#============================================================================== # 探查技能 BY绿发的Eclair #------------------------------------------------------------------------------ # 使用方法:在数据库中设定一个叫“探查”的状态(想要用别的名字在下面改啦~) # 然后把想要做成有探查效果的特技或物品附加这个状态。就这样简单~~ # 修改自然属性的个数在第16行。 #============================================================================== # 探查技能加强 BY snstar2006 #------------------------------------------------------------------------------ # 加强部分: # 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。 # [王]的属性ID为夹在自然属性和种族属性中间的属性 # 2. 用变数做技能等级,可以直接用事件升级、降级。 # 3. 可以设置不同能力所需要的等级。等级不够时显示为????。 #============================================================================== $探查状态名 = "探查" # 探查状态的名字 $eye_level = 1 # 探查技能等级的变数ID # 探查能力的等级 $eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14] # 依次为: # 0->名称 、1->HP+SP、2->HP+SP Max、3->种族、 # 4->经验 、5->金钱 、6->掉落物 、7->攻击、 # 8->物防 、9->魔防 、10->力量 、11->灵巧、 # 12->速度、13->魔力、14->属性有效度 $text_4_unknown = "????" # 未知时的文字 class Window_cateyes < Window_Base def initialize super(120,40,400,400) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9999 self.back_opacity = 160 #信息窗口的透明度 [url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数 end def set_target(target) self.contents.clear self.visible = true @target = target # 检验是否显示HP/SP if @target.element_rate(@element+1) > 100 if (@target.hp)<=(@target.maxhp/2) @show_hsp = true else @show_hsp = false end else @show_hsp = true end if $game_variables[$eye_level] >= $eye_level_ability[0] self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0) else self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0) end # 描绘HP draw_actor_hp(@target,10,100 - 32 - 25,160) # 描绘SP draw_actor_sp(@target,10,100 - 32,160) # 描绘种族 self.contents.font.color = system_color self.contents.draw_text(10,100,180,32,"种族",0) self.contents.font.color = normal_color for i in @element + 2..$data_system.elements.size - 1 if @target.element_rate(i) > 100 race = $data_system.elements[i] break end end if $game_variables[$eye_level] >= $eye_level_ability[3] self.contents.draw_text(70,100,100,32,race,2) else self.contents.draw_text(70,100,100,32,$text_4_unknown,2) end # 目标是敌方角色的场合 if @target.is_a?(Game_Enemy) # 描绘经验 self.contents.font.color = system_color self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[4] self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2) else self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2) end # 描绘金钱 self.contents.font.color = system_color self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.words.gold,0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[5] self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2) else self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2) end # 描绘掉落物 self.contents.font.color = system_color self.contents.draw_text(190,100 ,180,32,"掉落",0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[6] draw_item_name($data_items[@target.item_id],197,57 + 25 + 25 + 25) if @target.item_id > 0 draw_item_name($data_weapons[@target.weapon_id],197,57 + 25 + 25 + 25) if @target.weapon_id > 0 draw_item_name($data_armors[@target.armor_id],197,57 + 25 + 25 + 25) if @target.armor_id > 0 else self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2) end end # 描绘攻击 if $game_variables[$eye_level] >= $eye_level_ability[7] draw_actor_parameter(@target, 10, 112 + 20, 0) else draw_actor_parameter_u(10, 112 + 20, 0) end # 描绘物理防御 if $game_variables[$eye_level] >= $eye_level_ability[8] draw_actor_parameter(@target, 10, 144 + 20, 1) else draw_actor_parameter_u(10, 144 + 20, 1) end # 描绘魔法防御 if $game_variables[$eye_level] >= $eye_level_ability[9] draw_actor_parameter(@target, 10, 176 + 20, 2) else draw_actor_parameter_u(10, 176 + 20, 2) end # 描绘力量 if $game_variables[$eye_level] >= $eye_level_ability[10] draw_actor_parameter(@target, 10, 208 + 20, 3) else draw_actor_parameter_u(10, 208 + 20, 3) end # 描绘灵巧 if $game_variables[$eye_level] >= $eye_level_ability[11] draw_actor_parameter(@target, 10, 240 + 20, 4) else draw_actor_parameter_u(10, 240 + 20, 4) end # 描绘速度 if $game_variables[$eye_level] >= $eye_level_ability[12] draw_actor_parameter(@target, 10, 272 + 20, 5) else draw_actor_parameter_u(10, 272 + 20, 5) end # 描绘魔力 if $game_variables[$eye_level] >= $eye_level_ability[13] draw_actor_parameter(@target, 10, 304 + 20, 6) else draw_actor_parameter_u(10, 304 + 20, 6) end # 描绘属性抵抗度 self.contents.font.color = system_color self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0) self.contents.font.color = normal_color num = @element_max == 0 ? $data_system.elements.size : @element_max y = 0 weaker = "" weak = "" resist = "" guard = "" recover = "" race = "" for i in 1..@element case @target.element_rate(i) when 151..200 weaker += $data_system.elements[i] when 101..150 weak += $data_system.elements[i] when 1..99 resist += $data_system.elements[i] when 0 guard += $data_system.elements[i] when -200..-1 recover += $data_system.elements[i] end end if $game_variables[$eye_level] >= $eye_level_ability[14] if weaker != "" weaker += "超弱" self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0) y += 1 end if weak != "" weak += "弱点" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0) y += 1 end if resist != "" resist += "抵抗" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0) y += 1 end if guard != "" guard += "无效" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0) y += 1 end if recover != "" recover += "吸收" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0) end else self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0) end end 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 = normal_color self.contents.draw_text(x + 28, y, 150, 32, item.name) end def draw_actor_parameter_u(x, y, type) case type when 0 parameter_name = $data_system.words.atk when 1 parameter_name = $data_system.words.pdef when 2 parameter_name = $data_system.words.mdef when 3 parameter_name = $data_system.words.str when 4 parameter_name = $data_system.words.dex when 5 parameter_name = $data_system.words.agi when 6 parameter_name = $data_system.words.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2) end def draw_actor_hp(actor, x, y, width = 144) # Draw "HP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Draw HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) else self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2) end # Draw MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) else self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown) end end end def draw_actor_sp(actor, x, y, width = 144) # Draw "SP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Draw SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) else self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2) end # Draw MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) else self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown) end end end end class Scene_Battle alias update_phase4_step5_eclair2 :update_phase4_step5 def update_phase4_step5 for i in 1..$data_states.size - 1 if $data_states[i].name == $探查状态名 $探查状态ID = i break end end if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) @eye_window = Window_cateyes.new for target in @target_battlers target.damage = "" @eye_window.set_target(target) for i in 0...120 Input.update @eye_window.update Graphics.update @spriteset.update if Input.trigger?(Input::C) or Input.trigger?(Input::B) $game_system.se_play($data_system.decision_se) break end end end @eye_window.dispose @eye_window = nil end update_phase4_step5_eclair2 end end #============================================================================== # 探查技能 BY绿发的Eclair # 加強 BY snstar2006 #==============================================================================
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