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Lv1.梦旅人
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- 2012-4-9
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这是一个强化武器的脚本 ,强化不花钱 怎么改成要花钱的
具体的就是这个 请帮忙 感激不尽
武器隨機生成,强化,魔石添加,三合一腳本(插件版)
http://rpg.blue/thread-74766-1-1.html
module Vocab
Smith_Price = "鍛煉代價"
Smith_Gold = "金錢"
Smith_Need = "需要"
Smith_Hold = "現有"
Smith_Strenthen = "强化"
Smith_Dress = "着裝"
Smith_Yes = "是"
Smith_No = "否"
end
#==============================================================================
# ■ Scene_Base
#------------------------------------------------------------------------------
# 模仿 VX 寫的游戲界面超級類
#==============================================================================
unless defined? Scene_Base
class Scene_Base
#--------------------------------------------------------------------------
# ● 主處理
#--------------------------------------------------------------------------
def main
window_create #生成窗口
Graphics.transition #執行過渡
loop_do #主循環
Graphics.freeze #準備過渡
window_dispose #釋放窗口
background_dispose #背景釋放
end
#--------------------------------------------------------------------------
# ● 主循環
#--------------------------------------------------------------------------
def loop_do
loop do
Graphics.update #刷新「游戏畫面」
Input.update #刷新「輸入信息」
update #刷新畫面
#如果切換畫面就中斷循環
break if $scene != self
end
end
#--------------------------------------------------------------------------
# ● 生成主要窗口
#--------------------------------------------------------------------------
def window_create
end
#--------------------------------------------------------------------------
# ● 刷新畫面
#--------------------------------------------------------------------------
def update
end
#--------------------------------------------------------------------------
# ● 釋放窗口
#--------------------------------------------------------------------------
def window_dispose
end
#--------------------------------------------------------------------------
# ● 背景釋放
#--------------------------------------------------------------------------
def background_dispose
@background.dispose unless @background.nil?
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Shop1
#------------------------------------------------------------------------------
# 處理角色選擇界面的類
#==============================================================================
class Deatwo_Smith_Shop1 < Scene_Base
#--------------------------------------------------------------------------
# ● 取得初始光標位置
#--------------------------------------------------------------------------
def initialize(actor=0); @ini_index = actor; end
#--------------------------------------------------------------------------
# ● 主處理
#--------------------------------------------------------------------------
def main
@background = Spriteset_Map.new
super
end
#--------------------------------------------------------------------------
# ● 生成主要窗口
#--------------------------------------------------------------------------
def window_create
#------------------------------------
# ● 幫助窗口
#------------------------------------
@help_window = Deatwo_Smith_Help.new
#------------------------------------
# ● 人物窗口
#------------------------------------
@actor_window = Deatwo_Smith_Status.new
@actor_window.index = @ini_index # 修正光標位置
@actor_window.help_window = @help_window # 聯繫幫助窗口
#------------------------------------
# ● 選項窗口
#------------------------------------
@command_window = Deatwo_Smith_Command.new
end
#--------------------------------------------------------------------------
# ● 釋放窗口
#--------------------------------------------------------------------------
def window_dispose
@help_window.dispose # 釋放「幫助窗口」
@actor_window.dispose # 釋放「人物窗口」
@command_window.dispose # 釋放「選項窗口」
end
#--------------------------------------------------------------------------
# ● 刷新畫面
#--------------------------------------------------------------------------
def update
@help_window.update # 刷新「幫助窗口」
@actor_window.update # 刷新「人物窗口」
@command_window.update # 刷新「選項窗口」
# 如果人物窗口活躍,調用 update_actor
if @actor_window.active
update_actor
return
end
# 如果選項窗口活躍,調用 update_command
if @command_window.active
update_command
return
end
end
#--------------------------------------------------------------------------
# ● 如果人物窗口激活,調用 update_actor
#--------------------------------------------------------------------------
def update_actor
# 按下 B or Esc 键的情况下
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se) # 演奏确定 SE
$scene = Scene_Map.new # 切换回地圖畫面
#->切換到地圖畫面
return
end
# 按下 C or Space 键的情况下
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) # 演奏确定 SE
@actor_window.active = false # 凍結角色窗口
@actor = @actor_window.index # 記錄當前選擇角色
@command_window.active = true # 活躍選項窗口
@command_window.index = 0 # 修正初始光標位置
#->切換到選項窗口
end
end
#--------------------------------------------------------------------------
# ● 如果選項窗口激活,調用 update_command
#--------------------------------------------------------------------------
def update_command
# 按下 B or Esc 鍵的情况下
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se) # 演奏确定 SE
@actor_window.active = true # 活躍角色窗口
@command_window.active = false # 凍結選項窗口
@command_window.index = -1 # 隱藏光標
#->切換到人物窗口
return
end
# 按下 C or Space 鍵的情况下
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se) # 演奏确定 SE
case @command_window.index
when 0: $scene = Deatwo_Smith_Shop2.new(@actor) # 轉入强化畫面
when 1: $scene = Deatwo_Smith_Shop3.new(@actor) # 轉入裝備畫面
end
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Help
#------------------------------------------------------------------------------
# 描述角色裝備的幫助窗口
#==============================================================================
class Deatwo_Smith_Help < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(300, 150, 640-300, 420-90)
self.z = 120
self.opacity = 190
self.visible = true
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# ● 設置文本
#--------------------------------------------------------------------------
def set_text(data)
@data = data
set_actor_text(@data)
end
#--------------------------------------------------------------------------
# ● 描绘物品名
# item : 物品
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
#--------------------------------------------------------------------------
# ● 描繪全裝備
#
#--------------------------------------------------------------------------
def set_actor_text(actor)
@actor = actor
y=0
self.contents.clear
@data = [$data_weapons[@actor.weapon_id],
$data_armors[@actor.armor1_id],
$data_armors[@actor.armor2_id],
$data_armors[@actor.armor3_id],
$data_armors[@actor.armor4_id]
]
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(5, 32 * 4, 92, 32, $data_system.words.armor4)
for i in [0,1,2,3,4]
draw_item_name(@data, 92, 32 * i)
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Status
#------------------------------------------------------------------------------
# 顯示角色狀態的窗口。
#==============================================================================
class Deatwo_Smith_Status < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目標
#--------------------------------------------------------------------------
def initialize
super(0, 0, 300, 480)
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, height - 32)
self.active = true
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# ● 獲取人物
#--------------------------------------------------------------------------
def actor
return $game_party.actors[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_exp(actor, x, y + 64)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + 32)
draw_actor_class(actor, x + 144, y)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新幫助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(actor)
end
#--------------------------------------------------------------------------
# ● 刷新光標矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Command
#------------------------------------------------------------------------------
# 選擇行爲的窗口
#==============================================================================
class Deatwo_Smith_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize
super(300, 0, 340, 150)
@commands = [Vocab::Smith_Strenthen,Vocab::Smith_Dress]
@item_max = 2
@column_max = 2
self.index = -1
self.active = false
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 描繪文字
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(35, 5, 240, 45, @commands[0])
self.contents.draw_text(self.height + 35, 5, 240, 45, @commands[1])
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * (self.height), 0, (self.width/2-35), (self.height-35))
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Shop2
#------------------------------------------------------------------------------
# 處理裝備强化界面的類
#==============================================================================
class Deatwo_Smith_Shop2 < Scene_Base
#--------------------------------------------------------------------------
# ● 取得選擇之角色資料
#--------------------------------------------------------------------------
def initialize(actor); @actor = actor; end
#--------------------------------------------------------------------------
# ● 主處理
#--------------------------------------------------------------------------
def main
@background = Spriteset_Map.new
super
end
#--------------------------------------------------------------------------
# ● 生成主要窗口
#--------------------------------------------------------------------------
def window_create
#------------------------------------
# ● 確認窗口
#------------------------------------
@confirm_window = Deatwo_Smith_Confirm.new
#------------------------------------
# ● 幫助窗口
#------------------------------------
@help_window = Window_Help_Self.new
#------------------------------------
# ● 代價窗口
#------------------------------------
@price_window = Deatwo_Smith_Price.new
#------------------------------------
# ● 金錢窗口
#------------------------------------
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@gold_window.z = 155
#------------------------------------
# ● 强化窗口
#------------------------------------
@upgrade_window = Deatwo_Smith_Equipment.new(@actor)
@upgrade_window.active = true
@upgrade_window.visible = true
@upgrade_window.help_window = @help_window
@upgrade_window.help_plus_window = @price_window
end
#--------------------------------------------------------------------------
# ● 釋放窗口
#--------------------------------------------------------------------------
def window_dispose
@confirm_window.dispose # 釋放「確認窗口」
@help_window.dispose # 釋放「幫助窗口」
@price_window.dispose # 釋放「代價窗口」
@gold_window.dispose # 釋放「金錢窗口」
@upgrade_window.dispose # 釋放「强化窗口」
end
#--------------------------------------------------------------------------
# ● 刷新畫面
#--------------------------------------------------------------------------
def update
@confirm_window.update # 刷新「確認窗口」
@help_window.update # 刷新「幫助窗口」
@price_window.update # 刷新「代價窗口」
@gold_window.update # 刷新「金錢窗口」
@upgrade_window.update # 刷新「强化窗口」
# 如果强化窗口活躍: 调用 update_upgrade
if @upgrade_window.active
update_upgrade
return
end
# 如果確認窗口活躍:調用 update_confirm
if @confirm_window.active
update_confirm
return
end
end
#--------------------------------------------------------------------------
# ● 如果强化窗口活躍: 调用 update_upgrade
#--------------------------------------------------------------------------
def update_upgrade
# 按下 B or Esc 鍵的情况下
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se) #演奏確認 SE
$scene = Deatwo_Smith_Shop1.new(@actor) #切換到 Step1
#->切換到 Step1 界面
return
end
# 按下 C or Space 鍵的情况下
if Input.trigger?(Input::C)
# 取得需要强化之物品
@item = @upgrade_window.item
# 如果不可强化則中止
unless judgement(@item)
$game_system.se_play($data_system.buzzer_se) #演奏凍結 SE
return
end
$game_system.se_play($data_system.decision_se) #演奏確認 SE
@confirm_window.visible = true #顯示「確認窗口」
@confirm_window.active = true #活躍「確認窗口」
@upgrade_window.active = false #凍結「强化窗口」
#->切換到確認窗口
end
end
#--------------------------------------------------------------------------
# ● 判斷物品是否可以强化
#--------------------------------------------------------------------------
def judgement(item)
# 沒有裝備的情况不能强化
return false if item.nil?
# 達到最高級不能强化
return false if item.lv >= Upgrade::Max_lv
@price = Upgrade::Price # 取得代價資料
# 代價不足不能强化
equipment_kind = 0 if item.is_a?(RPG::Weapon)
equipment_kind = (item.kind + 1) if item.is_a?(RPG::Armor)
lv = 0
lv += (item.lv + 1) if (@price[equipment_kind].size - 1) >= (item.lv + 1)
@items = @price[equipment_kind][lv][0]
@gold = @price[equipment_kind][lv][1]
pass = 0
if @items.nil?
item_enough = true
else
for item_id in @items.keys
pass += 1 if $game_party.item_number(item_id) >= @items[item_id]
end
item_enough = true if pass == @items.size
end
if @gold.nil?
gold_enough = true
else
gold_enough = true if $game_party.gold >= @gold
end
return false unless item_enough
return false unless gold_enough
return true
end
#--------------------------------------------------------------------------
# ● 如果確認窗口活躍:調用 update_confirm
#--------------------------------------------------------------------------
def update_confirm
# 按下 B or Esc 鍵的情况下
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se) #演奏確認 SE
@confirm_window.visible = false #隱藏「確認窗口」
@confirm_window.active = false #凍結「確認窗口」
@upgrade_window.active = true #活躍「强化窗口」
#->切換到强化窗口
return
end
# 按下 C or Space 鍵的情况下
if Input.trigger?(Input::C)
case @confirm_window.index
when 0 # 確認
# 扣除代價
$game_party.lose_gold(@gold) unless @gold.nil?
@items.each{|item_id, num| $game_party.lose_item(item_id, num)} unless @items.nil?
kind = 0 if @item.is_a?(RPG::Weapon)
kind = 1 if @item.is_a?(RPG::Armor)
Upgrade.up_grade(@item.id, kind)
@confirm_window.visible = false
@confirm_window.active = false
@upgrade_window.active = true
# 刷新各窗口
@price_window.non_auto_update
@help_window.non_auto_update
@upgrade_window.refresh(@actor)
@gold_window.refresh
when 1 # 取消
@confirm_window.visible = false
@confirm_window.active = false
@upgrade_window.active = true
return
end
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Confirm
#------------------------------------------------------------------------------
# 確認的窗口
#==============================================================================
class Deatwo_Smith_Confirm < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(300, 270, 240, 100)
@item_max = 2
@commands = [Vocab::Smith_Yes, Vocab::Smith_No]
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 255
self.index =0
self.z=150
self.active = false
self.visible = false
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
y = index * 30 - 5
self.contents.draw_text(5, -5, 240, 45, @commands[0])
self.contents.draw_text(5, 25, 240, 45, @commands[1])
end
end
#==============================================================================
# ■ Deatwo_Smith_Price
#------------------------------------------------------------------------------
# 描述强化代價的幫助窗口
#==============================================================================
class Deatwo_Smith_Price < Window_Base
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 480)
self.z = 120
self.opacity = 190
self.visible = true
self.contents = Bitmap.new(width - 32, height - 32)
# 取得代價設定
@price = Upgrade::Price
end
#--------------------------------------------------------------------------
# ● 手動更新帮助窗口
#--------------------------------------------------------------------------
def non_auto_update
data = @data
set_price_text(data)
end
#--------------------------------------------------------------------------
# ● 設置描述
#--------------------------------------------------------------------------
def set_text(data)
if data != nil && @data != data
@data = data
set_price_text(@data)
else
return
end
end
#--------------------------------------------------------------------------
# ● 描繪代價
#--------------------------------------------------------------------------
def set_price_text(data)
y=0
self.contents.clear
#---------------------
# ● 裝備種類取得
#---------------------
equipment_kind = 0 if data.is_a?(RPG::Weapon)
equipment_kind = (data.kind + 1) if data.is_a?(RPG::Armor)
#---------------------
# ● 代價資料取得
#---------------------
lv = 0
lv += (data.lv + 1) if (@price[equipment_kind].size - 1) >= (data.lv + 1)
items = @price[equipment_kind][lv][0]
gold = @price[equipment_kind][lv][1]
#---------------------
# ● 標題描繪
#---------------------
y+=32
text_title = Vocab::Smith_Price
self.contents.font.color = normal_color
self.contents.font.size = 18
self.contents.draw_text(4, y-32, 212, 32, text_title, 0)
#---------------------
# ● 消耗金錢描繪
#---------------------
y+=32
text_gold = Vocab::Smith_Gold + ":1000"
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(4, y-32, 212, 32, text_gold, 0)
self.contents.font.color = normal_color
self.contents.draw_text(4+100, y-32, 212, 32, gold.to_s, 0)
#---------------------
# ● 消耗物品描繪
#---------------------
unless items.nil?
for item_id in items.keys
y+=32
need = items[item_id].to_s
bring = $game_party.item_number(item_id).to_s
text_name = $data_items[item_id].name
text_need = (Vocab::Smith_Need + need)
text_bring = (Vocab::Smith_Hold + bring)
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.draw_text(4, y-32, 212, 32, text_name)
self.contents.font.color = normal_color
self.contents.draw_text(104, y-32, 212, 32, text_need)
self.contents.draw_text(184, y-32, 212, 32, text_bring)
end
end
end
end
#==============================================================================
# ■ Deatwo_Smith_Equipment
#------------------------------------------------------------------------------
# 主畫面用:顯示可以强化的裝備
#==============================================================================
class Deatwo_Smith_Equipment < Window_Selectable
attr_reader :column_max
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize(n)
super(320, 60-60, 640-320, 420+60)
actor = n
@max_lv = Upgrade::Max_lv # 取得最高等級
@price = Upgrade::Price # 取得代價設定
@column_max = 1
self.index = 0
refresh(actor)
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh(n)
unless self.contents.nil?
self.contents.dispose
self.contents = nil
end
actor = $game_party.actors[n]
@data = [$data_weapons[actor.weapon_id],
$data_armors[actor.armor1_id],
$data_armors[actor.armor2_id],
$data_armors[actor.armor3_id],
$data_armors[actor.armor4_id]]
# 如果项目数不是 0 就生成位图、描绘全部项目
@item_max = 5
if @data.size > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
5.times do |index|draw_item(index) end
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
return if item.nil?
# 判斷裝備是否可以强化
if judgement(item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
end
#--------------------------------------------------------------------------
# ● 判斷裝備是否可以强化
#--------------------------------------------------------------------------
def judgement(item)
return false if item.nil?
return false unless item.lv < @max_lv
equipment_kind = 0 if item.is_a?(RPG::Weapon)
equipment_kind = (item.kind + 1) if item.is_a?(RPG::Armor)
lv = 0
lv += (item.lv + 1) if (@price[equipment_kind].size - 1) >= (item.lv + 1)
@items = @price[equipment_kind][lv][0]
@gold = @price[equipment_kind][lv][1]
pass = 0
if @items.nil?
item_enough = true
else
for item_id in @items.keys
pass += 1 if $game_party.item_number(item_id) >= @items[item_id]
end
item_enough = true if pass == @items.size
end
if @gold.nil?
gold_enough = true
else
gold_enough = true if $game_party.gold >= @gold
end
return false unless item_enough
return false unless gold_enough
return true
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self,item)
end
#--------------------------------------------------------------------------
# ● 幫助窗口的设置
# help_plus_window : 新的幫助窗口
#--------------------------------------------------------------------------
def update
super
update_help_plus if (self.active and @help_plus_window != nil)
end
def help_plus_window=(help_plus_window)
@help_plus_window = help_plus_window
# 刷新幫助文本 (update_help 定義了繼承目標)
update_help_plus if (self.active and @help_plus_window != nil)
end
def update_help_plus
@help_plus_window.set_text(item)
end
end
#==============================================================================
# ■ Deatwo_Smith_Shop3
#------------------------------------------------------------------------------
# 處理裝備着裝界面的類
#==============================================================================
class Deatwo_Smith_Shop3 < Scene_Equip
#--------------------------------------------------------------------------
# ● 刷新画面 (右侧窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_right
# 按下 B 键的情况下
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se) # 演奏取消 SE
$scene = Deatwo_Smith_Shop1.new(@actor_index) #切換到 Step1
#->切換到 Step1 界面
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
#...固定装备的情况下
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se) # 演奏冻结 SE
return
end
$game_system.se_play($data_system.decision_se) # 演奏确定 SE
#...激活物品窗口
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# 按下 R 键的情况下
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se) # 演奏光标 SE
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se) # 演奏光标 SE
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的装备画面
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
end
‘‘──[email protected]于2012-5-4 19:56补充以下内容
在线等 情哥哥 姐姐 帮帮忙
’’ |
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