本帖最后由 后知后觉 于 2009-8-20 12:41 编辑
复制下面全部脚本内容,在Main脚本之前按insert,插入这个脚本全部内容。
还有一个附件
#==============================================================================
#复杂物品分类轩辕菜单整合版。脚本来自66RPG。物品分类原作者:柳柳
#轩辕剑菜单原作者:亿万星辰 整合:hktk
#==============================================================================
#==============================================================================
# ■ Window_ItemCommand
#==============================================================================
class Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(160, 64, 161, 352)
@commands = []
#————————生成commands窗口
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
push = true
for com in @commands
if com == $data_items
.desc
push = false
end
end
if push == true
@commands.push($data_items.desc)
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
push = true
for com in @commands
if com == $data_weapons.desc
push = false
end
end
if push == true
@commands.push($data_weapons.desc)
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
push = true
for com in @commands
if com == $data_armors.desc
push = false
end
end
if push == true
@commands.push($data_armors.desc)
end
end
end
if @commands == []
@commands.push("普通物品")
end
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_ItemList
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(321, 64, 319, 352)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 and $data_items.desc == command
@data.push($data_items)
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and $data_weapons.desc == command
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and $data_armors.desc == command
@data.push($data_armors)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item_number
return @item_max
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 250, y, 16, 32, ":", 1)
self.contents.draw_text(x + 258, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
#复杂物品分类轩辕菜单整合版。脚本来自66RPG。物品分类原作者:柳柳
#轩辕剑菜单原作者:亿万星辰 整合:hktk
#==============================================================================
#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item
def main
#==============================================================================
#这段脚本是为了风格与 轩辕剑菜单 吻合加的。(基本上直接拷过来的)
#==============================================================================
@command_window = Window_MenuCommand.new(0)
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 64
@dummy_window = Window_Base.new(160, 64, 480, 416)
@dummy_window.back_opacity = 0
@dummy_sprite = Sprite.new(Viewport.new(160, 64, 480, 416))
@old_index = @menu_index
# item 是轩辕剑菜单的物品默认背景图,如果你修改了,也要将这里修改。
@dummy_sprite.bitmap = Bitmap.new("Graphics/Pictures/item")
#==============================================================================
#这里开始时正式脚本
#==============================================================================
@itemcommand_window = Window_ItemCommand.new
@itemcommand_window.opacity = 180
@command_index = @itemcommand_window.index
@itemlist_window = Window_ItemList.new
@itemlist_window.active = false
@itemlist_window.opacity = 180
@help_window = Window_Help_New.new
@help_window.x = 160
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
#这里是关闭前面那些轩辕剑菜单的各种东西。
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@dummy_window.dispose
@dummy_sprite.dispose
end
#==============================================================================
#刷新内容总算法
#==============================================================================
def update
@itemcommand_window.update
@itemlist_window.update
@help_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @itemlist_window.active
update_itemlist
return
end
if @status_window.active
update_target
return
end
end
#------------------------------------------------------------------------------
#刷新种类菜单
#------------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#------------------------------------------------------------------------------
#刷新物品菜单
#------------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemlist_update = false
@itemcommand_update = true
@command_window.active = true
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
@status_window.x = 0
@status_window.visible = true
@status_window.active = true
if @item.scope == 4 || @item.scope == 6
@status_window.index = -1
else
@status_window.index = 0
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@item_help_window.dispose
@itemlist_window.dispose
@equip_window.dispose
$scene = Scene_Map.new
return
end
end
return
end
end
#==============================================================================
#刷新光标
#==============================================================================
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
@status_window.index = -2
@status_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @status_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @status_window.index >= 0
target = $game_party.actors[@status_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
@status_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
end
#==============================================================================
# ■ RPG物品分类追加定义
#==============================================================================
module RPG
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
end
轩辕剑菜单Scene_Menu New!中也要改一下
把275行左右有下面一段脚本
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 生成帮助窗口、物品窗口
@item_help_window = Window_Help_New.new
@item_help_window.x = 160
@item_help_window.y = 480 - 64
@item_window = Window_Item_New.new
# 关联帮助窗口
@item_window.help_window = @item_help_window
# 生成目标窗口 (设置为不可见?不活动)
# 切换到物品画面
@item_update = true
@command_window.active = false
将其改为
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
就可以了。
本帖来自P1论坛作者hktk,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=131782 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。