RGSS1(RMXP) scripts for RM users.
You can assign different colors to item/weapon/armor names.
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#
# 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色
# 可以更改的种类包括物品、防具、特技、武器。
#
# 使用方法:对于不想为白色表示的物品,在描述中的任意位置添加%color[6],%color[4]一类的即可。
# 数字为颜色编号,和对话框中的一样。
# ——————————————————————————————————————
module RPG
class Skill
Regex_Color = /%color\[(\d+)\]/
unless method_defined? :rb_description_20160314
alias rb_description_20160314 description
def description
return rb_description_20160314.gsub(Regex_Color, "")
end
end
def name_color_66RPG
Regex_Color =~ @description
return $1.to_i
end
end
class Weapon
Regex_Color = /%color\[(\d+)\]/
unless method_defined? :rb_description_20160314
alias rb_description_20160314 description
def description
return rb_description_20160314.gsub(Regex_Color, "")
end
end
def name_color_66RPG
Regex_Color =~ @description
return $1.to_i
end
end
class Item
Regex_Color = /%color\[(\d+)\]/
unless method_defined? :rb_description_20160314
alias rb_description_20160314 description
def description
return rb_description_20160314.gsub(Regex_Color, "")
end
end
def name_color_66RPG
Regex_Color =~ @description
return $1.to_i
end
end
class Armor
Regex_Color = /%color\[(\d+)\]/
unless method_defined? :rb_description_20160314
alias rb_description_20160314 description
def description
return rb_description_20160314.gsub(Regex_Color, "")
end
end
def name_color_66RPG
Regex_Color =~ @description
return $1.to_i
end
end
end
# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = text_color(item.name_color_66RPG)
self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s)
end
end
# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_Item
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = text_color(item.name_color_66RPG)
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
end
# ——————————————————————————————————————
# 本脚本原创自[url]www.66rpg.com[/url],转载请保留此信息
# ——————————————————————————————————————
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 项目的描绘
# index : 项目符号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = text_color(item.name_color_66RPG)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
end
# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 描绘羡慕
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# 获取物品所持数
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
# 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色
# 除此之外的情况设置为无效文字色
if item.price <= $game_party.gold and number < 99
self.contents.font.color = text_color(item.name_color_66RPG)
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end
# ——————————————————————————————————————
# 本脚本原创自www.66rpg.com,转载请保留此信息
# ——————————————————————————————————————
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
# 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色
if item.price > 0
self.contents.font.color = text_color(item.name_color_66RPG)
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
end
# ——————————————————————————————————————
# 本脚本原创自[url]www.66rpg.com[/url],转载请保留此信息
# ——————————————————————————————————————
class Window_Skill
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = text_color(skill.name_color_66RPG)
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == disabled_color ? 128 : 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================