刘德华有部电影是牵着女朋友去砍人叫什么啊

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刘德华有部电影是牵着女朋友去砍人叫什么啊,第1张

龙在江湖(A True Mob Story)

年代:1998

产地:香港

导演:王晶

主演:刘德华 梁咏琪 陈惠敏 ...

类型:动作 / 剧情

韦吉祥(刘德华饰)育有一名一岁大的儿子大洪,身负丧妻之痛的吉祥,为了爱妻的遗愿,独自抚养爱子,但因与其子大洪之前接触不深故彼此摩擦不断,幸吉祥多年的红颜知己Ruby(关秀媚饰)从中调解,父子关系日渐软化,进而更能体会彼此在心中的重要性。另一方面吉祥却在组织中更受重用,原本打算摆脱组织的吉祥,却因此与组织关联越来越深、难以脱身。当吉祥与其爱子的彼此之间的关系与生活环境都日渐顺遂之时,丧波刑满出狱,展开了一连串的复仇行动 ...

龙腾四海

导演:

霍耀良 Clarence Fok Yiu-leung

主演:

陈法蓉 Monica Chan

刘德华 Andy Lau

任达华 Simon Yam ...

国家/地区: 香港

对白语言:粤语

发行公司: 金公主娱乐有限公司 ...

上映日期:1992年6月5日 香港

详细资料:

更多外文片名:

Gun and Rose

Gun n' Rose

类型:动作/剧情/犯罪/喜剧

片长:99分钟

演职员表:

导演 Director:

霍耀良 Clarence Fok Yiu-leung

编剧 Writer:

韦家辉 Ka-Fai Wai

演员 Actor:

陈法蓉 Monica Chan .....Monica Shum

刘德华 Andy Lau .....Andy

任达华 Simon Yam .....Simon Lung

陈惠敏 Wai-Man Chan .....Chicken

程东 John Ching .....Bee

黎明 Leon Lai .....Leon

林保怡 Bowie Lam .....Bowie Lung

李丽珍 Loletta Lee .....Loletta

吴家丽 Carrie Ng .....Carrie

邓光荣 Alan Tang .....Alan Lung

田丰 Feng Tien .....Lung Yat-Fu

制作人 Produced by:

邓光荣 Alan Tang .....监制

原创音乐 Original Music:

卢冠廷 Lowell Lo

摄影 Cinematography:

黄志伟 Che wai Wong

上映日期:

国家/地区 上映/发行日期 (细节)

香港

Hong Kong

1992年6月5日

剧情:

台湾帮会头子日夫遇袭,幸得义子龙一相救,但变瘫痪,逐选最见才略的龙一为继任人,惹来两亲儿龙二及龙三嫉妒,龙三不惜作证人,欲指证龙一至入狱,日夫忍痛命龙二领其心腹杀手小林干掉龙三,种下龙二狠心杀父杀兄的恶果。小林愚忠于龙二,却又倾慕龙一,忠义两难存之下,最后违命放龙一与雪一条生路。龙一埋名躲在赤柱驾货车过活,结识木船吧的老板娘程丽及其弟飞与飞女友雯,丽对龙一有好感,而飞则是赤柱霸王,却具正义感,尤憎厌醉鸡与丧B等毒枭,某次飞与B械斗,龙一让机会予飞挟持自己驾货车逃离,自此二人成为朋友...

发行公司:

金公主娱乐有限公司 Golden Princess Amusement Co. Ltd. [香港]

LZ好,你如果想用rpgmaker自己弄游戏的话,最好自己先学好ruby语句,这样自己修改脚本就方便多了。 默认脚本是没有问题的,你不会的话最好别在里面乱改东西,因为有时候少一个字就不行了。你把脚本还原就ok

你拿这段正常的替换脚本编辑器倒数第7行的Scene_Battle 3

class Scene_Battle

def start_phase3

@phase = 3

@actor_index = -1

@active_battler = nil

phase3_next_actor

end

def phase3_next_actor

begin

if @active_battler != nil

@active_battler.blink = false

end

if @actor_index == $game_party.actors.size-1

start_phase4

return

end

@actor_index += 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

end until @active_battler.inputable?

phase3_setup_command_window

end

def phase3_prior_actor

begin

if @active_battler != nil

@active_battler.blink = false

end

if @actor_index == 0

start_phase2

return

end

@actor_index -= 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

end until @active_battler.inputable?

phase3_setup_command_window

end

def phase3_setup_command_window

@party_command_window.active = false

@party_command_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

@actor_command_window.x = @actor_index * 160

@actor_command_window.index = 0

end

def update_phase3

if @enemy_arrow != nil

update_phase3_enemy_select

elsif @actor_arrow != nil

update_phase3_actor_select

elsif @skill_window != nil

update_phase3_skill_select

elsif @item_window != nil

update_phase3_item_select

elsif @actor_command_window.active

update_phase3_basic_command

end

end

def update_phase3_basic_command

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

phase3_prior_actor

return

end

if Input.trigger?(Input::C)

case @actor_command_window.index

when 0

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 0

start_enemy_select

when 1

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 1

start_skill_select

when 2

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 1

phase3_next_actor

when 3

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 2

start_item_select

end

return

end

end

def update_phase3_skill_select

@skill_window.visible = true

@skill_window.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_skill_select

return

end

if Input.trigger?(Input::C)

@skill = @skill_window.skill

if @skill == nil or not @active_battler.skill_can_use?(@skill.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.skill_id = @skill.id

@skill_window.visible = false

if @skill.scope == 1

start_enemy_select

elsif @skill.scope == 3 or @skill.scope == 5

start_actor_select

else

end_skill_select

phase3_next_actor

end

return

end

end

def update_phase3_item_select

@item_window.visible = true

@item_window.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_item_select

return

end

if Input.trigger?(Input::C)

@item = @item_window.item

unless $game_party.item_can_use?(@item.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.item_id = @item.id

@item_window.visible = false

if @item.scope == 1

start_enemy_select

elsif @item.scope == 3 or @item.scope == 5

start_actor_select

else

end_item_select

phase3_next_actor

end

return

end

end

def update_phase3_enemy_select

@enemy_arrow.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_enemy_select

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.target_index = @enemy_arrow.index

end_enemy_select

if @skill_window != nil

end_skill_select

end

if @item_window != nil

end_item_select

end

phase3_next_actor

end

end

def update_phase3_actor_select

@actor_arrow.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_actor_select

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.target_index = @actor_arrow.index

end_actor_select

if @skill_window != nil

end_skill_select

end

if @item_window != nil

end_item_select

end

phase3_next_actor

end

end

def start_enemy_select

@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)

@enemy_arrow.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_enemy_select

@enemy_arrow.dispose

@enemy_arrow = nil

if @actor_command_window.index == 0

@actor_command_window.active = true

@actor_command_window.visible = true

@help_window.visible = false

end

end

def start_actor_select

@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)

@actor_arrow.index = @actor_index

@actor_arrow.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_actor_select

@actor_arrow.dispose

@actor_arrow = nil

end

def start_skill_select

@skill_window = Window_Skill.new(@active_battler)

@skill_window.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_skill_select

@skill_window.dispose

@skill_window = nil

@help_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

end

def start_item_select

@item_window = Window_Item.new

@item_window.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_item_select

@item_window.dispose

@item_window = nil

@help_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

end

end 10866希望对你有帮助!