在新窗口中打开脚本页

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#==============================================================================
# ■ 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 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 = 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 =~ /<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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