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写了个超级简陋的合成功能 (x
使用方式:事件脚本 $scene = Scene_Synthesis.new(:Food) #调用Food合成台
module MFXRB Food = {} Food[1] = [2,3,4] #合成台代号(首字母大写)[成品id] = [材料1,材料2,....,材料n] Food[2] = [3,5] Food[3] = [7,8] Forge = {} Forge[10] = [20,30] end class Scene_Synthesis def initialize(type) @type = type end def main @synthesis_window = Window_Synthesis.new(@type) 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 # 如果切换画面就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @synthesis_window.dispose end def update @synthesis_window.update # 刷新窗口 if @synthesis_window.active update_synthesis return end end def update_synthesis # 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) $scene = Scene_Map.new return end # 按下 C 键的情况下 if Input.trigger?(Input::C) item = @synthesis_window.item return unless @synthesis_window.can_synthesis?(item.id) type = @synthesis_window.get_type $game_party.gain_item(item.id,1) type[item.id].each {|id| $game_party.gain_item(id,-1)} @synthesis_window.refresh @synthesis_window.active = true end end end class Window_Synthesis < Window_Selectable def initialize(type) super(0, 0, 640, 480) @type = type @data = [] get_type.keys.each {|i| @data << $data_items[i]} @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.active = true refresh self.index = 0 end def item return @data[self.index] end def get_type MFXRB.const_get(@type) end def refresh self.contents.clear @item_max.times {|i|draw_item(i)} end def can_synthesis?(id) get_type[id].each {|i| return false if $game_party.item_number(i) == 0} true end def draw_item(index) item = @data[index] self.contents.font.color = can_synthesis?(item.id) ? normal_color : disabled_color x = 4 y = index * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.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, item.name, 0) get_type[item.id].each {|i| self.contents.draw_text(x+200+get_type[item.id].index(i)*150, y, 212, 32, $data_items[i].name, 0)} end end
module MFXRB
Food = {}
Food[1] = [2,3,4] #合成台代号(首字母大写)[成品id] = [材料1,材料2,....,材料n]
Food[2] = [3,5]
Food[3] = [7,8]
Forge = {}
Forge[10] = [20,30]
end
class Scene_Synthesis
def initialize(type)
@type = type
end
def main
@synthesis_window = Window_Synthesis.new(@type)
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
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@synthesis_window.dispose
end
def update
@synthesis_window.update
# 刷新窗口
if @synthesis_window.active
update_synthesis
return
end
end
def update_synthesis
# 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)
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
item = @synthesis_window.item
return unless @synthesis_window.can_synthesis?(item.id)
type = @synthesis_window.get_type
$game_party.gain_item(item.id,1)
type[item.id].each {|id| $game_party.gain_item(id,-1)}
@synthesis_window.refresh
@synthesis_window.active = true
end
end
end
class Window_Synthesis < Window_Selectable
def initialize(type)
super(0, 0, 640, 480)
@type = type
@data = []
get_type.keys.each {|i| @data << $data_items[i]}
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.active = true
refresh
self.index = 0
end
def item
return @data[self.index]
end
def get_type
MFXRB.const_get(@type)
end
def refresh
self.contents.clear
@item_max.times {|i|draw_item(i)}
end
def can_synthesis?(id)
get_type[id].each {|i| return false if $game_party.item_number(i) == 0}
true
end
def draw_item(index)
item = @data[index]
self.contents.font.color = can_synthesis?(item.id) ? normal_color : disabled_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.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, item.name, 0)
get_type[item.id].each {|i| self.contents.draw_text(x+200+get_type[item.id].index(i)*150, y, 212, 32, $data_items[i].name, 0)}
end
end
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