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Lv2.观梦者 天仙
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你是说这个吗?
http://rpg.blue/web/htm/news933.htm
按pgup、pgdn就能换人了
顺便我也想问问小幽,你说呼唤加点场景的方法是:
$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
但是我看脚本内是直接返回地图,而且返回菜单编号是设定成进入加点脚本後的位置
我修改了一下,小U看看吧{/hx}:
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- # 脚本使用设定:
- LEVEL_UP_POINT = 3 # 每升一级所增加的点数
- LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
- # 默认情况 = 100,
- # 则是数据库里1号角色的加点数存于101号变量
- # 3号角色的加点数存于103号变量。
- # 你可以直接操作变量赠与角色可分配点数
- # 每增加一次点数,各项能力值的变化:357-410行
-
- # 使用方法介绍:
- # 本脚本不会取代原来的升级自动加点 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
- # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
- # 1-99级全部等于一个相同数值就行了。
- # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
- # 默认都是0号
- # 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
- # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
- # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
- #==============================================================================
- # ■ Window_Command
- #------------------------------------------------------------------------------
- # 一般的命令选择行窗口。(追加定义)
- #==============================================================================
- class Window_Command < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 项目有效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def able_item(index)
- draw_item(index, normal_color)
- end
- end
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。(再定义)
- #==============================================================================
- class Game_Actor < Game_Battler
- def level_up
- @level += 1
- $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
- for learning in self.class.learnings
- learn_skill(learning.skill_id) if learning.level == @level
- end
- end
- end
- #==============================================================================
- # ■ Window_Base
- #------------------------------------------------------------------------------
- # 游戏中全部窗口的超级类(追加定义)
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # ● 描绘 HP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_hp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + Vocab::hp)
- if $temp_hp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
- else
- maxhp = actor.maxhp + $temp_hp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_hp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘 MP
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # width : 描画目标的宽
- #--------------------------------------------------------------------------
- def draw_actor_mp_lvup(actor, x, y)
- self.contents.font.color = system_color
- self.contents.draw_text(x , y, 96, 32, "最大" + Vocab::mp)
- if $temp_mp == 0
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 120 , y, 48, 32, actor.maxmp.to_s, 2)
- else
- maxmp = actor.maxmp + $temp_mp
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 120 , y, 48, 32, maxmp.to_s ,2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
- if $temp_mp >=0
- self.contents.font.color = Color.new(255, 128, 128, 255)
- self.contents.draw_text(x + 155, y, 36, 32, " +",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 155, y, 36, 32, " -",2)
- end
- self.contents.draw_text(x + 200, y, 36, 32, $temp_mp.to_s, 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘能力值
- # actor : 角色
- # x : 描画目标 X 坐标
- # y : 描画目标 Y 坐标
- # type : 能力值种类 (0~4)
- #--------------------------------------------------------------------------
- def draw_actor_lvup(actor, x, y, type)
- # 定义数字颜色
- lvup = normal_color
- upcolor = Color.new(255, 128, 128, 255)
- self.contents.font.color = normal_color
- case type
- when 0
- parameter_name = Vocab::atk
- parameter_value = actor.atk
- parameter_value_temp = parameter_value + $temp_atk
- if $temp_atk != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_atk >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_atk.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 1
- parameter_name = Vocab::def
- parameter_value = actor.def
- parameter_value_temp = parameter_value + $temp_def
- if $temp_def != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_def >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_def.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 2
- parameter_name = Vocab::agi
- parameter_value = actor.agi
- parameter_value_temp = parameter_value + $temp_agi
- if $temp_agi != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_agi >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 3
- parameter_name = Vocab::spi
- parameter_value = actor.spi
- parameter_value_temp = parameter_value + $temp_spi
- if $temp_spi != 0
- lvup = upcolor
- self.contents.draw_text(x + 256, y, 16, 32, "(")
- if $temp_spi >= 0
- self.contents.font.color = lvup
- self.contents.draw_text(x + 272, y, 80, 32, "+",0)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(x + 272, y, 80, 32, "-",0)
- end
- self.contents.draw_text(x + 272, y, 80, 32, $temp_spi.abs.to_s,1)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
- end
- when 4
- parameter_name = "剩余点数"
- parameter_value = $point
- if $point != 0
- lvup = upcolor
- end
- end
- self.contents.font.size = 16 if type == 4
- self.contents.font.color = system_color
- if type != 4 then
- self.contents.draw_text(x, y, 120, 32, parameter_name)
- else
- self.contents.draw_text(x, y, 120, 24, parameter_name)
- end
- self.contents.font.color = normal_color
- if type != 4
- self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s)
- else
- self.contents.draw_text(x + 68, y, 36, 24, parameter_value.to_s)
- end
- if type != 4
- self.contents.draw_text(x + 150, y, 36, 32, "→")
- end
- self.contents.font.color = lvup
- self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s)
- self.contents.font.color = normal_color
- end
- end
- class Window_Lvpoint < Window_Base
- def initialize
- super(0,198,128,58)
- refresh
- end
- def refresh
- self.contents.clear
- draw_actor_lvup(@actor, 0, 0, 4)
- end
- end
- #==============================================================================
- # ■ Window_lvup
- #------------------------------------------------------------------------------
- # 显示升级状态窗口。
- #==============================================================================
- class Window_Lvup < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor : 角色
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(0, 0, 416, 256)
- self.contents = Bitmap.new(width - 32, height - 32)
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_actor_graphic(@actor, 30, 80)
- draw_actor_name(@actor, 4, 0)
- draw_actor_class(@actor, 96, 0)
- draw_actor_level(@actor, 224, 0)
- draw_actor_state(@actor, 96, 32)
- draw_actor_hp_lvup(@actor, 96, 32)
- draw_actor_mp_lvup(@actor, 96, 64)
- draw_actor_lvup(@actor, 4, 96, 0)
- draw_actor_lvup(@actor, 4, 128, 1)
- draw_actor_lvup(@actor, 4, 160, 2)
- draw_actor_lvup(@actor, 4, 192, 3)
- end
- end
- #==============================================================================
- # ■ Window_Help
- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Lvup_Help < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 256, 544, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- @test = "" #——这个东西用来检测,节约内存专用
- end
- #--------------------------------------------------------------------------
- # ● 设置文本
- #--------------------------------------------------------------------------
- def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil)
- if @test != text1
- @test = text1
- else
- return
- end
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, 32, text1)
- if text2 != nil
- self.contents.draw_text(4 , 32, self.width - 40, 32, text2)
- end
- self.contents.font.size -= 4
- if text3 != nil
- self.contents.draw_text(4 , 64, self.width - 40, 32, text3)
- end
- if text4 != nil
- self.contents.draw_text(4 , 96, self.width - 40, 32, text4)
- end
- self.contents.font.size += 4
- end
- end
- #==============================================================================
- # ■ Scene_lvup
- #------------------------------------------------------------------------------
- # 处理升级画面的类。
- #==============================================================================
- class Scene_Lvup
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_index : 角色索引
- # menu_index : 选项起始位置
- #--------------------------------------------------------------------------
- def initialize(actor_index = 0 , menu_index = nil)
- @actor_index = actor_index
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- s1 = "增加体力"
- s2 = "增加"+Vocab::atk
- s3 = "增加"+Vocab::def
- s4 = "增加"+Vocab::agi
- s5 = "增加"+Vocab::spi
- s6 = "确认加点"
- s7 = "点数重置"
- @command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7])
- #@command_window.index = @menu_index
- # 获取角色
- @actor = $game_party.members[@actor_index]
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_atk = 0
- $temp_def = 0
- $temp_agi = 0
- $temp_spi = 0
- $temp_hp = 0
- $temp_mp = 0
- #=========================================================================
- # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
- # (各种编程语言都有这种意外),建议还是使用整数,正负不限
- #=========================================================================
- # 每提升一次力量,提升多少附加能力
- #=========================================================================
- @atk_hp = 2 # 每提升一次力量附加提升多少HP
- @atk_mp = 2 # 每提升一次力量附加提升多少MP
- @atk_def = 1 # 每提升一次力量附加提升多少灵巧
- @atk_agi = 1 # 每提升一次力量附加提升多少速度
- @atk_spi = 0 # 每提升一次力量附加提升多少魔力
- @atk_atk = 5 # 每提升一次力量附加提升多少力量
- #=========================================================================
- # 每提升一次灵巧,提升多少附加能力
- #=========================================================================
- @def_hp = 3 # 每提升一次灵巧附加提升多少HP
- @def_mp = 2 # 每提升一次灵巧附加提升多少MP
- @def_atk = 1 # 每提升一次灵巧附加提升多少力量
- @def_agi = 1 # 每提升一次灵巧附加提升多少速度
- @def_spi = 0 # 每提升一次灵巧附加提升多少魔力
- @def_def = 5 # 每提升一次灵巧附加提升多少灵巧
- #=========================================================================
- # 每提升一次速度,提升多少附加能力
- #=========================================================================
- @agi_hp = 3 # 每提升一次速度附加提升多少HP
- @agi_mp = 2 # 每提升一次速度附加提升多少MP
- @agi_atk = 1 # 每提升一次速度附加提升多少力量
- @agi_def = 1 # 每提升一次速度附加提升多少灵巧
- @agi_spi = 0 # 每提升一次速度附加提升多少魔力
- @agi_agi = 5 # 每提升一次速度附加提升多少速度
- #=========================================================================
- # 每提升一次魔力,提升多少附加能力
- #=========================================================================
- @spi_hp = 1 # 每提升一次魔力附加提升多少HP
- @spi_mp = 10 # 每提升一次魔力附加提升多少MP
- @spi_atk = -1 # 每提升一次魔力附加提升多少力量
- @spi_def = -1 # 每提升一次魔力附加提升多少灵巧
- @spi_agi = -1 # 每提升一次魔力附加提升多少速度
- @spi_spi = 10 # 每提升一次魔力附加提升多少魔力
- #=========================================================================
- # 每提升一次体力,提升多少附加能力
- #=========================================================================
- @hp = 15 # 每提升一次体力提升多少HP
- @mp = 10 # 每提升一次体力提升多少MP
- @hp_atk = -1 # 每提升一次体力提升多少力量
- @hp_def = -1 # 每提升一次体力提升多少速度
- @hp_agi = -1 # 每提升一次体力提升多少灵巧
- @hp_spi = -1 # 每提升一次体力提升多少魔力
- # 定义说明文字
- @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!"
- @text_atk_sc = Vocab::atk + "可以增加物理攻击和物理技能的威力!"
- @text_def_sc = Vocab::def + "可以提高攻击的命中率和必杀!"
- @text_agi_sc = Vocab::agi + "可以提高回避、命中、逃跑成功率!"
- @text_spi_sc = Vocab::spi + "可以提高魔法的效果,可以增加1点魔法!"
- @text_save = "保存分配情况并返回游戏"
- @text_reset= "重新分配能力点数"
- @text_2 = "每增加一次此项能力值,可以提升能力值"
- @text_hp = "最大" + Vocab::hp + "值"
- @text_mp = "最大" + Vocab::mp + "值"
- @text_atk = "最大" + Vocab::atk + "值"
- @text_def = "最大" + Vocab::def + "值"
- @text_agi = "最大" + Vocab::agi + "值"
- @text_spi = "最大" + Vocab::spi + "值"
- s_disable
- # 生成状态窗口
- @lvup_window = Window_Lvup.new(@actor)
- @lvup_window.x = 128
- @lvup_window.y = 0
- @lvpoint_window = Window_Lvpoint.new
- # 生成帮助窗口并初始化帮助文本
- @help_window = Window_Lvup_Help.new
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @lvpoint_window.dispose
- @command_window.dispose
- @lvup_window.dispose
- @help_window.dispose
- end
-
- def return_scene
- if @menu_index
- $scene = Scene_Menu.new(@menu_index)
- else
- $scene = Scene_Map.new
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- # 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
- s_disable
- @lvup_window.update
- #=============================================================
- # 按下 B 键的情况下
- #=============================================================
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- Sound.play_cancel
- # 切换到地图画面
- #$scene = Scene_Map.new
- return_scene
- return
- end
- #=============================================================
- # 按下 C 键的情况下
- #=============================================================
- if Input.trigger?(Input::C)
- if @command_window.index == 5
- # 演奏确定 SE
- Sound.play_decision
- # 将角色的剩余点数带回
- $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
- # 将角色点数实际加上
- @actor.atk += $temp_atk
- @actor.def += $temp_def
- @actor.agi += $temp_agi
- @actor.spi += $temp_spi
- @actor.maxhp += $temp_hp
- @actor.maxmp += $temp_mp
- # 切换到地图画面
- #$scene = Scene_Map.new
- return_scene
- return
- end
- if @command_window.index == 6
- # 演奏确定 SE
- Sound.play_decision
- # 将角色的剩余点数带入
- $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
- # 初始化临时量
- $temp_atk = 0
- $temp_def = 0
- $temp_agi = 0
- $temp_spi = 0
- $temp_hp = 0
- $temp_mp = 0
- @lvup_window.refresh
- @lvpoint_window.refresh
- return
- end
- if $point == 0
- # 演奏冻结 SE
- Sound.play_buzzer
- return
- end
- case @command_window.index
- when 0
- # 演奏确定 SE
- Sound.play_decision
- $temp_hp += @hp
- $temp_mp += @mp
- $temp_atk += @hp_atk
- $temp_def += @hp_def
- $temp_agi += @hp_agi
- $temp_spi += @hp_spi
- $point -= 1
- @lvup_window.refresh
- @lvpoint_window.refresh
- s_disable
- return
- when 1
- # 演奏确定 SE
- Sound.play_decision
- $temp_atk += @atk_atk
- $temp_hp += @atk_hp
- $temp_mp += @atk_mp
- $temp_def += @atk_def
- $temp_agi += @atk_agi
- $temp_spi += @atk_spi
- $point -= 1
- @lvup_window.refresh
- @lvpoint_window.refresh
- s_disable
- return
- when 2
- # 演奏确定 SE
- Sound.play_decision
- $temp_def += @def_def
- $temp_hp += @def_hp
- $temp_mp += @def_mp
- $temp_atk += @def_atk
- $temp_agi += @def_agi
- $temp_spi += @def_spi
- $point -= 1
- @lvup_window.refresh
- @lvpoint_window.refresh
- s_disable
- return
- when 3
- # 演奏确定 SE
- Sound.play_decision
- $temp_agi += @agi_agi
- $temp_hp += @agi_hp
- $temp_mp += @agi_mp
- $temp_atk += @agi_atk
- $temp_def += @agi_def
- $temp_spi += @agi_spi
- $point -= 1
- @lvup_window.refresh
- @lvpoint_window.refresh
- s_disable
- return
- when 4
- # 演奏确定 SE
- Sound.play_decision
- $temp_spi += @spi_spi
- $temp_hp += @spi_hp
- $temp_mp += @spi_mp
- $temp_atk += @spi_atk
- $temp_def += @spi_def
- $temp_agi += @spi_agi
- $point -= 1
- @lvup_window.refresh
- @lvpoint_window.refresh
- s_disable
- return
- end
- end
- #=============================================================
- # 什么都没有按下的情况
- #=============================================================
- case @command_window.index
- when 0 # 增加体力
- temptext1 = @text_hp + @hp.to_s + "点 " + @text_atk + @hp_atk.to_s + "点 " + @text_def + @hp_def.to_s + "点"
- temptext2 = @text_mp + @mp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_spi + @hp_spi.to_s + "点"
- @help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
- when 1 # 增加力量
- temptext1 = @text_hp + @atk_hp.to_s + "点 " + @text_atk + @atk_atk.to_s + "点 " + @text_def + @atk_def.to_s + "点"
- temptext2 = @text_mp + @atk_mp.to_s + "点 " + @text_agi + @atk_agi.to_s + "点 " + @text_spi + @atk_spi.to_s + "点"
- @help_window.lvup_text(@text_atk_sc , @text_2 , temptext1 , temptext2)
- when 2 # 增加灵巧
- temptext1 = @text_hp + @def_hp.to_s + "点 " + @text_atk + @def_agi.to_s + "点 " + @text_def + @def_def.to_s + "点"
- temptext2 = @text_mp + @def_mp.to_s + "点 " + @text_agi + @def_agi.to_s + "点 " + @text_spi + @def_spi.to_s + "点"
- @help_window.lvup_text(@text_def_sc , @text_2 , temptext1 , temptext2)
- when 3 # 增加速度
- temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_atk + @agi_atk.to_s + "点 " + @text_def + @agi_def.to_s + "点"
- temptext2 = @text_mp + @agi_mp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_spi + @agi_spi.to_s + "点"
- @help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
- when 4 # 增加魔力
- temptext1 = @text_hp + @spi_hp.to_s + "点 " + @text_atk + @spi_atk.to_s + "点 " + @text_def + @spi_def.to_s + "点"
- temptext2 = @text_mp + @spi_mp.to_s + "点 " + @text_agi + @spi_agi.to_s + "点 " + @text_spi + @spi_spi.to_s + "点"
- @help_window.lvup_text(@text_spi_sc , @text_2 , temptext1 , temptext2)
- when 5 # 保存设定
- @help_window.lvup_text(@text_save)
- when 6 # 点数重置
- @help_window.lvup_text(@text_reset)
- end
- #=============================================================
- # 按下R与L换人的情况
- #=============================================================
- if Input.trigger?(Input::R)
- # 演奏光标 SE
- Sound.play_cursor
- # 移至下一位角色
- @actor_index += 1
- @actor_index %= $game_party.members.size
- # 切换到别的状态画面
- #$scene = Scene_Lvup.new(@actor_index , @command_window.index)
- $scene = Scene_Lvup.new(@actor_index , @meun_index)
- return
- end
- # 按下 L 键的情况下
- if Input.trigger?(Input::L)
- # 演奏光标 SE
- Sound.play_cursor
- # 移至上一位角色
- @actor_index += $game_party.members.size - 1
- @actor_index %= $game_party.members.size
- # 切换到别的状态画面
- #$scene = Scene_Lvup.new(@actor_index , @command_window.index)
- $scene = Scene_Lvup.new(@actor_index , @menu_index)
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 选项明暗判断
- #--------------------------------------------------------------------------
- def s_disable
- # 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
- if $point == 0
- enabled = false
- else
- enabled = true
- end
- @command_window.draw_item(0,enabled)
- @command_window.draw_item(1,enabled)
- @command_window.draw_item(2,enabled)
- @command_window.draw_item(3,enabled)
- @command_window.draw_item(4,enabled)
- end
- end
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