Project1
标题:
升级加点脚本问题~~~
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作者:
zx8326123
时间:
2009-12-27 14:16
标题:
升级加点脚本问题~~~
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#==============================================================================
# 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 = 1 # 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:
# 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 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
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 增加4点可自由分配的点数
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降级
while @exp < @exp_list[@level]
@level -= 1
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
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" + $data_system.words.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 SP
# 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_sp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp)
if $temp_sp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
else
maxsp = actor.maxsp + $temp_sp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_sp >=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_sp.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 = $data_system.words.str
parameter_value = actor.str
parameter_value_temp = parameter_value + $temp_str
if $temp_str != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_str >= 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_str.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 = $data_system.words.dex
parameter_value = actor.dex
parameter_value_temp = parameter_value + $temp_dex
if $temp_dex != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_dex >= 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_dex.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 = $data_system.words.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 = $data_system.words.int
parameter_value = actor.int
parameter_value_temp = parameter_value + $temp_int
if $temp_int != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_int >= 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_int.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.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, parameter_value.to_s)
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
#==============================================================================
# ■ 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, 512, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp_lvup(@actor, 96+128, 32)
draw_actor_sp_lvup(@actor, 96+128, 64)
draw_actor_lvup(@actor, 96, 128, 0)
draw_actor_lvup(@actor, 96, 160, 1)
draw_actor_lvup(@actor, 96, 192, 2)
draw_actor_lvup(@actor, 96, 224, 3)
draw_actor_lvup(@actor, 96, 256, 4)
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, 320, 640, 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 = 0)
@actor_index = actor_index
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
s1 = "体力"
s2 = "力量"
s3 = "灵活"
s4 = "速度"
s5 = "魔力"
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.actors[@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_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 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
#=========================================================================
@str_hp = 0 # 每提升一次力量附加提升多少HP
@str_sp = 0 # 每提升一次力量附加提升多少SP
@str_dex = 0 # 每提升一次力量附加提升多少灵巧
@str_agi = 0 # 每提升一次力量附加提升多少速度
@str_int = 0 # 每提升一次力量附加提升多少魔力
@str_str = 3 # 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
#=========================================================================
@dex_hp = 0 # 每提升一次灵巧附加提升多少HP
@dex_sp = 0 # 每提升一次灵巧附加提升多少SP
@dex_str = 0 # 每提升一次灵巧附加提升多少力量
@dex_agi = 1 # 每提升一次灵巧附加提升多少速度
@dex_int = 0 # 每提升一次灵巧附加提升多少魔力
@dex_dex = 2 # 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 = 0 # 每提升一次速度附加提升多少HP
@agi_sp = 0 # 每提升一次速度附加提升多少SP
@agi_str = 0 # 每提升一次速度附加提升多少力量
@agi_dex = 1 # 每提升一次速度附加提升多少灵巧
@agi_int = 0 # 每提升一次速度附加提升多少魔力
@agi_agi = 2 # 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
#=========================================================================
@int_hp = 0 # 每提升一次魔力附加提升多少HP
@int_sp = 5 # 每提升一次魔力附加提升多少SP
@int_str = 0 # 每提升一次魔力附加提升多少力量
@int_dex = 0 # 每提升一次魔力附加提升多少灵巧
@int_agi = 0 # 每提升一次魔力附加提升多少速度
@int_int = 3 # 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 = 10 # 每提升一次体力提升多少HP
@sp = 0 # 每提升一次体力提升多少SP
@hp_str = 1 # 每提升一次体力提升多少力量
@hp_dex = 0 # 每提升一次体力提升多少速度
@hp_agi = 0 # 每提升一次体力提升多少灵巧
@hp_int = 0 # 每提升一次体力提升多少魔力
# 定义说明文字
@text_hp_sc = "体力增加"
@text_str_sc = "力量增加"
@text_dex_sc = "灵活增加"
@text_agi_sc = "速度增加"
@text_int_sc = "魔力增加"
@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" + "体力"
@text_sp = "最大" + "魔法值"
@text_str = "最大" + "力量"
@text_dex = "最大" + "灵活"
@text_agi = "最大" + "速度"
@text_int = "最大" + "魔力"
s_disable
# 生成状态窗口
@lvup_window = Window_Lvup.new(@actor)
@lvup_window.x = 128
@lvup_window.y = 0
# 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(40, "Graphics/Transitions/" + $data_system.battle_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
@command_window.dispose
@lvup_window.dispose
@help_window.dispose
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
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Map.new
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
$game_system.se_play($data_system.decision_se)
# 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.str += $temp_str
@actor.dex += $temp_dex
@actor.agi += $temp_agi
@actor.int += $temp_int
@actor.maxhp += $temp_hp
@actor.maxsp += $temp_sp
# 切换到地图画面
$scene = Scene_Map.new
return
end
if @command_window.index == 6
# 演奏确定 SE
$game_system.se_play($data_system.cancel_se)
# 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_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
@lvup_window.refresh
return
end
if $point == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_hp += @hp
$temp_sp += @sp
$temp_str += @hp_str
$temp_dex += @hp_dex
$temp_agi += @hp_agi
$temp_int += @hp_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 1
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_str += @str_str
$temp_hp += @str_hp
$temp_sp += @str_sp
$temp_dex += @str_dex
$temp_agi += @str_agi
$temp_int += @str_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 2
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_dex += @dex_dex
$temp_hp += @dex_hp
$temp_sp += @dex_sp
$temp_str += @dex_str
$temp_agi += @dex_agi
$temp_int += @dex_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 3
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_agi += @agi_agi
$temp_hp += @agi_hp
$temp_sp += @agi_sp
$temp_str += @agi_str
$temp_dex += @agi_dex
$temp_int += @agi_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 4
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_int += @int_int
$temp_hp += @int_hp
$temp_sp += @int_sp
$temp_str += @int_str
$temp_dex += @int_dex
$temp_agi += @int_agi
$point -= 1
@lvup_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_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
@help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
when 1 # 增加力量
temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
@help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2)
when 2 # 增加灵巧
temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + "0" + "点 " + @text_dex + @dex_dex.to_s + "点"
temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
@help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2)
when 3 # 增加速度
temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
@help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
when 4 # 增加魔力
temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
@help_window.lvup_text(@text_int_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
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.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
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
else
@command_window.able_item(0)
@command_window.able_item(1)
@command_window.able_item(2)
@command_window.able_item(3)
@command_window.able_item(4)
end
end
end
#==============================================================================
# 本脚本来自
www.66RPG.com
,使用和转载请保留此信息
#==============================================================================
这是脚本~~~~
未命名.zip
(68.24 KB, 下载次数: 284)
2009-12-27 14:15 上传
点击文件名下载附件
这个是图,不知道怎么传图,就解压了上来。问题就是增加属性点的那个框框可不可以移到上面去。。
作者:
悠悠炸弹
时间:
2009-12-27 14:23
这里都有大大的一堆XY= =
为啥你就不去看呢............................
估计这些东西不会少于20个,耐心调的话= =
#
x
: 描画目标
X
坐标
#
y
: 描画目标
Y
坐标
# 生成状态窗口
@lvup_window = Window_Lvup.new(@actor)
@lvup_window.
x
= 128
@lvup_window.
y
= 0
作者:
zx8326123
时间:
2009-12-27 14:38
OK了~~~谢谢~
欢迎光临 Project1 (https://rpg.blue/)
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