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 Lv1.梦旅人 
	梦石0 星屑50 在线时间133 小时注册时间2016-4-28帖子210 | 
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# -----------------------------------------------------------------------------
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # ◆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
 
 
 
 
 
 
 
 
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