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[已经解决] 這是VA的問題還是腳本的問題,我頭大了

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Lv1.梦旅人

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发表于 2014-9-14 02:03:04 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 unlimit999 于 2014-9-14 02:04 编辑

這個腳本我看起來感覺沒問題,可是執行時一直失敗....


這腳本主要功能是優化狀態菜單,讓角色數據更容易被玩家詳細查閱
但問題來了...不管我試幾次,都會報錯!


我去查查那一行的腳本,
發現是      value = sprintf(fmt, @actor.cnt * 100)   中的@actor.cnt未定義
可是這應該是用來取角色"物理反擊率"的不是嗎?
這一行應該不太可能出問題吧?

這是我VA的問題還是腳本的問題....

RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Status Menu v1.02
  4. # -- Last Updated: 2011.12.26
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-StatusMenu"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. #    作者的更新紀錄
  16. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  17. # 2012.08.06 - Fix Sp Paramater TCR
  18. # 2011.12.26 - Compatibility Update: Rename Actor
  19. # 2011.12.23 - Started Script and Finished.
  20. #
  21. #==============================================================================
  22. # ▼ Introduction
  23. #    說明
  24. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  25. # This script changes the status screen completely to something the player can
  26. # interact with more and be able to view actor data with more clarity. The
  27. # player is able to view the general information for an actor (parameters and
  28. # experience), a parameters bar graph, the various hidden extra parameters
  29. # (named properties in the script), and a customizable biography for the actor.
  30. # Also with this script, biographies can be changed at any time using a script
  31. # call to add more of a personal touch to characters.
  32. #
  33. #==============================================================================
  34. # ▼ Instructions
  35. #    使用說明
  36. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  37. # To install this script, open up your script editor and copy/paste this script
  38. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  39. #
  40. # 要安裝該腳本,打開你的腳本編輯器和複製/粘貼此腳本
  41. # 黏貼位置:『▼外掛腳本』以下,『▼入口』以上,記得保存。
  42. #
  43. #==============================================================================
  44. # ▼ Compatibility
  45. #    兼容性
  46. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  47. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  48. # it will run with RPG Maker VX without adjusting.
  49. #
  50. # 此腳本以RPG Maker VX Ace的規格,嚴格編寫打造,不兼容的狀況極為不可能
  51. # 對於RPG Maker VX不可兼容,除非做出適當的調整
  52. #
  53. #==============================================================================
  54.  
  55. module YEA
  56.   module STATUS
  57.  
  58.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  59.     # - Command Window Settings -
  60.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  61.     # This section adjusts the commands that appear in the command window used
  62.     # for the status screen. Rearrange the commands, add new ones, remove them
  63.     # as you see fit.
  64.     #
  65.     # -------------------------------------------------------------------------
  66.     # :command         Description
  67.     # -------------------------------------------------------------------------
  68.     # :biography       Adds biography page.
  69.     # :general         Adds general page.
  70.     # :parameters      Adds parameters page.
  71.     # :properties      Adds properties page.
  72.     # :rename          Requires YEA - Rename Actor
  73.     # :retitle         Requires YEA - Retitle Actor
  74.     #
  75.     ###########################################################################
  76.     # - 狀態選單設定 -
  77.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  78.     # 這裡是用來設定選單各個選項的位置,可自行添加,但此設定僅做為宣告用,
  79.     # 所以需和下方相關設定做配合才可正常發揮作用!
  80.     #
  81.     # 詳見以下列表:
  82.     # -------------------------------------------------------------------------
  83.     # :選項            說明
  84.     # -------------------------------------------------------------------------
  85.     # :biography       角色簡介
  86.     # :general         角色狀態
  87.     # :parameters      角色數值
  88.     # :properties      詳細屬性
  89.     # :rename          需要  YEA - Rename Actor 腳本
  90.     # :retitle         需要 YEA - Retitle Actor 腳本
  91.     #
  92.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  93.     COMMANDS =[
  94.       [  :biography,     "角色簡介"],
  95.       [    :general,    " 角色狀態"],
  96.       [ :parameters,     "角色數值"],
  97.       [ :properties,     "詳細屬性"],
  98.     ]
  99.  
  100.     #--------------------------------------------------------------------------
  101.     # - Status Custom Commands -
  102.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  103.     # For those who use scripts to that may produce unique effects for the
  104.     # status menu, use this hash to manage the custom commands for the Status
  105.     # Command Window. You can disable certain commands or prevent them from
  106.     # appearing by using switches. If you don't wish to bind them to a switch,
  107.     # set the proper switch to 0 for it to have no impact.
  108.     #
  109.     # :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],
  110.     #
  111.     ###########################################################################
  112.     # - 狀態選單自定義 -
  113.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  114.     # 某些腳本會影響到原來的按鍵,產生新的窗口,可以藉由此來調整相關設定,讓其
  115.     # 顯示正常。注意:使用沒有宣告的選項將不會有任何效果!
  116.     #
  117.     # 設定說明
  118.     # 顯示名稱  :    請自行填寫
  119.     # 按鍵開關  :    0為開啟,非0數字為關閉
  120.     # 是否顯示  :    0為顯示,非0數字為隱藏
  121.     # 關聯程序  :    與之相關聯的程序
  122.     #
  123.     # 格式
  124.     # 選項 => [按鍵開關,是否顯示,關連程序,窗口繪製程序],
  125.     #
  126.     #--------------------------------------------------------------------------
  127.     CUSTOM_STATUS_COMMANDS ={
  128.       :custom1 => [           0,          0, :command_name1, :draw_custom1],
  129.       # 以上例子因為沒有宣告,所以無法使用,僅做為範例用
  130.     }
  131.  
  132.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  133.     # - General Window Settings -
  134.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  135.     # These settings adjust the way the general window visually appears.
  136.     # Not many changes need to be done here other than vocab changes.
  137.     #
  138.     ###########################################################################
  139.     # - 角色狀態窗口設置 -
  140.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  141.     # 簡單的設定一下文本
  142.     #
  143.     # PARAMETERS_VOCAB = "角色數值"         #      角色數值的文本
  144.     # EXPERIENCE_VOCAB = "經驗值"           #        經驗值的文本
  145.     # NEXT_TOTAL_VOCAB = "下一%s總經驗值"   #下一%s總經驗值的文本
  146.     #                                       #  %s為腳本欲替換字串
  147.     #
  148.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  149.     PARAMETERS_VOCAB = "角色數值"
  150.     EXPERIENCE_VOCAB = "經驗值"
  151.     NEXT_TOTAL_VOCAB = "下一%s總經驗值"
  152.  
  153.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  154.     # - Parameters Window Settings -
  155.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  156.     # These settings adjust the way the parameters window visually appears.
  157.     # Each of the stats have a non-window colour. Adjust them as you see fit.
  158.     #
  159.     # ParamID => [:stat,       Colour1,                   Colour2          ],
  160.     #
  161.     ###########################################################################
  162.     # - 角色數值窗口設置 -
  163.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  164.     # 簡單的設定一下顏色
  165.     #
  166.     # 格式
  167.     # 能力值ID=> [能力,顏色1,顏色2],
  168.     #
  169.     # 0~7:HP、MP、物攻、物防、魔攻、魔防、敏捷、幸運
  170.     #
  171.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  172.     PARAM_COLOUR ={
  173.             2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],
  174.             3 => [ :def, Color.new(250, 150,  30), Color.new(250, 180, 100)],
  175.             4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],
  176.             5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],
  177.             6 => [ :agi, Color.new( 60, 180,  80), Color.new(120, 200, 120)],
  178.             7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],
  179.     }
  180.  
  181.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  182.     # - Properties Window Settings -
  183.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  184.     # These settings adjust the way the properties window visually appears.
  185.     # The properties have abbreviations, but leaving them as such makes things
  186.     # confusing (as it's sometimes hard to figure out what the abbreviations
  187.     # mean). Change the way the appear, whether or not they appear, and what
  188.     # order they will appear in.
  189.     #
  190.     ###########################################################################
  191.     # - 詳細屬性窗口設置 -
  192.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  193.     # 簡單的設定一下排序、文本、字體大小
  194.     #
  195.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  196.     PROPERTIES_FONT_SIZE = 16
  197.  
  198.     PROPERTIES_COLUMN1 =[
  199.       [:hrg, "體力再生率"],
  200.       [:mrg, "魔力再生率"],
  201.       [:trg, "特技再生率"],
  202.       [:pdr, "物理傷害加成"],
  203.       [:mdr, "魔法傷害加成"],
  204.       [:fdr, "地形傷害加成"],
  205.       [:exr, "經驗獲取加成"],
  206.       [:cnt, "物理反擊率"],
  207.     ]
  208.  
  209.     PROPERTIES_COLUMN2 =[
  210.       [:tgr, "受攻擊幾率"],
  211.       [:grd, "防禦效果比"],
  212.       [:rec, "恢復效果比"],
  213.       [:pha, "藥理  知識"],
  214.       [:mcr, "魔力消耗率"],
  215.       [:tcr, "特技補充率"],
  216.     ]
  217.  
  218.     PROPERTIES_COLUMN3 =[
  219.       [:hit, "物理命中率"],
  220.       [:eva, "物理閃避率"],
  221.       [:cri, "必殺觸發率"],
  222.       [:cev, "必殺閃避率"],
  223.       [:mev, "魔法閃避率"],
  224.       [:mrf, "魔法反射率"],
  225.       [:hcr, "HP Cost Rate"],    # Requires YEA - Skill Cost Manager
  226.       [:tcr_y, "TP Cost Rate"],  # Requires YEA - Skill Cost Manager
  227.       [:cdr, "Cooldown Rate"],   # Requires YEA - Skill Restrictions
  228.       [:wur, "Warmup Rate"],     # Requires YEA - Skill Restrictions
  229.     ]
  230.  
  231.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  232.     # - Biography Window Settings -
  233.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  234.     # These settings adjust the way the biography appears including the title
  235.     # used at the top, the font size, and whatnot.
  236.     #
  237.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  238.     # - 角色簡介窗口設置 -
  239.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  240.     # 簡單的設定一下文本、字體大小
  241.     #
  242.     # BIOGRAPHY_NICKNAME_TEXT = "%s%s"  #稱號文本內容,%s為腳本欲替換字串
  243.     # BIOGRAPHY_NICKNAME_SIZE = 32        #說明文本字體大小
  244.     #
  245.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  246.     BIOGRAPHY_NICKNAME_TEXT = "%s%s"
  247.     BIOGRAPHY_NICKNAME_SIZE = 32
  248.  
  249.   end
  250. end
  251.  
  252. #==============================================================================
  253. # ▼ Editting anything past this point may potentially result in causing
  254. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  255. # halitosis so edit at your own risk.
  256. #
  257. # ▼以下為腳本源代碼,強烈建議不要自行更改,否則出現:
  258. #   身體不識、腦袋爆炸、電腦報銷、生活不美滿,一概不負責!
  259. #
  260. #==============================================================================
  261.  
  262. #==============================================================================
  263. # ■ Numeric
  264. #==============================================================================
  265.  
  266. class Numeric
  267.  
  268.   #--------------------------------------------------------------------------
  269.   # new method: group_digits
  270.   #--------------------------------------------------------------------------
  271.   unless $imported["YEA-CoreEngine"]
  272.   def group; return self.to_s; end
  273.   end # $imported["YEA-CoreEngine"]
  274.  
  275. end # Numeric
  276.  
  277. #==============================================================================
  278. # ■ Game_Temp
  279. #==============================================================================
  280.  
  281. class Game_Temp
  282.  
  283.   #--------------------------------------------------------------------------
  284.   # public instance variables
  285.   #--------------------------------------------------------------------------
  286.   attr_accessor :scene_status_index
  287.   attr_accessor :scene_status_oy
  288.  
  289. end # Game_Temp
  290.  
  291. #==============================================================================
  292. # ■ Game_Actor
  293. #==============================================================================
  294.  
  295. class Game_Actor < Game_Battler
  296.  
  297.   #--------------------------------------------------------------------------
  298.   # new method: description=
  299.   #--------------------------------------------------------------------------
  300.   def description=(text)
  301.     @description = text
  302.   end
  303.  
  304.   #--------------------------------------------------------------------------
  305.   # overwrite method: description
  306.   #--------------------------------------------------------------------------
  307.   def description
  308.     return @description unless @description.nil?
  309.     return actor.description
  310.   end
  311.  
  312. end # Game_Actor
  313.  
  314. #==============================================================================
  315. # ■ Window_StatusCommand
  316. #==============================================================================
  317.  
  318. class Window_StatusCommand < Window_Command
  319.  
  320.   #--------------------------------------------------------------------------
  321.   # public instance variables
  322.   #--------------------------------------------------------------------------
  323.   attr_accessor :item_window
  324.  
  325.   #--------------------------------------------------------------------------
  326.   # initialize
  327.   #--------------------------------------------------------------------------
  328.   def initialize(dx, dy)
  329.     super(dx, dy)
  330.     @actor = nil
  331.   end
  332.  
  333.   #--------------------------------------------------------------------------
  334.   # window_width
  335.   #--------------------------------------------------------------------------
  336.   def window_width; return 160; end
  337.  
  338.   #--------------------------------------------------------------------------
  339.   # actor=
  340.   #--------------------------------------------------------------------------
  341.   def actor=(actor)
  342.     return if @actor == actor
  343.     @actor = actor
  344.     refresh
  345.   end
  346.  
  347.   #--------------------------------------------------------------------------
  348.   # visible_line_number
  349.   #--------------------------------------------------------------------------
  350.   def visible_line_number; return 4; end
  351.  
  352.   #--------------------------------------------------------------------------
  353.   # ok_enabled?
  354.   #--------------------------------------------------------------------------
  355.   def ok_enabled?
  356.     return handle?(current_symbol)
  357.   end
  358.  
  359.   #--------------------------------------------------------------------------
  360.   # make_command_list
  361.   #--------------------------------------------------------------------------
  362.   def make_command_list
  363.     return unless @actor
  364.     for command in YEA::STATUS::COMMANDS
  365.       case command[0]
  366.       #--- Default ---
  367.       when :general, :parameters, :properties, :biography
  368.         add_command(command[1], command[0])
  369.       #--- Yanfly Engine Ace ---
  370.       when :rename
  371.         next unless $imported["YEA-RenameActor"]
  372.         add_command(command[1], command[0], @actor.rename_allow?)
  373.       when :retitle
  374.         next unless $imported["YEA-RenameActor"]
  375.         add_command(command[1], command[0], @actor.retitle_allow?)
  376.       #--- Custom Commands ---
  377.       else
  378.         process_custom_command(command)
  379.       end
  380.     end
  381.     if !$game_temp.scene_status_index.nil?
  382.       select($game_temp.scene_status_index)
  383.       self.oy = $game_temp.scene_status_oy
  384.     end
  385.     $game_temp.scene_status_index = nil
  386.     $game_temp.scene_status_oy = nil
  387.   end
  388.  
  389.   #--------------------------------------------------------------------------
  390.   # process_ok
  391.   #--------------------------------------------------------------------------
  392.   def process_ok
  393.     $game_temp.scene_status_index = index
  394.     $game_temp.scene_status_oy = self.oy
  395.     super
  396.   end
  397.  
  398.   #--------------------------------------------------------------------------
  399.   # process_custom_command
  400.   #--------------------------------------------------------------------------
  401.   def process_custom_command(command)
  402.     return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
  403.     show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]
  404.     continue = show <= 0 ? true : $game_switches[show]
  405.     return unless continue
  406.     text = command[1]
  407.     switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]
  408.     enabled = switch <= 0 ? true : $game_switches[switch]
  409.     add_command(text, command[0], enabled)
  410.   end
  411.  
  412.   #--------------------------------------------------------------------------
  413.   # update
  414.   #--------------------------------------------------------------------------
  415.   def update
  416.     super
  417.     update_item_window
  418.   end
  419.  
  420.   #--------------------------------------------------------------------------
  421.   # update_item_window
  422.   #--------------------------------------------------------------------------
  423.   def update_item_window
  424.     return if @item_window.nil?
  425.     return if @current_index == current_symbol
  426.     @current_index = current_symbol
  427.     @item_window.refresh
  428.   end
  429.  
  430.   #--------------------------------------------------------------------------
  431.   # item_window=
  432.   #--------------------------------------------------------------------------
  433.   def item_window=(window)
  434.     @item_window = window
  435.     update
  436.   end
  437.  
  438.   #--------------------------------------------------------------------------
  439.   # update_help
  440.   #--------------------------------------------------------------------------
  441.   def update_help
  442.     return if @actor.nil?
  443.     @help_window.set_text(@actor.actor.description)
  444.   end
  445.  
  446. end # Window_StatusCommand
  447.  
  448. #==============================================================================
  449. # ■ Window_StatusActor
  450. #==============================================================================
  451.  
  452. class Window_StatusActor < Window_Base
  453.  
  454.   #--------------------------------------------------------------------------
  455.   # initialize
  456.   #--------------------------------------------------------------------------
  457.   def initialize(dx, dy)
  458.     super(dx, dy, window_width, fitting_height(4))
  459.     @actor = nil
  460.   end
  461.  
  462.   #--------------------------------------------------------------------------
  463.   # window_width
  464.   #--------------------------------------------------------------------------
  465.   def window_width; return Graphics.width - 160; end
  466.  
  467.   #--------------------------------------------------------------------------
  468.   # actor=
  469.   #--------------------------------------------------------------------------
  470.   def actor=(actor)
  471.     return if @actor == actor
  472.     @actor = actor
  473.     refresh
  474.   end
  475.  
  476.   #--------------------------------------------------------------------------
  477.   # refresh
  478.   #--------------------------------------------------------------------------
  479.   def refresh
  480.     contents.clear
  481.     return unless @actor
  482.     draw_actor_face(@actor, 0, 0)
  483.     draw_actor_simple_status(@actor, 108, line_height / 2)
  484.   end
  485.  
  486. end # Window_StatusActor
  487.  
  488. #==============================================================================
  489. # ■ Window_StatusItem
  490. #==============================================================================
  491.  
  492. class Window_StatusItem < Window_Base
  493.  
  494.   #--------------------------------------------------------------------------
  495.   # initialize
  496.   #--------------------------------------------------------------------------
  497.   def initialize(dx, dy, command_window)
  498.     super(dx, dy, Graphics.width, Graphics.height - dy)
  499.     @command_window = command_window
  500.     @actor = nil
  501.     refresh
  502.   end
  503.  
  504.   #--------------------------------------------------------------------------
  505.   # actor=
  506.   #--------------------------------------------------------------------------
  507.   def actor=(actor)
  508.     return if @actor == actor
  509.     @actor = actor
  510.     refresh
  511.   end
  512.  
  513.   #--------------------------------------------------------------------------
  514.   # refresh
  515.   #--------------------------------------------------------------------------
  516.   def refresh
  517.     contents.clear
  518.     reset_font_settings
  519.     return unless @actor
  520.     draw_window_contents
  521.   end
  522.  
  523.   #--------------------------------------------------------------------------
  524.   # draw_window_contents
  525.   #--------------------------------------------------------------------------
  526.   def draw_window_contents
  527.     case @command_window.current_symbol
  528.     when :general
  529.       draw_actor_general
  530.     when :parameters
  531.       draw_parameter_graph
  532.     when :properties
  533.       draw_properties_list
  534.     when :biography, :rename, :retitle
  535.       draw_actor_biography
  536.     else
  537.       draw_custom
  538.     end
  539.   end
  540.  
  541.   #--------------------------------------------------------------------------
  542.   # draw_actor_general
  543.   #--------------------------------------------------------------------------
  544.   def draw_actor_general
  545.     change_color(system_color)
  546.     text = YEA::STATUS::PARAMETERS_VOCAB
  547.     draw_text(0, 0, contents.width/2, line_height, text, 1)
  548.     text = YEA::STATUS::EXPERIENCE_VOCAB
  549.     draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)
  550.     draw_general_parameters
  551.     draw_general_experience
  552.   end
  553.  
  554.   #--------------------------------------------------------------------------
  555.   # draw_general_parameters
  556.   #--------------------------------------------------------------------------
  557.   def draw_general_parameters
  558.     dx = 24
  559.     dy = line_height / 2
  560.     draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)
  561.     draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)
  562.     draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)
  563.     draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)
  564.     draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)
  565.     draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)
  566.     dx += contents.width/4 - 12
  567.     draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)
  568.     draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)
  569.     draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)
  570.   end
  571.  
  572.   #--------------------------------------------------------------------------
  573.   # draw_actor_level
  574.   #--------------------------------------------------------------------------
  575.   def draw_actor_level(dx, dy, dw)
  576.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  577.     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  578.     contents.fill_rect(rect, colour)
  579.     change_color(system_color)
  580.     draw_text(dx+4, dy, dw-8, line_height, Vocab::level)
  581.     change_color(normal_color)
  582.     draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)
  583.   end
  584.  
  585.   #--------------------------------------------------------------------------
  586.   # draw_actor_param
  587.   #--------------------------------------------------------------------------
  588.   def draw_actor_param(param_id, dx, dy, dw)
  589.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  590.     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  591.     contents.fill_rect(rect, colour)
  592.     change_color(system_color)
  593.     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
  594.     change_color(normal_color)
  595.     draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)
  596.   end
  597.  
  598.   #--------------------------------------------------------------------------
  599.   # draw_general_experience
  600.   #--------------------------------------------------------------------------
  601.   def draw_general_experience
  602.     if @actor.max_level?
  603.       s1 = @actor.exp.group
  604.       s2 = "-------"
  605.       s3 = "-------"
  606.     else
  607.       s1 = @actor.exp.group
  608.       s2 = (@actor.next_level_exp - @actor.exp).group
  609.       s3 = @actor.next_level_exp.group
  610.     end
  611.     s_next = sprintf(Vocab::ExpNext, Vocab::level)
  612.     total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)
  613.     change_color(system_color)
  614.     dx = contents.width/2 + 12
  615.     dy = line_height * 3 / 2
  616.     dw = contents.width/2 - 36
  617.     draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)
  618.     draw_text(dx, dy + line_height * 2, dw, line_height, s_next)
  619.     draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)
  620.     change_color(normal_color)
  621.     draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)
  622.     draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)
  623.     draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)
  624.   end
  625.  
  626.   #--------------------------------------------------------------------------
  627.   # draw_parameter_graph
  628.   #--------------------------------------------------------------------------
  629.   def draw_parameter_graph
  630.     draw_parameter_title
  631.     dy = line_height * 3/2
  632.     maximum = 1
  633.     minimum = @actor.param_max(2)
  634.     for i in 2..7
  635.       maximum = [@actor.param(i), maximum].max
  636.       minimum = [@actor.param(i), minimum].min
  637.     end
  638.     maximum += minimum * 0.33 unless maximum == minimum
  639.     for i in 2..7
  640.       rate = calculate_rate(maximum, minimum, i)
  641.       dy = line_height * i - line_height/2
  642.       draw_param_gauge(i, dy, rate)
  643.       change_color(system_color)
  644.       draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
  645.       dw = (contents.width - 48) * rate - 8
  646.       change_color(normal_color)
  647.       draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
  648.     end
  649.   end
  650.  
  651.   #--------------------------------------------------------------------------
  652.   # calculate_rate
  653.   #--------------------------------------------------------------------------
  654.   def calculate_rate(maximum, minimum, param_id)
  655.     return 1.0 if maximum == minimum
  656.     rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f
  657.     rate *= 0.67
  658.     rate += 0.33
  659.     return rate
  660.   end
  661.  
  662.   #--------------------------------------------------------------------------
  663.   # draw_param_gauge
  664.   #--------------------------------------------------------------------------
  665.   def draw_param_gauge(param_id, dy, rate)
  666.     dw = contents.width - 48
  667.     colour1 = param_gauge1(param_id)
  668.     colour2 = param_gauge2(param_id)
  669.     draw_gauge(24, dy, dw, rate, colour1, colour2)
  670.   end
  671.  
  672.   #--------------------------------------------------------------------------
  673.   # param_gauge1
  674.   #--------------------------------------------------------------------------
  675.   def param_gauge1(param_id)
  676.     return YEA::STATUS::PARAM_COLOUR[param_id][1]
  677.   end
  678.  
  679.   #--------------------------------------------------------------------------
  680.   # param_gauge2
  681.   #--------------------------------------------------------------------------
  682.   def param_gauge2(param_id)
  683.     return YEA::STATUS::PARAM_COLOUR[param_id][2]
  684.   end
  685.  
  686.   #--------------------------------------------------------------------------
  687.   # draw_parameter_title
  688.   #--------------------------------------------------------------------------
  689.   def draw_parameter_title
  690.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  691.     rect = Rect.new(0, 0, contents.width, contents.height)
  692.     contents.fill_rect(rect, colour)
  693.     change_color(system_color)
  694.     text = YEA::STATUS::PARAMETERS_VOCAB
  695.     draw_text(0, line_height/3, contents.width, line_height, text, 1)
  696.   end
  697.  
  698.   #--------------------------------------------------------------------------
  699.   # draw_properties_list
  700.   #--------------------------------------------------------------------------
  701.   def draw_properties_list
  702.     contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE
  703.     draw_properties_column1
  704.     draw_properties_column2
  705.     draw_properties_column3
  706.     reset_font_settings
  707.   end
  708.  
  709.   #--------------------------------------------------------------------------
  710.   # draw_properties_column1
  711.   #--------------------------------------------------------------------------
  712.   def draw_properties_column1
  713.     dx = 24
  714.     dw = (contents.width - 24) / 3 - 24
  715.     dy = 0
  716.     for property in YEA::STATUS::PROPERTIES_COLUMN1
  717.       dy = draw_property(property, dx, dy, dw)
  718.     end
  719.   end
  720.  
  721.   #--------------------------------------------------------------------------
  722.   # draw_properties_column2
  723.   #--------------------------------------------------------------------------
  724.   def draw_properties_column2
  725.     dx = 24 + (contents.width - 24) / 3
  726.     dw = (contents.width - 24) / 3 - 24
  727.     dy = 0
  728.     for property in YEA::STATUS::PROPERTIES_COLUMN2
  729.       dy = draw_property(property, dx, dy, dw)
  730.     end
  731.   end
  732.  
  733.   #--------------------------------------------------------------------------
  734.   # draw_properties_column3
  735.   #--------------------------------------------------------------------------
  736.   def draw_properties_column3
  737.     dx = 24 + (contents.width - 24) / 3 * 2
  738.     dw = (contents.width - 24) / 3 - 24
  739.     dy = 0
  740.     for property in YEA::STATUS::PROPERTIES_COLUMN3
  741.       dy = draw_property(property, dx, dy, dw)
  742.     end
  743.   end
  744.  
  745.   #--------------------------------------------------------------------------
  746.   # draw_property
  747.   #--------------------------------------------------------------------------
  748.   def draw_property(property, dx, dy, dw)
  749.     fmt = "%1.2f%%"
  750.     case property[0]
  751.     #---
  752.     when :hit
  753.       value = sprintf(fmt, @actor.hit * 100)
  754.     when :eva
  755.       value = sprintf(fmt, @actor.eva * 100)
  756.     when :cri
  757.       value = sprintf(fmt, @actor.cri * 100)
  758.     when :cev
  759.       value = sprintf(fmt, @actor.cev * 100)
  760.     when :mev
  761.       value = sprintf(fmt, @actor.mev * 100)
  762.     when :mrf
  763.       value = sprintf(fmt, @actor.mrf * 100)
  764.     when :cnt
  765.       value = sprintf(fmt, @actor.cnt * 100)
  766.     when :hrg
  767.       value = sprintf(fmt, @actor.hrg * 100)
  768.     when :mrg
  769.       value = sprintf(fmt, @actor.mrg * 100)
  770.     when :trg
  771.       value = sprintf(fmt, @actor.trg * 100)
  772.     when :tgr
  773.       value = sprintf(fmt, @actor.tgr * 100)
  774.     when :grd
  775.       value = sprintf(fmt, @actor.grd * 100)
  776.     when :rec
  777.       value = sprintf(fmt, @actor.rec * 100)
  778.     when :pha
  779.       value = sprintf(fmt, @actor.pha * 100)
  780.     when :mcr
  781.       value = sprintf(fmt, @actor.mcr * 100)
  782.     when :tcr
  783.       value = sprintf(fmt, @actor.tcr * 100)
  784.     when :pdr
  785.       value = sprintf(fmt, @actor.pdr * 100)
  786.     when :mdr
  787.       value = sprintf(fmt, @actor.mdr * 100)
  788.     when :fdr
  789.       value = sprintf(fmt, @actor.fdr * 100)
  790.     when :exr
  791.       value = sprintf(fmt, @actor.exr * 100)
  792.     when :hcr
  793.       return dy unless $imported["YEA-SkillCostManager"]
  794.       value = sprintf(fmt, @actor.hcr * 100)
  795.     when :tcr_y
  796.       return dy unless $imported["YEA-SkillCostManager"]
  797.       value = sprintf(fmt, @actor.tcr_y * 100)
  798.     when :gcr
  799.       return dy unless $imported["YEA-SkillCostManager"]
  800.       value = sprintf(fmt, @actor.gcr * 100)
  801.     when :cdr
  802.       return dy unless $imported["YEA-SkillRestrictions"]
  803.       value = sprintf(fmt, @actor.cdr * 100)
  804.     when :wur
  805.       return dy unless $imported["YEA-SkillRestrictions"]
  806.       value = sprintf(fmt, @actor.wur * 100)
  807.     #---
  808.     else; return dy
  809.     end
  810.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  811.     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
  812.     contents.fill_rect(rect, colour)
  813.     change_color(system_color)
  814.     draw_text(dx+4, dy, dw-8, line_height, property[1], 0)
  815.     change_color(normal_color)
  816.     draw_text(dx+4, dy, dw-8, line_height, value, 2)
  817.     return dy + line_height
  818.   end
  819.  
  820.   #--------------------------------------------------------------------------
  821.   # draw_actor_biography
  822.   #--------------------------------------------------------------------------
  823.   def draw_actor_biography
  824.     fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT
  825.     if @actor.nickname.size==0
  826.     text = sprintf(fmt, @actor.nickname, @actor.name)
  827.     else
  828.     text = sprintf(fmt, '【'+@actor.nickname+'】', @actor.name)
  829.     end
  830.     contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE
  831.     draw_text(0, 0, contents.width, line_height*2, text, 1)
  832.     reset_font_settings
  833.     draw_text_ex(24, line_height*2, @actor.description)
  834.   end
  835.  
  836.   #--------------------------------------------------------------------------
  837.   # draw_custom
  838.   #--------------------------------------------------------------------------
  839.   def draw_custom
  840.     current_symbol = @command_window.current_symbol
  841.     return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)
  842.     method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call
  843.   end
  844.  
  845.   #--------------------------------------------------------------------------
  846.   # draw_custom1
  847.   #--------------------------------------------------------------------------
  848.   def draw_custom1
  849.     dx = 0; dy = 0
  850.     for skill in @actor.skills
  851.       next if skill.nil?
  852.       next unless @actor.added_skill_types.include?(skill.stype_id)
  853.       draw_item_name(skill, dx, dy)
  854.       dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
  855.       dy += line_height if dx == 0
  856.       return if dy + line_height > contents.height
  857.     end
  858.   end
  859.  
  860.   #--------------------------------------------------------------------------
  861.   # draw_custom2
  862.   #--------------------------------------------------------------------------
  863.   def draw_custom2
  864.     dx = 4; dy = 0; slot_id = 0
  865.     for equip in @actor.equips
  866.       change_color(system_color)
  867.       text = Vocab.etype(@actor.equip_slots[slot_id])
  868.       draw_text(dx, dy, contents.width - dx, line_height, text)
  869.       reset_font_settings
  870.       draw_item_name(equip, dx+92, dy) unless equip.nil?
  871.       slot_id += 1
  872.       dy += line_height
  873.       break if dy + line_height > contents.height
  874.     end
  875.     dw = Graphics.width * 2 / 5 - 24
  876.     dx = contents.width - dw; dy = 0
  877.     param_id = 0
  878.     8.times do
  879.       colour = Color.new(0, 0, 0, translucent_alpha/2)
  880.       rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  881.       contents.fill_rect(rect, colour)
  882.       size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20
  883.       contents.font.size = size
  884.       change_color(system_color)
  885.       draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
  886.       change_color(normal_color)
  887.       dwa = (Graphics.width * 2 / 5 - 2) / 2
  888.       draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
  889.       reset_font_settings
  890.       change_color(system_color)
  891.       draw_text(dx + dwa, dy, 22, line_height, "→", 1)
  892.       param_id += 1
  893.       dy += line_height
  894.       break if dy + line_height > contents.height
  895.     end
  896.   end
  897.  
  898.   #--------------------------------------------------------------------------
  899.   # draw_custom3
  900.   #--------------------------------------------------------------------------
  901.   def draw_custom3
  902.     return unless $imported["YEA-ClassSystem"]
  903.     data = []
  904.     for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
  905.       next if $data_classes[class_id].nil?
  906.       item = $data_classes[class_id]
  907.       next unless @actor.unlocked_classes.include?(item.id) or
  908.         YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
  909.       data.push(item)
  910.     end
  911.     dx = 0; dy = 0; class_index = 0
  912.     for class_id in data
  913.       item = data[class_index]
  914.       reset_font_settings
  915.       if item == @actor.class
  916.         change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
  917.       elsif item == @actor.subclass
  918.         change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
  919.       else
  920.         change_color(normal_color)
  921.       end
  922.       icon = item.icon_index
  923.       draw_icon(icon, dx, dy)
  924.       text = item.name
  925.       draw_text(24, dy, contents.width-24, line_height, text)
  926.       next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
  927.       level = @actor.class_level(item.id)
  928.       contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
  929.       text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
  930.       dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28
  931.       draw_text(dx, dy, dwa, line_height, text, 2)
  932.       class_index += 1
  933.       dy += line_height
  934.       break if dy + line_height > contents.height
  935.     end
  936.     dw = Graphics.width * 2 / 5 - 24
  937.     dx = contents.width - dw; dy = 0
  938.     param_id = 0
  939.     8.times do
  940.       colour = Color.new(0, 0, 0, translucent_alpha/2)
  941.       rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  942.       contents.fill_rect(rect, colour)
  943.       contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
  944.       change_color(system_color)
  945.       draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
  946.       change_color(normal_color)
  947.       dwa = (Graphics.width * 2 / 5 - 2) / 2
  948.       draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
  949.       reset_font_settings
  950.       change_color(system_color)
  951.       draw_text(dx + dwa, dy, 22, line_height, "→", 1)
  952.       param_id += 1
  953.       dy += line_height
  954.       break if dy + line_height > contents.height
  955.     end
  956.   end
  957.  
  958. end # Window_StatusItem
  959.  
  960. #==============================================================================
  961. # ■ Scene_Status
  962. #==============================================================================
  963.  
  964. class Scene_Status < Scene_MenuBase
  965.  
  966.   #--------------------------------------------------------------------------
  967.   # start
  968.   #--------------------------------------------------------------------------
  969.   def start
  970.     super
  971.     create_help_window
  972.     create_command_window
  973.     create_status_window
  974.     create_item_window
  975.     relocate_windows
  976.   end
  977.  
  978.   #--------------------------------------------------------------------------
  979.   # create_command_window
  980.   #--------------------------------------------------------------------------
  981.   def create_command_window
  982.     wy = @help_window.height
  983.     @command_window = Window_StatusCommand.new(0, wy)
  984.     @command_window.viewport = @viewport
  985.     @command_window.actor = @actor
  986.     @command_window.help_window = @help_window
  987.     @command_window.set_handler(:cancel,   method(:return_scene))
  988.     @command_window.set_handler(:pagedown, method(:next_actor))
  989.     @command_window.set_handler(:pageup,   method(:prev_actor))
  990.     process_custom_status_commands
  991.   end
  992.  
  993.   #--------------------------------------------------------------------------
  994.   # process_custom_status_commands
  995.   #--------------------------------------------------------------------------
  996.   def process_custom_status_commands
  997.     for command in YEA::STATUS::COMMANDS
  998.       next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
  999.       called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]
  1000.       @command_window.set_handler(command[0], method(called_method))
  1001.     end
  1002.   end
  1003.  
  1004.   #--------------------------------------------------------------------------
  1005.   # create_status_window
  1006.   #--------------------------------------------------------------------------
  1007.   def create_status_window
  1008.     wy = @help_window.height
  1009.     @status_window = Window_StatusActor.new(@command_window.width, wy)
  1010.     @status_window.viewport = @viewport
  1011.     @status_window.actor = @actor
  1012.   end
  1013.  
  1014.   #--------------------------------------------------------------------------
  1015.   # create_item_window
  1016.   #--------------------------------------------------------------------------
  1017.   def create_item_window
  1018.     dy = @command_window.y + @command_window.height
  1019.     @item_window = Window_StatusItem.new(0, dy, @command_window)
  1020.     @item_window.viewport = @viewport
  1021.     @item_window.actor = @actor
  1022.     @command_window.item_window = @item_window
  1023.   end
  1024.  
  1025.   #--------------------------------------------------------------------------
  1026.   # relocate_windows
  1027.   #--------------------------------------------------------------------------
  1028.   def relocate_windows
  1029.     return unless $imported["YEA-AceMenuEngine"]
  1030.     case Menu.help_window_location
  1031.     when 0 # Top
  1032.       @help_window.y = 0
  1033.       @command_window.y = @help_window.height
  1034.       @item_window.y = @command_window.y + @command_window.height
  1035.     when 1 # Middle
  1036.       @command_window.y = 0
  1037.       @help_window.y = @command_window.height
  1038.       @item_window.y = @help_window.y + @help_window.height
  1039.     else # Bottom
  1040.       @command_window.y = 0
  1041.       @item_window.y = @command_window.height
  1042.       @help_window.y = @item_window.y + @item_window.height
  1043.     end
  1044.     @status_window.y = @command_window.y
  1045.   end
  1046.  
  1047.   #--------------------------------------------------------------------------
  1048.   # on_actor_change
  1049.   #--------------------------------------------------------------------------
  1050.   def on_actor_change
  1051.     @command_window.actor = @actor
  1052.     @status_window.actor = @actor
  1053.     @item_window.actor = @actor
  1054.     @command_window.activate
  1055.   end
  1056.  
  1057.   #--------------------------------------------------------------------------
  1058.   # new method: command_name1
  1059.   #--------------------------------------------------------------------------
  1060.   def command_name1
  1061.     SceneManager.call(Scene_Skill)
  1062.   end
  1063.  
  1064.   #--------------------------------------------------------------------------
  1065.   # new method: command_name2
  1066.   #--------------------------------------------------------------------------
  1067.   def command_name2
  1068.     SceneManager.call(Scene_Equip)
  1069.   end
  1070.  
  1071.   #--------------------------------------------------------------------------
  1072.   # new method: command_name3
  1073.   #--------------------------------------------------------------------------
  1074.   def command_name3
  1075.     unless $imported["YEA-ClassSystem"]
  1076.       @command_window.activate
  1077.       return
  1078.     end
  1079.     SceneManager.call(Scene_Class)
  1080.   end
  1081.  
  1082. end # Scene_Status
  1083.  
  1084. #==============================================================================
  1085. #
  1086. # ▼ End of File
  1087. #
  1088. #==============================================================================




Lv3.寻梦者

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发表于 2014-9-14 02:14:44 | 只看该作者
本帖最后由 三途亚梦 于 2014-9-14 02:18 编辑

就是脚本问题,未定义错误。

我直接搬你发的脚本用没有任何问题,没有报错。

你看看Game_CharacterBase里的人物能力值cnt(反击几率)相关的词语是不是被动过,如果没有

再检查看看其它脚本有没有重新定义人物的能力值。

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 楼主| 发表于 2014-9-14 02:30:42 | 只看该作者
我重新開新專案,也是失敗,排除腳本干擾問題.....

總之謝謝大大,看來是我的VA自己出問題了

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这个问题之前也出现过,原因就是因为你安装的VA的问题,请重新从论坛导航#制作工具中下载新的VA。http://dl.dbank.com/c0warjycfm  发表于 2014-9-14 02:52
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 楼主| 发表于 2014-9-14 05:25:13 | 只看该作者
我後來發現是我自己用的繁體補丁的問題....

那個翻譯的人把物理反擊變量cnt換成tnt

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taroxd + 10 噗……

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