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*Equipaggiamento dal menù oggetti


mikb89
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Equipaggiamento dal menù oggetti

Descrizione

Permette di equipaggiare gli eroi direttamente dal menù oggetti. Un metodo simile è presente in Tales of Phantasia.

 

Autore

mikb89

 

Allegati

N/A

 

Istruzioni per l'uso

Basta incollare il testo in un nuovo script sopra Main

 

 

# Equipaggiamento dal menù oggetti.

# Impostare qui il colore che si vuole dare all'equipaggiamento
# nella finestra Oggetti.

COLORE_EQUIPAGGIAMENTO = Color.new(192, 224, 255, 255)

class Scene_Item
 alias main_w_equip main
 def main
@equip_window = Window_EquipTarget.new
@equip_window.visible = false
@equip_window.active = false
main_w_equip
@equip_window.dispose
 end

 def update
@help_window.update
@item_window.update
@target_window.update
@equip_window.update
if @item_window.active
  update_item
  return
end
if @target_window.active
  update_target
  return
end
if @equip_window.active
  update_equip
  return
end
 end

 def update_item
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)
  @item = @item_window.item
  if @item.is_a?(RPG::Weapon) or @item.is_a?(RPG::Armor)
	@item_window.active = false
	$game_system.se_play($data_system.decision_se)
	@equip_window.x = (@item_window.index + 1) % 2 * 304
	@equip_window.visible = true
	@equip_window.active = true
	@equip_window.index = 0
	@equip_window.item = @item
  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
	@item_window.active = false
	@target_window.x = (@item_window.index + 1) % 2 * 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
	  $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
	  $scene = Scene_Map.new
	  return
	end
  end
  return
end
 end
 
 def update_equip
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @item_window.refresh
  @item_window.active = true
  @equip_window.visible = false
  @equip_window.active = false
  return
end
if Input.trigger?(Input::C)
  if (@item.is_a?(RPG::Weapon) and $game_party.weapon_number(@item.id) == 0) or
	(@item.is_a?(RPG::Armor) and $game_party.armor_number(@item.id) == 0)
	$game_system.se_play($data_system.buzzer_se)
	return
  end
  if $game_party.actors[@equip_window.index].equippable?(@item)
	$game_system.se_play($data_system.equip_se)
	if @item.is_a?(RPG::Weapon)
	  $game_party.actors[@equip_window.index].equip(0, @item.id)
	else
	  $game_party.actors[@equip_window.index].equip(@item.kind + 1, @item.id)
	end
	@equip_window.refresh
	@item_window.refresh
  else
	$game_system.se_play($data_system.buzzer_se)
  end
  return
end
 end
end

class Window_EquipTarget < Window_Selectable
 def initialize
super(0, 0, 336, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.z += 10
@item_max = $game_party.actors.size
refresh
 end
 
 def refresh
if @item == nil
  return
end
self.contents.clear
for i in 0...$game_party.actors.size
  x = 4
  y = i * 116
  actor = $game_party.actors[i]
  if actor.equippable?(@item)
	self.contents.font.color = normal_color
  else
	self.contents.font.color = disabled_color
  end
  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
  if actor.equippable?(@item)
	if @item.is_a?(RPG::Weapon)
	  atk1 = item1 != nil ? item1.atk : 0
	  atk2 = @item != nil ? @item.atk : 0
	  change = atk2 - atk1
	end
	if @item.is_a?(RPG::Armor)
	  pdef1 = item1 != nil ? item1.pdef : 0
	  mdef1 = item1 != nil ? item1.mdef : 0
	  pdef2 = @item != nil ? @item.pdef : 0
	  mdef2 = @item != nil ? @item.mdef : 0
	  change = pdef2 - pdef1 + mdef2 - mdef1
	end
	if change > 0
	  self.contents.font.color = Color.new(0, 256, 0, 256)
	elsif change < 0
	  self.contents.font.color = Color.new(256, 0, 0, 256)
	else
	  self.contents.font.color = normal_color
	end
	self.contents.draw_text(x, y + 64, 232, 32, sprintf("%+d", change), 2)
  end
  if actor.equippable?(@item)
	self.contents.font.color = normal_color
  else
	self.contents.font.color = disabled_color
  end
  self.contents.draw_text(x, y, 120, 32, actor.name)
  self.contents.draw_text(x + 144, y, 236, 32, actor.class_name)
  if item1 != nil
	bitmap = RPG::Cache.icon(item1.icon_name)
	opacity = self.contents.font.color == normal_color ? 255 : 128
	self.contents.blt(x + 8, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
	self.contents.draw_text(x + 28 + 8, y + 32, 212, 32, item1.name)
  end
  self.contents.draw_text(x, y + 64, 232, 32, "Cambiamento:", 0)
end
 end
 
 def update_cursor_rect
  self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
 end
 
 def item=(item)
@item = item
refresh
 end
end

class Window_Item < Window_Selectable
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 $game_party.item_can_use?(item.id)
  self.contents.font.color = normal_color
else
  self.contents.font.color = disabled_color
end
unless item.is_a?(RPG::Item)
  self.contents.font.color = COLORE_EQUIPAGGIAMENTO
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
if item.is_a?(RPG::Item)
opacity = self.contents.font.color == normal_color ? 255 : 128
else
opacity = 255
end
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 + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 end
end

 

 

Bugs e Conflitti Noti

N/A

 

Altri Dettagli

N/A

Script!

 

Roba scritta, guide:

 

Applicazioni:

 

Progetti!

http://img69.imageshack.us/img69/2143/userbarctaf.png http://img641.imageshack.us/img641/5227/userbartemplateb.pnghttp://i46.tinypic.com/ac6id0.png

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  • 6 months later...
Molto utile, credo proprio che lo userò!

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