如何使技能信息显示脚本显示某个变量的值
#-------------------------------------------------------------------------- #取得当前角色 #-------------------------------------------------------------------------- class Scene_Battle alias lqc_phase3_setup_command_window phase3_setup_command_window def phase3_setup_command_window $active_now = $game_party.actors[@actor_index] lqc_phase3_setup_command_window end end#==============================================================================# ■ Window_Help#------------------------------------------------------------------------------# 特技及物品的说明、角色的状态显示的窗口。#==============================================================================class Window_SkillHelp < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(320-50, 0, 320+50,416) self.contents = Bitmap.new(width - 32, height - 32) if $game_temp.in_battle self.height = 256+64 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # ● 设置文本 # text : 窗口显示的字符串 # align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐) #-------------------------------------------------------------------------- def set_text(skill) if skill !=nil fontsize=18 #定义文字大小 infx=100 #定义说明文字左边内容的宽度 y=20 #定义行距 self.contents.clear self.contents.font.color = normal_color self.contents.font.size = fontsize xx=0 yy=0 yy = -160 if $skill_second_page s=[] s=skill.description.scan(/./) space = self.contents.text_size(" ").width #一行显示21个字 for i in s sss = self.contents.text_size(i) if (xx+sss.width)>(width - 32)#超过屏幕就换行 yy+=y xx=4 end self.contents.draw_text(xx, yy, sss.width, sss.height, i) xx+=sss.width end self.contents.font.size = fontsize #------------------------------------------------------------------- #描画技能类型 #------------------------------------------------------------------- hurt_flag = false curse_flag = false heal_flag = false cure_flag = false if skill.common_event_id > 0 the_event = Game_CommonEvent.new(skill.common_event_id) for i in the_event.list the_parameters = i.parameters the_code = i.code case the_code when 331 if the_parameters == 1 hurt_flag = true end when 332 if the_parameters == 1 hurt_flag = true end when 338 if the_parameters == 0 hurt_flag = true end if the_parameters == 1 heal_flag = true end when 333 curse_flag = true when 311 if the_parameters == 0 heal_flag = true end when 312 if the_parameters == 0 heal_flag = true end when 313 cure_flag = true end end end xx=0 yy+=y self.contents.font.color = system_color self.contents.draw_text(xx, yy, infx, sss.height, "技能类型") xx = infx if skill.occasion == 3 self.contents.font.color = normal_color self.contents.draw_text(xx, yy, 40, sss.height, "被动") xx += 40 end if skill.scope == 1 || skill.scope == 2 if skill.atk_f > 0 self.contents.font.color = Color.new(220, 20, 60, 255) self.contents.draw_text(xx, yy, 40, sss.height, "物理") xx += 40 elsif skill.power > 0 self.contents.font.color = Color.new(0, 191, 255, 255) self.contents.draw_text(xx, yy, 40, sss.height, "魔法") xx += 40 end # if skill.plus_state_set.size > 0 or skill.minus_state_set.size > 0 or curse_flag # self.contents.font.color = Color.new(128, 0, 128, 255) # self.contents.draw_text(xx, yy, 40, sss.height, "妨害") # xx += 40 # end end if skill.scope >= 3 and skill.scope <= 7 if skill.atk_f < 0 or skill.power < 0 or heal_flag self.contents.font.color = Color.new(50, 205, 50, 255) self.contents.draw_text(xx, yy, 40, sss.height, "恢复") xx += 40 end # if skill.plus_state_set.size > 0 or skill.minus_state_set.size > 0 or cure_flag # self.contents.font.color = Color.new(72, 209, 204, 255) # self.contents.draw_text(xx, yy, 40, sss.height, "祝福") # xx += 40 # end end # if skill.common_event_id > 0 # if hurt_flag # self.contents.font.color = Color.new(255, 69, 0, 255) # self.contents.draw_text(xx, yy, 40, sss.height, "特殊") # xx += 40 # end # end if xx == 100 self.contents.font.color = disabled_color self.contents.draw_text(xx, yy, 58, sss.height, "未分类") xx += 58 end #------------------------------------------------------------------- #描画使用场合 #------------------------------------------------------------------- # if skill.occasion != 3 # xx=0 # yy+=y # self.contents.font.color=system_color # self.contents.draw_text(xx, yy, infx, sss.height, "使用时机") # xx=infx # case skill.occasion # when 0 # i="任何时候" # when 1 # i="仅战斗中" # when 2 # i="仅菜单中" # end self.contents.font.color=normal_color self.contents.draw_text(xx, yy, infx, sss.height, i) #------------------------------------------------------------------- #描画效果范围 #------------------------------------------------------------------- xx=0 yy+=y self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "效果范围") xx=infx self.contents.font.color=normal_color case skill.scope when 0 i="无" when 1 i="敌方单体" when 2 i="敌方全体" when 3 i="我方单体" when 4 i="我方全体" when 5 i="我方战斗不能单体" when 6 i="我方战斗不能全体" when 7 i="自身" end self.contents.draw_text(xx, yy, infx, sss.height, i) #--------------------------------------------------------------------------- #伤害估算 #--------------------------------------------------------------------------- if $game_temp.in_battle xx = 0 yy += y #-------------------------------------------------- #求对敌人伤害 #-------------------------------------------------- x_powers = 0 x_user = $active_now if skill.scope == 1 or skill.scope == 2 self.contents.font.color=system_color self.contents.draw_text(xx, yy, 100, sss.height, "预计威力") enemies_court = 0 for x_enemy in $game_troop.enemies if x_enemy.is_a?(Game_Enemy) x_power = skill.power + x_user.atk * skill.atk_f / 100 if x_power > 0 # x_power -= x_enemy.pdef * skill.pdef_f / 200 # x_power -= x_enemy.mdef * skill.mdef_f / 200 x_power = .max end rate = 1.0 rate += (x_user.str * skill.str_f / 2000) rate += (x_user.dex * skill.dex_f / 2000) rate += (x_user.agi * skill.agi_f / 2000) rate += (x_user.int * skill.int_f / 2000) x_power *= rate x_power *= x_enemy.elements_correct(skill.element_set).to_f x_power /= 100.0 if x_power > 0 if x_enemy.guarding? x_power /= 2 end end x_powers += x_power enemies_court += 1 end end out_power = enemies_court == 0 ? 0 : (x_powers / enemies_court) out_power_max = out_power * (100 + skill.variance) / 100.0 out_power_max = out_power_max.to_i out_power_min = out_power * (100 - skill.variance) / 100.0 out_power_min = out_power_min.to_i xx = 100 #------------------------------------------------------------------------ #------------------------------------------------------------------------ self.draw_text_add(xx-1, yy-1, 100, sss.height, out_power_min.to_s + " - " + out_power_max.to_s,255,20,147,255) #----------------------------------------------------------------------------- #求对自己的恢复量 #----------------------------------------------------------------------------- elsif skill.scope >= 3 self.contents.font.color=Color.new(0,255,0,255) self.contents.draw_text(xx, yy, 100, sss.height, "预计恢复") actors_court = 0 for x_actor in $game_party.actors if x_actor.is_a?(Game_Actor) x_power = skill.power + x_user.atk * skill.atk_f / 100 if x_power > 0 # x_power -= x_actor.pdef * skill.pdef_f / 200 # x_power -= x_actor.mdef * skill.mdef_f / 200 x_power = .max end rate = 1.0 rate += (x_user.str * skill.str_f / 2000) rate += (x_user.dex * skill.dex_f / 2000) rate += (x_user.agi * skill.agi_f / 2000) rate += (x_user.int * skill.int_f / 2000) x_power *= rate x_power *= x_actor.elements_correct(skill.element_set).to_f x_power /= 100.0 x_powers += x_power actors_court += 1 end end out_power = actors_court == 0 ? 0 : (x_powers / actors_court) out_power_max = out_power * (100 + skill.variance) / 100.0 out_power_max = - out_power_max.to_i out_power_min = out_power * (100 - skill.variance) / 100.0 out_power_min = - out_power_min.to_i xx = 100 self.draw_text_add(xx, yy, 100, sss.height, out_power_min.to_s + " - " + out_power_max.to_s,127,255,0,255) end #-------------------------------------------------------------------- #计算命中率 #-------------------------------------------------------------------- if skill.scope == 1 or skill.scope == 2 xx = 200 self.contents.font.color=system_color self.contents.draw_text(xx, yy, 75, sss.height, "结算命中") xx += 75 hit = skill.hit hit *= x_user.hit / 100 s_hits = 0 enemies_court = 0 for x_enemy in $game_troop.enemies eva = 8 * x_enemy.agi / x_user.dex + x_enemy.eva s_hit = 100 - eva * skill.eva_f / 100 s_hit = x_enemy.cant_evade? ? 100 : s_hit s_hits += s_hit * hit / 100 enemies_court += 1 end hit = enemies_court ? (s_hits / enemies_court) : 0 hit = [.min,0].max self.draw_text_add(xx, yy, 100, sss.height, hit.to_s + "%",193,255,193,255) end xx=0 yy+=y yy+=2 self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "平均") xx+=infx self.contents.font.size = 22 if skill.scope == 1 or skill.scope == 2 self.contents.font.color=Color.new(255,215,0,255) self.contents.draw_text(xx, yy, infx, 22,(out_power * hit /100).to_i.to_s) elsif skill.scope >= 3 self.contents.font.color=Color.new(255,215,0,255) self.contents.draw_text(xx, yy, infx, 22,out_power.to_i.to_s) end yy+=2 end #-------------------------------------------------------------------- #描画基础威力 #-------------------------------------------------------------------- xx=0 yy+=y self.contents.font.size = fontsize self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "基本威力") xx=infx self.contents.font.color=normal_color self.contents.draw_text(xx, yy, infx*2, sss.height, skill.power.to_s) #-------------------------------------------------------------------- #描画攻击计算依据 #-------------------------------------------------------------------- if skill.atk_f + skill.power != 0 xx=0 yy+=y self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "属性参数") xx=infx self.contents.font.color=normal_color infx = 54 if skill.atk_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ATK " ) xx += infx end if skill.str_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| STR " ) xx += infx end if skill.dex_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| DEX " ) xx += infx end if skill.agi_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| AGI " ) xx += infx end if skill.int_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| INT " ) xx += infx end self.contents.draw_text(xx, yy, infx, sss.height, "|" ) xx = 100 yy += 10 if skill.atk_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.str_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.dex_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.agi_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.int_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end self.contents.draw_text(xx, yy, infx, sss.height, "|" ) xx = 100 yy += 10 if skill.atk_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.atk_f.to_s + " ") xx += infx end if skill.str_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.str_f.to_s + " " ) xx += infx end if skill.dex_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.dex_f.to_s + " " ) xx += infx end if skill.agi_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.agi_f.to_s + " ") xx += infx end if skill.int_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.int_f.to_s + " " ) xx += infx end self.contents.draw_text(xx, yy, infx, sss.height, "|" ) if $game_temp.in_battle xx=100 yy += 10 self.contents.font.color=normal_color if skill.atk_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.str_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.dex_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.agi_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end if skill.int_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| ") xx += infx end self.contents.draw_text(xx, yy, infx, sss.height, "|" ) xx=0 yy+=10 self.contents.font.color=system_color self.contents.draw_text(xx, yy, 100, sss.height, "角色属性") xx = 100 self.contents.font.color=normal_color if skill.atk_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.atk.to_s + " ") xx += infx end if skill.str_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.str.to_s + " " ) xx += infx end if skill.dex_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.dex.to_s + " " ) xx += infx end if skill.agi_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.agi.to_s + " ") xx += infx end if skill.int_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.int.to_s + " " ) xx += infx end self.contents.draw_text(xx, yy, infx, sss.height, "|" ) end end #----------------------------------------------------------------------------- #防御计算值 #----------------------------------------------------------------------------- infx = 100 xx = 0 yy += y self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "伤害类型") xx=infx self.contents.font.color=normal_color if skill.pdef_f == 0 and skill.mdef_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "[魔法]") elsif skill.pdef_f != 0 and skill.mdef_f == 0 self.contents.draw_text(xx, yy, infx, sss.height, "[物理]") elsif skill.pdef_f != 0 and skill.mdef_f != 0 self.contents.draw_text(xx, yy, infx, sss.height, "[混合]") elsif skill.pdef_f == 0 and skill.mdef_f == 0 self.contents.draw_text(xx, yy, infx, sss.height, "[无视防御]") end #----------------------------------------------------------------------- #波动度 #----------------------------------------------------------------------- unless $game_temp.in_battle xx=0 yy+=y self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "威力波动度") xx=infx self.contents.font.color=normal_color self.contents.draw_text(xx, yy, infx*2, sss.height, skill.variance.to_s) #----------------------------------------------------------------------- #基本命中率 #----------------------------------------------------------------------- xx=0 yy+=y self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "基础命中") xx=infx self.contents.font.color=normal_color self.contents.draw_text(xx, yy, infx, sss.height, skill.hit.to_s) xx+=45 if skill.eva_f != 100 self.contents.font.color=system_color self.contents.draw_text(xx, yy, 90, sss.height, "无视百分之") xx+=90 self.contents.font.color=normal_color self.contents.draw_text(xx, yy, 36, sss.height, (100 - skill.eva_f).to_s) xx+=36 self.contents.font.color=system_color self.contents.draw_text(xx, yy, 36, sss.height, "回避") end end #----------------------------------------------------------------------- xx=0 yy+=y element="" for i in skill.element_set if i <= 17 element =element+" "+$data_system.elements end end self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "技能属性") xx=infx-space self.contents.font.color=normal_color s=[] s=element.scan(/./) #一行显示21个字 for i in s sss = self.contents.text_size(i) if (xx+sss.width)>(width - 32)#超过屏幕就换行 yy+=y xx=infx end self.contents.draw_text(xx, yy, sss.width, sss.height, i) xx+=sss.width end xx=0 yy+=y race="" for i in skill.plus_state_set race += "["+$data_states.name+"]" if $data_states.name != "" end self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "附加状态") xx=infx self.contents.font.color=normal_color s=[] s=race.scan(/./) #一行显示21个字 for i in s sss = self.contents.text_size(i) if (xx+sss.width)>(width - 32)#超过屏幕就换行 yy+=y xx=infx end self.contents.draw_text(xx, yy, sss.width, sss.height, i) xx+=sss.width end xx=0 yy+=y race="" for i in skill.minus_state_set race += "["+$data_states.name+"]" if $data_states.name != "" end self.contents.font.color=system_color self.contents.draw_text(xx, yy, infx, sss.height, "解除状态") xx=infx self.contents.font.color=normal_color s=[] s=race.scan(/./) #一行显示21个字 for i in s sss = self.contents.text_size(i) if (xx+sss.width)>(width - 32)#超过屏幕就换行 yy+=y xx=infx end self.contents.draw_text(xx, yy, sss.width, sss.height, i) xx+=sss.width end @actor = nil end end self.visible = true end def draw_text_add(xx,yy,width,height,i,red,green,blue,gray) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(xx-1, yy-1,width,height,i) self.contents.draw_text(xx, yy-1,width,height,i) self.contents.draw_text(xx+1, yy-1,width,height,i) self.contents.draw_text(xx-1, yy,width,height,i) self.contents.draw_text(xx+1, yy,width,height,i) self.contents.draw_text(xx-1, yy+1,width,height,i) self.contents.draw_text(xx, yy+1,width,height,i) self.contents.draw_text(xx+1, yy+1,width,height,i) self.contents.font.color = Color.new(red,green,blue,gray) self.contents.draw_text(xx, yy,width,height,i) endend
如何使该脚本中“预计威力”部分显示某个变量的值
比如 变量1[伤害计算] = 2000
如果 技能(202)使用公共事件 并且 变量1[伤害计算]的值 大于0
显示 变量1[伤害计算]的值(2000)
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