彩虹岛please take off weapons,take off是什么意思思

彩虹岛please take off weapons,什么意思 _ 哥比兔
彩虹岛please take off weapons,什么意思
64)  self.contents = Bitmap.new(width - 32.@item_max  draw_item(i, normal_color)  end  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def draw_item(index, color)  self.contents.desc)  end  end  end  if @commands == []  @commands, height - 32)  self..$data_items.size  if $game_party..,生成commands窗口  #--------------------------------------------------------------------------  def initialize  super(0, 64, 160.push($data_weapons[i].desc)  end  end  end  for i in 1..desc)  end  end  end  for i in 1..contents.clear  self.contents.contents.draw_text(4, 0.font.color = normal_color  self  class Harts_Window_ItemTitle &lt.size  if $game_party.armor_number(i) & 0  push = true  for com in @commands  if com == $data_armors[i].push(&普通物品&)  end  @item_max = @commands.size  self, 352)  @commands = []  #————————生成commands窗口  for i in 1..font.color = color  y = index * 32  self.contents, y, 128, 120, 32, $data_system.words.item, 0, 160; Window_Base  def initialize  super(0.clear  for i in 0; Window_Selectable  attr_accessor :commands  #--------------------------------------------------------------------------  # ● 初始化.weapon_number(i) & 0  push = true  for com in @commands  if com == $data_weapons[i].desc  push = false  end  end  if push == true  @commands..$data_weapons.size  if $game_party.new(width - 32, @item_max * 32)  refresh  self.index = 0  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def refresh  self.contents.item_number(i) & 0  push = true  for com in @commands  if com == $data_items[i].desc  push = false  end  end  if push == true  @commands.contents = Bitmap.desc  push = false  end  end  if push == true  @commands.push($data_armors[i], 32.push($data_items[i], 1)  end  end  #==============================================================================  # ■ Harts_Window_ItemCommand  #==============================================================================  class Harts_Window_ItemCommand &lt.draw_text(4, @commands[index])  end  #--------------------------------------------------------------------------  # 只描绘原文字  #--------------------------------------------------------------------------  def update_help  @help_window.set_text(@commands[self.index])  end  end  #==============================================================================  # ■ Window_Item  #==============================================================================  class Harts_Window_ItemList & Window_Selectable  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def initialize  super(160, 0, 480, 416)  refresh  self.index = 0  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def item  return @data[self.index]  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def refresh  if self.contents != nil  self.contents.dispose  self.contents = nil  end  @data = []  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def set_item(command)  refresh  for i in 1...$data_items.size  if $game_party.item_number(i) & 0 and $data_items[i].desc == command  @data.push($data_items[i])  end  end  for i in 1...$data_weapons.size  if $game_party.weapon_number(i) & 0 and $data_weapons[i].desc == command  @data.push($data_weapons[i])  end  end  for i in 1...$data_armors.size  if $game_party.armor_number(i) & 0 and $data_armors[i].desc == command  @data.push($data_armors[i])  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 + 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(@mands[@command_index])  Graphics.transition  loop do  Graphics.update  Input.update  update  if $scene != 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(@mands[@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)  $game_system.se_play($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  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  def update_itemlist  if Input.trigger?(Input::B)  $game_system.se_play($data_system.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)  $game_system.se_play($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  @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 @mon_event_id & 0  $mon_event_id = @mon_event_id  $game_system.se_play(@item.menu_se)  if @item.consumable  $game_party.lose_item(@item.id, 1)  @itemlist_window.draw_item(@itemlist_window.index)  end  $scene = Scene_Map.new  return  end  end  return  end  end  #--------------------------------------------------------------------------  #--------------------------------------------------------------------------  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  @target_window.visible = false  @target_window.active = false  @itemlist_window.set_item(@mands[@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 @target_window.index == -1  used = false  for i in $game_party.actors  used |= i.item_effect(@item)  end  end  if @target_window.index &= 0  target = $game_party.actors[@target_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(@mands[@command_index])  end  @target_window.refresh  if $game_party.all_dead?  $scene = Scene_Gameover.new  return  end  if @mon_event_id & 0  $mon_event_id = @mon_event_id  $scene = Scene_Map.new  return  end  end  unless used  $game_system.se_play($data_system.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  弄错了..$data_armors
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, 3...
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