AP 올리기 스크립트임
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ◆ スキル習得装備 - KGC_EquipLearnSkill ◆ VX ◆
#_/ ◇ Last update : 2008/02/10 ◇
#_/----------------------------------------------------------------------------
#_/ スキルを習得する装備品を作成します。
#_/============================================================================
#_/ 【スキル】≪スキルCP制≫ より上に導入してください。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================
# ★ カスタマイズ項目 - Customize ★
#==============================================================================
module KGC
module EquipLearnSkill
# ◆ AP 의 명칭
# 게임중의 표기만 변화.
VOCAB_AP = "AP"
# ◆ AP 의 디폴트치
# 소지 AP (을)를 지정하지 않았던 에너미의 AP.
DEFAULT_AP = 1
# ◆ 장비한 것 만으로는 습득하지 않는다
# true (으)로 하면,AP 하지만 모일 때까지 스킬을 사용할 수 없다.
NEED_FULL_AP = true
# ◆ 결과 화면에서의 획득 AP 의 표시
# %s : 획득했다 AP
VOCAB_RESULT_OBTAIN_AP = "#{VOCAB_AP} (을)를 %s 획득!"
# ◆ 결과 화면에서 스킬을 마스터 했을 때의 메세지
# %s : 액터명
VOCAB_RESULT_MASTER_SKILL = "%s하"
# ◆ 결과 화면에서 마스터 한 스킬의 표시
# %s : 마스터 한 스킬의 이름
VOCAB_RESULT_MASTER_SKILL_NAME = "%s(을)를 마스터 했다!"
# ◆ 메뉴 화면에 「AP viewer」커멘드를 추가한다
# 추가하는 장소는, 메뉴 커멘드의 최하부입니다.
# 다른 부분에 추가하고 싶으면,≪커스텀 메뉴 커멘드≫ (을)를 이용하십시오.
USE_MENU_AP_VIEWER_COMMAND = true
# ◆ 메뉴 화면의 「AP viewer」커멘드의 명칭
VOCAB_MENU_AP_VIEWER = "#{VOCAB_AP} 뷰어"
# ◆ 마스터(완전 습득) 한 스킬의 AP 란
VOCAB_MASTER_SKILL = " - MASTER - "
# ◆ 축적 AP 하지만 0 의 스킬도 AP viewer에 표시
SHOW_ZERO_AP_SKILL = false
# ◆ 축적 AP 하지만 0 의 스킬의 이름을 숨긴다
MASK_ZERO_AP_SKILL_NAME = true
# ◆ 누적 AP 하지만 0 의 스킬에 표시하는 이름
# 1 문자만 지정하면, 스킬명으로 같은 길이에 확장됩니다.
ZERO_AP_NAME_MASK = "?"
# ◆ 누적 AP 하지만 0 의 스킬의 헬프를 숨긴다
HIDE_ZERO_AP_SKILL_HELP = false
# ◆ 누적 AP 하지만 0 의 스킬에 표시하는 헬프
ZERO_AP_SKILL_HELP = "?"
# ◆ 제외 장비품 배열
# 배열의 첨자가 액터 ID 에 대응.
# 습득 장비로부터 제외하는 무기·방어구의 ID (을)를 배열에 격납.
EXCLUDE_WEAPONS = [] # 무기
EXCLUDE_ARMORS = [] # 방어구
# 여기에서 아래로 정의.
# <례>
# 액터ID:1 (은)는, 무기ID:50 (와)과 70 의 스킬을 습득할 수 없다.
# EXCLUDE_WEAPONS[1] = [50, 70]
# ◆ 제외 스킬 배열
# 배열의 첨자가 액터 ID (와)과 대응.
# 장비에서는 습득 불가능하게 하는 스킬 ID (을)를 배열에 격납.
EXCLUDE_SKILLS = []
# <례>
# 액터ID:1 (은)는, 스킬ID:30 (을)를 장비품으로 습득할 수 없다.
# EXCLUDE_SKILLS[1] = [30]
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
module KGC::EquipLearnSkill
# 正規表現
module Regexp
# ベースアイテム
module BaseItem
# 習得スキル
LEARN_SKILL = /<(?:LEARN_SKILL|습득)[ ]*(d+(?:[ ]*,[ ]*d+)*)>/i
end
# スキル
module Skill
# 必要 AP
NEED_AP = /<(?:NEED_AP|필요AP)[ ]*(d+)>/i
end
# エネミー
module Enemy
# 所持 AP
AP = /<AP[ ]*(d+)>/i
end
end
end
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#==============================================================================
# □ KGC::Commands
#==============================================================================
module KGC
module Commands
module_function
#--------------------------------------------------------------------------
# ○ AP の獲得
# actor_id : アクター ID
# ap : 獲得 AP
# show : マスター表示フラグ
#--------------------------------------------------------------------------
def gain_actor_ap(actor_id, ap, show = false)
$game_actors[actor_id].gain_ap(ap, show)
end
#--------------------------------------------------------------------------
# ○ AP の変更
# actor_id : アクター ID
# skill_id : スキル ID
# ap : AP
#--------------------------------------------------------------------------
def change_actor_ap(actor_id, skill_id, ap)
skill = $data_skills[skill_id]
return if skill == nil
$game_actors[actor_id].change_ap(skill, ap)
end
#--------------------------------------------------------------------------
# ○ AP ビューアの呼び出し
# actor_index : アクターインデックス
#--------------------------------------------------------------------------
def call_ap_viewer(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :ap_viewer
$game_temp.next_scene_actor_index = actor_index
end
end
end
class Game_Interpreter
include KGC::Commands
end
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#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
# 戦闘終了メッセージ
ObtainAP = KGC::EquipLearnSkill::VOCAB_RESULT_OBTAIN_AP
ResultFullAPSkill = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL
ResultFullAPSkillName = KGC::EquipLearnSkill::VOCAB_RESULT_MASTER_SKILL_NAME
# AP
def self.ap
return KGC::EquipLearnSkill::VOCAB_AP
end
# マスターしたスキル
def self.full_ap_skill
return KGC::EquipLearnSkill::VOCAB_MASTER_SKILL
end
# AP ビューア
def self.ap_viewer
return KGC::EquipLearnSkill::VOCAB_MENU_AP_VIEWER
end
end
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#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__learn_skills = []
self.note.split(/[rn]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::BaseItem::LEARN_SKILL # スキル習得
$1.scan(/d+/).each { |num|
skill_id = num.to_i
# 存在するスキルならリストに加える
@__learn_skills << skill_id if $data_skills[skill_id] != nil
}
end
}
end
#--------------------------------------------------------------------------
# ○ 習得するスキル ID の配列
#--------------------------------------------------------------------------
def learn_skills
create_equip_learn_skill_cache if @__learn_skills == nil
return @__learn_skills
end
end
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#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ○ クラス変数
#--------------------------------------------------------------------------
@@__masked_name =
KGC::EquipLearnSkill::ZERO_AP_NAME_MASK # マスク名
@@__expand_masked_name = false # マスク名拡張表示フラグ
if @@__expand_masked_name != nil
@@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
end
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__need_ap = 0
self.note.split(/[rn]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Skill::NEED_AP # 必要 AP
@__need_ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ マスク名
#--------------------------------------------------------------------------
def masked_name
if KGC::EquipLearnSkill::MASK_ZERO_AP_SKILL_NAME
if @@__expand_masked_name
# マスク名を拡張して表示
return @@__masked_name * self.name.scan(/./).size
else
return @@__masked_name
end
else
return self.name
end
end
#--------------------------------------------------------------------------
# ○ 習得に必要な AP
#--------------------------------------------------------------------------
def need_ap
create_equip_learn_skill_cache if @__need_ap == nil
return @__need_ap
end
end
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#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# ○ スキル習得装備のキャッシュ生成
#--------------------------------------------------------------------------
def create_equip_learn_skill_cache
@__ap = KGC::EquipLearnSkill::DEFAULT_AP
self.note.split(/[rn]+/).each { |line|
case line
when KGC::EquipLearnSkill::Regexp::Enemy::AP # 所持 AP
@__ap = $1.to_i
end
}
end
#--------------------------------------------------------------------------
# ○ 所持 AP
#--------------------------------------------------------------------------
def ap
create_equip_learn_skill_cache if @__ap == nil
return @__ap
end
end
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#==============================================================================
# ■ Game_Temp
#==============================================================================
unless $imported["CustomMenuCommand"]
class Game_Temp
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :next_scene_actor_index # 次のシーンのアクターインデックス
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias initialize_KGC_EquipLearnSkill initialize
def initialize
initialize_KGC_EquipLearnSkill
@next_scene_actor_index = 0
end
end
end
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#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● セットアップ
# actor_id : アクター ID
#--------------------------------------------------------------------------
alias setup_KGC_EquipLearnSkill setup
def setup(actor_id)
setup_KGC_EquipLearnSkill(actor_id)
@skill_ap = []
end
#--------------------------------------------------------------------------
# ○ 指定スキルの AP 取得
# skill_id : スキル ID
#--------------------------------------------------------------------------
def skill_ap(skill_id)
@skill_ap = [] if @skill_ap == nil
return (@skill_ap[skill_id] != nil ? @skill_ap[skill_id] : 0)
end
#--------------------------------------------------------------------------
# ○ AP 変更
# skill : スキル
# ap : 新しい AP
#--------------------------------------------------------------------------
def change_ap(skill, ap)
@skill_ap = [] if @skill_ap == nil
@skill_ap[skill.id] = [[ap, skill.need_ap].min, 0].max
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
# new_skills : 新しくマスターしたスキルの配列
#--------------------------------------------------------------------------
def display_full_ap_skills(new_skills)
$game_message.new_page
text = sprintf(Vocab::ResultFullAPSkill, name)
$game_message.texts.push(text)
new_skills.each { |skill|
text = sprintf(Vocab::ResultFullAPSkillName, skill.name)
$game_message.texts.push(text)
}
end
#--------------------------------------------------------------------------
# ○ AP 獲得
# ap : AP の増加量
# show : マスタースキル表示フラグ
#--------------------------------------------------------------------------
def gain_ap(ap, show)
last_full_ap_skills = full_ap_skills
# 装備品により習得しているスキルに AP を加算
equipment_skills(true).each { |skill|
change_ap(skill, skill_ap(skill.id) + ap)
}
# マスターしたスキルを表示
if show && last_full_ap_skills != full_ap_skills
display_full_ap_skills(full_ap_skills - last_full_ap_skills)
end
end
#--------------------------------------------------------------------------
# ● スキルオブジェクトの配列取得
#--------------------------------------------------------------------------
alias skills_KGC_EquipLearnSkill skills
def skills
result = skills_KGC_EquipLearnSkill
# 装備品と AP 蓄積済みのスキルを追加
additional_skills = equipment_skills | full_ap_skills
return (result | additional_skills).sort! { |a, b| a.id <=> b.id }
end
#--------------------------------------------------------------------------
# ○ 装備品の習得スキル取得
# all : 使用不可能なスキルも含める
#--------------------------------------------------------------------------
def equipment_skills(all = false)
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
if !all && KGC::EquipLearnSkill::NEED_FULL_AP # 要蓄積の場合
next unless ap_full?(skill) # 未達成なら無視
end
result << skill
}
}
return result
end
#--------------------------------------------------------------------------
# ○ スキル習得装備除外判定
# item : 判定装備
#--------------------------------------------------------------------------
def exclude_learnable_equipment?(item)
case item
when RPG::Weapon # 武器
# 除外武器に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_WEAPONS[id].include?(item.id)
return true
end
when RPG::Armor # 防具
# 除外防具に含まれている場合
if KGC::EquipLearnSkill::EXCLUDE_ARMORS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_ARMORS[id].include?(item.id)
return true
end
else # 装備品以外
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ 装備品による習得スキル除外判定
# skill : スキル
#--------------------------------------------------------------------------
def exclude_equipment_skill?(skill)
# 自身が除外されている場合
if KGC::EquipLearnSkill::EXCLUDE_SKILLS[id] != nil &&
KGC::EquipLearnSkill::EXCLUDE_SKILLS[id].include?(skill.id)
return true
end
return false
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済みのスキルを取得
#--------------------------------------------------------------------------
def full_ap_skills
result = []
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
result << skill if ap_full?(skill) && !exclude_equipment_skill?(skill)
}
return result
end
#--------------------------------------------------------------------------
# ○ AP 蓄積可能なスキルを取得
#--------------------------------------------------------------------------
def can_gain_ap_skills
result = []
equips.compact.each { |item|
next if exclude_learnable_equipment?(item) # 除外装備なら無視
item.learn_skills.each { |i|
skill = $data_skills[i]
next if exclude_equipment_skill?(skill) # 除外スキルなら無視
result << skill
}
}
return (result - full_ap_skills) # マスターしたものを除く
end
#--------------------------------------------------------------------------
# ○ AP 蓄積済み判定
# skill : スキル
#--------------------------------------------------------------------------
def ap_full?(skill)
return false if skill == nil # スキルが存在しない
return false if skill.need_ap == 0 # 必要 AP が 0
return false if @skills.include?(skill.id) # 習得済み
return (skill_ap(skill.id) >= skill.need_ap)
end
#--------------------------------------------------------------------------
# ● スキルの使用可能判定
# skill : スキル
#--------------------------------------------------------------------------
def skill_can_use?(skill)
return super
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ○ AP の取得
#--------------------------------------------------------------------------
def ap
return enemy.ap
end
end
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#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# ○ AP の合計計算
#--------------------------------------------------------------------------
def ap_total
ap = 0
for enemy in dead_members
ap += enemy.ap unless enemy.hidden
end
return ap
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ○ コマンドを追加
# 追加した位置を返す
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ○ コマンドをリフレッシュ
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ○ コマンドを挿入
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ○ コマンドを削除
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Window_APViewer
#------------------------------------------------------------------------------
# AP ビューアでスキルを表示するウィンドウです。
#==============================================================================
class Window_APViewer < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@can_gain_ap_skills = []
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ○ スキルの取得
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ○ リフレッシュ
#--------------------------------------------------------------------------
def refresh
@data = []
@can_gain_ap_skills = @actor.can_gain_ap_skills
equipment_skills = @actor.equipment_skills(true)
(1...$data_skills.size).each { |i|
skill = $data_skills[i]
next if skill.need_ap == 0
unless KGC::EquipLearnSkill::SHOW_ZERO_AP_SKILL
# AP が 0 、かつ装備品で習得していないものは無視
if @actor.skill_ap(skill.id) == 0 && !equipment_skills.include?(skill)
next
end
end
@data.push(skill)
}
@item_max = @data.size
create_contents
@item_max.times { |i| draw_item(i) }
end
#--------------------------------------------------------------------------
# ○ 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
skill = @data[index]
if skill != nil
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
if @actor.ap_full?(skill) || @actor.skill_learn?(skill)
# マスター
text = Vocab.full_ap_skill
else
# AP 蓄積中
text = sprintf("%s %4d/%4d",
Vocab.ap, @actor.skill_ap(skill.id), skill.need_ap)
end
# AP を描画
self.contents.font.color = normal_color
self.contents.draw_text(rect, text, 2)
end
end
#--------------------------------------------------------------------------
# ○ スキルを有効状態で表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def enable?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.ap_full?(skill) # マスター
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ○ スキルをマスクなしで表示するかどうか
# skill : スキル
#--------------------------------------------------------------------------
def no_mask?(skill)
return true if @actor.skill_learn?(skill) # 習得済み
return true if @actor.skill_ap(skill.id) > 0 # AP が 1 以上
return true if @can_gain_ap_skills.include?(skill) # AP 蓄積可能
return false
end
#--------------------------------------------------------------------------
# ● アイテム名の描画
# item : アイテム (スキル、武器、防具でも可)
# x : 描画先 X 座標
# y : 描画先 Y 座標
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true)
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH,
no_mask?(item) ? item.name : item.masked_name)
end
#--------------------------------------------------------------------------
# ● カーソルを 1 ページ後ろに移動
#--------------------------------------------------------------------------
def cursor_pagedown
return if Input.repeat?(Input::R)
super
end
#--------------------------------------------------------------------------
# ● カーソルを 1 ページ前に移動
#--------------------------------------------------------------------------
def cursor_pageup
return if Input.repeat?(Input::L)
super
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
return unless self.active
if Input.repeat?(Input::RIGHT)
cursor_pagedown
elsif Input.repeat?(Input::LEFT)
cursor_pageup
end
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if KGC::EquipLearnSkill::HIDE_ZERO_AP_SKILL_HELP && !no_mask?(skill)
@help_window.set_text(KGC::EquipLearnSkill::ZERO_AP_SKILL_HELP)
else
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 画面切り替えの実行
#--------------------------------------------------------------------------
alias update_scene_change_KGC_EquipLearnSkill update_scene_change
def update_scene_change
return if $game_player.moving? # プレイヤーの移動中?
if $game_temp.next_scene == :ap_viewer
call_ap_viewer
return
end
update_scene_change_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ○ AP ビューアへの切り替え
#--------------------------------------------------------------------------
def call_ap_viewer
$game_temp.next_scene = nil
$scene = Scene_APViewer.new($game_temp.next_scene_actor_index,
0, Scene_APViewer::HOST_MAP)
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
if KGC::EquipLearnSkill::USE_MENU_AP_VIEWER_COMMAND
#--------------------------------------------------------------------------
# ● コマンドウィンドウの作成
#--------------------------------------------------------------------------
alias create_command_window_KGC_EquipLearnSkill create_command_window
def create_command_window
create_command_window_KGC_EquipLearnSkill
return if $imported["CustomMenuCommand"]
@__command_ap_viewer_index = @command_window.add_command(Vocab.ap_viewer)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ● コマンド選択の更新
#--------------------------------------------------------------------------
alias update_command_selection_KGC_EquipLearnSkill update_command_selection
def update_command_selection
call_ap_viewer_flag = false
if Input.trigger?(Input::C)
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
call_ap_viewer_flag = true
end
end
# AP ビューアに移行
if call_ap_viewer_flag
if $game_party.members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
start_actor_selection
return
end
update_command_selection_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● アクター選択の更新
#--------------------------------------------------------------------------
alias update_actor_selection_KGC_EquipLearnSkill update_actor_selection
def update_actor_selection
if Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when @__command_ap_viewer_index # AP ビューア
$scene = Scene_APViewer.new(@status_window.index,
@__command_ap_viewer_index, Scene_APViewer::HOST_MENU)
return
end
end
update_actor_selection_KGC_EquipLearnSkill
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# □ Scene_APViewer
#------------------------------------------------------------------------------
# AP ビューアの処理を行うクラスです。
#==============================================================================
class Scene_APViewer < Scene_Base
HOST_MENU = 0
HOST_MAP = 1
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor_index : アクターインデックス
# menu_index : コマンドのカーソル初期位置
# host_scene : 呼び出し元 (0..メニュー 1..マップ)
#--------------------------------------------------------------------------
def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU)
@actor_index = actor_index
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ● 開始処理
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
if $imported["HelpExtension"]
@help_window.row_max = KGC::HelpExtension::ROW_MAX
end
@status_window = Window_SkillStatus.new(0, @help_window.height, @actor)
dy = @help_window.height + @status_window.height
@skill_window = Window_APViewer.new(0, dy,
Graphics.width, Graphics.height - dy, @actor)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@status_window.dispose
@skill_window.dispose
end
#--------------------------------------------------------------------------
# ○ 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# ○ 次のアクターの画面に切り替え
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ○ 前のアクターの画面に切り替え
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_APViewer.new(@actor_index, @menu_index, @host_scene)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@skill_window.update
@status_window.update
if @skill_window.active
update_skill_selection
end
end
#--------------------------------------------------------------------------
# ○ スキル選択の更新
#--------------------------------------------------------------------------
def update_skill_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● メッセージ表示が終わるまでウェイト
#--------------------------------------------------------------------------
alias wait_for_message_KGC_EquipLearnSkill wait_for_message
def wait_for_message
return if @ignore_wait_for_message # メッセージ終了までのウェイトを無視
wait_for_message_KGC_EquipLearnSkill
end
#--------------------------------------------------------------------------
# ● 獲得した経験値とお金の表示
#--------------------------------------------------------------------------
alias display_exp_and_gold_KGC_EquipLearnSkill display_exp_and_gold
def display_exp_and_gold
@ignore_wait_for_message = true
display_exp_and_gold_KGC_EquipLearnSkill
display_ap
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ● レベルアップの表示
#--------------------------------------------------------------------------
alias display_level_up_KGC_EquipLearnSkill display_level_up
def display_level_up
display_level_up_KGC_EquipLearnSkill
display_master_equipment_skill
end
#--------------------------------------------------------------------------
# ○ 獲得 AP の表示
#--------------------------------------------------------------------------
def display_ap
ap = $game_troop.ap_total
if ap > 0
text = sprintf(Vocab::ObtainAP, ap)
$game_message.texts.push('.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# ○ マスターしたスキルの表示
#--------------------------------------------------------------------------
def display_master_equipment_skill
ap = $game_troop.ap_total
$game_party.existing_members.each { |actor|
last_skills = actor.skills
actor.gain_ap(ap, true)
}
wait_for_message
end
end