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本帖最后由 芯☆淡茹水 于 2013-2-19 15:01 编辑
不知道以前有没有人发过类似的脚本,在论坛这么久,我只看见有VX的类似脚本,没有XP的。
如果有的话,那就只能说:如有雷同,实属巧合!
之前发的脚本,由于其他帮助信息窗口被和谐,现已修改。
***2.19修改:修改在战斗场景和商店用原版显示窗口,其他时候用以下详细显示窗口。*******
***加入个使用对象窗口滑动过渡效果(纯属试验)***
先给介绍:
1. (缺点)该物品信息显示脚本,由于没有不会自动换行,物品设置里所写的备注太多的话,
显示的字会变小。(话说已经是信息详细显示,完全可以不用写备注,适合懒人)
2. 物品设置里面未设置的内容,不会显示。
3. 物品信息显示框会随显示内容的多少改变大小。
4. 如果显示内容太多,将会显示不完全。
信息完全显示:
脚本- #==============================================================================
- #【物品信息详细显示】
- #------------------------------------------------------------------------------
- # ☆ by 芯☆淡茹水
- #==============================================================================
- #◆ 使用方法:
- # 复制该脚本,插入到 Main 前。
- #==============================================================================
- class Window_Item < Window_Selectable
- #-------------------------------------------------------------------------
- def initialize
- super(0, 0, 640, 480)
- @column_max = 2
- refresh
- self.index = 0
- if $game_temp.in_battle
- self.y = 64
- self.height = 256
- self.back_opacity = 160
- end
- end
- #-------------------------------------------------------------------------
- def update_help
- if $game_temp.in_battle
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- else
- @help_window.set_xdrs_text(self.item == nil ? "" : self.item.description,@data[index])
- end
- end
- end
- #==============================================================================
- class Window_ItemHelp < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(320, 4, 316, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = 200
- self.z = 999
- end
- #--------------------------------------------------------------------------
- def set_xdrs_text(text, item)
- self.contents.clear
- x = 4
- y = 32
- if item != nil
- self.contents.font.color = text_color(6)
- self.contents.draw_text(4, 0, 212, 32, item.name, 0)
- else
- self.visible = false
- end
- self.contents.font.color = normal_color
- case item
- # 道具
- when RPG::Item
- ay = y
- self.contents.draw_text(x, y , self.width - 32, 32, text)
- if item.scope > 0
- ay += 38
- txt = "效果范围:"
- case item.scope
- when 1
- txt_n = "敌单体"
- when 2
- txt_n = "敌全体"
- when 3
- txt_n = "己方单体"
- when 4
- txt_n = "己方全体"
- when 5
- txt_n = "己方单体(HP 0)"
- when 6
- txt_n = "己方全体(HP 0)"
- when 7
- txt_n = "使用者"
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 160, 32, txt,0)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 126, ay, 160, 32, txt_n,0)
- else
- ay += 4
- end
- if item.recover_hp != 0
- ay += 40
- txt = $data_system.words.hp
- txt += "回复量:"
- txt_n = item.recover_hp.to_s
- if item.recover_hp > 0
- color = text_color(3)
- else
- color = text_color(2)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 186, ay, 160, 32, txt_n,0)
- else
- ay += 8
- end
- if item.recover_hp_rate != 0
- ay += 32
- txt = $data_system.words.hp
- txt += "回复率:"
- txt_n = item.recover_hp_rate.to_s + "%"
- if item.recover_hp_rate > 0
- color = text_color(3)
- else
- color = text_color(2)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 186, ay, 160, 32, txt_n,0)
- end
- if item.recover_sp != 0
- ay += 32
- txt = $data_system.words.sp
- txt += "回复量:"
- txt_n = item.recover_sp.to_s
- if item.recover_sp > 0
- color = text_color(3)
- else
- color = text_color(2)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 186, ay, 160, 32, txt_n,0)
- end
- if item.recover_sp_rate != 0
- ay += 32
- txt = $data_system.words.sp
- txt += "回复率: "
- txt_n = item.recover_sp_rate.to_s + "%"
- if item.recover_sp_rate > 0
- color = text_color(3)
- else
- color = text_color(2)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 186, ay, 160, 32, txt_n,0)
- end
- if item.parameter_points > 0
- ay += 40
- case item.parameter_type
- when 1
- txt = "最大 " + $data_system.words.hp
- when 2
- txt = "最大 " + $data_system.words.sp
- when 3
- txt = $data_system.words.str
- when 4
- txt = $data_system.words.dex
- when 5
- txt = $data_system.words.agi
- when 6
- txt = $data_system.words.int
- end
- txt_n = "+ " + item.parameter_points.to_s
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 116, ay, 160, 32, txt_n,0)
- else
- ay += 8
- end
- if item.pdef_f > 0
- ay += 32
- txt = "对该物品的" + $data_system.words.pdef + ":"
- txt_n = item.pdef_f.to_s + "%"
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 236, ay, 262, 32, txt_n,0)
- end
- if item.mdef_f > 0
- ay += 32
- txt = "对该物品的" + $data_system.words.mdef + ":"
- txt_n = item.mdef_f.to_s + "%"
- self.contents.font.color = system_color
- self.contents.draw_text(x, ay, 262, 32, txt,0)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 236, ay, 262, 32, txt_n,0)
- end
- for i in item.plus_state_set
- if i > 0
- ay += 32
- self.contents.font.color = system_color
- self.contents.draw_text(x , ay, 124, 32, "附加状态:",0)
- txt = $data_states[i].name
- self.contents.font.color = text_color(2)
- self.contents.draw_text(x + 126, ay, 182, 32, txt,0)
- end
- end
- for i in item.minus_state_set
- if i > 0
- ay += 32
- self.contents.font.color = system_color
- self.contents.draw_text(x , ay, 124, 32, "解除状态:",0)
- txt = $data_states[i].name
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, ay, 182, 32, txt,0)
- end
- end
- self.height = ay + 64
- # 武器
- when RPG::Weapon
- by = y
- self.contents.draw_text(x, by , self.width - 32, 32, text)
- if item.atk > 0
- by += 38
- txt = $data_system.words.atk + ":"
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, txt,0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, by, 124, 32, item.atk.to_s,0)
- else
- by += 4
- end
- if item.pdef > 0
- by += 32
- txt = item.pdef.to_s
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.pdef + ":",0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- end
- if item.mdef > 0
- by += 32
- txt = item.mdef.to_s
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.mdef + ":",0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- end
- if item.str_plus != 0
- by += 40
- if item.str_plus > 0
- color = color = text_color(3)
- txt = "+" + item.str_plus.to_s
- else
- color = color = text_color(2)
- txt = item.str_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.str,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- else
- by += 8
- end
- if item.dex_plus != 0
- by += 32
- if item.dex_plus > 0
- color = text_color(3)
- txt = "+" + item.dex_plus.to_s
- else
- color = color = text_color(2)
- txt = item.dex_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.dex,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- end
- if item.agi_plus != 0
- by += 32
- if item.agi_plus > 0
- color = color = text_color(3)
- txt = "+" + item.agi_plus.to_s
- else
- color = color = text_color(2)
- txt = item.agi_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.agi,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- end
- if item.int_plus != 0
- by += 32
- if item.int_plus > 0
- color = color = text_color(3)
- txt = "+" + item.int_plus.to_s
- else
- color = color = text_color(2)
- txt = item.int_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, $data_system.words.int,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, by, 124, 32, txt,0)
- end
- for i in item.element_set
- if i > 0
- by += 32
- txt = "附加属性:"
- name = $data_system.elements[i]
- self.contents.font.color = system_color
- self.contents.draw_text(x, by, 182, 32, txt,0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, by, 124, 32, name,0)
- end
- end
- for i in item.plus_state_set
- if i > 0
- by += 32
- txt = $data_states[i].name
- self.contents.font.color = system_color
- self.contents.draw_text(x , by, 124, 32, "附加状态:",0)
- self.contents.font.color = text_color(2)
- self.contents.draw_text(x + 126, by, 182, 32, txt,0)
- end
- end
- for i in item.minus_state_set
- if i > 0
- by += 32
- txt = $data_states[i].name
- self.contents.font.color = system_color
- self.contents.draw_text(x , by, 124, 32, "解除状态:",0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, by, 182, 32, txt,0)
- end
- end
- self.height = by + 64
- # 防具
- when RPG::Armor
- cy = y
- case item.kind
- when 0
- name = $data_system.words.armor1
- when 1
- name = $data_system.words.armor2
- when 2
- name = $data_system.words.armor3
- when 3
- name = $data_system.words.armor4
- end
- txt = "(" + name + ")"
- self.contents.font.color = system_color
- self.contents.draw_text(x + 162, y - 34, 196, 32, txt,0)
- if item.auto_state_id > 0
- cy += 36
- name = $data_states[item.auto_state_id].name
- txt = "【" + name + "】"
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x - 4, y, 286, 32, txt,0)
- end
- self.contents.font.color = normal_color
- self.contents.draw_text(x, cy , self.width - 32, 32, text)
- if item.pdef > 0
- cy += 40
- txt = item.pdef.to_s
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.pdef + ":",0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- else
- cy += 8
- end
- if item.mdef > 0
- cy += 32
- txt = item.mdef.to_s
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.mdef + ":",0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- end
- if item.str_plus != 0
- cy += 40
- if item.str_plus > 0
- color = color = text_color(3)
- txt = "+" + item.str_plus.to_s
- else
- color = color = text_color(2)
- txt = item.str_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.str,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- else
- cy += 8
- end
- if item.dex_plus != 0
- cy += 32
- if item.dex_plus > 0
- color = text_color(3)
- txt = "+" + item.dex_plus.to_s
- else
- color = color = text_color(2)
- txt = item.dex_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.dex,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- end
- if item.agi_plus != 0
- cy += 32
- if item.agi_plus > 0
- color = text_color(3)
- txt = "+" + item.agi_plus.to_s
- else
- color = color = text_color(2)
- txt = item.agi_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.agi,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- end
- if item.int_plus != 0
- cy += 32
- if item.int_plus > 0
- color = color = text_color(3)
- txt = "+" + item.int_plus.to_s
- else
- color = color = text_color(2)
- txt = item.int_plus.to_s
- end
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, $data_system.words.int,0)
- self.contents.font.color = color
- self.contents.draw_text(x + 126, cy, 124, 32, txt,0)
- end
- for i in item.guard_element_set
- if i > 0
- cy += 32
- txt = "属性防御:"
- name = $data_system.elements[i]
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, txt,0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, cy, 124, 32, name,0)
- end
- end
- for i in item.guard_state_set
- if i > 0
- cy += 32
- txt = "状态防御:"
- name = $data_states[i].name
- self.contents.font.color = system_color
- self.contents.draw_text(x, cy, 182, 32, txt,0)
- self.contents.font.color = text_color(3)
- self.contents.draw_text(x + 126, cy, 124, 32, name,0)
- end
- end
- self.height = cy + 64
- end
- if height > 472
- self.height = 472
- end
- end
- end
- #==============================================================================
- #===============================================================================
- class Scene_Item
- #-------------------------------------------------------------------------
- def main
- @help_window = Window_ItemHelp.new
- @item_window = Window_Item.new
- @item_window.help_window = @help_window
- @target_window = Window_Target.new
- @target_window.visible = false
- @target_window.active = false
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @help_window.dispose
- @item_window.dispose
- @target_window.dispose
- end
- def update_item
- @help_window.x = (@item_window.index + 1 ) % 2 * 316 + 4
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Menu.new(0)
- return
- end
- if Input.trigger?(Input::C)
- @item = @item_window.item
- unless @item.is_a?(RPG::Item)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- unless $game_party.item_can_use?(@item.id)
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- if @item.scope >= 3
- if @help_window.x == 320
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 50
- @target_window.x = 620
- @target_window.visible = true
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 60
- else
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 50
- @target_window.x = -330
- @target_window.visible = true
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 60
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 60
- end
- @item_window.active = false
- @target_window.x = (@item_window.index + 1) % 2 * 304
- @target_window.active = true
- if @item.scope == 4 || @item.scope == 6
- @target_window.index = -1
- else
- @target_window.index = 0
- end
- else
- if @item.common_event_id > 0
- $game_temp.common_event_id = @item.common_event_id
- $game_system.se_play(@item.menu_se)
- if @item.consumable
- $game_party.lose_item(@item.id, 1)
- @item_window.draw_item(@item_window.index)
- end
- $scene = Scene_Map.new
- return
- end
- end
- return
- end
- end
- #----------------------------------------------------------------------------
- def update_target
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- unless $game_party.item_can_use?(@item.id)
- @item_window.refresh
- end
- if @target_window.x > 260
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x += 50
- @help_window.x = 620
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 60
- for i in 0...2
- Graphics.update
- end
- @help_window.x -= 60
- else
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- for i in 0...2
- Graphics.update
- end
- @target_window.x -= 50
- @help_window.x = -330
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 70
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 60
- for i in 0...2
- Graphics.update
- end
- @help_window.x += 60
- end
- @item_window.active = true
- @target_window.visible = false
- @target_window.active = false
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.item_number(@item.id) == 0
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- if @target_window.index == -1
- used = false
- for i in $game_party.actors
- used |= i.item_effect(@item)
- end
- end
- if @target_window.index >= 0
- target = $game_party.actors[@target_window.index]
- used = target.item_effect(@item)
- end
- if used
- $game_system.se_play(@item.menu_se)
- if @item.consumable
- $game_party.lose_item(@item.id, 1)
- @item_window.draw_item(@item_window.index)
- end
- @target_window.refresh
- if $game_party.all_dead?
- $scene = Scene_Gameover.new
- return
- end
- if @item.common_event_id > 0
- $game_temp.common_event_id = @item.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
- #===============================================================================
复制代码 如果有 BUG 或更好的建议,请回复。 |
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