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本帖最后由 视觉诱惑 于 2013-1-23 22:31 编辑
遇到了一个奇怪的冲突 希望高手能给予修复和解决
如下图 这样 按说还应该有 荣誉的 说明才对.
- #==============================================================================
- # ★ 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 = "荣誉" # 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] = ["新的开始", 18, "这记录着游戏开始的时间."]
- MEDAL_DATA[1] = ["摆脱新手", 7, "你可以摆脱新手的困扰踏上勇者的道路了."]
- MEDAL_DATA[2] = ["サキュバスファン", 187, "サキュバスと会話をした証"]
- MEDAL_DATA[3] = ["サキュバスファン", 187, "サキュバスと会話をした証"]
- MEDAL_DATA[4] = ["サキュバスファン", 187, "サキュバスと会話をした証"]
- end
- #==============================================================================
- # ■ Game_Party
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # ● 公共实例变量
- #--------------------------------------------------------------------------
- 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 480
- 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
复制代码- #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
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