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标题: 物品属性显示百分比,小数点后出现多位数 [打印本页]

作者: 不汐汐    时间: 2024-10-1 22:06
标题: 物品属性显示百分比,小数点后出现多位数
#==============================================================================
# ■ 装备说明增强
#------------------------------------------------------------------------------
#  修改了说明窗口,增强了装备的说明 作者:wyongcan  发布于66RPG   转载请注明
#==============================================================================
module Help
  CODE ={
    11 => "",
    12 => "弱化抗性",
    13 => "状态抗性",
    14 => "状态免疫",
    21 => "普通属性",
    22 => "二级属性",
    23 => "二级属性",
    31 => "攻击附带属性",
    32 => "攻击附带状态",
    33 => "攻速",
    34 => "攻击次数",
    41 => "添加技能类型",
    42 => "禁用技能类型",
    43 => "技能",
    44 => "禁用技能",
    51 => "武器类型",
    52 => "护甲类型",
    53 => "固定装备",
    54 => "禁用装备",
    55 => "装备风格",
    61 => "连击率",
    62 => "特殊标志",
    63 => "消失效果",
    64 => "队伍加成"}
  #特殊标志
  FLAG ={
                0 => "自动战斗",
                1 => "擅长防御",
                2 => "保护弱者",
                3 => "特技专注"}
  #普通能力
        PARAM ={
                0 => "生命",
                1 => "魔力",
                2 => "攻击",
                3 => "防御",
                4 => "追伤",
                5 => "平衡",
                6 => "敏捷",
                7 => "幸运"}
  #添加能力
        XPARAM ={
                0 => "命中 ",
                1 => "闪避 ",
                2 => "暴击 ",
                3 => "暴抗 ",
                4 => "暴伤 ",
                5 => "/// ",               
                6 => "反击 ",
                7 => "生命回复 ",
                8 => "魔力回复 ",
                9 => "怒气回复 "}
  #特殊能力
        SPARAM ={
                0 => "受击 ",
                1 => "防御效果 ",
                2 => "恢复效果 ",
                3 => "药理效果 ",
                4 => "魔力消耗 ",
                5 => "怒气消耗率 ",
                6 => "伤害 ",

                9 => "经验获取 "}
#~   #效果范围
#~         SCOPE ={
#~                 0 => "特殊",
#~                 1 => "单个敌人",
#~                 2 => "全体敌人" ,
#~                 3 => "一个随机敌人",
#~                 4 => "两个随机敌人",
#~                 5 => "三个随机敌人",
#~                 6 => "四个随机敌人",
#~                 7 => "单个队友",
#~                 8 => "全体队友",
#~                 9 => "单个队友(无法战斗)",
#~                 10 => "全体队友(无法战斗)",
#~                 11 => "使用者"}
        @队伍能力 ={
                0 => "遇敌几率减半",
                1 => "随机遇敌无效",
                2 => "敌人偷袭无效",
                3 => "先手几率提升",
                4 => "获得金钱双倍",
                5 => "物品掉落双倍"}
  def self.ready
    @状态 = {}
    @武器类型 = {}
    @防具类型 = {}
    @属性 = {}
    $data_states.each{|x| @状态[x.id] = x.name if x != nil}
    elements = $data_system.elements
    weapon_types = $data_system.weapon_types
    armor_types = $data_system.armor_types
    elements.each_with_index{|x,y| @属性[y] = x if x != ""}
    weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}
    armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}
  end
  def self.getequiphelp(equip)
    help = ""
    param = []
    equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}
    param = param.select{|x| x[1] != 0}
    param.each{|x| help += "#{x[0]} #{x[1].to_i}\n"}
    features = equip.features
   
    featuresparam = []
    featuresparam.push features.select{|x| x.code == 21}
    featuresparam.push features.select{|x| x.code == 22}
    featuresparam.push features.select{|x| x.code == 23}
    featuresparam[0].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += PARAM[x.data_id] + " " + s + "\n"}
    featuresparam[1].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += XPARAM[x.data_id] + " "+ s + "\n"}
    featuresparam[2].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += SPARAM[x.data_id] + " " + s + "\n"}         
   
    features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
    features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}
    features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + " " + (x.value.is_a?(Numeric) ? ((x.value*100).to_s + "%") : x.value.to_s) + "\n"}

    features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + @属性[x.data_id] + "抗 " + (x.value.is_a?(Numeric) ? ((100.00-x.value*100).to_s + "%") : x.value.to_s) + "\n"}
    features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + (x.value.is_a?(Numeric) ? ((x.value*100).to_s + "%") : x.value.to_s) + "\n"}
    features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "抗性 " + (x.value.is_a?(Numeric) ? ((100.00-x.value*100).to_s + "%") : x.value.to_s) + "\n"}
    features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}
   
    features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
    features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}


   
    help
   
  end
  def self.getline(text,maxtext)
    xtext = []
    line = 0
    text.each_line{|x| xtext.push x.sub(/\n/){}}
    xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
    line
  end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
#  显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(line_number = 0)
    super(0, 0, 210, fitting_height(line_number))
    self.z = 150
    contents.font.size = 14
    hide
  end
  #--------------------------------------------------------------------------
  # ● 设置内容
  #--------------------------------------------------------------------------
  def set_text(text)
    #if text != @text
      @text = text
      refresh
    #end
  end
  #--------------------------------------------------------------------------
  # ● 清除
  #--------------------------------------------------------------------------
  def clear
    set_text("")
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助位置
  #--------------------------------------------------------------------------
  def uppos(index,rect,window)
    self.height = fitting_height2(Help.getline(@xtext,30))
    create_contents
    contents.font.size = 14
    rect.x -= window.ox
    rect.y -= window.oy
    ax = rect.x + rect.width + 10
    ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
    ax += window.x
    ax = 0 if ax < 0
    ay = rect.y + rect.height
    ay = rect.y - self.height if ay + self.height > window.height
    ay += window.y
    ay = 0 if ay < 0
    self.x = ax
    self.y = ay
    set_text(@xtext)
    show
  end
  #--------------------------------------------------------------------------
  # ● 设置物品
  #     item : 技能、物品等
  #--------------------------------------------------------------------------
  def set_item(item)
    if item == nil
      set_text("")
      return
    end
    @item = item
    @xtext = ""
    @xtext = " \n"
    @xtext += " \n"
    @xtext += "介绍:" + item.description + "\n"
    @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
    @xtext += Help.getequiphelp(item) if item.is_a?(RPG::EquipItem)
    @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    hide if @text == ""
    draw_item_name(@item, 5, 5) if @item
    draw_text_ex(4, 0, @text,width,40,false)
  end
end

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 计算窗口显示指定行数时的应用高度2*************************
  #--------------------------------------------------------------------------
  def fitting_height2(line_number)
    line_number * contents.font.size + standard_padding * 10
  end
#~ draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan
  #--------------------------------------------------------------------------
  # ● 绘制带有控制符的文本内容
  #   如果传递了width参数的话,会自动换行
  #--------------------------------------------------------------------------
  def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)
    reset_font_settings if normalfont == true
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    if width != nil
      pos[:height] = contents.font.size
      pos[:width] = width
      pos[:textwidth] = textwidth
    end
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
  #--------------------------------------------------------------------------
  # ● 文字的处理
  #     c    : 文字
  #     text : 绘制处理中的字符串缓存(字符串可能会被修改)
  #     pos  : 绘制位置 {:x, :y, :new_x, :height}
  #--------------------------------------------------------------------------
  def process_character(c, text, pos)
    case c
    when "\r"   # 回车
      return
    when "\n"   # 换行
      process_new_line(text, pos)
    when "\f"   # 翻页
      process_new_page(text, pos)
    when "\e"   # 控制符
      process_escape_character(obtain_escape_code(text), text, pos)
    else        # 普通文字
      pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]
      if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]
        process_new_line(text, pos)
      end
      process_normal_character(c, pos)
    end
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_SkillList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.item = item if @status_window
  end
end

class Window_EquipSlot < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    super
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.set_temp_actor(nil) if @status_window
  end
end

class Scene_Shop < Scene_MenuBase
        alias on_sell_ok_old on_sell_ok
        def on_sell_ok
                on_sell_ok_old
                @help_window.hide
        end
        alias on_buy_ok_old on_buy_ok
        def on_buy_ok
                on_buy_ok_old
                @help_window.hide
        end
        alias on_number_ok_old on_number_ok
        def on_number_ok
                on_number_ok_old
    @help_window.refresh
                @help_window.show
        end
        alias on_number_cancel_old on_number_cancel
        def on_number_cancel
                on_number_cancel_old
    @help_window.refresh
                @help_window.show
        end
end
class Window_ShopBuy
  alias m5_20141024_update_help update_help
  def update_help
    m5_20141024_update_help
    @help_window.x = 300 if @help_window.x != 300
  end
end
class Scene_Title < Scene_Base
  alias start_old start
  def start
    start_old
    Help.ready
  end
end


class Window_Base < Window
        alias old_process_new_line process_new_line
        def process_new_line(text, pos)
    old_process_new_line(text, pos)
                pos[:height] = contents.font.size if pos[:width] != nil
        end
end
class Scene_ItemBase < Scene_MenuBase
        alias old_on_actor_cancel on_actor_cancel
  def on_actor_cancel
    old_on_actor_cancel
        @help_window.refresh
  end
        alias old_on_actor_ok on_actor_ok
  def on_actor_ok
    old_on_actor_ok
        @help_window.refresh
  end
end

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1727791392236.png

作者: 不汐汐    时间: 2024-10-1 22:10
在这里修改了一下,x.value →x.value * 100,然后101%至108%都是正常显示,但是109%至115%显示就出问题了,不知道怎么解决。
    featuresparam[0].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += PARAM[x.data_id] + " " + s + "\n"}
    featuresparam[1].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += XPARAM[x.data_id] + " "+ s + "\n"}
    featuresparam[2].each{|x| s = (x.value.is_a?(Numeric) ? ((x.value * 100).to_s + "%") : x.value.to_s) ; help += SPARAM[x.data_id] + " " + s + "\n"}  
作者: 不汐汐    时间: 2024-10-2 21:39
不汐汐 发表于 2024-10-1 22:10
在这里修改了一下,x.value →x.value * 100,然后101%至108%都是正常显示,但是109%至115%显示就出问题了 ...

感觉大佬,问题解决了。




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