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人物
例:(\N換行)
在数多戰役中生還下來的戰士。\N平時性格溫厚,
然而在戰鬥中會徐徐變得狂暴。- #==============================================================================
- # □ No.057
- # スタッフロール(RPGツクールVX Ace)
- #------------------------------------------------------------------------------
- # by initialization
- #==============================================================================
- #==============================================================================
- # □ 設定
- #==============================================================================
- module RGSSinit end
- module RGSSinit::Staff_Roll
- #--------------------------------------------------------------------------
- # ○ 素材スイッチ(true/false)
- #--------------------------------------------------------------------------
- MATERIAL_SWITCH = true
- #--------------------------------------------------------------------------
- # ○ フォルダの指定
- #--------------------------------------------------------------------------
- FOLDER_NAME = "Graphics/Titles1"
- #--------------------------------------------------------------------------
- # ○ 背景の設定
- #--------------------------------------------------------------------------
- BACKGROUND = "Island"
- #--------------------------------------------------------------------------
- # ○ 登録(ハッシュ設定)
- #--------------------------------------------------------------------------
- REGISTRATION = {
- 1 => ["GAME DESIGNER", "AAA"],
- 2 => ["DESIGNER", "BBB"],
- 3 => ["SCENARIO", "CCC"],
- 4 => ["THANKS", "DDD"],
- 5 => ["MATERIAL", "EEE"],
- 6 => ["THANK YOU", "FOR PLAYING!"],
- }
- #--------------------------------------------------------------------------
- # ○ 最後の文字列に対して、中央停止設定
- #--------------------------------------------------------------------------
- LAST_STRING_STOP = true
- #--------------------------------------------------------------------------
- # ○ フォントの設定
- #--------------------------------------------------------------------------
- FONT = "VL Gothic"
- #--------------------------------------------------------------------------
- # ○ フォントの大きさ
- #--------------------------------------------------------------------------
- SIZE = 24
- #--------------------------------------------------------------------------
- # ○ 文字色(Colorクラス)
- #--------------------------------------------------------------------------
- COLOR1 = Color.new(192, 192, 255)
- COLOR2 = Color.new(255, 255, 255)
- #--------------------------------------------------------------------------
- # ○ 縁取り設定(true/false/"")
- #--------------------------------------------------------------------------
- OUTLINE = true
- #--------------------------------------------------------------------------
- # ○ 音楽
- #--------------------------------------------------------------------------
- SOUND = "Theme1"
- #--------------------------------------------------------------------------
- # ○ スタッフロールのスキップ許可設定
- #--------------------------------------------------------------------------
- SKIP = true
- #--------------------------------------------------------------------------
- # ○ 引き伸ばしサポート(true/false)
- #--------------------------------------------------------------------------
- VGA_SUPPORT = true
- end
- #==============================================================================
- # ■ Object
- #==============================================================================
- class Object
- #--------------------------------------------------------------------------
- # ○ アクセス省略化
- #--------------------------------------------------------------------------
- RGSSinit057 = RGSSinit::Staff_Roll
- end
- #==============================================================================
- # □ スタッフロール
- #==============================================================================
- $rgssinit ||= {} ; $rgssinit["スタッフロール"] = RGSSinit057::MATERIAL_SWITCH
- if $rgssinit["スタッフロール"]
- #==============================================================================
- # □ RGSSinitM057
- #==============================================================================
- class RGSSinitM057
- #--------------------------------------------------------------------------
- # ● 公開インスタンス変数
- #--------------------------------------------------------------------------
- attr_accessor :background
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化 [オーバーライド]
- #--------------------------------------------------------------------------
- def initialize
- @background = RGSSinit057::BACKGROUND
- end
- end
- #==============================================================================
- # ■ Cache
- #==============================================================================
- module Cache
- #--------------------------------------------------------------------------
- # ○ スタッフロール画面背景の取得
- # filename : ファイル名
- #--------------------------------------------------------------------------
- def self.staff_roll_background(filename)
- load_bitmap(RGSSinit057::FOLDER_NAME + "/", filename)
- end
- end
- #==============================================================================
- # ■ Game_Interpreter
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ○ スタッフロール呼び出しメソッド
- #--------------------------------------------------------------------------
- def call057
- SceneManager.call(Scene_StaffRoll)
- Fiber.yield
- end
- end
- #==============================================================================
- # □ Scene_StaffRoll
- #==============================================================================
- class Scene_StaffRoll < Scene_Base
- #--------------------------------------------------------------------------
- # ○ オブジェクト初期化 [オーバーライド]
- #--------------------------------------------------------------------------
- def initialize
- [url=home.php?mod=space&uid=263426]@temp[/url] = RPG::BGM.last
- @background_sprite = Sprite.new
- @entry = 1
- @string1 = Sprite.new
- @string2 = Sprite.new
- @timer = 0
- @last_flag = false
- end
- #--------------------------------------------------------------------------
- # ○ 開始処理 [オーバーライド]
- #--------------------------------------------------------------------------
- def start
- bgm_process
- super
- create_spriteset
- end
- #--------------------------------------------------------------------------
- # ○ 音楽処理
- #--------------------------------------------------------------------------
- def bgm_process
- if RGSSinit057::SOUND == nil
- Audio.bgm_stop
- elsif RGSSinit057::SOUND != ""
- Audio.bgm_play("Audio/BGM/" + RGSSinit057::SOUND)
- end
- end
- #--------------------------------------------------------------------------
- # ○ スプライトセットの作成
- #--------------------------------------------------------------------------
- def create_spriteset
- if $game_rgssinit.rgssinit057.background != ""
- bg = Cache.staff_roll_background($game_rgssinit.rgssinit057.background)
- if $rgssinit["画面サイズVGA"] && RGSSinit057::VGA_SUPPORT
- resize = Bitmap.new(640, 480)
- resize.stretch_blt(resize.rect, bg, bg.rect)
- @background_sprite.bitmap = resize
- return
- end
- @background_sprite.bitmap = bg
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新 [オーバーライド]
- #--------------------------------------------------------------------------
- def update
- super
- update_input
- if RGSSinit057::REGISTRATION[@entry]
- update_string_display1
- update_string_display2
- update_string_process
- else
- return_scene
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新:入力
- #--------------------------------------------------------------------------
- def update_input
- unless @last_flag
- return unless RGSSinit057::SKIP
- return_scene if Input.trigger?(:C)
- else
- return_scene if Input.trigger?(:C)
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新:文字列表示1
- #--------------------------------------------------------------------------
- def update_string_display1
- if @string1.bitmap == nil
- create_string1
- return
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新:文字列表示2
- #--------------------------------------------------------------------------
- def update_string_display2
- if @string2.bitmap == nil
- create_string2
- return
- end
- end
- #--------------------------------------------------------------------------
- # ○ フレーム更新:文字列の処理
- #--------------------------------------------------------------------------
- def update_string_process
- return if @last_flag
- @timer += 1
- if @timer == 5
- @string1.y -= 4 if @string1.bitmap
- @string2.y -= 4 if @string2.bitmap
- if (@string1.y < Graphics.height / 2 - 16) && RGSSinit057::REGISTRATION[@entry + 1] == nil && RGSSinit057::LAST_STRING_STOP
- @last_flag = true
- end
- @timer = 0
- end
- if @string2.y < -46
- @string1.bitmap = nil
- @string2.bitmap = nil
- @entry += 1
- @timer = 0
- end
- end
- #--------------------------------------------------------------------------
- # ○ 文字列の作成1
- #--------------------------------------------------------------------------
- def create_string1
- @string1.bitmap = Bitmap.new(1, 1)
- @string1.bitmap.font.name = font_select
- @string1.bitmap.font.size = size_select
- rect = @string1.bitmap.text_size(RGSSinit057::REGISTRATION[@entry][0])
- @string1.bitmap.dispose
- @string1.bitmap = Bitmap.new(rect.width, rect.height)
- @string1.bitmap.font.name = font_select
- @string1.bitmap.font.size = size_select
- @string1.bitmap.font.outline = outline_select
- @string1.bitmap.font.color = RGSSinit057::COLOR1
- @string1.bitmap.draw_text(rect, RGSSinit057::REGISTRATION[@entry][0])
- @string1.x = (Graphics.width - rect.width) / 2
- @string1.y = Graphics.height - 16 + 30
- end
- #--------------------------------------------------------------------------
- # ○ 文字列の作成2
- #--------------------------------------------------------------------------
- def create_string2
- @string2.bitmap = Bitmap.new(1, 1)
- @string2.bitmap.font.name = font_select
- @string2.bitmap.font.size = size_select
- rect = @string2.bitmap.text_size(RGSSinit057::REGISTRATION[@entry][1])
- @string2.bitmap.dispose
- @string2.bitmap = Bitmap.new(rect.width, rect.height)
- @string2.bitmap.font.name = font_select
- @string2.bitmap.font.size = size_select
- @string2.bitmap.font.outline = outline_select
- @string2.bitmap.font.color = RGSSinit057::COLOR2
- @string2.bitmap.draw_text(rect, RGSSinit057::REGISTRATION[@entry][1])
- @string2.x = (Graphics.width - rect.width) / 2
- @string2.y = Graphics.height + 16 + 30
- end
- #--------------------------------------------------------------------------
- # ○ フォントの選択
- #--------------------------------------------------------------------------
- def font_select
- if RGSSinit057::FONT == ""
- if $rgssinit["フォントセッティング"]
- return RGSSinit037::BASE_SPRITE != "" ? RGSSinit037::BASE_SPRITE : Font.default_name
- else
- return Font.default_name
- end
- end
- return RGSSinit057::FONT
- end
- #--------------------------------------------------------------------------
- # ○ フォントサイズの選択
- #--------------------------------------------------------------------------
- def size_select
- if RGSSinit057::SIZE < 1
- if $rgssinit["フォントセッティング"]
- return RGSSinit037::BASE_SIZE != 0 ? RGSSinit037::BASE_SIZE : Font.default_size
- else
- return Font.default_size
- end
- end
- return RGSSinit057::SIZE
- end
- #--------------------------------------------------------------------------
- # ○ 縁取り使用の選択
- #--------------------------------------------------------------------------
- def outline_select
- if RGSSinit057::OUTLINE == ""
- if $rgssinit["フォントセッティング"]
- return RGSSinit037::BASE_OUTLINE
- else
- return Font.default_outline
- end
- end
- return RGSSinit057::OUTLINE
- end
- #--------------------------------------------------------------------------
- # ○ 終了処理 [オーバーライド]
- #--------------------------------------------------------------------------
- def terminate
- super
- Audio.bgm_play("Audio/BGM/" + @temp.name) if @temp.name != ""
- dispose_sprites
- end
- #--------------------------------------------------------------------------
- # ○ スプライトの解放
- #--------------------------------------------------------------------------
- def dispose_sprites
- @background_sprite.dispose
- @string1.dispose
- @string2.dispose
- end
- end
- end
复制代码 裝備說明增強- #encoding:utf-8
- #==============================================================================
- # ■ 裝備說明增強 By wyongcan
- #==============================================================================
- module Equipplus
- CODE ={
- 11 => "屬性抗性",
- 12 => "弱化抗性",
- 13 => "狀態抗性",
- 14 => "狀態免疫",
- 21 => "普通能力",
- 22 => "添加能力",
- 23 => "特殊能力",
- 31 => "攻擊附帶屬性",
- 32 => "攻擊附帶狀態",
- 33 => "修正攻擊速度",
- 34 => "添加攻擊次數",
- 41 => "添加技能類型",
- 42 => "禁用技能類型",
- 43 => "添加技能",
- 44 => "禁用技能",
- 51 => "可裝備武器類型",
- 52 => "可裝備護甲類型",
- 53 => "固定裝備",
- 54 => "禁用裝備",
- 55 => "裝備風格",
- 61 => "添加行動次數",
- 62 => "特殊標誌",
- 63 => "消失效果",
- 64 => "隊伍能力"}
- #特殊標誌
- FLAG ={
- 0 => "自動戰鬥",
- 1 => "擅長防禦",
- 2 => "保護弱者",
- 3 => "特技專注"}
- #普通能力
- PARAM ={
- 0 => "最大HP",
- 1 => "最大MP",
- 2 => "物理攻擊",
- 3 => "物理防禦",
- 4 => "魔法攻擊",
- 5 => "魔法防禦",
- 6 => "敏 捷 值",
- 7 => "幸 運 值"}
- #添加能力
- XPARAM ={
- 0 => "物理命中幾率:",
- 1 => "物理閃避幾率:",
- 2 => "必殺幾率:",
- 3 => "必殺閃避幾率:",
- 4 => "魔法閃避幾率:",
- 5 => "魔法反射幾率:",
- 6 => "物理反擊幾率:",
- 7 => "體力值再生速度:",
- 8 => "魔力值再生速度:",
- 9 => "特技值再生速度:"}
- #特殊能力
- SPARAM ={
- 0 => "受到攻擊的幾率",
- 1 => "防禦效果比率",
- 2 => "恢復效果比率",
- 3 => "藥理知識",
- 4 => "MP消費率",
- 5 => "TP消耗率",
- 6 => "物理傷害加成",
- 7 => "魔法傷害加成",
- 8 => "地形傷害加成",
- 9 => "經驗獲得加成"}
- @隊伍能力 ={
- 0 => "遇敵幾率減半",
- 1 => "隨機遇敵無效",
- 2 => "敵人偷襲無效",
- 3 => "先制攻擊幾率上升",
- 4 => "獲得金錢數量雙倍",
- 5 => "物品掉落幾率雙倍"}
- def self.equiphelpready
- @狀態 = {}
- @武器類型 = {}
- @防具類型 = {}
- @屬性 = {}
- $data_states.each{|x| @狀態[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| @屬性[y] = x if x != ""}
- weapon_types.each_with_index{|x,y| @武器類型[y] = x if x != ""}
- armor_types.each_with_index{|x,y| @防具類型[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] + ":雙持武器" + "\n"}
- features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @屬性[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] + ":" + @狀態[x.data_id] + "*" + x.value.to_s + "\n"}
- features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @狀態[x.data_id] + "\n"}
- features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @屬性[x.data_id] + "\n"}
- features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @狀態[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] + ":" + @武器類型[x.data_id] + "\n"}
- features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具類型[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] + ":" + @隊伍能力[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
- #------------------------------------------------------------------------------
- # 顯示特技和物品等的說明、以及角色狀態的窗口
- #==============================================================================
-
- class Window_Help2 < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize(line_number = 0)
- super(0, 0, 230, 0)
- self.z = 210
- contents.font.size = 19
- hide
- end
- #--------------------------------------------------------------------------
- # ● 設置內容
- #--------------------------------------------------------------------------
- def set_text(text)
- @text = text
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 清除
- #--------------------------------------------------------------------------
- def clear
- set_text("")
- end
- #--------------------------------------------------------------------------
- # ● 更新幫助位置
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 設置物品
- # item : 技能、物品等
- #--------------------------------------------------------------------------
- def set_item(item)
- if item == nil
- set_text("")
- return
- end
- @xtext = ""
- @xtext = "名稱:" + item.name + "\n"
- @xtext += "介紹:" + item.description + "\n"
- @xtext += "價格:" + 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
- #--------------------------------------------------------------------------
- # ● 計算窗口顯示指定行數時的應用高度2*************************
- #--------------------------------------------------------------------------
- def fitting_height2(line_number)
- line_number * contents.font.size + standard_padding * 2
- end
- #~ draw_text_ex的增強,使其可以自動換行 原作者:葉子 修改:wyongcan
- #--------------------------------------------------------------------------
- # ● 繪製帶有控制符的文本內容
- # 如果傳遞了width參數的話,會自動換行
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 文字的處理
- # c : 文字
- # text : 繪製處理中的字符串緩存(字符串可能會被修改)
- # pos : 繪製位置 {:x, :y, :new_x, :height}
- #--------------------------------------------------------------------------
- def process_character(c, text, pos)
- case c
- when "\r" # 回車
- return
- when "\n" # 換行
- process_new_line(text, pos)
- when "\f" # 翻頁
- 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
- #--------------------------------------------------------------------------
- # ● 更新幫助內容
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 更新幫助內容
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 更新幫助內容
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # ● 更新幫助內容
- #--------------------------------------------------------------------------
- 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
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