#==============================================================================
# 禾西製作 / Created by Quarcy
#==============================================================================
class Window_Help < Window_Base
attr_reader :materia
#--------------------------------------------------------------------------
# ● 定義不顯示的屬性與狀態
#--------------------------------------------------------------------------
def unshown
@unshow_elements = [17, 18]
@unshow_states = []
end
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.opacity = 150
self.z=150
self.visible = false
end
#--------------------------------------------------------------------------
# ● 設置文本
# data : 窗口顯示的字符串/物品資料
# align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊)
#--------------------------------------------------------------------------
def set_text(data, align=0)
#------------------------------------------------------------------------
# ● 當資料爲文字時候
#------------------------------------------------------------------------
# 如果文本或對齊方式至少一方与上次的不同
if data != @text or align != @align
if data.is_a?(String)
# 再描繪文本
self.width = 640
self.height = 64
self.x=0
self.y=0
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, self.width - 40, 32, data, align)
@text = data
@align = align
[url=home.php?mod=space&uid=95897]@actor[/url] = nil
self.visible = true
end
end
return if data.is_a?(String)
#------------------------------------------------------------------------
# ● 當沒有資料時候
#------------------------------------------------------------------------
if data.nil?
self.visible=false
else
self.visible=true
end
#------------------------------------------------------------------------
# ● 當資料爲物品/技能時候
#------------------------------------------------------------------------
if data != nil && @data != data
self.width = 210
self.height = 430
self.x=0
self.y=200
unshown
non_auto_update(data)
else
return
end
end
#--------------------------------------------------------------------------
# ● 更新帮助窗口
#--------------------------------------------------------------------------
def non_auto_update(data=@data)
@data = data
case @data
when RPG::Item
set_item_text(@data)
when RPG::Weapon
set_equipment_text(@data)
when RPG::Armor
set_equipment_text(@data)
when RPG::Skill
set_skill_text(@data)
end
end
#--------------------------------------------------------------------------
# ● 裝備帮助窗口
#--------------------------------------------------------------------------
def set_equipment_text(equipment)
#------------------------------------------------------------------------
# ● 取得基本質料
#------------------------------------------------------------------------
# 取得屬性、附加狀態、解除狀態之副本
case equipment
when RPG::Weapon
element_set = equipment.element_set.clone
plus_state_set = equipment.plus_state_set.clone
minus_state_set = equipment.minus_state_set.clone
#----------------------#
# 過濾不顯示的狀態描述 #
#----------------------#
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
when RPG::Armor
element_set = equipment.guard_element_set.clone
guard_state_set = equipment.guard_state_set.clone
#----------------------#
# 過濾不顯示的狀態描述 #
#----------------------#
auto_state_id = equipment.auto_state_id
guard_state_set -= @unshow_states
end
#----------------------#
# 過濾不顯示的屬性描述 #
#----------------------#
element_set -= @unshow_elements
#--------------#
# 取得說明文字 #
#--------------#
description = equipment.description.clone
# 初始化數據設定
x = 0
y = 0
h = 0
phrase = {}
# 基本文字設定
phrase["price"] = "价格:"
phrase["elements"] = "属性:"
phrase["minus_states"] = "解除状态:"
phrase["plus_states"] = "附加状态:"
phrase["guard_elements"] = "防御属性"
phrase["guard_states"] = "防御状态"
phrase["auto_state"] = "自动状态"
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
#------------------------------------------------------------------------
# ● 確定背景圖片的高度
#------------------------------------------------------------------------
h += (description.size/3/word)
h += 1 if (description.size/3%word) > 0
h += 1 if equipment.is_a?(RPG::Weapon)
now_h = h
h += 1
h += 1 unless equipment.pdef.zero?
h += 1 unless equipment.mdef.zero?
h += 1 if element_set.size > 0
h += 1 if element_set.size >= 5
case equipment
when RPG::Weapon
h += 1 unless minus_state_set.empty?
h += minus_state_set.size
h += 1 unless plus_state_set.empty?
h += plus_state_set.size
when RPG::Armor
h += 1 unless guard_state_set.empty?
h += guard_state_set.size
h += 1 unless auto_state_id.zero?
end
h += 1
h += 1 unless equipment.str_plus.zero?
h += 1 unless equipment.dex_plus.zero?
h += 1 unless equipment.agi_plus.zero?
h += 1 unless equipment.int_plus.zero?
h += materia_height_plus(equipment) unless self.materia.nil?
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * size + name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = equipment.name
self.contents.font.color = normal_color
self.contents.font.size = name_size
if text.nil?
self.visible = false
else
self.visible = true
self.contents.draw_text(0, 0, text.size*7, name_size, text, 0)
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
y += 1
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x == word
x=0
y+=1
end
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
bitmap = RPG::Cache.icon(equipment.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
#------------------------------------------------------------------------
# ● 攻擊力描繪(武器)
#------------------------------------------------------------------------
if equipment.is_a?(RPG::Weapon)
x = 0
y += 1
text = $data_system.words.atk+":"+equipment.atk.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 價格描繪
#------------------------------------------------------------------------
x = 0
y += 1
text = phrase["price"] + equipment.price.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 物理防禦
#------------------------------------------------------------------------
unless equipment.pdef.zero?
x = 0
y += 1
text = $data_system.words.pdef+":"+equipment.pdef.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 魔法防禦
#------------------------------------------------------------------------
unless equipment.mdef.zero?
x = 0
y += 1
text=$data_system.words.mdef+":"+equipment.mdef.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
x = 0
y += 1
text = phrase["elements"]
for i in 0...element_set.size
break if i > 4
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 5
x = (phrase["elements"].size)*5-4
y += 1
text = ""
for i in 4...element_set.size
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 描述分流 武器/防具
#------------------------------------------------------------------------
case equipment
when RPG::Weapon
#------------------------------------------------------------------------
# ● 解除狀態(武器)
#------------------------------------------------------------------------
unless minus_state_set.empty?
x = 0
y += 1
text=phrase["minus_states"]
text=phrase["guard_states"]
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...minus_state_set.size
y += 1
text = $data_states[minus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 附加狀態(武器)
#------------------------------------------------------------------------
unless plus_state_set.empty?
x = 0
y += 1
text = phrase["plus_states"]
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...plus_state_set.size
y += 1
text=$data_states[plus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
when RPG::Armor
#------------------------------------------------------------------------
# ● 防禦狀態(防具)
#------------------------------------------------------------------------
unless guard_state_set.empty?
x = 0
y += 1
text=phrase["guard_states"]
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...guard_state_set.size
y += 1
text = $data_states[guard_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 自動狀態(防具)
#------------------------------------------------------------------------
unless auto_state_id.zero?
x = 0
y += 1
text = phrase["auto_state"] + $data_states[auto_state_id].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 空行
#------------------------------------------------------------------------
y+=1
#------------------------------------------------------------------------
# ● 力量
#------------------------------------------------------------------------
unless equipment.str_plus.zero?
x = 0
y += 1
h += 1
if equipment.str_plus > 0
text=$data_system.words.str+" +"+ equipment.str_plus.to_s
else
text=$data_system.words.str+" -"+ (-equipment.str_plus).to_s
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 靈巧
#------------------------------------------------------------------------
unless equipment.dex_plus.zero?
x = 0
y += 1
h += 1
if equipment.dex_plus > 0
text=$data_system.words.dex+" +"+ equipment.dex_plus.to_s
else
text=$data_system.words.dex+" -"+ (-equipment.dex_plus).to_s
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 速度
#------------------------------------------------------------------------
unless equipment.agi_plus.zero?
x = 0
y += 1
h += 1
if equipment.agi_plus > 0
text=$data_system.words.agi+" +"+ equipment.agi_plus.to_s
else
text=$data_system.words.agi+" -"+ (-equipment.agi_plus).to_s
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 智力
#------------------------------------------------------------------------
unless equipment.int_plus.zero?
x = 0
y += 1
h += 1
if equipment.int_plus > 0
text=$data_system.words.int+" +"+ equipment.int_plus.to_s
else
text=$data_system.words.int+" -"+ (-equipment.int_plus).to_s
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 魔力石描繪
#------------------------------------------------------------------------
y += draw_materia(equipment, move, y, size) unless self.materia.nil?
end
#--------------------------------------------------------------------------
# ● 物品幫助窗口
#--------------------------------------------------------------------------
def set_item_text(item)
# 取得描述
description = item.description.clone
# 取得屬性、附加狀態、解除狀態之副本
element_set = item.element_set.clone
plus_state_set = item.plus_state_set.clone
minus_state_set = item.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化數據設定
x = 0
y = 0
h = 0
phrase = {}
scope ={}
parameter_type = {}
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
# 基本文字設定
phrase["scope"] = "范围:"
phrase["price"] = "价格:"
phrase["recover_hp_rate"] = "HP 回复率:"
phrase["recover_hp"] = "HP 回复量:"
phrase["recover_sp_rate"] = "SP 回复率:"
phrase["recover_sp"] = "SP 回复量:"
phrase["elements"] = "属性:"
phrase["plus"] = "附加"
phrase["minus"] = "解除"
phrase["states"] = "状态"
scope[0] = "特殊物品"
scope[1] = "特殊物品"
scope[2] = "敌单体"
scope[3] = "敌全体"
scope[4] = "己方单体"
scope[5] = "己方全体"
scope[6] = "己方昏死单体"
scope[7] = "己方昏死全体"
scope[8] = "使用者"
parameter_type[1] = "MaxHP"
parameter_type[2] = "MaxSP"
parameter_type[3] = $data_system.words.str
parameter_type[4] = $data_system.words.dex
parameter_type[5] = $data_system.words.agi
parameter_type[6] = $data_system.words.int
#依顯示内容確定自身高
h = (description.size/3/word)
h +=1 if (description.size/3%word)> 0
now_h = h
h +=3 # 空行,效果範圍,價格
h += 1 unless item.recover_hp_rate.zero?
h += 1 unless item.recover_hp.zero?
h += 1 unless item.recover_sp_rate.zero?
h += 1 unless item.recover_sp.zero?
h += 1 unless item.parameter_type.zero?
h += 1 unless element_set[0].nil?
h += 1 unless element_set[4].nil?
h += (1+plus_state_set.size) unless plus_state_set.empty?
h += (1+minus_state_set.size) unless minus_state_set.empty?
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * size + name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = item.name
self.contents.font.color = normal_color#顔色腳本
self.contents.font.size = name_size
if text.nil?
self.visible = false
else
self.visible = true
self.contents.draw_text(0,0, text.size*7, 20, text, 0)
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
y += 1
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x == word
x = 0
y += 1
end
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
bitmap = RPG::Cache.icon(item.icon_name) unless item.icon_name.nil?
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
#------------------------------------------------------------------------
# ● 魔力石接口
#------------------------------------------------------------------------
unless self.materia.nil?
return if is_materia?(item)
end
#------------------------------------------------------------------------
# ● 效果範圍
#------------------------------------------------------------------------
text= phrase["scope"] + scope[item.scope]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 價格
#------------------------------------------------------------------------
x = 0
y += 1
text = phrase["price"] + item.price.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● HP回復率
#------------------------------------------------------------------------
unless item.recover_hp_rate.zero?
x = 0
y += 1
text = phrase["recover_hp_rate"] + item.recover_hp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● HP回復量
#------------------------------------------------------------------------
unless item.recover_hp.zero?
x = 0
y += 1
text = phrase["recover_hp"] + item.recover_hp.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● SP回復率
#------------------------------------------------------------------------
unless item.recover_sp_rate.zero?
x = 0
y += 1
text = phrase["recover_sp_rate"] + item.recover_sp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● SP回復量
#------------------------------------------------------------------------
unless item.recover_sp.zero?
x = 0
y += 1
text = phrase["elements"] + item.recover_sp.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 能力值增加
#------------------------------------------------------------------------
unless item.parameter_type.zero?
x = 0
y += 1
text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
x = 0
y += 1
text = phrase["elements"]
for i in 0...element_set.size
break if i > 4
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 5
x = (phrase["elements"].size)*5-4
y += 1
text = ""
for i in 4...element_set.size
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 狀態添加
#------------------------------------------------------------------------
unless plus_state_set.empty?
text = phrase["plus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
plus_state_set.each do |plus_state|
y += 1
text = $data_states[plus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 狀態解除
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase["minus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
minus_state_set.each do |minus_state|
y += 1
text = $data_states[minus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
end
#--------------------------------------------------------------------------
# ● 技能帮助窗口
#--------------------------------------------------------------------------
def set_skill_text(skill)
# 取得描述
description = skill.description.clone
# 取得屬性、附加狀態、解除狀態之副本
element_set = skill.element_set.clone
plus_state_set = skill.plus_state_set.clone
minus_state_set = skill.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化設定
x = 0
y = 0
h = 0
phrase = {}
scope = {}
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
# 基本文字設定
phrase["scope"] = "范围:"
#
phrase["power"] = "威力:"
phrase["cost_sp"] = "消耗SP:"
phrase["hit_rate"] = "命中率:"
phrase["elements"] = "攻击属性"
#
phrase["plus"] = "附加"
phrase["minus"] = "解除"
phrase["states"] = "状态"
scope[0] = "特殊技能"
scope[1] = "敌单体"
scope[2] = "敌全体"
scope[3] = "我方单体"
scope[4] = "我方全体"
scope[5] = "我方昏死(单体)"
scope[6] = "我方昏死(全体)"
scope[7] = "自身"
#由描叙确定高
h =description.size/3/word
h += 1 if (description.size%3/word) > 0
h += 4 #空行,效果范围,消费SP,命中率
h += 1 unless skill.power.zero?
h += 1 unless element_set.empty?
h += 1 unless element_set[4].nil?
h += plus_state_set.size
h += minus_state_set.size
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height=h * size + name_size + 32
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描述
#------------------------------------------------------------------------
text = skill.name
self.contents.font.color = Color.new(255, 255, 128, 255)
self.contents.font.size = name_size
if text!=nil
self.visible = true
self.contents.draw_text(0,0, text.size*7, name_size, text, 0)
else
self.visible = false
end
#------------------------------------------------------------------------
# ● 說明描述
#------------------------------------------------------------------------
x = 0
y += 1
text = description
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x==word#每行10个字
x = 0
y += 1
end
end
#------------------------------------------------------------------------
# ● 攻擊範圍
#------------------------------------------------------------------------
text = phrase["scope"] + scope[skill.scope]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 空一行
#------------------------------------------------------------------------
y += 1
#------------------------------------------------------------------------
# ● 威力描述
#------------------------------------------------------------------------
unless skill.power.zero?
power = skill.power > 0 ? skill.power : -1 * skill.power
text = phrase["power"] + power.to_s
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 消費SP描述
#------------------------------------------------------------------------
text = phrase["cost_sp"] + skill.sp_cost.to_s
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 命中率描述
#------------------------------------------------------------------------
text = phrase["hit_rate"] + skill.hit.to_s + "%"
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 攻擊屬性
#------------------------------------------------------------------------
if element_set.size > 0
text=phrase["elements"]
for i in 0...element_set.size
if i < 4
text+=$data_system.elements[element_set[i]]
else
break
end
end
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 5
text=""
for i in 4...element_set.size
text+=$data_system.elements[element_set[i]]
end
x= (phrase["elements"].size)*3
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 狀態附加
#------------------------------------------------------------------------
unless plus_state_set.empty?
text= phrase["plus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
plus_state_set.each do |plus_state|
y += 1
text=$data_states[plus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ●狀態解除
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase["minus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size=size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
minus_state_set.each do |minus_state|
y += 1
text=$data_states[minus_state].name
self.contents.font.color = normal_color
self.contents.font.size=size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
end
end
#--------------------------------------------------------------------------
# ● 设置角色
# actor : 要显示状态的角色
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 設置角色
# actor : 要顯示狀態之角色
#--------------------------------------------------------------------------
def set_actor(actor)
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 設置敵人
# enemy : 要顯示名字與狀態之敵人
#--------------------------------------------------------------------------
def set_enemy(enemy)
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
text = enemy.name.sub(/\[Ff][([0-9]+)]/) {""}
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
self.visible = true
end
#--------------------------------------------------------------------------
# ● 校正帮助窗口位置
#--------------------------------------------------------------------------
def set_pos(x,y,width,oy,index,column_max)
#光标坐标
cursor_width = width / column_max - 32
xx = index % column_max * (cursor_width + 32)
yy = index / column_max * 32 - oy
self.x=xx+x+150
self.y=yy+y+30
if self.x+self.width>640
self.x=640-self.width
end
if self.y+self.height>480
self.y=480-self.height
end
end
#------------------------------------------------------------------------
# ● 裝備名字顔色變化 接口
#------------------------------------------------------------------------
def draw_name_color(equipment)
return normal_color
end
#------------------------------------------------------------------------
# ● 自身身份確認
#------------------------------------------------------------------------
def original_help?
return false
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# 物品画面、战斗画面、显示浏览物品的窗口。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64-64, 640, 416+64)
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_SkillStatus
#------------------------------------------------------------------------------
# 显示特技画面、特技使用者的窗口。
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
# -------------------
# 修改開始
super(0, 64-64, 640, 64+64)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
# -------------------
# 修改開始
super(0, 64-64, 272, 416+64)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipRight
#------------------------------------------------------------------------------
# 装备画面、显示角色现在装备的物品的窗口。
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
# -------------------
# 修改開始
super(272, 64-64, 368, 256+64)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
# 装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
# -------------------
# 修改開始
super(272, 320, 368, 160)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# -------------------
# 修改開始
if @right_window.item==nil
@help_window.visible=false
else
@help_window.visible=true
end
# 修改終了
# -------------------
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Menu.new(2)
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 固定装备的情况下
if @actor.equip_fix?(@right_window.index)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活物品窗口
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_item
# -------------------
# 修改開始
if @item_window.item==nil
@help_window.visible=false
else
@help_window.visible=true
end
# 修改終了
# -------------------
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item = @item_window.item
# 变更装备
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_window.refresh
return
end
end
end
#------------------------------------------------------------------------------
#‘‘──eu国猪于2012-7-21 12:22补充以下内容:
#==============================================================================
# 禾西製作 / Created by Quarcy
#==============================================================================
class Window_Help < Window_Base
attr_reader :materia
#--------------------------------------------------------------------------
# ● 定義不顯示的屬性與狀態
#--------------------------------------------------------------------------
def unshown
@unshow_elements = [17, 18]
@unshow_states = []
end
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.opacity = 150
self.z=150
self.visible = false
end
#--------------------------------------------------------------------------
# ● 設置文本
# data : 窗口顯示的字符串/物品資料
# align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊)
#--------------------------------------------------------------------------
def set_text(data, align=0)
#------------------------------------------------------------------------
# ● 當資料爲文字時候
#------------------------------------------------------------------------
# 如果文本或對齊方式至少一方与上次的不同
if data != @text or align != @align
if data.is_a?(String)
# 再描繪文本
self.width = 640
self.height = 64
self.x=0
self.y=0
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(4, 0, self.width - 40, 32, data, align)
@text = data
@align = align
@actor = nil
self.visible = true
end
end
return if data.is_a?(String)
#------------------------------------------------------------------------
# ● 當沒有資料時候
#------------------------------------------------------------------------
if data.nil?
self.visible=false
else
self.visible=true
end
#------------------------------------------------------------------------
# ● 當資料爲物品/技能時候
#------------------------------------------------------------------------
if data != nil && @data != data
self.width = 210
self.height = 430
self.x=0
self.y=200
unshown
non_auto_update(data)
else
return
end
end
#--------------------------------------------------------------------------
# ● 更新帮助窗口
#--------------------------------------------------------------------------
def non_auto_update(data=@data)
@data = data
case @data
when RPG::Item
set_item_text(@data)
when RPG::Weapon
set_equipment_text(@data)
when RPG::Armor
set_equipment_text(@data)
when RPG::Skill
set_skill_text(@data)
end
end
#--------------------------------------------------------------------------
# ● 裝備帮助窗口
#--------------------------------------------------------------------------
def set_equipment_text(equipment)
#------------------------------------------------------------------------
# ● 取得基本質料
#------------------------------------------------------------------------
# 取得屬性、附加狀態、解除狀態之副本
case equipment
when RPG::Weapon
element_set = equipment.element_set.clone
plus_state_set = equipment.plus_state_set.clone
minus_state_set = equipment.minus_state_set.clone
#----------------------#
# 過濾不顯示的狀態描述 #
#----------------------#
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
when RPG::Armor
element_set = equipment.guard_element_set.clone
guard_state_set = equipment.guard_state_set.clone
#----------------------#
# 過濾不顯示的狀態描述 #
#----------------------#
auto_state_id = equipment.auto_state_id
guard_state_set -= @unshow_states
end
#----------------------#
# 過濾不顯示的屬性描述 #
#----------------------#
element_set -= @unshow_elements
#--------------#
# 取得說明文字 #
#--------------#
description = equipment.description.clone
# 初始化數據設定
x = 0
y = 0
h = 0
phrase = {}
# 基本文字設定
phrase["price"] = "价格:"
phrase["elements"] = "属性:"
phrase["minus_states"] = "解除状态:"
phrase["plus_states"] = "附加状态:"
phrase["guard_elements"] = "防御属性"
phrase["guard_states"] = "防御状态"
phrase["auto_state"] = "自动状态"
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
#------------------------------------------------------------------------
# ● 確定背景圖片的高度
#------------------------------------------------------------------------
h += (description.size/3/word)
h += 1 if (description.size/3%word) > 0
h += 1 if equipment.is_a?(RPG::Weapon)
now_h = h
h += 1
h += 1 unless equipment.pdef.zero?
h += 1 unless equipment.mdef.zero?
h += 1 if element_set.size > 0
h += 1 if element_set.size >= 5
case equipment
when RPG::Weapon
h += 1 unless minus_state_set.empty?
h += minus_state_set.size
h += 1 unless plus_state_set.empty?
h += plus_state_set.size
when RPG::Armor
h += 1 unless guard_state_set.empty?
h += guard_state_set.size
h += 1 unless auto_state_id.zero?
end
h += 1
h += 1 unless equipment.str_plus.zero?
h += 1 unless equipment.dex_plus.zero?
h += 1 unless equipment.agi_plus.zero?
h += 1 unless equipment.int_plus.zero?
h += materia_height_plus(equipment) unless self.materia.nil?
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * size + name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = equipment.name
self.contents.font.color = Color.new(0, 6, 252)
self.contents.font.size = name_size
if text.nil?
self.visible = false
else
self.visible = true
self.contents.draw_text(0, 0, text.size*7, name_size, text, 0)
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
y += 1
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = Color.new(255, 255, 255)
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x == word
x=0
y+=1
end
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
bitmap = RPG::Cache.icon(equipment.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
#------------------------------------------------------------------------
# ● 攻擊力描繪(武器)
#------------------------------------------------------------------------
if equipment.is_a?(RPG::Weapon)
x = 0
y += 1
text = $data_system.words.atk+":"+equipment.atk.to_s
self.contents.font.color = Color.new(6, 252, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 價格描繪
#------------------------------------------------------------------------
x = 0
y += 1
text = phrase["price"] + equipment.price.to_s
self.contents.font.color = Color.new(255, 19, 119)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 物理防禦
#------------------------------------------------------------------------
unless equipment.pdef.zero?
x = 0
y += 1
text = $data_system.words.pdef+":"+equipment.pdef.to_s
self.contents.font.color = Color.new(6, 252, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 魔法防禦
#------------------------------------------------------------------------
unless equipment.mdef.zero?
x = 0
y += 1
text=$data_system.words.mdef+":"+equipment.mdef.to_s
self.contents.font.color = Color.new(6, 252, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
x = 0
y += 1
text = phrase["elements"]
for i in 0...element_set.size
break if i > 0
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = Color.new(255, 0, 255)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 0
x = (phrase["elements"].size)*0
y += 1
text = ""
for i in 0...element_set.size
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = Color.new(71, 243, 229)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 描述分流 武器/防具
#------------------------------------------------------------------------
case equipment
when RPG::Weapon
#------------------------------------------------------------------------
# ● 解除狀態(武器)
#------------------------------------------------------------------------
unless minus_state_set.empty?
x = 0
y += 1
text=phrase["minus_states"]
text=phrase["guard_states"]
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...minus_state_set.size
y += 1
text = $data_states[minus_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 附加狀態(武器)
#------------------------------------------------------------------------
unless plus_state_set.empty?
x = 0
y += 1
text = phrase["plus_states"]
self.contents.font.color = Color.new(255, 0, 255)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...plus_state_set.size
y += 1
text=$data_states[plus_state_set[i]].name
self.contents.font.color = Color.new(255, 240, 74)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
when RPG::Armor
#------------------------------------------------------------------------
# ● 防禦狀態(防具)
#------------------------------------------------------------------------
unless guard_state_set.empty?
x = 0
y += 1
text=phrase["guard_states"]
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
for i in 0...guard_state_set.size
y += 1
text = $data_states[guard_state_set[i]].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 自動狀態(防具)
#------------------------------------------------------------------------
unless auto_state_id.zero?
x = 0
y += 1
text = phrase["auto_state"] + $data_states[auto_state_id].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 空行
#------------------------------------------------------------------------
y+=1
#------------------------------------------------------------------------
# ● 力量
#------------------------------------------------------------------------
unless equipment.str_plus.zero?
x = 0
y += 1
h += 1
if equipment.str_plus > 0
text=$data_system.words.str+" +"+ equipment.str_plus.to_s
else
text=$data_system.words.str+" -"+ (-equipment.str_plus).to_s
end
self.contents.font.color = Color.new(255, 0, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 靈巧
#------------------------------------------------------------------------
unless equipment.dex_plus.zero?
x = 0
y += 1
h += 1
if equipment.dex_plus > 0
text=$data_system.words.dex+" +"+ equipment.dex_plus.to_s
else
text=$data_system.words.dex+" -"+ (-equipment.dex_plus).to_s
end
self.contents.font.color = Color.new(255, 0, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 速度
#------------------------------------------------------------------------
unless equipment.agi_plus.zero?
x = 0
y += 1
h += 1
if equipment.agi_plus > 0
text=$data_system.words.agi+" +"+ equipment.agi_plus.to_s
else
text=$data_system.words.agi+" -"+ (-equipment.agi_plus).to_s
end
self.contents.font.color = Color.new(255, 0, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 智力
#------------------------------------------------------------------------
unless equipment.int_plus.zero?
x = 0
y += 1
h += 1
if equipment.int_plus > 0
text=$data_system.words.int+" +"+ equipment.int_plus.to_s
else
text=$data_system.words.int+" -"+ (-equipment.int_plus).to_s
end
self.contents.font.color = Color.new(255, 0, 0)
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 魔力石描繪
#------------------------------------------------------------------------
y += draw_materia(equipment, move, y, size) unless self.materia.nil?
end
#--------------------------------------------------------------------------
# ● 物品幫助窗口
#--------------------------------------------------------------------------
def set_item_text(item)
# 取得描述
description = item.description.clone
# 取得屬性、附加狀態、解除狀態之副本
element_set = item.element_set.clone
plus_state_set = item.plus_state_set.clone
minus_state_set = item.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化數據設定
x = 0
y = 0
h = 0
phrase = {}
scope ={}
parameter_type = {}
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
# 基本文字設定
phrase["scope"] = "范围:"
phrase["price"] = "价格:"
phrase["recover_hp_rate"] = "HP 回复率:"
phrase["recover_hp"] = "HP 回复量:"
phrase["recover_sp_rate"] = "SP 回复率:"
phrase["recover_sp"] = "SP 回复量:"
phrase["elements"] = "属性:"
phrase["plus"] = "附加"
phrase["minus"] = "解除"
phrase["states"] = "状态"
scope[0] = "特殊物品"
scope[1] = "特殊物品"
scope[2] = "敌单体"
scope[3] = "敌全体"
scope[4] = "己方单体"
scope[5] = "己方全体"
scope[6] = "己方昏死单体"
scope[7] = "己方昏死全体"
scope[8] = "使用者"
parameter_type[1] = "MaxHP"
parameter_type[2] = "MaxSP"
parameter_type[3] = $data_system.words.str
parameter_type[4] = $data_system.words.dex
parameter_type[5] = $data_system.words.agi
parameter_type[6] = $data_system.words.int
#依顯示内容確定自身高
h = (description.size/3/word)
h +=1 if (description.size/3%word)> 0
now_h = h
h +=3 # 空行,效果範圍,價格
h += 1 unless item.recover_hp_rate.zero?
h += 1 unless item.recover_hp.zero?
h += 1 unless item.recover_sp_rate.zero?
h += 1 unless item.recover_sp.zero?
h += 1 unless item.parameter_type.zero?
h += 1 unless element_set[0].nil?
h += 1 unless element_set[4].nil?
h += (1+plus_state_set.size) unless plus_state_set.empty?
h += (1+minus_state_set.size) unless minus_state_set.empty?
#------------------------------------------------------------------------
# ● 圖片顯示保證高度
#------------------------------------------------------------------------
h = 6 + now_h if (h - now_h) < 6
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height = h * size + name_size + 32
#------------------------------------------------------------------------
# ● 生成背景
#------------------------------------------------------------------------
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描繪
#------------------------------------------------------------------------
text = item.name
self.contents.font.color = normal_color#顔色腳本
self.contents.font.size = name_size
if text.nil?
self.visible = false
else
self.visible = true
self.contents.draw_text(0,0, text.size*7, 20, text, 0)
end
#------------------------------------------------------------------------
# ● 說明描繪
#------------------------------------------------------------------------
x = 0
y += 1
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x == word
x = 0
y += 1
end
end
#------------------------------------------------------------------------
# ● 圖標描繪
#------------------------------------------------------------------------
bitmap = RPG::Cache.icon(item.icon_name) unless item.icon_name.nil?
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
#------------------------------------------------------------------------
# ● 魔力石接口
#------------------------------------------------------------------------
unless self.materia.nil?
return if is_materia?(item)
end
#------------------------------------------------------------------------
# ● 效果範圍
#------------------------------------------------------------------------
text= phrase["scope"] + scope[item.scope]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 價格
#------------------------------------------------------------------------
x = 0
y += 1
text = phrase["price"] + item.price.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● HP回復率
#------------------------------------------------------------------------
unless item.recover_hp_rate.zero?
x = 0
y += 1
text = phrase["recover_hp_rate"] + item.recover_hp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● HP回復量
#------------------------------------------------------------------------
unless item.recover_hp.zero?
x = 0
y += 1
text = phrase["recover_hp"] + item.recover_hp.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● SP回復率
#------------------------------------------------------------------------
unless item.recover_sp_rate.zero?
x = 0
y += 1
text = phrase["recover_sp_rate"] + item.recover_sp_rate.to_s+"%"
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● SP回復量
#------------------------------------------------------------------------
unless item.recover_sp.zero?
x = 0
y += 1
text = phrase["elements"] + item.recover_sp.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 能力值增加
#------------------------------------------------------------------------
unless item.parameter_type.zero?
x = 0
y += 1
text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 屬性
#------------------------------------------------------------------------
if element_set.size > 0
x = 0
y += 1
text = phrase["elements"]
for i in 0...element_set.size
break if i > 4
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 5
x = (phrase["elements"].size)*5-4
y += 1
text = ""
for i in 4...element_set.size
text += $data_system.elements[element_set[i]]
end
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 狀態添加
#------------------------------------------------------------------------
unless plus_state_set.empty?
text = phrase["plus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
plus_state_set.each do |plus_state|
y += 1
text = $data_states[plus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ● 狀態解除
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase["minus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
minus_state_set.each do |minus_state|
y += 1
text = $data_states[minus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
end
end
end
#--------------------------------------------------------------------------
# ● 技能帮助窗口
#--------------------------------------------------------------------------
def set_skill_text(skill)
# 取得描述
description = skill.description.clone
# 取得屬性、附加狀態、解除狀態之副本
element_set = skill.element_set.clone
plus_state_set = skill.plus_state_set.clone
minus_state_set = skill.minus_state_set.clone
# 過濾不顯示的描述
element_set -= @unshow_elements
plus_state_set -= @unshow_states
minus_state_set -= @unshow_states
# 初始化設定
x = 0
y = 0
h = 0
phrase = {}
scope = {}
# 基本數據設定
=begin
name_size = 名字文字大小
size = 描述文字大小
word = 每行的描述文字數
move = 全體描述偏移幅度
=end
name_size = 18
size = 14
word = 12
move = 80
# 基本文字設定
phrase["scope"] = "范围:"
#
phrase["power"] = "威力:"
phrase["cost_sp"] = "消耗SP:"
phrase["hit_rate"] = "命中率:"
phrase["elements"] = "攻击属性"
#
phrase["plus"] = "附加"
phrase["minus"] = "解除"
phrase["states"] = "状态"
scope[0] = "特殊技能"
scope[1] = "敌单体"
scope[2] = "敌全体"
scope[3] = "我方单体"
scope[4] = "我方全体"
scope[5] = "我方昏死(单体)"
scope[6] = "我方昏死(全体)"
scope[7] = "自身"
#由描叙确定高
h =description.size/3/word
h += 1 if (description.size%3/word) > 0
h += 4 #空行,效果范围,消费SP,命中率
h += 1 unless skill.power.zero?
h += 1 unless element_set.empty?
h += 1 unless element_set[4].nil?
h += plus_state_set.size
h += minus_state_set.size
#------------------------------------------------------------------------
# ● 換算高度
#------------------------------------------------------------------------
self.height=h * size + name_size + 32
self.contents = Bitmap.new(self.width - 32,self.height - 32)
self.contents.clear
#------------------------------------------------------------------------
# ● 名字描述
#------------------------------------------------------------------------
text = skill.name
self.contents.font.color = normal_color
self.contents.font.size = name_size
if text!=nil
self.visible = true
self.contents.draw_text(0,0, text.size*7, name_size, text, 0)
else
self.visible = false
end
#------------------------------------------------------------------------
# ● 說明描述
#------------------------------------------------------------------------
x = 0
y += 1
text = description
while ((text = description.slice!(/./m)) != nil)
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
x+=1
if x==word#每行10个字
x = 0
y += 1
end
end
#------------------------------------------------------------------------
# ● 攻擊範圍
#------------------------------------------------------------------------
text = phrase["scope"] + scope[skill.scope]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 空一行
#------------------------------------------------------------------------
y += 1
#------------------------------------------------------------------------
# ● 威力描述
#------------------------------------------------------------------------
unless skill.power.zero?
power = skill.power > 0 ? skill.power : -1 * skill.power
text = phrase["power"] + power.to_s
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 消費SP描述
#------------------------------------------------------------------------
text = phrase["cost_sp"] + skill.sp_cost.to_s
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 命中率描述
#------------------------------------------------------------------------
text = phrase["hit_rate"] + skill.hit.to_s + "%"
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
#------------------------------------------------------------------------
# ● 攻擊屬性
#------------------------------------------------------------------------
if element_set.size > 0
text=phrase["elements"]
for i in 0...element_set.size
if i < 4
text+=$data_system.elements[element_set[i]]
else
break
end
end
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
if element_set.size >= 5
text=""
for i in 4...element_set.size
text+=$data_system.elements[element_set[i]]
end
x= (phrase["elements"].size)*3
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
#------------------------------------------------------------------------
# ● 狀態附加
#------------------------------------------------------------------------
unless plus_state_set.empty?
text= phrase["plus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
plus_state_set.each do |plus_state|
y += 1
text=$data_states[plus_state].name
self.contents.font.color = normal_color
self.contents.font.size = size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
end
#------------------------------------------------------------------------
# ●狀態解除
#------------------------------------------------------------------------
unless minus_state_set.empty?
text = phrase["minus"]
x = 0
y += 1
self.contents.font.color = normal_color
self.contents.font.size=size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
minus_state_set.each do |minus_state|
y += 1
text=$data_states[minus_state].name
self.contents.font.color = normal_color
self.contents.font.size=size
self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
end
end
end
#--------------------------------------------------------------------------
# ● 设置角色
# actor : 要显示状态的角色
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 設置角色
# actor : 要顯示狀態之角色
#--------------------------------------------------------------------------
def set_actor(actor)
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# ● 設置敵人
# enemy : 要顯示名字與狀態之敵人
#--------------------------------------------------------------------------
def set_enemy(enemy)
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
text = enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {""}
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
self.visible = true
end
#--------------------------------------------------------------------------
# ● 校正帮助窗口位置
#--------------------------------------------------------------------------
def set_pos(x,y,width,oy,index,column_max)
#光标坐标
cursor_width = width / column_max - 32
xx = index % column_max * (cursor_width + 32)
yy = index / column_max * 32 - oy
self.x=xx+x+150
self.y=yy+y+30
if self.x+self.width>640
self.x=640-self.width
end
if self.y+self.height>480
self.y=480-self.height
end
end
#------------------------------------------------------------------------
# ● 裝備名字顔色變化 接口
#------------------------------------------------------------------------
def draw_name_color(equipment)
return normal_color
end
#------------------------------------------------------------------------
# ● 自身身份確認
#------------------------------------------------------------------------
def original_help?
return false
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# 物品画面、战斗画面、显示浏览物品的窗口。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64-64, 640, 416+64)
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Skill
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
# 装备画面的、显示角色能力值变化的窗口。
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
# -------------------
# 修改開始
super(0, 64-64, 272, 416+64)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipRight
#------------------------------------------------------------------------------
# 装备画面、显示角色现在装备的物品的窗口。
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
# -------------------
# 修改開始
super(240, 24, 368, 256+64)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
# 装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
# equip_type : 装备部位 (0~3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
# -------------------
# 修改開始
super(224, 254, 368, 160)#★★★★★★★★★★★★★★★★★★★★
# 修改終了
# -------------------
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def update_help
@help_window.set_text(item)
#校正帮助窗口位置
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
# 处理装备画面的类。
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# -------------------
# 修改開始
if @right_window.item==nil
@help_window.visible=false
else
@help_window.visible=true
end
# 修改終了
# -------------------
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 固定装备的情况下
if @actor.equip_fix?(@right_window.index)
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活物品窗口
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (物品窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_item
# -------------------
# 修改開始
if @item_window.item==nil
@help_window.visible=false
else
@help_window.visible=true
end
# 修改終了
# -------------------
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏装备 SE
$game_system.se_play($data_system.equip_se)
# 获取物品窗口现在选择的装备数据
item = @item_window.item
# 变更装备
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# 激活右侧窗口
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# 再生成右侧窗口、物品窗口的内容
@right_window.refresh
@item_window.refresh
return
end
end
end
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#========================================================================================================================
# ■ Scene_Battle (分割定义 3)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#========================================================================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择特技)
#--------------------------------------------------------------------------
alias first_reupdate_phase3_skill_select update_phase3_skill_select
def update_phase3_skill_select
# -------------------
# 修改開始
@skill_window.help_window.visible = false#★★★★★★★★★★★★★
# 修改終了
# -------------------
first_reupdate_phase3_skill_select
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择物品)
#--------------------------------------------------------------------------
alias first_reupdate_phase3_item_select update_phase3_item_select
def update_phase3_item_select
# -------------------
# 修改開始
@item_window.help_window.visible = false#★★★★★★★★★★★★
# 修改終了
# -------------------
first_reupdate_phase3_item_select
end
#--------------------------------------------------------------------------
# ● 开始选择特技
#--------------------------------------------------------------------------
def start_skill_select
@skill_window = Window_Skill.new(@active_battler)
@skill_window.help_window = Window_Help.new
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 选择特技结束
#--------------------------------------------------------------------------
alias first_update_end_skill_select end_skill_select
def end_skill_select
# -------------------
# 修改開始
@skill_window.help_window.visible = false#★★★★★★★★★★★★
# 修改終了
# -------------------
first_update_end_skill_select
end
#--------------------------------------------------------------------------
# ● 开始选择物品
#--------------------------------------------------------------------------
def start_item_select
# 生成物品窗口
@item_window = Window_Item.new
# 关联帮助窗口
# -------------------
# 修改開始
@item_window.help_window = Window_Help.new#★★★★★★★★★★★★
# 修改終了
# -------------------
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择物品
#--------------------------------------------------------------------------
alias first_update_end_item_select end_item_select
def end_item_select
# -------------------
# 修改開始
@item_window.help_window.visible = false#★★★★★★★★★★★★
# 修改終了
# -------------------
first_update_end_item_select
end
end
#------------------------------------------------------------------------------