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本帖最后由 反斗奇彬 于 2015-10-25 17:18 编辑
这个是物品分类脚本- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- #可以自定义设置物品分类,利用物品描述,每个描述后面添加@物品分类即可。
- #==============================================================================
- # ■ 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, $data_system.words.item, 1)
- end
- end
- #==============================================================================
- # ■ Harts_Window_ItemCommand
- #==============================================================================
- class Harts_Window_ItemCommand < Window_Selectable
- attr_accessor :commands
- #--------------------------------------------------------------------------
- # ● 初始化,生成commands窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 64, 160, 352)
- @commands = []
- #————————生成commands窗口
- for i in 1...$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
- self.contents = Bitmap.new(width - 32, @item_max * 32)
- 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.draw_text(x + 28, y, 212, 32, item.name, 0)
- 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
- #==============================================================================
- # ■ 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
- class Armor
- 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
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 这个是物品颜色脚本- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],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[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 * (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 = 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
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
复制代码 怎样把两个脚本整合起来,目前测试不冲突,但是用了分类脚本的话用颜色就没有效果 |
|