个^^^^^^^^^^^^^^^   
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