644 lines
25 KiB
Ruby
644 lines
25 KiB
Ruby
#==============================================================================
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# □ Learn
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#------------------------------------------------------------------------------
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# 技習得関連のデータを管理するモジュールです。
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#==============================================================================
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module Learn
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S_LV_MAX = 4
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HIDE = 88
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#--------------------------------------------------------------------------
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# ○ スキルのフラグ検索
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#--------------------------------------------------------------------------
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def self.l_flag(skill)
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return [0, [], 1, false, []] if !skill
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pt = point_set(skill)
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skill_flag = skill_set(skill)
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learn_lv = learn_lv_set(skill)
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ex_flag = ex_flag_set(skill)
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actor = actor_flag_set(skill)
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init = initial_actor_set(skill)
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return [pt, skill_flag, learn_lv, ex_flag, actor, init]
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end
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#--------------------------------------------------------------------------
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# ○ ポイントの設定
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#--------------------------------------------------------------------------
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def self.point_set(skill)
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if skill.note =~ /\<習得可能技:(\d+)\>/
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return $1.to_i
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else
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return 0
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end
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end
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#--------------------------------------------------------------------------
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# ○ 必須スキルの設定
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#--------------------------------------------------------------------------
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def self.skill_set(skill)
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l_skill = []
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skill.note.each_line do |line|
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case line
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when /\<必須技能:(\D+?):Lv(\d+)\>/
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l_skill.push([$1, $2.to_i])
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end
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end
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return l_skill
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end
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#--------------------------------------------------------------------------
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# ○ 習得可能LVの設定
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#--------------------------------------------------------------------------
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def self.learn_lv_set(skill)
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if skill.note =~ /\<習得可能LV:(\d+)\>/
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return $1.to_i
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else
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return 1
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end
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end
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#--------------------------------------------------------------------------
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# ○ 特殊条件の設定
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#--------------------------------------------------------------------------
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def self.ex_flag_set(skill)
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if skill.note =~ /\<習得特殊条件:スイッチ(\d+)\>/
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return $game_switches[$1.to_i]
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elsif skill.note =~ /\<習得特殊条件:変数(\d+)番,(\d+)以上\>/
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return $game_variables[$1.to_i] >= $2.to_i
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elsif skill.note =~ /\<習得アイテム所持判定:(\D+?),(\d+)\>/
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case $1
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when "武器"; return $game_party.has_item?($data_weapons[$2.to_i], true)
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when "防具"; return $game_party.has_item?($data_armors[$2.to_i], true)
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else ; return $game_party.has_item?($data_items[$2.to_i])
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end
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else
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return true
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end
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end
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#--------------------------------------------------------------------------
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# ○ 習得可能アクターの設定
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#--------------------------------------------------------------------------
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def self.actor_flag_set(skill)
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l_actor = []
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skill.note.each_line do |line|
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case line
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when /\<習得アクター:(\D+?)\>/
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l_actor.push($1)
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end
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end
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return l_actor
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end
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#--------------------------------------------------------------------------
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# ○ 最初からリストに含めるアクターの設定
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#--------------------------------------------------------------------------
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def self.initial_actor_set(skill)
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i_actor = []
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skill.note.each_line do |line|
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case line
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when /\<(\D+?):最初から\>/
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i_actor.push($1)
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end
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end
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return i_actor
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end
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#--------------------------------------------------------------------------
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# ○ レベルアップポイントの取得
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#--------------------------------------------------------------------------
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def self.lvup_point(skill)
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return [0, 0] if !skill
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if skill.note =~ /\<スキルレベルAP:(\d+),(\d+)\>/
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return [$1.to_i, $2.to_i]
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end
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end
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end
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#==============================================================================
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# □ Window_LearnPoint
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#------------------------------------------------------------------------------
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# 技習得画面で現在の保有技ポイントと
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# 現在選択中の技の習得後のポイントを表示するウィンドウです。
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#==============================================================================
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class Window_LearnPoint < Window_Base
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#--------------------------------------------------------------------------
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# ○ オブジェクト初期化
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#--------------------------------------------------------------------------
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def initialize(wy)
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super(0, wy, window_width, fitting_height(4))
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@actor = nil
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@point = 0
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@new_point = 0
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@category = nil
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refresh
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end
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#--------------------------------------------------------------------------
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# ○ ウィンドウ幅の取得
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#--------------------------------------------------------------------------
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def window_width
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Graphics.width
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end
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#--------------------------------------------------------------------------
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# ○ カテゴリの設定
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#--------------------------------------------------------------------------
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def category=(category)
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return if @category == category
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@category = category
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refresh
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self.oy = 0
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end
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#--------------------------------------------------------------------------
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# ○ アクターの設定
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#--------------------------------------------------------------------------
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def actor=(actor)
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return if @actor == actor
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@actor = actor
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@point = @new_point = @actor.ap
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refresh
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end
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#--------------------------------------------------------------------------
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# ○ ポイントの設定
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#--------------------------------------------------------------------------
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def point=(point)
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@point = point
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refresh
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end
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#--------------------------------------------------------------------------
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# ○ 技習得後のポイントの設定
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#--------------------------------------------------------------------------
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def set_item_point(point)
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@new_point = @point - point
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refresh
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end
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#--------------------------------------------------------------------------
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# ○ 能力値変化の描画色取得 ※オーバーライド
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#--------------------------------------------------------------------------
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def param_change_color(change)
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return power_down_color if change < 0
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return normal_color
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end
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#--------------------------------------------------------------------------
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# ○ ポイントの描画
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#--------------------------------------------------------------------------
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def draw_point_text(point, new_point, x, y)
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change_color(system_color)
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draw_text(x + 320, y + line_height * 0, contents_width, line_height, "所持#{Vocab::ap}")
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case @category
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when :learn
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draw_text(x + 465, y + line_height * 0, contents_width, line_height, "習得後")
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when :skillup
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draw_text(x + 465, y + line_height * 0, contents_width, line_height, "レベルアップ後")
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end
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change_color(normal_color)
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draw_text(x - 220, y + line_height * 1, contents_width, line_height, point, 2)
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change_color(param_change_color(new_point))
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draw_text(x + 430, y + line_height * 1, contents_width, line_height, "⇒")
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draw_text(x - 75, y + line_height * 1, contents_width, line_height, new_point, 2)
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end
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#--------------------------------------------------------------------------
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# ○ 習得画面用アクターステータスの描画
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#--------------------------------------------------------------------------
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def draw_actor_learn_st(actor, x, y)
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draw_actor_face(actor, x, 0)
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draw_actor_name(actor, x + 110, y)
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draw_actor_level(actor, x + 110, y + 24)
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end
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#--------------------------------------------------------------------------
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# ○ リフレッシュ
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#--------------------------------------------------------------------------
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def refresh
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contents.clear
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draw_actor_learn_st(@actor, 4, 12) if @actor
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draw_point_text(@point, @new_point, 0, 12)
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end
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end
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#==============================================================================
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# □ Window_LearnList
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#------------------------------------------------------------------------------
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# 技習得画面で、習得できるスキルの一覧を表示するウィンドウです。
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#==============================================================================
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class Window_LearnList < Window_Selectable
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#--------------------------------------------------------------------------
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# ○ オブジェクト初期化
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#--------------------------------------------------------------------------
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def initialize(x, y, width, height)
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super
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@actor = nil
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@category = nil
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@not_learn_hide = $game_switches[Learn::HIDE]
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@data = []
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end
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#--------------------------------------------------------------------------
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# ○ アクターの設定
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#--------------------------------------------------------------------------
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def actor=(actor)
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return if @actor == actor
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@actor = actor
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refresh
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self.oy = 0
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end
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#--------------------------------------------------------------------------
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# ○ カテゴリの設定
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#--------------------------------------------------------------------------
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def category=(category)
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return if @category == category
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@category = category
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refresh
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self.oy = 0
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end
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#--------------------------------------------------------------------------
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# ○ 桁数の取得
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#--------------------------------------------------------------------------
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def col_max
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return 1
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end
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#--------------------------------------------------------------------------
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# ○ 項目数の取得
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#--------------------------------------------------------------------------
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def item_max
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@data ? @data.size : 1
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end
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#--------------------------------------------------------------------------
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# ○ スキルの取得
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#--------------------------------------------------------------------------
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def item
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@data && index >= 0 ? @data[index] : nil
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end
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#--------------------------------------------------------------------------
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# ○ スキル習得ポイントの取得
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#--------------------------------------------------------------------------
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def skill_ap(item)
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Learn.l_flag(item)[0]
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end
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#--------------------------------------------------------------------------
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# ○ 必須スキルを覚えているか?
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#--------------------------------------------------------------------------
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def skill_learn_ok?(item)
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l_skills = Learn.l_flag(item)[1]
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return true if l_skills.empty?
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l_skills.each do |i|
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flag = @actor.skills.any? {|skill| skill.name == i[0] && @actor.skill_lv(skill.id) >= i[1] }
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return false if !flag
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end
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end
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#--------------------------------------------------------------------------
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# ○ 必要レベルに達しているか?
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#--------------------------------------------------------------------------
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def learn_lv_ok?(item)
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@actor.level >= Learn.l_flag(item)[2]
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end
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#--------------------------------------------------------------------------
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# ○ 上記二つの融合
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#--------------------------------------------------------------------------
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def learn_ok?(item)
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learn_lv_ok?(item) && skill_learn_ok?(item)
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end
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#--------------------------------------------------------------------------
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# ○ ハテナ表記フラグ
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#--------------------------------------------------------------------------
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def learn_question?(item)
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!skill_learn_ok?(item)
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end
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#--------------------------------------------------------------------------
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# ○ スキル習得のための特別な条件を満たしているか
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#--------------------------------------------------------------------------
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def ex_flag_ok?(item)
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Learn.l_flag(item)[3]
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end
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#--------------------------------------------------------------------------
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# ○ スキルを習得できるアクターかどうか
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#--------------------------------------------------------------------------
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def actor_ok?(item)
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Learn.l_flag(item)[4].include?(@actor.name) || all_actor?(item)
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end
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#--------------------------------------------------------------------------
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# ○ 最初からリストに含めるか
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#--------------------------------------------------------------------------
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def init_ok?(item)
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Learn.l_flag(item)[5].include?(@actor.name)
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end
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#--------------------------------------------------------------------------
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# ○ 全キャラ習得可能スキルか
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#--------------------------------------------------------------------------
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def all_actor?(item)
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Learn.l_flag(item)[4].empty?
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end
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#--------------------------------------------------------------------------
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# ○ ポイントウィンドウ更新用のポイントの取得
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#--------------------------------------------------------------------------
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def a_point
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@data && index >= 0 && !@actor.skill_learn?(item) ? skill_ap(item) : 0 #@data[index])[0] : nil
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end
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#--------------------------------------------------------------------------
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# ○ 選択項目の有効状態を取得
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#--------------------------------------------------------------------------
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def current_item_enabled?
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enable?(@data[index])
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end
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#--------------------------------------------------------------------------
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# ○ スキルをリストに含めるかどうか
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#--------------------------------------------------------------------------
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def include?(item)
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unless @not_learn_hide
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return true if init_ok?(item)
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skill_ap(item) > 0 && ex_flag_ok?(item) && actor_ok?(item)
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else
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return true if init_ok?(item) && !@actor.skill_learn?(item)
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skill_ap(item) > 0 && ex_flag_ok?(item) &&
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actor_ok?(item) && !@actor.skill_learn?(item)
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end
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end
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#--------------------------------------------------------------------------
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# ○ スキルを許可状態で表示するかどうか
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#--------------------------------------------------------------------------
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def enable?(item)
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@actor.ap >= skill_ap(item) && !@actor.skill_learn?(item) && learn_ok?(item) && item
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end
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#--------------------------------------------------------------------------
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# ○ スキルリストの作成
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#--------------------------------------------------------------------------
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def make_item_list
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#skills = $game_temp.sss_array
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@data = $game_temp.sss_array.select {|skill| include?(skill) }
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#@data = $data_skills.select {|skill| include?(skill) }
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end
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#--------------------------------------------------------------------------
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# ○ 前回の選択位置を復帰
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#--------------------------------------------------------------------------
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def select_last
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select(@data.index(@actor.last_skill.object) || 0)
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end
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#--------------------------------------------------------------------------
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# ○ 項目の描画
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#--------------------------------------------------------------------------
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def draw_item(index)
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skill = @data[index]
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if skill
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rect = item_rect(index)
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rect.width -= 4
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draw_type_name(skill, rect.x, rect.y, enable?(skill))
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draw_learning_level(rect.x, rect.y, skill)
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draw_skill_cost(rect.x, rect.y, skill)
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end
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end
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#--------------------------------------------------------------------------
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# ○ スキルの種類と名前の描画
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#--------------------------------------------------------------------------
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def draw_type_name(skill, x, y, enabled = true)
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return unless skill
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stype = Vocab::stype_name(skill.stype_id)
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if @actor.skill_learn?(skill)
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enabled = true
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change_color(system_color, enabled)
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else
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change_color(normal_color, enabled)
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end
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draw_text(x, y, 72, line_height, "#{stype}:", 2)
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draw_icon(skill.icon_index, x + 72, y, enabled)
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draw_question(x + 96, y, skill.name, learn_question?(skill))
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end
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#--------------------------------------------------------------------------
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# ○ スキル名の???描画
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#--------------------------------------------------------------------------
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def draw_question(x, y, name, question = true)
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name = name.gsub(/./) {"?"} if question
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draw_text(x, y, contents_width, line_height, name)
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end
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#--------------------------------------------------------------------------
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# ○ スキルの習得可能レベルの描画
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#--------------------------------------------------------------------------
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def draw_learning_level(x, y, skill)
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return unless skill
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return if @actor.skill_learn?(skill)
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lv = Learn.l_flag(skill)[2]
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return if lv == 1
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change_color(normal_color, enable?(skill))
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draw_text(x + 324, y, contents_width, line_height, "条件LV: #{lv}以上")
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end
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#--------------------------------------------------------------------------
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# ○ スキルの習得ポイントを描画
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#--------------------------------------------------------------------------
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def draw_skill_cost(x, y, skill)
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if @actor.skill_learn?(skill)
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change_color(system_color)
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draw_text(x - 4, y, contents_width, line_height, "習得済 ", 2)
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else
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change_color(normal_color, enable?(skill))
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draw_text(x + 492, y, contents_width, line_height, "必要#{Vocab::ap}:#{skill_ap(skill)}")
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end
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end
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#--------------------------------------------------------------------------
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# ○ ヘルプテキスト更新 ※ヘルプウィンドウと一緒にポイントウィンドウも更新
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#--------------------------------------------------------------------------
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def update_help
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if learn_question?(item)
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@help_window.set_required(item)
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else
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@help_window.set_item(item)
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end
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@point_window.set_item_point(a_point)
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end
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#--------------------------------------------------------------------------
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# ○ ポイントウィンドウの設定
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#--------------------------------------------------------------------------
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def point_window=(point_window)
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@point_window = point_window
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end
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#--------------------------------------------------------------------------
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# ○ リフレッシュ
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#--------------------------------------------------------------------------
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def refresh
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make_item_list
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create_contents
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draw_all_items
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end
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=begin
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#--------------------------------------------------------------------------
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# ○ スキル表示のチェンジ
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#--------------------------------------------------------------------------
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def process_hide_change
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Sound.play_cursor
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Input.update
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call_handler(:hide_change)
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end
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#--------------------------------------------------------------------------
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# ○ スキル表示のチェンジ
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#--------------------------------------------------------------------------
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def hide_change
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@not_learn_hide ^= true
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refresh
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call_update_help
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end
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#--------------------------------------------------------------------------
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# ○ 決定やキャンセルなどのハンドリング処理
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#--------------------------------------------------------------------------
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def process_handling
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super
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if active
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return process_hide_change if handle?(:hide_change) && Input.trigger?(:Z)
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end
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end
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=end
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end
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#==============================================================================
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# □ Window_LearnResult
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#------------------------------------------------------------------------------
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# 技習得画面で、習得技の確認を表示するウィンドウです。
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#==============================================================================
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class Window_LearnResult < Window_Base
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#--------------------------------------------------------------------------
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# ○ オブジェクト初期化
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#--------------------------------------------------------------------------
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def initialize
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@point = nil
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@learn_skill = nil
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@category = nil
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ww = Graphics.width
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super(0, 0, ww, fitting_height(2))
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self.y = Graphics.height / 2 - self.height / 2
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self.z = 300
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self.back_opacity = 255
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self.visible = false
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self.arrows_visible = false
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end
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#--------------------------------------------------------------------------
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# ○ カテゴリの設定
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#--------------------------------------------------------------------------
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def category=(category)
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return if @category == category
|
||
@category = category
|
||
refresh
|
||
self.oy = 0
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ リフレッシュ
|
||
#--------------------------------------------------------------------------
|
||
def refresh
|
||
contents.clear
|
||
self.width = window_width
|
||
self.x = Graphics.width / 2 - self.width / 2
|
||
draw_skill_name(@learn_skill, @point, 0, 0)
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ ウィンドウ幅の設定
|
||
#--------------------------------------------------------------------------
|
||
def window_width
|
||
if @category == :learn
|
||
@learn_skill ? [@learn_skill.name.size * 24 + 24 + 168, 264].max : Graphics.width
|
||
else
|
||
@learn_skill ? [@learn_skill.name.size * 24 + 24 + 264, 360].max : Graphics.width
|
||
end
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ 習得スキルの設定
|
||
#--------------------------------------------------------------------------
|
||
def learn_skill=(learn_skill)
|
||
@learn_skill = learn_skill
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ スキルポイントの設定
|
||
#--------------------------------------------------------------------------
|
||
def point=(point)
|
||
@point = point
|
||
refresh
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ 習得技名の描画
|
||
#--------------------------------------------------------------------------
|
||
def draw_skill_name(skill, point, x, y)
|
||
return unless skill && point
|
||
text_size = skill.name.size
|
||
result = @category == :learn ? "覚えますか":"Lvアップさせますか"
|
||
change_color(normal_color)
|
||
draw_text(x + 4, y, contents_width, line_height, "#{Vocab::ap}を #{point} 消費して")
|
||
draw_icon(skill.icon_index, x + 12, y + line_height)
|
||
draw_text(x + 36, y + line_height, text_size * 20, line_height, skill.name)
|
||
draw_text(x - 4, y + line_height, contents_width, line_height, "を#{result}?", 2)
|
||
end
|
||
end
|
||
|
||
#==============================================================================
|
||
# □ Window_YesNoChoice
|
||
#------------------------------------------------------------------------------
|
||
# "はい"か"いいえ"を選択するウィンドウです。
|
||
#==============================================================================
|
||
|
||
class Window_YesNoChoice < Window_HorzCommand
|
||
#--------------------------------------------------------------------------
|
||
# ○ オブジェクト初期化
|
||
#--------------------------------------------------------------------------
|
||
def initialize
|
||
super(0, 0)
|
||
self.x = Graphics.width / 2 - self.width / 2
|
||
self.visible = false
|
||
self.back_opacity = 255
|
||
self.z = 300
|
||
deactivate
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ ウィンドウ幅の取得
|
||
#--------------------------------------------------------------------------
|
||
def window_width
|
||
Graphics.width / 4
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ 桁数の取得
|
||
#--------------------------------------------------------------------------
|
||
def col_max
|
||
return 2
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ コマンドリストの作成
|
||
#--------------------------------------------------------------------------
|
||
def make_command_list
|
||
add_command("はい", :yes_select)
|
||
add_command("いいえ", :no_select)
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ 決定ボタンが押されたときの処理
|
||
#--------------------------------------------------------------------------
|
||
def process_ok
|
||
Input.update
|
||
deactivate
|
||
call_ok_handler
|
||
end
|
||
#--------------------------------------------------------------------------
|
||
# ○ キャンセルボタンが押されたときの処理
|
||
#--------------------------------------------------------------------------
|
||
def process_cancel
|
||
Input.update
|
||
deactivate
|
||
call_cancel_handler
|
||
end
|
||
end
|
||
|
||
#==============================================================================
|
||
# ■ Window_Help
|
||
#------------------------------------------------------------------------------
|
||
# スキルやアイテムの説明、アクターのステータスなどを表示するウィンドウです。
|
||
#==============================================================================
|
||
|
||
class Window_Help < Window_Base
|
||
def set_required(item)
|
||
return unless item
|
||
skills = Learn.l_flag(item)[1]
|
||
if skills.empty?
|
||
set_text("必要スキルなし")
|
||
else
|
||
text = ""
|
||
skills.each_with_index do |skill, i|
|
||
text += "\n " if i == 2
|
||
star = ""
|
||
(skill[1] - 1).times {star += "★"}
|
||
text += "#{skill[0]}" + star + " "
|
||
end
|
||
set_text("必要スキル:#{text}")
|
||
end
|
||
end
|
||
end
|
||
|
||
class RPG::BaseItem
|
||
def skill_book?
|
||
self.note.include?("<スキルブック>")
|
||
end
|
||
end
|
||
|