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 Lv1.梦旅人 
	梦石0 星屑50 在线时间10 小时注册时间2010-11-6帖子6 | 
| #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 
 # 脚本使用设定:
 
 LEVEL_UP_POINT = 3  # 每升一级所增加的点数
 LEVEL_UP_VARIABLE = 100  # 储存角色点数的变量编号与角色id编号的差值
 # 默认情况 = 100,
 # 则是数据库里1号角色的加点数存于101号变量
 # 3号角色的加点数存于103号变量。
 # 你可以直接操作变量赠与角色可分配点数
 
 # 每增加一次点数,各项能力值的变化:357-410行
 
 # 使用方法介绍:
 
 # 本脚本不会取代原猩豆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 = "增加体力"
 s2 = "增加"+$data_system.words.str
 s3 = "增加"+$data_system.words.dex
 s4 = "增加"+$data_system.words.agi
 s5 = "增加"+$data_system.words.int
 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 = 2     # 每提升一次力量附加提升多少HP
 @str_sp = 2     # 每提升一次力量附加提升多少SP
 @str_dex = 1    # 每提升一次力量附加提升多少灵巧
 @str_agi = 1    # 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 = 5    # 每提升一次力量附加提升多少力量
 #=========================================================================
 # 每提升一次灵巧,提升多少附加能力
 #=========================================================================
 @dex_hp = 3     # 每提升一次灵巧附加提升多少HP
 @dex_sp = 2     # 每提升一次灵巧附加提升多少SP
 @dex_str = 1    # 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 = 5    # 每提升一次灵巧附加提升多少灵巧
 #=========================================================================
 # 每提升一次速度,提升多少附加能力
 #=========================================================================
 @agi_hp = 3     # 每提升一次速度附加提升多少HP
 @agi_sp = 2     # 每提升一次速度附加提升多少SP
 @agi_str = 1    # 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 = 5    # 每提升一次速度附加提升多少速度
 #=========================================================================
 # 每提升一次魔力,提升多少附加能力
 #=========================================================================
 @int_hp = 1     # 每提升一次魔力附加提升多少HP
 @int_sp = 10    # 每提升一次魔力附加提升多少SP
 @int_str = -1   # 每提升一次魔力附加提升多少力量
 @int_dex = -1   # 每提升一次魔力附加提升多少灵巧
 @int_agi = -1   # 每提升一次魔力附加提升多少速度
 @int_int = 10   # 每提升一次魔力附加提升多少魔力
 #=========================================================================
 # 每提升一次体力,提升多少附加能力
 #=========================================================================
 @hp = 15       # 每提升一次体力提升多少HP
 @sp = 10       # 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 = -1   # 每提升一次体力提升多少速度
 @hp_agi = -1   # 每提升一次体力提升多少灵巧
 @hp_int = -1   # 每提升一次体力提升多少魔力
 # 定义说明文字
 @text_hp_sc = "体力可以增加生存的能力,可以延长生存的时间!"
 @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
 @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!"
 @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!"
 @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!"
 @text_save = "保存分配情况并返回游戏"
 @text_reset= "重新分配能力点数"
 @text_2 = "每增加一次此项能力值,可以提升能力值"
 @text_hp = "最大" + $data_system.words.hp + "值"
 @text_sp = "最大" + $data_system.words.sp + "值"
 @text_str = "最大" + $data_system.words.str + "值"
 @text_dex = "最大" + $data_system.words.dex + "值"
 @text_agi = "最大" + $data_system.words.agi + "值"
 @text_int = "最大" + $data_system.words.int + "值"
 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 + @dex_agi.to_s + "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:)
 # 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
 #==============================================================================
 
 这个脚本不知道怎么调整出菜单来  我看了 使用方法 没详细些明白怎么调= =
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