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[RM2K&2K3] 问个装备拦个数的问题

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大宇双剑SOS迷

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发表于 2006-8-28 13:28:48 | 显示全部楼层 |阅读模式
因为我是脚本白菜...所以呢..麻烦各位大人劳驾教我下下..

如图..能不能把鞋子和项链使用的同一样物品,..
比如..我把皮鞋装备到鞋子这一拦上..而项链这一拦皮鞋图案就消失..也就是说装备ing,,
取下来的话..可以放到项链这一拦装备...同理..鞋子这一拦就装备不上了...

大概是这样吧....我讲解能力很弱的啊..包含下.. [s:7]

看不了图的话..就麻烦开这个网看看吧.


再次感谢~~ [s:1]
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传说中的Bunny火神~!

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发表于 2006-8-28 13:31:31 | 显示全部楼层
为什么一定要换栏呢?把这两个都设为装饰品,这样两者永远只能装备一个。 [s:5]
我突然发现,我是一个很幸运的好人。老婆真好~ 点我进入JQ(激情)教程范例收集!
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大宇双剑SOS迷

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 楼主| 发表于 2006-8-28 13:33:09 | 显示全部楼层
这是脚本..
  1. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  2. #
  3. #                                防具类追加
  4. #
  5. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  6. module RPG
  7.   class Armor
  8.     def name
  9.       name = @name.split(/,/)[0]
  10.       return name != nil ? name : ''
  11.     end
  12.     def kind
  13.       kind  = @name.split(/,/)[1]
  14.       return kind  != nil ? kind.to_i : @kind
  15.     end
  16.   end
  17. end
  18. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  19. #
  20. #                  Game_Actor添加新的防具ID,并对相关方法修正
  21. #
  22. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  23. class Game_Actor < Game_Battler
  24.   attr_reader   :armor5_id                # 项链 ID
  25.   attr_reader   :armor6_id                # 鞋 ID
  26.   #--------------------------------------------------------------------------
  27.   # ● 设置
  28.   #     actor_id : 角色 ID
  29.   #--------------------------------------------------------------------------
  30.   alias old_setup setup
  31.   def setup(actor_id)
  32.     old_setup(actor_id)
  33.     @armor5_id = 0
  34.     @armor6_id = 0
  35.     update_auto_state(nil, $data_armors[@armor5_id])
  36.     update_auto_state(nil, $data_armors[@armor6_id])
  37.   end
  38.   #--------------------------------------------------------------------------
  39.   # ● 取得属性修正值
  40.   #     element_id : 属性 ID
  41.   #--------------------------------------------------------------------------
  42.   def element_rate(element_id)
  43.     # 获取对应属性有效度的数值
  44.     table = [0,200,150,100,50,0,-100]
  45.     result = table[$data_classes[@class_id].element_ranks[element_id]]
  46.     # 防具能防御本属性的情况下效果减半
  47.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  48.       armor = $data_armors[i]
  49.       if armor != nil and armor.guard_element_set.include?(element_id)
  50.         result /= 2
  51.       end
  52.     end
  53.     # 状态能防御本属性的情况下效果减半
  54.     for i in @states
  55.       if $data_states[i].guard_element_set.include?(element_id)
  56.         result /= 2
  57.       end
  58.     end
  59.     # 过程结束
  60.     return result
  61.   end
  62.   #--------------------------------------------------------------------------
  63.   # ● 判定防御属性
  64.   #     state_id : 属性 ID
  65.   #--------------------------------------------------------------------------
  66.   def state_guard?(state_id)
  67.     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  68.       armor = $data_armors[i]
  69.       if armor != nil
  70.         if armor.guard_state_set.include?(state_id)
  71.           return true
  72.         end
  73.       end
  74.     end
  75.     return false
  76.   end
  77.   #--------------------------------------------------------------------------
  78.   # ● 获取基本力量
  79.   #--------------------------------------------------------------------------
  80.   def base_str
  81.     n = $data_actors[@actor_id].parameters[2, @level]
  82.     weapon = $data_weapons[@weapon_id]
  83.     armor1 = $data_armors[@armor1_id]
  84.     armor2 = $data_armors[@armor2_id]
  85.     armor3 = $data_armors[@armor3_id]
  86.     armor4 = $data_armors[@armor4_id]
  87.     armor5 = $data_armors[@armor5_id]
  88.     armor6 = $data_armors[@armor6_id]
  89.     n += weapon != nil ? weapon.str_plus : 0
  90.     n += armor1 != nil ? armor1.str_plus : 0
  91.     n += armor2 != nil ? armor2.str_plus : 0
  92.     n += armor3 != nil ? armor3.str_plus : 0
  93.     n += armor4 != nil ? armor4.str_plus : 0
  94.     n += armor5 != nil ? armor5.str_plus : 0
  95.     n += armor6 != nil ? armor6.str_plus : 0
  96.     return [[n, 1].max, 999].min
  97.   end
  98.   #--------------------------------------------------------------------------
  99.   # ● 获取基本灵巧
  100.   #--------------------------------------------------------------------------
  101.   def base_dex
  102.     n = $data_actors[@actor_id].parameters[3, @level]
  103.     weapon = $data_weapons[@weapon_id]
  104.     armor1 = $data_armors[@armor1_id]
  105.     armor2 = $data_armors[@armor2_id]
  106.     armor3 = $data_armors[@armor3_id]
  107.     armor4 = $data_armors[@armor4_id]
  108.     armor5 = $data_armors[@armor5_id]
  109.     armor6 = $data_armors[@armor6_id]
  110.     n += weapon != nil ? weapon.dex_plus : 0
  111.     n += armor1 != nil ? armor1.dex_plus : 0
  112.     n += armor2 != nil ? armor2.dex_plus : 0
  113.     n += armor3 != nil ? armor3.dex_plus : 0
  114.     n += armor4 != nil ? armor4.dex_plus : 0
  115.     n += armor5 != nil ? armor5.dex_plus : 0
  116.     n += armor6 != nil ? armor6.dex_plus : 0
  117.     return [[n, 1].max, 999].min
  118.   end
  119.   #--------------------------------------------------------------------------
  120.   # ● 获取基本速度
  121.   #--------------------------------------------------------------------------
  122.   def base_agi
  123.     n = $data_actors[@actor_id].parameters[4, @level]
  124.     weapon = $data_weapons[@weapon_id]
  125.     armor1 = $data_armors[@armor1_id]
  126.     armor2 = $data_armors[@armor2_id]
  127.     armor3 = $data_armors[@armor3_id]
  128.     armor4 = $data_armors[@armor4_id]
  129.     armor5 = $data_armors[@armor5_id]
  130.     armor6 = $data_armors[@armor6_id]
  131.     n += weapon != nil ? weapon.agi_plus : 0
  132.     n += armor1 != nil ? armor1.agi_plus : 0
  133.     n += armor2 != nil ? armor2.agi_plus : 0
  134.     n += armor3 != nil ? armor3.agi_plus : 0
  135.     n += armor4 != nil ? armor4.agi_plus : 0
  136.     n += armor5 != nil ? armor5.agi_plus : 0
  137.     n += armor6 != nil ? armor6.agi_plus : 0
  138.     return [[n, 1].max, 999].min
  139.   end
  140.   #--------------------------------------------------------------------------
  141.   # ● 获取基本魔力
  142.   #--------------------------------------------------------------------------
  143.   def base_int
  144.     n = $data_actors[@actor_id].parameters[5, @level]
  145.     weapon = $data_weapons[@weapon_id]
  146.     armor1 = $data_armors[@armor1_id]
  147.     armor2 = $data_armors[@armor2_id]
  148.     armor3 = $data_armors[@armor3_id]
  149.     armor4 = $data_armors[@armor4_id]
  150.     armor5 = $data_armors[@armor5_id]
  151.     armor6 = $data_armors[@armor6_id]
  152.     n += weapon != nil ? weapon.int_plus : 0
  153.     n += armor1 != nil ? armor1.int_plus : 0
  154.     n += armor2 != nil ? armor2.int_plus : 0
  155.     n += armor3 != nil ? armor3.int_plus : 0
  156.     n += armor4 != nil ? armor4.int_plus : 0
  157.     n += armor5 != nil ? armor5.int_plus : 0
  158.     n += armor6 != nil ? armor6.int_plus : 0
  159.     return [[n, 1].max, 999].min
  160.   end
  161.   #--------------------------------------------------------------------------
  162.   # ● 获取基本物理防御
  163.   #--------------------------------------------------------------------------
  164.   def base_pdef
  165.     weapon = $data_weapons[@weapon_id]
  166.     armor1 = $data_armors[@armor1_id]
  167.     armor2 = $data_armors[@armor2_id]
  168.     armor3 = $data_armors[@armor3_id]
  169.     armor4 = $data_armors[@armor4_id]
  170.     armor5 = $data_armors[@armor5_id]
  171.     armor6 = $data_armors[@armor6_id]
  172.     pdef1 = weapon != nil ? weapon.pdef : 0
  173.     pdef2 = armor1 != nil ? armor1.pdef : 0
  174.     pdef3 = armor2 != nil ? armor2.pdef : 0
  175.     pdef4 = armor3 != nil ? armor3.pdef : 0
  176.     pdef5 = armor4 != nil ? armor4.pdef : 0
  177.     pdef6 = armor5 != nil ? armor5.pdef : 0
  178.     pdef7 = armor6 != nil ? armor6.pdef : 0
  179.     return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
  180.   end
  181.   #--------------------------------------------------------------------------
  182.   # ● 获取基本魔法防御
  183.   #--------------------------------------------------------------------------
  184.   def base_mdef
  185.     weapon = $data_weapons[@weapon_id]
  186.     armor1 = $data_armors[@armor1_id]
  187.     armor2 = $data_armors[@armor2_id]
  188.     armor3 = $data_armors[@armor3_id]
  189.     armor4 = $data_armors[@armor4_id]
  190.     armor5 = $data_armors[@armor5_id]
  191.     armor6 = $data_armors[@armor6_id]
  192.     mdef1 = weapon != nil ? weapon.mdef : 0
  193.     mdef2 = armor1 != nil ? armor1.mdef : 0
  194.     mdef3 = armor2 != nil ? armor2.mdef : 0
  195.     mdef4 = armor3 != nil ? armor3.mdef : 0
  196.     mdef5 = armor4 != nil ? armor4.mdef : 0
  197.     mdef6 = armor5 != nil ? armor5.mdef : 0
  198.     mdef7 = armor6 != nil ? armor6.mdef : 0
  199.     return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
  200.   end
  201.   #--------------------------------------------------------------------------
  202.   # ● 获取基本回避修正
  203.   #--------------------------------------------------------------------------
  204.   def base_eva
  205.     armor1 = $data_armors[@armor1_id]
  206.     armor2 = $data_armors[@armor2_id]
  207.     armor3 = $data_armors[@armor3_id]
  208.     armor4 = $data_armors[@armor4_id]
  209.     armor5 = $data_armors[@armor5_id]
  210.     armor6 = $data_armors[@armor6_id]
  211.     eva1 = armor1 != nil ? armor1.eva : 0
  212.     eva2 = armor2 != nil ? armor2.eva : 0
  213.     eva3 = armor3 != nil ? armor3.eva : 0
  214.     eva4 = armor4 != nil ? armor4.eva : 0
  215.     eva5 = armor5 != nil ? armor5.eva : 0
  216.     eva6 = armor6 != nil ? armor6.eva : 0
  217.     return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
  218.   end
  219.   #--------------------------------------------------------------------------
  220.   # ● 装备固定判定
  221.   #     equip_type : 装备类型
  222.   #--------------------------------------------------------------------------
  223.   def equip_fix?(equip_type)
  224.     case equip_type
  225.     when 0  # 武器
  226.       return $data_actors[@actor_id].weapon_fix
  227.     when 1  # 盾
  228.       return $data_actors[@actor_id].armor1_fix
  229.     when 2  # 头
  230.       return $data_actors[@actor_id].armor2_fix
  231.     when 3  # 身体
  232.       return $data_actors[@actor_id].armor3_fix
  233.     when 4  # 装饰品
  234.       return $data_actors[@actor_id].armor4_fix
  235.     end
  236.     return false
  237.   end
  238.   #--------------------------------------------------------------------------
  239.   # ● 变更装备
  240.   #     equip_type : 装备类型
  241.   #     id    : 武器 or 防具 ID  (0 为解除装备)
  242.   #--------------------------------------------------------------------------
  243.   def equip(equip_type, id)
  244.     case equip_type
  245.     when 0  # 武器
  246.       if id == 0 or $game_party.weapon_number(id) > 0
  247.         $game_party.gain_weapon(@weapon_id, 1)
  248.         @weapon_id = id
  249.         $game_party.lose_weapon(id, 1)
  250.       end
  251.     when 1  # 盾
  252.       if id == 0 or $game_party.armor_number(id) > 0
  253.         update_auto_state($data_armors[@armor1_id], $data_armors[id])
  254.         $game_party.gain_armor(@armor1_id, 1)
  255.         @armor1_id = id
  256.         $game_party.lose_armor(id, 1)
  257.       end
  258.     when 2  # 头
  259.       if id == 0 or $game_party.armor_number(id) > 0
  260.         update_auto_state($data_armors[@armor2_id], $data_armors[id])
  261.         $game_party.gain_armor(@armor2_id, 1)
  262.         @armor2_id = id
  263.         $game_party.lose_armor(id, 1)
  264.       end
  265.     when 3  # 身体
  266.       if id == 0 or $game_party.armor_number(id) > 0
  267.         update_auto_state($data_armors[@armor3_id], $data_armors[id])
  268.         $game_party.gain_armor(@armor3_id, 1)
  269.         @armor3_id = id
  270.         $game_party.lose_armor(id, 1)
  271.       end
  272.     when 4  # 装饰品
  273.       if id == 0 or $game_party.armor_number(id) > 0
  274.         update_auto_state($data_armors[@armor4_id], $data_armors[id])
  275.         $game_party.gain_armor(@armor4_id, 1)
  276.         @armor4_id = id
  277.         $game_party.lose_armor(id, 1)
  278.       end
  279.     when 5  # 项链
  280.       if id == 0 or $game_party.armor_number(id) > 0
  281.         update_auto_state($data_armors[@armor5_id], $data_armors[id])
  282.         $game_party.gain_armor(@armor5_id, 1)
  283.         @armor5_id = id
  284.         $game_party.lose_armor(id, 1)
  285.       end
  286.     when 6  # 鞋
  287.       if id == 0 or $game_party.armor_number(id) > 0
  288.         update_auto_state($data_armors[@armor6_id], $data_armors[id])
  289.         $game_party.gain_armor(@armor6_id, 1)
  290.         @armor6_id = id
  291.         $game_party.lose_armor(id, 1)
  292.       end
  293.     end
  294.   end
  295.   #--------------------------------------------------------------------------
  296.   # ● 更改职业 ID
  297.   #     class_id : 新的职业 ID
  298.   #--------------------------------------------------------------------------
  299.   def class_id=(class_id)
  300.     if $data_classes[class_id] != nil
  301.       @class_id = class_id
  302.       # 避开无法装备的物品
  303.       unless equippable?($data_weapons[@weapon_id])
  304.         equip(0, 0)
  305.       end
  306.       unless equippable?($data_armors[@armor1_id])
  307.         equip(1, 0)
  308.       end
  309.       unless equippable?($data_armors[@armor2_id])
  310.         equip(2, 0)
  311.       end
  312.       unless equippable?($data_armors[@armor3_id])
  313.         equip(3, 0)
  314.       end
  315.       unless equippable?($data_armors[@armor4_id])
  316.         equip(4, 0)
  317.       end
  318.       unless equippable?($data_armors[@armor5_id])
  319.         equip(5, 0)
  320.       end
  321.       unless equippable?($data_armors[@armor6_id])
  322.         equip(6, 0)
  323.       end
  324.     end
  325.   end
  326. end
  327. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  328. #
  329. #              Window_Base美化,增加属性增减颜色,及全能力值描绘
  330. #
  331. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  332. #==============================================================================
  333. # ■ Window_Base
  334. #------------------------------------------------------------------------------
  335. #  游戏中全部窗口的超级类。
  336. #==============================================================================
  337. class Window_Base < Window
  338.   ################## 属性增减颜色 ##############################
  339.   def up_color
  340.     return Color.new(255, 0, 0)
  341.   end
  342.   def down_color
  343.     return Color.new(0, 255, 0)
  344.   end
  345.   #--------------------------------------------------------------------------
  346.   # ● 描绘能力值
  347.   #     actor : 角色
  348.   #     x     : 描画目标 X 坐标
  349.   #     y     : 描画目标 Y 坐标
  350.   #     type  : 能力值种类 (0~6)
  351.   #--------------------------------------------------------------------------
  352.   def draw_actor_parameter(actor, x, y, type)
  353.     case type
  354.     when 0
  355.       parameter_name = $data_system.words.atk
  356.       parameter_value = actor.atk
  357.     when 1
  358.       parameter_name = $data_system.words.pdef
  359.       parameter_value = actor.pdef
  360.     when 2
  361.       parameter_name = $data_system.words.mdef
  362.       parameter_value = actor.mdef
  363.     when 3
  364.       parameter_name = $data_system.words.str
  365.       parameter_value = actor.str
  366.     when 4
  367.       parameter_name = $data_system.words.dex
  368.       parameter_value = actor.dex
  369.     when 5
  370.       parameter_name = $data_system.words.agi
  371.       parameter_value = actor.agi
  372.     when 6
  373.       parameter_name = $data_system.words.int
  374.       parameter_value = actor.int
  375.     when 7
  376.       parameter_name = "回避"
  377.       parameter_value = actor.eva
  378.     end
  379.     self.contents.font.color = system_color
  380.     self.contents.draw_text(x, y, 120, 32, parameter_name)
  381.     self.contents.font.color = normal_color
  382.     self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  383.   end
  384. end
  385. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  386. #
  387. #              装备窗口美化,全能力值描绘并追加新的防具装备栏
  388. #
  389. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  390. #==============================================================================
  391. # ■ Window_EquipRight
  392. #------------------------------------------------------------------------------
  393. #  装备画面、显示角色现在装备的物品的窗口。
  394. #==============================================================================
  395. class Window_EquipRight < Window_Selectable
  396.   #--------------------------------------------------------------------------
  397.   # ● 初始化对像
  398.   #     actor : 角色
  399.   #--------------------------------------------------------------------------
  400.   def initialize(actor)
  401.     super(272, 64, 368, 256)
  402.     self.contents = Bitmap.new(width - 32, height - 32)
  403.     @actor = actor
  404.     refresh
  405.     self.index = 0
  406.   end
  407.   #--------------------------------------------------------------------------
  408.   # ● 刷新
  409.   #--------------------------------------------------------------------------
  410.   def refresh
  411.     self.contents.clear
  412.     @data = []
  413.     @data.push($data_weapons[@actor.weapon_id])
  414.     @data.push($data_armors[@actor.armor1_id])
  415.     @data.push($data_armors[@actor.armor2_id])
  416.     @data.push($data_armors[@actor.armor3_id])
  417.     @data.push($data_armors[@actor.armor4_id])
  418.     @data.push($data_armors[@actor.armor5_id])
  419.     @data.push($data_armors[@actor.armor6_id])
  420.     @item_max = @data.size
  421.     self.contents.font.color = system_color
  422.     self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  423.     self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  424.     self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  425.     self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  426.     self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
  427.     self.contents.draw_text(4, 32 * 5, 92, 32, "项链")
  428.     self.contents.draw_text(4, 32 * 6, 92, 32, "鞋")
  429.     draw_item_name(@data[0], 92, 32 * 0)
  430.     draw_item_name(@data[1], 92, 32 * 1)
  431.     draw_item_name(@data[2], 92, 32 * 2)
  432.     draw_item_name(@data[3], 92, 32 * 3)
  433.     draw_item_name(@data[4], 92, 32 * 4)
  434.     draw_item_name(@data[5], 92, 32 * 5)
  435.     draw_item_name(@data[6], 92, 32 * 6)
  436.   end
  437. end
  438. #==============================================================================
  439. # ■ Window_EquipLeft
  440. #------------------------------------------------------------------------------
  441. #  装备画面的、显示角色能力值变化的窗口。
  442. #==============================================================================
  443. class Window_EquipLeft < Window_Base
  444.   #--------------------------------------------------------------------------
  445.   # ● 初始化对像
  446.   #     actor : 角色
  447.   #--------------------------------------------------------------------------
  448.   def initialize(actor)
  449.     super(0, 64, 272, 416)
  450.     self.contents = Bitmap.new(width - 32, height - 32)
  451.     @actor = actor
  452.     refresh
  453.   end
  454.   #--------------------------------------------------------------------------
  455.   # ● 刷新
  456.   #--------------------------------------------------------------------------
  457.   def refresh
  458.     self.contents.clear
  459.     draw_actor_name(@actor, 4, 0)
  460.     draw_actor_level(@actor, 4, 32)
  461.     draw_actor_parameter(@actor, 4, 64, 0)
  462.     draw_actor_parameter(@actor, 4, 96, 1)
  463.     draw_actor_parameter(@actor, 4, 128, 2)
  464.     draw_actor_parameter(@actor, 4, 160, 7)
  465.     draw_actor_parameter(@actor, 4, 192, 3)
  466.     draw_actor_parameter(@actor, 4, 224, 4)
  467.     draw_actor_parameter(@actor, 4, 256, 5)
  468.     draw_actor_parameter(@actor, 4, 288, 6)
  469.     if @new_atk != nil
  470.       self.contents.font.color = system_color
  471.       self.contents.draw_text(160, 64, 40, 32, "→", 1)
  472.       self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
  473.       self.contents.font.color = normal_color if @new_atk == @actor.atk
  474.       self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
  475.     end
  476.     if @new_pdef != nil
  477.       self.contents.font.color = system_color
  478.       self.contents.draw_text(160, 96, 40, 32, "→", 1)
  479.       self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
  480.       self.contents.font.color = normal_color if @new_pdef == @actor.pdef
  481.       self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
  482.     end
  483.     if @new_mdef != nil
  484.       self.contents.font.color = system_color
  485.       self.contents.draw_text(160, 128, 40, 32, "→", 1)
  486.       self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
  487.       self.contents.font.color = normal_color if @new_mdef == @actor.mdef
  488.       self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
  489.     end
  490.     if @new_eva != nil
  491.       self.contents.font.color = system_color
  492.       self.contents.draw_text(160, 160, 40, 32, "→", 1)
  493.       self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
  494.       self.contents.font.color = normal_color if @new_eva == @actor.eva
  495.       self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
  496.     end
  497.     if @new_str != nil
  498.       self.contents.font.color = system_color
  499.       self.contents.draw_text(160, 192, 40, 32, "→", 1)
  500.       self.contents.font.color = @new_str>@actor.str ? up_color : down_color
  501.       self.contents.font.color = normal_color if @new_str == @actor.str
  502.       self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
  503.     end
  504.     if @new_dex != nil
  505.       self.contents.font.color = system_color
  506.       self.contents.draw_text(160, 224, 40, 32, "→", 1)
  507.       self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
  508.       self.contents.font.color = normal_color if @new_dex == @actor.dex
  509.       self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
  510.     end
  511.     if @new_agi != nil
  512.       self.contents.font.color = system_color
  513.       self.contents.draw_text(160, 256, 40, 32, "→", 1)
  514.       self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
  515.       self.contents.font.color = normal_color if @new_agi == @actor.agi
  516.       self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
  517.     end
  518.     if @new_int != nil
  519.       self.contents.font.color = system_color
  520.       self.contents.draw_text(160, 288, 40, 32, "→", 1)
  521.       self.contents.font.color = @new_int>@actor.int ? up_color : down_color
  522.       self.contents.font.color = normal_color if @new_int == @actor.int
  523.       self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
  524.     end
  525.   end
  526.   #--------------------------------------------------------------------------
  527.   # ● 变更装备后的能力值设置
  528.   #     new_atk  : 变更装备后的攻击力
  529.   #     new_pdef : 变更装备后的物理防御
  530.   #     new_mdef : 变更装备后的魔法防御
  531.   #--------------------------------------------------------------------------
  532.   def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  533.     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
  534.       @new_atk = new_atk
  535.       @new_pdef = new_pdef
  536.       @new_mdef = new_mdef
  537.       @new_eva = new_eva
  538.       @new_str = new_str
  539.       @new_dex = new_dex
  540.       @new_agi = new_agi
  541.       @new_int = new_int
  542.       refresh
  543.     end
  544.   end
  545. end
  546. #==============================================================================
  547. # ■ Window_EquipItem
  548. #------------------------------------------------------------------------------
  549. #  装备画面、显示浏览变更装备的候补物品的窗口。
  550. #==============================================================================
  551. class Window_EquipItem < Window_Selectable
  552.   #--------------------------------------------------------------------------
  553.   # ● 初始化对像
  554.   #     actor      : 角色
  555.   #     equip_type : 装备部位 (0~3)
  556.   #--------------------------------------------------------------------------
  557.   def initialize(actor, equip_type)
  558.     super(272, 320, 368, 160)
  559.     @actor = actor
  560.     @equip_type = equip_type
  561.     @column_max = 1
  562.     refresh
  563.     self.active = false
  564.     self.index = -1
  565.   end
  566.   #--------------------------------------------------------------------------
  567.   # ● 项目的描绘
  568.   #     index : 项目符号
  569.   #--------------------------------------------------------------------------
  570.   def draw_item(index)
  571.     item = @data[index]
  572.     x = 4
  573.     y = index * 32
  574.     case item
  575.     when RPG::Weapon
  576.       number = $game_party.weapon_number(item.id)
  577.     when RPG::Armor
  578.       number = $game_party.armor_number(item.id)
  579.     end
  580.     bitmap = RPG::Cache.icon(item.icon_name)
  581.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  582.     self.contents.font.color = normal_color
  583.     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  584.     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  585.     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  586.   end
  587. end
  588. class Scene_Equip
  589.   #--------------------------------------------------------------------------
  590.   # ● 主处理
  591.   #--------------------------------------------------------------------------
  592.   def main
  593.     # 获取角色
  594.     @actor = $game_party.actors[@actor_index]
  595.     # 生成窗口
  596.     @help_window = Window_Help.new
  597.     @left_window = Window_EquipLeft.new(@actor)
  598.     @right_window = Window_EquipRight.new(@actor)
  599.     @item_window1 = Window_EquipItem.new(@actor, 0)
  600.     @item_window2 = Window_EquipItem.new(@actor, 1)
  601.     @item_window3 = Window_EquipItem.new(@actor, 2)
  602.     @item_window4 = Window_EquipItem.new(@actor, 3)
  603.     @item_window5 = Window_EquipItem.new(@actor, 4)
  604.     @item_window6 = Window_EquipItem.new(@actor, 5)
  605.     @item_window7 = Window_EquipItem.new(@actor, 6)
  606.     # 关联帮助窗口
  607.     @right_window.help_window = @help_window
  608.     @item_window1.help_window = @help_window
  609.     @item_window2.help_window = @help_window
  610.     @item_window3.help_window = @help_window
  611.     @item_window4.help_window = @help_window
  612.     @item_window5.help_window = @help_window
  613.     @item_window6.help_window = @help_window
  614.     @item_window7.help_window = @help_window
  615.     # 设置光标位置
  616.     @right_window.index = @equip_index
  617.     refresh
  618.     # 执行过渡
  619.     Graphics.transition
  620.     # 主循环
  621.     loop do
  622.       # 刷新游戏画面
  623.       Graphics.update
  624.       # 刷新输入信息
  625.       Input.update
  626.       # 刷新画面
  627.       update
  628.       # 如果画面切换的话的就中断循环
  629.       if $scene != self
  630.         break
  631.       end
  632.     end
  633.     # 准备过渡
  634.     Graphics.freeze
  635.     # 释放窗口
  636.     @help_window.dispose
  637.     @left_window.dispose
  638.     @right_window.dispose
  639.     @item_window1.dispose
  640.     @item_window2.dispose
  641.     @item_window3.dispose
  642.     @item_window4.dispose
  643.     @item_window5.dispose
  644.     @item_window6.dispose
  645.     @item_window7.dispose
  646.   end
  647.   #--------------------------------------------------------------------------
  648.   # ● 刷新
  649.   #--------------------------------------------------------------------------
  650.   def refresh
  651.     # 设置物品窗口的可视状态
  652.     @item_window1.visible = (@right_window.index == 0)
  653.     @item_window2.visible = (@right_window.index == 1)
  654.     @item_window3.visible = (@right_window.index == 2)
  655.     @item_window4.visible = (@right_window.index == 3)
  656.     @item_window5.visible = (@right_window.index == 4)
  657.     @item_window6.visible = (@right_window.index == 5)
  658.     @item_window7.visible = (@right_window.index == 6)
  659.     # 获取当前装备中的物品
  660.     item1 = @right_window.item
  661.     # 设置当前的物品窗口到 @item_window
  662.     case @right_window.index
  663.     when 0
  664.       @item_window = @item_window1
  665.     when 1
  666.       @item_window = @item_window2
  667.     when 2
  668.       @item_window = @item_window3
  669.     when 3
  670.       @item_window = @item_window4
  671.     when 4
  672.       @item_window = @item_window5
  673.     when 5
  674.       @item_window = @item_window6
  675.     when 6
  676.       @item_window = @item_window7
  677.     end
  678.     # 右窗口被激活的情况下
  679.     if @right_window.active
  680.       # 删除变更装备后的能力
  681.     ###############################################################
  682.       @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
  683.     end
  684.     # 物品窗口被激活的情况下
  685.     if @item_window.active
  686.       # 获取现在选中的物品
  687.       item2 = @item_window.item
  688.       # 变更装备
  689.       last_hp = @actor.hp
  690.       last_sp = @actor.sp
  691.       @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
  692.     ###############################################################
  693.       # 获取变更装备后的能力值
  694.       new_atk = @actor.atk
  695.       new_pdef = @actor.pdef
  696.       new_mdef = @actor.mdef
  697.       new_eva = @actor.eva
  698.       new_str = @actor.str
  699.       new_dex = @actor.dex
  700.       new_agi = @actor.agi
  701.       new_int = @actor.int
  702.       # 返回到装备
  703.       @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
  704.       @actor.hp = last_hp
  705.       @actor.sp = last_sp
  706.       # 描画左窗口
  707.     ###############################################################
  708.       @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  709.     ###############################################################
  710.     end
  711.   end
  712. end
  713. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  714. #
  715. #              状态窗口美化,全防具装备栏描绘
  716. #
  717. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  718. #==============================================================================
  719. # ■ Window_Status
  720. #------------------------------------------------------------------------------
  721. #  显示状态画面、完全规格的状态窗口。
  722. #==============================================================================
  723. class Window_Status < Window_Base
  724.   #--------------------------------------------------------------------------
  725.   # ● 刷新
  726.   #--------------------------------------------------------------------------
  727.   def refresh
  728.     self.contents.clear
  729.     draw_actor_graphic(@actor, 40, 112)
  730.     draw_actor_name(@actor, 4, 0)
  731.     draw_actor_class(@actor, 4 + 144, 0)
  732.     draw_actor_level(@actor, 96, 32)
  733.     draw_actor_state(@actor, 96, 64)
  734.     draw_actor_hp(@actor, 96, 112, 172)
  735.     draw_actor_sp(@actor, 96, 144, 172)
  736.     draw_actor_parameter(@actor, 96, 192, 0)
  737.     draw_actor_parameter(@actor, 96, 224, 1)
  738.     draw_actor_parameter(@actor, 96, 256, 2)
  739.     draw_actor_parameter(@actor, 96, 304, 3)
  740.     draw_actor_parameter(@actor, 96, 336, 4)
  741.     draw_actor_parameter(@actor, 96, 368, 5)
  742.     draw_actor_parameter(@actor, 96, 400, 6)
  743.     self.contents.font.color = system_color
  744.     self.contents.draw_text(320, 48, 80, 32, "EXP")
  745.     self.contents.draw_text(320, 80, 80, 32, "NEXT")
  746.     self.contents.font.color = normal_color
  747.     self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
  748.     self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
  749.     self.contents.font.color = system_color
  750.     self.contents.draw_text(320, 160, 96, 32, "装备")
  751.     draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
  752.     draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
  753.     draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
  754.     draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
  755.     draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
  756.     draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
  757.     draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)
  758.   end
  759.   def dummy
  760.     self.contents.font.color = system_color
  761.     self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
  762.     self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
  763.     self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
  764.     self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
  765.     self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
  766.     draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
  767.     draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
  768.     draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
  769.     draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
  770.     draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  771.   end
  772. end
  773. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  774. #
  775. #              商店购买窗口美化,增加对新装备位置的描述
  776. #
  777. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  778. #==============================================================================
  779. # ■ Window_ShopStatus
  780. #------------------------------------------------------------------------------
  781. #  商店画面、显示物品所持数与角色装备的窗口。
  782. #==============================================================================
  783. class Window_ShopStatus < Window_Base
  784.   #--------------------------------------------------------------------------
  785.   # ● 刷新
  786.   #--------------------------------------------------------------------------
  787.   def refresh
  788.     self.contents.clear
  789.     if @item == nil
  790.       return
  791.     end
  792.     case @item
  793.     when RPG::Item
  794.       number = $game_party.item_number(@item.id)
  795.     when RPG::Weapon
  796.       number = $game_party.weapon_number(@item.id)
  797.     when RPG::Armor
  798.       number = $game_party.armor_number(@item.id)
  799.     end
  800.     self.contents.font.color = system_color
  801.     self.contents.draw_text(4, 0, 200, 32, "所持数")
  802.     self.contents.font.color = normal_color
  803.     self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
  804.     if @item.is_a?(RPG::Item)
  805.       return
  806.     end
  807.     # 添加装备品信息
  808.     for i in 0...$game_party.actors.size
  809.       # 获取角色
  810.       actor = $game_party.actors[i]
  811.       # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
  812.       if actor.equippable?(@item)
  813.         self.contents.font.color = normal_color
  814.       else
  815.         self.contents.font.color = disabled_color
  816.       end
  817.       # 描绘角色名字
  818.       self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
  819.       # 获取当前的装备品
  820.       if @item.is_a?(RPG::Weapon)
  821.         item1 = $data_weapons[actor.weapon_id]
  822.       elsif @item.kind == 0
  823.         item1 = $data_armors[actor.armor1_id]
  824.       elsif @item.kind == 1
  825.         item1 = $data_armors[actor.armor2_id]
  826.       elsif @item.kind == 2
  827.         item1 = $data_armors[actor.armor3_id]
  828.       elsif @item.kind == 3
  829.         item1 = $data_armors[actor.armor4_id]
  830.       elsif @item.kind == 4
  831.         item1 = $data_armors[actor.armor5_id]
  832.       else# if @item.kind == 5
  833.         item1 = $data_armors[actor.armor6_id]
  834.       end
  835.       # 可以装备的情况
  836.       if actor.equippable?(@item)
  837.         # 武器的情况
  838.         if @item.is_a?(RPG::Weapon)
  839.           atk1 = item1 != nil ? item1.atk : 0
  840.           atk2 = @item != nil ? @item.atk : 0
  841.           change = atk2 - atk1
  842.         end
  843.         # 防具的情况
  844.         if @item.is_a?(RPG::Armor)
  845.           pdef1 = item1 != nil ? item1.pdef : 0
  846.           mdef1 = item1 != nil ? item1.mdef : 0
  847.           pdef2 = @item != nil ? @item.pdef : 0
  848.           mdef2 = @item != nil ? @item.mdef : 0
  849.           change = pdef2 - pdef1 + mdef2 - mdef1
  850.         end
  851.         # 描绘能力值变化
  852.         self.contents.draw_text(124, 64 + 64 * i, 112, 32,
  853.           sprintf("%+d", change), 2)
  854.       end
  855.       # 描绘物品
  856.       if item1 != nil
  857.         x = 4
  858.         y = 64 + 64 * i + 32
  859.         bitmap = RPG::Cache.icon(item1.icon_name)
  860.         opacity = self.contents.font.color == normal_color ? 255 : 128
  861.         self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  862.         self.contents.draw_text(x + 28, y, 212, 32, item1.name)
  863.       end
  864.     end
  865.   end
  866. end
复制代码

脚本版权归原创者所有..BS盗别人滴还不著名是他人资料而弄成自己的..
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大宇双剑SOS迷

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 楼主| 发表于 2006-8-28 13:35:09 | 显示全部楼层
没有..我是想把它弄成法宝来装饰..就像某个角色游戏一样.. [s:6]
有两个物品..可以分别装到法宝1拦和法宝2拦.. [s:4]
就这么简单了..
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发表于 2006-8-28 13:55:00 | 显示全部楼层
  1. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  2. #
  3. #                     防具类追加
  4. #
  5. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  6. module RPG
  7. class Armor
  8.   def name
  9.     name = @name.split(/,/)[0]
  10.     return name != nil ? name : ''
  11.   end
  12.   def kind
  13.     kind = @name.split(/,/)[1]
  14.     return kind != nil ? kind.to_i : @kind
  15.   end
  16. end
  17. end
  18. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  19. #
  20. #             Game_Actor添加新的防具ID,并对相关方法修正
  21. #
  22. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  23. class Game_Actor < Game_Battler
  24. attr_reader   :armor5_id           # 第二装饰品 ID
  25. #attr_reader   :armor6_id           # 鞋 ID
  26. #--------------------------------------------------------------------------
  27. # ● 设置
  28. #   actor_id : 角色 ID
  29. #--------------------------------------------------------------------------
  30. alias old_setup setup
  31. def setup(actor_id)
  32.   old_setup(actor_id)
  33.   @armor5_id = 0
  34.   #@armor6_id = 0
  35.   update_auto_state(nil, $data_armors[@armor5_id])
  36.   #update_auto_state(nil, $data_armors[@armor6_id])
  37. end
  38. #--------------------------------------------------------------------------
  39. # ● 取得属性修正值
  40. #   element_id : 属性 ID
  41. #--------------------------------------------------------------------------
  42. def element_rate(element_id)
  43.   # 获取对应属性有效度的数值
  44.   table = [0,200,150,100,50,0,-100]
  45.   result = table[$data_classes[@class_id].element_ranks[element_id]]
  46.   # 防具能防御本属性的情况下效果减半
  47.   #for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  48. for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id]
  49.     armor = $data_armors[i]
  50.     if armor != nil and armor.guard_element_set.include?(element_id)
  51.     result /= 2
  52.     end
  53.   end
  54.   # 状态能防御本属性的情况下效果减半
  55.   for i in @states
  56.     if $data_states[i].guard_element_set.include?(element_id)
  57.     result /= 2
  58.     end
  59.   end
  60.   # 过程结束
  61.   return result
  62. end
  63. #--------------------------------------------------------------------------
  64. # ● 判定防御属性
  65. #   state_id : 属性 ID
  66. #--------------------------------------------------------------------------
  67. def state_guard?(state_id)
  68.   #for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
  69. for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id]
  70.     armor = $data_armors[i]
  71.     if armor != nil
  72.     if armor.guard_state_set.include?(state_id)
  73.       return true
  74.     end
  75.     end
  76.   end
  77.   return false
  78. end
  79. #--------------------------------------------------------------------------
  80. # ● 获取基本力量
  81. #--------------------------------------------------------------------------
  82. def base_str
  83.   n = $data_actors[@actor_id].parameters[2, @level]
  84.   weapon = $data_weapons[@weapon_id]
  85.   armor1 = $data_armors[@armor1_id]
  86.   armor2 = $data_armors[@armor2_id]
  87.   armor3 = $data_armors[@armor3_id]
  88.   armor4 = $data_armors[@armor4_id]
  89.   armor5 = $data_armors[@armor5_id]
  90.   #armor6 = $data_armors[@armor6_id]
  91.   n += weapon != nil ? weapon.str_plus : 0
  92.   n += armor1 != nil ? armor1.str_plus : 0
  93.   n += armor2 != nil ? armor2.str_plus : 0
  94.   n += armor3 != nil ? armor3.str_plus : 0
  95.   n += armor4 != nil ? armor4.str_plus : 0
  96.   n += armor5 != nil ? armor5.str_plus : 0
  97.   #n += armor6 != nil ? armor6.str_plus : 0
  98.   return [[n, 1].max, 999].min
  99. end
  100. #--------------------------------------------------------------------------
  101. # ● 获取基本灵巧
  102. #--------------------------------------------------------------------------
  103. def base_dex
  104.   n = $data_actors[@actor_id].parameters[3, @level]
  105.   weapon = $data_weapons[@weapon_id]
  106.   armor1 = $data_armors[@armor1_id]
  107.   armor2 = $data_armors[@armor2_id]
  108.   armor3 = $data_armors[@armor3_id]
  109.   armor4 = $data_armors[@armor4_id]
  110.   armor5 = $data_armors[@armor5_id]
  111.   #armor6 = $data_armors[@armor6_id]
  112.   n += weapon != nil ? weapon.dex_plus : 0
  113.   n += armor1 != nil ? armor1.dex_plus : 0
  114.   n += armor2 != nil ? armor2.dex_plus : 0
  115.   n += armor3 != nil ? armor3.dex_plus : 0
  116.   n += armor4 != nil ? armor4.dex_plus : 0
  117.   n += armor5 != nil ? armor5.dex_plus : 0
  118.   #n += armor6 != nil ? armor6.dex_plus : 0
  119.   return [[n, 1].max, 999].min
  120. end
  121. #--------------------------------------------------------------------------
  122. # ● 获取基本速度
  123. #--------------------------------------------------------------------------
  124. def base_agi
  125.   n = $data_actors[@actor_id].parameters[4, @level]
  126.   weapon = $data_weapons[@weapon_id]
  127.   armor1 = $data_armors[@armor1_id]
  128.   armor2 = $data_armors[@armor2_id]
  129.   armor3 = $data_armors[@armor3_id]
  130.   armor4 = $data_armors[@armor4_id]
  131.   armor5 = $data_armors[@armor5_id]
  132.   #armor6 = $data_armors[@armor6_id]
  133.   n += weapon != nil ? weapon.agi_plus : 0
  134.   n += armor1 != nil ? armor1.agi_plus : 0
  135.   n += armor2 != nil ? armor2.agi_plus : 0
  136.   n += armor3 != nil ? armor3.agi_plus : 0
  137.   n += armor4 != nil ? armor4.agi_plus : 0
  138.   n += armor5 != nil ? armor5.agi_plus : 0
  139.   #n += armor6 != nil ? armor6.agi_plus : 0
  140.   return [[n, 1].max, 999].min
  141. end
  142. #--------------------------------------------------------------------------
  143. # ● 获取基本魔力
  144. #--------------------------------------------------------------------------
  145. def base_int
  146.   n = $data_actors[@actor_id].parameters[5, @level]
  147.   weapon = $data_weapons[@weapon_id]
  148.   armor1 = $data_armors[@armor1_id]
  149.   armor2 = $data_armors[@armor2_id]
  150.   armor3 = $data_armors[@armor3_id]
  151.   armor4 = $data_armors[@armor4_id]
  152.   armor5 = $data_armors[@armor5_id]
  153.   #armor6 = $data_armors[@armor6_id]
  154.   n += weapon != nil ? weapon.int_plus : 0
  155.   n += armor1 != nil ? armor1.int_plus : 0
  156.   n += armor2 != nil ? armor2.int_plus : 0
  157.   n += armor3 != nil ? armor3.int_plus : 0
  158.   n += armor4 != nil ? armor4.int_plus : 0
  159.   n += armor5 != nil ? armor5.int_plus : 0
  160.   #n += armor6 != nil ? armor6.int_plus : 0
  161.   return [[n, 1].max, 999].min
  162. end
  163. #--------------------------------------------------------------------------
  164. # ● 获取基本物理防御
  165. #--------------------------------------------------------------------------
  166. def base_pdef
  167.   weapon = $data_weapons[@weapon_id]
  168.   armor1 = $data_armors[@armor1_id]
  169.   armor2 = $data_armors[@armor2_id]
  170.   armor3 = $data_armors[@armor3_id]
  171.   armor4 = $data_armors[@armor4_id]
  172.   armor5 = $data_armors[@armor5_id]
  173.   #armor6 = $data_armors[@armor6_id]
  174.   pdef1 = weapon != nil ? weapon.pdef : 0
  175.   pdef2 = armor1 != nil ? armor1.pdef : 0
  176.   pdef3 = armor2 != nil ? armor2.pdef : 0
  177.   pdef4 = armor3 != nil ? armor3.pdef : 0
  178.   pdef5 = armor4 != nil ? armor4.pdef : 0
  179.   pdef6 = armor5 != nil ? armor5.pdef : 0
  180.   #pdef7 = armor6 != nil ? armor6.pdef : 0
  181.   return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6
  182. end
  183. #--------------------------------------------------------------------------
  184. # ● 获取基本魔法防御
  185. #--------------------------------------------------------------------------
  186. def base_mdef
  187.   weapon = $data_weapons[@weapon_id]
  188.   armor1 = $data_armors[@armor1_id]
  189.   armor2 = $data_armors[@armor2_id]
  190.   armor3 = $data_armors[@armor3_id]
  191.   armor4 = $data_armors[@armor4_id]
  192.   armor5 = $data_armors[@armor5_id]
  193.   #armor6 = $data_armors[@armor6_id]
  194.   mdef1 = weapon != nil ? weapon.mdef : 0
  195.   mdef2 = armor1 != nil ? armor1.mdef : 0
  196.   mdef3 = armor2 != nil ? armor2.mdef : 0
  197.   mdef4 = armor3 != nil ? armor3.mdef : 0
  198.   mdef5 = armor4 != nil ? armor4.mdef : 0
  199.   mdef6 = armor5 != nil ? armor5.mdef : 0
  200.   #mdef7 = armor6 != nil ? armor6.mdef : 0
  201.   return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6
  202. end
  203. #--------------------------------------------------------------------------
  204. # ● 获取基本回避修正
  205. #--------------------------------------------------------------------------
  206. def base_eva
  207.   armor1 = $data_armors[@armor1_id]
  208.   armor2 = $data_armors[@armor2_id]
  209.   armor3 = $data_armors[@armor3_id]
  210.   armor4 = $data_armors[@armor4_id]
  211.   armor5 = $data_armors[@armor5_id]
  212.   #armor6 = $data_armors[@armor6_id]
  213.   eva1 = armor1 != nil ? armor1.eva : 0
  214.   eva2 = armor2 != nil ? armor2.eva : 0
  215.   eva3 = armor3 != nil ? armor3.eva : 0
  216.   eva4 = armor4 != nil ? armor4.eva : 0
  217.   eva5 = armor5 != nil ? armor5.eva : 0
  218.   #eva6 = armor6 != nil ? armor6.eva : 0
  219.   return eva1 + eva2 + eva3 + eva4 + eva5
  220. end
  221. #--------------------------------------------------------------------------
  222. # ● 装备固定判定
  223. #   equip_type : 装备类型
  224. #--------------------------------------------------------------------------
  225. def equip_fix?(equip_type)
  226.   case equip_type
  227.   when 0 # 武器
  228.     return $data_actors[@actor_id].weapon_fix
  229.   when 1 # 盾
  230.     return $data_actors[@actor_id].armor1_fix
  231.   when 2 # 头
  232.     return $data_actors[@actor_id].armor2_fix
  233.   when 3 # 身体
  234.     return $data_actors[@actor_id].armor3_fix
  235.   when 4 # 装饰品
  236.     return $data_actors[@actor_id].armor4_fix
  237.   end
  238.   return false
  239. end
  240. #--------------------------------------------------------------------------
  241. # ● 变更装备
  242. #   equip_type : 装备类型
  243. #   id   : 武器 or 防具 ID (0 为解除装备)
  244. #--------------------------------------------------------------------------
  245. def equip(equip_type, id)
  246.   case equip_type
  247.   when 0 # 武器
  248.     if id == 0 or $game_party.weapon_number(id) > 0
  249.     $game_party.gain_weapon(@weapon_id, 1)
  250.     @weapon_id = id
  251.     $game_party.lose_weapon(id, 1)
  252.     end
  253.   when 1 # 盾
  254.     if id == 0 or $game_party.armor_number(id) > 0
  255.     update_auto_state($data_armors[@armor1_id], $data_armors[id])
  256.     $game_party.gain_armor(@armor1_id, 1)
  257.     @armor1_id = id
  258.     $game_party.lose_armor(id, 1)
  259.     end
  260.   when 2 # 头
  261.     if id == 0 or $game_party.armor_number(id) > 0
  262.     update_auto_state($data_armors[@armor2_id], $data_armors[id])
  263.     $game_party.gain_armor(@armor2_id, 1)
  264.     @armor2_id = id
  265.     $game_party.lose_armor(id, 1)
  266.     end
  267.   when 3 # 身体
  268.     if id == 0 or $game_party.armor_number(id) > 0
  269.     update_auto_state($data_armors[@armor3_id], $data_armors[id])
  270.     $game_party.gain_armor(@armor3_id, 1)
  271.     @armor3_id = id
  272.     $game_party.lose_armor(id, 1)
  273.     end
  274.   when 4 # 装饰品
  275.     if id == 0 or $game_party.armor_number(id) > 0
  276.     update_auto_state($data_armors[@armor4_id], $data_armors[id])
  277.     $game_party.gain_armor(@armor4_id, 1)
  278.     @armor4_id = id
  279.     $game_party.lose_armor(id, 1)
  280.     end
  281.   when 5 # 项链
  282.     if id == 0 or $game_party.armor_number(id) > 0
  283.     update_auto_state($data_armors[@armor5_id], $data_armors[id])
  284.     $game_party.gain_armor(@armor5_id, 1)
  285.     @armor5_id = id
  286.     $game_party.lose_armor(id, 1)
  287.     end
  288.   #when 6 # 鞋
  289.     #if id == 0 or $game_party.armor_number(id) > 0
  290.     #update_auto_state($data_armors[@armor6_id], $data_armors[id])
  291.     #$game_party.gain_armor(@armor6_id, 1)
  292.     #@armor6_id = id
  293.     #$game_party.lose_armor(id, 1)
  294.    # end
  295.   end
  296. end
  297. #--------------------------------------------------------------------------
  298. # ● 更改职业 ID
  299. #   class_id : 新的职业 ID
  300. #--------------------------------------------------------------------------
  301. def class_id=(class_id)
  302.   if $data_classes[class_id] != nil
  303.     @class_id = class_id
  304.     # 避开无法装备的物品
  305.     unless equippable?($data_weapons[@weapon_id])
  306.     equip(0, 0)
  307.     end
  308.     unless equippable?($data_armors[@armor1_id])
  309.     equip(1, 0)
  310.     end
  311.     unless equippable?($data_armors[@armor2_id])
  312.     equip(2, 0)
  313.     end
  314.     unless equippable?($data_armors[@armor3_id])
  315.     equip(3, 0)
  316.     end
  317.     unless equippable?($data_armors[@armor4_id])
  318.     equip(4, 0)
  319.     end
  320.     unless equippable?($data_armors[@armor5_id])
  321.     equip(5, 0)
  322.     end
  323.     #unless equippable?($data_armors[@armor6_id])
  324.     #equip(6, 0)
  325.     #end
  326.   end
  327. end
  328. end
  329. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  330. #
  331. #         Window_Base美化,增加属性增减颜色,及全能力值描绘
  332. #
  333. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  334. #==============================================================================
  335. # ■ Window_Base
  336. #------------------------------------------------------------------------------
  337. #  游戏中全部窗口的超级类。
  338. #==============================================================================
  339. class Window_Base < Window
  340. ################## 属性增减颜色 ##############################
  341. def up_color
  342.   return Color.new(255, 0, 0)
  343. end
  344. def down_color
  345.   return Color.new(0, 255, 0)
  346. end
  347. #--------------------------------------------------------------------------
  348. # ● 描绘能力值
  349. #   actor : 角色
  350. #   x   : 描画目标 X 坐标
  351. #   y   : 描画目标 Y 坐标
  352. #   type : 能力值种类 (0~6)
  353. #--------------------------------------------------------------------------
  354. def draw_actor_parameter(actor, x, y, type)
  355.   case type
  356.   when 0
  357.     parameter_name = $data_system.words.atk
  358.     parameter_value = actor.atk
  359.   when 1
  360.     parameter_name = $data_system.words.pdef
  361.     parameter_value = actor.pdef
  362.   when 2
  363.     parameter_name = $data_system.words.mdef
  364.     parameter_value = actor.mdef
  365.   when 3
  366.     parameter_name = $data_system.words.str
  367.     parameter_value = actor.str
  368.   when 4
  369.     parameter_name = $data_system.words.dex
  370.     parameter_value = actor.dex
  371.   when 5
  372.     parameter_name = $data_system.words.agi
  373.     parameter_value = actor.agi
  374.   when 6
  375.     parameter_name = $data_system.words.int
  376.     parameter_value = actor.int
  377.   when 7
  378.     parameter_name = "回避"
  379.     parameter_value = actor.eva
  380.   end
  381.   self.contents.font.color = system_color
  382.   self.contents.draw_text(x, y, 120, 32, parameter_name)
  383.   self.contents.font.color = normal_color
  384.   self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  385. end
  386. end
  387. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  388. #
  389. #         装备窗口美化,全能力值描绘并追加新的防具装备栏
  390. #
  391. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  392. #==============================================================================
  393. # ■ Window_EquipRight
  394. #------------------------------------------------------------------------------
  395. #  装备画面、显示角色现在装备的物品的窗口。
  396. #==============================================================================
  397. class Window_EquipRight < Window_Selectable
  398. #--------------------------------------------------------------------------
  399. # ● 初始化对像
  400. #   actor : 角色
  401. #--------------------------------------------------------------------------
  402. def initialize(actor)
  403.   super(272, 64, 368, 256)
  404.   self.contents = Bitmap.new(width - 32, height - 32)
  405.   @actor = actor
  406.   refresh
  407.   self.index = 0
  408. end
  409. #--------------------------------------------------------------------------
  410. # ● 刷新
  411. #--------------------------------------------------------------------------
  412. def refresh
  413.   self.contents.clear
  414.   @data = []
  415.   @data.push($data_weapons[@actor.weapon_id])
  416.   @data.push($data_armors[@actor.armor1_id])
  417.   @data.push($data_armors[@actor.armor2_id])
  418.   @data.push($data_armors[@actor.armor3_id])
  419.   @data.push($data_armors[@actor.armor4_id])
  420.   @data.push($data_armors[@actor.armor5_id])
  421.   #@data.push($data_armors[@actor.armor6_id])
  422.   @item_max = @data.size
  423.   self.contents.font.color = system_color
  424.   self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
  425.   self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
  426.   self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
  427.   self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
  428.   self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
  429.   self.contents.draw_text(4, 32 * 5, 92, 32, "其他")
  430.   #self.contents.draw_text(4, 32 * 6, 92, 32, "鞋")
  431.   draw_item_name(@data[0], 92, 32 * 0)
  432.   draw_item_name(@data[1], 92, 32 * 1)
  433.   draw_item_name(@data[2], 92, 32 * 2)
  434.   draw_item_name(@data[3], 92, 32 * 3)
  435.   draw_item_name(@data[4], 92, 32 * 4)
  436.   draw_item_name(@data[5], 92, 32 * 5)
  437.   #draw_item_name(@data[6], 92, 32 * 6)
  438. end
  439. end
  440. #==============================================================================
  441. # ■ Window_EquipLeft
  442. #------------------------------------------------------------------------------
  443. #  装备画面的、显示角色能力值变化的窗口。
  444. #==============================================================================
  445. class Window_EquipLeft < Window_Base
  446. #--------------------------------------------------------------------------
  447. # ● 初始化对像
  448. #   actor : 角色
  449. #--------------------------------------------------------------------------
  450. def initialize(actor)
  451.   super(0, 64, 272, 416)
  452.   self.contents = Bitmap.new(width - 32, height - 32)
  453.   @actor = actor
  454.   refresh
  455. end
  456. #--------------------------------------------------------------------------
  457. # ● 刷新
  458. #--------------------------------------------------------------------------
  459. def refresh
  460.   self.contents.clear
  461.   draw_actor_name(@actor, 4, 0)
  462.   draw_actor_level(@actor, 4, 32)
  463.   draw_actor_parameter(@actor, 4, 64, 0)
  464.   draw_actor_parameter(@actor, 4, 96, 1)
  465.   draw_actor_parameter(@actor, 4, 128, 2)
  466.   draw_actor_parameter(@actor, 4, 160, 7)
  467.   draw_actor_parameter(@actor, 4, 192, 3)
  468.   draw_actor_parameter(@actor, 4, 224, 4)
  469.   draw_actor_parameter(@actor, 4, 256, 5)
  470.   draw_actor_parameter(@actor, 4, 288, 6)
  471.   if @new_atk != nil
  472.     self.contents.font.color = system_color
  473.     self.contents.draw_text(160, 64, 40, 32, "→", 1)
  474.     self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
  475.     self.contents.font.color = normal_color if @new_atk == @actor.atk
  476.     self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
  477.   end
  478.   if @new_pdef != nil
  479.     self.contents.font.color = system_color
  480.     self.contents.draw_text(160, 96, 40, 32, "→", 1)
  481.     self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
  482.     self.contents.font.color = normal_color if @new_pdef == @actor.pdef
  483.     self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
  484.   end
  485.   if @new_mdef != nil
  486.     self.contents.font.color = system_color
  487.     self.contents.draw_text(160, 128, 40, 32, "→", 1)
  488.     self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
  489.     self.contents.font.color = normal_color if @new_mdef == @actor.mdef
  490.     self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
  491.   end
  492.   if @new_eva != nil
  493.     self.contents.font.color = system_color
  494.     self.contents.draw_text(160, 160, 40, 32, "→", 1)
  495.     self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
  496.     self.contents.font.color = normal_color if @new_eva == @actor.eva
  497.     self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
  498.   end
  499.   if @new_str != nil
  500.     self.contents.font.color = system_color
  501.     self.contents.draw_text(160, 192, 40, 32, "→", 1)
  502.     self.contents.font.color = @new_str>@actor.str ? up_color : down_color
  503.     self.contents.font.color = normal_color if @new_str == @actor.str
  504.     self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
  505.   end
  506.   if @new_dex != nil
  507.     self.contents.font.color = system_color
  508.     self.contents.draw_text(160, 224, 40, 32, "→", 1)
  509.     self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
  510.     self.contents.font.color = normal_color if @new_dex == @actor.dex
  511.     self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
  512.   end
  513.   if @new_agi != nil
  514.     self.contents.font.color = system_color
  515.     self.contents.draw_text(160, 256, 40, 32, "→", 1)
  516.     self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
  517.     self.contents.font.color = normal_color if @new_agi == @actor.agi
  518.     self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
  519.   end
  520.   if @new_int != nil
  521.     self.contents.font.color = system_color
  522.     self.contents.draw_text(160, 288, 40, 32, "→", 1)
  523.     self.contents.font.color = @new_int>@actor.int ? up_color : down_color
  524.     self.contents.font.color = normal_color if @new_int == @actor.int
  525.     self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
  526.   end
  527. end
  528. #--------------------------------------------------------------------------
  529. # ● 变更装备后的能力值设置
  530. #   new_atk : 变更装备后的攻击力
  531. #   new_pdef : 变更装备后的物理防御
  532. #   new_mdef : 变更装备后的魔法防御
  533. #--------------------------------------------------------------------------
  534. def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  535.   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
  536.     @new_atk = new_atk
  537.     @new_pdef = new_pdef
  538.     @new_mdef = new_mdef
  539.     @new_eva = new_eva
  540.     @new_str = new_str
  541.     @new_dex = new_dex
  542.     @new_agi = new_agi
  543.     @new_int = new_int
  544.     refresh
  545.   end
  546. end
  547. end
  548. #==============================================================================
  549. # ■ Window_EquipItem
  550. #------------------------------------------------------------------------------
  551. #  装备画面、显示浏览变更装备的候补物品的窗口。
  552. #==============================================================================
  553. class Window_EquipItem < Window_Selectable
  554. #--------------------------------------------------------------------------
  555. # ● 初始化对像
  556. #   actor     : 角色
  557. #   equip_type : 装备部位 (0~3)
  558. #--------------------------------------------------------------------------
  559. def initialize(actor, equip_type)
  560.   super(272, 320, 368, 160)
  561.   @actor = actor
  562.   @equip_type = equip_type
  563.   @column_max = 1
  564.   refresh
  565.   self.active = false
  566.   self.index = -1
  567. end
  568. #--------------------------------------------------------------------------
  569. # ● 项目的描绘
  570. #   index : 项目符号
  571. #--------------------------------------------------------------------------
  572. def draw_item(index)
  573.   item = @data[index]
  574.   x = 4
  575.   y = index * 32
  576.   case item
  577.   when RPG::Weapon
  578.     number = $game_party.weapon_number(item.id)
  579.   when RPG::Armor
  580.     number = $game_party.armor_number(item.id)
  581.   end
  582.   bitmap = RPG::Cache.icon(item.icon_name)
  583.   self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  584.   self.contents.font.color = normal_color
  585.   self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  586.   self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  587.   self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  588. end
  589. end
  590. class Scene_Equip
  591. #--------------------------------------------------------------------------
  592. # ● 主处理
  593. #--------------------------------------------------------------------------
  594. def main
  595.   # 获取角色
  596.   @actor = $game_party.actors[@actor_index]
  597.   # 生成窗口
  598.   @help_window = Window_Help.new
  599.   @left_window = Window_EquipLeft.new(@actor)
  600.   @right_window = Window_EquipRight.new(@actor)
  601.   @item_window1 = Window_EquipItem.new(@actor, 0)
  602.   @item_window2 = Window_EquipItem.new(@actor, 1)
  603.   @item_window3 = Window_EquipItem.new(@actor, 2)
  604.   @item_window4 = Window_EquipItem.new(@actor, 3)
  605.   @item_window5 = Window_EquipItem.new(@actor, 4)
  606.   @item_window6 = Window_EquipItem.new(@actor, 5)
  607.   #@item_window7 = Window_EquipItem.new(@actor, 6)
  608.   # 关联帮助窗口
  609.   @right_window.help_window = @help_window
  610.   @item_window1.help_window = @help_window
  611.   @item_window2.help_window = @help_window
  612.   @item_window3.help_window = @help_window
  613.   @item_window4.help_window = @help_window
  614.   @item_window5.help_window = @help_window
  615.   @item_window6.help_window = @help_window
  616.   #@item_window7.help_window = @help_window
  617.   # 设置光标位置
  618.   @right_window.index = @equip_index
  619.   refresh
  620.   # 执行过渡
  621.   Graphics.transition
  622.   # 主循环
  623.   loop do
  624.     # 刷新游戏画面
  625.     Graphics.update
  626.     # 刷新输入信息
  627.     Input.update
  628.     # 刷新画面
  629.     update
  630.     # 如果画面切换的话的就中断循环
  631.     if $scene != self
  632.     break
  633.     end
  634.   end
  635.   # 准备过渡
  636.   Graphics.freeze
  637.   # 释放窗口
  638.   @help_window.dispose
  639.   @left_window.dispose
  640.   @right_window.dispose
  641.   @item_window1.dispose
  642.   @item_window2.dispose
  643.   @item_window3.dispose
  644.   @item_window4.dispose
  645.   @item_window5.dispose
  646.   @item_window6.dispose
  647.   #@item_window7.dispose
  648. end
  649. #--------------------------------------------------------------------------
  650. # ● 刷新
  651. #--------------------------------------------------------------------------
  652. def refresh
  653.   # 设置物品窗口的可视状态
  654.   @item_window1.visible = (@right_window.index == 0)
  655.   @item_window2.visible = (@right_window.index == 1)
  656.   @item_window3.visible = (@right_window.index == 2)
  657.   @item_window4.visible = (@right_window.index == 3)
  658.   @item_window5.visible = (@right_window.index == 4)
  659.   @item_window6.visible = (@right_window.index == 5)
  660.   #@item_window7.visible = (@right_window.index == 6)
  661.   # 获取当前装备中的物品
  662.   item1 = @right_window.item
  663.   # 设置当前的物品窗口到 @item_window
  664.   case @right_window.index
  665.   when 0
  666.     @item_window = @item_window1
  667.   when 1
  668.     @item_window = @item_window2
  669.   when 2
  670.     @item_window = @item_window3
  671.   when 3
  672.     @item_window = @item_window4
  673.   when 4
  674.     @item_window = @item_window5
  675.   when 5
  676.     @item_window = @item_window6
  677.   #when 6
  678.     #@item_window = @item_window7
  679.   end
  680.   # 右窗口被激活的情况下
  681.   if @right_window.active
  682.     # 删除变更装备后的能力
  683.   ###############################################################
  684.     @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
  685.   end
  686.   # 物品窗口被激活的情况下
  687.   if @item_window.active
  688.     # 获取现在选中的物品
  689.     item2 = @item_window.item
  690.     # 变更装备
  691.     last_hp = @actor.hp
  692.     last_sp = @actor.sp
  693.     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
  694.   ###############################################################
  695.     # 获取变更装备后的能力值
  696.     new_atk = @actor.atk
  697.     new_pdef = @actor.pdef
  698.     new_mdef = @actor.mdef
  699.     new_eva = @actor.eva
  700.     new_str = @actor.str
  701.     new_dex = @actor.dex
  702.     new_agi = @actor.agi
  703.     new_int = @actor.int
  704.     # 返回到装备
  705.     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
  706.     @actor.hp = last_hp
  707.     @actor.sp = last_sp
  708.     # 描画左窗口
  709.   ###############################################################
  710.     @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
  711.   ###############################################################
  712.   end
  713. end
  714. end
  715. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  716. #
  717. #         状态窗口美化,全防具装备栏描绘
  718. #
  719. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  720. #==============================================================================
  721. # ■ Window_Status
  722. #------------------------------------------------------------------------------
  723. #  显示状态画面、完全规格的状态窗口。
  724. #==============================================================================
  725. class Window_Status < Window_Base
  726. #--------------------------------------------------------------------------
  727. # ● 刷新
  728. #--------------------------------------------------------------------------
  729. def refresh
  730.   self.contents.clear
  731.   draw_actor_graphic(@actor, 40, 112)
  732.   draw_actor_name(@actor, 4, 0)
  733.   draw_actor_class(@actor, 4 + 144, 0)
  734.   draw_actor_level(@actor, 96, 32)
  735.   draw_actor_state(@actor, 96, 64)
  736.   draw_actor_hp(@actor, 96, 112, 172)
  737.   draw_actor_sp(@actor, 96, 144, 172)
  738.   draw_actor_parameter(@actor, 96, 192, 0)
  739.   draw_actor_parameter(@actor, 96, 224, 1)
  740.   draw_actor_parameter(@actor, 96, 256, 2)
  741.   draw_actor_parameter(@actor, 96, 304, 3)
  742.   draw_actor_parameter(@actor, 96, 336, 4)
  743.   draw_actor_parameter(@actor, 96, 368, 5)
  744.   #draw_actor_parameter(@actor, 96, 400, 6)
  745.   self.contents.font.color = system_color
  746.   self.contents.draw_text(320, 48, 80, 32, "EXP")
  747.   self.contents.draw_text(320, 80, 80, 32, "NEXT")
  748.   self.contents.font.color = normal_color
  749.   self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
  750.   self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
  751.   self.contents.font.color = system_color
  752.   self.contents.draw_text(320, 160, 96, 32, "装备")
  753.   draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
  754.   draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
  755.   draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
  756.   draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
  757.   draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
  758.   draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
  759.   #draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)
  760. end
  761. def dummy
  762.   self.contents.font.color = system_color
  763.   self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
  764.   self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
  765.   self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
  766.   self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
  767.   self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
  768.   draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
  769.   draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
  770.   draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
  771.   draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
  772.   draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  773. end
  774. end
  775. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  776. #
  777. #         商店购买窗口美化,增加对新装备位置的描述
  778. #
  779. # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
  780. #==============================================================================
  781. # ■ Window_ShopStatus
  782. #------------------------------------------------------------------------------
  783. #  商店画面、显示物品所持数与角色装备的窗口。
  784. #==============================================================================
  785. class Window_ShopStatus < Window_Base
  786. #--------------------------------------------------------------------------
  787. # ● 刷新
  788. #--------------------------------------------------------------------------
  789. def refresh
  790.   self.contents.clear
  791.   if @item == nil
  792.     return
  793.   end
  794.   case @item
  795.   when RPG::Item
  796.     number = $game_party.item_number(@item.id)
  797.   when RPG::Weapon
  798.     number = $game_party.weapon_number(@item.id)
  799.   when RPG::Armor
  800.     number = $game_party.armor_number(@item.id)
  801.   end
  802.   self.contents.font.color = system_color
  803.   self.contents.draw_text(4, 0, 200, 32, "所持数")
  804.   self.contents.font.color = normal_color
  805.   self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
  806.   if @item.is_a?(RPG::Item)
  807.     return
  808.   end
  809.   # 添加装备品信息
  810.   for i in 0...$game_party.actors.size
  811.     # 获取角色
  812.     actor = $game_party.actors[i]
  813.     # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
  814.     if actor.equippable?(@item)
  815.     self.contents.font.color = normal_color
  816.     else
  817.     self.contents.font.color = disabled_color
  818.     end
  819.     # 描绘角色名字
  820.     self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
  821.     # 获取当前的装备品
  822.     if @item.is_a?(RPG::Weapon)
  823.     item1 = $data_weapons[actor.weapon_id]
  824.     elsif @item.kind == 0
  825.     item1 = $data_armors[actor.armor1_id]
  826.     elsif @item.kind == 1
  827.     item1 = $data_armors[actor.armor2_id]
  828.     elsif @item.kind == 2
  829.     item1 = $data_armors[actor.armor3_id]
  830.     elsif @item.kind == 3
  831.     item1 = $data_armors[actor.armor4_id]
  832.     elsif @item.kind == 4
  833.     item1 = $data_armors[actor.armor5_id]
  834.     #else# if @item.kind == 5
  835.     #item1 = $data_armors[actor.armor6_id]
  836.     end
  837.     # 可以装备的情况
  838.     if actor.equippable?(@item)
  839.     # 武器的情况
  840.     if @item.is_a?(RPG::Weapon)
  841.       atk1 = item1 != nil ? item1.atk : 0
  842.       atk2 = @item != nil ? @item.atk : 0
  843.       change = atk2 - atk1
  844.     end
  845.     # 防具的情况
  846.     if @item.is_a?(RPG::Armor)
  847.       pdef1 = item1 != nil ? item1.pdef : 0
  848.       mdef1 = item1 != nil ? item1.mdef : 0
  849.       pdef2 = @item != nil ? @item.pdef : 0
  850.       mdef2 = @item != nil ? @item.mdef : 0
  851.       change = pdef2 - pdef1 + mdef2 - mdef1
  852.     end
  853.     # 描绘能力值变化
  854.     self.contents.draw_text(124, 64 + 64 * i, 112, 32,
  855.       sprintf("%+d", change), 2)
  856.     end
  857.     # 描绘物品
  858.     if item1 != nil
  859.     x = 4
  860.     y = 64 + 64 * i + 32
  861.     bitmap = RPG::Cache.icon(item1.icon_name)
  862.     opacity = self.contents.font.color == normal_color ? 255 : 128
  863.     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  864.     self.contents.draw_text(x + 28, y, 212, 32, item1.name)
  865.     end
  866.   end
  867. end
  868. end
复制代码
砍掉一个装备栏就可以了吧…… [s:5] 不知道砍得干不干净……
我突然发现,我是一个很幸运的好人。老婆真好~ 点我进入JQ(激情)教程范例收集!
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发表于 2006-8-28 13:58:29 | 显示全部楼层
记得在技术区置顶有收集一个S做的双装饰品范例,比这个简单很多…… [s:5]
我突然发现,我是一个很幸运的好人。老婆真好~ 点我进入JQ(激情)教程范例收集!
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 楼主| 发表于 2006-8-28 18:11:15 | 显示全部楼层
是吗?没注意看到~ [s:5]
反正先谢谢咯~ [s:2]
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发表于 2006-8-29 22:04:39 | 显示全部楼层
应该就是在装备其中任一项的时候连带另外一个的item窗口刷新一下就行了.
请完全无视我…… 一_一 ★
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