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#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== # 脚本使用设定: # 开关定义: $第一种加点 = 41 $第二种加点 = 42 $第三种加点 = 43 # 开关不能同时打开 LEVEL_UP_POINT = 4 # 每升一级所增加的点数 LEVEL_UP_POINT2 = 8 # 自定义设置1,数值可以任改 LEVEL_UP_POINT3 = 12 #自定义设置2,数值可以任改 LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值 # 默认情况 = 100, # 则是数据库里1号角色的加点数存于101号变量 # 3号角色的加点数存于103号变量。 # 你可以直接操作变量赠与角色可分配点数 # 每增加一次点数,各项能力值的变化:357-410行 # 使用方法介绍: # 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。 # 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力, # 1-99级全部等于一个相同数值就行了。 # 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。 # 默认都是0号 # 加点场景中,page up,page down换人,如果想加点完毕后返回地图, # 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new # 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG #============================================================================== # ■ Window_Command #------------------------------------------------------------------------------ # 一般的命令选择行窗口。(追加定义) #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ● 项目有效化 # index : 项目编号 #-------------------------------------------------------------------------- def able_item(index) draw_item(index, normal_color) end end #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # 处理角色的类。(再定义) #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 if $game_switches[$第一种加点]==true # 增加第一种设置可自由分配的点数 $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT end if $game_switches[$第二种加点]==true # 增加第二种设置可自由分配的点数 $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT2 end if $game_switches[$第三种加点]==true # 增加第三种设置可自由分配的点数 $game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT3 end # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # 游戏中全部窗口的超级类(追加定义) #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘 HP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_hp_lvup(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp) if $temp_hp == 0 self.contents.font.color = normal_color self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2) else maxhp = actor.maxhp + $temp_hp self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2) self.contents.font.color = normal_color self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_hp >=0 self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 155, y, 36, 32, " -",2) end self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘 SP # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # width : 描画目标的宽 #-------------------------------------------------------------------------- def draw_actor_sp_lvup(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp) if $temp_sp == 0 self.contents.font.color = normal_color self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2) else maxsp = actor.maxsp + $temp_sp self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2) self.contents.font.color = normal_color self.contents.draw_text(x + 155, y, 36, 32, "( ", 2) if $temp_sp >=0 self.contents.font.color = Color.new(255, 128, 128, 255) self.contents.draw_text(x + 155, y, 36, 32, " +",2) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 155, y, 36, 32, " -",2) end self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(x + 215, y, 36, 32, ")", 2) end end #-------------------------------------------------------------------------- # ● 描绘能力值 # actor : 角色 # x : 描画目标 X 坐标 # y : 描画目标 Y 坐标 # type : 能力值种类 (0~4) #-------------------------------------------------------------------------- def draw_actor_lvup(actor, x, y, type) # 定义数字颜色 lvup = normal_color upcolor = Color.new(255, 128, 128, 255) self.contents.font.color = normal_color case type when 0 parameter_name = $data_system.words.str parameter_value = actor.str parameter_value_temp = parameter_value + $temp_str if $temp_str != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_str >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 1 parameter_name = $data_system.words.dex parameter_value = actor.dex parameter_value_temp = parameter_value + $temp_dex if $temp_dex != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_dex >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 2 parameter_name = $data_system.words.agi parameter_value = actor.agi parameter_value_temp = parameter_value + $temp_agi if $temp_agi != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_agi >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 3 parameter_name = $data_system.words.int parameter_value = actor.int parameter_value_temp = parameter_value + $temp_int if $temp_int != 0 lvup = upcolor self.contents.draw_text(x + 256, y, 16, 32, "(") if $temp_int >= 0 self.contents.font.color = lvup self.contents.draw_text(x + 272, y, 80, 32, "+",0) else self.contents.font.color = Color.new(255,255,0,255) self.contents.draw_text(x + 272, y, 80, 32, "-",0) end self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1) self.contents.font.color = normal_color self.contents.draw_text(x + 272, y, 80, 32, ")", 2) end when 4 parameter_name = "剩余点数" parameter_value = $point if $point != 0 lvup = upcolor end end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s) if type != 4 self.contents.draw_text(x + 150, y, 36, 32, "→") end self.contents.font.color = lvup self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s) self.contents.font.color = normal_color end end #============================================================================== # ■ Window_lvup #------------------------------------------------------------------------------ # 显示升级状态窗口。 #============================================================================== class Window_Lvup < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 512, 320) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear x = 0 y = 0 #draw_actor_graphic(@actor, 40, 120) bitmap = Bitmap.new("Graphics/Faces/" + @actor.id.to_s + "_Q.png") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x, y+30, bitmap, src_rect) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp_lvup(@actor, 96+128, 32) draw_actor_sp_lvup(@actor, 96+128, 64) draw_actor_lvup(@actor, 96, 128, 0) draw_actor_lvup(@actor, 96, 160, 1) draw_actor_lvup(@actor, 96, 192, 2) draw_actor_lvup(@actor, 96, 224, 3) draw_actor_lvup(@actor, 96, 256, 4) end end #============================================================================== # ■ Window_Help #------------------------------------------------------------------------------ # 特技及物品的说明、角色的状态显示的窗口。 #============================================================================== class Window_Lvup_Help < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) @test = "" #——这个东西用来检测,节约内存专用 end #-------------------------------------------------------------------------- # ● 设置文本 #-------------------------------------------------------------------------- def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil) if @test != text1 @test = text1 else return end self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 0, self.width - 40, 32, text1) if text2 != nil self.contents.draw_text(4 , 32, self.width - 40, 32, text2) end self.contents.font.size -= 4 if text3 != nil self.contents.draw_text(4 , 64, self.width - 40, 32, text3) end if text4 != nil self.contents.draw_text(4 , 96, self.width - 40, 32, text4) end self.contents.font.size += 4 end end #============================================================================== # ■ Scene_lvup #------------------------------------------------------------------------------ # 处理升级画面的类。 #============================================================================== class Scene_Lvup #-------------------------------------------------------------------------- # ● 初始化对像 # actor_index : 角色索引 # menu_index : 选项起始位置 #-------------------------------------------------------------------------- def initialize(actor_index = 0 , menu_index = 0) @actor_index = actor_index @menu_index = menu_index end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main s1 = "增加体质" s2 = "增加"+$data_system.words.str s3 = "增加"+$data_system.words.dex s4 = "增加"+$data_system.words.agi s5 = "增加"+$data_system.words.int s6 = "确认加点" s7 = "点数重置" @command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index # 获取角色 @actor = $game_party.actors[@actor_index] # 将角色的剩余点数带入 $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE] # 初始化临时量 $temp_str = 0 $temp_dex = 0 $temp_agi = 0 $temp_int = 0 $temp_hp = 0 $temp_sp = 0 #========================================================================= # 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误 # (各种编程语言都有这种意外),建议还是使用整数,正负不限 #========================================================================= # 每提升一次力量,提升多少附加能力 #========================================================================= @str_hp = 30 # 每提升一次力量附加提升多少HP @str_sp = 0 # 每提升一次力量附加提升多少SP @str_dex = 0 # 每提升一次力量附加提升多少灵巧 @str_agi = 0 # 每提升一次力量附加提升多少速度 @str_int = 0 # 每提升一次力量附加提升多少魔力 @str_str = 3 # 每提升一次力量附加提升多少力量 #========================================================================= # 每提升一次灵巧,提升多少附加能力 #========================================================================= @dex_hp = 0 # 每提升一次灵巧附加提升多少HP @dex_sp = 0 # 每提升一次灵巧附加提升多少SP @dex_str = 0 # 每提升一次灵巧附加提升多少力量 @dex_agi = 0 # 每提升一次灵巧附加提升多少速度 @dex_int = 0 # 每提升一次灵巧附加提升多少魔力 @dex_dex = 3 # 每提升一次灵巧附加提升多少灵巧 #========================================================================= # 每提升一次速度,提升多少附加能力 #========================================================================= @agi_hp = 0 # 每提升一次速度附加提升多少HP @agi_sp = 0 # 每提升一次速度附加提升多少SP @agi_str = 0 # 每提升一次速度附加提升多少力量 @agi_dex = 0 # 每提升一次速度附加提升多少灵巧 @agi_int = 0 # 每提升一次速度附加提升多少魔力 @agi_agi = 3 # 每提升一次速度附加提升多少速度 #========================================================================= # 每提升一次魔力,提升多少附加能力 #========================================================================= @int_hp = 0 # 每提升一次魔力附加提升多少HP @int_sp = 30 # 每提升一次魔力附加提升多少SP @int_str = 0 # 每提升一次魔力附加提升多少力量 @int_dex = 0 # 每提升一次魔力附加提升多少灵巧 @int_agi = 0 # 每提升一次魔力附加提升多少速度 @int_int = 3 # 每提升一次魔力附加提升多少魔力 #========================================================================= # 每提升一次体力,提升多少附加能力 #========================================================================= @hp = 100 # 每提升一次体力提升多少HP @sp = 50 # 每提升一次体力提升多少SP @hp_str = 0 # 每提升一次体力提升多少力量 @hp_dex = 0 # 每提升一次体力提升多少速度 @hp_agi = 0 # 每提升一次体力提升多少灵巧 @hp_int = 0 # 每提升一次体力提升多少魔力 # 定义说明文字 @text_hp_sc = "体质可以增加生存的能力,可以延长生存的时间!" @text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!" @text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!" @text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!" @text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!" @text_save = "保存分配情况并返回游戏" @text_reset= "重新分配能力点数" @text_2 = "每增加一次此项能力值,可以提升能力值" @text_hp = "最大" + $data_system.words.hp + "值" @text_sp = "最大" + $data_system.words.sp + "值" @text_str = "最大" + $data_system.words.str + "值" @text_dex = "最大" + $data_system.words.dex + "值" @text_agi = "最大" + $data_system.words.agi + "值" @text_int = "最大" + $data_system.words.int + "值" s_disable # 生成状态窗口 @lvup_window = Window_Lvup.new(@actor) @lvup_window.x = 128 @lvup_window.y = 0 # 生成帮助窗口并初始化帮助文本 @help_window = Window_Lvup_Help.new # 执行过渡 Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果切换画面就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @command_window.dispose @lvup_window.dispose @help_window.dispose end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新窗口 @command_window.update # 选项明暗判断(因为太消耗资源,所以屏蔽掉了) s_disable @lvup_window.update #============================================================= # 按下 B 键的情况下 #============================================================= if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换到地图画面 $scene = Scene_Menu.new(0) return end #============================================================= # 按下 C 键的情况下 #============================================================= if Input.trigger?(Input::C) if @command_window.index == 5 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 将角色的剩余点数带回 $game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point # 将角色点数实际加上 @actor.str += $temp_str @actor.dex += $temp_dex @actor.agi += $temp_agi @actor.int += $temp_int @actor.maxhp += $temp_hp @actor.maxsp += $temp_sp # 切换到地图画面 $scene = Scene_Map.new return end if @command_window.index == 6 # 演奏确定 SE $game_system.se_play($data_system.cancel_se) # 将角色的剩余点数带入 $point = $game_variables[@actor.id + LEVEL_UP_VARIABLE] # 初始化临时量 $temp_str = 0 $temp_dex = 0 $temp_agi = 0 $temp_int = 0 $temp_hp = 0 $temp_sp = 0 @lvup_window.refresh return end if $point == 0 # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_hp += @hp $temp_sp += @sp $temp_str += @hp_str $temp_dex += @hp_dex $temp_agi += @hp_agi $temp_int += @hp_int $point -= 1 @lvup_window.refresh s_disable return when 1 # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_str += @str_str $temp_hp += @str_hp $temp_sp += @str_sp $temp_dex += @str_dex $temp_agi += @str_agi $temp_int += @str_int $point -= 1 @lvup_window.refresh s_disable return when 2 # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_dex += @dex_dex $temp_hp += @dex_hp $temp_sp += @dex_sp $temp_str += @dex_str $temp_agi += @dex_agi $temp_int += @dex_int $point -= 1 @lvup_window.refresh s_disable return when 3 # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_agi += @agi_agi $temp_hp += @agi_hp $temp_sp += @agi_sp $temp_str += @agi_str $temp_dex += @agi_dex $temp_int += @agi_int $point -= 1 @lvup_window.refresh s_disable return when 4 # 演奏确定 SE $game_system.se_play($data_system.decision_se) $temp_int += @int_int $temp_hp += @int_hp $temp_sp += @int_sp $temp_str += @int_str $temp_dex += @int_dex $temp_agi += @int_agi $point -= 1 @lvup_window.refresh s_disable return end end #============================================================= # 什么都没有按下的情况 #============================================================= case @command_window.index when 0 # 增加体力 temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点" temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点" @help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2) when 1 # 增加力量 temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点" temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点" @help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2) when 2 # 增加灵巧 temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点" temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点" @help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2) when 3 # 增加速度 temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点" temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点" @help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2) when 4 # 增加魔力 temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点" temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点" @help_window.lvup_text(@text_int_sc , @text_2 , temptext1 , temptext2) when 5 # 保存设定 @help_window.lvup_text(@text_save) when 6 # 点数重置 @help_window.lvup_text(@text_reset) end #============================================================= # 按下R与L换人的情况 #============================================================= if Input.trigger?(Input::R) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至下一位角色 @actor_index += 1 @actor_index %= $game_party.actors.size # 切换到别的状态画面 $scene = Scene_Lvup.new(@actor_index , @command_window.index) return end # 按下 L 键的情况下 if Input.trigger?(Input::L) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至上一位角色 @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # 切换到别的状态画面 $scene = Scene_Lvup.new(@actor_index , @command_window.index) return end end #-------------------------------------------------------------------------- # ● 选项明暗判断 #-------------------------------------------------------------------------- def s_disable # 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色 if $point == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) @command_window.disable_item(4) else @command_window.able_item(0) @command_window.able_item(1) @command_window.able_item(2) @command_window.able_item(3) @command_window.able_item(4) end end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
# 脚本使用设定:
# 开关定义:
$第一种加点 = 41
$第二种加点 = 42
$第三种加点 = 43
# 开关不能同时打开
LEVEL_UP_POINT = 4 # 每升一级所增加的点数
LEVEL_UP_POINT2 = 8 # 自定义设置1,数值可以任改
LEVEL_UP_POINT3 = 12 #自定义设置2,数值可以任改
LEVEL_UP_VARIABLE = 100 # 储存角色点数的变量编号与角色id编号的差值
# 默认情况 = 100,
# 则是数据库里1号角色的加点数存于101号变量
# 3号角色的加点数存于103号变量。
# 你可以直接操作变量赠与角色可分配点数
# 每增加一次点数,各项能力值的变化:357-410行
# 使用方法介绍:
# 本脚本不会取代原猩豆δ埽皇且桓龈郊庸δ堋?BR># 也就是说,默认的升级还在,但可以用这个功能手动追加点数。
# 如果你想纯粹使用手动加点(而升级不提升能力),只要把数据库中角色升级能力,
# 1-99级全部等于一个相同数值就行了。
# 呼唤加点场景的方法:$scene = Scene_Lvup.new(角色编号,返回菜单编号)。
# 默认都是0号
# 加点场景中,page up,page down换人,如果想加点完毕后返回地图,
# 464行$scene = Scene_Menu.new(0)改为$scene = Scene_Map.new
# 推荐脚本搭配:魔法商店脚本,两者结合,制作自由型RPG
#==============================================================================
# ■ Window_Command
#------------------------------------------------------------------------------
# 一般的命令选择行窗口。(追加定义)
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# ● 项目有效化
# index : 项目编号
#--------------------------------------------------------------------------
def able_item(index)
draw_item(index, normal_color)
end
end
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。(再定义)
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
if $game_switches[$第一种加点]==true
# 增加第一种设置可自由分配的点数
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT
end
if $game_switches[$第二种加点]==true
# 增加第二种设置可自由分配的点数
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT2
end
if $game_switches[$第三种加点]==true
# 增加第三种设置可自由分配的点数
$game_variables[self.id + LEVEL_UP_VARIABLE] += LEVEL_UP_POINT3
end
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降级
while @exp < @exp_list[@level]
@level -= 1
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
# 游戏中全部窗口的超级类(追加定义)
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● 描绘 HP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_hp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.hp)
if $temp_hp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxhp.to_s, 2)
else
maxhp = actor.maxhp + $temp_hp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 120 , y, 48, 32, maxhp.to_s ,2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_hp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 200, y, 36, 32, $temp_hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘 SP
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# width : 描画目标的宽
#--------------------------------------------------------------------------
def draw_actor_sp_lvup(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x , y, 96, 32, "最大" + $data_system.words.sp)
if $temp_sp == 0
self.contents.font.color = normal_color
self.contents.draw_text(x + 120 , y, 48, 32, actor.maxsp.to_s, 2)
else
maxsp = actor.maxsp + $temp_sp
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 120 , y, 48, 32, maxsp.to_s ,2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 155, y, 36, 32, "( ", 2)
if $temp_sp >=0
self.contents.font.color = Color.new(255, 128, 128, 255)
self.contents.draw_text(x + 155, y, 36, 32, " +",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 155, y, 36, 32, " -",2)
end
self.contents.draw_text(x + 200, y, 36, 32, $temp_sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 215, y, 36, 32, ")", 2)
end
end
#--------------------------------------------------------------------------
# ● 描绘能力值
# actor : 角色
# x : 描画目标 X 坐标
# y : 描画目标 Y 坐标
# type : 能力值种类 (0~4)
#--------------------------------------------------------------------------
def draw_actor_lvup(actor, x, y, type)
# 定义数字颜色
lvup = normal_color
upcolor = Color.new(255, 128, 128, 255)
self.contents.font.color = normal_color
case type
when 0
parameter_name = $data_system.words.str
parameter_value = actor.str
parameter_value_temp = parameter_value + $temp_str
if $temp_str != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_str >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_str.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 1
parameter_name = $data_system.words.dex
parameter_value = actor.dex
parameter_value_temp = parameter_value + $temp_dex
if $temp_dex != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_dex >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_dex.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 2
parameter_name = $data_system.words.agi
parameter_value = actor.agi
parameter_value_temp = parameter_value + $temp_agi
if $temp_agi != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_agi >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_agi.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 3
parameter_name = $data_system.words.int
parameter_value = actor.int
parameter_value_temp = parameter_value + $temp_int
if $temp_int != 0
lvup = upcolor
self.contents.draw_text(x + 256, y, 16, 32, "(")
if $temp_int >= 0
self.contents.font.color = lvup
self.contents.draw_text(x + 272, y, 80, 32, "+",0)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x + 272, y, 80, 32, "-",0)
end
self.contents.draw_text(x + 272, y, 80, 32, $temp_int.abs.to_s,1)
self.contents.font.color = normal_color
self.contents.draw_text(x + 272, y, 80, 32, ")", 2)
end
when 4
parameter_name = "剩余点数"
parameter_value = $point
if $point != 0
lvup = upcolor
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s)
if type != 4
self.contents.draw_text(x + 150, y, 36, 32, "→")
end
self.contents.font.color = lvup
self.contents.draw_text(x + 180, y, 60, 32, parameter_value_temp.to_s)
self.contents.font.color = normal_color
end
end
#==============================================================================
# ■ Window_lvup
#------------------------------------------------------------------------------
# 显示升级状态窗口。
#==============================================================================
class Window_Lvup < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor : 角色
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 512, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
x = 0
y = 0
#draw_actor_graphic(@actor, 40, 120)
bitmap = Bitmap.new("Graphics/Faces/" + @actor.id.to_s + "_Q.png")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y+30, bitmap, src_rect)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp_lvup(@actor, 96+128, 32)
draw_actor_sp_lvup(@actor, 96+128, 64)
draw_actor_lvup(@actor, 96, 128, 0)
draw_actor_lvup(@actor, 96, 160, 1)
draw_actor_lvup(@actor, 96, 192, 2)
draw_actor_lvup(@actor, 96, 224, 3)
draw_actor_lvup(@actor, 96, 256, 4)
end
end
#==============================================================================
# ■ Window_Help
#------------------------------------------------------------------------------
# 特技及物品的说明、角色的状态显示的窗口。
#==============================================================================
class Window_Lvup_Help < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@test = "" #——这个东西用来检测,节约内存专用
end
#--------------------------------------------------------------------------
# ● 设置文本
#--------------------------------------------------------------------------
def lvup_text(text1, text2 = nil, text3 = nil, text4 = nil)
if @test != text1
@test = text1
else
return
end
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text1)
if text2 != nil
self.contents.draw_text(4 , 32, self.width - 40, 32, text2)
end
self.contents.font.size -= 4
if text3 != nil
self.contents.draw_text(4 , 64, self.width - 40, 32, text3)
end
if text4 != nil
self.contents.draw_text(4 , 96, self.width - 40, 32, text4)
end
self.contents.font.size += 4
end
end
#==============================================================================
# ■ Scene_lvup
#------------------------------------------------------------------------------
# 处理升级画面的类。
#==============================================================================
class Scene_Lvup
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
# menu_index : 选项起始位置
#--------------------------------------------------------------------------
def initialize(actor_index = 0 , menu_index = 0)
@actor_index = actor_index
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
s1 = "增加体质"
s2 = "增加"+$data_system.words.str
s3 = "增加"+$data_system.words.dex
s4 = "增加"+$data_system.words.agi
s5 = "增加"+$data_system.words.int
s6 = "确认加点"
s7 = "点数重置"
@command_window = Window_Command.new(128, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# 获取角色
@actor = $game_party.actors[@actor_index]
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
#=========================================================================
# 特别提示:这些设置也可以使用小数,但是可能出现0值意外错误
# (各种编程语言都有这种意外),建议还是使用整数,正负不限
#=========================================================================
# 每提升一次力量,提升多少附加能力
#=========================================================================
@str_hp = 30 # 每提升一次力量附加提升多少HP
@str_sp = 0 # 每提升一次力量附加提升多少SP
@str_dex = 0 # 每提升一次力量附加提升多少灵巧
@str_agi = 0 # 每提升一次力量附加提升多少速度
@str_int = 0 # 每提升一次力量附加提升多少魔力
@str_str = 3 # 每提升一次力量附加提升多少力量
#=========================================================================
# 每提升一次灵巧,提升多少附加能力
#=========================================================================
@dex_hp = 0 # 每提升一次灵巧附加提升多少HP
@dex_sp = 0 # 每提升一次灵巧附加提升多少SP
@dex_str = 0 # 每提升一次灵巧附加提升多少力量
@dex_agi = 0 # 每提升一次灵巧附加提升多少速度
@dex_int = 0 # 每提升一次灵巧附加提升多少魔力
@dex_dex = 3 # 每提升一次灵巧附加提升多少灵巧
#=========================================================================
# 每提升一次速度,提升多少附加能力
#=========================================================================
@agi_hp = 0 # 每提升一次速度附加提升多少HP
@agi_sp = 0 # 每提升一次速度附加提升多少SP
@agi_str = 0 # 每提升一次速度附加提升多少力量
@agi_dex = 0 # 每提升一次速度附加提升多少灵巧
@agi_int = 0 # 每提升一次速度附加提升多少魔力
@agi_agi = 3 # 每提升一次速度附加提升多少速度
#=========================================================================
# 每提升一次魔力,提升多少附加能力
#=========================================================================
@int_hp = 0 # 每提升一次魔力附加提升多少HP
@int_sp = 30 # 每提升一次魔力附加提升多少SP
@int_str = 0 # 每提升一次魔力附加提升多少力量
@int_dex = 0 # 每提升一次魔力附加提升多少灵巧
@int_agi = 0 # 每提升一次魔力附加提升多少速度
@int_int = 3 # 每提升一次魔力附加提升多少魔力
#=========================================================================
# 每提升一次体力,提升多少附加能力
#=========================================================================
@hp = 100 # 每提升一次体力提升多少HP
@sp = 50 # 每提升一次体力提升多少SP
@hp_str = 0 # 每提升一次体力提升多少力量
@hp_dex = 0 # 每提升一次体力提升多少速度
@hp_agi = 0 # 每提升一次体力提升多少灵巧
@hp_int = 0 # 每提升一次体力提升多少魔力
# 定义说明文字
@text_hp_sc = "体质可以增加生存的能力,可以延长生存的时间!"
@text_str_sc = $data_system.words.str + "可以增加物理攻击和物理技能的威力!"
@text_dex_sc = $data_system.words.dex + "可以提高攻击的命中率和必杀!"
@text_agi_sc = $data_system.words.agi + "可以提高回避、命中、逃跑成功率!"
@text_int_sc = $data_system.words.int + "可以提高魔法的效果,可以增加1点魔法!"
@text_save = "保存分配情况并返回游戏"
@text_reset= "重新分配能力点数"
@text_2 = "每增加一次此项能力值,可以提升能力值"
@text_hp = "最大" + $data_system.words.hp + "值"
@text_sp = "最大" + $data_system.words.sp + "值"
@text_str = "最大" + $data_system.words.str + "值"
@text_dex = "最大" + $data_system.words.dex + "值"
@text_agi = "最大" + $data_system.words.agi + "值"
@text_int = "最大" + $data_system.words.int + "值"
s_disable
# 生成状态窗口
@lvup_window = Window_Lvup.new(@actor)
@lvup_window.x = 128
@lvup_window.y = 0
# 生成帮助窗口并初始化帮助文本
@help_window = Window_Lvup_Help.new
# 执行过渡
Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition)
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@lvup_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
# 选项明暗判断(因为太消耗资源,所以屏蔽掉了)
s_disable
@lvup_window.update
#=============================================================
# 按下 B 键的情况下
#=============================================================
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Menu.new(0)
return
end
#=============================================================
# 按下 C 键的情况下
#=============================================================
if Input.trigger?(Input::C)
if @command_window.index == 5
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 将角色的剩余点数带回
$game_variables[@actor.id + LEVEL_UP_VARIABLE] = $point
# 将角色点数实际加上
@actor.str += $temp_str
@actor.dex += $temp_dex
@actor.agi += $temp_agi
@actor.int += $temp_int
@actor.maxhp += $temp_hp
@actor.maxsp += $temp_sp
# 切换到地图画面
$scene = Scene_Map.new
return
end
if @command_window.index == 6
# 演奏确定 SE
$game_system.se_play($data_system.cancel_se)
# 将角色的剩余点数带入
$point = $game_variables[@actor.id + LEVEL_UP_VARIABLE]
# 初始化临时量
$temp_str = 0
$temp_dex = 0
$temp_agi = 0
$temp_int = 0
$temp_hp = 0
$temp_sp = 0
@lvup_window.refresh
return
end
if $point == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_hp += @hp
$temp_sp += @sp
$temp_str += @hp_str
$temp_dex += @hp_dex
$temp_agi += @hp_agi
$temp_int += @hp_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 1
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_str += @str_str
$temp_hp += @str_hp
$temp_sp += @str_sp
$temp_dex += @str_dex
$temp_agi += @str_agi
$temp_int += @str_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 2
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_dex += @dex_dex
$temp_hp += @dex_hp
$temp_sp += @dex_sp
$temp_str += @dex_str
$temp_agi += @dex_agi
$temp_int += @dex_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 3
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_agi += @agi_agi
$temp_hp += @agi_hp
$temp_sp += @agi_sp
$temp_str += @agi_str
$temp_dex += @agi_dex
$temp_int += @agi_int
$point -= 1
@lvup_window.refresh
s_disable
return
when 4
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$temp_int += @int_int
$temp_hp += @int_hp
$temp_sp += @int_sp
$temp_str += @int_str
$temp_dex += @int_dex
$temp_agi += @int_agi
$point -= 1
@lvup_window.refresh
s_disable
return
end
end
#=============================================================
# 什么都没有按下的情况
#=============================================================
case @command_window.index
when 0 # 增加体力
temptext1 = @text_hp + @hp.to_s + "点 " + @text_str + @hp_str.to_s + "点 " + @text_dex + @hp_dex.to_s + "点"
temptext2 = @text_sp + @sp.to_s + "点 " + @text_agi + @hp_agi.to_s + "点 " + @text_int + @hp_int.to_s + "点"
@help_window.lvup_text(@text_hp_sc , @text_2 , temptext1 , temptext2)
when 1 # 增加力量
temptext1 = @text_hp + @str_hp.to_s + "点 " + @text_str + @str_str.to_s + "点 " + @text_dex + @str_dex.to_s + "点"
temptext2 = @text_sp + @str_sp.to_s + "点 " + @text_agi + @str_agi.to_s + "点 " + @text_int + @str_int.to_s + "点"
@help_window.lvup_text(@text_str_sc , @text_2 , temptext1 , temptext2)
when 2 # 增加灵巧
temptext1 = @text_hp + @dex_hp.to_s + "点 " + @text_str + @dex_agi.to_s + "点 " + @text_dex + @dex_dex.to_s + "点"
temptext2 = @text_sp + @dex_sp.to_s + "点 " + @text_agi + @dex_agi.to_s + "点 " + @text_int + @dex_int.to_s + "点"
@help_window.lvup_text(@text_dex_sc , @text_2 , temptext1 , temptext2)
when 3 # 增加速度
temptext1 = @text_hp + @agi_hp.to_s + "点 " + @text_str + @agi_str.to_s + "点 " + @text_dex + @agi_dex.to_s + "点"
temptext2 = @text_sp + @agi_sp.to_s + "点 " + @text_agi + @agi_agi.to_s + "点 " + @text_int + @agi_int.to_s + "点"
@help_window.lvup_text(@text_agi_sc , @text_2 , temptext1 , temptext2)
when 4 # 增加魔力
temptext1 = @text_hp + @int_hp.to_s + "点 " + @text_str + @int_str.to_s + "点 " + @text_dex + @int_dex.to_s + "点"
temptext2 = @text_sp + @int_sp.to_s + "点 " + @text_agi + @int_agi.to_s + "点 " + @text_int + @int_int.to_s + "点"
@help_window.lvup_text(@text_int_sc , @text_2 , temptext1 , temptext2)
when 5 # 保存设定
@help_window.lvup_text(@text_save)
when 6 # 点数重置
@help_window.lvup_text(@text_reset)
end
#=============================================================
# 按下R与L换人的情况
#=============================================================
if Input.trigger?(Input::R)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至下一位角色
@actor_index += 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
# 按下 L 键的情况下
if Input.trigger?(Input::L)
# 演奏光标 SE
$game_system.se_play($data_system.cursor_se)
# 移至上一位角色
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# 切换到别的状态画面
$scene = Scene_Lvup.new(@actor_index , @command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ● 选项明暗判断
#--------------------------------------------------------------------------
def s_disable
# 判断剩余点数是否为0,如果为0,那么增加选项表示为暗色
if $point == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
else
@command_window.able_item(0)
@command_window.able_item(1)
@command_window.able_item(2)
@command_window.able_item(3)
@command_window.able_item(4)
end
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
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