Project1
标题:
这个脚本翻页是A键 怎么改?成M键
[打印本页]
作者:
汪洋洋
时间:
2016-6-6 08:26
标题:
这个脚本翻页是A键 怎么改?成M键
# -----------------------------------------------------------------------------
# ◆技能升级(SKILL_UP) By.Clov
# -----------------------------------------------------------------------------
# Ver:1.0.0 Date:2012.06.11
# -1.0.0:完整版
# 界面:SceneManager.call(Scene_SUP)
# 角色切换:技能分类栏 L / R
# -----------------------------------------------------------------------------
module SUP
#—————————————————————————————————————————
#·升级技能关联
# 技能ID => 升级后技能ID
UP = {
26=>27, # 治愈 → 治愈Ⅱ
27=>28, # 治愈Ⅱ → 治愈Ⅲ
28=>29, # 治愈Ⅲ → 回复
29=>30, # 回复 → 回复Ⅱ
30=>116, # 回复Ⅱ → 精灵的叹息
80=>81, # 强击 → 横扫
81=>82, # 横扫 → 狂战士咆哮
82=>83, # 狂战士咆哮 → 狂战士之舞
83=>84, # 狂战士之舞 → 巨人的痛击
84=>127, # 巨人的痛击 → 守护神兽:文明用语降临
}
#—————————————————————————————————————————
#·各条件“符号”说明
# 【物品篇】
# 条件数组头部 :items :weapons :armors 符号分别为判断 道具、武器、防具
# 再在尾部输入物品ID即可
# 【变量、开关、对比篇】
# 条件数组尾部 :bit 符号为要显示图片的名字(尺寸24*24)
# 若省略的话,将不显示图片
#———————————————————————————————————————
#·默认条件
# 技能ID 0 的条件即为默认升级条件
# 以下4种条件类型都可以设置默认条件
#———————————————————————————————————————
#·升级条件-物品【变量消耗( a -= b)】
# 技能ID => [[:类别符号, 物品ID(a), 消耗数值(b)],[],[]…更多条件…]
# 例:1 => [[:items, 10,5], [……]]
IF_ITE = {
0 => [[:items, 19, 5]], #使用19号道具作为默认升级条件
30 => [[:items, 18, 1]], #升级 回复Ⅱ 需要18号道具1个
84 => [[:items, 17, 1],[:weapons, 62, 1],[:armors, 61, 1]] #升级 巨人的痛击
#需要17号道具1个、62号武器1个、61号防具1个
}
#———————————————————————————————————————
#·升级条件-变量【变量消耗( a -= b)】
# 技能ID => [["显示文字", "变量连接(a)", 消耗数值(b)],[],[]…更多条件…]
# 例:1 => [["脚本变量测试","$变量",10], [……]]
IF_VAR = {
0 => [["蓝宝石碎片","$game_variables[100]",5]], #使用游戏1号变量作为默认升级条件
# 恢复技能条件
28 => [["生命之光","$game_variables[1]",10]], #升级 治愈Ⅲ 需要消耗变量1 10数值
29 => [["生命之光","$game_variables[1]",20]], #升级 回复 需要消耗变量1 20数值
30 => [["生命之光","$game_variables[1]",50]], #升级 回复Ⅱ 需要消耗变量1 50数值
# 伤害技能条件
82 => [["力量之光","$game_variables[2]",10]], #升级 狂战士咆哮 需要消耗变量2 50数值
83 => [["力量之光","$game_variables[2]",20]], #升级 狂战士之舞 需要消耗变量2 50数值
84 => [["力量之光","$game_variables[2]",50], #升级 巨人的痛击 需要消耗变量2 50数值
["巨大的蓝宝石","$game_variables[3]",10]] #升级 巨人的痛击 需要消耗变量3 10数值
}
#———————————————————————————————————————
#·升级条件-开关【开关判断( a == true )】
# 技能ID => [["显示文字", "开关连接(a)"],[],[]…更多条件…]
# 例:1 => [["脚本开关测试","$开关"], [……]]
IF_SWI = {
0 => [], #默认升级开关条件
30 => [["获得好人卡","$好人卡",:好人卡]], #升级 回复Ⅱ 需要 $好人卡 为true
84 => [["作者允许文明用语降临","$文明用语降临",:文明用语]] #升级 巨人的痛击 需要 $文明用语降临 为true
}
#———————————————————————————————————————
#·升级条件-比较【比较相等( a == b )】
# 技能ID => [["显示文字", "比较连接1(a)", "比较连接2(b)"],[],[]…更多条件…]
# 例:1 => [["脚本比较测试","$比较1","$比较2"], [……]]
IF_COM = {
0 => [], #默认升级对比条件
}
#—————————————————————————————————————————
#·积极、消极值槽颜色
POS_COLOR1 = Color.new(214,233,83,255)
POS_COLOR2 = Color.new(255,255,255,255)
NEG_COLOR1 = Color.new(253,80,128,255)
NEG_COLOR2 = Color.new(255,255,255,255)
#—————————————————————————————————————————
#·输出评分最大值
PFX = 9999
#—————————————————————————————————————————
#·图标存放文件夹
FILE = "Graphics/Icon/"
#—————————————————————————————————————————
#·效果范围显示文字
SCOPE = ["无",
"单个敌人","全体敌人",
"一个随机敌人","二个随机敌人","三个随机敌人","四个随机敌人",
"单个队友","全体队友",
"单个队友(无法战斗)","全体队友(无法战斗)",
"使用者"]
#·使用场合显示文字
OCCASION = ["随时可用","战斗可用","菜单可用","不可用"]
#·命中类型显示文字
HIT_TYPE = ["必定命中","物理攻击","魔法攻击"]
#·输出类型显示文字
DAMAGE_TYPE = ["无输出","HP伤害","MP伤害","HP恢复","MP恢复","HP吸收","MP吸收"]
#—————————————————————————————————————————
end
#==============================================================================
# ■ SUP_Window_Command
#------------------------------------------------------------------------------
# 技能分类窗口
#==============================================================================
class SUP_Window_Command < Window_Command
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :skill_window
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y)
@actor = nil
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 200
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
select_last
end
#--------------------------------------------------------------------------
# ● 获取显示行数
#--------------------------------------------------------------------------
def visible_line_number
return 4
end
#--------------------------------------------------------------------------
# ● 生成指令列表
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
@actor.added_skill_types.sort.each do |stype_id|
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@skill_window.stype_id = current_ext if @skill_window
end
#--------------------------------------------------------------------------
# ● 设置技能窗口
#--------------------------------------------------------------------------
def skill_window=(skill_window)
@skill_window = skill_window
update
end
#--------------------------------------------------------------------------
# ● 返回上一个选择的位置
#--------------------------------------------------------------------------
def select_last
skill = @actor.last_skill.object
if skill
select_ext(skill.stype_id)
else
select(0)
end
end
end
#==============================================================================
# ■ SUP_Window_Index
#------------------------------------------------------------------------------
# 技能列表窗口。
#==============================================================================
class SUP_Window_Index < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@actor = nil
@stype_id = 0
@data
= []
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# ● 设置技能类型 ID
#--------------------------------------------------------------------------
def stype_id=(stype_id)
return if @stype_id == stype_id
@stype_id = stype_id
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# ● 获取列数
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 获取项目数
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● 获取技能
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● 获取选择项目的有效状态
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# ● 查询列表中是否含有此技能
#--------------------------------------------------------------------------
def include?(item)
item && item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# ● 查询此技能是否可用
#--------------------------------------------------------------------------
def enable?(item)
item && SUP::UP.has_key?(item.id)
end
#--------------------------------------------------------------------------
# ● 生成技能列表
#--------------------------------------------------------------------------
def make_item_list
@data = @actor ? @actor.skills.select {|skill| include?(skill) } : []
end
#--------------------------------------------------------------------------
# ● 返回上一个选择的位置
#--------------------------------------------------------------------------
def select_last
select(@data.index(@actor.last_skill.object) || 0)
end
#--------------------------------------------------------------------------
# ● 绘制项目
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if skill
rect = item_rect(index)
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
end
end
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
end
#==============================================================================
# ■ SUP_Window_Info
#------------------------------------------------------------------------------
# 技能信息窗口
#==============================================================================
class SUP_Window_Info < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y,w,h)
super(x, y, w, h)
@w
= w ; @h = h
@yema = 1
@actor = nil
@skill
= nil
@font_size = 20
@help_fill_color1 = Color.new(255,255,255,255)
@help_fill_color2 = Color.new(255,255,255,0)
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def actor=(val)
@actor = val
end
#--------------------------------------------------------------------------
# ● 取得技能
#--------------------------------------------------------------------------
def skill
@skill
end
#--------------------------------------------------------------------------
# ● 设置技能
#--------------------------------------------------------------------------
def skill=(val)
@skill = val
huanye(@yema)
end
#--------------------------------------------------------------------------
# ● 技能是否可升级
#--------------------------------------------------------------------------
def skill_up?
SUP::UP.has_key?(@skill.id)
end
#--------------------------------------------------------------------------
# ● 获得行高
#--------------------------------------------------------------------------
def line_height
@font_size
end
#--------------------------------------------------------------------------
# ● 获得页码
#--------------------------------------------------------------------------
def yema
@yema
end
#--------------------------------------------------------------------------
# ● 换页
#--------------------------------------------------------------------------
def huanye(y)
@yema = y
case @yema
when 1
@draw = method(:draw1)
@help_txt = ["技能状态信息", "升级技能状态信息", "A键换页(1/2)"]
when 2
@draw = method(:draw2)
@help_txt = ["技能数值信息", "升级技能数值信息", "A键换页(2/2)"]
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
return if !@skill
#描绘帮助信息
contents.font.size = 16
help
#描绘技能信息
contents.font.size = line_height
#描绘选中的技能
@draw.call(@skill, 0, line_height)
#描绘升级后的技能
if skill_up?
@draw.call($data_skills[SUP::UP[@skill.id]], 0, line_height * 9)
else
draw_text(70, line_height * 9 + 65, 280, line_height,
"技能已经无法升级。")
end
end
#--------------------------------------------------------------------------
# ● 描绘帮助条
#--------------------------------------------------------------------------
def help
#第一条
contents.gradient_fill_rect(0, 0, @w, line_height,
@help_fill_color1, @help_fill_color2)
draw_text(2, 0, 280, line_height, @help_txt[0])
#第二条
contents.gradient_fill_rect(0, line_height * 8, @w, line_height,
@help_fill_color1, @help_fill_color2)
draw_text(2, line_height * 8, 280, line_height, @help_txt[1])
#换页
draw_text(225, 0, 280, line_height, @help_txt[2])
end
#--------------------------------------------------------------------------
# ● 描绘页1
#--------------------------------------------------------------------------
def draw1(skill,x,y)
#名称---------------------------------------------
draw_item_name(skill, x, y)
#属性---------------------------------------------
sx = $data_system.elements[skill.damage.element_id]
sx = sx=="" ? "无" : sx
draw_text(x, y + line_height, 280, line_height,
"属性:"+sx)
#使用场合-----------------------------------------
draw_text(x, y + line_height * 2, 280, line_height,
"使用场合:"+SUP::OCCASION[skill.occasion ])
#使用范围-----------------------------------------
draw_text(x, y + line_height * 3, 280, line_height,
"使用范围:"+SUP::SCOPE[skill.scope])
#命中类型-----------------------------------------
draw_text(x, y + line_height * 4, 280, line_height,
"命中类型:"+SUP::HIT_TYPE[skill.hit_type])
#输出类型-----------------------------------------
draw_text(x, y + line_height * 5, 280, line_height,
"输出类型:"+SUP::DAMAGE_TYPE[skill.damage.type])
#武器限制-----------------------------------------
w1 = $data_system.weapon_types[skill.required_wtype_id1]
w2 = $data_system.weapon_types[skill.required_wtype_id2]
w = "无武器限制" ; if w1 !="";w=w1;end ; if w2 != "";w+="与"+w2;end
draw_text(x, y + line_height * 6, 280, line_height,
"武器限制:"+w)
end
#--------------------------------------------------------------------------
# ● 描绘页2
#--------------------------------------------------------------------------
def draw2(skill,x,y)
#名称---------------------------------------------
draw_item_name(skill, x, y)
#魔力值消耗---------------------------------------
draw_text(x, y + line_height, 280, line_height,
"魔力值消耗:")
w = 200 ; h = 15
b = skill.mp_cost.to_f / 9999
c1 = Color.new(128,155,122,255)
c2 = Color.new(25,55,155,255)
flii(x+120, y + line_height + 3, w, h, b, SUP::NEG_COLOR1, SUP::NEG_COLOR2)
draw_current_and_max_values(x+40, y + line_height, 280, skill.mp_cost, 9999,
text_color(0), text_color(0))
#特技值消耗---------------------------------------
draw_text(x, y + line_height * 2, 280, line_height,
"特技值消耗:")
w = 200 ; h = 15
b = skill.tp_cost.to_f / 100
flii(x+120, y + line_height * 2 + 3, w, h, b, SUP::NEG_COLOR1, SUP::NEG_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 2, 280, skill.tp_cost, 100,
text_color(0), text_color(0))
#特技值获得---------------------------------------
draw_text(x, y + line_height * 3, 280, line_height,
"特技值获得:")
w = 200 ; h = 15
b = skill.tp_gain.to_f / 100
flii(x+120, y + line_height * 3 + 3, w, h, b, SUP::POS_COLOR1, SUP::POS_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 3, 280, skill.tp_gain, 100,
text_color(0), text_color(0))
#攻击次数-----------------------------------------
draw_text(x, y + line_height * 4, 280, line_height,
"攻击次数:")
w = 200 ; h = 15
b = skill.repeats.to_f / 9
flii(x+120, y + line_height * 4 + 3, w, h, b, SUP::POS_COLOR1, SUP::POS_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 4, 280, skill.repeats, 9,
text_color(0), text_color(0))
#成功几率-----------------------------------------
draw_text(x, y + line_height * 5, 280, line_height,
"成功几率:")
w = 200 ; h = 15
b = skill.success_rate.to_f / 100
flii(x+120, y + line_height * 5 + 3, w, h, b, SUP::POS_COLOR1, SUP::POS_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 5, 280, skill.success_rate, 100,
text_color(0), text_color(0))
#输出评分-----------------------------------------
draw_text(x, y + line_height * 6, 280, line_height,
"输出评分:")
pf = scpf(skill)
w = 200 ; h = 15
b = [pf.to_f / SUP::PFX, 1.0].min
type = skill.damage.type
case type
when 0
draw_text(x+150, y + line_height * 6, 280, line_height,
"此技能没有输出。")
when 1, 2, 5, 6
flii(x+120, y + line_height * 6 + 3, w, h, b, SUP::NEG_COLOR1, SUP::NEG_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 6, 280, pf, SUP::PFX,
text_color(0), text_color(0))
when 3, 4
flii(x+120, y + line_height * 6 + 3, w, h, b, SUP::POS_COLOR1, SUP::POS_COLOR2)
draw_current_and_max_values(x+40, y + line_height * 6, 280, pf, SUP::PFX,
text_color(0), text_color(0))
end
end
#--------------------------------------------------------------------------
# ● 描绘值槽
#--------------------------------------------------------------------------
def flii(x, y, w, h, b, color1, color2)
contents.fill_rect(x, y, w, h, Color.new(0,0,0,64))
contents.gradient_fill_rect(x, y, w*b, h, color1, color2)
end
#--------------------------------------------------------------------------
# ● 获得评分
#--------------------------------------------------------------------------
def scpf(skill)
g = skill.damage.formula.to_s
a = @actor
v = $game_variables
g.gsub!(/b/,"a")
return eval(g)
end
end
#==============================================================================
# ■ SUP_Window_Choice
#------------------------------------------------------------------------------
# 技能升级条件及确认窗口
#==============================================================================
class SUP_Window_Choice < Window_Command
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y)
@hx = -1
super(x, y)
@skill = nil
@actor = nil
@enabled = []
@txt = []
@ite = []
@pic
= []
@xh = []
end
#--------------------------------------------------------------------------
# ● 设置角色
#--------------------------------------------------------------------------
def actor=(val)
@actor = val
end
#--------------------------------------------------------------------------
# ● 取得技能
#--------------------------------------------------------------------------
def skill
@skill
end
#--------------------------------------------------------------------------
# ● 设置技能
#--------------------------------------------------------------------------
def skill=(val)
@skill = val
refresh_draw
end
#--------------------------------------------------------------------------
# ● 取得全部指定条件
#--------------------------------------------------------------------------
def all_if(skill_id)
arr = Array.new
arr << SUP::IF_ITE[skill_id]
arr << SUP::IF_VAR[skill_id]
arr << SUP::IF_SWI[skill_id]
arr << SUP::IF_COM[skill_id]
end
#--------------------------------------------------------------------------
# ● 获取全部条件有效状态
#--------------------------------------------------------------------------
def all_enabled?
[email protected]
?(false)
end
#--------------------------------------------------------------------------
# ● 获取物品、变量条件有效状态
#--------------------------------------------------------------------------
def ite_var_enabled?(y, s)
return false if not y
y >= s
end
#--------------------------------------------------------------------------
# ● 获取开关条件有效状态
#--------------------------------------------------------------------------
def swi_enabled?(y)
y
end
#--------------------------------------------------------------------------
# ● 获取对比条件有效状态
#--------------------------------------------------------------------------
def com_enabled?(y1, y2)
y1 == y2
end
#--------------------------------------------------------------------------
# ● 技能升级条件数据
#--------------------------------------------------------------------------
def skill_data
return if !@skill
@hx = -1 ; @enabled = [] ; @txt = [] ; @pic = [] ; @pid = [] ; @xh = []
l = all_if(@skill.id) ; n = l.compact
t = n == [] ? all_if(0) : l
t1 = t[0] ; t2 = t[1] ; t3 = t[2] ; t4 = t[3]
if t1
ite_data(t1)
end
if t2
var_data(t2)
end
if t3
swi_data(t3)
end
if t4
com_data(t4)
end
end
#--------------------------------------------------------------------------
# ● 技能条件进行描绘
#--------------------------------------------------------------------------
def skill_draw
@txt.each_with_index {|txt,i|
change_color(normal_color, @enabled
)
pic = @pic
if pic.is_a?(Symbol)
wx = window_width / 2 - text_size(txt).width / 2 - 24
if pic == :ite
draw_item_icon(@ite
, wx, item_height * i)
else
draw_bit(pic.to_s, wx, item_height * i)
end
end
draw_text(0, item_height * i, window_width, item_height, txt, 1)
}
end
#--------------------------------------------------------------------------
# ● 绘制物品图标
#--------------------------------------------------------------------------
def draw_item_icon(item, x, y)
draw_icon(item.icon_index, x, y)
end
#--------------------------------------------------------------------------
# ● 绘制图片
#--------------------------------------------------------------------------
def draw_bit(name, x, y)
bitmap = Bitmap.new(SUP::FILE + name)
rect = Rect.new(0, 0, 24, 24)
contents.blt(x, y, bitmap, rect)
end
#--------------------------------------------------------------------------
# ● 对技能进行升级(变量、物品消耗)
#--------------------------------------------------------------------------
def skill_up
@actor.forget_skill(@skill.id)
@actor.learn_skill(SUP::UP[@skill.id])
@xh.each_with_index {|x, i|
if x.is_a?(String)
eval(x)
else
$game_party.gain_item(@ite
, -x)
end}
end
#--------------------------------------------------------------------------
# ● 物品条件 数据
#--------------------------------------------------------------------------
def ite_data(si)
si.each {|i|
@hx += 1 ; t = i[0] ; b = i[1] ; s = i[2]
case t
when :items
item = $data_items
when :weapons
item = $data_weapons
when :armors
item = $data_armors
end
y = $game_party.item_number(item)
enabled = ite_var_enabled?(y, s)
@enabled[@hx] = enabled
@txt[@hx] = item.name+"*"+ s.to_s
@ite[@hx] = item
@pic[@hx] = :ite
@xh[@hx] = s
}
end
#--------------------------------------------------------------------------
# ● 变量条件 数据
#--------------------------------------------------------------------------
def var_data(si)
si.each {|i|
@hx += 1 ; n = i[0] ; y = eval(i[1]) ; s = i[2]
enabled = ite_var_enabled?(y, s)
@enabled[@hx] = enabled
@txt[@hx] = n+"*"+ s.to_s
@pic[@hx] = i[-1]
@xh[@hx] = "#{i[1]} -= #{s.to_s}"
}
end
#--------------------------------------------------------------------------
# ● 开关条件 数据
#--------------------------------------------------------------------------
def swi_data(si)
si.each {|i|
@hx += 1 ; n = i[0] ; y = eval(i[1])
enabled = swi_enabled?(y)
@enabled[@hx] = enabled
@txt[@hx] = n
@pic[@hx] = i[-1]
}
end
#--------------------------------------------------------------------------
# ● 对比条件 数据
#--------------------------------------------------------------------------
def com_data(si)
si.each {|i|
@hx += 1 ; n = i[0] ; y1 = eval(i[1]) ; y2 = eval(i[2])
enabled = com_enabled?(y1,y2)
@enabled[@hx] = enabled
@txt[@hx] = n
@pic[@hx] = i[-1]
}
end
#--------------------------------------------------------------------------
# ● 获取窗口的宽度
#--------------------------------------------------------------------------
def window_width
return 300
end
#--------------------------------------------------------------------------
# ● 获取项目的高度
#--------------------------------------------------------------------------
def item_height
return 28
end
#--------------------------------------------------------------------------
# ● 获取对齐方向
#--------------------------------------------------------------------------
def alignment
return 1
end
#--------------------------------------------------------------------------
# ● 获取项目的绘制矩形
#--------------------------------------------------------------------------
alias x_item_rect item_rect
def item_rect(index)
rect = x_item_rect(index)
rect.y = rect.y + item_height * (@hx+1)
rect
end
#--------------------------------------------------------------------------
# ● 刷新(清除内容)
#--------------------------------------------------------------------------
def refresh
contents.clear
end
#--------------------------------------------------------------------------
# ● 刷新(取得数据、刷新窗口)
#--------------------------------------------------------------------------
def refresh2
skill_data
self.height = item_height * (@hx+3)
self.x = Graphics.width / 2 - window_width / 2
self.y = Graphics.height / 2 - self.height / 2
create_contents
end
#--------------------------------------------------------------------------
# ● 刷新(要描绘的内容)
#--------------------------------------------------------------------------
def refresh_draw
refresh
refresh2
skill_draw
clear_command_list
add_command("确认", :ok, all_enabled?)
draw_all_items
end
end
#==============================================================================
# ■ Scene_SUP
#------------------------------------------------------------------------------
# 技能升级画面
#==============================================================================
class Scene_SUP < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_help_window
suv_window_command
suv_window_info
suv_window_index
suv_window_choice
end
#--------------------------------------------------------------------------
# ● 帧更新
#--------------------------------------------------------------------------
def update
super
if Input.trigger?(:X)
case @suv_window_info.yema
when 1
@suv_window_info.huanye(2)
when 2
@suv_window_info.huanye(1)
end
end
if @suv_window_info.skill != @suv_window_index.item
@suv_window_info.skill = @suv_window_index.item
end
end
#--------------------------------------------------------------------------
# ● 生成确认窗口
#--------------------------------------------------------------------------
def suv_window_choice
@suv_window_choice = SUP_Window_Choice.new(0, 0)
@suv_window_choice.viewport = @viewport
@suv_window_choice.set_handler(:ok, method(:confirm_ok))
@suv_window_choice.set_handler(:cancel, method(:confirm_cancel))
@suv_window_choice.hide.deactivate
@suv_window_choice.actor = @actor
end
#--------------------------------------------------------------------------
# ● 生成分类窗口
#--------------------------------------------------------------------------
def suv_window_command
wy = @help_window.height
@suv_window_command = SUP_Window_Command.new(0, wy)
@suv_window_command.viewport = @viewport
@suv_window_command.help_window = @help_window
@suv_window_command.actor = @actor
@suv_window_command.set_handler(:skill, method(:command_skill))
@suv_window_command.set_handler(:cancel, method(:return_scene))
@suv_window_command.set_handler(:pagedown, method(:next_actor))
@suv_window_command.set_handler(:pageup, method(:prev_actor))
end
#--------------------------------------------------------------------------
# ● 生成状态窗口
#--------------------------------------------------------------------------
def suv_window_info
y = @help_window.height
w = Graphics.width - @suv_window_command.width
h = Graphics.height - @help_window.height
@suv_window_info = SUP_Window_Info.new(@suv_window_command.width, y, w, h)
@suv_window_info.viewport = @viewport
@suv_window_info.actor = @actor
end
#--------------------------------------------------------------------------
# ● 生成列表窗口
#--------------------------------------------------------------------------
def suv_window_index
wx = 0
wy = @suv_window_command.y + @suv_window_command.height
ww = Graphics.width - @suv_window_info.width
wh = Graphics.height - wy
@suv_window_index = SUP_Window_Index.new(wx, wy, ww, wh)
@suv_window_index.actor = @actor
@suv_window_index.viewport = @viewport
@suv_window_index.help_window = @help_window
@suv_window_index.set_handler(:ok, method(:on_item_ok))
@suv_window_index.set_handler(:cancel, method(:on_item_cancel))
@suv_window_command.skill_window = @suv_window_index
end
#--------------------------------------------------------------------------
# ● 技能分类里“确定”
#--------------------------------------------------------------------------
def command_skill
@suv_window_index.activate
@suv_window_index.select_last
end
#--------------------------------------------------------------------------
# ● 技能列表里“确定”
#--------------------------------------------------------------------------
def on_item_ok
skill = @suv_window_index.item
@suv_window_choice.skill = skill
@suv_window_choice.show.activate
end
#--------------------------------------------------------------------------
# ● 技能列表里“返回”
#--------------------------------------------------------------------------
def on_item_cancel
@suv_window_index.unselect
@suv_window_command.activate
end
#--------------------------------------------------------------------------
# ● 确认列表里“确认”
#--------------------------------------------------------------------------
def confirm_ok
@suv_window_choice.skill_up
@suv_window_index.refresh
@suv_window_choice.hide.deactivate
@suv_window_index.activate
end
#--------------------------------------------------------------------------
# ● 确认列表里“返回”
#--------------------------------------------------------------------------
def confirm_cancel
@suv_window_choice.hide.deactivate
@suv_window_index.activate
end
#--------------------------------------------------------------------------
# ● 切换角色
#--------------------------------------------------------------------------
def on_actor_change
@suv_window_command.actor = @actor
@suv_window_info.actor = @actor
@suv_window_index.actor = @actor
@suv_window_choice.actor = @actor
@suv_window_command.activate
end
end
作者:
喵呜喵5
时间:
2016-6-6 09:01
原生的游戏不支持判断键盘上的 M 键,需要使用全键盘脚本扩展
如果已经插入全键盘脚本的话,在本脚本中搜索关键词 :X 然后替换成全键盘脚本中判断 M 键的语句即可
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1