Project1
标题:
求人帮忙把menu改成只剩退出和存档两个选项……
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作者:
冰舞蝶恋
时间:
2010-9-13 12:55
标题:
求人帮忙把menu改成只剩退出和存档两个选项……
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令窗口光标初始位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # 如果队伍为空
@command_window.draw_item(0, false) # 无效化物品选项
@command_window.draw_item(1, false) # 无效化技能选项
@command_window.draw_item(2, false) # 无效化装备选项
@command_window.draw_item(3, false) # 无效化状态选项
end
if $game_system.save_disabled # 如果禁止存档
@command_window.draw_item(4, false) # 无效化存档选项
end
end
#--------------------------------------------------------------------------
# ● 更新命令窗口
#--------------------------------------------------------------------------
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 # 物品
$scene = Scene_Item.new
when 1,2,3 # 技能、装备、状态
start_actor_selection
when 4 # 存档
$scene = Scene_File.new(true, false, false)
when 5 # 结束游戏
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# ● 角色选择开始
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● 角色选择结束
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# ● 角色选择更新
#--------------------------------------------------------------------------
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
复制代码
求人帮忙把menu改成只剩退出和存档两个选项……自己改了好多次……但改后指令却失效……呜呜~帮个忙了~拜托了。
作者:
笨鸟の先飞
时间:
2010-9-13 12:59
应该...........不是在这里改的吧?
作者:
八云紫
时间:
2010-9-13 13:00
http://rpg.blue/thread-155927-1-1.html
作者:
笨鸟の先飞
时间:
2010-9-13 13:11
汗.......我以为是开始菜单- -
作者:
冰舞蝶恋
时间:
2010-9-13 13:20
= =自己弄好了囧
设置一个无名的主角,再把菜单中显示血条职业啥的部分去掉,就好了……
作者:
ganty
时间:
2010-9-13 18:20
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::save
s2 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2])
@command_window.index = @menu_index
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(0, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
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 # Save
$scene = Scene_File.new(true, false, false)
when 1 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = 1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
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 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
复制代码
在Scene_File中
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(0)
end
end
复制代码
在Scene_End中的這一段
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
复制代码
差不多...就是這樣吧..
作者:
a554187203
时间:
2010-9-13 19:38
嘛~由此可见lz脚本水平,我什么都不懂光看脚本都能弄明白的说,一个个的测试功能,即使是日语的都可以~
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