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本帖最后由 爱羊真知己 于 2023-5-21 15:52 编辑
是这样的,我希望可以让玩家在使用物品是弹出使用、丢弃、全部丢弃的弹窗。
当玩家点使用时,正常使用(不能使用的物品为灰色),丢弃就是像商店售卖一样选择数量丢弃,全部丢弃则是丢弃全部该物品。(有指定注释的物品不能丢弃)
我已经找到了类似的两个脚本(但第二个是VX的),综合两脚本的功能可以达到效果(保留脚本1除使用方式部分,脚本2的使用方式,弹窗及将物品全部丢弃功能,删去脚本1使用方式,脚本2物品种类数限制)
当然,如果已经有现成脚本(反正我没搜到)更好!
脚本1如下(第137行是加的,感谢@灯笼菜刀王 ):
[pre lang="ruby"]#==============================================================================
# ■ VXAce-RGSS3-2 アイテム捨てる [Ver.1.0.0] by Claimh
#------------------------------------------------------------------------------
# アイテム画面上でXボタンを押すと、アイテムを捨てることができます。
#==============================================================================
#==============================================================================
# ■ Window_ItemList
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 決定やキャンセルなどのハンドリング処理
#--------------------------------------------------------------------------
def process_handling
return unless open? && active
return call_handler(:append_x) if handle?(:append_x) && Input.trigger?(:X)
super
end
end
#==============================================================================
# ■ Window_ItemNumber
#==============================================================================
class Window_ItemNumber < Window_ShopNumber
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :number # 入力された個数
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
x = (Graphics.width - window_width) / 2
super(x, 200, line_height*2 + 32)
@item = nil
@max = 1
@number = 1
end
#--------------------------------------------------------------------------
# ● アイテム、最大個数の設定
#--------------------------------------------------------------------------
def set(item, max)
@item = item
@max = max
@number = 1
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
contents.draw_text(0, 0, 200, line_height, "捨てる数:")
draw_item_name(@item, 4, line_height)
draw_number
end
#--------------------------------------------------------------------------
# ● アイテム名表示行の Y 座標
#--------------------------------------------------------------------------
def item_y
line_height
end
end
#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
alias start_dump start
def start
start_dump
create_item_dump_window
end
#--------------------------------------------------------------------------
# ● アイテムウィンドウの作成
#--------------------------------------------------------------------------
alias create_item_window_dump create_item_window
def create_item_window
create_item_window_dump
@item_window.set_handler(:append_x, method(:on_item_dump))
end
#--------------------------------------------------------------------------
# ● アイテム数選択ウィンドウの作成
#--------------------------------------------------------------------------
def create_item_dump_window
@number_window = Window_ItemNumber.new
@number_window.viewport = @viewport
@number_window.hide
@number_window.set_handler(:ok, method(:on_number_ok))
@number_window.set_handler(:cancel, method(:on_number_cancel))
end
#--------------------------------------------------------------------------
# ● アイテム[捨てる]
#--------------------------------------------------------------------------
def on_item_dump
if item_dumpable?
Sound.play_ok
@number_window.set(item, max_item)
@number_window.show.activate
@item_window.deactivate
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● 個数入力[決定]
#--------------------------------------------------------------------------
def on_number_ok
Sound.play_ok
do_item_dump(@number_window.number)
@number_window.hide
activate_item_window
end
#--------------------------------------------------------------------------
# ● 個数入力[キャンセル]
#--------------------------------------------------------------------------
def on_number_cancel
Sound.play_cancel
@number_window.hide
activate_item_window
end
#--------------------------------------------------------------------------
# ● 捨てるの実行
#--------------------------------------------------------------------------
def do_item_dump(number)
$game_party.lose_item(item, number)
end
#--------------------------------------------------------------------------
# ● アイテムを捨てる判定
#--------------------------------------------------------------------------
def item_dumpable?
return false if item.note.include?("【禁止丢弃】")
item.is_a?(RPG::Item) ? !item.key_item? : (!item.nil?)
end
#--------------------------------------------------------------------------
# ● 所持数の取得
#--------------------------------------------------------------------------
def max_item
$game_party.item_number(item)
end
end[/pre]
脚本2:
[pre lang="ruby"]#==============================================================================
# ■ 物品丢弃 + 物品种类数限制 —— by 水镜风生
#------------------------------------------------------------------------------
LOSE_ITEM_SE_NAME = "Evasion" # 丢弃物品时播放的SE
$item_max = 30 # 最大物品种数
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理物品画面的类。
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 67, 544, 280)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
@max_window = Window_Item_Max.new
@max_window.viewport = @viewport
@number_window = Window_LoseNumber.new(142, 156)
@number_window.viewport = @viewport
@command_window = Window_Command.new(145, [" 使用"," 丢弃"], 1, 2)
@command_window.x = 200
@command_window.y = 160
@over_window = Window_Help.new
@over_window.set_text("背包放不下了,丢弃一些没用的物品吧。")
@over_window.visible = false
hide_command_window
hide_number_window
hide_target_window
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@viewport.dispose
@help_window.dispose
@item_window.dispose
@target_window.dispose
@max_window.dispose
@command_window.dispose
@number_window.dispose
@over_window.dispose
end
#--------------------------------------------------------------------------
# ● 回到原画面
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(0)
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@over_window.update
@help_window.update
@item_window.update
@target_window.update
@max_window.update
@command_window.update
@number_window.update
if @item_window.active
update_item_selection
elsif @target_window.active
update_target_selection
elsif @command_window.active
update_command_selection
elsif @number_window.active
update_number_selection
end
end
#--------------------------------------------------------------------------
# ● 更新物品选择
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::B)
if $game_party.items.size > $item_max # 如果物品种类超过限制
Sound.play_buzzer
@over_window.visible = true
@item_window.help_window.visible = false
else
Sound.play_cancel
return_scene
end
elsif Input.trigger?(Input::C)
@item_window.help_window.visible = true
@over_window.visible = false
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
Sound.play_decision
if $game_party.item_can_use?(@item) # 物品是否可用
@command_window.draw_item(0,true)
else @command_window.draw_item(0,false) # 不可用的话【使用】选项颜色无效
end
if @item.price == 0 # 物品价格是否为0
@command_window.draw_item(1,false) # 是的话【丢弃】选项无效
else
@command_window.draw_item(1,true)
end
show_command_window
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# ● 更新目标选择
#--------------------------------------------------------------------------
def update_target_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if $game_party.item_number(@item) == 0 # 判断物品是否耗尽
@item_window.refresh # 刷新窗口内容
@max_window.refresh # 刷新物品种类窗口
end
hide_target_window
elsif Input.trigger?(Input::C)
if not $game_party.item_can_use?(@item)
Sound.play_buzzer
else
determine_target
end
end
end
#--------------------------------------------------------------------------
# ★ 更新指令选择
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
hide_command_window
elsif Input.trigger?(Input::C)
if @command_window.index == 0
if $game_party.item_can_use?(@item)
Sound.play_decision
@command_window.active = false
@command_window.visible =false
determine_item
else
Sound.play_buzzer
end
elsif @item == nil or @item.price == 0
Sound.play_buzzer
else
Sound.play_decision
@command_window.active = false
@command_window.visible =false
max = $game_party.item_number(@item)
@number_window.set(@item, max)
show_number_window
end
end
end
#--------------------------------------------------------------------------
# ★ 更新数量输入
#--------------------------------------------------------------------------
def update_number_selection
if Input.trigger?(Input::B)
Sound.play_cancel
hide_number_window
elsif Input.trigger?(Input::C)
Audio.se_play("Audio/SE/#{LOSE_ITEM_SE_NAME}", 80, 100)
$game_party.lose_item(@item, @number_window.number)
@item_window.refresh
@max_window.refresh
hide_number_window
end
end
#--------------------------------------------------------------------------
# ★ 显示指令选择窗口
#--------------------------------------------------------------------------
def show_command_window
@command_window.index = 0
@item_window.active = false
@command_window.visible = true
@command_window.active = true
end
#--------------------------------------------------------------------------
# ★ 显示数量窗口
#--------------------------------------------------------------------------
def show_number_window
@command_window.active = false
@number_window.visible = true
@number_window.active = true
end
#--------------------------------------------------------------------------
# ★ 隐藏指令选择窗口
#--------------------------------------------------------------------------
def hide_command_window
@item_window.active = true
@command_window.visible = false
@command_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
#--------------------------------------------------------------------------
# ★ 隐藏数量窗口
#--------------------------------------------------------------------------
def hide_number_window
@item_window.active = true
@number_window.visible = false
@number_window.active = false
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
end
#==============================================================================
# ■ Window_lost_item
#------------------------------------------------------------------------------
# 显示物品丢弃数量的窗口,仿 Window_ShopNumber。
#==============================================================================
class Window_LoseNumber < Window_Base
#--------------------------------------------------------------------------
# ★ 初始化对像
# x : 窗口 X 座标
# y : 窗口 Y 座标
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 260, 104)
@item = nil
@max = 1
@number = 1
end
#--------------------------------------------------------------------------
# ★ 设置物品、最大数量
#--------------------------------------------------------------------------
def set(item, max)
@item = item
@max = max
@number = 1
refresh
end
#--------------------------------------------------------------------------
# ★ 设置数量输入
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# ★ 刷新
#--------------------------------------------------------------------------
def refresh
y = 24
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(164, y, 20, WLH, "×")
self.contents.draw_text(190, y, 20, WLH, @number, 2)
self.cursor_rect.set(186, y, 28, WLH)
end
#--------------------------------------------------------------------------
# ★ 更新画面
#--------------------------------------------------------------------------
def update
super
if self.active
last_number = @number
if Input.repeat?(Input::RIGHT) and @number < @max
@number += 1
end
if Input.repeat?(Input::LEFT) and @number > 1
@number -= 1
end
if Input.repeat?(Input::UP) and @number < @max
@number = [@number + 10, @max].min
end
if Input.repeat?(Input::DOWN) and @number > 1
@number = [@number - 10, 1].max
end
if @number != last_number
Sound.play_cursor
refresh
end
end
end
end
#==============================================================================
# ■ Window_Item_Max
#-----------------------------------------------------------------------------
# 显示背包容量和当前物品数的窗口
#============================================================================
class Window_Item_Max < Window_Base
#--------------------------------------------------------------------------
# ★ 初始化对像
#--------------------------------------------------------------------------
def initialize
super(290, 360, 254, 56)
refresh
end
#--------------------------------------------------------------------------
# ★ 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_icon(144, 0, 0)
self.contents.draw_text(36, 0, 100, 24, "背包容量:")
item = $game_party.items
string = item.size.to_s
self.contents.font.color = knockout_color if item.size > $item_max
self.contents.draw_text(135, 0, 30, 24, string, 2)
self.contents.font.color = normal_color
string = "/ " + $item_max.to_s
self.contents.draw_text(173, 0, 100, 24, string )
end
end[/pre]
求助各位大佬!
EMMM,请版主结贴吧。估计不会得到答案了 |
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