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 Lv1.梦旅人 
	梦石0 星屑50 在线时间0 小时注册时间2007-6-9帖子206 | 
3楼
 
 
 楼主|
发表于 2008-4-27 17:17:54
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只看该作者 
| 横版脚本 
 复制代码#==============================================================================
# ■ 行走图横版战斗[Ver.1.0.1]   
#------------------------------------------------------------------------------
# 脚本原出处 [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
#  原作者:未知(日本人)
#  中文汉化:火鸡三毛老大
#==============================================================================
module Battle_Formation
#------------------------------------------------------------------------------
 FORM = {
# 战斗位置 =>
   #    [角色1x.y]  [角色2x.y]  [角色3x.y]  [角色4x.y]
   0 => [[450,100], [400, 130], [400, 220], [450, 250]]
 }
#------------------------------------------------------------------------------
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
 attr_accessor :battle_formation                # Formation ID
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 alias init_game_system initialize
 def initialize
   init_game_system
   @battle_formation = 0              # 初步形成
 end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ● 是Sprite的使用? [重新界定]
 #--------------------------------------------------------------------------
 def use_sprite?
   return true
 end
 #--------------------------------------------------------------------------
 # ● 战斗画面获取X坐标
 #--------------------------------------------------------------------------
 def screen_x
   return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
 end
 #--------------------------------------------------------------------------
 # ● 战斗画面获取Y坐标
 #--------------------------------------------------------------------------
 def screen_y
   return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
 end
 #--------------------------------------------------------------------------
 # ● 战斗画面获取z坐标
 #--------------------------------------------------------------------------
 def screen_z
   bitmap = Cache.character(self.character_name)
   # Height + Y Coordinates
   return screen_y + bitmap.height / 4
 end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ● 战斗画面获取z坐标[重新界定]
 #--------------------------------------------------------------------------
 def screen_z
   bitmap = Cache.battler(self.battler_name, self.battler_hue)
   # Height + Y Coordinates
   return screen_y + bitmap.height
 end
end
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー战斗[Ver.1.0.1]
#------------------------------------------------------------------------------
# 战斗实况告知
#==============================================================================
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
 #--------------------------------------------------------------------------
 # ●  战斗开始进程
 #--------------------------------------------------------------------------
 alias process_battle_start_sideview process_battle_start
 def process_battle_start
   for battler in $game_party.members + $game_troop.members
     battler.move_mode = SideView::M_MODE_WAIT
   end
   process_battle_start_sideview
 end
 #--------------------------------------------------------------------------
 # ● 胜利进程
 #--------------------------------------------------------------------------
 alias process_victory_sideview process_victory
 def process_victory
   for actor in $game_party.members
     actor.move_mode = SideView::M_MODE_WIN
   end
   process_victory_sideview
 end
 #--------------------------------------------------------------------------
 # ● 等到活动控制完毕
 #--------------------------------------------------------------------------
 def wait_for_motion
   while @active_battler.motion_stop
     update_basic
   end
 end
 #--------------------------------------------------------------------------
 # ● 执行作战:攻击[重新界定]
 #--------------------------------------------------------------------------
 def execute_action_attack
   text = sprintf(Vocab::DoAttack, @active_battler.name)
   @message_window.add_instant_text(text)
   targets = @active_battler.action.make_targets
   #---Enemy attack sound reproduced.
   if @active_battler.is_a?(Game_Enemy)
     Sound.play_enemy_attack
     wait(15, true)
   end
   #--- Proximity (Going)
   SideView.set_target_point(@active_battler, targets[0])
   @active_battler.move_mode = SideView::M_MODE_ATK1
   @active_battler.motion_stop = true
   wait_for_motion
   #--- Attack
   wait(5)
   @active_battler.move_mode = SideView::M_MODE_ATK2
   #---
   display_attack_animation(targets)
   wait(20)
   for target in targets
     target.attack_effect(@active_battler)
     display_action_effects(target)
   end
   #--- Proximity (Return)
   @active_battler.move_mode = SideView::M_MODE_ATK3
   @active_battler.motion_stop = true
   wait_for_motion
   #---Wait
   for target in targets
     target.move_mode = SideView::M_MODE_WAIT
   end
   @active_battler.move_mode = SideView::M_MODE_WAIT
   #---
 end
 #--------------------------------------------------------------------------
 # ● 执行作战:技能[重新界定]
 #--------------------------------------------------------------------------
 def execute_action_skill
   skill = @active_battler.action.skill
   text = @active_battler.name + skill.message1
   @message_window.add_instant_text(text)
   unless skill.message2.empty?
     wait(10)
     @message_window.add_instant_text(skill.message2)
   end
   #--- Enemy attack sound reproduced.
   if @active_battler.is_a?(Game_Enemy)
     Sound.play_enemy_attack
     wait(15, true)
   end
   #--- Long distance attack.
   @active_battler.move_mode = SideView::M_MODE_MAGI
   #---
   targets = @active_battler.action.make_targets
   display_animation(targets, skill.animation_id)
   @active_battler.mp -= @active_battler.calc_mp_cost(skill)
   $game_temp.common_event_id = skill.common_event_id
   for target in targets
     target.skill_effect(@active_battler, skill)
     display_action_effects(target, skill)
   end
   #---Wait
   for target in targets
     target.move_mode = SideView::M_MODE_WAIT
   end
   @active_battler.move_mode = SideView::M_MODE_WAIT
   #---
 end
 #--------------------------------------------------------------------------
 # 执行作战:物品???[重新界定]
 #--------------------------------------------------------------------------
 def execute_action_item
   item = @active_battler.action.item
   text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
   @message_window.add_instant_text(text)
   #--- Enemy attack sound reproduced.
   if @active_battler.is_a?(Game_Enemy)
     Sound.play_enemy_attack
     wait(15, true)
   end
   #--- Long distance attack
   @active_battler.move_mode = SideView::M_MODE_MAGI
   #---
   targets = @active_battler.action.make_targets
   display_animation(targets, item.animation_id)
   $game_party.consume_item(item)
   $game_temp.common_event_id = item.common_event_id
   for target in targets
     target.item_effect(@active_battler, item)
     display_action_effects(target, item)
   end
   #---Wait
   for target in targets
     target.move_mode = SideView::M_MODE_WAIT
   end
   @active_battler.move_mode = SideView::M_MODE_WAIT
   #---
 end
 #--------------------------------------------------------------------------
 # ● 攻击动画展示[重新界定]
 #     对象:对象的安排
 #--------------------------------------------------------------------------
 # 【改变一部分】
 #  敌人的声音效果是改变了,所以可以用在每一个阶段的运作情况。
 #  它改变了,所以这起攻击动画的一个敌人可以被显示出来。
 #--------------------------------------------------------------------------
 def display_attack_animation(targets)
   display_normal_animation(targets, @active_battler.atk_animation_id, false)
   display_normal_animation(targets, @active_battler.atk_animation_id2, true)
   wait_for_animation
 end
 #--------------------------------------------------------------------------
 # ● HP损害显示[重新界定]
 #    对象:候选人
 #    对象:技能,还是物品?
 #--------------------------------------------------------------------------
 def display_hp_damage(target, obj = nil)
   if target.hp_damage == 0                # 任何破坏
     return if obj != nil and obj.damage_to_mp
     return if obj != nil and obj.base_damage == 0
     fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
     text = sprintf(fmt, target.name)
   elsif target.absorbed                   # 吸收
     fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
     text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
   elsif target.hp_damage > 0              # 损坏
     if target.actor?
       text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
       Sound.play_actor_damage
       $game_troop.screen.start_shake(5, 5, 10)
       target.blink = true # Only adds here
     else
       text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
       Sound.play_enemy_damage
       target.blink = true
     end
   else                                    # 回收
     fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
     text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
     Sound.play_recovery
   end
   @message_window.add_instant_text(text)
   wait(30)
 end
end
#==============================================================================
# ■ VX-RGSS2-6 サイドビュー战斗[Ver.1.0.1]
#------------------------------------------------------------------------------
module SideView
#----------------------------------------------------------------------------
#-----[运行格局]----- 
  #运行速度
 MOTION_SPEED = 20
 #-----[アニメーション設定]-----
 # 通常敌人攻击动画设置
 E_ANIME = {
  # EnemyID => [Usually atttack and additional attack animations.]
   1 => [1, 0]
 }
#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
 # Motion Control Mode
 M_MODE_WAIT = 0     # Standby
 M_MODE_MAGI = 1     # Attack
 M_MODE_DAMG = 2     # Non-Damage Attack
 M_MODE_WIN  = 3     # Victory
 M_MODE_ATK1 = 4     # Direct Attack (Approaching)
 M_MODE_ATK2 = 5     # Direct Attack (Attacking)
 M_MODE_ATK3 = 6     # Direct Attack (Returning)
 module_function
 #--------------------------------------------------------------------------
 # ● 活动区域计算
 #--------------------------------------------------------------------------
 def set_target_point(attacker, target)
   case target
   when Game_Actor
     bits = Cache.character(target.character_name)
     attacker.target_x = target.screen_x + (bits.width / 8)
     attacker.target_y = target.screen_y
   when Game_Enemy
     bits = Cache.battler(target.battler_name, target.battler_hue)
     attacker.target_x = target.screen_x + (bits.width / 2)
     attacker.target_y = target.screen_y
   end
 end
end
class Game_Battler
 attr_accessor   :move_mode       # Operation Mode
 # 0:Standby   1:Attack   2: Un-useless   3:Victory
 attr_accessor   :motion_stop     # Operation Stop Flag (Under Movement Flag)
 attr_accessor   :target_x        # Move Position(x)
 attr_accessor   :target_y        # Move Position(y)
 #--------------------------------------------------------------------------
 # ● 对象初始化
 #--------------------------------------------------------------------------
 alias initialize_sdva_corpse initialize
 def initialize
   initialize_sdva_corpse
   @move_mode = 0
   @motion_stop = false
   @target_x = 0
   @target_y = 0
 end
end
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ● 攻击动画ID采集
 #--------------------------------------------------------------------------
 def atk_animation_id
   return 0 if SideView::E_ANIME[@enemy_id].nil?
   return SideView::E_ANIME[@enemy_id][0]
 end
 #--------------------------------------------------------------------------
 # ● 攻击动画ID采集( 2剑式: 2武器)
 #--------------------------------------------------------------------------
 def atk_animation_id2
   return 0 if SideView::E_ANIME[@enemy_id].nil?
   return SideView::E_ANIME[@enemy_id][1]
 end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
 #--------------------------------------------------------------------------
# ● Object Initialization
#     Viewport : View Port
#     Battler  : Battler (Game_Battler)
 #--------------------------------------------------------------------------
 alias initialize_sideview initialize
 def initialize(viewport, battler = nil)
   initialize_sideview(viewport, battler)
   init_direct_attack
 end
 #--------------------------------------------------------------------------
 # ● 一套价值接近攻击
 #--------------------------------------------------------------------------
 def init_direct_attack
   @direct_attack_cnt = 0
   @direct_attack_phase = 0
   @direct_move_cnt = 0
   @battler_x_plus = 0
   @battler_y_plus = 0
   @moving_mode = 0
   @pattern = 0
   @direction = 0
 end
 #--------------------------------------------------------------------------
 # ● 帧重建[重新界定]
 #--------------------------------------------------------------------------
 def update
   super
   if @battler == nil
     self.bitmap = nil
   else
     @use_sprite = @battler.use_sprite?
     if @use_sprite
       self.x = @battler.screen_x + @battler_x_plus
       self.y = @battler.screen_y + @battler_y_plus
       self.z = @battler.screen_z
       update_battler_bitmap
     end
     setup_new_effect
     update_effect
   end
 end
 #--------------------------------------------------------------------------
 # ● 点阵图转让源重建
 #--------------------------------------------------------------------------
 alias update_battler_bitmap_sideview update_battler_bitmap
 def update_battler_bitmap
   case @battler
   when Game_Actor
     if @battler.character_name != @battler_name or
        @battler.character_index != @battler_hue
       @battler_name = @battler.character_name
       @battler_hue = @battler.character_index
       draw_pre_character
       draw_character
       if (@battler.dead? or @battler.hidden)
         self.opacity = 0
       end
     end
   when Game_Enemy
     if @battler.battler_name != @battler_name or
        @battler.battler_hue != @battler_hue
       @battler_name = @battler.battler_name
       @battler_hue = @battler.battler_hue
       draw_battler
       if (@battler.dead? or @battler.hidden)
         self.opacity = 0
       end
     end
   end
   motion_control
 end
 #--------------------------------------------------------------------------
 # ● battler制图
 #--------------------------------------------------------------------------
 def draw_battler
   self.bitmap = Cache.battler(@battler_name, @battler_hue)
   @width = bitmap.width
   @height = bitmap.height
   self.ox = @width / 2
   self.oy = @height
 end
 #--------------------------------------------------------------------------
 # ● 预字制图[普通]
 #--------------------------------------------------------------------------
 def draw_pre_character
   self.bitmap = Cache.character(@battler_name)
   sign = @battler_name[/^[\!\$]./]
   if sign != nil and sign.include?('$')
     @width = bitmap.width / 3
     @height = bitmap.height / 4
   else
     @width = bitmap.width / 12
     @height = bitmap.height / 8
   end
   self.ox = @width / 2
   self.oy = @height
 end
 #--------------------------------------------------------------------------
 # ● 性格绘画[普通]
 #--------------------------------------------------------------------------
 def draw_character
   index = @battler_hue
   pattern = @pattern < 3 ? @pattern : 1
   sx = (index % 4 * 3 + pattern) * @width
   sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
   self.src_rect.set(sx, sy, @width, @height)
 end
 #--------------------------------------------------------------------------
 # ● 活动控制
 #--------------------------------------------------------------------------
 def motion_control
   # Memory Operation Mode
   @moving_mode = @battler.move_mode
   # Battler Drawing
   case @battler
   when Game_Actor # Actor
     actor_motion_control
   when Game_Enemy # Enemy
     enemy_motion_control
   end
 end
 #--------------------------------------------------------------------------
 # ● 运动控制(角色)
 #--------------------------------------------------------------------------
 def actor_motion_control
   # Operation Change
   case @moving_mode
   when SideView::M_MODE_WAIT  # Standby
     init_direct_attack
     @battler_x_plus = 0
     @direction = 4
     @pattern = 1
   when SideView::M_MODE_MAGI  # Attack
     @battler_x_plus = -10
     @direction = 4
     @pattern = 3
   when SideView::M_MODE_DAMG  # Non-Damage Attack
     @battler_x_plus = 10
     @direction = 4
     @pattern = 3
   when SideView::M_MODE_WIN  # Victory
     @direction = 2
     @pattern = 1
   when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
     exe_moving_attack_start
     @end_pos_x = @battler_x_plus
   when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
     @battler_x_plus = @end_pos_x - 10
   when SideView::M_MODE_ATK3  # Direct Attack (Returning)
     exe_moving_attack_end
   else
     p "error:Sprite_Battler>> @moving_mode"
   end
   draw_character
 end
 #--------------------------------------------------------------------------
 # ● 运动控制(敌人)
 #--------------------------------------------------------------------------
 def enemy_motion_control
   # Operation Change
   case @moving_mode
   when SideView::M_MODE_WAIT  # Standby
     init_direct_attack
   when SideView::M_MODE_MAGI  # Attack
     @battler_x_plus = 10
   when SideView::M_MODE_DAMG  # Non-Damage Attack
     @battler_x_plus = -10
     @shake_flg = true
   when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
     exe_moving_attack_start
     @end_pos_x = @battler_x_plus
   when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
     @battler_x_plus = @end_pos_x + 10
   when SideView::M_MODE_ATK3  # Direct Attack (Returning)
     exe_moving_attack_end
   else
     p "error:Sprite_Battler>> @moving_mode", @moving_mode
   end
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行方法
 #--------------------------------------------------------------------------
 def exe_moving_attack_start
   return unless @battler.motion_stop
   case @direct_attack_phase
   when 0  # Start Operation Preparation
     diratk_start
   when 1  # Move Operation (Going)
     diratk_move
   when 2  # After-Movement Wait
     diratk_wait
   end
 end
 def exe_moving_attack_end
   case @direct_attack_phase
   when 0  # Attack Operation
     diratk_attack
   when 1  # Move Operation (Return)
     diratk_back
   when 2  # Operation End
     diratk_end
   end
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[开始运作准备]
 #--------------------------------------------------------------------------
 def diratk_start
   # Pose Change
   @pattern = 1
   # The number of frames needed is the distance between current position and 
   # target position.
   pos_x = @battler.target_x - self.x
   pos_y = @battler.target_y - self.y
   # Caculation for ammount of frames needed.
   @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
   # NEXT Phase
   @direct_attack_phase += 1
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[移到对象(去) ]
 #--------------------------------------------------------------------------
 def diratk_move
   case @battler
   when Game_Actor
     x_plus = @width
     y_plus = -@height / 4
   when Game_Enemy
     x_plus = -@width - 10
     y_plus = @height / 4
   end
   # The next movement location is figured out by the distance between
   # current position and target position.
   pos_x = @battler.target_x - self.x + x_plus
   pos_y = @battler.target_y - self.y + y_plus
   @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
   @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
   # End count
   @direct_attack_cnt -= 1
   # Last movement (Insurance: Last correction)
   if @direct_attack_cnt <= 0
     @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
     @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
     # NEXTフェーズ
     @direct_attack_cnt = 5
     @direct_attack_phase += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[攻击行动回报]
 #--------------------------------------------------------------------------
 def diratk_wait
   # End Count
   @direct_attack_cnt -= 1
   # Last Movement
   if @direct_attack_cnt <= 0
     # Pose Change
     @pattern = 3
     # END Phase
     @direct_attack_phase = 0
     @battler.motion_stop = false
   end
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[攻击行动回报]
 #--------------------------------------------------------------------------
 def diratk_attack
   # Pose Change
   @pattern = 1
   # End Wait Count
   @direct_attack_cnt = @direct_move_cnt
   # NEXT Phase
   @direct_attack_phase += 1
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[移到运行(往返) ]
 #--------------------------------------------------------------------------
 def diratk_back
   # The next movement location is figured out by the distance between
   # current position and target position.
   pos_x = @battler.screen_x - self.x
   pos_y = @battler.screen_y - self.y
   @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
   @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
   # End Count
   @direct_attack_cnt -= 1
   # Last Movement
   if @direct_attack_cnt == 0
     @battler_x_plus = 0
     @battler_y_plus = 0
     # NEXT Phase
     @direct_attack_phase += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● 接近攻击执行[运行完]
 #--------------------------------------------------------------------------
 def diratk_end
   init_direct_attack
   @battler.motion_stop = false
   # END Phase
   @direct_attack_phase = 0
 end
end 
 战斗画面显示角色指令
 
 复制代码#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Window_ActorCommand
#------------------------------------------------------------------------------
#  战斗画面显示角色指令的窗口。
#==============================================================================
class Window_ActorCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 定义实例变量
  #--------------------------------------------------------------------------  
  attr_reader   :commands                 # 命令  
  #--------------------------------------------------------------------------
  # ● 初始化对象
  #     width      : 窗口的宽
  #     commands   : 命令字符串序列
  #     column_max : 行数 (2 行以上时选择)
  #     row_max    : 列数 (0:列数加起来)
  #     spacing : 选项横向排列时间隔空白宽度
  #--------------------------------------------------------------------------
  def initialize(width = 128, commands = [], column_max = 1, row_max = 4, spacing = 32)
    if row_max == 0
      row_max = (commands.size + column_max - 1) / column_max
    end
    super(0, 0, width, row_max * WLH + 32, spacing)
    self.active = false
    @commands = []
    @icon_list = [1, 52, 128, 144]
    @item_max = commands.size
    @column_max = column_max
    @remember_index = -1
    self.index = 0
    # refresh
    update
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ● 设置自定义特技指令名称
  #     actor :角色
  #--------------------------------------------------------------------------
  def setup(actor)
    s1 = Vocab::attack
    s2 = Vocab::skill
    s3 = Vocab::guard
    s4 = Vocab::item
    if actor.class.skill_name_valid     # 特技指令名称有效?
      s2 = actor.class.skill_name       # 替换指令名
    end
    @commands = [s1, s2, s3, s4]
    @item_max = 4
    refresh
    self.index = 0
  end  
  
  #--------------------------------------------------------------------------
  # ● 描绘项目
  #     index : 项目编号
  #     enabled : 有效标记录。是false 的时候半透明绘画
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    draw_icon(@icon_list[index], rect.x, rect.y, true) if index == self.index
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    rect.x += 26
    self.contents.draw_text(rect, @commands[index])
  end
  
  #--------------------------------------------------------------------------
  # ● 刷新类型
  #--------------------------------------------------------------------------
  def update
    super
    @remember_index = self.index if self.index == -1
    if @remember_index != self.index
      @remember_index = self.index
      refresh
    end
  end
  
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
 
 
 
 帮忙修改一下好吗?
 
 
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