Project1
标题:
技能分类脚本分类有效显示无效
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作者:
chd114
时间:
2013-12-10 15:12
标题:
技能分类脚本分类有效显示无效
#==============================================================================
# ■ Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 160, 416)
@commands = []
[url=home.php?mod=space&uid=95897]@actor[/url] = actor
#————————生成commands窗口
@data = []
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
for i in
[email protected]
if @data.size>0
push = true
for com in @commands
if com == $data_skills[@data[i].id].desc
push = false
end
end
if push == true
@commands.push($data_skills[@data[i].id].desc)
end
end
end
if @commands == []
@commands.push("") #空背包显示分类
end
@skill_max = @commands.size
self.contents = Bitmap.new(width - 32, @skill_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@skill_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
#==============================================================================
# ■ RPG追加定义,使用$skills_[$Xs_specie[@id]]分类
#==============================================================================
module RPG
class Skill
def desc
desc = $skills_species[$skills_specie[@id]]
return desc != nil ? desc : $skills_species[1]
end
end
end
复制代码
#==============================================================================
# ■ Window_Skill
#------------------------------------------------------------------------------
# 特技画面、战斗画面、显示可以使用的特技浏览的窗口。
#==============================================================================
class Window_Skill < Window_ItemSelectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 0, 480, 480)
@actor = actor
@column_max = 14
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
#--------------------------------------------------------------------------
# ● 获取特技
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# 如果项目数不是 0 就生成位图、重新描绘全部项目
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
color=$skills_quality[skill.id]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = text_color($skills_quality[skill.id])
else
self.contents.font.color = disabled_color
end
x = 4 + index % 14 * (0 + 32)
y = index / 14 * 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 == text_color(color) ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
复制代码
#==============================================================================
# ■ Scene_Skill
#------------------------------------------------------------------------------
# 处理特技画面的类。
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
#@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
@skillcommand_window = Window_SkillCommand.new(@actor)
# 关联帮助窗口
#@skill_window.help_window = @help_window
# 生成目标窗口 (设置为不可见・不活动)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
#@help_window.dispose
@skillcommand_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
#@help_window.update
@skillcommand_window.update
@status_window.update
@skill_window.update
@target_window.update
# 特技窗口被激活的情况下: 调用 update_skill
if @skill_window.active
update_skill
return
end
# 目标窗口被激活的情况下: 调用 update_target
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (特技窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_skill
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(1)
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取特技窗口现在选择的特技的数据
[url=home.php?mod=space&uid=260100]@skill[/url] = @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
@skillcommand_window.refresh
@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
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的特技画面
$scene = Scene_Skill.new(@actor_index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的特技画面
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (目标窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_target
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 删除目标窗口
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
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
@skillcommand_window.refresh
@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
复制代码
求解释为什么不管现实那个分类都是所有技能···(技能已经设施分类,感觉是其他设置有问题···但是纠结的是找不到问题在哪···)
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