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发表于 2014-10-4 11:57:16
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本帖最后由 taroxd 于 2014-10-4 12:07 编辑
#============================================================================== # ■ 物品颜色描绘 Ver.1.3 - By 柍若 # ItemLevelDrawer #------------------------------------------------------------------------------ # Item类窗口中给图标描绘彩色边框以表示品质等级,同时改变名称颜色。 # 物品、技能、装备等适用。 #============================================================================== # # - 2014.02.05 By 柍若 # * [ BUG修正 ]重定义品质判定算法,兼容性更良。 # * [ 优化 ]简化写法(基本是重写了)。 # * [ 补充 ]无限扩张品级数目。支持自定义。 # * [ 补充 ]添加背景块,支持不透明度设定。 # * [ 新功能 ]美化品质框,可选圆角或方角形状。 # * [ 优化 ]修正名称文字显示位置。 # * [ 新功能 ]定义全局自动/ 手动描绘两种模式可切换。 # * [ 新功能 ]物品名称可用控制符。 # #------------------------------------------------------------------------------ # 基于以下脚本 # 改写已取得两位作者同意 #============================================================================== # - 2012.01.03 By 仲秋启明 # * 修改为VA定义 # - 2011.12.27 By 仲秋启明 # * 移植至RGSS3,遵循PS0协议; # * 优化数据库备注中设定方法 # - 2011.08.22 By 冰舞蝶恋 # * 蓝本(实用·极简 -- 按品质,给物品描绘色彩边框) # - 2010.08.06 By 仲秋启明 # * 蓝本(物品颜色描绘脚本(完整无冲突版)) #------------------------------------------------------------------------------ # [使用说明] # - 替换原Window_Base中的draw_item_name定义或复制到Main之前 #------------------------------------------------------------------------------ # [使用方法] # - 在备注栏内填写"<品质 n>",其中n表示品质等级。 #============================================================================== module ItemLevelDrawer #============================================================================== # true: 默认全局描绘 / false: 手动设置描绘 WhenZero = true # 开启则当品质为0(即不填)时,默认描绘品质1颜色 #------------------------------------------------------------------------------ # true: 圆角 / false: 方角 CornerShape = true #------------------------------------------------------------------------------ # 背景块不透明度 BackOpacity = 160 #------------------------------------------------------------------------------ # 各品质颜色设置,预设7种,可自行添加新品级 # 数据库设定的品质大于下列品质的最大值时,将不描绘品质 ColorSet = [[255, 255, 255], # 备注 <品质 1> 或不填 [ 白 ] [128, 255, 128], # 备注 <品质 2> [ 绿 ] [128, 128, 255], # 备注 <品质 3> [ 蓝 ] [255, 0, 255], # 备注 <品质 4> [ 紫 ] [255, 128, 128], # 备注 <品质 5> [ 红 ] [255, 128, 0], # 备注 <品质 6> [ 橙 ] [255, 255, 128], # 备注 <品质 7> [ 黄 ] ] #============================================================================== end #============================================================================== # ■ Window_Base #============================================================================== class Window_Base < Window alias din2 draw_item_name def draw_item_name(item, x, y, enabled = true, width = 172) return unless item n = $1.to_i if /<品质 (\d+?)>/i =~ item.note x += 2 return din2(item, x, y, enabled, width) unless n or ItemLevelDrawer::WhenZero and n.to_i <= ItemLevelDrawer::ColorSet.size n -= 1 if n and n >= 1 n = 0 unless n n = ItemLevelDrawer::ColorSet[n.to_i] self.contents.fill_rect(x+1, y+2, 22, 20, Color.new(n[0], n[1], n[2], ItemLevelDrawer::BackOpacity)) s = 1 if ItemLevelDrawer::CornerShape self.contents.fill_rect(x+s.to_i, y+1, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2])) self.contents.fill_rect(x, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2])) self.contents.fill_rect(x+s.to_i, y+22, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2])) self.contents.fill_rect(x+23, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2])) draw_icon(item.icon_index, x, y, enabled) change_color(Color.new(n[0], n[1], n[2]), enabled) draw_text_ex(x + 30, y, item.name, Color.new(n[0], n[1], n[2])) end def draw_text_ex(x, y, text, initial_color = normal_color) reset_font_settings(initial_color) text = convert_escape_characters(text) pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)} process_character(text.slice!(0, 1), text, pos) until text.empty? end def reset_font_settings(initial_color = normal_color) change_color(initial_color) contents.font.size = Font.default_size contents.font.bold = Font.default_bold contents.font.italic = Font.default_italic end end #============================================================================== # End of Script #============================================================================== #encoding:utf-8 #============================================================================== # ■ 装备说明增强 By wyongcan #============================================================================== module Equipplus CODE ={ 11 => "属性抗性", 12 => "弱化抗性", 13 => "状态抗性", 14 => "状态免疫", 21 => "普通能力", 22 => "添加能力", 23 => "特殊能力", 31 => "攻击附带属性", 32 => "攻击附带状态", 33 => "修正攻击速度", 34 => "添加攻击次数", 41 => "添加技能类型", 42 => "禁用技能类型", 43 => "添加技能", 44 => "禁用技能", 51 => "可装备武器类型", 52 => "可装备护甲类型", 53 => "固定装备", 54 => "禁用装备", 55 => "装备风格", 61 => "添加行动次数", 62 => "特殊标志", 63 => "消失效果", 64 => "队伍能力"} #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 => "最大HP", 1 => "最大MP", 2 => "物理攻击", 3 => "物理防御", 4 => "魔法攻击", 5 => "魔法防御", 6 => "敏 捷 值", 7 => "幸 运 值"} #添加能力 XPARAM ={ 0 => "物理命中几率:", 1 => "物理闪避几率:", 2 => "必杀几率:", 3 => "必杀闪避几率:", 4 => "魔法闪避几率:", 5 => "魔法反射几率:", 6 => "物理反击几率:", 7 => "体力值再生速度:", 8 => "魔力值再生速度:", 9 => "特技值再生速度:"} #特殊能力 SPARAM ={ 0 => "受到攻击的几率", 1 => "防御效果比率", 2 => "恢复效果比率", 3 => "药理知识", 4 => "MP消费率", 5 => "TP消耗率", 6 => "物理伤害加成", 7 => "魔法伤害加成", 8 => "地形伤害加成", 9 => "经验获得加成"} @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 => "先制攻击几率上升", 4 => "获得金钱数量双倍", 5 => "物品掉落几率双倍"} def self.equiphelpready @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_int.to_s + "\n"} features = equip.features features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"} features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"} features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"} features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + 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 == 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.to_s + "\n"} features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"} features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"} features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\n"} features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\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"} features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id] + "\n"} features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id] + "\n"} features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"} features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id] + "\n"} features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id] + "\n"} 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| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"} featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"} featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"} # ======== 改动部分 ======== if equip.strongto > 0 strong = nil if equip.is_a?(RPG::Weapon) strong = $data_weapons[equip.strongto] elsif equip.is_a?(RPG::Armor) strong = $data_armors[equip.strongto] end help += "可强化到 " + strong.name + "\n" end # ======== 改动部分 ======== 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_Help2 < Window_Base #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize(line_number = 0) super(0, 0, 210, 0) self.z = 150 contents.font.size = 14 hide end #-------------------------------------------------------------------------- # ● 设置内容 #-------------------------------------------------------------------------- def set_text(text) @text = text refresh end #-------------------------------------------------------------------------- # ● 清除 #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # ● 更新帮助位置 #-------------------------------------------------------------------------- def uppos(index,rect,window) self.height = fitting_height2(Equipplus.getline(@xtext,13)) 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 @xtext = "" @xtext = "名称:" + item.name + "\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 += Equipplus.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_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 * 2 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 Scene_Title < Scene_Base alias start_old start def start start_old Equipplus.equiphelpready 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 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_MenuBase < Scene_Base def create_help_window @help_window = Window_Help2.new @help_window.viewport = @viewport end end class Scene_Battle < Scene_Base def create_help_window @help_window = Window_Help2.new @help_window.visible = false end end
#==============================================================================
# ■ 物品颜色描绘 Ver.1.3 - By 柍若
# ItemLevelDrawer
#------------------------------------------------------------------------------
# Item类窗口中给图标描绘彩色边框以表示品质等级,同时改变名称颜色。
# 物品、技能、装备等适用。
#==============================================================================
#
# - 2014.02.05 By 柍若
# * [ BUG修正 ]重定义品质判定算法,兼容性更良。
# * [ 优化 ]简化写法(基本是重写了)。
# * [ 补充 ]无限扩张品级数目。支持自定义。
# * [ 补充 ]添加背景块,支持不透明度设定。
# * [ 新功能 ]美化品质框,可选圆角或方角形状。
# * [ 优化 ]修正名称文字显示位置。
# * [ 新功能 ]定义全局自动/ 手动描绘两种模式可切换。
# * [ 新功能 ]物品名称可用控制符。
#
#------------------------------------------------------------------------------
# 基于以下脚本
# 改写已取得两位作者同意
#==============================================================================
# - 2012.01.03 By 仲秋启明
# * 修改为VA定义
# - 2011.12.27 By 仲秋启明
# * 移植至RGSS3,遵循PS0协议;
# * 优化数据库备注中设定方法
# - 2011.08.22 By 冰舞蝶恋
# * 蓝本(实用·极简 -- 按品质,给物品描绘色彩边框)
# - 2010.08.06 By 仲秋启明
# * 蓝本(物品颜色描绘脚本(完整无冲突版))
#------------------------------------------------------------------------------
# [使用说明]
# - 替换原Window_Base中的draw_item_name定义或复制到Main之前
#------------------------------------------------------------------------------
# [使用方法]
# - 在备注栏内填写"<品质 n>",其中n表示品质等级。
#==============================================================================
module ItemLevelDrawer
#==============================================================================
# true: 默认全局描绘 / false: 手动设置描绘
WhenZero = true # 开启则当品质为0(即不填)时,默认描绘品质1颜色
#------------------------------------------------------------------------------
# true: 圆角 / false: 方角
CornerShape = true
#------------------------------------------------------------------------------
# 背景块不透明度
BackOpacity = 160
#------------------------------------------------------------------------------
# 各品质颜色设置,预设7种,可自行添加新品级
# 数据库设定的品质大于下列品质的最大值时,将不描绘品质
ColorSet = [[255, 255, 255], # 备注 <品质 1> 或不填 [ 白 ]
[128, 255, 128], # 备注 <品质 2> [ 绿 ]
[128, 128, 255], # 备注 <品质 3> [ 蓝 ]
[255, 0, 255], # 备注 <品质 4> [ 紫 ]
[255, 128, 128], # 备注 <品质 5> [ 红 ]
[255, 128, 0], # 备注 <品质 6> [ 橙 ]
[255, 255, 128], # 备注 <品质 7> [ 黄 ]
]
#==============================================================================
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
alias din2 draw_item_name
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
n = $1.to_i if /<品质 (\d+?)>/i =~ item.note
x += 2
return din2(item, x, y, enabled, width) unless n or ItemLevelDrawer::WhenZero and n.to_i <= ItemLevelDrawer::ColorSet.size
n -= 1 if n and n >= 1
n = 0 unless n
n = ItemLevelDrawer::ColorSet[n.to_i]
self.contents.fill_rect(x+1, y+2, 22, 20, Color.new(n[0], n[1], n[2], ItemLevelDrawer::BackOpacity))
s = 1 if ItemLevelDrawer::CornerShape
self.contents.fill_rect(x+s.to_i, y+1, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x+s.to_i, y+22, 24-s.to_i*2, 1, Color.new(n[0], n[1], n[2]))
self.contents.fill_rect(x+23, y+s.to_i+1, 1, 22-s.to_i*2, Color.new(n[0], n[1], n[2]))
draw_icon(item.icon_index, x, y, enabled)
change_color(Color.new(n[0], n[1], n[2]), enabled)
draw_text_ex(x + 30, y, item.name, Color.new(n[0], n[1], n[2]))
end
def draw_text_ex(x, y, text, initial_color = normal_color)
reset_font_settings(initial_color)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
def reset_font_settings(initial_color = normal_color)
change_color(initial_color)
contents.font.size = Font.default_size
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
end
end
#==============================================================================
# End of Script
#==============================================================================
#encoding:utf-8
#==============================================================================
# ■ 装备说明增强 By wyongcan
#==============================================================================
module Equipplus
CODE ={
11 => "属性抗性",
12 => "弱化抗性",
13 => "状态抗性",
14 => "状态免疫",
21 => "普通能力",
22 => "添加能力",
23 => "特殊能力",
31 => "攻击附带属性",
32 => "攻击附带状态",
33 => "修正攻击速度",
34 => "添加攻击次数",
41 => "添加技能类型",
42 => "禁用技能类型",
43 => "添加技能",
44 => "禁用技能",
51 => "可装备武器类型",
52 => "可装备护甲类型",
53 => "固定装备",
54 => "禁用装备",
55 => "装备风格",
61 => "添加行动次数",
62 => "特殊标志",
63 => "消失效果",
64 => "队伍能力"}
#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 => "最大HP",
1 => "最大MP",
2 => "物理攻击",
3 => "物理防御",
4 => "魔法攻击",
5 => "魔法防御",
6 => "敏 捷 值",
7 => "幸 运 值"}
#添加能力
XPARAM ={
0 => "物理命中几率:",
1 => "物理闪避几率:",
2 => "必杀几率:",
3 => "必杀闪避几率:",
4 => "魔法闪避几率:",
5 => "魔法反射几率:",
6 => "物理反击几率:",
7 => "体力值再生速度:",
8 => "魔力值再生速度:",
9 => "特技值再生速度:"}
#特殊能力
SPARAM ={
0 => "受到攻击的几率",
1 => "防御效果比率",
2 => "恢复效果比率",
3 => "药理知识",
4 => "MP消费率",
5 => "TP消耗率",
6 => "物理伤害加成",
7 => "魔法伤害加成",
8 => "地形伤害加成",
9 => "经验获得加成"}
@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 => "先制攻击几率上升",
4 => "获得金钱数量双倍",
5 => "物品掉落几率双倍"}
def self.equiphelpready
@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_int.to_s + "\n"}
features = equip.features
features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}
features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}
features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + 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 == 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.to_s + "\n"}
features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\n"}
features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法") + "\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"}
features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id] + "\n"}
features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id] + "\n"}
features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id] + "\n"}
features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id] + "\n"}
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| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}
featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}
# ======== 改动部分 ========
if equip.strongto > 0
strong = nil
if equip.is_a?(RPG::Weapon)
strong = $data_weapons[equip.strongto]
elsif equip.is_a?(RPG::Armor)
strong = $data_armors[equip.strongto]
end
help += "可强化到 " + strong.name + "\n"
end
# ======== 改动部分 ========
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_Help2 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(line_number = 0)
super(0, 0, 210, 0)
self.z = 150
contents.font.size = 14
hide
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text(text)
@text = text
refresh
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text("")
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos(index,rect,window)
self.height = fitting_height2(Equipplus.getline(@xtext,13))
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
@xtext = ""
@xtext = "名称:" + item.name + "\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 += Equipplus.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_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 * 2
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 Scene_Title < Scene_Base
alias start_old start
def start
start_old
Equipplus.equiphelpready
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
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_MenuBase < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window.viewport = @viewport
end
end
class Scene_Battle < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window.visible = false
end
end
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