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所以这个脚本后,和普通NPC对话也被记录在那里!要怎么改才不会和NPC对话内容不被记录....- #------------------制作by bluefool,转载请保留------------------
- module Blue
- #这个是控制显示最近的多少条信息的,当超出一屏能显示的值的话可通过先按一下shift
- #然后用上下翻看内容。再按一次shift则解除激活
- Blue_max = 5
- #这个填写进如游戏时生成的系统语言,
- INTRO = "欢迎进入【】虚拟游戏世界,祝您畅游愉快!!"
- #用于清空hash表,可以不管它,但不要让Blue_max大于它,当然,它的值也可以改变
- NAM_MAX = 100
- #主要传递信息参数为函数$am,参见脚本内容
- end
- #-------------------------------------------
- class Scene_Load < Scene_File
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_decision(filename)
- # 文件不存在的情况下
- unless FileTest.exist?(filename)
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏读档 SE
- $game_system.se_play($data_system.load_se)
- # 写入存档数据
- file = File.open(filename, "rb")
- read_save_data(file)
- file.close
- # 还原 BGM、BGS
- $game_system.bgm_play($game_system.playing_bgm)
- $game_system.bgs_play($game_system.playing_bgs)
- # 刷新地图 (执行并行事件)
- $a = {}
- $game_map.update
- # 切换到地图画面
- $scene = Scene_Map.new
- end
- end
- class Game_Player < Game_Character
- def update
- # 本地变量记录移动信息
- last_moving = moving?
- # 移动中、事件执行中、强制移动路线中、
- # 信息窗口一个也不显示的时候
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing or $ccc == 1
- case Input.dir4
- when 2
- move_down
- when 4
- move_left
- when 6
- move_right
- when 8
- move_up
- end
- end
- # 本地变量记忆坐标
- last_real_x = @real_x
- last_real_y = @real_y
- super
- # 角色向下移动、画面上的位置在中央下方的情况下
- if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
- # 画面向下卷动
- $game_map.scroll_down(@real_y - last_real_y)
- end
- # 角色向左移动、画面上的位置在中央左方的情况下
- if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
- # 画面向左卷动
- $game_map.scroll_left(last_real_x - @real_x)
- end
- # 角色向右移动、画面上的位置在中央右方的情况下
- if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
- # 画面向右卷动
- $game_map.scroll_right(@real_x - last_real_x)
- end
- # 角色向上移动、画面上的位置在中央上方的情况下
- if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
- # 画面向上卷动
- $game_map.scroll_up(last_real_y - @real_y)
- end
- # 不在移动中的情况下
- unless moving?
- # 上次主角移动中的情况
- if last_moving
- # 与同位置的事件接触就判定为事件启动
- result = check_event_trigger_here([1,2])
- # 没有可以启动的事件的情况下
- if result == false
- # 调试模式为 ON 并且按下 CTRL 键的情况下除外
- unless $DEBUG and Input.press?(Input::CTRL)
- # 遇敌计数下降
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 判定为同位置以及正面的事件启动
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- end
- end
- end
- #==============================================================================
- # ■ Scene_Title
- #------------------------------------------------------------------------------
- # 处理标题画面的类。
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● 命令 : 新游戏
- #--------------------------------------------------------------------------
- def command_new_game
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 停止 BGM
- Audio.bgm_stop
- # 重置测量游戏时间用的画面计数器
- Graphics.frame_count = 0
- # 生成各种游戏对像
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- # 设置初期同伴位置
- $game_party.setup_starting_members
- # 设置初期位置的地图
- $game_map.setup($data_system.start_map_id)
- # 主角向初期位置移动
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- # 刷新主角
- $game_player.refresh
- # 执行地图设置的 BGM 与 BGS 的自动切换
- $game_map.autoplay
- # 刷新地图 (执行并行事件)
- $game_map.update
- $a = {}
- $am = Blue::INTRO
- $ccc = 0
- # 切换地图画面
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 继续
- #--------------------------------------------------------------------------
- def command_continue
- # 继续无效的情况下
- unless @continue_enabled
- # 演奏无效 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到读档画面
- $scene = Scene_Load.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 退出
- #--------------------------------------------------------------------------
- def command_shutdown
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # BGM、BGS、ME 的淡入淡出
- Audio.bgm_fade(800)
- Audio.bgs_fade(800)
- Audio.me_fade(800)
- # 退出
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # ● 战斗测试
- #--------------------------------------------------------------------------
- def battle_test
- # 载入数据库 (战斗测试用)
- $data_actors = load_data("Data/BT_Actors.rxdata")
- $data_classes = load_data("Data/BT_Classes.rxdata")
- $data_skills = load_data("Data/BT_Skills.rxdata")
- $data_items = load_data("Data/BT_Items.rxdata")
- $data_weapons = load_data("Data/BT_Weapons.rxdata")
- $data_armors = load_data("Data/BT_Armors.rxdata")
- $data_enemies = load_data("Data/BT_Enemies.rxdata")
- $data_troops = load_data("Data/BT_Troops.rxdata")
- $data_states = load_data("Data/BT_States.rxdata")
- $data_animations = load_data("Data/BT_Animations.rxdata")
- $data_tilesets = load_data("Data/BT_Tilesets.rxdata")
- $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
- $data_system = load_data("Data/BT_System.rxdata")
- # 重置测量游戏时间用的画面计数器
- Graphics.frame_count = 0
- # 生成各种游戏对像
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- $a = {0=>"进入战斗"}
- # 设置战斗测试用同伴
- $game_party.setup_battle_test_members
- # 设置队伍 ID、可以逃走标志、战斗背景
- $game_temp.battle_troop_id = $data_system.test_troop_id
- $game_temp.battle_can_escape = true
- $game_map.battleback_name = $data_system.battleback_name
- # 演奏战斗开始 BGM
- $game_system.se_play($data_system.battle_start_se)
- # 演奏战斗 BGM
- $game_system.bgm_play($game_system.battle_bgm)
- # 切换到战斗画面
- $scene = Scene_Battle.new
- end
- end
- #-------------------------------------------------------
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- @sprite_window = Sprite.new
- if $game_map.map_id != ID_制作人群地图编号
- @sprite_window.bitmap = RPG::Cache.picture("窗口")
- end
- @sprite_window.z = 10000
- @spriteset = Spriteset_Map.new
- @message_window = Window_Message.new
- @down_window = Window_Down.new
- @down_window.x = - 10
- @down_window.y = 350
- Graphics.transition
- # 主循环
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @sprite_window.dispose
- @message_window.dispose
- @down_window.dispose
- if $scene.is_a?(Scene_Title)
- Graphics.transition
- Graphics.freeze
- end
- @am_size = $a.size
- end
- #---------------------
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 循环
- loop do
- # 按照地图、实例、主角的顺序刷新
- # (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
- # 的机会的重要因素)
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- # 系统 (计时器)、画面刷新
- $game_system.update
- $game_screen.update
- # 如果主角在场所移动中就中断循环
- unless $game_temp.player_transferring
- break
- end
- # 执行场所移动
- transfer_player
- # 处理过渡中的情况下、中断循环
- if $game_temp.transition_processing
- break
- end
- end
- # 刷新活动块
- @spriteset.update
- # 刷新信息窗口
- @message_window.update
- # 游戏结束的情况下
- if $game_temp.gameover
- # 切换的游戏结束画面
- $scene = Scene_Gameover.new
- return
- end
- # 返回标题画面的情况下
- if $game_temp.to_title
- # 切换到标题画面
- $scene = Scene_Title.new
- return
- end
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除过渡处理中标志
- $game_temp.transition_processing = false
- # 执行过渡
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- # 显示信息窗口中的情况下
- if $game_temp.message_window_showing
- return
- end
- # 遇敌计数为 0 且、且遇敌列表不为空的情况下
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- # 不是在事件执行中或者禁止遇敌中
- unless $game_system.map_interpreter.running? or
- $game_system.encounter_disabled
- # 确定队伍
- n = rand($game_map.encounter_list.size)
- troop_id = $game_map.encounter_list[n]
- # 队伍有效的话
- if $data_troops[troop_id] != nil
- # 设置调用战斗标志
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil
- end
- end
- end
- #---------------------------------------------
- bluefool_sort
- if @am_size != $a.size
- @down_window.refresh
- if $a != nil and $a.size < Blue::Blue_max + 1
- @down_window.index = $a.size/2 - 1
- elsif $a != nil and $a.size > Blue::Blue_max
- @down_window.index = Blue::Blue_max/2 - 1
- end
- @am_size = $a.size
- end
- if $game_switches[12]
- @down_window.contents.clear
- @lv03 = true
- else
- if @lv03
- @down_window.refresh
- @lv03 = false
- end
- end
- if Input.trigger?(Input::A)
- if @down_window.active == false
- @down_window.active = true
- $ccc = 1
- else
- @down_window.active = false
- $ccc = 0
- end
- end
- if Input.trigger?(Input::DOWN)#输入DOWN键的情况
- if @down_window.active == true and @down_window.index < (@down_window.item_max-1)/2
- @down_window.index += 1
- end
- end
- if Input.trigger?(Input::UP)#输入UP键的情况
- if @down_window.active == true and @down_window.index > 0
- @down_window.index -= 1
- end
- end
- #----------------------------------------------
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 不是在事件执行中或菜单禁止中
- unless $game_system.map_interpreter.running? or
- $game_system.menu_disabled
- # 设置菜单调用标志以及 SE 演奏
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- # 调试模式为 ON 并且按下 F9 键的情况下
- if $DEBUG and Input.press?(Input::F9)
- # 设置调用调试标志
- $game_temp.debug_calling = true
- end
- # 不在主角移动中的情况下
- unless $game_player.moving?
- # 执行各种画面的调用
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- end
- #---------------------------------------------------------
- class Interpreter
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- def command_101
- if $game_temp.message_text != nil
- return false
- end
- # 设置信息结束后待机和返回调用标志
- @message_waiting = true
- $game_temp.message_proc = Proc.new { @message_waiting = false }
- # message_text 设置为 1 行
- $game_temp.message_text = @list[@index].parameters[0] + "\n"
- if (@list[@index].parameters[0]).split(/\\/)[1] != nil
- $am = @list[@index].parameters[0].split(/\\/)[0]
- else
- $am = @list[@index].parameters[0]
- end
- bluefool_sort
- line_count = 1
- # 循环
- loop do
- # 下一个事件指令为文章两行以上的情况
- if @list[@index+1].code == 401
- # message_text 添加到第 2 行以下
- $game_temp.message_text += @list[@index+1].parameters[0] + "\n"
- $am = @list[@index+1].parameters[0]
- bluefool_sort
- line_count += 1
- # 事件指令不在文章两行以下的情况
- else
- # 下一个事件指令为显示选择项的情况下
- if @list[@index+1].code == 102
- # 如果选择项能收纳在画面里
- if @list[@index+1].parameters[0].size <= 4 - line_count
- # 推进索引
- @index += 1
- # 设置选择项
- $game_temp.choice_start = line_count
- setup_choices(@list[@index].parameters)
- end
- # 下一个事件指令为处理输入数值的情况下
- elsif @list[@index+1].code == 103
- # 如果数值输入窗口能收纳在画面里
- if line_count < 4
- # 推进索引
- @index += 1
- # 设置输入数值
- $game_temp.num_input_start = line_count
- $game_temp.num_input_variable_id = @list[@index].parameters[0]
- $game_temp.num_input_digits_max = @list[@index].parameters[1]
- end
- end
- # 继续
- return true
- end
- # 推进索引
- @index += 1
- end
- end
- def command_125
- value = operate_value(@parameters[0], @parameters[1], @parameters[2])
- $game_party.gain_gold(value)
- if value >= 0
- $am = "系统:恭喜你获得到了【#{value}#{$data_system.words.gold}】"
- else
- $am = "系统:很遗憾你失去了【#{value.abs.to_s}#{$data_system.words.gold}】"
- end
- bluefool_sort
- Audio.se_play("Audio/SE/"+"006-System06",100,100)
- return true
- end
- def command_126
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减物品
- $game_party.gain_item(@parameters[0], value)
- if value >= 0
- $am = "系统:恭喜你获得到了#{value.abs.to_s}个【#{$data_items[@parameters[0]].name}】"
- else
- $am = "系统:很遗憾你失去了#{value.abs.to_s}个【#{$data_items[@parameters[0]].name}】"
- end
- bluefool_sort
- Audio.se_play("Audio/SE/"+"006-System06",100,100)
- return true
- end
- def command_127
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减武器
- $game_party.gain_weapon(@parameters[0], value)
- if value >= 0
- $am = "系统:恭喜你得到了#{value.abs.to_s}个【#{$data_weapons[@parameters[0]].name}】"
- else
- $am = "系统:很遗憾你失去了#{value.abs.to_s}个【#{$data_weapons[@parameters[0]].name}】"
- end
- bluefool_sort
- Audio.se_play("Audio/SE/"+"006-System06",100,100)
- return true
- end
- def command_128
- value = operate_value(@parameters[1], @parameters[2], @parameters[3])
- # 增减防具
- $game_party.gain_armor(@parameters[0], value)
- if value >= 0
- $am = "系统:恭喜你获得到了#{value.abs.to_s}个【#{$data_armors[@parameters[0]].name}】"
- else
- $am = "系统:很遗憾你失去了#{value.abs.to_s}个【#{$data_armors[@parameters[0]].name}】"
- end
- bluefool_sort
- Audio.se_play("Audio/SE/"+"006-System06",100,100)
- return true
- end
- def command_129
- # 获取角色
- actor = $game_actors[@parameters[0]]
- # 角色有效的情况下
- if actor != nil
- # 操作分支
- if @parameters[1] == 0
- if @parameters[2] == 1
- $game_actors[@parameters[0]].setup(@parameters[0])
- end
- $game_party.add_actor(@parameters[0])
- Audio.me_play("Audio/ME/"+"002-Victory02",100,100)
- $am = "系统:【#{$game_actors[@parameters[0]].name}】加入您队伍!"
- bluefool_sort
- else
- $game_party.remove_actor(@parameters[0])
- Audio.me_play("Audio/ME/"+"015-Mystery01",100,100)
- $am = "系统:【#{$game_actors[@parameters[0]].name}】离开您队伍!"
- bluefool_sort
- end
- end
- # 继续
- return true
- end
- #-------------------------
- end
- #==============================================================================
- # ■ Window_Down
- #------------------------------------------------------------------------------
- # 信息窗口。
- #==============================================================================
- class Window_Down < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 320, 300, 300)
- @column_max = 1
- self.opacity = 0
- self.z = 10000000
- if $a != nil and $a.size < 21
- self.index = $a.size/2
- elsif $a != nil and $a.size > 20
- self.index = 9
- end
- refresh
- self.active = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- if $a != nil and $a.size < Blue::Blue_max + 1
- @item_max = $a.size
- elsif $a != nil and $a.size > Blue::Blue_max
- @item_max = Blue::Blue_max
- end
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 16)
- for i in 0...@item_max
- draw_item(i)
- end
- end
- end
- def item_max
- return @item_max
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- if $a.size < Blue::Blue_max + 1
- item = $a[index]
- else
- item = $a[index + $a.size - Blue::Blue_max]
- end
- x = 0
- y = index * 16
- self.contents.font.size = 14
- self.contents.font.color = Color.new(255, 0, 0, 255)
- self.contents.draw_text(x + 6, y + 1, self.contents.text_size(item).width, 16, item, 0)
- self.contents.font.color = normal_color
- self.contents.draw_text(x + 5, y, self.contents.text_size(item).width, 16, item, 0)
- end
- #--------------------------------------
- # ● 刷新光标
- #--------------------------------------
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index / @column_max
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.top_row = row
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.top_row = row - (self.page_row_max - 1)
- end
- # 计算光标的宽
- cursor_width = self.width / @column_max - 32
- cursor_width = 0
- # 计算光标坐标
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- # 更新国标矩形
- self.cursor_rect.set(x, y, cursor_width, 16)
- end
- end
- class Scene_Battle
- def start_phase5
- # 转移到回合 5
- @phase = 5
- # 演奏战斗结束 ME
- $game_system.me_play($game_system.battle_end_me)
- # 还原为战斗开始前的 BGM
- $game_system.bgm_play($game_temp.map_bgm)
- # 初始化 EXP、金钱、宝物
- exp = 0
- gold = 0
- treasures = []
- # 循环
- for enemy in $game_troop.enemies
- # 敌人不是隐藏状态的情况下
- unless enemy.hidden
- # 获得 EXP、增加金钱
- exp += enemy.exp
- gold += enemy.gold
- # 出现宝物判定
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($data_items[enemy.item_id])
- end
- if enemy.weapon_id > 0
- treasures.push($data_weapons[enemy.weapon_id])
- end
- if enemy.armor_id > 0
- treasures.push($data_armors[enemy.armor_id])
- end
- end
- end
- end
- # 限制宝物数为 6 个
- treasures = treasures[0..5]
- # 获得 EXP
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cant_get_exp? == false
- last_level = actor.level
- actor.exp += exp
- if actor.level > last_level
- @status_window.level_up(i)
- end
- end
- end
- # 获得金钱
- $game_party.gain_gold(gold)
- $am = "系统:恭喜你获得#{exp}经验,#{gold}#{$data_system.words.gold}"
- bluefool_sort
- # 获得宝物
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- $am = "系统:恭喜你获得#{$data_items[item.id].name}"
- bluefool_sort
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- $am = "系统:恭喜你获得#{$data_weapons[item.id].name}"
- bluefool_sort
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- $am = "系统:恭喜你获得#{$data_armors[item.id].name}"
- bluefool_sort
- end
- end
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- def bluefool_sort
- if $am != nil
- if $a.size > Blue::NAM_MAX
- a_temp = {}
- j = 0
- for i in ($a.size - Blue::Blue_max)...$a.size
- a_temp[j] = $a[i]
- j += 1
- end
- $a = a_temp
- end
- if $am.length < 54
- $a[$a.size] = $am
- else
- while $am.length > 53
- i = 53
- while (/\W/ =~ $am[i-3,3]) != nil
- i -= 1
- end
- $a[$a.size] = $am[0,i]
- $am = $am[i ,$am.length - i]
- end
- $a[$a.size] = $am
- end
- $am = nil
- end
- end
- end
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