#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/¡¡¡¡¡ßÞÅéÄ?ÍýÜõª­ÙëÐï £­ KGC_UsableWeapon¡ß #_/---------------------------------------------------------------------------- #_/¡¡ÞÅéÄʦÒöªÊ(ÞÅéÄ?Íýª¬Üõª¤ª¿)ÙëÐïªòíÂà÷ª·ªÞª¹¡£ #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ $imported = {} if $imported == nil $imported["UsableWeapon"] = true if $game_special_elements == nil $game_special_elements = {} $data_system = load_data("Data/System.rxdata") end # ÞÅéÄ?ÍýÜõª­ÙëÐïéÄ?àõ $game_special_elements["equipment_usable"] = $data_system.elements.index("ÞÅéÄ?ÍýÙëÐï") #============================================================================== # ¡á Module RPG #============================================================================== module RPG class Item #-------------------------------------------------------------------------- # ¡Ü «¢«¤«Æ«àÞÅéÄʦÜú÷÷ïÒ #-------------------------------------------------------------------------- def usable? return $game_party.item_can_use?(@id) end end class Weapon #-------------------------------------------------------------------------- # ¡Ü Ù£îñö¢Ôð #-------------------------------------------------------------------------- def name return @name.gsub(/\[.*\]/) {""} end #-------------------------------------------------------------------------- # ¡Ü «ª«ê«¸«Ê«ëÙ£ö¢Ôð #-------------------------------------------------------------------------- def original_name return @name end #-------------------------------------------------------------------------- # ¡Ü ÙëÐïÞÅéÄʦÜú÷÷ïÒ #-------------------------------------------------------------------------- def usable? return self.use_item_id > 0 || @element_set.include?($game_special_elements["equipment_usable"]) end #-------------------------------------------------------------------------- # ¡Ü ÞÅéÄãÁ«¢«¤«Æ«àö¢Ôð #-------------------------------------------------------------------------- def use_item_id return @name =~ /\[USE[ ]*(\d+)\]/i ? $1.to_i : 0 end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ¡Ü ÍëËÒ«¤«ó«¹«¿«ó«¹?? #-------------------------------------------------------------------------- attr_accessor :weapon_use # ÙëÐïÞÅéÄ«Õ«é«° attr_accessor :use_weapon_id # ÞÅéĪ·ª¿ÙëÐïID #-------------------------------------------------------------------------- # ¡Ü «»«Ã«È«¢«Ã«× # actor_id : «¢«¯«¿? ID #-------------------------------------------------------------------------- alias setup_KGC_UsableWeapon setup def setup(actor_id) # ꪪÎ?×âªò?ú¼ setup_KGC_UsableWeapon(actor_id) @weapon_use = false @use_weapon_id = 0 end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Window_Item #============================================================================== unless $imported["ItemGrouping"] class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # ¡Ü «ê«Õ«ì«Ã«·«å #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # «¢«¤«Æ«àªòõÚÊ¥ for i in 1...$data_items.size @data.push($data_items[i]) if $game_party.item_number(i) > 0 end for i in 1...$data_weapons.size if (!$game_temp.in_battle && $game_party.weapon_number(i) > 0) || ($game_temp.in_battle && $data_weapons[i].usable?) @data.push($data_weapons[i]) end end # ??ñéì¤èâªÊªéÛÁÎýªâõÚÊ¥ unless $game_temp.in_battle for i in 1...$data_armors.size @data.push($data_armors[i]) if $game_party.armor_number(i) > 0 end end # ú£ÙÍ?ª¬ 0 ªÇªÊª±ªìªÐ«Ó«Ã«È«Þ«Ã«×ªòíÂà÷ª·¡¢îïú£ÙͪòÙÚ? @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # ¡Ü ú£ÙͪÎÙÚ? # index : ú£ÙÍÛã? #-------------------------------------------------------------------------- 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 = $game_party.armor_number(item.id) end if (item.is_a?(RPG::Item) && item.usable?) || ($game_temp.in_battle && item.is_a?(RPG::Weapon) && item.usable?) self.contents.font.color = normal_color 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 == 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, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Scene_Battle (ÝÂùÜïÒëù 3) #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ¡Ü «Õ«ì?«àÌÚãæ («¢«¯«¿?«³«Þ«ó«É«Õ«§?«º : «¢«¤«Æ«ààÔ?) #-------------------------------------------------------------------------- def update_phase3_item_select # «¢«¤«Æ«à«¦«£«ó«É«¦ªòʦãÊ?÷¾ªËª¹ªë @item_window.visible = true # «¢«¤«Æ«à«¦«£«ó«É«¦ªòÌÚãæ @item_window.update # B «Ü«¿«óª¬ä㪵ªìª¿íÞùê if Input.trigger?(Input::B) # «­«ã«ó«»«ë SE ªòæÑñ´ $game_system.se_play($data_system.cancel_se) # «¢«¤«Æ«àªÎàÔ?ªòðûÖõ end_item_select return end # C «Ü«¿«óª¬ä㪵ªìª¿íÞùê if Input.trigger?(Input::C) # «¢«¤«Æ«à«¦«£«ó«É«¦ªÇúÞî¤àÔ?ªµªìªÆª¤ªë«Ç?«¿ªòö¢Ôð @item = @item_window.item # ÙëÐïÞÅéÄ«Õ«é«°ªòú°ð¶ @active_battler.weapon_use = false # àÔ?ª·ª¿ªâªÎª¬«¢«¤«Æ«àªÇ¡¢ÞÅéĪǪ­ªÊª¤íÞùê if @item == nil || (@item.is_a?(RPG::Item) && !@item.usable?) # «Ö«¶? SE ªòæÑñ´ $game_system.se_play($data_system.buzzer_se) return # ÙëÐïªÎíÞùê elsif @item.is_a?(RPG::Weapon) # ÞÅéĪǪ­ªÊª¤íÞùê unless @item.usable? $game_system.se_play($data_system.buzzer_se) return end # ÙëÐïÞÅéÄ«Õ«é«°ªòØ¡ªÆªë @active_battler.weapon_use = true # ÞÅéÄÙëÐïIDªòàâïÒ @active_battler.use_weapon_id = @item.id # Ùí×âãÅ×â«¢«¤«Æ«àªòàÔ?ª·ª¿ª³ªÈªËª¹ªë @item = $data_items[@item.use_item_id > 0 ? @item.use_item_id : @item.int_plus] @item_numbers = [] @item_numbers[@item.id] = $game_party.item_number(@item.id) end # «Ø«ë«×«¦«£«ó«É«¦ªò?ª¹ if @help_window2 == nil @help_window.visible = false else @help_window2.visible = false end # ̽ïÒ SE ªòæÑñ´ $game_system.se_play($data_system.decision_se) # «¢«¯«·«ç«óªòàâïÒ @active_battler.current_action.item_id = @item.id # «¢«¤«Æ«à«¦«£«ó«É«¦ªòÜôʦãÊ?÷¾ªËª¹ªë @item_window.visible = false # ?ÍýÛô?ª¬îØ??ªÎíÞùê if @item.scope == 1 # «¨«Í«ß?ªÎàÔ?ªòËÒã· start_enemy_select # ?ÍýÛô?ª¬Ú«Û°??ªÎíÞùê elsif @item.scope == 3 || @item.scope == 5 # «¢«¯«¿?ªÎàÔ?ªòËÒã· start_actor_select # ?ÍýÛô?ª¬??ªÇªÏªÊª¤íÞùê else # «¢«¤«Æ«àªÎàÔ?ªòðûÖõ end_item_select # ó­ªÎ«¢«¯«¿?ªÎ«³«Þ«ó«ÉìýÕôªØ phase3_next_actor end return end end end #¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú¡Ù¡Ú #============================================================================== # ¡á Scene_Battle (ÝÂùÜïÒëù 4) #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ¡Ü «¢«¤«Æ«à«¢«¯«·«ç«ó Ì¿ÍýíÂà÷ #-------------------------------------------------------------------------- alias make_item_action_result_KGC_UsabelWeapon make_item_action_result def make_item_action_result if @active_battler.weapon_use # á¼ÙÄù¡ªÎíÞùêªÏ£±ËÁ?ªäª¹ $game_party.gain_item(@item.id, 1) if @item.consumable # «Ø«ë«×«¦«£«ó«É«¦ªËÙëÐïÙ£ªòøúãÆ @help_window.set_text($data_weapons[@active_battler.use_weapon_id].name, 1) end # ꪪÎ?×âªò?ú¼ make_item_action_result_KGC_UsabelWeapon if @active_battler.weapon_use && @item.consumable && @item_numbers[@item.id] == ($imported["LimitBreak"] ? KGC::LB_ITEM_LIMIT : 99) $game_party.gain_item(@item.id, 1) @active_battler.weapon_use = false end end end