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发表于 2017-12-20 22:17:54
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只看该作者
本帖最后由 fjm 于 2017-12-20 22:19 编辑
感谢肉包,还有个问题就是用了下面那个脚本,加的属性是16,武器具体状态显示还是15,能让武器显示栏里的数值也变16吗
这个问题能解决吗
#encoding:utf-8
#==============================================================================
# ■ 装备说明增强 By wyongcan
#==============================================================================
module Equipplus
CODE ={
11 => "属性抗性" ,
12 => "弱化抗性" ,
13 => "状态抗性" ,
14 => "状态免疫" ,
21 => "普通能力" ,
22 => "添加能力" ,
23 => "特殊能力" ,
31 => "攻击附带属性" ,
32 => "攻击附带状态" ,
33 => "修正攻击速度" ,
34 => "添加攻击次数" ,
41 => "添加技能类型" ,
42 => "禁用技能类型" ,
43 => "添加技能" ,
44 => "禁用技能" ,
51 => "可装备武器类型" ,
52 => "可装备护甲类型" ,
53 => "固定装备" ,
54 => "禁用装备" ,
55 => "装备风格" ,
61 => "添加行动次数" ,
62 => "特殊标志" ,
63 => "消失效果" ,
64 => "队伍能力" }
#特殊标志
FLAG ={
0 => "自动战斗" ,
1 => "擅长防御" ,
2 => "保护弱者" ,
3 => "特技专注" }
#普通能力
PARAM ={
0 => "最大HP" ,
1 => "最大MP" ,
2 => "物理攻击" ,
3 => "物理防御" ,
4 => "魔法攻击" ,
5 => "魔法防御" ,
6 => "敏 捷 值" ,
7 => "幸 运 值" }
#添加能力
XPARAM ={
0 => "物理命中几率:" ,
1 => "物理闪避几率:" ,
2 => "必杀几率:" ,
3 => "必杀闪避几率:" ,
4 => "魔法闪避几率:" ,
5 => "魔法反射几率:" ,
6 => "物理反击几率:" ,
7 => "体力值再生速度:" ,
8 => "魔力值再生速度:" ,
9 => "特技值再生速度:" }
#特殊能力
SPARAM ={
0 => "受到攻击的几率" ,
1 => "防御效果比率" ,
2 => "恢复效果比率" ,
3 => "药理知识" ,
4 => "MP消费率" ,
5 => "TP消耗率" ,
6 => "物理伤害加成" ,
7 => "魔法伤害加成" ,
8 => "地形伤害加成" ,
9 => "经验获得加成" }
@队伍能力 ={
0 => "遇敌几率减半" ,
1 => "随机遇敌无效" ,
2 => "敌人偷袭无效" ,
3 => "先制攻击几率上升" ,
4 => "获得金钱数量双倍" ,
5 => "物品掉落几率双倍" }
def self .equiphelpready
@状态 = { }
@武器类型 = { }
@防具类型 = { }
@属性 = { }
$data_states .each { |x| @状态[ x.id ] = x.name if x != nil }
elements = $data_system .elements
weapon_types = $data_system .weapon_types
armor_types = $data_system .armor_types
elements.each_with_index { |x,y| @属性[ y] = x if x != "" }
weapon_types.each_with_index { |x,y| @武器类型[ y] = x if x != "" }
armor_types.each_with_index { |x,y| @防具类型[ y] = x if x != "" }
end
def self .getequiphelp ( equip)
help = ""
param = [ ]
equip.params .each_with_index { |x,y| param.push ( [ PARAM[ y] ,x] ) }
param = param.select { |x| x[ 1 ] != 0 }
param.each { |x| help += x[ 0 ] + ":" + x[ 1 ] .to_int .to_s + "\n " }
features = equip.features
features.select { |x| x.code == 55 } .each { |x| help += CODE[ x.code ] + ":双持武器" + "\n " }
features.select { |x| x.code == 11 } .each { |x| help += CODE[ x.code ] + ":" + @属性[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 12 } .each { |x| help += CODE[ x.code ] + ":" + PARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 13 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 14 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "\n " }
features.select { |x| x.code == 31 } .each { |x| help += CODE[ x.code ] + ":" + @属性[ x.data_id ] + "\n " }
features.select { |x| x.code == 32 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "+" + x.value .to_s + "\n " }
features.select { |x| x.code == 33 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 34 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 41 } .each { |x| help += CODE[ x.code ] + ":" + ( x.data_id == 1 ? "特技" : "魔法" ) + "\n " }
features.select { |x| x.code == 42 } .each { |x| help += CODE[ x.code ] + ":" + ( x.data_id == 1 ? "特技" : "魔法" ) + "\n " }
features.select { |x| x.code == 43 } .each { |x| help += CODE[ x.code ] + ":" + $data_skills [ x.data_id ] .name + "\n " }
features.select { |x| x.code == 44 } .each { |x| help += CODE[ x.code ] + ":" + $data_skills [ x.data_id ] .name + "\n " }
features.select { |x| x.code == 51 } .each { |x| help += CODE[ x.code ] + ":" + @武器类型[ x.data_id ] + "\n " }
features.select { |x| x.code == 52 } .each { |x| help += CODE[ x.code ] + ":" + @防具类型[ x.data_id ] + "\n " }
features.select { |x| x.code == 61 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 62 } .each { |x| help += CODE[ x.code ] + ":" + FLAG[ x.data_id ] + "\n " }
features.select { |x| x.code == 64 } .each { |x| help += CODE[ x.code ] + ":" + @队伍能力[ x.data_id ] + "\n " }
featuresparam = [ ]
featuresparam.push features.select { |x| x.code == 21 }
featuresparam.push features.select { |x| x.code == 22 }
featuresparam.push features.select { |x| x.code == 23 }
featuresparam[ 0 ] .each { |x| help += PARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
featuresparam[ 1 ] .each { |x| help += XPARAM[ x.data_id ] + x.value .to_s + "\n " }
featuresparam[ 2 ] .each { |x| help += SPARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
help
end
def self .getline ( text,maxtext)
xtext = [ ]
line = 0
text.each_line { |x| xtext.push x.sub ( /\n/) { } }
xtext.each { |x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
line
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================
class Window_Help2 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize( line_number = 0 )
super ( 0 , 0 , 210 , 0 )
self .z = 150
contents.font .size = 14
hide
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text( text)
@text = text
refresh
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text( "" )
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos( index,rect,window)
self .height = fitting_height2( Equipplus.getline ( @xtext,13 ) )
create_contents
contents.font .size = 14
rect.x -= window.ox
rect.y -= window.oy
ax = rect.x + rect.width + 20
ax = rect.x - self .width + 10 if ax + self .width > window.width + 10
ax += window.x
ax = 0 if ax < 0
ay = rect.y + rect.height + 20
ay = rect.y - self .height if ay + self .height > window.height
ay += window.y
ay = 0 if ay < 0
self .x = ax
self .y = ay
set_text( @xtext)
show
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 技能、物品等
#--------------------------------------------------------------------------
def set_item( item)
if item == nil
set_text( "" )
return
end
@xtext = ""
@xtext = "名称:" + item.name + "\n "
@xtext += "介绍:" + item.description + "\n "
@xtext += "价格:" + item.price .to_s + "\n " if item.is_a ?( RPG::EquipItem ) || item.is_a ?( RPG::Item )
@xtext += Equipplus.getequiphelp ( item) if item.is_a ?( RPG::EquipItem )
@xtext = @xtext [ 0 ,@text.size - 2 ] if @xtext [ @xtext.size - 2 ,2 ] == "\n "
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
hide if @text == ""
draw_text_ex( 4 , 0 , @text ,width,40 ,false )
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 计算窗口显示指定行数时的应用高度2*************************
#--------------------------------------------------------------------------
def fitting_height2( line_number)
line_number * contents.font .size + standard_padding * 2
end
#~ draw_text_ex的增强,使其可以自动换行 原作者:叶子 修改:wyongcan
#--------------------------------------------------------------------------
# ● 绘制带有控制符的文本内容
# 如果传递了width参数的话,会自动换行
#--------------------------------------------------------------------------
def draw_text_ex( x, y, text, width = nil ,textwidth = nil ,normalfont = true )
reset_font_settings if normalfont == true
text = convert_escape_characters( text)
pos = { :x => x, :y => y, :new_x => x, :height => calc_line_height( text) }
if width != nil
pos[ :height ] = contents.font .size
pos[ :width ] = width
pos[ :textwidth ] = textwidth
end
process_character( text.slice !( 0 , 1 ) , text, pos) until text.empty ?
end
#--------------------------------------------------------------------------
# ● 文字的处理
# c : 文字
# text : 绘制处理中的字符串缓存(字符串可能会被修改)
# pos : 绘制位置 {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_character( c, text, pos)
case c
when "\r " # 回车
return
when "\n " # 换行
process_new_line( text, pos)
when "\f " # 翻页
process_new_page( text, pos)
when "\e " # 控制符
process_escape_character( obtain_escape_code( text) , text, pos)
else # 普通文字
pos[ :textwidth ] == nil ? text_width = text_size( c) .width : text_width = pos[ :textwidth ]
if pos[ :width ] != nil && pos[ :x ] - pos[ :new_x ] + text_width > pos[ :width ]
process_new_line( text, pos)
end
process_normal_character( c, pos)
end
end
end
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item)
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil
end
end
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item)
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil
end
end
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item) if @help_window
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil && @help_window
@status_window .item = item if @status_window
end
end
class Window_EquipSlot < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
super
@help_window .set_item ( item) if @help_window
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil && @help_window
@status_window .set_temp_actor ( nil ) if @status_window
end
end
class Scene_Shop < Scene_MenuBase
alias on_sell_ok_old on_sell_ok
def on_sell_ok
on_sell_ok_old
@help_window .hide
end
alias on_buy_ok_old on_buy_ok
def on_buy_ok
on_buy_ok_old
@help_window .hide
end
alias on_number_ok_old on_number_ok
def on_number_ok
on_number_ok_old
@help_window .refresh
@help_window .show
end
alias on_number_cancel_old on_number_cancel
def on_number_cancel
on_number_cancel_old
@help_window .refresh
@help_window .show
end
end
class Scene_Title < Scene_Base
alias start_old start
def start
start_old
Equipplus.equiphelpready
end
end
class Scene_ItemBase < Scene_MenuBase
alias old_on_actor_cancel on_actor_cancel
def on_actor_cancel
old_on_actor_cancel
@help_window .refresh
end
alias old_on_actor_ok on_actor_ok
def on_actor_ok
old_on_actor_ok
@help_window .refresh
end
end
class Window_Base < Window
alias old_process_new_line process_new_line
def process_new_line( text, pos)
old_process_new_line( text, pos)
pos[ :height ] = contents.font .size if pos[ :width ] != nil
end
end
class Scene_MenuBase < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window .viewport = @viewport
end
end
class Scene_Battle < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window .visible = false
end
end
#encoding:utf-8
#==============================================================================
# ■ 装备说明增强 By wyongcan
#==============================================================================
module Equipplus
CODE ={
11 => "属性抗性" ,
12 => "弱化抗性" ,
13 => "状态抗性" ,
14 => "状态免疫" ,
21 => "普通能力" ,
22 => "添加能力" ,
23 => "特殊能力" ,
31 => "攻击附带属性" ,
32 => "攻击附带状态" ,
33 => "修正攻击速度" ,
34 => "添加攻击次数" ,
41 => "添加技能类型" ,
42 => "禁用技能类型" ,
43 => "添加技能" ,
44 => "禁用技能" ,
51 => "可装备武器类型" ,
52 => "可装备护甲类型" ,
53 => "固定装备" ,
54 => "禁用装备" ,
55 => "装备风格" ,
61 => "添加行动次数" ,
62 => "特殊标志" ,
63 => "消失效果" ,
64 => "队伍能力" }
#特殊标志
FLAG ={
0 => "自动战斗" ,
1 => "擅长防御" ,
2 => "保护弱者" ,
3 => "特技专注" }
#普通能力
PARAM ={
0 => "最大HP" ,
1 => "最大MP" ,
2 => "物理攻击" ,
3 => "物理防御" ,
4 => "魔法攻击" ,
5 => "魔法防御" ,
6 => "敏 捷 值" ,
7 => "幸 运 值" }
#添加能力
XPARAM ={
0 => "物理命中几率:" ,
1 => "物理闪避几率:" ,
2 => "必杀几率:" ,
3 => "必杀闪避几率:" ,
4 => "魔法闪避几率:" ,
5 => "魔法反射几率:" ,
6 => "物理反击几率:" ,
7 => "体力值再生速度:" ,
8 => "魔力值再生速度:" ,
9 => "特技值再生速度:" }
#特殊能力
SPARAM ={
0 => "受到攻击的几率" ,
1 => "防御效果比率" ,
2 => "恢复效果比率" ,
3 => "药理知识" ,
4 => "MP消费率" ,
5 => "TP消耗率" ,
6 => "物理伤害加成" ,
7 => "魔法伤害加成" ,
8 => "地形伤害加成" ,
9 => "经验获得加成" }
@队伍能力 ={
0 => "遇敌几率减半" ,
1 => "随机遇敌无效" ,
2 => "敌人偷袭无效" ,
3 => "先制攻击几率上升" ,
4 => "获得金钱数量双倍" ,
5 => "物品掉落几率双倍" }
def self .equiphelpready
@状态 = { }
@武器类型 = { }
@防具类型 = { }
@属性 = { }
$data_states .each { |x| @状态[ x.id ] = x.name if x != nil }
elements = $data_system .elements
weapon_types = $data_system .weapon_types
armor_types = $data_system .armor_types
elements.each_with_index { |x,y| @属性[ y] = x if x != "" }
weapon_types.each_with_index { |x,y| @武器类型[ y] = x if x != "" }
armor_types.each_with_index { |x,y| @防具类型[ y] = x if x != "" }
end
def self .getequiphelp ( equip)
help = ""
param = [ ]
equip.params .each_with_index { |x,y| param.push ( [ PARAM[ y] ,x] ) }
param = param.select { |x| x[ 1 ] != 0 }
param.each { |x| help += x[ 0 ] + ":" + x[ 1 ] .to_int .to_s + "\n " }
features = equip.features
features.select { |x| x.code == 55 } .each { |x| help += CODE[ x.code ] + ":双持武器" + "\n " }
features.select { |x| x.code == 11 } .each { |x| help += CODE[ x.code ] + ":" + @属性[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 12 } .each { |x| help += CODE[ x.code ] + ":" + PARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 13 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "*" + x.value .to_s + "\n " }
features.select { |x| x.code == 14 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "\n " }
features.select { |x| x.code == 31 } .each { |x| help += CODE[ x.code ] + ":" + @属性[ x.data_id ] + "\n " }
features.select { |x| x.code == 32 } .each { |x| help += CODE[ x.code ] + ":" + @状态[ x.data_id ] + "+" + x.value .to_s + "\n " }
features.select { |x| x.code == 33 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 34 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 41 } .each { |x| help += CODE[ x.code ] + ":" + ( x.data_id == 1 ? "特技" : "魔法" ) + "\n " }
features.select { |x| x.code == 42 } .each { |x| help += CODE[ x.code ] + ":" + ( x.data_id == 1 ? "特技" : "魔法" ) + "\n " }
features.select { |x| x.code == 43 } .each { |x| help += CODE[ x.code ] + ":" + $data_skills [ x.data_id ] .name + "\n " }
features.select { |x| x.code == 44 } .each { |x| help += CODE[ x.code ] + ":" + $data_skills [ x.data_id ] .name + "\n " }
features.select { |x| x.code == 51 } .each { |x| help += CODE[ x.code ] + ":" + @武器类型[ x.data_id ] + "\n " }
features.select { |x| x.code == 52 } .each { |x| help += CODE[ x.code ] + ":" + @防具类型[ x.data_id ] + "\n " }
features.select { |x| x.code == 61 } .each { |x| help += CODE[ x.code ] + ":" + x.value .to_s + "\n " }
features.select { |x| x.code == 62 } .each { |x| help += CODE[ x.code ] + ":" + FLAG[ x.data_id ] + "\n " }
features.select { |x| x.code == 64 } .each { |x| help += CODE[ x.code ] + ":" + @队伍能力[ x.data_id ] + "\n " }
featuresparam = [ ]
featuresparam.push features.select { |x| x.code == 21 }
featuresparam.push features.select { |x| x.code == 22 }
featuresparam.push features.select { |x| x.code == 23 }
featuresparam[ 0 ] .each { |x| help += PARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
featuresparam[ 1 ] .each { |x| help += XPARAM[ x.data_id ] + x.value .to_s + "\n " }
featuresparam[ 2 ] .each { |x| help += SPARAM[ x.data_id ] + "*" + x.value .to_s + "\n " }
help
end
def self .getline ( text,maxtext)
xtext = [ ]
line = 0
text.each_line { |x| xtext.push x.sub ( /\n/) { } }
xtext.each { |x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
line
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================
class Window_Help2 < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize( line_number = 0 )
super ( 0 , 0 , 210 , 0 )
self .z = 150
contents.font .size = 14
hide
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text( text)
@text = text
refresh
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text( "" )
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos( index,rect,window)
self .height = fitting_height2( Equipplus.getline ( @xtext,13 ) )
create_contents
contents.font .size = 14
rect.x -= window.ox
rect.y -= window.oy
ax = rect.x + rect.width + 20
ax = rect.x - self .width + 10 if ax + self .width > window.width + 10
ax += window.x
ax = 0 if ax < 0
ay = rect.y + rect.height + 20
ay = rect.y - self .height if ay + self .height > window.height
ay += window.y
ay = 0 if ay < 0
self .x = ax
self .y = ay
set_text( @xtext)
show
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 技能、物品等
#--------------------------------------------------------------------------
def set_item( item)
if item == nil
set_text( "" )
return
end
@xtext = ""
@xtext = "名称:" + item.name + "\n "
@xtext += "介绍:" + item.description + "\n "
@xtext += "价格:" + item.price .to_s + "\n " if item.is_a ?( RPG::EquipItem ) || item.is_a ?( RPG::Item )
@xtext += Equipplus.getequiphelp ( item) if item.is_a ?( RPG::EquipItem )
@xtext = @xtext [ 0 ,@text.size - 2 ] if @xtext [ @xtext.size - 2 ,2 ] == "\n "
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
hide if @text == ""
draw_text_ex( 4 , 0 , @text ,width,40 ,false )
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 计算窗口显示指定行数时的应用高度2*************************
#--------------------------------------------------------------------------
def fitting_height2( line_number)
line_number * contents.font .size + standard_padding * 2
end
#~ draw_text_ex的增强,使其可以自动换行 原作者:叶子 修改:wyongcan
#--------------------------------------------------------------------------
# ● 绘制带有控制符的文本内容
# 如果传递了width参数的话,会自动换行
#--------------------------------------------------------------------------
def draw_text_ex( x, y, text, width = nil ,textwidth = nil ,normalfont = true )
reset_font_settings if normalfont == true
text = convert_escape_characters( text)
pos = { :x => x, :y => y, :new_x => x, :height => calc_line_height( text) }
if width != nil
pos[ :height ] = contents.font .size
pos[ :width ] = width
pos[ :textwidth ] = textwidth
end
process_character( text.slice !( 0 , 1 ) , text, pos) until text.empty ?
end
#--------------------------------------------------------------------------
# ● 文字的处理
# c : 文字
# text : 绘制处理中的字符串缓存(字符串可能会被修改)
# pos : 绘制位置 {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_character( c, text, pos)
case c
when "\r " # 回车
return
when "\n " # 换行
process_new_line( text, pos)
when "\f " # 翻页
process_new_page( text, pos)
when "\e " # 控制符
process_escape_character( obtain_escape_code( text) , text, pos)
else # 普通文字
pos[ :textwidth ] == nil ? text_width = text_size( c) .width : text_width = pos[ :textwidth ]
if pos[ :width ] != nil && pos[ :x ] - pos[ :new_x ] + text_width > pos[ :width ]
process_new_line( text, pos)
end
process_normal_character( c, pos)
end
end
end
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item)
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil
end
end
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item)
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil
end
end
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
@help_window .set_item ( item) if @help_window
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil && @help_window
@status_window .item = item if @status_window
end
end
class Window_EquipSlot < Window_Selectable
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_help
super
@help_window .set_item ( item) if @help_window
@help_window .uppos ( index,item_rect( index) ,self ) if index != -1 && item != nil && @help_window
@status_window .set_temp_actor ( nil ) if @status_window
end
end
class Scene_Shop < Scene_MenuBase
alias on_sell_ok_old on_sell_ok
def on_sell_ok
on_sell_ok_old
@help_window .hide
end
alias on_buy_ok_old on_buy_ok
def on_buy_ok
on_buy_ok_old
@help_window .hide
end
alias on_number_ok_old on_number_ok
def on_number_ok
on_number_ok_old
@help_window .refresh
@help_window .show
end
alias on_number_cancel_old on_number_cancel
def on_number_cancel
on_number_cancel_old
@help_window .refresh
@help_window .show
end
end
class Scene_Title < Scene_Base
alias start_old start
def start
start_old
Equipplus.equiphelpready
end
end
class Scene_ItemBase < Scene_MenuBase
alias old_on_actor_cancel on_actor_cancel
def on_actor_cancel
old_on_actor_cancel
@help_window .refresh
end
alias old_on_actor_ok on_actor_ok
def on_actor_ok
old_on_actor_ok
@help_window .refresh
end
end
class Window_Base < Window
alias old_process_new_line process_new_line
def process_new_line( text, pos)
old_process_new_line( text, pos)
pos[ :height ] = contents.font .size if pos[ :width ] != nil
end
end
class Scene_MenuBase < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window .viewport = @viewport
end
end
class Scene_Battle < Scene_Base
def create_help_window
@help_window = Window_Help2.new
@help_window .visible = false
end
end