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本帖最后由 PCNinja 于 2011-6-24 23:11 编辑
先前發的那個求菜單帖請版主幫我關了他。
找到一個不錯的,不過技能畫面有些面題,而且改了幾次也改不了(可能我的RGSS能力不足)。
技能菜單:
戰鬥:
有沒有辦法把技能菜單的持能名稱的顏色改回白色,
另外有沒有辦法只在戰鬥時能使用RMXP默認的Windows Skill?
因為這個腳本內置了Windows skill,一改正,技能菜單就會很失效。
給大家腳本:
- #==============================================================================
- # ** MOG Scene Skill Nami V2.0
- # By Moghunter
- # http://www.atelier-rgss.com
- #------------------------------------------------------------------------------
- # ** Reinvisioned version
- #
- # This variant has retooled the MOG module by adding more configurables for
- # the user. No longer are the graphics hardwired into the code but are now
- # able to be altered in the revised configuration serction.
- #
- # Also, certain classes have been renamed back to their original versions.
- # As such... classes such as Window_SkillStatus2 and Window_Skill2 have
- # been renamed back to Window_SkillStatus and Window_Skill. This change
- # within the script also allowed for the deletion of unnecessary and red
- # dundant methods within the script:
- #
- # Classes and methods renamed:
- # * Window_SkillStatus2
- # * Window_Skill
- # * draw_actor_state2 (in the Window_Base class)
- #
- # Methods deleted from the original system:
- # * skill (Window_Menu)
- # * update_help (Window_Menu)
- #==============================================================================
- module MOG
-
- # BASIC MENU CONFIGURATION
- # Skill Menu Graphics Used
- SKILL_LAYOUT = "Layout-Skill" # Skill Menu Graphics
- SKILL_BACKGROUND = "Back-Other" # Animated background graphic
- SKILL_STATUS = "Status-Skill" # Skill Status Graphic
- FACE_SMALL = "_Fs" # Suffix for face graphics
- FACE_LARGE = "_Fl" # Suffix for large face graphics
- # Menu
- SKILL_FX = 0 # Back FX (0=Moving/ 1=Still/ 2=Map)
- SKILL_TRAN_TIME = 20 # Transition Time
- SKILL_TRAN_TYPE = "004-Blind04" # Transition Type (Name)
- # Font Used
- SKILL_FONT = "Georgia" # Font used in skill menu
- SKILL_FONT_COLOR = Color.new(0,0,0) # Font color used open areas
-
- # MENU GAUGE GRAPHICS
- # Empty Bars
- SKILL_BAR_E = "BAR0" # Blank bar
- SKILL_BAR_XP_E = "Exp_Back" # Blank bar for EXP
- # Fill Bars
- SKILL_BAR_HP = "HP_Bar" # Fill bar for HP
- SKILL_BAR_SP = "SP_Bar" # Fill bar for SP
- SKILL_BAR_XP = "Exp_Meter" # Fill bar for EXP
- # Gauge Texts
- SKILL_TEXT_HP = "HP_Tx" # Text graphic for HP
- SKILL_TEXT_SP = "SP_Tx" # Text graphic for SP
- SKILL_TEXT_XP = "Exp_tx" # Text graphic for EXP
- SKILL_TEXT_LV = "LV_tx" # Text graphic for Level
-
- # SKILL PROFILE GAUGE GRAPHICS
- # Empty Bars
- SKILL_BAR_E_2 = "BAR" # Blank bar
- SKILL_BAR_XP_E_2 = "Exp_Back" # Blank bar for EXP
- # Fill Bars
- SKILL_BAR_HP_2 = "HP_Bar2" # Fill bar for HP
- SKILL_BAR_SP_2 = "SP_Bar2" # Fill bar for SP
- SKILL_BAR_XP_2 = "Exp_Meter" # Fill bar for EXP
-
- end
-
- # Mogscript global
- $mogscript = {} if $mogscript == nil
- $mogscript["menu_nami"] = true
- #==============================================================================
- # ** Game_Actor
- #------------------------------------------------------------------------------
- # This class handles the actor. It's used within the Game_Actors class
- # ($game_actors) and refers to the Game_Party class ($game_party).
- #==============================================================================
- class Game_Actor < Game_Battler
- def now_exp
- #--------------------------------------------------------------------------
- # * Get EXP
- #--------------------------------------------------------------------------
- return @exp - @exp_list[@level]
- end
- #--------------------------------------------------------------------------
- # * Get Next Level EXP
- #--------------------------------------------------------------------------
- def next_exp
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
- end
- end
- #==============================================================================
- # ** Window_Base
- #------------------------------------------------------------------------------
- # This class is for all in-game windows.
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # * Draw Empty Face
- #--------------------------------------------------------------------------
- def nada
- face = RPG::Cache.picture("")
- end
- #--------------------------------------------------------------------------
- # * Draw Face
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def drw_face(actor, x, y)
- face = RPG::Cache.picture(actor.name + MOG::FACE_SMALL) 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 Face #3 (Larger face)
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_heroface3(actor,x,y)
- face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) 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 HP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_maphp3(actor, x, y)
- back = RPG::Cache.picture(MOG::SKILL_BAR_E)
- 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(MOG::SKILL_BAR_HP)
- 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(MOG::SKILL_TEXT_HP)
- 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 SP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mapsp3(actor, x, y)
- back = RPG::Cache.picture(MOG::SKILL_BAR_E)
- 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(MOG::SKILL_BAR_SP)
- 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(MOG::SKILL_TEXT_SP)
- 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 Skill Status Window
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_lay(x, y)
- lay = RPG::Cache.picture(MOG::SKILL_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
- #--------------------------------------------------------------------------
- # * Draw HP from Image (Larger Gauge)
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_maphp4(actor, x, y)
- back = RPG::Cache.picture(MOG::SKILL_BAR_E_2)
- 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(MOG::SKILL_BAR_HP_2)
- 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 SP from Image (Larger Gauge)
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mapsp4(actor, x, y)
- back = RPG::Cache.picture(MOG::SKILL_BAR_E_2)
- 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(MOG::SKILL_BAR_SP_2)
- 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 EXP from Image (Larger Gauge)
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mexp4(actor, x, y)
- actor = $game_party.actors[0]
- bitmap2 = RPG::Cache.picture(MOG::SKILL_BAR_XP_E_2)
- 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(MOG::SKILL_BAR_XP_2)
- 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 EXP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mexp_it(actor, x, y)
- lv_tx = RPG::Cache.picture(MOG::SKILL_TEXT_LV)
- 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 State (In skill target window)
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- # width : draw spot width
- #--------------------------------------------------------------------------
- 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
- #------------------------------------------------------------------------------
- # This window selects a use target for the actor on the skill screen.
- #==============================================================================
- class Window_Target_face < Window_Selectable
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 130, 280, 300)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = MOG::SKILL_FONT
- 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[i]
- drw_face(actor, x, y + 55)
- if $mogscript["TP_System"] == true
- draw_actor_tp(actor, x + 168, y + 27 ,4)
- else
- draw_mexp_it(actor, x + 110, y + 25 )
- end
- draw_actor_state_it(actor, x + 165, y )
- draw_maphp3(actor, x + 20, y + 0)
- draw_mapsp3(actor, x + 20, y + 32)
- end
- end
- #--------------------------------------------------------------------------
- # * Cursor Rectangle Update
- #--------------------------------------------------------------------------
- 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_SkillStatus
- #------------------------------------------------------------------------------
- # This window displays the skill user's status on the skill screen.
- #==============================================================================
- class Window_SkillStatus < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- # actor : actor
- #--------------------------------------------------------------------------
- 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 = MOG::SKILL_FONT
- 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)
- if $mogscript["TP_System"] == true
- draw_actor_tp(@actor, 40, 265,1)
- end
- end
- end
- #==============================================================================
- # ** Window_Skill
- #------------------------------------------------------------------------------
- # This window displays usable skills on the skill and battle screens.
- #==============================================================================
- class Window_Skill < Window_Selectable
- #--------------------------------------------------------------------------
- # * Object Initialization
- # actor : actor
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 95, 335, 290)
- @actor = actor
- @column_max = 1
- refresh
- self.index = 0
- 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[i]]
- 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
- # index : item number
- #--------------------------------------------------------------------------
- def draw_item(index)
- skill = @data[index]
- if @actor.skill_can_use?(skill.id)
- self.contents.font.color = normal_color
- opacity = 255
- else
- self.contents.font.color = disabled_color
- opacity = 128
- end
- self.contents.font.name = MOG::SKILL_FONT
- 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)
-
- self.contents.font.color = MOG::SKILL_FONT_COLOR
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.font.color = Color.new(0,0,0,128) if opacity = 128
- 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 $mogscript["TP_System"] == true
- 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
- end
- #==============================================================================
- # ** Scene_Skill
- #------------------------------------------------------------------------------
- # This class performs skill screen processing.
- #==============================================================================
- class Scene_Skill
- #--------------------------------------------------------------------------
- # * Main Processing
- #--------------------------------------------------------------------------
- def main
- @actor = $game_party.actors[@actor_index]
- @msk_lay = Sprite.new
- @msk_lay.bitmap = RPG::Cache.picture(MOG::SKILL_LAYOUT)
- @msk_lay.z = 100
- unless MOG::SKILL_FX == 2
- @msk_back1 = Plane.new
- @msk_back1.bitmap = RPG::Cache.picture(MOG::SKILL_BACKGROUND)
- @msk_back1.z = 10
- else
- @spriteset = Spriteset_Map.new
- end
- @help_window = Window_Help.new
- @help_window.y = 500
- @status_window = Window_SkillStatus.new(@actor)
- @status_window.z = 110
- @status_window.x = 640
- @skill_window = Window_Skill.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
- unless MOG::SKILL_FX == 2
- Graphics.transition(MOG::SKILL_TRAN_TIME, "Graphics/Transitions/" +
- MOG::SKILL_TRAN_TYPE)
- else
- Graphics.transition
- end
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- for i in 0..30
- @status_window.x += 25
- @target_window.x += 25
- Graphics.update
- end
- Graphics.freeze
- @help_window.dispose
- @status_window.dispose
- @skill_window.dispose
- @target_window.dispose
- @msk_lay.dispose
- @msk_back1.dispose unless MOG::SKILL_FX == 2
- @spriteset.dispose if MOG::SKILL_FX == 2
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- if @target_window.active == true
- @target_window.visible = true
- if @target_window.x > 340
- @target_window.x -= 15
- elsif @target_window.x <= 340
- @target_window.x = 340
- end
- else
- if @target_window.x < 640
- @target_window.x += 15
- 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 -= 15
- elsif @status_window.x <= 350
- @status_window.x = 350
- end
- else
- if @status_window.x < 640
- @status_window.x += 15
- 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
- if MOG::SKILL_FX == 0
- @msk_back1.ox += 1
- @msk_back1.oy += 1
- end
- if @skill_window.help_window.y > 425
- @skill_window.help_window.y -= 5
- 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
- #--------------------------------------------------------------------------
- # * Frame Update (if skill window is active)
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # * Frame Update (if target window is active)
- #--------------------------------------------------------------------------
- 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
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PS:如果有解決方法,我便把整個系統改良後發出來吧! |
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