赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 0 |
经验 | 0 |
最后登录 | 2012-11-10 |
在线时间 | 2 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 35
- 在线时间
- 2 小时
- 注册时间
- 2012-10-20
- 帖子
- 2
|
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 原作:xuelong
# 修正:水迭澜
# 移植:禾西
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# ● 定義
#--------------------------------------------------------------------------
def set
@phrase,@y= {}, 0
@scope, @parameter_type = [], []
=begin
@name_size = 名字文字大小
@size = 描述文字大小
@word = 每行的描述文字數
=end
@name_size = 18
@size = 14
@word = 11
# 不顯示的 屬性 與 狀態 ID
@unshow_elements = [17, 18]
@unshow_states = []
# 基本文字設定
@phrase[:price] = "價格"
@phrase[:elements] = "攻擊属性"
@phrase[:states] = "付加狀態"
@phrase[:guard_elements] = "属性"
@phrase[:guard_states] = "無効化狀態"
#------------------#
# 物品效果語句 #
#------------------#
@phrase[:recover] = "回复"
@phrase[:hp] = "HP"
@phrase[:mp] = "MP"
@phrase[:plus_states] = "狀態附加"
@phrase[:minus_states] = "狀態解除"
@phrase[:speed] = "速度補正"
@phrase[:consumable] = "消耗品"
@phrase[:base_damage] = "基本傷害"
#------------------#
# 特殊效果語句 #
#------------------#
@phrase[:special] = "附加属性"
@phrase[:two_handed] = "両手武器"
@phrase[:fast_attack] = "回合内先制"
@phrase[:dual_attack] = "連続攻撃"
@phrase[:critical_bonus] = "會心頻発"
@phrase[:prevent_critical] = "會心防止"
@phrase[:half_mp_cost] = "消費MP半分"
@phrase[:double_exp_gain] = "取得経験値2倍"
@phrase[:auto_hp_recover] = "HP自動回復"
@phrase[:physical_attack] = "物理攻撃"
@phrase[:damage_to_mp] = "MP傷害"
@phrase[:absorb_damage] = "傷害吸収"
@phrase[:ignore_defense] = "防御力無視"
#------------------#
# 技能描述語句 #
#------------------#
@phrase[:recovery] = "回復力"
@phrase[:mp_cost] = "消耗SP"
@phrase[:hit] = "命中率"
#------------------#
# 效果範圍語句 #
#------------------#
@phrase[:scope] = "効果範囲"
@scope[0] = "特殊"
@scope[1] = "敵単体"
@scope[2] = "敵全体"
@scope[3] = "敵単体 連続"
@scope[4] = "敵単体 隨機"
@scope[5] = "敵二体 隨機"
@scope[6] = "敵三体 隨機"
@scope[7] = "我方単体"
@scope[8] = "我方全体"
@scope[9] = "我方戦闘不能(単)"
@scope[10] = "我方戦闘不能(全)"
@scope[11] = "使用者"
#------------------#
# 效果範圍語句 #
#------------------#
@parameter_type[1] = "MaxHP"
@parameter_type[2] = "MaxMP"
@parameter_type[3] = $data_system.terms.atk
@parameter_type[4] = $data_system.terms.def
@parameter_type[5] = $data_system.terms.spi
@parameter_type[6] = $data_system.terms.agi
end
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, WLH + 32)
self.opacity = 200
self.z = 150
self.visible = false
end
#--------------------------------------------------------------------------
# ● 設置文本
# data : 窗口顯示的字符串/物品資料
# align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊)
#--------------------------------------------------------------------------
def set_text(data, align=0)
#------------------------------------------------------------------------
# ● 當資料爲文字時候
#------------------------------------------------------------------------
if data != @text or align != @align
if data.is_a?(String)
draw_string(data,align)
end
end
return if data.is_a?(String)
#------------------------------------------------------------------------
# ● 當沒有資料時候
#------------------------------------------------------------------------
if data.nil?
self.visible=false
else
self.visible=true
end
#------------------------------------------------------------------------
# ● 當資料爲物品/技能時候
#------------------------------------------------------------------------
if data != nil && @data != data
self.width = 210
self.height = 430
self.x=0
self.y=200
set
draw_data(data)
else
return
end
end
#--------------------------------------------------------------------------
# ● 更新帮助窗口
#--------------------------------------------------------------------------
def draw_string(data,align)
self.width = 544 #修正寬度
self.height = WLH + 32 #修正高度
self.x=0 #修正 x 坐標
self.y=0 #修正 y 坐標
@text = data #記錄文本資料
@align = align #記錄對齊方式
@actor = nil #清空角色資料
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, self.width - 40, 32, data, align)
self.visible = true
end
#--------------------------------------------------------------------------
# ● 更新帮助窗口
#--------------------------------------------------------------------------
def draw_data(data=@data)
self.width = 186 #修正寬度
self.height = 430 #修正高度
self.x=0 #修正 x 坐標
self.y=150 #修正 y 坐標
@data = data #記錄 data 資料
case @data
when RPG::Item
set_item_text(@data)
when RPG::Weapon, RPG::Armor
set_equipment_text(@data)
when RPG::Skill
set_skill_text(@data)
end
end
#--------------------------------------------------------------------------
# ● 修正窗口位置
#--------------------------------------------------------------------------
def set_pos(x,y,width,oy,index,column_max)
cursor_width = width / column_max - 32
xx = index % column_max * (cursor_width + WLH)
yy = index / column_max * WLH - oy
self.x=xx+x+140
self.y=yy+y+35
if self.x+self.width>544
self.x=544-self.width
end
if self.y+self.height>416
self.y=416-self.height
end
end
#------------------------------------------------------------------------
# ● 文字描繪
#------------------------------------------------------------------------
def draw_text(text, increase, move=0,n=0)
@y += increase
@n=n
self.contents.font.color = text_color(@n)
self.contents.font.size = @size
self.contents.draw_text(0+move, @y*@size+5, text.size*6, @size, text, 0)
end
#-------------------------------------#
# 子方法
#-------------------------------------#
#--------------------------------------------------------------------------
# ● 裝備幫助窗口
#--------------------------------------------------------------------------
def set_equipment_text(equipment)
#------------------------------------------------------------------------
# ● 取得基本質料
#------------------------------------------------------------------------
#----------------------------#
# 取得屬性、狀態、說明之副本 #
#----------------------------#
element_set = equipment.element_set.clone
state_set = equipment.state_set.clone
description = equipment.description.clone
phrase = @phrase
#----------------------------#
# 過濾不顯示的屬性與狀態描述 #
#----------------------------#
element_set -= @unshow_elements
state_set -= @unshow_states
#----------------#
# 初始化數據設定 #
#----------------#
x, h, move = 0, 0, 0
#------------------#
# 取得特殊效果數據 #
#------------------#
special = []
gifts = [] if gifts.nil?
s = [
]
for g in gifts
special << s[g.type].sub(/\[s\]/) {g.value}
end
#------------------------------------------------------------------------
# ● 確定背景圖片的高度
#------------------------------------------------------------------------
h += (description.size/3/@word)
h += 1 if (description.size/3%@word) > 0
now_h = h
h += 1 #價格
h += 1 unless equipment.atk.zero? #攻擊力
h += 1 unless equipment.def.zero? #防禦力
h += 1 unless equipment.spi.zero? #精神力
h += 1 unless equipment.agi.zero? #敏捷力
h += element_set.size + 1 if element_set.size > 0 #屬性
h += state_set.size + 1 if state_set.size > 0 #狀態
h += special.size + 2 if special.size > 0 #特殊效果
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
#h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * @size + @name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = equipment.name
self.contents.font.color = normal_color
self.contents.font.size = @name_size
if text.nil?
self.visible = false
else
self.visible = true
###self.contents.draw_text(0, 0, text.size*7, @name_size, text, 0)
self.contents.draw_text(0, 0, contents.width-4, @name_size, text)
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
#bitmap = Cache.system("Iconset")
#rect = Rect.new(equipment.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24)
#self.contents.blt(0, y*size + 20, bitmap, rect, 255)
#------------------------------------------------------------------------
# ● 價格描繪
#------------------------------------------------------------------------
unless equipment.price.zero?
text = phrase[:price] + ":" + equipment.price.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 攻擊力
#------------------------------------------------------------------------
unless equipment.atk.zero?
text = $data_system.terms.atk + ":" + equipment.atk.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 防禦力
#------------------------------------------------------------------------
unless equipment.def.zero?
text = $data_system.terms.def + ":" + equipment.def.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 精神力
#------------------------------------------------------------------------
unless equipment.spi.zero?
text = $data_system.terms.spi + ":" + equipment.spi.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 敏捷力
#------------------------------------------------------------------------
unless equipment.agi.zero?
text = $data_system.terms.agi + ":" + equipment.agi.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 屬性 #不显示,删了.
#------------------------------------------------------------------------
# if element_set.size > 0
# case equipment
# when RPG::Weapon
# text=phrase[:elements]+":"
# when RPG::Armor
# text=phrase[:guard_elements]+":"
# end
# draw_text(text, 1, move)
# element_set.each do |i|
# text = $data_system.elements
# draw_text(text, 1, move + @size)
# end
# end
#------------------------------------------------------------------------
# ● 狀態
#------------------------------------------------------------------------
# if state_set.size > 0
# case equipment
# when RPG::Weapon
# text=phrase[:states]+":"
# when RPG::Armor
# text=phrase[:guard_states]+":"
# end
# draw_text(text, 1, move)
# state_set.each do |i|
# text = $data_states.name
# draw_text(text, 1, move + @size)
# end
# end
#------------------------------------------------------------------------
# ● 特殊效果
#------------------------------------------------------------------------
if special.size > 0
text = phrase[:special]+":"
draw_text(text, 1, move,2)
special.each {|text| draw_text(text, 1, move + @size,4)}
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
@y += 1
# while ((text = description.slice!(/./m)) != nil)
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = text_color(1)
self.contents.font.size = @size
self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
x+=1
if x == @word
x=0
@y+=1
end
end
# 1名字# 2攻击 3防御 4精神,5敏捷,6HP,7MP,8命中,9闪躲,10暴击 11经验,12极品暴率
#13伤害提升 14:5%多倍攻击 15击攻吸血,16刺盾 17魔防 18偷盗 19星级攻击
# TaoGift = Struct.new(:name,:atk,:def,:spi,:agi,:maxhp,:maxmp,:hit,:eva,
# :cri,:exp,:equip_chance,:damage_up,:damage_nam,
# :damage_hpxi,:damage_dtan,:mo_fang,:tou_dao,:damage_lv)
=begin x=Game_Actor.new
if x.taoz #$game_variables[3333] == 1
if TaoGifts[$game_variables[3334]].atk >0
text = " 攻击: "+TaoGifts[$game_variables[3334]].atk.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].def > 0
text = " 防御: "+TaoGifts[$game_variables[3334]].def.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].spi > 0
text = " 精神: "+TaoGifts[$game_variables[3334]].spi.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].agi > 0
text = " 敏捷: "+TaoGifts[$game_variables[3334]].agi.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].maxhp > 0
text = " HP: "+TaoGifts[$game_variables[3334]].maxhp.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].maxmp > 0
text = " MP: "+TaoGifts[$game_variables[3334]].maxmp.to_s
draw_text(text, 1, move)
end
if TaoGifts[$game_variables[3334]].hit > 0
end
$game_variables[3334]=0
# @taoid @taolv
end
=end
end
#////////////////////////////////////////////////////////////////////////////
#--------------------------------------------------------------------------
# ● 物品幫助窗口
#--------------------------------------------------------------------------
def set_item_text(item)
#----------------------------#
# 取得屬性、狀態、說明之副本 #
#----------------------------#
description = item.description.clone
element_set = item.element_set.clone
plus_state_set = item.plus_state_set.clone
minus_state_set = item.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化數據設定
x, h, move = 0, 0, 0
phrase = @phrase
scope = @scope
parameter_type = @parameter_type
occasion = @occasion
# 基本文字設定
#------------------#
# 取得特殊效果數據 #
#------------------#
special = []
special << phrase[:physical_attack] if item.physical_attack #物理攻撃
special << phrase[:damage_to_mp] if item.damage_to_mp #MPにダメージ
special << phrase[:absorb_damage] if item.absorb_damage #ダメージを吸収
special << phrase[:ignore_defense] if item.ignore_defense #防御力無視
#------------------------------------------------------------------------
# ● 確定背景圖片的高度
#------------------------------------------------------------------------
h += (description.size/3/@word)
h += 1 if (description.size/3%@word) > 0
now_h = h
h += 2 #効果範囲,價格
h += 1 if item.consumable #消耗品
h += 1 unless item.speed.zero? #速度補正値
h += 1 unless item.hp_recovery_rate==0 and item.hp_recovery==0 #HP 回復
h += 1 unless item.mp_recovery_rate==0 and item.mp_recovery==0 #MP 回復
h += 1 unless item.parameter_type.zero? #能力値
h += 1 unless item.base_damage.zero? #基本ダメージ
h += element_set.size + 1 if element_set.size > 0 #屬性
h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態
h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態
h += special.size + 1 if special.size > 0 #特殊效果
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
#h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * @size + @name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = item.name
self.contents.font.color = normal_color#顔色腳本
self.contents.font.size = @name_size
if text.nil?
self.visible = false
else
self.visible = true
self.contents.draw_text(0,0, text.size*7, 20, text, 0)
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
@y += 1
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = text_color(1)
self.contents.font.size = @size
self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
x+=1
if x == @word
x = 0
@y += 1
end
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
#bitmap = Cache.system("Iconset")
#rect = Rect.new(item.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24)
#self.contents.blt(0, y*size + 20, bitmap, rect, 255)
#------------------------------------------------------------------------
# ● 效果範圍
#------------------------------------------------------------------------
text = phrase[:scope] +":"
draw_text(text, 1, move)
text = scope[item.scope]
draw_text(text, 1, move + @size)
#------------------------------------------------------------------------
# ● 價格
#------------------------------------------------------------------------
text = phrase[:price] + item.price.to_s
draw_text(text, 1, move)
#------------------------------------------------------------------------
# ● 消耗品
#------------------------------------------------------------------------
if item.consumable
text = phrase[:consumable]
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 速度補正値
#------------------------------------------------------------------------
unless item.speed.zero?
text = phrase[:speed]
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● HP回復
#------------------------------------------------------------------------
unless item.hp_recovery_rate.zero? and item.hp_recovery.zero?
if item.hp_recovery_rate > 0 and item.hp_recovery > 0
text = " + "
else
text = ""
end
unless item.hp_recovery_rate.zero?
text = item.hp_recovery_rate.to_s + "%" + text
end
unless item.hp_recovery.zero?
text += item.hp_recovery.to_s
end
text = phrase[:recover] +":" + phrase[:hp] + text
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● SP回復
#------------------------------------------------------------------------
unless item.mp_recovery_rate.zero? and item.mp_recovery.zero?
if item.mp_recovery_rate > 0 and item.mp_recovery > 0
text = " + "
else
text = ""
end
unless item.mp_recovery_rate.zero?
text = item.mp_recovery_rate.to_s + "%" + text
end
unless item.mp_recovery.zero?
text += item.mp_recovery.to_s
end
text = phrase[:recover] +":" + phrase[:mp] + text
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 能力值增加
#------------------------------------------------------------------------
unless item.parameter_type.zero?
text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 基本ダメージ
#------------------------------------------------------------------------
unless item.base_damage.zero?
text = phrase[:base_damage] +":" + item.base_damage.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
text = phrase[:elements]+":"
draw_text(text, 1, move)
element_set.each do |i|
text = $data_system.elements
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 添加狀態
#------------------------------------------------------------------------
unless plus_state_set.empty?
text = phrase[:plus_states]+":"
draw_text(text, 1, move)
plus_state_set.each do |i|
text = $data_states.name
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 解除狀態
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase[:minus_states]+":"
draw_text(text, 1, move)
minus_state_set.each do |i|
text = $data_states.name
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 特殊效果
#------------------------------------------------------------------------
if special.size > 0
text = phrase[:special]+":"
draw_text(text, 1, move)
special.each {|text| draw_text(text, 1, move + @size)}
end
end
#////////////////////////////////////////////////////////////////////////////
#--------------------------------------------------------------------------
# ● 技能帮助窗口
#--------------------------------------------------------------------------
def set_skill_text(skill)
#----------------------------#
# 取得屬性、狀態、說明之副本 #
#----------------------------#
description = skill.description.clone
element_set = skill.element_set.clone
plus_state_set = skill.plus_state_set.clone
minus_state_set = skill.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化設定
x ,h, move = 0, 0, 0
phrase = @phrase
scope = @scope
#------------------#
# 取得特殊效果數據 #
#------------------#
special = []
special << phrase[:physical_attack] if skill.physical_attack #物理攻撃
special << phrase[:damage_to_mp] if skill.damage_to_mp #MPにダメージ
special << phrase[:absorb_damage] if skill.absorb_damage #ダメージを吸収
special << phrase[:ignore_defense] if skill.ignore_defense #防御力無視
#------------------------------------------------------------------------
# ● 確定背景圖片的高度
#------------------------------------------------------------------------
h += (description.size/3/@word)
h += 1 if (description.size/3%@word) > 0
now_h = h
h += 4 #効果範囲,消費MP,命中率
h += 1 unless skill.speed.zero? #速度補正値
h += 1 unless skill.base_damage.zero? #基本ダメージ
h += element_set.size + 1 if element_set.size > 0 #屬性
h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態
h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態
h += special.size + 1 if special.size > 0 #特殊效果
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height=h * @size + @name_size + 32
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描述
#------------------------------------------------------------------------
text = skill.name
self.contents.font.color = Color.new(255, 255, 128, 255)
self.contents.font.size = @name_size
if text!=nil
self.visible = true
self.contents.draw_text(0,0, text.size*7, @name_size, text, 0)
else
self.visible = false
end
#------------------------------------------------------------------------
# ● 說明描述
#------------------------------------------------------------------------
x = 0
@y += 1
text = description
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = @size
self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
x+=1
if x==@word
x = 0
@y += 1
end
end
#------------------------------------------------------------------------
# ● 攻擊範圍
#------------------------------------------------------------------------
text = phrase[:scope] +":"
draw_text(text, 1, move)
text = scope[skill.scope]
draw_text(text, 1, move + @size)
#------------------------------------------------------------------------
# ● 基本ダメージ
#------------------------------------------------------------------------
unless skill.base_damage .zero?
text = skill.base_damage > 0 ? phrase[:base_damage] : phrase[:recovery]
text += ":" + skill.base_damage.abs.to_s
draw_text(text, 1, move)
end
#------------------------------------------------------------------------
# ● 消費SP描述
#------------------------------------------------------------------------
text = phrase[:mp_cost] +":"+ skill.mp_cost.to_s
draw_text(text, 1, move)
#------------------------------------------------------------------------
# ● 命中率描述
#------------------------------------------------------------------------
text = phrase[:hit] + ":" + skill.hit.to_s + "%"
draw_text(text, 1, move)
#------------------------------------------------------------------------
# ● 攻击力相关描述
#------------------------------------------------------------------------
# text = "攻击力相关: " + skill.atk_f.to_s + "%"
# draw_text(text, 1, move)
#------------------------------------------------------------------------
# ● 精神力相关描述
#------------------------------------------------------------------------
# text = "精神力相关: " + skill.spi_f.to_s + "%"
# draw_text(text, 1, move)
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
text = phrase[:elements]+":"
draw_text(text, 1, move)
element_set.each do |i|
text = $data_system.elements
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 添加狀態
#------------------------------------------------------------------------
unless plus_state_set.empty?
text = phrase[:plus_states]+":"
draw_text(text, 1, move)
plus_state_set.each do |i|
text = $data_states.name
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 解除狀態
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase[:minus_states]+":"
draw_text(text, 1, move)
minus_state_set.each do |i|
text = $data_states.name
draw_text(text, 1, move + @size)
end
end
#------------------------------------------------------------------------
# ● 特殊效果
#------------------------------------------------------------------------
if special.size > 0
text = phrase[:special]+":"
draw_text(text, 1, move,3)
special.each {|text| draw_text(text, 1, move + @size,3)}
end
end
end
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# アイテム画面などで、所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#==============================================================================
# ■ Window_Skill
#------------------------------------------------------------------------------
# スキル画面などで、使用できるスキルの一覧を表示するウィンドウです。
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(skill)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#==============================================================================
# ■ Window_Equip
#------------------------------------------------------------------------------
# 装備画面で、アクターが現在装備しているアイテムを表示するウィンドウです。
#==============================================================================
class Window_Equipenemy < Window_Selectable
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#==============================================================================
# ■ Window_ShopBuy
#------------------------------------------------------------------------------
# ショップ画面で、購入できる商品の一覧を表示するウィンドウです。
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#==============================================================================
# ■ Window_Byz_Help 物品帮助
#==============================================================================
class Window_Warehouse < Window_Selectable
def set_item(item)
@help_window.set_text(item)
#修正窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Harts_Window_ItemList < Window_Selectable
def update_help
@help_window.set_text(item)
end
end
|
|