Project1

标题: 一个小脚本问题 释放出错 [打印本页]

作者: j296196585    时间: 2017-8-22 12:50
标题: 一个小脚本问题 释放出错





#■ 熟练精通
class Window_HongLian < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化窗口
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 133, 75)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.color = system_color
    self.contents.font.color = Color.new(255, 255, 255, 255)
    self.contents.draw_text(0, 0, 70, 30, "神魔碎片:")
    self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[108]}片")
  end
end



# ■ 宇宙碎片的窗口

    @qaolin_window = Window_HongLian.new
    @qaolin_window.x = 160
    @qaolin_window.y = 380   
   

     @honglian_window.dispose  刷新窗口

    @honglian_window.update  释放窗口出错


请问为什么会出错呢 我是按照 系统提示书写的应该不会错啊

360截图20170822124557490.jpg (15.84 KB, 下载次数: 0)

360截图20170822124557490.jpg

作者: 张咚咚    时间: 2017-8-22 13:17
@honglian_window未实例化是nil,哪儿来的dispose方法
作者: j296196585    时间: 2017-8-22 15:03
本帖最后由 j296196585 于 2017-8-22 15:06 编辑

目前游戏的主界面
整合了多方面大佬的资料 做出来的
可是中间太空了 我想增加内容不行 怎么回事。。

张咚咚 发表于 2017-8-22 13:17
@honglian_window未实例化是nil,哪儿来的dispose方法


RUBY 代码复制
  1. #========================================  
  2. #■ Game_Map  
  3. #----------------------------------------
  4. # Setting functions for the Map  
  5. #========================================  
  6. class Game_Map
  7. def name  
  8. $map_infos[@map_id]  
  9. end  
  10. end
  11. #========================================  
  12. #■ Window_Title  
  13. #----------------------------------------
  14. # Setting functions for the Title  
  15. #========================================  
  16. class Scene_Title  
  17. $map_infos = load_data("Data/MapInfos.rxdata")  
  18. for key in $map_infos.keys  
  19. $map_infos[key] = $map_infos[key].name  
  20. end  
  21. end
  22.  
  23. #==============================================================================
  24. # ■ Window_MenuStatus  
  25. #------------------------------------------------------------------------------  
  26. #
  27. #==============================================================================
  28. class Window_MenuStatus < Window_Selectable  
  29. #--------------------------------------------------------------------------  
  30. # 玩家状态
  31. #--------------------------------------------------------------------------  
  32. def initialize  
  33.    super(1024, 820,1024, 820)  
  34.    self.contents = Bitmap.new(width - 32, height - 32)  
  35.    self.contents.font.name = "迷你简行楷"  
  36.    self.contents.font.size = 20
  37.  
  38.    refresh  
  39.    self.active = false  
  40.    self.index = -1  
  41. end  
  42. #--------------------------------------------------------------------------  
  43. # Drawing Info on Screen  
  44. #--------------------------------------------------------------------------  
  45. def refresh  
  46.  
  47.  
  48.    self.contents.clear  
  49.    @item_max = $game_party.actors.size  
  50.    for i in 0...$game_party.actors.size  
  51.      x = 94  
  52.      y =i * 133  
  53.      actor = $game_party.actors[i]  
  54.      bitmap=Bitmap.new("Graphics/Fas/#{actor.id}")
  55.      cw = bitmap.width
  56.      ch = bitmap.height
  57.     src_rect = Rect.new(0, 0, cw, ch)
  58.     self.contents.blt(x -100, y - 4, bitmap, src_rect)#- cw/20
  59.     draw_actor_hp(actor, 160, y + 36) #(actor, x, y + 38)  
  60.     draw_actor_sp(actor, 180, y + 93)#篮筐和血框间隔的距离
  61.     draw_actor_level(actor, 204,y - 7)#(actor, x, y + 18) 等级的坐标
  62.     draw_actor_state(actor, 200, y + 62)#(actor, x + 200, y)
  63.     draw_actor_name(actor, 202, y+10) #角色名字的坐标
  64.  
  65.     self.contents.draw_text(150, 60, 60, 32, "门派:")
  66.     #所加门派
  67.     ##############################################
  68.   case $game_variables[12]
  69.   when 0
  70.     self.contents.draw_text(200, 60, 60, 32, "无")
  71.   when 1
  72.     self.contents.draw_text(200, 60, 60, 32, "神龙教")
  73.   when 2
  74.     self.contents.draw_text(200, 60, 60, 32, "华山派")
  75.   when 3
  76.     self.contents.draw_text(200, 60, 60, 32, "逍遥派")
  77.   when 4
  78.     self.contents.draw_text(200, 60, 60, 32, "南少林")
  79.   when 5
  80.     self.contents.draw_text(200, 60, 60, 32, "华山派")
  81.   when 6
  82.     self.contents.draw_text(200, 60, 60, 32, "三清寺")
  83.   when 7
  84.     self.contents.draw_text(200, 60, 60, 32, "青城派")
  85.   end
  86.  
  87.  
  88.   end  
  89. end  
  90. #--------------------------------------------------------------------------  
  91. # Update of Cursor  #光标调整
  92. #--------------------------------------------------------------------------  
  93. def update_cursor_rect  
  94. #--------------------------------------------------------------------------  
  95. # 背景界面的左右移动 如果想斜面移动就添加一个oy的方法
  96. #--------------------------------------------------------------------------  
  97. # @title7_bak.ox = @title7_bak.ox+2
  98. #======================================================#
  99.  
  100.    if @index < 0  
  101.      self.cursor_rect.empty  
  102.    else  
  103.     # self.cursor_rect.set(0, @index * 116, self.width - 32, 96)  
  104.     self.cursor_rect.set(0, @index * 130, self.width - 220, 130) #200 130
  105.    end  
  106. end  
  107. end
  108.  
  109. #==============================================================================
  110. # ■ Window_Steps
  111. #------------------------------------------------------------------------------
  112. #  菜单画面显示步数的窗口。
  113. #==============================================================================
  114.  
  115. class Window_Steps #< Window_Base
  116.   #--------------------------------------------------------------------------
  117.   # ● 初始化对像
  118.   #--------------------------------------------------------------------------
  119.   def initialize
  120.     #super(20, 80, 620, 160)
  121.     super(0, 0, 1024, 786)
  122.     self.contents = Bitmap.new(width - 32, height - 32)
  123.     #self.contents = Bitmap.new(640 - 32, 320 - 32)
  124.     refresh
  125.   end
  126.   #--------------------------------------------------------------------------
  127.   # ● 刷新
  128.   #--------------------------------------------------------------------------
  129.   def refresh
  130.     self.contents.clear
  131.     self.contents.font.color = system_color
  132.   end
  133. end
  134. #==============================================================================
  135. # ■ Window_Gold
  136. #------------------------------------------------------------------------------
  137. #  显示金钱的窗口。
  138. #==============================================================================
  139.  
  140. class Window_Gold < Window_Base
  141.   #--------------------------------------------------------------------------
  142.   # ● 初始化窗口
  143.   #--------------------------------------------------------------------------
  144.   def initialize
  145.     super(0, 0, 130, 70)#157
  146.     self.contents = Bitmap.new(width - 32, height - 32)
  147.     refresh
  148.   end
  149.   #--------------------------------------------------------------------------
  150.   # ● 刷新
  151.   #--------------------------------------------------------------------------
  152.   def refresh
  153.     self.contents.clear
  154.     cx = contents.text_size($data_system.words.gold).width
  155.      self.contents.font.color = Color.new(255,255,255, 255)
  156.     self.contents.font.color = normal_color
  157.     self.contents.font.color = system_color
  158.     self.contents.draw_text(0, 0, 100, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)  
  159.     self.contents.draw_text(0, 0, 100, 32, $data_system.words.gold, 2)  
  160.   end
  161. end
  162.  
  163.  
  164.  
  165.  
  166. #==============================================================================
  167. # ■ 全新的排版显示
  168. #==============================================================================
  169. #■ 武技值
  170. class Window_HunLi < Window_Base
  171.   #--------------------------------------------------------------------------
  172.   # ● 初始化窗口
  173.   #--------------------------------------------------------------------------
  174.   def initialize
  175.     super(0, 0, 120, 60)
  176.     self.contents = Bitmap.new(width - 32, height - 32)
  177.     refresh
  178.   end
  179.   #--------------------------------------------------------------------------
  180.   # ● 刷新
  181.   #--------------------------------------------------------------------------
  182.   def refresh
  183.     self.contents.clear
  184.     self.contents.font.color = normal_color
  185.     self.contents.font.color = system_color
  186.     self.contents.font.color = Color.new(255, 255, 255, 255)
  187.        self.contents.font.name = "迷你简行楷"  
  188.    self.contents.font.size = 20
  189.     self.contents.draw_text(0,0, 80, 30, "武技:")
  190.     self.contents.draw_text(60,0, 80, 30, "#{$game_variables[100]}%")
  191.   end
  192. end
  193. #■ 精气值
  194. class Window_JiQi < Window_Base
  195.   #--------------------------------------------------------------------------
  196.   # ● 初始化窗口
  197.   #--------------------------------------------------------------------------
  198.   def initialize
  199.     super(0, 0, 120, 60)
  200.     self.contents = Bitmap.new(width - 32, height - 32)
  201.     refresh
  202.   end
  203.   #--------------------------------------------------------------------------
  204.   # ● 刷新
  205.   #--------------------------------------------------------------------------
  206.   def refresh
  207.     self.contents.clear
  208.     self.contents.font.color = normal_color
  209.     self.contents.font.color = system_color
  210.     self.contents.font.color = Color.new(255, 255, 255, 255)
  211.        self.contents.font.name = "迷你简行楷"  
  212.    self.contents.font.size = 20
  213.     self.contents.draw_text(0,0, 80, 30, "魔法:")
  214.     self.contents.draw_text(60,0, 80, 30, "#{$game_variables[101]}%")
  215.   end
  216. end
  217. #■ 刀剑精通
  218. class Window_DaoJian < Window_Base
  219.   #--------------------------------------------------------------------------
  220.   # ● 初始化窗口
  221.   #--------------------------------------------------------------------------
  222.   def initialize
  223.     super(0, 0, 120, 60)
  224.     self.contents = Bitmap.new(width - 32, height - 32)
  225.     refresh
  226.   end
  227.   #--------------------------------------------------------------------------
  228.   # ● 刷新
  229.   #--------------------------------------------------------------------------
  230.   def refresh
  231.     self.contents.clear
  232.     self.contents.font.color = normal_color
  233.     self.contents.font.color = system_color
  234.     self.contents.font.color = Color.new(255, 255, 255, 255)
  235.        self.contents.font.name = "迷你简行楷"  
  236.    self.contents.font.size = 20
  237.     self.contents.draw_text(0,0, 80, 30, "魔武:")
  238.     self.contents.draw_text(60,0, 80, 30, "#{$game_variables[102]}%")
  239.     #==设定拳刀剑通不得超过300
  240.     if $game_variables[17]>=300
  241.        $game_variables[17]=300
  242.     end
  243.  
  244.     end
  245.   end
  246. #■ 拳掌精通
  247. class Window_QuaznZhang < Window_Base
  248.   #--------------------------------------------------------------------------
  249.   # ● 初始化窗口
  250.   #--------------------------------------------------------------------------
  251.   def initialize
  252.     super(0, 0, 120, 60)
  253.     self.contents = Bitmap.new(width - 32, height - 32)
  254.     refresh
  255.   end
  256.   #--------------------------------------------------------------------------
  257.   # ● 刷新
  258.   #--------------------------------------------------------------------------
  259.   def refresh
  260.     self.contents.clear
  261.     self.contents.font.color = normal_color
  262.     self.contents.font.color = system_color
  263.     self.contents.font.color = Color.new(255, 255, 255, 255)
  264.        self.contents.font.name = "迷你简行楷"  
  265.    self.contents.font.size = 20
  266.     self.contents.draw_text(0,0, 80, 30, "罪恶:")
  267.     self.contents.draw_text(60,0, 80, 30, "#{$game_variables[103]}%")
  268.     #==设定拳掌精通不得超过300
  269.     if $game_variables[18]>=300
  270.        $game_variables[18]=300
  271.     end
  272.     end
  273.   end
  274.  
  275. #■ 善良精通
  276. class Window_DaoShu < Window_Base
  277.   #--------------------------------------------------------------------------
  278.   # ● 初始化窗口
  279.   #--------------------------------------------------------------------------
  280.   def initialize
  281.     super(0, 0, 120, 60)
  282.     self.contents = Bitmap.new(width - 32, height - 32)
  283.     refresh
  284.   end
  285.   #--------------------------------------------------------------------------
  286.   # ● 刷新
  287.   #--------------------------------------------------------------------------
  288.   def refresh
  289.     self.contents.clear
  290.     self.contents.font.color = normal_color
  291.     self.contents.font.color = system_color
  292.     self.contents.font.color = Color.new(255, 255, 255, 255)
  293.        self.contents.font.name = "迷你简行楷"  
  294.    self.contents.font.size = 20
  295.     self.contents.draw_text(0,0, 80, 30, "善良:")
  296.     self.contents.draw_text(60,0, 80, 30, "#{$game_variables[104]}%")
  297.     #==设定刀剑精通不得超过350
  298.     if $game_variables[19]>=350
  299.        $game_variables[19]=350
  300.     end
  301.     end
  302.   end
  303. #■ 称号
  304. class Window_ChenHao < Window_Base
  305.   #--------------------------------------------------------------------------
  306.   # ● 初始化窗口
  307.   #--------------------------------------------------------------------------
  308.   def initialize
  309.     super(0, 0, 560, 650)
  310.     self.contents = Bitmap.new(width - 32, height - 32)
  311.     refresh
  312.   end
  313.   #--------------------------------------------------------------------------
  314.   # ● 刷新
  315.   #--------------------------------------------------------------------------
  316.   def refresh
  317.     self.contents.clear
  318.     self.contents.font.color = normal_color
  319.     self.contents.font.color = system_color  
  320.     self.contents.font.color = Color.new(255, 255, 255, 255)
  321.  
  322.    ##########################################
  323.    self.contents.font.name = "迷你简行楷"  
  324.    self.contents.font.size = 20
  325.     self.contents.font.color = Color.new(255, 000, 000, 255)   
  326.  
  327.     self.contents.draw_text(400, -5, 120, 32, "次元传说-君临天下")
  328.     self.contents.font.color = Color.new(255, 017, 153, 255)   
  329.     self.contents.draw_text(410, 95, 60, 32, "时辰")
  330.   # 以下[]内为游戏内变量id,用来在游戏进行中增减时间。
  331.     clocktime = $game_variables[97] * 10 # 可在游戏中增减时辰数
  332.     daytime = $game_variables[98] * 120 # 可在游戏中增减天数
  333.     monthtime = $game_variables[99] * 3600 # 可在游戏中增减月数
  334.     yeartime = $game_variables[100] * 43200 # 可在游戏中增减年数
  335.     @total_sec =Graphics.frame_count / Graphics.frame_rate
  336.     time = clocktime + daytime + monthtime + yeartime + @total_sec
  337.     if time >= 2592000
  338.       time -= 2592000
  339.     elsif time <= 0
  340.       time = 1  
  341.     end
  342.     cclock = time / 10 % 12 # 10帧为一个时辰,每天十二个时辰
  343.     cday = time / 120 % 30 # 10 * 12 = 120 帧为一天,每月三十天
  344.     cmonth = time / 3600 % 12 # 10 * 12 * 30 = 3600帧为一个月,每年十二个月
  345.     cyearearth = time / 43200 % 12 # 10 * 12 * 30 *12 = 43200 帧为一年,12年为一地支
  346.     cyearsky = time / 43200 % 10 # 10 * 12 * 30 *12 = 43200 帧为一年,10年为一天干
  347.    case cclock
  348.     when 0
  349.       clock = "子"
  350.     when 1   
  351.       clock = "丑"
  352.     when 2
  353.       clock = "寅"
  354.     when 3
  355.       clock = "卯"
  356.     when 4
  357.       clock = "辰"
  358.     when 5
  359.       clock = "巳"
  360.     when 6
  361.       clock = "午"
  362.     when 7
  363.       clock = "未"
  364.     when 8
  365.       clock = "申"
  366.     when 9
  367.       clock = "酉"
  368.     when 10
  369.       clock = "戌"
  370.     when 11
  371.       clock = "亥"
  372.     end
  373.  
  374.     case cday
  375.     when 0
  376.       day = "初壹"
  377.     when  1
  378.       day = "初贰"
  379.     when  2
  380.       day = "初叁"
  381.     when  3
  382.       day = "初肆"
  383.     when  4
  384.       day = "初伍"
  385.     when  5
  386.       day = "初陆"
  387.     when  6
  388.       day = "初柒"
  389.     when  7
  390.       day = "初捌"
  391.     when  8
  392.       day = "初玖"
  393.     when  9
  394.       day = "初拾"
  395.     when 10
  396.       day = "拾壹"
  397.     when 11
  398.       day = "拾贰"
  399.     when 12
  400.       day = "拾叁"
  401.     when 13
  402.       day = "拾肆"
  403.     when 14
  404.       day = "拾伍"
  405.     when 15
  406.       day = "拾陆"
  407.     when 16
  408.       day = "拾柒"
  409.     when 17
  410.       day = "拾捌"
  411.     when 18
  412.       day = "拾玖"
  413.     when 19
  414.       day = "贰拾"
  415.     when 20
  416.       day = "廿壹"
  417.     when 21
  418.       day = "廿贰"
  419.     when 22
  420.       day = "廿叁"
  421.     when 23
  422.       day = "廿肆"
  423.     when 24
  424.       day = "廿伍"
  425.     when 25
  426.       day = "廿陆"
  427.     when 26
  428.       day = "廿柒"
  429.     when 27
  430.       day = "廿捌"
  431.     when 28
  432.       day = "廿玖"
  433.     when 29
  434.       day = "叁拾"
  435.     end
  436.  
  437.     case cmonth
  438.     when 0
  439.       month = "正"
  440.     when  1
  441.       month = "贰"
  442.     when  2
  443.       month = "叁"
  444.     when  3
  445.       month = "肆"
  446.     when  4
  447.       month = "伍"
  448.     when  5
  449.       month = "陆"
  450.     when  6
  451.       month = "柒"
  452.     when  7
  453.       month = "捌"
  454.     when  8
  455.       month = "玖"
  456.     when  9
  457.       month == "拾"
  458.     when  10
  459.       month = "拾壹"
  460.     when  11
  461.       month = "腊"
  462.     end
  463.  
  464.     if cmonth <= 2
  465.       season = "春季"
  466.     else
  467.       if cmonth <= 5
  468.         season = "夏季"
  469.       else
  470.         if cmonth <= 8
  471.           season = "秋季"
  472.         else
  473.           season = "冬季"
  474.         end
  475.       end
  476.     end
  477.  
  478.     case cyearearth
  479.     when 0
  480.       yearearth = "子"
  481.     when 1
  482.       yearearth = "丑"
  483.     when 2
  484.       yearearth = "寅"
  485.     when 3
  486.       yearearth = "卯"
  487.     when 4
  488.       yearearth = "辰"
  489.     when 5
  490.       yearearth = "巳"
  491.     when 6
  492.       yearearth = "午"
  493.     when 7
  494.       yearearth = "未"
  495.     when 8
  496.       yearearth = "申"
  497.     when 9
  498.       yearearth = "酉"
  499.     when 10
  500.       yearearth = "戌"
  501.     when 11
  502.       yearearth = "亥"
  503.     end
  504.  
  505.     case cyearsky
  506.     when 0
  507.       yearsky = "甲"
  508.     when 1
  509.       yearsky = "乙"
  510.     when 2
  511.       yearsky = "丙"
  512.     when 3
  513.       yearsky = "丁"
  514.     when 4
  515.       yearsky = "戊"
  516.     when 5
  517.       yearsky = "己"
  518.     when 6
  519.       yearsky = "庚"
  520.     when 7
  521.       yearsky = "辛"
  522.     when 8
  523.       yearsky = "壬"
  524.     when 9
  525.       yearsky = "癸"
  526.     end
  527.  
  528.  
  529.  
  530.     texta = sprintf("%s%s年    %s",yearsky,yearearth,season)
  531.     self.contents.font.color = normal_color
  532.     self.contents.draw_text(400, 35, 120, 32, texta, 2)
  533.     textb = sprintf("%s月%s",month,day)
  534.     self.contents.font.color = normal_color
  535.     self.contents.draw_text(400, 65, 120, 32, textb, 2)
  536.     textc = sprintf("%s时",clock)
  537.     self.contents.font.color = normal_color
  538.     self.contents.draw_text(400, 95, 120, 32, textc, 2)
  539.  
  540.    @total_sec = Graphics.frame_count / Graphics.frame_rate
  541.    hour = @total_sec / 10080
  542.    hour += 0+$game_variables[40]
  543.    min =  @total_sec /900 % 12
  544.    min+=1
  545.    sec = @total_sec/2%24
  546.    sec+=1
  547.    day = @total_sec /30 % 30
  548.    day+=1
  549.  
  550.   # text = sprintf("%02d:%02d:%02d", hour, min, sec)
  551.   text="次元"+hour.to_s+"年"+min.to_s+"月"+day.to_s+"日"
  552.    self.contents.font.color = normal_color
  553.    self.contents.draw_text(180, 15, 350, 32, text, 2)
  554.  
  555.         self.contents.font.color = Color.new(000, 255, 153, 255)  
  556.     self.contents.draw_text(0,-5, 70, 30, "武道境界:")
  557.             self.contents.font.color = Color.new(255, 017, 153, 255)  
  558.    if $game_switches[400] == true# && @actor.id ==1 31变量开启
  559.     case $game_variables[401]    #400高级变量提升  31初级提升
  560.  
  561.     when 0
  562.        self.contents.draw_text(62,-5, 70, 30, "凡人")
  563.     when 1
  564.        self.contents.draw_text(62,-5, 70, 30, "武徒一阶")
  565.     when 2
  566.        self.contents.draw_text(62,-5, 70, 30, "武徒二阶")
  567.     when 3
  568.        self.contents.draw_text(62,-5, 70, 30, "武徒三阶")
  569.     when 4
  570.        self.contents.draw_text(62,-5, 70, 30, "武徒四阶")
  571.     when 5
  572.        self.contents.draw_text(10,20, 70, 30, "武徒五阶")
  573.     when 6
  574.        self.contents.draw_text(10,20, 70, 30, "武徒六阶")
  575.     when 7
  576.        self.contents.draw_text(10,20, 70, 30, "武徒七阶")
  577.     when 8
  578.        self.contents.draw_text(10,20, 70, 30, "武徒八阶")
  579.     when 9
  580.        self.contents.draw_text(10,20, 70, 30, "武徒九阶")
  581.     when 10
  582.        self.contents.draw_text(10,20, 70, 30, "武徒十阶")
  583.     when 11
  584.        self.contents.draw_text(10,20, 70, 30, "玄者初期")
  585.     when 12
  586.        self.contents.draw_text(10,20, 70, 30, "玄者中期")
  587.     when 13
  588.        self.contents.draw_text(10,20, 70, 30, "玄者高期")
  589.     when 14
  590.        self.contents.draw_text(10,20, 70, 30, "玄者后期")
  591.     when 15
  592.        self.contents.draw_text(10,20, 70, 30, "玄者巅峰")
  593.     when 16
  594.        self.contents.draw_text(10,20, 70, 30, "玄士初期")
  595.     when 17
  596.        self.contents.draw_text(10,20, 70, 30, "玄士中期")
  597.     when 18
  598.        self.contents.draw_text(10,20, 70, 30, "玄士高期")
  599.     when 19
  600.        self.contents.draw_text(10,20, 70, 30, "玄士后期")
  601.     when 20
  602.        self.contents.draw_text(10,20, 70, 30, "玄士巅峰")     
  603.     when 21
  604.        self.contents.draw_text(10,20, 70, 30, "灵师一阶")
  605.     when 22
  606.        self.contents.draw_text(10,20, 70, 30, "灵师二阶")
  607.     when 23
  608.        self.contents.draw_text(10,20, 70, 30, "灵师三阶")
  609.     when 24
  610.        self.contents.draw_text(10,20, 70, 30, "灵师四阶")
  611.     when 25
  612.        self.contents.draw_text(10,20, 70, 30, "灵师五阶")
  613.     when 26
  614.        self.contents.draw_text(10,20, 70, 30, "灵师六阶")
  615.     when 27
  616.        self.contents.draw_text(10,20, 70, 30, "灵师七阶")
  617.     when 28
  618.        self.contents.draw_text(10,20, 70, 30, "灵师八阶")
  619.     when 29
  620.        self.contents.draw_text(10,20, 70, 30, "灵师九阶")
  621.     when 30
  622.        self.contents.draw_text(10,20, 70, 30, "灵师巅峰")
  623.     when 31
  624.        self.contents.draw_text(10,20, 70, 30, "武王初期")
  625.     when 32
  626.        self.contents.draw_text(10,20, 70, 30, "武王中期")
  627.     when 33
  628.        self.contents.draw_text(10,20, 70, 30, "武王后期")
  629.     when 34
  630.        self.contents.draw_text(10,20, 70, 30, "武王巅峰")      
  631.     when 35
  632.        self.contents.draw_text(10,20, 70, 30, "宗师初期")
  633.     when 36
  634.        self.contents.draw_text(10,20, 70, 30, "宗师中期")
  635.     when 37
  636.        self.contents.draw_text(10,20, 70, 30, "宗师后期")      
  637.     when 38
  638.        self.contents.draw_text(10,20, 70, 30, "宗师巅峰")
  639.     when 39
  640.        self.contents.draw_text(10,20, 70, 30, "地皇初期")
  641.     when 40
  642.        self.contents.draw_text(10,20, 70, 30, "地皇中期")
  643.     when 41
  644.        self.contents.draw_text(10,20, 70, 30, "地皇后期")  
  645.     when 42
  646.        self.contents.draw_text(10,20, 70, 30, "地皇巅峰")
  647.     when 43
  648.        self.contents.draw_text(10,20, 70, 30, "天尊初期")
  649.     when 44
  650.        self.contents.draw_text(10,20, 70, 30, "天尊中期")
  651.     when 45
  652.        self.contents.draw_text(10,20, 70, 30, "天尊后期")
  653.     when 46
  654.        self.contents.draw_text(10,20, 70, 30, "天尊巅峰")
  655.     when 47
  656.        self.contents.draw_text(10,20, 70, 30, "伪圣初期")   
  657.     when 48
  658.        self.contents.draw_text(10,20, 70, 30, "伪圣中期")  
  659.     when 49
  660.        self.contents.draw_text(10,20, 70, 30, "伪圣后期")
  661.     when 50
  662.        self.contents.draw_text(10,20, 70, 30, "伪圣巅峰")
  663.     when 51
  664.        self.contents.draw_text(10,20, 70, 30, "圣者初期")
  665.     when 52
  666.        self.contents.draw_text(10,20, 70, 30, "圣者中期")
  667.     when 53
  668.        self.contents.draw_text(10,20, 70, 30, "圣者后期")
  669.     when 54
  670.        self.contents.draw_text(10,20, 70, 30, "圣者巅峰")
  671.     when 55
  672.        self.contents.draw_text(10,20, 70, 30, "武圣初期")
  673.     when 56
  674.        self.contents.draw_text(10,20, 70, 30, "武圣中期")
  675.     when 57
  676.        self.contents.draw_text(10,20, 70, 30, "武圣后期")
  677.     when 58
  678.        self.contents.draw_text(10,20, 70, 30, "武圣巅峰")  
  679.     when 59
  680.        self.contents.draw_text(10,20, 70, 30, "圣灵初期")
  681.     when 60
  682.        self.contents.draw_text(10,20, 70, 30, "圣灵中期")
  683.     when 61
  684.        self.contents.draw_text(10,20, 70, 30, "圣灵后期")
  685.     when 62
  686.        self.contents.draw_text(10,20, 70, 30, "圣灵巅峰")
  687.     when 63
  688.        self.contents.draw_text(10,20, 70, 30, "圣徒")     
  689.     when 64
  690.        self.contents.draw_text(10,20, 70, 30, "圣宗")     
  691.     when 65
  692.        self.contents.draw_text(10,20, 70, 30, "圣尊")   
  693.     when 65
  694.        self.contents.draw_text(10,20, 70, 30, "圣王")
  695.     when 65
  696.        self.contents.draw_text(10,20, 70, 30, "圣帝")
  697.     when 65
  698.        self.contents.draw_text(10,20, 70, 30, "圣皇")  
  699.     when 65
  700.        self.contents.draw_text(10,20, 70, 30, "圣人")
  701.     when 65
  702.        self.contents.draw_text(10,20, 70, 30, "圣君")  
  703.     when 65
  704.        self.contents.draw_text(10,20, 70, 30, "圣主")         
  705.     when 65
  706.        self.contents.draw_text(10,20, 70, 30, "伪帝")
  707.     when 65
  708.        self.contents.draw_text(10,20, 70, 30, "玄帝")        
  709.     when 65
  710.        self.contents.draw_text(10,20, 70, 30, "玄皇")
  711.     when 65
  712.        self.contents.draw_text(10,20, 70, 30, "玄圣")
  713.     when 65
  714.        self.contents.draw_text(10,20, 70, 30, "玄仙")      
  715.     when 65
  716.        self.contents.draw_text(10,20, 70, 30, "玄主")        
  717.     when 65
  718.        self.contents.draw_text(10,20, 70, 30, "伪仙")        
  719.     when 65
  720.        self.contents.draw_text(10,20, 70, 30, "仙人")
  721.     when 65
  722.        self.contents.draw_text(10,20, 70, 30, "仙兵")
  723.     when 65
  724.        self.contents.draw_text(10,20, 70, 30, "仙将")
  725.     when 65
  726.        self.contents.draw_text(10,20, 70, 30, "仙帅")
  727.     when 65
  728.        self.contents.draw_text(10,20, 70, 30, "仙王")
  729.     when 65
  730.        self.contents.draw_text(10,20, 70, 30, "仙宗")
  731.     when 65
  732.        self.contents.draw_text(10,20, 70, 30, "仙帝")
  733.     when 65
  734.        self.contents.draw_text(10,20, 70, 30, "仙尊")
  735.     when 65
  736.        self.contents.draw_text(10,20, 70, 30, "仙皇")
  737.     when 65
  738.        self.contents.draw_text(10,20, 70, 30, "仙君")
  739.     when 65
  740.        self.contents.draw_text(10,20, 70, 30, "仙主")
  741.     when 65
  742.        self.contents.draw_text(10,20, 70, 30, "伪神")
  743.     when 65
  744.        self.contents.draw_text(10,20, 70, 30, "神灵")        
  745.     when 65
  746.        self.contents.draw_text(10,20, 70, 30, "神人")
  747.     when 65
  748.        self.contents.draw_text(10,20, 70, 30, "神徒")  
  749.     when 65
  750.        self.contents.draw_text(10,20, 70, 30, "神兵")         
  751.     when 65
  752.        self.contents.draw_text(10,20, 70, 30, "神将")  
  753.     when 65
  754.        self.contents.draw_text(10,20, 70, 30, "神使")
  755.     when 65
  756.        self.contents.draw_text(10,20, 70, 30, "神王")
  757.     when 65
  758.        self.contents.draw_text(10,20, 70, 30, "神君")
  759.     when 65
  760.        self.contents.draw_text(10,20, 70, 30, "神尊")      
  761.     when 65
  762.        self.contents.draw_text(10,20, 70, 30, "神皇")
  763.     when 65
  764.        self.contents.draw_text(10,20, 70, 30, "神帝")
  765.     when 65
  766.        self.contents.draw_text(10,20, 70, 30, "神主")        
  767.     when 65
  768.        self.contents.draw_text(10,20, 70, 30, "天阶")
  769.     when 65
  770.        self.contents.draw_text(10,20, 70, 30, "逆天阶")
  771.     when 65
  772.        self.contents.draw_text(10,20, 70, 30, "剑仙")
  773.     when 65
  774.        self.contents.draw_text(10,20, 70, 30, "剑神")
  775.     when 65
  776.        self.contents.draw_text(10,20, 70, 30, "武神")        
  777.     when 65
  778.        self.contents.draw_text(10,20, 70, 30, "主宰")
  779.     when 65
  780.        self.contents.draw_text(10,20, 70, 30, "真神")
  781.     when 65
  782.        self.contents.draw_text(10,20, 70, 30, "下位真神")
  783.     when 65
  784.        self.contents.draw_text(10,20, 70, 30, "中位真神")
  785.     when 65
  786.        self.contents.draw_text(10,20, 70, 30, "上位真神")
  787.      when 65
  788.        self.contents.draw_text(10,20, 70, 30, "伪主神")
  789.      when 65
  790.        self.contents.draw_text(10,20, 70, 30, "主神")  
  791.      when 65
  792.        self.contents.draw_text(10,20, 70, 30, "至高神")
  793.     when 65
  794.        self.contents.draw_text(10,20, 70, 30, "创世神")
  795.     when 65
  796.        self.contents.draw_text(10,20, 70, 30, "掌控者")
  797.     when 65
  798.        self.contents.draw_text(10,20, 70, 30, "式神")
  799.     when 65
  800.        self.contents.draw_text(10,20, 70, 30, "始神")      
  801.     when 65
  802.        self.contents.draw_text(10,20, 70, 30, "界主")
  803.     when 65
  804.        self.contents.draw_text(10,20, 70, 30, "域主")
  805.     when 65
  806.        self.contents.draw_text(10,20, 70, 30, "天主")
  807.     when 65
  808.        self.contents.draw_text(10,20, 70, 30, "天道")
  809.     when 65
  810.        self.contents.draw_text(10,20, 70, 30, "万恶の主")  
  811.     when 65
  812.        self.contents.draw_text(10,20, 70, 30, "仙界の主")      
  813.     when 65
  814.        self.contents.draw_text(10,20, 70, 30, "星际の主")      
  815.     when 65
  816.        self.contents.draw_text(10,20, 70, 30, "神界の主")
  817.     when 65
  818.        self.contents.draw_text(10,20, 70, 30, "魔界の主")        
  819.     when 65
  820.        self.contents.draw_text(10,20, 70, 30, "神魔の主")
  821.     when 65
  822.        self.contents.draw_text(10,20, 70, 30, "生命の主")  
  823.     when 65
  824.        self.contents.draw_text(10,20, 70, 30, "万物の主")
  825.     when 65
  826.        self.contents.draw_text(10,20, 70, 30, "宇宙の主")        
  827.     when 65
  828.        self.contents.draw_text(10,20, 70, 30, "时空の主")
  829.     when 65
  830.        self.contents.draw_text(10,20, 70, 30, "命运の主")
  831.     when 65
  832.        self.contents.draw_text(10,20, 70, 30, "永恒の主")
  833.     when 65
  834.        self.contents.draw_text(10,20, 70, 30, "九五至尊")
  835.  
  836.  
  837.  
  838.  
  839.  
  840.      end   
  841.     end
  842.   end  
  843.   end   
  844. #■ 刀剑灵力
  845. class Window_DaoLin < Window_Base
  846.   #--------------------------------------------------------------------------
  847.   # ● 初始化窗口
  848.   #--------------------------------------------------------------------------
  849.   def initialize
  850.     super(0, 0, 132, 75)
  851.     self.contents = Bitmap.new(width - 32, height - 32)
  852.     refresh
  853.   end
  854.   #--------------------------------------------------------------------------
  855.   # ● 刷新
  856.   #--------------------------------------------------------------------------
  857.   def refresh
  858.     self.contents.clear
  859.     self.contents.font.color = normal_color
  860.     self.contents.font.color = system_color
  861.     self.contents.font.color = Color.new(255, 255, 255, 255)
  862.        self.contents.font.name = "迷你简行楷"  
  863.    self.contents.font.size = 20
  864.     self.contents.draw_text(0, 0, 70, 30, "次元碎片:")
  865.     self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[105]}片")
  866.   end
  867. end
  868. #■ 拳掌灵力
  869. class Window_QaoLin < Window_Base
  870.   #--------------------------------------------------------------------------
  871.   # ● 初始化窗口
  872.   #--------------------------------------------------------------------------
  873.   def initialize
  874.     super(0, 0, 150, 80)
  875.     self.contents = Bitmap.new(width - 32, height - 32)
  876.     refresh
  877.   end
  878.   #--------------------------------------------------------------------------
  879.   # ● 刷新
  880.   #--------------------------------------------------------------------------
  881.   def refresh
  882.     self.contents.clear
  883.     self.contents.font.color = normal_color
  884.     self.contents.font.color = system_color
  885.     self.contents.font.color = Color.new(255, 255, 255, 255)
  886.        self.contents.font.name = "迷你简行楷"  
  887.    self.contents.font.size = 20
  888.     self.contents.draw_text(0, 0, 70, 30, "宇宙碎片:")
  889.     self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[106]}片")
  890.   end
  891. end
  892. #■ 道术灵力
  893. class Window_QaoSin < Window_Base
  894.   #--------------------------------------------------------------------------
  895.   # ● 初始化窗口
  896.   #--------------------------------------------------------------------------
  897.   def initialize
  898.     super(0, 0, 133, 75)
  899.     self.contents = Bitmap.new(width - 32, height - 32)
  900.     refresh
  901.   end
  902.   #--------------------------------------------------------------------------
  903.   # ● 刷新
  904.   #--------------------------------------------------------------------------
  905.   def refresh
  906.     self.contents.clear
  907.     self.contents.font.color = normal_color
  908.     self.contents.font.color = system_color
  909.     self.contents.font.color = Color.new(255, 255, 255, 255)
  910.        self.contents.font.name = "迷你简行楷"  
  911.    self.contents.font.size = 20
  912.     self.contents.draw_text(0, 0, 70, 30, "空间碎片:")
  913.     self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[107]}片")
  914.   end
  915. end
  916. #■ 熟练精通
  917. class Window_SuLian < Window_Base
  918.   #--------------------------------------------------------------------------
  919.   # ● 初始化窗口
  920.   #--------------------------------------------------------------------------
  921.   def initialize
  922.     super(0, 0, 133, 75)
  923.     self.contents = Bitmap.new(width - 32, height - 32)
  924.     refresh
  925.   end
  926.   #--------------------------------------------------------------------------
  927.   # ● 刷新
  928.   #--------------------------------------------------------------------------
  929.   def refresh
  930.     self.contents.clear
  931.     self.contents.font.color = normal_color
  932.     self.contents.font.color = system_color
  933.     self.contents.font.color = Color.new(255, 255, 255, 255)
  934.        self.contents.font.name = "迷你简行楷"  
  935.    self.contents.font.size = 20
  936.     self.contents.draw_text(0, 0, 70, 30, "神魔碎片:")
  937.     self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[108]}片")
  938.   end
  939. end
  940.  
  941.  
  942.  
  943.  
  944.  
  945.  
  946. #==============================================================================
  947. # ■ Scene_Menu
  948. #------------------------------------------------------------------------------
  949. #  处理菜单画面的类。
  950. #==============================================================================
  951.  
  952. class Scene_Menu
  953.   #--------------------------------------------------------------------------
  954.   # ● 初始化对像
  955.   #     menu_index : 命令光标的初期位置
  956.   #--------------------------------------------------------------------------
  957.   def initialize(menu_index = 0)
  958.  
  959.     @menu_index = menu_index
  960.  
  961.   end
  962.   #--------------------------------------------------------------------------
  963.   # ● 主处理
  964.   #--------------------------------------------------------------------------
  965.   def main
  966.     # 生成命令窗口
  967.  
  968.     s1  =  "江湖用品"#$data_system.words.item
  969.     s2  =  "技能神通"#$data_system.words.skill
  970.     s3  =  "协同整备"#$data_system.words.equip
  971.     s4  =  "查看状态"
  972.     s5  =  "九世轮回"
  973.     s6  =  "至尊仓库"
  974.     s7  =  "江湖情缘"
  975.     s8  =  "任务大全"
  976.     s9  =  "怪物图鉴"
  977.     s10 =  "赏金猎人"
  978.     s11 =  "游戏设置"
  979.     s12 =  "第二菜单"
  980.     @command_window = Window_Command.new(130, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11,s12])
  981.     @command_window.index = @menu_index
  982.     # 同伴人数为 0 的情况下
  983.     if $game_party.actors.size == 0
  984.       # 物品、特技、装备、状态无效化
  985.       @command_window.disable_item(0)
  986.       @command_window.disable_item(1)
  987.       @command_window.disable_item(2)
  988.       @command_window.disable_item(3)
  989.     end
  990.     # 禁止存档的情况下
  991.     if $game_system.save_disabled
  992.       # 存档无效
  993.       @command_window.disable_item(4)
  994.     end  
  995.  
  996.  
  997.  
  998. #==============================================================================
  999. # ■ 武技值的窗口
  1000. #==============================================================================
  1001.     @hunli_window = Window_HunLi.new
  1002.     @hunli_window.x = 125
  1003.     @hunli_window.y = 760
  1004. #==============================================================================
  1005. # ■ 魔法值的窗口
  1006. #==============================================================================
  1007.     @jingqi_window = Window_JiQi.new
  1008.     @jingqi_window.x = 240
  1009.     @jingqi_window.y = 760
  1010. #==============================================================================
  1011. # ■ 魔武值的窗口
  1012. #==============================================================================
  1013.     @daojian_window = Window_DaoJian.new
  1014.     @daojian_window.x = 350
  1015.     @daojian_window.y = 760
  1016. #==============================================================================
  1017. # ■ 罪恶值的窗口
  1018. #==============================================================================
  1019.     @quanzhang_window = Window_QuaznZhang.new
  1020.     @quanzhang_window.x = 465
  1021.     @quanzhang_window.y = 760
  1022. #==============================================================================
  1023. # ■ 善良值的窗口
  1024. #==============================================================================
  1025.     @daoshu_window = Window_DaoShu.new
  1026.     @daoshu_window.x = 560
  1027.     @daoshu_window.y = 760
  1028. #==============================================================================
  1029. # ■ 称号的窗口
  1030. #==============================================================================
  1031.     @chenhao_window = Window_ChenHao.new
  1032.     @chenhao_window.x = 110
  1033.     @chenhao_window.y = 0
  1034. #==============================================================================
  1035. # ■ 次元碎片的窗口
  1036. #==============================================================================
  1037.     @daolin_window = Window_DaoLin.new
  1038.     @daolin_window.x = 560
  1039.     @daolin_window.y = 550
  1040.  
  1041.  
  1042. #==============================================================================
  1043. # ■ 宇宙碎片的窗口
  1044. #==============================================================================
  1045.     @qaolin_window = Window_QaoLin.new
  1046.     @qaolin_window.x = 560
  1047.     @qaolin_window.y = 480
  1048. #==============================================================================
  1049. # ■ 空间碎片的窗口
  1050. #==============================================================================
  1051.     @qaosin_window = Window_QaoSin.new
  1052.     @qaosin_window.x = 560
  1053.     @qaosin_window.y = 620
  1054. #==============================================================================
  1055. # ■ 神魔碎片的窗口
  1056. #==============================================================================
  1057.     @sulian_window = Window_SuLian.new
  1058.     @sulian_window.x = 560
  1059.     @sulian_window.y = 690
  1060.  
  1061.     # 生成步数窗口
  1062.     @steps_window = Window_Steps.new
  1063.     @steps_window.x = 0
  1064.     @steps_window.y = 320
  1065.  
  1066.     # 生成游戏时间窗口
  1067.     @playtime_window = Window_PlayTime.new
  1068.     @playtime_window.x = -20
  1069.     @playtime_window.y = 750   
  1070.  
  1071.     # 生成任务窗口
  1072.     @steps_window = Window_Go.new
  1073.     @steps_window.x = 0
  1074.     @steps_window.y = 640   
  1075.     # 生成金钱窗口
  1076.     @gold_window = Window_Gold.new
  1077.     @gold_window.x = 560
  1078.     @gold_window.y = 410
  1079.     # 生成状态窗口
  1080.     @status_window = Window_MenuStatus.new
  1081.     @status_window.x = 670#左右移动修改
  1082.     @status_window.y = 0   #上下移动修改
  1083.     # 执行过渡
  1084.     Graphics.transition
  1085.     # 主循环
  1086.     loop do
  1087.       # 刷新游戏画面
  1088.       Graphics.update
  1089.       # 刷新输入信息
  1090.       Input.update
  1091.       # 刷新画面
  1092.       update
  1093.       # 如果切换画面就中断循环
  1094.       if $scene != self
  1095.         break
  1096.       end
  1097.     end
  1098.     # 准备过渡
  1099.     Graphics.freeze
  1100.     # 释放窗口
  1101.     @playtime_window.dispose#时间窗口释放
  1102.     @command_window.dispose
  1103.     @gold_window.dispose
  1104.     @status_window.dispose
  1105.     @hunli_window.dispose
  1106.     @jingqi_window.dispose
  1107.  
  1108.  
  1109.     @daojian_window.dispose
  1110.     @quanzhang_window.dispose
  1111.     @daoshu_window.dispose
  1112.     @chenhao_window.dispose
  1113.     @daolin_window.dispose
  1114.     @qaolin_window.dispose
  1115.     @qaosin_window.dispose
  1116.     @sulian_window.dispose
  1117.     @steps_window.dispose #任务窗口释放   
  1118.   end
  1119.   #--------------------------------------------------------------------------
  1120.   # ● 刷新画面
  1121.   #--------------------------------------------------------------------------
  1122.   def update
  1123.     # 刷新窗口
  1124.     @playtime_window.update#时间窗口刷新
  1125.     @command_window.update
  1126.     @gold_window.update
  1127.     @status_window.update
  1128.     @hunli_window.update
  1129.  
  1130.     @jingqi_window.update
  1131.     @daojian_window.update
  1132.  
  1133.  
  1134.  
  1135.     @quanzhang_window.update
  1136.     @daoshu_window.update
  1137.     @chenhao_window.update
  1138.     @daolin_window.update
  1139.     @qaolin_window.update
  1140.     @qaosin_window.update
  1141.     @sulian_window.update
  1142.     @steps_window.update #任务窗口刷新
  1143.  
  1144.  
  1145.     # 命令窗口被激活的情况下: 调用 update_command
  1146.     if @command_window.active
  1147.       update_command
  1148.       return
  1149.     end
  1150.     # 状态窗口被激活的情况下: 调用 update_status
  1151.     if @status_window.active
  1152.       update_status
  1153.       return
  1154.     end
  1155.   end
  1156.   #--------------------------------------------------------------------------
  1157.   # ● 刷新画面 (命令窗口被激活的情况下)
  1158.   #--------------------------------------------------------------------------
  1159.   def update_command
  1160.     # 按下 B 键的情况下
  1161.     if Input.trigger?(Input::B)
  1162.       # 演奏取消 SE
  1163.       $game_system.se_play($data_system.cancel_se)
  1164.       # 切换的地图画面
  1165.       $scene = Scene_Map.new
  1166.       return
  1167.     end
  1168.     # 按下 C 键的情况下
  1169.     if Input.trigger?(Input::C)
  1170.       # 同伴人数为 0、存档、游戏结束以外的场合
  1171.       if $game_party.actors.size == 0 and @command_window.index < 9
  1172.         # 演奏冻结 SE
  1173.         $game_system.se_play($data_system.buzzer_se)
  1174.         return
  1175.       end
  1176.       # 命令窗口的光标位置分支
  1177.       case @command_window.index
  1178.       when 0  # 物品
  1179.         # 演奏确定 SE
  1180.         $game_system.se_play($data_system.decision_se)
  1181.         # 切换到物品画面
  1182.         $scene = Scene_Item.new
  1183.       when 1  # 特技
  1184.         # 演奏确定 SE
  1185.         $game_system.se_play($data_system.decision_se)
  1186.         # 激活状态窗口
  1187.         @command_window.active = false
  1188.         @status_window.active = true
  1189.         @status_window.index = 0
  1190.       when 2  # 装备
  1191.         # 演奏确定 SE
  1192.         $game_system.se_play($data_system.decision_se)
  1193.         # 激活状态窗口
  1194.         @command_window.active = false
  1195.         @status_window.active = true
  1196.         @status_window.index = 0
  1197.       when 3  # 状态
  1198.         # 演奏确定 SE
  1199.         $game_system.se_play($data_system.decision_se)
  1200.         # 激活状态窗口
  1201.         @command_window.active = false
  1202.         @status_window.active = true
  1203.         @status_window.index = 0
  1204.         when 4 #九世轮回
  1205.         # 演奏确定 SE
  1206.         $game_system.se_play($data_system.decision_se)
  1207.         # 切换到加点画面
  1208.         $scene = Scene_Map.new
  1209.         $scene = Scene_Lx.new
  1210.          #$scene = Scene_Lvup.new
  1211.         when 5 #至尊仓库
  1212.         # 演奏确定 SE
  1213.         $game_system.se_play($data_system.decision_se)
  1214.         # 切换到修炼界面
  1215.         $scene = Scene_Map.new
  1216.         $scene = Scene_Shop_Va.new(1) # 得更改
  1217.         when 6 #人物仓库
  1218.         # 演奏确定 SE
  1219.         $game_system.se_play($data_system.decision_se)
  1220.         # 切换到人物仓库界面
  1221.         $scene = Scene_Map.new
  1222.         $scene = Scene_Party_in.new#得更改
  1223.         when 7 #任务
  1224.         # 演奏确定 SE
  1225.         $game_system.se_play($data_system.decision_se)
  1226.         # 切换到修炼界面
  1227.         $scene = Scene_Map.new
  1228.         $scene = Scene_Task.new
  1229.         #得更改
  1230.         when 8 #怪物图鉴
  1231.         $game_system.se_play($data_system.decision_se)
  1232.         $scene = Scene_MonsterBook.new
  1233.         when 9 #赏金猎人
  1234.         # 演奏确定 SE
  1235.         $game_system.se_play($data_system.decision_se)
  1236.         # 切换到修炼界面
  1237.         $scene = Scene_Map.new
  1238.         $scene = SceneMission.new
  1239.         #$game_temp.common_event_id = 977#记得更改
  1240.       when 10  # 游戏设置
  1241.         # 禁止存档的情况下
  1242.         if $game_system.save_disabled
  1243.           # 演奏冻结 SE
  1244.           $game_system.se_play($data_system.buzzer_se)
  1245.           return
  1246.         end
  1247.         # 演奏确定 SE
  1248.         $game_system.se_play($data_system.decision_se)
  1249.         # 切换到存档画面
  1250.         $game_temp.common_event_id = 30#记得更改
  1251.       when 11  # 第二菜单
  1252.         # 演奏确定 SE
  1253.         $game_system.se_play($data_system.decision_se)
  1254.         # 切换到游戏结束画面
  1255.         $scene = Scene_End.new
  1256.       end
  1257.       return
  1258.     end
  1259.   end
  1260.   #--------------------------------------------------------------------------
  1261.   # ● 刷新画面 (状态窗口被激活的情况下)
  1262.   #--------------------------------------------------------------------------
  1263.   def update_status
  1264.     # 按下 B 键的情况下
  1265.     if Input.trigger?(Input::B)
  1266.       # 演奏取消 SE
  1267.       $game_system.se_play($data_system.cancel_se)
  1268.       # 激活命令窗口
  1269.       @command_window.active = true
  1270.       @status_window.active = false
  1271.       @status_window.index = -1
  1272.       return
  1273.     end
  1274.     # 按下 C 键的情况下
  1275.     if Input.trigger?(Input::C)
  1276.       # 命令窗口的光标位置分支
  1277.       case @command_window.index
  1278.       when 1  # 特技
  1279.         # 本角色的行动限制在 2 以上的情况下
  1280.         if $game_party.actors[@status_window.index].restriction >= 2
  1281.           # 演奏冻结 SE
  1282.           $game_system.se_play($data_system.buzzer_se)
  1283.           return
  1284.         end
  1285.         # 演奏确定 SE
  1286.         $game_system.se_play($data_system.decision_se)
  1287.         # 切换到特技画面
  1288.         $scene = Scene_Skill.new(@status_window.index)
  1289.       when 2  # 装备
  1290.         # 演奏确定 SE
  1291.         $game_system.se_play($data_system.decision_se)
  1292.         # 切换的装备画面
  1293.         $scene = Scene_Equip.new(@status_window.index)
  1294.       when 3  # 状态
  1295.         # 演奏确定 SE
  1296.         $game_system.se_play($data_system.decision_se)
  1297.         # 切换到状态画面
  1298.         $scene = Scene_Status.new(@status_window.index)
  1299.       end
  1300.       return
  1301.     end
  1302.   end
  1303. end

360截图20170822150639506.jpg (234.57 KB, 下载次数: 0)

360截图20170822150639506.jpg

作者: 张咚咚    时间: 2017-8-22 15:47
本帖最后由 张咚咚 于 2017-8-22 15:52 编辑
j296196585 发表于 2017-8-22 15:03
目前游戏的主界面
整合了多方面大佬的资料 做出来的
可是中间太空了 我想增加内容不行 怎么回事 ...


你这个牵扯到太多的窗口

主要问题是
@honglian_window = Window_Base.new(100,100,100,100) 这里要实例化,下面的才可以执行,不然现在这个是空
@honglian_window.dispose  释放窗口
@honglian_window.update  刷新窗口

你是不是像写成这样

@qaolin_window = Window_HongLian.new
@qaolin_window.x = 160
@qaolin_window.y = 380   
@qaolin_window.update  刷新窗口
@qaolin_window.dispose  释放窗口




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