| 本帖最后由 张咚咚 于 2017-7-17 18:11 编辑 
 
 $技能更改 = {80=>[1,"新名称","新说明",5,[2]], # 80号技能,开关1为on且2号状态持有使用新名称、新说明、5号新动画ID}$技能恢复 = {} class Window_BattleLog < Window_Selectable  #--------------------------------------------------------------------------  # ● 显示使用技能/物品  #--------------------------------------------------------------------------  alias qqeat_display_use_item display_use_item  def display_use_item(subject, item)######################################################################## #角色、技能、有设定if subject.is_a?(Game_Actor) and item.is_a?(RPG::Skill) and $技能更改.keys.include?(item.id)   #获取满足的状态数量  state_id = 0  subject.states.each{|s|$技能更改[item.id][4].each{|i|state_id += 1 if s.id == i}}   #获取技能对应的下标  skill_index = {}  0.upto(subject.skills.length-1){|i|skill_index[subject.skills[i].id] = i}   #开关满足、状态满足  if ($技能更改[item.id][0] == -1 or $game_switches[$技能更改[item.id][0]]) and state_id == $技能更改[item.id][4].length    #记录原来的名称、说明、动画ID    $技能恢复[item.id] = [item.name,item.message1,item.animation_id] if $技能恢复[item.id] == nil    #更改使用    item.name = $技能更改[item.id][1]    item.message1 = $技能更改[item.id][2]    item.animation_id = $技能更改[item.id][3]    #更改实际    subject.skills[skill_index[item.id]].name = $技能更改[item.id][1]  elsif $技能恢复[item.id] != nil    #恢复原来的名称、说明、动画ID    skill = subject.skills[skill_index[item.id]]    skill.name = $技能恢复[item.id][0]    skill.message1 = $技能恢复[item.id][1]    skill.animation_id = $技能恢复[item.id][2]  endend ########################################################################    qqeat_display_use_item(subject, item)  endend
$技能更改 = { 
80=>[1,"新名称","新说明",5,[2]], # 80号技能,开关1为on且2号状态持有使用新名称、新说明、5号新动画ID 
} 
$技能恢复 = {} 
  
class Window_BattleLog < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 显示使用技能/物品 
  #-------------------------------------------------------------------------- 
  alias qqeat_display_use_item display_use_item 
  def display_use_item(subject, item) 
######################################################################## 
  
#角色、技能、有设定 
if subject.is_a?(Game_Actor) and item.is_a?(RPG::Skill) and $技能更改.keys.include?(item.id) 
  
  #获取满足的状态数量 
  state_id = 0 
  subject.states.each{|s|$技能更改[item.id][4].each{|i|state_id += 1 if s.id == i}} 
  
  #获取技能对应的下标 
  skill_index = {} 
  0.upto(subject.skills.length-1){|i|skill_index[subject.skills[i].id] = i} 
  
  #开关满足、状态满足 
  if ($技能更改[item.id][0] == -1 or $game_switches[$技能更改[item.id][0]]) and state_id == $技能更改[item.id][4].length 
    #记录原来的名称、说明、动画ID 
    $技能恢复[item.id] = [item.name,item.message1,item.animation_id] if $技能恢复[item.id] == nil 
    #更改使用 
    item.name = $技能更改[item.id][1] 
    item.message1 = $技能更改[item.id][2] 
    item.animation_id = $技能更改[item.id][3] 
    #更改实际 
    subject.skills[skill_index[item.id]].name = $技能更改[item.id][1] 
  elsif $技能恢复[item.id] != nil 
    #恢复原来的名称、说明、动画ID 
    skill = subject.skills[skill_index[item.id]] 
    skill.name = $技能恢复[item.id][0] 
    skill.message1 = $技能恢复[item.id][1] 
    skill.animation_id = $技能恢复[item.id][2] 
  end 
end 
  
######################################################################## 
    qqeat_display_use_item(subject, item) 
  end 
end 
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