def on_category1_ok #新的分类“确定”
@item_window.activate
@item_window.select_last
end
def on_item1_ok #新的物品“确定”
$game_party.last_item.object = item
determine_item
end
def on_item1_cancel #新的物品“取消”
@item_window.unselect
@category_window.activate
end
end
class Window_ItemList < Window_Selectable
alias enable_hc? enable?
def enable?(item) #1号开关打开时所有装备都可以使用
if $game_switches[1] == true
return true
else
enable_hc?(item)
end
end
end
class Scene_ItemBase < Scene_MenuBase
alias determine_item_hc determine_item
def determine_item #确定物品
if $game_switches[1] == true
if item.note =~ /<合成 (\d+)>/
$game_variables[3] += $1.to_i
end
p item
if item.is_a?(RPG::item) #道具判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(2);end
if item.is_a?(RPG::weapon) #武器判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(3);end
if item.is_a?(RPG::Armor) #防具判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(4);end
else
determine_item_hc
end
end
end
[/pre]
alias determine_item_hc determine_item
def determine_item #确定物品
if $game_switches[1] == true
if item.note =~ /<合成 (\d+)>/
end
#p item.is_a?(RPG::Weapon)
if item.is_a?(RPG::Item) #道具判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(2);end
if item.is_a?(RPG::Weapon) #武器判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(3);end
if item.is_a?(RPG::Armor) #防具判定
SceneManager.goto(Scene_Map);$game_temp.reserve_common_event(4);end
else
determine_item_hc
end
end
end[/pre]