Project1
标题:
求日文翻译:多个选择项及酒店系统范例+怪物AI系统
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作者:
企鹅达达
时间:
2010-9-5 16:45
标题:
求日文翻译:多个选择项及酒店系统范例+怪物AI系统
本帖最后由 企鹅达达 于 2010-9-11 09:08 编辑
相信这个是很麻烦的范例,因为它的设置在事件的注释里……不过,相信我,这是很好用的范例
expansion_choices_sample_project.rar
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2010-9-5 16:44 上传
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没人翻译的话就当偶分享的算了 =.=
另外再加一个操纵开关的敌人AI系统,会翻译的大家分享一下,不懂的直接拿走就好,多谢捧场哈
敌人AI.rar
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2010-9-5 17:49 上传
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作者:
SVM伟
时间:
2010-9-5 16:56
日文盲飘过+尝试用工具翻译
作者:
untrueterry
时间:
2010-9-5 17:30
提示:
作者被禁止或删除 内容自动屏蔽
作者:
SVM伟
时间:
2010-9-5 18:23
LZ,过几天我给你哈,现在没时间
作者:
冰舞蝶恋
时间:
2010-9-5 18:24
试试吧……利用google翻译的人飘过~~
作者:
冰舞蝶恋
时间:
2010-9-5 18:36
哎呀手都酸了……先汉化某个脚本的一部分 囧……
全程使用google翻译,所以有些语句不通顺……呃~~
大概看看吧……唉
#==============================================================================
#
#□■Ver.1.00生产者Damiakuta□:周一绅士
#
#· RPG游戏制作商为RGSS2 VX的脚本
#
#●...重写的方法(注冲突)◎○别名方法... ...新方法
#
#中禁止分布※!条款是分销商。请务必在那里寻找。
#==============================================================================
=begin
这个脚本是很容易的创建一个事件脚本。
演员“Damiakuta”的
游戏似乎没有提供一个虚拟演员顾名思义。
而在自定义变量设置到指定的项目的ID脚本
事件被设置为目标Damiakuta
游戏中的ID变量在运行到演员,这是剧本的作品。
即使演员命令来获取有关信息的命令和条件分支
如果您选择Damiakuta进程ID是在一个向演员变量。
#-----------------------------------------------------------------------------
通过改变游戏中的变量和获得利益,
易“改变事件”可。
只有通过一个命令脚本事件,
如果没有为该脚本知识
VX是一种优势,你可以轻松地设置使用原来的接口。
我使用的脚本需要照顾,还建议对那些中间。
主要的接口,因为它使用VX毒剂
处理更具可读性(明显的操纵或别的什么)是可能带来的好处。
=end
#==============================================================================
# □ 選択肢機能拡張・モジュール(カスタマイズ項目)
#==============================================================================
module Dummy_Actor
DUMMY_ACTOR_ID = 9
#在ID虚拟演员在这里。
#创建一个新的演员,演员请注明编号。
ACTOR_ID_VARIABLES = 2
#其中更换Damiakuta游戏者的实际活动
#这里指定的编号用于指定变量的数目。
#
#果您需要#※ver.3.00在你以前的选择方式Damiakuta功能增强
#延长选项设置此变量,请ARGET_ACTOR_ID_VARIABLES和一致。
#可以组合引入一个新的途径,我们建议保持一致。
TARGET_AUTO_INPUT = true
#编号:当使用的演员技能和目标ID
#你可以设置是否这些ACTOR_ID_VARIABLES自动分配给指定的变量。
#=真正的自动赋值,=虚假任何转让。
#也就是说,称之为Komonibento技能项目
#编号:Damiakuta目标技能
#将永远是一个国家。 (输入0值的设计是整个目标)
end
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 它是用来显示文本信息的窗口
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ◎ 特殊文字の変換
#--------------------------------------------------------------------------
alias tig_da_convert_special_characters convert_special_characters
def convert_special_characters
actor = $game_actors[$game_variables[Dummy_Actor::ACTOR_ID_VARIABLES]]
if $game_variables[Dummy_Actor::ACTOR_ID_VARIABLES] == 0
name = $game_party.name
elsif actor == nil
name = ""
else
name = actor.name
end
@text.gsub!(/\\N\[ダミーアクター\]/i) { name }
@text.gsub!(/\\N\[ダミー\]/i) { name }
@text.gsub!(/\\N\[dummy\]/i) { name }
@text.gsub!(/\\\*/){ "" }
tig_da_convert_special_characters
end
end
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
#应对阶级政党。包括如黄金和物品的信息。这一网络
#实例被引用在拉斯维加斯$ game_party。
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ○ 公開インスタンス変数
#--------------------------------------------------------------------------
attr_accessor :object_user
attr_accessor :object_target
#--------------------------------------------------------------------------
# ◎ オブジェクト初期化
#--------------------------------------------------------------------------
alias tig_da_initialize initialize
def initialize
tig_da_initialize
@object_user = 999
@object_target = 999
end
end
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理类库屏幕。
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# ◎ 使用Items(非用于副作用申请。)
#--------------------------------------------------------------------------
alias tig_da_use_item_nontarget use_item_nontarget
def use_item_nontarget
$game_party.object_user = @actor.id
$game_party.object_target = 999 #一对临时指派禁用命令数
if @item.for_friend?
if @item.for_all?
$game_party.object_target = 0
else
$game_party.object_target = $game_party.members[@target_window.index].id
end
end
if Dummy_Actor::TARGET_AUTO_INPUT
$game_variables[Dummy_Actor::ACTOR_ID_VARIABLES] = $game_party.object_target
end
tig_da_use_item_nontarget
end
end
#==============================================================================
# ■ Scene_Skill
#------------------------------------------------------------------------------
# 屏幕处理技能课。
#==============================================================================
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# ◎ 使用技能(不使用的副作用适用。)
#--------------------------------------------------------------------------
alias tig_da_use_skill_nontarget use_skill_nontarget
def use_skill_nontarget
$game_party.object_user = @actor.id
$game_party.object_target = 999 # 临时指派一数到命令禁用
if @skill.for_friend?
if @skill.for_all?
$game_party.object_target = 0
elsif @skill.for_user?
$game_party.object_target = @actor.id
else
$game_party.object_target = $game_party.members[@target_window.index].id
end
end
if Dummy_Actor::TARGET_AUTO_INPUT
$game_variables[Dummy_Actor::ACTOR_ID_VARIABLES] = $game_party.object_target
end
tig_da_use_skill_nontarget
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
# 事件命令解释器。这个类Game_Map类
# Game_Troop类,Game_Event使用的类。
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
TARGET_V = Dummy_Actor::ACTOR_ID_VARIABLES
#--------------------------------------------------------------------------
# ◎ 条件分岐 (ダミー処理の追加)
#变演员※ID不存在,结果是假的(假)似乎是。
#进程ID如果已经离开故意Damiakuta自己的变量。
#--------------------------------------------------------------------------
alias tig_da_command_111 command_111
def command_111
if @params[0] == 4 and @params[1] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[1]
@params[1] = $game_variables[TARGET_V]
end
result = tig_da_command_111
@params[1] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 変数の操作 (ダミー処理の追加)
#变演员※ID不存在,这个数字被视为零。
#进程ID如果已经离开故意Damiakuta自己的变量。
#--------------------------------------------------------------------------
alias tig_da_command_122 command_122
def command_122
if @params[3] == 4 and @params[4] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[4]
@params[4] = $game_variables[TARGET_V]
end
result = tig_da_command_122
@params[4] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ メンバーの入れ替え (ダミー処理の追加)
# ※编号Damiakuta变量替换,如果它没有得到执行。
#--------------------------------------------------------------------------
alias tig_da_command_129 command_129
def command_129
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_129
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 名前入力の処理 (ダミー処理の追加)
# ※当处理变量名已经离开了自己的故意Damiakuta。
#--------------------------------------------------------------------------
alias tig_da_command_303 command_303
def command_303
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_303
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ HP の増減 (ダミー処理の追加)
# ※如果你拥有一个变量DamiakutaID是没有实施惠普的变化。
#--------------------------------------------------------------------------
alias tig_da_command_311 command_311
def command_311
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_311
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ MP の増減 (ダミー処理の追加)
# ※如果你拥有一个变量DamiakutaID是没有实施重大计划的变化。
#--------------------------------------------------------------------------
alias tig_da_command_312 command_312
def command_312
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_312
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ ステートの変更 (ダミー処理の追加)
# ※ID变量,当它的状态改变Damiakuta不执行。
#--------------------------------------------------------------------------
alias tig_da_command_313 command_313
def command_313
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_313
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 全回復 (ダミー処理の追加)
# ※ID变量Damiakuta自己的案件得不到执行,完全恢复。
#--------------------------------------------------------------------------
alias tig_da_command_314 command_314
def command_314
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_314
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 経験値の増減 (ダミー処理の追加)
# ※编号Damiakuta变量是在他的案件的经验,改变不会提供。
#--------------------------------------------------------------------------
alias tig_da_command_315 command_315
def command_315
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_315
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ レベルの増減 (ダミー処理の追加)
# ※编号Damiakuta变量是在他的案件的经验,改变不会提供。
#--------------------------------------------------------------------------
alias tig_da_command_316 command_316
def command_316
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_316
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 能力値の増減 (ダミー処理の追加)
# ※编号Damiakuta变量是增加或减少其价值,如果不进行身份。
#--------------------------------------------------------------------------
alias tig_da_command_317 command_317
def command_317
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_317
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ スキルの増減 (ダミー処理の追加)
# ※ 変数IDがダミーアクター自身の場合はスキルの増減は実施されません。
#--------------------------------------------------------------------------
alias tig_da_command_318 command_318
def command_318
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_318
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 装備の変更 (ダミー処理の追加)
# ※ 変数IDがダミーアクター自身の場合は装備の変更は実施されません。
#--------------------------------------------------------------------------
alias tig_da_command_319 command_319
def command_319
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_319
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 名前の変更 (ダミー処理の追加)
# ※ 変数IDがダミーアクター自身の場合の処理はあえて残してあります。
#--------------------------------------------------------------------------
alias tig_da_command_320 command_320
def command_320
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_320
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ 職業の変更 (ダミー処理の追加)
# ※ 変数IDがダミーアクター自身の場合は職業の変更は実施されません。
#--------------------------------------------------------------------------
alias tig_da_command_321 command_321
def command_321
return true if dummy_actor_to_self?
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_321
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ◎ アクターのグラフィック変更 (ダミー処理の追加)
# ※ 変数IDがダミーアクター自身の場合はグラフィック変更は実施されません。
#--------------------------------------------------------------------------
alias tig_da_command_322 command_322
def command_322
return true if dummy_actor_to_self?
if @params[0] == Dummy_Actor::DUMMY_ACTOR_ID
keep = @params[0]
@params[0] = $game_variables[TARGET_V]
end
result = tig_da_command_322
@params[0] = keep if keep != nil
return result
end
#--------------------------------------------------------------------------
# ○ ダミーアクター
#--------------------------------------------------------------------------
def dummy_actor
if $game_actors[$game_variables[TARGET_V]] == nil
return $game_actors[1]
end
return $game_actors[$game_variables[TARGET_V]]
end
#--------------------------------------------------------------------------
# ○ ダミーアクターが無効?
# party : 対象がパーティー(変数の内容が 0 )の場合に返すフラグ
# メンバーのみ有効、ということにしたいなら true
# パーティーを含んだ場合も有効、ということにしたいなら false
#--------------------------------------------------------------------------
def dummy_actor_invalidity?(party = true)
return true if dummy_actor_to_self?
return party if dummy_actor_to_party?
return $game_actors[$game_variables[TARGET_V]] == nil
end
#--------------------------------------------------------------------------
# ○ ダミーアクターの対象がパーティー?
#--------------------------------------------------------------------------
def dummy_actor_to_party?
return $game_variables[TARGET_V] == 0
end
#--------------------------------------------------------------------------
# ○ ダミーアクターの対象がダミーアクター自身?
#--------------------------------------------------------------------------
def dummy_actor_to_self?
return $game_variables[TARGET_V] == Dummy_Actor::DUMMY_ACTOR_ID
end
#--------------------------------------------------------------------------
# ○ アイテム・スキルの使用者のIDを指定変数に取得
#--------------------------------------------------------------------------
def input_user(variable_id)
$game_variables[variable_id] = $game_party.object_user
end
#--------------------------------------------------------------------------
# ○ アイテム・スキルのターゲットのIDを指定変数に取得
#--------------------------------------------------------------------------
def input_target(variable_id)
$game_variables[variable_id] = $game_party.object_target
end
end
复制代码
作者:
untrueterry
时间:
2010-9-5 21:35
提示:
作者被禁止或删除 内容自动屏蔽
作者:
lxdsh2009
时间:
2010-9-5 21:38
翻译器鸡肋……
还是手动好……
几年前学日语却一直学不下去……
作者:
SVM伟
时间:
2010-9-6 19:13
体力话真的很累啊,LS已经有了个翻译,MS这个脚本还有个,我翻那个,基本纯手动,有些歧义请理解
作者:
SVM伟
时间:
2010-9-6 20:05
本帖最后由 SVM伟 于 2010-9-7 20:36 编辑
脚本已经更新完一个,在下面回帖中
作者:
SVM伟
时间:
2010-9-7 20:38
本帖最后由 SVM伟 于 2010-9-8 19:25 编辑
我并没有把选择给改了,我怕会出错
估计会龟速把剩下的翻译
已经重新翻译成功,44吧
#==============================================================================
#
#■多个选择项及酒店系统拓展系统Ver.3.11 製作者:月紳士
#
#· RPG游戏制作软件为RGSS2 VX的脚本
#
#重写的方法(注冲突)○别名方法 新方法
#
#第二次发布!原来是利用脚本(不确定)。请一定要往下看。
#------------------------------------------------------------------------------
#更新记录
# Ver3.11 主角的选择时不符合时修正。
# Ver3.10附加可选功能。
# Ver3.01初始设定项目增加。
# Ver3.00大幅度修改结构和增加脚本。
# 增加一个脚本功能。
# 列出功能(废止变更方向)。
#==============================================================================
=begin
这个脚本下面最重要。
现在可以被看作项目或有五个选择。
如果超过五个选择有介绍项目的选择
将会滚动在窗口里。
和消息窗口将显示在窗口中
您可以查看一个特定的选择。
你可以选择一个动态现在选择的项目。
※Ver.3.00 现在提供一个脚本到另一个脚本。
Ver.3.00类似于以前一样单独的使用
脚本设置是必需的。
如需帮助,请参阅手动设定。
=end
#==============================================================================
# □ 扩展选择的模块(自定义模块)
#==============================================================================
module Expansion_Choices
CHOICE_RESUIT_VARIABLES = 1
# 指定选择项目的结果容纳的变量。
# 玩家选择的选择项目的数量,这个参数将输出给变量。
TARGET_ACTOR_ID_VARIABLES = 2
# 指定选择的結果容纳变量的。
# 主角选择特殊的ID、这要得到很多变量。
#(当使用脚本Damiakuta合并
# 这个脚本和ACTOR_ID_VARIABLES Damiakuta
# 推荐对齐。 )
EX_CHOICES_DELAY = 25
# 取消决定输入的选择以及其他选择
# 设置的帧延迟时间。
end
#==============================================================================
# □ Game_Choices
#------------------------------------------------------------------------------
# 这一类特殊的选择来管理选择。
#==============================================================================
class Game_Choices
#--------------------------------------------------------------------------
# ○ 定数
#--------------------------------------------------------------------------
CHOICE_V = Expansion_Choices::CHOICE_RESUIT_VARIABLES
TARGET_V = Expansion_Choices::TARGET_ACTOR_ID_VARIABLES
#--------------------------------------------------------------------------
# ○ 公共的变量
#--------------------------------------------------------------------------
attr_accessor :choices # 变量
attr_accessor :actor_id # 主角编号
attr_accessor :help_text # 选项的说明文字
attr_accessor :window_type # 类型显示窗口
attr_accessor :column # 选择量横向显示
attr_accessor :cancel_type # 取消项目时取消
attr_accessor :choice_cancel # 自动选择时,自动选择
attr_accessor :choice_show_fast # 自动选择一次
attr_accessor :choices_check # 检查选项
attr_accessor :choices_ready # 编写的选择
attr_accessor :can_not_select # 非选项的选择
attr_accessor :choice_hide # 隐藏选项
attr_accessor :icon # 选择的图标
attr_accessor :price # 价格选项
attr_accessor :pick_up # 选项选择
attr_accessor :pick_up_result # 给主角特定的ID号(变量值)
attr_accessor :face_name # 接口文件名
attr_accessor :face_index # 脸图像指数
attr_accessor :re_face # 扭转脸图像显示位置
#--------------------------------------------------------------------------
# ○ 对象初始化
#--------------------------------------------------------------------------
def initialize
clear
end
#--------------------------------------------------------------------------
# ○ 清除画面
#--------------------------------------------------------------------------
def clear
@cancel_type = -1
@choices = []
@actor_id = []
@help_text = []
@window_type = -1
@column = false
@choice_cancel = false
@choice_show_fast = false
@choices_check = false
@choices_ready = false
@can_not_select = []
@choice_hide = []
@icon = []
@price = []
@pick_up = nil
@pick_up_result = 0
@face_name = ""
@face_index = 0
@re_face = false
@item_name_memory = false
end
#--------------------------------------------------------------------------
# ○ 主角选择什么项目?
#--------------------------------------------------------------------------
def actor_choice?
return false if @actor_id.empty?
return true
end
#--------------------------------------------------------------------------
# ○ 获取画面的选择要显示的坐标
#--------------------------------------------------------------------------
def display_item_index
array = []
@choices.size.times do |i|
next if @choice_hide.include?(i)
next if @pick_up and @pick_up.include?(i)
array.push(i)
end
return array
end
#--------------------------------------------------------------------------
# ○ 获取项目要显示的选择
#--------------------------------------------------------------------------
def item
array = []
display_item_index.each{|i|array.push(@choices[i])}
return array
end
#--------------------------------------------------------------------------
# ○ 显示项目的选择
#--------------------------------------------------------------------------
def size
return display_item_index.size
end
#--------------------------------------------------------------------------
# ○ 获取选项,您可以选择项目数
#--------------------------------------------------------------------------
def active_item_index
array = []
@choices.size.times do |i|
next if @choice_hide.include?(i)
next if @pick_up and @pick_up.include?(i)
next if @can_not_select.include?(i)
array.push(i)
end
return array
end
#--------------------------------------------------------------------------
# ○ 该项目的不可选择时○(不包括重组项目和隐藏的变量【重组项目MS是公共事件吧】)
#--------------------------------------------------------------------------
def can_not_select_active
array = []
n = 0
@choices.size.times do |i|
next if @choice_hide.include?(i)
next if @pick_up and @pick_up.include?(i)
array.push(n) if @can_not_select.include?(i)
n += 1
end
return array
end
#--------------------------------------------------------------------------
# ○ 设置回复时选择
#--------------------------------------------------------------------------
def proc
choice_proc = Proc.new{|n|
if n < 0 # 扩展选项取消时(特殊返回值)的场合
if @cancel_type == -1 # 项目没有设定取消
$game_variables[CHOICE_V] = 0
else # 项目有设定取消
$game_variables[CHOICE_V] = @cancel_type
$game_variables[TARGET_V] = @actor_id[@cancel_type-1] if actor_choice?
end
else
index = display_item_index[n]
$game_variables[CHOICE_V] = index + 1
$game_variables[TARGET_V] = @actor_id[index] if actor_choice?
$game_temp.last_select_choice = @choices[index] if @item_name_memory
end
}
return choice_proc
end
#--------------------------------------------------------------------------
# ○ 获取选项的文字
#--------------------------------------------------------------------------
def get_option(text)
@column = true if /[\##]/i =~ text # 获取项目的选择横行显示
@item_name_memory = true if /[\@@]/i =~ text # 获取项目的选择横行显示
@choice_cancel = true if /[\'’]/ =~ text # 自动选择项目时,自动选择
@choice_show_fast = true if /[\>>]/ =~ text # 项目一次自动选择选项
if /\[(\d+)\]/ =~ text # 获取窗口选择类型
@window_type = $1.to_i
else
@window_type = -1
end
if /[\((](\d+)[\))]/ =~ text # 获取文本时取消的项目
@cancel_type = $1.to_i
elsif /[\((][\**][\))]/ =~ text # 获取文本不是取消
@cancel_type = 0
else
@cancel_type = -1
end
if /face\{(\w+)\/([0-7])\}/i =~ text
@face_name = $1
@face_index = $2.to_i
if /re_face\{/i =~ text
@re_face = true
end
elsif /face\{top_actor\}/i =~ text
actor = $game_party.members[0]
@face_name = actor.face_name
@face_index = actor.face_index
if /re_face\{/i =~ text
@re_face = true
end
end
end
#--------------------------------------------------------------------------
# ○ 创建一个自由选择到项目
#--------------------------------------------------------------------------
def create_free_choices(text)
choices = text.split(/[\|\s]/)
choices.delete("")
for i in choices
i.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
i.gsub!(/\<cns\>/i, "")
if $&
@can_not_select.push(@choices.size)
end
i.gsub!(/\<ch\>/i, "")
if $&
@choice_hide.push(@choices.size)
end
i.gsub!(/\\i\[([0-9]+)\]/i, "")
if $&
@icon[@choices.size] = $1.to_i
end
i.gsub!(/\\g\[([0-9]+)\]/i, "")
if $&
@price[@choices.size] = $1.to_i
end
@choices.push(i)
end
end
#--------------------------------------------------------------------------
# ○ 生成一个文本帮助
#--------------------------------------------------------------------------
def set_help(text, index = nil)
if index
@help_text[index] = text
else
@help_text.push(text)
end
end
#--------------------------------------------------------------------------
# ○ 调整主角选项的选择
#--------------------------------------------------------------------------
def actor_choice_addition(addition_type, addition_id, icon_index = nil)
return unless actor_choice?
if addition_type == 1 or addition_type == 3
addition_id = @actor_id - addition_id
end
for i in addition_id.compact
ind = @actor_id.index(i)
next if ind.nil?
case addition_type
when 0, 1
@can_not_select.push(ind)
when 2, 3
@choice_hide.push(ind)
when 4
@icon[ind] = icon_index
end
end
end
end
#==============================================================================
# ■ Game_Temp
#------------------------------------------------------------------------------
# 保存数据不包括在同一个类的临时数据处理。
# 请参考$ Game_temp被引用的场合。
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# ○ 公共实例变量
#--------------------------------------------------------------------------
attr_accessor :choices
attr_accessor :last_select_choice
#--------------------------------------------------------------------------
# ◎ 对象初始化
#--------------------------------------------------------------------------
alias tig_ec_initialize initialize
def initialize
tig_ec_initialize
@choices = Game_Choices.new
@last_select_choice = ""
end
end
#==============================================================================
# ■ Game_Message
#------------------------------------------------------------------------------
# 这一个模块来处理选择窗口(不确定),以显示这些句子和选择的坐标。
# 这类的实例参照$ game_message。
#==============================================================================
class Game_Message
#--------------------------------------------------------------------------
# ○ 公共实例变量
#--------------------------------------------------------------------------
attr_accessor :can_not_select # 禁止选择项目
attr_accessor :last_face_name # face_name 履历
attr_accessor :last_face_index # face_index 履历
attr_accessor :last_background # background 履历
attr_accessor :last_position # position 履历
attr_accessor :cancel_input # 当发送选项或获取取消?
attr_accessor :show_ex_choices
#--------------------------------------------------------------------------
# ◎ 清除画面
#--------------------------------------------------------------------------
alias tig_ec_clear clear
def clear
tig_ec_clear
@cancel_input = false
@can_not_select = []
@show_ex_choices = nil
end
end
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# 对变更等级 变更职业(不确定)。包括如金钱和物品的信息。
# 这一实例被引用在脚本$ game_party。
#==========================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ○ 公共变量
#--------------------------------------------------------------------------
attr_accessor :group # 主角
attr_accessor :reserve_choice_id # 主角ID(不确定)
#--------------------------------------------------------------------------
# ○ 是否已达到最大数量?
#--------------------------------------------------------------------------
def max?
return @actors.size >= MAX_MEMBERS
end
end
#==============================================================================
# ■ Game_Event
#------------------------------------------------------------------------------
# 这一个模块来处理事件。地图切换或有条件的切换,
# 并行处理有其他特定的活动,如跑步,Game_Map使用的模块。
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ◎ 地图切换或有条件的切换条件符合
#--------------------------------------------------------------------------
alias tig_ec_conditions_met? conditions_met?
def conditions_met?(page)
c = page.condition
if c.actor_valid and c.variable_valid and
c.variable_id == Expansion_Choices::CHOICE_RESUIT_VARIABLES
return $game_party.group[c.variable_value].include?(c.actor_id)
end
return tig_ec_conditions_met?(page)
end
end
#==============================================================================
# ■ Game_Interpreter
#------------------------------------------------------------------------------
# 命令解释器。这个类Game_Map类Game_Troop类和Game_Event使用的类
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ○ 定义变量
#--------------------------------------------------------------------------
MAX_LINE = 4 # 消息窗口最大数量
CHOICE_V = Expansion_Choices::CHOICE_RESUIT_VARIABLES
TARGET_V = Expansion_Choices::TARGET_ACTOR_ID_VARIABLES
#--------------------------------------------------------------------------
# ◎ 清除画面
#--------------------------------------------------------------------------
alias tig_ec_clear clear
def clear
tig_ec_clear
$game_message.last_face_name = ""
$game_message.last_face_index = 0
$game_message.last_background = 0
$game_message.last_position = 2
if $game_party.group.nil?
$game_party.group = [[], [], [], [], [], []] # 选项0〜5初始化
end
$game_party.reserve_choice_id = 1
end
#--------------------------------------------------------------------------
# ◎ 加载画面选项
#--------------------------------------------------------------------------
alias tig_ec_setup_choices setup_choices
def setup_choices(params)
$game_temp.choices.clear
tig_ec_setup_choices(params)
end
#--------------------------------------------------------------------------
# ○ 特殊的选择
#--------------------------------------------------------------------------
def expansion_choice?(index = nil)
index = @index unless index
return false if @list[index].code != 108
return /\A選択肢/ =~ @list[index].parameters[0]
end
#--------------------------------------------------------------------------
# ◎ 命令和事件
# ※ 中断处理和一个特殊的命令选项 ※延时执行
#--------------------------------------------------------------------------
alias tig_ec_execute_command execute_command
def execute_command
if @index >= @list.size-1
command_end
return true
else
if expansion_choice?
return setup_expansion_choice
elsif choices_command
return true
end
end
return tig_ec_execute_command
end
#--------------------------------------------------------------------------
# ◎ 设置画面和等待回调消息的设定
# ※ 在句子显示扩展选项过程中遵循的适合选择
#--------------------------------------------------------------------------
alias tig_ec_set_message_waiting set_message_waiting
def set_message_waiting
unless $game_message.texts.size == 0
unless @list[(@index - 1)].code == 102 or @list[(@index - 1)].code == 103
setup_expansion_choice if expansion_choice?
end
end
tig_ec_set_message_waiting
end
#--------------------------------------------------------------------------
# ○ 设置一个特别的选择排序过程
#--------------------------------------------------------------------------
def setup_expansion_choice
text = @list[@index].parameters[0]
if /\A選択肢開始/ =~ text
@index += 1 if start_display_choices
return false
elsif /\A選択肢ピックアップ/ =~ text
$game_temp.choices.pick_up = []
$game_temp.choices.pick_up_result = -1
if /\[(\d+)\]/ =~ text
$game_temp.choices.pick_up_result = $1.to_i
end
$game_temp.choices.window_type = -1
@index += 1 if start_display_choices
return false
elsif /\A選択肢の?初期化/ =~ text
$game_temp.choices.clear
return true
elsif /[::]パーティー/ =~ text
return command_setup_actor_choice
elsif /[::]グループ\[(\d+)\]/ =~ text
return command_setup_actor_choice($1.to_i)
else
return command_setup_free_choice
end
end
#--------------------------------------------------------------------------
# ○ 选择主角(命令)
# 这个方法是一种类似事件命令。
# 我们将并行处理目标。
# 但是,如果有选择画面产生,
# 只显示作为结果返回,指数并没有提前。(最后一句不明白)
#--------------------------------------------------------------------------
def command_setup_actor_choice(group_id = nil, test_index = nil)
index = test_index ? test_index : @index
if group_id
choices = setup_group_choice(group_id)
else
choices = setup_party_choice
end
unless /[::]/ =~ @list[index].parameters[0]
if test_index
return choices
else
return
end
end
option_text = $`
choices.get_option(option_text)
index += 1
while @list[index].code == 408
index += 1
texts = @list[index-1].parameters[0].split(/[\|\s]/)
for text in texts
if /[::]/ =~ text
addition_type_text = $`
addition_id_text = $'
# 調整画面的取得
if /\A選択不能/ =~ addition_type_text
addition_type = 0
elsif /\A選択限定/ =~ addition_type_text
addition_type = 1
elsif /\A除外/ =~ addition_type_text
addition_type = 2
elsif /\A共通/ =~ addition_type_text
addition_type = 3
elsif /\Aアイコン付加\[(\d+)\]/ =~ addition_type_text
addition_type = 4
icon_index = $1.to_i
else
next
end
# 调整获取的ID
if /\Aパーティー/ =~ addition_id_text
addition_id = actor_choice_addition_party
elsif /\Aグループ\[(\d+)\]/ =~ addition_id_text
addition_id = actor_choice_addition_group($1.to_i)
elsif /\Aステート\[(\d+)\]/ =~ addition_id_text
addition_id = actor_choice_addition_state($1.to_i)
elsif /\Aレベル\[(\d+)\]/ =~ addition_id_text
addition_id = actor_choice_addition_level($1.to_i)
elsif /\A負傷者/ =~ addition_id_text
addition_id = actor_choice_addition_injure
else
next
end
end
choices.actor_choice_addition(addition_type, addition_id, icon_index)
end
end
if test_index
return choices
else
$game_temp.choices = choices
if choices_check?(option_text) # 检查是否选择
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = $game_temp.choices.active_item_index.size
return true
elsif $game_temp.choices.active_item_index.size == 0 # 如果该选项被禁用
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = -1
return true
elsif $game_temp.choices.size == 1 and choices_one?(option_text)
# 如果自我选择
$game_temp.choices.proc.call($game_temp.choices.active_item_index[0])
return true
elsif choices_start?(option_text) # 选择开始
if start_display_choices
@index = index
return false
else
return true
end
end
end
end
#--------------------------------------------------------------------------
# ○ 自动选择○(命令)
# 这个方法是一种类似事件命令。
# 我们将并行处理目标。
# 但是,如果有选择画面产生,
# 只显示作为结果返回,指数并没有提前。(最后一句还是不明白)
#--------------------------------------------------------------------------
def command_setup_free_choice(test_index = nil)
index = test_index ? test_index : @index
choices = Game_Choices.new
unless /[::]/ =~ @list[index].parameters[0]
if test_index
return choices
else
return
end
end
option_text = $`
choices.get_option(option_text)
text = conversion_choices_switch_data($')
choices.create_free_choices(text)
index += 1
while @list[index].code == 408 # 添加数据注释
text = conversion_choices_switch_data(@list[index].parameters[0])
choices.create_free_choices(text)
index += 1
end
while @list[index].code == 108 and # 添加其他选项
(/\A追加選択肢\s?[::]/ =~ @list[index].parameters[0])
text = conversion_choices_switch_data($')
choices.create_free_choices(text)
index += 1
while @list[index].code == 408 # 添加更多的注释
text = conversion_choices_switch_data(@list[index].parameters[0])
choices.create_free_choices(text)
index += 1
end
end
if test_index
return choices
else
$game_temp.choices = choices
if choices_check?(option_text) # 检查是否选择的場合
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = $game_temp.choices.active_item_index.size
return true
elsif $game_temp.choices.active_item_index.size == 0 # 如果该选项被禁用的場合
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = -1
return true
elsif $game_temp.choices.size == 1 and choices_one?(option_text)
# 如果替代的自动选择
$game_temp.choices.proc.call($game_temp.choices.active_item_index[0])
return true
elsif choices_start?(option_text) # 选择開始
if start_display_choices
@index = index
return false
else
return true
end
end
end
end
#--------------------------------------------------------------------------
# ○ 代码将在数据转换开关中自由选择
#--------------------------------------------------------------------------
def conversion_choices_switch_data(text)
# 获取隐藏的开关
while text =~ /\\S\[([0-9]+)\]/i
if $game_switches[$1.to_i] # 如果你不关掉自动隐藏(应该是下一句的反义词,不清楚)
text = text.sub(/\\S\[#{$1.to_i}\]/i, "")
else # 如果你关掉自动隐藏
text = text.sub(/\\S\[#{$1.to_i}\]/i, "<ch>")
end
end
# 从自我隐藏的开关
while text =~ /\\S\[([A-D])\]/i
if @original_event_id > 0 # 地图无事件?
key = [@map_id, @original_event_id, $1.upcase]
unless $game_self_switches[key] # 如果关掉自我隐藏
text = text.sub(/\\S\[#{$1}\]/i, "<ch>")
end
end
text = text.sub(/\\S\[#{$1}\]/i, "") # 必须显示适当的画面
end
# 选项不可以选择
while text =~ /\\S\'\[([0-9]+)\]/i
if $game_switches[$1.to_i] # 如果你没有关掉自动隐藏
text = text.sub(/\\S\'\[#{$1.to_i}\]/i, "")
else # 如果你关掉自动隐藏
text = text.sub(/\\S\'\[#{$1.to_i}\]/i, "<cns>")
end
end
# 获取非自我选择开关
while text =~ /\\S\'\[([A-D])\]/i
if @original_event_id > 0 # 地图无事件?
key = [@map_id, @original_event_id, $1.upcase]
unless $game_self_switches[key] # 如果您选择不关掉自我隐藏
text = text.sub(/\\S\'\[#{$1}\]/i, "<cns>")
end
end
text = text.sub(/\\S\'\[#{$1}\]/i, "") #选择是正确的
end
return text
end
#--------------------------------------------------------------------------
# ○ 创建一个新的选择
#--------------------------------------------------------------------------
def setup_party_choice
choices = Game_Choices.new
for i in 0...$game_party.members.size
actor = $game_party.members[i]
choices.choices.push(actor.name)
choices.actor_id.push(actor.id)
end
return choices
end
#--------------------------------------------------------------------------
# ○ 创建一个选择组
#--------------------------------------------------------------------------
def setup_group_choice(group_id)
choices = Game_Choices.new
unless $game_party.group[group_id].nil?
for i in 0...$game_party.group[group_id].size
actor = $game_actors[$game_party.group[group_id][i]]
choices.choices.push(actor.name)
choices.actor_id.push(actor.id)
end
end
return choices
end
#--------------------------------------------------------------------------
# ○ 获得主角ID
#--------------------------------------------------------------------------
def actor_choice_addition_party
array = []
for actor in $game_party.members
array.push(actor.id)
end
return array
end
#--------------------------------------------------------------------------
# ○ 获得主角ID组
#--------------------------------------------------------------------------
def actor_choice_addition_group(group_id)
return [] if $game_party.group[group_id].nil?
array = $game_party.group[group_id]
return array
end
#--------------------------------------------------------------------------
# ○ 获得附加的ID
#--------------------------------------------------------------------------
def actor_choice_addition_state(state_id)
array = []
for i in 1...$data_actors.size
actor = $game_actors[i]
array.push(i) if actor.state?(state_id)
end
return array
end
#--------------------------------------------------------------------------
# ○ 获得选择
#--------------------------------------------------------------------------
def actor_choice_addition_level(level)
array = []
for i in 1...$data_actors.size
actor = $game_actors[i]
array.push(i) if actor.level >= level
end
return array
end
#--------------------------------------------------------------------------
# ○ 负伤者ID的获取(不清楚)
#--------------------------------------------------------------------------
def actor_choice_addition_injure
array = []
for i in 1...$data_actors.size
actor = $game_actors[i]
array.push(i) if actor.hp < actor.maxhp
end
return array
end
#--------------------------------------------------------------------------
# ○ 显示选项
#--------------------------------------------------------------------------
def start_display_choices
if $game_temp.choices.window_type != -1 or
$game_temp.choices.pick_up or
$game_message.texts.size == 0 or
$game_message.texts.size + $game_temp.choices.size <= MAX_LINE
$game_message.face_name = $game_message.last_face_name
$game_message.face_index = $game_message.last_face_index
$game_message.background = $game_message.last_background
$game_message.position = $game_message.last_position
$game_message.choice_start = $game_message.texts.size
$game_message.can_not_select = $game_temp.choices.can_not_select_active
if $game_temp.choices.window_type != -1 or $game_temp.choices.pick_up
$game_message.choice_max = 4
$game_message.show_ex_choices = $game_temp.choices
else
$game_message.choice_max = $game_temp.choices.size
for i in 0...$game_temp.choices.size
text = $game_temp.choices.item[i]
text = "\x06" + text if $game_temp.choices.choice_show_fast
if $game_message.can_not_select.include?(i)
text = "\x01[#{8}]" + text + "\x01[#{0}]"
end
$game_message.texts.push(text)
end
end
if $game_temp.choices.cancel_type == 0
$game_message.choice_cancel_type = 0
else
$game_message.choice_cancel_type = -1
end
$game_message.choice_proc = $game_temp.choices.proc
tig_ec_set_message_waiting
return true
end
return false
end
复制代码
作者:
SVM伟
时间:
2010-9-7 20:44
本帖最后由 SVM伟 于 2010-9-8 19:27 编辑
#--------------------------------------------------------------------------
# ○ 获得选项,立即执行确定选择方案
#--------------------------------------------------------------------------
def choices_start?(option_text)
return false if option_text.include?("準備") # 准备好唯一的选择的场合
return false if choices_check?(option_text) # 检查是否选择
return true
end
#--------------------------------------------------------------------------
# ○ 获得选项检查,以确定是否选择替代
#--------------------------------------------------------------------------
def choices_check?(option_text)
return true if option_text.include?("チェック") #检查得到的选项
return false
end
#--------------------------------------------------------------------------
# ○ 从一个确定的选项时自动选择一个选择
#--------------------------------------------------------------------------
def choices_one?(option_text)
return true if /[\'’]/ =~ option_text # 自动选择时,选择选项
return false
end
#--------------------------------------------------------------------------
# ○ 其他过滤选项命令与注释
#--------------------------------------------------------------------------
def choices_command
return false if @list[@index].code != 108
text = @list[@index].parameters[0]
if /\A追加選択肢\s?[::]/ =~ text
additional_choices
return true
elsif /\Aオプションを?取得[::]/ =~ text
$game_temp.choices.get_option($')
return true
elsif /\Aヘルプ/ =~ text
if /[::]/ =~ text
text = $'
if /\[(\d+)\]/ =~ $`
index = $1.to_i - 1
else
index = nil
end
$game_temp.choices.set_help(text, index)
end
return true
elsif /\A有効な?選択肢数を?取得/ =~ text
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = $game_temp.choices.size
return true
elsif /\Aグループ\[/ =~ text or /\AG\[/i =~ text
if /\[(\d+)\]を?初期化/ =~ text
$game_party.group[$1.to_i] = []
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]を?作成[::]/ =~ text
group_number = $1.to_i
crowd = $'
$game_party.group[group_number] = []
if /\Aパーティー/ =~ crowd
for actor in $game_party.members
$game_party.group[group_number].push(actor.id)
end
else
before_group = crowd.split(/[\|\s]/)
before_group.delete("")
for i in before_group
$game_party.group[group_number].push(i.to_i)
end
end
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]に?[\((](\d+)[\))]を?追加/ =~ text
$game_party.group[$1.to_i] = [] if $game_party.group[$1.to_i].nil?
unless $game_party.group[$1.to_i].include?($2.to_i)
$game_party.group[$1.to_i].push($2.to_i)
end
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]に?選択アクターを?追加/ =~ text
$game_party.group[$1.to_i] = [] if $game_party.group[$1.to_i].nil?
unless $game_party.group[$1.to_i].include?($game_variables[TARGET_V])
$game_party.group[$1.to_i].push($game_variables[TARGET_V])
end
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]か?ら?[\((](\d+)[\))]を?削除/ =~ text
$game_party.group[$1.to_i] = [] if $game_party.group[$1.to_i].nil?
$game_party.group[$1.to_i].delete($2.to_i)
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]か?ら?選択アクターを?削除/ =~ text
$game_party.group[$1.to_i] = [] if $game_party.group[$1.to_i].nil?
$game_party.group[$1.to_i].delete($game_variables[TARGET_V])
$game_map.need_refresh = true
return true
elsif /\[(\d+)\]へ?に?パーティーを?変更/ =~ text
$game_party.group[$1.to_i] = [] if $game_party.group[$1.to_i].nil?
return true if $game_party.group[$1.to_i].empty?
for m in $game_party.members
$game_party.remove_actor(m.id)
end
for i in $game_party.group[$1.to_i]
$game_party.add_actor(i)
end
$game_map.need_refresh = true
return true
end
elsif /\A選択アクターを?予備に?へ?格納/ =~ text
$game_party.reserve_choice_id = $game_variables[TARGET_V]
elsif /\A選択アクターを?予備か?ら?[習取]得/ =~ text
$game_variables[TARGET_V] = $game_party.reserve_choice_id
end
return false
end
#--------------------------------------------------------------------------
# ○ 追加额外的选择
# ※ 这不是一个命令
# 被视为唯一的例外。(不确定)
# 这种方法本身是不足以自动处理。
#--------------------------------------------------------------------------
def additional_choices
return unless /[::]/ =~ @list[@index].parameters[0]
text = conversion_choices_switch_data($')
$game_temp.choices.create_free_choices(text)
temp_index = 1
while @list[@index+temp_index].code == 408 # さらに注釈データから追加
text = conversion_choices_switch_data(@list[@index+temp_index].parameters[0])
$game_temp.choices.create_free_choices(text)
temp_index += 1
end
end
#--------------------------------------------------------------------------
# ○ 获取下一个选择
#--------------------------------------------------------------------------
def next_choices_search
index = @index + 1
while @list[index].code == 401 or
@list[index].code == 355 or @list[index].code == 655
index += 1
end
return nil if index >= @list.size - 1
return nil unless @list[index].code == 108
return nil if /\A選択肢開始/ =~ @list[index].parameters[0]
return index if /\A選択肢/ =~ @list[index].parameters[0]
return nil
end
#--------------------------------------------------------------------------
# ◎文本视图
#--------------------------------------------------------------------------
alias tig_ec_command_101 command_101
def command_101
# 有效的选择和替代选择,隐藏前面的文章(不清楚啊)
if /\\\*/ =~ @list[@index + 1].parameters[0]
next_choices_index = next_choices_search
unless next_choices_index.nil?
text = @list[next_choices_index].parameters[0]
if /[::]パーティー/ =~ text
choices = command_setup_actor_choice(nil, next_choices_index)
elsif /[::]グループ\[(\d+)\]/ =~ text
choices = command_setup_actor_choice($1.to_i, next_choices_index)
else
choices = command_setup_free_choice(next_choices_index)
end
return true if choices.size == 1 or choices.active_item_index.size == 0
end
end
$game_message.last_face_name = @params[0]
$game_message.last_face_index = @params[1]
$game_message.last_background = @params[2]
$game_message.last_position = @params[3]
return tig_ec_command_101
end
#--------------------------------------------------------------------------
# ◎ 选项出现
#--------------------------------------------------------------------------
alias tig_ec_command_102 command_102
def command_102 # 得到的坐标
$game_message.face_name = $game_message.last_face_name
$game_message.face_index = $game_message.last_face_index
$game_message.background = $game_message.last_background
$game_message.position = $game_message.last_position
return tig_ec_command_102
end
#--------------------------------------------------------------------------
# ○ 初始化文本显示参数
# ※ 如果你不想继续选择
# 运行脚本继续事件
#--------------------------------------------------------------------------
def last_parameters_clear
$game_message.last_face_name = ""
$game_message.last_face_index = 0
$game_message.last_background = 0
$game_message.last_position = 2
end
end
#==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
# 用来显示文字信息窗口的。
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ◎对象初始化
#--------------------------------------------------------------------------
alias tig_ec_initialize initialize
def initialize
tig_ec_initialize
create_frame_choices_window
end
#--------------------------------------------------------------------------
# ◎ 释放
#--------------------------------------------------------------------------
alias tig_ec_dispose dispose
def dispose
tig_ec_dispose
dispose_frame_choices_window
end
#--------------------------------------------------------------------------
# ○ 创建一个窗口的其他选择
#--------------------------------------------------------------------------
def create_frame_choices_window
@frame_choices_window = Window_Choice.new
@frame_choices_window.openness = 0
@frame_choices_picjkup_window = Window_Pickup.new(@frame_choices_window)
@frame_choices_picjkup_window.visible = false
end
#--------------------------------------------------------------------------
# ○ 其他选择的自由选择窗口
#--------------------------------------------------------------------------
def dispose_frame_choices_window
@frame_choices_window.dispose
@frame_choices_picjkup_window.dispose
end
#--------------------------------------------------------------------------
# ◎ 视图更新
#--------------------------------------------------------------------------
alias tig_ec_update update
def update
update_frame_choices_window
tig_ec_update
unless @opening or @closing
if self.openness == 0
if $game_message.show_ex_choices and @frame_choices_window.openness == 0
start_ex_choice
end
end
end
unless @face_sprite.nil?
@face_sprite.visible = self.openness == 255 unless @face_sprite.disposed?
end
end
#--------------------------------------------------------------------------
# ○ 更新其他选择窗口
#--------------------------------------------------------------------------
def update_frame_choices_window
@frame_choices_window.update
@frame_choices_picjkup_window.update
end
#--------------------------------------------------------------------------
# ◎ 选择的開始
#--------------------------------------------------------------------------
alias tig_ec_start_choice start_choice
def start_choice
return start_ex_choice if $game_message.show_ex_choices
tig_ec_start_choice
end
#--------------------------------------------------------------------------
# ○ 启动其他选择窗口
#--------------------------------------------------------------------------
def start_ex_choice
self.active = true
self.index = -1
@frame_choices_window.setting($game_message.show_ex_choices)
@frame_choices_window.open
@frame_choices_window.index = 0
@frame_choices_picjkup_window.refresh
end
#--------------------------------------------------------------------------
# ◎ 选择结束
#--------------------------------------------------------------------------
alias tig_ec_terminate_message terminate_message
def terminate_message
tig_ec_terminate_message
$game_message.show_ex_choices = nil
@frame_choices_window.close
@frame_choices_window.index = -1
@frame_choices_picjkup_window.visible = false
end
#--------------------------------------------------------------------------
# ● 选择输入处理
#--------------------------------------------------------------------------
def input_choice
return input_pick_up if $game_temp.choices.pick_up ###
if $game_message.show_ex_choices ###
return if @frame_choices_window.delay != 0
index = @frame_choices_window.index ### 追加部分
else ###
index = self.index ###
end ###
if Input.trigger?(Input::B)
Sound.play_cancel ### 追加部分
if $game_message.choice_cancel_type != 0 ### 変更部分 > → !=
#Sound.play_cancel ###文本
scroll_contents_clear ### 追加部分
$game_message.choice_proc.call($game_message.choice_cancel_type - 1)
terminate_message
end
elsif Input.trigger?(Input::C)
return if can_not_select?(index) ### 追加・変更部分
Sound.play_decision
scroll_contents_clear ### 追加部分
$game_message.choice_proc.call(index) ### 変更部分
terminate_message
end
end
#--------------------------------------------------------------------------
# ○选择项处理
#--------------------------------------------------------------------------
def input_pick_up
if Input.trigger?(Input::B)
Sound.play_cancel
if $game_message.show_ex_choices.pick_up.empty?
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = 0
scroll_contents_clear
$game_message.show_ex_choices.pick_up = nil
$game_message.show_ex_choices.pick_up_result = -1
terminate_message
else
$game_message.show_ex_choices.pick_up.pop
@frame_choices_window.index = [@frame_choices_window.index, 0].max
@frame_choices_window.refresh
@frame_choices_picjkup_window.refresh
end
elsif Input.trigger?(Input::C)
if @frame_choices_window.index == -1
Sound.play_decision
if $game_message.show_ex_choices.actor_choice?
array = []
for i in $game_message.show_ex_choices.pick_up
array.push($game_message.show_ex_choices.actor_id[i])
end
if $game_message.show_ex_choices.pick_up_result >= 0
$game_party.group[$game_message.show_ex_choices.pick_up_result] = array
end
else
array = []
for i in $game_message.show_ex_choices.pick_up
array.push(i + 1)
end
if $game_message.show_ex_choices.pick_up_result >= 0
$game_party.group[$game_message.show_ex_choices.pick_up_result] = $game_message.show_ex_choices.pick_up
end
end
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = $game_party.group[$game_message.show_ex_choices.pick_up_result][0]
scroll_contents_clear
$game_message.show_ex_choices.pick_up = nil
$game_message.show_ex_choices.pick_up_result = 0
terminate_message
else
return if can_not_select?(@frame_choices_window.index)
Sound.play_decision
$game_message.show_ex_choices.pick_up.push($game_message.show_ex_choices.display_item_index[@frame_choices_window.index])
@frame_choices_window.refresh
@frame_choices_picjkup_window.refresh
end
end
end
#--------------------------------------------------------------------------
# ○ 当您在选择一个项目选定的不是正确的
# ※ 如果您选择是,负伤者的警告音响起的结果返回。(应该是返回选择)
#--------------------------------------------------------------------------
def can_not_select?(index)
return false if $game_temp.choices.display_item_index.empty?
if $game_temp.choices.can_not_select_active.include?(index)
Sound.play_buzzer
return true
elsif $game_temp.choices.price[$game_temp.choices.display_item_index[index]]
if $game_temp.choices.price[$game_temp.choices.display_item_index[index]] > $game_party.gold
Sound.play_buzzer
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ○ 初始化后,项目选择选项4个窗口
#--------------------------------------------------------------------------
def scroll_contents_clear
if $game_message.choice_max > MAX_LINE
@item_max = 0
self.oy = 0
create_contents
end
end
#--------------------------------------------------------------------------
# ◎ 转换特殊字符
#--------------------------------------------------------------------------
alias tig_ec_convert_special_characters convert_special_characters
def convert_special_characters
@text.gsub!(/\\N\[選択アクター\]/i) { $game_actors[$game_variables[Expansion_Choices::TARGET_ACTOR_ID_VARIABLES]].name }
@text.gsub!(/\\N\[選択\]/i) { $game_actors[$game_variables[Expansion_Choices::TARGET_ACTOR_ID_VARIABLES]].name }
@text.gsub!(/\\N\[choice\]/i) { $game_actors[$game_variables[Expansion_Choices::TARGET_ACTOR_ID_VARIABLES]].name }
@text.gsub!(/\\N\[予備アクター\]/i) { $game_actors[$game_party.reserve_choice_id].name }
@text.gsub!(/\\N\[予備\]/i) { $game_actors[$game_party.reserve_choice_id].name }
@text.gsub!(/\\N\[reserve\]/i) { $game_actors[$game_party.reserve_choice_id].name }
@text.gsub!(/\\N\[選択項目\]/i) { $game_temp.last_select_choice }
@text.gsub!(/\\\*/){ "" }
tig_ec_convert_special_characters
end
#--------------------------------------------------------------------------
# ◎ 消息开始(估计是帮助)
#--------------------------------------------------------------------------
alias tig_ec_start_message start_message
def start_message
face_sprite_dispose
tig_ec_start_message
if @item_max > MAX_LINE
create_contents # 最大項目以上の選択肢の際に項目をすべて線画させる
unless $game_message.face_name.empty?
draw_face_sprite($game_message.face_name, $game_message.face_index)
end
end
end
#--------------------------------------------------------------------------
# ◎ 分页进程处理
#--------------------------------------------------------------------------
alias tig_ec_new_page new_page
def new_page
tig_ec_new_page
if @item_max > 4
@line_count = 4 - @item_max
end
end
#--------------------------------------------------------------------------
# ○ 工作面图形(精灵【就是活动版块吧】)的描绘
# face_name : 图形文件名称
# face_index : 图形对照的参数
# size : 查看尺寸
#--------------------------------------------------------------------------
def draw_face_sprite(face_name, face_index, size = 96)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
@face_sprite = Sprite.new
@face_sprite.bitmap = Cache.face(face_name)
@face_sprite.src_rect = rect
@face_sprite.z = 200
@face_sprite.x = self.x + 16
@face_sprite.y = self.y + 16
end
#--------------------------------------------------------------------------
# ○ 开放脸图形(精灵)
#--------------------------------------------------------------------------
def face_sprite_dispose
unless @face_sprite.nil?
@face_sprite.dispose unless @face_sprite.disposed?
end
end
#--------------------------------------------------------------------------
# ○ 开放脸图形
#--------------------------------------------------------------------------
def dispose
super
face_sprite_dispose
end
#--------------------------------------------------------------------------
# ○ 关闭脸图形
#--------------------------------------------------------------------------
def close
super
face_sprite_dispose
end
#--------------------------------------------------------------------------
# ● 更新光标
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # 光标位置小于0
self.cursor_rect.empty # 禁用光标
else # 如果光标位置大于0
row = @index / @column_max # 就获取当前行
if row < top_row # 第一行被显示之前(这个和下面那个都不懂啊)
self.top_row = row # 显示目前的第一行
end
if row > bottom_row # 对于后面的最后一排更不被显示
self.bottom_row = row # 滚动到末尾,使当前行隐藏
end
x = $game_message.face_name.empty? ? 0 : 112
y = ($game_message.choice_start + @index) * WLH
y -= self.oy
self.cursor_rect.set(x, y, contents.width - x, WLH)
end
end
#--------------------------------------------------------------------------
# ◎ 发送输入处理
#--------------------------------------------------------------------------
alias tig_ec_input_pause input_pause
def input_pause
if $game_message.cancel_input
if Input.trigger?(Input::B)
Sound.play_cancel
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = 0
elsif Input.trigger?(Input::C)
Sound.play_decision
$game_variables[Expansion_Choices::CHOICE_RESUIT_VARIABLES] = -1
end
end
tig_ec_input_pause
end
end
#==============================================================================
# □ Window_Choice
#------------------------------------------------------------------------------
# 窗口显示其他选择
#==============================================================================
class Window_Choice < Window_Selectable
#--------------------------------------------------------------------------
# ○ 公共实例变量
#--------------------------------------------------------------------------
attr_reader :choice
attr_reader :window_row_max
attr_accessor :delay
#--------------------------------------------------------------------------
# ○ 对象初始化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
@column_max = 1
@spacing = 16
@delay = 0
create_help_window
create_gold_window
end
#--------------------------------------------------------------------------
# ○ 获取窗口类型
#--------------------------------------------------------------------------
def window_type
return -1 if @choice == nil
return @choice.window_type
end
#--------------------------------------------------------------------------
# ○ 设置窗口
#--------------------------------------------------------------------------
def setting(choice)
@choice = choice
@item_max = @choice.size
case @choice.window_type
when -1 # 使用的坐标定位选项
@window_row_max = 9
set_column_max
self.width = choise_width
self.height = choise_height
self.x = 288
self.y = center_y(144)
when 0 # 为窗口的位置定义(不清楚)
@window_row_max = 4
set_column_max
self.width = 544
self.height = 128
self.x = 0
case $game_message.position
when 0 ; self.y = 288 # 上
when 1 ; self.y = 288 # 真ん中
when 2 ; self.y = 0 # 下
end
when 1 # 当1号的消息窗口向上或向下时,选择适当的位置
@window_row_max = 4
set_column_max
self.width = choise_width
self.height = choise_height
self.x = align_right_x(480)
self.y = center_y(208)
when 2 # 帮助窗口,并为稍低的位置选择合适的位置
@window_row_max = 7
set_column_max
self.width = choise_width
self.height = choise_height
self.x = align_right_x(480)
self.y = center_y(172)
when 3 # 中心窗口的位置
@window_row_max = 4
set_column_max
self.width = choise_width
self.height = choise_height
self.x = center_x(272)
self.y = center_y(208)
when 4 # 使用金币的帮助下显示位置位于商店
@window_row_max = 7
set_column_max
self.width = choise_width
self.height = choise_height
self.x = 50
self.y = center_y(172)
end
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ○ 坐标和位置 (不清楚啊)
#--------------------------------------------------------------------------
def set_column_max
if @choice.column
@column_max = @choice.size / @window_row_max
@column_max += 1 if @choice.size % @window_row_max != 0
else
@column_max = 1
end
end
#--------------------------------------------------------------------------
# ○ 获得整个选择窗口
#--------------------------------------------------------------------------
def choise_width
size = 32
for i in @choice.choices
size = [size, self.contents.text_size(i).width].max + 1
end
unless @choice.icon.empty? # 如果图标显示范围太长就延长(好像是这样的)
size += 24
end
unless @choice.price.empty? # 如果价格显示太长就延长(一样)
size += 80
cx = contents.text_size(Vocab::gold).width
size += cx if contents.text_size(Vocab::gold).width <= 36
end
size *= @column_max
unless @choice.face_name == "" # 如果宽度显示短,并延伸宽度
size += 112
end
return size + (@spacing * (@column_max - 1)) + 32 + 1
end
#--------------------------------------------------------------------------
# ○ 根据选择获取窗口的高度
#--------------------------------------------------------------------------
def choise_height
row = row_max
row += @choice.pick_up.size if @choice.pick_up
height = row * WLH
unless @choice.face_name == ""
height = [96, height].max
end
max_height = @window_row_max * WLH
return [height, max_height].min + 32
end
#--------------------------------------------------------------------------
# ○ 中心窗口 X坐标(中心)
#--------------------------------------------------------------------------
def center_x(x)
return x - self.width / 2
end
#--------------------------------------------------------------------------
# ○ 得到完成窗口和窗口时的终点 X坐标(右对齐)
#--------------------------------------------------------------------------
def align_right_x(x)
return x - self.width
end
#--------------------------------------------------------------------------
# ○ 中心窗口 Y坐标(中心)
#--------------------------------------------------------------------------
def center_y(y)
return y - self.height / 2
end
#--------------------------------------------------------------------------
# ○ 得到完窗成口和窗口时的终点 Y坐标(下)
#--------------------------------------------------------------------------
def align_bottom_y(y)
return y - self.height
end
#--------------------------------------------------------------------------
# ○ 创建一个帮助窗口
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.visible = false
end
#--------------------------------------------------------------------------
# ○ 创建一个所持金币窗口
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new(384, 0)
@gold_window.visible = false
end
#--------------------------------------------------------------------------
# ○ 打开窗口
#--------------------------------------------------------------------------
def dispose
super
face_sprite_dispose
dispose_gold_window
dispose_gold_window
end
#--------------------------------------------------------------------------
# ○ 帮助的窗口释放
#--------------------------------------------------------------------------
def dispose_help_window
@help_window.dispose
end
#--------------------------------------------------------------------------
# ○ 所持金币窗口的释放
#--------------------------------------------------------------------------
def dispose_gold_window
@gold_window.dispose
end
#--------------------------------------------------------------------------
# ○ 刷新窗口
#--------------------------------------------------------------------------
def refresh
@item_max = @choice.size
create_contents
return if @choice.nil?
unless @choice.face_name == "" # 人脸图形
draw_face_sprite(@choice.face_name, @choice.face_index, @choice.re_face)
end
for i in 0...@item_max
draw_item(i)
end
@index = [@index, @item_max - 1].min
unless @index < 0
self.bottom_row = [@index / @column_max, self.bottom_row].min
end
end
#--------------------------------------------------------------------------
# ○ 获取项目窗口
# index : 项目编号
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
width = contents.width
width -= 112 if @choice.face_name != ""
rect.width = (width + @spacing) / @column_max - @spacing
rect.height = WLH
rect.x = index % @column_max * (rect.width + @spacing)
rect.x += 112 if @choice.face_name != "" and not @choice.re_face
rect.y = index / @column_max * WLH
return rect
end
#--------------------------------------------------------------------------
# ○ 窗口(或者是选择,不确定)描绘
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
if @choice.icon[@choice.display_item_index[index]] # 加上图标
draw_icon(@choice.icon[@choice.display_item_index[index]], rect.x, rect.y, enabled(index))
end
unless @choice.icon.empty?
rect.x += 24
rect.width -= 24
end
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled(index) ? 255 : 128
self.contents.draw_text(rect, @choice.item[index])
if @choice.price[@choice.display_item_index[index]] # 查看价格值
value = @choice.price[@choice.display_item_index[index]]
rect.width -= 4
cx = contents.text_size(Vocab::gold).width
if cx <= 36 # 短时期显示货币,你隐藏窗口长时间(不确定)
self.contents.font.color = system_color
self.contents.font.color.alpha = enabled(index) ? 255 : 128
self.contents.draw_text(rect, Vocab::gold, 2)
rect.width -= ( cx + 2 )
end
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled(index) ? 255 : 128
self.contents.draw_text(rect, value, 2)
end
end
#--------------------------------------------------------------------------
# ○ 描画工作面图形(精灵)
# face_name : 图形文件名称
# face_index : 图形对应参数
# size : 查看尺寸
#--------------------------------------------------------------------------
def draw_face_sprite(face_name, face_index, re_fase, size = 96)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
@face_sprite = Sprite.new
@face_sprite.bitmap = Cache.face(face_name)
@face_sprite.src_rect = rect
@face_sprite.z = 200
if re_fase
@face_sprite.x = self.x + self.width - size - 16
@face_sprite.mirror = true
else
@face_sprite.x = self.x + 16
end
@face_sprite.y = self.y + 16
end
#--------------------------------------------------------------------------
# ○ 开放脸图形(精灵)
#--------------------------------------------------------------------------
def face_sprite_dispose
unless @face_sprite.nil?
@face_sprite.dispose unless @face_sprite.disposed?
end
end
#--------------------------------------------------------------------------
# ○启用编号标志
#--------------------------------------------------------------------------
def enabled(index)
return false if @choice.can_not_select_active.include?(index)
if @choice.price[@choice.display_item_index[index]]
if @choice.price[@choice.display_item_index[index]] > $game_party.gold
return false
end
end
return true
end
#--------------------------------------------------------------------------
# ○ 窗口更新
#--------------------------------------------------------------------------
def update
super
@delay -= 1 unless @delay == 0
@help_window.update
@gold_window.update
unless @face_sprite.nil?
@face_sprite.visible = self.openness == 255 unless @face_sprite.disposed?
end
end
#--------------------------------------------------------------------------
# ○ 打开一个窗口
#--------------------------------------------------------------------------
def open
super
return unless @opening
if $game_message.show_ex_choices.help_text != []
@help_window.visible = true
end
unless @choice.price.empty?
@gold_window.y = $game_message.show_ex_choices.help_text.empty? ? 0 : 56
@gold_window.refresh
@gold_window.visible = true
end
@delay = Expansion_Choices::EX_CHOICES_DELAY #延迟的时间(不确定)
end
#--------------------------------------------------------------------------
# ○ 关闭窗口
#--------------------------------------------------------------------------
def close
super
return unless @closing
face_sprite_dispose
@help_window.visible = false
@gold_window.visible = false
end
#--------------------------------------------------------------------------
# ○ 说明文字更新
#--------------------------------------------------------------------------
def update_help
return if @choice.nil?
if @choice.display_item_index[@index].nil?
@help_window.set_text("")
else
text = @choice.help_text[@choice.display_item_index[@index]]
@help_window.set_text(text.nil? ? "" : text)
end
end
end
#==============================================================================
# □ Window_Pickup
#------------------------------------------------------------------------------
# 对于您所选择的选项处理窗口。
#==============================================================================
class Window_Pickup < Window_Selectable
#--------------------------------------------------------------------------
# ○ 对象初始化
#--------------------------------------------------------------------------
def initialize(choice_window)
@choice_window = choice_window
super(0, 0, 64, 64)
end
#--------------------------------------------------------------------------
# ○ 刷新窗口
#--------------------------------------------------------------------------
def refresh
self.x = @choice_window.x - @choice_window.width - 32
self.y = @choice_window.y
self.width = @choice_window.width
self.height = @choice_window.height
create_contents
return if @choice_window.choice.nil?
return if @choice_window.choice.pick_up.nil?
self.visible = true
@item_max = [@choice_window.choice.pick_up.size, @choice_window.window_row_max].min
y = 0
([@choice_window.choice.pick_up.size - @item_max, 0].max).upto(@choice_window.choice.pick_up.size) do |i|
draw_item(i, y)
y += 1
end
end
#--------------------------------------------------------------------------
# ○ 項目的描绘
#--------------------------------------------------------------------------
def draw_item(index, y)
return if @choice_window.choice.pick_up[index].nil?
rect = item_rect(y)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.draw_text(rect, @choice_window.choice.choices[@choice_window.choice.pick_up[index]])
end
end
复制代码
作者:
SVM伟
时间:
2010-9-7 20:45
本帖最后由 SVM伟 于 2010-9-7 20:51 编辑
那个,不小心把这个给翻译的了
丫丫啊,脚本786行出错了,MS错在Temp上,呼唤脚本帝
=begin
●对用户脚本资料
*当使用该脚本,并在互联网上发布,
在这个位置创建一个新的部分,粘贴。
(弹出菜单左侧列表框“插入”选择。)
(上面这句话就是说没有空的就右键插入新建一个)
*此外,如果您有特殊的制作材料的说明,请遵守规则。
*作为一个规则RPG游戏制作的XP的脚本,是不是兼容,
RPG MAKER VX的请测试来验证该脚本。
●脚本和脚本制作者
*当开发者为用户提供一个脚本来脚本不兼容(貌似是这样的),
尽可能使用其他名称或重新定义,只贴上这一立场(前面这句话不清楚)
我们建议您调整工作。
=end
复制代码
作者:
企鹅达达
时间:
2010-9-7 21:23
回复
SVM伟
的帖子
好长啊~~~
果然以我的脚本水平还是要看着范例慢慢研究才行……先拿走参考参考,伟哥多谢啦
作者:
SVM伟
时间:
2010-9-8 18:17
本帖最后由 SVM伟 于 2010-9-8 18:33 编辑
为什么!谷歌翻译会把加号什么的去掉,让我在重新调整一下
郁闷啊。。。大家要将我这个加上原件互相修改。。。
作者:
企鹅达达
时间:
2010-9-11 09:07
恩,看来是没人翻译范例了,也好,大家一边熟悉设置一边翻译好了……
作者:
aike
时间:
2011-8-3 19:04
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