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!