查看: 1042|回复: 1

[已经过期] 脚本冲突问题

[复制链接]
梦石
2
星屑
34497
在线时间
614 小时
注册时间
2014-7-18
回帖
647

MZ评测员开拓者

发表于 2015-2-10 19:36:52 | 显示全部楼层 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有账号?注册会员

×
本帖最后由 xjzsq 于 2015-2-12 18:35 编辑

[pre lang="ruby"]#==============================================================================
#
# ¥ Yami Engine Symphony - Skill Equip
# -- Last Updated: 2013.01.02
# -- Level: Easy
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YES-SkillEquip"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2013.01.02 - Fixed: Added Skills.
# - Added: Non equip skill, notetag: <non equip skill>.
# Non equip skills will always be usable in battle.
# 2012.12.17 - Fixed: Big slots list.
# 2012.12.12 - Fixed: Reverting slots issue.
# 2012.12.08 - Compatible with: YEA - Victory Aftermath.
# 2012.12.05 - Finished Script.
# 2012.12.03 - Started Script.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script requires the player to make decisions as to which skills to bring
# into battle for each character.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjustments.
#
#==============================================================================
#==============================================================================
# ¡ Configuration
#==============================================================================
module YES
module SKILL_EQUIP
#===========================================================================
# - Basic Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following below will adjust the basic ruleset that the skill equip
# system will use. Visual settings will also be adjusted here.
#===========================================================================
COMMAND = "Equip Skill" # This is the category title that appears for
# the skill equip option.
EQUIP_SKILL_SWITCH = 43 # This switch must be enabled in order for the
# Equip Skill command to appear in the skill menu.
# These are the visual settings used when a skill isn't equipped.
EMPTY_SKILL_HELP = "No skill is equipped in this slot.\n
Press Enter to assign skill."
EMPTY_SKILL_TEXT = "<Empty Slot>" # Text used for no skill equipped.
EMPTY_SKILL_ICON = 185 # Icon used for no skill equipped.
# This constant adjusts the default maximum amount of equipped skills that
# an actor can have without modifications.
DEFAULT_MAX_EQUIPS = 6
#===========================================================================
# - Description Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following below will adjust the description window, which includes
# skill's properties and description.
# Here's the list of default properties:
# -------------------------------------------------------------------------
# :symbol Description
# -------------------------------------------------------------------------
# :stype Skill Type.
# :cost Skill Cost.
# :speed Speed Fix.
# :success Success Rate.
#===========================================================================
# Default displayed properties of each skill.
DEFAULT_PROPERTIES = [ # Start.
:stype, # Skill Type
:cost, # Mana/TP Cost
:speed, # Speed Fix
:success, # Success Rate
] # End.
# Default displaying texts for properties.
PROPERTIES = { # Start.
:stype => "分類",
:cost => "PP",
:speed => "速度修正",
:success => "命中率",
} # End.
end
end
#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ¡ Regular Expression
#==============================================================================
module REGEXP
module SKILL_EQUIP
MAX_EQUIPS = /<(?:SKILL_SLOTS|skill slots):[ ]*(\d+)>/i
CHANGE_EQUIPS = /<(?:CHANGE_SLOTS|change slots):[ ]*([\+\-]?\d+)>/i
VALUE_DESCRIPTION = /<(?:SKILL_INFO|skill info)[ ](.*):[ ]*(.*)>/i
NON_EQUIP = /<(?:NON_EQUIP_SKILL|non equip skill)>/i
end # SKILL_EQUIP
end # REGEXP
#==============================================================================
# ¡ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_skill_equip load_database; end
def self.load_database
load_database_skill_equip
initialize_skill_equip
end
#--------------------------------------------------------------------------
# alias method: create_game_objects
#--------------------------------------------------------------------------
class <<self; alias create_game_objects_skill_equip create_game_objects; end
def self.create_game_objects
create_game_objects_skill_equip
$game_switches[YES::SKILL_EQUIP::EQUIP_SKILL_SWITCH] = true
end
#--------------------------------------------------------------------------
# new method: initialize_skill_equip
#--------------------------------------------------------------------------
def self.initialize_skill_equip
groups = [$data_actors, $data_classes, $data_weapons, $data_armors, $data_skills]
groups.each { |group|
group.each { |obj|
next if obj.nil?
obj.initialize_skill_equip
}
}
end
end # DataManager
#==============================================================================
# ¡ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :skill_slots
attr_accessor :change_slots
attr_accessor :slot_properties
attr_accessor :non_equip_skill
#--------------------------------------------------------------------------
# new method: initialize_skill_equip
#--------------------------------------------------------------------------
def initialize_skill_equip
@change_slots = 0
@slot_properties = []
self.note.split(/[\r\n]+/).each { |line|
case line
when REGEXP::SKILL_EQUIP::MAX_EQUIPS
@skill_slots = $1.to_i
when REGEXP::SKILL_EQUIP::CHANGE_EQUIPS
@change_slots = $1.to_i
when REGEXP::SKILL_EQUIP::VALUE_DESCRIPTION
@slot_properties.push([$1.to_s, $2.to_s])
when REGEXP::SKILL_EQUIP::NON_EQUIP
@non_equip_skill = true
end
}
end
end # RPG::BaseItem
#==============================================================================
# ¡ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :equip_skills
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias yes_skill_equip_setup setup
def setup(actor_id)
yes_skill_equip_setup(actor_id)
correct_equip_skills
end
#--------------------------------------------------------------------------
# alias method: refresh
#--------------------------------------------------------------------------
alias yes_skill_equip_refresh refresh
def refresh
yes_skill_equip_refresh
correct_equip_skills
correct_skill_slots
end
#--------------------------------------------------------------------------
# new method: base_skill_slots
#--------------------------------------------------------------------------
def base_skill_slots
array = [self.class.skill_slots, self.actor.skill_slots]
default = YES::SKILL_EQUIP::DEFAULT_MAX_EQUIPS
array.compact.size > 0 ? array.compact[0] : default
end
#--------------------------------------------------------------------------
# new method: change_slots
#--------------------------------------------------------------------------
def change_slots
array = self.equips + [self.class, self.actor]
array.compact.inject(0) { |r, o| r += o.change_slots }
end
#--------------------------------------------------------------------------
# new method: skill_slots
#--------------------------------------------------------------------------
def skill_slots
[base_skill_slots + change_slots, 0].max
end
#--------------------------------------------------------------------------
# new method: correct_skill_slots
#--------------------------------------------------------------------------
def correct_skill_slots
if @equip_skills.size < skill_slots
@equip_skills = @equip_skills + Array.new(skill_slots - @equip_skills.size, 0)
else
@equip_skills = @equip_skills[0, skill_slots]
end
end
#--------------------------------------------------------------------------
# new method: correct_equip_skills
#--------------------------------------------------------------------------
def correct_equip_skills
if @equip_skills.nil?
@equip_skills = Array.new(skill_slots, 0)
#---
j = 0
all_skills.each_index { |i|
break if i == @equip_skills.size
while all_skills[j] && $data_skills[all_skills[j]].non_equip_skill
j += 1
end
@equip_skills = all_skills[j]
j += 1
}
end
#---
@equip_skills.each_index { |i|
id = @equip_skills
next if id == 0
@equip_skills = 0 unless all_skills.include?(id)
}
end
#--------------------------------------------------------------------------
# new method: all_skills
#--------------------------------------------------------------------------
def all_skills
(@skills | added_skills).sort
end
#--------------------------------------------------------------------------
# new method: equip_skill
#--------------------------------------------------------------------------
def equip_skill(index, id)
return false unless skill_equippable?(id)
if @equip_skills.include?(id) && id != 0
@equip_skills[@equip_skills.index(id)] = @equip_skills[index]
end
@equip_skills[index] = id
end
#--------------------------------------------------------------------------
# new method: skill_equippable?
#--------------------------------------------------------------------------
def skill_equippable?(id)
return true
end
#--------------------------------------------------------------------------
# new method: equipped_skills
#--------------------------------------------------------------------------
def equipped_skills
@equip_skills.select{|id|id != 0}.collect{|id|$data_skills[id]}
end
#--------------------------------------------------------------------------
# alias method: skills
# Overwrite in Battle
#--------------------------------------------------------------------------
alias yes_skill_equip_skills skills
def skills
if $game_party.in_battle && !$game_troop.all_dead?
return equipped_skills + yes_skill_equip_skills.select{|s|s.non_equip_skill}
else
return yes_skill_equip_skills
end
end
end # Game_Actor
#==============================================================================
# ¡ Window_SkillSlots
#==============================================================================
class Window_SkillSlots < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y, height)
super(x, y, Graphics.width / 2, height)
self.index = 0
self.hide
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max
@actor.nil? ? 1 : @actor.skill_slots
end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
@actor && @actor.skill_slots > 0
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
update_padding
create_contents
refresh
self.oy = 0
@index = 0
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill_id = @actor.equip_skills[index]
#---
return if skill_id.nil?
reset_font_settings
draw_item_none(index) if skill_id <= 0
draw_item_name(index, skill_id) if skill_id > 0
end
#--------------------------------------------------------------------------
# draw_item_none
#--------------------------------------------------------------------------
def draw_item_none(index)
rect = item_rect(index)
#---
change_color(normal_color, false)
draw_icon(YES::SKILL_EQUIP::EMPTY_SKILL_ICON, rect.x, rect.y, false)
rect.x += 24
draw_text(rect, YES::SKILL_EQUIP::EMPTY_SKILL_TEXT, 0)
end
#--------------------------------------------------------------------------
# draw_item_name
#--------------------------------------------------------------------------
def draw_item_name(index, skill_id, enabled = true)
rect = item_rect(index)
item = $data_skills[skill_id]
#---
change_color(normal_color, enabled)
draw_icon(item.icon_index, rect.x, rect.y, enabled)
rect.x += 24
draw_text(rect, item.name, 0)
end
#--------------------------------------------------------------------------
# propertise_window=
#--------------------------------------------------------------------------
def properties_window=(properties_window)
@properties_window = properties_window
id = @actor.equip_skills[index]
item = id.nil? ? nil : $data_skills[id]
@properties_window.set_item(item)
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
id = @actor.equip_skills[index]
item = id.nil? ? nil : $data_skills[id]
empty_text = YES::SKILL_EQUIP::EMPTY_SKILL_HELP
item.nil? ? @help_window.set_text(empty_text) : @help_window.set_item(item)
@properties_window.set_item(item) if @properties_window
end
end # Window_SkillSlots
#==============================================================================
# ¡ Window_SkillList_Equip
#==============================================================================
class Window_SkillList_Equip < Window_SkillList
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
self.hide
self.index = 0
end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(item)
@actor
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
item
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
super
@data = [0] + @data.select{|s|!s.non_equip_skill}
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if skill && skill.is_a?(RPG::Skill)
rect = item_rect(index)
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
else
rect = item_rect(index)
rect.width -= 4
change_color(normal_color, false)
draw_icon(YES::SKILL_EQUIP::EMPTY_SKILL_ICON, rect.x, rect.y, false)
rect.x += 24
draw_text(rect, YES::SKILL_EQUIP::EMPTY_SKILL_TEXT, 0)
end
end
#--------------------------------------------------------------------------
# item
#--------------------------------------------------------------------------
def item
@data && @data[index] == 0 ? @data[index] : super
end
#--------------------------------------------------------------------------
# properties_window=
#--------------------------------------------------------------------------
def properties_window=(properties_window)
@properties_window = properties_window
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
empty_text = YES::SKILL_EQUIP::EMPTY_SKILL_HELP
item == 0 ? @help_window.set_text(empty_text) : @help_window.set_item(item)
@properties_window.set_item(item) if @properties_window
end
end # Window_SkillList_Equip
#==============================================================================
# ¡ Window_Properties_Slot
#==============================================================================
class Window_Properties_Slot < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item = nil
@actor = nil
self.hide
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
return unless @actor
if @item.nil? || @item == 0
reset_font_settings
change_color(normal_color, false)
draw_icon(YES::SKILL_EQUIP::EMPTY_SKILL_ICON, 0, 0, false)
draw_text(24, 0, contents.width, line_height, YES::SKILL_EQUIP::EMPTY_SKILL_TEXT)
end
return if @item.nil? || @item == 0
reset_font_settings
#---
draw_item_name(@item, 0, 0)
#---
i = 0; hash = YES::SKILL_EQUIP::DEFAULT_PROPERTIES
contents.font.size -= 2
hash.each { |p| h = (i + 1) * line_height
case p
when :stype
draw_skill_type(h)
when :cost
draw_skill_cost(h)
when :speed
draw_skill_speed(h)
when :success
draw_skill_rate(h)
end
i += 1
}
#---
i = hash.size
@item.slot_properties.each { |a| h = (i + 1) * line_height
draw_skill_properties(a, h)
i += 1 }
end
#--------------------------------------------------------------------------
# draw_skill_type
#--------------------------------------------------------------------------
def draw_skill_type(y)
w = contents.width
change_color(system_color)
draw_text(0, y, w, line_height, YES::SKILL_EQUIP::PROPERTIES[:stype])
change_color(normal_color)
draw_text(0, y, w, line_height, $data_system.skill_types[@item.stype_id], 2)
end
#--------------------------------------------------------------------------
# draw_skill_cost
#--------------------------------------------------------------------------
def draw_skill_cost(h)
if $imported["YEA-SkillCostManager"]
draw_skill_cost_advanced(h)
else
rect = Rect.new(0,h,contents.width,line_height)
#---
change_color(system_color)
draw_text(rect, YES::SKILL_EQUIP::PROPERTIES[:cost])
#---
if @actor.skill_tp_cost(@item) > 0
change_color(tp_cost_color)
text = @actor.skill_tp_cost(@item).to_s + Vocab.tp_a
draw_text(rect, text, 2)
rect.width -= text_size(text).width + 4
end
#---
if @actor.skill_mp_cost(@item) > 0
change_color(mp_cost_color)
text = @actor.skill_mp_cost(@item).to_s + Vocab.mp_a
draw_text(rect, text, 2)
end
end
end
#--------------------------------------------------------------------------
# draw_skill_cost_advanced
#--------------------------------------------------------------------------
def draw_skill_cost_advanced(h)
rect = Rect.new(0,h,contents.width,line_height)
#---
change_color(system_color)
draw_text(rect, YES::SKILL_EQUIP::PROPERTIES[:cost])
#---
draw_tp_skill_cost(rect, @item) unless $imported["YEA-BattleEngine"]
draw_mp_skill_cost(rect, @item)
draw_tp_skill_cost(rect, @item) if $imported["YEA-BattleEngine"]
draw_hp_skill_cost(rect, @item)
draw_gold_skill_cost(rect, @item)
draw_custom_skill_cost(rect, @item)
end
#--------------------------------------------------------------------------
# draw_skill_speed
#--------------------------------------------------------------------------
def draw_skill_speed(y)
w = contents.width
change_color(system_color)
draw_text(0, y, w, line_height, YES::SKILL_EQUIP::PROPERTIES[:speed])
change_color(normal_color)
draw_text(0, y, w, line_height, @item.speed.to_s, 2)
end
#--------------------------------------------------------------------------
# draw_skill_rate
#--------------------------------------------------------------------------
def draw_skill_rate(y)
w = contents.width
change_color(system_color)
draw_text(0, y, w, line_height, YES::SKILL_EQUIP::PROPERTIES[:success])
change_color(normal_color)
draw_text(0, y, w, line_height, @item.success_rate.to_s + "%", 2)
end
#--------------------------------------------------------------------------
# draw_skill_properties
#--------------------------------------------------------------------------
def draw_skill_properties(a, y)
w = contents.width
change_color(system_color)
draw_text(0, y, w, line_height, a[0])
change_color(normal_color)
draw_text(0, y, w, line_height, a[1], 2)
end
#--------------------------------------------------------------------------
# set_item
#--------------------------------------------------------------------------
def set_item(item)
if @item != item
@item = item
refresh
end
end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
end
#--------------------------------------------------------------------------
# Yanfly Engine Ace - Skill Cost Manager
#--------------------------------------------------------------------------
if $imported["YEA-SkillCostManager"]
#--------------------------------------------------------------------------
# new method: draw_mp_skill_cost
#--------------------------------------------------------------------------
def draw_mp_skill_cost(rect, skill)
return unless @actor.skill_mp_cost(skill) > 0
contents.font.size -= 2
change_color(mp_cost_color)
#---
icon = Icon.mp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y)
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::MP_COST_SIZE
cost = @actor.skill_mp_cost(skill)
text = sprintf(YEA::SKILL_COST::MP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_tp_skill_cost
#--------------------------------------------------------------------------
def draw_tp_skill_cost(rect, skill)
return unless @actor.skill_tp_cost(skill) > 0
contents.font.size -= 2
change_color(tp_cost_color)
#---
icon = Icon.tp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y)
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::TP_COST_SIZE
cost = @actor.skill_tp_cost(skill)
text = sprintf(YEA::SKILL_COST::TP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_hp_skill_cost
#--------------------------------------------------------------------------
def draw_hp_skill_cost(rect, skill)
return unless @actor.skill_hp_cost(skill) > 0
contents.font.size -= 2
change_color(hp_cost_color)
#---
icon = Icon.hp_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y)
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::HP_COST_SIZE
cost = @actor.skill_hp_cost(skill)
text = sprintf(YEA::SKILL_COST::HP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_gold_skill_cost
#--------------------------------------------------------------------------
def draw_gold_skill_cost(rect, skill)
return unless @actor.skill_gold_cost(skill) > 0
contents.font.size -= 2
change_color(gold_cost_color)
#---
icon = Icon.gold_cost
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y)
rect.width -= 24
end
#---
contents.font.size = YEA::SKILL_COST::GOLD_COST_SIZE
cost = @actor.skill_gold_cost(skill)
text = sprintf(YEA::SKILL_COST::GOLD_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_custom_skill_cost
#--------------------------------------------------------------------------
def draw_custom_skill_cost(rect, skill)
return unless skill.use_custom_cost
contents.font.size -= 2
change_color(text_color(skill.custom_cost_colour))
icon = skill.custom_cost_icon
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y)
rect.width -= 24
end
contents.font.size = skill.custom_cost_size
text = skill.custom_cost_text
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end
end
end # Window_Properties_Slot
#==============================================================================
# ¡ Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
unless $imported["YEA-SkillMenu"]
alias yes_skill_equip_make_command_list make_command_list
def make_command_list
yes_skill_equip_make_command_list
add_command(YES::SKILL_EQUIP::COMMAND, :equip_skill, $game_switches[YES::SKILL_EQUIP::EQUIP_SKILL_SWITCH])
end
end
end # Window_SkillCommand
#==============================================================================
# ¡ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias yes_skill_equip_start start
def start
yes_skill_equip_start
create_slots_window
create_skill_equip_window
create_properties_window
end
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias yes_skill_equip_create_command_window create_command_window
def create_command_window
yes_skill_equip_create_command_window
@command_window.set_handler(:equip_skill, method(:command_equip_skill))
end
#--------------------------------------------------------------------------
# new method: create_slots_window
#--------------------------------------------------------------------------
def create_slots_window
wx = 0
wy = @status_window.y + @status_window.height
wh = Graphics.height - wy
@slots_window = Window_SkillSlots.new(wx, wy, wh)
@slots_window.viewport = @viewport
@slots_window.help_window = @help_window
@slots_window.actor = @actor
@slots_window.set_handler(:ok, method(:on_slot_ok))
@slots_window.set_handler(:cancel, method(:on_slot_cancel))
end
#--------------------------------------------------------------------------
# new method: create_skill_equip_window
#--------------------------------------------------------------------------
def create_skill_equip_window
wx = 0
wy = @status_window.y + @status_window.height
ww = Graphics.width / 2
wh = Graphics.height - wy
@skill_equip = Window_SkillList_Equip.new(wx, wy, ww, wh)
@skill_equip.viewport = @viewport
@skill_equip.help_window = @help_window
@skill_equip.actor = @actor
@skill_equip.set_handler(:ok, method(:on_skill_equip_ok))
@skill_equip.set_handler(:cancel, method(:on_skill_equip_cancel))
end
#--------------------------------------------------------------------------
# new method: create_properties_window
#--------------------------------------------------------------------------
def create_properties_window
wx = @slots_window.width
wy = @status_window.y + @status_window.height
ww = Graphics.width / 2
wh = Graphics.height - wy
@properties_window = Window_Properties_Slot.new(wx, wy, ww, wh)
@properties_window.viewport = @viewport
@properties_window.actor = @actor
@slots_window.properties_window = @properties_window
@skill_equip.properties_window = @properties_window
end
#--------------------------------------------------------------------------
# new method: command_equip_skill
#--------------------------------------------------------------------------
def command_equip_skill
@slots_window.activate
end
#--------------------------------------------------------------------------
# new method: on_slot_ok
#--------------------------------------------------------------------------
def on_slot_ok
@slots_window.deactivate.hide
@skill_equip.show.activate
end
#--------------------------------------------------------------------------
# new method: on_slot_cancel
#--------------------------------------------------------------------------
def on_slot_cancel
@slots_window.deactivate
@command_window.activate
end
#--------------------------------------------------------------------------
# new method: on_skill_equip_ok
#--------------------------------------------------------------------------
def on_skill_equip_ok
id = @skill_equip.item == 0 ? 0 : @skill_equip.item.id
@actor.equip_skill(@slots_window.index, id)
@slots_window.refresh
@skill_equip.deactivate.hide
@slots_window.show.activate
end
#--------------------------------------------------------------------------
# new method: on_skill_equip_cancel
#--------------------------------------------------------------------------
def on_skill_equip_cancel
@skill_equip.deactivate.hide
@slots_window.show.activate
end
#--------------------------------------------------------------------------
# super method: update
#--------------------------------------------------------------------------
def update
super
if @command_window.active
if @command_window.current_symbol == :equip_skill
@item_window.hide
@slots_window.show
@properties_window.show
else
@slots_window.hide
@properties_window.hide
@item_window.show
end
end
end
#--------------------------------------------------------------------------
# alias method: on_actor_change
#--------------------------------------------------------------------------
alias yes_skill_equip_on_actor_change on_actor_change
def on_actor_change
yes_skill_equip_on_actor_change
@slots_window.index = 0
@skill_equip.index = 0
@slots_window.actor = @actor
@skill_equip.actor = @actor
@properties_window.actor = @actor
@slots_window.properties_window = @properties_window
end
end # Scene_Skill
#==============================================================================
#
# ¥ End of File
#
#==============================================================================[/pre][pre lang="ruby"]$脸图战斗 = true
$imported = {} if $imported.nil?
module YEA
  module BATTLE
    SKIP_PARTY_COMMAND = true
    BATTLESTATUS_NAME_FONT_SIZE = 20
    BATTLESTATUS_TEXT_FONT_SIZE = 16
    BATTLESTATUS_NO_ACTION_ICON = 185
    BATTLESTATUS_HPGAUGE_Y_PLUS = 11
    BATTLESTATUS_CENTER_FACES   = false
    HELP_TEXT_ALL_FOES        = "全体敌人"
    HELP_TEXT_ONE_RANDOM_FOE  = "单个敌人"
    HELP_TEXT_MANY_RANDOM_FOE = "%d个随机敌人"
    HELP_TEXT_ALL_ALLIES      = "全体队友"
    HELP_TEXT_ALL_DEAD_ALLIES = "全体死亡队友"
    HELP_TEXT_ONE_RANDOM_ALLY = "单个随机队友"
    HELP_TEXT_RANDOM_ALLIES   = "%d个随机队友"
  end
end
class Game_Battler
  def can_collapse?
    return false unless dead?
    unless actor?
      return false unless sprite.battler_visible
      array = [:collapse, :boss_collapse, :instant_collapse]
      return false if array.include?(sprite.effect_type)
    end
    return true
  end
  def draw_mp?
    return true
  end
  def draw_tp?
    return $data_system.opt_display_tp
  end
end
module Icon
  def self.no_action; return YEA::BATTLE::BATTLESTATUS_NO_ACTION_ICON; end
end
class Game_Temp
  attr_accessor :battle_aid
  attr_accessor :evaluating
end
class Game_Action
  alias evaluate_item_with_target_abe evaluate_item_with_target
  def evaluate_item_with_target(target)
    $game_temp.evaluating = true
    result = evaluate_item_with_target_abe(target)
    $game_temp.evaluating = false
    return result
  end
end
class Game_Actor < Game_Battler
  def draw_mp?
    return true unless draw_tp?
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.mp_cost > 0
    end
    return false
  end
  def draw_tp?
    return false unless $data_system.opt_display_tp
    for skill in skills
      next unless added_skill_types.include?(skill.stype_id)
      return true if skill.tp_cost > 0
    end
    return false
  end
end
class Window_BattleStatus < Window_Selectable
  def initialize
    super(0, 0, window_width, window_height)
    self.openness = 0
    @party = $game_party.battle_members.clone
  end
  def col_max; return $game_party.max_battle_members; end
  def battle_members; return $game_party.battle_members; end
  def actor; return battle_members[@index]; end
  def update
    super
    return if @party == $game_party.battle_members
    @party = $game_party.battle_members.clone
    refresh
  end
  def draw_item(index)
    return if index.nil?
    clear_item(index)
    actor = battle_members[index]
    rect = item_rect(index)
    return if actor.nil?
    draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
    draw_actor_name(actor, rect.x, rect.y, rect.width-8)
    draw_actor_action(actor, rect.x, rect.y)
    draw_actor_icons(actor, rect.x, line_height*1, rect.width)
    gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
    contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
    draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
    if draw_tp?(actor) && draw_mp?(actor)
      dw = rect.width/2-2
      dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
      draw_actor_tp(actor, rect.x+2, line_height*3, dw)
      dw = rect.width - rect.width/2 - 2
      draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
    elsif draw_tp?(actor) && !draw_mp?(actor)
      draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
    else
      draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
    end
  end
  def item_rect(index)
    rect = Rect.new
    rect.width = contents.width / $game_party.max_battle_members
    rect.height = contents.height
    rect.x = index * rect.width
    if YEA::BATTLE::BATTLESTATUS_CENTER_FACES
      rect.x += (contents.width - $game_party.members.size * rect.width) / 2
    end
    rect.y = 0
    return rect
  end
  def draw_face(face_name, face_index, dx, dy, enabled = true)
    bitmap = Cache.face(face_name)
    fx = [(96 - item_rect(0).width + 1) / 2, 0].max
    fy = face_index / 4 * 96 + 2
    fw = [item_rect(0).width - 4, 92].min
    rect = Rect.new(fx, fy, fw, 92)
    rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
    contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
    bitmap.dispose
  end
  def draw_actor_name(actor, dx, dy, dw = 112)
    reset_font_settings
    contents.font.size = YEA::BATTLE::BATTLESTATUS_NAME_FONT_SIZE
    change_color(hp_color(actor))
    draw_text(dx+24, dy, dw-24, line_height, actor.name)
  end
  def draw_actor_action(actor, dx, dy)
    draw_icon(action_icon(actor), dx, dy)
  end
  def action_icon(actor)
    return Icon.no_action if actor.current_action.nil?
    return Icon.no_action if actor.current_action.item.nil?
    return actor.current_action.item.icon_index
  end
  def draw_tp?(actor)
    return actor.draw_tp?
  end
  def draw_mp?(actor)
    return actor.draw_mp?
  end
  def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
    change_color(color1)
    draw_text(dx, dy, dw, line_height, current.to_s, 2)
  end
  def draw_actor_hp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::hp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.hp, actor.mhp,
      hp_color(actor), normal_color)
    end
  def draw_actor_mp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::mp_a)
    draw_current_and_max_values(dx, dy+cy, width, actor.mp, actor.mmp,
      mp_color(actor), normal_color)
    end
  def draw_actor_tp(actor, dx, dy, width = 124)
    draw_gauge(dx, dy, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
    change_color(system_color)
    cy = (Font.default_size - contents.font.size) / 2 + 1
    draw_text(dx+2, dy+cy, 30, line_height, Vocab::tp_a)
    change_color(tp_color(actor))
    draw_text(dx + width - 42, dy+cy, 42, line_height, actor.tp.to_i, 2)
  end
end
class Window_BattleActor < Window_BattleStatus
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
      set_select_flag(:dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_user?
      battler = BattleManager.actor
      id = battler.nil? ? 0 : $game_party.battle_members.index(battler)
      select(id)
      set_select_flag(:user)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
      set_select_flag(:all_dead) if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random) if $game_temp.battle_aid.for_random?
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :all_dead, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
end
class Window_BattleStatusAid < Window_BattleStatus
  attr_accessor :status_window
  def initialize
    super
    self.visible = false
    self.openness = 255
  end
  def window_width; return 128; end
  def show
    super
    refresh
  end
  def refresh
    contents.clear
    return if @status_window.nil?
    draw_item(@status_window.index)
  end
  def item_rect(index)
    return Rect.new(0, 0, contents.width, contents.height)
  end
end
class Window_BattleEnemy < Window_Selectable
  def initialize(info_viewport)
    super(0, Graphics.height, window_width, fitting_height(1))
    refresh
    self.visible = false
    @info_viewport = info_viewport
  end
  def col_max; return item_max; end
  def show
    create_flags
    super
  end
  def create_flags
    set_select_flag(:any)
    select(0)
    return if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      select(0)
    elsif $game_temp.battle_aid.for_all?
      select(0)
      set_select_flag(:all)
    elsif $game_temp.battle_aid.for_random?
      select(0)
      set_select_flag(:random)
    end
  end
  def set_select_flag(flag)
    @select_flag = flag
    case @select_flag
    when :all, :random
      @cursor_all = true
    else
      @cursor_all = false
    end
  end
  def select_all?
    return true if @select_flag == :all
    return true if @select_flag == :random
    return false
  end
  def update_cursor
    if @cursor_all
      cursor_rect.set(0, 0, contents.width, contents.height)
      self.top_row = 0
    elsif @index < 0
      cursor_rect.empty
    else
      ensure_cursor_visible
      cursor_rect.set(item_rect(@index))
    end
  end
  def cursor_movable?
    return false if @select_flag == :user
    return super
  end
  def current_item_enabled?
    return true if $game_temp.battle_aid.nil?
    if $game_temp.battle_aid.need_selection?
      member = $game_party.battle_members[@index]
      return member.dead? if $game_temp.battle_aid.for_dead_friend?
    elsif $game_temp.battle_aid.for_dead_friend?
      for member in $game_party.battle_members
        return true if member.dead?
      end
      return false
    end
    return true
  end
  def enemy; @data[index]; end
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  def make_item_list
    @data = $game_troop.alive_members
    @data.sort! { |a,b| a.screen_x <=> b.screen_x }
  end
  def draw_item(index); return; end
  def update
    super
    return unless active
    enemy.sprite_effect_type = :whiten
    return unless select_all?
    for enemy in $game_troop.alive_members
      enemy.sprite_effect_type = :whiten
    end
  end
end
class Window_BattleHelp < Window_Help
  attr_accessor :actor_window
  attr_accessor :enemy_window
  def update
    super
    if !self.visible and @text != ""
      @text = ""
      return refresh
    end
    update_battler_name
  end
  def update_battler_name
    return unless @actor_window.active || @enemy_window.active
    if @actor_window.active
      battler = $game_party.battle_members[@actor_window.index]
    elsif @enemy_window.active
      battler = @enemy_window.enemy
    end
    if special_display?
      refresh_special_case(battler)
    else
      refresh_battler_name(battler) if battler_name(battler) != @text
    end
  end
  def battler_name(battler)
    text = battler.name.clone
    return text
  end
  def refresh_battler_name(battler)
    contents.clear
    reset_font_settings
    change_color(normal_color)
    @text = battler_name(battler)
    icons = battler.state_icons + battler.buff_icons
    dy = icons.size <= 0 ? line_height / 2 : 0
    draw_text(0, dy, contents.width, line_height, @text, 1)
    dx = (contents.width - (icons.size * 24)) / 2
    draw_actor_icons(battler, dx, line_height, contents.width)
  end
  def special_display?
    return false if $game_temp.battle_aid.nil?
    return false if $game_temp.battle_aid.for_user?
    return !$game_temp.battle_aid.need_selection?
  end
  def refresh_special_case(battler)
    if $game_temp.battle_aid.for_opponent?
      if $game_temp.battle_aid.for_all?
        text = YEA::BATTLE::HELP_TEXT_ALL_FOES
      else
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_FOE
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_MANY_RANDOM_FOE, number)
        end
      end
    else
      if $game_temp.battle_aid.for_dead_friend?
        text = YEA::BATTLE::HELP_TEXT_ALL_DEAD_ALLIES
      elsif $game_temp.battle_aid.for_random?
        case $game_temp.battle_aid.number_of_targets
        when 1
          text = YEA::BATTLE::HELP_TEXT_ONE_RANDOM_ALLY
        else
          number = $game_temp.battle_aid.number_of_targets
          text = sprintf(YEA::BATTLE::HELP_TEXT_RANDOM_ALLIES, number)
        end
      else
        text = YEA::BATTLE::HELP_TEXT_ALL_ALLIES
      end
    end
    return if text == @text
    @text = text
    contents.clear
    reset_font_settings
    draw_text(0, 0, contents.width, line_height*2, @text, 1)
  end
end
class Window_SkillList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Window_ItemList < Window_Selectable
  def spacing
    return 8 if $game_party.in_battle
    return super
  end
end
class Scene_Battle < Scene_Base
  attr_accessor :enemy_window
  attr_accessor :info_viewport
  attr_accessor :spriteset
  attr_accessor :status_window
  attr_accessor :status_aid_window
  attr_accessor :subject
  alias scene_battle_create_all_windows_abe create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_abe
    create_battle_status_aid_window
    set_help_window
  end
  alias scene_battle_create_info_viewport_abe create_info_viewport
  def create_info_viewport
    scene_battle_create_info_viewport_abe
    @status_window.refresh
  end
  def create_battle_status_aid_window
    @status_aid_window = Window_BattleStatusAid.new
    @status_aid_window.status_window = @status_window
    @status_aid_window.x = Graphics.width - @status_aid_window.width
    @status_aid_window.y = Graphics.height - @status_aid_window.height
  end
  def create_help_window
    @help_window = Window_BattleHelp.new
    @help_window.hide
  end
  def set_help_window
    @help_window.actor_window = @actor_window
    @help_window.enemy_window = @enemy_window
  end
  alias scene_battle_create_skill_window_abe create_skill_window
  def create_skill_window
    scene_battle_create_skill_window_abe
    @skill_window.height = @info_viewport.rect.height
    @skill_window.width = Graphics.width - @actor_command_window.width
    @skill_window.y = Graphics.height - @skill_window.height
  end
  alias scene_battle_create_item_window_abe create_item_window
  def create_item_window
    scene_battle_create_item_window_abe
    @item_window.height = @skill_window.height
    @item_window.width = @skill_window.width
    @item_window.y = Graphics.height - @item_window.height
  end
  alias scene_battle_next_command_abe next_command
  def next_command
    @status_window.show
    redraw_current_status
    @actor_command_window.show
    @status_aid_window.hide
    scene_battle_next_command_abe
  end
  alias scene_battle_prior_command_abe prior_command
  def prior_command
    redraw_current_status
    scene_battle_prior_command_abe
  end
  def redraw_current_status
    return if @status_window.index < 0
    @status_window.draw_item(@status_window.index)
  end
  alias scene_battle_command_attack_abe command_attack
  def command_attack
    $game_temp.battle_aid = $data_skills[BattleManager.actor.attack_skill_id]
    scene_battle_command_attack_abe
  end
  alias scene_battle_command_skill_abe command_skill
  def command_skill
    scene_battle_command_skill_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  alias scene_battle_command_item_abe command_item
  def command_item
    scene_battle_command_item_abe
    @status_window.hide
    @actor_command_window.hide
    @status_aid_window.show
  end
  def on_skill_ok
    @skill = @skill_window.item
    $game_temp.battle_aid = @skill
    BattleManager.actor.input.set_skill(@skill.id)
    BattleManager.actor.last_skill.object = @skill
    if @skill.for_opponent?
      select_enemy_selection
    elsif @skill.for_friend?
      select_actor_selection
    else
      @skill_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
  end
  alias scene_battle_on_skill_cancel_abe on_skill_cancel
  def on_skill_cancel
    scene_battle_on_skill_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  def on_item_ok
    @item = @item_window.item
    $game_temp.battle_aid = @item
    BattleManager.actor.input.set_item(@item.id)
    if @item.for_opponent?
      select_enemy_selection
    elsif @item.for_friend?
      select_actor_selection
    else
      @item_window.hide
      next_command
      $game_temp.battle_aid = nil
    end
    $game_party.last_item.object = @item
  end
  alias scene_battle_on_item_cancel_abe on_item_cancel
  def on_item_cancel
    scene_battle_on_item_cancel_abe
    @status_window.show
    @actor_command_window.show
    @status_aid_window.hide
  end
  alias scene_battle_select_actor_selection_abe select_actor_selection
  def select_actor_selection
    @status_aid_window.refresh
    scene_battle_select_actor_selection_abe
    @status_window.hide
    @skill_window.hide
    @item_window.hide
    @help_window.show
  end
  alias scene_battle_on_actor_ok_abe on_actor_ok
  def on_actor_ok
    $game_temp.battle_aid = nil
    scene_battle_on_actor_ok_abe
    @status_window.show
    if $imported["YEA-BattleCommandList"] && !@confirm_command_window.nil?
      @actor_command_window.visible = !@confirm_command_window.visible
    else
      @actor_command_window.show
    end
    @status_aid_window.hide
  end
  alias scene_battle_on_actor_cancel_abe on_actor_cancel
  def on_actor_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_actor_cancel_abe
    case @actor_command_window.current_symbol
    when :skill
      @skill_window.show
    when :item
      @item_window.show
    end
  end
  alias scene_battle_select_enemy_selection_abe select_enemy_selection
  def select_enemy_selection
    @status_aid_window.refresh
    scene_battle_select_enemy_selection_abe
    @help_window.show
  end
  alias scene_battle_on_enemy_ok_abe on_enemy_ok
  def on_enemy_ok
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_ok_abe
  end
  alias scene_battle_on_enemy_cancel_abe on_enemy_cancel
  def on_enemy_cancel
    BattleManager.actor.input.clear
    @status_aid_window.refresh
    $game_temp.battle_aid = nil
    scene_battle_on_enemy_cancel_abe
    if @skill_window.visible || @item_window.visible
      @help_window.show
    else
      @help_window.hide
    end
  end
  def end_battle_conditions?
    return true if $game_party.members.empty?
    return true if $game_party.all_dead?
    return true if $game_troop.all_dead?
    return true if BattleManager.aborting?
    return false
  end
  def refresh_status
    #如果你是程序员,请顺手帮忙优化下这里,谢谢。
    @status_window.refresh
    for i in $game_party.battle_members
      @status_window.draw_item($game_party.battle_members.index(i))
    end
  end
end[/pre]
就是这两个脚本冲突!!!
提示这个:(如图)好歹来个人回答!!!

提示

提示
梦石
2
星屑
34497
在线时间
614 小时
注册时间
2014-7-18
回帖
647

MZ评测员开拓者

 楼主| 发表于 2015-2-16 18:14:30 | 显示全部楼层
自顶一下...
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

Powered by Discuz! X5.0 © 2001-2026 Discuz! Team.

在本版发帖返回顶部