设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 777|回复: 1
打印 上一主题 下一主题

[有事请教] 求大佬帮忙看一下谢谢

[复制链接]

Lv1.梦旅人

梦石
0
星屑
198
在线时间
36 小时
注册时间
2023-7-9
帖子
7
跳转到指定楼层
1
发表于 2023-9-18 21:40:51 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有帐号?注册会员

x
装备修炼简易版咋和防具追加一起用 有冲突
下面是装备修炼简易版 2楼是防具追加 谢谢了
#=======================================================
# 本脚本来自66RPG.COM,作者神思 + 蓝蓝小雪
# 转载、学习和使用请保留此声明,谢谢 ^_^
# 简化 + 加强 By yzlsym
# 为了方便整合,将几个需要在其他脚本中修改的地方直接修改在原处
# 分别是Game_Battler 3的52-58行和150-161行
# 以及Scene_Equip的73-75行和214-216行
# 装饰品说明设置:@X,Y,Z
# X=修炼所需要的AP值、Y=修炼的数值/ID、Z=种类
# 种类一览:
# 0=技能
# 1=MAXHP
# 2=MAXSP
# 3=力量
# 4=灵巧
# 5=速度
# 6=魔力
# 7=物品
# 8=武器
# 9=防具
# 10=一次性MAXHP
# 11=一次性MAXSP
# 12=一次性力量
# 13=一次性灵巧
# 14=一次性速度
# 15=一次性魔力
# 16=一次性物品
# 17=一次性武器
# 18=一次性防具
#=======================================================
module RPG
  class Armor
    def description
      if @description.split(/@/)[1] == nil
        description = @description.split(/@/)[0]
      else
        case sk_type
        when 0
          description = "修炼技能:#{$data_skills[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 1
          description = "修炼MAXHP:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 2
          description = "修炼MAXSP:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 3
          description = "修炼力量:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 4
          description = "修炼灵巧:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 5
          description = "修炼速度:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 6
          description = "修炼魔力:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 7
          description = "修炼物品:#{$data_items[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 8
          description = "修炼武器:#{$data_weapons[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 9
          description = "修炼防具:#{$data_armors[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 10
          description = "【一次性】修炼MAXHP:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 11
          description = "【一次性】修炼MAXSP:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 12
          description = "【一次性】修炼力量:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 13
          description = "【一次性】修炼灵巧:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 14
          description = "【一次性】修炼速度:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 15
          description = "【一次性】修炼魔力:#{sk_id}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 16
          description = "【一次性】修炼物品:#{$data_items[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 17
          description = "【一次性】修炼武器:#{$data_weapons[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        when 18
          description = "【一次性】修炼防具:#{$data_armors[sk_id].name}。修炼经验:#{$sk_ap}/#{sk_exp}"
        end
      end
      return description != nil ? description : ''
    end
    def sk_exp
      exp = @description.split(/@/)[1]
      return exp != nil ? exp.to_i : 0
    end
    def sk_id
      id = @description.split(/,/)[1]
      return id != nil ? id.to_i : 0
    end
    def sk_type
      type = @description.split(/,/)[2]
      type = type.to_i
      type = 0 if type < 0
      type = 0 if type > 18
      return type != nil ? type : 0
    end
  end
end
#==============================================================================
class Game_Actor < Game_Battler
   attr_accessor :ap     
  #---------------------------------------------------
  # ● 设置
  #     actor_id : 角色 ID
  #---------------------------------------------------
  alias old_setup setup
  def setup(actor_id)
    old_setup(actor_id)
    @ap = 0
  end
end
#==============================================================================
class Scene_Map
  alias shensi_update update
  def update
    shensi_update
    for i in 0...$game_party.actors.size
      @actor = $game_party.actors[i]
      if @actor.armor4_id > 0 and
        @actor.ap >= $data_armors[@actor.armor4_id].sk_exp
        @actor = $game_party.actors[i]
        a = $game_actors[@actor.id].armor4_id
        case $data_armors[@actor.armor4_id].sk_type
        when 0
          @actor.learn_skill($data_armors[@actor.armor4_id].sk_id)
        when 1
          @actor.maxhp+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 2
          @actor.maxsp+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 3
          @actor.str+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 4
          @actor.dex+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 5
          @actor.agi+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 6
          @actor.int+=$data_armors[@actor.armor4_id].sk_id
          @actor.ap=0
        when 7
          $game_party.gain_item($data_armors[@actor.armor4_id].sk_id, 1)
          @actor.ap=0
        when 8
          $game_party.gain_weapon($data_armors[@actor.armor4_id].sk_id, 1)
          @actor.ap=0
        when 9
          $game_party.gain_armor($data_armors[@actor.armor4_id].sk_id, 1)
          @actor.ap=0
        when 10
          @actor.maxhp+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 11
          @actor.maxsp+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 12
          @actor.str+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 13
          @actor.dex+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 14
          @actor.agi+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 15
          @actor.int+=$data_armors[@actor.armor4_id].sk_id
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 16
          $game_party.gain_item($data_armors[@actor.armor4_id].sk_id, 1)
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 17
          $game_party.gain_weapon($data_armors[@actor.armor4_id].sk_id, 1)
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        when 18
          $game_party.gain_armor($data_armors[@actor.armor4_id].sk_id, 1)
          $game_actors[@actor.id].equip(4, 0)
          $game_party.lose_armor(a, 1)
          @actor.ap=0
        end
      end
    end   
  end
end

Lv1.梦旅人

梦石
0
星屑
198
在线时间
36 小时
注册时间
2023-7-9
帖子
7
2
 楼主| 发表于 2023-9-18 21:42:26 | 只看该作者
#根据防具名后边加分隔符","与数字确定以及追加防具种类,默认追加两种,但完全可以照葫芦画瓢追加更多。
#例如盾牌种类的命名方式为:
#木盾,0
#数字对应防具种类
#0: 盾
#1: 头部防具
#2: 身体防具
#3: 装饰品
#4: 项链@new_int
#5: 鞋子
#实际应用需要对所有与装备有关的窗口进行调整,其中项链与鞋子的名字没有直接给出,菜单中直接用文本体现。
#注:后面不加分隔符分隔符","与数字,防具种类恢复数据库默认类型。

#直接插在Main前即可,注意全脚本对相应窗口的菜单进行了美化处理,如果只想要增加防具种类功能只插入脚本1至326行的内容即可。

#装备扩展(脚本内容)

# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#                                防具类追加
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
module RPG
  class Armor
    def name
      name = @name.split(/_/)[0]
      return name != nil ? name : ''
    end
    def kind
      kind  = @name.split(/_/)[1]
      return kind  != nil ? kind.to_i : @kind
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#                                防具类追加
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
module RPG
class Actor
def setup
    @armor5_id = 0
    @armor6_id = 0
    @armor7_id = 0
    @armor5_fix = false
    @armor6_fix = false
    @armor7_fix = false
  end
  attr_accessor   :armor5_id
  attr_accessor   :armor6_id
  attr_accessor   :armor7_id
  attr_accessor   :armor5_fix
  attr_accessor   :armor6_fix
  attr_accessor   :armor7_fix
end
  class Armor
    def kind
      kind  = @name.split(/_/)[1]
      return kind  != nil ? kind.to_i : @kind
    end
    def name
      name = @name.split(/_/)[0]
      return name != nil ? name : ''
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#                  Game_Actor添加新的防具ID,并对相关方法修正
#
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
class Game_Actor < Game_Battler
  attr_reader   :armor5_id                # 项链 ID
  attr_reader   :armor6_id
  attr_reader   :armor7_id
  # 鞋 ID  
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● 设置
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  alias old_setup setup
  def setup(actor_id)
    old_setup(actor_id)
    actor = $data_actors[actor_id]
    @armor5_id = 0
    @armor6_id = 0
    @armor7_id = 0
    update_auto_state(nil, $data_armors[@armor5_id])
    update_auto_state(nil, $data_armors[@armor6_id])
    update_auto_state(nil, $data_armors[@armor7_id])
  end
  #--------------------------------------------------------------------------
  # ● 取得属性修正值
  #     element_id : 属性 ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # 获取对应属性有效度的数值
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # 防具能防御本属性的情况下效果减半
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id, @armor7_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 状态能防御本属性的情况下效果减半
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 过程结束
    return result
  end
  #--------------------------------------------------------------------------
  # ● 判定防御属性
  #     state_id : 属性 ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id, @armor7_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 获取基本力量
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1_id != nil ? armor1_id.str_plus : 0
    n += armor2_id != nil ? armor2_id.str_plus : 0
    n += armor3_id != nil ? armor3_id.str_plus : 0
    n += armor4_id != nil ? armor4_id.str_plus : 0
    n += armor5_id != nil ? armor5_id.str_plus : 0
    n += armor6_id != nil ? armor6_id.str_plus : 0
    n += armor7_id != nil ? armor7_id.str_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本灵巧
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1_id != nil ? armor1_id.dex_plus : 0
    n += armor2_id != nil ? armor2_id.dex_plus : 0
    n += armor3_id != nil ? armor3_id.dex_plus : 0
    n += armor4_id != nil ? armor4_id.dex_plus : 0
    n += armor5_id != nil ? armor5_id.dex_plus : 0
    n += armor6_id != nil ? armor6_id.dex_plus : 0
    n += armor7_id != nil ? armor7_id.dex_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本速度
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1_id != nil ? armor1_id.agi_plus : 0
    n += armor2_id != nil ? armor2_id.agi_plus : 0
    n += armor3_id != nil ? armor3_id.agi_plus : 0
    n += armor4_id != nil ? armor4_id.agi_plus : 0
    n += armor5_id != nil ? armor5_id.agi_plus : 0
    n += armor6_id != nil ? armor6_id.agi_plus : 0
    n += armor7_id != nil ? armor7_id.agi_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔力
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1_id != nil ? armor1_id.int_plus : 0
    n += armor2_id != nil ? armor2_id.int_plus : 0
    n += armor3_id != nil ? armor3_id.int_plus : 0
    n += armor4_id != nil ? armor4_id.int_plus : 0
    n += armor5_id != nil ? armor5_id.int_plus : 0
    n += armor6_id != nil ? armor6_id.int_plus : 0
    n += armor7_id != nil ? armor7_id.int_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本物理防御
  #--------------------------------------------------------------------------
  def base_pdef
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n = 0
    n += weapon != nil ? weapon.pdef : 0
    n += armor1_id != nil ? armor1_id.pdef : 0
    n += armor2_id != nil ? armor2_id.pdef : 0
    n += armor3_id != nil ? armor3_id.pdef : 0
    n += armor4_id != nil ? armor4_id.pdef : 0
    n += armor5_id != nil ? armor5_id.pdef : 0
    n += armor6_id != nil ? armor6_id.pdef : 0
    n += armor7_id != nil ? armor7_id.pdef : 0
    return n
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔法防御
  #--------------------------------------------------------------------------
  def base_mdef
    weapon = $data_weapons[@weapon_id]
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n = 0
    n += weapon != nil ? weapon.mdef : 0
    n += armor1_id != nil ? armor1_id.mdef : 0
    n += armor2_id != nil ? armor2_id.mdef : 0
    n += armor3_id != nil ? armor3_id.mdef : 0
    n += armor4_id != nil ? armor4_id.mdef : 0
    n += armor5_id != nil ? armor5_id.mdef : 0
    n += armor6_id != nil ? armor6_id.mdef : 0
    n += armor7_id != nil ? armor7_id.mdef : 0
    return n
  end
  #--------------------------------------------------------------------------
  # ● 获取基本回避修正
  #--------------------------------------------------------------------------
  def base_eva
    armor1_id = $data_armors[@armor1_id]
    armor2_id = $data_armors[@armor2_id]
    armor3_id = $data_armors[@armor3_id]
    armor4_id = $data_armors[@armor4_id]
    armor5_id = $data_armors[@armor5_id]
    armor6_id = $data_armors[@armor6_id]
    armor7_id = $data_armors[@armor7_id]
    n = 0
    n += armor1_id != nil ? armor1_id.eva : 0
    n += armor2_id != nil ? armor2_id.eva : 0
    n += armor3_id != nil ? armor3_id.eva : 0
    n += armor4_id != nil ? armor4_id.eva : 0
    n += armor5_id != nil ? armor5_id.eva : 0
    n += armor6_id != nil ? armor6_id.eva : 0
    n += armor7_id != nil ? armor7_id.eva : 0
    return n
  end
  #--------------------------------------------------------------------------
  # ● 装备固定判定
  #     equip_type : 装备类型
  #--------------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # 武器
      return $data_actors[@actor_id].weapon_fix
    when 1  # 盾
      return $data_actors[@actor_id].armor1_fix
    when 2  # 头
      return $data_actors[@actor_id].armor2_fix
    when 3  # 身体
      return $data_actors[@actor_id].armor3_fix
    when 4  # 装饰品
      return $data_actors[@actor_id].armor4_fix
    when 5  # 装饰品
      return $data_actors[@actor_id].armor5_fix
    when 6  # 装饰品
      return $data_actors[@actor_id].armor6_fix
      when 7  # 装饰品
      return $data_actors[@actor_id].armor7_fix
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 变更装备
  #     equip_type : 装备类型
  #     id    : 武器 or 防具 ID  (0 为解除装备)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # 武器
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # 盾
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # 头
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # 身体
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # 装饰品
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    when 5  # 项链
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor5_id], $data_armors[id])
        $game_party.gain_armor(@armor5_id, 1)
        @armor5_id = id
        $game_party.lose_armor(id, 1)
      end
    when 6  # 鞋
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor6_id], $data_armors[id])
        $game_party.gain_armor(@armor6_id, 1)
        @armor6_id = id
        $game_party.lose_armor(id, 1)
      end
      when 7  # 项链
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor7_id], $data_armors[id])
        $game_party.gain_armor(@armor7_id, 1)
        @armor7_id = id
        $game_party.lose_armor(id, 1)      
      end
    end  
  end
  #--------------------------------------------------------------------------
  # ● 更改职业 ID
  #     class_id : 新的职业 ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # 避开无法装备的物品
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
      unless equippable?($data_armors[@armor5_id])
        equip(5, 0)
      end
      unless equippable?($data_armors[@armor6_id])
        equip(6, 0)
      end
      unless equippable?($data_armors[@armor7_id])
        equip(7, 0)
      end
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              Window_Base美化,增加属性增减颜色,及全能力值描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  游戏中全部窗口的超级类。
#==============================================================================

class Window_Base < Window
  ################## 属性增减颜色 ##############################
  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 = "回避"
      parameter_value = actor.eva
       when 8
      parameter_name = "MP"
      parameter_value = actor.sp
      when 9
        parameter_name = "HP"
      parameter_value = actor.hp
      
    end
    self.contents.font.color = Color.new(250, 150, 50) #
    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
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              装备窗口美化,全能力值描绘并追加新的防具装备栏
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_EquipRight
#------------------------------------------------------------------------------
#  装备画面、显示角色现在装备的物品的窗口。
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(390, 74, 250, 290)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  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])
    @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(4, 32 * 4, 92, 32, $data_system.words.armor4)
    self.contents.draw_text(4, 32 * 5, 92, 32, "首饰")
    self.contents.draw_text(4, 32 * 6, 92, 32, "背包")
    self.contents.draw_text(4, 32 * 7, 92, 32, "挂件")

    draw_item_name(@data[0], 64, 32 * 0)
    draw_item_name(@data[1], 64, 32 * 1)
    draw_item_name(@data[2], 64, 32 * 2)
    draw_item_name(@data[3], 64, 32 * 3)
    draw_item_name(@data[4], 64, 32 * 4)
    draw_item_name(@data[5], 64, 32 * 5)
    draw_item_name(@data[6], 64, 32 * 6)
    draw_item_name(@data[7], 64, 32 * 7)
  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
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 74, 390, 406)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 0, -5)
    draw_actor_level(@actor, 0, 26)
bitmap=Bitmap.new("Graphics/battlers/actor2/#{@actor.id}")
self.contents.blt(0,25,bitmap,Rect.new(-160,0,488,360),255)
    draw_actor_parameter(@actor, 0, 46, 0)#攻击
    draw_actor_parameter(@actor, 0, 78, 1)#物防
    draw_actor_parameter(@actor, 0, 110, 2)#魔防
    draw_actor_parameter(@actor, 0, 142, 3)#力量
    draw_actor_parameter(@actor, 0, 174, 4)#灵巧
    draw_actor_parameter(@actor, 0, 206, 5)#速度
    draw_actor_parameter(@actor, 0, 238, 6)#魔力
    draw_actor_parameter(@actor, 0, 270, 7)#回避
    draw_actor_parameter(@actor, 0, 334, 8)#MP
    draw_actor_parameter(@actor, 0, 302, 9)#HP
    if @new_atk != nil
      self.contents.font.color = system_color#攻击
      self.contents.draw_text(90, 46, 40, 32, "←", 1)
      self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
      self.contents.font.color = normal_color if @new_atk == @actor.atk
      self.contents.draw_text(65, 46, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil#物防
      self.contents.font.color = system_color
      self.contents.draw_text(90, 78, 40, 32, "←", 1)
      self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_pdef == @actor.pdef
      self.contents.draw_text(65, 78, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil#魔防
      self.contents.font.color = system_color
      self.contents.draw_text(90, 110, 40, 32, "←", 1)
      self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_mdef == @actor.mdef
      self.contents.draw_text(65, 110, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_eva != nil#回避
      self.contents.font.color = system_color
      self.contents.draw_text(90, 270, 40, 32, "←", 1)
      self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
      self.contents.font.color = normal_color if @new_eva == @actor.eva
      self.contents.draw_text(65, 270, 36, 32, @new_eva.to_s, 2)
    end
    if @new_str != nil#力量
      self.contents.font.color = system_color
      self.contents.draw_text(90, 142, 40, 32, "←", 1)
      self.contents.font.color = @new_str>@actor.str ? up_color : down_color
      self.contents.font.color = normal_color if @new_str == @actor.str
      self.contents.draw_text(65, 142, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil#灵巧
      self.contents.font.color = system_color
      self.contents.draw_text(90, 174, 40, 32, "←", 1)
      self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
      self.contents.font.color = normal_color if @new_dex == @actor.dex
      self.contents.draw_text(65, 174, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil#速度
      self.contents.font.color = system_color
      self.contents.draw_text(90, 206, 40, 32, "←", 1)
      self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
      self.contents.font.color = normal_color if @new_agi == @actor.agi
      self.contents.draw_text(65, 206, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil#魔力
      self.contents.font.color = system_color
      self.contents.draw_text(90, 238, 40, 32, "←", 1)
      self.contents.font.color = @new_int>@actor.int ? up_color : down_color
      self.contents.font.color = normal_color if @new_int == @actor.int
      self.contents.draw_text(65, 238, 36, 32, @new_int.to_s, 2)
    end
    if @new_hp!=nil #HP
      self.contents.font.color = system_color
      self.contents.draw_text(80, 302, 40, 32, "←", 1)
     
      self.contents.font.color = @new_hp>@actor.hp ? up_color : down_color
      self.contents.font.color = normal_color if @new_hp == @actor.hp
      self.contents.draw_text(45, 302, 36, 32, @new_hp.to_s, 2)
    end
    if @new_sp!=nil#SP
      self.contents.font.color = system_color
      self.contents.draw_text(80, 334, 40, 32, "←", 1)
     
      self.contents.font.color = @new_sp>@actor.sp ? up_color : down_color
      self.contents.font.color = normal_color if @new_sp == @actor.sp
      self.contents.draw_text(45, 334, 36, 32, @new_sp.to_s, 2)
    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_hp,new_sp)
    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_hp != new_hp or @new_sp != new_sp
      @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_hp  = new_hp
      @new_sp  = new_sp
      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)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(390, 362, 250, 118)
   
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● 项目的描绘
  #     index : 项目符号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    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 + 160, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 180, y, 24, 32, number.to_s, 2)
  end
end

class Scene_Equip
  #--------------------------------------------------------------------------
  # ● 主处理
  #--------------------------------------------------------------------------
  def main
    # 获取角色
    @actor = $game_party.actors[@actor_index]
    # 生成窗口
   
    @help_window = Window_Help.new
    @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)
    # 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
    # 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
  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)
    # 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
    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_hp = @actor.hp
      new_sp = @actor.sp
      # 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_hp, new_sp)
    ###############################################################
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              状态窗口美化,全防具装备栏描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
#  显示状态画面、完全规格的状态窗口。
#==============================================================================

class Window_Status < Window_Base

    #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
   
    self.contents.clear
    draw_actor_graphic(@actor, 404, 355)
    draw_actor_name(@actor, 0, 0)
    draw_actor_class(@actor, 4 + 200, 0)
    draw_actor_level(@actor, 64, 0)
    draw_actor_state(@actor, 340 ,0)
    draw_actor_hp(@actor, 208, 42, 172)
    draw_actor_sp(@actor, 400, 42, 172)
    draw_actor_parameter(@actor, 208, 74, 0)
    draw_actor_parameter(@actor, 208, 106, 1)
    draw_actor_parameter(@actor, 208, 138, 2)
    draw_actor_parameter(@actor, 208, 170, 3)
    draw_actor_parameter(@actor, 370, 74, 4)
    draw_actor_parameter(@actor, 370, 106, 5)
    draw_actor_parameter(@actor, 370, 138, 6)
    draw_actor_parameter(@actor, 370, 170, 7)
    self.contents.font.color = system_color
    self.contents.draw_text(20, 395, 80, 32, "当前经验")
    self.contents.draw_text(20, 422, 80, 32, "所需经验")
#   self.contents.draw_text(0, 112, 120, 32, "学习点数")
    self.contents.draw_text(0, 398, 200, 32, "_____________________________________:")
    self.contents.draw_text(138, 0, 96, 32, "称号:")
    self.contents.draw_text(288, 00, 96, 32, "状态:")
    #self.contents.draw_text(400, 0, 96, 32, "当前装备:")
    #self.contents.draw_text(180, 240, 96, 32, "武器:")
   # self.contents.draw_text(310, 60, 96, 32, "护手:")
   # self.contents.draw_text(310, 90, 96, 32, "项链:")
   # self.contents.draw_text(310, 120, 96, 32, "衣服:")
   # self.contents.draw_text(310, 150, 96, 32, "戒指:")
   # self.contents.draw_text(310, 180, 96, 32, "腰带:")
   #self.contents.draw_text(310, 210, 96, 32, "鞋子:")
    draw_item_name($data_weapons[@actor.weapon_id], 217 + 6, 238)
    draw_item_name($data_armors[@actor.armor1_id], 438 + 6, 240)
    draw_item_name($data_armors[@actor.armor2_id], 315 + 6, 205)
    draw_item_name($data_armors[@actor.armor3_id], 198 + 6, 295)
    draw_item_name($data_armors[@actor.armor4_id], 460 + 6, 295)
    draw_item_name($data_armors[@actor.armor5_id], 438 + 6, 397)
    draw_item_name($data_armors[@actor.armor6_id], 217 + 6, 397)
    draw_item_name($data_armors[@actor.armor7_id], 315 + 6, 422)
    self.contents.font.color = normal_color
    self.contents.draw_text(10 + 82, 397, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(10 + 82, 422, 84, 32, @actor.next_rest_exp_s, 2)
#    self.contents.draw_text(0 + 120, 112, 80, 32, $game_variables[@actor.id].to_s)
#    draw_actor_guard_state(@actor, 320, 144)
    draw_actor_element_radar_graph(@actor, 320, 240)
   cx = contents.text_size("体力").width
   self.contents.font.color = Color.new(100, 250, 50)
   self.contents.draw_text(525, 0, 120-cx-2, 188, $game_variables[21].to_s, 2)
   self.contents.font.color = Color.new(255, 0, 0) #
   self.contents.draw_text(570-cx, 80, cx, 25, "体力" , 2)
   cx = contents.text_size("幸运").width
   self.contents.font.color = Color.new(100, 240, 50) #
   self.contents.draw_text(525, 20, 120-cx-2, 188, $game_variables[22].to_s, 2)
   self.contents.font.color = Color.new(240, 100, 50)
   self.contents.draw_text(570-cx, 100, cx, 25, "幸运" , 2)
   cx = contents.text_size("睡眠").width
   self.contents.font.color = Color.new(100, 230, 50) #
   self.contents.draw_text(525, 40, 120-cx-2, 188, $game_variables[23].to_s, 2)
   self.contents.font.color = Color.new(191, 64, 191)
   self.contents.draw_text(570-cx, 120, cx, 25, "睡眠" , 2)
   cx = contents.text_size("吃喝").width
   self.contents.font.color = Color.new(100, 220, 50) #
   self.contents.draw_text(525, 60, 120-cx-2, 188, $game_variables[24].to_s, 2)
   self.contents.font.color = Color.new(0, 127, 255)
   self.contents.draw_text(570-cx, 140, cx, 25, "吃喝" , 2)
   cx = contents.text_size("拉撒").width
   self.contents.font.color = Color.new(100, 210, 50) #
   self.contents.draw_text(525, 80, 120-cx-2, 188, $game_variables[25].to_s, 2)
   self.contents.font.color = Color.new(250, 200, 0)
   self.contents.draw_text(570-cx, 160, cx, 25, "拉撒" , 2)
   cx = contents.text_size("诅咒").width
   self.contents.font.color = Color.new(100, 200, 50) #
   self.contents.draw_text(525, 100, 120-cx-2, 188, $game_variables[26].to_s, 2)
   self.contents.font.color = Color.new(0, 250, 250)
   self.contents.draw_text(570-cx, 180, cx, 25, "诅咒" , 2)
   
  # cx = contents.text_size("按Z键查看人物档案").width
  # self.contents.font.color = normal_color
  # self.contents.draw_text(4, 90, 150-cx-2, 308, $game_variables[99].to_s, 2)
   #self.contents.font.color = system_color
   #self.contents.draw_text(120-cx, 30, cx, 32, "按Z键查看人物" , 2)
   
bitmap=Bitmap.new("Graphics/battlers/actor2/#{@actor.id}")
self.contents.blt(4,25,bitmap,Rect.new(0,-20,188,370),255)
end
   

  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor5)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor6)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor7)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
    draw_item_name($data_armors[@actor.armor5_id], 320 + 24, 400)
    draw_item_name($data_armors[@actor.armor6_id], 320 + 24, 400)
    draw_item_name($data_armors[@actor.armor7_id], 320 + 24, 400)
  end
end

# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              商店购买窗口美化,增加对新装备位置的描述
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
#  商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @item == nil
      return
    end
    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 = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "所持数")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      return
    end
    # 添加装备品信息
    for i in 0...$game_party.actors.size
      # 获取角色
      actor = $game_party.actors[i]
      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
      if actor.equippable?(@item)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      # 描绘角色名字
      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
      # 获取当前的装备品
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      elsif @item.kind == 3
        item1 = $data_armors[actor.armor4_id]
      elsif @item.kind == 4
        item1 = $data_armors[actor.armor5_id]
      elsif @item.kind == 5
        item1 = $data_armors[actor.armor6_id]
        elsif @item.kind == 6
        item1 = $data_armors[actor.armor7_id]
      end
      # 可以装备的情况
      if actor.equippable?(@item)
        # 武器的情况
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
          change = atk2 - atk1
        end
        # 防具的情况
        if @item.is_a?(RPG::Armor)
          pdef1 = item1 != nil ? item1.pdef : 0
          mdef1 = item1 != nil ? item1.mdef : 0
          pdef2 = @item != nil ? @item.pdef : 0
          mdef2 = @item != nil ? @item.mdef : 0
          change = pdef2 - pdef1 + mdef2 - mdef1
        end
        # 描绘能力值变化
        self.contents.draw_text(124, 64 + 64 * i, 112, 32,
          sprintf("%+d", change), 2)
      end
      # 描绘物品
      if item1 != nil
        x = 4
        y = 64 + 64 * i + 32
        bitmap = RPG::Cache.icon(item1.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 212, 32, item1.name)
      end
    end
  end
end
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-11-21 19:26

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表