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Lista de objetos conseguidos


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#1 Fegarur

    Vago

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Publicado el 09 September 2006 - 09:21 AM

Descripci贸n:
Permite ver exactamente qu茅 onjetos has conseguido durante el juego. Vamos, un bestiario, pero con objetos. xD.png

Script:
CODE
module Item_Book_Config
SHOW_COMPLETE_TYPE = 3

FIRST_EQUIP_ADD = true
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
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize

# ↓以下、設定用のいろいろ
@item_kind_name = ["Objeto"]
@weapon_kind_name = ["Arma"]
@armor_kind_name = ["Protecci贸n"]
@kind_row = ["Objeto",
"Arma",
"Protecci贸n"]
@item_kind_element_name = []
@weapon_kind_element_name = []
@armor_kind_element_name = []
# ↑ココまで

@item_id_data = item_book_id_set
@weapon_id_data = weapon_book_id_set
@armor_id_data = armor_book_id_set
end
#--------------------------------------------------------------------------
# ● 指定された種類表示名の情報を返す
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 図鑑用登録無視属性取得
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
# 登録無視の属性IDを取得
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

#--------------------------------------------------------------------------
# ● 指定された属性名のIDを返す
#--------------------------------------------------------------------------
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

#--------------------------------------------------------------------------
# ● 図鑑用アイテムID設定
#--------------------------------------------------------------------------
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 = $data_items[i]
next if item.name == ""
next if item.element_set.include?(no_add)
data[0].push(item.id)
end
else
for i in [email protected]_kind_element_name.size
data[i] = [0]
element_id = element_search(@item_kind_element_name[i])
for j in 1...$data_items.size
item = $data_items[j]
next if item.name == ""
next if item.element_set.include?(no_add)
if item.element_set.include?(element_id)
data[i].push(item.id)
end
end
end
end
return data
end
#--------------------------------------------------------------------------
# ● 図鑑用武器ID設定
#--------------------------------------------------------------------------
def weapon_book_id_set
data = []
no_add = no_add_element
if @weapon_kind_element_name.size == 0
data[0] = [0]
for i in 1...$data_weapons.size
item = $data_weapons[i]
next if item.name == ""
next if item.element_set.include?(no_add)
data[0].push(item.id)
end
else
for i in [email protected]_kind_element_name.size
data[i] = [0]
element_id = element_search(@weapon_kind_element_name[i])
for j in 1...$data_weapons.size
item = $data_weapons[j]
next if item.name == ""
next if item.element_set.include?(no_add)
if item.element_set.include?(element_id)
data[i].push(item.id)
end
end
end
end
return data
end
#--------------------------------------------------------------------------
# ● 図鑑用防具ID設定
#--------------------------------------------------------------------------
def armor_book_id_set
data = []
no_add = no_add_element
if @armor_kind_element_name.size == 0
data[0] = [0]
for i in 1...$data_armors.size
item = $data_armors[i]
next if item.name == ""
next if item.guard_element_set.include?(no_add)
data[0].push(item.id)
end
else
for i in [email protected]_kind_element_name.size
data[i] = [0]
element_id = element_search(@armor_kind_element_name[i])
for j in 1...$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
#--------------------------------------------------------------------------
# ● 基本属性表示
#--------------------------------------------------------------------------
def draw_attack_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("Fuego") if elem == "Fuego"
elem_temp.push("Hielo") if elem == "Hielo"
elem_temp.push("Trueno") if elem == "Trueno"
elem_temp.push("Agua") if elem == "Agua"
elem_temp.push("Tierra") if elem == "Tierra"
elem_temp.push("Viento") if elem == "Viento"
elem_temp.push("Sagrado") if elem == "Sagrado"
elem_temp.push("Oscuridad") if elem == "Oscuridad"
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
#--------------------------------------------------------------------------
# ● 武器属性表示
#--------------------------------------------------------------------------
def draw_attack_wp_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("斬") if elem == "斬"
elem_temp.push("打") if elem == "打"
elem_temp.push("突") if elem == "突"
elem_temp.push("射") if elem == "射"
elem_temp.push("魔") if elem == "魔"
end
if elem_temp.size == 0
self.contents.draw_text(x, y, 64, 32, "なし")
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
#--------------------------------------------------------------------------
# ● 特攻属性表示
#--------------------------------------------------------------------------
def draw_attack_weak_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("Zombie") if elem == "Contra Zombie"
elem_temp.push("Reptil") if elem == "Contra Reptil"
elem_temp.push("Acu谩tico'") if elem == "Contra Acu谩tico'"
elem_temp.push("Bestia") if elem == "Contra Bestia"
elem_temp.push("Ogro") if elem == "Contra Ogro"
elem_temp.push("Volador") if elem == "Contra Volador"
elem_temp.push("Demonio") if elem == "Contra Demonio"
elem_temp.push("脕ngel") if elem == "Contra 脕ngel"
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
#--------------------------------------------------------------------------
# ● ステート付与表示
#--------------------------------------------------------------------------
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, "Nada")
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
#--------------------------------------------------------------------------
# ● 効果範囲を返す
#--------------------------------------------------------------------------
def draw_scope(scope)
case scope
when 0
return "Nada"
when 1
return "Un s贸lo enemigo"
when 2
return "Todos los enemigos"
when 3
return "Un s贸lo aliado"
when 4
return "Todos los aliados"
when 5
return "Un s贸lo aliado"
when 6
return "Todos los aliados"
when 7
return "Usar"
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_Actor < Game_Battler
alias item_book_game_actor_initialize initialize
def initialize(actor_id)
item_book_game_actor_initialize(actor_id)
if Item_Book_Config::FIRST_EQUIP_ADD
$game_party.add_weapon_count(@weapon_id, 0) if @weapon_id > 0
$game_party.add_armor_count(@armor1_id, 0) if @armor1_id > 0
$game_party.add_armor_count(@armor2_id, 0) if @armor2_id > 0
$game_party.add_armor_count(@armor3_id, 0) if @armor3_id > 0
$game_party.add_armor_count(@armor4_id, 0) if @armor4_id > 0
end
end
end

class Game_Party
attr_accessor :item_count # 入手アイテム情報(図鑑用)
attr_accessor :weapon_count # 入手武器情報(図鑑用)
attr_accessor :armor_count # 入手防具情報(図鑑用)
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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

#--------------------------------------------------------------------------
# ● アイテムの獲得情報の追加(図鑑用)
# 0:無獲得 1:獲得済
#--------------------------------------------------------------------------
def add_item_count(item_id, type = 0)
if type == -1
@item_count[item_id] = 0
else
@item_count[item_id] = 1
end
end
#--------------------------------------------------------------------------
# ● 武器の獲得情報の追加(図鑑用)
# 0:無獲得 1:獲得済
#--------------------------------------------------------------------------
def add_weapon_count(weapon_id, type = 0)
if type == -1
@weapon_count[weapon_id] = 0
else
@weapon_count[weapon_id] = 1
end
end
#--------------------------------------------------------------------------
# ● 防具の獲得情報の追加(図鑑用)
# 0:無獲得 1:獲得済
#--------------------------------------------------------------------------
def add_armor_count(armor_id, type = 0)
if type == -1
@armor_count[armor_id] = 0
else
@armor_count[armor_id] = 1
end
end
#--------------------------------------------------------------------------
# ● アイテム図鑑の最大登録数を取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム図鑑の現在登録数を取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム図鑑の完成率を取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム図鑑のカテゴリー別最大登録数を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム図鑑のカテゴリー別現在登録数を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
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
# 登録無視の属性IDを取得
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
#--------------------------------------------------------------------------
# ● アイテム図鑑のカテゴリー別完成率を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 入手データを取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 表示許可取得
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム取得
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
#項目数が 0 でなければビットマップを作成し、全項目を描画
return if @item_max == 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in [email protected]_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● アイテム描画
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 武器描画
#--------------------------------------------------------------------------
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, "ATQ", 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, "DFM", 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, "FUE", 0)
self.contents.draw_text(4+128, 64, 48, 32, "DES", 0)
self.contents.draw_text(4+256, 64, 48, 32, "VEL", 0)
self.contents.draw_text(4+384, 64, 48, 32, "ATM", 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, "De Base")
self.contents.draw_text(4, 128, 96, 32, "Habilidades")
self.contents.draw_text(4, 160, 96, 32, "Atributo")
#self.contents.draw_text(4, 128, 96, 32, "武器属性")
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
#--------------------------------------------------------------------------
# ● 防具描画
#--------------------------------------------------------------------------
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, "DFM", 0)
self.contents.font.color = system_color
self.contents.draw_text(4+256, 32, 48, 32, "ESQ", 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, "FUE", 0)
self.contents.draw_text(4+128, 64, 48, 32, "DES", 0)
self.contents.draw_text(4+256, 64, 48, 32, "VEL", 0)
self.contents.draw_text(4+384, 64, 48, 32, "ATM", 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, "De Base")
self.contents.draw_text(4, 128, 96, 32, "Golpe Especial")
self.contents.draw_text(4, 160, 96, 32, "Estado DEF")
#self.contents.draw_text(4, 128, 96, 32, "武器耐性")
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
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
#ダミー
end
end


class Scene_ItemBook
include Item_Book_Config
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# ウィンドウを作成
@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, "Biblioteca de Objetos", 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
# インフォウィンドウを作成 (不可視・非アクティブに設定)
@info_window = Window_ItemBook_Info.new
@info_window.z = 110
@info_window.visible = false
@info_window.active = false
# ヘルプウィンドウを関連付け
@info_window.help_window = @help_window
@visible_index = 0
@now_kind = nil
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@title_window.dispose
@help_window.dispose
@main_window.dispose
@kind_window.dispose
@info_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
#@help_window.update
@main_window.update
@kind_window.update
@info_window.update
if @info_window.active
update_info
return
end
# メインウィンドウがアクティブの場合: update_target を呼ぶ
if @main_window.active
update_main
return
end
# 種類ウィンドウがアクティブの場合: update_kind を呼ぶ
if @kind_window.active
update_kind
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (種類ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_kind
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 決定 SE を演奏
$game_system.se_play($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 = "Biblioteca de Objetos: "+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 ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_main
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($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, "Biblioteca de Objetos", 0)
draw_comp
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
if @main_window.item == nil or
@main_window.show?(@main_window.item_kind, @main_window.item) == false
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($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
#--------------------------------------------------------------------------
# ● フレーム更新 (インフォウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_info
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
@main_window.active = true
@info_window.active = false
@info_window.visible = false
@help_window.visible = false
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
return
end
if Input.trigger?(Input::L)
# 決定 SE を演奏
$game_system.se_play($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)
# 決定 SE を演奏
$game_system.se_play($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


Instrucciones:
+ Coloca el script sobre Main.
+ Para llamarlo, usa $scene = Scene_ItemBook.new en un evento.

Cr茅dito:
Autor desconocido, quien lo conozca favor de notificarlo.

#2 Alexus

    Heroe legendario

  • Maestro
  • 529 Mensajes:
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  • Especialidad: Musico

Publicado el 09 September 2006 - 09:22 AM

campeon.gif esta muy bien!

#3 xXDarkDragonXx

    Lost in Ethereal Reverie

  • Moderador Power!
  • 1,505 Mensajes:
  • Location:America 4ever! lol Mucho sarcasmo...
  • Interests:Jugar Castlevania: Symphony of the Night, salir al cine, escuchar Rock, la Ley del Vago
  • Genero:Chico
  • Nivel maker: Experto
  • Especialidad: Mapeo

Publicado el 09 September 2006 - 09:24 AM

Weeee. Vendr铆a algo 煤til para ver toda la info de un objeto. happy.gif

#4 Fegarur

    Vago

  • Moderador Power!
  • 2,331 Mensajes:
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Publicado el 09 September 2006 - 09:25 AM

Viene el tipo de objeto, su efecto, los par谩metros que sube, las habilidades que aporta, golpes especiales... en fin, todo, y clasificado por tipo de objeto. happy.gif