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主题 : 在有技能信息显示的脚本的情况下 如何将伤害显示显示为变量
porlutia 离线
级别: ②入门
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0  发表于: 2016-07-13   
来源于 已过期 分类

在有技能信息显示的脚本的情况下 如何将伤害显示显示为变量

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  1.   #--------------------------------------------------------------------------
  2.   #取得当前角色
  3.   #--------------------------------------------------------------------------
  4.   class Scene_Battle
  5.     alias lqc_phase3_setup_command_window phase3_setup_command_window
  6.     def phase3_setup_command_window
  7.       $active_now = $game_party.actors[@actor_index]
  8.       lqc_phase3_setup_command_window
  9.     end
  10.   end
  11. #==============================================================================
  12. # ■ Window_Help
  13. #------------------------------------------------------------------------------
  14. #  特技及物品的说明、角色的状态显示的窗口。
  15. #==============================================================================
  16. class Window_SkillHelp < Window_Base
  17.   #--------------------------------------------------------------------------
  18.   # ● 初始化对像
  19.   #--------------------------------------------------------------------------
  20.   def initialize
  21.     super(320-50, 0, 320+50,416)
  22.     self.contents = Bitmap.new(width - 32, height - 32)
  23.     if $game_temp.in_battle
  24.       self.height = 256+64
  25.       self.back_opacity = 160
  26.     end
  27.   end  
  28.   #--------------------------------------------------------------------------
  29.   # ● 设置文本
  30.   #     text  : 窗口显示的字符串
  31.   #     align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐)
  32.   #--------------------------------------------------------------------------
  33.   def set_text(skill)
  34.     if skill !=nil
  35.       fontsize=18        #定义文字大小
  36.       infx=100           #定义说明文字左边内容的宽度
  37.       y=20               #定义行距
  38.       self.contents.clear
  39.       self.contents.font.color = normal_color
  40.       self.contents.font.size = fontsize
  41.       xx=0
  42.       yy=0
  43.       yy = -160 if $skill_second_page
  44.       s=[]
  45.       s=skill.description.scan(/./)
  46.       space = self.contents.text_size(" ").width
  47.       #一行显示21个字
  48.       for i in s
  49.         sss = self.contents.text_size(i)
  50.         if (xx+sss.width)>(width - 32)#超过屏幕就换行
  51.           yy+=y
  52.           xx=4
  53.         end
  54.         self.contents.draw_text(xx, yy, sss.width, sss.height, i)
  55.         xx+=sss.width
  56.       end
  57.       self.contents.font.size = fontsize
  58.       #-------------------------------------------------------------------
  59.       #描画技能类型
  60.       #-------------------------------------------------------------------
  61.           hurt_flag = false
  62.           curse_flag = false
  63.           heal_flag = false
  64.           cure_flag = false
  65.         if skill.common_event_id > 0
  66.           the_event = Game_CommonEvent.new(skill.common_event_id)
  67.           for i in the_event.list
  68.             the_parameters = i.parameters
  69.             the_code = i.code
  70.             case the_code
  71.               when 331
  72.                 if the_parameters[1] == 1
  73.                   hurt_flag = true
  74.                 end
  75.               when 332
  76.                 if the_parameters[1] == 1
  77.                   hurt_flag = true
  78.                 end
  79.               when 338
  80.                 if the_parameters[0] == 0
  81.                   hurt_flag = true
  82.                 end
  83.                 if the_parameters[0] == 1
  84.                   heal_flag = true
  85.                 end
  86.               when 333
  87.                 curse_flag = true
  88.               when 311
  89.                 if the_parameters[1] == 0
  90.                   heal_flag = true
  91.                 end
  92.               when 312
  93.                 if the_parameters[1] == 0
  94.                   heal_flag = true
  95.                 end
  96.               when 313
  97.                 cure_flag = true
  98.             end
  99.           end
  100.         end
  101.        
  102.         xx=0
  103.         yy+=y
  104.         self.contents.font.color = system_color
  105.         self.contents.draw_text(xx, yy, infx, sss.height, "技能类型")
  106.         xx = infx
  107.         if skill.occasion == 3
  108.           self.contents.font.color = normal_color
  109.           self.contents.draw_text(xx, yy, 40, sss.height, "被动")
  110.           xx += 40
  111.         end
  112.         if skill.scope == 1 || skill.scope == 2
  113.           if skill.atk_f > 0
  114.             self.contents.font.color = Color.new(220, 20, 60, 255)
  115.             self.contents.draw_text(xx, yy, 40, sss.height, "物理")
  116.             xx += 40   
  117.           elsif skill.power > 0
  118.             self.contents.font.color = Color.new(0, 191, 255, 255)
  119.             self.contents.draw_text(xx, yy, 40, sss.height, "魔法")
  120.             xx += 40
  121.           end
  122.         end
  123.         if skill.scope >= 3 and skill.scope <= 7
  124.           if skill.atk_f < 0 or skill.power < 0 or heal_flag
  125.             self.contents.font.color = Color.new(50, 205, 50, 255)
  126.             self.contents.draw_text(xx, yy, 40, sss.height, "恢复")
  127.             xx += 40
  128.           end
  129.         end
  130.         if xx == 100
  131.           self.contents.font.color = disabled_color
  132.           self.contents.draw_text(xx, yy, 58, sss.height, "未分类")
  133.           xx += 58
  134.         end
  135.       #-------------------------------------------------------------------
  136.       #描画使用场合
  137.       #-------------------------------------------------------------------
  138.       if skill.occasion != 3
  139.         xx=0
  140.         yy+=y
  141.         self.contents.font.color=system_color
  142.         self.contents.draw_text(xx, yy, infx, sss.height, "使用时机")
  143.         xx=infx
  144.         case skill.occasion
  145.           when 0
  146.             i="任何时候"
  147.           when 1
  148.             i="仅战斗中"
  149.           when 2
  150.             i="仅菜单中"
  151.         end
  152.         self.contents.font.color=normal_color
  153.         self.contents.draw_text(xx, yy, infx, sss.height, i)
  154.       #-------------------------------------------------------------------
  155.       #描画效果范围
  156.       #-------------------------------------------------------------------
  157.       xx=0
  158.       yy+=y
  159.       self.contents.font.color=system_color
  160.       self.contents.draw_text(xx, yy, infx, sss.height, "效果范围")
  161.       xx=infx                                 
  162.       self.contents.font.color=normal_color
  163.       case skill.scope
  164.         when 0
  165.           i="无"
  166.         when 1
  167.           i="敌方单体"
  168.         when 2
  169.           i="敌方全体"
  170.         when 3
  171.           i="我方单体"
  172.         when 4
  173.           i="我方全体"
  174.         when 5
  175.           i="我方战斗不能单体"
  176.         when 6
  177.           i="我方战斗不能全体"
  178.         when 7
  179.           i="自身"
  180.       end
  181.       self.contents.draw_text(xx, yy, infx, sss.height, i)
  182.     #---------------------------------------------------------------------------
  183.     #伤害估算
  184.     #---------------------------------------------------------------------------
  185.       if $game_temp.in_battle
  186.       xx = 0
  187.       yy += y
  188.       #--------------------------------------------------
  189.       #求对敌人伤害
  190.       #--------------------------------------------------
  191.       x_powers = 0
  192.       x_user = $active_now
  193.       if skill.scope == 1 or skill.scope == 2
  194.         self.contents.font.color=system_color
  195.         self.contents.draw_text(xx, yy, 100, sss.height, "预计威力")
  196.         enemies_court = 0
  197.         for x_enemy in $game_troop.enemies
  198.         if x_enemy.is_a?(Game_Enemy)
  199.         x_power = skill.power + x_user.atk * skill.atk_f / 100
  200.         if x_power > 0
  201.        # x_power -= x_enemy.pdef * skill.pdef_f / 200
  202.        # x_power -= x_enemy.mdef * skill.mdef_f / 200
  203.         x_power = [x_power, 0].max
  204.         end
  205.         rate = 1.0
  206.         rate += (x_user.str * skill.str_f / 2000)
  207.         rate += (x_user.dex * skill.dex_f / 2000)
  208.         rate += (x_user.agi * skill.agi_f / 2000)
  209.         rate += (x_user.int * skill.int_f / 2000)
  210.         x_power *= rate
  211.         x_power *= x_enemy.elements_correct(skill.element_set).to_f
  212.         x_power /= 100.0
  213.         if x_power > 0
  214.         if x_enemy.guarding?
  215.           x_power /= 2
  216.         end
  217.         end
  218.         x_powers += x_power
  219.         enemies_court += 1
  220.         end
  221.       end
  222.       out_power = enemies_court == 0 ? 0 : (x_powers / enemies_court)
  223.       out_power_max = out_power * (100 + skill.variance) / 100.0
  224.       out_power_max = out_power_max.to_i
  225.       out_power_min = out_power * (100 - skill.variance) / 100.0
  226.       out_power_min = out_power_min.to_i
  227.       xx = 100
  228.       #------------------------------------------------------------------------
  229.       #------------------------------------------------------------------------
  230.       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)
  231.       #-----------------------------------------------------------------------------
  232.       #求对自己的恢复量
  233.       #-----------------------------------------------------------------------------
  234.       elsif skill.scope >= 3
  235.         self.contents.font.color=Color.new(0,255,0,255)
  236.         self.contents.draw_text(xx, yy, 100, sss.height, "预计恢复")
  237.         actors_court = 0
  238.         for x_actor in $game_party.actors
  239.          if x_actor.is_a?(Game_Actor)
  240.          x_power = skill.power + x_user.atk * skill.atk_f / 100
  241.           if x_power > 0
  242.        #    x_power -= x_actor.pdef * skill.pdef_f / 200
  243.        #    x_power -= x_actor.mdef * skill.mdef_f / 200
  244.            x_power = [x_power, 0].max
  245.           end
  246.          rate = 1.0
  247.          rate += (x_user.str * skill.str_f / 2000)
  248.          rate += (x_user.dex * skill.dex_f / 2000)
  249.          rate += (x_user.agi * skill.agi_f / 2000)
  250.          rate += (x_user.int * skill.int_f / 2000)
  251.          x_power *= rate
  252.          x_power *= x_actor.elements_correct(skill.element_set).to_f
  253.          x_power /= 100.0
  254.          x_powers += x_power
  255.          actors_court += 1
  256.          end
  257.         end
  258.       out_power = actors_court == 0 ? 0 : (x_powers / actors_court)
  259.       out_power_max = out_power * (100 + skill.variance) / 100.0
  260.       out_power_max = - out_power_max.to_i
  261.       out_power_min = out_power * (100 - skill.variance) / 100.0
  262.       out_power_min = - out_power_min.to_i
  263.       xx = 100
  264.       self.draw_text_add(xx, yy, 100, sss.height, out_power_min.to_s + " - " + out_power_max.to_s,127,255,0,255)
  265.     end
  266.     #--------------------------------------------------------------------
  267.     #计算命中率
  268.     #--------------------------------------------------------------------
  269.     if skill.scope == 1 or skill.scope == 2
  270.     xx = 200
  271.     self.contents.font.color=system_color
  272.     self.contents.draw_text(xx, yy, 75, sss.height, "结算命中")
  273.     xx += 75
  274.     hit = skill.hit
  275.     hit *= x_user.hit / 100
  276.     s_hits = 0
  277.     enemies_court = 0
  278.     for x_enemy in $game_troop.enemies
  279.       eva = 8 * x_enemy.agi / x_user.dex + x_enemy.eva
  280.       s_hit = 100 - eva * skill.eva_f / 100
  281.       s_hit = x_enemy.cant_evade? ? 100 : s_hit
  282.       s_hits += s_hit * hit / 100
  283.       enemies_court += 1
  284.     end
  285.     hit = enemies_court ? (s_hits / enemies_court) : 0
  286.     hit = [[hit.to_i,100].min,0].max
  287.     self.draw_text_add(xx, yy, 100, sss.height, hit.to_s + "%",193,255,193,255)
  288.     end
  289.     xx=0
  290.     yy+=y
  291.     yy+=2
  292.     self.contents.font.color=system_color
  293.     self.contents.draw_text(xx, yy, infx, sss.height, "平均")
  294.     xx+=infx
  295.     self.contents.font.size = 22
  296.       if skill.scope == 1 or skill.scope == 2
  297.         self.contents.font.color=Color.new(255,215,0,255)
  298.         self.contents.draw_text(xx, yy, infx, 22,(out_power * hit /100).to_i.to_s)
  299.       elsif skill.scope >= 3
  300.         self.contents.font.color=Color.new(255,215,0,255)
  301.         self.contents.draw_text(xx, yy, infx, 22,out_power.to_i.to_s)
  302.       end
  303.     yy+=2
  304.     end
  305.     #--------------------------------------------------------------------
  306.     #描画基础威力
  307.     #--------------------------------------------------------------------
  308.       xx=0
  309.       yy+=y
  310.       self.contents.font.size = fontsize
  311.       self.contents.font.color=system_color
  312.       self.contents.draw_text(xx, yy, infx, sss.height, "基本威力")
  313.       xx=infx
  314.       self.contents.font.color=normal_color
  315.       self.contents.draw_text(xx, yy, infx*2, sss.height, skill.power.to_s)
  316.     #--------------------------------------------------------------------
  317.     #描画攻击计算依据
  318.     #--------------------------------------------------------------------
  319.     if skill.atk_f + skill.power != 0
  320.       xx=0
  321.       yy+=y
  322.       self.contents.font.color=system_color
  323.       self.contents.draw_text(xx, yy, infx, sss.height, "属性参数")
  324.       xx=infx
  325.       self.contents.font.color=normal_color
  326.       infx = 54
  327.       if skill.atk_f != 0
  328.         self.contents.draw_text(xx, yy, infx, sss.height, "| ATK " )
  329.         xx += infx
  330.       end
  331.       if skill.str_f != 0
  332.         self.contents.draw_text(xx, yy, infx, sss.height, "| STR " )
  333.         xx += infx
  334.       end
  335.       if skill.dex_f != 0
  336.         self.contents.draw_text(xx, yy, infx, sss.height, "| DEX " )
  337.         xx += infx
  338.       end
  339.       if skill.agi_f != 0
  340.         self.contents.draw_text(xx, yy, infx, sss.height, "| AGI " )
  341.         xx += infx
  342.       end
  343.       if skill.int_f != 0
  344.         self.contents.draw_text(xx, yy, infx, sss.height, "| INT " )
  345.         xx += infx
  346.       end
  347.         self.contents.draw_text(xx, yy, infx, sss.height, "|" )
  348.       xx = 100
  349.       yy += 10
  350.       if skill.atk_f != 0
  351.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  352.         xx += infx
  353.       end
  354.       if skill.str_f != 0
  355.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  356.         xx += infx
  357.       end
  358.       if skill.dex_f != 0
  359.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  360.         xx += infx
  361.       end
  362.       if skill.agi_f != 0
  363.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  364.         xx += infx
  365.       end
  366.       if skill.int_f != 0
  367.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  368.         xx += infx
  369.       end
  370.         self.contents.draw_text(xx, yy, infx, sss.height, "|" )
  371.       xx = 100
  372.       yy += 10
  373.       if skill.atk_f != 0
  374.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.atk_f.to_s + " ")
  375.         xx += infx
  376.       end
  377.       if skill.str_f != 0
  378.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.str_f.to_s + " " )
  379.         xx += infx
  380.       end
  381.       if skill.dex_f != 0
  382.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.dex_f.to_s + " " )
  383.         xx += infx
  384.       end
  385.       if skill.agi_f != 0
  386.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.agi_f.to_s + " ")
  387.         xx += infx
  388.       end
  389.       if skill.int_f != 0
  390.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + skill.int_f.to_s + " " )
  391.         xx += infx
  392.       end
  393.         self.contents.draw_text(xx, yy, infx, sss.height, "|" )
  394.       if $game_temp.in_battle
  395.       xx=100
  396.       yy += 10
  397.       self.contents.font.color=normal_color
  398.       if skill.atk_f != 0
  399.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  400.         xx += infx
  401.       end
  402.       if skill.str_f != 0
  403.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  404.         xx += infx
  405.       end
  406.       if skill.dex_f != 0
  407.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  408.         xx += infx
  409.       end
  410.       if skill.agi_f != 0
  411.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  412.         xx += infx
  413.       end
  414.       if skill.int_f != 0
  415.         self.contents.draw_text(xx, yy, infx, sss.height, "|  ")
  416.         xx += infx
  417.       end
  418.         self.contents.draw_text(xx, yy, infx, sss.height, "|" )
  419.       xx=0
  420.       yy+=10
  421.       self.contents.font.color=system_color
  422.       self.contents.draw_text(xx, yy, 100, sss.height, "角色属性")
  423.       xx = 100
  424.       self.contents.font.color=normal_color
  425.       if skill.atk_f != 0
  426.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.atk.to_s + " ")
  427.         xx += infx
  428.       end
  429.       if skill.str_f != 0
  430.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.str.to_s + " " )
  431.         xx += infx
  432.       end
  433.       if skill.dex_f != 0
  434.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.dex.to_s + " " )
  435.         xx += infx
  436.       end
  437.       if skill.agi_f != 0
  438.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.agi.to_s + " ")
  439.         xx += infx
  440.       end
  441.       if skill.int_f != 0
  442.         self.contents.draw_text(xx, yy, infx, sss.height, "| " + $active_now.int.to_s + " " )
  443.         xx += infx
  444.       end
  445.         self.contents.draw_text(xx, yy, infx, sss.height, "|" )
  446.       end
  447.       end
  448.       #-----------------------------------------------------------------------------
  449.       #防御计算值
  450.       #-----------------------------------------------------------------------------
  451.       infx = 100
  452.       xx = 0
  453.       yy += y
  454.       self.contents.font.color=system_color
  455.       self.contents.draw_text(xx, yy, infx, sss.height, "伤害类型")
  456.       xx=infx
  457.       self.contents.font.color=normal_color
  458.       if skill.pdef_f == 0 and skill.mdef_f != 0
  459.       self.contents.draw_text(xx, yy, infx, sss.height, "[魔法]")
  460.       elsif skill.pdef_f != 0 and skill.mdef_f == 0
  461.       self.contents.draw_text(xx, yy, infx, sss.height, "[物理]")
  462.       elsif skill.pdef_f != 0 and skill.mdef_f != 0
  463.       self.contents.draw_text(xx, yy, infx, sss.height, "[混合]")
  464.       elsif skill.pdef_f == 0 and skill.mdef_f == 0
  465.       self.contents.draw_text(xx, yy, infx, sss.height, "[无视防御]")
  466.       end
  467.       #-----------------------------------------------------------------------
  468.       #波动度
  469.       #-----------------------------------------------------------------------
  470.       unless $game_temp.in_battle
  471.         xx=0
  472.         yy+=y
  473.         self.contents.font.color=system_color
  474.         self.contents.draw_text(xx, yy, infx, sss.height, "威力波动度")
  475.         xx=infx
  476.         self.contents.font.color=normal_color
  477.         self.contents.draw_text(xx, yy, infx*2, sss.height, skill.variance.to_s)
  478.       #-----------------------------------------------------------------------
  479.       #基本命中率
  480.       #-----------------------------------------------------------------------
  481.         xx=0
  482.         yy+=y
  483.         self.contents.font.color=system_color
  484.         self.contents.draw_text(xx, yy, infx, sss.height, "基础命中")
  485.         xx=infx
  486.         self.contents.font.color=normal_color
  487.         self.contents.draw_text(xx, yy, infx, sss.height, skill.hit.to_s)
  488.         xx+=45
  489.         if skill.eva_f != 100
  490.           self.contents.font.color=system_color
  491.           self.contents.draw_text(xx, yy, 90, sss.height, "无视百分之")
  492.           xx+=90
  493.           self.contents.font.color=normal_color
  494.           self.contents.draw_text(xx, yy, 36, sss.height, (100 - skill.eva_f).to_s)
  495.           xx+=36
  496.           self.contents.font.color=system_color
  497.           self.contents.draw_text(xx, yy, 36, sss.height, "回避")
  498.         end
  499.       end
  500.  
  501.       #-----------------------------------------------------------------------
  502.       xx=0
  503.       yy+=y
  504.       element=""
  505.       for i in skill.element_set
  506.         if i <= 17
  507.           element =element+" "+$data_system.elements
  508.         end
  509.       end
  510.       self.contents.font.color=system_color
  511.       self.contents.draw_text(xx, yy, infx, sss.height, "技能属性")
  512.       xx=infx-space
  513.       self.contents.font.color=normal_color
  514.       s=[]
  515.       s=element.scan(/./)
  516.       #一行显示21个字
  517.       for i in s
  518.         sss = self.contents.text_size(i)
  519.         if (xx+sss.width)>(width - 32)#超过屏幕就换行
  520.           yy+=y
  521.           xx=infx
  522.         end
  523.         self.contents.draw_text(xx, yy, sss.width, sss.height, i)
  524.         xx+=sss.width
  525.       end
  526.       xx=0
  527.       yy+=y
  528.       race=""
  529.       for i in skill.plus_state_set
  530.           race += "["+$data_states.name+"]" if $data_states.name != ""
  531.       end
  532.       self.contents.font.color=system_color
  533.       self.contents.draw_text(xx, yy, infx, sss.height, "附加状态")
  534.       xx=infx
  535.       self.contents.font.color=normal_color
  536.       s=[]
  537.       s=race.scan(/./)
  538.       #一行显示21个字
  539.       for i in s
  540.         sss = self.contents.text_size(i)
  541.         if (xx+sss.width)>(width - 32)#超过屏幕就换行
  542.           yy+=y
  543.           xx=infx
  544.         end
  545.         self.contents.draw_text(xx, yy, sss.width, sss.height, i)
  546.         xx+=sss.width
  547.       end
  548.       xx=0
  549.       yy+=y
  550.       race=""
  551.       for i in skill.minus_state_set
  552.           race += "["+$data_states.name+"]" if $data_states.name != ""
  553.       end
  554.       self.contents.font.color=system_color
  555.       self.contents.draw_text(xx, yy, infx, sss.height, "解除状态")
  556.       xx=infx
  557.       self.contents.font.color=normal_color
  558.       s=[]
  559.       s=race.scan(/./)
  560.       #一行显示21个字
  561.       for i in s
  562.         sss = self.contents.text_size(i)
  563.         if (xx+sss.width)>(width - 32)#超过屏幕就换行
  564.           yy+=y
  565.           xx=infx
  566.         end
  567.         self.contents.draw_text(xx, yy, sss.width, sss.height, i)
  568.         xx+=sss.width
  569.       end
  570.       @actor = nil
  571.     end
  572.     end
  573.     self.visible = true
  574.   end
  575.   def draw_text_add(xx,yy,width,height,i,red,green,blue,gray)
  576.       self.contents.font.color = Color.new(0,0,0,255)
  577.       self.contents.draw_text(xx-1, yy-1,width,height,i)
  578.       self.contents.draw_text(xx, yy-1,width,height,i)
  579.       self.contents.draw_text(xx+1, yy-1,width,height,i)
  580.       self.contents.draw_text(xx-1, yy,width,height,i)
  581.       self.contents.draw_text(xx+1, yy,width,height,i)
  582.       self.contents.draw_text(xx-1, yy+1,width,height,i)
  583.       self.contents.draw_text(xx, yy+1,width,height,i)
  584.       self.contents.draw_text(xx+1, yy+1,width,height,i)
  585.       self.contents.font.color = Color.new(red,green,blue,gray)
  586.       self.contents.draw_text(xx, yy,width,height,i)
  587.     end
  588. end

在拥有这个技能信息显示的脚本时,如何实现伤害显示为某个变量 比如变量[1]是伤害计算,
当技能的公共事件ID>0 && 变量:[伤害计算]不等于0时,
显示[伤害计算]

[ 此帖被porlutia在2016-07-26 17:32重新编辑 ]
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灌水
关键词: RMXP
secondsen 离线
级别: 总版主
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1  发表于: 2016-07-16   
不明白你的意思。。

这个脚本没有显示伤害的功能吧。。
我就是你们的神,庶民们,追随我吧!跟着我一起拖后腿!
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