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发表于 2022-4-17 12:52:40
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本帖最后由 白鬼 于 2022-4-17 13:41 编辑
这个问题稍微复杂一点
我修改了两个脚本,我直接放出来吧。你拿去覆盖你的脚本,也可以对比一下看看我修改了哪里。
首先是
[fold=■物品界面直接装备武器]- #==============================================================================
- # ■ Window_Item
- #------------------------------------------------------------------------------
- # 物品画面、战斗画面、显示浏览物品的窗口。
- #==============================================================================
- class Harts_Window_ItemList < Window_Selectable_Item
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(9, 210+27+30, 293, 200)
- @column_max = 6
- @actor = actor
- refresh
- self.index = -1
- #self.opacity = 200
- #@menu_com = Sprite.new
- #@menu_com.bitmap = RPG::Cache.picture("道具栏")
- # 战斗中的情况下将窗口移至中央并将其半透明化
- if $game_temp.in_battle
- self.y = 64
- self.height = 242
- self.back_opacity = 160
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- end
- #--------------------------------------------------------------------------
- # ● アイテム一覧設定
- # command : 選択中のコマンド
- #--------------------------------------------------------------------------
- def set_item(command)
- refresh
- case command
- when 0
- for i in 1...$data_items.size
- if ($data_items[i].occasion == 0 or $data_items[i].occasion == 2) and $game_party.item_number(i) > 0 and $data_items[i].element_set.include?(11) == false
- @data.push($data_items[i])
- end
- end
- when 1
- for i in 1...$data_items.size
- if ($data_items[i].occasion == 1 and $game_party.item_number(i) > 0)
- @data.push($data_items[i])
- end
- end
- when 2
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0
- @data.push($data_armors[i])
- end
- end
- @data.push(nil)
- when 3
- for i in 1...$data_items.size
- if $data_items[i].element_set.include?(11) and $game_party.item_number(i) > 0
- @data.push($data_items[i])
- end
- end
- when 4
- for i in 1...$data_items.size
- if $data_items[i].occasion == 3 and $game_party.item_number(i) > 0
- unless $data_items[i].element_set.include?(11) or $data_items[i].element_set.include?(12)
- @data.push($data_items[i])
- end
- end
- end
- end
- # 項目数が 0 でなければビットマップを作成し、全項目を描画
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 42, row_max * 42)
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 種類別アイテム数の取得
- #--------------------------------------------------------------------------
- def item_number
- return @item_max
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- item = @data[index]
- return if item.nil?
- 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
- ### 增加能否装备(颜色)判断。######################
- self.contents.font.color = @actor.can_equip?(item) ? normal_color : disabled_color
- ####################################################
- end
- x = index % 6 * 42
- y = (index / 6) * 42
- rect = Rect.new(x, y, self.width - 42, 42)
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y , bitmap, Rect.new(0, 0, 42, 42), 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.font.size = 15
- self.contents.draw_text(x + 17, y-7, 23, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- if item == nil
- @help_window.visible = false
- else
- @help_window.set_text(item)
- #校正帮助窗口位置
- @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
- end
- end
- end
复制代码 [/fold]
然后是
[fold=■物品画面处理][/fold]
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