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本帖最后由 RyanBern 于 2014-9-12 16:52 编辑
简单地弄了下,一定要设置“武器仓库”的存储结构。
对于武器仓库来说,也有单个武器上限99的限制。这个要注意。
有什么BUG通知我,URL什么的别忘了去掉。
class Game_Party alias rb_initialize initialize def initialize @weapon_storage = {} rb_initialize end def storage_import(item_id, number) @weapon_storage[item_id] = 0 if @weapon_storage[item_id].nil? current = @weapon_storage[item_id] @weapon_storage[item_id] = [number + current, 99].min end def storage_export(item_id, number) @weapon_storage[item_id] = 0 if @weapon_storage[item_id].nil? current = @weapon_storage[item_id] @weapon_storage[item_id] = [current - number, 0].max end def storage_number(item_id) @weapon_storage[item_id].nil? ? 0 : @weapon_storage[item_id] end def storage_full?(item_id) @weapon_storage[item_id] == 99 end end class Commitem_Window_PartyLeft < Window_Selectable def initialize super(0, 64, 320, 324) self.index = 0 refresh end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1..$data_weapons.size #武器 if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] number = $game_party.weapon_number(item.id) self.contents.font.color = normal_color 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 == normal_color ? 255 : 128 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 class Commitem_Window_PartyRight < Window_Selectable def initialize super(320, 64, 320, 324) self.index = -1 refresh end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] $data_weapons.each do |weapon| next if weapon.nil? @data.push(weapon) if $game_party.storage_number(weapon.id) > 0 end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] number = $game_party.storage_number(item.id) self.contents.font.color = normal_color 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 == normal_color ? 255 : 128 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 class Commitem_Scene_Party def main @left_temp_command = 0 @right_temp_command = 0 @left_window = Commitem_Window_PartyLeft.new @left_window.active = true @right_window = Commitem_Window_PartyRight.new @right_window.active = false @base = Window_Base.new(0, 0, 640, 64) @base.contents = Bitmap.new(@base.width - 32, @base.height - 32) @base.contents.draw_text(4, 0, @base.width - 40, 32, "武器仓库", 1) Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @left_window.dispose @right_window.dispose @base.dispose end def update @left_window.update @right_window.update update_command end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) #画面切换 $scene = Scene_Map.new return end if @left_window.active update_left return end if @right_window.active update_right return end end def update_left if Input.trigger?(Input::RIGHT) @left_temp_command = @left_window.index @left_window.index = -1 $game_system.se_play($data_system.cursor_se) @left_window.active = false @right_window.active = true @right_window.index = @right_temp_command return end if Input.trigger?(Input::C) id = @left_window.item.id if $game_party.weapon_number(id) > 0 && !$game_party.storage_full?(id) $game_system.se_play($data_system.decision_se) $game_party.lose_weapon(id, 1) $game_party.storage_import(id, 1) @left_window.refresh @right_window.refresh else $game_system.se_play($data_system.buzzer_se) end return end end def update_right if Input.trigger?(Input::LEFT) @right_temp_command = @right_window.index @right_window.index = -1 $game_system.se_play($data_system.cursor_se) @left_window.active = true @right_window.active = false @left_window.index = @left_temp_command return end if Input.trigger?(Input::C) id = @right_window.item.id if $game_party.weapon_number(id) < 99 && $game_party.storage_number(id) > 0 $game_system.se_play($data_system.decision_se) $game_party.gain_weapon(id, 1) $game_party.storage_export(id, 1) @left_window.refresh @right_window.refresh else $game_system.se_play($data_system.buzzer_se) end return end end end
class Game_Party
alias rb_initialize initialize
def initialize
@weapon_storage = {}
rb_initialize
end
def storage_import(item_id, number)
@weapon_storage[item_id] = 0 if @weapon_storage[item_id].nil?
current = @weapon_storage[item_id]
@weapon_storage[item_id] = [number + current, 99].min
end
def storage_export(item_id, number)
@weapon_storage[item_id] = 0 if @weapon_storage[item_id].nil?
current = @weapon_storage[item_id]
@weapon_storage[item_id] = [current - number, 0].max
end
def storage_number(item_id)
@weapon_storage[item_id].nil? ? 0 : @weapon_storage[item_id]
end
def storage_full?(item_id)
@weapon_storage[item_id] == 99
end
end
class Commitem_Window_PartyLeft < Window_Selectable
def initialize
super(0, 64, 320, 324)
self.index = 0
refresh
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1..$data_weapons.size #武器
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, @item_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
number = $game_party.weapon_number(item.id)
self.contents.font.color = normal_color
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 == normal_color ? 255 : 128
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
class Commitem_Window_PartyRight < Window_Selectable
def initialize
super(320, 64, 320, 324)
self.index = -1
refresh
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
$data_weapons.each do |weapon|
next if weapon.nil?
@data.push(weapon) if $game_party.storage_number(weapon.id) > 0
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, @item_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
number = $game_party.storage_number(item.id)
self.contents.font.color = normal_color
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 == normal_color ? 255 : 128
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
class Commitem_Scene_Party
def main
@left_temp_command = 0
@right_temp_command = 0
@left_window = Commitem_Window_PartyLeft.new
@left_window.active = true
@right_window = Commitem_Window_PartyRight.new
@right_window.active = false
@base = Window_Base.new(0, 0, 640, 64)
@base.contents = Bitmap.new(@base.width - 32, @base.height - 32)
@base.contents.draw_text(4, 0, @base.width - 40, 32, "武器仓库", 1)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@left_window.dispose
@right_window.dispose
@base.dispose
end
def update
@left_window.update
@right_window.update
update_command
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
#画面切换
$scene = Scene_Map.new
return
end
if @left_window.active
update_left
return
end
if @right_window.active
update_right
return
end
end
def update_left
if Input.trigger?(Input::RIGHT)
@left_temp_command = @left_window.index
@left_window.index = -1
$game_system.se_play($data_system.cursor_se)
@left_window.active = false
@right_window.active = true
@right_window.index = @right_temp_command
return
end
if Input.trigger?(Input::C)
id = @left_window.item.id
if $game_party.weapon_number(id) > 0 && !$game_party.storage_full?(id)
$game_system.se_play($data_system.decision_se)
$game_party.lose_weapon(id, 1)
$game_party.storage_import(id, 1)
@left_window.refresh
@right_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
def update_right
if Input.trigger?(Input::LEFT)
@right_temp_command = @right_window.index
@right_window.index = -1
$game_system.se_play($data_system.cursor_se)
@left_window.active = true
@right_window.active = false
@left_window.index = @left_temp_command
return
end
if Input.trigger?(Input::C)
id = @right_window.item.id
if $game_party.weapon_number(id) < 99 && $game_party.storage_number(id) > 0
$game_system.se_play($data_system.decision_se)
$game_party.gain_weapon(id, 1)
$game_party.storage_export(id, 1)
@left_window.refresh
@right_window.refresh
else
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
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