Project1
标题:
500分做轩辕剑菜单中的技能分类
[打印本页]
作者:
200878242
时间:
2008-12-10 03:23
标题:
500分做轩辕剑菜单中的技能分类
做轩辕剑菜单中的技能分类,在菜单技能的下方显示“攻击,恢复和其他”三种分类
技能分类脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Liuliu_Window_SkillCommand
#==============================================================================
class Liuliu_Window_SkillCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 160, 288)
@commands = []
#————————生成commands窗口
for i in 0...actor.skills.size
skill = $data_skills[actor.skills[i]]
if skill != nil
push = true
for com in @commands
if com == skill.desc
push = false
end
end
if push == true
@commands.push(skill.desc)
end
end
end
if @commands == []
@commands.push("普通技能")
end
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max*32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Skill
#==============================================================================
class Liuliu_Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 0, 480, 416)
@actor = actor
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil and skill.desc == command
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#-----------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 390, y, 16, 32, ":", 1)
self.contents.draw_text(x + 400, y, 40, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ■ Liuliu_Scene_Skill
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
@actor = $game_party.actors[@actor_index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@status_window = Window_SkillStatus.new(@actor)
@itemcommand_window = Liuliu_Window_SkillCommand.new($game_party.actors[@actor_index])
@command_index = @itemcommand_window.index
@skill_window = Liuliu_Window_SkillList.new($game_party.actors[@actor_index])
@skill_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@skill_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@skill_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemcommand_window.dispose
@skill_window.dispose
@status_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemcommand_window.update
@skill_window.update
@help_window.update
@target_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@skill_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @skill_window.active
update_itemlist
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@skill_window.active = true
@skill_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@skill_window.active = false
@skill_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
# 获取特技窗口现在选择的特技的数据
@skill = @skill_window.skill
# 不能使用的情况下
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 效果范围是我方的情况下
if @skill.scope >= 3
# 激活目标窗口
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# 设置效果范围 (单体/全体) 的对应光标位置
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# 效果在我方以外的情况下
else
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
# 演奏特技使用时的 SE
$game_system.se_play(@skill.menu_se)
# 消耗 SP
@actor.sp -= @skill.sp_cost
# 再生成各窗口的内容
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# 切换到地图画面
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.refresh
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@skill_window.set_item(@itemcommand_window.commands[@command_index])
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 因为 SP 不足而无法使用的情况下
unless @actor.skill_can_use?(@skill.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 目标是全体的情况下
if @target_window.index == -1
# 对同伴全体应用特技使用效果
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# 目标是使用者的情况下
if @target_window.index <= -2
# 对目标角色应用特技的使用效果
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# 目标是单体的情况下
if @target_window.index >= 0
# 对目标角色应用特技的使用效果
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# 使用特技的情况下
if used
# 演奏特技使用时的 SE
$game_system.se_play(@skill.menu_se)
# 消耗 SP
@actor.sp -= @skill.sp_cost
# 再生成各窗口内容
@status_window.refresh
#@skill_window.refresh
@target_window.refresh
# 全灭的情况下
if $game_party.all_dead?
# 切换到游戏结束画面
$scene = Scene_Gameover.new
return
end
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
# 切换到地图画面
$scene = Scene_Map.new
return
end
end
# 无法使用特技的情况下
unless used
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ■ Window_SkillStatus
#------------------------------------------------------------------------------
# 显示特技画面、特技使用者的窗口。
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 288, 160, 128)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_hp(@actor, 4, 32, 120)
draw_actor_sp(@actor, 4, 64, 120)
end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Skill
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通技能"
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
[LINE]1,#dddddd[/LINE]
此贴于 2008-12-11 12:18:00 被版主darkten提醒,请楼主看到后对本贴做出回应。
[LINE]1,#dddddd[/LINE]
本贴由论坛斑竹redant结贴,如楼主认为问题未解决,请重新将此贴编辑为“有事请教”,并回帖叙述疑点即可~ ^-^
作者:
200878242
时间:
2008-12-10 04:02
顶
作者:
200878242
时间:
2008-12-10 05:15
怎么没人啊 [LINE]1,#dddddd[/LINE]
版主对此帖的认可:『结贴 归还积分』,积分『+500』。
作者:
clap_pl
时间:
2008-12-11 01:11
在原来基础上改了一下 可以实现技能分类吧
技能我是按他的伤害来分的
伤害大于0 就是普通技能
小于0 就是恢复技能
等于0 就是其他技能
你可以自己改判定条件
要是想改名字 就搜索 普通技能 恢复技能 其他技能 改过来就行了-.-
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Liuliu_Window_SkillCommand
#==============================================================================
class Liuliu_Window_SkillCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 160, 288)
###############################################
s1 = "普通技能"
s2 = "恢复技能"
s3 = "其他技能"
###############################################
@commands = [s1,s2,s3]
#————————生成commands窗口
for i in 0...actor.skills.size
skill = $data_skills[actor.skills[i]]
if skill != nil
push = true
for com in @commands
if com == skill.desc
push = false
end
end
if push == true
@commands.push(skill.desc)
end
end
end
if @commands == []
@commands.push("普通技能")
end
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max*32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Skill
#==============================================================================
class Liuliu_Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 0, 480, 416)
@actor = actor
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
#@command_liuliu_index = command_index
refresh
for i in
[email protected]
skill = nil
case command
when "普通技能" #判定技能分类的条件
skill = $data_skills[@actor.skills[i]] if $data_skills[@actor.skills[i]].power > 0
when "恢复技能"
skill = $data_skills[@actor.skills[i]] if $data_skills[@actor.skills[i]].power < 0
when "其他技能"
skill = $data_skills[@actor.skills[i]] if $data_skills[@actor.skills[i]].power == 0
end
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#-----------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 390, y, 16, 32, ":", 1)
self.contents.draw_text(x + 400, y, 40, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ■ Liuliu_Scene_Skill
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
@actor = $game_party.actors[@actor_index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@status_window = Window_SkillStatus.new(@actor)
@itemcommand_window = Liuliu_Window_SkillCommand.new($game_party.actors[@actor_index])
@command_index = @itemcommand_window.index
@skill_window = Liuliu_Window_SkillList.new($game_party.actors[@actor_index])
@skill_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@skill_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@skill_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemcommand_window.dispose
@skill_window.dispose
@status_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemcommand_window.update
@skill_window.update
@help_window.update
@target_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@skill_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @skill_window.active
update_itemlist
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@skill_window.active = true
@skill_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@skill_window.active = false
@skill_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
# 获取特技窗口现在选择的特技的数据
@skill = @skill_window.skill
# 不能使用的情况下
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 效果范围是我方的情况下
if @skill.scope >= 3
# 激活目标窗口
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# 设置效果范围 (单体/全体) 的对应光标位置
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# 效果在我方以外的情况下
else
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
# 演奏特技使用时的 SE
$game_system.se_play(@skill.menu_se)
# 消耗 SP
@actor.sp -= @skill.sp_cost
# 再生成各窗口的内容
@status_window.refresh
@skill_window.refresh(@itemcommand_window.commands[@command_index])
@target_window.refresh
# 切换到地图画面
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.refresh
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@skill_window.set_item(@itemcommand_window.commands[@command_index])
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 因为 SP 不足而无法使用的情况下
unless @actor.skill_can_use?(@skill.id)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 目标是全体的情况下
if @target_window.index == -1
# 对同伴全体应用特技使用效果
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# 目标是使用者的情况下
if @target_window.index <= -2
# 对目标角色应用特技的使用效果
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# 目标是单体的情况下
if @target_window.index >= 0
# 对目标角色应用特技的使用效果
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# 使用特技的情况下
if used
# 演奏特技使用时的 SE
$game_system.se_play(@skill.menu_se)
# 消耗 SP
@actor.sp -= @skill.sp_cost
# 再生成各窗口内容
@status_window.refresh
#@skill_window.refresh
@target_window.refresh
# 全灭的情况下
if $game_party.all_dead?
# 切换到游戏结束画面
$scene = Scene_Gameover.new
return
end
# 公共事件 ID 有效的情况下
if @skill.common_event_id > 0
# 预约调用公共事件
$game_temp.common_event_id = @skill.common_event_id
# 切换到地图画面
$scene = Scene_Map.new
return
end
end
# 无法使用特技的情况下
unless used
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ■ Window_SkillStatus
#------------------------------------------------------------------------------
# 显示特技画面、特技使用者的窗口。
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 288, 160, 128)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_hp(@actor, 4, 32, 120)
draw_actor_sp(@actor, 4, 64, 120)
end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Skill
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通技能"
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
200878242
时间:
2008-12-13 02:55
我说的是整合到轩辕剑菜单中的技能分类
作者:
凌冰
时间:
2008-12-13 05:01
恩~把轩辕的链接发上来吧~轩辕菜单不止一个版本
作者:
200878242
时间:
2008-12-13 06:37
轩辕剑菜单美化加强
http://rpg.blue/web/htm/news567.htm
作者:
凌冰
时间:
2008-12-13 18:08
技能类型选择项是要横排还是要纵排
作者:
200878242
时间:
2008-12-14 03:15
要横板的在技能窗口上面显示
作者:
200878242
时间:
2008-12-17 03:33
没人啊,{/dk}{/dk}{/dk}
作者:
200878242
时间:
2008-12-19 17:39
再顶没人吗{/fn}{/fn}
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