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发表于 2014-2-3 20:34:59 | 显示全部楼层 |阅读模式

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本帖最后由 wxx45600 于 2014-2-3 21:28 编辑

在VA中的战斗显示脸图和装备介绍增强之间的问题。。就是无法兼容。。
不知道有没有大神能帮忙解决

代码:
装备增强:

[pre lang="ruby" line="1"]#encoding:utf-8
#==============================================================================
# ■ 装备说明增强 By wyongcan
#==============================================================================
module Equipplus
  CODE ={
    11 => "属性抗性",
    12 => "弱化抗性",
    13 => "状态抗性",
    14 => "状态免疫",
    21 => "普通能力",
    22 => "添加能力",
    23 => "特殊能力",
    31 => "攻击附带属性",
    32 => "攻击附带状态",
    33 => "修正攻击速度",
    34 => "添加攻击次数",
    41 => "添加技能类型",
    42 => "禁用技能类型",
    43 => "添加技能",
    44 => "禁用技能",
    51 => "可装备武器类型",
    52 => "可装备护甲类型",
    53 => "固定装备",
    54 => "禁用装备",
    55 => "装备风格",
    61 => "添加行动次数",
    62 => "特殊标志",
    63 => "消失效果",
    64 => "队伍能力"}
  #特殊标志
  FLAG ={
                0 => "自动战斗",
                1 => "擅长防御",
                2 => "保护弱者",
                3 => "特技专注"}
  #普通能力
        PARAM ={
                0 => "最大HP",
                1 => "最大MP",
                2 => "物理攻击",
                3 => "物理防御",
                4 => "魔法攻击",
                5 => "魔法防御",
                6 => "敏 捷 值",
                7 => "幸 运 值"}
  #添加能力
        XPARAM ={
                0 => "物理命中几率:",
                1 => "物理闪避几率:",
                2 => "必杀几率:",
                3 => "必杀闪避几率:",
                4 => "魔法闪避几率:",
                5 => "魔法反射几率:",
                6 => "物理反击几率:",
                7 => "体力值再生速度:",
                8 => "魔力值再生速度:",
                9 => "特技值再生速度:"}
  #特殊能力
        SPARAM ={
                0 => "受到攻击的几率",
                1 => "防御效果比率",
                2 => "恢复效果比率",
                3 => "药理知识",
                4 => "MP消费率",
                5 => "TP消耗率",
                6 => "物理伤害加成",
                7 => "魔法伤害加成",
                8 => "地形伤害加成",
                9 => "经验获得加成"}
        @队伍能力 ={
                0 => "遇敌几率减半",
                1 => "随机遇敌无效",
                2 => "敌人偷袭无效",
                3 => "先制攻击几率上升",
                4 => "获得金钱数量双倍",
                5 => "物品掉落几率双倍"}
  def self.equiphelpready
    @状态 = {}
    @武器类型 = {}
    @防具类型 = {}
    @属性 = {}
    $data_states.each{|x| @状态[x.id] = x.name if x != nil}
    elements = $data_system.elements
    weapon_types = $data_system.weapon_types
    armor_types = $data_system.armor_types
    elements.each_with_index{|x,y| @属性[y] = x if x != ""}
    weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}
    armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}
  end
  def self.getequiphelp(equip)
    help = ""
    param = []
    equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}
    param = param.select{|x| x[1] != 0}
    param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}
    features = equip.features
    features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}
    features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}
    features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}
    features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}
    features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}
    features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
    features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}
    features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
    features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}
    features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
    features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}
    features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id]  + "\n"}
    features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id]  + "\n"}
    features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s  + "\n"}
    features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id]  + "\n"}
    features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id]  + "\n"}
    featuresparam = []
    featuresparam.push features.select{|x| x.code == 21}
    featuresparam.push features.select{|x| x.code == 22}
    featuresparam.push features.select{|x| x.code == 23}
    featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}
    featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}
    help
  end
  def self.getline(text,maxtext)
    xtext = []
    line = 0
    text.each_line{|x| xtext.push x.sub(/\n/){}}
    xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}
    line
  end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
#  显示特技和物品等的说明、以及角色状态的窗口
#==============================================================================

class Window_Help2 < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #--------------------------------------------------------------------------
  def initialize(line_number = 0)
    super(0, 0, 210, 0)
    self.z = 150
    contents.font.size = 14
    hide
  end
  #--------------------------------------------------------------------------
  # ● 设置内容
  #--------------------------------------------------------------------------
  def set_text(text)
      @text = text
      refresh
  end
  #--------------------------------------------------------------------------
  # ● 清除
  #--------------------------------------------------------------------------
  def clear
    set_text("")
  end
  #--------------------------------------------------------------------------
  # ● 更新帮助位置
  #--------------------------------------------------------------------------
  def uppos(index,rect,window)
    self.height = fitting_height2(Equipplus.getline(@xtext,13))
    create_contents
    contents.font.size = 14
    rect.x -= window.ox
    rect.y -= window.oy
    ax = rect.x + rect.width + 10
    ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
    ax += window.x
    ax = 0 if ax < 0
    ay = rect.y + rect.height
    ay = rect.y - self.height if ay + self.height > window.height
    ay += window.y
    ay = 0 if ay < 0
    self.x = ax
    self.y = ay
    set_text(@xtext)
    show
  end
  #--------------------------------------------------------------------------
  # ● 设置物品
  #     item : 技能、物品等
  #--------------------------------------------------------------------------
  def set_item(item)
    if item == nil
      set_text("")
      return
    end
    @xtext = ""
    @xtext = "名称:" + item.name + "\n"
    @xtext += "介绍:" + item.description + "\n"
    @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
    @xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)
    @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    hide if @text == ""
    draw_text_ex(4, 0, @text,width,40,false)
  end
end
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● 计算窗口显示指定行数时的应用高度2*************************
  #--------------------------------------------------------------------------
  def fitting_height2(line_number)
    line_number * contents.font.size + standard_padding * 2
  end
#~ draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan
  #--------------------------------------------------------------------------
  # ● 绘制带有控制符的文本内容
  #   如果传递了width参数的话,会自动换行
  #--------------------------------------------------------------------------
  def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)
    reset_font_settings if normalfont == true
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    if width != nil
      pos[:height] = contents.font.size
      pos[:width] = width
      pos[:textwidth] = textwidth
    end
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
  #--------------------------------------------------------------------------
  # ● 文字的处理
  #     c    : 文字
  #     text : 绘制处理中的字符串缓存(字符串可能会被修改)
  #     pos  : 绘制位置 {:x, :y, :new_x, :height}
  #--------------------------------------------------------------------------
  def process_character(c, text, pos)
    case c
    when "\r"   # 回车
      return
    when "\n"   # 换行
      process_new_line(text, pos)
    when "\f"   # 翻页
      process_new_page(text, pos)
    when "\e"   # 控制符
      process_escape_character(obtain_escape_code(text), text, pos)
    else        # 普通文字
      pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]
      if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]
        process_new_line(text, pos)
      end
      process_normal_character(c, pos)
    end
  end
end

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_SkillList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil
  end
end

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.item = item if @status_window
  end
end

class Window_EquipSlot < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 更新帮助内容
  #--------------------------------------------------------------------------
  def update_help
    super
    @help_window.set_item(item) if @help_window
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window
    @status_window.set_temp_actor(nil) if @status_window
  end
end

class Scene_Shop < Scene_MenuBase
        alias on_sell_ok_old on_sell_ok
        def on_sell_ok
                on_sell_ok_old
                @help_window.hide
        end
        alias on_buy_ok_old on_buy_ok
        def on_buy_ok
                on_buy_ok_old
                @help_window.hide
        end
        alias on_number_ok_old on_number_ok
        def on_number_ok
                on_number_ok_old
    @help_window.refresh
                @help_window.show
        end
        alias on_number_cancel_old on_number_cancel
        def on_number_cancel
                on_number_cancel_old
    @help_window.refresh
                @help_window.show
        end
end

class Scene_Title < Scene_Base
  alias start_old start
  def start
    start_old
    Equipplus.equiphelpready
  end
end

class Scene_ItemBase < Scene_MenuBase
        alias old_on_actor_cancel on_actor_cancel
  def on_actor_cancel
    old_on_actor_cancel
        @help_window.refresh
  end
        alias old_on_actor_ok on_actor_ok
  def on_actor_ok
    old_on_actor_ok
        @help_window.refresh
  end
end

class Window_Base < Window
        alias old_process_new_line process_new_line
        def process_new_line(text, pos)
    old_process_new_line(text, pos)
                pos[:height] = contents.font.size if pos[:width] != nil
        end
end

class Scene_MenuBase < Scene_Base
  def create_help_window
    @help_window = Window_Help2.new
    @help_window.viewport = @viewport
  end
end

class Scene_Battle < Scene_Base
  def create_help_window
    @help_window = Window_Help2.new
    @help_window.visible = false
  end
end[/pre]



战斗脸图:
[pre lang="ruby" line="1"]$脸图战斗 = true
$imported = {} if $imported.nil?
module YEA
  module BATTLE
    SKIP_PARTY_COMMAND = true
    BATTLESTATUS_NAME_FONT_SIZE = 20
    BATTLESTATUS_TEXT_FONT_SIZE = 16
    BATTLESTATUS_NO_ACTION_ICON = 185
    BATTLESTATUS_HPGAUGE_Y_PLUS = 11
    BATTLESTATUS_CENTER_FACES   = false
    HELP_TEXT_ALL_FOES        = "全体敌人"
    HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
    HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
    HELP_TEXT_ALL_ALLIES      = "全体队友"
    HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
    HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
    HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  end
end
class Game_Battler
  def can_collapse?
    return false unless dead?
    unless actor?
      return false unless sprite.battler_visible
      array = [:collapse, :boss_collapse, :instant_collapse]
      return false if array.include?(sprite.effect_type)
    end
    return true
  end
  def draw_mp?
    return true
  end
  def draw_tp?
    return $data_system.opt_display_tp
  end
end
module Icon
  def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
end
class Game_Temp
  attr_accessor :battle_aid
  attr_accessor :evaluating
end
class Game_Action
  alias evaluate_item_with_target_abe evaluate_item_with_target
  def evaluate_item_with_target(target)
    $game_temp.evaluating = true
    result = evaluate_item_with_target_abe(target)
    $game_temp.evaluating = false
    return result
  end
end
class Game_Actor < Game_Battler
  def draw_mp?
    return true unless draw_tp?
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.mp_cost > 0
    end
    return false
  end
  def draw_tp?
    return false unless $data_system.opt_display_tp
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.tp_cost > 0
    end
    return false
  end
end
class Window_BattleStatus < Window_Selectable
  def initialize
    super(0, 0, window_width, window_height)
    self.openness = 0
    @party = $game_party.battle_members.clone
  end
  def col_max; return $game_party.max_battle_members; end
  def battle_members; return $game_party.battle_members; end
  def actor; return battle_members[@index]; end
  def update
    super
    return if @party == $game_party.battle_members
    @party = $game_party.battle_members.clone
    refresh
  end
  def draw_item(index)
    return if index.nil?
    clear_item(index)
    actor = battle_members[index]
    rect = item_rect(index)
    return if actor.nil?
    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
    draw_actor_name(actor, rect.x, rect.y, rect.width-8)
    draw_actor_action(actor, rect.x, rect.y)
    draw_actor_icons(actor, rect.x, line_height*1, rect.width)
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
    if draw_tp?(actor) && draw_mp?(actor)
      dw = rect.width/2-2
      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
      draw_actor_tp(actor, rect.x+2, line_height*3, dw)
      dw = rect.width - rect.width/2 - 2
      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
    elsif draw_tp?(actor) && !draw_mp?(actor)
      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
    else
      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
    end
  end
  def item_rect(index)
    rect = Rect.new
    rect.width = contents.width / $game_party.max_battle_members
    rect.height = contents.height
    rect.x = index * rect.width
    if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
      rect.x += (contents.width - $game_party.members.size * rect.width) / 2
    end
    rect.y = 0
    return rect
  end
  def draw_face(face_name, face_index, dx, dy, enabled = true)
    bitmap = Cache.face(face_name)
    fx = [(96 - item_rect(0).width + 1) / 2, 0].max
    fy = face_index / 4 * 96 + 2
    fw = [item_rect(0).width - 4, 92].min
    rect = Rect.new(fx, fy, fw, 92)
    rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
    contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
  def draw_actor_name(actor, dx, dy, dw = 112)
    reset_font_settings
    contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
    change_color(hp_color(actor))
    draw_text(dx+24, dy, dw-24, line_height, actor.name)
  end
  def draw_actor_action(actor, dx, dy)
    draw_icon(action_icon(actor), dx, dy)
  end
  def action_icon(actor)
    return Icon.no_action if actor.current_action.nil?
    return Icon.no_action if actor.current_action.item.nil?
    return actor.current_action.item.icon_index
  end
  def draw_tp?(actor)
    return actor.draw_tp?
  end
  def draw_mp?(actor)
    return actor.draw_mp?
  end
  def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
    change_color(color1)
    draw_text(dx, dy, dw, line_height, current.to_s, 2)
  end
  def draw_actor_hp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
      hp_color(actor), normal_color)
    end
  def draw_actor_mp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
      mp_color(actor), normal_color)
    end
  def draw_actor_tp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
    change_color(tp_color(actor))
    draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  end
end
class Window_BattleActor < Window_BattleStatus
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
      set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_user?
      battler = BattleManager.actor
      id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
      select(id)
      set_select_flag(:user)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
      set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random) if $game_temp.battle_aid.for_random?
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :all_dead, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @Index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
end
class Window_BattleStatusAid < Window_BattleStatus
  attr_accessor :status_window
  def initialize
    super
    self.visible = false
    self.openness = 255
  end
  def window_width; return 128; end
  def show
    super
    refresh
  end
  def refresh
    contents.clear
    return if @status_window.nil?
    draw_item(@status_window.index)
  end
  def item_rect(index)
    return Rect.new(0, 0, contents.width, contents.height)
  end
end
class Window_BattleEnemy < Window_Selectable
  def initialize(info_viewport)
    super(0, Graphics.height, window_width, fitting_height(1))
    refresh
    self.visible = false
    @info_viewport = info_viewport
  end
  def col_max; return item_max; end
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random)
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def select_all?
    return true if @select_flag == :all
    return true if @select_flag == :random
    return false
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @Index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
  def enemy; @data[index]; end
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  def make_item_list
    @data = $game_troop.alive_members
    @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  end
  def draw_item(index); return; end
  def update
    super
    return unless active
    enemy.sprite_effect_type = :whiten
    return unless select_all?
    for enemy in $game_troop.alive_members
      enemy.sprite_effect_type = :whiten
    end
  end
end
class Window_BattleHelp < Window_Help
  attr_accessor :actor_window
  attr_accessor :enemy_window
  def update
    super
    if !self.visible and @text != ""
      @text = ""
      return refresh
    end
    update_battler_name
  end
  def update_battler_name
    return unless @actor_window.active || @enemy_window.active
    if @actor_window.active
      battler = $game_party.battle_members[@actor_window.index]
    elsif @enemy_window.active
      battler = @enemy_window.enemy
    end
    if special_display?
      refresh_special_case(battler)
    else
      refresh_battler_name(battler) if battler_name(battler) != @text
    end
  end
  def battler_name(battler)
    text = battler.name.clone
    return text
  end
  def refresh_battler_name(battler)
    contents.clear
    reset_font_settings
    change_color(normal_color)
    @text = battler_name(battler)
    icons = battler.state_icons + battler.buff_icons
    dy = icons.size <= 0 ? line_height / 2 : 0
    draw_text(0, dy, contents.width, line_height, @text, 1)
    dx = (contents.width - (icons.size * 24)) / 2
    draw_actor_icons(battler, dx, line_height, contents.width)
  end
  def special_display?
    return false if $game_temp.battle_aid.nil?
    return false if $game_temp.battle_aid.for_user?
    return !$game_temp.battle_aid.need_selection?
  end
  def refresh_special_case(battler)
    if $game_temp.battle_aid.for_opponent?
      if $game_temp.battle_aid.for_all?
        text = YEA::BATTLE::HELP_TEXT_ALL_FOES
      else
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
        end
      end
    else
      if $game_temp.battle_aid.for_dead_friend?
        text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
      elsif $game_temp.battle_aid.for_random?
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
        end
      else
        text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
      end
    end
    return if text == @text
    @text = text
    contents.clear
    reset_font_settings
    draw_text(0, 0, contents.width, line_height*2, @text, 1)
  end
end
class Window_SkillList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Window_ItemList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Scene_Battle < Scene_Base
  attr_accessor :enemy_window
  attr_accessor :info_viewport
  attr_accessor :spriteset
  attr_accessor :status_window
  attr_accessor :status_aid_window
  attr_accessor :subject
  alias scene_battle_create_all_windows_abe create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_abe
    create_battle_status_aid_window
    set_help_window
  end
  alias scene_battle_create_info_viewport_abe create_info_viewport
  def create_info_viewport
    scene_battle_create_info_viewport_abe
    @status_window.refresh
  end
  def create_battle_status_aid_window
    @status_aid_window = Window_BattleStatusAid.new
    @status_aid_window.status_window = @status_window
    @status_aid_window.x = Graphics.width - @status_aid_window.width
    @status_aid_window.y = Graphics.height - @status_aid_window.height
  end
  def create_help_window
    @help_window = Window_BattleHelp.new
    @help_window.hide
  end
  def set_help_window
    @help_window.actor_window = @actor_window
    @help_window.enemy_window = @enemy_window
  end
  alias scene_battle_create_skill_window_abe create_skill_window
  def create_skill_window
    scene_battle_create_skill_window_abe
    @skill_window.height = @info_viewport.rect.height
    @skill_window.width = Graphics.width - @actor_command_window.width
    @skill_window.y = Graphics.height - @skill_window.height
  end
  alias scene_battle_create_item_window_abe create_item_window
  def create_item_window
    scene_battle_create_item_window_abe
    @item_window.height = @skill_window.height
    @item_window.width = @skill_window.width
    @item_window.y = Graphics.height - @item_window.height
  end
  alias scene_battle_next_command_abe next_command
  def next_command
    @status_window.show
    redraw_current_status
    @actor_command_window.show
    @status_aid_window.hide
    scene_battle_next_command_abe
  end
  alias scene_battle_prior_command_abe prior_command
  def prior_command
    redraw_current_status
    scene_battle_prior_command_abe
  end
  def redraw_current_status
    return if @status_window.index < 0
    @status_window.draw_item(@status_window.index)
  end
  alias scene_battle_command_attack_abe command_attack
  def command_attack
    $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
    scene_battle_command_attack_abe
  end
  alias scene_battle_command_skill_abe command_skill
  def command_skill
    scene_battle_command_skill_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  alias scene_battle_command_item_abe command_item
  def command_item
    scene_battle_command_item_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  def on_skill_ok
    @skill = @skill_window.item
    $game_temp.battle_aid = @skill
    BattleManager.actor.input.set_skill(@skill.id)
    BattleManager.actor.last_skill.object = @skill
    if @skill.for_opponent?
      select_enemy_selection
    elsif @skill.for_friend?
      select_actor_selection
    else
      @skill_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
  end
  alias scene_battle_on_skill_cancel_abe on_skill_cancel
  def on_skill_cancel
    scene_battle_on_skill_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  def on_item_ok
    @item = @item_window.item
    $game_temp.battle_aid = @item
    BattleManager.actor.input.set_item(@item.id)
    if @item.for_opponent?
      select_enemy_selection
    elsif @item.for_friend?
      select_actor_selection
    else
      @item_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
    $game_party.last_item.object = @item
  end
  alias scene_battle_on_item_cancel_abe on_item_cancel
  def on_item_cancel
    scene_battle_on_item_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  alias scene_battle_select_actor_selection_abe select_actor_selection
  def select_actor_selection
    @status_aid_window.refresh
    scene_battle_select_actor_selection_abe
    @status_window.hide
    @skill_window.hide
    @item_window.hide
    @help_window.show
  end
  alias scene_battle_on_actor_ok_abe on_actor_ok
  def on_actor_ok
    $game_temp.battle_aid = nil
    scene_battle_on_actor_ok_abe
    @status_window.show
    if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
      @actor_command_window.visible = !@confirm_command_window.visible
    else
      @actor_command_window.show
    end
    @status_aid_window.hide
  end
  alias scene_battle_on_actor_cancel_abe on_actor_cancel
  def on_actor_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_actor_cancel_abe
    case @actor_command_window.current_symbol
    when :skill
      @skill_window.show
    when :item
      @item_window.show
    end
  end
  alias scene_battle_select_enemy_selection_abe select_enemy_selection
  def select_enemy_selection
    @status_aid_window.refresh
    scene_battle_select_enemy_selection_abe
    @help_window.show
  end
  alias scene_battle_on_enemy_ok_abe on_enemy_ok
  def on_enemy_ok
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_ok_abe
  end
  alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  def on_enemy_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_cancel_abe
    if @skill_window.visible || @item_window.visible
      @help_window.show
    else
      @help_window.hide
    end
  end
  def end_battle_conditions?
    return true if $game_party.members.empty?
    return true if $game_party.all_dead?
    return true if $game_troop.all_dead?
    return true if BattleManager.aborting?
    return false
  end
  def refresh_status
    #如果你是程序员,请顺手帮忙优化下这里,谢谢。
    @status_window.refresh
    for i in $game_party.battle_members
      @status_window.draw_item($game_party.battle_members.index(i))
    end
  end
end
[/pre]


  
感谢还有你,Project1

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发表于 2014-2-3 20:41:17 | 显示全部楼层
本帖最后由 余烬之中 于 2014-2-3 20:52 编辑

有详细的出错过程吗 = =!
===========================
把两个脚本顺序调换一下试试

点评

如果脸图在前的话,在战斗中打开物品就会报错。 反过来是一战斗就会报错  发表于 2014-2-3 21:00
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 楼主| 发表于 2014-2-3 20:46:04 | 显示全部楼层
余烬之中 发表于 2014-2-3 20:41
有详细的出错过程吗 = =!

---------------------------
Project1
---------------------------
脚本“├─装备帮助增强─┤”第 264 行:发生 NoMethodError 。

undefined method `uppos' for #<Window_BattleHelp:0x7ce77f8>
---------------------------
确定   
---------------------------

点评

见2L 如果还是不行就补充一点信息(比如说怎么出错的{战斗后 战斗中 打开游戏 进入地图 ...})  发表于 2014-2-3 20:53
感谢还有你,Project1
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 楼主| 发表于 2014-2-3 20:58:25 | 显示全部楼层
余烬之中 发表于 2014-2-3 20:41
有详细的出错过程吗 = =!
===========================
把两个脚本顺序调换一下试试 ...

---------------------------
匪匪の史诗 beta
---------------------------
脚本“战斗脸图”第 475 行:发生 NoMethodError 。

undefined method `actor_window=' for #<Window_Help2:0x7cdbb9c>
---------------------------
确定   
---------------------------
一打开战斗就会出现该错误
在普通状态下不会发生错误,仅仅在战斗中
感谢还有你,Project1
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发表于 2014-2-3 21:11:38 | 显示全部楼层
wxx45600 发表于 2014-2-3 20:58
---------------------------
匪匪の史诗 beta
---------------------------

首先 确保【装备增强】在上面
然后 在【装备增强】中:
1.找个地方右键
001.png
2.如图所示 全部替换
002.png
最后 运行游戏 再试一遍

点评

已经可以了! 非常感谢(´・ω・`) 如果还有问题我追问吧!  发表于 2014-2-3 21:27

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