- # 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]  
-       description = description != nil ? description : '' 
-   
-       description.gsub!(/\\[Vv]\[([0-9]+)\]/){$game_variables[$1.to_i]} 
-   
-       return description 
-   
-     end  
-     def desc 
-       desc = @description.split(/@/)[1] 
-       return desc != nil ? desc : "普通物品" 
-     end 
-     def name_color_66RPG  
-       name_color = @description.split(/@/)[2]  
-       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 desc 
-       desc = @description.split(/@/)[1] 
-       return desc != nil ? desc : "普通物品" 
-     end 
-     def name_color_66RPG  
-       name_color = @description.split(/@/)[2]  
-       return name_color != nil ? name_color.to_i : 0  
-     end  
-   end  
-   class Armor  
-     def description  
-       description = @description.split(/@/)[0]  
-       description = description != nil ? description : '' 
-   
-       description.gsub!(/\\[Vv]\[([0-9]+)\]/){$game_variables[$1.to_i]} 
-   
-       return description 
-   
-     end  
-     def desc 
-       desc = @description.split(/@/)[1] 
-       return desc != nil ? desc : "普通物品" 
-     end 
-     def name_color_66RPG  
-       name_color = @description.split(/@/)[2]  
-       return name != nil ? name_color.to_i : 0  
-     end  
-   end  
- end  
- # ——————————————————————————————————————  
- # 本脚本原创自[url]www.66rpg.com[/url],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[url]www.66rpg.com[/url],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[url]www.66rpg.com[/url],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 * (0)  
-     y = index / 1 * 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 = text_color(item.name_color_66RPG)  
-     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[url]www.66rpg.com[/url],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[url]www.66rpg.com[/url],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[url]www.66rpg.com[/url],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  
-   
-   
-   
-   
-   
-   
-   
-   
-   
-   
-   
-   
-   
-   
- #============================================================================== 
- # ■ Harts_Window_ItemTitle 
- #============================================================================== 
-   
- class Harts_Window_ItemTitle < Window_Base 
-   def initialize 
-     super(0, 0, 160, 64) 
-     self.contents = Bitmap.new(width - 32, height - 32) 
-     self.contents.clear 
-     self.contents.font.color = normal_color 
-     self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1) 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Harts_Window_ItemCommand 
- #============================================================================== 
-   
- class Harts_Window_ItemCommand < Window_Selectable 
-   attr_accessor :commands 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化,生成commands窗口 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 64, 160, 352) 
-     self.contents = Bitmap.new(width - 32, height - 32) 
-     @commands = [] 
-     #————————生成commands窗口 
-     for i in 1...$data_items.size 
-       if $game_party.item_number(i) > 0  
-         push = true 
-         for com in @commands 
-           if com == $data_items[i].desc 
-             push = false 
-           end 
-         end 
-         if push == true 
-           @commands.push($data_items[i].desc) 
-         end 
-       end 
-     end 
-     for i in 1...$data_weapons.size 
-       if $game_party.weapon_number(i) > 0  
-         push = true 
-         for com in @commands 
-           if com == $data_weapons[i].desc 
-             push = false 
-           end 
-         end 
-         if push == true 
-           @commands.push($data_weapons[i].desc) 
-         end 
-       end 
-     end 
-     for i in 1...$data_armors.size 
-       if $game_party.armor_number(i) > 0  
-         push = true 
-         for com in @commands 
-           if com == $data_armors[i].desc 
-             push = false 
-           end 
-         end 
-         if push == true 
-           @commands.push($data_armors[i].desc) 
-         end 
-       end 
-     end 
-     if @commands == [] 
-       @commands.push("普通物品") 
-     end       
-     @item_max = @commands.size 
-     refresh 
-     self.index = 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     self.contents.clear 
-     for i in 0...@item_max 
-       draw_item(i, normal_color) 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index, color) 
-     self.contents.font.color = color 
-     y = index * 32 
-     self.contents.draw_text(4, y, 128, 32, @commands[index]) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # 只描绘原文字 
-   #-------------------------------------------------------------------------- 
-   def update_help 
-     @help_window.set_text(@commands[self.index]) 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Window_Item 
- #============================================================================== 
-   
- class Harts_Window_ItemList < Window_Selectable 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(160, 0, 480, 416) 
-     refresh 
-     self.index = 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def item 
-     return @data[self.index] 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     if self.contents != nil 
-       self.contents.dispose 
-       self.contents = nil 
-     end 
-     @data = [] 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def set_item(command) 
-     refresh 
-     for i in 1...$data_items.size 
-       if $game_party.item_number(i) > 0 and $data_items[i].desc == command 
-         @data.push($data_items[i]) 
-       end 
-     end 
-     for i in 1...$data_weapons.size 
-       if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command 
-         @data.push($data_weapons[i]) 
-       end 
-     end 
-     for i in 1...$data_armors.size 
-       if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command 
-         @data.push($data_armors[i]) 
-       end 
-     end 
-     @item_max = @data.size 
-     if @item_max > 0 
-       self.contents = Bitmap.new(width - 32, row_max * 32) 
-       self.contents.clear 
-       for i in 0...@item_max 
-         draw_item(i) 
-       end 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def item_number 
-     return @item_max 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   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 = normal_color 
-     else 
-       self.contents.font.color = disabled_color 
-     end 
-     x = 4 
-     y = index * 32 
-     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.font.color = text_color(item.name_color_66RPG)  
-     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
-     self.contents.font.color = normal_color 
-     self.contents.draw_text(x + 400, y, 16, 32, ":", 1) 
-     self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2) 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def update_help 
-     @help_window.set_text(self.item == nil ? "" : self.item.description) 
-   end 
- end 
-   
- #============================================================================== 
- # ■ Harts_Scene_Item 
- #============================================================================== 
-   
- class Scene_Item 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def main 
-     @itemtitle_window = Harts_Window_ItemTitle.new 
-     @itemcommand_window = Harts_Window_ItemCommand.new 
-     @command_index = @itemcommand_window.index 
-     @itemlist_window = Harts_Window_ItemList.new 
-     @itemlist_window.active = false 
-     @help_window = Window_Help.new 
-     @help_window.x = 0 
-     @help_window.y = 416 
-     @itemcommand_window.help_window = @help_window 
-     @itemlist_window.help_window = @help_window 
-     @target_window = Window_Target.new 
-     @target_window.visible = false 
-     @target_window.active = false 
-     @itemlist_window.set_item(@itemcommand_window.commands[@command_index]) 
-     Graphics.transition 
-     loop do 
-       Graphics.update 
-       Input.update 
-       update 
-       if $scene != self 
-         break 
-       end 
-     end 
-     Graphics.freeze 
-     @itemtitle_window.dispose 
-     @itemcommand_window.dispose 
-     @itemlist_window.dispose 
-     @help_window.dispose 
-     @target_window.dispose 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def update 
-     @itemtitle_window.update 
-     @itemcommand_window.update 
-     @itemlist_window.update 
-     @help_window.update 
-     @target_window.update 
-     if @command_index != @itemcommand_window.index 
-       @command_index = @itemcommand_window.index 
-       @itemlist_window.set_item(@itemcommand_window.commands[@command_index]) 
-     end 
-     if @itemcommand_window.active 
-       update_itemcommand 
-       return 
-     end 
-     if @itemlist_window.active 
-       update_itemlist 
-       return 
-     end 
-     if @target_window.active 
-       update_target 
-       return 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def update_itemcommand 
-     if Input.trigger?(Input::B) 
-       $game_system.se_play($data_system.cancel_se) 
-       $scene = Scene_Menu.new(0) 
-       return 
-     end 
-     if Input.trigger?(Input::C) 
-       if @itemlist_window.item_number == 0 
-         $game_system.se_play($data_system.buzzer_se) 
-         return 
-       end 
-       $game_system.se_play($data_system.decision_se) 
-       @itemcommand_window.active = false 
-       @itemlist_window.active = true 
-       @itemlist_window.index = 0 
-       return 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def update_itemlist 
-     if Input.trigger?(Input::B) 
-       $game_system.se_play($data_system.cancel_se) 
-       @itemcommand_window.active = true 
-       @itemlist_window.active = false 
-       @itemlist_window.index = 0 
-       @itemcommand_window.index = @command_index 
-       return 
-     end 
-     if Input.trigger?(Input::C) 
-       @item = @itemlist_window.item 
-       unless @item.is_a?(RPG::Item) 
-         $game_system.se_play($data_system.buzzer_se) 
-         return 
-       end 
-       unless $game_party.item_can_use?(@item.id) 
-         $game_system.se_play($data_system.buzzer_se) 
-         return 
-       end 
-       $game_system.se_play($data_system.decision_se) 
-       if @item.scope >= 3 
-         @itemlist_window.active = false 
-         @target_window.x = 304 
-         @target_window.visible = true 
-         @target_window.active = true 
-         if @item.scope == 4 || @item.scope == 6 
-           @target_window.index = -1 
-         else 
-           @target_window.index = 0 
-         end 
-       else 
-         if @item.common_event_id > 0 
-           $game_temp.common_event_id = @item.common_event_id 
-           $game_system.se_play(@item.menu_se) 
-             if @item.consumable 
-               $game_party.lose_item(@item.id, 1) 
-               @itemlist_window.draw_item(@itemlist_window.index) 
-             end 
-           $scene = Scene_Map.new 
-           return 
-         end 
-       end 
-       return 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   #-------------------------------------------------------------------------- 
-   def update_target 
-     if Input.trigger?(Input::B) 
-       $game_system.se_play($data_system.cancel_se) 
-       unless $game_party.item_can_use?(@item.id) 
-         @itemlist_window.refresh 
-       end 
-       @itemlist_window.active = true 
-       @target_window.visible = false 
-       @target_window.active = false 
-       @itemlist_window.set_item(@itemcommand_window.commands[@command_index]) 
-       return 
-     end 
-     if Input.trigger?(Input::C) 
-       if $game_party.item_number(@item.id) == 0 
-         $game_system.se_play($data_system.buzzer_se) 
-         return 
-       end 
-       if @target_window.index == -1 
-         used = false 
-         for i in $game_party.actors 
-           used |= i.item_effect(@item) 
-         end 
-       end 
-       if @target_window.index >= 0 
-         target = $game_party.actors[@target_window.index] 
-         used = target.item_effect(@item) 
-       end 
-       if used 
-         $game_system.se_play(@item.menu_se) 
-         if @item.consumable 
-           $game_party.lose_item(@item.id, 1) 
-           @itemlist_window.draw_item(@itemlist_window.index) 
-           @itemlist_window.set_item(@itemcommand_window.commands[@command_index]) 
-         end 
-         @target_window.refresh 
-         if $game_party.all_dead? 
-           $scene = Scene_Gameover.new 
-           return 
-         end 
-         if @item.common_event_id > 0 
-           $game_temp.common_event_id = @item.common_event_id 
-           $scene = Scene_Map.new 
-           return 
-         end 
-       end 
-       unless used 
-         $game_system.se_play($data_system.buzzer_se) 
-       end 
-     return 
-     end 
-   end 
- end 
- =begin 
- #============================================================================== 
- # ■ RPG追加定义,使用@符号分类 
- #============================================================================== 
- module RPG 
-   class Weapon 
-     def description 
-       description = @description.split(/·/)[0] 
-       return description != nil ? description : '' 
-     end 
-     def desc 
-       desc = @description.split(/·/)[1] 
-       return desc != nil ? desc : "普通物品" 
-     end 
-   end 
-   class Item 
-     def description 
-       description = @description.split(/·/)[0] 
-       return description != nil ? description : '' 
-     end 
-     def desc 
-       desc = @description.split(/·/)[1] 
-       return desc != nil ? desc : "普通物品" 
-     end 
-   end 
- end 
- =end