[脚本]复杂的物品分类RMXP用



love_xiaolu
2010-09-22 20:34:42

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


#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================

class Harts_Window_ItemTitle < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, .words.item, 1)
end
end

#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================

class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
@commands = []
#————————生成commands窗口
for i in 1....size
if .item_number(i) > 0
push = true
for com in @commands
if com == .desc
push = false
end
end
if push == true
@commands.push(.desc)
end
end
end
for i in 1....size
if .weapon_number(i) > 0
push = true
for com in @commands
if com == .desc
push = false
end
end
if push == true
@commands.push(.desc)
end
end
end
for i in 1....size
if .armor_number(i) > 0
push = true
for com in @commands
if com == .desc
push = false
end
end
if push == true
@commands.push(.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_Item
#==============================================================================

class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 416)
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....size
if .item_number(i) > 0 and .desc == command
@data.push()
end
end
for i in 1....size
if .weapon_number(i) > 0 and .desc == command
@data.push()
end
end
for i in 1....size
if .armor_number(i) > 0 and .desc == command
@data.push()
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 = .item_number(item.id)
when RPG::Weapon
number = .weapon_number(item.id)
when RPG::Armor
number = .armor_number(item.id)
end
if item.is_a?(RPG::Item) and
.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 + 400, y, 16, 32, ":", 1)
self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end

#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================

class Scene_Item
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@itemtitle_window = Harts_Window_ItemTitle.new
@itemcommand_window = Harts_Window_ItemCommand.new
@command_index = @itemcommand_window.index
@itemlist_window = Harts_Window_ItemList.new
@itemlist_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if != self
break
end
end
Graphics.freeze
@itemtitle_window.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemtitle_window.update
@itemcommand_window.update
@itemlist_window.update
@help_window.update
@target_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 @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
.se_play(.cancel_se)
= Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
.se_play(.buzzer_se)
return
end
.se_play(.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
.se_play(.cancel_se)
@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)
.se_play(.buzzer_se)
return
end
unless .item_can_use?(@item.id)
.se_play(.buzzer_se)
return
end
.se_play(.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
.common_event_id = @item.common_event_id
.se_play(@item.menu_se)
if @item.consumable
.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
= Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
.se_play(.cancel_se)
unless .item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
return
end
if Input.trigger?(Input::C)
if .item_number(@item.id) == 0
.se_play(.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in .actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = .actors[@target_window.index]
used = target.item_effect(@item)
end
if used
.se_play(@item.menu_se)
if @item.consumable
.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
@target_window.refresh
if .all_dead?
= Scene_Gameover.new
return
end
if @item.common_event_id > 0
.common_event_id = @item.common_event_id
= Scene_Map.new
return
end
end
unless used
.se_play(.buzzer_se)
end
return
end
end
end

#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================

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

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


king71036
2010-09-22 21:10:22

辛苦啦~~繼續努力唷~~


强悍的葱头
2010-09-22 21:18:12

虽然咱不懂~斑竹辛苦了


章半仙
2010-10-02 20:17:27

- -b话说转载6r的脚本一定要慎重,那边的喷子很凶,尤其是喷这种一天转载n+个脚本还没有特别标注作者的...好吧,我什么都不知道...


love_xiaolu
2010-10-18 20:23:57

[quote]- -b话说转载6r的脚本一定要慎重,那边的喷子很凶,尤其是喷这种一天转载n+个脚本还没有特别标注作者的... ...
[size=2][color=#999999]章半仙 发表于 2010-10-2 20:17[/color] [url=http://www.yayabo.cn/redirect.php?goto=findpost&pid=134014&ptid=11960][img]http://www.yayabo.cn/images/common/back.gif[/img][/url][/size][/quote]


好吧!俺自重!其实这是俺2年前在6R混的时候的收藏,6R的资源我全有,16G+,盆子什么的最讨厌了,看到立马删帖!