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Lv1.梦旅人
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发表于 2014-9-10 14:17:48
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- #==============================================================================
- # ■ 强化系统 优化版
- #------------------------------------------------------------------------------
- # 强化系统 wyongcan制作
- # 优化版更新内容:优化了语法,修复部分BUG,使代码可读性增强,增加了宝石选择窗口
- # 发布于66RPG 转载请保留版权信息
- #==============================================================================
- module Qiang
- $maxlv = 12 #最高升到的级数
- $gailv = [100,80,70,60,50,30,20,10,5,5,5,5,1] #每级提升概率
- $gemlv = [[30,93],[70,94]] #使用宝石提高的几率 [提高几率,宝石ID]
- $uplv = [[4,102],[8,103],[12,104]] #强化所需要的强化石 [最大强化到的等级,强化石ID]
- $xxlv = [0,0,5,10,15,20,25,30,30,40,40,45,60] #每级强化后失败物品消失的几率
- $jjlv = [0,10,15,20,30,45,55,65,70,70,75,80,100] #每级强化后失败物品降级的几率
- $tsnl = [10,14,18,22,26,30,34,38,42,46,50,54,65] #每级强化提升能力的百分比
- $tswp = [105,106] # 意思是:如果有31号物品则失败后物品不消失,如果有32号物品则失败后物品不降级
- #武器强化后的计算公式为: 原攻击 * (1 + 提升能力百分比) + (0到当前强化级数随机) * 5 + 当前强化级数
- $gemlv.sort!
- $uplv.sort!
- $当前使用宝石id = 0
- $当前使用宝石加成率 = 0
- $强化哈希表 = {
- "最高等级" => $maxlv ,
- "每级概率" => $gailv ,
- "宝石效果" => $gemlv ,
- "消失几率" => $xxlv ,
- "降级几率" => $jjlv ,
- "提升能力" => $tsnl ,
- "特殊物品" => $tswp ,
- "强化材料" => $uplv }
- def self.idlostitem(id,amount = 1)
- $game_party.lose_item(idgetitem(id),amount)
- end
- def self.idlostequip(id,weapon = true,amount = 1)
- weapon == true ? $game_party.lose_item($data_weapons[id],amount,true) : $game_party.lose_item($data_armors[id],amount,true)
- end
- def self.idgainequip(id,weapon = true,amount = 1)
- weapon == true ? $game_party.gain_item($data_weapons[id],amount,true) : $game_party.gain_item($data_armors[id],amount,true)
- end
- def self.idgetitem(id)
- $data_items[id]
- end
- def self.equipable?(id,weapon = true)
- weapon == true ? weaponupisnil(id) : armorupisnil(id)
- weapon == true ? equip = $data_weapons[id].dup : equip = $data_armors[id].dup
- price = equip.price
- @needmoney = price * equip.up
- if @needmoney == 0
- @needmoney = price / 2
- end
- #循环取出需要的强化材料
- temp = false
- for i in $强化哈希表["强化材料"]
- if equip.up < i[0]
- @lostitem = idgetitem i[1]
- $game_party.has_item?(idgetitem(i[1])) ? temp = true : temp = false
- break
- end
- end
- $game_party.gold >= @needmoney && temp == true ? true : false
- end
- def self.upweapon (id)
- $message = ""
- success = false
- weaponupisnil(id)
- weapon = $data_weapons[id].dup
- gl = 0
- fangb = false
- fangj = false
- return unless weapon.up < $强化哈希表["最高等级"] && weaponupable?(id)
- loststh
- $message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s
- $message += " " + @lostitem.name + "\n "
- gl = $强化哈希表["每级概率"][weapon.up]
- if $usegem == true
- gl += $当前使用宝石加成率
- idlostitem($当前使用宝石id)
- $message += idgetitem($当前使用宝石id).name + " "
- end
- if $fangb == true
- fangb = true
- idlostitem $强化哈希表["特殊物品"][0]
- $message += idgetitem($强化哈希表["特殊物品"][0]).name + " "
- end
- if $fangj == true
- fangj = true
- idlostitem $强化哈希表["特殊物品"][1]
- $message += idgetitem($强化哈希表["特殊物品"][1]).name + " "
- end
- suiji = rand (100)
- if suiji <= gl
- success = true
- end
- $message += "\n强化结果:"
- if success == true
- $message += "强化成功"
- idlostequip id
- weapon.id = $data_weapons.size
- params = weapon.params.dup
- params[2] *= 1 + $强化哈希表["提升能力"][weapon.up] / 100
- params[2] += rand(weapon.up) * 5 + weapon.up
- params[2] += 1 if params[2] == weapon.params[2]
- $message += " 攻击力提升:" + (params[2] - weapon.params[2]).to_int.to_s
- weapon.up += 1
- $data_weapons.insert $data_weapons.size,weapon
- $data_weapons[$data_weapons.size-1].params = params
- idgainequip weapon.id
- else
- $message += "强化失败"
- suiji = rand (100)
- if suiji <= $强化哈希表["消失几率"][weapon.up]
- if fangb != true
- $message += ",道具消失"
- idlostequip id
- else
- $message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失"
- end
- else
- suiji = rand (100)
- if suiji <= $强化哈希表["降级几率"][weapon.up]
- if fangj == false && weapon.up != 0
- $message += ",道具降级"
- params = weapon.params.dup
- params[2] -= weapon.up + rand(weapon.up) * 5
- params[2] /= 1 + $强化哈希表["提升能力"][weapon.up] / 100
- weapon.params = params
- weapon.up -= 1
- $data_weapons[id] = weapon
- else
- $message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级"
- end
- end
- end
- end
- $usegem = false
- $fangb = false
- $fangj = false
- end
-
- def self.weaponupisnil(id)
- $data_weapons[id].up = 0 unless $data_weapons[id].up != nil
- end
-
- def self.weaponupable?(id)
- equipable?(id)
- end
-
- def self.uparmor (id)
- $message = ""
- success = false
- armorupisnil(id)
- armor = $data_armors[id].dup
- gl = 0
- fangb = false
- fangj = false
- return unless armor.up < $强化哈希表["最高等级"] && armorupable?(id)
- loststh
- $message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s
- $message += " " + @lostitem.name + "\n "
- gl = $强化哈希表["每级概率"][armor.up]
- if $usegem == true
- gl += $当前使用宝石加成率
- idlostitem($当前使用宝石id)
- $message += idgetitem($当前使用宝石id).name + " "
- end
- if $fangb == true
- fangb = true
- idlostitem $强化哈希表["特殊物品"][0]
- $message += idgetitem($强化哈希表["特殊物品"][0]).name + " "
- end
- if $fangj == true
- fangj = true
- idlostitem $强化哈希表["特殊物品"][1]
- $message += idgetitem($强化哈希表["特殊物品"][1]).name + " "
- end
- suiji = rand (100)
- if suiji <= gl
- success = true
- end
- $message += "\n强化结果:"
- if success == true
- $message += "强化成功"
- idlostequip id,false
- armor.id = $data_armors.size
- params = armor.params.dup
- params[3] *= 1 + $强化哈希表["提升能力"][armor.up] / 100
- params[3] += rand(armor.up) * 5 + armor.up
- params[3] += 1 if params[3] == armor.params[3]
- $message += " 防御力提升:" + (params[3] - armor.params[3]).to_int.to_s
- armor.up += 1
- $data_armors.insert $data_armors.size,armor
- $data_armors[$data_armors.size-1].params = params
- idgainequip armor.id,false
- else
- $message += "强化失败"
- suiji = rand (100)
- if suiji <= $强化哈希表["消失几率"][armor.up]
- if fangb != true
- $message += ",道具消失"
- idlostequip id,false
- else
- $message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失"
- end
- else
- suiji = rand (100)
- if suiji <= $强化哈希表["降级几率"][armor.up]
- if fangj == false && armor.up != 0
- $message += ",道具降级"
- params = armor.params.dup
- params[3] -= armor.up + rand(armor.up) * 5
- params[3] /= 1 + $强化哈希表["提升能力"][armor.up] / 100
- armor.params = params
- armor.up -= 1
- $data_armors[id] = armor
- else
- $message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级"
- end
- end
- end
- end
- $usegem = false
- $fangb = false
- $fangj = false
- end
-
- def self.armorupisnil(id)
- $data_armors[id].up = 0 unless $data_armors[id].up != nil
- end
- def self.armorupable?(id)
- equipable?(id,false)
- end
- def self.loststh()
- $game_party.lose_item(@lostitem,1)
- $game_party.lose_gold(@needmoney)
- end
- def self.needmoney
- @needmoney
- end
- def self.lostitem
- @lostitem
- end
- end
- #==============================================================================
- # ■ Scene_Qiang
- #------------------------------------------------------------------------------
- # 强化画面
- #==============================================================================
- class Scene_Qiang < Scene_MenuBase
- $wufang = true
- $usegem = false
- $fangb = false
- $fangj = false
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_help_window
- @help_window.hide
- create_qianghelp_window
- create_command_window
- create_qiangxz_window
- create_wu_window
- create_fang_window
- create_choosegem_window
- end
- #--------------------------------------------------------------------------
- # ● 生成说明窗口
- #--------------------------------------------------------------------------
- def create_qianghelp_window
- @qianghelp_window = Window_Qianghelp.new
- @qianghelp_window.y = Graphics.height - @qianghelp_window.height
- @qianghelp_window.viewport = @viewport
- @qianghelp_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 生成选择宝石
- #--------------------------------------------------------------------------
- def create_choosegem_window
- @choosegem_window = Window_Choosegem.new
- @choosegem_window.y = Graphics.height - @choosegem_window.height
- @choosegem_window.viewport = @viewport
- @choosegem_window.z = 120
- end
- #--------------------------------------------------------------------------
- # ● 生成选择窗口
- #--------------------------------------------------------------------------
- def create_qiangxz_window
- @qiangxz_window = Window_Qiangxz.new
- @qiangxz_window.y = @help_window.height + fitting_height(5) /2
- @qiangxz_window.z = 110
- @qiangxz_window.viewport = @viewport
- @qiangxz_window.set_handler(:gem, method(:qiangxz_gem))
- @qiangxz_window.set_handler(:fangb, method(:qiangxz_fangb))
- @qiangxz_window.set_handler(:fangj, method(:qiangxz_fangj))
- @qiangxz_window.set_handler(:ok, method(:qiangxz_ok))
- @qiangxz_window.set_handler(:cancel, method(:qiangxz_cancel))
- @qiangxz_window.hide
- @qiangxz_window.deactivate
- end
- #--------------------------------------------------------------------------
- # ● 生成指令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_QiangCommand.new
- @command_window.viewport = @viewport
- @command_window.y = @help_window.height + fitting_height(3) /2
- @command_window.set_handler(:qiangwu, method(:qiangwu))
- @command_window.set_handler(:qiangfang, method(:qiangfang))
- @command_window.set_handler(:cancel, method(:return_scene))
- end
- #--------------------------------------------------------------------------
- # ● 生成武器强化窗口
- #--------------------------------------------------------------------------
- def create_wu_window
- @wu_window = Window_Qiangwu.new(@qianghelp_window,@qiangxz_window)
- @wu_window.viewport = @viewport
- @wu_window.y += @help_window.height
- @wu_window.hide
- @wu_window.help_window= @help_window
- @wu_window.set_handler(:cancel, method(:qiangwu_cancel))
- @wu_window.set_handler(:ok, method(:qiangwu_ok))
- end
- #--------------------------------------------------------------------------
- # ● 生成防具强化窗口
- #--------------------------------------------------------------------------
- def create_fang_window
- @fang_window = Window_Qiangfang.new(@qianghelp_window,@qiangxz_window)
- @fang_window.viewport = @viewport
- @fang_window.y += @help_window.height
- @fang_window.hide
- @fang_window.help_window= @help_window
- @fang_window.set_handler(:cancel, method(:qiangfang_cancel))
- @fang_window.set_handler(:ok, method(:qiangfang_ok))
- end
- #--------------------------------------------------------------------------
- # ● 计算窗口显示指定行数时的应用高度
- #--------------------------------------------------------------------------
- def fitting_height(line_number)
- line_number * 24 + 12 * 2
- end
- #--------------------------------------------------------------------------
- # ● 显示强化武器
- #--------------------------------------------------------------------------
- def qiangwu
- @command_window.hide
- @help_window.show
- @wu_window.show
- @wu_window.start
- @qianghelp_window.show
- @wu_window.activate
- $wufang = true
- @command_window.deactivate
- end
- #--------------------------------------------------------------------------
- # ● 显示强化防具
- #--------------------------------------------------------------------------
- def qiangfang
- @command_window.hide
- @help_window.show
- @fang_window.show
- @fang_window.start
- @qianghelp_window.show
- @fang_window.activate
- $wufang = false
- @command_window.deactivate
- end
- #--------------------------------------------------------------------------
- # ● 取消强化武器
- #--------------------------------------------------------------------------
- def qiangwu_cancel
- @command_window.show
- @help_window.hide
- @wu_window.hide
- @qianghelp_window.hide
- @command_window.activate
- @qianghelp_window.set_text("")
- @help_window.set_text("")
- end
- #--------------------------------------------------------------------------
- # ● 取消强化防具
- #--------------------------------------------------------------------------
- def qiangfang_cancel
- @command_window.show
- @help_window.hide
- @fang_window.hide
- @qianghelp_window.hide
- @command_window.activate
- @qianghelp_window.set_text("")
- @help_window.set_text("")
- end
- #--------------------------------------------------------------------------
- # ● 确定强化武器
- #--------------------------------------------------------------------------
- def qiangwu_ok
- @wu_window.qiangwu_ok
- @qiangxz_window.show
- @qiangxz_window.activate
- end
- #--------------------------------------------------------------------------
- # ● 确定强化防具
- #--------------------------------------------------------------------------
- def qiangfang_ok
- @fang_window.qiangfang_ok
- @qiangxz_window.show
- @qiangxz_window.activate
- end
- #--------------------------------------------------------------------------
- # ● 获取卖出价格
- #--------------------------------------------------------------------------
- def selling_price
- @item.price / 2
- end
-
- def qiangxz_gem
- @choosegem_window.start
- @qiangxz_window.deactivate
- @choosegem_window.qiangxz= @qiangxz_window
- if $wufang == true
- @choosegem_window.wufangwindow= @wu_window
- else
- @choosegem_window.wufangwindow= @fang_window
- end
- end
-
- def qiangxz_fangb
- $fangb = !$fangb
- if $wufang == true
- @wu_window.update_help
- else
- @fang_window.update_help
- end
- @qiangxz_window.activate
- end
-
- def qiangxz_fangj
- $fangj = !$fangj
- if $wufang == true
- @wu_window.update_help
- else
- @fang_window.update_help
- end
- @qiangxz_window.activate
- end
-
- def qiangxz_ok
- if $wufang == true
- Qiang.upweapon(@wu_window.itemid)
- qianging
- @qianghelp_window.set_text($message)
- @qiangxz_window.hide
- Graphics.wait(60)
- @wu_window.activate
- @qiangxz_window.deactivate
- $当前使用宝石加成率 = 0
- $usegem = false
- @fang_window.update_help
- @wu_window.refresh
- @command_window.deactivate
- else
- Qiang.uparmor(@fang_window.itemid)
- qianging
- @qianghelp_window.set_text($message)
- @qiangxz_window.hide
- Graphics.wait(60)
- @fang_window.activate
- @qiangxz_window.deactivate
- $当前使用宝石加成率 = 0
- $usegem = false
- @fang_window.update_help
- @fang_window.refresh
- @command_window.deactivate
- end
- end
-
- def qiangxz_cancel
- @wu_window.show
- @qiangxz_window.hide
- @qiangxz_window.deactivate
- if $wufang == true
- @wu_window.activate
- else
- @fang_window.activate
- end
- $当前使用宝石加成率 = 0
- $usegem = false
- @command_window.deactivate
- end
-
- def qianging
- i = 0
- while i < 20
- i += 1
- text = "\n"
- text += "●" * i + "○" * (20 - i)
- text = text + "\n强化中,请等待。"
- @qianghelp_window.set_text(text)
- Graphics.wait(6)
- end
- end
- end
- class RPG::EquipItem < RPG::BaseItem
- alias old initialize
- def initialize
- old
- @up = 0 #装备强化次数
- end
- attr_accessor :up
- end
- #==============================================================================
- # ■ Window_Qiangwu
- #------------------------------------------------------------------------------
- # 强化系统_武器强化窗口
- #==============================================================================
- class Window_Qiangwu < Window_ItemList
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(qianghelp,xuanze)
- super(0, 0, Graphics.width, fitting_height(8))
- self.openness = 0
- deactivate
- @qianghelp = qianghelp
- @xuanze = xuanze
- end
- #--------------------------------------------------------------------------
- # ● 开始输入的处理
- #--------------------------------------------------------------------------
- def start
- self.category = :weapon
- refresh
- select(0)
- open
- activate
- end
- #--------------------------------------------------------------------------
- # ● 查询此物品是否可用
- #--------------------------------------------------------------------------
- def enable?(item)
- return false unless item != nil
- Qiang.weaponupable?(item.id)
- end
- #--------------------------------------------------------------------------
- # ● 确定强化武器
- #--------------------------------------------------------------------------
- def qiangwu_ok
- result = item ? item.id : 0
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助内容
- #--------------------------------------------------------------------------
- def update_help
- return unless item != nil
- @help_window.set_item(item)
- needmoney = 0
- Qiang.weaponupable?(item.id)
- qitemname = Qiang.lostitem.name
- if item.up >= $强化哈希表["最高等级"]
- qitemname = "无法继续升级"
- end
- temp = []
- $usegem == true ? temp.push("使用") : temp.push("未使用")
- temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
- $fangb == true ? temp.push("使用") : temp.push("未使用")
- temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
- $fangj == true ? temp.push("使用") : temp.push("未使用")
- cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s
- if item.up == 0
- min = item.params[2] + 1
- max = min + 5
- else
- if item.up >= $强化哈希表["最高等级"]
- min = item.params[2].to_int
- max = min
- else
- min = (item.params[2] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up
- max = min + item.up * 5
- end
- end
- text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s
- text = text + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
- text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
- text = text + "\n" + "成功率:" + cgl + "% " + "强化后攻击力范围:" + min.to_s + "~" + max.to_s
- @qianghelp.set_text(text)
- end
- #--------------------------------------------------------------------------
- # ● 获取当前武器等级
- #--------------------------------------------------------------------------
- def getweaponup
- Qiang.weaponupisnil(item.id)
- item.up
- end
-
- def itemid
- item.id
- end
- #--------------------------------------------------------------------------
- # ● 选择项目
- #--------------------------------------------------------------------------
- def select(index)
- self.index = index if index
- update_help
- end
- end
- #==============================================================================
- # ■ Window_Qiangfang
- #------------------------------------------------------------------------------
- # 强化系统_防具强化窗口
- #==============================================================================
- class Window_Qiangfang < Window_ItemList
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(qianghelp,xuanze)
- super(0, 0, Graphics.width, fitting_height(8))
- self.openness = 0
- deactivate
- @qianghelp = qianghelp
- @xuanze = xuanze
- end
- #--------------------------------------------------------------------------
- # ● 开始输入的处理
- #--------------------------------------------------------------------------
- def start
- self.category = :armor
- refresh
- select(0)
- open
- activate
- end
- #--------------------------------------------------------------------------
- # ● 查询此物品是否可用
- #--------------------------------------------------------------------------
- def enable?(item)
- return false unless item != nil
- Qiang.armorupable?(item.id)
- end
- #--------------------------------------------------------------------------
- # ● 确定强化防具
- #--------------------------------------------------------------------------
- def qiangfang_ok
- result = item ? item.id : 0
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助内容
- #--------------------------------------------------------------------------
- def update_help
- return unless item != nil
- @help_window.set_item(item)
- needmoney = 0
- Qiang.armorupable?(item.id)
- qitemname = Qiang.lostitem.name
- if item.up >= $强化哈希表["最高等级"]
- qitemname = "无法继续升级"
- end
- temp = []
- $usegem == true ? temp.push("使用") : temp.push("未使用")
- temp.push($data_items[$强化哈希表["特殊物品"][0]].name)
- $fangb == true ? temp.push("使用") : temp.push("未使用")
- temp.push($data_items[$强化哈希表["特殊物品"][1]].name)
- $fangj == true ? temp.push("使用") : temp.push("未使用")
- cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s
- if item.up == 0
- min = item.params[3] + 1
- max = min + 5
- else
- if item.up >= $强化哈希表["最高等级"]
- min = item.params[3].to_int
- max = min
- else
- min = (item.params[3] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up
- max = min + item.up * 5
- end
- end
- text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s
- text = text + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" + qitemname
- text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4]
- text = text + "\n" + "成功率:" + cgl + "% " + "强化后防御力范围:" + min.to_s + "~" + max.to_s
- @qianghelp.set_text(text)
- end
- #--------------------------------------------------------------------------
- # ● 获取当前防具等级
- #--------------------------------------------------------------------------
- def getarmorup
- Qiang.armorupisnil(item.id)
- item.up
- end
-
- def itemid
- item.id
- end
- #--------------------------------------------------------------------------
- # ● 选择项目
- #--------------------------------------------------------------------------
- def select(index)
- self.index = index if index
- update_help
- end
- end
- #==============================================================================
- # ■ Window_QiangCommand
- #------------------------------------------------------------------------------
- # 强化系统中,处理命令选择的窗口。
- #==============================================================================
- class Window_QiangCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0)
- update_placement
- self.openness = 0
- open
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 160
- end
- #--------------------------------------------------------------------------
- # ● 更新窗口的位置
- #--------------------------------------------------------------------------
- def update_placement
- self.x = (Graphics.width - width) / 2
- self.y = (Graphics.height - height) / 2
- end
- #--------------------------------------------------------------------------
- # ● 生成指令列表
- #--------------------------------------------------------------------------
- def make_command_list
- add_command("强化武器", :qiangwu)
- add_command("强化防具", :qiangfang)
- add_command(Vocab::ShopCancel, :cancel)
- end
- end
- #==============================================================================
- # ■ Window_Qianghelp
- #------------------------------------------------------------------------------
- # 显示说明
- #==============================================================================
- class Window_Qianghelp < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, window_width, fitting_height(4) + 8)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 544
- end
- #--------------------------------------------------------------------------
- # ● 获取持有金钱
- #--------------------------------------------------------------------------
- def value
- $game_party.gold
- end
- #--------------------------------------------------------------------------
- # ● 获取货币单位
- #--------------------------------------------------------------------------
- def currency_unit
- Vocab::currency_unit
- end
- #--------------------------------------------------------------------------
- # ● 设置内容
- #--------------------------------------------------------------------------
- def set_text(text)
- if text != @text
- @text = text
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 清除
- #--------------------------------------------------------------------------
- def clear
- set_text("")
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_text_ex(4, 0, @text)
- end
- end
- #==============================================================================
- # ■ Window_Qiangxz
- #------------------------------------------------------------------------------
- # 强化系统中,选择强化方式的窗口。
- #==============================================================================
- class Window_Qiangxz < Window_Command
- @havegem = false
- @havefangb = false
- @havefangj = false
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0)
- index = 0
- update_placement
- self.openness = 0
- open
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 180
- end
- #--------------------------------------------------------------------------
- # ● 更新窗口的位置
- #--------------------------------------------------------------------------
- def update_placement
- self.x = (Graphics.width - width) / 2
- self.y = (Graphics.height - height) / 2
- end
- #--------------------------------------------------------------------------
- # ● 检查可用
- #--------------------------------------------------------------------------
- def haveitem
- @havegem = false
- @havefangb = false
- @havefangj = false
- for i in $强化哈希表["宝石效果"]
- if $game_party.has_item?($data_items[i[0]])
- @havegem = true
- end
- end
- @havefangb = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][0]])
- @havefangj = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][1]])
- end
- #--------------------------------------------------------------------------
- # ● 生成指令列表
- #--------------------------------------------------------------------------
- def make_command_list
- haveitem
- add_command("宝石", :gem, @havegem)
- add_command(Qiang.idgetitem($强化哈希表["特殊物品"][0]).name, :fangb, @havefangb)
- add_command(Qiang.idgetitem($强化哈希表["特殊物品"][1]).name, :fangj, @havefangj)
- add_command("开始强化", :start)
- add_command("取消强化", :cancel)
- end
- end
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中所有窗口的父类
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 绘制物品名称
- # enabled : 有效的标志。false 的时候使用半透明效果绘制
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- draw_icon(item.icon_index, x, y, enabled)
- change_color(normal_color, enabled)
- if item.is_a?(RPG::EquipItem)
- if item.up != nil && item.up != 0
- draw_text(x + 24, y, width, line_height, item.name + "+" + item.up.to_s)
- else
- draw_text(x + 24, y, width, line_height, item.name)
- end
- else
- draw_text(x + 24, y, width, line_height, item.name)
- end
- end
- end
- class Window_ItemList
- #--------------------------------------------------------------------------
- # ● 查询列表中是否含有此物品
- #--------------------------------------------------------------------------
- def include?(item)
- case @category
- when :item
- item.is_a?(RPG::Item) && !item.key_item?
- 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?
- when :gem
- itemid = item ? item.id : 0
- itemid != 0 ? isgem(itemid) : false
- else
- false
- end
- end
-
- def isgem(itemid)
- for i in $强化哈希表["宝石效果"]
- return true if i[1] == itemid
- end
- false
- end
- end
- #==============================================================================
- # ■ Window_Choosegem
- #------------------------------------------------------------------------------
- # 选择强化使用的宝石
- #==============================================================================
- class Window_Choosegem < Window_ItemList
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize()
- super(0, 0, Graphics.width, fitting_height(2))
- self.openness = 0
- deactivate
- @wufangwindow = nil
- @qiangxz = nil
- set_handler(:ok, method(:on_ok))
- set_handler(:cancel, method(:on_cancel))
- end
-
- def wufangwindow=(wufangwindow)
- @wufangwindow = wufangwindow
- end
- def qiangxz=(qiangxz)
- @qiangxz = qiangxz
- end
- #--------------------------------------------------------------------------
- # ● 开始输入的处理
- #--------------------------------------------------------------------------
- def start
- self.category = :gem
- self.y = (Graphics.height - height) / 2
- refresh
- select(0)
- open
- activate
- end
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_ok
- result = item ? item.id : 0
- if result != 0
- $usegem = true
- $当前使用宝石id = result
- for i in $强化哈希表["宝石效果"]
- $当前使用宝石加成率 = i[0] if i[1] == $当前使用宝石id
- end
- else
- $当前使用宝石加成率 = 0
- $usegem = false
- end
- @wufangwindow.update_help
- @qiangxz.activate
- close
- end
- #--------------------------------------------------------------------------
- # ● 查询此物品是否可用
- #--------------------------------------------------------------------------
- def enable?(item)
- true
- end
- #--------------------------------------------------------------------------
- # ● 取消时的处理
- #--------------------------------------------------------------------------
- def on_cancel
- $当前使用宝石加成率 = 0
- $usegem = false
- @wufangwindow.update_help
- @qiangxz.activate
- close
- end
- end
- #==============================================================================
- # ■ 强化系统DataManager
- #------------------------------------------------------------------------------
- # 将武器和防具数据保存入存档
- #==============================================================================
- 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[: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]
- $data_weapons = contents[:weapons]
- $data_armors = contents[:armors]
- end
- end
复制代码 这是强化脚本↑- #————————————————————————————————————————
- # ●ITEM_LV By.Clov
- # *物品等级颜色描绘
- # *Ver1.1 Date:2013.9.17
- # *Ver1.2 Date:2013.9.24
- # *Ver1.3 Date:2013.9.24
- # *Ver1.4 Date:2013.10.10
- # *Ver1.5 Date:2013.10.12
- # *Ver1.6 Date:2013.10.17
- #————————————————————————————————————————
- module ITEM_LV
- ITEM_NAME = true #物品名是否也绘色 关闭的话建议关闭ITEM_GFR
- ITEM_GFR = :UD #物品名绘色使用渐变色:LR 左右/:UD 上下/nil关闭
- ITEM_ENA = true #物品名、图标没有“无效透明”
- ITEM_TYPE = nil#:W #背景描绘类型:W 横向 :H纵向
- ITEM_SYM = ["[]",nil] #设置取得等级的头尾字符 nil为内部字符
- ITEM_BACK_WIDTH = 172 #背景显示宽度(nil同步物品名宽度)
- ITEM_BACK_BBL = 0.5 #背景透明渐变的长度(0.1-0.5)
- ITEM_COLOR={
- "wh"=>Color.new(230,230,230,160), #等级1 白色
- "bl"=>Color.new(1,108,254,160), #等级2 蓝色
- "gr"=>Color.new(2,224,33,160), #等级3 绿色
- "go"=>Color.new(246,255,3,160), #等级4 金色
- "pe"=>Color.new(234,3,255,160), #等级5 紫色
- "bo"=>Color.new(254,37,52,160), #等级6 红色
- "cj"=>Color.new(2,253,209,160), #等级0 成就徽章-湖蓝色
- "神话"=>Color.new(rand(255),rand(255),rand(255),160) #神话级 测试颜色
- }
- end
- #————————————————————————————————————————
- # ●Window_Base
- #————————————————————————————————————————
- class Window_Base < Window
- #———————————————————————————————————————
- #绘制物品名称
- #enabled : 有效的标志。false 的时候使用半透明效果绘制
- #———————————————————————————————————————
- def draw_item_name(item, x, y, enabled=true, width=ITEM_LV::ITEM_BACK_WIDTH)
- return unless item
- #有效度总开关
- enabled = ITEM_LV::ITEM_ENA ? ITEM_LV::ITEM_ENA : enabled
- #·等级绘制
- f1 = ITEM_LV::ITEM_SYM[0] ; f2 = ITEM_LV::ITEM_SYM[-1]
- item_lv = item.note.sten(f1, f2) ; if item_lv
- #等级背景宽为设定值
- if width ; w = width
- #等级背景宽同步物品名
- else ; w = contents.text_size(item.name).width+24 ; end
- #绘制等级背景
- item_lv = item_lv.to_i != 0 ? item_lv.to_i : item_lv
- color = ITEM_LV::ITEM_COLOR[item_lv]
- case ITEM_LV::ITEM_TYPE
- when:W;contents.back_w(x,y,w,line_height,ITEM_LV::ITEM_BACK_BBL,color)
- when:H;contents.back_h(x,y,w,line_height,ITEM_LV::ITEM_BACK_BBL,color);end
- #物品名绘色
- contents.font.color = ITEM_LV::ITEM_NAME ? color : normal_color
- contents.font.color.alpha = enabled ? 255 : 160
- #·默认绘制
- else ; w = width ; change_color(normal_color, enabled) ; end
- #绘制图标
- draw_icon(item.icon_index, x, y, enabled)
- #绘制物品名
- case ITEM_LV::ITEM_GFR
- when nil ; draw_text(x + 24, y, w, line_height, item.name)
- when :LR ; item_name_gfr_text(x + 24, y, item.name,false)
- when :UD ; item_name_gfr_text(x + 24, y, item.name,true) ; end
- end
- #———————————————————————————————————————
- #绘制渐变物品名称
- #———————————————————————————————————————
- def item_name_gfr_text(x, y, text, vertical)
- color1 = contents.font.color
- color2 = Color.new(color1.red+80,color1.green+80,color1.blue+80)
- contents.gfr_text_pix(x, y,color1,color2, text, vertical)
- end
- end
- #————————————————————————————————————————
- # ●String
- # *提取指定字符内容
- # *使用 "<name:abc123>".sten("<>","name:") >> "abc123"
- # -se为起始终点字符 必须指定两个字符字符作为起始点
- # -sym为内容标识字符 忽略的话只读第一个匹配sn的内容
- #————————————————————————————————————————
- class String
- #———————————————————————————————————————
- def sten(se,sym=nil)
- if sym ; s,e = se[0]<<sym,se[1] ; f = self.split(s)[1]
- return nil unless f && f.index(e) ; f[0,f.index(e)] ; else
- s,e = se[0],se[1] ; f = self ; i0 = f.index(s) ; i1 = f.index(e)
- return nil unless i0 && i1 ; f[i0+1,i1-i0-1] ; end
- end
- #———————————————————————————————————————
- def resten ; /<SYM(.*?)>/ =~ self ; $1 ; end
- #———————————————————————————————————————
- end
- #————————————————————————————————————————
- # ●位图的追加绘制方法
- # *渐透明描绘以及RGSS1用gradient_fill_rect
- #————————————————————————————————————————
- class Bitmap
- #———————————————————————————————————————
- # ● 渐透明描绘(宽)
- #———————————————————————————————————————
- def back_w(x,y,w,h,bl=0.3,c=Color.new(0,200,230,128))
- r = c.red ; g = c.green ; b = c.blue ; o = c.alpha
- l = (w*bl).round
- all = [l,w-l*2,l]
- all.each_index {|i| ; w2 = all[i]
- case i
- when 0 ; x2 = 0 ; o1 = 0 ; o2 = o
- when 1 ; x2 = all[0] ; o1 = o2 = o
- when 2 ; x2 = all[0] + all[1] ; o1 = o ; o2 = 0 ; end
- c1 = Color.new(r,g,b,o1) ; c2 = Color.new(r,g,b,o2)
- gradient_fill_rect(x+x2, y, w2, h, c1, c2) if w2 > 0 }
- end
- #———————————————————————————————————————
- # ● 渐透明描绘(高)
- #———————————————————————————————————————
- def back_h(x,y,w,h,bl=0.3,c=Color.new(0,200,230,128))
- r = c.red ; g = c.green ; b = c.blue ; o = c.alpha
- l = (h*bl).round
- all = [l,h-l*2,l]
- all.each_index {|i| ; h2 = all[i]
- case i
- when 0 ; y2 = 0 ; o1 = 0 ; o2 = o
- when 1 ; y2 = all[0] ; o1 = o2 = o
- when 2 ; y2 = all[0] + all[1] ; o1 = o ; o2 = 0 ; end
- c1 = Color.new(r,g,b,o1) ; c2 = Color.new(r,g,b,o2)
- gradient_fill_rect(x, y+y2, w, h2, c1, c2, true) if h2 > 0 }
- end
- end
- #————————————————————————————————————————
- # ●GFR_TEXT(VA) By.Clov
- # *横向、纵向渐变描绘文字
- # -Ver:1.0 Date:2013.10.12
- # -Ver:1.1 Date:2013.10.17 优化gfr_text_pix
- # *使用:
- # -gfr_text_pix(x, y, color1, color2, text, vertica)
- # -gfr_text_blt(x, y, color1, color2, text, vertica)
- # -x:x坐标 y:y坐标 color1:左、上颜色 color2:右、下颜色
- # -text:字符串 vertica:false/左右渐变 true/上下渐变
- # *gfr_text_pix效率优先取消了渐变透明功能 gfr_text_blt保留全部功能
- #————————————————————————————————————————
- class Bitmap
- def gfr_text_pix(x, y, color1, color2, text, vertical = false)
- r1 = color1.red;g1 = color1.green;b1 = color1.blue;o1 = color1.alpha
- r2 = color2.red;g2 = color2.green;b2 = color2.blue;o2 = color2.alpha
- case vertical
- when false
- ts = text_size(text) ; width,height = ts.width+2,ts.height
- bit = self.dup ; bit.font = font.dup ; bit.font.outline = false
- bit.clear ; bit.draw_text(x, y, width, height, text)
- if font.outline ; fc = font.color.dup ; font.color = Color.new(0,0,0)
- draw_text(x, y, width, height, text) ; font.color = fc ; end
- w = (width-1).to_f;plus_r = (r2-r1)/w;plus_g = (g2-g1)/w
- plus_b = (b2-b1)/w;plus_o = (o2-o1)/w;width.times {|k|
- height.times {|i| o = bit.get_pixel(x+k,y+i).alpha
- bit.set_pixel(x+k,y+i,Color.new(r1,g1,b1,o)) if o > 0}
- r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o}
- blt(x, y ,bit,Rect.new(x,y,width,height)) ; bit.dispose
- when true
- ts = text_size(text) ; width,height = ts.width+2,ts.height
- bit = self.dup ; bit.font = font.dup ; bit.font.outline = false
- bit.clear ; bit.draw_text(x, y, width, height, text)
- if font.outline ; fc = font.color.dup ; font.color = Color.new(0,0,0)
- draw_text(x, y, width, height, text) ; font.color = fc ; end
- h = (height-1).to_f;plus_r = (r2-r1)/h;plus_g = (g2-g1)/h
- plus_b = (b2-b1)/h;plus_o = (o2-o1)/h;height.times {|i|
- width.times {|k| o = bit.get_pixel(x+k,y+i).alpha
- bit.set_pixel(x+k,y+i,Color.new(r1,g1,b1,o)) if o > 0}
- r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o}
- blt(x, y ,bit,Rect.new(x,y,width,height)) ; bit.dispose
- end
- end
- #———————————————————————————————————————
- def gfr_text_blt(x, y, color1, color2, text, vertical = false)
- r1 = color1.red;g1 = color1.green;b1 = color1.blue;o1 = color1.alpha
- r2 = color2.red;g2 = color2.green;b2 = color2.blue;o2 = color2.alpha
- case vertical
- when false
- ts = text_size(text) ; width,height = ts.width+2,ts.height
- bit = self.dup ; bit.font = font.dup
- w = (width-1).to_f;plus_r = (r2-r1)/w;plus_g = (g2-g1)/w
- plus_b = (b2-b1)/w;plus_o = (o2-o1)/w;width.times {|k|
- bit.font.color = Color.new(r1,g1,b1,o1)
- bit.draw_text(x, y, width, height, text)
- blt(x+k, y ,bit,Rect.new(x+k,y,1,height))
- bit.clear;r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o};bit.dispose
- when true
- ts = text_size(text) ; width,height = ts.width+2,ts.height
- bit = self.dup ; bit.font = font.dup
- h = (height-1).to_f;plus_r = (r2-r1)/h;plus_g = (g2-g1)/h
- plus_b = (b2-b1)/h;plus_o = (o2-o1)/h;height.times {|i|
- bit.font.color = Color.new(r1,g1,b1,o1)
- bit.draw_text(x, y, width, height, text)
- blt(x, y+i ,bit,Rect.new(x,y+i,width,1))
- bit.clear;r1+=plus_r;g1+=plus_g;b1+=plus_b;o1+=plus_o};bit.dispose
- end
- end
- end
复制代码 这是颜色脚本↑
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