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发表于 2019-2-13 22:45:53
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技能升级
- module Snstar2006
- module Skill_LvUp
- SKILL_LVUP_NO_FORGET = false # 升级时不遗忘旧技能
- SKILL_MANUAL_LVUP = false # 手动升级
- SKILL_RES_EXP_BASE = 2 # 升级点数基数,数字越大,获得越少
- SKILL_MAN_LVUP_KEY = :X # 手动升级的按键设定
-
- SKILL_EXP_VOCAB = "熟练度" # 技能熟练度术语
- SKILL_REXP_VOCAB = "精元点数" # 技能提升点数术语
- end
- end
- class RPG::Skill < RPG::UsableItem
- include Snstar2006::Skill_LvUp
- #--------------------------------------------------------------------------
- # ● 获取技能最高等级
- #--------------------------------------------------------------------------
- def get_max_skill
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:max_level) (\d+)\]/
- return $1 ? $1.to_i : 1
- end}
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 获取技能熟练度基数
- #--------------------------------------------------------------------------
- def get_exp_base
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:exp_base) (\d+)\]/
- return $1 ? $1.to_i : 30
- end}
- return 30
- end
- #--------------------------------------------------------------------------
- # ● 获取技能吸收角色经验值作为熟练度的基础值
- #--------------------------------------------------------------------------
- def get_exp_part
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:exp_part) (\d+)\]/
- return $1 ? $1.to_i : 0
- end}
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 获取技能使用时获取的熟练度
- #--------------------------------------------------------------------------
- def get_use_exp
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:use_exp) (\d+)\]/
- return $1 ? $1.to_i : 1
- end}
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 获取技能升级后变化的技能
- #--------------------------------------------------------------------------
- def get_on_level(level)
- trans_skill_id = 0
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:on_level) (\d+)\,(\d+)\]/
- trans_skill_id = $2.to_i if level == $1.to_i
- end}
- return trans_skill_id
- end
- #--------------------------------------------------------------------------
- # ● 获取技能升级后变化的技能
- #--------------------------------------------------------------------------
- def get_inherit
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:inherit) (\d+)\]/
- return $1 ? $1.to_i : 0
- end}
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 判断是否升级后遗忘
- #--------------------------------------------------------------------------
- def no_forget?
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:no_forget)\]/
- return true
- end}
- return false
- end
- #--------------------------------------------------------------------------
- # ● 获取技能升级后变化的伤害值基数
- #--------------------------------------------------------------------------
- def get_dmg_var
- self.note.split(/[\r\n]+/).each{ |line|
- if line =~ /\[(?:dmg_var) (\d+)\]/
- return $1 ? $1.to_i : 0
- end}
- return 0
- end
- #--------------------------------------------------------------------------
- # ● 判断是否能升级
- #--------------------------------------------------------------------------
- def can_lvup?
- skill_level_initialize # 技能等级初始化
- return @max_level > 1
- end
- #--------------------------------------------------------------------------
- # ● 判断是否获取角色经验当作熟练度
- #--------------------------------------------------------------------------
- def get_exp_from_actor?
- return false unless can_lvup?
- return @get_exp > 0
- end
- #--------------------------------------------------------------------------
- # ● 判断是否手动升级
- #--------------------------------------------------------------------------
- def manual_lvup?
- return false unless can_lvup?
- return false if transformed
- return true if SKILL_MANUAL_LVUP
- return false if get_exp_from_actor?
- return false if lvup_by_use?
- return true
- end
- #--------------------------------------------------------------------------
- # ● 判断是否在使用时提升熟练度
- #--------------------------------------------------------------------------
- def lvup_by_use?
- return false unless can_lvup?
- return @use_exp > 0
- end
- #--------------------------------------------------------------------------
- # ● 判断是否继承任何技能设定
- #--------------------------------------------------------------------------
- def inherit?
- @transform_from = get_inherit
- return @transform_from > 0
- end
- #--------------------------------------------------------------------------
- # ● 技能等级参数初始化
- #--------------------------------------------------------------------------
- def skill_level_initialize
- return if @skill_level_initialized # 已初始化时跳过
- @max_level = get_max_skill
- @get_exp = get_exp_part
- @use_exp = get_use_exp
- @skill_level_initialized = true
- initialize_skill_transform
- @transformed = false
- @transform_from = 0
- @dmg_var = get_dmg_var
- @fml_altered = false
- if @dmg_var > 0
- $game_variables[@dmg_var]=1
- end
- end
- #--------------------------------------------------------------------------
- # ● 技能等级参数继承
- #--------------------------------------------------------------------------
- def skill_level_inherit
- return unless inherit? # 已设定继承时跳过
- old_skill = $data_skills[@transform_from]
- @max_level = old_skill.get_max_skill
- @get_exp = old_skill.get_exp_part
- @use_exp = old_skill.get_use_exp
- initialize_skill_transform
- end
- #--------------------------------------------------------------------------
- # ● 获取技能吸取角色经验值的基数
- #--------------------------------------------------------------------------
- def exp_from_actor
- return @get_exp
- end
- #--------------------------------------------------------------------------
- # ● 技能变化资讯初始化
- #--------------------------------------------------------------------------
- def initialize_skill_transform
- @skill_transform = []
- 1.upto(@max_level){ |level|
- t_id = get_on_level(level)
- if t_id > 0
- @skill_transform = [level, t_id]
- break
- end
- }
- end
- #--------------------------------------------------------------------------
- # ● 判断技能是否会变化
- #--------------------------------------------------------------------------
- def transform?
- return !@skill_transform.empty?
- end
- #--------------------------------------------------------------------------
- # ● 判断技能是否会在某等级变化
- #--------------------------------------------------------------------------
- def transform_at?(level)
- return false unless transform?
- return @skill_transform[0] == level
- end
- def transform_at
- return @skill_transform[0]
- end
- #--------------------------------------------------------------------------
- # ● 获取技能变化后的技能ID
- #--------------------------------------------------------------------------
- def transform_to(level)
- return 0 unless transform_at?(level)
- return @skill_transform[1]
- end
- #--------------------------------------------------------------------------
- # ● 判断技能是否有指定伤害变量
- #--------------------------------------------------------------------------
- def dmg_var?
- return @dmg_var>0
- end
- #--------------------------------------------------------------------------
- # ● 判断技能是否已修改公式
- #--------------------------------------------------------------------------
- def fml_altered?
- return @fml_altered
- end
- attr_reader :max_level # 获取最高等级
- attr_reader :use_exp # 使用提升熟练度量
- attr_accessor :transformed # 已变化技能
- attr_accessor :fml_altered # 已修改公式
- attr_reader :dmg_var # 升级提升伤害的变量ID
- end
- class Game_Actor < Game_Battler
- include Snstar2006::Skill_LvUp
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- alias skill_level_initialize initialize
- def initialize(actor_id)
- @skill_level = {} # 纪录技能等级
- @skill_exp = {} # 记录技能熟练度
- @skill_exp_base = {} # 记录技能熟练度基数
- @skill_next_exp = {} # 记录技能下一级熟练度
- @skill_dmg_val = {} # 纪录技能伤害变化的变量ID
- @skill_res_exp = 0 # 纪录获取的技能升级点数
- skill_level_initialize(actor_id)
- end
- #--------------------------------------------------------------------------
- # ● 角色习得技能
- #--------------------------------------------------------------------------
- alias skill_level_learn_skill learn_skill
- def learn_skill(skill_id)
- skill_level_learn_skill(skill_id)
- skill = $data_skills[skill_id]
- if skill.can_lvup? # 判断技能是否可升级
- @skill_level[skill_id] = 1
- @skill_exp[skill_id] = 0
- @skill_exp_base[skill_id] = skill.get_exp_base
- @skill_next_exp[skill_id] = @skill_exp_base[skill_id]
- if skill.dmg_var?
- @skill_dmg_val[skill_id] = skill.dmg_var+@actor_id-1
- alter_damage_formula(skill_id)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 修改伤害公式
- #--------------------------------------------------------------------------
- def alter_damage_formula(skill_id)
- skill = $data_skills[skill_id]
- return if skill.fml_altered? # 已修改时返回
- formula = skill.damage.formula # 获取公式
- dmg_var_id = @skill_dmg_val[skill_id]
- skill.damage.formula = "(#{formula})*v[#{dmg_var_id}]"
- skill.fml_altered = true # 标记为已修改
- end
- #--------------------------------------------------------------------------
- # ● 判断技能是否能升级
- #--------------------------------------------------------------------------
- def skill_can_lvup?(skill_id)
- return false unless $data_skills[skill_id].can_lvup? # 技能不可升级
- return false unless @skills.include?(skill_id) # 角色未学习此技能
- return @skill_level[skill_id] < max_skill_level(skill_id) # 技能未达最高等级
- end
- #--------------------------------------------------------------------------
- # ● 获取技能最高等级
- #--------------------------------------------------------------------------
- def max_skill_level(skill_id)
- return $data_skills[skill_id].max_level
- end
- #--------------------------------------------------------------------------
- # ● 获取技能等级
- #--------------------------------------------------------------------------
- def skill_level(skill_id)
- return 1 unless $data_skills[skill_id].can_lvup?
- return @skill_level[skill_id]
- end
- #--------------------------------------------------------------------------
- # ● 获取技能下一级熟练度
- #--------------------------------------------------------------------------
- def skill_next_exp(skill_id)
- return 0 unless skill_can_lvup?(skill_id)
- return @skill_next_exp[skill_id]
- end
- #--------------------------------------------------------------------------
- # ● 获取技能当前熟练度
- #--------------------------------------------------------------------------
- def skill_exp(skill_id)
- return 0 unless skill_can_lvup?(skill_id)
- return @skill_exp[skill_id]
- end
- #--------------------------------------------------------------------------
- # ● 角色获得经验值
- #--------------------------------------------------------------------------
- alias skill_level_gain_exp gain_exp
- def gain_exp(exp)
- skill_level_gain_exp(exp)
- gain_skill_res_exp(exp/SKILL_RES_EXP_BASE)
- @skills.each{ |id|
- skill = $data_skills[id]
- if skill.get_exp_from_actor? # 技能是否吸收经验值
- skill_exp = (exp.to_f / skill.exp_from_actor).ceil
- gain_skill_exp(id, skill_exp) # 技能提升熟练度
- end
- }
- end
- #--------------------------------------------------------------------------
- # ● 角色获得技能熟练度
- #--------------------------------------------------------------------------
- def gain_skill_exp(skill_id, val)
- return unless skill_can_lvup?(skill_id)
- skill = $data_skills[skill_id]
- return if skill.transformed
- return if val == 0
- @skill_exp[skill_id] += val
- if @skill_exp[skill_id] >= @skill_next_exp[skill_id]
- skill_lvup(skill_id)
- end
- end
- #--------------------------------------------------------------------------
- # ● 使用技能提升熟练度
- #--------------------------------------------------------------------------
- def gain_skill_exp_by_use(skill)
- @gain_skill_exp = 0
- if skill.is_a?(RPG::Skill) and skill.lvup_by_use?
- @gain_skill_exp = skill.use_exp
- end
- end
- #--------------------------------------------------------------------------
- # ● 角色获得技能提升点数
- #--------------------------------------------------------------------------
- def gain_skill_res_exp(val)
- @skill_res_exp += val
- end
- #--------------------------------------------------------------------------
- # ● 返回角色的技能提升点数
- #--------------------------------------------------------------------------
- def res_exp
- return @skill_res_exp
- end
- #--------------------------------------------------------------------------
- # ● 判断是否能手动升级
- #--------------------------------------------------------------------------
- def can_lv_skill_manually?(skill)
- return false unless skill.manual_lvup?
- return @skill_res_exp > 0
- end
- def has_dmg_var?(skill_id)
- return @skill_dmg_val.keys.include?(skill_id)
- end
- #--------------------------------------------------------------------------
- # ● 手动提升熟练度
- #--------------------------------------------------------------------------
- def gain_skill_exp_manual(skill_id)
- skill = $data_skills[skill_id]
- return unless skill.manual_lvup?
- val = [@skill_next_exp[skill_id], @skill_res_exp].min
- @skill_res_exp -= val
- gain_skill_exp(skill_id, val)
- end
- #--------------------------------------------------------------------------
- # ● 计算使用技能后提升的最终熟练度
- #--------------------------------------------------------------------------
- def gain_skill_final_exp_by_use(skill, hit)
- return if @gain_skill_exp < 1
- @gain_skill_exp /= 2 unless hit # 若是技能落空则熟练度减半
- gain_skill_exp(skill.id, @gain_skill_exp)
- @gain_skill_exp = 0
- end
- #--------------------------------------------------------------------------
- # ● 角色使用技能,技能获得熟练度
- #--------------------------------------------------------------------------
- alias skill_level_use_item use_item
- def use_item(item)
- skill_level_use_item(item)
- gain_skill_exp_by_use(item)
- end
- #--------------------------------------------------------------------------
- # ● 角色技能升级
- #--------------------------------------------------------------------------
- def skill_lvup(skill_id, val=1)
- return unless skill_can_lvup?(skill_id)
- return if $data_skills[skill_id].transformed
- temp_level = @skill_level[skill_id] + val
- max_level = max_skill_level(skill_id)
- @skill_level[skill_id] = [temp_level, max_level].min
- level = @skill_level[skill_id]
- @skill_exp[skill_id] -= @skill_next_exp[skill_id]
- @skill_exp[skill_id] = [@skill_exp[skill_id], 0].max
- @skill_next_exp[skill_id] = @skill_exp_base[skill_id] * factorial(level)
- if has_dmg_var?(skill_id)
- dmg_var_id = @skill_dmg_val[skill_id]
- $game_variables[dmg_var_id] = 1+(level.to_f/max_level)
- end
- process_skill_transform(skill_id, level)
-
- end
- #--------------------------------------------------------------------------
- # ● 计算技能伤害
- #--------------------------------------------------------------------------
- alias skill_level_make_damage_value make_damage_value
- def make_damage_value(user, item)
- skill_level_make_damage_value(user, item) # 呼叫原有方法
- end
- def process_skill_transform(skill_id, level)
- skill = $data_skills[skill_id]
- return unless skill.transform_at?(level) # 判断技能是否在这个等级变化
- new_skill_id = skill.transform_to(level) # 获取变化后的技能ID
- skill.transformed = true
- learn_skill(new_skill_id) # 学习新技能
-
- # 将旧技能的等级、熟练度、熟练度基数、下一级熟练度转移到新技能下
- $data_skills[new_skill_id].skill_level_inherit # 变化后的技能设定
- @skill_level[new_skill_id] = @skill_level[skill_id]
- @skill_exp[new_skill_id] = @skill_exp[skill_id]
- @skill_exp_base[new_skill_id] = skill.get_exp_base
- @skill_next_exp[new_skill_id] = @skill_next_exp[skill_id]
- @skill_dmg_val[new_skill_id] = @skill_dmg_val[skill_id]
- alter_damage_formula(new_skill_id) # 调整伤害公式
-
- if SKILL_LVUP_NO_FORGET or skill.no_forget? # 若是设定技能升级时不遗忘旧技能
- @skill_exp[new_skill_id] = 0 # 熟练度归零
- else
- forget_skill(skill_id) # 遗忘旧技能
- # 删除旧技能的等级、熟练度、熟练度基数、下一级熟练度
- @skill_level.delete(skill_id)
- @skill_exp.delete(skill_id)
- @skill_exp_base.delete(skill_id)
- @skill_next_exp.delete(skill_id)
- @skill_dmg_val.delete(skill_id)
- end
- end
- end
- class Game_Battler < Game_BattlerBase
- #--------------------------------------------------------------------------
- # ● 技能使用对象的效果应用
- #--------------------------------------------------------------------------
- alias skill_level_item_apply item_apply
- def item_apply(user, item)
- skill_level_item_apply(user, item) # 呼叫原有方法
- return unless item.is_a?(RPG::Skill) # 不是使用技能时返回
- return unless user.actor?
- user.gain_skill_final_exp_by_use(item, @result.hit?) # 计算最终熟练度
- end
- end
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 技能等级提升
- #--------------------------------------------------------------------------
- def gain_skill_level(actor_id, skill_id, value=1)
- $game_actors[actor_id].skill_lvup(skill_id, value)
- end
- #--------------------------------------------------------------------------
- # ● 获得技能升级点数
- #--------------------------------------------------------------------------
- def gain_res_exp(actor_id, value=1)
- $game_actors[actor_id].gain_skill_res_exp(value)
- end
- end
- #--------------------------------------------------------------------------
- # ● 计算阶乘(计算技能下一级熟练度使用)
- #--------------------------------------------------------------------------
- def factorial(val)
- if val <= 1
- return 1
- else
- return factorial(val-2) + factorial(val-1)
- end
- end
复制代码
- class Window_SkillLevel < Window_Base
- include Snstar2006::Skill_LvUp
- attr_reader :skill # 返回当前显示的技能
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize(x, y, actor, skill=nil)
- super(x, y, Graphics.width/2, fitting_height(6))
- @actor = actor
- @skill = skill
- end
- #--------------------------------------------------------------------------
- # ● 设定显示的技能
- #--------------------------------------------------------------------------
- def skill=(skill)
- #return if @skill == skill
- @skill = skill
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 设定当前显示的角色
- #--------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 窗口刷新
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- return unless @skill
- draw_skill_name(@skill, 0, 0)
- if @skill.can_lvup?
- draw_skill_max_level(@skill, 24, line_height)
- draw_skill_exp(@skill, 24, line_height*2)
- draw_actor_res_exp(24, line_height*3)
- draw_skill_transform(@skill, 24, line_height*4)
- else
- text = "此技能无法升级"
- draw_text(24, line_height, text_width(text), line_height, text)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制技能名称
- #--------------------------------------------------------------------------
- def draw_skill_name(skill, x, y, enabled = true)
- return unless skill
- return unless skill.is_a?(RPG::Skill)
- draw_icon(skill.icon_index, x, y, enabled)
- change_color(normal_color, enabled)
- skill_name = skill.name
- skill_name += " (#{@actor.skill_level(skill.id)}级)" if skill.can_lvup?
- text = skill_name
- draw_text(x + 24, y, text_width(text), line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 绘制技能最高等级
- #--------------------------------------------------------------------------
- def draw_skill_max_level(skill, x, y)
- return unless skill.can_lvup?
- change_color(system_color)
- text = "最高等级"
- draw_text(x, y, text_width(text), line_height, text)
- change_color(normal_color)
- text = "#{skill.max_level} 级"
- draw_text(x+108, y, text_width(text), line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 绘制技能熟练度
- #--------------------------------------------------------------------------
- def draw_skill_exp(skill, x, y)
- return unless skill.can_lvup?
- return if skill.transformed
- change_color(system_color)
- text = SKILL_EXP_VOCAB
- draw_text(x, y, text_width(text), line_height, text)
- change_color(normal_color)
- color1 = text_color(18)
- color2 = text_color(20)
- current = @actor.skill_exp(skill.id)
- if @actor.skill_can_lvup?(skill.id)
- max = @actor.skill_next_exp(skill.id)
- rate = current.to_f / max
- draw_gauge(x+103, y, 120, rate, color1, color2)
- draw_current_and_max_values(x+76, y, 150, current, max, normal_color, normal_color)
- else
- draw_current_and_max_values(x+76, y, 150, "--", "--", normal_color, normal_color)
- end
- end
- #--------------------------------------------------------------------------
- # ● 绘制技能变化技
- #--------------------------------------------------------------------------
- def draw_skill_transform(skill, x, y)
- return unless skill.transform?
- change_color(system_color)
- level = skill.transform_at
- new_skill = $data_skills[skill.transform_to(level)]
- text = sprintf("升至%s级则习得", level)
- draw_text(x, y, text_width(text), line_height, text)
- change_color(normal_color)
- draw_item_name(new_skill, x+12, y+line_height)
- end
- def draw_actor_res_exp(x, y)
- enabled = @skill.manual_lvup?
- text = SKILL_REXP_VOCAB
- change_color(system_color, enabled)
- draw_text(x, y, text_width(text), line_height, text)
- change_color(normal_color, enabled)
- text = @actor.res_exp
- draw_text(x+108, y, text_width(text), line_height, text)
- end
- #--------------------------------------------------------------------------
- # ● 获得文字宽度
- #--------------------------------------------------------------------------
- def text_width(text)
- return text_size(text).width*1.5
- end
- end
- class Window_SkillList < Window_Selectable
- include Snstar2006::Skill_LvUp
- attr_reader :skill_level_window # 返回技能等级窗口
- #--------------------------------------------------------------------------
- # ● 选择技能
- #--------------------------------------------------------------------------
- alias skill_level_select select
- def select(index)
- skill_level_select(index)
- if !$game_party.in_battle
- @skill_level_window.skill = item
- @skill_level_window.refresh
- if index % 2 == 0
- @skill_level_window.x = Graphics.width/2
- else
- @skill_level_window.x = 0
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 设定技能等级窗口
- #--------------------------------------------------------------------------
- def skill_level_window=(skill_level_window)
- @skill_level_window = skill_level_window
- call_skill_level
- end
- #--------------------------------------------------------------------------
- # ● 呼叫技能窗口更新
- #--------------------------------------------------------------------------
- def call_skill_level
- update_skill_level if active && @skill_level_window
- end
- #--------------------------------------------------------------------------
- # ● 技能窗口更新
- #--------------------------------------------------------------------------
- def update_skill_level
- @skill_level_window.clear
- end
- alias skill_level_deactivate deactivate
- def deactivate
- skill_level_deactivate
- return unless @skill_level_window
- @skill_level_window.hide
- end
- alias skill_level_activate activate
- def activate
- skill_level_activate
- return unless @skill_level_window
- @skill_level_window.show
- end
- #--------------------------------------------------------------------------
- # ● 处理句柄
- #--------------------------------------------------------------------------
- alias skill_level_process_handling process_handling
- def process_handling
- skill_level_process_handling
- return manual_skill_lvup if Input.trigger?(SKILL_MAN_LVUP_KEY)
- end
- #--------------------------------------------------------------------------
- # ● 执行手动升级
- #--------------------------------------------------------------------------
- def manual_skill_lvup
- if item.manual_lvup? && @actor.can_lv_skill_manually?(item)
- Sound.play_ok
- @actor.gain_skill_exp_manual(item.id)
- refresh
- @skill_level_window.skill = item
- else
- Sound.play_buzzer
- end
- Input.update
- end
- end
- class Scene_Skill < Scene_ItemBase
- #--------------------------------------------------------------------------
- # ● 场景开始
- #--------------------------------------------------------------------------
- alias skill_level_start start
- def start
- skill_level_start
- create_skill_level_window
- @skill_level_window.z = 200
- end
- #--------------------------------------------------------------------------
- # ● 创建技能等级窗口
- #--------------------------------------------------------------------------
- def create_skill_level_window
- y = @help_window.height + 120
- @skill_level_window = Window_SkillLevel.new(Graphics.width/2, y, @actor)
- @item_window.skill_level_window = @skill_level_window
- @skill_level_window.hide
- end
- end
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