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 Lv3.寻梦者 
	梦石0 星屑1410 在线时间148 小时注册时间2018-3-24帖子145 | 
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 楼主|
发表于 2019-2-13 22:45:53
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只看该作者 
| 技能升级 
 复制代码
module Snstar2006
  module Skill_LvUp
    SKILL_LVUP_NO_FORGET = false # 升级时不遗忘旧技能
    SKILL_MANUAL_LVUP    = false # 手动升级
    SKILL_RES_EXP_BASE   = 2     # 升级点数基数,数字越大,获得越少
    SKILL_MAN_LVUP_KEY   = :X    # 手动升级的按键设定
    
    SKILL_EXP_VOCAB      = "熟练度"   # 技能熟练度术语
    SKILL_REXP_VOCAB     = "精元点数" # 技能提升点数术语
  end
end
class RPG::Skill < RPG::UsableItem
  include Snstar2006::Skill_LvUp
  #--------------------------------------------------------------------------
  # ● 获取技能最高等级
  #--------------------------------------------------------------------------
  def get_max_skill
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:max_level) (\d+)\]/
        return $1 ? $1.to_i : 1
      end}
    return 1
  end
  #--------------------------------------------------------------------------
  # ● 获取技能熟练度基数
  #--------------------------------------------------------------------------
  def get_exp_base
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:exp_base) (\d+)\]/
        return $1 ? $1.to_i : 30
      end}
    return 30
  end
  #--------------------------------------------------------------------------
  # ● 获取技能吸收角色经验值作为熟练度的基础值
  #--------------------------------------------------------------------------
  def get_exp_part
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:exp_part) (\d+)\]/
        return $1 ? $1.to_i : 0
      end}
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 获取技能使用时获取的熟练度
  #--------------------------------------------------------------------------
  def get_use_exp
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:use_exp) (\d+)\]/
        return $1 ? $1.to_i : 1
      end}
    return 1
  end
  #--------------------------------------------------------------------------
  # ● 获取技能升级后变化的技能
  #--------------------------------------------------------------------------
  def get_on_level(level)
    trans_skill_id = 0
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:on_level) (\d+)\,(\d+)\]/
        trans_skill_id = $2.to_i if level == $1.to_i
      end}
    return trans_skill_id
  end
  #--------------------------------------------------------------------------
  # ● 获取技能升级后变化的技能
  #--------------------------------------------------------------------------
  def get_inherit
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:inherit) (\d+)\]/
        return $1 ? $1.to_i : 0
      end}
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 判断是否升级后遗忘
  #--------------------------------------------------------------------------
  def no_forget?
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:no_forget)\]/
        return true
      end}
    return false
  end
  #--------------------------------------------------------------------------
  # ● 获取技能升级后变化的伤害值基数
  #--------------------------------------------------------------------------
  def get_dmg_var
    self.note.split(/[\r\n]+/).each{ |line|
      if line =~ /\[(?:dmg_var) (\d+)\]/
        return $1 ? $1.to_i : 0
      end}
    return 0
  end
  #--------------------------------------------------------------------------
  # ● 判断是否能升级
  #--------------------------------------------------------------------------
  def can_lvup?
    skill_level_initialize # 技能等级初始化
    return @max_level > 1
  end
  #--------------------------------------------------------------------------
  # ● 判断是否获取角色经验当作熟练度
  #--------------------------------------------------------------------------
  def get_exp_from_actor?
    return false unless can_lvup?
    return @get_exp > 0
  end
  #--------------------------------------------------------------------------
  # ● 判断是否手动升级
  #--------------------------------------------------------------------------
  def manual_lvup?
    return false unless can_lvup?
    return false if transformed
    return true if SKILL_MANUAL_LVUP
    return false if get_exp_from_actor?
    return false if lvup_by_use?
    return true
  end
  #--------------------------------------------------------------------------
  # ● 判断是否在使用时提升熟练度
  #--------------------------------------------------------------------------
  def lvup_by_use?
    return false unless can_lvup?
    return @use_exp > 0
  end
  #--------------------------------------------------------------------------
  # ● 判断是否继承任何技能设定
  #--------------------------------------------------------------------------
  def inherit?
    @transform_from = get_inherit
    return @transform_from > 0
  end
  #--------------------------------------------------------------------------
  # ● 技能等级参数初始化
  #--------------------------------------------------------------------------
  def skill_level_initialize
    return if @skill_level_initialized # 已初始化时跳过
    @max_level = get_max_skill
    @get_exp = get_exp_part
    @use_exp = get_use_exp
    @skill_level_initialized = true
    initialize_skill_transform
    @transformed = false
    @transform_from = 0
    @dmg_var = get_dmg_var
    @fml_altered = false
    if @dmg_var > 0
      $game_variables[@dmg_var]=1
    end
  end
  #--------------------------------------------------------------------------
  # ● 技能等级参数继承
  #--------------------------------------------------------------------------
  def skill_level_inherit
    return unless inherit? # 已设定继承时跳过
    old_skill = $data_skills[@transform_from]
    @max_level = old_skill.get_max_skill
    @get_exp = old_skill.get_exp_part
    @use_exp = old_skill.get_use_exp
    initialize_skill_transform
  end
  #--------------------------------------------------------------------------
  # ● 获取技能吸取角色经验值的基数
  #--------------------------------------------------------------------------
  def exp_from_actor
    return @get_exp
  end
  #--------------------------------------------------------------------------
  # ● 技能变化资讯初始化
  #--------------------------------------------------------------------------
  def initialize_skill_transform
    @skill_transform = []
    1.upto(@max_level){ |level|
      t_id = get_on_level(level)
      if t_id > 0
        @skill_transform = [level, t_id]
        break
      end
    }
  end
  #--------------------------------------------------------------------------
  # ● 判断技能是否会变化
  #--------------------------------------------------------------------------
  def transform?
    return !@skill_transform.empty?
  end
  #--------------------------------------------------------------------------
  # ● 判断技能是否会在某等级变化
  #--------------------------------------------------------------------------
  def transform_at?(level)
    return false unless transform?
    return @skill_transform[0] == level
  end
  def transform_at
    return @skill_transform[0]
  end
  #--------------------------------------------------------------------------
  # ● 获取技能变化后的技能ID
  #--------------------------------------------------------------------------
  def transform_to(level)
    return 0 unless transform_at?(level)
    return @skill_transform[1]
  end
  #--------------------------------------------------------------------------
  # ● 判断技能是否有指定伤害变量
  #--------------------------------------------------------------------------
  def dmg_var?
    return @dmg_var>0
  end
  #--------------------------------------------------------------------------
  # ● 判断技能是否已修改公式
  #--------------------------------------------------------------------------
  def fml_altered?
    return @fml_altered
  end
  attr_reader :max_level # 获取最高等级
  attr_reader :use_exp   # 使用提升熟练度量
  attr_accessor :transformed # 已变化技能
  attr_accessor :fml_altered # 已修改公式
  attr_reader :dmg_var   # 升级提升伤害的变量ID
end
class Game_Actor < Game_Battler
  include Snstar2006::Skill_LvUp
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  alias skill_level_initialize initialize
  def initialize(actor_id)
    @skill_level = {}    # 纪录技能等级
    @skill_exp = {}      # 记录技能熟练度
    @skill_exp_base = {} # 记录技能熟练度基数
    @skill_next_exp = {} # 记录技能下一级熟练度
    @skill_dmg_val = {}  # 纪录技能伤害变化的变量ID
    @skill_res_exp = 0   # 纪录获取的技能升级点数
    skill_level_initialize(actor_id)
  end
  #--------------------------------------------------------------------------
  # ● 角色习得技能
  #--------------------------------------------------------------------------
  alias skill_level_learn_skill learn_skill
  def learn_skill(skill_id)
    skill_level_learn_skill(skill_id)
    skill = $data_skills[skill_id]
    if skill.can_lvup? # 判断技能是否可升级
      @skill_level[skill_id] = 1
      @skill_exp[skill_id] = 0
      @skill_exp_base[skill_id] = skill.get_exp_base
      @skill_next_exp[skill_id] = @skill_exp_base[skill_id]
      if skill.dmg_var?
        @skill_dmg_val[skill_id] = skill.dmg_var+@actor_id-1
        alter_damage_formula(skill_id)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 修改伤害公式
  #--------------------------------------------------------------------------
  def alter_damage_formula(skill_id)
    skill = $data_skills[skill_id]
    return if skill.fml_altered? # 已修改时返回
    formula = skill.damage.formula # 获取公式
    dmg_var_id = @skill_dmg_val[skill_id]
    skill.damage.formula = "(#{formula})*v[#{dmg_var_id}]"
    skill.fml_altered = true # 标记为已修改
  end
  #--------------------------------------------------------------------------
  # ● 判断技能是否能升级
  #--------------------------------------------------------------------------
  def skill_can_lvup?(skill_id)
    return false unless $data_skills[skill_id].can_lvup? # 技能不可升级
    return false unless @skills.include?(skill_id) # 角色未学习此技能
    return @skill_level[skill_id] < max_skill_level(skill_id) # 技能未达最高等级
  end
  #--------------------------------------------------------------------------
  # ● 获取技能最高等级
  #--------------------------------------------------------------------------
  def max_skill_level(skill_id)
    return $data_skills[skill_id].max_level
  end
  #--------------------------------------------------------------------------
  # ● 获取技能等级
  #--------------------------------------------------------------------------
  def skill_level(skill_id)
    return 1 unless $data_skills[skill_id].can_lvup?
    return @skill_level[skill_id]
  end
  #--------------------------------------------------------------------------
  # ● 获取技能下一级熟练度
  #--------------------------------------------------------------------------
  def skill_next_exp(skill_id)
    return 0 unless skill_can_lvup?(skill_id)
    return @skill_next_exp[skill_id]
  end
  #--------------------------------------------------------------------------
  # ● 获取技能当前熟练度
  #--------------------------------------------------------------------------
  def skill_exp(skill_id)
    return 0 unless skill_can_lvup?(skill_id)
    return @skill_exp[skill_id]
  end
  #--------------------------------------------------------------------------
  # ● 角色获得经验值
  #--------------------------------------------------------------------------
  alias skill_level_gain_exp gain_exp
  def gain_exp(exp)
    skill_level_gain_exp(exp)
    gain_skill_res_exp(exp/SKILL_RES_EXP_BASE)
    @skills.each{ |id|
      skill = $data_skills[id]
      if skill.get_exp_from_actor? # 技能是否吸收经验值
          skill_exp = (exp.to_f / skill.exp_from_actor).ceil
          gain_skill_exp(id, skill_exp) # 技能提升熟练度
      end
    }
  end
  #--------------------------------------------------------------------------
  # ● 角色获得技能熟练度
  #--------------------------------------------------------------------------
  def gain_skill_exp(skill_id, val)
    return unless skill_can_lvup?(skill_id)
    skill = $data_skills[skill_id]
    return if skill.transformed
    return if val == 0
    @skill_exp[skill_id] += val
    if @skill_exp[skill_id] >= @skill_next_exp[skill_id]
      skill_lvup(skill_id)
    end
  end
  #--------------------------------------------------------------------------
  # ● 使用技能提升熟练度
  #--------------------------------------------------------------------------
  def gain_skill_exp_by_use(skill)
    @gain_skill_exp = 0
    if skill.is_a?(RPG::Skill) and skill.lvup_by_use?
      @gain_skill_exp = skill.use_exp
    end
  end
  #--------------------------------------------------------------------------
  # ● 角色获得技能提升点数
  #--------------------------------------------------------------------------
  def gain_skill_res_exp(val)
    @skill_res_exp += val
  end
  #--------------------------------------------------------------------------
  # ● 返回角色的技能提升点数
  #--------------------------------------------------------------------------
  def res_exp
    return @skill_res_exp
  end
  #--------------------------------------------------------------------------
  # ● 判断是否能手动升级
  #--------------------------------------------------------------------------
  def can_lv_skill_manually?(skill)
    return false unless skill.manual_lvup?
    return @skill_res_exp > 0
  end
  def has_dmg_var?(skill_id)
    return @skill_dmg_val.keys.include?(skill_id)
  end
  #--------------------------------------------------------------------------
  # ● 手动提升熟练度
  #--------------------------------------------------------------------------
  def gain_skill_exp_manual(skill_id)
    skill = $data_skills[skill_id]
    return unless skill.manual_lvup?
    val = [@skill_next_exp[skill_id], @skill_res_exp].min
    @skill_res_exp -= val
    gain_skill_exp(skill_id, val)
  end
  #--------------------------------------------------------------------------
  # ● 计算使用技能后提升的最终熟练度
  #--------------------------------------------------------------------------
  def gain_skill_final_exp_by_use(skill, hit)
    return if @gain_skill_exp < 1
    @gain_skill_exp /= 2 unless hit # 若是技能落空则熟练度减半
    gain_skill_exp(skill.id, @gain_skill_exp)
    @gain_skill_exp = 0
  end
  #--------------------------------------------------------------------------
  # ● 角色使用技能,技能获得熟练度
  #--------------------------------------------------------------------------
  alias skill_level_use_item use_item
  def use_item(item)
    skill_level_use_item(item)
    gain_skill_exp_by_use(item) 
  end
  #--------------------------------------------------------------------------
  # ● 角色技能升级
  #--------------------------------------------------------------------------
  def skill_lvup(skill_id, val=1)
    return unless skill_can_lvup?(skill_id)
    return if $data_skills[skill_id].transformed
    temp_level = @skill_level[skill_id] + val
    max_level = max_skill_level(skill_id)
    @skill_level[skill_id] = [temp_level, max_level].min
    level = @skill_level[skill_id]
    @skill_exp[skill_id] -= @skill_next_exp[skill_id]
    @skill_exp[skill_id] = [@skill_exp[skill_id], 0].max
    @skill_next_exp[skill_id] = @skill_exp_base[skill_id] * factorial(level)
    if has_dmg_var?(skill_id)
      dmg_var_id = @skill_dmg_val[skill_id]
      $game_variables[dmg_var_id] = 1+(level.to_f/max_level)
    end
    process_skill_transform(skill_id, level)
    
  end
  #--------------------------------------------------------------------------
  # ● 计算技能伤害
  #--------------------------------------------------------------------------
  alias skill_level_make_damage_value make_damage_value
  def make_damage_value(user, item)
    skill_level_make_damage_value(user, item) # 呼叫原有方法
  end
  def process_skill_transform(skill_id, level)
    skill = $data_skills[skill_id]
    return unless skill.transform_at?(level) # 判断技能是否在这个等级变化
    new_skill_id = skill.transform_to(level) # 获取变化后的技能ID
    skill.transformed = true
    learn_skill(new_skill_id) # 学习新技能
    
    # 将旧技能的等级、熟练度、熟练度基数、下一级熟练度转移到新技能下
    $data_skills[new_skill_id].skill_level_inherit # 变化后的技能设定
    @skill_level[new_skill_id] = @skill_level[skill_id]
    @skill_exp[new_skill_id] = @skill_exp[skill_id]
    @skill_exp_base[new_skill_id] = skill.get_exp_base
    @skill_next_exp[new_skill_id] = @skill_next_exp[skill_id]
    @skill_dmg_val[new_skill_id] = @skill_dmg_val[skill_id]
    alter_damage_formula(new_skill_id) # 调整伤害公式
    
    if SKILL_LVUP_NO_FORGET or skill.no_forget? # 若是设定技能升级时不遗忘旧技能
      @skill_exp[new_skill_id] = 0 # 熟练度归零
    else
      forget_skill(skill_id) # 遗忘旧技能
      # 删除旧技能的等级、熟练度、熟练度基数、下一级熟练度
      @skill_level.delete(skill_id)
      @skill_exp.delete(skill_id)
      @skill_exp_base.delete(skill_id)
      @skill_next_exp.delete(skill_id)
      @skill_dmg_val.delete(skill_id)
    end
  end
end
class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # ● 技能使用对象的效果应用
  #--------------------------------------------------------------------------
  alias skill_level_item_apply item_apply
  def item_apply(user, item)
    skill_level_item_apply(user, item) # 呼叫原有方法
    return unless item.is_a?(RPG::Skill) # 不是使用技能时返回
    return unless user.actor?
    user.gain_skill_final_exp_by_use(item, @result.hit?) # 计算最终熟练度
  end
end
class Game_Interpreter
  #--------------------------------------------------------------------------
  # ● 技能等级提升
  #--------------------------------------------------------------------------
  def gain_skill_level(actor_id, skill_id, value=1)
    $game_actors[actor_id].skill_lvup(skill_id, value)
  end
  #--------------------------------------------------------------------------
  # ● 获得技能升级点数
  #--------------------------------------------------------------------------
  def gain_res_exp(actor_id, value=1)
    $game_actors[actor_id].gain_skill_res_exp(value)
  end
end
#--------------------------------------------------------------------------
# ● 计算阶乘(计算技能下一级熟练度使用)
#--------------------------------------------------------------------------
def factorial(val)
  if val <= 1
    return 1
  else
    return factorial(val-2) + factorial(val-1)
  end
end
复制代码
class Window_SkillLevel < Window_Base
  include Snstar2006::Skill_LvUp
  attr_reader :skill # 返回当前显示的技能
  #--------------------------------------------------------------------------
  # ● 初始化
  #--------------------------------------------------------------------------
  def initialize(x, y, actor, skill=nil)
    super(x, y, Graphics.width/2, fitting_height(6))
    @actor = actor
    @skill = skill
  end
  #--------------------------------------------------------------------------
  # ● 设定显示的技能
  #--------------------------------------------------------------------------
  def skill=(skill)
    #return if @skill == skill
    @skill = skill
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 设定当前显示的角色
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 窗口刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    return unless @skill
    draw_skill_name(@skill, 0, 0)
    if @skill.can_lvup? 
      draw_skill_max_level(@skill, 24, line_height)
      draw_skill_exp(@skill, 24, line_height*2) 
      draw_actor_res_exp(24, line_height*3)
      draw_skill_transform(@skill, 24, line_height*4)
    else
      text = "此技能无法升级"
      draw_text(24, line_height, text_width(text), line_height, text)
    end
  end
  #--------------------------------------------------------------------------
  # ● 绘制技能名称
  #--------------------------------------------------------------------------
  def draw_skill_name(skill, x, y, enabled = true)
    return unless skill
    return unless skill.is_a?(RPG::Skill)
    draw_icon(skill.icon_index, x, y, enabled)
    change_color(normal_color, enabled)
    skill_name = skill.name
    skill_name += " (#{@actor.skill_level(skill.id)}级)" if skill.can_lvup? 
    text = skill_name
    draw_text(x + 24, y, text_width(text), line_height, text)
  end
  #--------------------------------------------------------------------------
  # ● 绘制技能最高等级
  #--------------------------------------------------------------------------
  def draw_skill_max_level(skill, x, y)
    return unless skill.can_lvup?
    change_color(system_color)
    text = "最高等级"
    draw_text(x, y, text_width(text), line_height, text)
    change_color(normal_color)
    text = "#{skill.max_level} 级"
    draw_text(x+108, y, text_width(text), line_height, text)
  end
  #--------------------------------------------------------------------------
  # ● 绘制技能熟练度
  #--------------------------------------------------------------------------
  def draw_skill_exp(skill, x, y)
    return unless skill.can_lvup?
    return if skill.transformed
    change_color(system_color)
    text = SKILL_EXP_VOCAB
    draw_text(x, y, text_width(text), line_height, text)
    change_color(normal_color)
    color1 = text_color(18)
    color2 = text_color(20)
    current = @actor.skill_exp(skill.id)
    if @actor.skill_can_lvup?(skill.id)
      max = @actor.skill_next_exp(skill.id)
      rate = current.to_f / max
      draw_gauge(x+103, y, 120, rate, color1, color2)
      draw_current_and_max_values(x+76, y, 150, current, max, normal_color, normal_color)
    else
      draw_current_and_max_values(x+76, y, 150, "--", "--", normal_color, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # ● 绘制技能变化技
  #--------------------------------------------------------------------------
  def draw_skill_transform(skill, x, y)
    return unless skill.transform?
    change_color(system_color)
    level = skill.transform_at
    new_skill = $data_skills[skill.transform_to(level)]
    text = sprintf("升至%s级则习得", level)
    draw_text(x, y, text_width(text), line_height, text)
    change_color(normal_color)
    draw_item_name(new_skill, x+12, y+line_height)
  end
  def draw_actor_res_exp(x, y)
    enabled = @skill.manual_lvup?
    text = SKILL_REXP_VOCAB
    change_color(system_color, enabled)
    draw_text(x, y, text_width(text), line_height, text)
    change_color(normal_color, enabled)
    text = @actor.res_exp
    draw_text(x+108, y, text_width(text), line_height, text)
  end
  #--------------------------------------------------------------------------
  # ● 获得文字宽度
  #--------------------------------------------------------------------------
  def text_width(text)
    return text_size(text).width*1.5
  end
end
class Window_SkillList < Window_Selectable
  include Snstar2006::Skill_LvUp
  attr_reader   :skill_level_window # 返回技能等级窗口
  #--------------------------------------------------------------------------
  # ● 选择技能
  #--------------------------------------------------------------------------
  alias skill_level_select select
  def select(index)
    skill_level_select(index)
    if !$game_party.in_battle
      @skill_level_window.skill = item
      @skill_level_window.refresh
      if index % 2 == 0 
        @skill_level_window.x = Graphics.width/2
      else
        @skill_level_window.x = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 设定技能等级窗口
  #--------------------------------------------------------------------------
  def skill_level_window=(skill_level_window)
    @skill_level_window = skill_level_window
    call_skill_level
  end
  #--------------------------------------------------------------------------
  # ● 呼叫技能窗口更新
  #--------------------------------------------------------------------------
  def call_skill_level
    update_skill_level if active && @skill_level_window
  end
  #--------------------------------------------------------------------------
  # ● 技能窗口更新
  #--------------------------------------------------------------------------
  def update_skill_level
    @skill_level_window.clear
  end
  alias skill_level_deactivate deactivate
  def deactivate
    skill_level_deactivate
    return unless @skill_level_window
    @skill_level_window.hide
  end
  alias skill_level_activate activate
  def activate
    skill_level_activate
    return unless @skill_level_window
    @skill_level_window.show
  end
  #--------------------------------------------------------------------------
  # ● 处理句柄
  #--------------------------------------------------------------------------
  alias skill_level_process_handling process_handling
  def process_handling
    skill_level_process_handling
    return manual_skill_lvup  if Input.trigger?(SKILL_MAN_LVUP_KEY)
  end
  #--------------------------------------------------------------------------
  # ● 执行手动升级
  #--------------------------------------------------------------------------
  def manual_skill_lvup
    if item.manual_lvup? && @actor.can_lv_skill_manually?(item)
      Sound.play_ok
      @actor.gain_skill_exp_manual(item.id)
      refresh
      @skill_level_window.skill = item
    else
      Sound.play_buzzer
    end
    Input.update
  end
end
class Scene_Skill < Scene_ItemBase
  #--------------------------------------------------------------------------
  # ● 场景开始
  #--------------------------------------------------------------------------
  alias skill_level_start start
  def start
    skill_level_start
    create_skill_level_window
    @skill_level_window.z = 200
  end
  #--------------------------------------------------------------------------
  # ● 创建技能等级窗口
  #--------------------------------------------------------------------------
  def create_skill_level_window
    y = @help_window.height + 120
    @skill_level_window = Window_SkillLevel.new(Graphics.width/2, y, @actor)
    @item_window.skill_level_window = @skill_level_window
    @skill_level_window.hide
  end
end
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