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[已经解决] 求助:版本弄的导致技能不成不显示了……= =

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Lv1.梦旅人

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发表于 2011-5-20 07:47:18 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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原来制作的时候,1.03和1.02弄乱了,一开始都挺好,最后发布的时候缺少rgss1.03复制完了就开始出现各种问题,把 ini 还有dll都改成1.02也不行 ,都改成1.03也不行,都是不显示技能名称……= =求助 我把经验都给您 谢谢


jiangwei于2011-5-20 07:47补充以下内容:
经验值也显不出来了


jiangwei于2011-5-20 07:58补充以下内容:
附脚本

#_______________________________________________________________________________
# MOG_Scene_Skill V2.3           
#_______________________________________________________________________________
# By Moghunter   
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Transition Time.
  MSK_TT = 10
  #Transition Type(Name).
  MSK_TTT = "004-Blind04"  
end

#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now_Exp
#--------------------------------------------------------------------------  
def now_exp
  return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------  
def next_exp
  return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end

#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------  
def nada
  face = RPG::Cache.picture("")
end   
#--------------------------------------------------------------------------
# Drw_Face
#--------------------------------------------------------------------------  
def drw_face(actor,x,y)
  face = RPG::Cache.picture(actor.name + "_fc") rescue nada
  cw = face.width
  ch = face.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, face, src_rect)   
end     
#--------------------------------------------------------------------------
# Drw_Lay
#--------------------------------------------------------------------------  
def draw_lay(x,y)
  lay = RPG::Cache.picture("MSK_Status")
  cw = lay.width
  ch = lay.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, lay, src_rect)   
end  
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------  
def nada
  face = RPG::Cache.picture("")
end  
#--------------------------------------------------------------------------
# Draw Heroface3
#--------------------------------------------------------------------------  
def draw_heroface3(actor,x,y)
  face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
  cw = face.width
  ch = face.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, face, src_rect)   
end
#--------------------------------------------------------------------------
# Draw_Maphp3
#--------------------------------------------------------------------------  
def draw_maphp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("HP_Bar")   
  cw = meter.width  * actor.hp / actor.maxhp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("HP_Tx")   
  cw = text.width  
  ch = text.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)   
end  
#--------------------------------------------------------------------------
# Draw_Mapsp3
#--------------------------------------------------------------------------  
def draw_mapsp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar")   
  cw = meter.width  * actor.sp / actor.maxsp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("SP_Tx")   
  cw = text.width  
  ch = text.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)   
end  
#--------------------------------------------------------------------------
# Draw_Maphp4
#--------------------------------------------------------------------------  
def draw_maphp4(actor, x, y)
  back = RPG::Cache.picture("BAR")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("HP_Bar2")   
  cw = meter.width  * actor.hp / actor.maxhp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
  self.contents.font.color = Color.new(250,255,255,255)
  self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)  
end  
#--------------------------------------------------------------------------
# Draw_Mapsp4
#--------------------------------------------------------------------------  
def draw_mapsp4(actor, x, y)
  back = RPG::Cache.picture("BAR")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar2")   
  cw = meter.width  * actor.sp / actor.maxsp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
  self.contents.font.color = Color.new(250,255,255,255)
  self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)  
end
#--------------------------------------------------------------------------
# Draw_Mexp4
#--------------------------------------------------------------------------  
def draw_mexp4(actor, x, y)
  actor = $game_party.actors[0]
  bitmap2 = RPG::Cache.picture("Exp_Back")
  cw = bitmap2.width
  ch = bitmap2.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  if actor.next_exp != 0
    rate = actor.now_exp.to_f / actor.next_exp
  else
    rate = 1
  end
  bitmap = RPG::Cache.picture("Exp_Meter")
  if actor.level < 99
    cw = bitmap.width * rate
  else
    cw = bitmap.width
  end   
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " +  actor.level.to_s, 1)
  self.contents.font.color = Color.new(255,255,255,255)   
  self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1)   
end

#--------------------------------------------------------------------------
# Draw_Mexp_it
#--------------------------------------------------------------------------
def draw_mexp_it(actor, x, y)
  lv_tx = RPG::Cache.picture("LV_tx")
  cw = lv_tx.width
  ch = lv_tx.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# Draw_MapTp
#--------------------------------------------------------------------------  
def draw_MapTp(actor, x, y)
  back = RPG::Cache.picture("BAR0")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar")   
  cw = meter.width  * actor.tp / actor.maxtp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("TP_Tx")   
  cw = text.width  
  ch = text.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.tp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.tp.to_s, 2)   
end  
#--------------------------------------------------------------------------
# Draw_Maptp4
#--------------------------------------------------------------------------  
def draw_maptp4(actor, x, y)
  back = RPG::Cache.picture("BAR")   
  cw = back.width  
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar2")   
  cw = meter.width  * actor.tp / actor.maxtp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 66, y - 1, 100, 32, actor.tp.to_s + "/" + actor.maxtp.to_s, 1)  
  self.contents.font.color = Color.new(250,255,255,255)
  self.contents.draw_text(x + 65, y - 2, 100, 32, actor.tp.to_s + "/" + actor.maxtp.to_s, 1)  
end

#--------------------------------------------------------------------------
# Draw_draw_actor_state_it
#--------------------------------------------------------------------------
def draw_actor_state_it(actor, x, y, width = 80)
  text = make_battler_state_text(actor, width, true)
  self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  self.contents.draw_text(x, y, width, 32, text,1)
  end
end

#===============================================================================
# Window_Target_face
#===============================================================================
class Window_Target_face < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------   
def initialize
  super(0, 130, 280, 300)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = "Georgia"
  self.z += 10
  @item_max = $game_party.actors.size
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  for i in 0...$game_party.actors.size
    x = 4
    y = i * 65
    actor = $game_party.actors
    drw_face(actor,x,y + 55)
    draw_actor_state_it(actor, x + 165, y )
    draw_maphp3(actor, x + 20, y + 0)
    draw_mapsp3(actor, x + 20, y + 32)
    draw_MapTp(actor, x + 20, y + 64)
  end
end
#--------------------------------------------------------------------------
# Update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index <= -2
    self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
  elsif @index == -1
    self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
  else
    self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
  end
end
end

#===============================================================================
# Window_SkillStatus2
#===============================================================================
class Window_SkillStatus2 < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(actor)
  super(350, 75, 290, 340)
  self.contents = Bitmap.new(width - 32, height - 32)
  @actor = actor
  self.opacity = 0
  self.contents.font.name = "Georgia"
  refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  draw_lay(0,300)
  draw_heroface3(@actor,50,140)
  draw_actor_name(@actor, 15, 10)
  draw_actor_state(@actor, 120, 140)
  draw_mexp4(@actor, -30, 135)
  draw_maphp4(@actor, 5, 195)
  draw_mapsp4(@actor, 5, 240)
  draw_maptp4(@actor, 5, 265)
  end
end

#===============================================================================
#  Window_Skill2
#===============================================================================
class Window_Skill2 < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
  super(0, 95, 335, 290)
  @actor = actor
  @column_max = 1
  refresh
  self.index = 0
end
#--------------------------------------------------------------------------
# skill
#--------------------------------------------------------------------------
def skill
  return @data[self.index]
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
  if self.contents != nil
    self.contents.dispose
    self.contents = nil
  end
  @data = []
  for i in [email protected]
    skill = $data_skills[@actor.skills]
    if skill != nil
      @data.push(skill)
    end
  end
  @item_max = @data.size
  if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max
      draw_item(i)
    end
  end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
  skill = @data[index]
  if @actor.skill_can_use?(skill.id)
    self.contents.font.color = normal_color
  else
    self.contents.font.color = disabled_color
  end
  self.contents.font.name = "Georgia"
  x = index % 1 * (288)
  y = index / 1 * 32
  rect = Rect.new(x, y, self.width / @column_max - 32, 32)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  bitmap = RPG::Cache.icon(skill.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
  self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
  if $mog_rgss_TP_System != nil
      tp_cost = MOG::TP_COST[skill.id]
      if tp_cost != nil   
        self.contents.font.color = Color.new(50,250,150,255)
        self.contents.draw_text(x + 170, y, 48, 32, MOG::TP_NAME, 2)   
      else
        self.contents.font.color = Color.new(200,200,0,255)
        self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)      
      end
  else
      self.contents.font.color = Color.new(200,200,0,255)
      self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)   
  end
end
#--------------------------------------------------------------------------
# Update_Help
#--------------------------------------------------------------------------
def update_help
  @help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end

#===============================================================================
#  Scene Skill
#===============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------   
def initialize(actor_index = 0, equip_index = 0)
  @actor_index = actor_index
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
  @actor = $game_party.actors[@actor_index]
  @msk_lay = Sprite.new
  @msk_lay.bitmap = RPG::Cache.picture("MSK_Lay")
  @msk_lay.z = 100
  @msk_back1 = Plane.new
  @msk_back1.bitmap = RPG::Cache.picture("MN_BK")
  @msk_back1.z = 10
  @help_window = Window_Help.new
  @help_window.y = 500
  @status_window = Window_SkillStatus2.new(@actor)
  @status_window.z = 110
  @status_window.x = 640
  @skill_window = Window_Skill2.new(@actor)
  @skill_window.help_window = @help_window
  @skill_window.help_window.y = 500
  @target_window = Window_Target_face.new
  @target_window.x = 640
  @target_window.y = 100
  @target_window.opacity = 0
  @target_window.visible = false
  @target_window.active = false
  @skill_window.opacity = 0
  @help_window.opacity = 0
  @slide = true
  Graphics.transition(MOG::MSK_TT, "Graphics/Transitions/" + MOG::MSK_TTT)
  loop do
  Graphics.update
  Input.update
  update
  if $scene != self
    break
  end
  end
  for i in 0..10
    @status_window.x += 25
    @status_window.x += 25
    @target_window.x += 25
    @target_window.contents_opacity -= 25
    @skill_window.x -= 30
    @skill_window.contents_opacity -= 25
    @msk_lay.zoom_x += 0.1
    @msk_lay.opacity -= 25
    @help_window.y += 15
    Graphics.update  
  end  
  Graphics.freeze
  @help_window.dispose
  @status_window.dispose
  @skill_window.dispose
  @target_window.dispose
  @msk_lay.dispose
  @msk_back1.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
  if @target_window.active == true
    @target_window.visible = true
    if @target_window.x > 340
      @target_window.x -= 20
    elsif @target_window.x <= 340
      @target_window.x = 340
    end
  else   
    if @target_window.x < 640
      @target_window.x += 20
    elsif @target_window.x >= 640
      @target_window.x = 640
      @target_window.visible = false
    end
  end  
  if @slide == true
    @status_window.visible = true
    if @status_window.x > 350
      @status_window.x -= 20
    elsif @status_window.x <= 350
      @status_window.x = 350
    end      
  else
    if @status_window.x < 640
      @status_window.x += 20
    elsif @status_window.x >= 640
      @status_window.x = 640
      @status_window.visible = false
    end  
  end
  @help_window.update
  @status_window.update
  @skill_window.update
  @target_window.update
  @msk_back1.ox += 1
  @msk_back1.oy += 1
  if @skill_window.help_window.y > 425
    @skill_window.help_window.y -= 10
  elsif @skill_window.help_window.y <= 425  
    @skill_window.help_window.y = 425
  end   
  if @skill_window.active
    update_skill
    return
  end
  if @target_window.active  
    update_target
    return
  end
end
#--------------------------------------------------------------------------
# Update Skill
#--------------------------------------------------------------------------
def update_skill
  if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
    @help_window.y = 500  
  end  
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(1)
    return
  end
  if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @skill.scope >= 3
        @skill_window.active = false
        @target_window.active = true
        @slide = false
        if @skill.scope == 4 || @skill.scope == 6
          @target_window.index = -1
        elsif @skill.scope == 7
          @target_window.index = @actor_index - 10
        else
          @target_window.index = 0
        end
      else
        if @skill.common_event_id > 0
        $game_temp.common_event_id = @skill.common_event_id
        $game_system.se_play(@skill.menu_se)
        @actor.sp -= @skill.sp_cost
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        $scene = Scene_Map.new
        return
        end
      end
    return
  end
  if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
    $game_system.se_play($data_system.cursor_se)
    @actor_index += 1
    @actor_index %= $game_party.actors.size
    $scene = Scene_Skill.new(@actor_index)
    return
  end
  if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
    $game_system.se_play($data_system.cursor_se)
    @actor_index += $game_party.actors.size - 1
    @actor_index %= $game_party.actors.size
    $scene = Scene_Skill.new(@actor_index)
    return
  end
end
#--------------------------------------------------------------------------
# Update_Target
#--------------------------------------------------------------------------
def update_target
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @skill_window.active = true
    @target_window.active = false
    @slide = true
    return
  end
if Input.trigger?(Input::C)
  unless @actor.skill_can_use?(@skill.id)
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  if @target_window.index == -1
    used = false
    for i in $game_party.actors
      used |= i.skill_effect(@actor, @skill)
    end
  end
  if @target_window.index <= -2
    target = $game_party.actors[@target_window.index + 10]
    used = target.skill_effect(@actor, @skill)
  end
  if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.skill_effect(@actor, @skill)
  end
  if used
    $game_system.se_play(@skill.menu_se)
    @actor.sp -= @skill.sp_cost
    @status_window.refresh
    @skill_window.refresh
    @target_window.refresh
    if $game_party.all_dead?
      $scene = Scene_Gameover.new
      return
    end
    if @skill.common_event_id > 0
      $game_temp.common_event_id = @skill.common_event_id
      $scene = Scene_Map.new
      return
    end
  end
  unless used
    $game_system.se_play($data_system.buzzer_se)
  end
  return
  end
end
end

$mog_rgss_MOG_Scene_Skill = true



jiangwei于2011-5-20 08:33补充以下内容:
已解决了,谢谢~

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