高级架构工程师 十九级 |
#============================================================================== # Sample master list for crafting script # written by Deke #============================================================================================ # 简介: # 这是一个很不错的合成物品系统,可以通过游戏的过程,不断学习可以合成的 # 物品方法。 # # 使用方法: # 1、召唤界面:使用脚本$scene = Scene_Craft.new # # 2、学习合成:$game_party.learn_recipe(合成项目) # # 3、合成定义: # 这个合成脚本可以定义两种合成物品。一种是预先定义好了的,就像下面这样, # 直接写在这里就可以,另一种是在学习之前现场定义。 # # 4、举例 # 4.1、学会recipe_list[1]定义的合成:$game_party.learn_recipe($game_temp.recipe_list[1]) # 注意,一行如果输入不下,在(的后面或[的后面按回车换行,否则可能出错 # # 4.2、在游戏中临时定义一种合成,让玩家学会。使用事件中的脚本如下, # 脚本: # 材料 = [$game_variables[1],$game_variables[2]] #——材料编号是变量1、2的编号 # 材料种类 = [0,0] #——材料是物品 # 材料数量 = [$game_variables[3],$game_variables[4]] #——需要材料数量是变量3、4的编号 # 成品 = $game_variables[5] #——获得结果编号是5 # 成品种类 = 1 #——成品是防具类 # $game_party.learn_recipe(Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类)) #=========================================================================================== class Game_Temp attr_reader :recipe_list alias crafting_temp_initialize initialize def initialize crafting_temp_initialize @recipe_list=[] get_recipe_list end def get_recipe_list ########################################################################## # 0 号合成物品设定 (物品小药水×2 + 中药水 = 大药水) ########################################################################## 材料 = [1, 2] # 需要材料的数据库编号 材料种类 = [0, 0] # 需要材料的种类,0是普通物品,1是防具,2是武器 材料数量 = [2, 1] # 需要材料的数量 成品 = 3 # 获得物品编号 成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器 @recipe_list[0] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类) # 巨大八爪鱼提示: # 这里的序号必须连续,且从0开始 # 否则会脚本错误 ########################################################################## # 1 号合成物品设定 (武器铜剑、铁剑、钢剑各1 = 密切斯特剑) ########################################################################## 材料 = [1, 2, 3] # 需要材料的数据库编号 材料种类 = [2, 2, 2] # 需要材料的种类,0是普通物品,1是防具,2是武器 材料数量 = [3, 2, 1] # 需要材料的数量 成品 = 4 # 获得物品编号 成品种类 = 2 # 获得物品种类,0是普通物品,1是防具,2是武器 @recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类) ########################################################################## # 2 号合成物品设定 (物品力量之石×2 + 防具钢盾×1 = 密切斯特盾) ########################################################################## 材料 = [13, 3] # 需要材料的数据库编号 材料种类 = [0, 1] # 需要材料的种类,0是普通物品,1是防具,2是武器 材料数量 = [2, 1] # 需要材料的数量 成品 = 4 # 获得物品编号 成品种类 = 1 # 获得物品种类,0是普通物品,1是防具,2是武器 @recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,成品种类) end # of get_recipe_list method end # of updates to Game_Temp Class #================================ # CRAFTING PROGRAM #---------------------------------------------------------------- #-written by Deke #-yes_no window code created by Phsylomortis #---------------------------------------------------------------- #================================ #updates to Game_Party class class Game_Party attr_accessor :recipes alias crafting_party_initialize initialize def initialize crafting_party_initialize @recipes=[] end #---------------------------------------------------------------------- def know?(recipe, version = 1) unless recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end return $game_party.recipes.include?(recipe) end #---------------------------------------------------------------------- def learn_recipe(recipe , version = 1) unless recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) unless know?(recipe) @recipes.push(recipe) end end end #---------------------------------------------------------------------- def forget_recipe(recipe , version = 1) if !recipe.is_a?(Game_Recipe) recipe = get_recipe_from_master_list(recipe, version) end if recipe.is_a?(Game_Recipe) for i in 0...@recipes.size if recipe == @recipes index = i break end end if index != nil @recipes.delete(@recipes[index]) end end end #---------------------------------------------------------------------- def get_recipe_from_master_list(item, version) index = nil for i in 0...$game_temp.recipe_list.size if item[0] == $game_temp.recipe_list.result and item[1] ==$game_temp.recipe_list.result_type version -= 1 if version == 0 index = i break end end end if index.is_a?(Integer) return ($game_temp.recipe_list[index]) else return false end end end # of Game_Party updates #================================ class Game_Recipe attr_reader :ingredients attr_reader :quantities attr_reader :result attr_reader :result_type attr_reader :ingredient_types #---------------------------------------------------------------------- def initialize( ingredients, ingredient_types, quantities, result, result_type) @ingredients = ingredients @ingredient_types = ingredient_types @quantities = quantities @result = result @result_type = result_type end #---------------------------------------------------------------------- def name case @result_type when 0 name = $data_items[@result].name when 1 name = $data_armors[@result].name when 2 name = $data_weapons[@result].name end return name end #---------------------------------------------------------------------- def have for i in 0...@ingredients.size case @ingredient_types[i] when 0 a = $game_party.item_number(@ingredients[i]) when 1 a = $game_party.armor_number(@ingredients[i]) when 2 a = $game_party.weapon_number(@ingredients[i]) end return false if a<@quantities[i] end return true end #---------------------------------------------------------------------- def decrement for i in 0...@ingredients.size case @ingredient_types[i] when 0 $game_party.lose_item(@ingredients[i], @quantities[i]) when 1 $game_party.lose_armor(@ingredients[i], @quantities[i]) when 2 $game_party.lose_weapon(@ingredients[i], @quantities[i]) end end end #---------------------------------------------------------------------- def make if have case @result_type when 0 $game_party.gain_item(@result, 1) when 1 $game_party.gain_armor(@result, 1) when 2 $game_party.gain_weapon(@result, 1) end decrement end end #---------------------------------------------------------------------- def == (recipe) if recipe.is_a?(Game_Recipe) equal = true if recipe.ingredients != self.ingredients equal = false end if recipe.ingredient_types != self.ingredient_types equal = false end if recipe.quantities != self.quantities equal = false end if recipe.result != self.result equal=false end if recipe.result_type != self.result_type equal = false end else equal = false end return equal end end # of Game_Recipe class #=================================== class Window_Craft < Window_Selectable #-------------------------------------------------------------------------- def initialize super(0, 64, 240, 416) @column_max = 1 refresh self.index = 0 end #-------------------------------------------------------------------------- def recipe return $game_party.recipes[self.index] end ############################################################################ def item case @types[self.index] when 0 return $data_items[@ingredients] when 1 return $data_armors[@ingredients] when 2 return $data_weapons[@ingredients] end end ############################################################################ #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end $game_party.recipes = $game_temp.recipe_list if $game_party.recipes==nil @item_max = $game_party.recipes.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = "黑体" # = "黑体" self.contents.font.size = 18 # = 18 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- def draw_item(index) recipe = $game_party.recipes[index] self.contents.font.color = recipe.have ? normal_color : disabled_color x = 16 y = index * 32 self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0) end #-------------------------------------------------------------------------- def update_help current_recipe = recipe if current_recipe.is_a?(Game_Recipe) case current_recipe.result_type when 0 description = $data_items[current_recipe.result].description when 1 description = $data_armors[current_recipe.result].description when 2 description = $data_weapons[current_recipe.result].description end else description = "" end @help_window.set_text(description) @help_window.update end end # of Window_Craft #======================================= class Window_CraftResult < Window_Base #-------------------------------------------------------------------------- def initialize super(240, 64, 400, 184) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype self.contents.font.size = 18 # = 20 @result = nil @type = nil end #-------------------------------------------------------------------------- def refresh self.contents.clear case @type when 0 item = $data_items[@result] if item.recover_hp_rate > item.recover_hp hp_string = "HP回复率:" hp_stat = item.recover_hp_rate else hp_string = "HP回复量:" hp_stat = item.recover_hp end if item.recover_sp_rate > item.recover_sp sp_string = "SP回复率:" sp_stat = item.recover_sp_rate else sp_string = "SP回复量:" sp_stat = item.recover_sp end @strings = [hp_string, sp_string, "物理防御:" , "魔法防御:", "命中率:", "分散度:"] @stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance, $game_party.item_number(@result)] @bitmap = RPG::Cache.icon(item.icon_name) when 1 item = $data_armors[@result] @strings = ["物理防御:", "魔法防御:", "回避修正:", "力量增加:", "灵巧增加:", "速度增加:", "先攻增加:"] @stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus, item.agi_plus, item.int_plus, $game_party.armor_number(@result) ] @bitmap = RPG::Cache.icon(item.icon_name) when 2 item = $data_weapons[@result] @strings =["攻击力:", "物理防御:", "魔法防御:", "力量增加:", "灵巧增加:", "速度增加:", "先攻增加:"] @stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus, item.agi_plus, item.int_plus, $game_party.weapon_number(@result) ] @bitmap = RPG::Cache.icon(item.icon_name) end for i in 0...@strings.size x = i%2 * 184 y = i /2 *28 +32 self.contents.font.color = normal_color self.contents.draw_text(x,y,100, 28,@strings[i]) self.contents.font.color = system_color self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s) end self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255) self.contents.font.color= normal_color self.contents.draw_text(40, 0, 300, 28, "目前拥有该物品的数量: ") self.contents.font.color = system_color count = @stats[@stats.size - 1].to_s self.contents.draw_text(294, 0, 45, 28, count ) end #---------------------------------------------------------------------- def set_result(result , type) @result = result @type = type refresh end end #of Window_CraftResult #======================================= class Window_CraftIngredients < Window_Base #-------------------------------------------------------------------------- def initialize super(240, 248, 400, 232)#232 - 32 + 16 - 15) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype self.contents.font.size = 18 # = 20 @ingredients = [] @types = [] @quantities = [] @item = nil @count = 0 end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size=18 self.contents.font.color = normal_color self.contents.font.name = "黑体" self.contents.draw_text(30, 0, 128, 20, "所需材料") self.contents.draw_text(244, 0, 64, 20, "现有") self.contents.draw_text(299, 0, 64, 20, "需要") self.contents.font.size=16 for i in 0...@ingredients.size case @types[i] when 0 @item = $data_items[@ingredients[i]] @count = $game_party.item_number(@ingredients[i]) when 1 @item = $data_armors[@ingredients[i]] @count = $game_party.armor_number(@ingredients[i]) when 2 @item = $data_weapons[@ingredients[i]] @count = $game_party.weapon_number(@ingredients[i]) end y = (i+1) *26-2 self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255) self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color self.contents.draw_text(30, y, 280, 28, @item.name) self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s) self.contents.font.color = system_color self.contents.draw_text(245, y, 45, 28, @count.to_s ) end end #-------------------------------------------------------------------------- def set_ingredients(ingredients , types, quantities) @ingredients = ingredients @types = types @quantities = quantities refresh end end # of Window_CraftIngredients #====================================== class Scene_Craft #-------------------------------------------------------------------------- def initialize(craft_index=0) @craft_index=craft_index end #-------------------------------------------------------------------------- def main @craft_window = Window_Craft.new @craft_window.index=@craft_index @confirm_window = Window_Base.new(120, 188, 400, 64) @confirm_window.contents = Bitmap.new(368, 32) @confirm_window.contents.font.name = "黑体" @confirm_window.contents.font.size = 20 @help_window = Window_Help.new @craft_window.help_window = @help_window @result_window=Window_CraftResult.new @ingredients_window=Window_CraftIngredients.new @yes_no_window = Window_Command.new(100, ["确定", "放弃"]) @confirm_window.visible = false @confirm_window.z = 1500 @yes_no_window.visible = false @yes_no_window.active = false @yes_no_window.index = 1 @yes_no_window.x = 270 @yes_no_window.y = 252 @yes_no_window.z = 1500 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @craft_window.dispose @result_window.dispose @ingredients_window.dispose @confirm_window.dispose @yes_no_window.dispose end #-------------------------------------------------------------------------- def update @craft_window.update @ingredients_window.update if $game_party.recipes.size > 0 @result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type) @ingredients_window.set_ingredients(@craft_window.recipe.ingredients, @craft_window.recipe.ingredient_types, @craft_window.recipe.quantities) end if @craft_window.active update_craft return end if @yes_no_window.active confirm_update return end end #-------------------------------------------------------------------------- def update_craft if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(3) return end if Input.trigger?(Input::C) and $game_party.recipes.size != 0 @recipe = @craft_window.recipe if @recipe.have @yes_no_window.active = true @craft_window.active = false else $game_system.se_play($data_system.buzzer_se) return end end end #-------------------------------------------------------------------------- def confirm_update @craft_index = @craft_window.index @confirm_window.visible = true @confirm_window.z = 1500 @yes_no_window.visible = true @yes_no_window.active = true @yes_no_window.z = 1500 @yes_no_window.update string = "合成 " + @recipe.name + "?" cw = @confirm_window.contents.text_size(string).width center = @confirm_window.contents.width/2 - cw /2 unless @drawn @confirm_window.contents.draw_text(center, 0, cw, 30, string) @drawn = true end if Input.trigger?(Input::C) if @yes_no_window.index == 0 if @recipe.have $game_system.se_play($data_system.decision_se) @recipe.make $game_system.se_play($data_system.save_se) $scene=Scene_Craft.new(@craft_index) else $game_system.se_play($data_system.buzzer_se) end else $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_index) end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene=Scene_Craft.new(@craft_index) end end end # of Scene_Craft #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
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