赞 | 0 |
VIP | 24 |
好人卡 | 8 |
积分 | 1 |
经验 | 11412 |
最后登录 | 2017-8-21 |
在线时间 | 416 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 416 小时
- 注册时间
- 2006-10-21
- 帖子
- 1245
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 wangswz 于 2011-4-23 13:29 编辑
脏写的东西 不支持转职
发现BUG请短消息告知..
天赋计数的窗口仍在美工
预计下次更新使用WOW大灾变天赋专精系统
按X键(默认A键加点)
本脚本只是做出框架 具体技能效果请结合其他技能扩张脚本 被动技能脚本使用
技能的排版请在配置模块自行设置
请将该文件放于System中
范例下载
天赋模拟器.rar
(1.01 MB, 下载次数: 10002)
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ 简易天赋树脚本 - FSL_ST ◆ VX ◆
- #_/
- #_/ ◇ 许可协议 :FSL ◇
- #_/ ◇ 项目分类 : 角色辅助 ◇
- #_/ ◇ 项目版本 : 1.8.0423 ◇
- #_/ ◇ 建立日期 : 2010/9/05 ◇
- #_/ ◇ 最后更新 : 2011/4/23 ◇
- #_/----------------------------------------------------------------------------
- #_/ 作者:wangswz
- #_/============================================================================
- #_/ 【基本机能】复杂化游戏系统。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #===============================================================================
- #-------------------------------------------------------------------------------
- # ▼ 通用配置模块
- #-------------------------------------------------------------------------------
- module FSL
- module ST
- #职业对应天赋树初始化
- St_class_id = []
- #详细设置
- # 每个职业只能设置3个不同的天赋树
- St_class_id[1] = [1,2,3]#包含St_detailed[1]St_detailed[2]St_detailed[3]
- St_class_id[2] = [4,5,6]
-
- #等级天赋点
- #每级增加的天赋点数
- St_up = 1
-
- #深度等级基数 每下降一级深度就需要在该天赋树上多投入多少点
- St_lv = 5
-
- #天赋树
- St_detailed = []
- #基本信息详细设置 默认0 不可出现重复
- #st_detailed[1] = [基本点数, 天赋名,包含的天赋技能]
- St_detailed[1] = [ 0,"神圣",1,2,3,4,5,6]
- St_detailed[2] = [ 0,"统御",7,8,9,10,11,12]
- St_detailed[3] = [ 0,"惩戒",13,14,15,16,17,18]
- St_detailed[4] = [ 0,"武器",2,3,5]
- St_detailed[5] = [ 0,"狂暴",1,3,5]
- St_detailed[6] = [ 0,"防护",3,4,6]
-
- #将天赋树分为5×6格
- # 0 1 2 3 4 5 列
- #0
- #1
- #2
- #3
- #4
- #5
- #深
-
- St_skill = []
- #天赋技能设置 进阶定义 默认0
- #st_skill[1] = [列,深度,技能id ,前置技能ID,点数存储]
-
- #神圣
- St_skill[1] = [ 1, 0,[ 1, 2, 3, 4, 5], [0], 0]#神圣智慧
- St_skill[2] = [ 1, 1,[ 6, 7, 8] , [1], 0]#神恩
- St_skill[3] = [ 2, 2,[ 9, 10] , [0], 0]#不灭信仰
- St_skill[4] = [ 4, 5,[11] , [3,5], 0]#圣光道标
- St_skill[5] = [ 3, 0,[12,13,14,15,16], [0], 0]#光之烙铁
- St_skill[6] = [ 2, 1,[17,18,19] , [1], 0]#冥想
- #统御
- St_skill[7] = [ 1, 0,[31,32,33,34,35], [8], 0]
- St_skill[8] = [ 3, 0,[22,23,24,25,26], [], 0]
- St_skill[9] = [ 2, 1,[36,37,38] , [], 0]
- St_skill[10] = [ 1, 2,[20,21] , [], 0]
- St_skill[11] = [ 2, 4,[30] , [], 0]
- St_skill[12] = [ 3, 5,[27,28,29] , [], 0]
- #惩戒
- St_skill[13] = [ 3, 3,[57] , [], 0]
- St_skill[14] = [ 2, 0,[39,40,41,42,43], [], 0]
- St_skill[15] = [ 3, 1,[45,46,47,48,49], [], 0]
- St_skill[16] = [ 1, 1,[50,51,52] , [], 0]
- St_skill[17] = [ 2, 2,[53,54,55,56] , [], 0]
- St_skill[18] = [ 1, 3,[44] , [], 0]
-
- #-----------------------------进阶定义-----------------------------
- #天赋树列数
- St_Base_x = 5
- #天赋树深度
- St_Base_y = 6
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #角色存放值
- # 为每个能够加入队伍的角色建立存储区
- $St_actor = {} if $St_actor == nil
- $St_actor[1] = [[],[],[]] if $St_actor[1] == nil
- $St_actor[2] = [[],[],[]] if $St_actor[2] == nil
- $St_actor[6] = [[],[],[]] if $St_actor[6] == nil
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $fscript = {} if $fscript == nil
- $fscript["FSL_ST"] = [ 1, 7, 912]
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Skill_Tree
- #------------------------------------------------------------------------------
- # 天赋技能类
- #==============================================================================
- class Scene_Skill_Tree < Scene_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # index : 天赋树
- #--------------------------------------------------------------------------
- def initialize(actor_index = 0)
- @actor = actor_index
- end
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- start_command
- @skill_tree_window = Window_Skill_Tree.new(272, 0, 272, 328, $game_party.members[@actor])
- @skill_tree_window.active = false
- @skill_tree_window.visible = false
- @skill_tree_window.index = 2 #??
- @base_window = Window_Base.new(272, 0, 272, 328)
- @skill_status_window = Window_skill_status.new
- @skill_status_window.visible = false
- @base_window2 = Window_Base.new(0, 328, 544, 88)
- @skill_actor_window = Window_actor_Tree.new($game_party.members[@actor])
- @skill_actor_window.active = true
- @skill_data = Window_skill_data.new($game_party.members[@actor].id)
- end
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start_command
- s1 = FSL::ST::St_detailed[FSL::ST::St_class_id[$game_party.members[@actor].class_id][0]][1]
- s2 = FSL::ST::St_detailed[FSL::ST::St_class_id[$game_party.members[@actor].class_id][1]][1]
- s3 = FSL::ST::St_detailed[FSL::ST::St_class_id[$game_party.members[@actor].class_id][2]][1]
- @command_window = Window_Command.new(272, [s1, s2, s3], 3)
- @command_window.y = 88
- @command_window.active = true
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- @skill_tree_window.dispose
- @base_window.dispose
- @base_window2.dispose
- @skill_data.dispose
- @skill_status_window.dispose
- @skill_actor_window.dispose
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- @skill_tree_window.update
- @skill_actor_window.update
- @skill_status_window.update
- @base_window.update
- @base_window2.update
- @skill_data.update
- @command_window.update
-
- if @skill_actor_window.active
- if @skill_tree_window.visible == false
- if Input.trigger?(Input::R)
- Sound.play_cursor
- @actor += 1
- @actor %= $game_party.members.size
- $scene = Scene_Skill_Tree.new(@actor)
- @skill_tree_window.ST_actor_data($game_party.members[@actor].id)
- elsif Input.trigger?(Input::L)
- Sound.play_cursor
- @actor += $game_party.members.size - 1
- @actor %= $game_party.members.size
- $scene = Scene_Skill_Tree.new(@actor)
- @skill_tree_window.ST_actor_data($game_party.members[@actor].id)
- end
- end
- end
- if @command_window.active
- update_command_selection
- elsif @skill_tree_window.active
- update_skill_tree_selection
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新命令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # 第一天赋
- Sound.play_decision
- @command_window.active = false
- @base_window.visible = false
- @base_window2.visible = false
- @skill_actor_window.active = false
- @skill_tree_window.active = true
- @skill_tree_window.visible = true
- @skill_tree_window.index = FSL::ST::St_class_id[$game_party.members[@actor].class_id][0]
- @skill_tree_window.ST_actor_data($game_party.members[@actor].id)
- @skill_status_window.visible = true
- @skill_status_window.skill = @skill_tree_window.STK
- when 1 # 第二天赋
- Sound.play_decision
- @command_window.active = false
- @base_window.visible = false
- @base_window2.visible = false
- @skill_actor_window.active = false
- @skill_tree_window.active = true
- @skill_tree_window.visible = true
- @skill_tree_window.index = FSL::ST::St_class_id[$game_party.members[@actor].class_id][1]
- @skill_tree_window.ST_actor_data($game_party.members[@actor].id)
- @skill_status_window.visible = true
- @skill_status_window.skill = @skill_tree_window.STK
- when 2 # 第三天赋
- Sound.play_decision
- @command_window.active = false
- @base_window.visible = false
- @base_window2.visible = false
- @skill_actor_window.active = false
- @skill_tree_window.active = true
- @skill_tree_window.visible = true
- @skill_tree_window.index = FSL::ST::St_class_id[$game_party.members[@actor].class_id][2]
- @skill_tree_window.ST_actor_data($game_party.members[@actor].id)
- @skill_status_window.visible = true
- @skill_status_window.skill = @skill_tree_window.STK
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新天赋窗口
- #--------------------------------------------------------------------------
- def update_skill_tree_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @base_window.visible = true
- @base_window2.visible = true
- @skill_actor_window.active = true
- @skill_tree_window.active = false
- @skill_tree_window.visible = false
- @skill_status_window.visible = false
- @skill_tree_window.ST_actor_data2
- end
- if Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT) || Input.trigger?(Input::UP) || Input.trigger?(Input::DOWN) || Input.trigger?(Input::X)
- @skill_status_window.skill = @skill_tree_window.STK
- @skill_tree_window.ST_actor_data3
- @skill_data.refresh
- end
- end
- end
- #==============================================================================
- # ■ Window_Skill_Tree
- #------------------------------------------------------------------------------
- # 天赋技能
- #==============================================================================
- class Window_Skill_Tree < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # x : 窗口 X 座标
- # y : 窗口 Y 座标
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height, actortree)
- @ST_id = actortree.id
- @ST_index = FSL::ST::St_class_id[actortree.class_id][0]
- super(x, y, width, height)
- @ST_x_current = 0
- @ST_y_current = 0
- @ST_width = 48
- @ST_height = 48
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
-
- @ST_array = Array.new(FSL::ST::St_Base_x){Array.new(FSL::ST::St_Base_y,0)}
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- x = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0]
- y = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1]
- @ST_array[x][y] = 1
- end
- for j in 0...FSL::ST::St_Base_y
- for i in 0...FSL::ST::St_Base_x
- if @ST_array[i][j] == 1
- self.cursor_rect = Rect.new((i * @ST_width) - 12,(j * @ST_height) - 12, 48, 48)
- p = 1
- @ST_x_current = i
- @ST_y_current = j
- break
- end
- end
- break if p == 1
- end
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- bx = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0]
- by = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1]
- x = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0] * @ST_width + 12
- y = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1] * @ST_height + 12
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] == FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
- m = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size - 1]
- else
- m = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]]
- end
- n = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]
- l = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
-
-
-
- t = true
- #技能总深度是否达到
- if statistics < FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1] * FSL::ST::St_lv
- t = false
- end#技能总深度是否达到
-
- #技能前置是否满修
- for h in 0...FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3].size
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h] > 0
- ax = FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][0]
- ay = FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][1]
- x2 = ax * @ST_width + 12
- y2 = ay * @ST_height + 12
- if FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][4] != FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][2].size
- t = false
- end
-
- bitmap = Cache.load_bitmap("Graphics/System/", "xy")
- if ay == by
- if ax > bx
- rect = Rect.new(48, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(48, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (bx + 1)...ax
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- elsif bx > ax
- rect = Rect.new(96, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(96, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (ax + 1)...bx
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- end
- elsif by > ay
- if ax > bx
- rect = Rect.new(48, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(144, 48, 48, 48)
- self.contents.blt(x - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (bx + 1)...ax
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- elsif bx > ax
- rect = Rect.new(96, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(144, 0, 48, 48)
- self.contents.blt(x - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (ax + 1)...bx
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- else
- rect = Rect.new(0, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- rect = Rect.new(0, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 0, 48, 48)
- for r in (ay + 1)...by
- self.contents.blt(x - 12, r * @ST_height, bitmap, rect, t ? 255 : 128)
- end
- end
-
- end
- end#技能前置是否满修
-
- draw_icon($data_skills[m].icon_index, x, y, t)
- self.contents.font.color = normal_color
- self.contents.draw_text(x - 8, y + 16, 48, WLH, n, 0)
- self.contents.font.color = system_color
- self.contents.draw_text(x - 12, y + 16, 44, WLH, l, 2)
- self.contents.font.color = normal_color
-
- end
- end
- #--------------------------------------------------------------------------
- # ● 统计
- #--------------------------------------------------------------------------
- def statistics
- k = 0
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- k += FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]
- end
- return k
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
-
- if self.active == true #窗口活动则判断输入
-
- if Input.trigger?(Input::LEFT)
- Sound.play_cursor
- loop do
- if @ST_x_current == 0
- @ST_x_current = (FSL::ST::St_Base_x - 1)
- else
- Sound.play_cursor
- @ST_x_current -= 1
- end
- if @ST_array[@ST_x_current][@ST_y_current] == 1
- break
- end
- end
- update_cursor
- return
- end
-
- if Input.trigger?(Input::RIGHT)
- Sound.play_cursor
- loop do
- if @ST_x_current == (FSL::ST::St_Base_x - 1)
- @ST_x_current = 0
- else
- @ST_x_current += 1
- end
- if @ST_array[@ST_x_current][@ST_y_current] == 1
- break
- end
- end
- update_cursor
- return
- end
-
- if Input.trigger?(Input::UP)
- Sound.play_cursor
- i = @ST_x_current - 1
- j = @ST_y_current
- loop do
- if i == -1
- i = FSL::ST::St_Base_x - 1
- j -= 1
- end
- j = FSL::ST::St_Base_y - 1 if j == -1
- if @ST_array[i][j] == 1
- @ST_x_current = i
- @ST_y_current = j
- break
- end
- i -= 1
- end
- update_cursor
- return
- end
-
- if Input.trigger?(Input::DOWN)
- Sound.play_cursor
- i = @ST_x_current + 1
- j = @ST_y_current
- loop do
- if i == FSL::ST::St_Base_x
- i = 0
- j += 1
- end
- j = 0 if j == FSL::ST::St_Base_y
- if @ST_array[i][j] == 1
- @ST_x_current = i
- @ST_y_current = j
- break
- end
- i += 1
- end
- update_cursor
- return
- end
-
- if Input.trigger?(Input::X)
- if @st_data == 0
- Sound.play_buzzer
- else
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- xx = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0]
- yy = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1]
- t = true
- #技能总深度是否达到
- if statistics < FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1] * FSL::ST::St_lv
- t = false
- end#技能总深度是否达到
-
- for h in 0...FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3].size
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h] > 0
- if FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][4] != FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][2].size
- t = false
- end
- end
- end
-
- if @ST_x_current == xx && @ST_y_current == yy
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] == FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
- Sound.play_buzzer
- else
- if t == true
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] > 0
- $game_actors[@ST_id].forget_skill(FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] - 1])
- end
- $game_actors[@ST_id].learn_skill(FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]])
- FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] += 1
- @st_data -= 1
-
- Sound.play_cursor
- else
- Sound.play_buzzer
- end
- end
- end
- end
-
- self.contents.clear
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- bx = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0]
- by = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1]
- x = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0] * @ST_width + 12
- y = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1] * @ST_height + 12
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] == FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
- m = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size - 1]
- else
- m = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]]
- end
- n = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]
- l = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
-
- t = true
- #技能总深度是否达到
- if statistics < FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1] * FSL::ST::St_lv
- t = false
- end#技能总深度是否达到
-
- #技能前置是否满修
- for h in 0...FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3].size
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h] > 0
- ax = FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][0]
- ay = FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][1]
- x2 = ax * @ST_width + 12
- y2 = ay * @ST_height + 12
- if FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][4] != FSL::ST::St_skill[FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][3][h]][2].size
- t = false
- end
- bitmap = Cache.load_bitmap("Graphics/System/", "xy")
- if ay == by
- if ax > bx
- rect = Rect.new(48, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(48, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (bx + 1)...ax
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- elsif bx > ax
- rect = Rect.new(96, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(96, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (ax + 1)...bx
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- end
- elsif by > ay
- if ax > bx
- rect = Rect.new(48, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(144, 48, 48, 48)
- self.contents.blt(x - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (bx + 1)...ax
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- elsif bx > ax
- rect = Rect.new(96, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(144, 0, 48, 48)
- self.contents.blt(x - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 48, 48, 48)
- for r in (ax + 1)...bx
- self.contents.blt(r * @ST_width, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- else
- rect = Rect.new(0, 48, 48, 48)
- self.contents.blt(x2 - 12, y2 - 12, bitmap, rect, t ? 255 : 128)
- end
- rect = Rect.new(0, 0, 48, 48)
- self.contents.blt(x - 12, y - 12, bitmap, rect, t ? 255 : 128)
- rect = Rect.new(192, 0, 48, 48)
- for r in (ay + 1)...by
- self.contents.blt(x - 12, r * @ST_height, bitmap, rect, t ? 255 : 128)
- end
- end
-
- end
- end#技能前置是否满修
-
- draw_icon($data_skills[m].icon_index, x, y, t)
- self.contents.font.color = normal_color
- self.contents.draw_text(x - 8, y + 16, 48, WLH, n, 0)
- self.contents.font.color = system_color
- self.contents.draw_text(x - 12, y + 16, 44, WLH, l, 2)
- self.contents.font.color = normal_color
-
- end
- end#@st_data
- end#(Input::X)
-
- end #窗口活动则判断输入
- end
- #--------------------------------------------------------------------------
- # ● 更新光标
- #--------------------------------------------------------------------------
- def update_cursor
- if @ST_x_current < 0 || @ST_y_current < 0 # 当光标位置小于0
- self.cursor_rect.empty # 隐藏光标
- else
- x = @ST_x_current * @ST_width
- y = @ST_y_current * @ST_height
- rect = Rect.new(x, y, 48 , 48)
- self.cursor_rect = rect # 更新光标矩形
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置天赋
- # index : 天赋
- #--------------------------------------------------------------------------
- def index=(index)
- if @ST_index != index
- @ST_index = index
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取技能
- #--------------------------------------------------------------------------
- def STK
- for i in 2...FSL::ST::St_detailed[@ST_index].size
- x = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][0]
- y = FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][1]
- if @ST_x_current == x && @ST_y_current == y
- if FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4] == FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size
- return FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2].size - 1]
- else
- return FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][2][FSL::ST::St_skill[FSL::ST::St_detailed[@ST_index][i]][4]]
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取角色具体天赋数值
- #--------------------------------------------------------------------------
- def ST_actor_data(ac)
- @st_actor_data = ac
- @st_data = $game_actors[@st_actor_data].level * FSL::ST::St_up
- for j in 0..2
- m = 2
- if $St_actor[@st_actor_data][j] != nil
- s = FSL::ST::St_class_id[$game_actors[@st_actor_data].class_id][j]
- for i in $St_actor[@st_actor_data][j]
- @st_data -= i
- FSL::ST::St_skill[FSL::ST::St_detailed[s][m]][4] = i
- m += 1
- end
- end
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 存储角色具体天赋数值
- #--------------------------------------------------------------------------
- def ST_actor_data2
- for j in 0..2
- $St_actor[@st_actor_data][j].clear
- p = FSL::ST::St_class_id[$game_actors[@st_actor_data].class_id][j]
- for i in 2...FSL::ST::St_detailed[p].size
- $St_actor[@st_actor_data][j].push(FSL::ST::St_skill[FSL::ST::St_detailed[p][i]][4])
- FSL::ST::St_skill[FSL::ST::St_detailed[p][i]][4] = 0
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新角色具体天赋数值
- #--------------------------------------------------------------------------
- def ST_actor_data3
- for j in 0..2
- $St_actor[@st_actor_data][j].clear
- p = FSL::ST::St_class_id[$game_actors[@st_actor_data].class_id][j]
- for i in 2...FSL::ST::St_detailed[p].size
- $St_actor[@st_actor_data][j].push(FSL::ST::St_skill[FSL::ST::St_detailed[p][i]][4])
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_actor_Tree
- #------------------------------------------------------------------------------
- # 天赋
- #==============================================================================
- class Window_actor_Tree < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 272, 88)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_actor_name(@actor, 0, 0)
- draw_actor_class(@actor, 0, 32)
- draw_STface(@actor.face_name, @actor.face_index, 128, 0)
- end
- #--------------------------------------------------------------------------
- # ● 设置角色
- # actor : 角色
- #--------------------------------------------------------------------------
- def actor=(actor)
- if @actor != actor
- @actor = actor
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制头像部分图
- # face_name : 头像文件名
- # face_index : 头像号码
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # size : 显示大小
- #--------------------------------------------------------------------------
- def draw_STface(face_name, face_index, x, y, size = 96)
- bitmap = Cache.face(face_name)
- rect = Rect.new(0, 0, 0, 0)
- rect.x = face_index % 4 * 96 + (96 - size) / 2
- rect.y = face_index / 4 * 96 + (96 - size) / 2 + 16
- rect.width = size
- rect.height = 64
- self.contents.blt(x, y, bitmap, rect)
- bitmap.dispose
- end
- end
- #==============================================================================
- # ■ Window_skill_status
- #------------------------------------------------------------------------------
- # 技能
- #==============================================================================
- class Window_skill_status < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize(skill = -1)
- super(0, 328, 544, 88)
- @skill = skill
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if @skill != -1
- self.contents.clear
- self.contents.draw_text(24, 0, 544, WLH, $data_skills[@skill].name)
- draw_icon($data_skills[@skill].icon_index, 0, 0)
- self.contents.draw_text(0, 32, 544, WLH, $data_skills[@skill].description)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置技能
- #--------------------------------------------------------------------------
- def skill=(skill)
- if @skill != skill
- @skill = skill
- refresh
- end
- end
- end
- #==============================================================================
- # ■ Window_skill_data
- #------------------------------------------------------------------------------
- # 数值
- #==============================================================================
- class Window_skill_data < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色id
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 144, 272, 184)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @st_data = $game_actors[@actor].level * FSL::ST::St_up
- for i in 0..2
- p = 0
- if $St_actor[@actor][i] != nil
- for j in $St_actor[@actor][i]
- p += j
- end
- end
- self.contents.draw_text(i * (272/3), 0, 272, WLH, p)
- @st_data -= p
- end
- self.contents.draw_text(0, WLH, 272, WLH, @st_data)
- end
- end
- #==============================================================================
- # ■ Scene_File
- #------------------------------------------------------------------------------
- # 存档画面及读档画面的类。
- #==============================================================================
- class Scene_File < Scene_Base
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入存档对象(已开启)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- characters = []
- for actor in $game_party.members
- characters.push([actor.character_name, actor.character_index])
- end
- $game_system.save_count += 1
- $game_system.version_id = $data_system.version_id
- @last_bgm = RPG::BGM::last
- @last_bgs = RPG::BGS::last
- Marshal.dump(characters, file)
- Marshal.dump(Graphics.frame_count, file)
- Marshal.dump(@last_bgm, file)
- Marshal.dump(@last_bgs, file)
- Marshal.dump($game_system, file)
- Marshal.dump($game_message, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- Marshal.dump($St_actor, file)
- end
- #--------------------------------------------------------------------------
- # ● 读出存档数据
- # file : 读出存档对象(已开启)
- #--------------------------------------------------------------------------
- def read_save_data(file)
- characters = Marshal.load(file)
- Graphics.frame_count = Marshal.load(file)
- @last_bgm = Marshal.load(file)
- @last_bgs = Marshal.load(file)
- $game_system = Marshal.load(file)
- $game_message = Marshal.load(file)
- $game_switches = Marshal.load(file)
- $game_variables = Marshal.load(file)
- $game_self_switches = Marshal.load(file)
- $game_actors = Marshal.load(file)
- $game_party = Marshal.load(file)
- $game_troop = Marshal.load(file)
- $game_map = Marshal.load(file)
- $game_player = Marshal.load(file)
- $St_actor = Marshal.load(file)
- if $game_system.version_id != $data_system.version_id
- $game_map.setup($game_map.map_id)
- $game_player.center($game_player.x, $game_player.y)
- end
- end
- end
复制代码 |
评分
-
查看全部评分
|