#=============================================================================
# (测试)vx复杂装备系统之 装备升级功能 by 沉影不器
#-----------------------------------------------------------------------------
# 此版本侧重于捕捉bug,欢迎反馈.
#=============================================================================
# 参数设定如下 $scene = Scene_UpEquip.new
#=============================================================================
module Game_Equip
## 能力升级基数(倍数)
BaseAbility = 0.03
## 每级价格提高基数(倍数)
BasePrice = 0.3
## 是否保证成功
UpGrade_Absoluteness = true
## 每级成功率基数(百分比,用于逐级下降)
BaseSucceed = 0.8
## 最大等级
MaxLevel = 10
## 需金钱基数(与本身价格的倍数)
GoldNeed = 0.3
## 需物品id => 数量
ItemsNeed = {17=>1}
end
#=============================================================================
# 复杂装备模块
#=============================================================================
module Game_Equip
#--------------------------------------------------------------------------
# ● 处理价格
#--------------------------------------------------------------------------
def self.setup_price(item, price)
item.price = $base_weapons[item.base_id].price
item.price += [(item.price * BasePrice).round, 1].max
item.price += price
end
#--------------------------------------------------------------------------
# ● 升级是否成功?
#--------------------------------------------------------------------------
def self.upgradesucceed?(lv)
return true if UpGrade_Absoluteness
new_lv = lv.nil? ? 1 : lv + 1
return false if new_lv > MaxLevel
return BaseSucceed**new_lv > rand(0)
end
#--------------------------------------------------------------------------
# ● 装备重生
# equip: 装备
#--------------------------------------------------------------------------
def self.reini(equip)
return if equip.nil?
result = Marshal.load(Marshal.dump(equip))
result.base_id = equip.id
setup_price(result, 0)
case result
when RPG::Weapon
result.id = $data_weapons.size
##result.name += result.id.to_s
$data_weapons.push result
when RPG::Armor
result.id = $data_armors.size
##result.name += result.id.to_s
$data_armors.push result
end
return result
end
#--------------------------------------------------------------------------
# ● 直接指定装备等级
# equip: 装备
# lv: 等级
#--------------------------------------------------------------------------
def self.level(equip, lv)
equip.level = 1 if equip.level.nil?
n = lv - equip.level
## 等级更低时返回
return if n < 0
n.times{equip = self.upgrade(equip, true)}
return equip
end
#--------------------------------------------------------------------------
# ● 装备升级
# equip: 装备
#--------------------------------------------------------------------------
def self.upgrade(equip, abs = false)
return unless abs || upgradesucceed?(equip.level)
case equip
when RPG::Weapon
return if equip.level == MaxLevel
equip.level += 1
if equip.level == 2
equip.name.concat "(Lv.2)"
elsif equip.level > 2
equip.name.sub!(/\(Lv\.([0-9]+)\)/) {"(Lv.#{equip.level})"}
end
equip.atk += [(equip.atk * BaseAbility).round, 1].max
setup_price(equip, 0)
when RPG::Armor
return if equip.level == MaxLevel
equip.level += 1
if equip.level == 2
equip.name.concat "(Lv.2)"
elsif equip.level > 2
equip.name.sub!(/\(Lv\.([0-9]+)\)/) {"(Lv.#{equip.level})"}
end
equip.def += [(equip.def * BaseAbility).round, 1].max
setup_price(equip, 0)
end
return equip
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
module RPG
class BaseItem
def initialize
@id = 0
@name = ""
@icon_index = 0
@description = ""
@note = ""
@base_id = 0
[url=home.php?mod=space&uid=22147]@level[/url] = 1
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_index
attr_accessor :description
attr_accessor :note
attr_accessor :base_id
attr_accessor :level
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_index = actor.character_index
@face_name = actor.face_name
@face_index = actor.face_index
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
[url=home.php?mod=space&uid=22147]@level[/url] = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
[url=home.php?mod=space&uid=13302]@exp[/url] = @exp_list[@level]
@skills = []
for i in self.class.learnings
learn_skill(i.skill_id) if i.level <= @level
end
clear_extra_values
recover_all
## 生成新装备id
reset_equip_id
end
#--------------------------------------------------------------------------
# ● 装备重设
#--------------------------------------------------------------------------
def reset_equip_id
if @weapon_id != 0
item = Game_Equip.reini($base_weapons[@weapon_id])
unless item.nil?
$data_weapons.push item
@weapon_id = item.id
end
end
if @armor1_id != 0
if two_swords_style####two_hands_legal?
item = Game_Equip.reini($base_weapons[@armor1_id])
unless item.nil?
$data_weapons.push item
@armor1_id = item.id
end
else
item = Game_Equip.reini($base_armors[@armor1_id])
unless item.nil?
$data_armors.push item
@armor1_id = item.id
end
end
end
if @armor2_id != 0
item = $base_armors[@armor2_id]
unless item.nil?
item = Game_Equip.reini(item)
$data_armors.push item
@armor2_id = item.id
end
end
if @armor3_id != 0
item = $base_armors[@armor3_id]
unless item.nil?
item = Game_Equip.reini(item)
$data_armors.push item
@armor3_id = item.id
end
end
if @armor4_id != 0
item = $base_armors[@armor4_id]
unless item.nil?
item = Game_Equip.reini(item)
$data_armors.push item
@armor4_id = item.id
end
end
end
#--------------------------------------------------------------------------
# ● 判断是否可以装备
# item : 物品
# base : 是否读取母版数据
#--------------------------------------------------------------------------
def equippable?(item, base = true)
id = base ? item.base_id : item.id
if item.is_a?(RPG::Weapon)
return self.class.weapon_set.include?(id)
elsif item.is_a?(RPG::Armor)
return false if two_swords_style and item.kind == 0
return self.class.armor_set.include?(id)
end
return false
end
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● 判断持有的物品
# item : 物品
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def has_item_by_base_id?(item, include_equip = false)
for i in items
return true if i.base_id == item.id
end
if include_equip
for actor in members
for e in actor.equips
return true if e.base_id == item.id
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获得物品
# item : 物品
# n : 个数
#--------------------------------------------------------------------------
def gain_reini_item(item, n, include_equip = false)
if n < 0
lose_item(item, -n, include_equip = false)
else
case item
when RPG::Item
number = item_number(item)
@items[item.id] = [[number + n, 0].max, 99].min
when RPG::Weapon
for i in 0...n
w = Game_Equip.reini(item)
@weapons[w.id] = 1
end
when RPG::Armor
for i in 0...n
a = Game_Equip.reini(item)
@armors[a.id] = 1
end
end
end
end
#--------------------------------------------------------------------------
# ● 减少物品 (减少)
# item : 物品
# n : 个数
# include_equip : 包括装备品
#--------------------------------------------------------------------------
def lose_reini_item(item, n, include_equip = false)
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number - n, 0].max, 99].min
when RPG::Weapon
@weapons[item.id] = [[number - n, 0].max, 99].min
when RPG::Armor
@armors[item.id] = [[number - n, 0].max, 99].min
end
n -= number
if include_equip and n > 0
for actor in members
while n > 0 and actor.equips.include?(item)
actor.discard_equip(item)
n -= 1
end
end
end
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ● 敌人角色名称后的文字表
#--------------------------------------------------------------------------
LETTER_TABLE = [ 'A','B','C','D','E','F','G','H','I','J',
'K','L','M','N','O','P','Q','R','S','T',
'U','V','W','X','Y','Z']
#--------------------------------------------------------------------------
# ● 生成掉落物品队列
#--------------------------------------------------------------------------
def make_drop_items
drop_items = []
for enemy in dead_members
for di in [enemy.drop_item1, enemy.drop_item2]
next if di.kind == 0
next if rand(di.denominator) != 0
if di.kind == 1
drop_items.push($data_items[di.item_id])
elsif di.kind == 2
drop_items.push($base_weapons[di.weapon_id])
elsif di.kind == 3
drop_items.push($base_armors[di.armor_id])
end
end
end
return drop_items
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 计算操作的值
# operation : 操作 (0:增加 1:减少)
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def operate_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
if operation == 1
value = -value
end
return value
end
#--------------------------------------------------------------------------
# ● 条件分歧
#--------------------------------------------------------------------------
def command_111
result = false
case @params[0]
when 0 # 开关
result = ($game_switches[@params[1]] == (@params[2] == 0))
when 1 # 变量
value1 = $game_variables[@params[1]]
if @params[2] == 0
value2 = @params[3]
else
value2 = $game_variables[@params[3]]
end
case @params[4]
when 0 # 相等
result = (value1 == value2)
when 1 # 大于等于
result = (value1 >= value2)
when 2 # 小于等于
result = (value1 <= value2)
when 3 # 大于
result = (value1 > value2)
when 4 # 小于
result = (value1 < value2)
when 5 # 不等于
result = (value1 != value2)
end
when 2 # 自我开关
if @original_event_id > 0
key = [@map_id, @original_event_id, @params[1]]
if @params[2] == 0
result = ($game_self_switches[key] == true)
else
result = ($game_self_switches[key] != true)
end
end
when 3 # 计时器
if $game_system.timer_working
sec = $game_system.timer / Graphics.frame_rate
if @params[2] == 0
result = (sec >= @params[1])
else
result = (sec <= @params[1])
end
end
when 4 # 角色
actor = $game_actors[@params[1]]
if actor != nil
case @params[2]
when 0 # 是同伴
result = ($game_party.members.include?(actor))
when 1 # 姓名
result = (actor.name == @params[3])
when 2 # 特技
result = (actor.skill_learn?($data_skills[@params[3]]))
when 3 # 武器
## 判断是否符合母版id
actor.weapons.each do |weapon|
if weapon.base_id == @params[3]
result = true
break
end
end
when 4 # 防具
## 判断是否符合母版id
actor.armors.each do |armor|
if armor.base_id == @params[3]
result = true
break
end
end
when 5 # 状态
result = (actor.state?(@params[3]))
end
end
when 5 # 敌方角色
enemy = $game_troop.members[@params[1]]
if enemy != nil
case @params[2]
when 0 # 出现
result = (enemy.exist?)
when 1 # 状态
result = (enemy.state?(@params[3]))
end
end
when 6 # 角色
character = get_character(@params[1])
if character != nil
result = (character.direction == @params[2])
end
when 7 # 金钱
if @params[2] == 0
result = ($game_party.gold >= @params[1])
else
result = ($game_party.gold <= @params[1])
end
when 8 # 物品
result = $game_party.has_item?($data_items[@params[1]])
when 9 # 武器
result = $game_party.has_item_by_base_id?($base_weapons[@params[1]], @params[2])
when 10 # 防具
result = $game_party.has_item_by_base_id?($base_armors[@params[1]], @params[2])
when 11 # 按钮
result = Input.press?(@params[1])
when 12 # 脚本
result = eval(@params[1])
when 13 # 交通工具
result = ($game_player.vehicle_type == @params[1])
end
@branch[@indent] = result # 将判断结果放置在缓存中
if @branch[@indent] == true
@branch.delete(@indent)
return true
end
return command_skip
end
#--------------------------------------------------------------------------
# ● 计算装备操作的值
# operand_type : 运算域类型 (0:常量 1:变量)
# operand : 运算域 (数值为变量 ID)
#--------------------------------------------------------------------------
def opera_equip_value(operation, operand_type, operand)
if operand_type == 0
value = operand
else
value = $game_variables[operand]
end
return value
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini_item($base_weapons[@params[0]], value.abs, @params[4])
else
$game_party.lose_reini_item($base_weapons[@params[0]], value.abs, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@params[1], @params[2], @params[3])
if @params[1] == 0
$game_party.gain_reini_item($base_armors[@params[0]], value.abs, @params[4])
else
$game_party.lose_reini_item($base_armors[@params[0]], value.abs, @params[4])
end
return true
end
#--------------------------------------------------------------------------
# ● 更改装备
#--------------------------------------------------------------------------
def command_319
actor = $game_actors[@params[0]]
if actor != nil
actor.change_equip_by_id(@params[1], @params[2])
end
return true
end
end
#==============================================================================
# ■ Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $base_items[goods_item[1]]
when 1
item = $base_weapons[goods_item[1]]
when 2
item = $base_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
end
#==============================================================================
# ■ Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 描绘角色现在装备的能力值变化
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item, false)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
end
#==============================================================================
# ■ Window_ScrEquip
#==============================================================================
class Window_ScrEquip < Window_Selectable
attr_accessor :equip_only
#--------------------------------------------------------------------------
# ● 初始化对象
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的高
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@column_max = 1
@equip_only = true
refresh
end
#--------------------------------------------------------------------------
# ● 取得物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 显示是否可以使用物品
# item : 物品
#--------------------------------------------------------------------------
def enable?(item)
return true
end
#--------------------------------------------------------------------------
# ● 列表中包含的物品
# item : 物品
#--------------------------------------------------------------------------
def include?(item)
return true if item == nil
if @equip_only
return false if item.is_a? RPG::Item
else
return false unless item.is_a? RPG::Item
end
return true
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.index = 0
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
#--------------------------------------------------------------------------
# ● 更新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
#==============================================================================
# ■ Window_DestEquip #equip add clear items
#==============================================================================
class Window_DestEquip < Window_Base
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :equip
attr_reader :items
#--------------------------------------------------------------------------
# ● 初始化对象
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的高
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
clear
end
#--------------------------------------------------------------------------
# ● 添加物品
#--------------------------------------------------------------------------
def add(item, n = 1)
$game_party.lose_item(item, n)
if @index == -1
@equip = item
else
number = @items[item].to_i
@items[item] = [[number + n, 0].max, 99].min
end
@index += 1
draw_item(item, n)
end
#--------------------------------------------------------------------------
# ● 清除物品
#--------------------------------------------------------------------------
def clear
@equip = nil
@items = {}
@index = -1
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0,0,self.contents.width-16,WLH,"请放入升级装备:")
self.contents.draw_text(0,WLH*2,self.contents.width-16,WLH,"请放入炼制物品:")
end
#--------------------------------------------------------------------------
# ● 归还物品
#--------------------------------------------------------------------------
def revert
$game_party.gain_item(@equip, 1)
@items.each{|i,n| $game_party.gain_item(i, n)}
clear
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(item, n)
rect = Rect.new(4,WLH+WLH*@index,self.contents.width-8, WLH)
rect.y += WLH if @index >0
##self.contents.clear_rect(rect)
if item != nil
##rect.width -= 4
draw_item_name(item, rect.x, rect.y)
self.contents.draw_text(rect, sprintf(":%2d", n), 2)
end
end
#--------------------------------------------------------------------------
# ● 更新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
#==============================================================================
# ■ Window_EquipNumber
#==============================================================================
class Window_EquipNumber < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 272, 304)
@item = nil
[url=home.php?mod=space&uid=25307]@Max[/url] = 1
[url=home.php?mod=space&uid=27178]@Number[/url] = 1
end
#--------------------------------------------------------------------------
# ● 设置物品、最大个数
#--------------------------------------------------------------------------
def set(item, max)
@item = item
[url=home.php?mod=space&uid=25307]@Max[/url] = max
[url=home.php?mod=space&uid=27178]@Number[/url] = 1
refresh
end
#--------------------------------------------------------------------------
# ● 设置输入个数
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
y = 96
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(212-32, y, 20, WLH, "×")
self.contents.draw_text(248-32, y, 20, WLH, @number, 2)
self.cursor_rect.set(244-32, y, 28, WLH)
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
if self.active
last_number = @number
if Input.repeat?(Input::RIGHT) and [url=home.php?mod=space&uid=27178]@Number[/url] < @max
@number += 1
end
if Input.repeat?(Input::LEFT) and @number > 1
@number -= 1
end
if Input.repeat?(Input::UP) and @number < @max
@number = [@number + 10, @max].min
end
if Input.repeat?(Input::DOWN) and @number > 1
@number = [@number - 10, 1].max
end
if @number != last_number
Sound.play_cursor
refresh
end
end
end
end
#==============================================================================
# ■ Scene_UpEquip
#==============================================================================
class Scene_UpEquip < Scene_Base
include Game_Equip
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@help_window = Window_Help.new
@gold_window = Window_Gold.new(96+16, 56)
@gold_window.opacity = 0
@scr_window = Window_ScrEquip.new(0,112,272,304)
@scr_window.active = true
@scr_window.help_window = @help_window
@dest_window = Window_DestEquip.new(272,56,272,304+56)
@number_window = Window_EquipNumber.new(0, 112)
@number_window.active = false
@number_window.visible = false
@result_window = Window_Base.new(56,56,384,80)
@result_window.active = false
@result_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
dispose_command_window
@help_window.dispose
@gold_window.dispose
@scr_window.dispose
@dest_window.dispose
@number_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@command_window.update
@gold_window.update
@scr_window.update
@dest_window.update
@number_window.update
if @command_window.active
@scr_window.contents_opacity = 128
@command_window.contents_opacity = 255
update_command_selection
elsif @scr_window.active
@scr_window.contents_opacity = 255
@command_window.contents_opacity = 128
update_item_selection
elsif @number_window.active
update_number_input
elsif @result_window.active
update_result_window
end
end
#--------------------------------------------------------------------------
# ● 生成指令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = "升级"
s2 = "退出"
@command_window = Window_Command.new(272, [s1, s2], 4, 0, 8)
@command_window.y = 56
@command_window.active = false
@command_window.contents_opacity = 128
end
#--------------------------------------------------------------------------
# ● 释放指令窗口
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● 是否满足装备升级条件?
#--------------------------------------------------------------------------
def upgradeable?(equip)
return false if equip.nil?
if equip.is_a?(RPG::Weapon) || equip.is_a?(RPG::Armor) and equip.level.nil?
equip.level = 1
end
price = (equip.price * (GoldNeed ** equip.level)).round
return false if $game_party.gold < price
ItemsNeed.each do |id,n|
return false if @dest_window.items[$data_items[id]].nil?
return false if @dest_window.items[$data_items[id]] < n
end
## 扣钱
$game_party.lose_gold(price)
return true
end
#--------------------------------------------------------------------------
# ● 显示结果(包括处理金钱物品)
#--------------------------------------------------------------------------
def show_result
@result_window.active = true
@result_window.visible = true
###@scr_window.refresh
unless upgradeable?(@dest_window.equip)
@result_window.contents.clear
@result_window.contents.draw_text(0,0,352,24,"材料或金钱不足!", 1)
@result_window.contents.draw_text(0,24,352,24,"物品已自动归还.", 1)
@dest_window.revert
Sound.play_actor_collapse
## 直接返回
return
end
msg = Game_Equip.upgrade(@dest_window.equip)
case msg
when RPG::Weapon
s = "攻击力提升到(#{msg.atk})"
@result_window.contents.clear
@result_window.contents.draw_text(0, 0, 352, 24, "#{msg.name}升级成功!")
@result_window.contents.draw_text(4, 24, 352-4, 24, s)
$game_party.gain_item(msg, 1)
Sound.play_shop
when RPG::Armor
s = "防御力提升到(#{msg.def})"
@result_window.contents.clear
@result_window.contents.draw_text(0, 0, 352, 24, "#{msg.name}升级成功!")
@result_window.contents.draw_text(4, 24, 352-4, 24, s)
$game_party.gain_item(msg, 1)
Sound.play_shop
else
@result_window.contents.clear
@result_window.contents.draw_text(0,0,352,24,"升级失败, 物品已损坏!", 1)
Sound.play_actor_collapse
end
@dest_window.clear
end
#--------------------------------------------------------------------------
# ● 更新帮助文本
#--------------------------------------------------------------------------
def update_help(text)
@help_window.set_text(text)
end
#--------------------------------------------------------------------------
# ● 更新指令窗口
#--------------------------------------------------------------------------
def update_command_selection
case @command_window.index
when 0
update_help("确定键执行装备升级")
when 1
update_help("退出升级界面")
end
if Input.trigger?(Input::B)
## 重来
Sound.play_cancel
@scr_window.active = true
@command_window.active = false
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # 升级
Sound.play_decision
@command_window.active = false
@scr_window.active = false
######### 显示升级结果,归还物品
show_result
when 1 # 退出
Sound.play_decision
@dest_window.revert
$scene = Scene_Map.new
end
end
end
#--------------------------------------------------------------------------
# ● 更新选择物品
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window.active = true
@scr_window.active = false
###@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @scr_window.item
number = $game_party.item_number(@item)
if @item == nil or number == 0
Sound.play_buzzer
else
Sound.play_decision
##### 传递物品给容器栏
if number > 1
@scr_window.active = false
@number_window.set(@item, number)
@number_window.active = true
@number_window.visible = true
else
Sound.play_shop
@dest_window.add(@scr_window.item, 1)
@scr_window.equip_only = false
@scr_window.refresh
end
end
end
end
#--------------------------------------------------------------------------
# ● 更新输入个数
#--------------------------------------------------------------------------
def update_number_input
if Input.trigger?(Input::B)
cancel_number_input
elsif Input.trigger?(Input::C)
decide_number_input
end
end
#--------------------------------------------------------------------------
# ● 更新结果窗体
#--------------------------------------------------------------------------
def update_result_window
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
Sound.play_decision
@scr_window.equip_only = true
@scr_window.refresh
@scr_window.active = true
@result_window.active = false
@result_window.visible = false
end
end
#--------------------------------------------------------------------------
# ● 取消输入个数
#--------------------------------------------------------------------------
def cancel_number_input
Sound.play_cancel
@number_window.active = false
@number_window.visible = false
@scr_window.active = true
@scr_window.visible = true
end
#--------------------------------------------------------------------------
# ● 确定输入个数
#--------------------------------------------------------------------------
def decide_number_input
Sound.play_shop
@number_window.active = false
@number_window.visible = false
@dest_window.add(@item, @number_window.number)
@scr_window.equip_only = false
@scr_window.refresh
@scr_window.active = true
end
end
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入文件用对象 (已经打开)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($data_weapons, file)
Marshal.dump($data_armors, file)
end
#--------------------------------------------------------------------------
# ● 读取存档数据
# file : 读取文件用对象 (已经打开)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$data_weapons = Marshal.load(file)
$data_armors = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
#==============================================================================
# ■ Scene_Shop
#==============================================================================
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● 确定输入个数
#--------------------------------------------------------------------------
def decide_number_input
Sound.play_shop
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # 购买
$game_party.lose_gold(@number_window.number * @item.price)
$game_party.gain_reini_item(@item, @number_window.number)
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
$game_party.gain_gold(@number_window.number * (@item.price / 2))
$game_party.lose_reini_item(@item, @number_window.number)
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
end
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 载入数据库
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$base_weapons = load_data("Data/Weapons.rvdata")
$base_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
$data_weapons = [nil]
$data_armors = [nil]
end
#--------------------------------------------------------------------------
# ● 载入战斗测试用的数据库
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
$base_weapons = $data_weapons
$base_armors = $data_armors
end
end