#============================================================================== # ■ 技能物品说明增强 蓝本:wyongcan # 修改 :VIPArcher [email: VIPArcher@sina.com] # # 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 https://rpg.blue 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 = 60 #帮助窗口自动出现的时间(单位帧 Font_Name = Font.default_name # 推荐"微软雅黑" Font_Size = 14 # "微软雅黑"的话就20号字体 UP = 24 #能力值提升颜色编号 DOWN = 25 #能力值下降颜色编号 VIP = 14 #特殊能力颜色编号 MP = 23 #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 => "特技值再生速度:" } #特殊能力 SPARAM ={ 0 => "受到攻击的几率", 1 => "防御效果比率", 2 => "恢复效果比率", 3 => "药理知识", 4 => "MP消费率", 5 => "TP消耗率", 6 => "物理伤害加成", 7 => "魔法伤害加成", 8 => "地形伤害加成", 9 => "经验获得加成" } #装备风格 require 装备风格扩展脚本 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 =~ //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 =~ //i ? "\\c[#{DOWN}]#{CODE[53]}:#{Vocab.etype($1.to_i)}\\c[0]\n" : "" help += line =~ //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]