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 Lv2.观梦者 
	梦石0 星屑285 在线时间17 小时注册时间2020-8-2帖子11 | 
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 #==============================================================================
 # +++ MOG - ATB 显示技能名 (v1.1) +++
 #==============================================================================
 # By Moghunter
 # https://atelierrgss.wordpress.com/
 #==============================================================================
 # 在角色使用技能或物品时在战斗画面中显示使用的技能/物品名称
 # 推荐用于 MOG ATB ,因为其不显示战斗日志.
 #==============================================================================
 # 需要图片:
 #
 # Skill_Name_1.png
 # Skill_Name_2.png
 #
 # 放在 /Graphics/Huds/Battle/
 #==============================================================================
 
 #==============================================================================
 # HISTÓRICO
 #==============================================================================
 # v1.1 - Correção de não ativar o nome quando não se define uma animação.
 #==============================================================================
 module MOG_ATB_SKILL_NAME
 #技能名位置.
 SKILL_NAME_POSITION = [Graphics.width  / 2,50]
 #技能名图片的位置.
 SKILL_NAME_LAYOUT_POSITION = [10,-18]
 #是否显示滑动效果.
 SKILL_NAME_SLIDE_ANIMATION = true
 #技能名 Z 坐标.
 SKILL_NAME_Z = 150
 #字体设定.
 SKILL_NAME_FONT_SIZE = 20
 SKILL_NAME_FONT_BOLD = true
 SKILL_NAME_FONT_ITALIC = false
 SKILL_NAME_FONT_COLOR = [255,255,255,255]
 # 使用物品时,不显示物品名称的的物品.
 # 例子:DISABLE_ITEM_NAME = [5 , 8 , 21]
 DISABLE_ITEM_NAME = []
 # 使用技能时,不显示技能名称的的技能.
 # DISABLE_SKILL_NAME = [25 , 36 , 98]
 DISABLE_SKILL_NAME = [127,128,129,130,131,156,160]
 end
 
 $imported = {} if $imported.nil?
 $imported[:mog_atb_skill_name] = true
 
 #==============================================================================
 # ** Game Temp
 #==============================================================================
 class Game_Temp
 
 attr_accessor :skill_name_bh
 attr_accessor :show_skill_name
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias mog_skill_name_temp_initialize initialize
 def initialize
 @skill_name_bh = [nil,false] ; @show_skill_name = false
 mog_skill_name_temp_initialize
 end
 
 end
 
 #==============================================================================
 # ** Cache
 #==============================================================================
 module Cache
 
 #--------------------------------------------------------------------------
 # * Hud
 #--------------------------------------------------------------------------
 def self.battle_hud(filename)
 load_bitmap("Graphics/Huds/Battle/", filename)
 end
 
 end
 
 #==============================================================================
 # ** Scene Battle
 #==============================================================================
 class Scene_Battle < Scene_Base
 
 #--------------------------------------------------------------------------
 # * Use Item
 #--------------------------------------------------------------------------
 alias mog_skill_name_use_item use_item
 def use_item
 set_bh_skill_name
 mog_skill_name_use_item
 $game_temp.show_skill_name = false
 end
 
 #--------------------------------------------------------------------------
 # * Set BH Skill Name
 #--------------------------------------------------------------------------
 def set_bh_skill_name
 return if !can_execute_bh_skill_name?
 item = @subject.current_action.item ; $game_temp.show_skill_name = true
 $game_temp.skill_name_bh = [@subject.current_action.item,true]
 end
 
 #--------------------------------------------------------------------------
 # * Can Execute BH Skill Name
 #--------------------------------------------------------------------------
 def can_execute_bh_skill_name?
 return false if @subject.current_action == nil
 return false if @subject.current_action.item == nil
 item_id = @subject.current_action.item.id rescue nil
 return false if item_id == nil
 if @subject.current_action.item.is_a?(RPG::Skill)
 return false if MOG_ATB_SKILL_NAME::DISABLE_SKILL_NAME.include?(item_id)
 return false if item_id == @subject.attack_skill_id
 return false if item_id == @subject.guard_skill_id
 elsif @subject.current_action.item.is_a?(RPG::Item)
 return false if MOG_ATB_SKILL_NAME::DISABLE_ITEM_NAME.include?(item_id)
 end
 return true
 end
 
 end
 
 #==============================================================================
 # ** Spriteset Battle
 #==============================================================================
 class Spriteset_Battle
 include MOG_ATB_SKILL_NAME
 
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias mog_skill_name_initialize initialize
 def initialize
 create_skill_name
 mog_skill_name_initialize
 end
 
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 alias mog_skill_name_dispose dispose
 def dispose
 mog_skill_name_dispose
 dispose_skill_name
 end
 
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 alias mog_skill_name_update update
 def update
 mog_skill_name_update
 update_skill_name
 end
 
 #--------------------------------------------------------------------------
 # * Create Skill Name
 #--------------------------------------------------------------------------
 def create_skill_name
 $game_temp.skill_name_bh = [nil,false] ; @skill_text = ["",0,false]
 @skill_name = Sprite.new
 @skill_name.bitmap = Bitmap.new(300,32)
 @skill_name.bitmap.font.size = SKILL_NAME_FONT_SIZE
 @skill_name.bitmap.font.bold = SKILL_NAME_FONT_BOLD
 @skill_name.bitmap.font.italic = SKILL_NAME_FONT_ITALIC
 @skill_name.bitmap.font.color = Color.new(SKILL_NAME_FONT_COLOR[0],SKILL_NAME_FONT_COLOR[1],SKILL_NAME_FONT_COLOR[2],SKILL_NAME_FONT_COLOR[3])
 @skill_name.z = SKILL_NAME_Z
 @skill_name_org = [SKILL_NAME_POSITION[0] - @skill_name.bitmap.width / 2,SKILL_NAME_POSITION[1] ]
 @skill_name.x = @skill_name_org[0] ; @skill_name.y = @skill_name_org[1]
 @skill_name_l = Sprite.new
 @skill_name_l_image = [Cache.battle_hud("Skill_Name_1"),Cache.battle_hud("Skill_Name_2")]
 @skill_name_l.bitmap = @skill_name_l_image[0]
 @skill_name_l.z = SKILL_NAME_Z - 1
 @skill_name_l_org =[@skill_name.x + SKILL_NAME_LAYOUT_POSITION[0],@skill_name.y + SKILL_NAME_LAYOUT_POSITION[1]]
 @skill_name_l.x = @skill_name_l_org[0] ; @skill_name_l.y = @skill_name_l_org[1]
 @skill_name.opacity = 0 ; @skill_name_l.opacity = @skill_name.opacity
 refresh_skill_name
 end
 
 #--------------------------------------------------------------------------
 # * Refresh Skill Name
 #--------------------------------------------------------------------------
 def refresh_skill_name
 $game_temp.skill_name_bh[1] = false
 item = $game_temp.skill_name_bh[0]
 return if item == nil
 @skill_text[0] = item.name ; @skill_text[1] = 10
 cm = @skill_text[0].to_s.split(//).size
 @center = (@skill_name.bitmap.font.size * cm) / 2
 @skill_name.bitmap.clear
 @skill_name.bitmap.draw_text(0,0,300,32,@skill_text[0].to_s,1)
 @skill_name.opacity = 0 ; @skill_name_l.opacity = @skill_name.opacity
 @skill_name.x = @skill_name_org[0] - 60 if SKILL_NAME_SLIDE_ANIMATION
 @skill_name_l.x = @skill_name_l_org[0] - 60 if SKILL_NAME_SLIDE_ANIMATION
 @skill_name_l.bitmap = item.is_a?(RPG::Skill) ? @skill_name_l_image[0] : @skill_name_l_image[1]
 end
 
 #--------------------------------------------------------------------------
 # * Dispose Skill Name
 #--------------------------------------------------------------------------
 def dispose_skill_name
 return if @skill_name == nil
 @skill_name.bitmap.dispose ; @skill_name.dispose
 @skill_name_l.bitmap.dispose ; @skill_name_l.dispose
 end
 
 #--------------------------------------------------------------------------
 # * Update Skill Name
 #--------------------------------------------------------------------------
 def update_skill_name
 return if @skill_name == nil
 if @skill_text[1] > 0 and !$game_temp.battle_end
 @skill_text[1] -= 1 if !$game_temp.show_skill_name
 @skill_name.opacity += 8
 @skill_name.x += 2 if @skill_name.x < @skill_name_org[0]
 @skill_name_l.x += 2 if @skill_name_l.x < @skill_name_l_org[0]
 else
 if @skill_name.opacity > 0
 @skill_name.opacity -= 8
 @skill_name.x += 2 if SKILL_NAME_SLIDE_ANIMATION
 @skill_name_l.x += 2 if SKILL_NAME_SLIDE_ANIMATION
 end
 end
 @skill_name_l.opacity =  @skill_name.opacity
 refresh_skill_name if $game_temp.skill_name_bh[1]
 end
 
 end
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