refresh
Graphics.transition
loop do
Graphics.update
Graphics.update
Input.update
update
if Input.trigger?(Input::B)
# $scene0 = nil
break
end
end
@jn.dispose
@back.dispose
@a.bitmap.dispose
@art.dispose
@view.dispose
for i in 0..4
@加点.dispose
@减点.dispose
end
end
def update
@jn.update
@jnblt = RPG::Cache.picture("技能1")
@a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
for i in 0..4
@加点.bitmap.clear
@加点.bitmap.blt(0,0,@bit0,Rect.new(0,0,19,19))
@减点.bitmap.clear
@减点.bitmap.blt(0,0,@bit,Rect.new(0,0,19,19))
end
a = @jn.index
case @jn.index
when 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
@actor.ti += 1
@actor.hp = @actor.maxhp
$game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
$game_system.se_play($data_system.decision_se)
refresh
end
end
when 1
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
@actor.int += 1
@actor.sp = @actor.maxsp
$game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
$game_system.se_play($data_system.decision_se)
refresh
end
end
when 2
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
@actor.str += 1
$game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
$game_system.se_play($data_system.decision_se)
refresh
end
end
when 3
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
@actor.dex += 1
$game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
$game_system.se_play($data_system.decision_se)
refresh
end
end
when 4
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
if $game_variables[@actor.id + LEVEL_UP_VARIABLE] > 0
@加点[a].bitmap.blt(0,0,@bit0,Rect.new(38,0,19,19))
@actor.min += 1
$game_variables[@actor.id + LEVEL_UP_VARIABLE] -= 1
$game_system.se_play($data_system.decision_se)
refresh
end
end
when 5
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
$game_party.qld[$game_party.actors[@id].name] += 1
end
refresh
end
when 6
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
#$game_party.qld[$game_party.actors[@id].name] += 1
end
refresh
end
when 7
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
# $game_party.qld[$game_party.actors[@id].name] += 1
end
refresh
end
when 8
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
# $game_party.qld[$game_party.actors[@id].name] += 1
end
refresh
end
when 9
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(19,0,19,19))
if Input.trigger?(Input::C)
@减点[a-5].bitmap.blt(0,0,@bit,Rect.new(38,0,19,19))
if $game_party.qld[$game_party.actors[@id].name] < $game_party.actors[@id].level*5
# $game_party.qld[$game_party.actors[@id].name] += 1
end
refresh
end
when 10
@jnblt = RPG::Cache.picture("技能3")
@a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
@jnblt = RPG::Cache.picture("技能2")
@a.bitmap.blt(175,397,@jnblt,Rect.new(0,0,90,22))
@jn.active = false
@jnn = Rw_Jn.new(@id)
end
end