串串子 发表于 2012-12-31 21:36
咦怎么去掉?
打开脚本编辑器找到
Scene_Menu
#-------------------------------------------------------------------------- # * 更新指令選擇輸入資訊 #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # 用品 $scene = Scene_Item.new when 1,2,3 # 技能,装备,状态 start_actor_selection
#--------------------------------------------------------------------------
# * 更新指令選擇輸入資訊
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # 用品
$scene = Scene_Item.new
when 1,2,3 # 技能,装备,状态
start_actor_selection
when 1,2,3改成when1,2
再拉下去找到
#-------------------------------------------------------------------------- # * 更新主角選擇指令輸入資訊 #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # 技能 $scene = Scene_Skill.new(@status_window.index) when 2 # 装备 $scene = Scene_Equip.new(@status_window.index) when 3 # 状态 $scene = Scene_Status.new(@status_window.index) end end end end
#--------------------------------------------------------------------------
# * 更新主角選擇指令輸入資訊
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # 技能
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
改成
#-------------------------------------------------------------------------- # * 更新主角選擇指令輸入資訊 #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # 装备 $scene = Scene_Equip.new(@status_window.index) when 2 # 状态 $scene = Scene_Status.new(@status_window.index) end end end end
#--------------------------------------------------------------------------
# * 更新主角選擇指令輸入資訊
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # 装备
$scene = Scene_Equip.new(@status_window.index)
when 2 # 状态
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
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