Project1
标题:
怎么在不同的窗口使用不同的皮肤
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作者:
u566
时间:
2013-2-22 08:40
标题:
怎么在不同的窗口使用不同的皮肤
本帖最后由 u566 于 2013-2-22 20:26 编辑
我一直在想仿梦幻做一个游戏,而梦幻里不同的窗口使用了不同的皮肤。所以我想在RM上尝试一下。
我新建了一个超级类Window_Base_2
把里面的@windowskin_name = $game_system.windowskin_name
替换成了@windowskin_name = "001-Blue01"
然后再把所有想要换皮肤的窗口的< Window_Base改为< Window_Base_2
这在某一个外挂脚本中成功了,但在动态详尽帮助里失败了
做了上述修改之后,帮助窗口的皮肤只是闪了一下,又回到了原来的皮肤
这是怎么回事
求解答
注:在装备窗口中没有这个问题,只有在物品窗口和技能窗口里有
附帮助窗口脚本
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 特技及物品的说明、角色的状态显示的窗口。
# 若要更改属性,请搜索element_set={1=>"火",2=>"冰",3=>"光",4=>"暗"} 改成对应属性即可
#==============================================================================
UNSHOW_STATE=[1,2,3,4,5]#记录不显示的状态数组
UNSHOW_ELEMENT=[1,2,3,4,5]#记录不显示的属性数组
class Window_Help < Window_Base_2
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(150,200, 180, 480)
self.opacity = 150
self.z = 150
self.visible = false
self.contents = Bitmap.new(width - 32, height - 32)
description=""
@item=nil
@armor=nil
@weapon=nil
end
#--------------------------------------------------------------------------
# ● 设置文本
# text : 窗口显示的字符串
# align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐)
#--------------------------------------------------------------------------
def set_text(data, align=nil)
# 如果文本和对齐方式的至少一方与上次的不同
if align != nil
# 再描绘窗口和文本
self.width = 640
self.height = 128
self.x=0
self.y=0
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, self.width - 48, 32, data, align)
self.visible = true
return
end
if data == nil
self.visible = false
@data = nil
end
if data != nil && @data != data
@data=data
self.visible = true
self.width = 180
self.height = 200
self.x=180
self.y=430
self.contents = Bitmap.new(width - 32, height - 32)
case @data
when RPG::Item
set_item_text(@data)
when RPG::Weapon
set_weapon_text(@data)
when RPG::Armor
set_armor_text(@data)
when RPG::Skill
set_skill_text(@data)
end
else
return
end
end
#--------------------------------------------------------------------------
# ● 设置敌人
# enemy : 要显示名字和状态的敌人
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 0, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
@data=nil
end
#--------------------------------------------------------------------------
# ● 设置角色
# actor : 要显示状态的角色
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.width = 640
self.height = 64
self.x=0
self.y=0
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.size=20
self.contents.font.color = normal_color
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
[url=home.php?mod=space&uid=95897]@actor[/url] = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 校正帮助窗口位置
#--------------------------------------------------------------------------
def set_pos(x,y,width,oy,index,column_max)
#光标坐标
cursor_width = width / column_max - 32
xx = index % column_max * (cursor_width + 32)
yy = index / column_max * 32 - oy
self.x=xx+x+150
self.y=yy+y+30
if self.x+self.width>640
self.x=640-self.width
end
if self.y+self.height>480
self.y=480-self.height
end
end
end
class Window_Help < Window_Base_2
#--------------------------------------------------------------------------
# ● 物品帮助窗口
#--------------------------------------------------------------------------
def set_item_text(item)
@item=item
description=""
[email protected]
x=0
y=0
# 取得屬性、附加狀態、解除狀態之副本
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_ELEMENT
plus_state_set -= UNSHOW_STATE
minus_state_set -= UNSHOW_STATE
height=1 #依要显示的内容确定高
#由描叙确定高
height+=description.size/3/10
if description.size%10!=0
height+=1
end
height+=3 #空行,效果范围,价格
if @item.recover_hp_rate !=0 #HP 回复率。
height+=1
end
if @item.recover_hp !=0 #HP 回复量。
height+=1
end
if @item.recover_sp_rate!=0 #SP 回复率。
height+=1
end
if @item.recover_sp !=0 #SP 回复量。
height+=1
end
if @item.parameter_type !=0 #增加能力值
height+=1
end
if element_set.empty? !=true #属性。为属性 ID 的数组
height+=1
end
if plus_state_set.empty? !=true #附加状态。为状态 ID 的数组
height+=plus_state_set.size
end
if minus_state_set.empty? !=true #解除状态。为状态 ID 的数组
height+=minus_state_set.size
end
self.height=height*15+40+15
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#描绘名字
[email protected]
self.contents.font.color =text_color(3)
self.contents.font.size=18
if text!=nil
self.visible = true
self.contents.draw_text(0,0, @item.name.size*7, 20, text, 0)
else
self.visible = false
end
x=0
y+=1
text=description
#描绘描叙
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
x+=1
if x==10#每行10个字
x=0
y+=1
end
end
#由特技属性确定高
#效果范围
scope = {0=>"特殊物品",1=>"敌单体",2=>"敌全体",3=>"己方单体",4=>"己方全体",5=>"己方昏死单体",6=>"己方昏死全体",7=>"使用者"}#HASH表
text="范围:"+scope[@item.scope]
x=0
y+=2 #空一行
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#价格
x=0
y+=1
text="价格:"
[email protected]
_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#HP 回复率
if @item.recover_hp_rate!=0
x=0
y+=1
text="回复气血:"
[email protected]
_hp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#HP回复量
if @item.recover_hp!=0
x=0
y+=1
text="回复气血:"
[email protected]
_hp.to_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#SP 回复率
if @item.recover_sp_rate!=0
x=0
y+=1
text="回复魔法:"
[email protected]
_sp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#SP 回复量
if @item.recover_sp!=0
x=0
y+=1
text="回复魔法:"
[email protected]
_sp.to_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#增加能力值
if @item.parameter_type!=0
parameter_type={1=>"最大气血",2=>"最大魔法",3=>$data_system.words.str,4=>$data_system.words.dex,5=>$data_system.words.agi,6=>$data_system.words.int}
x=0
y+=1
if @item.parameter_points>0
text="增加:"+parameter_type[@item.parameter_type]+" +"
[email protected]
_points.to_s
else
text="减少:"+parameter_type[@item.parameter_type]
[email protected]
_points.to_s
end
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#物品属性
if element_set.empty? !=true #属性。为属性 ID 的数组
text="属性:"
for i in 0...element_set.size
text+=$data_system.elements[element_set[i]]+" "
end
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#附加状态
if plus_state_set.empty? !=true #附加状态。为状态 ID 的数组
text="附加状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...plus_state_set.size
y+=1
text=$data_states[plus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
#解除状态
if minus_state_set.empty? !=true #解除状态。为状态 ID 的数组
text="解除状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...minus_state_set.size
y+=1
text=$data_states[minus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
end
end
class Window_Help < Window_Base_2
#--------------------------------------------------------------------------
# ● 武器帮助窗口
#--------------------------------------------------------------------------
def set_weapon_text(weapon)
@weapon=weapon
description=""
[email protected]
# 取得屬性、附加狀態、解除狀態之副本
element_set = @weapon.element_set.clone
plus_state_set = @weapon.plus_state_set.clone
minus_state_set = @weapon.minus_state_set.clone
# 過濾不顯示的描述
element_set -= UNSHOW_ELEMENT
plus_state_set -= UNSHOW_STATE
minus_state_set -= UNSHOW_STATE
x=0
y=0
height=1 #依要显示的内容确定高
#由描叙确定高
height+=description.size/3/10
if description.size%10!=0
height+=2
end
height+=4 #2个空行,攻击,价格
if @weapon.pdef!=0 #物理防御
height+=1
end
if @weapon.mdef!=0 #魔法防御
height+=1
end
if @weapon.str_plus!=0 #力量
height+=1
end
if @weapon.dex_plus!=0#体质
height+=1
end
if @weapon.agi_plus!=0#敏捷
height+=1
end
if @weapon.int_plus!=0 #智力
height+=1
end
if element_set.empty? !=true #属性。为属性 ID 的数组
height+=1
end
if plus_state_set.empty? !=true #附加状态。为状态 ID 的数组
height+=plus_state_set.size
end
if minus_state_set.empty? !=true #解除状态。为状态 ID 的数组
height+=minus_state_set.size
end
self.height=height*15+40+15
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#描绘名字
[email protected]
self.contents.font.color = text_color(1)#颜色脚本
self.contents.font.size=18
if text!=nil
self.visible = true
self.contents.draw_text(0,0, @weapon.name.size*7, 20, text, 0)
else
self.visible = false
end
x=0
y+=1
text=description
#描绘描叙
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
x+=1
if x==10#每行10个字
x=0
y+=1
end
end
#由特技属性确定高
#攻击
x=0
y+=1 #空行
text="攻击:"
[email protected]
_s
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#价格
x=0
y+=1
text="价格:"
[email protected]
_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#耐久度
x=0
y+=1
#dur_set = @weapon.dur_set
dur = @weapon.dur
text = "耐久度: #{dur}"
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+5, text.size*6, 14, text, 0)
#可镶嵌次数
x=0
y+=1
text = "可镶嵌次数: "
[email protected]
_s
self.contents.font.color = text_color(4)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+5, text.size*6, 14, text, 0)
#品质
x=0
y+=1
text = "品质: "
[email protected]
self.contents.font.color = text_color(3)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+5, text.size*6, 14, text, 0)
if @weapon.pdef !=0 #物理防御
x=0
y+=1
text="物理防御:"
[email protected]
_s
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
if @weapon.mdef!=0 #魔法防御
x=0
y+=1
text="魔法防御:"
[email protected]
_s
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#武器属性
if element_set.empty? != true #属性。为属性 ID 的数组
text="属性:"
for i in 0...element_set.size
text+=$data_system.elements[element_set[i]]+" "
end
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#附加状态
if plus_state_set.empty? != true #附加状态。为状态 ID 的数组
text="附加状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...plus_state_set.size
y+=1
text=$data_states[plus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
#解除状态
if minus_state_set.empty? != true #解除状态。为状态 ID 的数组
text="解除状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...minus_state_set.size
y+=1
text=$data_states[minus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
y+=2 #空行
if @weapon.str_plus !=0 #力量
x=0
y+=1
if @weapon.str_plus > 0
text=$data_system.words.str+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.str+" - "+str_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
if @weapon.dex_plus !=0#体质
x=0
y+=1
if @weapon.dex_plus > 0
text=$data_system.words.dex+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.dex+" - "+dex_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
if @weapon.agi_plus !=0#敏捷
x=0
y+=1
if @weapon.agi_plus > 0
text=$data_system.words.agi+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.agi+" - "+agi_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
if @weapon.int_plus != 0 #智力
x=0
y+=1
if @weapon.int_plus > 0
text=$data_system.words.int+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.int+" - "+int_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
end
class Window_Help < Window_Base_2
#--------------------------------------------------------------------------
# ● 防具帮助窗口
#--------------------------------------------------------------------------
def set_armor_text(armor)
@armor=armor
description=""
[email protected]
# 取得屬性、附加狀態、解除狀態之副本
element_set = @armor.guard_element_set.clone
guard_state_set = @armor.guard_state_set.clone
# 過濾不顯示的描述
element_set -= UNSHOW_ELEMENT
guard_state_set -= UNSHOW_STATE
x=0
y=0
height=2 #依要显示的内容确定高
#由描叙确定高
height+=description.size/3/10
if description.size%10 !=0
height+=2
end
height+=3 #2个空行,价格
if @armor.pdef !=0 #物理防御
height+=1
end
if @armor.mdef !=0 #魔法防御
height+=1
end
if @armor.str_plus !=0 #力量
height+=1
end
if @armor.dex_plus !=0#体质
height+=1
end
if @armor.agi_plus !=0#敏捷
height+=1
end
if @armor.int_plus !=0 #智力
height+=1
end
if element_set.empty? != true #属性防御。为属性 ID 的数组
height+=1
end
if guard_state_set.empty? != true #状态防御。为状态 ID 的数组
height+=guard_state_set.size
end
self.height=height*16+70
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#描绘名字
[email protected]
self.contents.font.color = text_color(1)#颜色脚本
self.contents.font.size=18
if text!=nil
self.visible = true
self.contents.draw_text(0,0, @armor.name.size*7, 20, text, 0)
else
self.visible = false
end
x=0
y+=1
text=description
#描绘描叙
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
x+=1
if x==10#每行10个字
x=0
y+=1
end
end
#由特技属性确定高
#价格
x=0
y+=1#空行
text="价格:"
[email protected]
_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#耐久度
x=2
y+=1
#dur_set = @weapon.dur_set
dur = @armor.dur
text = "耐久度: #{dur}"
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+5, text.size*6, 14, text, 0)
#可镶嵌次数
x=0
y+=1
text = "可镶嵌次数: "
[email protected]
_s
self.contents.font.color = text_color(4)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+65, text.size*6, 14, text, 0)
#品质
x=0
y+=1
text = "品质: "
[email protected]
self.contents.font.color = text_color(3)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x-1, y*15+35, text.size*6, 14, text, 0)
if @armor.pdef !=0 #物理防御
text="物理防御:"
[email protected]
_s
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
x=0
y+=1
end
if @armor.mdef !=0 #魔法防御
text="魔法防御:"
[email protected]
_s
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
x=0
y+=1
end
#属性防御
if element_set.empty? !=true #属性。为属性 ID 的数组
text="属性防御:"
for i in 0...element_set.size
text+=$data_system.elements[element_set[i]]+" "
end
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
#状态防御
if guard_state_set.empty? !=true #附加状态。为状态 ID 的数组
text="状态防御:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...guard_state_set.size
y+=1
text=$data_states[guard_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
end
y+=1 #空行
if @armor.str_plus !=0 #力量
x=0
y+=1
if @armor.str_plus > 0
text=$data_system.words.str+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.str+" - "+str_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
if @armor.dex_plus !=0#体质
x=0
y+=1
if @armor.dex_plus > 0
text=$data_system.words.dex+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.dex+" - "+dex_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
if @armor.agi_plus !=0#敏捷
x=0
y+=1
if @armor.agi_plus > 0
text=$data_system.words.agi+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.agi+" - "+agi_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
if @armor.int_plus !=0 #智力
x=0
y+=1
if @armor.int_plus > 0
text=$data_system.words.int+" + "
[email protected]
_plus.to_s
else
[email protected]
_plus
text=$data_system.words.int+" - "+int_minus.to_s
end
self.contents.font.color = text_color(6)#颜色脚本
self.contents.font.size=14
self.contents.draw_text(x, y*15+20, text.size*6, 14, text, 0)
end
end
end
class Window_Help < Window_Base_2
#--------------------------------------------------------------------------
# ● 技能帮助窗口
#--------------------------------------------------------------------------
def set_skill_text(skill)
@skill=skill
description=""
[email protected]
# 取得屬性、附加狀態、解除狀態之副本
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_ELEMENT
plus_state_set -= UNSHOW_STATE
minus_state_set -= UNSHOW_STATE
x=0
y=0
height=1 #依要显示的内容确定高
#由描叙确定高
height+=description.size/3/10
if description.size%10!=0
height+=1
end
height+=4 #空行,效果范围,消费SP,命中率
if @skill.power!=0 #威力,威力为0,则可能为状态魔法
height+=1
end
if element_set.empty? !=true #属性。为属性 ID 的数组
height+=1
end
if plus_state_set.empty? !=true #附加状态。为状态 ID 的数组
height+=plus_state_set.size
end
if minus_state_set.empty? !=true #解除状态。为状态 ID 的数组
height+=minus_state_set.size
end
self.height=height*15+40+15
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#描绘名字
[email protected]
self.contents.font.color =text_color(6)
self.contents.font.size=18
if text!=nil
self.visible = true
self.contents.draw_text(0,0, @skill.name.size*7, 20, text, 0)
else
self.visible = false
end
x=0
y+=1
text=description
#描绘描叙
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x*15, y*15+5, 14, 14, text, 0)
x+=1
text
if x==10#每行10个字
x=0
y+=1
end
end
#由特技属性确定高
#效果范围
scope = {0=>"特殊技能",1=>"敌单体",2=>"敌全体",3=>"己方单体",4=>"己方全体",5=>"己方昏死单体",6=>"己方昏死全体",7=>"使用者"}#HASH表
text="范围:"+scope[@skill.scope]
x=0
y+=2 #空一行
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#威力
if @skill.power!=0
x=0
y+=1
[email protected]
> 0 ? @skill.power : -1* @skill.power
text="威力:"+c.to_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#描绘消费SP
x=0
y+=1
text="消耗SP:"
[email protected]
_cost.to_s
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#命中率
x=0
y+=1
text="命中率:"
[email protected]
_s+"%"
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
#攻击属性
if element_set.empty? != true #属性。为属性 ID 的数组
text="属性:"
for i in 0...element_set.size
text+=$data_system.elements[element_set[i]]+" "
end
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
#附加状态
if plus_state_set.empty? != true #附加状态。为状态 ID 的数组
text="附加状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...plus_state_set.size
y+=1
text=$data_states[plus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
#解除状态
if minus_state_set.empty? != true #解除状态。为状态 ID 的数组
text="解除状态:"
x=0
y+=1
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
y-=1
x+=text.size*5
for i in 0...minus_state_set.size
y+=1
text=$data_states[minus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size=14
self.contents.draw_text(x, y*15+5, text.size*6, 14, text, 0)
end
end
end
end
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
# @help_window.set_text(self.item == nil ? "" : self.item.description)
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
# @help_window.set_text(self.skill == nil ? "" : self.skill.description)
@help_window.set_text(skill)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_EquipRight < Window_Selectable
def update_help
# @help_window.set_text(self.item == nil ? "" : self.item.description)
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_EquipItem < Window_Selectable
def update_help
# @help_window.set_text(self.item == nil ? "" : self.item.description)
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_ShopBuy < Window_Selectable
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
class Window_ShopSell < Window_Selectable
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
复制代码
作者:
彭格列第XI代
时间:
2013-2-22 19:50
在窗口刷新那里加入改皮肤的代码试试~
作者:
u566
时间:
2013-2-22 20:25
彭格列第XI代 发表于 2013-2-22 19:50
在窗口刷新那里加入改皮肤的代码试试~
问题自行解决了- -原因是window_base里刷新有一个“如果窗口的外关被变更了、再设置”把那一段注释掉就解决了- -
还是谢谢你的解答
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