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Lv1.梦旅人 星君
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大家好,我好久没发帖了呢……
最近真的没动力啊,真的没
然后为了刷下存在感,我汉化了这个脚本,
因为我不擅长做说明什么的,所以我就多说点废话
大家看作是说明就行了
首先呢,这个脚本并不是我原创的
不过有原创内容,当然,版权归OriginalWij所有
这脚本的主要功能有:
在地图上的时候可以传送到xxx地图,可以调整坐标
在地图上的时候可以随时存档
在地图上的时候可以打开DEBUG用的背包,可以自己增减道具,武器,防具,金钱,角色
在地图上的时候可以打开图标查看器,这个东西可以查看图标的ID,对脚本编写者很有用
在地图上的时候可以打开变量&开关搜索器,这个东西可以查看你的游戏里出现的开关或变量的地方(搜索范围为,脚本,公共事件和事件)
截图:
脚本:
插入到MAIN的上面即可- #==============================================================================
- # Debug Tools
- #
- # 作者 : OriginalWij + Yanfly + 星君
- #
- # 版本 : 2.0
- #
- # 星君的话:
- #
- # 本脚本并不是本人原创的,本人只是给这个脚本加了功能,而且汉化了
- # 不过我相信我的版本不比原版差
- # 请大家多多包涵
- #
- # 版本:
- #
- # v1.0 - 原版
- # - 开始公开
- #
- # v1.2 - 星君的版本
- # - 替换ICON查看器,增加变量和开关全局查看,并保存为txt格式
- #
- # v2.0 - 星君的版本
- # - 结束更新,最终版
- #
- # 调用按键 :F7
- #==============================================================================
- #==============================================================================
- # Window_NumberInput
- #==============================================================================
- class Window_NumberInput < Window_Base
- attr_accessor :index
- def index
- return @index
- end
- def index=(new_index)
- @index = new_index
- end
- end
- #==============================================================================
- # Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- alias test_keys_update update unless $@
- def update
- test_keys_update
- if Input.trigger?(Input::F7) and $TEST
- Sound.play_decision
- $scene = Scene_DebugSelect.new
- end
- end
- end
- #==============================================================================
- # Scene_Debug
- #==============================================================================
- class Scene_Debug < Scene_Base
- def update_left_input
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- return
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- wlh = 28
- if @left_window.mode == 0
- text1 = 'C » ON / OFF'
- @help_window.contents.draw_text(4, 0, 336, wlh, text1)
- else
- text1 = 'LEFT → -1'
- text2 = 'RIGHT → +1'
- text3 = 'L → -10'
- text4 = 'R → +10'
- text5 = 'X → -100'
- text6 = 'Y → +100'
- text7 = 'Z → Clear\c[0]'
- @help_window.contents.draw_text(4, wlh * 0, 336, wlh, text1)
- @help_window.contents.draw_text(4, wlh * 1, 336, wlh, text2)
- @help_window.contents.draw_text(4, wlh * 2, 336, wlh, text3)
- @help_window.contents.draw_text(4, wlh * 3, 336, wlh, text4)
- @help_window.contents.draw_text(172, wlh * 0, 336, wlh, text5)
- @help_window.contents.draw_text(172, wlh * 1, 336, wlh, text6)
- @help_window.contents.draw_text(172, wlh * 2, 336, wlh, text7)
- end
- @left_window.active = false
- @right_window.active = true
- @right_window.index = 0
- end
- end
- alias test_keys_sd_update_right_input update_right_input unless $@
- def update_right_input
- test_keys_sd_update_right_input
- if Input.repeat?(Input::X) and @right_window.mode == 1
- Sound.play_decision
- $game_variables[@right_window.top_id + @right_window.index] -= 100
- @right_window.draw_item(@right_window.index)
- elsif Input.repeat?(Input::Y) and @right_window.mode == 1
- Sound.play_decision
- $game_variables[@right_window.top_id + @right_window.index] += 100
- @right_window.draw_item(@right_window.index)
- elsif Input.trigger?(Input::Z) and @right_window.mode == 1
- Sound.play_decision
- $game_variables[@right_window.top_id + @right_window.index] = 0
- @right_window.draw_item(@right_window.index)
- end
- end
- end
-
- #==============================================================================
- # Map_Select_Window
- #==============================================================================
- class Map_Select_Window < Window_Base
- def initialize
- super(0, 56, 160, 120)
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0, 120, WLH, '地图 ID:', 0)
- self.contents.draw_text(0, 32, 120, WLH, 'X:', 0)
- self.contents.draw_text(0, 64, 120, WLH, 'Y:', 0)
- end
- end
- #==============================================================================
- # Map_Keys_Window
- #==============================================================================
- class Map_Keys_Window < Window_Base
- def initialize
- super(0, 264, 160, 152)
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = crisis_color
- self.contents.font.size = 16
- self.contents.draw_text(4, 0, 120, WLH, 'Z → 选择坐标', 0)
- self.contents.draw_text(4, 32, 120, WLH, 'R → 下一个', 0)
- self.contents.draw_text(4, 64, 120, WLH, 'L → 前一个', 0)
- self.contents.draw_text(4, 96, 120, WLH, 'C → 传送', 0)
- end
- end
- #==============================================================================
- # Item_Keys_Window
- #==============================================================================
- class Item_Keys_Window < Window_Base
- def initialize
- super(0, 208, 160, 208)
- unfresh
- end
- def unfresh
- self.contents.clear
- end
- def refresh_items
- self.contents.clear
- self.contents.font.color = crisis_color
- self.contents.font.size = 16
- self.contents.draw_text(4, 2, 120, 24, 'UP → 前一个', 0)
- self.contents.draw_text(4, 32, 120, 24, 'DOWN → 下一个', 0)
- self.contents.draw_text(4, 62, 120, 24, 'C → +1', 0)
- self.contents.draw_text(4, 92, 120, 24, 'Z → +10', 0)
- self.contents.draw_text(4, 122, 120, 24, 'Y → -1', 0)
- self.contents.draw_text(4, 152, 120, 24, 'X → -10', 0)
- end
- def refresh_gold
- self.contents.clear
- self.contents.font.color = crisis_color
- self.contents.font.size = 16
- self.contents.draw_text(4, 2, 120, 24, 'UP → +100', 0)
- self.contents.draw_text(4, 32, 120, 24, 'DOWN → -100', 0)
- self.contents.draw_text(4, 62, 120, 24, 'L → +1,000', 0)
- self.contents.draw_text(4, 92, 120, 24, 'R → -1,000', 0)
- self.contents.draw_text(4, 122, 120, 24, 'X → +10,000', 0)
- self.contents.draw_text(4, 152, 120, 24, 'Y → -10,000', 0)
- end
- def refresh_actors
- self.contents.clear
- self.contents.font.color = crisis_color
- self.contents.font.size = 16
- self.contents.draw_text(4, 2, 120, 24, 'RIGHT → 移除队伍', 0)
- self.contents.draw_text(4, 32, 120, 24, 'LEFT → 加到队伍', 0)
- self.contents.draw_text(4, 62, 120, 24, 'C → 查看状态', 0)
- end
- def refresh_actors_stats
- self.contents.clear
- self.contents.font.color = crisis_color
- self.contents.font.size = 16
- self.contents.draw_text(4, 2, 120, 24, 'A → +1', 0)
- self.contents.draw_text(4, 32, 120, 24, 'Z → -1', 0)
- self.contents.draw_text(4, 62, 120, 24, 'L → +10', 0)
- self.contents.draw_text(4, 92, 120, 24, 'R → -10', 0)
- self.contents.draw_text(4, 122, 120, 24, 'X → +100', 0)
- self.contents.draw_text(4, 152, 120, 24, 'Y → -100', 0)
- end
- end
- #==============================================================================
- # Misc_Window
- #==============================================================================
- class Misc_Window < Window_Base
- def initialize(x, y, width, height)
- super(x, y, width, height)
- refresh
- end
- def refresh
- self.contents.clear
- end
- end
- #==============================================================================
- # Party_Member_Select_Window
- #==============================================================================
- class Party_Member_Select_Window < Window_Selectable
- def initialize(x, y, width, height, stats = false)
- super(x, y, width, height)
- if stats
- @pmsw = 36
- @item_max = 9
- else
- @pmsw = 40
- @item_max = 20
- end
- @column_max = 1
- self.opacity = 0
- self.index = 0
- self.contents.clear
- end
- def item_rect(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing
- rect.height = @pmsw
- rect.x = index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * @pmsw
- return rect
- end
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- elsif @index < @item_max
- super
- elsif @index >= 100
- self.cursor_rect.set(0, (@index - 100) * @pmsw,
- contents.width, @pmsw)
- else
- self.cursor_rect.set(0, 0, contents.width, @item_max * @pmsw)
- end
- end
- end
- #==============================================================================
- # Item_Display_Window
- #==============================================================================
- class Item_Display_Window < Window_Selectable
- def initialize(data)
- super(160, 52, 384, 368)
- @data = data
- @item_max = @data.size - 1
- @column_max = 1
- self.opacity = 0
- self.index = 0
- refresh
- end
- def refresh
- create_contents
- for i in 0...@item_max
- draw_item(i)
- end
- end
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- item = @data[index + 1]
- if item != nil
- number = $game_party.item_number(item)
- rect.width -= 4
- draw_item_name(item, rect.x, rect.y, true)
- self.contents.draw_text(rect, sprintf(":%2d", number), 2)
- end
- end
- end
- #==============================================================================
- # Scene_Teleport
- #==============================================================================
- class Scene_Teleport < Scene_Base
- def initialize
- @map_id = 1
- @map_x = @map_y = @active_input = 0
- @cursor_count = 17
- @blink = false
- end
- def start
- create_menu_background
- @info_window = Window_Help.new
- @map_name_window = Window_Help.new
- @info_window.width = @map_name_window.x = 160
- @map_name_window.width = 384
- @map_name_window.height = 33
- @info_window.create_contents
- @map_name_window.create_contents
- @map_display_window = Misc_Window.new(160, 32, 384, 384)
- @map_text_window = Misc_Window.new(160, -16, 384, 432)
- @map_text_window.opacity = 0
- @map_text_window.z = @map_display_window.z + 1
- @map_text_window.active = false
- @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
- @map_select_window = Map_Select_Window.new
- @map_confirm_window = Misc_Window.new(0, 176, 160, 88)
- @map_keys_window = Map_Keys_Window.new
- @input_window = []
- for i in 0..2
- @input_window[i] = Window_NumberInput.new
- @input_window[i].number = 1 if i == 0
- @input_window[i].index = 2
- @input_window[i].update_cursor
- @input_window[i].digits_max = 3
- @input_window[i].x = 48
- @input_window[i].y = 56 + (i * 32)
- end
- @map_info = load_data('Data/MapInfos.rvdata')
- create_target(@map.data, 0, 0)
- @input_window[0].active = true
- end
- def terminate
- dispose_menu_background
- dispose_target_map
- @info_window.dispose
- @map_name_window.dispose
- @map_display_window.dispose
- @map_text_window.dispose
- @map_select_window.dispose
- if @confirm_window != nil
- @confirm_window.dispose
- @confirm_window = nil
- end
- @map_confirm_window.dispose
- @map_keys_window.dispose
- for i in 0..2
- @input_window[i].dispose
- end
- end
- def update
- update_menu_background
- case @active_input
- when 0
- @info_window.set_text('选择地图……', 1)
- when 1
- @info_window.set_text('选择X值……', 1)
- when 2
- @info_window.set_text('选择Y值……', 1)
- else
- @info_window.set_text('选择X&Y值……', 1)
- end
- @info_window.set_text('传送?', 1) if @confirm_window != nil
- @map_display_window.update
- @map_text_window.update
- @map_select_window.update
- @map_keys_window.update
- for i in 0..2
- @input_window[i].update
- end
- if @confirm_window != nil
- @confirm_window.update
- end
- if Input.trigger?(Input::Z)
- if @confirm_window == nil and @active_input < 3
- Sound.play_decision
- @active_input += 10
- for i in 0..2
- @input_window[i].active = false
- end
- @map_text_window.active = true
- elsif @confirm_window == nil
- Sound.play_cancel
- @active_input -= 10
- @map_text_window.active = false
- @input_window[@active_input].active = true
- end
- elsif Input.trigger?(Input::B)
- Sound.play_cancel
- if @confirm_window != nil
- @confirm_window.active = false
- reset_active_input
- @confirm_window.dispose
- @confirm_window = nil
- else
- $scene = Scene_Map.new
- end
- elsif Input.trigger?(Input::C)
- if @confirm_window != nil
- if @confirm_window.index == 0
- Sound.play_load
- $game_player.reserve_transfer(@input_window[0].number,
- @input_window[1].number, @input_window[2].number, 0)
- for i in 1..20
- $game_map.screen.pictures[i].erase
- end
- $scene = Scene_Map.new
- else
- Sound.play_decision
- @confirm_window.active = false
- reset_active_input
- @confirm_window.dispose
- @confirm_window = nil
- end
- else
- Sound.play_decision
- com1 = '确认'
- com2 = '返回'
- @confirm_window = Window_Command.new(160, [com1, com2])
- @confirm_window.index = 1
- @confirm_window.y = 180
- @confirm_window.opacity = 0
- for i in 0..2
- @input_window[i].active = false
- end
- @map_text_window.active = false
- @confirm_window.active = true
- end
- elsif Input.repeat?(Input::UP) and @map_text_window.active == true
- if @input_window[2].number > 0
- adjust_y(-1)
- end
- elsif Input.repeat?(Input::DOWN) and @map_text_window.active == true
- if @input_window[2].number < @map.height - 1
- adjust_y(1)
- end
- elsif Input.repeat?(Input::LEFT) and @map_text_window.active == true
- if @input_window[1].number > 0
- adjust_x(-1)
- end
- elsif Input.repeat?(Input::RIGHT) and @map_text_window.active == true
- if @input_window[1].number < @map.width - 1
- adjust_x(1)
- end
- elsif Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN) and
- @map_text_window.active == false
- mapid = @input_window[0].number
- filename = sprintf("Data/Map%03d.rvdata", mapid)
- dispose_target_map
- @map_display_window.refresh
- @map_text_window.refresh
- if FileTest.exist?(filename)
- @map_id = @input_window[0].number
- if @input_window[1].number > 4
- @map_x = (@input_window[1].number - 5) * 256
- else
- @map_x = 0
- end
- if @input_window[2].number > 4
- @map_y = (@input_window[2].number - 5) * 256
- else
- @map_y = 0
- end
- @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
- if @map_x > ((@map.width * 256) - 2816)
- @map_x = ((@map.width * 256) - 2816)
- end
- if @map_y > ((@map.height * 256) - 2816)
- @map_y = ((@map.height * 256) - 2816)
- end
- if @input_window[1].number > @map.width - 1
- index = @input_window[1].index
- @input_window[1].number = @map.width - 1
- @input_window[1].index = index
- @input_window[1].update_cursor
- end
- if @input_window[2].number > @map.height - 1
- index = @input_window[2].index
- @input_window[2].number = @map.height - 1
- @input_window[2].index = index
- @input_window[2].update_cursor
- end
- create_target(@map.data, @map_x, @map_y)
- else
- text = '地图 #' + @input_window[0].number.to_s + ' 不存在……'
- @map_text_window.contents.draw_text(16, 4, 320, 24, text, 1)
- end
- elsif Input.trigger?(Input::L) and @map_text_window.active == false
- Sound.play_cursor
- @active_input -= 1
- @active_input = 2 if @active_input < 0
- for i in 0..2
- @input_window[i].active = false
- end
- @input_window[@active_input].active = true
- elsif Input.trigger?(Input::R) and @map_text_window.active == false
- Sound.play_cursor
- @active_input += 1
- @active_input = 0 if @active_input > 2
- for i in 0..2
- @input_window[i].active = false
- end
- @input_window[@active_input].active = true
- end
- mx = calc_x
- my = calc_y
- if @map_text_window.active == true
- if @cursor_count == 0 and @blink == true
- @cursor_count = 17
- @blink = false
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(0, 255, 0, 255 - @cursor_count * 15))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(0, 255, 0, (255 - (@cursor_count * 15)) / 2))
- elsif @cursor_count == 0 and @blink == false
- @cursor_count = 17
- @blink = true
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(0, 255, 0, @cursor_count * 15))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(0, 255, 0, (@cursor_count * 15) / 2))
- else
- @cursor_count -= 1
- if @blink == true
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(0, 255, 0, @cursor_count * 15))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(0, 255, 0, (@cursor_count * 15) / 2))
- else
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(0, 255, 0, 255 - @cursor_count * 15))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(0, 255, 0, (255 - (@cursor_count * 15)) / 2))
- end
- end
- else
- mapid = @input_window[0].number
- filename = sprintf("Data/Map%03d.rvdata", mapid)
- if FileTest.exist?(filename)
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(255, 0, 0, 255))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(255, 0, 0, 128))
- else
- @map_text_window.contents.clear_rect(mx, my + 48, 32, 32)
- end
- end
- end
- def create_target(map_data, ox, oy)
- @viewport = Viewport.new(@map_display_window.x + 16,
- @map_display_window.y + 16, 352,352)
- @viewport.z = @map_display_window.z
- @target_map = Tilemap.new(@viewport)
- @target_map.bitmaps[0] = Cache.system("TileA1")
- @target_map.bitmaps[1] = Cache.system("TileA2")
- @target_map.bitmaps[2] = Cache.system("TileA3")
- @target_map.bitmaps[3] = Cache.system("TileA4")
- @target_map.bitmaps[4] = Cache.system("TileA5")
- @target_map.bitmaps[5] = Cache.system("TileB")
- @target_map.bitmaps[6] = Cache.system("TileC")
- @target_map.bitmaps[7] = Cache.system("TileD")
- @target_map.bitmaps[8] = Cache.system("TileE")
- @target_map.map_data = map_data
- @target_map.ox = ox / 8
- @target_map.oy = oy / 8
- filename = sprintf("Data/Map%03d.rvdata", @map_id)
- if FileTest.exist?(filename)
- mx = calc_x
- my = calc_y
- @map_text_window.contents.fill_rect(mx, my + 48, 32, 32,
- Color.new(255, 0, 0, 255))
- @map_text_window.contents.fill_rect(mx + 2, my + 50, 28, 28,
- Color.new(255, 0, 0, 128))
- @map_text_window.contents.font.size = 16
- text = @map_info[@map_id].name
- @map_text_window.contents.draw_text(16, 4, 320, 24, text, 1)
- end
- end
- def dispose_target_map
- unless @target_map == nil
- @target_map.dispose
- @target_map = nil
- end
- end
- def reset_active_input
- case @active_input
- when 0
- @input_window[0].active = true
- when 1
- @input_window[1].active = true
- when 2
- @input_window[2].active = true
- else
- @map_text_window.active = true
- end
- end
- def adjust_x(adj_x)
- Sound.play_cursor
- index = @input_window[1].index
- @input_window[1].number += adj_x
- @input_window[1].index = index
- @input_window[1].update_cursor
- if @input_window[1].number > 4
- @map_x = (@input_window[1].number - 5) * 256
- else
- @map_x = 0
- end
- if @map_x > ((@map.width * 256) - 2816)
- @map_x = ((@map.width * 256) - 2816)
- end
- dispose_target_map
- @map_text_window.refresh
- create_target(@map.data, @map_x, @map_y)
- end
- def adjust_y(adj_y)
- Sound.play_cursor
- index = @input_window[2].index
- @input_window[2].number += adj_y
- @input_window[2].index = index
- @input_window[2].update_cursor
- if @input_window[2].number > 4
- @map_y = (@input_window[2].number - 5) * 256
- else
- @map_y = 0
- end
- if @map_y > ((@map.height * 256) - 2816)
- @map_y = ((@map.height * 256) - 2816)
- end
- dispose_target_map
- @map_text_window.refresh
- create_target(@map.data, @map_x, @map_y)
- end
- def calc_x
- x = @input_window[1].number
- if x > 4 and x < (@map.width - 5)
- x = 5
- elsif x > 4
- x -= (@map.width - 11)
- end
- x *= 32
- return x
- end
- def calc_y
- y = @input_window[2].number
- if y > 4 and y < (@map.height - 5)
- y = 5
- elsif y > 4
- y -= (@map.height - 11)
- end
- y *= 32
- return y
- end
- end
- #==============================================================================
- # Scene_ItemsGoldParty
- #==============================================================================
- class Scene_ItemsGoldParty < Scene_Base
- def initialize
- @itemsgoldparty = 0
- @text = []
- @sub_text = []
- @text[0] = '增减 道具'
- @text[1] = '增减 武器'
- @text[2] = '增减 防具'
- @text[3] = "增减 金钱"
- @text[4] = '增减 队伍角色'
- @sub_text[0] = '选择道具,并增减'
- @sub_text[1] = '选择武器,并增减'
- @sub_text[2] = '选择防具,并增减'
- @sub_text[3] = '增减金钱'
- @sub_text[4] = '选择角色,并增减队伍'
- @sub_text[5] = '选择角色,并增加状态'
- @stat_mode = false
- end
- def start
- create_menu_background
- @help_window = Window_Help.new
- @display_window = Misc_Window.new(160, 56, 384, 360)
- @gold_window = Window_Gold.new(160, 56)
- @gold_window.z = @display_window.z + 1
- @gold_window.opacity = 0
- @gold_window.visible = false
- com1 = ' 道具 '
- com2 = ' 武器 '
- com3 = ' 装备 '
- com4 = ' 金钱 '
- com5 = ' 角色 '
- @command_window = Window_Command.new(160, [com1, com2, com3, com4, com5])
- @command_window.y = 56
- @key_window = Item_Keys_Window.new
- @command_window.active = true
- end
- def terminate
- dispose_menu_background
- @help_window.dispose
- @gold_window.dispose
- @display_window.dispose
- @key_window.dispose
- @command_window.dispose
- if @item_window != nil
- @item_window.dispose
- @item_window = nil
- end
- end
- def update
- update_menu_background
- @help_window.update
- if @itemsgoldparty == 0
- @help_window.set_text(@text[@command_window.index], 1)
- else
- @help_window.set_text(@sub_text[@itemsgoldparty - 1], 1) unless @stat_mode
- @help_window.set_text(@sub_text[@itemsgoldparty], 1) if @stat_mode
- end
- @gold_window.update
- @display_window.update
- @key_window.update
- @command_window.update
- if @item_window != nil
- @item_window.update
- end
- update_keys
- case @itemsgoldparty
- when 0
- @display_window.active = false
- @command_window.active = true
- update_main
- when 1, 2, 3
- @command_window.active = false
- @item_window.active = true
- update_inventory
- when 4
- @command_window.active = false
- @display_window.active = true
- update_gold
- when 5
- @command_window.active = false
- @display_window.active = true
- update_party unless @stat_mode
- update_stats if @stat_mode
- end
- end
- def update_main
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- case @command_window.index
- when 0
- @data = $data_items
- @itemsgoldparty = 1
- if @item_window != nil
- @item_window.dispose
- end
- @item_window = Item_Display_Window.new(@data)
- when 1
- @data = $data_weapons
- @itemsgoldparty = 2
- if @item_window != nil
- @item_window.dispose
- end
- @item_window = Item_Display_Window.new(@data)
- when 2
- @data = $data_armors
- @itemsgoldparty = 3
- if @item_window != nil
- @item_window.dispose
- end
- @item_window = Item_Display_Window.new(@data)
- when 3
- if @item_window != nil
- @item_window.dispose
- @item_window = nil
- end
- @itemsgoldparty = 4
- @gold_window.visible = true
- when 4
- if @item_window != nil
- @item_window.dispose
- @item_window = nil
- end
- @itemsgoldparty = 5
- draw_party
- @select_window = Party_Member_Select_Window.new(160, 60, 384, 360)
- end
- end
- end
- def update_inventory
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @itemsgoldparty = 0
- @item_window.dispose
- @item_window = nil
- elsif Input.repeat?(Input::C)
- Sound.play_decision
- $game_party.gain_item(@data[@item_window.index + 1], 1)
- @item_window.draw_item(@item_window.index)
- elsif Input.repeat?(Input::Y)
- Sound.play_decision
- $game_party.lose_item(@data[@item_window.index + 1], 1)
- @item_window.draw_item(@item_window.index)
- elsif Input.repeat?(Input::Z)
- Sound.play_decision
- $game_party.gain_item(@data[@item_window.index + 1], 10)
- @item_window.draw_item(@item_window.index)
- elsif Input.repeat?(Input::X)
- Sound.play_decision
- $game_party.lose_item(@data[@item_window.index + 1], 10)
- @item_window.draw_item(@item_window.index)
- end
- end
- def update_gold
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @gold_window.visible = false
- @itemsgoldparty = 0
- elsif Input.repeat?(Input::UP)
- Sound.play_cursor
- $game_party.gain_gold(100)
- @gold_window.refresh
- elsif Input.repeat?(Input::DOWN)
- Sound.play_cursor
- $game_party.lose_gold(100)
- @gold_window.refresh
- elsif Input.repeat?(Input::L)
- Sound.play_cursor
- $game_party.gain_gold(1000)
- @gold_window.refresh
- elsif Input.repeat?(Input::R)
- Sound.play_cursor
- $game_party.lose_gold(1000)
- @gold_window.refresh
- elsif Input.repeat?(Input::X)
- Sound.play_cursor
- $game_party.gain_gold(10000)
- @gold_window.refresh
- elsif Input.repeat?(Input::Y)
- Sound.play_cursor
- $game_party.lose_gold(10000)
- @gold_window.refresh
- end
- end
- def update_party
- @select_window.update
- if Input.trigger?(Input::B)
- Sound.play_cancel
- draw_party(true)
- @select_window.dispose
- @select_window = nil
- @itemsgoldparty = 0
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- @actor = $game_actors[@select_window.index + 1]
- draw_party(true)
- @select_window.dispose
- @select_window = Party_Member_Select_Window.new(160, 58, 384, 360, true)
- draw_stats
- @stat_mode = true
- elsif Input.trigger?(Input::LEFT)
- if !$game_party.members.include?($game_actors[@select_window.index + 1])
- Sound.play_cursor
- $game_party.add_actor(@select_window.index + 1)
- draw_party
- end
- elsif Input.trigger?(Input::RIGHT)
- if $game_party.members.include?($game_actors[@select_window.index + 1])
- Sound.play_cursor
- $game_party.remove_actor(@select_window.index + 1)
- draw_party
- end
- end
- end
- def update_stats
- @select_window.update
- if Input.trigger?(Input::B)
- Sound.play_cancel
- draw_stats(true)
- @select_window.dispose
- @select_window = Party_Member_Select_Window.new(160, 60, 384, 360)
- @select_window.index = @actor.id - 1
- @stat_mode = false
- draw_party
- elsif Input.repeat?(Input::C)
- change_stat(1)
- draw_stats
- elsif Input.repeat?(Input::Z)
- change_stat(-1)
- draw_stats
- elsif Input.repeat?(Input::L)
- change_stat(10)
- draw_stats
- elsif Input.repeat?(Input::R)
- change_stat(-10)
- draw_stats
- elsif Input.repeat?(Input::X)
- change_stat(100)
- draw_stats
- elsif Input.repeat?(Input::Y)
- change_stat(-100)
- draw_stats
- end
- end
- def change_stat(amount)
- case @select_window.index
- when 0
- if @actor.level + amount >= 1 and @actor.level + amount <= 99
- Sound.play_cursor
- @actor.change_level(@actor.level + amount, false)
- end
- when 1
- if @actor.maxhp + amount >= 1 and @actor.maxhp + amount <= 9999
- Sound.play_cursor
- @actor.maxhp += amount
- end
- when 2
- if @actor.hp + amount >= 1 and @actor.hp + amount <= @actor.maxhp
- Sound.play_cursor
- @actor.hp += amount
- end
- when 3
- if @actor.maxmp + amount >= 0 and @actor.maxmp + amount <= 9999
- Sound.play_cursor
- @actor.maxmp += amount
- end
- when 4
- if @actor.mp + amount >= 0 and @actor.mp + amount <= @actor.maxmp
- Sound.play_cursor
- @actor.mp += amount
- end
- when 5
- if @actor.atk + amount >= 1 and @actor.atk + amount <= 999
- Sound.play_cursor
- @actor.atk += amount
- end
- when 6
- if @actor.def + amount >= 1 and @actor.def + amount <= 999
- Sound.play_cursor
- @actor.def += amount
- end
- when 7
- if @actor.spi + amount >= 1 and @actor.spi + amount <= 999
- Sound.play_cursor
- @actor.spi += amount
- end
- when 8
- if @actor.agi + amount >= 1 and @actor.agi + amount <= 999
- Sound.play_cursor
- @actor.agi += amount
- end
- end
- end
- def update_keys
- @key_window.contents.clear
- case @itemsgoldparty
- when 1, 2, 3
- @key_window.refresh_items
- when 4
- @key_window.refresh_gold
- when 5
- @key_window.refresh_actors unless @stat_mode
- @key_window.refresh_actors_stats if @stat_mode
- else
- @key_window.unfresh
- end
- end
- def draw_party(erase = false)
- @display_window.contents.clear
- unless erase
- for i in 1..20
- actor = $game_actors[i]
- if $game_party.members.include?(actor)
- @display_window.draw_actor_graphic(actor, 24, i * 40)
- @display_window.draw_actor_name(actor, 60, i * 40 - 28)
- else
- @display_window.draw_actor_graphic(actor, 328, i * 40)
- @display_window.draw_actor_name(actor, 208, i * 40 - 28)
- end
- end
- end
- end
- def draw_stats(erase = false)
- @display_window.contents.clear
- unless erase
- actr_lvl = sprintf("Level: %3d", @actor.level)
- actr_mhp = sprintf("Max Hp: %5d", @actor.maxhp)
- actr_chp = sprintf("Hp: %5d", @actor.hp)
- actr_mmp = sprintf("Max Mp: %5d", @actor.maxmp)
- actr_cmp = sprintf("Mp: %5d", @actor.mp)
- actr_atk = sprintf("Off: %5d", @actor.atk)
- actr_def = sprintf("Def: %5d", @actor.def)
- actr_spi = sprintf("Int: %5d", @actor.spi)
- actr_agi = sprintf("Agi: %5d", @actor.agi)
- spc = 36
- @display_window.contents.draw_text(4, spc * 0 + 8, 352, 24, actr_lvl, 0)
- @display_window.contents.draw_text(4, spc * 1 + 8, 352, 24, actr_mhp, 0)
- @display_window.contents.draw_text(4, spc * 2 + 8, 352, 24, actr_chp, 0)
- @display_window.contents.draw_text(4, spc * 3 + 8, 352, 24, actr_mmp, 0)
- @display_window.contents.draw_text(4, spc * 4 + 8, 352, 24, actr_cmp, 0)
- @display_window.contents.draw_text(4, spc * 5 + 8, 352, 24, actr_atk, 0)
- @display_window.contents.draw_text(4, spc * 6 + 8, 352, 24, actr_def, 0)
- @display_window.contents.draw_text(4, spc * 7 + 8, 352, 24, actr_spi, 0)
- @display_window.contents.draw_text(4, spc * 8 + 8, 352, 24, actr_agi, 0)
- end
- end
- end
- #==============================================================================
- # Window_Search
- #==============================================================================
- class Window_Search < Window_Base
- def initialize
- super(0, 56, Graphics.width, Graphics.height - 56)
- @maps = {}
- map_files = Dir.glob("Data/Map*.rvdata")
- map_files.pop
- for map in map_files
- data = load_data(map)
- map.scan(/MAP(\d+)/i)
- @maps[$1.to_i] = data.events
- end
- @common_events = load_data("Data/CommonEvents.rvdata").compact!
- @scripts = {}
- File.open("Data/Scripts.rvdata", "rb") { |f|
- Marshal.load(f).each{ |s| @scripts[s[1]] = Zlib::Inflate.inflate(s[2]) } }
- end
- def find(fd, fv = false)
- @fd = []
- sdata = "$game_variables[" + fd.to_s + "]" if fv
- sdata = "$game_switches[" + fd.to_s + "]" unless fv
- found_check = @fd.size
- for script in @scripts.keys
- next if @scripts[script] == ""
- @fd.push([-1, script, 0]) if @scripts[script].include?(sdata)
- @scripts[script].scan(/\$game_switches\[(.*)\]/i) { |s|
- next if $1.nil? or $1.is_a?(Integer)
- begin
- ev = eval($1)
- @fd.push([-1, script, 0]) if ev == fd
- rescue
- next
- ensure
- next
- end
- }
- end
- @fd.push([-1, "-无-", 0]) if found_check == @fd.size
- found_check = @fd.size
- for ce in @common_events
- data = [0, ce.name, 0]
- @fd.push(data) if ce.switch_id == fd and ce.trigger > 0 and !fv
- for cm in ce.list
- next if cm.code == 0
- if cm.code == 111 and cm.parameters[1] == fd
- @fd.push(data) if cm.parameters[0] == 0 and !fv
- if fv
- @fd.push(data) if cm.parameters[0] == 1
- @fd.push(data) if cm.parameters[2] != 0 and cm.parameters[3] == fd
- end
- elsif cm.code == 111 and cm.parameters[0] == 12
- @fd.push(data) if cm.parameters[1].include?(sdata)
- elsif cm.code == 121 and !fv
- @fd.push(data) if fd.between?(cm.parameters[0], cm.parameters[1])
- elsif cm.code == 122 and fv
- @fd.push(data) if fd.between?(cm.parameters[0], cm.parameters[1])
- @fd.push(data) if cm.parameters[3] == 1 and cm.parameters[4] == fd
- elsif cm.code == 355 or cm.code == 655
- @fd.push(data) if cm.parameters[0].include?(sdata)
- end
- end
- end
- @fd.push([0, "-无-", 0]) if found_check == @fd.size
- found_check = @fd.size
- for map in @maps.keys
- for event in @maps[map].values
- for page in event.pages
- data = [map, event.id, event.pages.index(page) + 1]
- cn = page.condition
- @fd.push(data) if cn.switch1_id == fd and cn.switch1_valid and !fv
- @fd.push(data) if cn.switch2_id == fd and cn.switch2_valid and !fv
- @fd.push(data) if cn.variable_id == fd and cn.variable_valid and fv
- for cm in page.list
- next if cm.code == 0
- if cm.code == 111 and cm.parameters[1] == fd
- @fd.push(data) if cm.parameters[0] == 0 and !fv
- @fd.push(data) if cm.parameters[0] == 1 and fv
- cm2 = cm.parameters[2] != 0
- @fd.push(data) if cm2 and cm.parameters[3] == fd and fv
- elsif cm.code == 111 and cm.parameters[0] == 12
- @fd.push(data) if cm.parameters[1].include?(sdata)
- elsif cm.code == 121 and !fv
- @fd.push(data) if fd.between?(cm.parameters[0], cm.parameters[1])
- elsif cm.code == 122 and fv
- @fd.push(data) if fd.between?(cm.parameters[0], cm.parameters[1])
- @fd.push(data) if cm.parameters[3] == 1 and cm.parameters[4] == fd
- elsif cm.code == 355 or cm.code == 655
- @fd.push(data) if cm.parameters[0].include?(sdata)
- end
- end
- end
- end
- end
- @fd.push([9999, "-无-", 0]) if found_check == @fd.size
- @fd.uniq!
- @fd.sort!
- refresh
- end
- def refresh
- self.contents.dispose
- self.contents = Bitmap.new(Graphics.width - 32, (@fd.size + 3) * 24)
- self.contents.clear
- self.oy = y = 0
- self.contents.font.color = text_color(18)
- self.contents.draw_text(0, y, self.contents.width, WLH, "脚本:")
- self.contents.font.color = normal_color
- for found in @fd
- next unless found[0] == -1
- y += WLH
- self.contents.draw_text(8, y, self.contents.width, WLH, found[1])
- end
- y += WLH
- self.contents.font.color = text_color(18)
- self.contents.draw_text(0, y, self.contents.width, WLH, "公共事件:")
- self.contents.font.color = normal_color
- for found in @fd
- next unless found[0] == 0
- y += WLH
- self.contents.draw_text(8, y, self.contents.width, WLH, found[1])
- end
- y += WLH
- self.contents.font.color = text_color(18)
- self.contents.draw_text(0, y, self.contents.width, WLH, "事件:")
- self.contents.font.color = normal_color
- for found in @fd
- next unless found[0] > 0
- if found[0] == 9999
- text = found[1]
- else
- text = "地图 #" + found[0].to_s + ", 事件ID #" + found[1].to_s
- text += ", 第 #" + found[2].to_s + "页里"
- end
- y += WLH
- self.contents.draw_text(8, y, self.contents.width, WLH, text)
- end
- end
- #--------------------------------------------------------------------------
- # Text Dump
- #--------------------------------------------------------------------------
- def text_dump(fd, fv = false)
- filename = "变量 ##{fd} 搜索结果.txt" if fv
- filename = "开关 ##{fd} 搜索结果.txt" unless fv
- file = File.new(filename, "w+")
- text = "变量的搜索结果: ##{fd}" if fv
- text = "开关的搜索结果: ##{fd}" unless fv
- file.puts(text)
- line = "-" * text.size
- file.puts(line)
- file.puts(" ")
- file.puts("脚本:")
- file.puts("--------")
- for found in @fd
- next unless found[0] == -1
- file.puts(found[1])
- end
- file.puts(" ")
- file.puts("公共事件:")
- file.puts("--------------")
- for found in @fd
- next unless found[0] == 0
- file.puts(found[1])
- end
- file.puts(" ")
- file.puts("事件:")
- file.puts("-------")
- for found in @fd
- next unless found[0] > 0
- if found[0] == 9999
- text = found[1]
- else
- text = "地图 #" + found[0].to_s + ", 事件ID #" + found[1].to_s
- text += ", 第 #" + found[2].to_s + "页里"
- end
- file.puts(text)
- end
- file.close
- end
- end
- #==============================================================================
- # Scene_Search
- #==============================================================================
- class Scene_Search < Scene_Base
- def start
- super
- create_menu_background
- w = Graphics.width - 112
- @inf_win = Window_Base.new(0, 0, w, 56)
- @inf_win.visible = false
- @inf_win.contents.font.size = 16
- commands = ["搜索开关ID", "搜索变量ID"]
- @com_win = Window_Command.new(w, commands, 2, 1, 1)
- @dum_win = Window_Base.new(w, 0, Graphics.width - w, 56)
- @num_win = Window_NumberInput.new
- @num_win.digits_max = 4
- @num_win.index = 3
- @num_win.update_cursor
- @num_win.active = false
- @num_win.x = w - 16
- @sch_win = Window_Search.new
- @no_scroll = true
- end
- def terminate
- super
- dispose_menu_background
- @inf_win.dispose
- @com_win.dispose
- @dum_win.dispose
- @num_win.dispose
- @sch_win.dispose
- end
- def update
- super
- update_menu_background
- @inf_win.update
- @com_win.update
- @dum_win.update
- @num_win.update
- @sch_win.update
- if Input.press?(Input::A) and !@num_win.active and !@com_win.active
- update_scroll unless @no_scroll
- elsif !Input.press?(Input::A) and @sch_win.cursor_rect.width > 0
- @sch_win.cursor_rect.empty
- elsif Input.trigger?(Input::B) and @com_win.active
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::B) and @num_win.active
- Sound.play_cancel
- @com_win.active = @com_win.visible = true
- @num_win.active = @inf_win.visible = false
- elsif Input.trigger?(Input::B) and !@num_win.active and !@com_win.active
- Sound.play_cancel
- @num_win.active = true
- @inf_win.contents.clear
- txt = @com_win.index == 0 ? "选择开关ID" : "选择变量ID"
- @inf_win.contents.draw_text(0, 0, Graphics.width - 144, 24, txt, 1)
- elsif Input.trigger?(Input::C) and @com_win.active
- Sound.play_decision
- @com_win.active = @com_win.visible = false
- @inf_win.contents.clear
- txt = @com_win.index == 0 ? "选择开关ID" : "选择变量ID"
- @inf_win.contents.draw_text(0, 0, Graphics.width - 144, 24, txt, 1)
- @num_win.active = @inf_win.visible = true
- elsif Input.trigger?(Input::C) and @num_win.active
- unless @num_win.number.between?(1, 5000)
- Sound.play_buzzer
- @sch_win.contents.clear
- return
- end
- Sound.play_decision
- @sch_win.find(@num_win.number, @com_win.index == 1)
- @num_win.active = @com_win.visible = false
- @inf_win.contents.clear
- @no_scroll = @sch_win.height - 32 >= @sch_win.contents.height
- txt = @com_win.index == 1 ? "变量" : "开关"
- txt += "搜索结果输出 = Z"
- txt += "/翻滚页面 = A" unless @no_scroll
- @inf_win.contents.draw_text(0, 0, Graphics.width - 144, 24, txt, 1)
- elsif Input.trigger?(Input::Z) and !@num_win.active and !@com_win.active
- Sound.play_save
- @sch_win.text_dump(@num_win.number, @com_win.index == 1)
- end
- end
- def update_scroll
- @sch_win.cursor_rect.width = @sch_win.width - 32
- @sch_win.cursor_rect.height = @sch_win.height - 32
- if Input.press?(Input::UP)
- @sch_win.oy = [@sch_win.oy - 8, 0].max
- elsif Input.press?(Input::DOWN)
- y = @sch_win.contents.height - (Graphics.height - 88)
- @sch_win.oy = [@sch_win.oy + 8, y].min
- end
- end
- end
- #===============================================================================
- # Window_Command
- #===============================================================================
- class Window_Command < Window_Selectable
- attr_accessor :commands
- attr_accessor :item_max
- end
- #===============================================================================
- # Window_Iconview
- #===============================================================================
- class Window_Iconview < Window_Selectable
- attr_accessor :max_pages
- attr_accessor :page
- attr_accessor :image
- def initialize
- super(Graphics.width - 416, 0, 416, 416)
- self.z += 1
- @item_max = 256
- @column_max = 16
- @page = @index = @spacing = 0
- @image = Cache.system("IconSet")
- @max_pages = (@image.height / 384.0).ceil
- @icon_sprite = Sprite.new
- @icon_sprite.bitmap = Bitmap.new(384, 384)
- @icon_sprite.x = self.x + 16
- @icon_sprite.y = self.y + 16
- @icon_sprite.z = self.z - 1
- self.opacity = self.back_opacity = 0
- refresh
- end
- def dispose
- @icon_sprite.bitmap.dispose
- @icon_sprite.dispose
- super
- end
- def update
- super
- return unless @max_pages > 1
- if Input.repeat?(Input::L)
- Sound.play_cursor
- image_page_up
- elsif Input.repeat?(Input::R)
- Sound.play_cursor
- image_page_down
- end
- end
- def refresh
- @icon_sprite.bitmap.dispose
- @icon_sprite.bitmap = Bitmap.new(384, 384)
- rect = Rect.new(0, @page * 384, 384, 384)
- @icon_sprite.bitmap.blt(0, 0, @image, rect)
- end
- def cursor_down(wrap)
- if @index < 240
- @index += 16
- elsif wrap
- @index -= 240
- end
- end
- def cursor_up(wrap)
- if @index >= 16
- @index -= 16
- elsif wrap
- @index += 240
- end
- end
- def cursor_right(wrap)
- if @index % 16 < 15
- @index += 1
- elsif wrap
- @index -= 15
- end
- end
- def cursor_left(wrap)
- if @index % 16 > 0
- @index -= 1
- elsif wrap
- @index += 15
- end
- end
- def image_page_up
- @page = @page == 0 ? @max_pages - 1 : @page - 1
- refresh
- end
- def image_page_down
- @page = @page == @max_pages - 1 ? 0 : @page + 1
- refresh
- end
- end
- #===============================================================================
- # Window_IconPageList
- #===============================================================================
- class Window_IconPageList < Window_Selectable
- def initialize(icon_window)
- @icon_window = icon_window
- super(0, 128, Graphics.width-@icon_window.width, @icon_window.height-128)
- self.active = false
- self.index = 0
- refresh
- end
- def refresh
- @item_max = @icon_window.max_pages
- create_contents
- for i in 0...@item_max; draw_item(i); end
- end
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- text = sprintf("Page%d", index+1)
- self.contents.draw_text(rect, text, 1)
- end
- def update
- super
- if self.index != @icon_window.page
- self.index = @icon_window.page
- end
- end
- end
- #===============================================================================
- # Window_Icondata
- #===============================================================================
- class Window_Icondata < Window_Base
- def initialize(iconview_window)
- @iconview_window = iconview_window
- super(0, 0, Graphics.width - @iconview_window.width, 128)
- end
- def refresh
- self.contents.clear
- text = 256 * @iconview_window.page + @iconview_window.index
- text = sprintf("ID:%d", text)
- self.contents.draw_text(0, WLH*0, contents.width, WLH, text, 1)
- text = @iconview_window.image.height / 24 * 16
- text = sprintf("总共:%d", text)
- self.contents.draw_text(0, WLH*1, contents.width, WLH, text, 1)
- text = "Q=上一页"
- self.contents.draw_text(0, WLH*2, contents.width, WLH, text, 1)
- text = "W=下一页"
- self.contents.draw_text(0, WLH*3, contents.width, WLH, text, 1)
- end
- def update
- super
- if @last_index != @iconview_window.index or
- @last_page != @iconview_window.page
- @last_index = @iconview_window.index
- @last_page = @iconview_window.page
- refresh
- end
- end
- end
- #===============================================================================
- # Scene_Iconview
- #===============================================================================
- class Scene_Iconview < Scene_Base
- def start
- super
- create_menu_background
- @iconview_window = Window_Iconview.new
- dx = @iconview_window.x
- dy = @iconview_window.y
- dw = @iconview_window.width
- dh = @iconview_window.height
- @dummy_window = Window_Base.new(dx, dy, dw, dh)
- @data_window = Window_Icondata.new(@iconview_window)
- @page_window = Window_IconPageList.new(@iconview_window)
- end
- def terminate
- super
- dispose_menu_background
- @iconview_window.dispose
- @dummy_window.dispose
- @data_window.dispose
- @page_window.dispose
- end
- def update
- super
- update_menu_background
- @iconview_window.update
- @data_window.update
- @page_window.update
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- end
- end
- end
- #===============================================================================
- # Scene_DebugSelect
- #===============================================================================
- class Scene_DebugSelect < Scene_Base
- def start
- super
- create_menu_background
- create_command_window
- end
- def post_start
- super
- open_command_window
- end
- def terminate
- super
- dispose_command_window
- dispose_menu_background
- end
- def update
- super
- update_menu_background
- @command_window.update
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0
- Sound.play_decision
- $scene = Scene_Teleport.new
- when 1
- Sound.play_save
- for actor in $game_party.members
- actor.recover_all
- end
- $scene = Scene_File.new(true, false, true)
- when 2
- Sound.play_decision
- $scene = Scene_ItemsGoldParty.new
- when 3
- Sound.play_decision
- $scene = Scene_Iconview.new
- when 4
- Sound.play_decision
- $scene = Scene_Search.new
- end
- end
- end
- def update_menu_background
- super
- @menuback_sprite.tone.set(0, 0, 0, 0)
- end
- def create_command_window
- s1 = " 传送"
- s2 = " 存档"
- s3 = " 背包"
- s4 = " 图标"
- s5 = " 查找"
- @command_window = Window_Command.new(120, [s1, s2, s3, s4, s5])
- @command_window.x = (544 - @command_window.width) / 2
- @command_window.y = (416 - @command_window.height) / 2
- end
- def dispose_command_window
- @command_window.dispose
- end
- def open_command_window
- @command_window.open
- begin
- @command_window.update
- Graphics.update
- end until @command_window.openness == 255
- end
- def close_command_window
- @command_window.close
- begin
- @command_window.update
- Graphics.update
- end until @command_window.openness == 0
- end
- def dispose_command_window
- @command_window.dispose
- end
- end
复制代码 最后……
感谢大家的支持,明天我要离开几天了
嘛,我就算离开了也不会对6R有什么影响 |
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