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本帖最后由 KyoCheng 于 2012-12-22 15:40 编辑
用了装备显示增强以后脚本将说明的框给去掉了,导致成就脚本只能看到名字,看不到说明了,能修改吗?
如果可以的话就只改成 只有在装备界面才去掉说明窗口,或者让成就介绍窗口也像装备窗口那样显示出来,再或者成就界面能显示介绍窗口
[pre lang="ruby" line="1"]#encoding:utf-8
#==============================================================================
# ■ 装备说明增强
#------------------------------------------------------------------------------
# 修改了说明窗口,增强了装备的说明 作者:wyongcan 发布于66RPG 转载请注明
#==============================================================================
module Help
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 => "精神",
5 => "回复",
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"}
#~ #效果范围
#~ SCOPE ={
#~ 0 => "特殊",
#~ 1 => "单个敌人",
#~ 2 => "全体敌人" ,
#~ 3 => "一个随机敌人",
#~ 4 => "两个随机敌人",
#~ 5 => "三个随机敌人",
#~ 6 => "四个随机敌人",
#~ 7 => "单个队友",
#~ 8 => "全体队友",
#~ 9 => "单个队友(无法战斗)",
#~ 10 => "全体队友(无法战斗)",
#~ 11 => "使用者"}
@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.ready
@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_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_Help < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(line_number = 0)
super(0, 0, 210, fitting_height(line_number))
self.z = 150
contents.font.size = 18
hide
end
#--------------------------------------------------------------------------
# ● 设置内容
#--------------------------------------------------------------------------
def set_text(text)
if text != @text
@text = text
refresh
end
end
#--------------------------------------------------------------------------
# ● 清除
#--------------------------------------------------------------------------
def clear
set_text("")
end
#--------------------------------------------------------------------------
# ● 更新帮助位置
#--------------------------------------------------------------------------
def uppos(index,rect,window)
self.height = fitting_height2(Help.getline(@xtext,13))
create_contents
contents.font.size = 18
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 += Help.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
Help.ready
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_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
[/pre]
[pre lang="ruby" line="1"]#==============================================================================
# ★ RGSS3_荣誉系统 Ver1.00
#==============================================================================
#尼玛啊!!!我讨厌日文啊
#使用方法:
# gain_medal(0)
#==============================================================================
# □ 设定项目
#==============================================================================
module TMMEDAL
COMMAND_MEDAL = "成就" # 菜单中的名字
# 一个荣誉也没有时隐藏菜单(true隐藏;false不隐藏)
HIDE_COMMAND = false
# 荣誉获得时的效果音
SE_GAIN_MEDAL = RPG::SE.new("Powerup", 90, 140)
# 荣誉名称及简介的设置
#例如:MEDAL_DATA[0] = ["名字", 187, "简介"]
MEDAL_DATA = {}
MEDAL_DATA[0] = ["名字?", 187, "简介?"]
MEDAL_DATA[1] = ["【启程】", 188, "与诺亚镇告别。"]
end
#==============================================================================
# ■ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :medals # 獲得済みメダル
attr_reader :new_medals # 新規獲得メダル
attr_accessor :medal_info_count # メダル情報表示カウント
attr_accessor :medal_info_opacity # メダル情報表示不透明度
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias tmmedal_game_party_initialize initialize
def initialize
tmmedal_game_party_initialize
@medals = []
@new_medals = []
@medal_info_count = 0
@medal_info_opacity = 0
end
#--------------------------------------------------------------------------
# ○ メダルの獲得
#--------------------------------------------------------------------------
def gain_medal(medal_id)
return if @medals.any? {|medal| medal[0] == medal_id }
t = Time.now.strftime(" (%Y/%m/%d %H:%M)")
@medals.push([medal_id, t])
@new_medals.push([medal_id, t])
end
#--------------------------------------------------------------------------
# ○ 獲得メダル情報の消去
#--------------------------------------------------------------------------
def delete_new_medal
@new_medals.shift
end
end
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ○ メダルの獲得
#--------------------------------------------------------------------------
def gain_medal(medal_id)
$game_party.gain_medal(medal_id)
end
end
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand
#--------------------------------------------------------------------------
# ● 独自コマンドの追加用
#--------------------------------------------------------------------------
alias tmmedal_window_menucommand_add_original_commands add_original_commands
def add_original_commands
tmmedal_window_menucommand_add_original_commands
unless TMMEDAL::HIDE_COMMAND && !medal_enabled
add_command(TMMEDAL::COMMAND_MEDAL, :medal, medal_enabled)
end
end
#--------------------------------------------------------------------------
# ○ メダルの有効状態を取得
#--------------------------------------------------------------------------
def medal_enabled
!$game_party.medals.empty?
end
end
#==============================================================================
# □ Window_MedalInfo
#==============================================================================
class Window_MedalInfo < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(Graphics.width - window_width, 0, window_width, fitting_height(1))
self.opacity = 0
self.contents_opacity = $game_party.medal_info_opacity
refresh
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
return 240
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if $game_party.medal_info_count > 0
self.contents_opacity += 16
$game_party.medal_info_count -= 1
$game_party.delete_new_medal if $game_party.medal_info_count == 0
else
self.contents_opacity -= 16
if self.contents_opacity == 0
open unless $game_party.new_medals.empty?
end
end
$game_party.medal_info_opacity = self.contents_opacity
end
#--------------------------------------------------------------------------
# ● ウィンドウを開く
#--------------------------------------------------------------------------
def open
refresh
TMMEDAL::SE_GAIN_MEDAL.play
$game_party.medal_info_count = 150
self.contents_opacity = 0
self
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
unless $game_party.new_medals.empty?
draw_background(contents.rect)
medal = TMMEDAL::MEDAL_DATA[$game_party.new_medals[0][0]]
rect = contents.rect.clone
draw_icon(medal[1], rect.x, rect.y)
rect.x += 24
rect.width -= 24
draw_text(rect, medal[0])
end
end
#--------------------------------------------------------------------------
# ○ 背景の描画
#--------------------------------------------------------------------------
def draw_background(rect)
temp_rect = rect.clone
temp_rect.width /= 2
contents.gradient_fill_rect(temp_rect, back_color2, back_color1)
temp_rect.x = temp_rect.width
contents.gradient_fill_rect(temp_rect, back_color1, back_color2)
end
#--------------------------------------------------------------------------
# ○ 背景色 1 の取得
#--------------------------------------------------------------------------
def back_color1
Color.new(0, 0, 0, 192)
end
#--------------------------------------------------------------------------
# ○ 背景色 2 の取得
#--------------------------------------------------------------------------
def back_color2
Color.new(0, 0, 0, 0)
end
end
#==============================================================================
# □ Window_Medal
#==============================================================================
class Window_Medal < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
refresh
select(0)
activate
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● アイテムの取得
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● アイテムリストの作成
#--------------------------------------------------------------------------
def make_item_list
@data = $game_party.medals
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
medal = TMMEDAL::MEDAL_DATA[item[0]]
rect = item_rect(index)
draw_icon(medal[1], rect.x, rect.y)
rect.x += 24
rect.width -= 216
draw_text(rect, medal[0])
rect.x = contents.width - 192
rect.width = 192
draw_text(rect, item[1], 2)
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if item
medal = TMMEDAL::MEDAL_DATA[item[0]]
text = medal[2]
@help_window.set_text(text)
end
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● 全ウィンドウの作成
#--------------------------------------------------------------------------
alias tmmedal_scene_map_create_all_windows create_all_windows
def create_all_windows
tmmedal_scene_map_create_all_windows
create_medal_window
end
#--------------------------------------------------------------------------
# ○ メダルウィンドウの作成
#--------------------------------------------------------------------------
def create_medal_window
@medal_window = Window_MedalInfo.new
end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias tmmedal_scene_menu_create_command_window create_command_window
def create_command_window
tmmedal_scene_menu_create_command_window
@command_window.set_handler(:medal, method(:command_medal))
end
#--------------------------------------------------------------------------
# ○ コマンド[メダル]
#--------------------------------------------------------------------------
def command_medal
SceneManager.call(Scene_Medal)
end
end
#==============================================================================
# □ Scene_Medal
#==============================================================================
class Scene_Medal < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_help_window
create_item_window
end
#--------------------------------------------------------------------------
# ○ アイテムウィンドウの作成
#--------------------------------------------------------------------------
def create_item_window
wy = @help_window.height
wh = Graphics.height - wy
@item_window = Window_Medal.new(0, wy, Graphics.width, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler(:cancel, method(:return_scene))
end
end
[/pre] |
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