Este é um script criado originalmente pelo Momo e traduzido e editado por Turbidos.
Ele adiciona, ao seu game, um Livro De Itens, que é uma base de dados que mostra todos os itens que o jogador adquiriu até o momento, com vários detalhes, como detalhes de preço, função, poder etc…
O script parece que precisa de algum trabalho e só conseguimos fazer funcionar para mostrar as armas. Alguém que tiver experiência com RGSS pode dar uma ajeitada no código e mandar pra nós!
Para chamar o Livro De Itens, basta chamar o script $scene = Scene_ItemBook.new
, através de algum evento ou etc. E para instalar, basta inserir o código abaixo em cima do Main:
################################################################ #Script criado por Momo e traduzido e editado por Turbidos # ################################################################ # Adiciona ao seu game o Livro de itens, que é um database de # #itens, ele mostrará todos os itens que você adquiriu até agora# #com todos os detalhes de preço, função, poder etc... # ################################################################ module Item_Book_Config ################################################################ # modo de visualização de itens completados. # # 0 = não mostra nada # # 1 = O valor será mostrado em números reais. # # 2 = O valor será mostrado em porcentagem # ################################################################ SHOW_COMPLETE_TYPE = 3 end class Data_ItemBook attr_reader :item_kind_name attr_reader :weapon_kind_name attr_reader :armor_kind_name attr_reader :kind_row attr_reader :item_id_data attr_reader :weapon_id_data attr_reader :armor_id_data attr_reader :item_kind_element_name attr_reader :weapon_kind_element_name attr_reader :armor_kind_element_name ################################################################# # Defina aqui o nome dos menus dos Itens, o nome deve ser igual # #ao nome do atributo do database. # ################################################################# def initialize @item_kind_name = ["Comuns", "Especiais"] @weapon_kind_name = ["Armas"] @armor_kind_name = ["Escudo", "Armaduras", "Acessórios", "Livros Mágicos"] @kind_row = ["Comuns", "Armas", "Escudo", "Armaduras", "Acessórios", "Livros Mágicos", "Especiais"] @item_kind_element_name = ["Comuns", "Especiais"] @weapon_kind_element_name = [] @armor_kind_element_name = ["Escudo", "Armaduras", "Acessórios", "Livros Mágicos"] @item_id_data = item_book_id_set @weapon_id_data = weapon_book_id_set @armor_id_data = armor_book_id_set end #-------------------------------------------------------------------------- # ? ???????????????? #-------------------------------------------------------------------------- def kind_search(name) if @item_kind_name.include?(name) return [0, @item_kind_name.index(name)] elsif @weapon_kind_name.include?(name) return [1, @weapon_kind_name.index(name)] elsif @armor_kind_name.include?(name) return [2, @armor_kind_name.index(name)] end end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def no_add_element no_add = 0 # ???????ID??? for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /図鑑登録無効/ no_add = i break end end return no_add end #-------------------------------------------------------------------------- # ? ?????????ID??? #-------------------------------------------------------------------------- def element_search(element_name) return nil if element_name == nil for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /^#{element_name}/ return i end end end #-------------------------------------------------------------------------- # ? ???????ID?? #-------------------------------------------------------------------------- def item_book_id_set data = [] no_add = no_add_element if @item_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_items.size item = $data_items[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@item_kind_element_name.size data[i] = [0] element_id = element_search(@item_kind_element_name[i]) for j in 1...$data_items.size item = $data_items[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end #-------------------------------------------------------------------------- # ? ?????ID?? #-------------------------------------------------------------------------- def weapon_book_id_set data = [] no_add = no_add_element if @weapon_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_weapons.size item = $data_weapons[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@weapon_kind_element_name.size data[i] = [0] element_id = element_search(@weapon_kind_element_name[i]) for j in 1...$data_weapons.size item = $data_weapons[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end #-------------------------------------------------------------------------- # ? ?????ID?? #-------------------------------------------------------------------------- def armor_book_id_set data = [] no_add = no_add_element if @armor_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_armors.size item = $data_armors[i] next if item.name == "" next if item.guard_element_set.include?(no_add) data[0].push(item.id) end else for i in 0...@armor_kind_element_name.size data[i] = [0] element_id = element_search(@armor_kind_element_name[i]) for j in 1...$data_armors.size item = $data_armors[j] next if item.name == "" next if item.guard_element_set.include?(no_add) if item.guard_element_set.include?(element_id) data[i].push(item.id) end end end end return data end end class Window_Base < Window #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_attack_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("Fogo") if elem == "Fogo" elem_temp.push("Gelo") if elem == "Gelo" elem_temp.push("Água") if elem == "Água" elem_temp.push("Ar") if elem == "Ar" elem_temp.push("Terra") if elem == "Terra" elem_temp.push("Luz") if elem == "Luz" elem_temp.push("Trevas") if elem == "Trevas" elem_temp.push("Trovão") if elem == "Trovão" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Nada") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_attack_wp_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("Morto") if elem == "Morto" elem_temp.push("Cegueira") if elem == "Cegueira" elem_temp.push("Paralizia") if elem == "Paralizia" elem_temp.push("Mudez") if elem == "Mudez" elem_temp.push("Veneno") if elem == "Veneno" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Nada") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_attack_weak_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("Fogo") if elem == "Gelo" elem_temp.push("Gelo") if elem == "Fogo" elem_temp.push("Água") if elem == "Trovão" elem_temp.push("Trovão") if elem == "Água" elem_temp.push("Terra") if elem == "Ar" elem_temp.push("Ar") if elem == "Terra" elem_temp.push("Luz") if elem == "Trevas" elem_temp.push("Trevas") if elem == "Luz" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Nenhum") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def draw_attack_add_state(x, y, plus_state_set) state_temp = [] for i in plus_state_set state = $data_states[i] state_temp.push(state.name) if state.name != "" end if state_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Nenhum") return end ox = 0 oy = 0 for name in state_temp cx = self.contents.text_size(name).width if ox + cx + 4 >= self.contents.width - 128 ox = 0 oy += 1 end self.contents.draw_text(x+ox, y+oy*32, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def draw_scope(scope) case scope when 0 return "Nada" when 1 return "Acerta um alvo inimigo" when 2 return "Acerta todos os alvos inimigos" when 3 return "Acerta um alvo aliado" when 4 return "Acerta todos os alvos aliados" when 5 return "Acerta um alvo alidado abatido" when 6 return "Acerta todos alvos alidados abatidos" when 7 return "Acerta todos alvos da tela" end end end class Game_Temp attr_accessor :item_book_data alias temp_item_book_data_initialize initialize def initialize temp_item_book_data_initialize @item_book_data = Data_ItemBook.new end end class Game_Party attr_accessor :item_count # ????????(???) attr_accessor :weapon_count # ??????(???) attr_accessor :armor_count # ??????(???) #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias item_book_info_initialize initialize def initialize item_book_info_initialize @item_count = {} @weapon_count = {} @armor_count = {} end alias item_book_gain_item gain_item def gain_item(item_id, n) add_item_count(item_id, 0) if n > 0 item_book_gain_item(item_id, n) end alias item_book_gain_weapon gain_weapon def gain_weapon(item_id, n) add_weapon_count(item_id, 0) if n > 0 item_book_gain_weapon(item_id, n) end alias item_book_gain_armor gain_armor def gain_armor(item_id, n) add_armor_count(item_id, 0) if n > 0 item_book_gain_armor(item_id, n) end #-------------------------------------------------------------------------- # ? ????????????(???) # 0:??? 1:??? #-------------------------------------------------------------------------- def add_item_count(item_id, type = 0) if type == -1 @item_count[item_id] = 0 else @item_count[item_id] = 1 end end #-------------------------------------------------------------------------- # ? ??????????(???) # 0:??? 1:??? #-------------------------------------------------------------------------- def add_weapon_count(weapon_id, type = 0) if type == -1 @weapon_count[weapon_id] = 0 else @weapon_count[weapon_id] = 1 end end #-------------------------------------------------------------------------- # ? ??????????(???) # 0:??? 1:??? #-------------------------------------------------------------------------- def add_armor_count(armor_id, type = 0) if type == -1 @armor_count[armor_id] = 0 else @armor_count[armor_id] = 1 end end #-------------------------------------------------------------------------- # ? ??????????????? #-------------------------------------------------------------------------- def item_book_max kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_max(kind) end end return size end #-------------------------------------------------------------------------- # ? ??????????????? #-------------------------------------------------------------------------- def item_book_now kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_now(kind) end end return size end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def item_book_complete_percentage i_max = item_book_max.to_f i_now = item_book_now.to_f comp = i_now / i_max * 100 return comp.truncate end #-------------------------------------------------------------------------- # ? ????????????????????? # category:?????? #-------------------------------------------------------------------------- def item_book_category_max(category) kind_data = $game_temp.item_book_data.kind_search(category) case kind_data[0] when 0 id_data = $game_temp.item_book_data.item_id_data.dup when 1 id_data = $game_temp.item_book_data.weapon_id_data.dup when 2 id_data = $game_temp.item_book_data.armor_id_data.dup end index = kind_data[1] size = id_data[index].size - 1 return size end #-------------------------------------------------------------------------- # ? ????????????????????? # category:?????? #-------------------------------------------------------------------------- def item_book_category_now(category) kind_data = $game_temp.item_book_data.kind_search(category) index = kind_data[1] case kind_data[0] when 0 now_item_info = @item_count.keys elename = $game_temp.item_book_data.item_kind_element_name[index] item_set = $data_items when 1 now_item_info = @weapon_count.keys elename = $game_temp.item_book_data.weapon_kind_element_name[index] item_set = $data_weapons when 2 now_item_info = @armor_count.keys elename = $game_temp.item_book_data.armor_kind_element_name[index] item_set = $data_armors end # ???????ID??? no_add = $game_temp.item_book_data.no_add_element element_id = $game_temp.item_book_data.element_search(elename) new_item_info = [] for i in now_item_info item = item_set[i] next if item == nil next if item.name == "" case item when RPG::Item ele_set = item.element_set when RPG::Weapon ele_set = item.element_set when RPG::Armor ele_set = item.guard_element_set end next if ele_set.include?(no_add) if element_id == nil or ele_set.include?(element_id) new_item_info.push(item.id) end end return new_item_info.size end #-------------------------------------------------------------------------- # ? ??????????????????? # category:?????? #-------------------------------------------------------------------------- def item_book_category_complete_percentage(category) i_max = item_book_category_max(category).to_f i_now = item_book_category_now(category).to_f comp = i_now / i_max * 100 # return comp.truncate end end class Interpreter def item_book_max(category=nil) if category == nil return $game_party.item_book_max else return $game_party.item_book_category_max(category) end end def item_book_now(category=nil) if category == nil return $game_party.item_book_now else return $game_party.item_book_category_now(category) end end def item_book_comp(category=nil) if category == nil return $game_party.item_book_complete_percentage else return $game_party.item_book_category_complete_percentage(category) end end end class Window_ItemBook < Window_Selectable attr_reader :data attr_reader :item_kind attr_reader :item_index #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.item_book_data @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size @item_kind = index self.index = 0 #refresh end def new_data_set(index) @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def data_set(index) kind_row_data = @book_data.kind_search(@book_data.kind_row[index]) @item_kind = kind_row_data[0] @item_index = kind_row_data[1] data = [] case @item_kind when 0 data = @book_data.item_id_data[@item_index].dup when 1 data = @book_data.weapon_id_data[@item_index].dup when 2 data = @book_data.armor_id_data[@item_index].dup end return data end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def show?(kind, id) case kind when 0 if $game_party.item_count[id] == 0 or $game_party.item_count[id] == nil return false else return true end when 1 if $game_party.weapon_count[id] == 0 or $game_party.weapon_count[id] == nil return false else return true end when 2 if $game_party.armor_count[id] == 0 or $game_party.armor_count[id] == nil return false else return true end end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end #???? 0 ?????????????????????? return if @item_max == 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ? ????? # index : ???? #-------------------------------------------------------------------------- def draw_item(index) case @item_kind when 0 item = $data_items[@data[index]] id = @book_data.item_id_data[@item_index].index(item.id) when 1 item = $data_weapons[@data[index]] id = @book_data.weapon_id_data[@item_index].index(item.id) when 2 item = $data_armors[@data[index]] id = @book_data.armor_id_data[@item_index].index(item.id) end return if item == nil 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)) self.contents.font.color = normal_color self.contents.draw_text(x, y, 32, 32, id.to_s) if show?(@item_kind, item.id) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0) else self.contents.draw_text(x+48 + 28, y, 212, 32, "------", 0) return end end end class Window_ItemBook_Info < Window_Selectable #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0+64+64, 640, 480-64-64) @book_data = $game_temp.item_book_data self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh(item_id, item_kind, item_index) self.contents.clear self.contents.font.size = 22 case item_kind when 0 draw_item_info(item_id, item_index) when 1 draw_weapon_info(item_id, item_index) when 2 draw_armor_info(item_id, item_index) end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_item_info(item_id, item_index) item = $data_items[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.item_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = normal_color @help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def draw_weapon_info(item_id, item_index) item = $data_weapons[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.weapon_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = text_color(2) self.contents.draw_text(4, 32, 48, 32, "ATK", 0) self.contents.font.color = text_color(4) self.contents.draw_text(4+128, 32, 48, 32, "DEF", 0) self.contents.font.color = text_color(6) self.contents.draw_text(4+256, 32, 48, 32, "MDF", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 32, 48, 32, item.atk.to_s, 2) self.contents.draw_text(4+48+128, 32, 48, 32, item.pdef.to_s, 2) self.contents.draw_text(4+48+256, 32, 48, 32, item.mdef.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(4, 64, 48, 32, "STR", 0) self.contents.draw_text(4+128, 64, 48, 32, "DEX", 0) self.contents.draw_text(4+256, 64, 48, 32, "SPD", 0) self.contents.draw_text(4+384, 64, 48, 32, "MAT", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 64, 48, 32, item.str_plus.to_s, 2) self.contents.draw_text(4+48+128, 64, 48, 32, item.dex_plus.to_s, 2) self.contents.draw_text(4+48+256, 64, 48, 32, item.agi_plus.to_s, 2) self.contents.draw_text(4+48+384, 64, 48, 32, item.int_plus.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(4, 96, 96, 32, "Elemento") self.contents.draw_text(4, 128, 96, 32, "Fraqueza") self.contents.draw_text(4, 160, 96, 32, "Efeito") #self.contents.draw_text(4, 128, 96, 32, "????") self.contents.font.color = normal_color draw_attack_element(4+96+16, 96, item.element_set) draw_attack_weak_element(4+96+16, 128, item.element_set) draw_attack_add_state(4+96+16, 160, item.plus_state_set) #draw_attack_wp_element(4+96+16, 128, item.element_set) @help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def draw_armor_info(item_id, item_index) item = $data_armors[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.armor_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = text_color(4) self.contents.draw_text(4, 32, 48, 32, "DEF", 0) self.contents.font.color = text_color(6) self.contents.draw_text(4+128, 32, 48, 32, "MDF", 0) self.contents.font.color = system_color self.contents.draw_text(4+256, 32, 48, 32, "??", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 32, 48, 32, item.pdef.to_s, 2) self.contents.draw_text(4+48+128, 32, 48, 32, item.mdef.to_s, 2) self.contents.draw_text(4+48+256, 32, 48, 32, item.eva.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(4, 64, 48, 32, "STR", 0) self.contents.draw_text(4+128, 64, 48, 32, "DEX", 0) self.contents.draw_text(4+256, 64, 48, 32, "SPD", 0) self.contents.draw_text(4+384, 64, 48, 32, "MAT", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 64, 48, 32, item.str_plus.to_s, 2) self.contents.draw_text(4+48+128, 64, 48, 32, item.dex_plus.to_s, 2) self.contents.draw_text(4+48+256, 64, 48, 32, item.agi_plus.to_s, 2) self.contents.draw_text(4+48+384, 64, 48, 32, item.int_plus.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(4, 96, 96, 32, "Elemento") self.contents.draw_text(4, 128, 96, 32, "Fraqueza") self.contents.draw_text(4, 160, 96, 32, "Efeito") #self.contents.draw_text(4, 128, 96, 32, "????") self.contents.font.color = normal_color draw_attack_element(4+96+16, 96, item.guard_element_set) draw_attack_weak_element(4+96+16, 128, item.guard_element_set) draw_attack_add_state(4+96+16, 160, item.guard_state_set) #draw_attack_wp_element(4+96+16, 128, item.guard_element_set) @help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def update_help #??? end end class Scene_ItemBook include Item_Book_Config #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def main # ???????? @title_window = Window_Base.new(0, 0, 640, 64) @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "Livro de Itens", 0) draw_comp @main_window = Window_ItemBook.new @main_window.active = false @main_window.index = -1 @help_window = Window_Help.new @help_window.z = 110 @help_window.y = 64 @help_window.visible = false command = $game_temp.item_book_data.kind_row @kind_window = Window_Command.new(160, command) @kind_window.z = 110 @kind_window.x = 320 - @kind_window.width / 2 @kind_window.y = 240 - @kind_window.height / 2 @kind_window.active = true # ???????????? (???·?????????) @info_window = Window_ItemBook_Info.new @info_window.z = 110 @info_window.visible = false @info_window.active = false # ????????????? @info_window.help_window = @help_window @visible_index = 0 @now_kind = nil # ????????? Graphics.transition # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ????????? Graphics.freeze # ???????? @title_window.dispose @help_window.dispose @main_window.dispose @kind_window.dispose @info_window.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ???????? #@help_window.update @main_window.update @kind_window.update @info_window.update if @info_window.active update_info return end # ?????????????????: update_target ??? if @main_window.active update_main return end # ????????????????: update_kind ??? if @kind_window.active update_kind return end end #-------------------------------------------------------------------------- # ? ?????? (????????????????) #-------------------------------------------------------------------------- def update_kind # C ?????????? if Input.trigger?(Input::C) # ?? SE ??? $game_system.se_play($data_system.decision_se) if @now_kind != @kind_window.index @main_window.new_data_set(@kind_window.index) @main_window.refresh @now_kind = @kind_window.index end subtitle = $game_temp.item_book_data.kind_row[@kind_window.index] title = "Item Book"+subtitle @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, title, 0) draw_comp(subtitle) @kind_window.active = false @kind_window.visible = false @main_window.active = true @main_window.index = 0 return end # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end end #-------------------------------------------------------------------------- # ? ?????? (?????????????????) #-------------------------------------------------------------------------- def update_main # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) @main_window.active = false @kind_window.active = true @kind_window.visible = true @main_window.index = -1 @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "Livro de Itens", 0) draw_comp return end # C ?????????? if Input.trigger?(Input::C) if @main_window.item == nil or @main_window.show?(@main_window.item_kind, @main_window.item) == false # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ?? SE ??? $game_system.se_play($data_system.decision_se) @main_window.active = false @info_window.active = true @info_window.visible = true @visible_index = @main_window.index @info_window.refresh(@main_window.item, @main_window.item_kind, @main_window.item_index) return end end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_info # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) @main_window.active = true @info_window.active = false @info_window.visible = false @help_window.visible = false return end # C ?????????? if Input.trigger?(Input::C) # ?? SE ??? $game_system.se_play($data_system.decision_se) return end if Input.trigger?(Input::L) # ?? SE ??? $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != 0 @visible_index -= 1 else @visible_index = @main_window.data.size - 1 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end if Input.trigger?(Input::R) # ?? SE ??? $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != @main_window.data.size - 1 @visible_index += 1 else @visible_index = 0 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end end def draw_comp(category=nil) if SHOW_COMPLETE_TYPE != 0 if category == nil case SHOW_COMPLETE_TYPE when 1 i_now = $game_party.item_book_now i_max = $game_party.item_book_max text = i_now.to_s + "/" + i_max.to_s when 2 comp = $game_party.item_book_complete_percentage text = comp.to_s + "%" when 3 i_now = $game_party.item_book_now i_max = $game_party.item_book_max comp = $game_party.item_book_complete_percentage text = i_now.to_s + "/" + i_max.to_s + " " + comp.to_s + "%" end else case SHOW_COMPLETE_TYPE when 1 i_now = $game_party.item_book_category_now(category) i_max = $game_party.item_book_category_max(category) text = i_now.to_s + "/" + i_max.to_s when 2 comp = $game_party.item_book_category_complete_percentage(category) text = comp.to_s + "%" when 3 i_now = $game_party.item_book_category_now(category) i_max = $game_party.item_book_category_max(category) comp = $game_party.item_book_category_complete_percentage(category) text = i_now.to_s + "/" + i_max.to_s + " " + comp.to_s + "%" end end if text != nil @title_window.contents.draw_text(320, 0, 288, 32, text, 2) end end end end
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