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对不起我实在是太蠢了,从上次找到作者主页到现在已经四天了……还是搞不懂……
这个技能树脚本真心很赞,主动技能和被动技能都有……
技能树脚本#==============================================================================
# ■スキルツリーシステム for RGSS3 Ver0.85-α
# □作成者 kure
#
# 呼び出し方法 SceneManager.call(Scene_SkillTree)
#==============================================================================
$kure_integrate_script = {} if $kure_integrate_script == nil
$kure_integrate_script[:SkillTree] = 1
p "スキルツリーシステム"
#--------------------------------------------------------------------------
# ★ 設定項目(各設定の値を変更してください)
#--------------------------------------------------------------------------
module KURE
module Skill_Tree
#スキルポイントに関する設定-------------------------------------------------
#基礎スキルポイントの値
BASE_SKILL_POINT = 10
#表示関する設定-------------------------------------------------------------
#スキルポイントの名称
Skill_Point_NAME = "SP"
#動作に関する設定-----------------------------------------------------------
#スキルポイント回収「←キー」の有効設定
#USE_LEFT_KEY = [有効にするツリーID配列]
USE_LEFT_KEY = [0,1,2,3,4]
#リセットモード
# 1 = 左キ-による回収 2 = フルリセット
RESET_MODE = 2
end
end
#==============================================================================
# ▲ Vocab(追加定義)
#==============================================================================
module Vocab
ObtainSkillP = "%s のスキルポイントを獲得!"
end
#メモ欄処理モジュール--------------------------------------------------------
module KURE
#--------------------------------------------------------------------------
# ★ 数値配列に畳む(追加定義)
#--------------------------------------------------------------------------
def self.arr_num_slice(arr)
result_arr = Array.new
unless arr == [] and arr.empty?
arr.flatten!
arr.each{|value| value.scan(/\d+/).each { |num| result_arr.push(num.to_i)}}
end
return result_arr
end
#--------------------------------------------------------------------------
# ☆ 特徴の文字配列の呼び出し(追加定義)
#--------------------------------------------------------------------------
def self.basic_call_effect_txt(item)
draw_txt = Array.new
#書きだし
item.effects.each{|effect|
case effect.code
#HP回復,MP回復,TP回復
when 11,12,13
case effect.code
when 11 ; txt = "HP "
when 12 ; txt = "MP "
when 13 ; txt = "TP "
end
if effect.value1 != 0
txt2 = "% 回復" if effect.value1 > 0
txt2 = "% 減少" if effect.value1 < 0
draw_txt.push(txt + (((effect.value1*100).abs).to_i).to_s + txt2)
end
if effect.value2 != 0
txt2 = " 回復" if effect.value2 > 0
txt2 = " 減少" if effect.value2 < 0
draw_txt.push(txt + ((effect.value2.abs).to_i).to_s + txt2)
end
when 21,22
case effect.code
when 21 ; txt = " 付与 "
when 22 ; txt = " 解除 "
end
name = effect.data_id == 0 ? "通常攻撃" : $data_states[effect.data_id].name
draw_txt.push(name + txt + ((effect.value1*100).to_i).to_s + "%")
when 31,32,33,34
case effect.code
when 31
txt = " 強化付与 "
txt2 = (effect.value1.to_i).to_s + "ターン"
when 32
txt = " 弱体付与 "
txt2 = (effect.value1.to_i).to_s + "ターン"
when 33
txt = " 強化解除"
txt2 = ""
when 34
txt = " 弱体解除"
txt2 = ""
end
draw_txt.push(Vocab::param(effect.data_id) + txt + txt2)
when 41
draw_txt.push("逃走効果")
when 42
draw_txt.push(Vocab::param(effect.data_id) + " 成長(" + (effect.value1.to_i).to_s + ")" )
when 43
draw_txt.push($data_skills[effect.data_id].name + " 習得")
when 44
draw_txt.push("特殊効果")
end
}
return draw_txt
end
end
#==============================================================================
# ●■ RPG::BaseItem(追加定義集積)
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ◆ 使用スキルツリーの定義(追加定義)
#--------------------------------------------------------------------------
def use_skill_tree
KURE.arr_num_slice(@note.scan(/<使用スキルツリー\s?(\d+(?:\s?*,\s?*\d+)*)>/))
end
#--------------------------------------------------------------------------
# ★ スキルポイントのLv補正定義(追加定義)
#--------------------------------------------------------------------------
def sp_level_revise
@note.match(/<スキルポイントLv補正\s?([1-9]\d*|0)(\.\d+)?>/)
return 0 unless $1
value = $1.to_f
value += $2.to_f if $2
return value
end
#--------------------------------------------------------------------------
# ★ 追加スキルポイント数を保存している変数の定義(追加定義)
#--------------------------------------------------------------------------
def add_msp_var
@note.match(/<追加ポイント数保存変数\s?(\d+)\s?>/)
return $1 ? $1.to_i : 0
end
#--------------------------------------------------------------------------
# ★ スキルポイントのアクター補正定義(追加定義)
#--------------------------------------------------------------------------
def sp_revise
@note.match(/<スキルポイント補正\s?(\d+)\s?>/)
return $1 ? $1.to_i : 0
end
end
#==============================================================================
# ●■ RPG::UsableItem(追加定義集積)
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# ☆ スキルディレイの定義(追加定義)
#--------------------------------------------------------------------------
def reset_skill_point?
@note.include?("<スキルポイントリセット>")
end
end
#==============================================================================
# ■ RPG::Enemy(追加定義)
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# ☆ スキルポイントの定義(追加定義)
#--------------------------------------------------------------------------
def skill_exp
@note.match(/<スキルポイント\s?(\d+)\s?>/)
return $1 ? $1.to_i : 0
end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# ◎ スキル/アイテムの適用テスト(エイリアス再定義)
#--------------------------------------------------------------------------
alias k_skilltree_before_item_test item_test unless $!
def item_test(user, item)
return true if skill_point_reset_effect?(user, item)
k_skilltree_before_item_test(user, item)
end
#--------------------------------------------------------------------------
# ★ スキルポイントのリセット効果があるかどうか(追加定義)
#--------------------------------------------------------------------------
def skill_point_reset_effect?(user, item)
return true if item.reset_skill_point?
return false
end
#--------------------------------------------------------------------------
# ◎ スキル/アイテムの効果適用(エイリアス再定義)
#-------------------------------------------------------------------------
alias k_skilltree_before_item_apply item_apply unless $!
def item_apply(user, item)
k_skilltree_before_item_apply(user, item)
item_effect_reset_skillpoint(user, item)
end
#--------------------------------------------------------------------------
# ☆ 使用効果[スキルポイントリセット](追加定義)
#--------------------------------------------------------------------------
def item_effect_reset_skillpoint(user, item)
return unless actor?
return unless skill_point_reset_effect?(user, item)
case KURE::Skill_Tree::RESET_MODE
when 1 ; self.reset_skill_flag = true
when 2 ; self.sp3_full_reset
end
end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ☆ スキルポイントの取得(追加定義)
#--------------------------------------------------------------------------
def skill_exp
enemy.skill_exp
end
end
#==============================================================================
# ■ Game_Actor(再定義)
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :reset_skill_flag
#--------------------------------------------------------------------------
# ● スキルポイントカスタムの開始時処理
#--------------------------------------------------------------------------
def skillpoint_3_setting
#オブジェクトの構築
@tree_lv_log ||= [] ; @tree_skill_log ||= []
@used_skill_point ||= [] ; @pre_condition_list ||= []
@battle_skill_point ||= []
end
#--------------------------------------------------------------------------
# ● フルリセット
#--------------------------------------------------------------------------
def sp3_full_reset
return unless @tree_skill_log
#複数のスキルデータ更新の為一旦更新をブロック
@need_refresh = false
#ツリーログを全検索し、すべてのスキルを削除
@tree_skill_log.each {|class_data|
next unless class_data
class_data.each{|tree_data|
next unless tree_data
tree_data.each{|lv_data|
next unless lv_data
forget_skill(lv_data)
}
}
}
#オブジェクト再構築
@tree_lv_log = [] ; @tree_skill_log = []
@used_skill_point = [] ; @pre_condition_list = []
#更新のブロックを解除し、更新する
@need_refresh = true
#パッシブスキルを更新する
set_passive_object if $kure_integrate_script[:integrate]
end
#--------------------------------------------------------------------------
# ● 最大スキルポイントの呼び出し(id = 0 アクター、他 職業)(追加定義)
#--------------------------------------------------------------------------
def max_skill_point(id)
actor = $data_actors[@actor_id]
job = $data_classes[id]
#基礎スキルポイントを加算
msp = KURE::Skill_Tree::BASE_SKILL_POINT
#レベル補正を加算
obj = id == 0 ? actor : job
msp += obj.sp_level_revise * @level
#アクター補正を加算
msp += actor.sp_revise
#戦闘獲得補正を加算
msp += call_battle_sp(id)
#変数補正を加算
msp += $game_variables[actor.add_msp_var] if actor.add_msp_var != 0
return msp.to_i
end
#--------------------------------------------------------------------------
# ● スキルポイントの呼び出し(追加定義)
#--------------------------------------------------------------------------
def skill_point_log(id)
@used_skill_point ||= []
@used_skill_point[id] ||= 0
return @used_skill_point[id]
end
#--------------------------------------------------------------------------
# ● スキルポイント用の取得(追加定義)
#--------------------------------------------------------------------------
def call_battle_sp(class_id)
return 0 unless @battle_skill_point[class_id]
return @battle_skill_point[class_id]
end
#--------------------------------------------------------------------------
# ● スキルポイントの追加(追加定義)
#--------------------------------------------------------------------------
def add_skill_point(value)
@battle_skill_point ||= []
@battle_skill_point[0] ||= 0
@battle_skill_point[@class_id] ||= 0
@battle_skill_point[0] = [@battle_skill_point[0] + value ,0].max
@battle_skill_point[@class_id] = [@battle_skill_point[@class_id] + value ,0].max
if $kure_integrate_script[:multiclass]
id_list = adv_class_id.collect{|block| block[0] if block}
id_list.compact!
id_list.each{|multi_id|
@battle_skill_point[multi_id] ||= 0
@battle_skill_point[multi_id] = [@battle_skill_point[multi_id] + value ,0].max
}
end
end
#--------------------------------------------------------------------------
# ● スキルポイントの使用(追加定義)
#--------------------------------------------------------------------------
def use_skill_point(value, id)
@used_skill_point ||= []
@used_skill_point[id] ||= 0
@used_skill_point[id] = [@used_skill_point[id] + value ,0].max
end
#--------------------------------------------------------------------------
# ● 指定スキルツリーIDの現在のレベル
#--------------------------------------------------------------------------
def tree_lv(tree_id, id)
@tree_lv_log[id] ||= []
@tree_lv_log[id][tree_id] ||= 0
return @tree_lv_log[id][tree_id]
end
#--------------------------------------------------------------------------
# ● 指定スキルツリーの指定レベルの現在のスキル
#--------------------------------------------------------------------------
def tree_skill(tree_id, lv, id)
return nil if lv == 0
@tree_skill_log[id] ||= []
@tree_skill_log[id][tree_id] ||= []
@tree_skill_log[id][tree_id][lv] ||= nil
return nil unless @tree_skill_log[id][tree_id][lv]
return $data_skills[@tree_skill_log[id][tree_id][lv]]
end
#--------------------------------------------------------------------------
# ● 指定スキルツリーのレベルを上げる
#--------------------------------------------------------------------------
def up_skill_tree_Lv(tree_id, id)
tree_lv = tree_lv(tree_id, id)
#現在のLvのスキルがFタイプであれば忘れる
if tree_lv != 0 && KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv][2] == "F"
forget_skill_id = KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv][0]
forget_skill(forget_skill_id)
end
#ツリーLv上昇
@tree_lv_log[id][tree_id] += 1
sp3_learn_skill_process(tree_id, @tree_lv_log[id][tree_id], id)
end
#--------------------------------------------------------------------------
# ● 指定ツリーの指定Lvのスキルを覚えたときの処理
#--------------------------------------------------------------------------
def sp3_learn_skill_process(tree_id, tree_lv, id)
@tree_skill_log[id] ||= []
@tree_skill_log[id][tree_id] ||= []
return if tree_lv == 0
return if @tree_skill_log[id][tree_id][tree_lv]
#新しいLvのスキルを覚える
learn_skill_data = KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv]
learn_skill(learn_skill_data[0])
use_skill_point(learn_skill_data[1], id)
#前提条件を出力する
@pre_condition_list[id] ||= []
learn_skill_data[3].each{|data|
@pre_condition_list[id].push(data + [learn_skill_data[0], tree_id, tree_lv])
}
#ツリーのログに覚えたスキルのIDを出力
@tree_skill_log[id][tree_id][tree_lv] = learn_skill_data[0]
end
#--------------------------------------------------------------------------
# ● 指定スキルツリーのレベルを下げる
#--------------------------------------------------------------------------
def down_skill_tree_Lv(tree_id, id)
#複数のスキルデータ更新の為一旦更新をブロック
@need_refresh = false
tree_lv = tree_lv(tree_id, id)
return if tree_lv == 0
#現在のLvのスキルを忘れる
sp3_forget_skill_process(tree_id, tree_lv, id)
#一つ下のLvのスキルを覚えなおす
if @tree_lv_log[id][tree_id] != 0
learn_skill_id = KURE::Skill_Tree::SKILL_TREE[tree_id][@tree_lv_log[id][tree_id]][0]
learn_skill(learn_skill_id)
end
#前提のチェック
sp3_pre_condition_cheak(id)
#更新のブロックを解除し、更新する
@need_refresh = true
#パッシブスキルを更新する
set_passive_object if $kure_integrate_script[:integrate]
end
#--------------------------------------------------------------------------
# ● 指定ツリーの指定Lvのスキルを忘れたときの処理
#--------------------------------------------------------------------------
def sp3_forget_skill_process(tree_id, tree_lv, id)
@tree_skill_log[id] ||= []
@tree_skill_log[id][tree_id] ||= []
return if tree_lv == 0
return unless @tree_skill_log[id][tree_id][tree_lv]
skill_data = KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv]
forget_skill(skill_data[0])
use_skill_point(-1 * skill_data[1], id)
#ツリーのログを削除
@tree_skill_log[id][tree_id][tree_lv] = nil
#前提条件より自分のスキルの前提を削除する
@pre_condition_list[id] ||= []
@pre_condition_list[id].size.times {|i|
next if @pre_condition_list[id][2] != skill_data[0]
@pre_condition_list[id] = nil
}
@pre_condition_list[id].compact!
#ツリーLvダウン
@tree_lv_log[id][tree_id] = [tree_lv - 1, @tree_lv_log[id][tree_id]].min
end
#--------------------------------------------------------------------------
# ● 前提のチェック
#--------------------------------------------------------------------------
def sp3_pre_condition_cheak(id)
roop = 1
while roop > 0 do
@pre_condition_list[id].each do |data|
next if tree_lv(data[0], id) >= data[1]
#現在のツリーLvを保存
last = @tree_lv_log[id][data[3]]
#前提を満たさなくなったスキルを削除
sp3_forget_skill_process(data[3], data[4], id)
#削除したスキルより上のLvのスキルを削除
(data[4] + 1).upto(last) {|i|
sp3_forget_skill_process(data[3], i, id)
}
roop += 1
end
roop -= 1
end
end
end
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ☆ スキルポイントの合計計算(追加定義)
#--------------------------------------------------------------------------
def skill_exp_total
skill_exp_total = dead_members.inject(0) {|r, enemy| r += enemy.skill_exp }
return skill_exp_total.to_i
end
end
#==============================================================================
# ■ Scene_SkillTree
#==============================================================================
class Scene_SkillTree < Scene_MenuBase
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
@actor.skillpoint_3_setting
create_all_window
window_setting
end
#--------------------------------------------------------------------------
# ● ウィンドウのセット
#--------------------------------------------------------------------------
def create_all_window
create_help_window
create_small_status_window
create_command_window
create_skill_tree_window
create_info_window
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウの作成
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new(1)
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_small_status_window
wx = 0
wy = @help_window.height
ww = 280
wh = 72
@small_status_window = Window_Skill_Tree_Small_Status.new(wx,wy,ww,wh)
end
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
def create_command_window
wx = 0
wy = @help_window.height + @small_status_window.height
ww = 280
@command_window = Window_Skill_Tree_Main_Command.new(wx,wy,ww)
@command_window.set_handler(:ok, method(:on_command_ok))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
@command_window.activate
end
#--------------------------------------------------------------------------
# ● スキルツリーウィンドウの作成
#--------------------------------------------------------------------------
def create_skill_tree_window
wx = 0
wy = @help_window.height + @small_status_window.height + @command_window.height
ww = @command_window.width
wh = Graphics.height - wy
@skill_tree_window = Window_Skill_Tree_Command.new(wx,wy,ww,wh)
@skill_tree_window.set_handler(:ok, method(:on_tree_ok))
@skill_tree_window.set_handler(:cancel, method(:on_tree_cansel))
@skill_tree_window.set_handler(:cursor_right, method(:on_tree_ok))
@skill_tree_window.set_handler(:cursor_left, method(:on_tree_left))
@skill_tree_window.unselect
@skill_tree_window.deactivate
end
#--------------------------------------------------------------------------
# ● インフォメーションウィンドウの作成
#--------------------------------------------------------------------------
def create_info_window
wx = @small_status_window.width
wy = @help_window.height
ww = Graphics.width - @command_window.width
wh = Graphics.height - wy
@info_window = Window_Skill_Tree_Info.new(wx,wy,ww,wh)
end
#--------------------------------------------------------------------------
# ● コマンド[決定]
#--------------------------------------------------------------------------
def on_command_ok
@info_window.page_index = 1
@skill_tree_window.activate
@skill_tree_window.select(0)
end
#--------------------------------------------------------------------------
# ● 呼び出し元のシーンへ戻る
#--------------------------------------------------------------------------
def return_scene
@actor.reset_skill_flag = false if @back_log
SceneManager.return
end
#--------------------------------------------------------------------------
# ● スキルツリー[決定][右]
#--------------------------------------------------------------------------
def on_tree_ok
#スキル習得処理
@actor.up_skill_tree_Lv(@skill_tree_window.current_ext[0], @command_window.current_ext)
window_refresh
@skill_tree_window.activate
end
#--------------------------------------------------------------------------
# ● スキルツリー[左]
#--------------------------------------------------------------------------
def on_tree_left
return if !KURE::Skill_Tree::USE_LEFT_KEY.include?(@skill_tree_window.current_ext[0]) && !@actor.reset_skill_flag
#スキル習得処理
@actor.down_skill_tree_Lv(@skill_tree_window.current_ext[0], @command_window.current_ext)
@back_log = true
window_refresh
@skill_tree_window.activate
end
#--------------------------------------------------------------------------
# ● スキルツリー[キャンセル]
#--------------------------------------------------------------------------
def on_tree_cansel
@info_window.page_index = 0
@command_window.activate
@skill_tree_window.unselect
@skill_tree_window.deactivate
end
#--------------------------------------------------------------------------
# ● 次のアクターに切り替え
#--------------------------------------------------------------------------
def next_actor
@actor.reset_skill_flag = false if @back_log
@actor.set_passive_object if $kure_integrate_script[:integrate]
@actor = $game_party.menu_actor_next
on_actor_change
end
#--------------------------------------------------------------------------
# ● 前のアクターに切り替え
#--------------------------------------------------------------------------
def prev_actor
@actor.reset_skill_flag = false if @back_log
@actor.set_passive_object if $kure_integrate_script[:integrate]
@actor = $game_party.menu_actor_prev
on_actor_change
end
#--------------------------------------------------------------------------
# ● アクターの切り替え後の処理
#--------------------------------------------------------------------------
def on_actor_change
#データ構築
@actor.skillpoint_3_setting
#表示の更新
@info_window.actor = @actor
@small_status_window.actor = @actor
@skill_tree_window.actor = @actor
@command_window.actor = @actor
@command_window.activate
@command_window.select(0)
@back_log = false
end
#--------------------------------------------------------------------------
# ● ウィンドウのセット
#--------------------------------------------------------------------------
def window_setting
@info_window.actor = @actor
@small_status_window.actor = @actor
@skill_tree_window.actor = @actor
@command_window.actor = @actor
@command_window.small_status_window = @small_status_window
@skill_tree_window.info_window = @info_window
@command_window.help_window = @help_window
@command_window.skill_tree_window = @skill_tree_window
@command_window.select(0)
@back_log = false
end
#--------------------------------------------------------------------------
# ● 全ウィンドウの再描画
#--------------------------------------------------------------------------
def window_refresh
@info_window.refresh
@small_status_window.refresh
@skill_tree_window.refresh
@info_window.item = @skill_tree_window.current_ext
end
end
#==============================================================================
# ■ Window_Skill_Tree_Small_Status
#==============================================================================
class Window_Skill_Tree_Small_Status < Window_Base
attr_accessor :actor
attr_accessor :draw_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y,width,height)
super(x, y, width, height)
refresh
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 描画INDEXの設定
#--------------------------------------------------------------------------
def draw_index=(index)
return if @draw_index == index
@draw_index = index
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_status
end
#--------------------------------------------------------------------------
# ● 半分のフェイスグラフィックを描画
#--------------------------------------------------------------------------
def draw_actor_harf_face(x,y,actor)
bitmap = Cache.face(actor.face_name)
rect = Rect.new(actor.face_index % 4 * 96, actor.face_index / 4 * 96 + 26 , 96, 44)
contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_status
return unless @actor
return unless @draw_index
draw_actor_harf_face(0, 0, @actor)
now = 0 ; max = 1 ; rate = 0;
if @draw_index == 0
now = @actor.skill_point_log(0)
max = @actor.max_skill_point(0)
else
now = @actor.skill_point_log(@draw_index)
max = @actor.max_skill_point(@draw_index)
end
rate = now.to_f / max
draw_actor_name(@actor, 100, line_height * 0)
draw_text(230, line_height * 0, contents.width - 230, contents.font.size, "☆", 2) if @actor.reset_skill_flag
draw_gauge(100, line_height * 1, 160, rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(100, line_height * 1, 30, contents.font.size, KURE::Skill_Tree::Skill_Point_NAME)
change_color(normal_color)
draw_text(130, line_height * 1, 55, contents.font.size, now.to_s, 2)
draw_text(190, line_height * 1, 10, contents.font.size, "/")
draw_text(205, line_height * 1, 55, contents.font.size, max.to_s, 2)
end
end
#==============================================================================
# ■ Window_Skill_Tree_Main_Command
#==============================================================================
class Window_Skill_Tree_Main_Command < Window_HorzCommand
attr_accessor :skill_tree_window
attr_accessor :small_status_window
attr_accessor :actor
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width)
@window_width = width
super(x, y)
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
@window_width
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
col_max = 2
col_max += 2 if $kure_integrate_script[:multiclass]
return col_max
end
#--------------------------------------------------------------------------
# ● カーソル位置の設定
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor
call_update_help
@skill_tree_window.draw_index = current_ext if @skill_tree_window
@small_status_window.draw_index = current_ext if @small_status_window
if @help_window
if current_ext == 0
@help_window.set_text("アクターの固有スキルを習得します。")
else
@help_window.set_text($data_classes[current_ext].name + "のスキルを習得します。")
end
end
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
add_command("固有", :ok, true, 0)
add_command(@actor.class.name, :ok, true, @actor.class_id)
if $kure_integrate_script[:multiclass]
id_list = @actor.adv_class_id.collect{|block| block[0] if block}
id_list.compact!
id_list.each{|multi_id| add_command($data_classes[multi_id].name, :ok, true, multi_id)}
end
end
end
#==============================================================================
# ■ Window_Skill_Tree_Command
#==============================================================================
class Window_Skill_Tree_Command < Window_Command
attr_accessor :draw_index
attr_accessor :actor
attr_accessor :info_window
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, ww, wh)
@width = ww
@height = wh
super(x, y)
end
#--------------------------------------------------------------------------
# ● ウィンドウ幅の取得
#--------------------------------------------------------------------------
def window_width
return @width
end
#--------------------------------------------------------------------------
# ● ウィンドウ高さの取得
#--------------------------------------------------------------------------
def window_height
@height
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 描画INDEXの設定
#--------------------------------------------------------------------------
def draw_index=(draw_index)
return if @draw_index == draw_index
@draw_index = draw_index
refresh
end
#--------------------------------------------------------------------------
# ● カーソル位置の設定
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor
call_update_help
return if index < 0
@info_window.item = current_ext if @info_window
end
#--------------------------------------------------------------------------
# ● カーソルを右に移動
#--------------------------------------------------------------------------
def cursor_right(wrap = false)
if current_item_enabled?
Sound.play_ok
call_handler(:cursor_right)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● カーソルを左に移動
#--------------------------------------------------------------------------
def cursor_left(wrap = false)
call_handler(:cursor_left)
end
#--------------------------------------------------------------------------
# ● 1ページ進める
#--------------------------------------------------------------------------
def cursor_pagedown
return unless @info_window
pos = @info_window.page_index
page_list = [1,2,3,4,1]
for i in 0..page_list.size - 1
if page_list == pos
@info_window.page_index = page_list[i + 1]
break
end
end
end
#--------------------------------------------------------------------------
# ● 1ページ戻る
#--------------------------------------------------------------------------
def cursor_pageup
return unless @info_window
pos = @info_window.page_index
page_list = [4,3,2,1,4]
for i in 0..page_list.size - 1
if page_list == pos
@info_window.page_index = page_list[i + 1]
break
end
end
end
#--------------------------------------------------------------------------
# ● 項目を描画する矩形の取得(テキスト用)
#--------------------------------------------------------------------------
def item_rect_for_text(index)
rect = item_rect(index)
rect.x += 28
rect.width -= 32
rect
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
change_color(normal_color, command_enabled?(index))
draw_icon(@icon_list[index], 0, contents.font.size * index)
draw_text(item_rect_for_text(index), command_name(index), alignment)
case @info_list[index][0]
when 0
change_color(power_up_color)
when 1
change_color(power_down_color)
end
draw_text(item_rect_for_text(index), @info_list[index][1], 2)
change_color(normal_color)
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
return unless @draw_index
data = [] ; @icon_list = [] ; @info_list = []
if @draw_index == 0
data = $data_actors[@actor.id].use_skill_tree
else
data = $data_classes[@draw_index].use_skill_tree
end
data.each do |tree_id|
tree_lv = @actor.tree_lv(tree_id, @draw_index)
skill = @actor.tree_skill(tree_id, tree_lv, @draw_index)
name = skill ? skill.name : "- 未習得 -"
icon_index = skill ? skill.icon_index : 0
add_command(name, :ok, can_learn?(tree_id, tree_lv), [tree_id, tree_lv, @draw_index])
@icon_list.push(icon_index)
set_infomation_txt(tree_id, tree_lv)
end
end
#--------------------------------------------------------------------------
# ● インフォメーションテキストの設定
#--------------------------------------------------------------------------
def set_infomation_txt(tree_id, tree_lv)
next_skill = KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv + 1]
if max_tree_level?(tree_id, tree_lv)
@info_list.push([0,"Master"])
return
end
unless enough_skills?(tree_id, tree_lv, next_skill)
@info_list.push([1,"前提未修得"])
return
end
unless enough_lv?(tree_id, tree_lv, next_skill)
@info_list.push([1,"前提Lv不足"])
return
end
unless enough_mastery?(tree_id, tree_lv, next_skill)
@info_list.push([1,"熟練度不足"])
return
end
unless not_skills?(tree_id, tree_lv, next_skill)
@info_list.push([1,"選択不可"])
return
end
point = need_points?(tree_id, tree_lv, next_skill)
if point
@info_list.push([1,"Need " + point.to_s + "P"])
return
end
@info_list.push([0,"Next " + next_skill[1].to_s + "P"])
end
#--------------------------------------------------------------------------
# ● 習得条件判定
#--------------------------------------------------------------------------
def can_learn?(tree_id, tree_lv)
#最大レベル判定
skill = KURE::Skill_Tree::SKILL_TREE[tree_id][tree_lv + 1]
return false if max_tree_level?(tree_id, tree_lv)
return false unless enough_skills?(tree_id, tree_lv, skill)
return false unless enough_lv?(tree_id, tree_lv, skill)
return false if need_points?(tree_id, tree_lv, skill)
return false unless enough_mastery?(tree_id, tree_lv, skill)
return false unless not_skills?(tree_id, tree_lv, skill)
return true
end
#--------------------------------------------------------------------------
# ● ツリー最大Lv判定
#--------------------------------------------------------------------------
def max_tree_level?(tree_id, tree_lv)
return true if tree_lv >= KURE::Skill_Tree::SKILL_TREE[tree_id].size - 1
return false
end
#--------------------------------------------------------------------------
# ● 前提スキル判定
#--------------------------------------------------------------------------
def enough_skills?(tree_id, tree_lv, skill)
list = skill[3] ; flag = 0
list.each do |skill_data|
next unless skill_data
next unless skill_data[0]
next unless skill_data[1]
if skill_data[1] > @actor.tree_lv(skill_data[0], @draw_index)
flag = 1 ; break
end
end
return true if flag == 0
return false
end
#--------------------------------------------------------------------------
# ● 前提レベル判定
#--------------------------------------------------------------------------
def enough_lv?(tree_id, tree_lv, skill)
level = skill[4]
unless $kure_integrate_script[:multiclass]
return false if level > @actor.level
return true
end
if @draw_index == 0
return false if level > @actor.level
else
class_level = 1
while $data_classes[@draw_index].exp_for_level(class_level) <= @actor.adv_exp(@draw_index) do
class_level += 1
end
class_level -= 1
return false if level > class_level
end
return true
end
#--------------------------------------------------------------------------
# ● 不足しているポイント数を取得
#--------------------------------------------------------------------------
def need_points?(tree_id, tree_lv, skill)
now = @actor.skill_point_log(@draw_index)
max = @actor.max_skill_point(@draw_index)
now += skill[1]
return false if max >= now
return (now - max).abs
end
#--------------------------------------------------------------------------
# ● 前提習熟度判定
#--------------------------------------------------------------------------
def enough_mastery?(tree_id, tree_lv, skill)
return true unless $kure_integrate_script[:Mastery]
return true unless skill[5]
skill[5].each{|block|
return false if @actor.mastery_value(block[0], block[1]) < block[2]
}
return true
end
#--------------------------------------------------------------------------
# ● 未習得前提判定
#--------------------------------------------------------------------------
def not_skills?(tree_id, tree_lv, skill)
list = skill[6] ; flag = 0
list.each do |skill_data|
next unless skill_data
next unless skill_data[0]
next unless skill_data[1]
if @actor.tree_lv(skill_data[0], @draw_index) >= skill_data[1]
flag = 1 ; break
end
end
return true if flag == 0
return false
end
end
#==============================================================================
# ■ Window_Skill_Tree_Info
#==============================================================================
class Window_Skill_Tree_Info < Window_Base
attr_accessor :page_index
attr_accessor :actor
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
@item = nil
@page_index = 0
super
refresh
end
#--------------------------------------------------------------------------
# ◎ アイテムの設定
#--------------------------------------------------------------------------
def item=(item)
return if @item == item
@item = item
refresh
end
#--------------------------------------------------------------------------
# ◎ ページの設定
#--------------------------------------------------------------------------
def page_index=(page_index)
return if @page_index == page_index
@page_index = page_index
refresh
end
#--------------------------------------------------------------------------
# ● 描画
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_gauge(0,0, contents.width, 1, mp_gauge_color2,crisis_color)
case @page_index
when 0 ; draw_index_0
when 1 ; draw_index_1
when 2 ; draw_index_2
when 3 ; draw_index_3
when 4 ; draw_index_4
end
end
#--------------------------------------------------------------------------
# ◎ ページの描画(INDEX = 0)
#--------------------------------------------------------------------------
def draw_index_0
change_color(normal_color)
draw_text(0, 0, contents.width, contents.font.size, "操作説明")
draw_text(5, contents.font.size * 2, contents.width, contents.font.size, "LR :アクター切り替え")
draw_text(5, contents.font.size * 3, contents.width, contents.font.size, "←→:項目選択")
end
#--------------------------------------------------------------------------
# ◎ ページの描画(INDEX = 1)
#--------------------------------------------------------------------------
def draw_index_1
return unless @item
draw_text(0, 0, contents.width, contents.font.size, "スキルツリー情報")
tree_data = KURE::Skill_Tree::SKILL_TREE[@item[0]].clone
tree_data.delete_at(0)
next_point = @item[1]
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
tree_data.each_with_index{|skill_data, index|
change_color(mp_gauge_color2)
draw_text(0, line_height * (index + 1), 50, contents.font.size, "Next→") if index == next_point
change_color(normal_color)
draw_item_name($data_skills[skill_data[0]], 50, line_height * (index + 1), @actor.skill_learn?($data_skills[skill_data[0]]))
}
contents.font.size = last_font
draw_guide
end
#--------------------------------------------------------------------------
# ◎ ページの描画(INDEX = 2)
#--------------------------------------------------------------------------
def draw_index_2
return unless @item
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1] + 1]
if skill_data
draw_text(0, 0, contents.width, contents.font.size, "Nextスキル情報")
else
draw_text(0, 0, contents.width, contents.font.size, "スキル情報")
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1]]
end
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
skill = $data_skills[skill_data[0]]
draw_item_name(skill, 0, line_height * 1, true)
change_color(system_color)
draw_text(0, line_height * 2, 90, contents.font.size, "命中タイプ")
draw_text(0, line_height * 3, 60, contents.font.size, "消費TP")
draw_text(0, line_height * 4, 60, contents.font.size, "消費MP")
if $kure_integrate_script[:integrate]
draw_text(0, line_height * 5, 60, contents.font.size, "消費HP")
draw_text(0, line_height * 6, 60, contents.font.size, "消費金額")
end
draw_text(0, line_height * 8, 40, contents.font.size, "属性")
draw_text(0, line_height * 9, 40, contents.font.size, "範囲")
draw_text(0, line_height * 10, 40, contents.font.size, "威力")
draw_text((contents.width / 2) - 20, line_height * 10, 50, contents.font.size, "タイプ")
draw_text(0, line_height * 11, 40, contents.font.size, "連続")
draw_text((contents.width / 2) - 20, line_height * 11, 50, contents.font.size, "成功率")
change_color(normal_color)
#スキルタイプ
draw_text(95, line_height * 2, contents.width - 95, contents.font.size, hit_type_text(skill))
#消費TP、MP
draw_text(65, line_height * 3, (contents.width / 2) - 55, contents.font.size, tp_cost(skill))
draw_text(65, line_height * 4, (contents.width / 2) - 55, contents.font.size, mp_cost(skill))
if $kure_integrate_script[:integrate]
draw_text(65, line_height * 5, (contents.width / 2) - 55, contents.font.size, hp_cost(skill))
draw_text(65, line_height * 6, (contents.width / 2) - 60, contents.font.size, skill.gold_cost.to_s)
end
#攻撃属性
draw_text(45, line_height * 8, contents.width - 55, contents.font.size, elements_text(skill))
#効果範囲
draw_text(45, line_height * 9, contents.width - 55, contents.font.size, scope_text(skill))
#威力 ダメージタイプ
draw_text(45, line_height * 10, (contents.width / 2) - 65, contents.font.size, damage_text(skill))
draw_text((contents.width / 2) + 35, line_height * 10, (contents.width / 2) - 35, contents.font.size, damage_type_text(skill))
#成功率、連続数
draw_text(45, line_height * 11, (contents.width / 2) - 65, contents.font.size, skill.repeats.to_s )
draw_text((contents.width / 2) + 35, line_height * 11, (contents.width / 2) - 35, contents.font.size, skill.success_rate.to_s + "%" )
contents.font.size = last_font
draw_guide
end
#--------------------------------------------------------------------------
# ◎ ページの描画(INDEX = 3)
#--------------------------------------------------------------------------
def draw_index_3
return unless @item
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1] + 1]
if skill_data
draw_text(0, 0, contents.width, contents.font.size, "Nextスキル情報")
else
draw_text(0, 0, contents.width, contents.font.size, "スキル情報")
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1]]
end
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
skill = $data_skills[skill_data[0]]
draw_item_name(skill, 0, line_height * 1, true)
change_color(system_color)
draw_text(0, line_height * 2, contents.width, contents.font.size, "スキル効果")
change_color(normal_color)
#特徴
draw_item_effects(0, line_height * 3, skill)
contents.font.size = last_font
draw_guide
end
#--------------------------------------------------------------------------
# ◎ ページの描画(INDEX = 4)
#--------------------------------------------------------------------------
def draw_index_4
return unless @item
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1] + 1]
if skill_data
draw_text(0, 0, contents.width, contents.font.size, "Nextスキル情報")
else
draw_text(0, 0, contents.width, contents.font.size, "スキル情報")
skill_data = KURE::Skill_Tree::SKILL_TREE[@item[0]][@item[1]]
end
#フォントの設定
last_font = contents.font.size
contents.font.size = 20
skill = $data_skills[skill_data[0]]
draw_item_name(skill, 0, line_height * 1, true)
change_color(system_color)
draw_text(0, line_height * 2, 100, contents.font.size, "必要レベル") if skill_data[4] != 0
draw_text(0, line_height * 3, 50, contents.font.size, "前提")
change_color(normal_color)
draw_text(105, line_height * 2, 100, contents.font.size, skill_data[4].to_s) if skill_data[4] != 0
index = 3
skill_data[3].each{|tree|
if tree && tree[0] && tree[1]
draw_skill_id = KURE::Skill_Tree::SKILL_TREE[tree[0]][tree[1]][0]
next unless draw_skill_id
draw_item_name($data_skills[draw_skill_id], 55, line_height * index, true)
index += 1
end
}
skill_data[5].each{|tree|
next unless tree
if tree[0] && tree[1] && tree[2]
case tree[0]
when 0 ; text = $data_skills[tree[1]].name
when 1 ; text = $data_system.elements[tree[1]]
when 2 ; text = $data_weapons[tree[1]]
when 3 ; text = $data_system.weapon_types[tree[1]]
end
draw_text(55, line_height * index, contents.width - 70, contents.font.size, text + " 熟練度" + tree[2].to_s)
index += 1
end
}
draw_text(0, line_height * 5, contents.width, contents.font.size, "前提無し" ,1) if index == 3
contents.font.size = last_font
draw_guide
end
#--------------------------------------------------------------------------
# ☆ 効果範囲のテキストを取得(追加定義)
#--------------------------------------------------------------------------
def scope_text(skill)
case skill.scope
when 0 ; word2 = "無"
when 1 ; word2 = "敵単体"
when 2 ; word2 = "敵全体"
when 3 ; word2 = "敵1体ランダム"
when 4 ; word2 = "敵2体ランダム"
when 5 ; word2 = "敵3体ランダム"
when 6 ; word2 = "敵4体ランダム"
when 7 ; word2 = "味方単体"
when 8 ; word2 = "味方全体"
when 9 ; word2 = "味単(戦不) "
when 10 ; word2 = "味全(戦不) "
when 11 ; word2 = "本人"
end
end
#--------------------------------------------------------------------------
# ☆ 命中タイプのテキストを取得(追加定義)
#--------------------------------------------------------------------------
def hit_type_text(item)
case item.hit_type
when 0 ; return "必中攻撃"
when 1 ; return "物理攻撃"
when 2 ; return "魔法攻撃"
end
end
#--------------------------------------------------------------------------
# ☆ 威力を取得(追加定義)
#--------------------------------------------------------------------------
def damage_text(item)
temp_actor = RPG::Actor.new
return item.damage.eval(@actor, temp_actor, $game_variables).abs
end
#--------------------------------------------------------------------------
# ☆ ダメージタイプのテキストを取得(追加定義)
#--------------------------------------------------------------------------
def damage_type_text(item)
case item.damage.type
when 0 ; return "ダメージ無"
when 1 ; return Vocab::hp_a + "ダメージ"
when 2 ; return Vocab::mp_a + "ダメージ"
when 3 ; return Vocab::hp_a + "回復"
when 4 ; return Vocab::mp_a + "回復"
when 5 ; return Vocab::hp_a + "吸収"
when 6 ; return Vocab::mp_a + "吸収"
end
end
#--------------------------------------------------------------------------
# ☆ 適用するスキル/アイテムの属性を取得(追加定義)
#--------------------------------------------------------------------------
def elements_text(item)
return "通常攻撃" if item.damage.element_id < 0
return "無し" if item.damage.element_id == 0
e_list = [] ; txt = ""
e_list += item.reflect_elements if $kure_integrate_script[:integrate]
e_list.push(item.damage.element_id)
e_list.uniq!
e_list.each{|id| txt += $data_system.elements[id] + " "}
return txt
end
#--------------------------------------------------------------------------
# ☆ TPコストを取得(追加定義)
#--------------------------------------------------------------------------
def tp_cost(skill)
return skill.tp_cost.to_s unless $kure_integrate_script[:integrate]
data = skill.tp_cost_ex
return skill.tp_cost.to_s if data == [0, 0]
text = ""
text += "MAX" + data[1].to_s + "% + " if data[1] != 0
text += data[0].to_s + "% + " if data[0] != 0
text += skill.tp_cost.to_s
return text
end
#--------------------------------------------------------------------------
# ☆ MPコストを取得(追加定義)
#--------------------------------------------------------------------------
def mp_cost(skill)
return skill.mp_cost.to_s unless $kure_integrate_script[:integrate]
data = skill.mp_cost_ex
return skill.mp_cost.to_s if data == [0, 0]
text = ""
text += "MAX" + data[1].to_s + "% + " if data[1] != 0
text += data[0].to_s + "% + " if data[0] != 0
text += skill.mp_cost.to_s
return text
end
#--------------------------------------------------------------------------
# ☆ HPコストを取得(追加定義)
#--------------------------------------------------------------------------
def hp_cost(skill)
return 0 unless $kure_integrate_script[:integrate]
data = skill.hp_cost
return 0 if data == [0, 0, 0]
text = ""
text += "MAX" + data[2].to_s + "% + " if data[2] != 0
text += data[1].to_s + "% + " if data[1] != 0
text += data[0].to_s if data[0] != 0
return text
end
#--------------------------------------------------------------------------
# ◎ 特徴の描画
#--------------------------------------------------------------------------
def draw_item_effects(x,y,item)
return unless item
effect_max = 0
if $kure_integrate_script[:integrate]
draw_list = KURE.call_effect_txt(item)
else
draw_list = KURE.basic_call_effect_txt(item)
end
change_color(normal_color)
draw_list.each_with_index{|txt, index|
break if index > 13
draw_text(x, y + contents.font.size * index , contents.width, contents.font.size, txt)
}
end
#--------------------------------------------------------------------------
# ◎ ガイドの描画
#--------------------------------------------------------------------------
def draw_guide
last = contents.font.size
contents.font.size = 20
change_color(normal_color)
draw_text(5, contents.height - line_height, contents.width, contents.font.size, "LR:表示切替(" + @page_index.to_s + " / 4)", 1)
contents.font.size = last
end
end
#==============================================================================
# ▲ BattleManager(エイリアス再定義)
#==============================================================================
class << BattleManager
#--------------------------------------------------------------------------
# ◎ 獲得した経験値の表示(エイリアス再定義)
#--------------------------------------------------------------------------
alias k_before_skill_tree_display_exp display_exp
def display_exp
k_before_skill_tree_display_exp
#スキルポイント
if $game_troop.skill_exp_total > 0
text_sp = sprintf(Vocab::ObtainSkillP, $game_troop.skill_exp_total)
$game_message.add('\.' + text_sp)
end
end
#--------------------------------------------------------------------------
# ◎ 経験値の獲得とレベルアップの表示(エイリアス再定義)
#--------------------------------------------------------------------------
alias k_before_skill_tree_gain_exp gain_exp
def gain_exp
k_before_skill_tree_gain_exp
$game_party.all_members.each{|actor| actor.add_skill_point($game_troop.skill_exp_total)}
end
end
技能树设定脚本#==============================================================================
# ■スキルツリー設定ファイル Ver0.80-α用
# □作成者 kure
#==============================================================================
module KURE
module Skill_Tree
#初期設定(変更しない事)-----------------------------------------------------
SKILL_TREE = []
#スキルツリー初期設定-------------------------------------------------------
#SKILL_TREE[ID] = [] 使用するツリーの個数作成
SKILL_TREE[0] = []
SKILL_TREE[1] = []
SKILL_TREE[2] = []
SKILL_TREE[3] = []
SKILL_TREE[4] = []
SKILL_TREE[5] = []
#スキルツリーの設定---------------------------------------------------------
#SKILL_TREE[ID][level(1~)] = [スキルID, Point, Type, 前提Tree, 前提Lv,拡張前提]
#設定について
#スキルID … スキルのIDを設定
#Point … 習得に必要なスキルポイント数
#Type … "F" → 次のLvになると忘れる "M" → 次のLvでも覚えている
#
#前提Tree … 前提となるツリーのIDとLvを配列で設定[[TreeID,lv],[TreeID,lv]…]
#
#前提Lv … 前提となるレベルの設定
#
#熟練前提 … 前提の熟練度を配列で設定[[MasteryID,id,value],[MasteryID,id,value] …]
# MasteryID = 熟練度ID(0=スキル 1=属性 2=武器 3=武器タイプ)
# id = 熟練度をチェックするID
# value = 前提とする熟練度
#
#非前提Tree … 非前提となるツリーのIDとLvを配列で設定[[TreeID,lv],[TreeID,lv]…]
#設定例(ID1のスキルツリーのLv5以上が必要)
SKILL_TREE[0][1] = [26, 1, "F", [[1,5]], 0, [], []]
#設定例(ID26のスキルの熟練度が100以上必要)
SKILL_TREE[0][2] = [27, 1, "F", [], 0 ,[[0,26,100]], []]
#設定例(Lvが10以上必要)
SKILL_TREE[0][3] = [28, 1, "M", [], 10,[], []]
#設定例(Lv30以上、職業レベルが10以上必要)
SKILL_TREE[0][4] = [29, 1, "F", [], 5,[], []]
SKILL_TREE[0][5] = [30, 1, "M", [], 0,[], []]
SKILL_TREE[0][6] = [31, 1, "F", [], 0,[], []]
SKILL_TREE[0][7] = [32, 1, "M", [], 0,[], []]
SKILL_TREE[0][8] = [33, 1, "F", [], 0,[], []]
SKILL_TREE[0][9] = [34, 1, "M", [], 0,[], []]
SKILL_TREE[1][1] = [51, 1, "F", [], 0, [], [[2,1]]]
SKILL_TREE[1][2] = [52, 1, "F", [], 0, [], []]
SKILL_TREE[1][3] = [53, 1, "M", [], 0, [], []]
SKILL_TREE[1][4] = [54, 1, "F", [], 0, [], []]
SKILL_TREE[1][5] = [55, 1, "F", [], 0, [], []]
SKILL_TREE[1][6] = [56, 1, "M", [], 0, [], []]
SKILL_TREE[1][7] = [57, 1, "F", [], 0, [], []]
SKILL_TREE[1][8] = [58, 1, "F", [], 0, [], []]
SKILL_TREE[1][9] = [59, 1, "M", [], 0, [], []]
SKILL_TREE[2][1] = [60, 1, "F", [], 0, [], [[1,1]]]
SKILL_TREE[2][2] = [61, 1, "F", [], 0, [], []]
end
end
脚本的原地址在这里
http://blog.livedoor.jp/kurement ... /44927280.html#more
完全搞不懂如何书写技能树……能不能请看得懂的人留个示范工程
另外,虽然用空白工程加这个脚本能够正常呼出技能树的菜单,可能是和我之前增加的技能cp制脚本有冲突
不过我试了一下,把技能cp制里面三处
SceneManager.call(Scene_SetBattleSkill)都改成SceneManager.call(Scene_SkillTree)
能用原本CP制技能的按键正常呼出技能树的菜单……两个脚本的执行应该没有冲突,只是在呼出窗口的时候有问题
如果可以的话,麻烦在菜单里面加个呼出技能树的按钮
技能cp制脚本#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ スキルCP制 - KGC_SkillCPSystem ◆ VX Ace ◆
#_/ ◇ Last update : 2009/09/13 ◇
#_/----------------------------------------------------------------------------
#_/ 戦闘中に使用可能なスキルを限定する機能を追加します。
#_/============================================================================
#_/ 【装備】≪スキル習得装備≫ より下に導入してください。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ☆VXAce RGSS3 「スキルCP制」☆
# EnDlEss DREamER
# URL:http://mitsu-evo.6.ql.bz/
# 製作者 mitsu-evo
# Last:2014/5/8
# KGC様のスキルCP制RGSS3移植版
# ▼ 素材よりも下に。
#==============================================================================
=begin
5/8:ステータス画面のCPゲージ位置を修正。
メニューコマンドからの挙動を修正。
=end
#==============================================================================
# ★ カスタマイズ項目 - Customize ★
#==============================================================================
module KGC
module SkillCPSystem
# ◆ 登録スキル最大数
MAX_SKILLS = 9
# ◆ CP の名称
VOCAB_CP = "Memory"
# ◆ CP の名称 (略)
VOCAB_CP_A = "M"
# ◆ ステータス画面に CP を表示する
SHOW_STATUS_CP = true
# ◆ 消費 CP 既定値
# 消費 CP 未指定のスキルで使用。
DEFAULT_CP_COST = 0
# ◆ CP 上限
# (固有 CP などを除いた) 素の状態での CP 上限。
CP_MAX = 99
# ◆ CP 下限
CP_MIN = 0
# ◆ 補正後の CP 上限
# 固有 CP や装備品による変動を含めた上限。
REVISED_CP_MAX = 99
# ◆ 補正後の CP 下限
REVISED_CP_MIN = 0
# ◆ 最大 CP 算出式
# level..現在のレベル
# 自動的に整数変換するので、結果が小数になってもOK。
CP_CALC_EXP = "$game_variables[5]"
# ◆ アクター毎の最大 CP 算出式
PERSONAL_CP_CALC_EXP = []
PERSONAL_CP_CALC_EXP[1] = "$game_variables[5]"
# ここから下に、アクターごとの最大 CP を
# PERSONAL_CP_CALC_EXP[アクター ID] = "計算式"
# という書式で指定。
# 計算式は CP_CALC_EXP と同様の書式。
# 指定しなかったアクターは CP_CALC_EXP を使用。
# <例> ラルフだけ優遇
# PERSONAL_CP_CALC_EXP[1] = "level * 0.8 + 2.0"
# ◆ 戦闘テスト時は無効化
# true : 戦闘テスト時は全スキルを使用可能。
# false : 戦闘テスト時は (セットしない限り) 使用不可。
DISABLE_IN_BATTLETEST = true
# ◆ 使用不可スキルもセット可能
SHOW_UNUSABLE_SKILL = true
# ◆ 消費 CP 0 のスキルはセットしなくても使用可能
USABLE_COST_ZERO_SKILL = true
# ◆ パッシブスキルはセットしないと効果なし
# ≪パッシブスキル≫ 導入時のみ有効。
PASSIVE_NEED_TO_SET = false
# ◆ 新規習得スキルを自動的にセット
# true : 習得したスキルを空きスロットにセット。
# ※ ≪スキル習得装備≫ で習得したスキルは無効。
# false : 習得しただけではセットされない (手動でセット)。
AUTO_SET_NEW_SKILL = false
# ◆ 消費 CP 0 の場合も消費 CP を表示する
# true : 消費 CP 0 でも表示
# false : 消費 CP 1 以上の場合のみ表示
SHOW_ZERO_COST = false
# ◆ CP ゲージの色
# 数値 : \C[n] と同じ色。
# Color : 指定した色。 ( Color.new(255, 128, 128) など )
GAUGE_START_COLOR = 13 # 開始色
GAUGE_END_COLOR = 5 # 終了色
# ◆ CP ゲージに汎用ゲージを使用する
# ≪汎用ゲージ描画≫ 導入時のみ有効。
ENABLE_GENERIC_GAUGE = true
# ◆ CP ゲージ設定
# 画像は "Graphics/System" から読み込む。
GAUGE_IMAGE = "GaugeCP" # 画像
GAUGE_OFFSET = [-23, -2] # 位置補正 [x, y]
GAUGE_LENGTH = -4 # 長さ補正
GAUGE_SLOPE = 30 # 傾き (-89 ~ 89)
# ◆ メニュー画面に「スキル設定」コマンドを追加する
# 追加する場所は、メニューコマンドの最下部です。
# 他の部分に追加したければ、≪カスタムメニューコマンド≫ をご利用ください。
USE_MENU_SET_SKILL_COMMAND = true
# ◆ メニュー画面の「スキル設定」コマンドの名称
VOCAB_MENU_SET_SKILL = "驱动管理"
# ◆ 未設定項目の表示文字列
BLANK_TEXT = "- EMPTY -"
# ◆ 設定解除の表示文字列
RELEASE_TEXT = "( 卸载 )"
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["SkillCPSystem"] = true
module KGC::SkillCPSystem
module Regexp
module BaseItem
# 最大 CP
MAXCP_PLUS = /<(?:MAX|最大)CP\s*([\-\+]?\d+)>/
# 登録スキル数
BATTLE_SKILL_MAX = /<(?:BATTLE_SKILL_MAX|登録スキル数)\s*([\-\+]?\d+)>/i
end
module Skill
# 消費 CP
CP_COST = /<CP\s*(\d+)>/i
# 同時セット不可
EXCLUDE = /<(?:EXCLUDE|同時セット不可)\s*(\d+(?:\s*,\s*\d+)*)>/
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC
module Commands
module_function
#--------------------------------------------------------------------------
# ○ MaxCP 補正値の取得
# actor_id : アクター ID
# variable_id : 取得した値を代入する変数の ID
#--------------------------------------------------------------------------
def get_actor_own_cp(actor_id, variable_id = 0)
value = $game_actors[actor_id].maxcp_plus
$game_variables[variable_id] = value if variable_id > 0
return value
end
alias get_own_cp get_actor_own_cp
#--------------------------------------------------------------------------
# ○ MaxCP 補正値の変更
# actor_id : アクター ID
# value : MaxCP 補正値
#--------------------------------------------------------------------------
def set_actor_own_cp(actor_id, value)
$game_actors[actor_id].maxcp_plus = value
end
alias set_own_cp set_actor_own_cp
#--------------------------------------------------------------------------
# ○ アクターの MaxCP 補正値の増加
# actor_id : アクター ID
# value : 増加量
#--------------------------------------------------------------------------
def gain_actor_cp(actor_id, value)
$game_actors[actor_id].maxcp_plus += value
end
#--------------------------------------------------------------------------
# ○ 登録スキル最大数の取得
# actor_id : アクター ID
# variable_id : 取得した値を代入する変数の ID
#--------------------------------------------------------------------------
def get_battle_skill_max(actor_id, variable_id = 0)
value = $game_actors[actor_id].battle_skill_max
$game_variables[variable_id] = value if variable_id > 0
return value
end
#--------------------------------------------------------------------------
# ○ 登録スキル最大数の変更
# actor_id : アクター ID
# value : 登録可能数
#--------------------------------------------------------------------------
def set_battle_skill_max(actor_id, value = -1)
$game_actors[actor_id].battle_skill_max = value
end
#--------------------------------------------------------------------------
# ○ スキルが登録されているか
# actor_id : アクター ID
# skill_id : 確認するスキル ID
#--------------------------------------------------------------------------
def battle_skill_set?(actor_id, skill_id)
return $game_actors[actor_id].battle_skill_ids.include?(skill_id)
end
#--------------------------------------------------------------------------
# ○ スキルの登録
# actor_id : アクター ID
# index : 登録箇所
# skill_id : 登録するスキル ID (nil で解除)
#--------------------------------------------------------------------------
def set_battle_skill(actor_id, index, skill_id = nil)
actor = $game_actors[actor_id]
if skill_id.is_a?(Integer)
# 登録
skill = $data_skills[skill_id]
return unless actor.battle_skill_settable?(index, skill) # セット不可
actor.set_battle_skill(index, skill)
actor.restore_battle_skill
else
# 解除
actor.remove_battle_skill(index)
end
end
#--------------------------------------------------------------------------
# ○ スキルの追加登録
# actor_id : アクター ID
# skill_id : 登録するスキル ID
#--------------------------------------------------------------------------
def add_battle_skill(actor_id, skill_id)
actor = $game_actors[actor_id]
skill = $data_skills[skill_id]
return if actor == nil || skill == nil
actor.add_battle_skill(skill)
end
#--------------------------------------------------------------------------
# ○ スキルの全解除
# actor_id : アクター ID
#--------------------------------------------------------------------------
def clear_battle_skill(actor_id)
$game_actors[actor_id].clear_battle_skill
end
#--------------------------------------------------------------------------
# ○ スキル設定画面の呼び出し
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
def call_set_battle_skill(actor_index = 0)
#return if $game_party.in_battle
#$game_temp.next_scene = :set_battle_skill
#$game_temp.next_scene_actor_index = actor_index
SceneManager.call(Scene_SetBattleSkill)
Fiber.yield
end
end
end
class Game_Interpreter
include KGC::Commands
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# CP
def self.cp
return KGC::SkillCPSystem::VOCAB_CP
end
# CP (略)
def self.cp_a
return KGC::SkillCPSystem::VOCAB_CP_A
end
# スキル設定
def self.set_battle_skill
return KGC::SkillCPSystem::VOCAB_MENU_SET_SKILL
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ○ スキルCP制のキャッシュを生成
#--------------------------------------------------------------------------
def create_skill_cp_system_cache
@__maxcp_plus = 0
@__battle_skill_max_plus = 0
self.note.each_line { |line|
case line
when KGC::SkillCPSystem::Regexp::BaseItem::MAXCP_PLUS
# 最大 CP
@__maxcp_plus += $1.to_i
when KGC::SkillCPSystem::Regexp::BaseItem::BATTLE_SKILL_MAX
# 登録スキル数
@__battle_skill_max_plus += $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ 最大 CP 補正
#--------------------------------------------------------------------------
def maxcp_plus
create_skill_cp_system_cache if @__maxcp_plus == nil
return @__maxcp_plus
end
#--------------------------------------------------------------------------
# ○ 登録スキル数補正
#--------------------------------------------------------------------------
def battle_skill_max_plus
create_skill_cp_system_cache if @__battle_skill_max_plus == nil
return @__battle_skill_max_plus
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ○ スキルCP制のキャッシュを生成
#--------------------------------------------------------------------------
def create_skill_cp_system_cache
@__cp_cost = KGC::SkillCPSystem::DEFAULT_CP_COST
# 攻撃・防御設定スキルならコスト0
@__cp_cost = 0 if @id == 1 or @id == 2
@__excluded_skills = []
self.note.each_line { |line|
case line
when KGC::SkillCPSystem::Regexp::Skill::CP_COST
# 消費 CP
@__cp_cost = $1.to_i
when KGC::SkillCPSystem::Regexp::Skill::EXCLUDE
# 同時セット不可
$1.scan(/\d+/).each { |num| @__excluded_skills << num.to_i }
@__excluded_skills.uniq!
end
}
end
#--------------------------------------------------------------------------
# ○ 消費 CP
#--------------------------------------------------------------------------
def cp_cost
create_skill_cp_system_cache if @__cp_cost == nil
return @__cp_cost
end
#--------------------------------------------------------------------------
# ○ 同時セット不可
#--------------------------------------------------------------------------
def excluded_skills
create_skill_cp_system_cache if @__excluded_skills == nil
return @__excluded_skills
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ○ 戦闘用スキルセット済み判定
# skill : スキル
#--------------------------------------------------------------------------
def battle_skill_set?(skill)
return true
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_writer :maxcp_plus # MaxCP 補正値
#--------------------------------------------------------------------------
# ○ MaxCP 取得
#--------------------------------------------------------------------------
def maxcp
calc_exp = KGC::SkillCPSystem::PERSONAL_CP_CALC_EXP[self.id]
if calc_exp == nil
calc_exp = KGC::SkillCPSystem::CP_CALC_EXP
end
n = Integer(eval(calc_exp))
n = [[n, cp_limit].min, KGC::SkillCPSystem::CP_MIN].max
n += maxcp_plus + maxcp_plus_equip
return [[n, revised_cp_limit].min, KGC::SkillCPSystem::REVISED_CP_MIN].max
end
#--------------------------------------------------------------------------
# ○ CP 取得
#--------------------------------------------------------------------------
def cp
return [maxcp - consumed_cp, 0].max
end
#--------------------------------------------------------------------------
# ○ CP 消費量取得
#--------------------------------------------------------------------------
def consumed_cp
n = 0
battle_skills.compact.each { |skill| n += skill.cp_cost }
return n
end
#--------------------------------------------------------------------------
# ○ CP 上限取得
#--------------------------------------------------------------------------
def cp_limit
return KGC::SkillCPSystem::CP_MAX
end
#--------------------------------------------------------------------------
# ○ 補正後の CP 上限取得
#--------------------------------------------------------------------------
def revised_cp_limit
return KGC::SkillCPSystem::REVISED_CP_MAX
end
#--------------------------------------------------------------------------
# ○ MaxCP 補正値取得
#--------------------------------------------------------------------------
def maxcp_plus
if @maxcp_plus == nil
if @own_cp != nil
@maxcp_plus = @own_cp
@own_cp = nil
else
@maxcp_plus = 0
end
end
return @maxcp_plus
end
#--------------------------------------------------------------------------
# ○ 装備品による MaxCP 補正値取得
#--------------------------------------------------------------------------
def maxcp_plus_equip
n = 0
equips.compact.each { |item| n += item.maxcp_plus }
return n
end
#--------------------------------------------------------------------------
# ● スキル取得
#--------------------------------------------------------------------------
alias skills_KGC_SkillCPSystem skills
def skills
return (skill_cp_restrict? ? restricted_skills : skills_KGC_SkillCPSystem)
end
#--------------------------------------------------------------------------
# ● スキルの習得済み判定
#--------------------------------------------------------------------------
def skill_learn?(skill)
skill.is_a?(RPG::Skill) && @skills.include?(skill.id)
end
#--------------------------------------------------------------------------
# ○ スキルを制限するか
#--------------------------------------------------------------------------
def skill_cp_restrict?
if $game_party.in_battle
# 戦闘テストでないか、戦闘テストでも制限する場合
return true unless $BTEST && KGC::SkillCPSystem::DISABLE_IN_BATTLETEST
end
return false
end
#--------------------------------------------------------------------------
# ○ スキルを制限
#--------------------------------------------------------------------------
def restricted_skills
result = all_skills
result.each_with_index { |skill, i|
# 消費 CP > 0 のスキルを除外
if !KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL || skill.cp_cost > 0
result = nil
end
# パッシブスキルを除外
if $imported["PassiveSkill"] && KGC::SkillCPSystem::PASSIVE_NEED_TO_SET
if skill.passive &&
(!KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL || skill.cp_cost > 0)
result = nil
end
end
}
result.compact!
# 戦闘スキルを追加
result |= battle_skills
result.sort! { |a, b| a.id <=> b.id }
return result
end
#--------------------------------------------------------------------------
# ○ 全スキル取得
#--------------------------------------------------------------------------
def all_skills
# 一時的に非戦闘中にする
#last_in_battle = $game_party.in_battle
#$game_party.on_battle_end
result = skills_KGC_SkillCPSystem
if $imported["EquipLearnSkill"]
result |= (equipment_skills | full_ap_skills)
result.sort! { |a, b| a.id <=> b.id }
end
# 戦闘中フラグを戻す
#$game_party.on_battle_start#in_battle = last_in_battle
return result
end
#--------------------------------------------------------------------------
# ○ 登録スキル最大数取得
#--------------------------------------------------------------------------
def battle_skill_max
@battle_skill_max = -1 if @battle_skill_max == nil
n = (@battle_skill_max < 0 ?
$game_variables[6] : @battle_skill_max)
n += equipment_battle_skill_max_plus
return [n, 0].max
end
#--------------------------------------------------------------------------
# ○ 装備品による登録スキル数補正
#--------------------------------------------------------------------------
def equipment_battle_skill_max_plus
n = 0
equips.compact.each { |item| n += item.battle_skill_max_plus }
return n
end
#--------------------------------------------------------------------------
# ○ 登録スキル最大数設定
#--------------------------------------------------------------------------
def battle_skill_max=(value)
@battle_skill_max = value
if @battle_skills == nil
@battle_skills = []
else
@battle_skills = @battle_skills[0...value]
end
restore_passive_rev if $imported["PassiveSkill"]
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル ID 取得
#--------------------------------------------------------------------------
def battle_skill_ids
@battle_skills = [] if @battle_skills == nil
return @battle_skills
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル取得
#--------------------------------------------------------------------------
def battle_skills
result = []
battle_skill_ids.each { |i|
next if i == nil # 無効なスキルは無視
result << $data_skills
}
return result
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル登録
# index : 位置
# skill : スキル (nil で解除)
#--------------------------------------------------------------------------
def set_battle_skill(index, skill)
if skill == nil
@battle_skills[index] = nil
else
return unless skill.is_a?(RPG::Skill) # スキル以外
return if cp < skill.cp_cost # CP 不足
if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0
return
end
@battle_skills[index] = skill.id
end
restore_passive_rev if $imported["PassiveSkill"]
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル追加登録
# skill : スキル
#--------------------------------------------------------------------------
def add_battle_skill(skill)
return unless skill.is_a?(RPG::Skill) # スキル以外
skills = battle_skill_ids
return if skills.include?(skill.id) # 登録済み
return if cp < skill.cp_cost # CP 不足
return if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0
battle_skill_max.times { |i|
# 空きがあれば登録
if skills == nil
set_battle_skill(i, skill)
break
end
}
restore_battle_skill
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル解除
# index : 位置
#--------------------------------------------------------------------------
def remove_battle_skill(index)
@battle_skills[index] = nil
restore_passive_rev if $imported["PassiveSkill"]
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキル全解除
#--------------------------------------------------------------------------
def clear_battle_skill
@battle_skills = []
restore_passive_rev if $imported["PassiveSkill"]
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキルセット可否判定
# index : 位置
# skill : スキル
#--------------------------------------------------------------------------
def battle_skill_settable?(index, skill)
return false if battle_skill_max <= index # 範囲外
return true if skill == nil # nil は解除なので OK
return false if battle_skill_ids.include?(skill.id) # セット済み
curr_skill_id = battle_skill_ids[index]
curr_skill = (curr_skill_id != nil ? $data_skills[curr_skill_id] : nil)
# 同時セット不可
excluded = excluded_battle_skill_ids
excluded -= curr_skill.excluded_skills if curr_skill != nil
return false if excluded.include?(skill.id)
offset = (curr_skill != nil ? curr_skill.cp_cost : 0)
return false if self.cp < (skill.cp_cost - offset) # CP 不足
return true
end
#--------------------------------------------------------------------------
# ○ Exclude スキル ID 取得
#--------------------------------------------------------------------------
def excluded_battle_skill_ids
result = []
battle_skills.each { |skill| result |= skill.excluded_skills }
return result
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキルを修復
#--------------------------------------------------------------------------
def restore_battle_skill
return
=begin
result = battle_skill_ids.clone
usable_skills = all_skills
result.each_with_index { |n, i|
next if n == nil
# 未修得の場合は解除
if (usable_skills.find { |s| s.id == n }) == nil
result = nil
end
}
@battle_skills = result[0...battle_skill_max]
# CP 不足のスキルを下から順に外す
(battle_skill_max - 1).downto(0) { |i|
@battle_skills = nil if maxcp - consumed_cp < 0
}
=end
end
#--------------------------------------------------------------------------
# ● 装備の破棄
# item : 破棄する武器 or 防具
# 武器/防具の増減で「装備品も含める」のとき使用する。
#--------------------------------------------------------------------------
alias discard_equip_KGC_SkillCPSystem discard_equip
def discard_equip(item)
discard_equip_KGC_SkillCPSystem(item)
restore_battle_skill
restore_passive_rev if $imported["PassiveSkill"]
end
#--------------------------------------------------------------------------
# ● 経験値の変更
# exp : 新しい経験値
# show : レベルアップ表示フラグ
#--------------------------------------------------------------------------
alias change_exp_KGC_SkillCPSystem change_exp
def change_exp(exp, show)
# 習得したスキルを表示するため、戦闘中フラグを一時的に解除
#last_in_battle = $game_party.in_battle
#$game_party.on_battle_end#in_battle = false
change_exp_KGC_SkillCPSystem(exp, show)
#$game_party.on_battle_start#in_battle = last_in_battle
end
if KGC::SkillCPSystem::AUTO_SET_NEW_SKILL
#--------------------------------------------------------------------------
# ● スキルを覚える
# skill_id : スキル ID
#--------------------------------------------------------------------------
alias learn_skill_KGC_SkillCPSystem learn_skill
def learn_skill(skill_id)
unless skill_learn?($data_skills[skill_id])
learn_skill_KGC_SkillCPSystem(skill_id)
add_battle_skill($data_skills[skill_id])
end
end
end # <- if KGC::SkillCPSystem::AUTO_SET_NEW_SKILL
#--------------------------------------------------------------------------
# ● スキルを忘れる
# skill_id : スキル ID
#--------------------------------------------------------------------------
alias forget_skill_KGC_SkillCPSystem forget_skill
def forget_skill(skill_id)
# 忘れるスキルを戦闘用スキルから削除
battle_skill_ids.each_with_index { |s, i|
remove_battle_skill(i) if s == skill_id
}
forget_skill_KGC_SkillCPSystem(skill_id)
end
#--------------------------------------------------------------------------
# ○ 戦闘用スキルセット済み判定
# skill : スキル
#--------------------------------------------------------------------------
def battle_skill_set?(skill)
return false unless skill.is_a?(RPG::Skill) # スキル以外
return battle_skill_ids.include?(skill.id)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ○ CP の文字色を取得
# actor : アクター
#--------------------------------------------------------------------------
def cp_color(actor)
return knockout_color if actor.maxcp > 0 && actor.cp == 0
return normal_color
end
#--------------------------------------------------------------------------
# ○ CP ゲージの色 1 の取得
#--------------------------------------------------------------------------
def cp_gauge_color1
color = KGC::SkillCPSystem::GAUGE_START_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
#--------------------------------------------------------------------------
# ○ CP ゲージの色 2 の取得
#--------------------------------------------------------------------------
def cp_gauge_color2
color = KGC::SkillCPSystem::GAUGE_END_COLOR
return (color.is_a?(Integer) ? text_color(color) : color)
end
#--------------------------------------------------------------------------
# ○ CP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_cp(actor, x, y, width = 120)
draw_actor_cp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, line_height, Vocab::cp_a)
self.contents.font.color = cp_color(actor)
xr = x + width
if width < 120
self.contents.draw_text(xr - 40, y, 40, line_height, actor.cp, 2)
else
self.contents.draw_text(xr - 90, y, 40, line_height, actor.cp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y, 10, line_height, "/", 2)
self.contents.draw_text(xr - 40, y, 40, line_height, actor.maxcp, 2)
end
self.contents.font.color = normal_color
end
#--------------------------------------------------------------------------
# ○ CP ゲージの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_cp_gauge(actor, x, y, width = 120)
if KGC::SkillCPSystem::ENABLE_GENERIC_GAUGE && $imported["GenericGauge"]
# 汎用ゲージ
draw_gauge(KGC::SkillCPSystem::GAUGE_IMAGE,
x, y, width, actor.cp, [actor.maxcp, 1].max,
KGC::SkillCPSystem::GAUGE_OFFSET,
KGC::SkillCPSystem::GAUGE_LENGTH,
KGC::SkillCPSystem::GAUGE_SLOPE)
else
# デフォルトゲージ
gw = width * actor.cp / [actor.maxcp, 1].max
gc1 = cp_gauge_color1
gc2 = cp_gauge_color2
self.contents.fill_rect(x, y + line_height - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + line_height - 8, gw, 6, gc1, gc2)
end
end
end
#==============================================================================
# ■ Window_MenuCommand
#------------------------------------------------------------------------------
# メニュー画面で表示するコマンドウィンドウです。
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# ● 独自コマンドの追加用
#--------------------------------------------------------------------------
alias add_original_commands_KGC_SkillCPSystem add_original_commands
def add_original_commands
add_original_commands_KGC_SkillCPSystem
add_command(Vocab.set_battle_skill, :battle_skill, battle_skill_enabled)
end
#--------------------------------------------------------------------------
# ● スキル設定の有効状態を取得
#--------------------------------------------------------------------------
def battle_skill_enabled
KGC::SkillCPSystem::USE_MENU_SET_SKILL_COMMAND
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_Status
#==============================================================================
if KGC::SkillCPSystem::SHOW_STATUS_CP
class Window_Status < Window_Selectable
#--------------------------------------------------------------------------
# ● 基本情報の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
alias draw_basic_info_KGC_SkillCPSystem draw_basic_info
def draw_basic_info(x, y)
draw_basic_info_KGC_SkillCPSystem(x, y)
draw_actor_cp(@actor, x, y + line_height * 1)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_BattleSkillStatus
#------------------------------------------------------------------------------
# 戦闘スキル設定画面で、設定者のステータスを表示するウィンドウです。
#==============================================================================
class Window_BattleSkillStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, Graphics.width, line_height + 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 140, 0)
draw_actor_cp(@actor, 240, 0)
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_BattleSkillSlot
#------------------------------------------------------------------------------
# 戦闘スキル選択画面で、設定したスキルの一覧を表示するウィンドウです。
#==============================================================================
class Window_BattleSkillSlot < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
self.index = 0
self.active = false
refresh
end
#--------------------------------------------------------------------------
# ○ スキルの取得
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@data = []
skill_ids = @actor.battle_skill_ids
@actor.battle_skill_max.times { |i|
if skill_ids != nil
@data << $data_skills[skill_ids]
else
@data << nil
end
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● 前回の選択位置を復帰
#--------------------------------------------------------------------------
def select_last
select(@data.index(@actor.last_skill.object) || 0)
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 決定やキャンセルなどのハンドリング処理
#--------------------------------------------------------------------------
alias process_handling_KGC_SkillCPSystem process_handling
def process_handling
process_handling_KGC_SkillCPSystem
return unless open? && active
return call_handler(:remove_slot) if handle?(:remove_slot) && Input.trigger?(:A)
end
#--------------------------------------------------------------------------
# ● 決定処理の有効状態を取得
#--------------------------------------------------------------------------
def ok_enabled?
handle?(:ok)
end
#--------------------------------------------------------------------------
# ● キャンセル処理の有効状態を取得
#--------------------------------------------------------------------------
def cancel_enabled?
handle?(:cancel)
end
#--------------------------------------------------------------------------
# ○ 消費 CP 描画判定
#--------------------------------------------------------------------------
def cp_cost_show?(skill)
return true if KGC::SkillCPSystem::SHOW_ZERO_COST
return (skill.cp_cost > 0)
end
#--------------------------------------------------------------------------
# ○ 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
draw_item_name(skill, rect.x, rect.y)
self.contents.draw_text(rect, skill.cp_cost, 2) if cp_cost_show?(skill)
else
self.contents.draw_text(rect, KGC::SkillCPSystem::BLANK_TEXT, 1)
end
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(skill)
#@help_window.set_text(skill == nil ? "" : skill.description)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_BattleSkillList
#------------------------------------------------------------------------------
# 戦闘スキル選択画面で、設定できるスキルの一覧を表示するウィンドウです。
#==============================================================================
class Window_BattleSkillList < Window_Selectable
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :slot_index # スロット番号
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@slot_index = 0
self.index = 0
self.active = false
refresh
end
#--------------------------------------------------------------------------
# ○ スキルの取得
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● アクターの設定
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 前回の選択位置を復帰
#--------------------------------------------------------------------------
def select_last
select(@data.index(@actor.last_skill.object) || 0)
end
#--------------------------------------------------------------------------
# ● 桁数の取得
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● 項目数の取得
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
@data = []
# 選択可能なスキルのみを取得
@actor.all_skills.each { |skill|
@data.push(skill) if selectable?(skill)
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ○ スキル選択可否判定
# skill : スキル
#--------------------------------------------------------------------------
def selectable?(skill)
return false if skill == nil
# 消費 CP 0 なら常に使用可能な場合
if KGC::SkillCPSystem::USABLE_COST_ZERO_SKILL && skill.cp_cost == 0
return false
end
# 戦闘時に使用可能ならOK
return true if skill.battle_ok?
# 使用不可でもセット可能な場合
if KGC::SkillCPSystem::SHOW_UNUSABLE_SKILL && skill.occasion == 3
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ 消費 CP 描画判定
#--------------------------------------------------------------------------
def cp_cost_show?(skill)
return true if KGC::SkillCPSystem::SHOW_ZERO_COST
return (skill.cp_cost > 0)
end
#--------------------------------------------------------------------------
# ○ 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
enabled = @actor.battle_skill_settable?(@slot_index, skill)
draw_item_name(skill, rect.x, rect.y, enabled)
self.contents.draw_text(rect, skill.cp_cost, 2) if cp_cost_show?(skill)
else
self.contents.draw_text(rect, KGC::SkillCPSystem::RELEASE_TEXT, 1)
end
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(skill)
#@help_window.set_text(skill == nil ? "" : skill.description)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_SkillCPSystem create_command_window
def create_command_window
create_command_window_KGC_SkillCPSystem
if KGC::SkillCPSystem::USE_MENU_SET_SKILL_COMMAND
@command_window.set_handler(:battle_skill, method(:command_personal))
end
end
#--------------------------------------------------------------------------
# ● 個人コマンド[決定]
#--------------------------------------------------------------------------
alias on_personal_ok_KGC_SkillCPSystem on_personal_ok
def on_personal_ok
on_personal_ok_KGC_SkillCPSystem
case @command_window.current_symbol
when :battle_skill
SceneManager.call(Scene_SetBattleSkill)
end
end
#--------------------------------------------------------------------------
# ● コマンド[スキル設定]
#--------------------------------------------------------------------------
def command_set_battle_skill
SceneManager.call(Scene_SetBattleSkill)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Scene_SetBattleSkill
#------------------------------------------------------------------------------
# 戦闘スキル設定画面の処理を行うクラスです。
#==============================================================================
class Scene_SetBattleSkill < Scene_MenuBase
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
HOST_MENU = 0 # 呼び出し元 : メニュー
HOST_MAP = 1 # 呼び出し元 : マップ
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_background
create_help_window
create_status_window
create_slot_window
create_list_window
end
#--------------------------------------------------------------------------
# ● ヘルプウィンドウの作成
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの作成
#--------------------------------------------------------------------------
def create_status_window
dy = @help_window.height
@status_window = Window_BattleSkillStatus.new(0, dy, @actor)
end
#--------------------------------------------------------------------------
# ● スロットウィンドウの作成
#--------------------------------------------------------------------------
def create_slot_window
dy = @help_window.height + @status_window.height
@slot_window = Window_BattleSkillSlot.new(
0,
dy,
Graphics.width / 2,
Graphics.height - dy,
@actor)
@slot_window.activate
@slot_window.help_window = @help_window
@slot_window.set_handler(:ok, method(:on_slot_skill))
@slot_window.set_handler(:remove_slot, method(:remove_skill))
@slot_window.set_handler(:cancel, method(:return_scene))
@slot_window.set_handler(:pagedown, method(:next_actor))
@slot_window.set_handler(:pageup, method(:prev_actor))
@slot_window.select_last
end
#--------------------------------------------------------------------------
# ● アクターの切り替え
#--------------------------------------------------------------------------
def on_actor_change
@status_window.actor = @actor
@slot_window.actor = @actor
@list_window.actor = @actor
@slot_window.activate
refresh_window
end
#--------------------------------------------------------------------------
# ● スキルの選択
#--------------------------------------------------------------------------
def on_slot_skill
Sound.play_ok
# リストウィンドウに切り替え
@slot_window.deactivate
@list_window.activate
end
#--------------------------------------------------------------------------
# ● スキルを外す
#--------------------------------------------------------------------------
def remove_skill
# 選択しているスキルを外す
Sound.play_ok
@actor.remove_battle_skill(@slot_window.index)
refresh_window
end
#--------------------------------------------------------------------------
# ● リストウィンドウの作成
#--------------------------------------------------------------------------
def create_list_window
dy = @help_window.height + @status_window.height
@list_window = Window_BattleSkillList.new(
Graphics.width - @slot_window.width,
dy,
Graphics.width - @slot_window.width,
Graphics.height - dy,
@actor)
@list_window.help_window = @help_window
@list_window.set_handler(:ok, method(:on_set_list_skill))
@list_window.set_handler(:cancel, method(:cancel_list_window))
@list_window.select_last
end
#--------------------------------------------------------------------------
# ● スキルリストからの選択
#--------------------------------------------------------------------------
def on_set_list_skill
skill = @list_window.skill
# セットできない場合
unless @actor.battle_skill_settable?(@slot_window.index, skill)
Sound.play_buzzer
@slot_window.activate
@list_window.deactivate
return
end
Sound.play_ok
set_skill(@slot_window.index, skill)
# スロットウィンドウに切り替え
@slot_window.activate
@list_window.deactivate
end
#--------------------------------------------------------------------------
# ● スキルリストから戻る
#--------------------------------------------------------------------------
def cancel_list_window
Sound.play_cancel
# スロットウィンドウに切り替え
@slot_window.activate
@list_window.deactivate
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_background
@help_window.dispose
@status_window.dispose
@slot_window.dispose
@list_window.dispose
end
#--------------------------------------------------------------------------
# ○ ウィンドウ再描画
#--------------------------------------------------------------------------
def refresh_window
@status_window.refresh
@slot_window.refresh
@list_window.refresh
end
#--------------------------------------------------------------------------
# ○ スキル設定
# index : 設定する場所
# skill : 設定するスキル
#--------------------------------------------------------------------------
def set_skill(index, skill)
@actor.remove_battle_skill(index)
if skill != nil
@actor.set_battle_skill(index, skill)
end
refresh_window
end
end
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