恩佐 发表于 2010-1-28 09:50:42

怎么显示物品级别颜色,比方普通是白色 套装是绿色等?

怎么做出来的?最好详细些谢谢。

ugvynietg 发表于 2010-1-28 12:13:07

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 by 柳柳
#==============================================================================
module RPG
class Skill
    def name
      name = @name.split(/@/)
      return name != nil ? name : ''
    end
    def name_color
      name_color = @name.split(/@/)
      return name_color != nil ? name_color.to_i : 0
    end
end
class Weapon
    def name
      name = @name.split(/@/)
      return name != nil ? name : ''
    end
    def name_color
      name_color = @name.split(/@/)
      return name_color != nil ? name_color.to_i : 0
    end
end
class Item
    def name
      name = @name.split(/@/)
      return name != nil ? name : ''
    end
    def name_color
      name_color = @name.split(/@/)
      return name_color != nil ? name_color.to_i : 0
    end
end
class Armor
    def name
      name = @name.split(/@/)
      return name != nil ? name : ''
    end
    def name_color
      name_color = @name.split(/@/)
      return name != nil ? name_color.to_i : 0
    end
end
end
#============================================================================
# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘物品名
#   item : 物品
#   x    : 描画目标 X 坐标
#   y    : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
    if item == nil
      return
    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 = text_color(item.name_color)
    self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s)
end
end

# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_Item
#--------------------------------------------------------------------------
# ● 描绘项目
#   index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
    item = @data
    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 = text_color(item.name_color)
    else
      self.contents.font.color = text_color(item.name_color)
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 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 == disabled_color ? 128 : 255
    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)
    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

# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 项目的描绘
#   index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
    item = @data
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 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 = text_color(item.name_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

# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 描绘羡慕
#   index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
    item = @data
    # 获取物品所持数
    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
    # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色
    # 除此之外的情况设置为无效文字色
    if item.price <= $game_party.gold and number < 99
      self.contents.font.color = text_color(item.name_color)
    else
      self.contents.font.color = text_color(item.name_color)
    end
    x = 4
    y = index * 32
    rect = Rect.new(x, y, self.width - 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 == disabled_color ? 128 : 255
    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)
    self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end

# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# ● 描绘项目
#   index : 项目标号
#--------------------------------------------------------------------------
def draw_item(index)
    item = @data
    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
    # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色
    if item.price > 0
      self.contents.font.color = text_color(item.name_color)
    else
      self.contents.font.color = text_color(item.name_color)
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 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 == disabled_color ? 128 : 255
    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)
    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

# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_Skill
#--------------------------------------------------------------------------
# ● 描绘项目
#   index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
    skill = @data
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = text_color(skill.name_color)
    else
      self.contents.font.color = text_color(skill.name_color)
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 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(skill.icon_name)
    opacity = self.contents.font.color == disabled_color ? 128 : 255
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
end

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

使用:例如 铜剑@2 在名称后面加@数字

恩佐 发表于 2010-1-28 16:02:46

灰常感谢啊。这里面那些是重要参数。麻烦了
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