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如图:原本的文字不见了,想要重新显示原来的文本。再次表示感谢各位大佬
下面是脚本:#============================================================================== # ☆技能信息详细显示☆ #------------------------------------------------------------------------------ # by -> 芯☆淡茹水 #============================================================================== # 复制该脚本,插入到 main 前。 #============================================================================== # 系统文字颜色 SKILL_SYSTEM_COLOR = Color.new(192, 224, 255) # 技能名颜色 SKILL_NAME_COLOR = Color.new(255, 128, 255) # 技能属性值颜色 SKILL_RES_COLOR = Color.new(128, 255, 128) # 角色属性名称颜色 SKILL_EM_COLOR = Color.new(255, 255, 128) # 技能说明颜色 SKILL_TXT_COLOR = Color.new(128, 255, 255) #============================================================================== class Window_Skill_Help < Window_Base #-------------------------------------------------------------------------- def initialize super(396, 4, 240, 472) self.contents = Bitmap.new(width - 32, height - 32) self.z = 999 self.back_opacity = 220 self.visible = false end #-------------------------------------------------------------------------- def set_skill(skill_id, actor_id) self.contents.clear if skill_id == nil or actor_id == nil return end skill = $data_skills[skill_id] actor = $game_actors[actor_id] x = y = 0 # 技能图标 bitmap = RPG::Cache.icon(skill.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255) # 技能名 self.contents.font.color = SKILL_NAME_COLOR self.contents.font.size = 18 cx = contents.text_size(skill.name).width self.contents.draw_text(x + 38, y, cx, 32, skill.name) # 技能等级 level = actor.skill_level(skill.id) n = (level + 1) / 2 name = "l" + n.to_s for i in 0...level bitmap = RPG::Cache.icon(name) self.contents.blt(x + i * 20, y + 30, bitmap, Rect.new(0, 0, 20, 20), 255) end # 技能类型 if [5, 6].include?(skill.scope) name = "skill_b" elsif skill.atk_f > 0 name = "skill_a" elsif skill.power > 0 name = "skill_m" elsif skill.power < 0 name = "skill_r" else name = "skill_o" end bitmap = RPG::Cache.icon(name) self.contents.blt(self.width - 60, y + 3, bitmap, Rect.new(0, 0, 24, 24), 255) # 熟练度 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.font.size = 16 self.contents.draw_text(x, y + 55, 64, 28, "熟练度:") if skill.power != 0 or skill.atk_f != 0 txt = actor.skill_proficiency[skill.id].to_s else txt = "——" end cx = contents.text_size(txt).width self.contents.font.color = SKILL_RES_COLOR self.contents.draw_text(x + 64, y + 55, cx, 28, txt) self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x + 66 + cx, y + 55, 28, 28, "/") if actor.skill_level(skill.id) >= 10 or (skill.power == 0 and skill.atk_f == 0) txt = "——" else txt = SKILL_LEVEL[actor.skill_level(skill.id)].to_s end self.contents.draw_text(x + 76 + cx, y + 55, 28, 28, txt) # 消耗 SP y += 77 self.contents.font.color = SKILL_SYSTEM_COLOR txt = "消耗" + $data_system.words.sp + ":" cx = contents.text_size(txt).width self.contents.draw_text(x, y, cx, 28, txt) self.contents.font.color = SKILL_RES_COLOR self.contents.draw_text(x + cx + 6, y, 96, 28, skill.sp_cost.to_s) # 效果范围 y += 22 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 94, 28, "效果范围:") scopes = ["——。", "敌单体。", "敌全体。", "己方单体。", "己方全体。", "己方单体(HP 0)。", "己方全体(HP 0)。", "使用者。"] txt = scopes[skill.scope] self.contents.font.color = SKILL_RES_COLOR cx = contents.text_size(txt).width self.contents.draw_text(x + 84, y, cx, 28, txt) # 命中率 y += 32 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x + 104, y, 86, 28, "命中率:") self.contents.font.color = SKILL_RES_COLOR self.contents.draw_text(x + 166, y, 64, 28, skill.hit.to_s + " %") # 威力 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 46, 28, "威力:") self.contents.font.color = SKILL_RES_COLOR txt = skill.power != 0 ? skill.power.to_s : "——" self.contents.draw_text(x + 62, y, 64, 28, txt) # 攻击力 y += 20 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 66, 28, "攻击力:") self.contents.font.color = SKILL_RES_COLOR txt = skill.atk_f > 0 ? skill.atk_f.to_s : "——" self.contents.draw_text(x + 62, y, 66, 28, txt) # 属性相关 y += 28 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 124, 28, "角色属性关联:") names = [$data_system.words.str + ":", $data_system.words.dex + ":", $data_system.words.agi + ":", $data_system.words.int + ":"] elementes = [skill.str_f, skill.dex_f, skill.agi_f, skill.int_f] text = [skill.str_f.to_s + " %", skill.dex_f.to_s + " %", skill.agi_f.to_s + " %", skill.int_f.to_s + " %"] bitnames = ["str_s", "dex_s","agi_s","int_s"] for i in 0...names.size next if elementes[i] == 0 y += 30 name = names[i] self.contents.font.size = 16 self.contents.font.color = SKILL_EM_COLOR cx = contents.text_size(name).width self.contents.draw_text(x, y, cx, 28, name) name = bitnames[i] bitmap = RPG::Cache.icon(name) width = bitmap.width * elementes[i] / 100 rect = Rect.new(0, 0, width, bitmap.height) self.contents.blt(x + cx + 3, y + 8, bitmap, rect, 255) bitmap = RPG::Cache.icon("e0") rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x + cx + 2, y + 6, bitmap, rect, 255) self.contents.font.size = 14 self.contents.font.color = SKILL_RES_COLOR self.contents.draw_text(x + 110 + cx, y, 64, 28, text[i]) end self.contents.font.size = 16 # 属性攻击 if skill.element_set != [] y += 30 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 86, 28, "属性攻击:") self.contents.font.color = SKILL_RES_COLOR self.contents.font.size = 14 nx = 80 for i in 0...skill.element_set.size name = $data_system.elements[skill.element_set[i]] name = i == (skill.element_set.size - 1) ? name : name + "," cx = contents.text_size(name).width if nx + cx > self.width - 32 nx = 80 y += 16 end self.contents.draw_text(nx, y, cx, 28, name) nx += cx end else y += 10 end # 附加状态 self.contents.font.size = 16 if skill.plus_state_set != [] y += 20 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 86, 28, "附加状态:") self.contents.font.color = SKILL_RES_COLOR nx = 80 self.contents.font.size = 14 for i in 0...skill.plus_state_set.size name = $data_states[skill.plus_state_set[i]].name name = i == (skill.plus_state_set.size - 1) ? name : name + "," cx = contents.text_size(name).width if nx + cx > self.width - 32 nx = 80 y += 16 end self.contents.draw_text(nx, y, cx, 28, name) nx += cx end end # 解除状态 self.contents.font.size = 16 if skill.minus_state_set != [] y += 20 self.contents.font.color = SKILL_SYSTEM_COLOR self.contents.draw_text(x, y, 86, 28, "解除状态:") self.contents.font.color = SKILL_RES_COLOR nx = 80 self.contents.font.size = 14 for i in 0...skill.minus_state_set.size name = $data_states[skill.minus_state_set[i]].name name = i == (skill.minus_state_set.size - 1) ? name : name + "," cx = contents.text_size(name).width if nx + cx > self.width - 32 nx = 80 y += 16 end self.contents.draw_text(nx, y, cx, 28, name) nx += cx end end # 说明 self.contents.font.size = 16 x = 14 y += 30 self.contents.font.size = 14 self.contents.font.color = SKILL_TXT_COLOR text = skill.description.scan(/./) for i in 0...text.size txt = text[i] cx = contents.text_size(txt).width if (x + cx) > self.width - 32 x = 0 y += 16 break if (y + 16) > self.height - 32 end self.contents.draw_text(x, y, cx, 16, txt) x += cx end self.height = [y + 48, 472].min end end #============================================================================= class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 64, 640, 416) @actor = actor @column_max = 2 refresh self.index = 0 # 战斗中的情况下将窗口移至中央并将其半透明化 if $game_temp.in_battle self.y = 0 self.height = 320 self.back_opacity = 160 end end end #============================================================================== class Window_SkillStatus < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end end #============================================================================= class Scene_Skill #-------------------------------------------------------------------------- def main # 获取角色 @actor = $game_party.actors[@actor_index] # 生成帮助窗口、状态窗口、特技窗口 @help_window = Window_Skill_Help.new @status_window = Window_SkillStatus.new(@actor) @skill_window = Window_Skill.new(@actor) # 生成目标窗口 (设置为不可见・不活动) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # 执行过渡 Graphics.transition # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面切换的话就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- alias add_update_skill_xdrs update_skill def update_skill @help_window.x = (@skill_window.index + 1) % 2 * 392 + 4 @help_window.set_skill(@skill_window.skill.id, @actor.id) @help_window.visible = true add_update_skill_xdrs end #-------------------------------------------------------------------------- alias add_update_target_xdrs update_target def update_target @help_window.visible = false add_update_target_xdrs end end #============================================================================ class Scene_Battle #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 初始化战斗用的各种暂时数据 $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # 初始化战斗用事件解释器 $game_system.battle_interpreter.setup(nil, 0) # 准备队伍 @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # 生成角色命令窗口 s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # 生成其它窗口 @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new @skill_help_window = Window_Skill_Help.new # 生成活动块 @spriteset = Spriteset_Battle.new # 初始化等待计数 @wait_count = 0 # 执行过渡 if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # 开始自由战斗回合 start_phase1 # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面切换的话就中断循环 if $scene != self break end end # 刷新地图 $game_map.refresh # 准备过渡 Graphics.freeze # 释放窗口 @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose @skill_help_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end # 释放活动块 @spriteset.dispose # 标题画面切换中的情况 if $scene.is_a?(Scene_Title) # 淡入淡出画面 Graphics.transition Graphics.freeze end # 战斗测试或者游戏结束以外的画面切换中的情况 if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end #-------------------------------------------------------------------------- alias add_update_phase3_skill_select_xdrs update_phase3_skill_select def update_phase3_skill_select @help_window.visible = true @skill_help_window.x = (@skill_window.index + 1) % 2 * 392 + 4 @skill_help_window.set_skill(@skill_window.skill.id, @active_battler.id) @skill_help_window.visible = true add_update_phase3_skill_select_xdrs end #-------------------------------------------------------------------------- def start_skill_select # 生成特技窗口 @skill_window = Window_Skill.new(@active_battler) # 无效化角色指令窗口 @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- alias add_start_enemy_select_xdrs start_enemy_select def start_enemy_select @skill_help_window.visible = false add_start_enemy_select_xdrs end #-------------------------------------------------------------------------- alias add_end_enemy_select_xdrs end_enemy_select def end_enemy_select @help_window.visible = false add_end_enemy_select_xdrs end #-------------------------------------------------------------------------- alias add_start_actor_select_xdrs start_actor_select def start_actor_select @skill_help_window.visible = false add_start_actor_select_xdrs end #-------------------------------------------------------------------------- alias add_end_actor_select_xdrs end_actor_select def end_actor_select @help_window.visible = false add_end_actor_select_xdrs end #-------------------------------------------------------------------------- alias add_end_skill_select_xdrs end_skill_select def end_skill_select @skill_help_window.visible = false add_end_skill_select_xdrs end end #=============================================================================
#==============================================================================
# ☆技能信息详细显示☆
#------------------------------------------------------------------------------
# by -> 芯☆淡茹水
#==============================================================================
# 复制该脚本,插入到 main 前。
#==============================================================================
# 系统文字颜色
SKILL_SYSTEM_COLOR = Color.new(192, 224, 255)
# 技能名颜色
SKILL_NAME_COLOR = Color.new(255, 128, 255)
# 技能属性值颜色
SKILL_RES_COLOR = Color.new(128, 255, 128)
# 角色属性名称颜色
SKILL_EM_COLOR = Color.new(255, 255, 128)
# 技能说明颜色
SKILL_TXT_COLOR = Color.new(128, 255, 255)
#==============================================================================
class Window_Skill_Help < Window_Base
#--------------------------------------------------------------------------
def initialize
super(396, 4, 240, 472)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
self.back_opacity = 220
self.visible = false
end
#--------------------------------------------------------------------------
def set_skill(skill_id, actor_id)
self.contents.clear
if skill_id == nil or actor_id == nil
return
end
skill = $data_skills[skill_id]
actor = $game_actors[actor_id]
x = y = 0
# 技能图标
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
# 技能名
self.contents.font.color = SKILL_NAME_COLOR
self.contents.font.size = 18
cx = contents.text_size(skill.name).width
self.contents.draw_text(x + 38, y, cx, 32, skill.name)
# 技能等级
level = actor.skill_level(skill.id)
n = (level + 1) / 2
name = "l" + n.to_s
for i in 0...level
bitmap = RPG::Cache.icon(name)
self.contents.blt(x + i * 20, y + 30, bitmap, Rect.new(0, 0, 20, 20), 255)
end
# 技能类型
if [5, 6].include?(skill.scope)
name = "skill_b"
elsif skill.atk_f > 0
name = "skill_a"
elsif skill.power > 0
name = "skill_m"
elsif skill.power < 0
name = "skill_r"
else
name = "skill_o"
end
bitmap = RPG::Cache.icon(name)
self.contents.blt(self.width - 60, y + 3, bitmap, Rect.new(0, 0, 24, 24), 255)
# 熟练度
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.font.size = 16
self.contents.draw_text(x, y + 55, 64, 28, "熟练度:")
if skill.power != 0 or skill.atk_f != 0
txt = actor.skill_proficiency[skill.id].to_s
else
txt = "——"
end
cx = contents.text_size(txt).width
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 64, y + 55, cx, 28, txt)
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x + 66 + cx, y + 55, 28, 28, "/")
if actor.skill_level(skill.id) >= 10 or (skill.power == 0 and skill.atk_f == 0)
txt = "——"
else
txt = SKILL_LEVEL[actor.skill_level(skill.id)].to_s
end
self.contents.draw_text(x + 76 + cx, y + 55, 28, 28, txt)
# 消耗 SP
y += 77
self.contents.font.color = SKILL_SYSTEM_COLOR
txt = "消耗" + $data_system.words.sp + ":"
cx = contents.text_size(txt).width
self.contents.draw_text(x, y, cx, 28, txt)
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + cx + 6, y, 96, 28, skill.sp_cost.to_s)
# 效果范围
y += 22
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 94, 28, "效果范围:")
scopes = ["——。", "敌单体。", "敌全体。", "己方单体。", "己方全体。",
"己方单体(HP 0)。", "己方全体(HP 0)。", "使用者。"]
txt = scopes[skill.scope]
self.contents.font.color = SKILL_RES_COLOR
cx = contents.text_size(txt).width
self.contents.draw_text(x + 84, y, cx, 28, txt)
# 命中率
y += 32
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x + 104, y, 86, 28, "命中率:")
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 166, y, 64, 28, skill.hit.to_s + " %")
# 威力
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 46, 28, "威力:")
self.contents.font.color = SKILL_RES_COLOR
txt = skill.power != 0 ? skill.power.to_s : "——"
self.contents.draw_text(x + 62, y, 64, 28, txt)
# 攻击力
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 66, 28, "攻击力:")
self.contents.font.color = SKILL_RES_COLOR
txt = skill.atk_f > 0 ? skill.atk_f.to_s : "——"
self.contents.draw_text(x + 62, y, 66, 28, txt)
# 属性相关
y += 28
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 124, 28, "角色属性关联:")
names = [$data_system.words.str + ":", $data_system.words.dex + ":",
$data_system.words.agi + ":", $data_system.words.int + ":"]
elementes = [skill.str_f, skill.dex_f, skill.agi_f, skill.int_f]
text = [skill.str_f.to_s + " %", skill.dex_f.to_s + " %",
skill.agi_f.to_s + " %", skill.int_f.to_s + " %"]
bitnames = ["str_s", "dex_s","agi_s","int_s"]
for i in 0...names.size
next if elementes[i] == 0
y += 30
name = names[i]
self.contents.font.size = 16
self.contents.font.color = SKILL_EM_COLOR
cx = contents.text_size(name).width
self.contents.draw_text(x, y, cx, 28, name)
name = bitnames[i]
bitmap = RPG::Cache.icon(name)
width = bitmap.width * elementes[i] / 100
rect = Rect.new(0, 0, width, bitmap.height)
self.contents.blt(x + cx + 3, y + 8, bitmap, rect, 255)
bitmap = RPG::Cache.icon("e0")
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x + cx + 2, y + 6, bitmap, rect, 255)
self.contents.font.size = 14
self.contents.font.color = SKILL_RES_COLOR
self.contents.draw_text(x + 110 + cx, y, 64, 28, text[i])
end
self.contents.font.size = 16
# 属性攻击
if skill.element_set != []
y += 30
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "属性攻击:")
self.contents.font.color = SKILL_RES_COLOR
self.contents.font.size = 14
nx = 80
for i in 0...skill.element_set.size
name = $data_system.elements[skill.element_set[i]]
name = i == (skill.element_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
else
y += 10
end
# 附加状态
self.contents.font.size = 16
if skill.plus_state_set != []
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "附加状态:")
self.contents.font.color = SKILL_RES_COLOR
nx = 80
self.contents.font.size = 14
for i in 0...skill.plus_state_set.size
name = $data_states[skill.plus_state_set[i]].name
name = i == (skill.plus_state_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
end
# 解除状态
self.contents.font.size = 16
if skill.minus_state_set != []
y += 20
self.contents.font.color = SKILL_SYSTEM_COLOR
self.contents.draw_text(x, y, 86, 28, "解除状态:")
self.contents.font.color = SKILL_RES_COLOR
nx = 80
self.contents.font.size = 14
for i in 0...skill.minus_state_set.size
name = $data_states[skill.minus_state_set[i]].name
name = i == (skill.minus_state_set.size - 1) ? name : name + ","
cx = contents.text_size(name).width
if nx + cx > self.width - 32
nx = 80
y += 16
end
self.contents.draw_text(nx, y, cx, 28, name)
nx += cx
end
end
# 说明
self.contents.font.size = 16
x = 14
y += 30
self.contents.font.size = 14
self.contents.font.color = SKILL_TXT_COLOR
text = skill.description.scan(/./)
for i in 0...text.size
txt = text[i]
cx = contents.text_size(txt).width
if (x + cx) > self.width - 32
x = 0
y += 16
break if (y + 16) > self.height - 32
end
self.contents.draw_text(x, y, cx, 16, txt)
x += cx
end
self.height = [y + 48, 472].min
end
end
#=============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 640, 416)
@actor = actor
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 0
self.height = 320
self.back_opacity = 160
end
end
end
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
end
#=============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
def main
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
@help_window = Window_Skill_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# 生成目标窗口 (设置为不可见・不活动)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
alias add_update_skill_xdrs update_skill
def update_skill
@help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
@help_window.set_skill(@skill_window.skill.id, @actor.id)
@help_window.visible = true
add_update_skill_xdrs
end
#--------------------------------------------------------------------------
alias add_update_target_xdrs update_target
def update_target
@help_window.visible = false
add_update_target_xdrs
end
end
#============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
@skill_help_window = Window_Skill_Help.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
@skill_help_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
alias add_update_phase3_skill_select_xdrs update_phase3_skill_select
def update_phase3_skill_select
@help_window.visible = true
@skill_help_window.x = (@skill_window.index + 1) % 2 * 392 + 4
@skill_help_window.set_skill(@skill_window.skill.id, @active_battler.id)
@skill_help_window.visible = true
add_update_phase3_skill_select_xdrs
end
#--------------------------------------------------------------------------
def start_skill_select
# 生成特技窗口
@skill_window = Window_Skill.new(@active_battler)
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
alias add_start_enemy_select_xdrs start_enemy_select
def start_enemy_select
@skill_help_window.visible = false
add_start_enemy_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_enemy_select_xdrs end_enemy_select
def end_enemy_select
@help_window.visible = false
add_end_enemy_select_xdrs
end
#--------------------------------------------------------------------------
alias add_start_actor_select_xdrs start_actor_select
def start_actor_select
@skill_help_window.visible = false
add_start_actor_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_actor_select_xdrs end_actor_select
def end_actor_select
@help_window.visible = false
add_end_actor_select_xdrs
end
#--------------------------------------------------------------------------
alias add_end_skill_select_xdrs end_skill_select
def end_skill_select
@skill_help_window.visible = false
add_end_skill_select_xdrs
end
end
#=============================================================================
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