Project1
标题: XP探查技能移植到VA 10VIP [打印本页]
作者: j296196585 时间: 2017-7-1 15:15
标题: XP探查技能移植到VA 10VIP
#==============================================================================
# 探查技能 BY绿发的Eclair
#------------------------------------------------------------------------------
# 使用方法:在数据库中设定一个叫“探查”的状态(想要用别的名字在下面改啦~)
# 然后把想要做成有探查效果的特技或物品附加这个状态。就这样简单~~
# 修改自然属性的个数在第16行。
#==============================================================================
# 探查技能加强 BY snstar2006
#------------------------------------------------------------------------------
# 加强部分:
# 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。
# [王]的属性ID为夹在自然属性和种族属性中间的属性
# 2. 用变数做技能等级,可以直接用事件升级、降级。
# 3. 可以设置不同能力所需要的等级。等级不够时显示为????。
#==============================================================================
$探查状态名 = "探查" # 探查状态的名字
$eye_level = 1 # 探查技能等级的变数ID
# 探查能力的等级
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
# 依次为:
# 0->名称 、1->HP+SP、2->HP+SP Max、3->种族、
# 4->经验 、5->金钱 、6->掉落物 、7->攻击、
# 8->物防 、9->魔防 、10->力量 、11->灵巧、
# 12->速度、13->魔力、14->属性有效度
$text_4_unknown = "????" # 未知时的文字
class Window_cateyes < Window_Base
def initialize
super(120,40,400,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 160 #信息窗口的透明度
[url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数
end
def set_target(target)
self.contents.clear
self.visible = true
@target = target
# 检验是否显示HP/SP
if @target.element_rate(@element+1) > 100
if (@target.hp)<=(@target.maxhp/2)
@show_hsp = true
else
@show_hsp = false
end
else
@show_hsp = true
end
if $game_variables[$eye_level] >= $eye_level_ability[0]
self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)
else
self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)
end
# 描绘HP
draw_actor_hp(@target,10,100 - 32 - 25,160)
# 描绘SP
draw_actor_sp(@target,10,100 - 32,160)
# 描绘种族
self.contents.font.color = system_color
self.contents.draw_text(10,100,180,32,"种族",0)
self.contents.font.color = normal_color
for i in [url=home.php?mod=space&uid=12971]@element[/url] + 2..$data_system.elements.size - 1
if @target.element_rate(i) > 100
race = $data_system.elements[i]
break
end
end
if $game_variables[$eye_level] >= $eye_level_ability[3]
self.contents.draw_text(70,100,100,32,race,2)
else
self.contents.draw_text(70,100,100,32,$text_4_unknown,2)
end
# 目标是敌方角色的场合
if @target.is_a?(Game_Enemy)
# 描绘经验
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[4]
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)
else
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)
end
# 描绘金钱
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.words.gold,0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[5]
self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)
else
self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)
end
# 描绘掉落物
self.contents.font.color = system_color
self.contents.draw_text(190,100 ,180,32,"掉落",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[6]
draw_item_name($data_items[@target.item_id],197,57 + 25 + 25 + 25) if @target.item_id > 0
draw_item_name($data_weapons[@target.weapon_id],197,57 + 25 + 25 + 25) if @target.weapon_id > 0
draw_item_name($data_armors[@target.armor_id],197,57 + 25 + 25 + 25) if @target.armor_id > 0
else
self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)
end
end
# 描绘攻击
if $game_variables[$eye_level] >= $eye_level_ability[7]
draw_actor_parameter(@target, 10, 112 + 20, 0)
else
draw_actor_parameter_u(10, 112 + 20, 0)
end
# 描绘物理防御
if $game_variables[$eye_level] >= $eye_level_ability[8]
draw_actor_parameter(@target, 10, 144 + 20, 1)
else
draw_actor_parameter_u(10, 144 + 20, 1)
end
# 描绘魔法防御
if $game_variables[$eye_level] >= $eye_level_ability[9]
draw_actor_parameter(@target, 10, 176 + 20, 2)
else
draw_actor_parameter_u(10, 176 + 20, 2)
end
# 描绘力量
if $game_variables[$eye_level] >= $eye_level_ability[10]
draw_actor_parameter(@target, 10, 208 + 20, 3)
else
draw_actor_parameter_u(10, 208 + 20, 3)
end
# 描绘灵巧
if $game_variables[$eye_level] >= $eye_level_ability[11]
draw_actor_parameter(@target, 10, 240 + 20, 4)
else
draw_actor_parameter_u(10, 240 + 20, 4)
end
# 描绘速度
if $game_variables[$eye_level] >= $eye_level_ability[12]
draw_actor_parameter(@target, 10, 272 + 20, 5)
else
draw_actor_parameter_u(10, 272 + 20, 5)
end
# 描绘魔力
if $game_variables[$eye_level] >= $eye_level_ability[13]
draw_actor_parameter(@target, 10, 304 + 20, 6)
else
draw_actor_parameter_u(10, 304 + 20, 6)
end
# 描绘属性抵抗度
self.contents.font.color = system_color
self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)
self.contents.font.color = normal_color
num = @element_max == 0 ? $data_system.elements.size : @element_max
y = 0
weaker = ""
weak = ""
resist = ""
guard = ""
recover = ""
race = ""
for i in 1..@element
case @target.element_rate(i)
when 151..200
weaker += $data_system.elements[i]
when 101..150
weak += $data_system.elements[i]
when 1..99
resist += $data_system.elements[i]
when 0
guard += $data_system.elements[i]
when -200..-1
recover += $data_system.elements[i]
end
end
if $game_variables[$eye_level] >= $eye_level_ability[14]
if weaker != ""
weaker += "超弱"
self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)
y += 1
end
if weak != ""
weak += "弱点"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)
y += 1
end
if resist != ""
resist += "抵抗"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)
y += 1
end
if guard != ""
guard += "无效"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)
y += 1
end
if recover != ""
recover += "吸收"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)
end
else
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def draw_actor_parameter_u(x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
when 1
parameter_name = $data_system.words.pdef
when 2
parameter_name = $data_system.words.mdef
when 3
parameter_name = $data_system.words.str
when 4
parameter_name = $data_system.words.dex
when 5
parameter_name = $data_system.words.agi
when 6
parameter_name = $data_system.words.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
else
self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
else
self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle
alias update_phase4_step5_eclair2 :update_phase4_step5
def update_phase4_step5
for i in 1..$data_states.size - 1
if $data_states[i].name == $探查状态名
$探查状态ID = i
break
end
end
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
break
end
end
end
@eye_window.dispose
@eye_window = nil
end
update_phase4_step5_eclair2
end
end
#==============================================================================
# 探查技能 BY绿发的Eclair
# 加強 BY snstar2006
#==============================================================================
#==============================================================================
# 探查技能 BY绿发的Eclair
#------------------------------------------------------------------------------
# 使用方法:在数据库中设定一个叫“探查”的状态(想要用别的名字在下面改啦~)
# 然后把想要做成有探查效果的特技或物品附加这个状态。就这样简单~~
# 修改自然属性的个数在第16行。
#==============================================================================
# 探查技能加强 BY snstar2006
#------------------------------------------------------------------------------
# 加强部分:
# 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。
# [王]的属性ID为夹在自然属性和种族属性中间的属性
# 2. 用变数做技能等级,可以直接用事件升级、降级。
# 3. 可以设置不同能力所需要的等级。等级不够时显示为????。
#==============================================================================
$探查状态名 = "探查" # 探查状态的名字
$eye_level = 1 # 探查技能等级的变数ID
# 探查能力的等级
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
# 依次为:
# 0->名称 、1->HP+SP、2->HP+SP Max、3->种族、
# 4->经验 、5->金钱 、6->掉落物 、7->攻击、
# 8->物防 、9->魔防 、10->力量 、11->灵巧、
# 12->速度、13->魔力、14->属性有效度
$text_4_unknown = "????" # 未知时的文字
class Window_cateyes < Window_Base
def initialize
super(120,40,400,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 160 #信息窗口的透明度
[url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数
end
def set_target(target)
self.contents.clear
self.visible = true
@target = target
# 检验是否显示HP/SP
if @target.element_rate(@element+1) > 100
if (@target.hp)<=(@target.maxhp/2)
@show_hsp = true
else
@show_hsp = false
end
else
@show_hsp = true
end
if $game_variables[$eye_level] >= $eye_level_ability[0]
self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)
else
self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)
end
# 描绘HP
draw_actor_hp(@target,10,100 - 32 - 25,160)
# 描绘SP
draw_actor_sp(@target,10,100 - 32,160)
# 描绘种族
self.contents.font.color = system_color
self.contents.draw_text(10,100,180,32,"种族",0)
self.contents.font.color = normal_color
for i in [url=home.php?mod=space&uid=12971]@element[/url] + 2..$data_system.elements.size - 1
if @target.element_rate(i) > 100
race = $data_system.elements[i]
break
end
end
if $game_variables[$eye_level] >= $eye_level_ability[3]
self.contents.draw_text(70,100,100,32,race,2)
else
self.contents.draw_text(70,100,100,32,$text_4_unknown,2)
end
# 目标是敌方角色的场合
if @target.is_a?(Game_Enemy)
# 描绘经验
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[4]
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)
else
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)
end
# 描绘金钱
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.words.gold,0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[5]
self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)
else
self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)
end
# 描绘掉落物
self.contents.font.color = system_color
self.contents.draw_text(190,100 ,180,32,"掉落",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[6]
draw_item_name($data_items[@target.item_id],197,57 + 25 + 25 + 25) if @target.item_id > 0
draw_item_name($data_weapons[@target.weapon_id],197,57 + 25 + 25 + 25) if @target.weapon_id > 0
draw_item_name($data_armors[@target.armor_id],197,57 + 25 + 25 + 25) if @target.armor_id > 0
else
self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)
end
end
# 描绘攻击
if $game_variables[$eye_level] >= $eye_level_ability[7]
draw_actor_parameter(@target, 10, 112 + 20, 0)
else
draw_actor_parameter_u(10, 112 + 20, 0)
end
# 描绘物理防御
if $game_variables[$eye_level] >= $eye_level_ability[8]
draw_actor_parameter(@target, 10, 144 + 20, 1)
else
draw_actor_parameter_u(10, 144 + 20, 1)
end
# 描绘魔法防御
if $game_variables[$eye_level] >= $eye_level_ability[9]
draw_actor_parameter(@target, 10, 176 + 20, 2)
else
draw_actor_parameter_u(10, 176 + 20, 2)
end
# 描绘力量
if $game_variables[$eye_level] >= $eye_level_ability[10]
draw_actor_parameter(@target, 10, 208 + 20, 3)
else
draw_actor_parameter_u(10, 208 + 20, 3)
end
# 描绘灵巧
if $game_variables[$eye_level] >= $eye_level_ability[11]
draw_actor_parameter(@target, 10, 240 + 20, 4)
else
draw_actor_parameter_u(10, 240 + 20, 4)
end
# 描绘速度
if $game_variables[$eye_level] >= $eye_level_ability[12]
draw_actor_parameter(@target, 10, 272 + 20, 5)
else
draw_actor_parameter_u(10, 272 + 20, 5)
end
# 描绘魔力
if $game_variables[$eye_level] >= $eye_level_ability[13]
draw_actor_parameter(@target, 10, 304 + 20, 6)
else
draw_actor_parameter_u(10, 304 + 20, 6)
end
# 描绘属性抵抗度
self.contents.font.color = system_color
self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)
self.contents.font.color = normal_color
num = @element_max == 0 ? $data_system.elements.size : @element_max
y = 0
weaker = ""
weak = ""
resist = ""
guard = ""
recover = ""
race = ""
for i in 1..@element
case @target.element_rate(i)
when 151..200
weaker += $data_system.elements[i]
when 101..150
weak += $data_system.elements[i]
when 1..99
resist += $data_system.elements[i]
when 0
guard += $data_system.elements[i]
when -200..-1
recover += $data_system.elements[i]
end
end
if $game_variables[$eye_level] >= $eye_level_ability[14]
if weaker != ""
weaker += "超弱"
self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)
y += 1
end
if weak != ""
weak += "弱点"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)
y += 1
end
if resist != ""
resist += "抵抗"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)
y += 1
end
if guard != ""
guard += "无效"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)
y += 1
end
if recover != ""
recover += "吸收"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)
end
else
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def draw_actor_parameter_u(x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
when 1
parameter_name = $data_system.words.pdef
when 2
parameter_name = $data_system.words.mdef
when 3
parameter_name = $data_system.words.str
when 4
parameter_name = $data_system.words.dex
when 5
parameter_name = $data_system.words.agi
when 6
parameter_name = $data_system.words.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
else
self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
else
self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle
alias update_phase4_step5_eclair2 :update_phase4_step5
def update_phase4_step5
for i in 1..$data_states.size - 1
if $data_states[i].name == $探查状态名
$探查状态ID = i
break
end
end
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
break
end
end
end
@eye_window.dispose
@eye_window = nil
end
update_phase4_step5_eclair2
end
end
#==============================================================================
# 探查技能 BY绿发的Eclair
# 加強 BY snstar2006
#==============================================================================
作者: soulsaga 时间: 2017-7-1 15:15
本帖最后由 soulsaga 于 2017-8-17 18:45 编辑
#==============================================================================
# 探查技能 BY绿发的Eclair 移植到VABY:SOULSAGA
#------------------------------------------------------------------------------
# 然后把想要做成有探查效果的特技或物品备注填探查。就这样简单~~
# 修改自然属性的个数在第16行。
#==============================================================================
# 探查技能加强 BY snstar2006
#------------------------------------------------------------------------------
# 加强部分:
# 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。
# [王]的属性ID为夹在自然属性和种族属性中间的属性
# 2. 用变数做技能等级,可以直接用事件升级、降级。
# 3. 可以设置不同能力所需要的等级。等级不够时显示为????。
#==============================================================================
$探查状态名 = "探查" # 探查状态的名字
$eye_level = 1 # 探查技能等级的变数ID
# 探查能力的等级
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
# 依次为:
# 0->名称 、1->HP+MP、2->HP+MP Max、3->种族、
# 4->经验 、5->金钱 、6->掉落物 、7->攻击、
# 8->物防 、9->魔防 、10->力量 、11->灵巧、
# 12->速度、13->魔力、14->属性有效度
$text_4_unknown = "????" # 未知时的文字
class Window_cateyes < Window_Base
def initialize
super(120,40,400,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 160 #信息窗口的透明度
[url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数
end
def set_target(target)
self.contents.clear
self.visible = true
@target = target
# 检验是否显示HP/SP
if @target.element_rate(@element+1) > 100
if (@target.hp)<=(@target.mhp/2)
@show_hsp = true
else
@show_hsp = false
end
else
@show_hsp = true
end
if $game_variables[$eye_level] >= $eye_level_ability[0]
self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)
else
self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)
end
# 描绘HP
draw_actor_hp(@target,10,100 - 32 - 25,160)
# 描绘MP
draw_actor_sp(@target,10,100 - 32,160)
# 描绘种族
self.contents.font.color = system_color
self.contents.draw_text(10,100,180,32,"种族",0)
self.contents.font.color = normal_color
for i in @element + 2..$data_system.elements.size - 1
if @target.element_rate(i) > 100
race = $data_system.elements[i]
break
end
end
if $game_variables[$eye_level] >= $eye_level_ability[3]
self.contents.draw_text(70,100,100,32,race,2)
else
self.contents.draw_text(70,100,100,32,$text_4_unknown,2)
end
# 目标是敌方角色的场合
if @target.is_a?(Game_Enemy)
# 描绘经验
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[4]
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)
else
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)
end
# 描绘金钱
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.currency_unit.to_s,0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[5]
self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)
else
self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)
end
# 描绘掉落物
self.contents.font.color = system_color
self.contents.draw_text(190,100 ,180,32,"掉落",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[6]
for i in 0..2
case $data_enemies[@target.enemy_id].drop_items[i].kind
when 1
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 2
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 3
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
end
end
else
self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)
end
end
# 描绘攻击
if $game_variables[$eye_level] >= $eye_level_ability[7]
draw_actor_param(@target, 10, 112 + 20, 0)
else
draw_actor_parameter_u(10, 112 + 20, 0)
end
# 描绘物理防御
if $game_variables[$eye_level] >= $eye_level_ability[8]
draw_actor_param(@target, 10, 144 + 20, 1)
else
draw_actor_parameter_u(10, 144 + 20, 1)
end
# 描绘魔法防御
if $game_variables[$eye_level] >= $eye_level_ability[9]
draw_actor_param(@target, 10, 176 + 20, 2)
else
draw_actor_parameter_u(10, 176 + 20, 2)
end
# 描绘力量
if $game_variables[$eye_level] >= $eye_level_ability[10]
draw_actor_param(@target, 10, 208 + 20, 3)
else
draw_actor_parameter_u(10, 208 + 20, 3)
end
# 描绘灵巧
if $game_variables[$eye_level] >= $eye_level_ability[11]
draw_actor_param(@target, 10, 240 + 20, 4)
else
draw_actor_parameter_u(10, 240 + 20, 4)
end
# 描绘速度
if $game_variables[$eye_level] >= $eye_level_ability[12]
draw_actor_param(@target, 10, 272 + 20, 5)
else
draw_actor_parameter_u(10, 272 + 20, 5)
end
# 描绘魔力
if $game_variables[$eye_level] >= $eye_level_ability[13]
draw_actor_param(@target, 10, 304 + 20, 6)
else
draw_actor_parameter_u(10, 304 + 20, 6)
end
# 描绘属性抵抗度
self.contents.font.color = system_color
self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)
self.contents.font.color = normal_color
num = @element_max == 0 ? $data_system.elements.size : @element_max
y = 0
weaker = ""
weak = ""
resist = ""
guard = ""
recover = ""
race = ""
for i in 1..@element
case @target.element_rate(i)
when 151..200
weaker += $data_system.elements[i]
when 101..150
weak += $data_system.elements[i]
when 1..99
resist += $data_system.elements[i]
when 0
guard += $data_system.elements[i]
when -200..-1
recover += $data_system.elements[i]
end
end
if $game_variables[$eye_level] >= $eye_level_ability[14]
if weaker != ""
weaker += "超弱"
self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)
y += 1
end
if weak != ""
weak += "弱点"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)
y += 1
end
if resist != ""
resist += "抵抗"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)
y += 1
end
if guard != ""
guard += "无效"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)
y += 1
end
if recover != ""
recover += "吸收"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)
end
else
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
#bitmap = RPG::Cache.icon(item.icon_name)
#self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def draw_actor_parameter_u(x, y, type)
case type
when 0
parameter_name = $data_system.terms.params[2]
when 1
parameter_name = $data_system.terms.params[3]
when 2
parameter_name = $data_system.terms.params[5]
when 3
parameter_name = "力量"
when 4
parameter_name = "灵巧"
when 5
parameter_name = "敏捷"
when 6
parameter_name = "智力"
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[2])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.mhp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
else
self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.mhp.to_s)
else
self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
def draw_actor_sp(actor, x, y, width = 144)
# Draw "MP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[4])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw MP
self.contents.font.color = actor.mp == 0 ? knockout_color :
actor.mp <= actor.mmp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.mp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxMP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.mmp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle < Scene_Base
alias apply_item_effects_SOULSAGA apply_item_effects
def apply_item_effects(target, item)
#$game_message.add(item.note.to_s)
#@target_battlers = target
#for i in 1..$data_states.size - 1
# if $data_states[i].name == $探查状态名
# $探查状态ID = i
# break
#end
#end
item_id = 1
item_id = item.id if item.is_a?(RPG::Item)
if item.is_a?(RPG::Skill) and $data_skills[item.id].note.include?($探查状态名) or item.is_a?(RPG::Item) and $data_items[item_id].note.include?($探查状态名)
@eye_window = Window_cateyes.new
#for target in @target_battlers
#target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
Audio.se_play('Audio/SE/decision3')
break
end
end
@eye_window.dispose
@eye_window = nil
end
apply_item_effects_SOULSAGA(target, item)
end
end
#==============================================================================
# 探查技能 BY绿发的Eclair
# 加強 BY snstar2006
#==============================================================================
#==============================================================================
# 探查技能 BY绿发的Eclair 移植到VABY:SOULSAGA
#------------------------------------------------------------------------------
# 然后把想要做成有探查效果的特技或物品备注填探查。就这样简单~~
# 修改自然属性的个数在第16行。
#==============================================================================
# 探查技能加强 BY snstar2006
#------------------------------------------------------------------------------
# 加强部分:
# 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。
# [王]的属性ID为夹在自然属性和种族属性中间的属性
# 2. 用变数做技能等级,可以直接用事件升级、降级。
# 3. 可以设置不同能力所需要的等级。等级不够时显示为????。
#==============================================================================
$探查状态名 = "探查" # 探查状态的名字
$eye_level = 1 # 探查技能等级的变数ID
# 探查能力的等级
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
# 依次为:
# 0->名称 、1->HP+MP、2->HP+MP Max、3->种族、
# 4->经验 、5->金钱 、6->掉落物 、7->攻击、
# 8->物防 、9->魔防 、10->力量 、11->灵巧、
# 12->速度、13->魔力、14->属性有效度
$text_4_unknown = "????" # 未知时的文字
class Window_cateyes < Window_Base
def initialize
super(120,40,400,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 160 #信息窗口的透明度
[url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数
end
def set_target(target)
self.contents.clear
self.visible = true
@target = target
# 检验是否显示HP/SP
if @target.element_rate(@element+1) > 100
if (@target.hp)<=(@target.mhp/2)
@show_hsp = true
else
@show_hsp = false
end
else
@show_hsp = true
end
if $game_variables[$eye_level] >= $eye_level_ability[0]
self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)
else
self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)
end
# 描绘HP
draw_actor_hp(@target,10,100 - 32 - 25,160)
# 描绘MP
draw_actor_sp(@target,10,100 - 32,160)
# 描绘种族
self.contents.font.color = system_color
self.contents.draw_text(10,100,180,32,"种族",0)
self.contents.font.color = normal_color
for i in @element + 2..$data_system.elements.size - 1
if @target.element_rate(i) > 100
race = $data_system.elements[i]
break
end
end
if $game_variables[$eye_level] >= $eye_level_ability[3]
self.contents.draw_text(70,100,100,32,race,2)
else
self.contents.draw_text(70,100,100,32,$text_4_unknown,2)
end
# 目标是敌方角色的场合
if @target.is_a?(Game_Enemy)
# 描绘经验
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[4]
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)
else
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)
end
# 描绘金钱
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.currency_unit.to_s,0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[5]
self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)
else
self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)
end
# 描绘掉落物
self.contents.font.color = system_color
self.contents.draw_text(190,100 ,180,32,"掉落",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[6]
for i in 0..2
case $data_enemies[@target.enemy_id].drop_items[i].kind
when 1
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 2
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 3
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
end
end
else
self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)
end
end
# 描绘攻击
if $game_variables[$eye_level] >= $eye_level_ability[7]
draw_actor_param(@target, 10, 112 + 20, 0)
else
draw_actor_parameter_u(10, 112 + 20, 0)
end
# 描绘物理防御
if $game_variables[$eye_level] >= $eye_level_ability[8]
draw_actor_param(@target, 10, 144 + 20, 1)
else
draw_actor_parameter_u(10, 144 + 20, 1)
end
# 描绘魔法防御
if $game_variables[$eye_level] >= $eye_level_ability[9]
draw_actor_param(@target, 10, 176 + 20, 2)
else
draw_actor_parameter_u(10, 176 + 20, 2)
end
# 描绘力量
if $game_variables[$eye_level] >= $eye_level_ability[10]
draw_actor_param(@target, 10, 208 + 20, 3)
else
draw_actor_parameter_u(10, 208 + 20, 3)
end
# 描绘灵巧
if $game_variables[$eye_level] >= $eye_level_ability[11]
draw_actor_param(@target, 10, 240 + 20, 4)
else
draw_actor_parameter_u(10, 240 + 20, 4)
end
# 描绘速度
if $game_variables[$eye_level] >= $eye_level_ability[12]
draw_actor_param(@target, 10, 272 + 20, 5)
else
draw_actor_parameter_u(10, 272 + 20, 5)
end
# 描绘魔力
if $game_variables[$eye_level] >= $eye_level_ability[13]
draw_actor_param(@target, 10, 304 + 20, 6)
else
draw_actor_parameter_u(10, 304 + 20, 6)
end
# 描绘属性抵抗度
self.contents.font.color = system_color
self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)
self.contents.font.color = normal_color
num = @element_max == 0 ? $data_system.elements.size : @element_max
y = 0
weaker = ""
weak = ""
resist = ""
guard = ""
recover = ""
race = ""
for i in 1..@element
case @target.element_rate(i)
when 151..200
weaker += $data_system.elements[i]
when 101..150
weak += $data_system.elements[i]
when 1..99
resist += $data_system.elements[i]
when 0
guard += $data_system.elements[i]
when -200..-1
recover += $data_system.elements[i]
end
end
if $game_variables[$eye_level] >= $eye_level_ability[14]
if weaker != ""
weaker += "超弱"
self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)
y += 1
end
if weak != ""
weak += "弱点"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)
y += 1
end
if resist != ""
resist += "抵抗"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)
y += 1
end
if guard != ""
guard += "无效"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)
y += 1
end
if recover != ""
recover += "吸收"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)
end
else
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
#bitmap = RPG::Cache.icon(item.icon_name)
#self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def draw_actor_parameter_u(x, y, type)
case type
when 0
parameter_name = $data_system.terms.params[2]
when 1
parameter_name = $data_system.terms.params[3]
when 2
parameter_name = $data_system.terms.params[5]
when 3
parameter_name = "力量"
when 4
parameter_name = "灵巧"
when 5
parameter_name = "敏捷"
when 6
parameter_name = "智力"
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[2])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.mhp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
else
self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.mhp.to_s)
else
self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
def draw_actor_sp(actor, x, y, width = 144)
# Draw "MP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[4])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw MP
self.contents.font.color = actor.mp == 0 ? knockout_color :
actor.mp <= actor.mmp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.mp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxMP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.mmp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle < Scene_Base
alias apply_item_effects_SOULSAGA apply_item_effects
def apply_item_effects(target, item)
#$game_message.add(item.note.to_s)
#@target_battlers = target
#for i in 1..$data_states.size - 1
# if $data_states[i].name == $探查状态名
# $探查状态ID = i
# break
#end
#end
item_id = 1
item_id = item.id if item.is_a?(RPG::Item)
if item.is_a?(RPG::Skill) and $data_skills[item.id].note.include?($探查状态名) or item.is_a?(RPG::Item) and $data_items[item_id].note.include?($探查状态名)
@eye_window = Window_cateyes.new
#for target in @target_battlers
#target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
Audio.se_play('Audio/SE/decision3')
break
end
end
@eye_window.dispose
@eye_window = nil
end
apply_item_effects_SOULSAGA(target, item)
end
end
#==============================================================================
# 探查技能 BY绿发的Eclair
# 加強 BY snstar2006
#==============================================================================
移植完成..改了一下用法..
不懂脚本..第一次做移植..实在不容易..
作者: 铅笔描绘的思念 时间: 2017-7-1 22:20
有定制需求去招募接单区啊。。水区都行。。无聊逛逛提问区的人很少了现在
作者: xing~~ 时间: 2017-8-18 09:01
像我每天都去提问区逛逛
作者: xing~~ 时间: 2017-8-18 09:17
这句报错了怎么办。
-
报错.png
(3.82 KB, 下载次数: 30)
作者: xing~~ 时间: 2017-8-19 09:15
问题解决了,多谢大佬
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