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使用了属性镶嵌脚本和装备扩张脚本,但好像是因为经过镶嵌之后的装备因为没有重量属性而出错,请问这个要怎么改?
属性镶嵌脚本
[pre lang="ruby"]
#
# Mosaic System (Applicable with MOG_Monogatari by Moghunter)
# 属性镶嵌系统
# Esp 2016.04.16 by 影月千秋
#
# Mosaic
module Mosaic
# 镶嵌场景中帮助窗口, 装备窗口, 宝石窗口, 提示窗口 的 [x, y, 宽, 高]
HelpWindow = [Graphics.width * 2 / 3, 0, Graphics.width / 3, Graphics.height]
EquipWindow = [0, 0, Graphics.width / 3, Graphics.height]
GemWindow = [Graphics.width / 3, 0, Graphics.width / 3, Graphics.height]
PromptWindow = [Graphics.width * 0.4, Graphics.height * 0.4,
Graphics.width * 0.2, Graphics.height * 0.15]
# 镶嵌确认窗口的宽度
# 高度是自适应的
ConfirmWidth = 0.65 * Graphics.width
# 确认窗口的显示格式
# 用<equip>代替当前镶嵌装备 <gem>代表当前镶嵌宝石 <gold>当前持有金钱
# <cost>镶嵌费用
ConfirmFormat = %w!
<equip>
<gem>
持有金钱: <gold>
需要金钱: <cost>
!
# 确认窗口的两个按钮的名字
ConfirmText = "确认"
CancelText = "取消"
# 提示窗口出现的时间
PromptCount = 60
# 镶嵌成功或者失败(金钱不足)时的提示文字
MosaicSucceed = "镶嵌成功"
MosaicFail = "金钱不足"
# 致菜单脚本作者:
# 镶嵌装备的说明(description)是在 Mosaicked#description 里实现的
# 如果你打算拓展帮助 可以从这里入手
# 镶嵌的宝石属性类型的最大数目
# 这个数目不包括装备掉落时随机生成的属性数目
MaxNewGemCount = 2
# 用于在数据库备注匹配识别宝石id的正则式
# 在物品的备注栏加上 <gem XX> XX表示属性编号
#例如 <gem 0> 表示是HP的宝石 <gem 1> MP宝石 …………以此类推
GemTypeRegexp = /<gem (\d+)>/i
# NewParamChance: 掉落装备产生新属性的概率
# EquipColor: 拥有几种属性的装备的颜色 数字和显示文字里面的颜色id一样的意义
NewParamChance = [60, 55, 50, 45, 40, 30, 25]#掉落各个颜色装备的概率
EquipColor = [0,1, 3, 2, 26, 27, 14, 18] # \c表示的颜色
#0白色 #1蓝色 3绿色 2橙色 27粉红色 14金黄色 18深红色
#掉落的装备会根据设置的几率出现下面的颜色,白板请无视
# 默认的参数值
DefaultParamValue = {
name: "NoName", # 名字
percentage: false, # 显示的时候是否要加一个百分号
state: -1, # 附加状态 -1表示无
party: -1,
# 团队能力 -1:无 0:遇敌减半 1:随机遇敌无效 2:敌人偷袭无效 3:先制攻击率上升
# 4:掉落金钱双倍 5:掉落物品双倍
increase_gold: false, # 是否导致金钱增加
increase_critical: false, # 是否导致暴击伤害加成率(对敌)
decrease_critical: false, # 是否导致暴击伤害减少率(对己)
more_params_rate: false, # 是否导致多属性出现几率加成
action_plus_set: false, # 是否导致行动次数增加几率加成
max_level: 10, # 该属性的最大等级
random_range: 1..3, # 掉落的时候 如果产生了该属性 属性的等级范围
range: 10..30, # 属性的值的范围
cost: [2000, 2500, 3500, 4500, 5500, 6500, 7500, 8500, 10000, 15000],
# 强化该属性耗费的基础金钱,实际金钱会加上装备的价格
equip: [], # 可以装备在哪些栏位 etype 0:武器 1:盾 2:头盔 3:盔甲 4:装饰品
weapon: nil, # 可以装备的武器类型 wtype
armor: nil # 可以装备的防具类型 atype
}
#0:武器 1:盾 2:头盔 3:盔甲 4:装饰品
#左边装备类型,右边则是属性编号,属性编号不必全部都填,可选择性地填
EType = {
0 => [ 0, 1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
38, 39, 40,41],
1 => [ 0, 1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
38, 39, 40,41],
2 => [ 0, 1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
38, 39, 40,41],
3 => [ 0, 1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
38, 39, 40,41],
4 => [ 0, 1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37,
38, 39, 40,41]
}
WType = {}
AType = {}
# 在这里设置具体的属性和参数
# 未设置的参数会自动应用默认值的
Params = []
# 40号之前的属性都对应了特定含义
# 0:hp上限 1:mp上限 2:攻击 3:防御 4:魔攻 5:魔防 6:敏捷 7:幸运
# 名字会从数据库里读取
Params[0] = { #HP上限
range: 10..30 #增加量随机10-30点(可随意设置,如需固定增加量则range: 10..10)
}
Params[1] = { #MP上限
range: 10..30 #增加量随机10-30点
}
Params[2] = { #物理攻击力
range: 10..30 #增加量随机10-30点
}
Params[3] = { #物理防御力
range: 10..30 #增加量随机10-30点
}
Params[4] = { #魔法攻击力
range: 10..30 #增加量随机10-30点
}
Params[5] = { #魔法防御力
range: 10..30 #增加量随机10-30点
}
Params[6] = { #敏捷
range: 10..30 #增加量随机10-30点
}
Params[7] = { #幸运
range: 10..30 #增加量随机10-30点
}
# (按百分比) 10:hp上限 11:mp上限 12:攻击 13:防御 14:魔攻 15:魔防 16:敏捷 17:幸运
# 名字会从数据库里读取
Params[10] = { #HP上限百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[11] = { #MP上限百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[12] = { #攻击力百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[13] = { #防御力百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[14] = { #魔法攻击力百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[15] = { #魔法防御力百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[16] = { #敏捷百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[17] = { #幸运百分比
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
# 20:物理命中率 21:物理回避率 22:暴击率 23:暴击闪避率 24:魔法闪避率 25:魔法反射率 26:物理反击率 27:生命回复 28:魔法回复 29:TP回复
Params[20] = {
name: "物理命中率", #属性名称:物理命中率,随意改名字
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[21] = {
name: "物理回避率", #物理回避率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[22] = {
name: "暴击几率", #暴击几率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[23] = {
name: "暴击闪避率", #暴击闪避率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[24] = {
name: "魔法闪避率", #魔法闪避率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[25] = {
name: "魔法反射率", #魔法反射率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[26] = {
name: "物理反射率", #物理反射率
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[27] = {
name: "体力再生", #HP再生
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[28] = {
name: "魔力再生", #MP再生
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[29] = {
name: "TP再生", #TP再生
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
# 30:受到攻击的几率 31:防御效果 32:恢复效果 33:药理知识 34:魔法消耗 35:TP增长 36:物理伤害加成 37:魔法伤害加成 38:地形伤害加成 39:经验获得
Params[30] = {
name: "受到攻击几率", #吸引仇恨………………
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[31] = {
name: "防御效果", #这些都是VA默认下有的东西,具体请看 Game_BattlerBase
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[32] = {
name: "恢复效果", #恢复效果
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[33] = {
name: "药理知识", #药理知识
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[34] = {
name: "魔法消耗", #魔法消耗
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[35] = {
name: "TP增长", #TP增长
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[36] = {
name: "物理伤害加成", #物理伤害加成
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[37] = {
name: "魔法伤害加成", #魔法伤害加成
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[38] = {
name: "地形伤害加成", #地形伤害加成
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
Params[39] = {
name: "经验获得加成", #经验获得加成
percentage: true, #添加百分号
range: 1..5 #随机1%-5%
}
#新添加属性
# 40及以后的属性可以随意设置
Params[40] = {
name: "金钱增加", #属性名称
percentage: true, #添加百分号
increase_gold: true, #金钱增加开启
range: 1..5 #随机1%-5%
}
Params[41] = {
name: "再次行动几率", #属性名称
percentage: true, #添加百分号
action_plus_set: true, #增加行动次数开启(不是攻击次数,别搞混了)
range: 1..5 #随机1%-5%
}
#Params[40] = {
#name: "掉落物品双倍",
#party: 5,
#max_level: 1
#}
#Params[41] = {
#name: "攻击附加状态",
#percentage: true,
#state: 6, #数据库状态编号
#range: 5..7
#}
EType.each do |k, v|
v.each do |i|
next unless Params
Params[:equip] ||= []
Params[:equip].push k
end
end
WType.each do |k, v|
v.each do |i|
next unless Params
Params[:weapon] ||= []
Params[:weapon].push k
end
end
AType.each do |k, v|
v.each do |i|
next unless Params
Params[:armor] ||= []
Params[:armor].push k
end
end
Params.compact.each do |h| DefaultParamValue.each do |k, v| h[k] ||= v end end
end
# Mosaic Gem
module MosaicGem
# gem type
def gem_type
@gem_type ||= begin
Mosaic::GemTypeRegexp.match @note
$1 ? $1.to_i : -1
end
end
end
RPG::Item.send :include, MosaicGem
# Mosaicked
module Mosaicked
# readers
def data_id
@data_id ||= @id
end
def generated_gems
@generated_gems ||= {}
end
def mosaicked_gems
@mosaicked_gems ||= {}
end
def mosaic_effects
@mosaic_effects ||= {}
end
# get gems
def gems
r = Marshal.load Marshal.dump generated_gems
mosaicked_gems.each do |k, v| r[k] = v end
r
end
# mosaic
def mosaic gem
if generated_gems[gem.gem_type]
generated_gems[gem.gem_type] += 1
else
mosaicked_gems[gem.gem_type] ||= 0
mosaicked_gems[gem.gem_type] += 1
end
apply_mosaicked_params gem.gem_type
@id = $game_system.new_mosaic_item_id self
end
# can mosaic?
def can_mosaic? item
return if item.gem_type < 0
type = item.gem_type; params = Mosaic::Params[type]
return unless params
return unless gems[type] ? gems[type] < params[:max_level] :
mosaicked_gems.size < Mosaic::MaxNewGemCount
case self
when RPG::Weapon
params[:weapon] ? params[:weapon].include?(wtype_id) :
params[:equip].include?(etype_id)
when RPG::Armor
params[:armor] ? params[:armor].include?(atype_id) :
params[:equip].include?(etype_id)
else
params[:equip].include? etype_id
end
end
# mosaic cost
def mosaic_cost gem
Mosaic::Params[gem.gem_type][:cost][gems[gem.gem_type] || 0] + price
end
# mosaic base equal?
def mosaic_base_equal? rhs
self.class == rhs.class && self.data_id == rhs.data_id
end
# apply mosaicked params
def apply_mosaicked_params type
mosaic_effects[type] ||= 0
mosaic_effects[type] += Mosaic::Params[type][:range].to_a.sample
end
# allowed params
def allowed_params
Mosaic::Params.each_with_index.map do |k, i|
next unless k
((is_a?(RPG::Weapon) && k[:weapon] && k[:weapon].include?(wtype_id)) ||
(is_a?(RPG::Armor) && k[:armor] && k[:armor].include?(atype_id)) ||
k[:equip].include?(etype_id)) ? i : nil
end.compact
end
# mosaic random generate
def mosaic_random_generate
item = Marshal.load Marshal.dump self
item.instance_exec do
while (t = Mosaic::NewParamChance[generated_gems.size] +
$game_party.all_members.flat_map(&:equips).compact.inject(0){|r, item|
item.mosaic_effects.inject(r){|s, (k, v)| s + (Mosaic::Params[k][
:more_params_rate] ? v : 0) }}) && rand < t / 100.0
param = allowed_params.sample
break unless param
level = Mosaic::Params[param][:random_range].to_a.sample
generated_gems[param] = level
level.times{ apply_mosaicked_params param }
end
self.id = $game_system.new_mosaic_item_id(self) if generated_gems.size > 0
end
item
end
# quality
def quality
generated_gems.size
end
# description
def description
super + "\n" + gems.map do |gid, level|
"Lv.#{level} #{Mosaic::Params[gid][:name]}+#{mosaic_effects[gid]}#{
Mosaic::Params[gid][:percentage] ? '%' : nil}"
end.join("\n")
end
end
RPG::EquipItem.send :include, Mosaicked
# Data Manager
class << DataManager
# init
alias mosaic_system_init init
def init
mosaic_system_init
(0..7).each{|i| Mosaic::Params[:name] = Vocab.param(i)}
(10..17).each{|i| Mosaic::Params[:name] = Vocab.param(i - 10)}
end
end
# Battle Manager
class << BattleManager
# gain drop items
def gain_drop_items
$game_troop.make_drop_items.each do |item|
item = item.mosaic_random_generate
$game_party.gain_item(item, 1)
$game_message.add(sprintf("\\C[#{Mosaic::EquipColor[item.quality]}]"+
#Vocab::ObtainItem+"\\C[0]", item.name))
Vocab::ObtainItem, item.name))
end
wait_for_message
end
end
# Game System
class Game_System
# initialize
alias mosaic_system_initialize initialize
def initialize
mosaic_system_initialize
@mosaicked_items = []
end
# reader
def mosaicked_items id
@mosaicked_items[id - $data_weapons.size - $data_armors.size]
end
# new mosaic item id
def new_mosaic_item_id item
id = $data_weapons.size + $data_armors.size + @mosaicked_items.size
item = Marshal.load Marshal.dump item
item.id = id
@mosaicked_items.push item
id
end
end
# Game BaseItem
class Game_BaseItem
# object
def object
return $data_skills[@item_id] if is_skill?
return $data_items[@item_id] if is_item?
return $data_weapons[@item_id] || $game_system.mosaicked_items(@item_id) if
is_weapon?
return $data_armors[@item_id] || $game_system.mosaicked_items(@item_id) if
is_armor?
return nil
end
end
# Game Actor
class Game_Actor
# param plus
alias mosaic_system_param_plus param_plus
def param_plus param_id
equips.compact.inject(mosaic_system_param_plus param_id){|r, item| r +
(item.mosaic_effects[param_id] || 0) }
end
# param rate
def param_rate param_id
equips.compact.inject(super){|r, item| r + (item.mosaic_effects[param_id +
10] || 0) / 100.0 }
end
# xparam
def xparam xparam_id
equips.compact.inject(super){|r, item| r + (item.mosaic_effects[xparam_id +
20] || 0) / 100.0 }
end
# sparam
def sparam sparam_id
[0, equips.compact.inject(super){|r, item| r + (item.mosaic_effects[
sparam_id + 30] || 0) / 100.0 }].max
end
# party ability
def party_ability ability_id
super || equips.compact.any?{|item| item.gems.keys.any?{|k| Mosaic::Params[
k][:party] == ability_id }}
end
# atk states
def atk_states
a = equips.compact.inject(super){|r, item| item.gems.keys.inject(r){|s, k|
s << Mosaic::Params[k][:state] }}
a.delete(-1)
a.uniq
end
# atk states rate
def atk_states_rate state_id
equips.compact.inject(super){|r, item| item.gems.keys.inject(r){|s, k| s +
(Mosaic::Params[k][:state] == state_id ? item.mosaic_effects[k] : 0)/100.0}}
end
# apply critical
def apply_critical value
super * (100 - equips.compact.inject(0){|r, item|
item.mosaic_effects.inject(r){|s, (k, v)| s + (Mosaic::Params[k][
:decrease_critical] ? v : 0) }}) / 100.0
end
# action plus set
def action_plus_set
equips.compact.inject(super){|r, item| item.mosaic_effects.inject(r){
|s, (k, v)| s + (Mosaic::Params[k][:action_plus_set] ? (v / 100.0) : 0) }}
end
end
# Game Enemy
class Game_Enemy
# apply critical
def apply_critical value
super * (100 + $game_party.battle_members.flat_map(&:equips).compact.inject(
0){|r, item| item.mosaic_effects.inject(r){|s, (k, v)| s + (Mosaic::Params[
k][:increase_critical] ? v : 0) }}) / 100.0
end
end
# Game Party
class Game_Party
# weapons
def weapons
@weapons.keys.sort.collect{|id| $data_weapons[id] ||
$game_system.mosaicked_items(id) }
end
# armors
def armors
@armors.keys.sort.collect{|id| $data_armors[id] ||
$game_system.mosaicked_items(id) }
end
end
# Game Troop
class Game_Troop
# gold rate
alias mosaic_system_gold_rate gold_rate
def gold_rate
rate = $game_party.members.inject(0) do |r, x|
r + x.equips.compact.inject(0) do |s, y|
s + y.mosaic_effects.inject(0) do |t, (k, v)|
t + (Mosaic::Params[k][:increase_gold] ? v : 0)
end
end
end
mosaic_system_gold_rate * (1 + rate)
end
end
# Window Base
class Window_Base
# draw item name
def draw_item_name item, x, y, enabled = true, width = 172
return unless item
draw_icon item.icon_index, x, y, enabled
color = item.is_a?(Mosaicked) ? text_color(Mosaic::EquipColor[item.quality])
: normal_color
change_color color, enabled
draw_text x + 24, y, width, line_height, item.name
end
end
# Mosaic Help Window
class Window_MosaicHelp < Window_Base
# initialize
def initialize x, y, width, height
super
@text = ""
end
# set text
def set_text text
return if @text == text
@text = text
refresh
end
# set item
def set_item item
set_text item ? item.description : ""
end
# clear
def clear
set_text ""
end
# refresh
def refresh
contents.clear
draw_text_ex 4, 0, @text
end
# process character
def process_character c, text, pos
case c
when "\n"
process_new_line text, pos
when "\f"
process_new_page text, pos
when "\e"
if text[0] == 'n'
text.slice! 0, 1
process_new_line text, pos
else
process_escape_character obtain_escape_code(text), text, pos
end
else
process_normal_character c, pos
end
end
end
# Mosaic Confirm Window
class Window_MosaicConfirm < Window_Command
# initialize
def initialize
super (Graphics.width - window_width) / 2,
(Graphics.height - window_height) / 2
deactivate
hide
close
end
# window width
def window_width
Mosaic::ConfirmWidth
end
# visible line number
def visible_line_number
Mosaic::ConfirmFormat.size + 1
end
# set item
def set_item equip, g
text = Mosaic::ConfirmFormat.join(?\n)
text.gsub! '<equip>', "\\I[#{equip.icon_index}] #{equip.name}"
text.gsub! '<gem>', "\\I[#{g.icon_index}] #{g.name}"
text.gsub! '<gold>', "#{$game_party.gold}\\G"
text.gsub! '<cost>', "#{equip.mosaic_cost(g)}\\G"
refresh
draw_text_ex 4, 0, text
end
# make command list
def make_command_list
add_command Mosaic::ConfirmText, :confirm
add_command Mosaic::CancelText, :cancel
end
# col max
def col_max
2
end
# item width
def item_width
contents_width / 2 - standard_padding * 2
end
# item_rect
alias mosaic_system_item_rect item_rect
def item_rect index
rect = mosaic_system_item_rect index
rect.y += Mosaic::ConfirmFormat.size * line_height
rect
end
end
# Mosaic Gem List Window
class Window_MosaicGemList < Window_ItemList
# initialize
def initialze x, y, width, height
super
deactivate
@Filter = ->(*){}
end
# filter
def filter filter
@filter = filter
end
# include?
def include? item
item.is_a?(RPG::Item) && @filter[item]
end
# col max
def col_max
1
end
# enable?
def enable? item
!@data.empty?
end
# activate
def activate
super
self.index = @data.size - 1 if @index > @data.size - 1
end
end
# Mosaic Equip List Window
class Window_MosaicEquipList < Window_ItemList
attr_accessor :gem_window
# update cursor
def update_cursor
super
call_update_gem_window
end
# call update gem window
def call_update_gem_window
update_gem_window if active && @gem_window
end
# update gem window
def update_gem_window
@gem_window.filter(item ? item.method(:can_mosaic?) : ->(*){})
@gem_window.refresh
end
# refresh
def refresh
super
call_update_gem_window
call_update_help
end
# include?
def include? item
item.is_a?(Mosaicked) && enable?(item)
end
# col max
def col_max
1
end
# enable?
def enable? item
item && $game_party.all_items.any?{|i| i.is_a?(RPG::Item) &&
item.can_mosaic?(i) }
end
end
# Mosaic Prompt Window
class Window_MosaicPrompt < Window_Base
# initialize
def initialize x, y, width, height
super
hide
close
end
# prompt
def prompt text
show
open
@count = 0
draw_text_ex 4, 0, text
end
# update
def update
super
if open?
@count += 1
close if @count > Mosaic::PromptCount
end
end
end
# Mosaic Scene
class Scene_Mosaic < Scene_Base
# initialize
def initialize
super
create_background
create_all_windows
end
# create all windows
def create_all_windows
create_equip_window
create_gem_window
create_help_window
create_confirm_window
create_prompt_window
setup_all_windows
end
# create equip window
def create_equip_window
@equip_window = Window_MosaicEquipList.new *Mosaic::EquipWindow
end
# create gem window
def create_gem_window
@gem_window = Window_MosaicGemList.new *Mosaic::GemWindow
@equip_window.gem_window = @gem_window
end
# create help window
def create_help_window
@help_window = Window_MosaicHelp.new *Mosaic::HelpWindow
@equip_window.help_window = @help_window
@gem_window.help_window = @help_window
end
# create confirm window
def create_confirm_window
@confirm_window = Window_MosaicConfirm.new
end
# create prompt window
def create_prompt_window
@prompt_window = Window_MosaicPrompt.new *Mosaic::PromptWindow
end
# setup all windows
def setup_all_windows
@equip_window.set_handler(:ok, method(:on_equip_ok))
@equip_window.set_handler(:cancel, method(:return_scene))
@gem_window.set_handler(:ok, method(:on_gem_ok))
@gem_window.set_handler(:cancel, method(:on_gem_cancel))
@confirm_window.set_handler(:confirm, method(:on_confirm_ok))
@confirm_window.set_handler(:cancel, method(:on_confirm_cancel))
@equip_window.refresh
@equip_window.activate
@equip_window.select 0
@gem_window.select 0
end
# on equip ok
def on_equip_ok
@equip_window.deactivate
@gem_window.activate
end
# on gem ok
def on_gem_ok
@confirm_window.set_item @equip_window.item, @gem_window.item
@confirm_window.show
@confirm_window.open
@gem_window.deactivate
@confirm_window.activate
end
# on gem cancel
def on_gem_cancel
@gem_window.deactivate
@equip_window.activate
end
# on confirm ok
def on_confirm_ok
equip = @equip_window.item
gem = @gem_window.item
if $game_party.gold >= equip.mosaic_cost(gem)
$game_party.lose_gold equip.mosaic_cost(gem)
$game_party.lose_item equip, 1
$game_party.lose_item gem, 1
equip = Marshal.load Marshal.dump equip
equip.mosaic gem
$game_party.gain_item equip, 1
@prompt_window.prompt Mosaic::MosaicSucceed
@equip_window.activate
@equip_window.refresh
@confirm_window.close
else
@prompt_window.prompt Mosaic::MosaicFail
@confirm_window.activate
end
end
# on confirm cancel
def on_confirm_cancel
@confirm_window.deactivate
@confirm_window.close
@gem_window.activate
end
# create background
def create_background
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
@background_sprite.color.set 16, 16, 16, 128
end
# terminate
def terminate
dispose_background
super
end
# dispose background
def dispose_background
@background_sprite.dispose
end
end
[/pre]
装备扩张脚本问题
[pre lang="ruby"]
#==============================================================================
# ■装備拡張 for RGSS3 Ver1.10
# □author kure
#
# 呼び出し方法 SceneManager.call(Scene_Equip)
#==============================================================================
module KURE
module ExEquip
#画面の表示設定
#装備品のステータス補正表示(0=表示しない 1=表示する)
VIEW_EQUIP_STATUS = 1
#装備スロット欄の表示設定----------------------------------------------------
#装備スロット表示名を設定(EQUIP_SLOT_NAME = [スロット5表示名,…]
EQUIP_SLOT_NAME = ["黑魔法书","白魔法书","坐骑",]
#装備スロットを設定
#通常のスロット
EQUIP_SLOT = [0,1,2,3,4,7,5,6]
#二刀流のスロット
EQUIP_SLOT_DUAL = [0,0,2,3,4,7,5,6]
#ステータス欄の表示設定-------------------------------------------------------
#ステータス変化に表示する文字列
#Vocab_Ex1 = [命中率,回避率,会心率]
Vocab_Ex1 = ["命中率","回避率","会心率"]
#装備重量システム-------------------------------------------------------------
#装備重量システムを利用する(0=利用しない 1=利用する)
USE_WEIGHT_SYSTEM = 1
#最大装備重量設定------------------------------------------------------------
#基礎最大重量(全てのアクターが最低限もてる重量を設定します)
MAX_WEIGHT_BASE = 50
#レベル補正(レベルが上がるごとに増える最大重量を設定します)
MAX_WEIGHT_Lv = 2
#アクター毎、装備重量補正
#MAX_WEIGHT_ACTOR = [アクターID1,アクターID2,アクターID3,…]
#MAX_WEIGHT_ACTOR = [20,20,20,20,20,20,20,20,20,20]
MAX_WEIGHT_ACTOR = [0]
#職業ごとの装備重量補正
#MAX_WEIGHT_JOB = [職業ID1,職業ID2,職業ID3,…]
#MAX_WEIGHT_JOB = [10,10,10,10,10,10,10,10,10,10]
MAX_WEIGHT_JOB = [0]
#スキル補正
#MAX_WEIGHT_SKILL = [[スキルID,重量補正],[スキルID,重量補正],…]
#MAX_WEIGHT_SKILL = [[1,10],[3,5],[84,100]]
MAX_WEIGHT_SKILL = [[1,0],[3,0],[84,0]]
#装備重量の名称
WEIGHT_NAME = "重量"
#重量0のアイテムの重量表示(0=表示する 1=表示しない)
WEIGHT_0_ITEM = 1
end
end
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ● 装備重量の定義(追加定義)
#--------------------------------------------------------------------------
def weight
cheack_note = @note
cheack_note.match(/^<装備重量\s?(\d+)>/)
if $1 == nil
return 0
else
return type = $1.to_i
end
end
#--------------------------------------------------------------------------
# ● 装備重量の定義(追加定義)
#--------------------------------------------------------------------------
def gain_weight
cheack_note = @note
cheack_note.match(/^<最大重量増加\s?(\d+)>/)
if $1 == nil
return 0
else
return type = $1.to_i
end
end
end
#==============================================================================
# ■ RPG::EquipItem(再定義)
#==============================================================================
class RPG::EquipItem < RPG::BaseItem
#--------------------------------------------------------------------------
# ● 装備タイプの定義(再定義)
#--------------------------------------------------------------------------
def etype_id
if @note != ""
cheack_note = @note
cheack_note.match(/^<装備タイプ\s?(\d+)>/)
if $1 == nil
return @etype_id
else
return type = $1.to_i
end
else
return @etype_id
end
end
#--------------------------------------------------------------------------
# ● 装備タイプの定義(再定義)
#--------------------------------------------------------------------------
def etype_id=(etype_id)
@etype_id = etype_id
end
end
#==============================================================================
# ■ Game_BaseItem(追加定義)
#==============================================================================
class Game_BaseItem
def id
@item_id
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 装備スロットの配列を取得(再定義)
#--------------------------------------------------------------------------
def equip_slots
return KURE::ExEquip::EQUIP_SLOT_DUAL if dual_wield?
return KURE::ExEquip::EQUIP_SLOT # 通常
end
#--------------------------------------------------------------------------
# ● 装備総重量(追加定義)
#--------------------------------------------------------------------------
def all_weight
weight = 0
for i in 0..@equips.size - 1
#オブジェクトが存在している場合
if @equips.object != nil
if equip_slots == 0
weight = weight + $data_weapons[@equips.id].weight
else
weight = weight + $data_armors[@equips.id].weight
end
end
end
return weight
end
#--------------------------------------------------------------------------
# ● 重量増加量(追加定義)
#--------------------------------------------------------------------------
def all_gain_weight
gain_weight = 0
for i in 0..@equips.size - 1
#オブジェクトが存在している場合
if @equips.object != nil
if equip_slots == 0
gain_weight = gain_weight + $data_weapons[@equips.id].gain_weight
else
gain_weight = gain_weight + $data_armors[@equips.id].gain_weight
end
end
end
return gain_weight
end
#--------------------------------------------------------------------------
# ● 重量最大量(追加定義)
#--------------------------------------------------------------------------
def max_weight
max_weight = 0
#追加重量
plus_weight = all_gain_weight
#基礎値
max_weight = max_weight + plus_weight + KURE::ExEquip::MAX_WEIGHT_BASE + KURE::ExEquip::MAX_WEIGHT_Lv * @level
#アクター補正
if KURE::ExEquip::MAX_WEIGHT_ACTOR[@actor_id] != nil
max_weight = max_weight + KURE::ExEquip::MAX_WEIGHT_ACTOR[@actor_id]
end
#職業補正
if KURE::ExEquip::MAX_WEIGHT_JOB[@class_id] != nil
max_weight = max_weight + KURE::ExEquip::MAX_WEIGHT_JOB[@class_id]
end
#スキル補正を加算
for i in 0..KURE::ExEquip::MAX_WEIGHT_SKILL.size-1
if KURE::ExEquip::MAX_WEIGHT_SKILL != nil
#スキルを設定していればスキルを保存
cheack_skill = $data_skills[KURE::ExEquip::MAX_WEIGHT_SKILL[0]]
#念のためnilではないか確認
if cheack_skill != nil
#スキルを覚えていれば補正値を加算
if skill_learn?(cheack_skill)
if KURE::ExEquip::MAX_WEIGHT_SKILL[1] != nil
max_weight = max_weight + KURE::ExEquip::MAX_WEIGHT_SKILL[1]
end
end
end
end
end
return max_weight
end
end
#==============================================================================
# ■ Scene_Equip(再定義)
#------------------------------------------------------------------------------
# 装備画面の処理を行うクラスです。
#==============================================================================
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
@max_weight = @actor.max_weight
create_help_window
create_small_status_window
create_command_window
create_slot_window
create_status_window
create_item_window
@save_item = 0
end
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Ex_EquipCommand.new(0,@help_window.height + @small_status_window.height, @small_status_window.width)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.set_handler(:equip, method(:command_equip))
@command_window.set_handler(:optimize, method(:command_optimize))
@command_window.set_handler(:clear, method(:command_clear))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.activate
end
#--------------------------------------------------------------------------
# ● スロットウィンドウの作成
#--------------------------------------------------------------------------
def create_slot_window
@slot_window = Window_Ex_EquipSlot.new(0, @command_window.height + @help_window.height + 120, 305,Graphics.height - @command_window.height - @help_window.height - 120)
@slot_window.viewport = @viewport
@slot_window.help_window = @help_window
@slot_window.status_window = @status_window
@slot_window.actor = @actor
@slot_window.set_handler(:ok, method(:on_slot_ok))
@slot_window.set_handler(:cancel, method(:on_slot_cancel))
@slot_window.set_handler(:pagedown, method(:next_actor))
@slot_window.set_handler(:pageup, method(:prev_actor))
@slot_window.deactivate
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_Ex_EquipStatus.new(@slot_window.width, @help_window.height,Graphics.width - @slot_window.width,Graphics.height - @help_window.height)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_small_status_window
@small_status_window = Window_Equip_Small_Status.new(0,@help_window.height,305,120)
@small_status_window.viewport = @viewport
@small_status_window.weight = @actor.all_weight
@small_status_window.max_weight = @max_weight
@small_status_window.refresh
end
#--------------------------------------------------------------------------
# ● アイテムウィンドウの作成
#--------------------------------------------------------------------------
def create_item_window
@item_window = Window_Ex_EquipItem.new(0,@command_window.height + @help_window.height + 120, 305,Graphics.height - @command_window.height - @help_window.height - 120)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.actor = @actor
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@slot_window.item_window = @item_window
@item_window.visible = false
@item_window.weight = @actor.all_weight
@item_window.max_weight = @max_weight
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
update_basic
update_ex_status_window
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update_ex_status_window
if @item_window.visible == true
if @item_window.item != @save_item
@save_item = @item_window.item
temp_actor = Marshal.load(Marshal.dump(@actor))
temp_actor.force_change_equip(@item_window.slot_id, @save_item)
@status_window.set_temp_actor(temp_actor)
@status_window.set_select_item2(@save_item)
@status_window.refresh
end
end
end
#--------------------------------------------------------------------------
# ● コマンド[装備変更]
#--------------------------------------------------------------------------
def command_equip
slot_window_set_focus
end
#--------------------------------------------------------------------------
# ● コマンド[全て外す]
#--------------------------------------------------------------------------
def command_clear
Sound.play_equip
@actor.clear_equipments
@status_window.refresh
@slot_window.refresh
@command_window.activate
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 1
update_weight
end
end
#--------------------------------------------------------------------------
# ● スロット[決定]
#--------------------------------------------------------------------------
def on_slot_ok
@save_item = 0
@slot_window.visible = false
@item_window.visible = true
@status_window.draw_index = 1
@status_window.set_select_item(@slot_window.index)
#装備アイテムがあれば重量を渡す
if @actor.equips[@slot_window.index] != nil
@item_window.chage_item_weight = @actor.equips[@slot_window.index].weight
@item_window.chaged_item_gain_weight = @actor.equips[@slot_window.index].gain_weight
else
@item_window.chage_item_weight = 0
@item_window.chaged_item_gain_weight = 0
end
update_weight
@item_window.refresh
@slot_window.deactivate
@item_window.activate
@item_window.select(0)
end
#--------------------------------------------------------------------------
# ● スロット[キャンセル]
#--------------------------------------------------------------------------
def on_slot_cancel
@slot_window.unselect
@slot_window.deactivate
@command_window.activate
@command_window.select(0)
end
#--------------------------------------------------------------------------
# ● アイテム[決定]
#--------------------------------------------------------------------------
def on_item_ok
Sound.play_equip
index = @slot_window.index
@actor.change_equip(@slot_window.index, @item_window.item)
#二刀流両手剣問題対応
if @actor.dual_wield?
if @slot_window.index == 0
@actor.change_equip(1, nil) if @actor.features_set(54).include?(1)
elsif @slot_window.index == 1
@actor.change_equip(0, nil) if @actor.features_set(54).include?(1)
end
end
@item_window.chaged_item_gain_weight = 0
@status_window.draw_index = 0
slot_window_set_focus
delete_plus_status
@slot_window.index = index
update_weight
end
#--------------------------------------------------------------------------
# ● アイテム[キャンセル]
#--------------------------------------------------------------------------
def on_item_cancel
@status_window.draw_index = 0
index = @slot_window.index
slot_window_set_focus
@slot_window.index = index
delete_plus_status
end
#--------------------------------------------------------------------------
# ● アクターの切り替え
#--------------------------------------------------------------------------
def on_actor_change
update_weight
@status_window.actor = @actor
@slot_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
@command_window.select(0)
@slot_windowdeactivate
@slot_window.unselect
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウ項目消去
#--------------------------------------------------------------------------
def delete_plus_status
@status_window.set_temp_actor(nil)
@status_window.set_select_item(nil)
@status_window.set_select_item2(nil)
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● スロットウィンドウにカーソルセット
#--------------------------------------------------------------------------
def slot_window_set_focus
@item_window.visible = false
@item_window.unselect
@item_window.refresh
@slot_window.visible = true
@slot_window.activate
@slot_window.select(0)
@slot_window.refresh
@command_window.unselect
@command_window.deactivate
end
#--------------------------------------------------------------------------
# ● 装備重量更新
#--------------------------------------------------------------------------
def update_weight
@max_weight = @actor.max_weight
@small_status_window.weight = @actor.all_weight
@small_status_window.max_weight = @max_weight
@item_window.weight = @actor.all_weight
@item_window.max_weight = @max_weight
@small_status_window.refresh
end
end
#==============================================================================
# ■ Window_Ex_EquipSlot
#==============================================================================
class Window_Ex_EquipSlot < Window_EquipSlot
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :status_window # ステータスウィンドウ
attr_reader :item_window # アイテムウィンドウ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
@height = height
super(x, y, width)
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# ● ウィンドウ高さの取得
#--------------------------------------------------------------------------
def window_height
return @height
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
return unless @actor
rect = item_rect_for_text(index)
change_color(system_color, enable?(index))
if @actor.equip_slots[index] <= 4
draw_text(rect.x, rect.y, 75, line_height, slot_name(index))
else
draw_index = KURE::ExEquip::EQUIP_SLOT[index]
draw_text(rect.x, rect.y, 75, line_height, KURE::ExEquip::EQUIP_SLOT_NAME[draw_index-5])
end
draw_item_name(@actor.equips[index], rect.x + 75, rect.y, enable?(index))
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 1
if @actor.equips[index] != nil
if @actor.equips[index].gain_weight != 0
change_color(power_up_color)
draw_text(rect.x, rect.y, rect.width, line_height, @actor.equips[index].gain_weight.to_s,2)
else
if KURE::ExEquip::WEIGHT_0_ITEM == 1
if @actor.equips[index].weight != 0
change_color(power_down_color)
draw_text(rect.x, rect.y, rect.width, line_height, @actor.equips[index].weight.to_s,2)
end
else
change_color(power_down_color)
draw_text(rect.x, rect.y, rect.width, line_height, @actor.equips[index].weight.to_s,2)
end
end
end
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
contents.clear
create_contents
draw_all_items
#フォントを戻す
contents.font.size = last_font
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.clear
@help_window.set_item(item) if @help_window
end
end
#==============================================================================
# ■ Window_Ex_EquipItem
#==============================================================================
class Window_Ex_EquipItem < Window_EquipItem
attr_reader :status_window
attr_accessor :weight
attr_accessor :max_weight
attr_accessor :chage_item_weight
attr_accessor :chaged_item_gain_weight
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@weight = 0
@max_weight = 0
@chage_item_weight = 0
@chaged_item_gain_weight = 0
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● →キー入力時動作
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
if @status_window.draw_index == 1
@status_window.draw_index = 2
else
@status_window.draw_index = 1
end
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● ←キー入力時操作
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
if @status_window.draw_index == 1
@status_window.draw_index = 2
else
@status_window.draw_index = 1
end
@status_window.refresh
end
#--------------------------------------------------------------------------
# ● アイテムを許可状態で表示するかどうか
#--------------------------------------------------------------------------
def enable?(item)
#重量システムを利用時だけ判定を行う
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 1
#アイテムが存在する時
if item !=nil
#総重量
total_weight = item.weight + @weight - @chage_item_weight
if total_weight > @max_weight - @chaged_item_gain_weight
return false
else
return true
end
else
if @weight > @max_weight - @chaged_item_gain_weight
return false
else
return true
end
end
end
#重量システム非利用時であればtureを返す
return true
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def slot_id
return @slot_id
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enable?(item))
draw_item_number(rect, item)
#重量システムを利用時は重量を表示する
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 1
if item.gain_weight != 0
change_color(power_up_color)
draw_text(rect.x - 50, rect.y, rect.width - 30, line_height, item.gain_weight.to_s,2)
else
#重量0をチェック
if KURE::ExEquip::WEIGHT_0_ITEM == 1
if item.weight != 0
change_color(power_down_color)
draw_text(rect.x - 50, rect.y, rect.width - 30, line_height, item.weight.to_s,2)
end
else
change_color(power_down_color)
draw_text(rect.x - 50, rect.y, rect.width - 30, line_height, item.weight.to_s,2)
end
end
end
end
end
end
#==============================================================================
# ■ Window_Small_Status
#------------------------------------------------------------------------------
# メニュー画面でパーティメンバーのステータスを表示するウィンドウです。
#==============================================================================
class Window_Equip_Small_Status < Window_Selectable
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :pending_index # 保留位置(並び替え用)
attr_accessor :weight
attr_accessor :max_weight
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y,width,height)
super(x, y, width, height)
refresh
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_status
@actor = $game_party.menu_actor
draw_actor_face(@actor, 0, 0)
draw_actor_name(@actor, 130, line_height * 0)
draw_actor_icons(@actor, 230-50, line_height * 0)
draw_actor_hp(@actor, 130, line_height * 1)
draw_actor_mp(@actor, 130, line_height * 2)
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 1
if @max_weight != nil
draw_actor_weight(@actor, 130, line_height * 3)
end
end
end
#--------------------------------------------------------------------------
# ● 装備重量の描画
#--------------------------------------------------------------------------
def draw_actor_weight(actor, x, y, width = 124)
weight_rate = @weight.to_f / @max_weight
draw_gauge(x, y, width, weight_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, KURE::ExEquip::WEIGHT_NAME)
draw_current_and_max_values(x, y, width, @weight, @max_weight,
mp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_status
end
end
#==============================================================================
# ■ Window_Ex_EquipStatus
#------------------------------------------------------------------------------
# 装備画面で、アクターの能力値変化を表示するウィンドウです。
#==============================================================================
class Window_Ex_EquipStatus < Window_EquipStatus
attr_accessor :draw_index
#--------------------------------------------------------------------------
# ◎ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y,width,height)
@draw_index = 0
@width = width
@height = height
super(x, y)
end
#--------------------------------------------------------------------------
# ◎ ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
return @width
end
#--------------------------------------------------------------------------
# ◎ ウィンドウ高さの取得
#--------------------------------------------------------------------------
def window_height
return @height
end
#--------------------------------------------------------------------------
# ◎ リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
draw_gauge(5,0, contents.width, 1, mp_gauge_color2,crisis_color)
change_color(normal_color)
case @draw_index
when 0,1
draw_text(5, 0, 126, contents.font.size, "能力属性栏")
draw_equip_befor(5,line_height * 1)
draw_right_arrow(0, line_height * 2)
draw_equip_after(65,line_height * 2)
when 2
draw_text(5, 0, 126, contents.font.size, "装备属性")
draw_equip_after(5,line_height * 1)
end
case @draw_index
when 0,1
11.times {|i| draw_item(0, line_height * 2 + contents.font.size * (1 + i), i) }
when 2
draw_features(5,line_height * 2)
end
case @draw_index
when 1,2
change_color(normal_color)
draw_text(0, line_height * 12, contents.width, contents.font.size, "",1)
end
contents.font.size = last_font
end
#--------------------------------------------------------------------------
# ◎ 装備変更のアイテム表示
#--------------------------------------------------------------------------
def draw_equip_befor(x,y)
return unless @actor
if @base_item_index != nil
draw_item_name(@actor.equips[@base_item_index], x, y)
end
end
#--------------------------------------------------------------------------
# ◎ 装備変更のアイテム表示
#--------------------------------------------------------------------------
def draw_equip_after(x,y)
return unless @actor
if @change_item != nil
draw_item_name(@change_item, x, y)
end
end
#--------------------------------------------------------------------------
# ◎ 装備アイテム描画の変数を設定
#--------------------------------------------------------------------------
def set_select_item(index)
return if @base_item_index == index
@base_item_index = index
refresh
end
#--------------------------------------------------------------------------
# ◎ 変更装備アイテムの変数を設定
#--------------------------------------------------------------------------
def set_select_item2(index)
return if @change_item == index
@change_item = index
refresh
end
#--------------------------------------------------------------------------
# ◎ 項目の描画
#--------------------------------------------------------------------------
def draw_item(x, y, param_id)
case param_id
when 0,1,2,3,4,5,6,7
draw_param_name(x + 4, y, param_id)
draw_current_param(x + 84+20, y, param_id) if @actor
draw_right_arrow(x + 116, y)
draw_new_param(x + 140+ 140, y, param_id) if @temp_actor
if KURE::ExEquip::VIEW_EQUIP_STATUS == 1
change_color(param_change_color(@change_item.params[param_id])) if @change_item
draw_text(x + 172, y, 40, line_height, @change_item.params[param_id], 2) if @change_item
end
when 8,9,10
value = 0
value2 = 0
value = (@actor.xparam(param_id - 8) * 100).to_i if @actor
value2 = (@temp_actor.xparam(param_id - 8) * 100).to_i if @temp_actor
change_color(system_color)
draw_text(x + 4, y, 80, line_height, KURE::ExEquip::Vocab_Ex1[param_id - 8])
change_color(normal_color)
draw_text(x + 84+30, y, 32, line_height, value, 2) if @actor
draw_right_arrow(x + 116, y)
change_color(param_change_color(value2 - value)) if @temp_actor
draw_text(x + 140+ 140, y, 32, line_height, value2, 2) if @temp_actor
if KURE::ExEquip::VIEW_EQUIP_STATUS == 1
change_color(param_change_color(value2 - value))
draw_text(x + 172, y, 40, line_height, value2 - value, 2) if @change_item
end
end
end
#--------------------------------------------------------------------------
# ◎ 特徴の描画
#--------------------------------------------------------------------------
def draw_features(x,y)
return if @change_item == nil
#特徴を描画
change_color(system_color)
draw_text(5, y, 126, contents.font.size, "属性特效")
#配列数取得変数を初期化
features_max = 0
#描画用配列を作成
draw_list = Array.new(100)
#配列用カウンターをセット
@draw_counter = 0
#装備品が有れば特徴最大数を取得
features_max = @change_item.features.size - 1
#項目をチェックして描画用配列に入れる
for l in 0..features_max
#攻撃属性がある場合
if @change_item.features[l].code == 31
draw_str = $data_system.elements[@change_item.features[l].data_id]
draw_list[@draw_counter] = draw_str + "属性 "
@draw_counter += 1
end
#属性耐性がある場合
if @change_item.features[l].code == 11
#属性名取得
draw_str = $data_system.elements[@change_item.features[l].data_id]+ "耐性"
value = 100 - (@change_item.features[l].value * 100).to_i
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#弱体有効度がある場合
if @change_item.features[l].code == 12
#属性名取得
draw_str = "耐"+Vocab::param(@change_item.features[l].data_id)+ "减少"
value = 100 - (@change_item.features[l].value * 100).to_i
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#ステート耐性がある場合
if @change_item.features[l].code == 13
#ステート名取得
draw_str = $data_states[@change_item.features[l].data_id].name + "耐性"
value = 100 - (@change_item.features[l].value * 100).to_i
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#ステート無効化がある場合
if @change_item.features[l].code == 14
#ステート名取得
draw_str = $data_states[@change_item.features[l].data_id].name
draw_list[@draw_counter] = draw_str + "无效 "
@draw_counter += 1
end
#通常能力値判定がある場合
if @change_item.features[l].code == 21
#ステータス名取得
draw_str = Vocab::param(@change_item.features[l].data_id)
value = (@change_item.features[l].value * 100).to_i - 100
if value > 0
value = "+" + value.to_s
end
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#通常能力値判定がある場合
if @change_item.features[l].code == 22
#ステータス名取得
draw_str = @change_item.features[l].data_id
case draw_str
when 0
draw_str = "命中率"
when 1
draw_str = "回避率"
when 2
draw_str = "会心率"
when 3
draw_str = "会心回避"
when 4
draw_str = "兵法回避"
when 5
draw_str = "兵法反射"
when 6
draw_str = "反击率"
when 7
draw_str = "每回合兵力回复"
when 8
draw_str = "每回合谋点回复"
when 9
draw_str = "每回合气力回复"
end
value = (@change_item.features[l].value * 100).to_i
if value > 0
value = "+" + value.to_s
end
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#特殊能力値判定がある場合
if @change_item.features[l].code == 23
#ステート名取得
draw_str = @change_item.features[l].data_id
case draw_str
when 0
draw_str = "被打几率"
when 1
draw_str = "防御効果"
when 2
draw_str = "回复效果"
when 3
draw_str = "药草知识"
when 4
draw_str = "谋点消费率"
when 5
draw_str = "气力增加率"
when 6
draw_str = "受物理伤害"
when 7
draw_str = "受兵法伤害"
when 8
draw_str = "受地图伤害"
when 9
draw_str = "经验值"
end
value = (@change_item.features[l].value * 100).to_i - 100
if value > 0
value = "+" + value.to_s
end
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#攻撃時ステート判定がある場合
if @change_item.features[l].code == 32
#ステート名取得
draw_str = $data_states[@change_item.features[l].data_id].name + "追加"
value = (@change_item.features[l].value * 100).to_i
draw_list[@draw_counter] = draw_str + value.to_s + "% "
@draw_counter += 1
end
#攻撃追加がある場合
if @change_item.features[l].code == 34
#攻撃回数を取得
value = (@change_item.features[l].value + 1).to_i
draw_list[@draw_counter] = value.to_s + "回攻击 "
@draw_counter += 1
end
#スキルタイプ追加がある場合
if @change_item.features[l].code == 41
#項目を取得
value = $data_system.skill_types[@change_item.features[l].data_id]
draw_list[@draw_counter] = value + "可使用 "
@draw_counter += 1
end
#スキルタイプ削除がある場合
if @change_item.features[l].code == 42
#項目を取得
value = $data_system.skill_types[@change_item.features[l].data_id]
draw_list[@draw_counter] = value + "使用不可 "
@draw_counter += 1
end
#スキル追加がある場合
if @change_item.features[l].code == 43
#項目を取得
value = $data_skills[@change_item.features[l].data_id].name
draw_list[@draw_counter] = "“" +value + "”可使用 "
@draw_counter += 1
end
#スキル削除がある場合
if @change_item.features[l].code == 44
#項目を取得
value = $data_skills[@change_item.features[l].data_id].name
draw_list[@draw_counter] = "“" +value + "”不可使用 "
@draw_counter += 1
end
#行動追加がある場合
if @change_item.features[l].code == 61
#項目を取得
value = (@change_item.features[l].value * 100).to_i
draw_list[@draw_counter] = "追加行动"+ value.to_s + "% "
@draw_counter += 1
end
#特殊フラグがある場合
if @change_item.features[l].code == 62
#項目を取得
value = @change_item.features[l].data_id
case value
when 0
value = "自动战斗"
when 1
value = "自动防御"
when 2
value = "自动援护"
when 3
value = "TP持越"
end
draw_list[@draw_counter] = value
@draw_counter += 1
end
#パーティー能力がある場合
if @change_item.features[l].code == 64
#項目を取得
value = @change_item.features[l].data_id
case value
when 0
value = "遇敌率↓"
when 1
value = "遇敌率0"
when 2
value = "不会被偷袭"
when 3
value = "偷袭率上升"
when 4
value = "金钱双倍"
when 5
value = "掉宝双倍"
when 6
end
draw_list[@draw_counter] = value
@draw_counter += 1
end
end
#実際の描画処理
for j in 0..@draw_counter
if draw_list[j] != nil or 0
case j
when 0..10
change_color(normal_color)
draw_text(x, y + contents.font.size * (j + 1) , contents.width / 2, contents.font.size, draw_list[j])
when 11..21
change_color(normal_color)
draw_text(x + contents.width / 2, y + contents.font.size * (j - 10) , contents.width / 2, contents.font.size, draw_list[j])
end
end
end
end
end
#==============================================================================
# ■ Window_Ex_EquipCommand
#------------------------------------------------------------------------------
# スキル画面で、コマンド(装備変更、最強装備など)を選択するウィンドウです。
#==============================================================================
class Window_Ex_EquipCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width)
@window_width = width
super(x, y)
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
@window_width
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 0
return 3
else
return 2
end
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::equip2, :equip)
if KURE::ExEquip::USE_WEIGHT_SYSTEM == 0
add_command(Vocab::optimize, :optimize)
end
add_command(Vocab::clear, :clear)
end
end
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