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Lv1.梦旅人
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本帖最后由 batfjtn 于 2014-2-28 15:51 编辑
要改的地方太多了~!!!
不过我敢说你肯定没有看你的自己的工程~~!!
那个打孔系统是独立出来的~!!
所以你需要把所有的颜色脚本都修改~~!!!
首先查看Scene_Menu这个类~~!!
然后查看第128行~~!!
OK亮点出来了~~!!
脚本是$scene = Scene_Smith.new
所以你再查看Scene_Smith这个类~~!!
查看main里的内容~~!!- def main
- @item = nil
- @target_window = Window_Target.new
- @target_window.visible = false
- @target_window.active = false
- @info_window = Window_Equipment.new
- @disp_window = Window_Equip_Disp.new
- @info_window.item = @item
- @help_window = Window_Help.new
- @disp_window.help_window = @help_window
- @command_window = Window_SmithCommand.new
- @command_window.help_window = @help_window
- @dummy_window = Window_Base.new(288, 128, 352, 352)
- @dummy_window.visible = false
- @equip_window = Window_SmithEquip.new(@item)
- @equip_window.help_window = @help_window
- @item_window = Window_SmithItem.new
- @item_window.help_window = @help_window
- @dscd_window = Window_SmithDscd.new
- @restore_window = Window_SmithRestore.new
- @hole_window = Window_SmithHole.new(@item)
- @dcps_window = Window_SmithDcps.new
- @step = 1
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @dummy_window.dispose
- @info_window.dispose
- @disp_window.dispose
- @help_window.dispose
- @command_window.dispose
- @equip_window.dispose
- @dscd_window.dispose
- @item_window.dispose
- @restore_window.dispose
- @hole_window.dispose
- @dcps_window.dispose
- end
复制代码 然后问题就出现了~!!
如果你不修改颜色脚本的话是没有办法使用的`~!!
论坛上的颜色脚本都是使用默认类的~~!!
所以这里你需要自己修改一下~!!
此句错误~~!!!!"你的打孔系统是独立出来的`!!"
是物品栏~~!!
这句多余~~!!!!包括的你物品栏也是~~!!!
而颜色脚本的的话都是修改原先的脚本~!!
颜色脚本~~!!- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #
- # 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色
- # 可以更改的种类包括物品、防具、特技、武器。
- #
- # 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。
- # 数字为颜色编号,和对话框中的一样。
- # ——————————————————————————————————————
- module RPG
- class Skill
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def name_color_66RPG
- name_color = @description.split(/@/)[1]
- return name_color != nil ? name_color.to_i : 0
- end
- end
- class Weapon
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def name_color_66RPG
- name_color = @description.split(/@/)[1]
- return name_color != nil ? name_color.to_i : 0
- end
- end
- class Item
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def name_color_66RPG
- name_color = @description.split(/@/)[1]
- return name_color != nil ? name_color.to_i : 0
- end
- end
- class Armor
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def name_color_66RPG
- name_color = @description.split(/@/)[1]
- return name != nil ? name_color.to_i : 0
- end
- end
- end
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 描绘物品名
- # item : 物品
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y)
- if item == nil
- return
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = text_color(item.name_color_66RPG)
- self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s)
- end
- end
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_Item
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- case item
- when RPG::Item
- number = $game_party.item_number(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- if item.is_a?(RPG::Item) and
- $game_party.item_can_use?(item.id)
- self.contents.font.color = text_color(item.name_color_66RPG)
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == disabled_color ? 128 : 255
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- end
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_EquipItem < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 项目的描绘
- # index : 项目符号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- case item
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- bitmap = RPG::Cache.icon(item.icon_name)
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 130, y, 16, 32, ":", 2)
- self.contents.draw_text(x + 150, y, 24, 32, number.to_s, 2)
- end
- end
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 描绘羡慕
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- # 获取物品所持数
- case item
- when RPG::Item
- number = $game_party.item_number(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色
- # 除此之外的情况设置为无效文字色
- if item.price <= $game_party.gold and number < 99
- self.contents.font.color = text_color(item.name_color_66RPG)
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- rect = Rect.new(x, y, self.width - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == disabled_color ? 128 : 255
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
- end
- end
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_ShopSell < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目标号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- case item
- when RPG::Item
- number = $game_party.item_number(item.id)
- when RPG::Weapon
- number = $game_party.weapon_number(item.id)
- when RPG::Armor
- number = $game_party.armor_number(item.id)
- end
- # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色
- if item.price > 0
- self.contents.font.color = text_color(item.name_color_66RPG)
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == disabled_color ? 128 : 255
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- end
-
- # ——————————————————————————————————————
- # 本脚本原创自www.66rpg.com,转载请保留此信息
- # ——————————————————————————————————————
- class Window_Skill
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = text_color(skill.name_color_66RPG)
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(skill.icon_name)
- opacity = self.contents.font.color == disabled_color ? 128 : 255
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
- self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 从第76行到最后面~!!
都是在原本的脚本上添加的新参数~~!!
所以你颜色脚本可以在商店拥有效果~~!
而在物品栏里没有效果~~!!
打完收工~!!
自己修改吧~~!! |
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