#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #———————————————————————————————————————— # 特技图鉴:$scene = Scene_SkillBook.new # # 设置方法和武器图鉴很相似,效果却不如那个绚丽。我想使用了这个脚本的人一定会使用 # 武器图鉴,就不多说了。 #———————————————————————————————————————— module Skill_Book_Config SHOW_COMPLETE_TYPE = 1 DRAW_POW_ZERO = false #是否显示0威力的特技 ZERO_POW_TEXT = "-" #威力为0时显示的内容 end class Window_SkillBook_Info < Window_Selectable include Skill_Book_Config end class Data_SkillBook attr_reader :skill_kind_name attr_reader :kind_row attr_reader :skill_id_data attr_reader :skill_kind_element_name def initialize @skill_kind_name = ["物理特技", "魔法特技", "其他技能"] #——显示名设定 @kind_row = ["物理特技", "魔法特技", "其他技能"] @skill_kind_element_name = ["物理", "魔法", "其他"] #——属性名设定 @skill_id_data = skill_book_id_set end def kind_search(name) if @skill_kind_name.include?(name) return [0, @skill_kind_name.index(name)] end end def no_add_element no_add = 0 for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /不加入图鉴/ no_add = i break end end return no_add end def element_search(element_name) return nil if element_name == nil for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /^#{element_name}/ return i end end end def skill_book_id_set data = [] no_add = no_add_element if @skill_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_skills.size skill = $data_skills[i] next if skill.name == "" next if skill.element_set.include?(no_add) data[0].push(skill.id) end else for i in 0...@skill_kind_element_name.size data[i] = [0] element_id = element_search(@skill_kind_element_name[i]) for j in 1...$data_skills.size skill = $data_skills[j] next if skill.name == "" next if skill.element_set.include?(no_add) if skill.element_set.include?(element_id) data[i].push(skill.id) end end end end return data end end class Game_Actor < Game_Battler alias game_actor_skill_book_learn_skill learn_skill def learn_skill(skill_id) game_actor_skill_book_learn_skill(skill_id) $game_system.add_skill_count(skill_id) end end class Window_Base < Window def draw_attack_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("炎") if elem == "炎" elem_temp.push("冰") if elem == "冰" elem_temp.push("雷") if elem == "雷" elem_temp.push("水") if elem == "水" elem_temp.push("土") if elem == "土" elem_temp.push("风") if elem == "风" elem_temp.push("光") if elem == "光" elem_temp.push("暗") if elem == "暗" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end def draw_attack_wp_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("斬") if elem == "斬" elem_temp.push("打") if elem == "打" elem_temp.push("突") if elem == "突" elem_temp.push("射") if elem == "射" elem_temp.push("魔") if elem == "魔" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end def draw_attack_weak_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("不死") if elem == "対 不死" elem_temp.push("蛇") if elem == "対 蛇" elem_temp.push("水棲") if elem == "対 水棲" elem_temp.push("獣") if elem == "対 獣" elem_temp.push("鬼") if elem == "対 鬼" elem_temp.push("鳥") if elem == "対 鳥" elem_temp.push("悪魔") if elem == "対 悪魔" elem_temp.push("天使") if elem == "対 天使" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end def draw_attack_add_state(x, y, plus_state_set) state_temp = [] for i in plus_state_set state = $data_states[i] state_temp.push(state.name) if state.name != "" end if state_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "无") return end ox = 0 oy = 0 for name in state_temp cx = self.contents.text_size(name).width if ox + cx + 4 >= self.contents.width - 128 ox = 0 oy += 1 end self.contents.draw_text(x+ox, y+oy*32, cx, 32, name) ox += cx+8 end end def draw_scope(scope) case scope when 0 return "无" when 1 return "敌方单体" when 2 return "敌方全体" when 3 return "我方单体" when 4 return "我方全体" when 5 return "我方单体(HP 0)" when 6 return "我方全体(HP 0)" when 7 return "使用者" end end end class Game_Temp attr_accessor :skill_book_data alias temp_skill_book_data_initialize initialize def initialize temp_skill_book_data_initialize @skill_book_data = Data_SkillBook.new end end class Game_System attr_accessor :skill_count alias game_system_skill_book_initialize initialize def initialize game_system_skill_book_initialize @skill_count = {} end def add_skill_count(skill_id, type=0) if type == -1 @skill_count[skill_id] = 0 else @skill_count[skill_id] = 1 end end def skill_book_max kind_data = $game_temp.skill_book_data.skill_kind_name size = 0 for kind in kind_data size += skill_book_category_max(kind) end return size end def skill_book_now kind_data = $game_temp.skill_book_data.skill_kind_name size = 0 for kind in kind_data size += skill_book_category_now(kind) end return size end def skill_book_complete_percentage s_max = skill_book_max.to_f s_now = skill_book_now.to_f comp = s_now / s_max * 100 return comp.truncate end def skill_book_category_max(category) id_data = $game_temp.skill_book_data.skill_id_data.dup index = $game_temp.skill_book_data.kind_search(category)[1] size = id_data[index].size - 1 return size end def skill_book_category_now(category) now_skill_info = @skill_count.keys index = $game_temp.skill_book_data.kind_search(category)[1] no_add = $game_temp.skill_book_data.no_add_element elename = $game_temp.skill_book_data.skill_kind_element_name[index] element_id = $game_temp.skill_book_data.element_search(elename) new_skill_info = [] for i in now_skill_info skill = $data_skills[i] next if skill == nil next if skill.name == "" next if skill.element_set.include?(no_add) if element_id == nil or skill.element_set.include?(element_id) new_skill_info.push(skill.id) end end return new_skill_info.size end def skill_book_category_complete_percentage(category) s_max = skill_book_category_max(category).to_f s_now = skill_book_category_now(category).to_f comp = s_now / s_max * 100 return comp.truncate end end class Interpreter def skill_book_max(category=nil) if category == nil return $game_system.skill_book_max else return $game_system.skill_book_category_max(category) end end def skill_book_now(category=nil) if category == nil return $game_system.skill_book_now else return $game_system.skill_book_category_now(category) end end def skill_book_comp(category=nil) if category == nil return $game_system.skill_book_complete_percentage else return $game_system.skill_book_category_complete_percentage(category) end end end class Window_SkillBook < Window_Selectable attr_reader :data attr_reader :item_kind attr_reader :item_index def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.skill_book_data @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size @item_kind = index self.index = 0 #refresh end def new_data_set(index) @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size end def data_set(index) kind_row_data = @book_data.kind_search(@book_data.kind_row[index]) @item_kind = kind_row_data[0] @item_index = kind_row_data[1] data = [] case @item_kind when 0 data = @book_data.skill_id_data[@item_index].dup end return data end def show?(kind, id) case kind when 0 if $game_system.skill_count[id] == 0 or $game_system.skill_count[id] == nil return false else return true end end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end return if @item_max == 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end def draw_item(index) case @item_kind when 0 item = $data_skills[@data[index]] id = @book_data.skill_id_data[@item_index].index(item.id) end return if item == nil x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.color = normal_color self.contents.draw_text(x, y, 32, 32, id.to_s) if show?(@item_kind, item.id) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0) else self.contents.draw_text(x+48 + 28, y, 212, 32, "-----", 0) return end end end class Window_SkillBook_Info < Window_Selectable def initialize super(0, 0+64+64, 640, 480-64-64) @book_data = $game_temp.skill_book_data self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 end def refresh(item_id, item_kind, item_index) self.contents.clear self.contents.font.size = 22 case item_kind when 0 draw_skill_info(item_id, item_index) end end def draw_skill_info(item_id, item_index) item = $data_skills[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.skill_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) cost = item.sp_cost.to_s self.contents.draw_text(4+48 + 28 + 232, 0, 48, 32, cost.to_s, 2) #skill_kind = skill_kind_name(item.element_set) #self.contents.draw_text(320+96, 0, 160, 32, skill_kind, 0) self.contents.font.color = text_color(2) self.contents.draw_text(4, 32, 48, 32, "威力", 0) self.contents.font.color = normal_color if item.power == 0 and DRAW_POW_ZERO == false pow = ZERO_POW_TEXT else pow = item.power.to_s end self.contents.draw_text(4+48, 32, 48, 32, pow, 2) self.contents.font.color = system_color self.contents.draw_text(4, 64, 48, 32, "范围", 0) self.contents.font.color = normal_color self.contents.draw_text(4+96+16, 64, 128, 32, draw_scope(item.scope), 0) self.contents.font.color = system_color self.contents.draw_text(4, 96, 96, 32, "基本属性") self.contents.draw_text(4, 128, 96, 32, "特攻属性") self.contents.draw_text(4, 160, 96, 32, "付与状态") self.contents.font.color = normal_color draw_attack_element(4+96+16, 96, item.element_set) draw_attack_weak_element(4+96+16, 128, item.element_set) draw_attack_add_state(4+96+16, 160, item.plus_state_set) @help_window.set_text(item.description) end def update_help end end class Scene_SkillBook include Skill_Book_Config def main # ウィンドウを作成 @title_window = Window_Base.new(0, 0, 640, 64) @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "特技图鉴", 0) draw_comp @main_window = Window_SkillBook.new @main_window.active = false @main_window.index = -1 @help_window = Window_Help.new @help_window.z = 110 @help_window.y = 64 @help_window.visible = false command = $game_temp.skill_book_data.kind_row @kind_window = Window_Command.new(160, command) @kind_window.z = 110 @kind_window.x = 320 - @kind_window.width / 2 @kind_window.y = 240 - @kind_window.height / 2 @kind_window.active = true @info_window = Window_SkillBook_Info.new @info_window.z = 110 @info_window.visible = false @info_window.active = false @info_window.help_window = @help_window @visible_index = 0 @now_kind = nil Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @title_window.dispose @help_window.dispose @main_window.dispose @kind_window.dispose @info_window.dispose end def update #@help_window.update @main_window.update @kind_window.update @info_window.update if @info_window.active update_info return end if @main_window.active update_main return end if @kind_window.active update_kind return end end def update_kind if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @now_kind != @kind_window.index @main_window.new_data_set(@kind_window.index) @main_window.refresh @now_kind = @kind_window.index end subtitle = $game_temp.skill_book_data.kind_row[@kind_window.index] title = "特技图鉴:"+subtitle @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, title, 0) draw_comp(subtitle) @kind_window.active = false @kind_window.visible = false @main_window.active = true @main_window.index = 0 return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end end def update_main if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @main_window.active = false @kind_window.active = true @kind_window.visible = true @main_window.index = -1 @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "特技图鉴", 0) draw_comp return end if Input.trigger?(Input::C) if @main_window.item == nil or @main_window.show?(@main_window.item_kind, @main_window.item) == false $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @main_window.active = false @info_window.active = true @info_window.visible = true @visible_index = @main_window.index @info_window.refresh(@main_window.item, @main_window.item_kind, @main_window.item_index) return end end def update_info if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @main_window.active = true @info_window.active = false @info_window.visible = false @help_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != 0 @visible_index -= 1 else @visible_index = @main_window.data.size - 1 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end if Input.trigger?(Input::R) $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != @main_window.data.size - 1 @visible_index += 1 else @visible_index = 0 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end end def draw_comp(category=nil) if SHOW_COMPLETE_TYPE != 0 if category == nil case SHOW_COMPLETE_TYPE when 1 s_now = $game_system.skill_book_now s_max = $game_system.skill_book_max text = s_now.to_s + "/" + s_max.to_s when 2 &n |