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 Lv1.梦旅人 
	梦石0 星屑50 在线时间18 小时注册时间2013-4-12帖子6 | 
| #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 + 10
 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
 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
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