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Lv1.梦旅人 ℃ake
- 梦石
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- 8 小时
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- 2009-6-6
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乱改了下,不保证有效。
你试试看可以了不。
原来的左右键乱跳的原因可能是你这里上限设置的是8,而你的只有3个角色可以选择。
帮你改成上限3了。
如果还是乱跳再来找我重新改吧。。。。- #_________________________________________________
- # MOG_Character Select Screen V1.1
- #_________________________________________________
- # By Moghunter
- # http://www.atelier-rgss.com
- #_________________________________________________
- module MOG
- #Transition Type(Name).
- CSTR = "006-Stripe02"
- end
- $mogscript = {} if $mogscript == nil
- $mogscript["char_select"] = true
- ############
- # Win Char #
- ############
- class Win_Char < Window_Selectable
- def initialize
- super(-600, 0, 150, 150)
- @column_max = 2
- self.opacity = 0
- refresh
- self.index = 1
- self.visible = false
- end
- def item
- return @data[self.index]
- end
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @item_max = 3
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in 0...@item_max
- draw_item(i)
- end end end
- def draw_item(index)
- end end
- ##############
- # Scene_Char #
- ##############
- class Scene_Char
- def main
- @command_window = Win_Char.new
- @command_window.back_opacity = 0
- @command_window.visible = false
- @command_window.index = 0
- @back = Plane.new
- @back.bitmap = RPG::Cache.picture("MN_BK")
- @back.z = 10
- @char_back = Sprite.new
- @char_back.bitmap = RPG::Cache.picture("CH_Menu0")
- @char_back.z = 20
- @char_back.opacity = 0
- @char_sel = Sprite.new
- @char_sel.bitmap = RPG::Cache.picture("CH_ID1")
- @char_sel.z = 100
- @char_sel.opacity = 0
- @char_name = Sprite.new
- @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
- @char_name.z = 100
- @char_name.x = -300
- @char_name.y = 180
- @char_name.opacity = 0
- @fundo6 = Plane.new
- @fundo6.bitmap = RPG::Cache.fog("Fog01",0)
- @fundo6.blend_type = 1
- @fundo6.z = 15
- @fundo6.opacity = 200
- actor = $data_actors[1]
- @name = Sprite.new
- @name.bitmap = Bitmap.new(200,100)
- @name.bitmap.font.size = 48
- @name.bitmap.font.bold = false
- @name.bitmap.font.name = "Georgia"
- @name.color.set(0,0,0)
- @name.x = 100
- @name.y = 500
- @name.z = 9998
- @name.color.set(0,0,0,255)
- @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- @name2 = Sprite.new
- @name2.bitmap = Bitmap.new(160,100)
- @name2.bitmap.font.size = 48
- @name2.bitmap.font.bold = false
- @name2.bitmap.font.name = "Georgia"
- @name2.color.set(0,0,0)
- @name2.x = 102
- @name2.y = 502
- @name2.z = 9998
- @name2.color.set(55,200,255,255)
- @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- Graphics.transition(60, "Graphics/Transitions/" + MOG::CSTR,1)
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end end
- for i in 1..50
- @char_back.zoom_x += 0.01
- @char_back.opacity -= 10
- @char_back.x -= 5
- @char_name.x -= 3
- @char_name.y -= 3
- @char_name.zoom_x += 0.02
- @char_name.zoom_y += 0.02
- @char_name.opacity -= 7
- @char_sel.opacity -= 10
- @char_sel.zoom_x += 0.01
- @char_sel.opacity -= 10
- @char_sel.x -= 5
- @name.opacity -= 10
- @name2.opacity -= 10
- Graphics.update
- end
- Graphics.freeze
- @command_window.dispose
- @back.dispose
- @char_back.dispose
- @char_sel.dispose
- @char_name.dispose
- @fundo6.dispose
- @name.dispose
- @name2.dispose
- $game_map.autoplay
- end
- def update
- @back.ox -= 1
- @fundo6.ox += 1
- @fundo6.oy += 1
- @command_window.update
- @char_back.opacity += 10
- @char_sel.opacity += 10
- if @char_name.x < 100
- @char_name.x += 20
- @char_name.opacity += 6
- @name.y -= 7
- @name.opacity += 6
- @name2.y -= 7
- @name2.opacity += 6
- elsif @char_name.x >= 0
- @char_name.x = 100
- @name.y = 370
- @name.opacity = 255
- @name2.y = 372
- @name2.opacity = 255
- @char_name.opacity = 255
- @char_back.opacity = 255
- @char_sel.opacity = 255
- end
- case @command_window.index
- when 0
- actor = $data_actors[1]
- @char_sel.bitmap = RPG::Cache.picture("CH_ID1")
- @char_name.bitmap = RPG::Cache.battler("001-Fighter01",0)
- @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- when 1
- actor = $data_actors[2]
- @char_sel.bitmap = RPG::Cache.picture("CH_ID2")
- @char_name.bitmap = RPG::Cache.battler("010-Lancer02",0)
- @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- when 2
- actor = $data_actors[3]
- @char_sel.bitmap = RPG::Cache.picture("CH_ID3")
- @char_name.bitmap = RPG::Cache.battler("013-Warrior01",0)
- @name.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- @name2.bitmap.draw_text(2, 22, 160, 64, actor.name.to_s)
- end
- if Input.press?(Input.dir4)
- @char_name.x = -300
- @name.y = 500
- @name.opacity = 0
- @name2.y = 502
- @name2.opacity = 0
- @char_name.opacity = 0
- @name.bitmap.clear
- @name2.bitmap.clear
- end
- if Input.trigger?(Input::B)
- $scene = Scene_Title.new
- end
- if Input.trigger?(Input::C)
- Audio.se_play("Audio/SE/007-System07", 150,150)
- case @command_window.index
- when 0
- $game_party.add_actor(1)
- when 1
- $game_party.add_actor(2)
- when 2
- $game_party.add_actor(3)
- end
- $scene = Scene_Map.new
- end
- end
- end
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