http://www.gamebaker.com/rmxp/scripts/artifact-colors.htm
아이템명을 등급에 따라서 다른 색깔로 표시하는 것으로 보입니다.(디아블로2에서 일반 아이템이냐, 유니크이냐, 레어이냐에 따라 이름색이 다른 것처럼)
#=============================================================================
# ** SG Artifact Colors
#=============================================================================
# sandgolem
# Version 1
# 11.05.06
#=============================================================================
#
# This script requires editing and setting elements to your items.
# Create some new elements in your database, call them whatever you'd like
# your artifact system called. Then, assign them to the proper items.
#
# Once you've done that, you need to the edit the sg_artifact_colors part
# of this script (first method). See the two examples provided for how:
#
# if eval("item.#{sg_temp}.include?(2)")
# return Color.new(210, 255, 210, 255)
# end
#
# That shows the item name in pale green if element 2 is assigned.
# Colors are set in this order: Red, Green, Blue, Strength.
# 255 is max and 0 is none. Repeat those sections for each you want to add
# Currently only armor and weapons will use this. Edit for regular items.
#
# You can remove this line if you aren't using some of my other scripts
$sg_artifact_colors = true
#
#=============================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmxp/scripts/
#
# To use this script, copy it and insert it in a new section above "Main",
# under the default scripts, the SDK if you're using it, and anything else
# that rewrites the window skill scene or that part of battle.
#
# Have problems? You can leave me a message at:
# http://www.gamebaker.com/users/sandgolem
#
#=============================================================================
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
begin
SDK.log("SG Artifact Colors", "sandgolem", 1, "11.05.06")
if SDK.state("SG Artifact Colors") != true
@sg_artifactcolors_disabled = true
end
rescue
end
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if !@sg_artifactcolors_disabled
class Window_Base
def sg_artifact_colors(item,type = 0)
if item.is_a?(RPG::Armor)
sg_temp = 'guard_element_set'
else
sg_temp = 'element_set'
end
if eval("item.#{sg_temp}.include?(3)")
return Color.new(255, 255, 210, 255)
end
if eval("item.#{sg_temp}.include?(2)")
return Color.new(210, 255, 210, 255)
end
# Edit/copy the ones above and paste them before this line
if type == 0
return normal_color
else
return disabled_color
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
#------------------------------------------------------------------------------
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
end
class Window_ShopBuy < 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 item.price <= $game_party.gold and number < 99
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = sg_artifact_colors(item,1)
#------------------------------------------------------------------------------
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
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 + 240, y, 88, 32, item.price.to_s, 2)
end
end
class Window_ShopSell < 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 item.price > 0
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = disabled_color
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)
opacity = self.contents.font.color == disabled_color ? 128 : 255
#------------------------------------------------------------------------------
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
class Window_EquipItem < Window_Selectable
def draw_item(index)
item = @data[index]
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
#------------------------------------------------------------------------------
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
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
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
sg_tempicond = nil
if item.is_a?(RPG::Item) && $game_party.item_can_use?(item.id)
sg_tempicond = true
end
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = sg_tempicond == true ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
if item.is_a?(RPG::Item)
if $game_party.item_can_use?(item.id)
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = sg_artifact_colors(item,1)
end
else
self.contents.font.color = sg_artifact_colors(item)
end
#------------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
아이템명을 등급에 따라서 다른 색깔로 표시하는 것으로 보입니다.(디아블로2에서 일반 아이템이냐, 유니크이냐, 레어이냐에 따라 이름색이 다른 것처럼)
#=============================================================================
# ** SG Artifact Colors
#=============================================================================
# sandgolem
# Version 1
# 11.05.06
#=============================================================================
#
# This script requires editing and setting elements to your items.
# Create some new elements in your database, call them whatever you'd like
# your artifact system called. Then, assign them to the proper items.
#
# Once you've done that, you need to the edit the sg_artifact_colors part
# of this script (first method). See the two examples provided for how:
#
# if eval("item.#{sg_temp}.include?(2)")
# return Color.new(210, 255, 210, 255)
# end
#
# That shows the item name in pale green if element 2 is assigned.
# Colors are set in this order: Red, Green, Blue, Strength.
# 255 is max and 0 is none. Repeat those sections for each you want to add
# Currently only armor and weapons will use this. Edit for regular items.
#
# You can remove this line if you aren't using some of my other scripts
$sg_artifact_colors = true
#
#=============================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmxp/scripts/
#
# To use this script, copy it and insert it in a new section above "Main",
# under the default scripts, the SDK if you're using it, and anything else
# that rewrites the window skill scene or that part of battle.
#
# Have problems? You can leave me a message at:
# http://www.gamebaker.com/users/sandgolem
#
#=============================================================================
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
begin
SDK.log("SG Artifact Colors", "sandgolem", 1, "11.05.06")
if SDK.state("SG Artifact Colors") != true
@sg_artifactcolors_disabled = true
end
rescue
end
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if !@sg_artifactcolors_disabled
class Window_Base
def sg_artifact_colors(item,type = 0)
if item.is_a?(RPG::Armor)
sg_temp = 'guard_element_set'
else
sg_temp = 'element_set'
end
if eval("item.#{sg_temp}.include?(3)")
return Color.new(255, 255, 210, 255)
end
if eval("item.#{sg_temp}.include?(2)")
return Color.new(210, 255, 210, 255)
end
# Edit/copy the ones above and paste them before this line
if type == 0
return normal_color
else
return disabled_color
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
#------------------------------------------------------------------------------
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
end
class Window_ShopBuy < 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 item.price <= $game_party.gold and number < 99
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = sg_artifact_colors(item,1)
#------------------------------------------------------------------------------
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
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 + 240, y, 88, 32, item.price.to_s, 2)
end
end
class Window_ShopSell < 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 item.price > 0
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = disabled_color
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)
opacity = self.contents.font.color == disabled_color ? 128 : 255
#------------------------------------------------------------------------------
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
class Window_EquipItem < Window_Selectable
def draw_item(index)
item = @data[index]
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
self.contents.font.color = sg_artifact_colors(item)
#------------------------------------------------------------------------------
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
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
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
#------------------------------------------------------------------------------
# Begin SG Artifact Colors Edit
#------------------------------------------------------------------------------
sg_tempicond = nil
if item.is_a?(RPG::Item) && $game_party.item_can_use?(item.id)
sg_tempicond = true
end
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = sg_tempicond == true ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
if item.is_a?(RPG::Item)
if $game_party.item_can_use?(item.id)
self.contents.font.color = sg_artifact_colors(item)
else
self.contents.font.color = sg_artifact_colors(item,1)
end
else
self.contents.font.color = sg_artifact_colors(item)
end
#------------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end