Livro De Itens No RPG Maker XP

18 de novembro de 2012
Livro De Itens No RPG Maker XP

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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