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Lv1.梦旅人 
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不懂脚本的伸手党出问题了…… 
两个脚本单独用都没问题,放在一起会提示,选择新游戏的话会说“升级提示”第九行发生了Systemstackerror    stack level too deep     如果正常独挡的话只要一打开装备栏,就会说“装备扩展”的170行发生了typeError   no implicit conversion from nil to integer 
下面是我用的两个脚本 
装备扩展 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#                                防具类追加 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
module RPG 
  class Armor 
    def name 
      name = @name.split(/,/)[0] 
      return name != nil ? name : '' 
    end 
    def kind  
      kind  = @name.split(/,/)[1] 
      return kind  != nil ? kind.to_i : @kind 
    end 
  end 
end 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#                  Game_Actor添加新的防具ID,并对相关方法修正 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
class Game_Actor < Game_Battler 
  attr_reader   :armor5_id                # 项链 ID 
  attr_reader   :armor6_id                # 鞋 ID 
  #-------------------------------------------------------------------------- 
  # ● 设置 
  #     actor_id : 角色 ID 
  #-------------------------------------------------------------------------- 
  alias old_setup setup 
  def setup(actor_id) 
    old_setup(actor_id) 
    @armor5_id = 0 
    @armor6_id = 0 
    update_auto_state(nil, $data_armors[@armor5_id]) 
    update_auto_state(nil, $data_armors[@armor6_id]) 
  end 
  #-------------------------------------------------------------------------- 
  # ● 取得属性修正值 
  #     element_id : 属性 ID 
  #-------------------------------------------------------------------------- 
  def element_rate(element_id) 
    # 获取对应属性有效度的数值 
    table = [0,200,150,100,50,0,-100] 
    result = table[$data_classes[@class_id].element_ranks[element_id]] 
    # 防具能防御本属性的情况下效果减半 
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id] 
      armor = $data_armors 
      if armor != nil and armor.guard_element_set.include?(element_id) 
        result /= 2 
      end 
    end 
    # 状态能防御本属性的情况下效果减半 
    for i in @states 
      if $data_states.guard_element_set.include?(element_id) 
        result /= 2 
      end 
    end 
    # 过程结束 
    return result 
  end 
  #-------------------------------------------------------------------------- 
  # ● 判定防御属性 
  #     state_id : 属性 ID 
  #-------------------------------------------------------------------------- 
  def state_guard?(state_id) 
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id] 
      armor = $data_armors 
      if armor != nil 
        if armor.guard_state_set.include?(state_id) 
          return true 
        end 
      end 
    end 
    return false 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本力量 
  #-------------------------------------------------------------------------- 
  def base_str 
    n = $data_actors[@actor_id].parameters[2, @level] 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    n += weapon != nil ? weapon.str_plus : 0 
    n += armor1 != nil ? armor1.str_plus : 0 
    n += armor2 != nil ? armor2.str_plus : 0 
    n += armor3 != nil ? armor3.str_plus : 0 
    n += armor4 != nil ? armor4.str_plus : 0 
    n += armor5 != nil ? armor5.str_plus : 0 
    n += armor6 != nil ? armor6.str_plus : 0 
    return [[n, 1].max, 999].min 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本灵巧 
  #-------------------------------------------------------------------------- 
  def base_dex 
    n = $data_actors[@actor_id].parameters[3, @level] 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    n += weapon != nil ? weapon.dex_plus : 0 
    n += armor1 != nil ? armor1.dex_plus : 0 
    n += armor2 != nil ? armor2.dex_plus : 0 
    n += armor3 != nil ? armor3.dex_plus : 0 
    n += armor4 != nil ? armor4.dex_plus : 0 
    n += armor5 != nil ? armor5.dex_plus : 0 
    n += armor6 != nil ? armor6.dex_plus : 0 
    return [[n, 1].max, 999].min 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本速度 
  #-------------------------------------------------------------------------- 
  def base_agi 
    n = $data_actors[@actor_id].parameters[4, @level] 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    n += weapon != nil ? weapon.agi_plus : 0 
    n += armor1 != nil ? armor1.agi_plus : 0 
    n += armor2 != nil ? armor2.agi_plus : 0 
    n += armor3 != nil ? armor3.agi_plus : 0 
    n += armor4 != nil ? armor4.agi_plus : 0 
    n += armor5 != nil ? armor5.agi_plus : 0 
    n += armor6 != nil ? armor6.agi_plus : 0 
    return [[n, 1].max, 999].min 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本魔力 
  #-------------------------------------------------------------------------- 
  def base_int 
    n = $data_actors[@actor_id].parameters[5, @level] 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    n += weapon != nil ? weapon.int_plus : 0 
    n += armor1 != nil ? armor1.int_plus : 0 
    n += armor2 != nil ? armor2.int_plus : 0 
    n += armor3 != nil ? armor3.int_plus : 0 
    n += armor4 != nil ? armor4.int_plus : 0 
    n += armor5 != nil ? armor5.int_plus : 0 
    n += armor6 != nil ? armor6.int_plus : 0 
    return [[n, 1].max, 999].min 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本物理防御 
  #-------------------------------------------------------------------------- 
  def base_pdef 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    pdef1 = weapon != nil ? weapon.pdef : 0 
    pdef2 = armor1 != nil ? armor1.pdef : 0 
    pdef3 = armor2 != nil ? armor2.pdef : 0 
    pdef4 = armor3 != nil ? armor3.pdef : 0 
    pdef5 = armor4 != nil ? armor4.pdef : 0 
    pdef6 = armor5 != nil ? armor5.pdef : 0 
    pdef7 = armor6 != nil ? armor6.pdef : 0 
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本魔法防御 
  #-------------------------------------------------------------------------- 
  def base_mdef 
    weapon = $data_weapons[@weapon_id] 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    mdef1 = weapon != nil ? weapon.mdef : 0 
    mdef2 = armor1 != nil ? armor1.mdef : 0 
    mdef3 = armor2 != nil ? armor2.mdef : 0 
    mdef4 = armor3 != nil ? armor3.mdef : 0 
    mdef5 = armor4 != nil ? armor4.mdef : 0 
    mdef6 = armor5 != nil ? armor5.mdef : 0 
    mdef7 = armor6 != nil ? armor6.mdef : 0 
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7 
  end 
  #-------------------------------------------------------------------------- 
  # ● 获取基本回避修正 
  #-------------------------------------------------------------------------- 
  def base_eva 
    armor1 = $data_armors[@armor1_id] 
    armor2 = $data_armors[@armor2_id] 
    armor3 = $data_armors[@armor3_id] 
    armor4 = $data_armors[@armor4_id] 
    armor5 = $data_armors[@armor5_id] 
    armor6 = $data_armors[@armor6_id] 
    eva1 = armor1 != nil ? armor1.eva : 0 
    eva2 = armor2 != nil ? armor2.eva : 0 
    eva3 = armor3 != nil ? armor3.eva : 0 
    eva4 = armor4 != nil ? armor4.eva : 0 
    eva5 = armor5 != nil ? armor5.eva : 0 
    eva6 = armor6 != nil ? armor6.eva : 0 
    return eva1 + eva2 + eva3 + eva4 + eva5 + eva6 
  end 
  #-------------------------------------------------------------------------- 
  # ● 装备固定判定 
  #     equip_type : 装备类型 
  #-------------------------------------------------------------------------- 
  def equip_fix?(equip_type) 
    case equip_type 
    when 0  # 武器 
      return $data_actors[@actor_id].weapon_fix 
    when 1  # 盾 
      return $data_actors[@actor_id].armor1_fix 
    when 2  # 头 
      return $data_actors[@actor_id].armor2_fix 
    when 3  # 身体 
      return $data_actors[@actor_id].armor3_fix 
    when 4  # 装饰品 
      return $data_actors[@actor_id].armor4_fix 
    end 
    return false 
  end 
  #-------------------------------------------------------------------------- 
  # ● 变更装备 
  #     equip_type : 装备类型 
  #     id    : 武器 or 防具 ID  (0 为解除装备) 
  #-------------------------------------------------------------------------- 
  def equip(equip_type, id) 
    case equip_type 
    when 0  # 武器 
      if id == 0 or $game_party.weapon_number(id) > 0 
        $game_party.gain_weapon(@weapon_id, 1) 
        @weapon_id = id 
        $game_party.lose_weapon(id, 1) 
      end 
    when 1  # 盾 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor1_id], $data_armors[id]) 
        $game_party.gain_armor(@armor1_id, 1) 
        @armor1_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    when 2  # 头 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor2_id], $data_armors[id]) 
        $game_party.gain_armor(@armor2_id, 1) 
        @armor2_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    when 3  # 身体 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor3_id], $data_armors[id]) 
        $game_party.gain_armor(@armor3_id, 1) 
        @armor3_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    when 4  # 装饰品 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor4_id], $data_armors[id]) 
        $game_party.gain_armor(@armor4_id, 1) 
        @armor4_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    when 5  # 项链 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor5_id], $data_armors[id]) 
        $game_party.gain_armor(@armor5_id, 1) 
        @armor5_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    when 6  # 鞋 
      if id == 0 or $game_party.armor_number(id) > 0 
        update_auto_state($data_armors[@armor6_id], $data_armors[id]) 
        $game_party.gain_armor(@armor6_id, 1) 
        @armor6_id = id 
        $game_party.lose_armor(id, 1) 
      end 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 更改职业 ID 
  #     class_id : 新的职业 ID 
  #-------------------------------------------------------------------------- 
  def class_id=(class_id) 
    if $data_classes[class_id] != nil 
      @class_id = class_id 
      # 避开无法装备的物品 
      unless equippable?($data_weapons[@weapon_id]) 
        equip(0, 0) 
      end 
      unless equippable?($data_armors[@armor1_id]) 
        equip(1, 0) 
      end 
      unless equippable?($data_armors[@armor2_id]) 
        equip(2, 0) 
      end 
      unless equippable?($data_armors[@armor3_id]) 
        equip(3, 0) 
      end 
      unless equippable?($data_armors[@armor4_id]) 
        equip(4, 0) 
      end 
      unless equippable?($data_armors[@armor5_id]) 
        equip(5, 0) 
      end 
      unless equippable?($data_armors[@armor6_id]) 
        equip(6, 0) 
      end 
    end 
  end 
end 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#              Window_Base美化,增加属性增减颜色,及全能力值描绘 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
#============================================================================== 
# ■ Window_Base 
#------------------------------------------------------------------------------ 
#  游戏中全部窗口的超级类。 
#============================================================================== 
 
class Window_Base < Window 
  ################## 属性增减颜色 ############################## 
  def up_color 
    return Color.new(0, 255, 0) 
  end 
  def down_color 
    return Color.new(255, 0, 0) 
  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 (0~6) 
  #-------------------------------------------------------------------------- 
  def draw_actor_parameter(actor, x, y, type) 
    case type 
    when 0 
      parameter_name = $data_system.words.atk 
      parameter_value = actor.atk 
    when 1 
      parameter_name = $data_system.words.pdef 
      parameter_value = actor.pdef 
    when 2 
      parameter_name = $data_system.words.mdef 
      parameter_value = actor.mdef 
    when 3 
      parameter_name = $data_system.words.str 
      parameter_value = actor.str 
    when 4 
      parameter_name = $data_system.words.dex 
      parameter_value = actor.dex 
    when 5 
      parameter_name = $data_system.words.agi 
      parameter_value = actor.agi 
    when 6 
      parameter_name = $data_system.words.int 
      parameter_value = actor.int 
    when 7 
      parameter_name = "AVD" 
      parameter_value = actor.eva 
    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 + 80, y, 36, 32, parameter_value.to_s, 2) 
  end 
end 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#              装备窗口美化,全能力值描绘并追加新的防具装备栏 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
#============================================================================== 
# ■ Window_EquipRight 
#------------------------------------------------------------------------------ 
#  装备画面、显示角色现在装备的物品的窗口。 
#============================================================================== 
 
class Window_EquipRight < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     actor : 角色 
  #-------------------------------------------------------------------------- 
  def initialize(actor) 
    super(272, 64, 348, 256) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    @actor = actor 
    refresh 
    self.index = 0 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear 
    @data = [] 
    @data.push($data_weapons[@actor.weapon_id]) 
    @data.push($data_armors[@actor.armor1_id]) 
    @data.push($data_armors[@actor.armor2_id]) 
    @data.push($data_armors[@actor.armor3_id]) 
    @data.push($data_armors[@actor.armor4_id]) 
    @data.push($data_armors[@actor.armor5_id]) 
    @data.push($data_armors[@actor.armor6_id]) 
    @item_max = @data.size 
    self.contents.font.color = system_color 
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon) 
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1) 
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) 
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) 
    self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4) 
    self.contents.draw_text(4, 32 * 5, 92, 32, "首饰1") 
    self.contents.draw_text(4, 32 * 6, 92, 32, "首饰2") 
    draw_item_name(@data[0], 92, 32 * 0) 
    draw_item_name(@data[1], 92, 32 * 1) 
    draw_item_name(@data[2], 92, 32 * 2) 
    draw_item_name(@data[3], 92, 32 * 3) 
    draw_item_name(@data[4], 92, 32 * 4) 
    draw_item_name(@data[5], 92, 32 * 5) 
    draw_item_name(@data[6], 92, 32 * 6) 
  end 
end 
 
#============================================================================== 
# ■ Window_EquipLeft 
#------------------------------------------------------------------------------ 
#  装备画面的、显示角色能力值变化的窗口。 
#============================================================================== 
 
class Window_EquipLeft < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     actor : 角色 
  #-------------------------------------------------------------------------- 
  def initialize(actor) 
    super(20, 64, 252, 396) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    @actor = actor 
    refresh 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear 
    draw_actor_name(@actor, 4, 0) 
    draw_actor_level(@actor, 4, 32) 
 
    draw_actor_parameter(@actor, 4, 64, 0) 
    draw_actor_parameter(@actor, 4, 96, 1) 
    draw_actor_parameter(@actor, 4, 128, 2) 
    draw_actor_parameter(@actor, 4, 160, 7) 
    draw_actor_parameter(@actor, 4, 192, 3) 
    draw_actor_parameter(@actor, 4, 224, 4) 
    draw_actor_parameter(@actor, 4, 256, 5) 
    draw_actor_parameter(@actor, 4, 288, 6) 
    if @new_atk != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 64, 40, 32, "→", 1) 
      self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color 
      self.contents.font.color = normal_color if @new_atk == @actor.atk 
      self.contents.draw_text(160, 64, 36, 32, @new_atk.to_s, 2) 
    end 
    if @new_pdef != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 96, 40, 32, "→", 1) 
      self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color 
      self.contents.font.color = normal_color if @new_pdef == @actor.pdef 
      self.contents.draw_text(160, 96, 36, 32, @new_pdef.to_s, 2) 
    end 
    if @new_mdef != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 128, 40, 32, "→", 1) 
      self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color 
      self.contents.font.color = normal_color if @new_mdef == @actor.mdef 
      self.contents.draw_text(160, 128, 36, 32, @new_mdef.to_s, 2) 
    end 
    if @new_eva != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 160, 40, 32, "→", 1) 
      self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color 
      self.contents.font.color = normal_color if @new_eva == @actor.eva 
      self.contents.draw_text(160, 160, 36, 32, @new_eva.to_s, 2) 
    end 
    if @new_str != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 192, 40, 32, "→", 1) 
      self.contents.font.color = @new_str>@actor.str ? up_color : down_color 
      self.contents.font.color = normal_color if @new_str == @actor.str 
      self.contents.draw_text(160, 192, 36, 32, @new_str.to_s, 2) 
    end 
    if @new_dex != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 224, 40, 32, "→", 1) 
      self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color 
      self.contents.font.color = normal_color if @new_dex == @actor.dex 
      self.contents.draw_text(160, 224, 36, 32, @new_dex.to_s, 2) 
    end 
    if @new_agi != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 256, 40, 32, "→", 1) 
      self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color 
      self.contents.font.color = normal_color if @new_agi == @actor.agi 
      self.contents.draw_text(160, 256, 36, 32, @new_agi.to_s, 2) 
    end 
    if @new_int != nil 
      self.contents.font.color = system_color 
      self.contents.draw_text(120, 288, 40, 32, "→", 1) 
      self.contents.font.color = @new_int>@actor.int ? up_color : down_color 
      self.contents.font.color = normal_color if @new_int == @actor.int 
      self.contents.draw_text(160, 288, 36, 32, @new_int.to_s, 2) 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● 变更装备后的能力值设置 
  #     new_atk  : 变更装备后的攻击力 
  #     new_pdef : 变更装备后的物理防御 
  #     new_mdef : 变更装备后的魔法防御 
  #-------------------------------------------------------------------------- 
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int) 
    if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int 
      @new_atk = new_atk 
      @new_pdef = new_pdef 
      @new_mdef = new_mdef 
      @new_eva = new_eva 
      @new_str = new_str 
      @new_dex = new_dex 
      @new_agi = new_agi 
      @new_int = new_int 
      refresh 
    end 
  end 
end 
#============================================================================== 
# ■ Window_EquipItem 
#------------------------------------------------------------------------------ 
#  装备画面、显示浏览变更装备的候补物品的窗口。 
#============================================================================== 
 
class Window_EquipItem < Window_Selectable 
  #-------------------------------------------------------------------------- 
  # ● 初始化对像 
  #     actor      : 角色 
  #     equip_type : 装备部位 (0~3) 
  #-------------------------------------------------------------------------- 
  def initialize(actor, equip_type) 
    super(272, 320, 348, 140) 
    @actor = actor 
    @equip_type = equip_type 
    @column_max = 1 
    refresh 
    self.active = false 
    self.index = -1 
  end 
  #-------------------------------------------------------------------------- 
  # ● 项目的描绘 
  #     index : 项目符号 
  #-------------------------------------------------------------------------- 
  def draw_item(index) 
    item = @data[index] 
    x = 4 
    y = index * 32 
    case item 
    when RPG::Weapon 
      number = $game_party.weapon_number(item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(item.id) 
    end 
    bitmap = RPG::Cache.icon(item.icon_name) 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) 
    self.contents.font.color = normal_color 
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) 
    self.contents.draw_text(x + 246, y, 16, 32, "×", 1) 
    self.contents.draw_text(x + 266, y, 24, 32, number.to_s, 2) 
  end 
end 
 
class Scene_Equip 
  #-------------------------------------------------------------------------- 
  # ● 主处理 
  #-------------------------------------------------------------------------- 
  def main 
    # 获取角色 
    @actor = $game_party.actors[@actor_index] 
    # 生成窗口 
    @help_window = Window_Help.new 
    @left_window = Window_EquipLeft.new(@actor) 
    @right_window = Window_EquipRight.new(@actor) 
    @item_window1 = Window_EquipItem.new(@actor, 0) 
    @item_window2 = Window_EquipItem.new(@actor, 1) 
    @item_window3 = Window_EquipItem.new(@actor, 2) 
    @item_window4 = Window_EquipItem.new(@actor, 3) 
    @item_window5 = Window_EquipItem.new(@actor, 4) 
    @item_window6 = Window_EquipItem.new(@actor, 5) 
    @item_window7 = Window_EquipItem.new(@actor, 5) 
    # 关联帮助窗口 
    @right_window.help_window = @help_window 
    @item_window1.help_window = @help_window 
    @item_window2.help_window = @help_window 
    @item_window3.help_window = @help_window 
    @item_window4.help_window = @help_window 
    @item_window5.help_window = @help_window 
    @item_window6.help_window = @help_window 
    @item_window7.help_window = @help_window 
    # 设置光标位置 
    @right_window.index = @equip_index 
    refresh 
    # 执行过渡 
    Graphics.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 
      # 如果画面切换的话的就中断循环 
      if $scene != self 
        break 
      end 
    end 
    # 准备过渡 
    Graphics.freeze 
    # 释放窗口 
    @help_window.dispose 
    @left_window.dispose 
    @right_window.dispose 
    @item_window1.dispose 
    @item_window2.dispose 
    @item_window3.dispose 
    @item_window4.dispose 
    @item_window5.dispose 
    @item_window6.dispose 
    @item_window7.dispose 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    # 设置物品窗口的可视状态 
    @item_window1.visible = (@right_window.index == 0) 
    @item_window2.visible = (@right_window.index == 1) 
    @item_window3.visible = (@right_window.index == 2) 
    @item_window4.visible = (@right_window.index == 3) 
    @item_window5.visible = (@right_window.index == 4) 
    @item_window6.visible = (@right_window.index == 5) 
    @item_window7.visible = (@right_window.index == 6) 
    # 获取当前装备中的物品 
    item1 = @right_window.item 
    # 设置当前的物品窗口到 @item_window 
    case @right_window.index 
    when 0 
      @item_window = @item_window1 
    when 1 
      @item_window = @item_window2 
    when 2 
      @item_window = @item_window3 
    when 3 
      @item_window = @item_window4 
    when 4 
      @item_window = @item_window5 
    when 5 
      @item_window = @item_window6 
    when 6 
      @item_window = @item_window7 
    end 
    # 右窗口被激活的情况下 
    if @right_window.active 
      # 删除变更装备后的能力 
    ############################################################### 
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) 
    end 
    # 物品窗口被激活的情况下 
    if @item_window.active 
      # 获取现在选中的物品 
      item2 = @item_window.item 
      # 变更装备 
      last_hp = @actor.hp 
      last_sp = @actor.sp 
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) 
    ############################################################### 
      # 获取变更装备后的能力值 
      new_atk = @actor.atk 
      new_pdef = @actor.pdef 
      new_mdef = @actor.mdef 
      new_eva = @actor.eva 
      new_str = @actor.str 
      new_dex = @actor.dex 
      new_agi = @actor.agi 
      new_int = @actor.int 
      # 返回到装备 
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) 
      @actor.hp = last_hp 
      @actor.sp = last_sp 
      # 描画左窗口 
    ############################################################### 
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int) 
    ############################################################### 
    end 
  end 
end 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#              状态窗口美化,全防具装备栏描绘 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
#============================================================================== 
# ■ Window_Status 
#------------------------------------------------------------------------------ 
#  显示状态画面、完全规格的状态窗口。 
#============================================================================== 
 
class Window_Status < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 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(@actor, 96, 112, 172) 
    draw_actor_sp(@actor, 96, 144, 172) 
    draw_actor_parameter(@actor, 96, 190, 0) 
    draw_actor_parameter(@actor, 96, 220, 1) 
    draw_actor_parameter(@actor, 96, 250, 2) 
    draw_actor_parameter(@actor, 96, 280, 7) 
    draw_actor_parameter(@actor, 96, 310, 3) 
    draw_actor_parameter(@actor, 96, 340, 4) 
    draw_actor_parameter(@actor, 96, 370, 5) 
    draw_actor_parameter(@actor, 96, 400, 6) 
    self.contents.font.color = system_color 
    self.contents.draw_text(320, 48, 80, 32, "EXP") 
    self.contents.draw_text(320, 80, 80, 32, "NEXT") 
    self.contents.font.color = normal_color 
    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) 
    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) 
    self.contents.font.color = system_color 
    self.contents.draw_text(320, 160, 96, 32, "装备") 
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208) 
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240) 
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272) 
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304) 
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336) 
    draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368) 
    draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400) 
  end 
  def dummy 
    self.contents.font.color = system_color 
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) 
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) 
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) 
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) 
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) 
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) 
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) 
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) 
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) 
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) 
  end 
end 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
# 
#              商店购买窗口美化,增加对新装备位置的描述 
# 
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ 
#============================================================================== 
# ■ Window_ShopStatus 
#------------------------------------------------------------------------------ 
#  商店画面、显示物品所持数与角色装备的窗口。 
#============================================================================== 
 
class Window_ShopStatus < Window_Base 
  #-------------------------------------------------------------------------- 
  # ● 刷新 
  #-------------------------------------------------------------------------- 
  def refresh 
    self.contents.clear 
    if @item == nil 
      return 
    end 
    case @item 
    when RPG::Item 
      number = $game_party.item_number(@item.id) 
    when RPG::Weapon 
      number = $game_party.weapon_number(@item.id) 
    when RPG::Armor 
      number = $game_party.armor_number(@item.id) 
    end 
    self.contents.font.color = system_color 
    self.contents.draw_text(4, 0, 200, 32, "所持数") 
    self.contents.font.color = normal_color 
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2) 
    if @item.is_a?(RPG::Item) 
      return 
    end 
    # 添加装备品信息 
    for i in 0...$game_party.actors.size 
      # 获取角色 
      actor = $game_party.actors 
      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色 
      if actor.equippable?(@item) 
        self.contents.font.color = normal_color 
      else 
        self.contents.font.color = disabled_color 
      end 
      # 描绘角色名字 
      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name) 
      # 获取当前的装备品 
      if @item.is_a?(RPG::Weapon) 
        item1 = $data_weapons[actor.weapon_id] 
      elsif @item.kind == 0 
        item1 = $data_armors[actor.armor1_id] 
      elsif @item.kind == 1 
        item1 = $data_armors[actor.armor2_id] 
      elsif @item.kind == 2 
        item1 = $data_armors[actor.armor3_id] 
      elsif @item.kind == 3 
        item1 = $data_armors[actor.armor4_id] 
      elsif @item.kind == 4 
        item1 = $data_armors[actor.armor5_id] 
      else# if @item.kind == 5 
        item1 = $data_armors[actor.armor6_id] 
      end 
      # 可以装备的情况 
      if actor.equippable?(@item) 
        # 武器的情况 
        if @item.is_a?(RPG::Weapon) 
          atk1 = item1 != nil ? item1.atk : 0 
          atk2 = @item != nil ? @item.atk : 0 
          change = atk2 - atk1 
        end 
        # 防具的情况 
        if @item.is_a?(RPG::Armor) 
          pdef1 = item1 != nil ? item1.pdef : 0 
          mdef1 = item1 != nil ? item1.mdef : 0 
          pdef2 = @item != nil ? @item.pdef : 0 
          mdef2 = @item != nil ? @item.mdef : 0 
          change = pdef2 - pdef1 + mdef2 - mdef1 
        end 
        # 描绘能力值变化 
        self.contents.draw_text(124, 64 + 64 * i, 112, 32, 
          sprintf("%+d", change), 2) 
      end 
      # 描绘物品 
      if item1 != nil 
        x = 4 
        y = 64 + 64 * i + 32 
        bitmap = RPG::Cache.icon(item1.icon_name) 
        opacity = self.contents.font.color == normal_color ? 255 : 128 
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) 
        self.contents.draw_text(x + 28, y, 212, 32, item1.name) 
      end 
    end 
  end 
end 
 
然后升级提示 
class Game_Actor < Game_Battler 
 #-------------------------------------------------------------------------- 
 # ● 定义实例变量 
 #-------------------------------------------------------------------------- 
 attr_reader   :not_new_skill 
  
 alias old_setup setup 
 def setup(actor_id) 
   old_setup(actor_id) 
   @not_new_skill = [] 
 end 
 def exp=(exp) 
   @not_new_skill = [] 
   @exp = [[exp, 9999999].min, 0].max 
   # 升级 
   while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 
     @level += 1 
     # 学会特技 
     for j in $data_classes[@class_id].learnings 
       if j.level == @level 
         @not_new_skill.push(j.skill_id) if @skills.include?(j.skill_id) 
         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 
    
 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#==============================================================================  
 
 
# ———————————————————————————————————— 
 
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上昇表示ウィンドウ plus ▼▲▼ 
# by 桜雅 在土 
 
#——以下3个如果需要修改,直接输入文件名即可 
$data_system_level_up_se = "" #升级时的音效设置 
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME 
$data_system_skilllearn_se = "Audio/SE/106-Heal02" # 学会特技时播放的声效。 
 
#============================================================================== 
# ■ Window_LevelUpWindow 
#------------------------------------------------------------------------------ 
#  バトル終了時、レベルアップした場合にステータスを表示するウィンドウです。 
#============================================================================== 
class Window_LevelUpWindow < Window_Base 
 #-------------------------------------------------------------------------- 
 # ● オブジェクト初期化 
 #-------------------------------------------------------------------------- 
 def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) 
   super(0, 128, 160, 192) 
   self.contents = Bitmap.new(width - 32, height - 32) 
   self.visible = false 
   self.back_opacity = 160 
   refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) 
 end 
 #-------------------------------------------------------------------------- 
 # ● リフレッシュ 
 #-------------------------------------------------------------------------- 
 def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) 
   self.contents.clear 
   self.contents.font.color = system_color 
   self.contents.font.size = 14 
   self.contents.draw_text( 0, 0, 160, 24, "LEVEL UP!!") 
   self.contents.font.size = 18 
   self.contents.draw_text( 0, 28, 160, 24, $data_system.words.hp) 
   self.contents.draw_text( 0, 50, 160, 24, $data_system.words.sp) 
   self.contents.font.size = 14 
   self.contents.draw_text( 0, 72, 80, 24, $data_system.words.str) 
   self.contents.draw_text( 0, 94, 80, 24, $data_system.words.dex) 
   self.contents.draw_text( 0, 116, 80, 24, $data_system.words.agi) 
   self.contents.draw_text( 0, 138, 80, 24, $data_system.words.int) 
   self.contents.draw_text(92, 0, 128, 24, "→") 
   self.contents.draw_text(76, 28, 128, 24, "=") 
   self.contents.draw_text(76, 50, 128, 24, "=") 
   self.contents.draw_text(76, 72, 128, 24, "=") 
   self.contents.draw_text(76, 94, 128, 24, "=") 
   self.contents.draw_text(76, 116, 128, 24, "=") 
   self.contents.draw_text(76, 138, 128, 24, "=") 
   self.contents.font.color = normal_color 
   self.contents.draw_text( 0, 0, 88, 24, last_lv.to_s, 2) 
   self.contents.draw_text( 0, 28, 72, 24, "+" + up_hp.to_s, 2) 
   self.contents.draw_text( 0, 50, 72, 24, "+" + up_sp.to_s, 2) 
   self.contents.draw_text( 0, 72, 72, 24, "+" + up_str.to_s, 2) 
   self.contents.draw_text( 0, 94, 72, 24, "+" + up_dex.to_s, 2) 
   self.contents.draw_text( 0, 116, 72, 24, "+" + up_agi.to_s, 2) 
   self.contents.draw_text( 0, 138, 72, 24, "+" + up_int.to_s, 2) 
   self.contents.font.size = 20 
   self.contents.draw_text( 0, 0, 128, 24, actor.level.to_s, 2) 
   self.contents.draw_text( 0, 26, 128, 24, actor.maxhp.to_s, 2) 
   self.contents.draw_text( 0, 48, 128, 24, actor.maxsp.to_s, 2) 
   self.contents.draw_text( 0, 70, 128, 24, actor.str.to_s, 2) 
   self.contents.draw_text( 0, 92, 128, 24, actor.dex.to_s, 2) 
   self.contents.draw_text( 0, 114, 128, 24, actor.agi.to_s, 2) 
   self.contents.draw_text( 0, 136, 128, 24, actor.int.to_s, 2) 
 end 
end 
#============================================================================== 
# ■ Window_SkillLearning 
#------------------------------------------------------------------------------ 
#  レベルアップ時などにスキルを習得した場合にそれを表示するウィンドウです。 
#============================================================================== 
class Window_SkillLearning < Window_Base 
 #-------------------------------------------------------------------------- 
 # ● 公開インスタンス変数 
 #-------------------------------------------------------------------------- 
 attr_reader :learned # スキルを習得したかどうか 
 #-------------------------------------------------------------------------- 
 # ● オブジェクト初期化 
 #-------------------------------------------------------------------------- 
 def initialize(class_id, last_lv, now_lv, actor) 
   super(160, 64, 320, 64) 
   self.contents = Bitmap.new(width - 32, height - 28) # わざと▽を表示 
   self.visible = false 
   self.back_opacity = 160 
   @actor = actor 
   @learned = false 
   refresh(class_id, last_lv, now_lv) 
 end 
 #-------------------------------------------------------------------------- 
 # ● リフレッシュ 
 #-------------------------------------------------------------------------- 
 def refresh(class_id, last_lv, now_lv) 
   for i in 0...$data_classes[class_id].learnings.size 
     learn_lv = $data_classes[class_id].learnings.level 
     # 今回のレベルアップ範囲で習得するスキルの場合 
     if learn_lv > last_lv and learn_lv <= now_lv 
       @learned = true 
       # SEの再生 
       if $data_system_skilllearn_se != "" 
         Audio.se_play($data_system_skilllearn_se) 
       end 
       unless @actor.not_new_skill.include?($data_classes[class_id].learnings.skill_id)   #←←←←←←←←←←←←← 
         # 各描写 
         skill_name = $data_skills[$data_classes[class_id].learnings.skill_id].name 
         self.contents.clear 
         self.contents.font.color = text_color(0) 
         self.contents.draw_text(0,0,448,32, "学会特技:"+skill_name) 
         self.contents.font.color = text_color(6) 
         self.contents.draw_text(0,0,448,32, "          "+skill_name) 
         self.contents.font.color = text_color(0) 
         self.visible = true 
       end 
       # メインループ 
       loop do 
         # ゲーム画面を更新 
         Graphics.update 
         # 入力情報を更新 
         Input.update 
         # フレーム更新 
         update 
         # 画面が切り替わったらループを中断 
         if @learned == false 
           break 
         end 
       end 
     # メインループここまで 
     end 
   end 
 end 
 #-------------------------------------------------------------------------- 
 # ● フレーム更新 
 #-------------------------------------------------------------------------- 
 def update 
   # C ボタンが押された場合 
   if Input.trigger?(Input::C) 
     @learned = false 
     self.visible = false 
   end 
 end 
end 
#============================================================================== 
# ■ Window_BattleStatus 
#============================================================================== 
class Window_BattleStatus < Window_Base 
 #-------------------------------------------------------------------------- 
 # ● 追加?公開インスタンス変数 
 #-------------------------------------------------------------------------- 
 attr_accessor :level_up_flags # LEVEL UP!表示 
end 
#============================================================================== 
# ■ Game_Battler 
#============================================================================== 
class Game_Battler 
 #-------------------------------------------------------------------------- 
 # ● 追加?公開インスタンス変数 
 #-------------------------------------------------------------------------- 
 attr_accessor :exp_gain_ban # EXP取得一時禁止 
 #-------------------------------------------------------------------------- 
 # ● オブジェクト初期化 
 #-------------------------------------------------------------------------- 
 alias xrxs_bp10_initialize initialize 
 def initialize 
   @exp_gain_ban = false 
   xrxs_bp10_initialize 
 end 
 #-------------------------------------------------------------------------- 
 # ● ステート [EXP を獲得できない] 判定 
 #-------------------------------------------------------------------------- 
 alias xrxs_bp10_cant_get_exp? cant_get_exp? 
 def cant_get_exp? 
   if @exp_gain_ban == true 
     return true 
   else 
     return xrxs_bp10_cant_get_exp? 
   end 
 end 
end 
#============================================================================== 
# ■ Scene_Battle 
#============================================================================== 
class Scene_Battle 
 #-------------------------------------------------------------------------- 
 # ● アフターバトルフェーズ開始 
 #-------------------------------------------------------------------------- 
 alias xrxs_bp10_start_phase5 start_phase5 
 def start_phase5 
   # EXP 獲得禁止 
   for i in 0...$game_party.actors.size 
     $game_party.actors.exp_gain_ban = true 
   end 
   xrxs_bp10_start_phase5 
   # EXP 獲得禁止の解除 
   for i in 0...$game_party.actors.size 
     $game_party.actors.exp_gain_ban = false 
   end 
   # EXPを初期化 
   @exp_gained = 0 
   for enemy in $game_troop.enemies 
     # 獲得 EXPを追加 # エネミーが隠れ状態でない場合 
     @exp_gained += enemy.exp if not enemy.hidden 
   end 
   # 設定 
   @phase5_step = 1 
   @exp_gain_actor = -1 
   # リザルトウィンドウを表示 
   @result_window.visible = true 
 end 
 #-------------------------------------------------------------------------- 
 # ● フレーム更新 (アフターバトルフェーズ) 
 #-------------------------------------------------------------------------- 
 #alias xrxs_bp10_update_phase5 update_phase5 
 def update_phase5 
   case @phase5_step 
   when 1 
     update_phase5_step1 
   else 
   # ウェイトカウントが 0 より大きい場合 
     if @phase5_wait_count > 0 
       # ウェイトカウントを減らす 
       @phase5_wait_count -= 1 
       # ウェイトカウントが 0 になった場合 
       if @phase5_wait_count == 0 
         # リザルトウィンドウを表示 
         #@result_window.visible = true 
         # メインフェーズフラグをクリア 
         $game_temp.battle_main_phase = false 
         # ステータスウィンドウをリフレッシュ 
         @status_window.refresh 
       end 
     return 
     end 
     # C ボタンが押された場合 
     if Input.trigger?(Input::C) 
       # バトル終了 
       battle_end(0) 
     end 
   # レベルアップしている場合は強制バトル終了 
   battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 
   end 
 end 
 #-------------------------------------------------------------------------- 
 # ● フレーム更新 (アフターバトルフェーズ 1 : レベルアップ) 
 #-------------------------------------------------------------------------- 
 def update_phase5_step1 
   # C ボタンが押された場合 
   if Input.trigger?(Input::C) 
     # ウィンドウを閉じて次のアクターへ 
     @levelup_window.visible = false if @levelup_window != nil 
     @status_window.level_up_flags[@exp_gain_actor] = false 
     phase5_next_levelup 
   end 
 end 
 #-------------------------------------------------------------------------- 
 # ● 次のアクターのレベルアップ表示へ 
 #-------------------------------------------------------------------------- 
 def phase5_next_levelup 
   begin 
     # 次のアクターへ 
     @exp_gain_actor += 1 
     # 最後のアクターの場合 
     if @exp_gain_actor >= $game_party.actors.size 
       # アフターバトルフェーズ開始 
       @phase5_step = 0 
       return 
     end 
     actor = $game_party.actors[@exp_gain_actor] 
     if actor.cant_get_exp? == false 
       # 現在の能力値を保持 
       last_level = actor.level 
       last_maxhp = actor.maxhp 
       last_maxsp = actor.maxsp 
       last_str = actor.str 
       last_dex = actor.dex 
       last_agi = actor.agi 
       last_int = actor.int 
       # 経験値取得の決定的瞬間(謎 
       actor.exp += @exp_gained 
       # 判定 
       if actor.level > last_level 
         # レベルアップした場合 
         @status_window.level_up(@exp_gain_actor) 
         # リザルトウィンドウを消す 
         @result_window.visible = false 
         # SEの再生 
         if $data_system_level_up_se != "" 
           Audio.se_play($data_system_level_up_se) 
         end 
         # MEの再生 
         if $data_system_level_up_me != "" 
           Audio.me_stop 
           Audio.me_play($data_system_level_up_me) 
         end 
         # LEVEL-UPウィンドウの設定 
         @levelup_window = Window_LevelUpWindow.new(actor, last_level, 
         actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str, 
         actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int) 
         @levelup_window.x = 160 * @exp_gain_actor 
         @levelup_window.visible = true 
         # ステータスウィンドウをリフレッシュ 
         @status_window.refresh 
         # スキル習得ウィンドウの設定 
         @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level, actor) 
         # ウェイトカウントを設定 
         @phase5_wait_count = 40 
         @phase5_step = 1 
         return 
       end 
     end 
   end until false 
 end 
end 
 
 
#============================================================================== 
# 本脚本来自www.66RPG.com,使用和转载请保留此信息 
#============================================================================== 
 
请那位懂行的帮忙看看怎么改……这两个都很重要啊……诚心诚意满怀感激地求…… 
如果有需要的话我再上传问题工程。 |   
 
 
 
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