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 Lv1.梦旅人 
	梦石0 星屑50 在线时间49 小时注册时间2008-6-30帖子10 | 
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加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员    
 原来制作的时候,1.03和1.02弄乱了,一开始都挺好,最后发布的时候缺少rgss1.03复制完了就开始出现各种问题,把 ini 还有dll都改成1.02也不行 ,都改成1.03也不行,都是不显示技能名称……= =求助 我把经验都给您 谢谢
 
 
 jiangwei于2011-5-20 07:47补充以下内容:
 经验值也显不出来了
 
 
 jiangwei于2011-5-20 07:58补充以下内容:
 附脚本
 
 #_______________________________________________________________________________
 # MOG_Scene_Skill V2.3
 #_______________________________________________________________________________
 # By Moghunter
 # http://www.atelier-rgss.com
 #_______________________________________________________________________________
 module MOG
 #Transition Time.
 MSK_TT = 10
 #Transition Type(Name).
 MSK_TTT = "004-Blind04"
 end
 
 #===============================================================================
 # Game_Actor
 #===============================================================================
 class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # Now_Exp
 #--------------------------------------------------------------------------
 def now_exp
 return @exp - @exp_list[@level]
 end
 #--------------------------------------------------------------------------
 # Next Exp
 #--------------------------------------------------------------------------
 def next_exp
 return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
 end
 
 #===============================================================================
 # Window_Base
 #===============================================================================
 class Window_Base < Window
 #--------------------------------------------------------------------------
 # Nada
 #--------------------------------------------------------------------------
 def nada
 face = RPG::Cache.picture("")
 end
 #--------------------------------------------------------------------------
 # Drw_Face
 #--------------------------------------------------------------------------
 def drw_face(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_fc") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect)
 end
 #--------------------------------------------------------------------------
 # Drw_Lay
 #--------------------------------------------------------------------------
 def draw_lay(x,y)
 lay = RPG::Cache.picture("MSK_Status")
 cw = lay.width
 ch = lay.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, lay, src_rect)
 end
 #--------------------------------------------------------------------------
 # Nada
 #--------------------------------------------------------------------------
 def nada
 face = RPG::Cache.picture("")
 end
 #--------------------------------------------------------------------------
 # Draw Heroface3
 #--------------------------------------------------------------------------
 def draw_heroface3(actor,x,y)
 face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
 cw = face.width
 ch = face.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x , y - ch, face, src_rect)
 end
 #--------------------------------------------------------------------------
 # Draw_Maphp3
 #--------------------------------------------------------------------------
 def draw_maphp3(actor, x, y)
 back = RPG::Cache.picture("BAR0")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("HP_Bar")
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 text = RPG::Cache.picture("HP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # Draw_Mapsp3
 #--------------------------------------------------------------------------
 def draw_mapsp3(actor, x, y)
 back = RPG::Cache.picture("BAR0")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("SP_Bar")
 cw = meter.width  * actor.sp / actor.maxsp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 text = RPG::Cache.picture("SP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # Draw_Maphp4
 #--------------------------------------------------------------------------
 def draw_maphp4(actor, x, y)
 back = RPG::Cache.picture("BAR")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("HP_Bar2")
 cw = meter.width  * actor.hp / actor.maxhp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
 self.contents.font.color = Color.new(250,255,255,255)
 self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
 end
 #--------------------------------------------------------------------------
 # Draw_Mapsp4
 #--------------------------------------------------------------------------
 def draw_mapsp4(actor, x, y)
 back = RPG::Cache.picture("BAR")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("SP_Bar2")
 cw = meter.width  * actor.sp / actor.maxsp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
 self.contents.font.color = Color.new(250,255,255,255)
 self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
 end
 #--------------------------------------------------------------------------
 # Draw_Mexp4
 #--------------------------------------------------------------------------
 def draw_mexp4(actor, x, y)
 actor = $game_party.actors[0]
 bitmap2 = RPG::Cache.picture("Exp_Back")
 cw = bitmap2.width
 ch = bitmap2.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
 if actor.next_exp != 0
 rate = actor.now_exp.to_f / actor.next_exp
 else
 rate = 1
 end
 bitmap = RPG::Cache.picture("Exp_Meter")
 if actor.level < 99
 cw = bitmap.width * rate
 else
 cw = bitmap.width
 end
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " +  actor.level.to_s, 1)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1)
 end
 
 #--------------------------------------------------------------------------
 # Draw_Mexp_it
 #--------------------------------------------------------------------------
 def draw_mexp_it(actor, x, y)
 lv_tx = RPG::Cache.picture("LV_tx")
 cw = lv_tx.width
 ch = lv_tx.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
 end
 #--------------------------------------------------------------------------
 # Draw_MapTp
 #--------------------------------------------------------------------------
 def draw_MapTp(actor, x, y)
 back = RPG::Cache.picture("BAR0")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("SP_Bar")
 cw = meter.width  * actor.tp / actor.maxtp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 text = RPG::Cache.picture("TP_Tx")
 cw = text.width
 ch = text.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 81, y - 1, 48, 32, actor.tp.to_s, 2)
 self.contents.font.color = Color.new(255,255,255,255)
 self.contents.draw_text(x + 80, y - 2, 48, 32, actor.tp.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # Draw_Maptp4
 #--------------------------------------------------------------------------
 def draw_maptp4(actor, x, y)
 back = RPG::Cache.picture("BAR")
 cw = back.width
 ch = back.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
 meter = RPG::Cache.picture("SP_Bar2")
 cw = meter.width  * actor.tp / actor.maxtp
 ch = meter.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 self.contents.font.color = Color.new(0,0,0,255)
 self.contents.draw_text(x + 66, y - 1, 100, 32, actor.tp.to_s + "/" + actor.maxtp.to_s, 1)
 self.contents.font.color = Color.new(250,255,255,255)
 self.contents.draw_text(x + 65, y - 2, 100, 32, actor.tp.to_s + "/" + actor.maxtp.to_s, 1)
 end
 
 #--------------------------------------------------------------------------
 # Draw_draw_actor_state_it
 #--------------------------------------------------------------------------
 def draw_actor_state_it(actor, x, y, width = 80)
 text = make_battler_state_text(actor, width, true)
 self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
 self.contents.draw_text(x, y, width, 32, text,1)
 end
 end
 
 #===============================================================================
 # Window_Target_face
 #===============================================================================
 class Window_Target_face < Window_Selectable
 #--------------------------------------------------------------------------
 # Initialize
 #--------------------------------------------------------------------------
 def initialize
 super(0, 130, 280, 300)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Georgia"
 self.z += 10
 @item_max = $game_party.actors.size
 refresh
 end
 #--------------------------------------------------------------------------
 # Refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 for i in 0...$game_party.actors.size
 x = 4
 y = i * 65
 actor = $game_party.actors
 drw_face(actor,x,y + 55)
 draw_actor_state_it(actor, x + 165, y )
 draw_maphp3(actor, x + 20, y + 0)
 draw_mapsp3(actor, x + 20, y + 32)
 draw_MapTp(actor, x + 20, y + 64)
 end
 end
 #--------------------------------------------------------------------------
 # Update_cursor_rect
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index <= -2
 self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
 elsif @index == -1
 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
 else
 self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
 end
 end
 end
 
 #===============================================================================
 # Window_SkillStatus2
 #===============================================================================
 class Window_SkillStatus2 < Window_Base
 #--------------------------------------------------------------------------
 # Initialize
 #--------------------------------------------------------------------------
 def initialize(actor)
 super(350, 75, 290, 340)
 self.contents = Bitmap.new(width - 32, height - 32)
 @actor = actor
 self.opacity = 0
 self.contents.font.name = "Georgia"
 refresh
 end
 #--------------------------------------------------------------------------
 # refresh
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 draw_lay(0,300)
 draw_heroface3(@actor,50,140)
 draw_actor_name(@actor, 15, 10)
 draw_actor_state(@actor, 120, 140)
 draw_mexp4(@actor, -30, 135)
 draw_maphp4(@actor, 5, 195)
 draw_mapsp4(@actor, 5, 240)
 draw_maptp4(@actor, 5, 265)
 end
 end
 
 #===============================================================================
 #  Window_Skill2
 #===============================================================================
 class Window_Skill2 < Window_Selectable
 #--------------------------------------------------------------------------
 # initialize
 #--------------------------------------------------------------------------
 def initialize(actor)
 super(0, 95, 335, 290)
 @actor = actor
 @column_max = 1
 refresh
 self.index = 0
 end
 #--------------------------------------------------------------------------
 # skill
 #--------------------------------------------------------------------------
 def skill
 return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # refresh
 #--------------------------------------------------------------------------
 def refresh
 if self.contents != nil
 self.contents.dispose
 self.contents = nil
 end
 @data = []
 for i in [email protected]
 skill = $data_skills[@actor.skills]
 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)
 for i in 0...@item_max
 draw_item(i)
 end
 end
 end
 #--------------------------------------------------------------------------
 # draw_item
 #--------------------------------------------------------------------------
 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
 self.contents.font.name = "Georgia"
 x = index % 1 * (288)
 y = index / 1 * 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 + 232, y, 48, 32, skill.sp_cost.to_s, 2)
 if $mog_rgss_TP_System != nil
 tp_cost = MOG::TP_COST[skill.id]
 if tp_cost != nil
 self.contents.font.color = Color.new(50,250,150,255)
 self.contents.draw_text(x + 170, y, 48, 32, MOG::TP_NAME, 2)
 else
 self.contents.font.color = Color.new(200,200,0,255)
 self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)
 end
 else
 self.contents.font.color = Color.new(200,200,0,255)
 self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)
 end
 end
 #--------------------------------------------------------------------------
 # Update_Help
 #--------------------------------------------------------------------------
 def update_help
 @help_window.set_text(self.skill == nil ? "" : self.skill.description)
 end
 end
 
 #===============================================================================
 #  Scene Skill
 #===============================================================================
 class Scene_Skill
 #--------------------------------------------------------------------------
 # Initialize
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0, equip_index = 0)
 @actor_index = actor_index
 end
 #--------------------------------------------------------------------------
 # Main
 #--------------------------------------------------------------------------
 def main
 @actor = $game_party.actors[@actor_index]
 @msk_lay = Sprite.new
 @msk_lay.bitmap = RPG::Cache.picture("MSK_Lay")
 @msk_lay.z = 100
 @msk_back1 = Plane.new
 @msk_back1.bitmap = RPG::Cache.picture("MN_BK")
 @msk_back1.z = 10
 @help_window = Window_Help.new
 @help_window.y = 500
 @status_window = Window_SkillStatus2.new(@actor)
 @status_window.z = 110
 @status_window.x = 640
 @skill_window = Window_Skill2.new(@actor)
 @skill_window.help_window = @help_window
 @skill_window.help_window.y = 500
 @target_window = Window_Target_face.new
 @target_window.x = 640
 @target_window.y = 100
 @target_window.opacity = 0
 @target_window.visible = false
 @target_window.active = false
 @skill_window.opacity = 0
 @help_window.opacity = 0
 @slide = true
 Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" + MOG::MSK_TTT)
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 for i in 0..10
 @status_window.x += 25
 @status_window.x += 25
 @target_window.x += 25
 @target_window.contents_opacity -= 25
 @skill_window.x -= 30
 @skill_window.contents_opacity -= 25
 @msk_lay.zoom_x += 0.1
 @msk_lay.opacity -= 25
 @help_window.y += 15
 Graphics.update
 end
 Graphics.freeze
 @help_window.dispose
 @status_window.dispose
 @skill_window.dispose
 @target_window.dispose
 @msk_lay.dispose
 @msk_back1.dispose
 end
 #--------------------------------------------------------------------------
 # Update
 #--------------------------------------------------------------------------
 def update
 if @target_window.active == true
 @target_window.visible = true
 if @target_window.x > 340
 @target_window.x -= 20
 elsif @target_window.x <= 340
 @target_window.x = 340
 end
 else
 if @target_window.x < 640
 @target_window.x += 20
 elsif @target_window.x >= 640
 @target_window.x = 640
 @target_window.visible = false
 end
 end
 if @slide == true
 @status_window.visible = true
 if @status_window.x > 350
 @status_window.x -= 20
 elsif @status_window.x <= 350
 @status_window.x = 350
 end
 else
 if @status_window.x < 640
 @status_window.x += 20
 elsif @status_window.x >= 640
 @status_window.x = 640
 @status_window.visible = false
 end
 end
 @help_window.update
 @status_window.update
 @skill_window.update
 @target_window.update
 @msk_back1.ox += 1
 @msk_back1.oy += 1
 if @skill_window.help_window.y > 425
 @skill_window.help_window.y -= 10
 elsif @skill_window.help_window.y <= 425
 @skill_window.help_window.y = 425
 end
 if @skill_window.active
 update_skill
 return
 end
 if @target_window.active
 update_target
 return
 end
 end
 #--------------------------------------------------------------------------
 # Update Skill
 #--------------------------------------------------------------------------
 def update_skill
 if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
 @help_window.y = 500
 end
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(1)
 return
 end
 if Input.trigger?(Input::C)
 @skill = @skill_window.skill
 if @skill == nil or not @actor.skill_can_use?(@skill.id)
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 if @skill.scope >= 3
 @skill_window.active = false
 @target_window.active = true
 @slide = false
 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
 else
 if @skill.common_event_id > 0
 $game_temp.common_event_id = @skill.common_event_id
 $game_system.se_play(@skill.menu_se)
 @actor.sp -= @skill.sp_cost
 @status_window.refresh
 @skill_window.refresh
 @target_window.refresh
 $scene = Scene_Map.new
 return
 end
 end
 return
 end
 if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
 $game_system.se_play($data_system.cursor_se)
 @actor_index += 1
 @actor_index %= $game_party.actors.size
 $scene = Scene_Skill.new(@actor_index)
 return
 end
 if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
 $game_system.se_play($data_system.cursor_se)
 @actor_index += $game_party.actors.size - 1
 @actor_index %= $game_party.actors.size
 $scene = Scene_Skill.new(@actor_index)
 return
 end
 end
 #--------------------------------------------------------------------------
 # Update_Target
 #--------------------------------------------------------------------------
 def update_target
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @skill_window.active = true
 @target_window.active = false
 @slide = true
 return
 end
 if Input.trigger?(Input::C)
 unless @actor.skill_can_use?(@skill.id)
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 if @target_window.index == -1
 used = false
 for i in $game_party.actors
 used |= i.skill_effect(@actor, @skill)
 end
 end
 if @target_window.index <= -2
 target = $game_party.actors[@target_window.index + 10]
 used = target.skill_effect(@actor, @skill)
 end
 if @target_window.index >= 0
 target = $game_party.actors[@target_window.index]
 used = target.skill_effect(@actor, @skill)
 end
 if used
 $game_system.se_play(@skill.menu_se)
 @actor.sp -= @skill.sp_cost
 @status_window.refresh
 @skill_window.refresh
 @target_window.refresh
 if $game_party.all_dead?
 $scene = Scene_Gameover.new
 return
 end
 if @skill.common_event_id > 0
 $game_temp.common_event_id = @skill.common_event_id
 $scene = Scene_Map.new
 return
 end
 end
 unless used
 $game_system.se_play($data_system.buzzer_se)
 end
 return
 end
 end
 end
 
 $mog_rgss_MOG_Scene_Skill = true
 
 
 
 jiangwei于2011-5-20 08:33补充以下内容:
 已解决了,谢谢~
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