>#==============================================================================
># ■ Harts_Window_ItemCommand
>#------------------------------------------------------------------------------
># アイテムの種別選択を行うウィンドウです。
>#==============================================================================
>
>class Harts_Window_ItemCommand < Window_Selectable
> #--------------------------------------------------------------------------
> # ● オブジェクト初期化
> #--------------------------------------------------------------------------
> def initialize
> super(0, 64, 160, 288)
> self.contents = Bitmap.new(width - 32, height - 32)
> @item_max = 8
> @commands = ["유즈 아이템", "배틀 아이템", $data_system.words.weapon, $data_system.words.armor1, $data_system.words.armor2, $data_system.words.armor3, $data_system.words.armor4, "퀘스트 아이템"]
> refresh
> self.index = 0
> end
> #--------------------------------------------------------------------------
> # ● アイテム一覧設定
> # command : 選択中のコマンド
> #--------------------------------------------------------------------------
> def set_item(command)
> refresh
> case command
> when 0
> for i in 1...$data_items.size
> if ($data_items[i].occasion == 0 or $data_items[i].occasion == 2) and $game_party.item_number(i) > 0
> @data.push($data_items[i])
> end
> end
> when 1
> for i in 1...$data_items.size
> if ($data_items[i].occasion == 1 and $game_party.item_number(i) > 0)
> @data.push($data_items[i])
> end
> end
> when 2
> for i in 1...$data_weapons.size
> if $game_party.weapon_number(i) > 0
> @data.push($data_weapons[i])
> end
> end
> when 3
> for i in 1...$data_armors.size
> if $data_armors[i].kind == 0 and $game_party.armor_number(i) > 0
> @data.push($data_armors[i])
> end
> end
> when 4
> for i in 1...$data_armors.size
> if $data_armors[i].kind == 1 and $game_party.armor_number(i) > 0
> @data.push($data_armors[i])
> end
> end
> when 5
> for i in 1...$data_armors.size
> if $data_armors[i].kind == 2 and $game_party.armor_number(i) > 0
> @data.push($data_armors[i])
> end
> end
> when 6
> for i in 1...$data_armors.size
> if $data_armors[i].kind == 3 and $game_party.armor_number(i) > 0
> @data.push($data_armors[i])
> end
> end
> when 7
> for i in 1...$data_items.size
> if $data_items[i].occasion == 3 and $game_party.item_number(i) > 0
> @data.push($data_items[i])
> end
> end
> 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
> @item_max = @data.size
> if @item_max > 0
> self.contents = Bitmap.new(width - 32, row_max * 32)
> self.contents.clear
> for i in 0...@item_max
> draw_item(i)
> end
> end
> end
>
>
>이 스크립트에서 퀘스트아이템이나 유즈아이템은 어떻게 만드는것입니까?
자동적으로 등록되는 겁니다.
퀘스트 아이템은 아이템 텝에서 소모를 불가로 해놓은 아이템은 퀘스트 아이템으로 가고,
유즈아이템은 소모품인 아이템이 채워져 있습니다.
답변이 됬을런지 모르겠네요,,,,^^