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- #==============================================================================
- # ■ 技能物品说明增强 蓝本:wyongcan
- # 修改 :VIPArcher [email: [email protected]]
- #
- # 改动说明:
- # 改用新的帮助窗口和新定义draw_text_vip方法来增强兼容性
- # 更改初始化数据时机以支持跳过标题
- # 追加对普通物品和技能的说明内容
- # 修改了对帮助窗口行数的计算以支持控制符
- # 加上了各种颜色的设置,具体更高级的玩法自己领悟吧
- # 改成光标不动一段时间后才会出现帮助窗口
- # 2015.01.25 : 无聊的的修改(重写)[划掉]可以无视[划掉]
- # -- 本脚本来自 http://rm.66rpg.com 使用或转载请保留以上信息。
- #==============================================================================
- $VIPArcherScript ||= {};$VIPArcherScript[:help_ex] = __FILE__ #20141007
- $VIPArcherScript[:equip_limit] = false #是否使用了后知后觉的装备能力限制
- module VIPArcher end
- #-------------------------------------------------------------------------------
- class << DataManager
- alias_method :vip_load_database, :load_database
- #--------------------------------------------------------------------------
- # ● 读取数据库
- #--------------------------------------------------------------------------
- def load_database
- vip_load_database ; VIPArcher::Help_Ex.init_ready
- end
- end
- #==============================================================================
- # ★ 设定项目 - BEGIN Setting ★
- #==============================================================================
- module VIPArcher::Help_Ex
- #--------------------------------------------------------------------------
- # ● 常量设置
- #--------------------------------------------------------------------------
- TIME = 30 #帮助窗口自动出现的时间(单位帧
- Font_Name = Font.default_name # 推荐"微软雅黑"
- Font_Size = 18 # "微软雅黑"的话就20号字体
- UP = 24 #能力值提升颜色编号
- DOWN = 25 #能力值下降颜色编号
- VIP = 14 #特殊能力颜色编号
- MP = 23 #消耗MP的颜色编号
- TP = 29 #消耗TP的颜色编号
- #--------------------------------------------------------------------------
- # ● 用语设置
- #--------------------------------------------------------------------------
- CODE ={
- 11 => "属性抗性",
- 12 => "弱化抗性",
- 13 => "状态抗性",
- 14 => "状态免疫",
- 21 => "普通能力",
- 22 => "添加能力",
- 23 => "特殊能力",
- 31 => "附带属性",
- 32 => "附带状态",
- 33 => "攻击速度",
- 34 => "添加攻击次数",
- 41 => "添加技能类型",
- 42 => "禁用技能类型",
- 43 => "添加技能",
- 44 => "禁用技能",
- 51 => "可装备武器类型",
- 52 => "可装备护甲类型",
- 53 => "固定装备",
- 54 => "禁用装备",
- 55 => "装备风格",
- 61 => "添加行动次数",
- 62 => "特殊标志",
- 63 => "消失效果",
- 64 => "队伍能力"
- }
- #特殊标志
- FLAG ={
- 0 => "自动战斗 ",
- 1 => "擅长防御 ",
- 2 => "保护弱者 ",
- 3 => "特技专注 "
- }
- #技能效果范围
- SCOPE ={
- 0 => "无",
- 1 => "单个敌人 ",
- 2 => "全体敌人 ",
- 3 => "一个随机敌人 ",
- 4 => "两个随机敌人 ",
- 5 => "三个随机敌人 ",
- 6 => "四个随机敌人 ",
- 7 => "单个队友 ",
- 8 => "全体队友 ",
- 9 => "单个队友(战斗不能) ",
- 10 => "全体队友(战斗不能) ",
- 11 => "使用者 "
- }
- #技能命中类型
- HIT ={
- 0 => "必定命中 ",
- 1 => "物理攻击 ",
- 2 => "魔法攻击 "
- }
- #使用限制
- OCCASION ={
- 0 => "随时可用 ",
- 1 => "仅战斗中 ",
- 2 => "仅菜单中 ",
- 3 => "不能使用 "
- }
- #添加能力
- XPARAM ={
- 0 => "物理命中几率:",
- 1 => "物理闪避几率:",
- 2 => "必杀几率:",
- 3 => "必杀闪避几率:",
- 4 => "魔法闪避几率:",
- 5 => "魔法反射几率:",
- 6 => "物理反击几率:",
- 7 => "体力值再生速度:",
- 8 => "魔力值再生速度:",
- 9 => "经验值获得加成:"
- }
- #特殊能力
- SPARAM ={
- 0 => "受到攻击的几率",
- 1 => "防御效果比率",
- 2 => "恢复效果比率",
- 3 => "药理知识",
- 4 => "MP消费率",
- 5 => "TP消耗率",
- 6 => "物理伤害加成",
- 7 => "魔法伤害加成",
- 8 => "地形伤害加成",
- 9 => "经验获得加成"
- }
- #装备风格 require 装备风格扩展脚本 by:VIPArcher
- SLOT_TYPE ={
- 0 => "普通",
- 1 => "双持武器",
- 2 => "索爷三刀流",
- 3 => "NPC",
- 4 => "233",
- 5 => "论坛@的BUG好烦啊"
- }
- #队伍能力
- PARTY_ABILITY ={
- 0 => "遇敌几率减半",
- 1 => "随机遇敌无效",
- 2 => "敌人偷袭无效",
- 3 => "先制攻击几率上升",
- 4 => "获得金钱数量双倍",
- 5 => "物品掉落几率双倍"
- }
- #伤害类型
- DAMAGE_TYPE = {
- 0 => "无",
- 1 => "体力值伤害 ",
- 2 => "魔力值伤害 ",
- 3 => "体力值恢复 ",
- 4 => "魔力值恢复 ",
- 5 => "体力值吸收 ",
- 6 => "魔力值吸收 "
- }
- #普通能力
- #这只是个示范,你也可以依照个人喜好对这些用语添加颜色控制符
- @params ={
- 0 => "\\c[17]最大HP",
- 1 => "\\c[16]最大MP",
- 2 => "\\c[20]物攻",
- 3 => "\\c[21]物防",
- 4 => "\\c[30]魔攻",
- 5 => "\\c[31]魔防",
- 6 => "\\c[14]敏捷",
- 7 => "\\c[17]幸运"
- }
- #我举例技能类型的原因就是因为它 短
- @skill_types = { # 这个和下面equiphelpready里注释掉的做的是一样的事
- # 只是下面是读取数据库添加用语,这里是手动枚举
- 1 => "\\c[1]特技",
- 2 => "\\c[2]魔法",
- 3 => "\\c[3]必杀",
- 4 => "\\c[5]卖萌"
- }
- end
- #==============================================================================
- # ☆ 设定完成 - END Setting ☆
- #==============================================================================
- module VIPArcher::Help_Ex
- #--------------------------------------------------------------------------
- # ● 读取数据库
- # 初始化数据,当然如果你要用上面那样的控制符改变颜色的话
- # 欢迎枚举,格式就是上面这样用Hash,用ID做键把用语对应起来
- #--------------------------------------------------------------------------
- def self.init_ready
- init_variable
- init_states
- init_params
- init_elements
- init_weapon_types
- init_armor_types
- init_skill_types
- init_etypes
- end
- #--------------------------------------------------------------------------
- # ● 初始化用语的实例变量
- #--------------------------------------------------------------------------
- def self.init_variable
- @states ||= {}
- @params ||= {}
- @weapon_types ||= {}
- @armor_types ||= {}
- @etypes ||= {}
- @skill_types ||= {}
- @elements ||= {}
- end
- #--------------------------------------------------------------------------
- # ● 读取状态名称
- #--------------------------------------------------------------------------
- def self.init_states
- return unless @states.empty?
- $data_states.each_with_index do |state,i|
- @states[i] = state.name unless state.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取能力用语
- #--------------------------------------------------------------------------
- def self.init_params
- return unless @params.empty?
- $data_system.terms.params.each_with_index do |param,i|
- @params[i] = param
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取属性名称用语
- #--------------------------------------------------------------------------
- def self.init_elements
- return unless @elements.empty?
- $data_system.elements.each_with_index do |element,i|
- @elements[i] = element unless element.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取武器类型用语
- #--------------------------------------------------------------------------
- def self.init_weapon_types
- return unless @weapon_types.empty?
- $data_system.weapon_types.each_with_index do |type,i|
- @weapon_types[i] = type unless type.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取防具类型用语
- #--------------------------------------------------------------------------
- def self.init_armor_types
- return unless @armor_types.empty?
- $data_system.armor_types.each_with_index do |type,i|
- @armor_types[i] = type unless type.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取技能类型用语
- #--------------------------------------------------------------------------
- def self.init_skill_types
- return unless @skill_types.empty?
- $data_system.skill_types.each_with_index do |type,i|
- @skill_types[i] = type unless type.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 读取装备位置用语
- #--------------------------------------------------------------------------
- def self.init_etypes
- return unless @etypes.empty?
- $data_system.terms.etypes.each_with_index do |type,i|
- @etypes[i] = type unless type.nil?
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取指定code的特性信息
- #--------------------------------------------------------------------------
- def self.select_features(item,code)
- item.features.select {|f| f.code == code}.each {|index| yield index }
- end
- #--------------------------------------------------------------------------
- # ● 获取指定code的使用效果信息
- #--------------------------------------------------------------------------
- def self.select_effects(item,code)
- item.effects.select {|e| e.code == code}.each {|index| yield index }
- end
- #--------------------------------------------------------------------------
- # ● 获取物品帮助说明
- #--------------------------------------------------------------------------
- def self.get_item_help(item)
- name(item) + description(item) + skill_cost(item) + occasion(item) +
- price(item) + skill_speed(item) + success_rate(item) + item_type(item) +
- damage_scope(item) + buff_params(item) + atk_states(item) +
- special_flag(item) + (item.is_a?(RPG::Skill) ? required_wtype(item) : "")
- end
- #--------------------------------------------------------------------------
- # ● 获取物品帮助说明
- #--------------------------------------------------------------------------
- def self.get_equip_help(equip)
- name(equip) + description(equip) + price(equip) + etype_id(equip) +
- exdrop(equip) + equip_limit(equip) + equip_param(equip) + equip_slot(equip) +
- features_param(equip) + features_rate(equip) + state_attack(equip) +
- equip_skill(equip) + flag_ability(equip)
- end
- #--------------------------------------------------------------------------
- # ● 获取物品技能名字
- #--------------------------------------------------------------------------
- def self.name(item)
- if $VIPArcherScript[:itemcolor] # require 物品描绘颜色脚本 by:VIPArcher
- "\\c[16]名称:\\c[#{VIPArcher::ItemColor::Color_Lv[item.color]}]" +
- "#{item.name} #{(item.color.to_s + "★") if item.color != 0}\\c[0]\n"
- else
- "\\c[16]名称:\\c[0]#{item.name}\n"
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取物品技能背景说明
- #--------------------------------------------------------------------------
- def self.description(item)
- "\\c[16]介绍:\\c[0]#{item.description}\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品使用场合
- #--------------------------------------------------------------------------
- def self.occasion(item)
- return "" if item.occasion == 0
- "\\c[16]可用场合:#{OCCASION[item.occasion]}\\c[0]\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取物品价格信息
- #--------------------------------------------------------------------------
- def self.price(item)
- return "" if item.is_a?(RPG::Skill)
- price = item.price == 0 ? "\\c[14]无法出售\\c[0]" : item.price.to_s
- if $VIPArcherScript[:load] # require 队伍负重脚本
- "\\c[16]售价:#{price} 重量:#{item.load}\\c[0]\n"
- else
- "\\c[16]售价:#{price}\\c[0]\n"
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取掉率扩展信息
- #--------------------------------------------------------------------------
- def self.exdrop(equip)
- return "" if equip.is_a?(RPG::Item)
- return "" unless $VIPArcherScript[:exdrop_rate] # require 队伍掉率扩展
- equip.note =~ /<(\W+)掉率:\s*([0-9+.-]+)%>/i ?
- "\\c[#{$2.to_i > 0 ? UP : DOWN}]#{$1}掉率: #{$2}%\\c[0]\n" : ""
- end
- #--------------------------------------------------------------------------
- # ● 获取装备能力限制数据 require 装备能力限制 by 后知后觉
- #--------------------------------------------------------------------------
- def self.equip_limit(equip)
- help = ""
- return help unless $VIPArcherScript[:equip_limit] #装备能力限制
- help += "\\c[16]等级需求:#{equip.level_limit}\n" if equip.level_limit > 0
- 0..7.each do |i|
- if equip.params_limit(i) != 0
- help += "\\c[16]#{@params[i]}需求:#{equip.params_limit(i)}\\c[0]\n"
- end
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备能力附加值
- #--------------------------------------------------------------------------
- def self.equip_param(equip)
- help = ""
- equip.params.each_with_index do |param,i|
- value_color = "\\c[#{param > 0 ? UP : DOWN}]"
- value_string = "#{"+"if param > 0}#{param.to_int.to_s}\\c[0]\n"
- help += "#{@params[i]}: #{value_color}#{value_string}" if param != 0
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备风格信息
- #--------------------------------------------------------------------------
- def self.equip_slot(equip)
- if $VIPArcherScript[:slot_type] # require 装备风格扩展 by VIPArcher
- equip.note =~ /<slot_type\s*[:](.*)>/i ?
- "\\c[#{VIP}]#{CODE[55]}:#{SLOT_TYPE[$1.to_i]}\\c[0]\n" : ""
- else
- equip.features.any? {|f|f.code == 55} ?
- "\\c[#{VIP}]#{CODE[55]}:双持武器\\c[0]\n" : ""
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取装备位置信息
- #--------------------------------------------------------------------------
- def self.etype_id(equip)
- "\\c[16]装备位置:\\c[0]#{Vocab::etype(equip.etype_id)}\\c[0]\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能装备限制
- #--------------------------------------------------------------------------
- def self.required_wtype(skill)
- w_1 = $data_system.weapon_types[skill.required_wtype_id1]
- w_2 = $data_system.weapon_types[skill.required_wtype_id2]
- (w_1 + w_2).empty? ? "" : "\\c[#{DOWN}]武器限制:#{w_1} #{w_2}\\c[0]\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能消耗信息
- #--------------------------------------------------------------------------
- def self.skill_cost(skill)
- return "" if skill.is_a?(RPG::Item)
- mp = skill.mp_cost > 0 ? "\\c[#{MP}]MP:#{skill.mp_cost}\\c[0]\n" : ""
- tp = skill.tp_cost > 0 ? "\\c[#{TP}]TP:#{skill.tp_cost}\\c[0]\n" : ""
- (mp + tp).empty? ? "" : "\\c[16]消耗:#{mp} #{tp}"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品速度修正
- #--------------------------------------------------------------------------
- def self.skill_speed(skill)
- return "" if skill.speed == 0
- "\\c[#{skill.speed < 0 ? DOWN : UP}]速度修正:#{skill.speed}\\c[0]\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品成功率
- #--------------------------------------------------------------------------
- def self.success_rate(skill)
- return "" if skill.success_rate == 100
- "\\c[#{DOWN}]成功率:#{skill.success_rate}%\\c[0]\n"
- end
- #--------------------------------------------------------------------------
- # ● 获取技能伤害类型或者物品类型
- #--------------------------------------------------------------------------
- def self.item_type(item)
- if item.is_a?(RPG::Skill)
- "\\c[16]伤害类型:#{HIT[item.hit_type]}\\c[0]\n"
- elsif item.is_a?(RPG::Item)
- "\\c[16]物品类型:\\c[#{VIP}]#{"贵重物品 " if item.itype_id != 1}" +
- "\\c[#{DOWN}]#{item.consumable ? "消耗品" : "非消耗品"}\\c[0]\n"
- else ; ""
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品效果范围
- #--------------------------------------------------------------------------
- def self.damage_scope(item)
- scope = item.scope == 0 ? "" : "\\c[16]范围:#{SCOPE[item.scope]}\\c[0]\n"
- type,id = DAMAGE_TYPE[item.damage.type],@elements[item.damage.element_id]
- damage = item.damage.type == 0 ? "" : "\\c[16]效果:#{id}#{type}\\c[0]\n"
- scope + damage
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品强化弱化效果
- #--------------------------------------------------------------------------
- def self.buff_params(item)
- help = ""
- select_effects(item,31) do |e|
- help += "\\c[#{UP}]强化:#{@params[e.data_id]} #{e.value1.to_i}回合\\c[0]\n"
- end
- select_effects(item,32) do |e|
- help += "\\c[#{UP}]弱化:#{@params[e.data_id]} #{e.value1.to_i}回合\\c[0]\n"
- end
- select_effects(item,33) do |e|
- help += "\\c[#{UP}]解除:强化#{@params[e.data_id]}\\c[0]\n"
- end
- select_effects(item,34) do |e|
- help += "\\c[#{UP}]解除:弱化#{@params[e.data_id]}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品附加移除状态
- #--------------------------------------------------------------------------
- def self.atk_states(item)
- help = ""
- select_effects(item,21) do |e|
- state = e.data_id == 0 ? "普通攻击" : @states[e.data_id]
- help += ""#\\c[#{UP}]附加:#{state} #{(e.value1*100).to_i}%\\c[0]\n
- end
- select_effects(item,22) do |e|
- help += ""#\\c[#{UP}]解除:#{@states[e.data_id]} #{(e.value1 * 100).to_i}%\\c[0]\n
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取技能物品特殊效果内容
- #--------------------------------------------------------------------------
- def self.special_flag(item)
- help = ""
- select_effects(item,41) {|e| help += "\\c[#{VIP}]特殊效果:撤退\\c[0]\n"}
- select_effects(item,42) do |e|
- help += "\\c[#{UP}]提升:#{@params[e.data_id]}#{e.value1.to_i}点\\c[0]\n"
- end
- select_effects(item,43) do |e|
- help += "\\c[#{VIP}]学会:#{$data_skills[e.data_id].name}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备特性能力值
- #--------------------------------------------------------------------------
- def self.features_param(equip)
- help = ""
- equip.features.each do |f|
- value = "#{f.value < 0 ? "﹣" : "﹢"}#{(f.value.abs*100).to_i}%\\c[0]"
- params = case f.code
- when 21 then @params[f.data_id]
- when 22,23 then XPARAM[f.data_id]
- else ; next ; end
- help += "\\c[#{f.value < 0 ? DOWN : UP}]#{params}#{value}\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备状态抗性
- #--------------------------------------------------------------------------
- def self.features_rate(equip)
- help = ""
- equip.features.each do |f|
- name,value = "#{CODE[f.code]}:","#{(f.value*100).to_i}%\\c[0]"
- params = case f.code
- when 11 then @elements[f.data_id]
- when 12 then @params[f.data_id]
- when 13 then @states[f.data_id]
- when 14
- help += "\\c[#{VIP}]#{name}#{@states[f.data_id]}\\c[0]\n" ; next
- else ; next ; end
- help += "\\c[#{UP}]#{name}#{params}×#{value}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备附加状态攻击效果
- #--------------------------------------------------------------------------
- def self.state_attack(equip)
- help = ""
- equip.features.each do |f|
- text = case f.code
- when 31 then "#{@elements[f.data_id]}"
- when 32 then "#{@states[f.data_id]}#{(f.value * 100).to_i}%"
- when 34 then help += "\\c[#{UP}]#{CODE[f.code]}:#{f.value}\\c[0]\n" ; next
- when 33 then color = f.value > 0 ? UP : DOWN
- help += "\\c[#{color}]#{CODE[f.code]}:#{f.value}\\c[0]\n" ; next
- else ; next ; end
- help += "\\c[#{UP}]#{CODE[f.code]}:#{text}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备附加装备效果技能
- #--------------------------------------------------------------------------
- def self.equip_skill(equip)
- help = ""
- if $VIPArcherScript[:slot_type] # require 装备风格扩展 by VIPArcher
- equip.note.split(/[\r\n]+/).each do |line|
- help += line =~ /<fix_equips\s*[:](\d+)>/i ?
- "\\c[#{DOWN}]#{CODE[53]}:#{Vocab.etype($1.to_i)}\\c[0]\n" : ""
- help += line =~ /<seal_equips\s*[:](\d+)>/i ?
- "\\c[#{DOWN}]#{CODE[54]}:#{Vocab.etype($1.to_i)}\\c[0]\n" : ""
- end
- end
- equip.features.each do |f|
- text = case f.code
- when 41,42 then "#{CODE[f.code]}:#{@skill_types[f.data_id]}"
- when 43,44 then "#{CODE[f.code]}:#{$data_skills[f.data_id].name}"
- when 51
- help += "\\c[#{UP}]#{CODE[f.code]}:#{@weapon_types[f.data_id]}\\c[0]\n" ; next
- when 52
- help += "\\c[#{UP}]#{CODE[f.code]}:#{@armor_types[f.data_id]}\\c[0]\n" ; next
- when 53,54
- help += "\\c[#{DOWN}]#{CODE[f.code]}:#{@etypes[f.data_id]}\\c[0]\n" ; next
- else ; next ; end
- help += "\\c[#{f.code % 2 == 0 ? DOWN : UP}]#{text}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 获取装备标志和队伍能力
- #--------------------------------------------------------------------------
- def self.flag_ability(equip)
- help = ""
- equip.features.each do |f|
- flag_party = case f.code
- when 61
- help += "\\c[#{VIP}]#{CODE[f.code]}:#{(f.value * 100).to_i}%\\c[0]\n" ; next
- when 62 then FLAG[f.data_id]
- when 64 then PARTY_ABILITY[f.data_id]
- else ; next ; end
- help += "\\c[#{VIP}]#{CODE[f.code]}:#{flag_party}\\c[0]\n"
- end ; help
- end
- #--------------------------------------------------------------------------
- # ● 计算行数 有些字体的汉字和[字母,数字,符号]的宽度不同,
- # 有可能会照成行数计算不对,尽量用宽度相同的字体吧
- #--------------------------------------------------------------------------
- def self.get_line(text,max_size)
- xtext,line,text_new = [],0,""
- text.each_line{|x| text_new += x.gsub(/\\\S\[\d+\]/i){}} #去掉控制符
- text_new.each_line{|x| xtext.push x.gsub(/\n/){}} #去掉换行符
- xtext.each{|x| line += (x.size / (max_size.to_f + 1).to_i) + 1}
- line
- end
- end
- #==============================================================================
- # ■ Window_Help_Ex
- #------------------------------------------------------------------------------
- # 加强显示特技和物品等的说明
- #==============================================================================
- class Window_Help_Ex < Window_Help
- include VIPArcher
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(viewport)
- super(0) ; self.viewport ,self.width ,self.height = viewport ,210 ,0
- contents.font.size ,self.z ,@time = 14 ,150 ,0
- end
- #--------------------------------------------------------------------------
- # ● ***********计算窗口显示指定行数时的应用高度(适应字体大小)***********
- #--------------------------------------------------------------------------
- def fitting_height_vip(line_number)
- line_number * contents.font.size + standard_padding * 2
- end
- #--------------------------------------------------------------------------
- # ● 绘制带有控制符的文本内容
- # 如果传递了width参数的话,会自动换行
- # draw_text_ex的增强,使其可以自动换行 原作者:叶子 修改:wyongcan
- #--------------------------------------------------------------------------
- def draw_text_ex(x, y, text, width = nil,text_width = nil,normalfont = true)
- reset_font_settings if normalfont == true
- text = convert_escape_characters(text)
- pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
- unless width.nil?
- pos[:height],pos[:width],pos[:text_width] = contents.font.size,width,text_width
- end
- process_character(text.slice!(0, 1), text, pos) until text.empty?
- end
- #--------------------------------------------------------------------------
- # ● 文字的处理
- # c : 文字
- # text : 绘制处理中的字符串缓存(字符串可能会被修改)
- # pos : 绘制位置 {:x, :y, :new_x, :height}
- #--------------------------------------------------------------------------
- def process_character(c, text, pos)
- super(c, text, pos)
- text_width = pos[:text_width].nil? ? text_size(c).width : pos[:text_width]
- process_new_line(text, pos) if pos[:width] != nil &&
- pos[:x] - pos[:new_x] + text_width > pos[:width]
- end
- #--------------------------------------------------------------------------
- # ● 处理换行文字
- #--------------------------------------------------------------------------
- def process_new_line(text, pos)
- super(text, pos)
- pos[:height] = contents.font.size unless pos[:width].nil?
- end
- #--------------------------------------------------------------------------
- # ● 设置内容
- #--------------------------------------------------------------------------
- def set_text(text)
- @text = text if text != @text
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助位置
- #--------------------------------------------------------------------------
- def uppos(index,rect,window)
- self.height = fitting_height_vip(Help_Ex.get_line(@text,13))
- create_contents
- contents.font.name,contents.font.size = Help_Ex::Font_Name,Help_Ex::Font_Size
- rect.x -= window.ox ; rect.y -= window.oy
- ax = rect.x + rect.width + 10
- ax = rect.x - self.width + 10 if ax + self.width > window.width + 10
- ax = 0 if ax < 0 ; ay = rect.y + rect.height
- ay = rect.y - self.height if ay + self.height > window.height
- ax += window.x ; ay += window.y
- ay = 0 if ay < 0 ; self.show
- self.x , self.y , self.openness, @time = ax , ay , 0 , Help_Ex::TIME
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 设置物品
- # item : 技能、物品等
- #--------------------------------------------------------------------------
- def set_item(item)
- return self.hide unless item ; text = ""
- text += if item.is_a?(RPG::EquipItem) then Help_Ex.get_equip_help(item)
- else ; Help_Ex.get_item_help(item) ; end
- text = text[0,text.size - 2] if text[text.size - 2,2] == "\n"
- set_text(text)
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- self.hide if @text == ""
- draw_text_ex(4, 0, @text,width,40,false)
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super ; @time -= 1 if @time > 0 ; self.open if @time == 0
- end
- end
- #==============================================================================
- # ■ 设置帮助增强窗口
- #==============================================================================
- class Window_Selectable < Window_Base
-
- attr_reader :help_ex_window
-
- #--------------------------------------------------------------------------
- # ● 调用帮助窗口的更新方法
- #--------------------------------------------------------------------------
- alias help_ex_call_update_help call_update_help
- def call_update_help
- help_ex_call_update_help ; update_ex_help if active && @help_ex_window
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助内容
- #--------------------------------------------------------------------------
- def update_ex_help
- @help_ex_window.set_item(item) if @help_ex_window
- @help_ex_window.uppos(index,item_rect(index),self) if index != -1 && item
- end
- #--------------------------------------------------------------------------
- # ● 设置帮助增强窗口
- #--------------------------------------------------------------------------
- def help_ex_window=(help_ex_window)
- @help_ex_window = help_ex_window
- end
- end
- #==============================================================================
- # ■ 在各场景处理帮助窗口
- #==============================================================================
- class Scene_Base
- #--------------------------------------------------------------------------
- # ● 生成帮助增强窗口
- #--------------------------------------------------------------------------
- def create_help_ex
- @help_ex_window = Window_Help_Ex.new(@viewport)
- @item_window.help_ex_window = @help_ex_window if @item_window
- @slot_window.help_ex_window = @help_ex_window if @slot_window
- @skill_window.help_ex_window = @help_ex_window if @skill_window
- @buy_window.help_ex_window = @help_ex_window if @buy_window
- @sell_window.help_ex_window = @help_ex_window if @sell_window
- end
- end
- #道具栏
- class Scene_Item < Scene_ItemBase
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- alias help_ex_start start
- def start
- help_ex_start ; create_help_ex
- end
- #--------------------------------------------------------------------------
- # ● 物品“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_item_cancel on_item_cancel
- def on_item_cancel
- help_ex_on_item_cancel ; @help_ex_window.hide
- end
- end
- #装备栏
- class Scene_Equip < Scene_MenuBase
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- alias help_ex_start start
- def start
- help_ex_start ; create_help_ex
- end
- #--------------------------------------------------------------------------
- # ● 装备栏“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_slot_cancel on_slot_cancel
- def on_slot_cancel
- help_ex_on_slot_cancel ; @help_ex_window.hide
- end
- end
- #技能栏
- class Scene_Skill < Scene_ItemBase
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- alias help_ex_start start
- def start
- help_ex_start ; create_help_ex
- end
- #--------------------------------------------------------------------------
- # ● 物品“确定”
- #--------------------------------------------------------------------------
- alias help_ex_on_item_ok on_item_ok
- def on_item_ok
- help_ex_on_item_ok ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 物品“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_item_cancel on_item_cancel
- def on_item_cancel
- help_ex_on_item_cancel ; @help_ex_window.hide
- end
- end
- #战斗界面
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- alias help_ex_start start
- def start
- help_ex_start ; create_help_ex
- end
- #--------------------------------------------------------------------------
- # ● 技能“确定”
- #--------------------------------------------------------------------------
- alias help_ex_on_skill_ok on_skill_ok
- def on_skill_ok
- help_ex_on_skill_ok ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 技能“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_skill_cancel on_skill_cancel
- def on_skill_cancel
- help_ex_on_skill_cancel ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 物品“确定”
- #--------------------------------------------------------------------------
- alias help_ex_on_item_ok on_item_ok
- def on_item_ok
- help_ex_on_item_ok ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 物品“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_item_cancel on_item_cancel
- def on_item_cancel
- help_ex_on_item_cancel ; @help_ex_window.hide
- end
- end
- #商店界面
- class Scene_Shop < Scene_MenuBase
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- alias help_ex_start start
- def start
- help_ex_start ; create_help_ex
- end
- #--------------------------------------------------------------------------
- # ● 买入“确定”
- #--------------------------------------------------------------------------
- alias help_ex_on_buy_ok on_buy_ok
- def on_buy_ok
- help_ex_on_buy_ok ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 买入“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_buy_cancel on_buy_cancel
- def on_buy_cancel
- help_ex_on_buy_cancel ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 卖出“确定”
- #--------------------------------------------------------------------------
- alias help_ex_on_sell_ok on_sell_ok
- def on_sell_ok
- help_ex_on_sell_ok ; @help_ex_window.hide
- end
- #--------------------------------------------------------------------------
- # ● 卖出“取消”
- #--------------------------------------------------------------------------
- alias help_ex_on_sell_cancel on_sell_cancel
- def on_sell_cancel
- help_ex_on_sell_cancel ; @help_ex_window.hide
- end
- end
- #==============================================================================
- # ★ 脚本顺序检查 ★
- #==============================================================================
- msgbox "物品描绘颜色脚本需置于物品帮助增强脚本之下" if $VIPArcherScript[:itemcolor] &&
- $VIPArcherScript[:help_ex] > $VIPArcherScript[:itemcolor]
- msgbox "队伍掉率扩展脚本需置于物品帮助增强脚本之下" if $VIPArcherScript[:exdrop_rate] &&
- $VIPArcherScript[:help_ex] > $VIPArcherScript[:exdrop_rate]
- msgbox "装备风格扩展脚本需置于物品帮助增强脚本之下" if $VIPArcherScript[:slot_type] &&
- $VIPArcherScript[:help_ex] > $VIPArcherScript[:slot_type]
- msgbox "队伍负重脚本需置于物品帮助增强脚本之下" if $VIPArcherScript[:load] &&
- $VIPArcherScript[:help_ex] > $VIPArcherScript[:load]
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……别人的,物品说明技能说明打包一起 |
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