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Lv1.梦旅人
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- 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 == 31}.each{|x| help += CODE[x.code] + ":" + @属性[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, 210, 0)
- self.z = 150
- contents.font.size = 14
- 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(255,255,255) ,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 , enable? ,Color.new(252,236,15) ,361)
- add_command("丢弃物品", :giveup_item, enable? ,Color.new(242,119,14) ,227)
- add_command("取消", :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
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