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本帖最后由 神蛋威武 于 2012-7-8 20:36 编辑
在使用技能链的时候无法显示详尽帮助,而且如果按下ESC的话,屏幕会残留一个条状介绍条需要再点一次ESC
把两个脚本贴出来
第一个脚本太长了给链接吧
http://rpg.blue/thread-126649-1-1.html,里面的专家模式,有自由技能链和闭合技能链的功能
第二个脚本- #==============================================================================
- # ■ Window_Help
- #------------------------------------------------------------------------------
- # 原作:xuelong
- # 修正:水迭澜
- # 移植:禾西
- #==============================================================================
- class Window_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 定義
- #--------------------------------------------------------------------------
- def set
- @phrase,@y= {}, 0
- @scope, @parameter_type = [], []
- =begin
- @name_size = 名字文字大小
- @size = 描述文字大小
- @word = 每行的描述文字數
- =end
- @name_size = 18
- @size = 14
- @word = 11
-
- # 不顯示的 屬性 與 狀態 ID
- @unshow_elements = [17, 18]
- @unshow_states = []
-
- # 基本文字設定
- @phrase[:price] = "價格"
- @phrase[:elements] = "攻擊属性"
- @phrase[:states] = "付加狀態"
- @phrase[:guard_elements] = "半減属性"
- @phrase[:guard_states] = "無効化狀態"
- #------------------#
- # 物品效果語句 #
- #------------------#
- @phrase[:recover] = "回复"
- @phrase[:hp] = "生命"
- @phrase[:mp] = "查克拉"
- @phrase[:plus_states] = "狀態附加"
- @phrase[:minus_states] = "狀態解除"
- @phrase[:speed] = "速度補正"
- @phrase[:consumable] = "消耗品"
- @phrase[:base_damage] = "基本傷害"
- #------------------#
- # 特殊效果語句 #
- #------------------#
- @phrase[:special] = "特殊"
- @phrase[:two_handed] = "両手武器"
- @phrase[:fast_attack] = "回合内先制"
- @phrase[:dual_attack] = "連続攻撃"
- @phrase[:critical_bonus] = "會心頻発"
- @phrase[:prevent_critical] = "會心防止"
- @phrase[:half_mp_cost] = "消費查克拉半分"
- @phrase[:double_exp_gain] = "取得経験値2倍"
- @phrase[:auto_hp_recover] = "生命自動回復"
- @phrase[:physical_attack] = "物理攻撃"
- @phrase[:damage_to_mp] = "查克拉傷害"
- @phrase[:absorb_damage] = "傷害吸収"
- @phrase[:ignore_defense] = "防御力無視"
- #------------------#
- # 技能描述語句 #
- #------------------#
- @phrase[:recovery] = "回復力"
- @phrase[:mp_cost] = "消耗MP"
- @phrase[:hit] = "命中率"
- #------------------#
- # 效果範圍語句 #
- #------------------#
- @phrase[:scope] = "効果範囲"
- @scope[0] = "特殊"
- @scope[1] = "敵単体"
- @scope[2] = "敵全体"
- @scope[3] = "敵単体 連続"
- @scope[4] = "敵単体 隨機"
- @scope[5] = "敵二体 隨機"
- @scope[6] = "敵三体 隨機"
- @scope[7] = "味方単体"
- @scope[8] = "味方全体"
- @scope[9] = "味方戦闘不能(単)"
- @scope[10] = "味方戦闘不能(全)"
- @scope[11] = "使用者"
- #------------------#
- # 效果範圍語句 #
- #------------------#
- @parameter_type[1] = "最大HP"
- @parameter_type[2] = "最大MP"
- @parameter_type[3] = $data_system.terms.atk
- @parameter_type[4] = $data_system.terms.def
- @parameter_type[5] = $data_system.terms.spi
- @parameter_type[6] = $data_system.terms.agi
- end
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 544, WLH + 32)
- self.opacity = 200
- self.z = 150
- self.visible = false
- end
- #--------------------------------------------------------------------------
- # ● 設置文本
- # data : 窗口顯示的字符串/物品資料
- # align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊)
- #--------------------------------------------------------------------------
- def set_text(data, align=0)
- #------------------------------------------------------------------------
- # ● 當資料爲文字時候
- #------------------------------------------------------------------------
- if data != @text or align != @align
- if data.is_a?(String)
- draw_string(data,align)
- end
- end
- return if data.is_a?(String)
- #------------------------------------------------------------------------
- # ● 當沒有資料時候
- #------------------------------------------------------------------------
- if data.nil?
- self.visible=false
- else
- self.visible=true
- end
- #------------------------------------------------------------------------
- # ● 當資料爲物品/技能時候
- #------------------------------------------------------------------------
- if data != nil && @data != data
- self.width = 210
- self.height = 430
- self.x=0
- self.y=200
- set
- draw_data(data)
- else
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助窗口
- #--------------------------------------------------------------------------
- def draw_string(data,align)
- self.width = 544 #修正寬度
- self.height = WLH + 32 #修正高度
- self.x=0 #修正 x 坐標
- self.y=0 #修正 y 坐標
- @text = data #記錄文本資料
- @align = align #記錄對齊方式
- @actor = nil #清空角色資料
- self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.font.size = 20
- self.contents.draw_text(4, 0, self.width - 40, 32, data, align)
- self.visible = true
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助窗口
- #--------------------------------------------------------------------------
- def draw_data(data=@data)
- self.width = 186 #修正寬度
- self.height = 430 #修正高度
- self.x=0 #修正 x 坐標
- self.y=150 #修正 y 坐標
- @data = data #記錄 data 資料
- case @data
- when RPG::Item
- set_item_text(@data)
- when RPG::Weapon, RPG::Armor
- set_equipment_text(@data)
- when RPG::Skill
- set_skill_text(@data)
- end
- end
- #--------------------------------------------------------------------------
- # ● 修正窗口位置
- #--------------------------------------------------------------------------
- def set_pos(x,y,width,oy,index,column_max)
- cursor_width = width / column_max - 32
- xx = index % column_max * (cursor_width + WLH)
- yy = index / column_max * WLH - oy
- self.x=xx+x+140
- self.y=yy+y+35
- if self.x+self.width>544
- self.x=544-self.width
- end
- if self.y+self.height>416
- self.y=416-self.height
- end
- end
- #------------------------------------------------------------------------
- # ● 文字描繪
- #------------------------------------------------------------------------
- def draw_text(text, increase, move=0)
- @y += increase
- #~ self.contents.font.color = normal_color
- self.contents.font.color = text_color(4)
- self.contents.font.size = @size
- self.contents.draw_text(0+move, @y*@size+5, text.size*6, @size, text, 0)
- end
- #-------------------------------------#
- # 子方法
- #-------------------------------------#
- #--------------------------------------------------------------------------
- # ● 裝備幫助窗口
- #--------------------------------------------------------------------------
- def set_equipment_text(equipment)
- #------------------------------------------------------------------------
- # ● 取得基本質料
- #------------------------------------------------------------------------
-
- #----------------------------#
- # 取得屬性、狀態、說明之副本 #
- #----------------------------#
- element_set = equipment.element_set.clone
- state_set = equipment.state_set.clone
- description = equipment.description.clone
- phrase = @phrase
- #----------------------------#
- # 過濾不顯示的屬性與狀態描述 #
- #----------------------------#
- element_set -= @unshow_elements
- state_set -= @unshow_states
- #----------------#
- # 初始化數據設定 #
- #----------------#
- x, h, move = 0, 0, 0
- #------------------#
- # 取得特殊效果數據 #
- #------------------#
- special = []
- case equipment
- when RPG::Weapon
- special << phrase[:two_handed] if equipment.two_handed
- special << phrase[:fast_attack] if equipment.fast_attack
- special << phrase[:dual_attack] if equipment.dual_attack
- special << phrase[:critical_bonus] if equipment.critical_bonus
- when RPG::Armor
- special << phrase[:prevent_critical]if equipment.prevent_critical
- special << phrase[:half_mp_cost] if equipment.half_mp_cost
- special << phrase[:double_exp_gain] if equipment.double_exp_gain
- special << phrase[:auto_hp_recover] if equipment.auto_hp_recover
- end
- #------------------------------------------------------------------------
- # ● 確定背景圖片的高度
- #------------------------------------------------------------------------
- h += (description.size/3/@word)
- h += 1 if (description.size/3%@word) > 0
- now_h = h
-
- h += 1 #價格
-
- h += 1 unless equipment.atk.zero? #攻擊力
- h += 1 unless equipment.def.zero? #防禦力
- h += 1 unless equipment.spi.zero? #精神力
- h += 1 unless equipment.agi.zero? #敏捷力
- h += element_set.size + 1 if element_set.size > 0 #屬性
- h += state_set.size + 1 if state_set.size > 0 #狀態
- h += special.size + 1 if special.size > 0 #特殊效果
- #------------------------------------------------------------------------
- # ● 圖片顯示保證高度
- #------------------------------------------------------------------------
- #h = 6 + now_h if (h - now_h) < 6
- #------------------------------------------------------------------------
- # ● 換算高度
- #------------------------------------------------------------------------
- self.height = h * @size + @name_size + 32
- #------------------------------------------------------------------------
- # ● 生成背景
- #------------------------------------------------------------------------
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- self.contents.clear
- #------------------------------------------------------------------------
- # ● 名字描繪
- #------------------------------------------------------------------------
- text = equipment.name
- self.contents.font.color = normal_color
- self.contents.font.size = @name_size
- if text.nil?
- self.visible = false
- else
- self.visible = true
- self.contents.draw_text(0, 0, text.size*7, @name_size, text, 0)
- end
- #------------------------------------------------------------------------
- # ● 說明描繪
- #------------------------------------------------------------------------
- x = 0
- @y += 1
- while ((text = description.slice!(/./m)) != nil)
- if x == @word
- x=0
- @y+=1
- end
- #self.contents.font.color = normal_color
- self.contents.font.color = text_color(1)
- self.contents.font.size = @size
- self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
- x+=1
- end
- #------------------------------------------------------------------------
- # ● 圖標描繪
- #------------------------------------------------------------------------
- #bitmap = Cache.system("Iconset")
- #rect = Rect.new(equipment.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24)
- #self.contents.blt(0, y*size + 20, bitmap, rect, 255)
- #------------------------------------------------------------------------
- # ● 價格描繪
- #------------------------------------------------------------------------
- unless equipment.price.zero?
- text = phrase[:price] + ":" + equipment.price.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 攻擊力
- #------------------------------------------------------------------------
- unless equipment.atk.zero?
- text = $data_system.terms.atk + ":" + equipment.atk.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 防禦力
- #------------------------------------------------------------------------
- unless equipment.def.zero?
- text = $data_system.terms.def + ":" + equipment.def.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 精神力
- #------------------------------------------------------------------------
- unless equipment.spi.zero?
- text = $data_system.terms.spi + ":" + equipment.spi.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 敏捷力
- #------------------------------------------------------------------------
- unless equipment.agi.zero?
- text = $data_system.terms.agi + ":" + equipment.agi.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 屬性
- #------------------------------------------------------------------------
- if element_set.size > 0
- case equipment
- when RPG::Weapon
- text=phrase[:elements]+":"
- when RPG::Armor
- text=phrase[:guard_elements]+":"
- end
- draw_text(text, 1, move)
- element_set.each do |i|
- text = $data_system.elements[i]
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 狀態
- #------------------------------------------------------------------------
- if state_set.size > 0
- case equipment
- when RPG::Weapon
- text=phrase[:states]+":"
- when RPG::Armor
- text=phrase[:guard_states]+":"
- end
- draw_text(text, 1, move)
- state_set.each do |i|
- text = $data_states[i].name
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 特殊效果
- #------------------------------------------------------------------------
- if special.size > 0
- text = phrase[:special]+":"
- draw_text(text, 1, move)
- special.each {|text| draw_text(text, 1, move + @size)}
- end
- end
- #////////////////////////////////////////////////////////////////////////////
- #--------------------------------------------------------------------------
- # ● 物品幫助窗口
- #--------------------------------------------------------------------------
- def set_item_text(item)
- #----------------------------#
- # 取得屬性、狀態、說明之副本 #
- #----------------------------#
- description = item.description.clone
- 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_elements
- plus_state_set -= @unshow_states
- minus_state_set -= @unshow_states
- # 初始化數據設定
- x, h, move = 0, 0, 0
- phrase = @phrase
- scope = @scope
- parameter_type = @parameter_type
- occasion = @occasion
- # 基本文字設定
-
- #------------------#
- # 取得特殊效果數據 #
- #------------------#
- special = []
- special << phrase[:physical_attack] if item.physical_attack #物理攻撃
- special << phrase[:damage_to_mp] if item.damage_to_mp #MPにダメージ
- special << phrase[:absorb_damage] if item.absorb_damage #ダメージを吸収
- special << phrase[:ignore_defense] if item.ignore_defense #防御力無視
-
- #------------------------------------------------------------------------
- # ● 確定背景圖片的高度
- #------------------------------------------------------------------------
- h += (description.size/3/@word)
- h += 1 if (description.size/3%@word) > 0
- now_h = h
-
- h += 2 #効果範囲,價格
- h += 1 if item.consumable #消耗品
- h += 1 unless item.speed.zero? #速度補正値
-
- h += 1 unless item.hp_recovery_rate==0 and item.hp_recovery==0 #HP 回復
- h += 1 unless item.mp_recovery_rate==0 and item.mp_recovery==0 #MP 回復
-
- h += 1 unless item.parameter_type.zero? #能力値
- h += 1 unless item.base_damage.zero? #基本ダメージ
-
- h += element_set.size + 1 if element_set.size > 0 #屬性
- h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態
- h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態
- h += special.size + 1 if special.size > 0 #特殊效果
-
- #------------------------------------------------------------------------
- # ● 圖片顯示保證高度
- #------------------------------------------------------------------------
- ##h = 6 + now_h if (h - now_h) < 6
- #------------------------------------------------------------------------
- # ● 換算高度
- #------------------------------------------------------------------------
- self.height = h * @size + @name_size + 32
- #------------------------------------------------------------------------
- # ● 生成背景
- #------------------------------------------------------------------------
- self.contents = Bitmap.new(self.width - 32, self.height - 32)
- self.contents.clear
- #------------------------------------------------------------------------
- # ● 名字描繪
- #------------------------------------------------------------------------
- text = item.name
- self.contents.font.color = normal_color#顔色腳本
- self.contents.font.size = @name_size
- if text.nil?
- self.visible = false
- else
- self.visible = true
- self.contents.draw_text(0,0, text.size*7, 20, text, 0)
- end
- #------------------------------------------------------------------------
- # ● 說明描繪
- #------------------------------------------------------------------------
- x = 0
- @y += 1
- while ((text = description.slice!(/./m)) != nil)
- if x == @word
- x = 0
- @y += 1
- end
- #self.contents.font.color = normal_color
- self.contents.font.color = text_color(1)
- self.contents.font.size = @size
- self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
- x+=1
- end
- #------------------------------------------------------------------------
- # ● 圖標描繪
- #------------------------------------------------------------------------
- #bitmap = Cache.system("Iconset")
- #rect = Rect.new(item.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24)
- #self.contents.blt(0, y*size + 20, bitmap, rect, 255)
- #------------------------------------------------------------------------
- # ● 效果範圍
- #------------------------------------------------------------------------
- text = phrase[:scope] +":"
- draw_text(text, 1, move)
- text = scope[item.scope]
- draw_text(text, 1, move + @size)
- #------------------------------------------------------------------------
- # ● 價格
- #------------------------------------------------------------------------
- text = phrase[:price] + item.price.to_s
- draw_text(text, 1, move)
- #------------------------------------------------------------------------
- # ● 消耗品
- #------------------------------------------------------------------------
- if item.consumable
- text = phrase[:consumable]
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 速度補正値
- #------------------------------------------------------------------------
- unless item.speed.zero?
- text = phrase[:speed]
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● HP回復
- #------------------------------------------------------------------------
- unless item.hp_recovery_rate.zero? and item.hp_recovery.zero?
- if item.hp_recovery_rate > 0 and item.hp_recovery > 0
- text = " + "
- else
- text = ""
- end
-
- unless item.hp_recovery_rate.zero?
- text = item.hp_recovery_rate.to_s + "%" + text
- end
- unless item.hp_recovery.zero?
- text += item.hp_recovery.to_s
- end
- text = phrase[:recover] +":" + phrase[:hp] + text
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● SP回復
- #------------------------------------------------------------------------
- unless item.mp_recovery_rate.zero? and item.mp_recovery.zero?
- if item.mp_recovery_rate > 0 and item.mp_recovery > 0
- text = " + "
- else
- text = ""
- end
-
- unless item.mp_recovery_rate.zero?
- text = item.mp_recovery_rate.to_s + "%" + text
- end
- unless item.mp_recovery.zero?
- text += item.mp_recovery.to_s
- end
- text = phrase[:recover] +":" + phrase[:mp] + text
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 能力值增加
- #------------------------------------------------------------------------
- unless item.parameter_type.zero?
- text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 基本ダメージ
- #------------------------------------------------------------------------
- unless item.base_damage.zero?
- text = phrase[:base_damage] +":" + item.base_damage.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 屬性
- #------------------------------------------------------------------------
- if element_set.size > 0
- text = phrase[:elements]+":"
- draw_text(text, 1, move)
- element_set.each do |i|
- text = $data_system.elements[i]
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 添加狀態
- #------------------------------------------------------------------------
- unless plus_state_set.empty?
- text = phrase[:plus_states]+":"
- draw_text(text, 1, move)
- plus_state_set.each do |i|
- text = $data_states[i].name
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 解除狀態
- #------------------------------------------------------------------------
- unless minus_state_set.empty?
- text = phrase[:minus_states]+":"
- draw_text(text, 1, move)
- minus_state_set.each do |i|
- text = $data_states[i].name
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 特殊效果
- #------------------------------------------------------------------------
- if special.size > 0
- text = phrase[:special]+":"
- draw_text(text, 1, move)
- special.each {|text| draw_text(text, 1, move + @size)}
- end
- end
- #////////////////////////////////////////////////////////////////////////////
- #--------------------------------------------------------------------------
- # ● 技能帮助窗口
- #--------------------------------------------------------------------------
- def set_skill_text(skill)
- #----------------------------#
- # 取得屬性、狀態、說明之副本 #
- #----------------------------#
- description = skill.description.clone
- 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_elements
- plus_state_set -= @unshow_states
- minus_state_set -= @unshow_states
- # 初始化設定
- x ,h, move = 0, 0, 0
- phrase = @phrase
- scope = @scope
- #------------------#
- # 取得特殊效果數據 #
- #------------------#
- special = []
- special << phrase[:physical_attack] if skill.physical_attack #物理攻撃
- special << phrase[:damage_to_mp] if skill.damage_to_mp #MPにダメージ
- special << phrase[:absorb_damage] if skill.absorb_damage #ダメージを吸収
- special << phrase[:ignore_defense] if skill.ignore_defense #防御力無視
- #------------------------------------------------------------------------
- # ● 確定背景圖片的高度
- #------------------------------------------------------------------------
- h += (description.size/3/@word)
- h += 1 if (description.size/3%@word) > 0
- now_h = h
-
- h += 4 #効果範囲,消費MP,命中率
- h += 1 unless skill.speed.zero? #速度補正値
- h += 1 unless skill.base_damage.zero? #基本ダメージ
-
-
-
- h += element_set.size + 1 if element_set.size > 0 #屬性
- h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態
- h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態
- h += special.size + 1 if special.size > 0 #特殊效果
- #------------------------------------------------------------------------
- # ● 換算高度
- #------------------------------------------------------------------------
- self.height=h * @size + @name_size + 32
- self.contents = Bitmap.new(self.width - 32,self.height - 32)
- self.contents.clear
-
- #------------------------------------------------------------------------
- # ● 名字描述
- #------------------------------------------------------------------------
- text = skill.name
- self.contents.font.color = Color.new(255, 255, 128, 255)
- self.contents.font.size = @name_size
- if text!=nil
- self.visible = true
- self.contents.draw_text(0,0, text.size*7, @name_size, text, 0)
- else
- self.visible = false
- end
-
- #------------------------------------------------------------------------
- # ● 說明描述
- #------------------------------------------------------------------------
- x = 0
- @y += 1
- text = description
- while ((text = description.slice!(/./m)) != nil)
- if x==@word
- x = 0
- @y += 1
- end
- #self.contents.font.color = normal_color
- self.contents.font.color = text_color(1)
- self.contents.font.size = @size
- self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0)
- x+=1
- end
-
- #------------------------------------------------------------------------
- # ● 攻擊範圍
- #------------------------------------------------------------------------
- text = phrase[:scope] +":"
- draw_text(text, 1, move)
- text = scope[skill.scope]
- draw_text(text, 1, move + @size)
- #------------------------------------------------------------------------
- # ● 基本ダメージ
- #------------------------------------------------------------------------
- unless skill.base_damage .zero?
- text = skill.base_damage > 0 ? phrase[:base_damage] : phrase[:recovery]
- text += ":" + skill.base_damage.abs.to_s
- draw_text(text, 1, move)
- end
- #------------------------------------------------------------------------
- # ● 消費SP描述
- #------------------------------------------------------------------------
- text = phrase[:mp_cost] +":"+ skill.mp_cost.to_s
- draw_text(text, 1, move)
- #------------------------------------------------------------------------
- # ● 命中率描述
- #------------------------------------------------------------------------
- text = phrase[:hit] + ":" + skill.hit.to_s + "%"
- draw_text(text, 1, move)
- #------------------------------------------------------------------------
- # ● 屬性
- #------------------------------------------------------------------------
- if element_set.size > 0
- text = phrase[:elements]+":"
- draw_text(text, 1, move)
- element_set.each do |i|
- text = $data_system.elements[i]
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 添加狀態
- #------------------------------------------------------------------------
- unless plus_state_set.empty?
- text = phrase[:plus_states]+":"
- draw_text(text, 1, move)
- plus_state_set.each do |i|
- text = $data_states[i].name
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 解除狀態
- #------------------------------------------------------------------------
- unless minus_state_set.empty?
- text = phrase[:minus_states]+":"
- draw_text(text, 1, move)
- minus_state_set.each do |i|
- text = $data_states[i].name
- draw_text(text, 1, move + @size)
- end
- end
- #------------------------------------------------------------------------
- # ● 特殊效果
- #------------------------------------------------------------------------
- if special.size > 0
- text = phrase[:special]+":"
- draw_text(text, 1, move)
- special.each {|text| draw_text(text, 1, move + @size)}
- end
- end
- end
- #==============================================================================
- # ■ Window_Item
- #------------------------------------------------------------------------------
- # アイテム画面などで、所持アイテムの一覧を表示するウィンドウです。
- #==============================================================================
- class Window_Item < Window_Selectable
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item)
- #修正窗口位置
- @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
- end
- end
- #==============================================================================
- # ■ Window_Skill
- #------------------------------------------------------------------------------
- # スキル画面などで、使用できるスキルの一覧を表示するウィンドウです。
- #==============================================================================
- class Window_Skill < Window_Selectable
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(skill)
- #修正窗口位置
- @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
- end
- end
- #==============================================================================
- # ■ Window_Equip
- #------------------------------------------------------------------------------
- # 装備画面で、アクターが現在装備しているアイテムを表示するウィンドウです。
- #==============================================================================
- class Window_Equip < Window_Selectable
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item)
- #修正窗口位置
- @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
- end
- end
- #==============================================================================
- # ■ Window_ShopBuy
- #------------------------------------------------------------------------------
- # ショップ画面で、購入できる商品の一覧を表示するウィンドウです。
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● ヘルプテキスト更新
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(item)
- #修正窗口位置
- @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
- end
- end
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