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[已经过期] 技能开关脚本导入后出现问题

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发表于 2017-1-20 19:46:58 | 只看该作者 |只看大图 回帖奖励 |正序浏览 |阅读模式

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本帖最后由 李舜生 于 2017-1-20 19:48 编辑

##==============================================================================
# 自定义技能禁用 by Silentever(夜光云)
#    (技能开关)
#
#    2015-09-13 发布
#==============================================================================
# ▼ 设定
#
#  此脚本的功能是让玩家在游戏内手动禁用技能或解除技能的禁用。
#  为了呼出禁用界面使用:【 SceneManager.call(Scene_ActiveSkill) 】
#  已经在主菜单里面添加了进入界面的选项。
#  基本上基础系统在开启跟关闭技能没有任何限制,不过可以通过以下选择性功能追加限制。
#  可以选择同时全部启用。选择使用限制的场合,所有技能会以禁用状态初始化。
#
#  【选择性限制:数量上限】
#  限制角色开启的技能数量。
#
#  【选择性限制:COST制】
#  通过COST限制角色开启的技能数量。
#
#  【选择性模式:层积数值化开关】
#  把技能的开关变成一种数值,基本上可以理解成一个“伪技能等级”系统。
#  可以把“技能点”复数分配给同一个技能,同时也能从技能扣除该“等级”。
#  不过本脚本不会提供任何追加影响,请善用“stacklv”这个变量。
#  (建议配合上面的限制功能。)
#
#  【严谨】编辑选择性功能时请注意不能删除0号角色/技能,
#  0号实际上是不存在的对象,但这里会将这个当作默认数据使用。
#  因此没有特别指定数值的角色/技能皆会使用默认数据,即0号的数据。
#==============================================================================
module ActiveSkills
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  # ● 基础
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Sealable_Stype = [3, 4]   # 可开关的技能类型
  Active_Title = "技能整备" # 菜单中显示指令
  Active_Icon = 143         # 开启技能显示图标
  Active_Text = "On"        # 开启技能显示文字
  Active_Color = 2          # 开启/COST颜色
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  # ● 启用数量限制
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Skill_Limit = false
  Limit_Title = "上限" # 显示名称
  #--------------------------------------------------------------------------
  # 设置角色开启上限数值
  #--------------------------------------------------------------------------
  Actor_Limit = {
  # 角色ID => 公式(字符串)
    0 => "5 + level * 0.3",
    1 => "8 + level * 0.3",
    2 => "4 + level * 0.4",
  } # Do Not Remove
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  # ● 启用COST限制
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Skill_Active_Cost = true
  Active_Cost_Title = "COST" # 显示名称
  #--------------------------------------------------------------------------
  # 设置角色COST上限数值
  #--------------------------------------------------------------------------
  Actor_Cost = {
  # 角色ID => 公式(字符串)
         0 => "10 + level * 1.5",
         1 => "12 + level * 1.4",
         2 => "10 + level * 1.6",
  } # Do Not Remove
  #--------------------------------------------------------------------------
  # 设置技能COST数值
  #--------------------------------------------------------------------------
  Skill_Cost = {
  # 技能ID => 公式(字符串)
         0 => "3",
         1 => "4",
         2 => "6",
  } # Do Not Remove
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  # ● 启用层积数值化开关
  #    最终层积上限是角色的技能上限+技能本体上限。
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Skill_Stack_Level = true
  #--------------------------------------------------------------------------
  # 设置角色的层积上限。
  #       仅0号用【公式(字符串)】
  #       在角色中指定0号技能,会代替0号数据成为该角色专用的默认数据。
  #--------------------------------------------------------------------------
  Actor_Max_Stack = {
  # 角色ID => { 技能ID => 公式 (用“,”分开) }
         0 => "0",
         1 => {6=>"3"},
         2 => {0=>"1", 12=>"2"},
  } # Do Not Remove
  #--------------------------------------------------------------------------
  # 设置技能的层积上限。
  #--------------------------------------------------------------------------
  Skill_Max_Stack = {
  # 技能ID => 公式(字符串)
         0 => "3",
         1 => "5",
         2 => "6",
  } # Do Not Remove
  #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end
#==============================================================================
# ▼ 脚本内容
#==============================================================================
class Game_Actor < Game_Battler
  include ActiveSkills
  #--------------------------------------------------------------------------
  # NewMethod: 开启技能数组
  #--------------------------------------------------------------------------
  def active_skills
    skills.select {|skill| !skill_sealed?(skill.id) &&
      Sealable_Stype.include?(skill.stype_id)}; end
  #--------------------------------------------------------------------------
  # NewMethod: 开启技能
  #--------------------------------------------------------------------------
  def skill_activate(skill)
    return unless skill_sealed?(skill.id)
    actor.features.delete_if {|f| f.code == 44 && f.data_id == skill.id}; end
  #--------------------------------------------------------------------------
  # NewMethod: 关闭技能数组
  #--------------------------------------------------------------------------
  def sealed_skills
    skills.select {|skill| skill_sealed?(skill.id) &&
      Sealable_Stype.include?(skill.stype_id)}; end
  #--------------------------------------------------------------------------
  # NewMethod: 关闭技能
  #--------------------------------------------------------------------------
  def skill_deactivate(skill)
    return if skill_sealed?(skill.id)
    actor.features.push(RPG::BaseItem::Feature.new(44, skill.id, 0)); end
  #--------------------------------------------------------------------------
  # NewMethod: 关闭所有技能
  #--------------------------------------------------------------------------
  def deactivate_all_skills
    active_skills.each {|skill| skill_deactivate(skill)}; end
  #------------------------------------------------------------------------
  # NewMethod: 判断是否可开启(空方法)
  #------------------------------------------------------------------------
  def skill_activable?(skill); true; end
end
#==============================================================================
# ■ Window_SkillCommand
#==============================================================================
class Window_ActiveSkillCommand < Window_SkillCommand
  #--------------------------------------------------------------------------
  # ● 生成指令列表
  #--------------------------------------------------------------------------
  def make_command_list
    return unless @actor
    @actor.added_skill_types.sort.each do |stype_id|
      next unless ActiveSkills::Sealable_Stype.include?(stype_id)
      name = $data_system.skill_types[stype_id]
      add_command(name, :skill, true, stype_id)
    end
  end
end
#==============================================================================
# ■ Window_ActiveSkillStatus
#==============================================================================
class Window_ActiveSkillStatus < Window_SkillStatus
  #--------------------------------------------------------------------------
  # OverWrite: 以 当前值/最大值 这样的分数形式绘制当前值和最大值
  #--------------------------------------------------------------------------
  def draw_current_and_max_values(x, y, width, current, max, color1, color2)
    change_color(color1)
    draw_text(x, y, width-text_size('/00').width, line_height, current, 2)
    change_color(color2)
    draw_text(x, y, width-text_size('00').width, line_height, "/", 2)
    draw_text(x, y, width, line_height, max, 2)
  end
end
#==============================================================================
# ■ Window_ActiveSkill
#==============================================================================
class Window_ActiveSkill < Window_SkillList
  #--------------------------------------------------------------------------
  # OverWrite: 以 当前值/最大值 这样的分数形式绘制当前值和最大值
  #--------------------------------------------------------------------------
  def draw_current_and_max_values(x, y, width, current, max, color1, color2)
    change_color(color1)
    draw_text(x, y, width-text_size('/0').width, line_height, current, 2)
    change_color(color2)
    draw_text(x, y, width-text_size('0').width, line_height, "/", 2)
    draw_text(x, y, width, line_height, max, 2)
  end
  #--------------------------------------------------------------------------
  # OverWrite: 查询此技能是否可用
  #--------------------------------------------------------------------------
  def enable?(item)
    return false unless item
    return [email protected]_sealed?(item.id) || @actor.skill_activable?(item); end
  #--------------------------------------------------------------------------
  # OverWrite: 绘制技能的使用消耗
  #--------------------------------------------------------------------------
  def draw_skill_cost(rect, skill)
    return unless [email protected]_sealed?(skill.id)
    change_color(text_color(ActiveSkills::Active_Color))
    draw_icon(ActiveSkills::Active_Icon, rect.x + rect.width-28, rect.y)
    draw_text(rect, ActiveSkills::Active_Text, 2)
  end
end
#==============================================================================
# ▼ 限制基础
#==============================================================================
if ActiveSkills::Skill_Limit || ActiveSkills::Skill_Active_Cost ||
   ActiveSkills::Skill_Stack_Level
  #==========================================================================
  # ■ RPG::Skill
  #==========================================================================
  class RPG::Skill < RPG::UsableItem
    include ActiveSkills; end
  #==========================================================================
  # ■ Game_Actor
  #==========================================================================
  class Game_Actor < Game_Battler
    #------------------------------------------------------------------------
    # AliasMethod: 初始化禁用状态
    #------------------------------------------------------------------------
    alias :setup_swc :setup
    def setup(actor_id)
      setup_swc(actor_id)
      active_skills.each {|skill| skill_deactivate(skill)}; end
  end
  #==========================================================================
  # ■ Window_ActiveSkillStatus
  #==========================================================================
  class Window_ActiveSkillStatus < Window_SkillStatus
    #------------------------------------------------------------------------
    # OverWrite: 绘制简单的状态
    #------------------------------------------------------------------------
    def draw_actor_simple_status(actor, x, y)
      draw_actor_name(actor, x, y)
      draw_actor_level(actor, x, y + line_height * 1)
      draw_actor_class(actor, x + 120, y)
    end
  end
end
#==============================================================================
# ▼ 数量限制相关
#==============================================================================
if ActiveSkills::Skill_Limit
  #==========================================================================
  # ■ Game_Actor
  #==========================================================================
  class Game_Actor < Game_Battler
    #------------------------------------------------------------------------
    # NewMethod: 数量上限
    #------------------------------------------------------------------------
    def skill_limit
      (eval Actor_Limit[actor_id] rescue eval Actor_Limit[0]).to_i; end
    #------------------------------------------------------------------------
    # NewMethod: 技能数量总和
    #------------------------------------------------------------------------
    def total_skills
      active_skills.size; end
    #------------------------------------------------------------------------
    # NewMethod: 判断是否可开启(数量不超过上限)
    #------------------------------------------------------------------------
    alias :skill_activable_swc_limit :skill_activable?
    def skill_activable?(skill)
      skill_activable_swc_limit(skill) &&
      (total_skills < skill_limit); end
  end
  #==========================================================================
  # ■ Window_ActiveSkillStatus
  #==========================================================================
  class Window_ActiveSkillStatus < Window_SkillStatus
    #------------------------------------------------------------------------
    # AliasMethod: 绘制简单的状态
    #------------------------------------------------------------------------
    alias :draw_actor_simple_status_swc_limit :draw_actor_simple_status
    def draw_actor_simple_status(actor, x, y)
      draw_actor_simple_status_swc_limit(actor, x, y)
      dx = x + 120; dy = y + line_height * 1; dw = contents.width-228
      change_color(system_color)
      draw_text(dx, dy, dw, line_height, ActiveSkills::Limit_Title)
      draw_current_and_max_values(dx, dy, dw,
        actor.total_skills, actor.skill_limit, normal_color, system_color)
    end
  end
end
#==============================================================================
# ▼ COST相关
#==============================================================================
if ActiveSkills::Skill_Active_Cost
  #==========================================================================
  # ■ RPG::Skill
  #==========================================================================
  class RPG::Skill < RPG::UsableItem
    #------------------------------------------------------------------------
    # NewMethod: 技能COST
    #------------------------------------------------------------------------
    def active_cost; (eval Skill_Cost[@id] rescue eval Skill_Cost[0]).to_i; end
  end
  #==========================================================================
  # ■ Game_Actor
  #==========================================================================
  class Game_Actor < Game_Battler
    #------------------------------------------------------------------------
    # NewMethod: COST上限
    #------------------------------------------------------------------------
    def max_skill_cost
      (eval Actor_Cost[actor_id] rescue eval Actor_Cost[0]).to_i; end
    #------------------------------------------------------------------------
    # NewMethod: COST总和
    #------------------------------------------------------------------------
    def total_skill_cost
      (active_skills.inject(0) {|v, skill| v += skill.active_cost if skill}).to_i; end
    #------------------------------------------------------------------------
    # NewMethod: 判断是否可开启(COST不超过上限)
    #------------------------------------------------------------------------
    alias :skill_activable_swc_cost :skill_activable?
    def skill_activable?(skill)
      skill_activable_swc_cost(skill) &&
      (total_skill_cost + skill.active_cost <= max_skill_cost); end
  end
  #==========================================================================
  # ■ Window_ActiveSkillStatus
  #==========================================================================
  class Window_ActiveSkillStatus < Window_SkillStatus
    #------------------------------------------------------------------------
    # AliasMethod: 绘制简单的状态
    #------------------------------------------------------------------------
    alias :draw_actor_simple_status_swc_cost :draw_actor_simple_status
    def draw_actor_simple_status(actor, x, y)
      draw_actor_simple_status_swc_cost(actor, x, y)
      dx = x + 120; dy = y + line_height * 2; dw = contents.width-228
      change_color(system_color)
      draw_text(dx, dy, dw, line_height, ActiveSkills::Active_Cost_Title)
      draw_current_and_max_values(dx, dy, dw,
        actor.total_skill_cost, actor.max_skill_cost, normal_color, system_color)
    end
  end
  #==========================================================================
  # ■ Window_ActiveSkill
  #==========================================================================
  class Window_ActiveSkill < Window_SkillList
    #------------------------------------------------------------------------
    # OverWrite: 绘制技能的使用消耗
    #------------------------------------------------------------------------
    def draw_skill_cost(rect, skill)
      change_color(text_color(ActiveSkills::Active_Color))
      draw_icon(ActiveSkills::Active_Icon, rect.x + rect.width-28, rect.y) unless
        @actor.skill_sealed?(skill.id)
      draw_text(rect, skill.active_cost, 2)
    end
  end
end
#==============================================================================
# ▼ 层积数值相关
#==============================================================================
if ActiveSkills::Skill_Stack_Level
  #==========================================================================
  # ■ RPG::Skill
  #==========================================================================
  class RPG::Skill < RPG::UsableItem
    #------------------------------------------------------------------------
    # NewMethod: 层积上限
    #------------------------------------------------------------------------
    def max_stack; (eval Skill_Max_Stack[@id] rescue eval Skill_Max_Stack[0]).to_i; end
  end
  #==========================================================================
  # ■ Game_Actor
  #==========================================================================
  class Game_Actor < Game_Battler
    attr_accessor :stacklv
    #------------------------------------------------------------------------
    # AliasMethod: 初始化禁用状态(层积)
    #------------------------------------------------------------------------
    alias :setup_swc_stack :setup
    def setup(actor_id)
      @stacklv = Hash.new
      @stacklv.default = 0
      setup_swc_stack(actor_id)
    end
    #------------------------------------------------------------------------
    # NewMethod: 角色的层积等级上限
    #------------------------------------------------------------------------
    def max_stack(skill)
      skill.max_stack + (
        eval Actor_Max_Stack[actor_id][skill.id] rescue
        eval Actor_Max_Stack[actor_id][0] rescue
        eval Actor_Max_Stack[0]).to_i; end
    #------------------------------------------------------------------------
    # NewMethod: 根据层积等级获取技能数组
    #------------------------------------------------------------------------
    def active_skills_by_stack(stacklv)
      active_skills.select {|skill| @stacklv[skill.id] == stacklv}; end
    #--------------------------------------------------------------------------
    # NewMethod: 开启技能
    #--------------------------------------------------------------------------
    alias :skill_activate_swc_stack :skill_activate
    def skill_activate(skill)
      @stacklv[skill.id] += 1
      skill_activate_swc_stack(skill) if @stacklv[skill.id] > 0; end
    #--------------------------------------------------------------------------
    # NewMethod: 关闭技能
    #--------------------------------------------------------------------------
    alias :skill_deactivate_swc_stack :skill_deactivate
    def skill_deactivate(skill)
      @stacklv[skill.id] ||= 0
      @stacklv[skill.id] = [@stacklv[skill.id] - 1, 0].max
      skill_deactivate_swc_stack(skill) if @stacklv[skill.id] == 0; end
    #------------------------------------------------------------------------
    # OverWrite: 技能数量总和(层积加算)
    #------------------------------------------------------------------------
    def total_skills
      (active_skills.inject(0) {|v, skill| v += @stacklv[skill.id] if skill}).to_i; end
    #------------------------------------------------------------------------
    # OverWrite: COST总和(层积加算)
    #------------------------------------------------------------------------
    def total_skill_cost
      (active_skills.inject(0) {|v, skill|
         v += skill.active_cost * @stacklv[skill.id] if skill}).to_i; end
    #------------------------------------------------------------------------
    # AliasMethod: 判断是否可开启(层积不超过上限)
    #------------------------------------------------------------------------
    alias :skill_activable_swc_stacklv :skill_activable?
    def skill_activable?(skill)
      skill_activable_swc_stacklv(skill) &&
      (@stacklv[skill.id] < max_stack(skill)); end
  end
  #==========================================================================
  # ■ Window_ActiveSkillStatus
  #==========================================================================
  class Window_ActiveSkillStatus < Window_SkillStatus
    #------------------------------------------------------------------------
    # AliasMethod: 绘制简单的状态
    #------------------------------------------------------------------------
    alias :draw_actor_simple_status_swc_stack :draw_actor_simple_status
    def draw_actor_simple_status(actor, x, y)
      draw_actor_simple_status_swc_stack(actor, x, y)
      change_color(system_color)
      draw_text(x, y + line_height * 2, contents.width-108, line_height, "A:解除")
    end
  end
  #==========================================================================
  # ■ Window_ActiveSkill
  #==========================================================================
  class Window_ActiveSkill < Window_SkillList
    #------------------------------------------------------------------------
    # OverWrite: 查询此技能是否可用
    #------------------------------------------------------------------------
    def enable?(item)
      return false unless item
      return @actor.skill_activable?(item); end
    #------------------------------------------------------------------------
    # OverWrite: 绘制技能的使用消耗
    #------------------------------------------------------------------------
    def draw_skill_cost(rect, skill)
      if ActiveSkills::Skill_Active_Cost
        draw_text(rect.x, rect.y, rect.width-text_size('0/0').width,
        rect.height, "x", 2)
        change_color(text_color(ActiveSkills::Active_Color))
        draw_text(rect.x, rect.y, rect.width-text_size(' x0/0').width,
        rect.height, skill.active_cost, 2); end
      draw_current_and_max_values(rect.x, rect.y, rect.width,
        @actor.stacklv[skill.id], @actor.max_stack(skill),
        normal_color, system_color)
    end
  end
end
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # OverWrite: 向指令列表添加主要的指令
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Vocab::item,   :item,       main_commands_enabled)
    add_command(Vocab::skill,  :skill,      main_commands_enabled)
    add_command(ActiveSkills::Active_Title,:act_skill,main_commands_enabled)
    add_command(Vocab::equip,  :equip,      main_commands_enabled)
    add_command(Vocab::status, :status,     main_commands_enabled)
  end
end
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # AliasMethod: 生成指令窗口
  #--------------------------------------------------------------------------
  alias :create_command_window_swc :create_command_window
  def create_command_window
    @command_window = Window_MenuCommand.new
    create_command_window_swc
    @command_window.set_handler(:act_skill, method(:command_personal))
  end
  #--------------------------------------------------------------------------
  # AliasMethod: 个人指令“确定”
  #--------------------------------------------------------------------------
  alias :on_personal_ok_swc :on_personal_ok
  def on_personal_ok
    on_personal_ok_swc
    if @command_window.current_symbol == :act_skill
      SceneManager.call(Scene_ActiveSkill)
    end
  end
end
#==============================================================================
# ■ Scene_ActiveSkill
#==============================================================================
class Scene_ActiveSkill < Scene_Skill
  #--------------------------------------------------------------------------
  # ● 生成指令窗口
  #--------------------------------------------------------------------------
  def create_command_window
    wy = @help_window.height
    @command_window = Window_ActiveSkillCommand.new(0, wy)
    @command_window.viewport = @viewport
    @command_window.help_window = @help_window
    @command_window.actor = @actor
    @command_window.set_handler(:skill,    method(:command_skill))
    @command_window.set_handler(:cancel,   method(:return_scene))
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,   method(:prev_actor))
  end
  #--------------------------------------------------------------------------
  # NewMethod: 生成状态窗口
  #--------------------------------------------------------------------------
  def create_status_window
    y = @help_window.height
    @status_window = Window_ActiveSkillStatus.new(@command_window.width, y)
    @status_window.viewport = @viewport
    @status_window.actor = @actor
  end
  #--------------------------------------------------------------------------
  # NewMethod: 生成物品窗口
  #--------------------------------------------------------------------------
  def create_item_window
    wy = @status_window.y + @status_window.height
    ww = Graphics.width
    wh = Graphics.height - wy
    @item_window = Window_ActiveSkill.new(0, wy, ww, wh)
    @item_window.actor = @actor
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,     method(:on_item_ok))
    @item_window.set_handler(:cancel, method(:on_item_cancel))
    @command_window.skill_window = @item_window
  end
  #--------------------------------------------------------------------------
  # NewMethod: 物品“确定”
  #--------------------------------------------------------------------------
  def on_item_ok
    Sound.play_equip
    if @actor.skill_sealed?(item.id) || ActiveSkills::Skill_Stack_Level
      @actor.skill_activate(item)
    else; @actor.skill_deactivate(item); end
    @status_window.refresh
    @item_window.refresh
    @item_window.activate
  end
  #--------------------------------------------------------------------------
  # NewMethod: 更新画面
  #--------------------------------------------------------------------------
  def update
    super
    if ActiveSkills::Skill_Stack_Level && @item_window.active && Input.trigger?(:A)
      if [email protected]_sealed?(item.id)
        Sound.play_equip
        @actor.skill_deactivate(item)
        @status_window.refresh
        @item_window.refresh
        @item_window.activate
      else; Sound.play_buzzer; end
    end
  end
end

我导入论坛里面大佬的这个后,出现了问题[attachimg]321031注释掉它后,它周围的代码出错,都注释掉后,其他地方又出错= =。
[/attachimg]https://rpg.blue/forum.php?mod=attachment&aid=MzIxMDMzfGRmNjU0ZTkzfDE3MzE3ODUzNDJ8MHw%3D

6DV7%IYQ7JBVRV@EOU}63}Q.png (19.79 KB, 下载次数: 22)

6DV7%IYQ7JBVRV@EOU}63}Q.png

(17.32 KB, 下载次数: 22)

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