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关于输入姓名加强

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Lv1.梦旅人

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发表于 2008-5-16 06:51:43 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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输入加强默认只有3种 想多加要怎摸加啊 我瞎加的不只道那里不对 汉字重叠
                                       求解 谢谢

  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. class Scene_Name
  5.   # -------------------------
  6.   def main
  7.     @actor = $game_actors[$game_temp.name_actor_id]
  8.     @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
  9.     @input_window = Window_NameInput.new
  10.     @alert_window = Window_Base.new(188, 208, 264, 64)
  11.     @alert_window.contents = Bitmap.new(228, 32)
  12.     @alert_window.contents.font.name = "黑体"
  13.     @alert_window.contents.font.size = 24
  14.     @alert_window.contents.draw_text(0, 0, 228, 32, "你必须输入一个名字")
  15.     @alert_window.z = 1001
  16.     @alert_window.visible = false
  17.     c1 = " English"
  18.     c2 = " ひらがな"
  19.     c3 = " 输入中文"
  20.     c4 = " 中文2"
  21.     c5 = " 中文3"
  22.     c6 = " 中文4"
  23.     c7 = " 中文5"
  24.     c8 = " 空格1"
  25.     c9 = " 退格1"
  26.     c10 = "默认姓名"
  27.     commands = [c1, c2, c3, c4, c5, c6, c7, c8, c9, c10]
  28.     @command_window = Window_NameCommand.new(160, commands)
  29.     @input_window.active = false
  30.     @input_window.visible = true
  31.     @command_window.index = 0
  32.     @command_window.visible = true
  33.     @command_window.active = true
  34.     @command_window.x = 0
  35.     @command_window.y = 128
  36.     @command_window.z = 1000
  37.     @alert_count = 0
  38.     Graphics.transition
  39.     loop do
  40.       Graphics.update
  41.       Input.update
  42.       update
  43.       if $scene != self
  44.         break
  45.       end
  46.     end
  47.     Graphics.freeze
  48.     @edit_window.dispose
  49.     @input_window.dispose
  50.     @command_window.dispose
  51.     @alert_window.dispose
  52.   end
  53.   # -------------------------
  54.   def update
  55.     @edit_window.update
  56.     @input_window.update
  57.     @command_window.update
  58.     @alert_window.update
  59.     if @alert_window.visible == true && @alert_count > 0
  60.       @alert_count -= 1
  61.       if @alert_count <= 0
  62.         @command_window.active = true
  63.         @alert_window.visible = false
  64.       end
  65.     return
  66.     end
  67.     if @input_window.active == false
  68.       @command_window.active = true
  69.     end
  70.     if @command_window.active == false
  71.       @input_window.active = true
  72.     end
  73.     if Input.repeat?(Input::B) && @input_window.active == true
  74.       if @edit_window.index == 0
  75.         return
  76.       else
  77.       $game_system.se_play($data_system.cancel_se)
  78.       @edit_window.back
  79.       end
  80.     end
  81.     if Input.repeat?(Input::B) && @command_window.active == true
  82.       $game_system.se_play($data_system.buzzer_se)
  83.       return
  84.     end
  85.     if Input.trigger?(Input::C)
  86.       if @command_window.active == true
  87.         case @command_window.index
  88.         when 0
  89.         $game_system.se_play($data_system.decision_se)
  90.         @input_window.mode = 1
  91.         @input_window.refresh
  92.         @command_window.active = false
  93.         @input_window.active = true
  94.         @input_window.index = 0
  95.         return
  96.         when 1
  97.         $game_system.se_play($data_system.decision_se)
  98.         @input_window.mode = 2
  99.         @input_window.refresh
  100.         @command_window.active = false
  101.         @input_window.active = true
  102.         @input_window.index = 0
  103.         return
  104.         when 2
  105.         $game_system.se_play($data_system.decision_se)
  106.         @input_window.mode = 3
  107.         @input_window.refresh
  108.         @command_window.active = false
  109.         @input_window.active = true
  110.         @input_window.index = 0
  111.         return
  112.         when 3
  113.         $game_system.se_play($data_system.decision_se)
  114.         @input_window.mode = 4
  115.         @input_window.refresh
  116.         @command_window.active = false
  117.         @input_window.active = true
  118.         @input_window.index = 0
  119.         return
  120.         when 4
  121.         $game_system.se_play($data_system.decision_se)
  122.         @input_window.mode = 5
  123.         @input_window.refresh
  124.         @command_window.active = false
  125.         @input_window.active = true
  126.         @input_window.index = 0
  127.         return
  128.         when 5
  129.         $game_system.se_play($data_system.decision_se)
  130.         @input_window.mode = 6
  131.         @input_window.refresh
  132.         @command_window.active = false
  133.         @input_window.active = true
  134.         @input_window.index = 0
  135.         return
  136.         when 6
  137.         $game_system.se_play($data_system.decision_se)
  138.         @input_window.mode = 7
  139.         @input_window.refresh
  140.         @command_window.active = false
  141.         @input_window.active = true
  142.         @input_window.index = 0
  143.         return
  144.         when 7
  145.         if @edit_window.index < $game_temp.name_max_char
  146.           $game_system.se_play($data_system.decision_se)
  147.           @edit_window.add(" ")
  148.         else
  149.           $game_system.se_play($data_system.buzzer_se)
  150.         end
  151.         return
  152.         when 8
  153.         $game_system.se_play($data_system.decision_se)
  154.         @edit_window.back
  155.         return
  156.         when 9
  157.         $game_system.se_play($data_system.decision_se)
  158.         @edit_window.restore_default
  159.         return
  160.         when 10
  161.         if @edit_window.name == ""
  162.           $game_system.se_play($data_system.buzzer_se)
  163.           @alert_window.visible = true
  164.           @command_window.active = false
  165.           @alert_count = 60
  166.           return
  167.         end
  168.           $game_system.se_play($data_system.decision_se)
  169.           @actor.name = @edit_window.name
  170.           $game_system.se_play($data_system.decision_se)
  171.           $scene = Scene_Map.new
  172.           return
  173.         end
  174.        end
  175.       if @edit_window.index == $game_temp.name_max_char &&
  176.         @input_window.active == true
  177.         $game_system.se_play($data_system.buzzer_se)
  178.         return
  179.       end
  180.       if @input_window.character == "" && @input_window.active == true
  181.         $game_system.se_play($data_system.buzzer_se)
  182.         return
  183.       end
  184.      if @input_window.character != nil && @input_window.active == true &&
  185.         @edit_window.index <= $game_temp.name_max_char
  186.       $game_system.se_play($data_system.decision_se)
  187.       if @input_window.mode == 1
  188.         @edit_window.char_type[@edit_window.index] = 1
  189.       else
  190.         @edit_window.char_type[@edit_window.index] = 2
  191.       end
  192.       @edit_window.add(@input_window.character)
  193.       end
  194.       return
  195.       end
  196.   end
  197. end




  198. class Window_NameEdit < Window_Base
  199.   # ---------------------------
  200.   attr_accessor :char_type
  201.   attr_reader   :name
  202.   attr_reader   :index
  203.   # ---------------------------
  204.   def initialize(actor, max_char)
  205.     super(0, 0, 640, 128)
  206.     self.contents = Bitmap.new(width - 32, height - 32)
  207.     @actor = actor
  208.     @name = actor.name
  209.     @max_char = max_char
  210.     @char_type = []
  211.     name_array = @name.split(//)[0...@max_char]
  212.     @name = ""
  213.     for i in 0...name_array.size
  214.       @name += name_array[i]
  215.       @char_type[i] = 1
  216.     end
  217.     @default_name = @name
  218.     @index = name_array.size
  219.     refresh
  220.     update_cursor_rect
  221.   end
  222.   # ---------------------------
  223.   def restore_default
  224.     @name = @default_name
  225.     for i in 0..@default_name.size
  226.        @char_type[i] = 1
  227.     end
  228.     @index = @name.split(//).size
  229.     refresh
  230.     update_cursor_rect
  231.   end
  232.   # ---------------------------
  233.   def add(character)
  234.     if @index < @max_char and character != ""
  235.       @name += character
  236.       @index += 1
  237.       refresh
  238.       update_cursor_rect
  239.     end
  240.   end
  241.   # ---------------------------
  242.   def back
  243.     if @index > 0
  244.       name_array = @name.split(//)
  245.       @name = ""
  246.       for i in 0...name_array.size-1
  247.         @name += name_array[i]
  248.       end
  249.       @index -= 1
  250.       refresh
  251.       update_cursor_rect
  252.     end
  253.   end
  254.   # ---------------------------
  255.   def refresh
  256.     self.contents.clear
  257.     name_array = @name.split(//)
  258.     for i in 0...@max_char
  259.       c = name_array[i]
  260.       if c == nil
  261.         c = "_"
  262.       end
  263.       x = 320 - @max_char * 14 + i * 28
  264.       if @char_type[i] == 1
  265.         self.contents.font.name = "黑体"
  266.         self.contents.font.size = 24
  267.       else
  268.         self.contents.font.name = "黑体"
  269.         self.contents.font.size = 22
  270.       end
  271.       self.contents.draw_text(x, 32, 28, 32, c, 1)
  272.     end
  273.     draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80)
  274.   end
  275.   # ---------------------------
  276.   def update_cursor_rect
  277.     x = 320 - @max_char * 14 + @index * 28
  278.     self.cursor_rect.set(x, 32, 28, 32)
  279.   end
  280.   # ---------------------------
  281.   def update
  282.     super
  283.     update_cursor_rect
  284.   end
  285. end




  286. class Window_NameInput < Window_Base
  287.   # ----------------------------------
  288.   attr_accessor :mode
  289.   # ----------------------------------
  290.   ENGLISH_TABLE =
  291.   [
  292.     "A","B","C","D","E",
  293.     "F","G","H","I","J",
  294.     "K","L","M","N","O",
  295.     "P","Q","R","S","T",
  296.     "U","V","W","X","Y",
  297.     "Z","","","","",
  298.     "0","1","2","3","4",
  299.     "5", "6" ,"7", "8" ,"9",
  300.     "","","","","",
  301.     "a", "b" ,"c", "d" ,"e",
  302.     "f","g","h","i","j",
  303.     "k","l","m","n","o",
  304.     "p","q","r","s","t",
  305.     "u","v","w","x","y",
  306.     "z","","","","",
  307.     ".",",","?","!","/",
  308.     "\\","<",">",";",":",
  309.     "","", "" , "" , "" ,
  310.     "@","#","$","%","^",
  311.     "&","*","(",")","",
  312.     "[","]","'","\"","~",
  313.     "","","","","",
  314.     "","","","","",
  315.     "","","","","",
  316.     "","","","","",
  317.     "", "" ,"", "" ,"",
  318.     "","","","","",
  319.   ]
  320.   HIRAGANA_TABLE =
  321.   [
  322.     "あ","い","う","え","お",
  323.     "か","き","く","け","こ",
  324.     "さ","し","す","せ","そ",
  325.     "た","ち","つ","て","と",
  326.     "な","に","ぬ","ね","の",
  327.     "は","ひ","ふ","へ","ほ",
  328.     "ま","み","む","め","も",
  329.     "や", "" ,"ゆ", "" ,"よ",
  330.     "ら","り","る","れ","ろ",
  331.     "わ", "" ,"を", "" ,"ん",
  332.     "が","ぎ","ぐ","げ","ご",
  333.     "ざ","じ","ず","ぜ","ぞ",
  334.     "だ","ぢ","づ","で","ど",
  335.     "ば","び","ぶ","べ","?",
  336.     "ぱ","ぴ","ぷ","ぺ","ぽ",
  337.     "ゃ","ゅ","ょ","っ","ゎ",
  338.     "ぁ","ぃ","ぅ","ぇ","ぉ",
  339.     "ー","・", "" , "" , "" ,
  340.     "","","","","",
  341.     "","","","","",
  342.     "","","","","",
  343.     "","","","","",
  344.     "","","","","",
  345.     "","","","","",
  346.     "","","","","",
  347.     "","","","","",
  348.     "","","","","",
  349.     "","","","","",
  350.   ]
  351.   KATAKANA_TABLE =
  352.   [
  353.     "赵","钱","孙","李","百",
  354.     "周","吴","郑","王","家",
  355.     "需","要","什","么","姓",
  356.     "文","字","请","自","己",
  357.     "去","填","加",",","只",
  358.     "要","替","换","现","有",
  359.     "文","字","即","可","。",
  360.     "你","也" ,"可", "以" ,"把",
  361.     "日","文","英","文","改",
  362.     "成","中" ,"文", "," ,"常",
  363.     "用","汉","字","基","本",
  364.     "也","就","够","用","了",
  365.     "文","字","太","多","玩",
  366.     "家","也","不","会","有",
  367.     "心","思","去","找","·",
  368.     "","","","","",
  369.     "","","","","",
  370.     "","","", "" , "" ,
  371.     "","","","","",
  372.     "","","","","",
  373.     "","","","","",
  374.     "","","","","",
  375.     "","","","","",
  376.     "","","","","",
  377.     "","","","","",
  378.     "","","","","",
  379.     "","","","","",
  380.     "","","","","",
  381.   ]
  382.   KATAKANA_TABLE1=
  383.   [
  384.     "1","钱","孙","李","百",
  385.     "周","吴","郑","王","家",
  386.     "需","要","什","么","姓",
  387.     "文","字","请","自","己",
  388.     "去","填","加",",","只",
  389.     "要","替","换","现","有",
  390.     "文","字","即","可","。",
  391.     "你","也" ,"可", "以" ,"把",
  392.     "日","文","英","文","改",
  393.     "成","中" ,"文", "," ,"常",
  394.     "用","汉","字","基","本",
  395.     "也","就","够","用","了",
  396.     "文","字","太","多","玩",
  397.     "家","也","不","会","有",
  398.     "心","思","去","找","·",
  399.     "","","","","",
  400.     "","","","","",
  401.     "","","", "" , "" ,
  402.     "","","","","",
  403.     "","","","","",
  404.     "","","","","",
  405.     "","","","","",
  406.     "","","","","",
  407.     "","","","","",
  408.     "","","","","",
  409.     "","","","","",
  410.     "","","","","",
  411.     "","","","","",
  412.   ]
  413.   KATAKANA_TABLE2=
  414.   [
  415.     "2","钱","孙","李","百",
  416.     "周","吴","郑","王","家",
  417.     "需","要","什","么","姓",
  418.     "文","字","请","自","己",
  419.     "去","填","加",",","只",
  420.     "要","替","换","现","有",
  421.     "文","字","即","可","。",
  422.     "你","也" ,"可", "以" ,"把",
  423.     "日","文","英","文","改",
  424.     "成","中" ,"文", "," ,"常",
  425.     "用","汉","字","基","本",
  426.     "也","就","够","用","了",
  427.     "文","字","太","多","玩",
  428.     "家","也","不","会","有",
  429.     "心","思","去","找","·",
  430.     "","","","","",
  431.     "","","","","",
  432.     "","","", "" , "" ,
  433.     "","","","","",
  434.     "","","","","",
  435.     "","","","","",
  436.     "","","","","",
  437.     "","","","","",
  438.     "","","","","",
  439.     "","","","","",
  440.     "","","","","",
  441.     "","","","","",
  442.     "","","","","",
  443.   ]
  444.   KATAKANA_TABLE3=
  445.   [
  446.     "3","钱","孙","李","百",
  447.     "周","吴","郑","王","家",
  448.     "需","要","什","么","姓",
  449.     "文","字","请","自","己",
  450.     "去","填","加",",","只",
  451.     "要","替","换","现","有",
  452.     "文","字","即","可","。",
  453.     "你","也" ,"可", "以" ,"把",
  454.     "日","文","英","文","改",
  455.     "成","中" ,"文", "," ,"常",
  456.     "用","汉","字","基","本",
  457.     "也","就","够","用","了",
  458.     "文","字","太","多","玩",
  459.     "家","也","不","会","有",
  460.     "心","思","去","找","·",
  461.     "","","","","",
  462.     "","","","","",
  463.     "","","", "" , "" ,
  464.     "","","","","",
  465.     "","","","","",
  466.     "","","","","",
  467.     "","","","","",
  468.     "","","","","",
  469.     "","","","","",
  470.     "","","","","",
  471.     "","","","","",
  472.     "","","","","",
  473.     "","","","","",
  474.   ]
  475.   KATAKANA_TABLE4=
  476.   [
  477.     "4","钱","孙","李","百",
  478.     "周","吴","郑","王","家",
  479.     "需","要","什","么","姓",
  480.     "文","字","请","自","己",
  481.     "去","填","加",",","只",
  482.     "要","替","换","现","有",
  483.     "文","字","即","可","。",
  484.     "你","也" ,"可", "以" ,"把",
  485.     "日","文","英","文","改",
  486.     "成","中" ,"文", "," ,"常",
  487.     "用","汉","字","基","本",
  488.     "也","就","够","用","了",
  489.     "文","字","太","多","玩",
  490.     "家","也","不","会","有",
  491.     "心","思","去","找","·",
  492.     "","","","","",
  493.     "","","","","",
  494.     "","","", "" , "" ,
  495.     "","","","","",
  496.     "","","","","",
  497.     "","","","","",
  498.     "","","","","",
  499.     "","","","","",
  500.     "","","","","",
  501.     "","","","","",
  502.     "","","","","",
  503.     "","","","","",
  504.     "","","","","",
  505.   ]
  506.   # ----------------------------------
  507.   def initialize
  508.     super(160, 128, 480, 352)
  509.     self.contents = Bitmap.new(width - 32, height - 32)
  510.     self.active = false
  511.     @index = -1
  512.     @mode = 1
  513.     refresh
  514.     update_cursor_rect
  515.   end
  516.   # ----------------------------------
  517.   def index=(value)
  518.     @index = value
  519.     update_cursor_rect
  520.   end
  521.   #--------------------------------------
  522.   def character
  523.     if @mode == 1
  524.     return ENGLISH_TABLE[@index]
  525.   elsif @mode == 2
  526.     return HIRAGANA_TABLE[@index]
  527.   else
  528.     return KATAKANA_TABLE[@index]
  529.     end
  530.   end
  531.   # ----------------------------------
  532.   def refresh
  533.     self.contents.clear
  534.     for i in 0..134
  535.       x = 4 + i / 5 / 9 * 152 + i % 5 * 28
  536.       y = i / 5 % 9 * 32
  537.       if @mode == 1
  538.       self.contents.font.name = "黑体"
  539.       self.contents.font.size = 24
  540.       self.contents.draw_text(x, y, 28, 32, ENGLISH_TABLE[i], 1)
  541.     elsif @mode == 2
  542.       self.contents.font.name = "黑体"
  543.       self.contents.font.size = 22
  544.       self.contents.draw_text(x, y, 28, 32, HIRAGANA_TABLE[i], 1)
  545.     else
  546.       self.contents.font.name = "黑体"
  547.       self.contents.font.size = 22
  548.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE[i], 1)
  549.       self.contents.font.name = "黑体"
  550.       self.contents.font.size = 22
  551.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE1[i], 1)
  552.       self.contents.font.name = "黑体"
  553.       self.contents.font.size = 22
  554.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE2[i], 1)
  555.       self.contents.font.name = "黑体"
  556.       self.contents.font.size = 22
  557.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE3[i], 1)
  558.       self.contents.font.name = "黑体"
  559.       self.contents.font.size = 22
  560.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE4[i], 1)
  561.       end
  562.     end
  563.   end
  564.   # ----------------------------------
  565.   def update_cursor_rect
  566.     if self.active == false
  567.       self.cursor_rect.empty
  568.     else
  569.       x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28
  570.       y = @index / 5 % 9 * 32
  571.       self.cursor_rect.set(x, y, 28, 32)
  572.     end
  573.   end
  574.   # ----------------------------------
  575.   def update
  576.     super
  577.     if @index >= 0 && @index <= 134
  578.       if Input.repeat?(Input::RIGHT)
  579.         $game_system.se_play($data_system.cursor_se)
  580.           if @index % 5 == 4
  581.             if @index < 94
  582.               @index += 41
  583.             end
  584.           else
  585.             @index += 1
  586.           end
  587.         end
  588.       if Input.repeat?(Input::LEFT)
  589.         $game_system.se_play($data_system.cursor_se)
  590.           if @index % 5 == 0
  591.             if @index < 45
  592.               self.active = false
  593.               @index = -999
  594.               return
  595.             else
  596.               @index -= 41
  597.             end
  598.           else
  599.             @index -= 1
  600.           end
  601.       end
  602.       if Input.repeat?(Input::DOWN)
  603.         $game_system.se_play($data_system.cursor_se)
  604.         if @index % 45 < 40
  605.           @index += 5
  606.         end
  607.       end
  608.       if Input.repeat?(Input::UP)
  609.         if Input.trigger?(Input::UP) or @index % 45 >= 5
  610.           $game_system.se_play($data_system.cursor_se)
  611.           if @index % 45 >= 5
  612.             @index -= 5
  613.           end
  614.         end
  615.       end
  616.     end
  617.     update_cursor_rect
  618.   end
  619. end




  620. class Window_NameCommand < Window_Command
  621. # -------------------------------
  622.   def refresh
  623.     self.contents.clear
  624.     for i in 0...@item_max
  625.       if i == 1 or i == 2
  626.         font = 1
  627.         self.contents.font.name = "黑体"
  628.         self.contents.font.size = 22
  629.       else
  630.         font = 0
  631.         self.contents.font.name = "黑体"
  632.         self.contents.font.size = 24
  633.       end
  634.       draw_item(i, normal_color, font)
  635.     end
  636.   end
  637. # -------------------------------
  638. def draw_item(index, color, f)
  639.   if f == 0
  640.     self.contents.font.color = color
  641.     self.contents.font.name = "黑体"
  642.     self.contents.font.size = 24
  643.   else
  644.     self.contents.font.name = "黑体"
  645.     self.contents.font.size = 22
  646.   end
  647.     rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
  648.     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  649.     self.contents.draw_text(rect, @commands[index])
  650.   end
  651. end

  652. #==============================================================================
  653. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  654. #==============================================================================
复制代码

版务信息:本贴由楼主自主结贴~

Lv1.梦旅人

今、空を見上げ

梦石
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2007-8-11
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2022
2
发表于 2008-5-16 11:54:47 | 只看该作者
  1. #==============================================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #==============================================================================


  4. class Scene_Name
  5.   # -------------------------
  6.   def main
  7.     @actor = $game_actors[$game_temp.name_actor_id]
  8.     @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
  9.     @input_window = Window_NameInput.new
  10.     @alert_window = Window_Base.new(188, 208, 264, 64)
  11.     @alert_window.contents = Bitmap.new(228, 32)
  12.     @alert_window.contents.font.name = "黑体"
  13.     @alert_window.contents.font.size = 24
  14.     @alert_window.contents.draw_text(0, 0, 228, 32, "你必须输入一个名字")
  15.     @alert_window.z = 1001
  16.     @alert_window.visible = false
  17.     c1 = " English"
  18.     c2 = " ひらがな"
  19.     c3 = " 输入中文"
  20.     c4 = " 中文2"
  21.     c5 = " 中文3"
  22.     c6 = " 中文4"
  23.     c7 = " 中文5"
  24.     c8 = " 空格1"
  25.     c9 = " 退格1"
  26.     c10 = "默认姓名"
  27.     commands = [c1, c2, c3, c4, c5, c6, c7, c8, c9, c10]
  28.     @command_window = Window_NameCommand.new(160, commands)
  29.     @input_window.active = false
  30.     @input_window.visible = true
  31.     @command_window.index = 0
  32.     @command_window.visible = true
  33.     @command_window.active = true
  34.     @command_window.x = 0
  35.     @command_window.y = 128
  36.     @command_window.z = 1000
  37.     @alert_count = 0
  38.     Graphics.transition
  39.     loop do
  40.       Graphics.update
  41.       Input.update
  42.       update
  43.       if $scene != self
  44.         break
  45.       end
  46.     end
  47.     Graphics.freeze
  48.     @edit_window.dispose
  49.     @input_window.dispose
  50.     @command_window.dispose
  51.     @alert_window.dispose
  52.   end
  53.   # -------------------------
  54.   def update
  55.     @edit_window.update
  56.     @input_window.update
  57.     @command_window.update
  58.     @alert_window.update
  59.     if @alert_window.visible == true && @alert_count > 0
  60.       @alert_count -= 1
  61.       if @alert_count <= 0
  62.         @command_window.active = true
  63.         @alert_window.visible = false
  64.       end
  65.     return
  66.     end
  67.     if @input_window.active == false
  68.       @command_window.active = true
  69.     end
  70.     if @command_window.active == false
  71.       @input_window.active = true
  72.     end
  73.     if Input.repeat?(Input::B) && @input_window.active == true
  74.       if @edit_window.index == 0
  75.         return
  76.       else
  77.       $game_system.se_play($data_system.cancel_se)
  78.       @edit_window.back
  79.       end
  80.     end
  81.     if Input.repeat?(Input::B) && @command_window.active == true
  82.       $game_system.se_play($data_system.buzzer_se)
  83.       return
  84.     end
  85.     if Input.trigger?(Input::C)
  86.       if @command_window.active == true
  87.         case @command_window.index
  88.         when 0
  89.         $game_system.se_play($data_system.decision_se)
  90.         @input_window.mode = 1
  91.         @input_window.refresh
  92.         @command_window.active = false
  93.         @input_window.active = true
  94.         @input_window.index = 0
  95.         return
  96.         when 1
  97.         $game_system.se_play($data_system.decision_se)
  98.         @input_window.mode = 2
  99.         @input_window.refresh
  100.         @command_window.active = false
  101.         @input_window.active = true
  102.         @input_window.index = 0
  103.         return
  104.         when 2
  105.         $game_system.se_play($data_system.decision_se)
  106.         @input_window.mode = 3
  107.         @input_window.refresh
  108.         @command_window.active = false
  109.         @input_window.active = true
  110.         @input_window.index = 0
  111.         return
  112.         when 3
  113.         $game_system.se_play($data_system.decision_se)
  114.         @input_window.mode = 4
  115.         @input_window.refresh
  116.         @command_window.active = false
  117.         @input_window.active = true
  118.         @input_window.index = 0
  119.         return
  120.         when 4
  121.         $game_system.se_play($data_system.decision_se)
  122.         @input_window.mode = 5
  123.         @input_window.refresh
  124.         @command_window.active = false
  125.         @input_window.active = true
  126.         @input_window.index = 0
  127.         return
  128.         when 5
  129.         $game_system.se_play($data_system.decision_se)
  130.         @input_window.mode = 6
  131.         @input_window.refresh
  132.         @command_window.active = false
  133.         @input_window.active = true
  134.         @input_window.index = 0
  135.         return
  136.         when 6
  137.         $game_system.se_play($data_system.decision_se)
  138.         @input_window.mode = 7
  139.         @input_window.refresh
  140.         @command_window.active = false
  141.         @input_window.active = true
  142.         @input_window.index = 0
  143.         return
  144.         when 7
  145.         if @edit_window.index < $game_temp.name_max_char
  146.           $game_system.se_play($data_system.decision_se)
  147.           @edit_window.add(" ")
  148.         else
  149.           $game_system.se_play($data_system.buzzer_se)
  150.         end
  151.         return
  152.         when 8
  153.         $game_system.se_play($data_system.decision_se)
  154.         @edit_window.back
  155.         return
  156.         when 9
  157.         $game_system.se_play($data_system.decision_se)
  158.         @edit_window.restore_default
  159.         return
  160.         when 10
  161.         if @edit_window.name == ""
  162.           $game_system.se_play($data_system.buzzer_se)
  163.           @alert_window.visible = true
  164.           @command_window.active = false
  165.           @alert_count = 60
  166.           return
  167.         end
  168.           $game_system.se_play($data_system.decision_se)
  169.           @actor.name = @edit_window.name
  170.           $game_system.se_play($data_system.decision_se)
  171.           $scene = Scene_Map.new
  172.           return
  173.         end
  174.        end
  175.       if @edit_window.index == $game_temp.name_max_char &&
  176.         @input_window.active == true
  177.         $game_system.se_play($data_system.buzzer_se)
  178.         return
  179.       end
  180.       if @input_window.character == "" && @input_window.active == true
  181.         $game_system.se_play($data_system.buzzer_se)
  182.         return
  183.       end
  184.      if @input_window.character != nil && @input_window.active == true &&
  185.         @edit_window.index <= $game_temp.name_max_char
  186.       $game_system.se_play($data_system.decision_se)
  187.       if @input_window.mode == 1
  188.         @edit_window.char_type[@edit_window.index] = 1
  189.       else
  190.         @edit_window.char_type[@edit_window.index] = 2
  191.       end
  192.       @edit_window.add(@input_window.character)
  193.       end
  194.       return
  195.       end
  196.   end
  197. end




  198. class Window_NameEdit < Window_Base
  199.   # ---------------------------
  200.   attr_accessor :char_type
  201.   attr_reader   :name
  202.   attr_reader   :index
  203.   # ---------------------------
  204.   def initialize(actor, max_char)
  205.     super(0, 0, 640, 128)
  206.     self.contents = Bitmap.new(width - 32, height - 32)
  207.     @actor = actor
  208.     @name = actor.name
  209.     @max_char = max_char
  210.     @char_type = []
  211.     name_array = @name.split(//)[0...@max_char]
  212.     @name = ""
  213.     for i in 0...name_array.size
  214.       @name += name_array[i]
  215.       @char_type[i] = 1
  216.     end
  217.     @default_name = @name
  218.     @index = name_array.size
  219.     refresh
  220.     update_cursor_rect
  221.   end
  222.   # ---------------------------
  223.   def restore_default
  224.     @name = @default_name
  225.     for i in 0..@default_name.size
  226.        @char_type[i] = 1
  227.     end
  228.     @index = @name.split(//).size
  229.     refresh
  230.     update_cursor_rect
  231.   end
  232.   # ---------------------------
  233.   def add(character)
  234.     if @index < @max_char and character != ""
  235.       @name += character
  236.       @index += 1
  237.       refresh
  238.       update_cursor_rect
  239.     end
  240.   end
  241.   # ---------------------------
  242.   def back
  243.     if @index > 0
  244.       name_array = @name.split(//)
  245.       @name = ""
  246.       for i in 0...name_array.size-1
  247.         @name += name_array[i]
  248.       end
  249.       @index -= 1
  250.       refresh
  251.       update_cursor_rect
  252.     end
  253.   end
  254.   # ---------------------------
  255.   def refresh
  256.     self.contents.clear
  257.     name_array = @name.split(//)
  258.     for i in 0...@max_char
  259.       c = name_array[i]
  260.       if c == nil
  261.         c = "_"
  262.       end
  263.       x = 320 - @max_char * 14 + i * 28
  264.       if @char_type[i] == 1
  265.         self.contents.font.name = "黑体"
  266.         self.contents.font.size = 24
  267.       else
  268.         self.contents.font.name = "黑体"
  269.         self.contents.font.size = 22
  270.       end
  271.       self.contents.draw_text(x, 32, 28, 32, c, 1)
  272.     end
  273.     draw_actor_graphic(@actor, 320 - @max_char * 14 - 40, 80)
  274.   end
  275.   # ---------------------------
  276.   def update_cursor_rect
  277.     x = 320 - @max_char * 14 + @index * 28
  278.     self.cursor_rect.set(x, 32, 28, 32)
  279.   end
  280.   # ---------------------------
  281.   def update
  282.     super
  283.     update_cursor_rect
  284.   end
  285. end




  286. class Window_NameInput < Window_Base
  287.   # ----------------------------------
  288.   attr_accessor :mode
  289.   # ----------------------------------
  290.   ENGLISH_TABLE =
  291.   [
  292.     "A","B","C","D","E",
  293.     "F","G","H","I","J",
  294.     "K","L","M","N","O",
  295.     "P","Q","R","S","T",
  296.     "U","V","W","X","Y",
  297.     "Z","","","","",
  298.     "0","1","2","3","4",
  299.     "5", "6" ,"7", "8" ,"9",
  300.     "","","","","",
  301.     "a", "b" ,"c", "d" ,"e",
  302.     "f","g","h","i","j",
  303.     "k","l","m","n","o",
  304.     "p","q","r","s","t",
  305.     "u","v","w","x","y",
  306.     "z","","","","",
  307.     ".",",","?","!","/",
  308.     "\\","<",">",";",":",
  309.     "","", "" , "" , "" ,
  310.     "@","#","$","%","^",
  311.     "&","*","(",")","",
  312.     "[","]","'","\"","~",
  313.     "","","","","",
  314.     "","","","","",
  315.     "","","","","",
  316.     "","","","","",
  317.     "", "" ,"", "" ,"",
  318.     "","","","","",
  319.   ]
  320.   HIRAGANA_TABLE =
  321.   [
  322.     "あ","い","う","え","お",
  323.     "か","き","く","け","こ",
  324.     "さ","し","す","せ","そ",
  325.     "た","ち","つ","て","と",
  326.     "な","に","ぬ","ね","の",
  327.     "は","ひ","ふ","へ","ほ",
  328.     "ま","み","む","め","も",
  329.     "や", "" ,"ゆ", "" ,"よ",
  330.     "ら","り","る","れ","ろ",
  331.     "わ", "" ,"を", "" ,"ん",
  332.     "が","ぎ","ぐ","げ","ご",
  333.     "ざ","じ","ず","ぜ","ぞ",
  334.     "だ","ぢ","づ","で","ど",
  335.     "ば","び","ぶ","べ","?",
  336.     "ぱ","ぴ","ぷ","ぺ","ぽ",
  337.     "ゃ","ゅ","ょ","っ","ゎ",
  338.     "ぁ","ぃ","ぅ","ぇ","ぉ",
  339.     "ー","・", "" , "" , "" ,
  340.     "","","","","",
  341.     "","","","","",
  342.     "","","","","",
  343.     "","","","","",
  344.     "","","","","",
  345.     "","","","","",
  346.     "","","","","",
  347.     "","","","","",
  348.     "","","","","",
  349.     "","","","","",
  350.   ]
  351.   KATAKANA_TABLE =
  352.   [
  353.     "赵","钱","孙","李","百",
  354.     "周","吴","郑","王","家",
  355.     "需","要","什","么","姓",
  356.     "文","字","请","自","己",
  357.     "去","填","加",",","只",
  358.     "要","替","换","现","有",
  359.     "文","字","即","可","。",
  360.     "你","也" ,"可", "以" ,"把",
  361.     "日","文","英","文","改",
  362.     "成","中" ,"文", "," ,"常",
  363.     "用","汉","字","基","本",
  364.     "也","就","够","用","了",
  365.     "文","字","太","多","玩",
  366.     "家","也","不","会","有",
  367.     "心","思","去","找","·",
  368.     "","","","","",
  369.     "","","","","",
  370.     "","","", "" , "" ,
  371.     "","","","","",
  372.     "","","","","",
  373.     "","","","","",
  374.     "","","","","",
  375.     "","","","","",
  376.     "","","","","",
  377.     "","","","","",
  378.     "","","","","",
  379.     "","","","","",
  380.     "","","","","",
  381.   ]
  382.   KATAKANA_TABLE1=
  383.   [
  384.     "隨","牛","五","雙","百",
  385.     "周","吴","郑","王","家",
  386.     "需","要","什","么","姓",
  387.     "文","字","请","自","己",
  388.     "去","填","加",",","只",
  389.     "要","替","换","现","有",
  390.     "文","字","即","可","。",
  391.     "你","也" ,"可", "以" ,"把",
  392.     "日","文","英","文","改",
  393.     "成","中" ,"文", "," ,"常",
  394.     "用","汉","字","基","本",
  395.     "也","就","够","用","了",
  396.     "文","字","太","多","玩",
  397.     "家","也","不","会","有",
  398.     "心","思","去","找","·",
  399.     "","","","","",
  400.     "","","","","",
  401.     "","","", "" , "" ,
  402.     "","","","","",
  403.     "","","","","",
  404.     "","","","","",
  405.     "","","","","",
  406.     "","","","","",
  407.     "","","","","",
  408.     "","","","","",
  409.     "","","","","",
  410.     "","","","","",
  411.     "","","","","",
  412.   ]
  413.   KATAKANA_TABLE2=
  414.   [
  415.     "耳","钱","裏","李","百",
  416.     "周","吴","郑","王","家",
  417.     "需","要","什","么","姓",
  418.     "文","字","请","自","己",
  419.     "去","填","加",",","只",
  420.     "要","替","换","现","有",
  421.     "文","字","即","可","。",
  422.     "你","也" ,"可", "以" ,"把",
  423.     "日","文","英","文","改",
  424.     "成","中" ,"文", "," ,"常",
  425.     "用","汉","字","基","本",
  426.     "也","就","够","用","了",
  427.     "文","字","太","多","玩",
  428.     "家","也","不","会","有",
  429.     "心","思","去","找","·",
  430.     "","","","","",
  431.     "","","","","",
  432.     "","","", "" , "" ,
  433.     "","","","","",
  434.     "","","","","",
  435.     "","","","","",
  436.     "","","","","",
  437.     "","","","","",
  438.     "","","","","",
  439.     "","","","","",
  440.     "","","","","",
  441.     "","","","","",
  442.     "","","","","",
  443.   ]
  444.   KATAKANA_TABLE3=
  445.   [
  446.     "頗","钱","孙","李","百",
  447.     "周","吴","郑","王","家",
  448.     "需","要","什","么","姓",
  449.     "文","字","请","自","己",
  450.     "去","填","加",",","只",
  451.     "要","替","换","现","有",
  452.     "文","字","即","可","。",
  453.     "你","也" ,"可", "以" ,"把",
  454.     "日","文","英","文","改",
  455.     "成","中" ,"文", "," ,"常",
  456.     "用","汉","字","基","本",
  457.     "也","就","够","用","了",
  458.     "文","字","太","多","玩",
  459.     "家","也","不","会","有",
  460.     "心","思","去","找","·",
  461.     "","","","","",
  462.     "","","","","",
  463.     "","","", "" , "" ,
  464.     "","","","","",
  465.     "","","","","",
  466.     "","","","","",
  467.     "","","","","",
  468.     "","","","","",
  469.     "","","","","",
  470.     "","","","","",
  471.     "","","","","",
  472.     "","","","","",
  473.     "","","","","",
  474.   ]
  475.   KATAKANA_TABLE4=
  476.   [
  477.     "為","钱","孙","李","百",
  478.     "周","吴","郑","王","家",
  479.     "需","要","什","么","姓",
  480.     "文","字","请","自","己",
  481.     "去","填","加",",","只",
  482.     "要","替","换","现","有",
  483.     "文","字","即","可","。",
  484.     "你","也" ,"可", "以" ,"把",
  485.     "日","文","英","文","改",
  486.     "成","中" ,"文", "," ,"常",
  487.     "用","汉","字","基","本",
  488.     "也","就","够","用","了",
  489.     "文","字","太","多","玩",
  490.     "家","也","不","会","有",
  491.     "心","思","去","找","·",
  492.     "","","","","",
  493.     "","","","","",
  494.     "","","", "" , "" ,
  495.     "","","","","",
  496.     "","","","","",
  497.     "","","","","",
  498.     "","","","","",
  499.     "","","","","",
  500.     "","","","","",
  501.     "","","","","",
  502.     "","","","","",
  503.     "","","","","",
  504.     "","","","","",
  505.   ]
  506.   # ----------------------------------
  507.   def initialize
  508.     super(160, 128, 480, 352)
  509.     self.contents = Bitmap.new(width - 32, height - 32)
  510.     self.active = false
  511.     @index = -1
  512.     @mode = 1
  513.     refresh
  514.     update_cursor_rect
  515.   end
  516.   # ----------------------------------
  517.   def index=(value)
  518.     @index = value
  519.     update_cursor_rect
  520.   end
  521.   #--------------------------------------
  522.   def character
  523.     if @mode == 1
  524.     return ENGLISH_TABLE[@index]
  525.   elsif @mode == 2
  526.     return HIRAGANA_TABLE[@index]
  527.   elsif @mode == 3
  528.     return KATAKANA_TABLE[@index]
  529.   elsif @mode == 4
  530.     return KATAKANA_TABLE1[@index]
  531.   elsif @mode == 5
  532.     return KATAKANA_TABLE2[@index]
  533.   elsif @mode == 6
  534.     return KATAKANA_TABLE3[@index]
  535.   elsif @mode == 7
  536.     return KATAKANA_TABLE4[@index]
  537.     end
  538.   end
  539.   # ----------------------------------
  540.   def refresh
  541.     self.contents.clear
  542.     for i in 0..134
  543.       x = 4 + i / 5 / 9 * 152 + i % 5 * 28
  544.       y = i / 5 % 9 * 32
  545.       if @mode == 1
  546.       self.contents.font.name = "黑体"
  547.       self.contents.font.size = 24
  548.       self.contents.draw_text(x, y, 28, 32, ENGLISH_TABLE[i], 1)
  549.     elsif @mode == 2
  550.       self.contents.font.name = "黑体"
  551.       self.contents.font.size = 22
  552.       self.contents.draw_text(x, y, 28, 32, HIRAGANA_TABLE[i], 1)
  553.     elsif @mode == 3
  554.       self.contents.font.name = "黑体"
  555.       self.contents.font.size = 22
  556.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE[i], 1)
  557.     elsif @mode == 4  
  558.       self.contents.font.name = "黑体"
  559.       self.contents.font.size = 22
  560.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE1[i], 1)
  561.     elsif @mode == 5   
  562.       self.contents.font.name = "黑体"
  563.       self.contents.font.size = 22
  564.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE2[i], 1)
  565.     elsif @mode == 6   
  566.       self.contents.font.name = "黑体"
  567.       self.contents.font.size = 22
  568.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE3[i], 1)
  569.     elsif @mode == 7  
  570.       self.contents.font.name = "黑体"
  571.       self.contents.font.size = 22
  572.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE4[i], 1)
  573.       end
  574.     end
  575.   end
  576.   # ----------------------------------
  577.   def update_cursor_rect
  578.     if self.active == false
  579.       self.cursor_rect.empty
  580.     else
  581.       x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28
  582.       y = @index / 5 % 9 * 32
  583.       self.cursor_rect.set(x, y, 28, 32)
  584.     end
  585.   end
  586.   # ----------------------------------
  587.   def update
  588.     super
  589.     if @index >= 0 && @index <= 134
  590.       if Input.repeat?(Input::RIGHT)
  591.         $game_system.se_play($data_system.cursor_se)
  592.           if @index % 5 == 4
  593.             if @index < 94
  594.               @index += 41
  595.             end
  596.           else
  597.             @index += 1
  598.           end
  599.         end
  600.       if Input.repeat?(Input::LEFT)
  601.         $game_system.se_play($data_system.cursor_se)
  602.           if @index % 5 == 0
  603.             if @index < 45
  604.               self.active = false
  605.               @index = -999
  606.               return
  607.             else
  608.               @index -= 41
  609.             end
  610.           else
  611.             @index -= 1
  612.           end
  613.       end
  614.       if Input.repeat?(Input::DOWN)
  615.         $game_system.se_play($data_system.cursor_se)
  616.         if @index % 45 < 40
  617.           @index += 5
  618.         end
  619.       end
  620.       if Input.repeat?(Input::UP)
  621.         if Input.trigger?(Input::UP) or @index % 45 >= 5
  622.           $game_system.se_play($data_system.cursor_se)
  623.           if @index % 45 >= 5
  624.             @index -= 5
  625.           end
  626.         end
  627.       end
  628.     end
  629.     update_cursor_rect
  630.   end
  631. end




  632. class Window_NameCommand < Window_Command
  633. # -------------------------------
  634.   def refresh
  635.     self.contents.clear
  636.     for i in 0...@item_max
  637.       if i == 1 or i == 2
  638.         font = 1
  639.         self.contents.font.name = "黑体"
  640.         self.contents.font.size = 22
  641.       else
  642.         font = 0
  643.         self.contents.font.name = "黑体"
  644.         self.contents.font.size = 24
  645.       end
  646.       draw_item(i, normal_color, font)
  647.     end
  648.   end
  649. # -------------------------------
  650. def draw_item(index, color, f)
  651.   if f == 0
  652.     self.contents.font.color = color
  653.     self.contents.font.name = "黑体"
  654.     self.contents.font.size = 24
  655.   else
  656.     self.contents.font.name = "黑体"
  657.     self.contents.font.size = 22
  658.   end
  659.     rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
  660.     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  661.     self.contents.draw_text(rect, @commands[index])
  662.   end
  663. end

  664. #==============================================================================
  665. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  666. #==============================================================================
复制代码

楼主的脚本弄好了. 现在绝对绝对不会在重叠了.....{/dy}
修改的地方嘛.其实你自己研究下规律就发现了. 下面这地方需要分别定义
  1.   def character
  2.     if @mode == 1
  3.     return ENGLISH_TABLE[@index]
  4.   elsif @mode == 2
  5.     return HIRAGANA_TABLE[@index]
  6.   elsif @mode == 3
  7.     return KATAKANA_TABLE[@index]
  8.   elsif @mode == 4
  9.     return KATAKANA_TABLE1[@index]
  10.   elsif @mode == 5
  11.     return KATAKANA_TABLE2[@index]
  12.   elsif @mode == 6
  13.     return KATAKANA_TABLE3[@index]
  14.   elsif @mode == 7
  15.     return KATAKANA_TABLE4[@index]
  16.     end
  17.   end
复制代码
  1.   def refresh
  2.     self.contents.clear
  3.     for i in 0..134
  4.       x = 4 + i / 5 / 9 * 152 + i % 5 * 28
  5.       y = i / 5 % 9 * 32
  6.       if @mode == 1
  7.       self.contents.font.name = "黑体"
  8.       self.contents.font.size = 24
  9.       self.contents.draw_text(x, y, 28, 32, ENGLISH_TABLE[i], 1)
  10.     elsif @mode == 2
  11.       self.contents.font.name = "黑体"
  12.       self.contents.font.size = 22
  13.       self.contents.draw_text(x, y, 28, 32, HIRAGANA_TABLE[i], 1)
  14.     elsif @mode == 3
  15.       self.contents.font.name = "黑体"
  16.       self.contents.font.size = 22
  17.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE[i], 1)
  18.     elsif @mode == 4  
  19.       self.contents.font.name = "黑体"
  20.       self.contents.font.size = 22
  21.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE1[i], 1)
  22.     elsif @mode == 5   
  23.       self.contents.font.name = "黑体"
  24.       self.contents.font.size = 22
  25.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE2[i], 1)
  26.     elsif @mode == 6   
  27.       self.contents.font.name = "黑体"
  28.       self.contents.font.size = 22
  29.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE3[i], 1)
  30.     elsif @mode == 7  
  31.       self.contents.font.name = "黑体"
  32.       self.contents.font.size = 22
  33.       self.contents.draw_text(x, y, 28, 32, KATAKANA_TABLE4[i], 1)
  34.       end
  35.     end
  36.   end
复制代码


看懂了吧 呵呵 相信你看懂了.....
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
做任何事,都不要为自己找借口。任何事都不存在困难的借口。你只有3个字“做得到”
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