装备随机属性值如何设置合成物品也随机?
#encoding:utf-8#==============================================================================
# ■ 随机属性装备 By wyongcan
#==============================================================================
#==============================================================================
#==============================================================================
#~ 0 => "最大HP",
#~ 1 => "最大MP",
#~ 2 => "物理攻击",
#~ 3 => "物理防御",
#~ 4 => "魔法攻击",
#~ 5 => "魔法防御",
#~ 6 => "敏 捷 值",
module Equipplus
@maxparamplus = 1 #最大前缀数
@moneyrate = 10 #物品价格计算公式为:原价格 + 前缀权重 * @moneyrate
@transpose = [*1..100].reverse #用于把1变成100,100变成1
@paramsplus = [
,,,,,,]], #+0%
,,,,,,]], #+10%
,,,,,,]], #+20%
,,,,,,]], #+50%
,,,,,,]] #+100%
]
@paramsplus = @paramsplus.sort_by { |param| -param }#大到小
$商店随机 = true #商店买装备时出随机属性
$战斗随机 = true #战斗后获得随机属性装备
#~ $合成随机 = true
def self.getname(paramsplus)
name = ""
paramsplus.is_a?(Array) ? paramsplus.each{|a| @temp = []; a.scan(/^[\u4e00-\u9fa5|\w]*|,[\u4e00-\u9fa5|\w]*/){|b| @temp.push b.gsub(","){}}; name += @temp} : paramsplus.scan(/^[\u4e00-\u9fa5|\w]*|,[\u4e00-\u9fa5|\w]*/){|b| @temp = [] if @temp == nil ;@temp.push b.gsub(","){}}
name += @temp if paramsplus.is_a?(Array) != true
name = "【#{name}】"
end
def self.getluck #获得极品出现率
luck = 0
$game_party.all_members.each{|a| a.weapons.each{|a| luck += a.params if a.params.size == 9};a.armors.each{|a| luck += a.params if a.params.size == 9}}
luck
end
def self.getnewequip(xequip,params = 1) #提供两个参数装备(RPG::EquipItem类下的)和附加前缀数,不填则为随机
return unless xequip.is_a?(RPG::EquipItem)
#xparamplus为前缀数
xequip.paramsplus = [] if xequip.paramsplus == nil
return if xequip.paramsplus.size >= @maxparamplus
params != nil ? xparamplus = params :xparamplus = rand(@maxparamplus * 110) / 100
xparamplus = xparamplus.to_int
return xequip if xparamplus == 0
equip = xequip.dup
paramsplus = equip.paramsplus.dup#无奈的方法,不这样改一个装备所有同父装备的装备都会变
newparams = equip.params.dup
newfeatures = equip.features.dup
aparamsplus = @paramsplus.collect{|a| = @transpose-1],a,a]}.sort_by{|a| a}
while paramsplus.size < xparamplus
temp = rand(aparamsplus[-1])
temp = .max
x = []
for i in aparamsplus
x.push i if i >= temp && paramsplus.include?(i) != true
end
if x != []
a = [(x.size-1)*100 - getluck,0].max
a = (rand(a)/100).to_int
paramsplus.push x
end
end
equip.name = getname(paramsplus) + equip.name #更新名称
paramsplus.each{|a| equip.price += @transpose - 1] * @moneyrate} #更新价格
paramsplus.select{|a| a.select{|a| a.size == 2}.each{|a| newparams] += newparams] * a}} #更新属性
#以下为更新特性
features = []
paramsplus.each{|a| a.each{|a| features.push a if a.size == 3}}
while features.size > 0
i = features.pop
newfeatures.select{|a| a.code == i && a.data_id == i}.size == 0 ? newfeatures.push(RPG::BaseItem::Feature.new(i,i,i)) : newfeatures.each_with_index{|a,b| newfeatures.value += i if a.code == i && a.data_id == i}
end
if equip.is_a?(RPG::Weapon)
equip.id = $data_weapons.size
$data_weapons.insert $data_weapons.size,equip
$data_weapons.paramsplus = paramsplus
$data_weapons.params = newparams
$data_weapons.features = newfeatures
else
equip.id = $data_armors.size
$data_armors.insert $data_armors.size,equip
$data_armors.paramsplus = paramsplus
$data_armors.params = newparams
$data_armors.features = newfeatures
end
equip
end
def self.gainequip(id,params = nil)
$game_party.gain_item(Equipplus.getnewequip($data_weapons,params),1,true)
end
end
if $商店随机 == true
class Scene_Shop < Scene_MenuBase
def do_buy(number)
$game_party.lose_gold(number * buying_price)
if @item.is_a?(RPG::EquipItem)
x = number
loop do
break if x0
max_buf = $game_party.item_number(item)/num
else
max_buf = 999
end
max = .min
end
buying_price == 0 ? max : .min
end
#--------------------------------------------------------------------------
# ● 所持金の取得
#--------------------------------------------------------------------------
def money
@gold_window.value
end
#--------------------------------------------------------------------------
# ● 通貨単位の取得
#--------------------------------------------------------------------------
def currency_unit
@gold_window.currency_unit
end
#--------------------------------------------------------------------------
# ● 合成費用の取得
#--------------------------------------------------------------------------
def buying_price
@list_window.price(@item)
end
end
#==============================================================================
# ■ Window_ItemSynthesisList
#------------------------------------------------------------------------------
# 合成画面で、合成可能なアイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_ItemSynthesisList < Window_Selectable
include WD_itemsynthesis
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :status_window # ステータスウィンドウ
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, height)
super(x, y, window_width, height)
@shop_goods = []
@shop_recipes = []
for i in 1..WD_itemsynthesis_ini::I_recipe.size
recipe = WD_itemsynthesis_ini::I_recipe
if recipe
good = ]
if i_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::W_recipe.size
recipe = WD_itemsynthesis_ini::W_recipe
if recipe
good = ]
if w_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::A_recipe.size
recipe = WD_itemsynthesis_ini::A_recipe
if recipe
good = ]
if a_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
@money = 0
refresh
select(0)
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
return 304
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● アイテムの取得
#--------------------------------------------------------------------------
def item
@data
end
#--------------------------------------------------------------------------
# ● 所持金の設定
#--------------------------------------------------------------------------
def money=(money)
@money = money
refresh
end
#--------------------------------------------------------------------------
# ● 選択項目の有効状態を取得
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data)
end
#--------------------------------------------------------------------------
# ● 合成費用を取得
#--------------------------------------------------------------------------
def price(item)
@price
end
#--------------------------------------------------------------------------
# ● 合成可否を取得
#--------------------------------------------------------------------------
def enable?(item)
@makable
end
#--------------------------------------------------------------------------
# ● レシピを取得
#--------------------------------------------------------------------------
def recipe(item)
@recipe
end
#--------------------------------------------------------------------------
# ● アイテムを許可状態で表示するかどうか
#--------------------------------------------------------------------------
def have_mat?(recipe)
flag = true
if @money >= recipe
for i in 1...recipe.size
kind = recipe
id = recipe
num= recipe
if kind == "I"
item = $data_items
elsif kind == "W"
item = $data_weapons
elsif kind == "A"
item = $data_armors
end
if $game_party.item_number(item) < .max
flag = false
end
end
else
flag = false
end
return flag
end
#--------------------------------------------------------------------------
# ● カテゴリの設定
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# ● アイテムをリストに含めるかどうか
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# ● アイテムリストの作成
#--------------------------------------------------------------------------
def make_item_list
@data = []
@price = {}
@makable = {}
@recipe = {}
for i in 0...@shop_goods.size
goods = @shop_goods
recipe = @shop_recipes
case goods
when 0;item = $data_items]
when 1;item = $data_weapons]
when 2;item = $data_armors]
end
if item
if include?(item)
@data.push(item)
@price = goods
@makable = have_mat?(recipe) && $game_party.item_number(item) < $game_party.max_item_number(item)
@recipe = recipe
end
end
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
item = @data
rect = item_rect(index)
draw_item_name(item, rect.x, rect.y, enable?(item))
rect.width -= 4
draw_text(rect, price(item), 2)if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの設定
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
call_update_help
end
#--------------------------------------------------------------------------
# ● 素材ウィンドウの設定
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
@status_window.item = item if @status_window
@material_window.set(item, recipe(item)) if @material_window
end
#--------------------------------------------------------------------------
# ● Z ボタン(表示切替)が押されたときの処理
#--------------------------------------------------------------------------
def process_change_window
Sound.play_cursor
Input.update
call_handler(:change_window)
end
#--------------------------------------------------------------------------
# ● 決定やキャンセルなどのハンドリング処理
#--------------------------------------------------------------------------
def process_handling
super
if active
return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
# return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
end
end
end
#==============================================================================
# ■ Window_ItemSynthesisMaterial
#------------------------------------------------------------------------------
# 合成画面で、合成に必要な素材を表示するウィンドウです。
#==============================================================================
class Window_ItemSynthesisMaterial < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_possession(4, 0)
draw_material_info(0, line_height * 2)
end
#--------------------------------------------------------------------------
# ● アイテムの設定
#--------------------------------------------------------------------------
def set(item, recipe)
@item = item
@recipe = recipe
@make_number = 1
refresh
end
#--------------------------------------------------------------------------
# ● 作成個数の設定
#--------------------------------------------------------------------------
def set_num(make_number)
@make_number = make_number
refresh
end
#--------------------------------------------------------------------------
# ● 所持数の描画
#--------------------------------------------------------------------------
def draw_possession(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Vocab::Possession)
change_color(normal_color)
draw_text(rect, $game_party.item_number(@item), 2)
end
#--------------------------------------------------------------------------
# ● 素材情報の描画
#--------------------------------------------------------------------------
def draw_material_info(x, y)
rect = Rect.new(x, y, contents.width, line_height)
change_color(system_color)
contents.font.size = 18
draw_text(rect, "需要原料", 0)
if @recipe
for i in
kind = @recipe
id = @recipe
num= @recipe
if kind == "I"
item = $data_items
elsif kind == "W"
item = $data_weapons
elsif kind == "A"
item = $data_armors
end
rect = Rect.new(x, y + line_height*i, contents.width, line_height)
enabled = true
enabled = false if .max> $game_party.item_number(item)
draw_item_name(item, rect.x, rect.y, enabled)
change_color(normal_color, enabled)
if num > 0
draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
end
end
end
change_color(normal_color)
contents.font.size = 24
end
end
#==============================================================================
# ■ Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# 合成画面で、合成するアイテムの個数を入力するウィンドウです。
#==============================================================================
class Window_ItemSynthesisNumber < Window_ShopNumber
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_item_name(@item, 0, item_y)
draw_number
draw_total_price if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# ● 作成個数の変更
#--------------------------------------------------------------------------
def change_number(amount)
@number = [[@number + amount, @max].min, 1].max
call_update_help #追加
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def call_update_help
@material_window.set_num(@number) if @material_window
end
#--------------------------------------------------------------------------
# ● Z ボタン(表示切替)が押されたときの処理
#--------------------------------------------------------------------------
def process_change_window
Sound.play_cursor
Input.update
call_handler(:change_window)
end
#--------------------------------------------------------------------------
# ● 決定やキャンセルなどのハンドリング処理
#--------------------------------------------------------------------------
def process_handling
super
if active
return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
# return process_change_window if handle?(:change_window) && Input.trigger?(:Z)
end
end
end
#==============================================================================
# ■ Window_ItemSynthesisCategory
#------------------------------------------------------------------------------
# 合成画面で、通常アイテムや装備品の分類を選択するウィンドウです。
#==============================================================================
class Window_ItemSynthesisCategory < Window_ItemCategory
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
i = 0
i += 1 if WD_itemsynthesis_ini::Category_i
i += 1 if WD_itemsynthesis_ini::Category_w
i += 1 if WD_itemsynthesis_ini::Category_a
i += 1 if WD_itemsynthesis_ini::Category_k
return i
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
add_command("普通物品", :item) if WD_itemsynthesis_ini::Category_i
add_command("人类装备", :weapon) if WD_itemsynthesis_ini::Category_w
add_command("战车装备", :armor) if WD_itemsynthesis_ini::Category_a
add_command("特殊物品", :key_item) if WD_itemsynthesis_ini::Category_k
end
end
#==============================================================================
# ■ Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# 合成画面で、切替を表示するウィンドウです。
#==============================================================================
class Window_ItemSynthesisChange < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
text = "制作信息"
draw_text(0, 0, contents_width, line_height, text, 1)
end
end
求教怎样才可以让合成的装备也是随机化的?
本帖来自P1论坛作者霉素存档秀,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=494272若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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