Window_Skill
#============================================
# ¡ Window_Skill
#----------------------------------------------
# @ƒXƒLƒ‹‰æ–ÊAƒoƒgƒ‹‰æ–Ê‚ÅAg—p‚Å‚«‚éƒXƒLƒ‹‚̈ꗗ‚𕦂·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#============================================
class Window_Skill < Window_Selectable
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# actor : ƒAƒNƒ^[
#------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# 퓬’†‚Ìꇂ̓EƒBƒ“ƒhƒE‚ð‰æ–Ê’†‰›‚ÖˆÚ“®‚µA”¼“§–¾‚É‚·‚é
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#------------------------------------------
# œ ƒXƒLƒ‹‚Ìæ“¾
#------------------------------------------
def skill
return @data[self.index]
end
#------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# €–Ú”‚ª 0 ‚łȂ¯‚ê‚΃rƒbƒgƒ}ƒbƒv‚ð쬂µA‘S€–Ú‚ð•`‰æ
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#------------------------------------------
# œ €–Ú‚Ì•`‰æ
# index : €–Ú”Ô†
#------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#------------------------------------------
# œ ƒwƒ‹ƒvƒeƒLƒXƒgXV
#------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
# ¡ Window_Skill
#----------------------------------------------
# @ƒXƒLƒ‹‰æ–ÊAƒoƒgƒ‹‰æ–Ê‚ÅAg—p‚Å‚«‚éƒXƒLƒ‹‚̈ꗗ‚𕦂·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#============================================
class Window_Skill < Window_Selectable
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# actor : ƒAƒNƒ^[
#------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# 퓬’†‚Ìꇂ̓EƒBƒ“ƒhƒE‚ð‰æ–Ê’†‰›‚ÖˆÚ“®‚µA”¼“§–¾‚É‚·‚é
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#------------------------------------------
# œ ƒXƒLƒ‹‚Ìæ“¾
#------------------------------------------
def skill
return @data[self.index]
end
#------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# €–Ú”‚ª 0 ‚łȂ¯‚ê‚΃rƒbƒgƒ}ƒbƒv‚ð쬂µA‘S€–Ú‚ð•`‰æ
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#------------------------------------------
# œ €–Ú‚Ì•`‰æ
# index : €–Ú”Ô†
#------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#------------------------------------------
# œ ƒwƒ‹ƒvƒeƒLƒXƒgXV
#------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
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