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[已经过期] 请问这个雇佣兵脚本如何增加第三章

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发表于 2016-12-6 03:05:00 | 显示全部楼层 |阅读模式

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本帖最后由 j296196585 于 2016-12-15 00:36 编辑

[pre lang="ruby"]=begin 简单说明:                             【考虑到帮助窗口会盖住后边文本】
头像素材名称就是角色ID.png的图像              【所以,在系统中按下F5,会隐藏】
例如:阿尔西斯的头像素材名就该是 “1.png”    【帮助窗口(包括角色信息窗口和】
也可在脚本631行修改。                         【一般的命令选择行窗口)      】
融入了多货币系统,初始值在脚本81行修改
如果脚本有BUG欢迎联系作者薄凉看客。

$game_temp.gold_bule += 100
$game_temp.gold_red += 100
$game_temp.gold_yellow += 100
$game_temp.gold_green += 100

=end
# ------------------------------------------
# * Scene_Battle
# ------------------------------------------
class Scene_Battle
  # ------------------------------------------
  # * battle_end
  # ------------------------------------------
  def battle_end(result)#(0:胜利 1:失败 2:逃跑)
    # 清除战斗中标志
    $game_temp.in_battle = false
    # 清除全体同伴的行动
    $game_party.clear_actions
    # 解除战斗用状态
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    # 清除敌人
    $game_troop.enemies.clear
    # 调用战斗返回
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end
    # 处理战斗场次
    if $game_temp.actors != []
      for i in $game_temp.actors
      id = i.id
      time = $game_temp.actors_time_2[id] -= 1
      if time == 0
        $game_party.remove_actor(id)
        $game_temp.actors_time_2[id] = $game_temp.actors_time[id]
      end
      end
      $game_temp.actors = []
      for i in 19..39
      if i == 29
        next
      end
      if $game_party.actors.include?($game_actors)
      $game_temp.actors << $game_actors
      end
      end
    end
    # 切换到地图画面
    $scene = Scene_Map.new
  end
end
# ------------------------------------------
# * Game_Temp
# ------------------------------------------
class Game_Temp
  # ------------------------------------------
  # * $gold
  # ------------------------------------------
  attr_accessor :gold_bule
  attr_accessor :gold_red
  attr_accessor :gold_yellow
  attr_accessor :gold_green
  # ------------------------------------------
  # * $ actors
  # ------------------------------------------
  attr_accessor :actors#队伍中雇佣角色(actors)的数组
  attr_accessor :actors_2#仓库中雇佣角色(actors)的数组
  # ------------------------------------------
  # * $ 剩余战斗次数
  # ------------------------------------------
  attr_accessor :actors_time
  attr_accessor :actors_time_2
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  alias initialize_actor_shop_old_kk_ initialize
  def initialize
  @gold_bule = 12000
  @gold_red = 12000
  @gold_yellow = 12000
  @gold_green = 12000
  @actors = []
  @actors_2 = []
# 战斗场次在这里定义,前一个数字是ID后一个数字是可参与战斗场次数。
  # 要改两次,下面@actors_time_2也要改,
  @actors_time = {14=>5, 15=>2, 16=>3, 17=>4, 18=>5, 19=>1, 20=>2, 21=>3,
  22=>4, 23=>5, 24=>1, 25=>2, 26=>3, 27=>4, 29=>5, 30=>1, 31=>2, 32=>3,
  33=>4, 35=>5, 36=>5}
  @actors_time_2 = {14=>5, 15=>2, 16=>3, 17=>4, 18=>5, 19=>1, 20=>2, 21=>3,
  22=>4, 23=>5, 24=>1, 25=>2, 26=>3, 27=>4, 29=>5, 30=>1, 31=>2, 32=>3,
  33=>4, 35=>5, 36=>5}
  @actors_time_3 = {14=>5, 15=>2, 16=>3, 17=>4, 18=>5, 19=>1, 20=>2, 21=>3,
  22=>4, 23=>5, 24=>1, 25=>2, 26=>3, 27=>4, 29=>5, 30=>1, 31=>2, 32=>3,
  33=>4, 35=>5, 36=>5}  
  initialize_actor_shop_old_kk_
  end
end
# ------------------------------------------
# * ACTORSHOP
# ------------------------------------------
module ACTORSHOP
  # ------------------------------------------
  # * actors
  # ------------------------------------------
  # 说明:
  # ITEM = [数组1, 数组2, ``````, 数组N]
  # 数组 = [角色ID, 雇佣酬金, 酬金类型, 颜色(含天气背景), 美化图标(文件名),
  # 图标后的显示的文字]
  # ------------------------------------------
  ITEM = [[14, 100, 0, 7, "深渊の呼唤.PNG", "深渊呼唤"],
          [15, 200, 1, 1, "光明神の长枪.PNG", "光明神"],
          [16, 300, 2, 2, "次元双刃斧.png", "次元双刃"],
          [17, 400, 3, 3, "超级烈焰大炮.PNG", "超级烈焰"],
          [18, 500, 0, 4, "深海の潜伏者.png", "深海潜伏者"],
          [19, 600, 1, 5, "闪耀の拉克丝手枪.png", "闪耀拉克丝"],
          [20, 700, 2, 6, "慈悲者の法杖.png", "慈悲者"],
          [21, 800, 3, 7, "迷惑の黑暗圣杖.png", "迷惑黑暗"],
          [22, 900, 0, 1, "凶残の撕裂者.png", "凶残撕裂者"],
          [23, 1000, 1, 2, "b霍波尔斯特の次元盾(三阶).PNG", "霍波尔斯特"],
          [24, 1100, 0, 7, "深渊の呼唤.PNG", "深渊呼唤"],
          [25, 1200, 1, 1, "光明神の长枪.PNG", "光明神"],
          [26, 1300, 2, 2, "次元双刃斧.png", "次元双刃"],
          [27, 1400, 3, 3, "超级烈焰大炮.PNG", "超级烈焰"],
          [29, 1500, 0, 4, "深海の潜伏者.png", "深海潜伏者"],
          [30, 1600, 1, 5, "闪耀の拉克丝手枪.png", "闪耀拉克丝"],
          [31, 1700, 2, 6, "慈悲者の法杖.png", "慈悲者"],
          [32, 1800, 3, 7, "迷惑の黑暗圣杖.png", "迷惑黑暗"],
          [33, 1900, 0, 1, "凶残の撕裂者.png", "凶残撕裂者"],
          [35, 1900, 0, 1, "凶残の撕裂者.png", "凶残撕裂者"],         
          [36, 2000, 1, 2, "b霍波尔斯特の次元盾(三阶).PNG", "界主"]]
end
# ------------------------------------------
# * include module and @@
# ------------------------------------------
class Actor_Shop_Command < Window_Selectable
  include ACTORSHOP
  @@item = ACTORSHOP::ITEM
end
class Actor_Shop_Message < Window_Base
  include ACTORSHOP
  @@item = ACTORSHOP::ITEM
end
class Scene_Actor_Shop
  include ACTORSHOP
  @@item = ACTORSHOP::ITEM
end
# ------------------------------------------
# * Window_HelpCommand  # 一般命令窗体帮助
# ------------------------------------------
class Window_HelpCommand < Window_Base
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(0, 0, 170, 96)
    self.opacity= 0
    self.contents_opacity= 0
    self.z = 9998
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  # ------------------------------------------
  # * set_text
  # ------------------------------------------
  def set_text(text1, text2, x, y)
    if text1 != @text1 or x = @x or y = @y
      self.contents.clear
      self.x = x
      self.y = y
      self.contents.font.size = 15
      self.contents.draw_text(10, 0, width - 8, 32, text1)
      self.contents.draw_text(10, 32, width - 8, 32, text2)
      @text1 = text1
      @text2 = text2
      @x = x
      @y = y
      @actor = nil
    end
    self.visible = true
  end
end
# ------------------------------------------
# * Window_Selectable # 命令窗体以及左右选
# ------------------------------------------
class Window_Selectable < Window_Base
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update
    super
    # 可以移动光标的情况下
    if self.active and @item_max > 0 and @index >= 0
      # 方向键下被按下的情况下
      if Input.repeat?(Input::DOWN)
        # 列数不是 1 并且不与方向键下的按下状态重复的情况、
        # 或光标位置在(项目数-列数)之前的情况下
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
           @index < @item_max - @column_max
          # 光标向下移动
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # 方向键上被按下的情况下
      if Input.repeat?(Input::UP)
        # 列数不是 1 并且不与方向键下的按下状态重复的情况、
        # 或光标位置在列之后的情况下
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
           @index >= @column_max
          # 光标向上移动
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # 方向键右被按下的情况下
      if Input.repeat?(Input::RIGHT)
        # 列数为 2 以上并且、光标位置在(项目数 - 1)之前的情况下
        if @column_max >= 2# and @index < @item_max - 1
          if @index < @item_max - 1
          # 光标向右移动
          $game_system.se_play($data_system.cursor_se)
          @index += 1
          else
          @index = 0
          end
        end
      end
      # 方向键左被按下的情况下
      if Input.repeat?(Input::LEFT)
        # 列数为 2 以上并且、光标位置在 0 之后的情况下
        if @column_max >= 2# and @index > 0
          if @index > 0
          # 光标向左移动
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
          else
          @index = @item_max - 1
          end
        end
      end
      # R 键被按下的情况下
      if Input.repeat?(Input::R)
        # 显示的最后行在数据中最后行上方的情况下
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # 光标向后移动一页
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # L 键被按下的情况下
      if Input.repeat?(Input::L)
        # 显示的开头行在位置 0 之后的情况下
        if self.top_row > 0
          # 光标向前移动一页
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # 刷新帮助文本 (update_help 定义了继承目标)
    if self.active and @help_window != nil
      update_help
    end
    # 刷新光标矩形
    update_cursor_rect
  end
end
# ------------------------------------------
# * Window_Command_Shop
# ------------------------------------------
class Window_Command_Shop < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize(width, commands, column_max = 1, size = 22)
    super(0, 0, width, 0)
    if column_max == 1
      self.height = commands.size * 32 + 32
    else
      self.height = 64
    end
    @item_max = commands.size
    @commands = commands
    @column_max = column_max
    @size = size
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      if @column_max != 1
      if i == self.index
        color = text_color(2)
      else
        color = normal_color
      end
      else
      color = normal_color
      end
      draw_item(i, color)
    end
  end
  # ------------------------------------------
  # * draw_item
  # ------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.font.size = @size
    if @column_max == 1
    self.contents.draw_text(4, 32 * index, width - 8, 32, @commands[index])
    else
    if @size == 15
    self.contents.draw_text(
    width / @column_max * index + 50, 0, width - 8, 32, @commands[index])
    else
    self.contents.draw_text(
    width / @column_max * index + 20, 0, width - 8, 32, @commands[index])
    end
    end
  end
  # ------------------------------------------
  # * disable_item
  # ------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update
    super
    if self.index != @old_index
    refresh
    @old_index = self.index
    end
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update_help
    case self.index
    when 0
    @help_window.set_text("进行召唤并参战", "或加入掠阵队伍", 240, 64)
    when 1
    @help_window.set_text("查看已经召唤的", "十二生肖的属性", 640-170, 64)
    end
  end
end
# ------------------------------------------
# * Window_Command_Shop
# ------------------------------------------
class Window_Command_Shop_2 < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize(width, commands, column_max = 1, size = 22)
    super(0, 0, width, 0)
    if column_max == 1
      self.height = commands.size * 32 + 32
    else
      self.height = 64
    end
    @item_max = commands.size
    @commands = commands
    @column_max = column_max
    @size = size
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      if @column_max != 1
      if i == self.index
        color = text_color(2)
      else
        color = normal_color
      end
      else
      color = normal_color
      end
      draw_item(i, color)
    end
  end
  # ------------------------------------------
  # * draw_item
  # ------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.font.size = @size
    if @column_max == 1
    self.contents.draw_text(4, 32 * index, width - 8, 32, @commands[index])
    else
    if @size == 15
    self.contents.draw_text(
    width / @column_max * index + 50, 0, width - 8, 32, @commands[index])
    else
    self.contents.draw_text(
    width / @column_max * index + 20, 0, width - 8, 32, @commands[index])
    end
    end
  end
  # ------------------------------------------
  # * disable_item
  # ------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update
    super
    if self.index != @old_index
    refresh
    @old_index = self.index
    end
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update_help
    case self.index
    when 0
    @help_window.set_text("查看当前在队伍中", "的十二生肖属性", 440-170, 64)
    when 1
    @help_window.set_text("查看掠阵队伍中的", "十二生肖的属性", 440-170, 96)
    end
  end
end
# ------------------------------------------
# * Window_Command_Shop
# ------------------------------------------
class Window_Command_Shop_3 < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize(width, commands, column_max = 1, size = 22)
    super(0, 0, width, 0)
    if column_max == 1
      self.height = commands.size * 32 + 32
    else
      self.height = 64
    end
    @item_max = commands.size
    @commands = commands
    @column_max = column_max
    @size = size
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      if @column_max != 1
      if i == self.index
        color = text_color(2)
      else
        color = normal_color
      end
      else
      color = normal_color
      end
      draw_item(i, color)
    end
  end
  # ------------------------------------------
  # * draw_item
  # ------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.font.size = @size
    if @column_max == 1
    self.contents.draw_text(4, 32 * index, width - 8, 32, @commands[index])
    else
    if @size == 15
    self.contents.draw_text(
    width / @column_max * index + 50, 0, width - 8, 32, @commands[index])
    else
    self.contents.draw_text(
    width / @column_max * index + 20, 0, width - 8, 32, @commands[index])
    end
    end
  end
  # ------------------------------------------
  # * disable_item
  # ------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update
    super
    if self.index != @old_index
    refresh
    @old_index = self.index
    end
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update_help
    case self.index
    when 0
    @help_window.set_text("召唤生肖兽并且", "参加战斗。", 0, 480-92*2-32)
    when 1
    @help_window.set_text("召唤生肖兽加入", "掠阵队伍中", 240, 480-92*2-32)
    end
  end
end
# ------------------------------------------
# * Window_TipCommand_help  # 参与N场战斗的提示
# ------------------------------------------
class Window_TipCommand_help < Window_Base
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(0, 480 - 64 - 64, 450, 64)
    self.z = 9998
    self.opacity = 200
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh(actor = $game_actors[1], color = 1)
    self.contents.clear
    self.contents.font.size = 15
    @bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    rect = Rect.new(0, 0, @bitmap.width / 4, @bitmap.height / 8)
    self.contents.blt(0, 2, @bitmap, rect)
    self.contents.font.color = text_color(color)
    time = $game_temp.actors_time[actor.id]
    text = "(只可参与#{time}场战斗)"
    self.contents.draw_text(35, 0, width - 8, 32, actor.name + text)
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    @bitmap.dispose
  end
end
# ------------------------------------------
# * Actor_Shop_Command_Help  # 雇佣兵雇佣选择列表帮助
# ------------------------------------------
class Actor_Shop_Command_Help < Window_Base
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(150, 0, 240, 364)
    self.z = 123
    self.opacity = 160
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    if @bitmap != nil
    @bitmap.dispose
    end
    if @icon != nil
    @icon.dispose
    end
  end
  # ------------------------------------------
  # * text_color
  # ------------------------------------------
  def text_color(n)
    case n
    when 0
      return Color.new(255, 255, 255, 255)
    when 1
      return Color.new(0, 0, 255, 255)
    when 2
      return Color.new(255, 128, 128, 255)
    when 3
      return Color.new(128, 255, 128, 255)
    when 4
      return Color.new(128, 255, 255, 255)
    when 5
      return Color.new(255, 128, 255, 255)
    when 6
      return Color.new(255, 255, 128, 255)
    when 7
      return Color.new(192, 192, 192, 255)
    else
      normal_color
    end
  end
  # ------------------------------------------
  # * set_text
  # ------------------------------------------
  def set_text(actor_index, y, gold_type = nil, gold = nil, x = 150)
    if actor_index != @actor_index or y != @y or gold_type != @gold_type or
      gold != @gold
      self.contents.clear
      self.contents.font.color = normal_color
      self.x = x
      self.y = y
      if actor_index != nil
      # ------------------------------------------
      # * dispose
      # ------------------------------------------
      if @bitmap != nil
       @bitmap.dispose
      end
      # ------------------------------------------
      # * face
      # ------------------------------------------
      @bitmap = RPG::Cache.picture(actor_index.id.to_s+".png")
      w = @bitmap.width
      h = @bitmap.height
      self.contents.blt(-5, 35, @bitmap, Rect.new(0, 0, w, h), 160)
      # ------------------------------------------
      # * color
      # ------------------------------------------
      for b in 1..150
      @color_2 = Color.new(255, 128, 255, 80 - b)
      @color_3 = Color.new(255, 128, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 0, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4 - 32, 0, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(128, 128, 255, 80 - b)
      @color_3 = Color.new(128, 128, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 96+30, 32, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 92, 32, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 255, 128, 80 - b)
      @color_3 = Color.new(255, 255, 128, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 96+30, 64, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 92, 64, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(128, 255, 128, 80 - b)
      @color_3 = Color.new(128, 255, 128, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 96+30, 96, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 92, 96, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(128, 255, 255, 80 - b)
      @color_3 = Color.new(128, 255, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96+32+10, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96+32+10, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 128, 255, 80 - b)
      @color_3 = Color.new(255, 128, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96+64+10, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96+64+10, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 255, 128, 80 - b)
      @color_3 = Color.new(255, 255, 128, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96*2+10, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96*2+10, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(192, 192, 192, 80 - b)
      @color_3 = Color.new(192, 192, 192, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96*2+42, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96*2+42, 2, 30), @color_3) if b < 20  
      @color_2 = Color.new(255, 128, 255, 80 - b)
      @color_3 = Color.new(255, 128, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96*2+74, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96*2+74, 2, 30), @color_3) if b < 20  
      @color_2 = Color.new(128, 255, 255, 80 - b)
      @color_3 = Color.new(128, 255, 255, 60 + b)
      self.contents.fill_rect(
      Rect.new(3 * b + 4, 96*2+108, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(3 * b + 4-32, 96*2+108, 2, 30), @color_3) if b < 20  
      end
      # ------------------------------------------
      # * text
      # ------------------------------------------
      self.contents.font.size = 15
      draw_actor_name(actor_index, 4, 0)
      name_x_p = contents.text_size(actor_index.name).width
      self.contents.font.color = text_color(3)
      self.contents.draw_text(
      4+name_x_p, 0, width - 8, 32, "["<<actor_index.class_name<<"]")
      draw_actor_level(actor_index, 96, 32)
      self.contents.font.color = system_color
      self.contents.draw_text(
      96, 64, width - 8, 32, ""<<$data_system.words.hp)
      self.contents.font.color = normal_color
      self.contents.draw_text(
      96+64, 64, width - 8, 32, actor_index.maxhp.to_s)
      self.contents.font.color = system_color
      self.contents.draw_text(
      96, 96, width - 8, 32, ""<<$data_system.words.sp)
      self.contents.font.color = normal_color
      self.contents.draw_text(
      96+64, 96, width - 8, 32, actor_index.maxsp.to_s)
      draw_actor_parameter_new(actor_index, 4, 96+32+10, 3)
      draw_actor_parameter_new(actor_index, 4, 96+64+10, 4)
      draw_actor_parameter_new(actor_index, 4, 96*2+10, 5)
      draw_actor_parameter_new(actor_index, 4, 96*2+32+10, 6)
      draw_actor_parameter_new(actor_index, 4, 96*2+64+10, 1)
      draw_actor_parameter_new(actor_index, 4, 96*3+10, 2)
      # ------------------------------------------
      # * gold
      # ------------------------------------------
      if gold_type != nil
      cx = name_x_p+contents.text_size("["<<actor_index.class_name<<"]").width
      @icon = RPG::Cache.icon(gold_type)
      w = @icon.width
      h = @icon.height
      self.contents.blt(4 + cx, 3, @icon, Rect.new(0, 0, w, h))
      case gold_type
      when "0.PNG"
      self.contents.font.color = text_color(1)
      when "1.PNG"
      self.contents.font.color = text_color(2)
      when "2.PNG"
      self.contents.font.color = text_color(6)
      when "3.PNG"
      self.contents.font.color = text_color(3)
      end
      self.contents.draw_text(4 + cx + w, 0, width - 8, 32, gold)
      end
      # ------------------------------------------
      # * Equip
      # ------------------------------------------
      self.contents.font.color = system_color
      self.contents.draw_text(100, 96+32+10, 96, 32, "装备")
      draw_item_name($data_weapons[actor_index.weapon_id], 100, 96+64+10)
      draw_item_name($data_armors[actor_index.armor1_id], 100, 96*2+10)
      draw_item_name($data_armors[actor_index.armor2_id], 100, 96*2+42)
      draw_item_name($data_armors[actor_index.armor3_id], 100, 96*2+64+10)
      draw_item_name($data_armors[actor_index.armor4_id], 100, 96*3+10)
      else
      self.visible = false
      end
      @actor_index = actor_index
      @y = y
      @gold_type = gold_type
      @gold = gold
      @actor = nil
    end
    self.visible = true
  end
  # ------------------------------------------
  # * draw_actor_parameter_new
  # ------------------------------------------
  def draw_actor_parameter_new(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    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 + 30, y, 36, 32, parameter_value.to_s, 2)
  end
end
# ------------------------------------------
# * Actor_Shop_Command  # 选择雇佣兵(列表)
# ------------------------------------------
class Actor_Shop_Command < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(0, 0, 240, 480 + 80)
    self.opacity = 100
    @item_max = @@item.size
    if @item_max > 10
    self.contents = Bitmap.new(width - 32, 10 * 46)
    else
    self.contents = Bitmap.new(width - 32, @item_max * 46)
    end
    @column_max = 1
    refresh
    self.index = 0
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh(page = 1)
    self.contents.clear
    @commands = []
    for i in 0...@item_max
    @actor = $game_actors[@@item[0]]
    @commands = @actor.name
    color = text_color(@@item[3].to_i)
    shop_draw_item(i, color, @@item[3].to_i, page)
    end
  end
  # ------------------------------------------
  # * shop_draw_item
  # ------------------------------------------
  def shop_draw_item(i, color, color_2, page)
    self.contents.font.size = 15
    x = 36 + i % @column_max * (288 + 32)
    if page == 1
    y = i / @column_max * 46
    else
    y = (i - 10) / @column_max * 46
    end
    for b in 1..150
    case color_2
    when 1
      @color_2 = Color.new(128, 128, 255, 80 - b)
      @color_3 = Color.new(128, 128, 255, 60 + b)
    when 2
      @color_2 = Color.new(255, 128, 128, 80 - b)
      @color_3 = Color.new(255, 128, 128, 60 + b)
    when 3
      @color_2 = Color.new(128, 255, 128, 80 - b)
      @color_3 = Color.new(128, 255, 128, 60 + b)
    when 4
      @color_2 = Color.new(128, 255, 255, 80 - b)
      @color_3 = Color.new(128, 255, 255, 60 + b)
    when 5
      @color_2 = Color.new(255, 128, 255, 80 - b)
      @color_3 = Color.new(255, 128, 255, 60 + b)
    when 6
      @color_2 = Color.new(255, 255, 128, 80 - b)
      @color_3 = Color.new(255, 255, 128, 60 + b)
    when 7
      @color_2 = Color.new(192, 192, 192, 80 - b)
      @color_3 = Color.new(192, 192, 192, 60 + b)
    end
    self.contents.fill_rect(
    Rect.new(2 * b + x, y, 2, 30), @color_2)
    self.contents.fill_rect(
    Rect.new(2 * b + x - 32, y, 2, 30), @color_3) if b < 20
    end
    self.contents.font.color = color
    @bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
    rect = Rect.new(0, 0, @bitmap.width / 4, @bitmap.height / 8)
    self.contents.blt(x - 32, y + 3, @bitmap, rect)
    self.contents.draw_text(x, y, width - 8, 32, @commands)
    cx = contents.text_size("艾斯迪儿").width - 15
    @icon = RPG::Cache.icon(@@item[4])
    w = @icon.width
    h = @icon.height
    self.contents.blt(x + cx + 24, y + 3, @icon, Rect.new(0, 0, w, h))
    self.contents.draw_text(x + cx + 52, y, width - 8, 32, @@item[5].to_s)
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    @bitmap.dispose
    @icon.dispose
  end
  # ------------------------------------------
  # * update_cursor_rect
  # ------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    if @index < 10
    y = @index / @column_max * 46 - self.oy
    if @index != @old_index_index
    refresh(1)
    @old_index_index = @index
    end
    else
    if @index != @old_index_index
    refresh(2)
    @old_index_index = @index
    end
    y = (@index - 10) / @column_max * 46 - self.oy
    end
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  # ------------------------------------------
  # * update_help
  # ------------------------------------------
  def update_help
    # ------------------------------------------
    # * Actors and Y and Gold
    # ------------------------------------------
    case self.index
    when 0...2
    y = self.index * 45 + 64
    when 2
    y = 480 - 364
    when 3
    y = 480 - 364
    when 4
    y = 32
    when 5
    y = 32
    when 6
    y = 32
    when 7
    y = 64
    when 8
    y = 480 - 364
    when 9
    y = 480 - 364
    when 10...12
    y = (self.index - 10) * 45 + 64
    when 12
    y = 480 - 364
    when 13
    y = 480 - 364
    when 14
    y = 32
    when 15
    y = 32
    when 16
    y = 32
    when 17
    y = 64
    when 18
    y = 480 - 364
    when 19
    y = 480 - 364
    end
    @help_window.set_text(
    $game_actors[@@item[self.index][0]], y, @@item[self.index][2].to_s<<".PNG",
    @@item[self.index][1].to_s)
  end
end
# ------------------------------------------
# * Actor_Shop_Window_Gold # 显示现有资源的窗口
# ------------------------------------------
class Actor_Shop_Window_Gold < Window_Base
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(240, 480 - 64, 400, 64)
    self.opacity = 100
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    for i in 0...4
    @bitmap.dispose
    end
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 15
    @bitmap = []
    for i in 0...4
    @bitmap = RPG::Cache.icon("#{i}.PNG")
    w = @bitmap.width - 5
    self.contents.blt(i * 100, 4, @bitmap, Rect.new(0, 0, 24, 24))
    wt = width - 8
    ht = 32
    case i
    when 0
    self.contents.font.color = text_color(1)
    self.contents.draw_text(4+w+i*100, 0, wt, ht, $game_temp.gold_bule.to_s)
    when 1
    self.contents.font.color = text_color(2)
    self.contents.draw_text(4+w+i*100, 0, wt, ht, $game_temp.gold_red.to_s)
    when 2
    self.contents.font.color = text_color(6)
    self.contents.draw_text(4+w+i*100, 0, wt, ht, $game_temp.gold_yellow.to_s)
    when 3
    self.contents.font.color = text_color(3)
    self.contents.draw_text(4+w+i*100, 0, wt, ht, $game_temp.gold_green.to_s)
    end
    end
  end
end
# ------------------------------------------
# * Actor_Shop_Message_Save_2  # 显示仓库中雇佣角色的列表
# ------------------------------------------
class Actor_Shop_Message_Save_2 < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(240, 64 + (480 - 128) / 2, 400, (480 - 128) / 2)
    self.opacity = 100
    @column_max = 1
    self.contents = Bitmap.new(width - 32, 4*32)
    refresh
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh(page = 1)
    self.contents.clear
    @item_max = $game_temp.actors_2.size
    self.contents.font.size = 15
    for b in 1..150
      @color_2 = Color.new(128, 128, 255, 120 - b)
      @color_3 = Color.new(128, 128, 255, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 32*0, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 32*0, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(192, 192, 192, 120 - b)
      @color_3 = Color.new(192, 192, 192, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 32*1, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 32*1, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 255, 64, 120 - b)
      @color_3 = Color.new(255, 255, 64, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 32*2, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 32*2, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(128, 255, 255, 120 - b)
      @color_3 = Color.new(128, 255, 255, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 32*3, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 32*3, 2, 30), @color_3) if b < 20
    end
    self.contents.draw_text(4, 0, width - 8, 32, "掠阵队伍中的生肖兽")
    for i in 0...@item_max
      item_actor(i, page)
    end
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    if @bitmap != nil
    @bitmap.dispose
    end
    if @bitmap_2 != nil
      @bitmap_2.dispose
    end
  end
  # ------------------------------------------
  # * item_actor
  # ------------------------------------------
  def item_actor(i, page)
    self.contents.font.size = 15
    if $game_temp.actors_2 != []
    @bitmap = RPG::Cache.character(
    $game_temp.actors_2.character_name,
    $game_temp.actors_2.character_hue)
    rect = Rect.new(0, 0, @bitmap.width / 4, @bitmap.height / 8)
    if page == 1
    self.contents.blt(0, 32*(i+1), @bitmap, rect)
    self.contents.draw_text(
    40, 32*(i+1), width - 8, 32, $game_temp.actors_2.name)
    else
    if i != 2
    self.contents.blt(0, 32*(i-2), @bitmap, rect)
    self.contents.draw_text(
    40, 32*(i-2), width - 8, 32, $game_temp.actors_2.name)
    end
    end
    end
  end
  # ------------------------------------------
  # * update_cursor_rect
  # ------------------------------------------
  def update_cursor_rect
    if self.index != @oldold_index
    if @index >= 3
    refresh(2)
    else
    refresh(1)
    end
    @oldold_index = self.index
    end
    if @index < 0
      self.cursor_rect.empty
    else
      if @index >= 3
      self.cursor_rect.set(0, (@index-2)*32, 240, 32)
      else
      self.cursor_rect.set(0, (@index+1)*32, 240, 32)
      end
    end
  end
  # ------------------------------------------
  # * update_help
  # ------------------------------------------
  def update_help
    if $game_temp.actors_2 != [] and self.index != -1
      actor_index = $game_temp.actors_2[self.index]
      y = 0
      y = self.index * 64 if self.index < 2
      y = 480 - 364 if self.index == 2
      y = (self.index-2) * 64 if self.index == 3
      y = (self.index-3) * 64 if self.index == 4 or self.index == 5
      y = 480 - 364 if self.index == 6
      @help_window.set_text(actor_index, y, nil, nil, 640 - 240)
    end
  end
end
# ------------------------------------------
# * Actor_Shop_Message_Save # 显示参战的雇佣角色的列表
# ------------------------------------------
class Actor_Shop_Message_Save < Window_Selectable
  # ------------------------------------------
  # * initialize
  # ------------------------------------------
  def initialize
    super(240, 64, 400, (480 - 128) / 2)
    self.opacity = 100
    @column_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  # ------------------------------------------
  # * refresh
  # ------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_temp.actors.size
    self.contents.font.size = 15
    for b in 1..150
      @color_2 = Color.new(255, 255, 128, 120 - b)
      @color_3 = Color.new(255, 255, 128, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 0, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 0, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 128, 255, 120 - b)
      @color_3 = Color.new(255, 128, 255, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 32, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 32, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(128, 255, 255, 120 - b)
      @color_3 = Color.new(128, 255, 255, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 64, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 64, 2, 30), @color_3) if b < 20
      @color_2 = Color.new(255, 128, 128, 120 - b)
      @color_3 = Color.new(255, 128, 128, 100 + b)
      self.contents.fill_rect(
      Rect.new(2 * b + 4, 96, 2, 30), @color_2)
      self.contents.fill_rect(
      Rect.new(2 * b + 4 - 32, 96, 2, 30), @color_3) if b < 20
    end
    self.contents.draw_text(4, 0, width - 8, 32, "参战的生肖兽")
    for i in 0...@item_max
      item_actor(i)
    end
  end
  # ------------------------------------------
  # * dispose
  # ------------------------------------------
  def dispose
    super
    if @bitmap != nil
    @bitmap.dispose
    end
    if @bitmap_2 != nil
      @bitmap_2.dispose
    end
  end
  # ------------------------------------------
  # * item_actor
  # ------------------------------------------
  def item_actor(i)
    self.contents.font.size = 15
    if $game_temp.actors != []
    @bitmap = RPG::Cache.character(
    $game_temp.actors.character_name, $game_temp.actors.character_hue)
    rect = Rect.new(0, 0, @bitmap.width / 4, @bitmap.height / 8)
    self.contents.blt(0, 32*(i+1), @bitmap, rect)
    self.contents.draw_text(
    40, 32*(i+1), width - 8, 32, $game_temp.actors.name)
    cx = contents.text_size($game_temp.actors.name).width
    id = $game_temp.actors.id
    self.contents.draw_text(
    50+cx, 32*(i+1), width - 8, 32, "剩余战斗次数:")
    dx = contents.text_size("剩余战斗次数:").width
    self.contents.draw_text(
    50+cx+dx, 32*(i+1), width - 8, 32, $game_temp.actors_time_2[id].to_s)
    end
  end
  # ------------------------------------------
  # * update_cursor_rect
  # ------------------------------------------
  def update_cursor_rect
    if self.index != @oldold_index
    refresh
    @oldold_index = self.index
    end
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, (@index+1)*32, 240, 32)
    end
  end
  # ------------------------------------------
  # * update_help
  # ------------------------------------------
  def update_help
    if $game_temp.actors != [] and self.index != -1
      actor_index = $game_temp.actors[self.index]
      y = self.index * 64 if self.index < 2
      y = 480 - 364 if self.index == 2
      y = (self.index-2) * 64 if self.index == 3
      @help_window.set_text(actor_index, y, nil, nil, 640 - 240)
    end
  end
end
# ------------------------------------------
# * Scene_Actor_Shop
# ------------------------------------------
class Scene_Actor_Shop
  # ------------------------------------------
  # * color
  # ------------------------------------------
  def text_color(n)
    case n
    when 0
      return Color.new(255, 255, 255, 255)
    when 1
      return Color.new(128, 128, 255, 255)
    when 2
      return Color.new(255, 128, 128, 255)
    when 3
      return Color.new(128, 255, 128, 255)
    when 4
      return Color.new(128, 255, 255, 255)
    when 5
      return Color.new(255, 128, 255, 255)
    when 6
      return Color.new(255, 255, 128, 255)
    when 7
      return Color.new(192, 192, 192, 255)
    else
      normal_color
    end
  end
  # ------------------------------------------
  # * main
  # ------------------------------------------
  def main
    map = Spriteset_Map.new
    @command = Actor_Shop_Command.new
    @command.x -= 200
    @command.active = false
    @command.index = -1
    @message = Actor_Shop_Message_Save.new
    @message.active = false
    @message.index = -1
    @message.x += 200
    @message_2 = Actor_Shop_Message_Save_2.new
    @message_2.active = false
    @message_2.index = -1
    @message_2.x += 200
    @gold = Actor_Shop_Window_Gold.new
    @gold.y += 50
    @help = Actor_Shop_Command_Help.new
    @help.visible = false
    @command.help_window = @help
    @message.help_window = @help
    @message_2.help_window = @help
    @tip_c = Window_TipCommand_help.new
    @tip_c.visible = false
    @flash_viewport_time = 20
    @flash_viewport = Viewport.new(240, 0, 400, 64)
    @flash_viewport.z = 9999
    @flash_viewport_2 = Viewport.new(0, 0, 240, 480)
    @flash_viewport_2.z = 9999
    @flash_viewport_2_2 = Viewport.new(240, 64, 150, 480 - 64)
    @flash_viewport_2_2.z = 9999
    @flash_viewport_3 = Viewport.new(0, 480 - 128, 450, 128)
    @flash_viewport_3.z = 9999
    @flash_viewport_4 = Viewport.new(240, 64, 640 - 240, (480 - 128) / 2)
    @flash_viewport_4.z = 9999
    @flash_viewport_5 = Viewport.new(
    240, 64 + (480 - 128) / 2, 640 - 240, (480 - 128) / 2)
    @flash_viewport_5.z = 9999
    @flash_viewport_6 = Viewport.new(440, 64, 200, 3 * 32)
    @flash_viewport_6.z = 9999
    black = Sprite.new
    black.bitmap = Bitmap.new(
    "Graphics/Pictures/color (6).png")
    black.opacity = 160
    @black_pictrue = []
    for i in 1..7
    @black_pictrue = Sprite.new
    @black_pictrue.bitmap = Bitmap.new(
    "Graphics/Pictures/color (#{i - 1}).png")
    @black_pictrue.opacity = 0
    end
    @black_pictrue[(@@item[0][3].to_i)].opacity = 50
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    Audio.bgm_play("Audio/BGM/058-Slow01.mid")
    @command_c = Window_Command_Shop_3.new(450,
    ["  参战", "  掠阵"], 2, 15)
    @command_c.opacity = 200
    @command_c.y = 480 - 64
    @command_c.z = 9998
    @command_c.active = false
    @command_c.visible = false
    @command_c.index = -1
    @command_s = Window_Command_Shop.new(400, ["  召唤", "  状态"], 2, 15)
    @command_s.opacity = 100
    @command_s.x = 240
    @command_s.y -= 50
    @command_status = Window_Command_Shop_2.new(
    200, ["当前队伍", "掠阵队伍"], 1, 15)
    @command_status.x = 640 - 200
    @command_status.y = 64
    @command_status.opacity = 200
    @command_status.active = false
    @command_status.index = -1
    @command_status.visible = false
    @help_command = Window_HelpCommand.new
    @help_command.y = -200
    @command_s.help_window = @help_command
    @command_status.help_window = @help_command
    @command_c.help_window = @help_command
    @command_canzhan = Window_Command_Shop.new(
    110, [" 加入掠阵队伍", "  取消"], 1, 15)
    @command_canzhan.active = false
    @command_canzhan.visible = false
    @command_canzhan.index = -1
    @command_canzhan.x = 300
    @command_canzhan.y = 150
    @command_canzhan.z = 9998
    @command_canzhan2 = Window_Command_Shop.new(
    110, [" 参与战斗", "  取消"], 1, 15)
    @command_canzhan2.active = false
    @command_canzhan2.visible = false
    @command_canzhan2.index = -1
    @command_canzhan2.x = 300
    @command_canzhan2.y = 300
    @command_canzhan2.z = 9998
    Graphics.transition
    for i in 1..21
      Graphics.update
      @command_s.y += 2
      @gold.y -= 2
      @message.x -= 10
      @message_2.x -= 10
      @command.x += 10
      @help_command.opacity += 10
      @help_command.contents_opacity += 10
      if i == 21
        @command_s.y = 0
        @gold.y = 480 - 64
        @message.x = 240
        @message_2.x = 240
        @command.x = 0
        @help_command.opacity = 200
        @help_command.contents_opacity = 200
      end
    end
    @flash_viewport.flash(Color.new(255,255,255,255),20)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 1..21
      Graphics.update
      @command_s.y -= 2
      @gold.y += 2
      @message.x += 10
      @command.x -= 10
      @message_2.x += 10
      @help_command.y -= 10
      if i == 21
        @command_s.y = - 50
        @gold.y = 480 - 64 + 50
        @message.x = 240 + 200
        @message_2.x = 240 + 200
        @command.x = 0 - 200
        @help_command.y = 0 - 200
      end
    end
    Graphics.freeze
    $game_system.bgm_play($game_temp.map_bgm)
    @command.dispose
    @message.dispose
    @message_2.dispose
    @help.dispose
    @gold.dispose
    black.bitmap.dispose
    black.dispose
    map.dispose
    @command_c.dispose
    @command_s.dispose
    @tip_c.dispose
    @help_command.dispose
    @command_status.dispose
    @flash_viewport_2.dispose
    @flash_viewport_2_2.dispose
    @flash_viewport_3.dispose
    @flash_viewport_4.dispose
    @flash_viewport_5.dispose
    @command_canzhan.dispose
    @command_canzhan2.dispose
    for i in 1..7
    @black_pictrue.bitmap.dispose
    @black_pictrue.dispose
    end
    for i in 0..19
      @picture.bitmap.dispose
      @picture.dispose
    end
  end
  # ------------------------------------------
  # * update
  # ------------------------------------------
  def update
    @command_c.update
    @command_canzhan.update
    @command_canzhan2.update
    @command_s.update
    @message.update
    @actor = @@item[@command.index][0]
    if @flash_viewport_time >0
      @flash_viewport_time -= 1
      @flash_viewport.update
    end
    if @command.index != @oldindex
    if @command.index != -1
    @black_pictrue[(@@item[@command.index][3].to_i)].opacity = 50
    else
    @rand_num = rand(7) + 1
    @black_pictrue[(@@item[@rand_num][3].to_i)].opacity = 50
    end
    for i in 1..7
    if @command.index != -1
    @black_pictrue.opacity = 0 if i != (@@item[@command.index][3].to_i)
    else
    @black_pictrue.opacity = 0 if i != (@@item[@rand_num][3].to_i)
    end
    end
    @oldindex = @command.index
    end
    if @true_ == nil or @command.index != @oldindex_index
      if @picture != nil
        for i in 0..19
        @picture.bitmap.dispose
        @picture.dispose
        end
      end  
    @picture = []
    if @command.index != -1
    @picture_name = @@item[@command.index][3].to_i
    else
    @picture_name = @@item[rand(7) + 1][3].to_i
    end
    for i in 0..19
    @picture = Sprite.new
    @picture.bitmap = Bitmap.new(
    "Graphics/Pictures/chage_picture#{@picture_name}.png")
    @picture.x, @picture.y = rand(640 - @picture.bitmap.width * 2) +
    1, rand(480 - @picture.bitmap.height * 2) + 1
    if @picture_name != 2
    rand_num = rand(5)
    case rand_num
    when 0
    @picture.zoom_x = 0.7
    @picture.zoom_x = 0.7
    when 1
    @picture.zoom_x = 0.8
    @picture.zoom_x = 0.8
    when 2
    @picture.zoom_x = 1.2
    @picture.zoom_x = 1.2
    when 3
    @picture.zoom_x = 1.3
    @picture.zoom_x = 1.3
    end
    end
    @picture.opacity = rand(50) + 206
    end
    @rand_picture = []
    for i in 0..5
      @rand_picture = i - i * 2
    end
    @true_ = true
    @oldindex_index = @command.index
    end
    for i in 0..19
    @picture.x += rand(10) if i <= 9
    @picture.y += rand(10) if i <= 9
    @picture.x += rand(5) if i > 9
    @picture.y += rand(5) if i > 9
    if @picture_name != 2
    @picture.angle += @rand_picture if i <= 5
    end
    @picture.opacity -= rand(10) + 1
     if @picture.opacity <= 50
       @picture.x, @picture.y = rand(640) + 1, rand(480) + 1
       @picture.opacity = 255
     end
    end
    @command.update
    @help.update
    @command_status.update
    @message_2.update
    if @command.active
      update_command
      return
    end
    if @command_c.active
      update_command_c
      return
    end
    if @command_s.active
      update_command_s
      return
    end
    if @message.active
      update_message
      return
    end
    if @message_2.active
      update_message_2
      return
    end
    if @command_status.active
      update_command_status
      return
    end
    if @command_canzhan.active
      update_command_canzhan
      return
    end
    if @command_canzhan2.active
      update_command_canzhan2
      return
    end
  end
  # ------------------------------------------
  # * update_command_status
  # ------------------------------------------
  def update_command_status
    if Input.press?(Input::F5)
      if @f3 == nil
      $game_system.se_play($data_system.decision_se)
      for i in 1..21
        Graphics.update
        @help_command.opacity -= 10
        @help_command.contents_opacity -= 10
        if i == 21
          @help_command.opacity = 0
          @help_command.contents_opacity = 0
        end
      end
      @f3 = true
      else
      for i in 1..21
        Graphics.update
        @help_command.opacity += 10
        @help_command.contents_opacity += 10
        if i == 21
          @help_command.opacity = 200
          @help_command.contents_opacity = 200
        end
      end
      @f3 = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_status.active = false
      @command_status.index = -1
      @command_status.visible = false
      @command_s.active = true
      @flash_viewport.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_status.index
      when 0
        if $game_temp.actors.size > 0
        @command_status.active = false
        @command_status.index = -1
        @command_status.visible = false
        @message.active = true
        @message.index = 0
        @help.visible = true if $game_temp.actors != []
        @help_command.visible = false
        @flash_viewport_4.flash(Color.new(255,255,255,255),20)
        for i in 1..22
          Graphics.update
          @flash_viewport_4.update
        end
        else
        $game_system.se_play($data_system.cancel_se)
        end
      when 1
        if $game_temp.actors_2.size > 0
        @command_status.active = false
        @command_status.index = -1
        @command_status.visible = false
        @message_2.active = true
        @message_2.index = 0
        @help.visible = true if $game_temp.actors_2 != []
        @help_command.visible = false
        @flash_viewport_5.flash(Color.new(255,255,255,255),20)
        for i in 1..22
          Graphics.update
          @flash_viewport_5.update
        end
        else
        $game_system.se_play($data_system.cancel_se)
        end
      end
    end
  end
  # ------------------------------------------
  # * update_command_canzhan
  # ------------------------------------------
  def update_command_canzhan
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_canzhan.active = false
      @command_canzhan.index = -1
      @command_canzhan.visible = false
      @message.active = true
      @flash_viewport_4.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_4.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_canzhan.index
      when 0
      if $game_temp.actors.size > 0
      $game_temp.actors_2 << $game_temp.actors[@message.index]
      $game_party.remove_actor($game_temp.actors[@message.index].id)
      $game_temp.actors = []
      for i in 0...@@item.size
        if $game_party.actors.include?($game_actors[@@item[0]])
          $game_temp.actors << $game_actors[@@item[0]]
        end
      end
      @message.refresh
      @message_2.refresh
      @command_canzhan.active = false
      @command_canzhan.index = -1
      @command_canzhan.visible = false
      @message.active = true
      @flash_viewport_4.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_4.update
      end
      else
      $game_system.se_play($data_system.cancel_se)
      end
      when 1
      @command_canzhan.active = false
      @command_canzhan.index = -1
      @command_canzhan.visible = false
      @message.active = true
      @flash_viewport_4.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_4.update
      end
      end
    end
  end
  # ------------------------------------------
  # * update_message
  # ------------------------------------------
  def update_message
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @message.active = false
      @message.index = -1
      @command_s.active = true
      @help.visible = false
      @help_command.visible = true
      @flash_viewport.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      if $game_temp.actors.size > 0
      @command_canzhan.active = true
      @command_canzhan.index = 0
      @command_canzhan.visible = true
      @message.active = false
      else
      $game_system.se_play($data_system.cancel_se)
      end
    end
  end
  # ------------------------------------------
  # * update_command_canzhan2
  # ------------------------------------------
  def update_command_canzhan2
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_canzhan2.active = false
      @command_canzhan2.index = -1
      @command_canzhan2.visible = false
      @message_2.active = true
      @flash_viewport_5.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_5.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.cancel_se)
      case @command_canzhan2.index
      when 0
      if $game_party.actors.size < 4
      $game_temp.actors << $game_temp.actors_2[@message_2.index]
      $game_party.add_actor($game_temp.actors_2[@message_2.index].id)
      $game_temp.actors_2.delete_at(@message_2.index)
      @message.refresh
      @message_2.refresh
      @command_canzhan2.active = false
      @command_canzhan2.index = -1
      @command_canzhan2.visible = false
      @message_2.active = true
      @flash_viewport_5.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_5.update
      end
      else
      $game_system.se_play($data_system.cancel_se)
      end
      when 1
      $game_system.se_play($data_system.cancel_se)
      @command_canzhan2.active = false
      @command_canzhan2.index = -1
      @command_canzhan2.visible = false
      @message_2.active = true
      @flash_viewport_5.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_5.update
      end
      end
    end
  end
  # ------------------------------------------
  # * update_message_2
  # ------------------------------------------
  def update_message_2
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @message_2.active = false
      @message_2.index = -1
      @command_s.active = true
      @help.visible = false
      @help_command.visible = true
      @flash_viewport.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      if $game_temp.actors_2.size > 0
      @command_canzhan2.active = true
      @command_canzhan2.index = 0
      @command_canzhan2.visible = true
      @message_2.active = false
      else
      $game_system.se_play($data_system.cancel_se)
      end
    end
  end
  # ------------------------------------------
  # * update_command
  # ------------------------------------------
  def update_command
    if Input.press?(Input::F5)
      if @f7 == nil
      $game_system.se_play($data_system.decision_se)
      for i in 1..21
        Graphics.update
        @help.opacity -= 10
        @help.contents_opacity -= 10
        if i == 21
          @help.opacity = 0
          @help.contents_opacity = 0
        end
      end
      @f7 = true
      else
      for i in 1..21
        Graphics.update
        @help.opacity += 10
        @help.contents_opacity += 10
        if i == 21
          @help.opacity = 200
          @help.contents_opacity = 200
        end
      end
      @f7 = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command.active = false
      @command.index = -1
      @command_s.active = true
      @help.visible = false
      @help_command.visible = true
      @flash_viewport.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      @command_c.active = true
      @command_c.visible = true
      @command_c.index = 0
      @command.active = false
      @tip_c.visible = true
      @tip_c.refresh($game_actors[@actor], @@item[@command.index][3])
      @flash_viewport_3.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_3.update
      end
    end
  end
  # ------------------------------------------
  # * update_command_c
  # ------------------------------------------
  def update_command_c
    if Input.press?(Input::F5)
      if @f3 == nil
      $game_system.se_play($data_system.decision_se)
      for i in 1..21
        Graphics.update
        @help_command.opacity -= 10
        @help_command.contents_opacity -= 10
        if i == 21
          @help_command.opacity = 0
          @help_command.contents_opacity = 0
        end
      end
      @f3 = true
      else
      for i in 1..21
        Graphics.update
        @help_command.opacity += 10
        @help_command.contents_opacity += 10
        if i == 21
          @help_command.opacity = 200
          @help_command.contents_opacity = 200
        end
      end
      @f3 = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_c.active = false
      @command_c.visible = false
      @command_c.index = -1
      @tip_c.visible = false
      @command.active = true
      @help_command.visible = false
      @flash_viewport_2.flash(Color.new(255,255,255,255),20)
      @flash_viewport_2_2.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_2.update
        @flash_viewport_2_2.update
      end
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_c.index
      when 0
      case @@item[@command.index][2]
      when 0
        if $game_temp.gold_bule >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
            $game_temp.actors.include?($game_actors[@actor]) or
            $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_bule -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 1
        if $game_temp.gold_red >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
            $game_temp.actors.include?($game_actors[@actor]) or
            $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_red -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 2
        if $game_temp.gold_yellow >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
            $game_temp.actors.include?($game_actors[@actor]) or
            $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_yellow -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 3
        if $game_temp.gold_green >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
            $game_temp.actors.include?($game_actors[@actor]) or
            $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_green -= @@item[@command.index][1]
          @gold.refresh
          for i in 0...6
            Graphics.update
          end
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false
        end
      end
      if @buy == true
      if $game_party.actors.size < 4
      unless $game_party.actors.include?($game_actors[@actor]) or
        $game_temp.actors.include?($game_actors[@actor]) or
        $game_temp.actors_2.include?($game_actors[@actor])
      $game_party.add_actor(@actor)
      $game_temp.actors << $game_actors[@actor]
      @message.refresh
      @tip = true
      else
      @tip = nil
      end
      else
      @tip = false
      end
      tip = Window_Base.new(150, 150, 340, 64)
      tip.z = 9999
      tip.opacity = 0
      tip.contents_opacity = 0
      tip.contents = Bitmap.new(tip.width - 32, tip.height - 32)
      tip.contents.font.color = text_color(@@item[@command.index][3])
      tip.contents.draw_text(
      40, 0, tip.width - 8, 32, $game_actors[@actor].name)
      cx = tip.contents.text_size($game_actors[@actor].name).width
      tip.contents.font.color = Color.new(255, 255, 255, 255)
      if @tip == true
      tip.contents.draw_text(
      40 + cx, 0, tip.width - 8, 32, "成功加入队伍")
      elsif @tip == false
      tip.contents.draw_text(
      40 + cx, 0, tip.width - 8, 32, "无法加入队伍")
      elsif @tip == nil
      tip.contents.draw_text(
      40 + cx, 0, tip.width - 8, 32, "已经在队伍中")
      end
      bitmap = RPG::Cache.character(
      $game_actors[@actor].character_name, $game_actors[@actor].character_hue)
      rect = Rect.new(0, 0, bitmap.width / 4, bitmap.height / 8)
      tip.contents.blt(0, 3, bitmap, rect)
      for i in 1..21
        Graphics.update
        tip.opacity += 10
        tip.contents_opacity += 10
        if i == 21
          tip.opacity = 200
          tip.contents_opacity = 200
        end
      end
      for i in 1..50
        Graphics.update
      end
      for i in 1..21
        Graphics.update
        tip.opacity -= 10
        tip.contents_opacity -= 10
        if i == 21
          tip.opacity = 0
          tip.contents_opacity = 0
        end
      end
      tip.dispose
      @command_c.active = false
      @command_c.visible = false
      @command_c.index = -1
      @command.active = true
      @tip_c.visible = false
      @help_command.visible = false
      @flash_viewport_2.flash(Color.new(255,255,255,255),20)
      @flash_viewport_2_2.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_2.update
        @flash_viewport_2_2.update
      end
      else
      $game_system.se_play($data_system.buzzer_se)
      end
      when 1
      case @@item[@command.index][2]
      when 0
        if $game_temp.gold_bule >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
           $game_temp.actors.include?($game_actors[@actor]) or
           $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_bule -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 1
        if $game_temp.gold_red >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
           $game_temp.actors.include?($game_actors[@actor]) or
           $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_red -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 2
        if $game_temp.gold_yellow >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
           $game_temp.actors.include?($game_actors[@actor]) or
           $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_yellow -= @@item[@command.index][1]
          @gold.refresh
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false  
        end
      when 3
        if $game_temp.gold_green >= @@item[@command.index][1]
          unless $game_party.actors.include?($game_actors[@actor]) or
           $game_temp.actors.include?($game_actors[@actor]) or
           $game_temp.actors_2.include?($game_actors[@actor])
          @buy = true
          $game_temp.gold_green -= @@item[@command.index][1]
          @gold.refresh
          for i in 0...6
            Graphics.update
          end
          else
          $game_system.se_play($data_system.buzzer_se)
          end
        else
          @buy = false
        end
      end
      if @buy == true
      unless $game_party.actors.include?($game_actors[@actor]) or
           $game_temp.actors.include?($game_actors[@actor]) or
           $game_temp.actors_2.include?($game_actors[@actor])
      $game_temp.actors_2 << $game_actors[@actor]
      @message_2.refresh
      @tip = true
      else
      @tip = false
      end
      tip = Window_Base.new(150, 150, 340, 64)
      tip.z = 9999
      tip.opacity = 0
      tip.contents_opacity = 0
      tip.contents = Bitmap.new(tip.width - 32, tip.height - 32)
      tip.contents.font.color = text_color(@@item[@command.index][3])
      tip.contents.draw_text(
      40, 0, tip.width - 8, 32, $game_actors[@actor].name)
      cx = tip.contents.text_size($game_actors[@actor].name).width
      tip.contents.font.color = Color.new(255, 255, 255, 255)
      if @tip == true
      tip.contents.draw_text(
      40 + cx, 0, tip.width - 8, 32, "已经加入掠阵队伍")
      elsif @tip == false
      tip.contents.draw_text(
      40 + cx, 0, tip.width - 8, 32, "无法加入掠阵队伍")
      end
      bitmap = RPG::Cache.character(
      $game_actors[@actor].character_name, $game_actors[@actor].character_hue)
      rect = Rect.new(0, 0, bitmap.width / 4, bitmap.height / 8)
      tip.contents.blt(0, 3, bitmap, rect)
      for i in 1..21
        Graphics.update
        tip.opacity += 10
        tip.contents_opacity += 10
        if i == 21
          tip.opacity = 200
          tip.contents_opacity = 200
        end
      end
      for i in 1..50
        Graphics.update
      end
      for i in 1..21
        Graphics.update
        tip.opacity -= 10
        tip.contents_opacity -= 10
        if i == 21
          tip.opacity = 0
          tip.contents_opacity = 0
        end
      end
      tip.dispose
      @command_c.active = false
      @command_c.visible = false
      @command_c.index = -1
      @command.active = true
      @tip_c.visible = false
      @help_command.visible = false
      @flash_viewport_2.flash(Color.new(255,255,255,255),20)
      @flash_viewport_2_2.flash(Color.new(255,255,255,255),20)
      for i in 1..22
        Graphics.update
        @flash_viewport_2.update
        @flash_viewport_2_2.update
      end
      else
      $game_system.se_play($data_system.buzzer_se)
      end
      end
    end
  end
  # ------------------------------------------
  # * update_command_s
  # ------------------------------------------
  def update_command_s
    if Input.press?(Input::F5)
      if @f3 == nil
      $game_system.se_play($data_system.decision_se)
      for i in 1..21
        Graphics.update
        @help_command.opacity -= 10
        @help_command.contents_opacity -= 10
        if i == 21
          @help_command.opacity = 0
          @help_command.contents_opacity = 0
        end
      end
      @f3 = true
      else
      for i in 1..21
        Graphics.update
        @help_command.opacity += 10
        @help_command.contents_opacity += 10
        if i == 21
          @help_command.opacity = 200
          @help_command.contents_opacity = 200
        end
      end
      @f3 = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_s.index
      when 0
        if @@item.size > 0
        @help.visible = true
        @command_s.active = false
        @command.active = true
        @command.index = 0
        @help_command.visible = false
        @flash_viewport_2.flash(Color.new(255,255,255,255),20)
        @flash_viewport_2_2.flash(Color.new(255,255,255,255),20)
        for i in 1..22
          Graphics.update
          @flash_viewport_2.update
          @flash_viewport_2_2.update
        end
        else
        $game_system.se_play($data_system.cancel_se)
        end
      when 1
        @command_status.active = true
        @command_status.visible = true
        @command_status.index = 0
        @command_s.active = false
        @flash_viewport_6.flash(Color.new(255,255,255,255),20)
        for i in 1..22
          Graphics.update
          @flash_viewport_6.update
        end
      end
    end
  end
end[/pre]

难道 就没有 会╮(╯_╰)╭ 吗555
360截图20161206031539677.jpg
360截图20161206031601111.jpg

雇佣兵.zip

860.67 KB, 下载次数: 52

点评

附件以上传求好心人帮忙搞几下 O(∩_∩)O谢谢 半夜 苦等 55555  发表于 2016-12-6 03:14
我只能搞出21个人物 能不能增加 多余 人物  发表于 2016-12-6 03:12
------落尽红樱君不见,轻绘梨花泪沾衣。~~~
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 楼主| 发表于 2016-12-20 15:24:21 | 显示全部楼层
@yang1zhi 求帮忙看看 这个脚本还有救吗
------落尽红樱君不见,轻绘梨花泪沾衣。~~~
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发表于 2016-12-20 16:39:48 | 显示全部楼层
j296196585 发表于 2016-12-20 15:24
@yang1zhi 求帮忙看看 这个脚本还有救吗

附件下载后提示有毒被自动删了。
在ITEM = [[14, 100, 0, 7, "深渊の呼唤.PNG", "深渊呼唤"],继续添加不行的吗

点评

谢谢 作者 好像 挂了  发表于 2016-12-21 01:15
不行 我把360 关了的  发表于 2016-12-20 18:17
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 楼主| 发表于 2016-12-20 18:38:00 | 显示全部楼层
yang1zhi 发表于 2016-12-20 16:39
附件下载后提示有毒被自动删了。
在ITEM = [[14, 100, 0, 7, "深渊の呼唤.PNG", "深渊呼唤"],继续添加不 ...

https://rpg.blue/forum.php?mod=viewthread&tid=334330

这是原作者  地址 。。。

点评

帮不了你,这个脚本对我来说有些难,你联系作者看看。直接添加是可以加入新人物的,只是翻页不知道他在哪设的。  发表于 2016-12-20 21:36
------落尽红樱君不见,轻绘梨花泪沾衣。~~~
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