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[已经过期] 装备位置如何设定条件开启!

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发表于 2017-12-9 13:16:56 | 显示全部楼层 |阅读模式

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本帖最后由 jiushiainilip19 于 2017-12-9 13:20 编辑

414行开始那里,我设定是变量大于多少开启装备位置
这3个装备是一样的 没有区分头和盔类的,
我这样设定后只要条件变量大于任何一个都会导致全部都开启
求帮忙!!!


[pre lang="ruby"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================  
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  游戏中全部窗口的超级类。
#==============================================================================
class Window_Base < Window
  def up_color
    return Color.new(255, 0, 0)
  end
  def down_color
    return Color.new(0, 255, 0)
  end
  #--------------------------------------------------------------------------
  # ● 描绘能力值
  #     actor : 角色
  #     x     : 描画目标 X 坐标
  #     y     : 描画目标 Y 坐标
  #     type  : 能力值种类 (0~6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = ""#$data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = ""#$data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = ""#$data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = ""#$data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = ""#$data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = ""#$data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = ""#$data_system.words.int
      parameter_value = actor.int
    ###############################################################
    when 7
      parameter_name = ""
      parameter_value = actor.eva
      
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
#  装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
  UP_ICON = "橙宝石小"
  DOWN_ICON = "047-Skill04"
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    #super(0, 64, 272, 480)
    super(0, 0, 300, 310)
    self.y = 0
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    self.contents.font.size = 20
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    #draw_actor_name(@actor, 10, 280)
    draw_actor_level(@actor,90, 280)
    draw_actor_hp(@actor, 10,0)
   
    self.contents.draw_text(10, 40,100, 32, "攻击:")
    draw_actor_parameter(@actor, x-50, 40, 0)
   
    self.contents.draw_text(10, 70,100, 32, "防御:")
    draw_actor_parameter(@actor, x-50, 70, 1)
   
    #self.contents.draw_text(10,100,60, 32, "暴伤:")
    #draw_actor_parameter(@actor, x-50, 100, 2)
   
    self.contents.draw_text(10,100,100, 32, "力道:")
    draw_actor_parameter(@actor, x-50, 100, 3)
   
    self.contents.draw_text(10,130,100, 32, "敏捷:")
    draw_actor_parameter(@actor, x-50, 130, 4)
   
    self.contents.draw_text(10,160,100, 32, "速度:")
    draw_actor_parameter(@actor, x-50, 160, 5)
   
    self.contents.draw_text(10,190,100, 32, "内劲:")
    draw_actor_parameter(@actor, x-50, 190, 6)

    self.contents.draw_text(10,220,100, 32, "暴击:")
    self.contents.draw_text(75,220,60, 32, @actor.crt.to_s)
   
    self.contents.draw_text(10,250,100, 32, "暴伤:")
    self.contents.draw_text(75,250,60, 32, @actor.maxcrt.to_s)
   
    if @new_atk != nil
      if @new_atk > @actor.atk
         self.contents.font.color = up_color
         self.contents.draw_text(140,40,100, 32, "升→")
         self.contents.draw_text(120,40,100, 32, @new_atk.to_s, 2)
       elsif @new_atk < @actor.atk
         self.contents.font.color = down_color
         self.contents.draw_text(140,40,100, 32, "低→")
         self.contents.draw_text(120,40,100, 32, @new_atk.to_s, 2)
       end
    end
    if @new_pdef != nil
      if @new_pdef > @actor.pdef
         self.contents.font.color = up_color
         self.contents.draw_text(140,70,100, 32, "升→")
         self.contents.draw_text(120,70,100, 32, @new_pdef.to_s, 2)
       elsif @new_pdef < @actor.pdef
         self.contents.font.color = down_color
         self.contents.draw_text(140,70,100, 32, "低→")
         self.contents.draw_text(120,70,100, 32, @new_pdef.to_s, 2)
       end
    end
    if @new_mdef != nil
      if @new_mdef > @actor.mdef
         self.contents.font.color = up_color
         self.contents.draw_text(140,70,100, 32, "升→")
         self.contents.draw_text(120,70,100, 32, @new_mdef.to_s, 2)
       elsif @new_mdef < @actor.mdef
         self.contents.font.color = down_color
         self.contents.draw_text(140,70,100, 32, "低→")
         self.contents.draw_text(120,70,100, 32, @new_mdef.to_s, 2)
       end
    end
    if @new_str != nil
      if @new_str > @actor.str
         self.contents.font.color = up_color
         self.contents.draw_text(140,100,100, 32, "升→")
         self.contents.draw_text(120,100,100, 32, @new_str.to_s, 2)
       elsif @new_str < @actor.str
         self.contents.font.color = down_color
         self.contents.draw_text(140,100,100, 32, "低→")
         self.contents.draw_text(120,100,100, 32, @new_str.to_s, 2)
       end
    end
    if @new_dex != nil
      if @new_dex > @actor.dex
         self.contents.font.color = up_color
         self.contents.draw_text(140,130,100, 32, "升→")
         self.contents.draw_text(120,130,100, 32, @new_dex.to_s, 2)
       elsif @new_dex < @actor.dex
         self.contents.font.color = down_color
         self.contents.draw_text(140,130,100, 32, "低→")
         self.contents.draw_text(120,130,100, 32, @new_dex.to_s, 2)
       end
    end
    if @new_agi != nil
      if @new_agi > @actor.agi
         self.contents.font.color = up_color
         self.contents.draw_text(140,160,100, 32, "升→")
         self.contents.draw_text(120,160,100, 32, @new_agi.to_s, 2)
       elsif @new_agi < @actor.agi
         self.contents.font.color = down_color
         self.contents.draw_text(140,160,100, 32, "低→")
         self.contents.draw_text(120,160,100, 32, @new_agi.to_s, 2)
       end
    end
    if @new_int != nil
      if @new_int > @actor.int
         self.contents.font.color = up_color
         self.contents.draw_text(140,190,100, 32, "升→")
         self.contents.draw_text(120,190,100, 32, @new_int.to_s, 2)
       elsif @new_int < @actor.int
         self.contents.font.color = down_color
         self.contents.draw_text(140,190,100, 32, "低→")
         self.contents.draw_text(120,190,100, 32, @new_int.to_s, 2)
       end
     end  
     
    if @new_crt != nil
      if @new_crt > @actor.crt
         self.contents.font.color = up_color
         self.contents.draw_text(140,220,100, 32, "升→")
         self.contents.draw_text(120,220,100, 32, @new_crt.to_s, 2)
       elsif @new_crt < @actor.crt
         self.contents.font.color = down_color
         self.contents.draw_text(140,220,100, 32, "低→")
         self.contents.draw_text(120,220,100, 32, @new_crt.to_s, 2)
       end
    end
     
    if @new_maxcrt != nil
      if @new_maxcrt > @actor.maxcrt
         self.contents.font.color = up_color
         self.contents.draw_text(140,250,100, 32, "升→")
         self.contents.draw_text(120,250,100, 32, @new_maxcrt.to_s, 2)
       elsif @new_maxcrt < @actor.maxcrt
         self.contents.font.color = down_color
         self.contents.draw_text(140,250,100, 32, "低→")
         self.contents.draw_text(120,250,100, 32, @new_maxcrt.to_s, 2)
       end
    end
   
  end
  
   
  #--------------------------------------------------------------------------
  # ● 变更装备后的能力值设置
  #     new_atk  : 变更装备后的攻击力
  #     new_pdef : 变更装备后的物理防御
  #     new_mdef : 变更装备后的魔法防御
  #--------------------------------------------------------------------------
    ###############################################################
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int,new_crt,new_maxcrt)
    if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int or @new_crt != new_crt or @new_maxcrt != new_maxcrt   
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_eva = new_eva
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      @new_crt = new_crt
      @new_maxcrt = new_maxcrt
      refresh
    end
  end
end
#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
#  装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================
class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor      : 角色
  #     equip_type : 装备部位 (0~3) #装备栏下的显示高低
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(300, 380, 340, 100)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
    #self.z = 9998
  end
  #--------------------------------------------------------------------------
  # ● 项目的描绘
  #     index : 项目符号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    ################改了改坐标#################################
    x = 4
    y = index * 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 = normal_color
    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
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
#  处理装备画面的类。
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor_index : 角色索引
  #     equip_index : 装备索引
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # ● 主处理
  #--------------------------------------------------------------------------
  def main
    # 获取角色
    @actor = $game_party.actors[@actor_index]
    # 生成窗口
   # @help_window = Window_Help.new
    @help_window = Window_Help_Self.new(@actor)#错误
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window6 = Window_EquipItem.new(@actor, 5)
    @item_window7 = Window_EquipItem.new(@actor, 6)
    @item_window8 = Window_EquipItem.new(@actor, 7)
   
    @item_window9 = Window_EquipItem.new(@actor, 8)
    @item_window10 = Window_EquipItem.new(@actor, 9)
    @item_window11 = Window_EquipItem.new(@actor, 10)
   
    # 关联帮助窗口
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @item_window6.help_window = @help_window
    @item_window7.help_window = @help_window
    @item_window8.help_window = @help_window
   
    @item_window9.help_window = @help_window
    @item_window10.help_window = @help_window
    @item_window11.help_window = @help_window
  
    # 设置光标位置
    @right_window.index = @equip_index
    refresh
    # 执行过渡
    Graphics.transition
    # 主循环
    loop do
      # 刷新游戏画面
      Graphics.update
      # 刷新输入信息
      Input.update
      # 刷新画面
      update
      # 如果画面切换的话的就中断循环
      if $scene != self
        break
      end
    end
    # 准备过渡
    Graphics.freeze
    # 释放窗口
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @item_window6.dispose
    @item_window7.dispose
    @item_window8.dispose
    @item_window9.dispose
    @item_window10.dispose
    @item_window11.dispose
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    # 设置物品窗口的可视状态
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    @item_window6.visible = (@right_window.index == 5)
    @item_window7.visible = (@right_window.index == 6)
    @item_window8.visible = (@right_window.index == 7)
  
    @item_window9.visible = (@right_window.index == 8 or @right_window.index == 9 or @right_window.index == 10)
  
    # 获取当前装备中的物品
    item1 = @right_window.item
    # 设置当前的物品窗口到 @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    when 5
      @item_window = @item_window6
    when 6
      @item_window = @item_window7
    when 7
      @item_window = @item_window8
    when 8  #条件限制开启装备位置
      if @actor.upstar >= 1
        @item_window = @item_window9   
      end
    when 9
      if @actor.upstar >= 2
        @item_window = @item_window9   
      end
    when 10
      if @actor.upstar >= 3
        @item_window = @item_window9   
      end
    end
    # 右窗口被激活的情况下
    if @right_window.active
      # 删除变更装备后的能力
    ###############################################################
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil, nil, nil)
    end
    # 物品窗口被激活的情况下
    if @item_window.active
      # 获取现在选中的物品
      item2 = @item_window.item
      # 变更装备
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # 获取变更装备后的能力值
    ###############################################################
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_eva = @actor.eva
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      
      new_crt = @actor.crt
      new_maxcrt = @actor.maxcrt
      
      # 返回到装备
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # 描画左窗口
    ###############################################################
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int, new_crt, new_maxcrt)
    end
  end  
  #--------------------------------------------------------------------------
  # ● 刷新画面
  #--------------------------------------------------------------------------
  def update
    # 刷新窗口
    @left_window.update
    @right_window.update
    @item_window.update
  #  @help1_window.update
    refresh
    # 右侧窗口被激活的情况下: 调用 update_right
    if @right_window.active
      update_right
      return
    end
    # 物品窗口被激活的情况下: 调用 update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新画面 (右侧窗口被激活的情况下)
  #--------------------------------------------------------------------------
  def update_right
    #★★★★★★★★★★★★★★★★
    if @right_window.item==nil
        @help_window.visible=false
    else
        @help_window.visible=true
    end
    #★★★★★★★★★★★★★★★★  
    # 按下 B 键的情况下
    if Input.trigger?(Input::B)
      # 演奏取消 SE
      $game_system.se_play($data_system.cancel_se)
      # 切换到菜单画面
      $scene = Scene_Menu.new(2)
      return
    end
    # 按下 C 键的情况下
    if Input.trigger?(Input::C)
      # 固定装备的情况下
      if @actor.equip_fix?(@right_window.index)
        # 演奏冻结 SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # 演奏确定 SE
      $game_system.se_play($data_system.decision_se)
      # 激活物品窗口
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # 按下 R 键的情况下
    if Input.trigger?(Input::R)
      # 演奏光标 SE
      $game_system.se_play($data_system.cursor_se)
      # 移至下一位角色
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # 切换到别的装备画面
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # 按下 L 键的情况下
    if Input.trigger?(Input::L)
      # 演奏光标 SE
      $game_system.se_play($data_system.cursor_se)
      # 移至上一位角色
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # 切换到别的装备画面
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # ● 刷新画面 (物品窗口被激活的情况下)
  #--------------------------------------------------------------------------
  def update_item
    #★★★★★★★★★★★★★★★★   
    if @item_window.item==nil
        @help_window.visible=false
    else
        @help_window.visible=true
    end
    #★★★★★★★★★★★★★★★★     
    # 按下 B 键的情况下
    if Input.trigger?(Input::B)
      # 演奏取消 SE
      $game_system.se_play($data_system.cancel_se)
      # 激活右侧窗口
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # 按下 C 键的情况下
    if Input.trigger?(Input::C)
      # 演奏装备 SE
      $game_system.se_play($data_system.equip_se)
      # 获取物品窗口现在选择的装备数据
      item = @item_window.item
      # 变更装备
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # 激活右侧窗口
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # 再生成右侧窗口、物品窗口的内容
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
[/pre]
[pre lang="ruby"]
class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(300, 0, 340, 400)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ● 获取物品
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @data.push($data_armors[@actor.armor5_id])
    @data.push($data_armors[@actor.armor6_id])
    @data.push($data_armors[@actor.armor7_id])
   
    @data.push($data_armors[@actor.armor8_id])
    @data.push($data_armors[@actor.armor9_id])
    @data.push($data_armors[@actor.armor10_id])
   
   
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    self.contents.draw_text(6, 32 * 5, 92, 32, "秘法")
    self.contents.draw_text(7, 32 * 6, 92, 32, "特器")
    self.contents.draw_text(8, 32 * 7, 92, 32, "功法")
   
   
    self.contents.draw_text(9, 32 * 8, 92, 32, "绝内")
    self.contents.draw_text(9, 32 * 9, 92, 32, "绝内")
    self.contents.draw_text(9, 32 * 10, 92, 32, "绝内")
   
  if @actor.upstar >= 1
    self.contents.draw_text(60, 32 * 8, 92, 32, "")
  else
    self.contents.font.color = Color.new(255,1,1, 255)
    self.contents.draw_text(60, 32 * 8, 92, 32, "二星开启")
  end
  
  if @actor.upstar >= 2
    self.contents.draw_text(60, 32 * 9, 92, 32, "")
  else
    self.contents.draw_text(60, 32 * 9, 92, 32, "三星开启")
  end
  if @actor.upstar >= 3
    self.contents.draw_text(60, 32 * 10, 92, 32, "")
  else
    self.contents.draw_text(60, 32 * 10, 92, 32, "四星开启")
  end
  
   
    draw_item_name(@data[0], 50, 32 * 0)
    draw_item_name(@data[1], 50, 32 * 1)
    draw_item_name(@data[2], 50, 32 * 2)
    draw_item_name(@data[3], 50, 32 * 3)
    draw_item_name(@data[4], 50, 32 * 4)
    draw_item_name(@data[5], 50, 32 * 5)
    draw_item_name(@data[6], 50, 32 * 6)
    draw_item_name(@data[7], 50, 32 * 7)
    draw_item_name(@data[8], 50, 32 * 8)
    draw_item_name(@data[9], 50, 32 * 9)
    draw_item_name(@data[10], 50, 32 * 10)
  end
  #--------------------------------------------------------------------------
  # ● 刷新帮助文本
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item)
  #  @help_window.set_text(self.item == nil ? "" : self.item.description)
    @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
  end
end
[/pre]


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