Dekita

Skill Scene 1.0

Mar 20th, 2013
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  1. #===============================================================================
  2. #
  3. # ☆ $D13x - Skill Scene
  4. # -- Author : Dekita
  5. # -- Version : 1.0
  6. # -- Level : Easy / Normal
  7. # -- Requires : $D13x - Core
  8. # -- Engine : RPG Maker VX Ace.
  9. #
  10. #===============================================================================
  11. # ☆ Import
  12. #-------------------------------------------------------------------------------
  13. $D13x={}if$D13x==nil
  14. $D13x[:Skill_Scene]=true
  15. #===============================================================================
  16. # ☆ Updates
  17. #-------------------------------------------------------------------------------
  18. # D /M /Y
  19. # 2o/o3/2o13 - Finished,
  20. # 1o/o3/2o13 - Started
  21. #
  22. #===============================================================================
  23. # ☆ Introduction
  24. #-------------------------------------------------------------------------------
  25. # This script overwrites the default skill screen for a more informative one.
  26. # Plug-N-Play.
  27. # Requires $D13x Core Script v 1.1+
  28. #
  29. #===============================================================================
  30. # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
  31. #===============================================================================
  32. # 1. You MUST give credit to "Dekita" !!
  33. # 2. You are NOT allowed to repost this script.(or modified versions)
  34. # 3. You are NOT allowed to convert this script.
  35. # 4. You are NOT allowed to use this script for Commercial games.
  36. # 5. ENJOY!
  37. #
  38. # "FINE PRINT"
  39. # By using this script you hereby agree to the above terms and conditions,
  40. # if any violation of the above terms occurs "legal action" may be taken.
  41. # Not understanding the above terms and conditions does NOT mean that
  42. # they do not apply to you.
  43. # If you wish to discuss the terms and conditions in further detail you can
  44. # contact me at http://dekitarpg.wordpress.com/
  45. #
  46. #===============================================================================
  47. # ☆ Instructions
  48. #-------------------------------------------------------------------------------
  49. # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
  50. # Place Under My $D13x - Staistic Control Script.
  51. #
  52. #===============================================================================
  53. module Skill_Scene
  54.  
  55. # Turn this on to show the skill damage formula
  56. Show_Formula = false # true
  57.  
  58. # Gauge Color= [ Color 1 , Color 2 ]
  59. Hp_Colors = [ Text_Color::Deep_Orange , Text_Color::Gold ]
  60. Mp_Colors = [ Text_Color::Sky_Blue , Text_Color::Dark_Blue ]
  61.  
  62. end# << Keep
  63. module Vocab
  64.  
  65. def self.skill_dmg_type(id)
  66. case id
  67. when 0 then "Passive Skill" # "None"
  68. when 1 then "HP Damage Skill"
  69. when 2 then "MP Damage Skill"
  70. when 3 then "HP Recover Skill"
  71. when 4 then "MP Recover Skill"
  72. when 5 then "HP Drain Skill"
  73. when 6 then "MP Drain Skill"
  74. end
  75. end
  76.  
  77. end #####################
  78. # CUSTOMISATION END #
  79. #####################
  80. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  81. # #
  82. # http://dekitarpg.wordpress.com/ #
  83. # #
  84. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  85. #===============================================================================#
  86. # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
  87. # YES?\.\. #
  88. # OMG, REALLY? \| #
  89. # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
  90. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
  91. #===============================================================================#
  92. class Window_SkillCommand < Window_Command
  93. #===============================================================================
  94. #--------------------------------------------------------------------------
  95. # Get Window Width
  96. #--------------------------------------------------------------------------
  97. def window_width
  98. return Graphics.width / 4
  99. end
  100. #--------------------------------------------------------------------------
  101. # Get Number of Lines to Show
  102. #--------------------------------------------------------------------------
  103. def visible_line_number
  104. return 2
  105. end
  106. #--------------------------------------------------------------------------
  107. # Set/Get Alignment
  108. #--------------------------------------------------------------------------
  109. def alignment
  110. return 1
  111. end
  112. #--------------------------------------------------------------------------
  113. # Draws Items
  114. #--------------------------------------------------------------------------
  115. def draw_item(index)
  116. self.contents.font.name = General::Fonts
  117. self.contents.font.size = General::Font_Size
  118. self.contents.font.bold = General::Font_Bold
  119. draw_text(item_rect_for_text(index), command_name(index), 1)
  120. end
  121.  
  122. end
  123.  
  124. #==============================================================================
  125. class Window_SkillStatus < Window_Base
  126. #==============================================================================
  127. #--------------------------------------------------------------------------
  128. # Set/Get Window Width
  129. #--------------------------------------------------------------------------
  130. def window_width
  131. Graphics.width / 2
  132. end
  133. #--------------------------------------------------------------------------
  134. # Do Refresh
  135. #--------------------------------------------------------------------------
  136. def refresh
  137. contents.clear
  138. return unless @actor
  139. if !General::Fonts.include?(self.contents.font.name)
  140. self.contents.font.name = General::Fonts
  141. end
  142. if self.contents.font.size != General::Font_Size
  143. self.contents.font.size = General::Font_Size
  144. end
  145. if self.contents.font.bold != General::Font_Bold
  146. self.contents.font.bold = General::Font_Bold
  147. end
  148. draw_actor_face(@actor,0,-2,enabled = true)
  149. draw_text(100, 0, self.width - (standard_padding*2), line_height, @actor.name.to_s)
  150. lvtxt = "Lv #{@actor.level} #{@actor.class.name}"
  151. draw_text(100, line_height, self.width - (standard_padding*2), line_height, lvtxt)
  152. draw_de_hp(100, line_height * 2)
  153. draw_de_mp(100, line_height * 3)
  154. end
  155. #--------------------------------------------------------------------------
  156. # Draw Hp
  157. #--------------------------------------------------------------------------
  158. def draw_de_hp(x, y)
  159. wid = self.width - (standard_padding*2)
  160. rate = @actor.hp_rate
  161. color1 = Skill_Scene::Hp_Colors[0]
  162. color2 = Skill_Scene::Hp_Colors[1]
  163. draw_text(x, y, wid, line_height, Vocab::param(0))
  164. draw_text(x, y, wid-x, line_height, "#{@actor.hp}/#{@actor.mhp}",2)
  165. draw_deki_gauge(x, y, wid-x, 3, rate, color1, color2)
  166. end
  167. #--------------------------------------------------------------------------
  168. # Draw Mp
  169. #--------------------------------------------------------------------------
  170. def draw_de_mp(x, y)
  171. wid = self.width - (standard_padding*2)
  172. rate = @actor.hp_rate
  173. color1 = Skill_Scene::Mp_Colors[0]
  174. color2 = Skill_Scene::Mp_Colors[1]
  175. draw_text(x, y, wid, line_height, Vocab::param(1))
  176. draw_text(x, y, wid-x, line_height, "#{@actor.mp}/#{@actor.mmp}",2)
  177. draw_deki_gauge(x, y, wid-x, 3, rate, color1, color2)
  178. end
  179. #--------------------------------------------------------------------------
  180. # Line Height
  181. #--------------------------------------------------------------------------
  182. def line_height
  183. return 22
  184. end
  185. #--------------------------------------------------------------------------
  186. # Window Padding
  187. #--------------------------------------------------------------------------
  188. def standard_padding
  189. return 8
  190. end
  191.  
  192. end
  193.  
  194. #==============================================================================
  195. class Deki_SkillList < Window_SkillList
  196. #==============================================================================
  197. #--------------------------------------------------------------------------
  198. # Initialize Window
  199. #--------------------------------------------------------------------------
  200. def initialize(x, y, width, height)
  201. @skill_info_wind = nil
  202. super(x, y, Graphics.width / 2, height)
  203. end
  204. #--------------------------------------------------------------------------
  205. # Get Digit Count
  206. #--------------------------------------------------------------------------
  207. def col_max
  208. return 1
  209. end
  210. #--------------------------------------------------------------------------
  211. # Update DeHalp
  212. #--------------------------------------------------------------------------
  213. def update_help
  214. @help_window.set_item(item)
  215. @skill_info_wind.item = item if @skill_info_wind != nil
  216. end
  217. #--------------------------------------------------------------------------
  218. # Set Skill Info window
  219. #--------------------------------------------------------------------------
  220. def skill_info_wind=(wind)
  221. @skill_info_wind = wind
  222. end
  223. #--------------------------------------------------------------------------
  224. # Draw Skill Use Cost
  225. #--------------------------------------------------------------------------
  226. def draw_skill_cost(rect, skill)
  227. end
  228. #--------------------------------------------------------------------------
  229. # Refresh Font
  230. #--------------------------------------------------------------------------
  231. def refresh_font
  232. if !General::Fonts.include?(self.contents.font.name)
  233. self.contents.font.name = General::Fonts
  234. end
  235. if self.contents.font.size != General::Font_Size
  236. self.contents.font.size = General::Font_Size
  237. end
  238. if self.contents.font.bold != General::Font_Bold
  239. self.contents.font.bold = General::Font_Bold
  240. end
  241. end
  242.  
  243. end
  244.  
  245. #==============================================================================
  246. class Window_DekiSkillStatus < Window_Selectable
  247. #==============================================================================
  248. #--------------------------------------------------------------------------
  249. # Initialization
  250. #--------------------------------------------------------------------------
  251. def initialize(actor, y, w, h)
  252. @wid = w - (standard_padding*2)
  253. super(0, y, w, h)
  254. @actor = actor
  255. @item = nil
  256. refresh
  257. end
  258. #--------------------------------------------------------------------------
  259. # Set Actor
  260. #--------------------------------------------------------------------------
  261. def actor=(actor)
  262. return if @actor == actor
  263. @actor = actor
  264. refresh
  265. end
  266. #--------------------------------------------------------------------------
  267. # Set Item
  268. #--------------------------------------------------------------------------
  269. def item=(item)
  270. return if @item == item
  271. @item = item
  272. refresh
  273. end
  274. #--------------------------------------------------------------------------
  275. # Get Item
  276. #--------------------------------------------------------------------------
  277. def item
  278. @item
  279. end
  280. #--------------------------------------------------------------------------
  281. # Refresh
  282. #--------------------------------------------------------------------------
  283. def refresh
  284. contents.clear
  285. freshen
  286. draw_block(0, line_height * 0)
  287. end
  288. #--------------------------------------------------------------------------
  289. # Refresh Fonts
  290. #--------------------------------------------------------------------------
  291. def freshen
  292. if !General::Fonts.include?(self.contents.font.name)
  293. self.contents.font.name = General::Fonts
  294. end
  295. if self.contents.font.size != General::Font_Size
  296. self.contents.font.size = General::Font_Size
  297. end
  298. if self.contents.font.bold != General::Font_Bold
  299. self.contents.font.bold = General::Font_Bold
  300. end
  301. end
  302. #--------------------------------------------------------------------------
  303. # Draw Block
  304. #--------------------------------------------------------------------------
  305. def draw_block(x,y)
  306. return unless @item
  307. draw_item_name(@item, x, y)
  308. set = Skill_Levels::Exp_Set[@item.exp_set]
  309. lv_text = set[ @actor.skills_lv( @item.id ) ][1]
  310. draw_text(x, y, @wid, line_height, "#{lv_text}", 2)
  311. y = draw_skill_exp(set, x, y)
  312. id = @item.damage.type
  313. draw_text(x, y, @wid, line_height, "#{Vocab::skill_dmg_type(id)}")
  314. y = draw_damage_info(x,y)
  315. y = draw_skill_costs(x,y)
  316. y = draw_req_pars(x, y)
  317. y = draw_effects(x, y)
  318. y = draw_pars(x, y)
  319. y = draw_max_pars(x, y)
  320. end
  321. #--------------------------------------------------------------------------
  322. # Draw Skill Exp
  323. #--------------------------------------------------------------------------
  324. def draw_skill_exp(set, x, y)
  325. if @actor.skills_lv(item.id) < $data_skills[item.id].max_lv
  326. exp = @actor.skills_exp(item.id)
  327. exp_req = set[ @actor.skills_lv(@item.id)+1 ][0]
  328. y += line_height
  329. draw_text(x, y, @wid, line_height, "Exp: #{exp}/#{exp_req}", 2)
  330. else
  331. y += line_height
  332. draw_text(x, y, @wid, line_height, "Exp: MASTERED", 2)
  333. end
  334. return y
  335. end
  336. #--------------------------------------------------------------------------
  337. # Draw Skill Costs
  338. #--------------------------------------------------------------------------
  339. def draw_skill_costs(x,y)
  340. if Skill_Scene::Show_Formula
  341. y += line_height
  342. draw_text(x, y, @wid, line_height, "Formula: #{@item.damage.formula}")
  343. end
  344. if @actor.skill_mp_cost(@item) != 0 && @item.damage.type != 0
  345. y += line_height
  346. text = "MP Cost: #{@actor.skill_mp_cost(@item)}"
  347. draw_text(x, y, @wid, line_height, text)
  348. end
  349. if @actor.skill_tp_cost(@item) != 0 && @item.damage.type != 0
  350. y += line_height
  351. text = "TP Cost: #{@actor.skill_tp_cost(@item)}"
  352. draw_text(x, y, @wid, line_height, text)
  353. end
  354. return y
  355. end
  356. #--------------------------------------------------------------------------
  357. # Draw Element Info
  358. #--------------------------------------------------------------------------
  359. def draw_damage_info(x,y)
  360. if @item.damage.element_id != 0 && @item.damage.type != 0
  361. y += line_height
  362. text = "Element: #{$data_system.elements[@item.damage.element_id]}"
  363. draw_text(x, y, @wid, line_height, text)
  364. end
  365. if @item.damage.type != 0
  366. y += line_height
  367. text = "#{Vocab::x_param(2)}: #{@item.damage.critical ? "Yes" : "No" }"
  368. draw_text(x, y, @wid, line_height, text)
  369. end
  370. return y
  371. end
  372. #--------------------------------------------------------------------------
  373. # Draw Deki Statistics
  374. #--------------------------------------------------------------------------
  375. def draw_pars(x, y)
  376. mul = Skill_Levels::Exp_Set[@item.exp_set][@actor.skills_lv(item.id)][2]
  377. 8.times do |i|
  378. next unless @item.pars[i] != 0
  379. y += line_height
  380. text = "#{Vocab::param(i)}: +#{(@item.pars[i] * mul).to_i}"
  381. draw_text(x, y, @wid, line_height, text)
  382. end
  383. 10.times do |i|
  384. next unless @item.xpars[i] != 0
  385. y += line_height
  386. text = "#{Vocab::x_param(i)}: +#{(@item.xpars[i] * mul).to_f}%"
  387. end
  388. 10.times do |i|
  389. next unless @item.spars[i] != 0
  390. y += line_height
  391. text = "#{Vocab::s_param(i)}: +#{(@item.spars[i] * mul).to_f}%"
  392. draw_text(x, y, @wid, line_height, text)
  393. end
  394. return y
  395. # draw_max_pars(x, y)
  396. end
  397. #--------------------------------------------------------------------------
  398. # Draw Max Deki Statistics
  399. #--------------------------------------------------------------------------
  400. def draw_max_pars(x, y)
  401. 8.times do |i|
  402. next unless @item.max_pars[i] != 0
  403. y += line_height
  404. text = "Max #{Vocab::param(i)}: +#{@item.max_pars[i] * @actor.skills_lv(item.id)}"
  405. draw_text(x, y, @wid, line_height, text)
  406. end
  407. 10.times do |i|
  408. next unless @item.max_xpars[i] != 0
  409. y += line_height
  410. text = "Max #{Vocab::x_param(i)}: +#{@item.max_xpars[i] * @actor.skills_lv(item.id)}%"
  411. draw_text(x, y, @wid, line_height, text)
  412. end
  413. 10.times do |i|
  414. next unless @item.max_spars[i] != 0
  415. y += line_height
  416. text = "Max #{Vocab::s_param(i)}: +#{@item.max_spars[i] * @actor.skills_lv(item.id)}%"
  417. draw_text(x, y, @wid, line_height, text)
  418. end
  419. return y
  420. # draw_req_pars(x, y)
  421. end
  422. #--------------------------------------------------------------------------
  423. # Draw Deki Requirements
  424. #--------------------------------------------------------------------------
  425. def draw_req_pars(x, y)
  426. @actor.class.learnings.each do |skil|
  427. next unless skil.skill_id == @item.id
  428. 8.times do |i|
  429. next unless skil.param_req[i] != 0
  430. y += line_height
  431. text = "Req #{Vocab::param(i)}: #{skil.param_req[i]}"
  432. draw_text(x, y, @wid, line_height, text)
  433. end
  434. 10.times do |i|
  435. next unless skil.xpars_req[i] != 0
  436. y += line_height
  437. text = "Req #{Vocab::x_param(i)}: #{skil.xpars_req[i]}%"
  438. draw_text(x, y, @wid, line_height, text)
  439. end
  440. 10.times do |i|
  441. next unless skil.spars_req[i] != 0
  442. y += line_height
  443. text = "Req #{Vocab::s_param(i)}: #{skil.spars_req[i]}%"
  444. draw_text(x, y, @wid, line_height, text)
  445. end
  446. end
  447. return y
  448. # draw_effects(x, y)
  449. end
  450. #--------------------------------------------------------------------------
  451. # Draw Effects
  452. #--------------------------------------------------------------------------
  453. def draw_effects(x, y)
  454. y += line_height
  455. draw_text(x, y, @wid, line_height, "Added Effects :")
  456. @item.effects.each do |eff|
  457. next if eff == nil
  458. case eff.code
  459. when 11 then y = draw_hp_rec(x,y,eff.data_id,eff.value1,eff.value2)
  460. when 12 then y = draw_mp_rec(x,y,eff.data_id,eff.value1,eff.value2)
  461. when 13 then y = draw_tp_mod(x,y,eff.data_id,eff.value1)
  462. when 21 then y = draw_atk_statuss(x,y, eff.data_id, eff.value1)
  463. when 22 then y = draw_rem_statuss(x,y, eff.data_id, eff.value1)
  464. when 31 then y = draw_add_buff(x,y,eff.data_id,eff.value1)
  465. when 32 then y = draw_rem_buff(x,y,eff.data_id,eff.value1)
  466. when 33 then y = draw_rem_buff(x,y,eff.data_id)
  467. when 34 then y = draw_rem_debuff(x,y,eff.data_id)
  468. end
  469. end
  470. return y
  471. end
  472. #--------------------------------------------------------------------------
  473. # Draw HP Recovery
  474. #--------------------------------------------------------------------------
  475. def draw_hp_rec(x,y,val1,val2,val3)
  476. y += line_height
  477. text = "HP Recover: #{((@actor.mhp+val3)*val2).to_i}"
  478. draw_text(x, y, @wid, line_height, text)
  479. return y
  480. end
  481. #--------------------------------------------------------------------------
  482. # Draw MP Recovery
  483. #--------------------------------------------------------------------------
  484. def draw_mp_rec(x,y,val1,val2,val3)
  485. y += line_height
  486. text = "MP Recover: #{((@actor.mmp+val3)*val2).to_i}"
  487. draw_text(x, y, @wid, line_height, text)
  488. return y
  489. end
  490. #--------------------------------------------------------------------------
  491. # Draw TP Gain
  492. #--------------------------------------------------------------------------
  493. def draw_tp_mod(x,y,val1,val2)
  494. y += line_height
  495. text = "TP Gain: #{val2}%"
  496. draw_text(x, y, @wid, line_height, text)
  497. return y
  498. end
  499. #--------------------------------------------------------------------------
  500. # Draw Attack Status'
  501. #--------------------------------------------------------------------------
  502. def draw_atk_statuss(x,y,val1,val2)
  503. y += line_height
  504. text = "Inflicts #{$data_states[val1].name} #{sprintf("%1.0f%%", val2*100)}"
  505. draw_text(x, y, @wid, line_height, text)
  506. return y
  507. end
  508. #--------------------------------------------------------------------------
  509. # Draw Remove Status'
  510. #--------------------------------------------------------------------------
  511. def draw_rem_statuss(x,y,val1,val2)
  512. y += line_height
  513. text = "Removes #{$data_states[val1].name} #{sprintf("%1.0f%%", val2*100)}"
  514. draw_text(x, y, @wid, line_height, text)
  515. return y
  516. end
  517. #--------------------------------------------------------------------------
  518. # Draw Add Buff
  519. #--------------------------------------------------------------------------
  520. def draw_add_buff(x,y,val1,val2)
  521. y += line_height
  522. text = "Add #{Vocab::param(val1)} Buff for #{val2.to_i} Turns"
  523. draw_text(x, y, @wid, line_height, text)
  524. return y
  525. end
  526. #--------------------------------------------------------------------------
  527. # Draw Add Debuff
  528. #--------------------------------------------------------------------------
  529. def draw_add_debuff(x,y,val1,val2)
  530. y += line_height
  531. text = "Add #{Vocab::param(val1)} Debuff for #{val2.to_i} Turns"
  532. draw_text(x, y, @wid, line_height, text)
  533. return y
  534. end
  535. #--------------------------------------------------------------------------
  536. # Draw Remove Buff
  537. #--------------------------------------------------------------------------
  538. def draw_rem_buff(x,y,val1)
  539. y += line_height
  540. text = "Removes #{Vocab::param(val1)} Buff"
  541. draw_text(x, y, @wid, line_height, text)
  542. return y
  543. end
  544. #--------------------------------------------------------------------------
  545. # Draw Remove Debuff
  546. #--------------------------------------------------------------------------
  547. def draw_rem_debuff(x,y,val1)
  548. y += line_height
  549. text = "Removes #{Vocab::param(val1)} Debuff"
  550. draw_text(x, y, @wid, line_height, text)
  551. return y
  552. end
  553.  
  554. end
  555.  
  556. #==============================================================================
  557. class Scene_Skill < Scene_ItemBase
  558. #==============================================================================
  559. #--------------------------------------------------------------------------
  560. # Alias List
  561. #--------------------------------------------------------------------------
  562. alias :start_scene_skill :start
  563. alias :ccmwindskillwind :create_command_window
  564. alias :csw_scene_skill :create_status_window
  565. #--------------------------------------------------------------------------
  566. # Start Processing
  567. #--------------------------------------------------------------------------
  568. def start
  569. start_scene_skill
  570. create_item_status_window
  571. end
  572. #--------------------------------------------------------------------------
  573. # Create Halp Window (overwrite)
  574. #--------------------------------------------------------------------------
  575. def create_help_window
  576. @help_window = Deki_Help.new
  577. @help_window.viewport = @viewport
  578. @help_window.x = Graphics.width / 4
  579. end
  580. #--------------------------------------------------------------------------
  581. # Create Command Window
  582. #--------------------------------------------------------------------------
  583. def create_command_window
  584. ccmwindskillwind
  585. @command_window.y = 0
  586. end
  587. #--------------------------------------------------------------------------
  588. # Create Status Window
  589. #--------------------------------------------------------------------------
  590. def create_status_window
  591. csw_scene_skill
  592. @status_window.x = 0
  593. end
  594. #--------------------------------------------------------------------------
  595. # Create Item Window
  596. #--------------------------------------------------------------------------
  597. def create_item_window
  598. wx = @status_window.x + @status_window.width
  599. wy = @help_window.height
  600. ww = Graphics.width
  601. wh = Graphics.height - wy
  602. @item_window = Deki_SkillList.new(wx, wy, ww, wh)
  603. @item_window.actor = @actor
  604. @item_window.viewport = @viewport
  605. @item_window.help_window = @help_window
  606. @item_window.set_handler(:ok, method(:on_item_ok))
  607. @item_window.set_handler(:cancel, method(:on_item_cancel))
  608. @command_window.skill_window = @item_window
  609. end
  610. #--------------------------------------------------------------------------
  611. # Create Item Status Window
  612. #--------------------------------------------------------------------------
  613. def create_item_status_window
  614. y = @command_window.height + @status_window.height
  615. w = Graphics.width / 2
  616. h = Graphics.height - y
  617. @skinf_wind = Window_DekiSkillStatus.new(@actor, y, w, h)
  618. @item_window.skill_info_wind = @skinf_wind
  619. end
  620. #--------------------------------------------------------------------------
  621. # Update
  622. #--------------------------------------------------------------------------
  623. def update
  624. super
  625. @skinf_wind.item = nil if @command_window.active
  626. end
  627.  
  628. end
  629.  
  630. #==============================================================================#
  631. # http://dekitarpg.wordpress.com/ #
  632. #==============================================================================#
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