仙剑之十里坡
标题: 商店购买时 显示全部能力的变化 脚本 [打印本页]
作者: 御剑奇侠 时间: 2010-11-7 20:08
标题: 商店购买时 显示全部能力的变化 脚本
本帖最后由 御剑奇侠 于 2010-11-9 19:35 编辑
复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。亦可替代掉原来的同名教本。
-
- #==============================================================================
- # ■ 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
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(368, 128, 272, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = 16
- @item = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 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
- # 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
- j = 70
- self.contents.draw_text(0, 32 + j * 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]
- else
- item1 = $data_armors[actor.armor4_id]
- end
- # 可以装备的情况
- #if actor.equippable?(@item)
- # 武器的情况
- i += 1
- if @item.is_a?(RPG::Weapon)
-
-
-
- atk1 = item1 != nil ? item1.atk : 0
- atk2 = @item != nil ? @item.atk : 0
-
- pdef1 = item1 != nil ? item1.pdef : 0
- pdef2 = @item != nil ? @item.pdef : 0
-
- str1 = item1 != nil ? item1.str_plus : 0
- str2 = @item != nil ? @item.str_plus : 0
-
- dex1 = item1 != nil ? item1.dex_plus : 0
- dex2 = @item != nil ? @item.dex_plus : 0
-
- agi1 = item1 != nil ? item1.agi_plus : 0
- agi2 = @item != nil ? @item.agi_plus : 0
-
- int1 = item1 != nil ? item1.int_plus : 0
- int2 = @item != nil ? @item.int_plus : 0
-
-
- @atk = atk2 - atk1
- @str = str2 - str1
- @dex = dex2 - dex1
- @agi = agi2 - agi1
- @int = int2 - int1
- @pdef = pdef2 - pdef1
-
-
-
-
-
-
-
- x = -16
- self.contents.draw_text(80*0, x+j * i, 112, 32,"攻击",0)
- self.contents.draw_text(80*1, x+j * i, 112, 32,"力量",0)
- self.contents.draw_text(80*2, x+j * i, 112, 32,"速度",0)
- self.contents.draw_text(80*0, x+j * i+16, 112, 32,"敏捷",0)
- self.contents.draw_text(80*1, x+j * i+16, 112, 32,"魔力",0)
- self.contents.draw_text(80*2, x+j * i+16, 112, 32,"防御",0)
复制代码
作者: 御剑奇侠 时间: 2010-11-7 20:09
#---------------------------------------------------------------------
q=40-10
if atk2 >= atk1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if str2 >= str1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if dex2 >= dex1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if agi2 >= agi1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if int2 >= int1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if pdef2 >= pdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
self.contents.font.color = Color.new(159,251,162,255)
q=50
self.contents.draw_text(80*0+q, x+j * i, 112, 32,@atk.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,@str.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,@dex.abs.to_s,0)
#---------------------------------------------------------------------
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,@agi.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,@int.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,@pdef.abs.to_s,0)
end
# 防具的情况
if @item.is_a?(RPG::Armor)
str1 = item1 != nil ? item1.str_plus : 0
str2 = @item != nil ? @item.str_plus : 0
dex1 = item1 != nil ? item1.dex_plus : 0
dex2 = @item != nil ? @item.dex_plus : 0
agi1 = item1 != nil ? item1.agi_plus : 0
agi2 = @item != nil ? @item.agi_plus : 0
int1 = item1 != nil ? item1.int_plus : 0
int2 = @item != nil ? @item.int_plus : 0
pdef1 = item1 != nil ? item1.pdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
mdef2 = @item != nil ? @item.mdef : 0
@str = str2 - str1
@dex = dex2 - dex1
@agi = agi2 - agi1
@int = int2 - int1
@pdef = pdef2 - pdef1
@mdef = mdef2 - mdef1
x=-16
self.contents.draw_text(80*0, x+j * i, 112, 32,"力量",0)
self.contents.draw_text(80*1, x+j * i, 112, 32,"速度",0)
self.contents.draw_text(80*2, x+j * i, 112, 32,"敏捷",0)
self.contents.draw_text(80*0, x+j * i+16, 112, 32,"魔力",0)
self.contents.draw_text(80*1, x+j * i+16, 112, 32,"防御",0)
self.contents.draw_text(80*2, x+j * i+16, 112, 32,"魔御",0)
#---------------------------------------------------------------------
q=30
if str2 >= str1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if dex2 >= dex1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if agi2 >= agi1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if int2 >= int1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
q=40-10
if pdef2 >= pdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
if mdef2 >= mdef1
self.contents.font.color = Color.new(159,251,162,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↑",0)
else
self.contents.font.color = Color.new(255,0,0,255)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,"↓",0)
end
#---------------------------------------------------------------------
self.contents.font.color = Color.new(159,251,162,255)
q=50
self.contents.draw_text(80*0+q, x+j * i, 112, 32,@str.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i, 112, 32,@dex.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i, 112, 32,@agi.abs.to_s,0)
#---------------------------------------------------------------------
self.contents.draw_text(80*0+q, x+j * i+16, 112, 32,@int.abs.to_s,0)
self.contents.draw_text(80*1+q, x+j * i+16, 112, 32,@pdef.abs.to_s,0)
self.contents.draw_text(80*2+q, x+j * i+16, 112, 32,@mdef.abs.to_s,0)
end
end
self.contents.font.color = normal_color
i -= 1
#self.contents.font.size = 22
# 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
#--------------------------------------------------------------------------
# ● 设置物品
# item : 新的物品
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
欢迎光临 仙剑之十里坡 (http://palslp.com/BBS/) |
Powered by Discuz! X2.5 |