#encoding:utf-8
#==============================================================================
# ■ 技能物品说明增强 蓝本:wyongcan
# 修改 :VIPArcher
#
# 改动说明:
# [删除线]old_xxx这种别名方法到底是从哪里开始流传的啊?[/删除线]
# 改用新的帮助窗口和新定义draw_text_vip方法来增强兼容性
# 更改初始化数据时机以支持跳过标题
# 追加对普通物品和技能的说明内容
# 修改了对帮助窗口行数的计算以支持控制符
# 加上了各种颜色的设置,具体更高级的玩法自己领悟吧
# 改成光标不动一段时间后才会出现帮助窗口
#
# -- 本脚本来自 https://rpg.blue 使用或转载请保留以上信息。
#==============================================================================
$VIPArcherScript ||= {};$VIPArcherScript[:help_ex] = 20141007
$VIPArcherScript[:equip_limit] = false #是否使用了后知后觉的装备能力限制
class << DataManager
alias_method :vip_load_database, :load_database
#--------------------------------------------------------------------------
# ● 读取数据库
#--------------------------------------------------------------------------
def load_database
vip_load_database
VIPArcher::Equipplus.equiphelpready
end
end
module VIPArcher;end
module VIPArcher::Equipplus
TIME = 90 #帮助窗口自动出现的时间(单位帧
Font_Name = Font.default_name # 推荐"微软雅黑"
Font_Size = 14 # "微软雅黑"的话就20号字体
UP = 24 #能力值提升颜色编号
DOWN = 25 #能力值下降颜色编号
VIP = 14 #特殊能力颜色编号
MP = 23
TP = 29
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 => "附带属性",
32 => "附带状态",
33 => "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"}
#技能效果范围
SCOPE ={
0 => "无",
1 => "单个敌人",
2 => "全体敌人",
3 => "一个随机敌人",
4 => "两个随机敌人",
5 => "三个随机敌人",
6 => "四个随机敌人",
7 => "单个队友",
8 => "全体队友",
9 => "单个队友(战斗不能)",
10 => "全体队友(战斗不能)",
11 => "使用者" }
#技能命中类型
HIT ={
0 => "必定命中",
1 => "物理攻击",
2 => "魔法攻击"}
#使用限制
OCCASION ={
0 => "随时可用",
1 => "仅战斗中",
2 => "仅菜单中",
3 => "不能使用"}
#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"}
#装备风格 require 装备风格扩展脚本
SLOT_TYPE ={
0 => "普通",
1 => "双持武器",
2 => "索爷三刀流",
3 => "NPC",
4 => "233",
5 => "论坛@的BUG好烦啊"}
#队伍能力
PARTY_ABILITY ={
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"}
#伤害类型
DAMAGE_TYPE = {
0 => "无",
1 => "体力值伤害",
2 => "魔力值伤害",
3 => "体力值恢复",
4 => "魔力值恢复",
5 => "体力值吸收",
6 => "魔力值吸收"}
#普通能力
#这只是个示范,你也可以依照个人喜好对这些用语添加颜色控制符
@params ={
0 => "\\c[17]最大HP",
1 => "\\c[16]最大MP",
2 => "\\c[20]物攻",
3 => "\\c[21]物防",
4 => "\\c[30]魔攻",
5 => "\\c[31]魔防",
6 => "\\c[14]敏捷",
7 => "\\c[17]幸运"}
#我举例技能类型的原因就是因为它 短
@skill_types = { # 这个和下面equiphelpready里注释掉的做的是一样的事
# 只是下面是读取数据库添加用语,这里是手动枚举
1 => "\\c[1]特技",
2 => "\\c[2]魔法",
3 => "\\c[3]必杀",
4 => "\\c[5]卖萌"}
#初始化数据,当然如果你要用上面那样的控制符改变颜色的话
#欢迎枚举格式就是上面这样用Hash,用ID做键把用语对应起来
def self.equiphelpready
params = $data_system.terms.params
elements = $data_system.elements
weapon_types = $data_system.weapon_types
armor_types = $data_system.armor_types
etypes = $data_system.terms.etypes
skill_types = $data_system.skill_types
@states ||= {}
@params ||= {}
@weapon_types ||= {}
@armor_types ||= {}
@etypes ||= {}
@skill_types ||= {}
@elements ||= {}
skill_types.each_with_index{|x,y| @skill_types[y] = x if !x.nil?} if @skill_types == {}
$data_states.each{|x| @states[x.id] = x.name if !x.nil?} if @states == {}
elements.each_with_index{|x,y| @elements[y] = x if !x.nil?} if @elements == {}
weapon_types.each_with_index{|x,y| @weapon_types[y] = x if !x.nil?} if @weapon_types == {}
armor_types.each_with_index{|x,y| @armor_types[y] = x if !x.nil?} if @armor_types == {}
etypes.each_with_index{|x,y| @etypes[y] = x} if @etypes == {}
params.each_with_index{|x,y| @params[y] = x} if @params == {}
end
#获取装备帮助内容
def self.getequiphelp(equip)
help = ""
param = []
help += "\\c[16]装备位置:#{Vocab::etype(equip.etype_id)}\\c[0]\n"
if $VIPArcherScript[:equip_limit] #装备能力限制
help += "\\c[16]等级需求:#{equip.level_limit}\n" if equip.level_limit > 0
param_limit = []
for i in 0..7
if equip.params_limit(i) != 0
help += "\\c[16]#{@params[i]}需求:#{equip.params_limit(i)}\\c[0]\n"
end
end
end
equip.params.each_with_index{|x,y| param.push([@params[y],x])}
param = param.select{|x| x[1] != 0}
param.each{|x| help += "\\c[#{x[1]>0? UP : DOWN}]#{x[0]}:\\c[#{x[1]>0? UP : DOWN}]#{"﹢"if x[1]>0}#{x[1].to_int.to_s}\\c[0]\n"}
features = equip.features
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 += "\\c[#{x.value<0?DOWN: UP}]#{@params[x.data_id]}#{x.value<0?"﹣":"﹢"}#{(x.value.abs*100).to_i}%\n"}
featuresparam[1].each{|x| help += "\\c[#{x.value<0?DOWN: UP}]#{XPARAM[x.data_id]}#{x.value<0?"﹣":"﹢"}#{(x.value.abs*100).to_i}%\n"}
featuresparam[2].each{|x| help += "\\c[#{x.value<0?DOWN: UP}]#{SPARAM[x.data_id]}#{x.value<0?"﹣":"﹢"}#{(x.value.abs*100).to_i}%\n"}
if $VIPArcherScript[:slot_type]
help += "\\c[#{VIP}]#{CODE[55]}:#{SLOT_TYPE[$1.to_i]}\\c[0]\n" if equip.note =~ /<slot_type\s*[:](.*)>/i
else
features.select{|x| x.code == 55}.each{|x| help += "\\c[#{VIP}]#{CODE[x.code]}:双持武器\\c[0]\n"}
end
features.select{|x| x.code == 11}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@elements[x.data_id]}×#{(x.value*100).to_i}%\\c[0]\n"}
features.select{|x| x.code == 12}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@params[x.data_id]}×#{(x.value*100).to_i}%\\c[0]\n"}
features.select{|x| x.code == 13}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@states[x.data_id]}×#{(x.value*100).to_i}%\\c[0]\n"}
features.select{|x| x.code == 14}.each{|x| help += "\\c[#{VIP}]#{CODE[x.code]}:#{@states[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 31}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@elements[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 32}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@states[x.data_id]}#{(x.value*100).to_i}%\\c[0]\n"}
features.select{|x| x.code == 33}.each{|x| help += "\\c[#{x.value>0? UP : DOWN}]#{CODE[x.code]}:#{x.value}\\c[0]\n"}
features.select{|x| x.code == 34}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{x.value}\\c[0]\n"}
features.select{|x| x.code == 41}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@skill_types[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 42}.each{|x| help += "\\c[#{DOWN}]#{CODE[x.code]}:#{@skill_types[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 43}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{$data_skills[x.data_id].name}\\c[0]\n"}
features.select{|x| x.code == 44}.each{|x| help += "\\c[#{DOWN}]#{CODE[x.code]}:#{$data_skills[x.data_id].name}\\c[0]\n"}
features.select{|x| x.code == 51}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@weapon_types[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 52}.each{|x| help += "\\c[#{UP}]#{CODE[x.code]}:#{@armor_types[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 53}.each{|x| help += "\\c[#{DOWN}]#{CODE[x.code]}:#{@etypes[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 54}.each{|x| help += "\\c[#{DOWN}]#{CODE[x.code]}:#{@etypes[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 61}.each{|x| help += "\\c[#{VIP}]#{CODE[x.code]}:#{x.value}\\c[0]\n"}
features.select{|x| x.code == 62}.each{|x| help += "\\c[#{VIP}]#{CODE[x.code]}:#{FLAG[x.data_id]}\\c[0]\n"}
features.select{|x| x.code == 64}.each{|x| help += "\\c[#{VIP}]#{CODE[x.code]}:#{PARTY_ABILITY[x.data_id]}\\c[0]\n"}
help
end
#获取技能帮助内容
def self.getskillhelp(skill)
help = ""
effects = skill.effects
damage = skill.damage
r = [skill.required_wtype_id1,skill.required_wtype_id2]
help += "\\c[16]消耗:\\c[#{MP}]MP:#{skill.mp_cost.to_s} \\c[#{TP}]TP:#{skill.tp_cost.to_s}\\c[0]\n" if skill.mp_cost > 0 && skill.tp_cost > 0
help += "\\c[16]消耗:\\c[#{MP}]MP:#{skill.mp_cost.to_s}\\c[0]\n" if skill.mp_cost > 0 && skill.tp_cost <= 0
help += "\\c[16]消耗:\\c[#{TP}]TP:#{skill.tp_cost.to_s}\\c[0]\n" if skill.tp_cost > 0 && skill.mp_cost <= 0
help += "\\c[#{skill.speed<0?DOWN: UP}]速度修正:#{skill.speed}\\c[0]\n" if skill.speed != 0
help += "\\c[#{DOWN}]成功率:#{skill.success_rate}%\\c[0]\n" if skill.success_rate != 100
help += "\\c[16]类型:#{HIT[skill.hit_type]}\\c[0]\n"
help += "\\c[16]范围:#{SCOPE[skill.scope]}\\c[0]\n" if skill.scope != 0
help += "\\c[16]效果:#{@elements[damage.element_id]}#{DAMAGE_TYPE[damage.type]}\\c[0]\n" if damage.type != 0
effects.select{|x| x.code == 31}.each{|x| help += "\\c[#{UP}]强化:#{@params[x.data_id]} #{x.value1.to_i}回合\\c[0]\n"}
effects.select{|x| x.code == 32}.each{|x| help += "\\c[#{UP}]弱化:#{@params[x.data_id]} #{x.value1.to_i}回合\\c[0]\n"}
effects.select{|x| x.code == 33}.each{|x| help += "\\c[#{UP}]解除:强化#{@params[x.data_id]}\n"}
effects.select{|x| x.code == 34}.each{|x| help += "\\c[#{UP}]解除:弱化#{@params[x.data_id]}\n"}
effects.select{|x| x.code == 21}.each{|x| help += "\\c[#{UP}]附加:#{x.data_id == 0 ? "普通攻击" : @states[x.data_id]} #{(x.value1*100).to_i}%\\c[0]\n"}
effects.select{|x| x.code == 22}.each{|x| help += "\\c[#{UP}]解除:#{@states[x.data_id]} #{(x.value1*100).to_i}%\\c[0]\n"}
effects.select{|x| x.code == 41}.each{|x| help += "\\c[#{VIP}]特殊效果:撤退\n"}
effects.select{|x| x.code == 42}.each{|x| help += "\\c[#{UP}]提升:#{@params[x.data_id]}#{x.value1.to_i}点\\c[0]\n"}
effects.select{|x| x.code == 43}.each{|x| help += "\\c[#{VIP}]学会:#{$data_skills[x.data_id].name}\\c[0]\n"}
help += "\\c[16]场合:#{OCCASION[skill.occasion]}\n"
help += "\\c[#{DOWN}]限制:#{$data_system.weapon_types[r[0]] if r[0] != 0} #{$data_system.weapon_types[r[1]] if r[1] != 0}\\c[0]\n" if r != [0,0]
help
end
#获取道具帮助内容
def self.getitemhelp(item)
help = ""
effects = item.effects
damage = item.damage
help += "\\c[16]类型:\\c[#{VIP}]#{"贵重物品 "if item.itype_id != 1}\\c[#{DOWN}]#{item.consumable ? "消耗品":"非消耗品"}\\c[0]\n"
help += "\\c[16]范围:#{SCOPE[item.scope]}\\c[0]\n" if item.scope != 0
help += "\\c[16]效果:#{@elements[damage.element_id]}#{DAMAGE_TYPE[damage.type]}\\c[0]\n" if damage.type != 0
effects.select{|x| x.code == 31}.each{|x| help += "\\c[#{UP}]强化:#{@params[x.data_id]} #{x.value1.to_i}回合\\c[0]\n"}
effects.select{|x| x.code == 32}.each{|x| help += "\\c[#{UP}]弱化:#{@params[x.data_id]} #{x.value1.to_i}回合\\c[0]\n"}
effects.select{|x| x.code == 33}.each{|x| help += "\\c[#{UP}]解除:强化#{@params[x.data_id]}\\c[0]\n"}
effects.select{|x| x.code == 34}.each{|x| help += "\\c[#{UP}]解除:弱化#{@params[x.data_id]}\\c[0]\n"}
effects.select{|x| x.code == 21}.each{|x| help += "\\c[#{UP}]附加:#{x.data_id == 0 ? "普通攻击" : @states[x.data_id]} #{(x.value1*100).to_i}%\\c[0]\n"}
effects.select{|x| x.code == 22}.each{|x| help += "\\c[#{UP}]解除:#{@states[x.data_id]} #{(x.value1*100).to_i}%\\c[0]\n"}
effects.select{|x| x.code == 41}.each{|x| help += "\\c[#{VIP}]特殊效果:撤退\n"}
effects.select{|x| x.code == 42}.each{|x| help += "\\c[#{VIP}]提升:#{@params[x.data_id]}#{x.value1.to_i}点\\c[0]\n"}
effects.select{|x| x.code == 43}.each{|x| help += "\\c[#{VIP}]学会:#{$data_items[x.data_id].name}\\c[0]\n"}
help += "\\c[16]场合:#{OCCASION[item.occasion]}\\c[0]\n"
help
end
#计算行数(有些字体的汉字和[字母,数字,符号]的宽度不同,
#有可能会照成行数计算不对,尽量用宽度相同的字体吧)
def self.getline(text,maxtext)
text_new = ""
xtext = []
line = 0
text.each_line{|x| text_new += x.gsub(/\\\S\[\d+\]/i){}} #去掉控制符
text_new.each_line{|x| xtext.push x.gsub(/\n/){}} #去掉换行符
xtext.each{|x| line += (x.size / (maxtext.to_f + 1).to_i) + 1}
line
end
end
#==============================================================================
# ■ Window_Help_Ex
#------------------------------------------------------------------------------
# 加强显示特技和物品等的说明
#==============================================================================
class Window_Help_Ex < Window_Base
include VIPArcher::Equipplus
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(line_number = 0)
super(0, 0, 210, 0)
self.z = 150
contents.font.size = 14
@time = 0
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_height_vip(VIPArcher::Equipplus.getline(@xtext,13))
create_contents
contents.font.name = Font_Name
contents.font.size = Font_Size
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)
@time = TIME
self.show
self.openness = 0
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 技能、物品等
#--------------------------------------------------------------------------
def set_item(item)
if item == nil
set_text("")
return
end
@xtext = ""
if $VIPArcherScript[:itemcolor] # require 物品描绘颜色脚本
@xtext = "\\c[16]名称:\\c[#{VIPArcher::ItemColor::Color_Lv[item.color]}]" +
"#{item.name} #{item.color if item.color != 0}#{"★" if item.color != 0}\\c[0]\n"
else
@xtext = "\\c[16]名称:\\c[0]#{item.name}\n"
end
@xtext += "\\c[16]介绍:\\c[0]#{item.description}\n"
if $VIPArcherScript[:load] # require 队伍负重脚本
@xtext += "\\c[16]售价:#{item.price} 重量:#{item.load}\\c[0]\n"
else
@xtext += item.price == 0 ? "\\c[16]售价:\\c[14]无法出售\\c[0]\n":"\\c[16]售价:#{item.price}\\c[0]\n"
end if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)
@xtext += VIPArcher::Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)
@xtext += VIPArcher::Equipplus.getskillhelp(item) if item.is_a?(RPG::Skill)
@xtext += VIPArcher::Equipplus.getitemhelp(item) if item.is_a?(RPG::Item)
if $VIPArcherScript[:exdrop_rate] # require 队伍掉率扩展
@xtext += "\\c[#{$2.to_i > 0 ? UP : DOWN}]#{$1}掉率: #{$2}%\\c[0]\n" if
item.note =~ /<(\W+)掉率:\s*([0-9+.-]+)%>/i
end if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Skill)
@xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
self.hide if @text == ""
draw_text_vip(4, 0, @text,width,40,false)
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@time -= 1 if @time > 0
self.open if @time == 0
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_height_vip(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_vip(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
#--------------------------------------------------------------------------
# ● 处理换行文字
#--------------------------------------------------------------------------
alias vip_20141007_process_new_line process_new_line
def process_new_line(text, pos)
vip_20141007_process_new_line(text, pos)
pos[:height] = contents.font.size if pos[:width] != nil
end
end
#==============================================================================
# ■ 设置帮助增强窗口
#==============================================================================
class Window_Selectable < Window_Base
attr_reader :help_ex_window
#--------------------------------------------------------------------------
# ● 调用帮助窗口的更新方法
#--------------------------------------------------------------------------
alias help_ex_call_update_help call_update_help
def call_update_help
help_ex_call_update_help
update_ex_help if active && @help_ex_window
end
#--------------------------------------------------------------------------
# ● 更新帮助内容
#--------------------------------------------------------------------------
def update_ex_help
@help_ex_window.set_item(item) if @help_ex_window
if index != -1 && item != nil
@help_ex_window.uppos(index,item_rect(index),self)
end
end
#--------------------------------------------------------------------------
# ● 设置帮助增强窗口
#--------------------------------------------------------------------------
def help_ex_window=(help_ex_window)
@help_ex_window = help_ex_window
end
end
#==============================================================================
# ■ 在各场景处理帮助窗口
#==============================================================================
class Scene_Base
#--------------------------------------------------------------------------
# ● 生成帮助增强窗口
#--------------------------------------------------------------------------
def create_help_ex
@help_ex_window = Window_Help_Ex.new
@help_ex_window .viewport = @viewport
@item_window.help_ex_window = @help_ex_window if @item_window
@slot_window.help_ex_window = @help_ex_window if @slot_window
@skill_window.help_ex_window = @help_ex_window if @skill_window
@buy_window.help_ex_window = @help_ex_window if @buy_window
@sell_window.help_ex_window = @help_ex_window if @sell_window
end
end
#道具栏
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias help_ex_start start
def start
help_ex_start
create_help_ex
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
alias help_ex_on_item_cancel on_item_cancel
def on_item_cancel
help_ex_on_item_cancel
@help_ex_window.hide
end
end
#装备栏
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias help_ex_start start
def start
help_ex_start
create_help_ex
end
#--------------------------------------------------------------------------
# ● 装备栏“取消”
#--------------------------------------------------------------------------
alias help_ex_on_slot_cancel on_slot_cancel
def on_slot_cancel
help_ex_on_slot_cancel
@help_ex_window.hide
end
end
#技能栏
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias help_ex_start start
def start
help_ex_start
create_help_ex
end
#--------------------------------------------------------------------------
# ● 物品“确定”
#--------------------------------------------------------------------------
alias help_ex_on_item_ok on_item_ok
def on_item_ok
help_ex_on_item_ok
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
alias help_ex_on_item_cancel on_item_cancel
def on_item_cancel
help_ex_on_item_cancel
@help_ex_window.hide
end
end
#战斗界面
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias help_ex_start start
def start
help_ex_start
create_help_ex
end
#--------------------------------------------------------------------------
# ● 技能“确定”
#--------------------------------------------------------------------------
alias help_ex_on_skill_ok on_skill_ok
def on_skill_ok
help_ex_on_skill_ok
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 技能“取消”
#--------------------------------------------------------------------------
alias help_ex_on_skill_cancel on_skill_cancel
def on_skill_cancel
help_ex_on_skill_cancel
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 物品“确定”
#--------------------------------------------------------------------------
alias help_ex_on_item_ok on_item_ok
def on_item_ok
help_ex_on_item_ok
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 物品“取消”
#--------------------------------------------------------------------------
alias help_ex_on_item_cancel on_item_cancel
def on_item_cancel
help_ex_on_item_cancel
@help_ex_window.hide
end
end
#商店界面
class Scene_Shop < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
alias help_ex_start start
def start
help_ex_start
create_help_ex
end
#--------------------------------------------------------------------------
# ● 买入“确定”
#--------------------------------------------------------------------------
alias help_ex_on_buy_ok on_buy_ok
def on_buy_ok
help_ex_on_buy_ok
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 买入“取消”
#--------------------------------------------------------------------------
alias help_ex_on_buy_cancel on_buy_cancel
def on_buy_cancel
help_ex_on_buy_cancel
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 卖出“确定”
#--------------------------------------------------------------------------
alias help_ex_on_sell_ok on_sell_ok
def on_sell_ok
help_ex_on_sell_ok
@help_ex_window.hide
end
#--------------------------------------------------------------------------
# ● 卖出“取消”
#--------------------------------------------------------------------------
alias help_ex_on_sell_cancel on_sell_cancel
def on_sell_cancel
help_ex_on_sell_cancel
@help_ex_window.hide
end
end