Project1
标题:
技能畫面問題
[打印本页]
作者:
PCNinja
时间:
2011-6-24 23:09
标题:
技能畫面問題
本帖最后由 PCNinja 于 2011-6-24 23:11 编辑
先前發的那個求菜單帖請版主幫我關了他。
找到一個不錯的,不過技能畫面有些面題,而且改了幾次也改不了(可能我的RGSS能力不足)。
技能菜單:
Q1.PNG
(282.81 KB, 下载次数: 0)
下载附件
保存到相册
2011-6-24 23:03 上传
戰鬥:
Q2.PNG
(289.35 KB, 下载次数: 0)
下载附件
保存到相册
2011-6-24 23:03 上传
有沒有辦法把技能菜單的持能名稱的顏色改回白色,
另外有沒有辦法
只在戰鬥時
能使用RMXP默認的Windows Skill?
因為這個腳本內置了Windows skill,一改正,技能菜單就會很失效。
給大家腳本:
#==============================================================================
# ** MOG Scene Skill Nami V2.0
# By Moghunter
# http://www.atelier-rgss.com
#------------------------------------------------------------------------------
# ** Reinvisioned version
#
# This variant has retooled the MOG module by adding more configurables for
# the user. No longer are the graphics hardwired into the code but are now
# able to be altered in the revised configuration serction.
#
# Also, certain classes have been renamed back to their original versions.
# As such... classes such as Window_SkillStatus2 and Window_Skill2 have
# been renamed back to Window_SkillStatus and Window_Skill. This change
# within the script also allowed for the deletion of unnecessary and red
# dundant methods within the script:
#
# Classes and methods renamed:
# * Window_SkillStatus2
# * Window_Skill
# * draw_actor_state2 (in the Window_Base class)
#
# Methods deleted from the original system:
# * skill (Window_Menu)
# * update_help (Window_Menu)
#==============================================================================
module MOG
# BASIC MENU CONFIGURATION
# Skill Menu Graphics Used
SKILL_LAYOUT = "Layout-Skill" # Skill Menu Graphics
SKILL_BACKGROUND = "Back-Other" # Animated background graphic
SKILL_STATUS = "Status-Skill" # Skill Status Graphic
FACE_SMALL = "_Fs" # Suffix for face graphics
FACE_LARGE = "_Fl" # Suffix for large face graphics
# Menu
SKILL_FX = 0 # Back FX (0=Moving/ 1=Still/ 2=Map)
SKILL_TRAN_TIME = 20 # Transition Time
SKILL_TRAN_TYPE = "004-Blind04" # Transition Type (Name)
# Font Used
SKILL_FONT = "Georgia" # Font used in skill menu
SKILL_FONT_COLOR = Color.new(0,0,0) # Font color used open areas
# MENU GAUGE GRAPHICS
# Empty Bars
SKILL_BAR_E = "BAR0" # Blank bar
SKILL_BAR_XP_E = "Exp_Back" # Blank bar for EXP
# Fill Bars
SKILL_BAR_HP = "HP_Bar" # Fill bar for HP
SKILL_BAR_SP = "SP_Bar" # Fill bar for SP
SKILL_BAR_XP = "Exp_Meter" # Fill bar for EXP
# Gauge Texts
SKILL_TEXT_HP = "HP_Tx" # Text graphic for HP
SKILL_TEXT_SP = "SP_Tx" # Text graphic for SP
SKILL_TEXT_XP = "Exp_tx" # Text graphic for EXP
SKILL_TEXT_LV = "LV_tx" # Text graphic for Level
# SKILL PROFILE GAUGE GRAPHICS
# Empty Bars
SKILL_BAR_E_2 = "BAR" # Blank bar
SKILL_BAR_XP_E_2 = "Exp_Back" # Blank bar for EXP
# Fill Bars
SKILL_BAR_HP_2 = "HP_Bar2" # Fill bar for HP
SKILL_BAR_SP_2 = "SP_Bar2" # Fill bar for SP
SKILL_BAR_XP_2 = "Exp_Meter" # Fill bar for EXP
end
# Mogscript global
$mogscript = {} if $mogscript == nil
$mogscript["menu_nami"] = true
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
#--------------------------------------------------------------------------
# * Get EXP
#--------------------------------------------------------------------------
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get Next Level EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Empty Face
#--------------------------------------------------------------------------
def nada
face = RPG::Cache.picture("")
end
#--------------------------------------------------------------------------
# * Draw Face
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def drw_face(actor, x, y)
face = RPG::Cache.picture(actor.name + MOG::FACE_SMALL) rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
#--------------------------------------------------------------------------
# * Draw Face #3 (Larger face)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
#--------------------------------------------------------------------------
# * Draw HP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture(MOG::SKILL_BAR_E)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::SKILL_BAR_HP)
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture(MOG::SKILL_TEXT_HP)
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw SP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture(MOG::SKILL_BAR_E)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::SKILL_BAR_SP)
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture(MOG::SKILL_TEXT_SP)
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw Skill Status Window
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_lay(x, y)
lay = RPG::Cache.picture(MOG::SKILL_STATUS)
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
#--------------------------------------------------------------------------
# * Draw HP from Image (Larger Gauge)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_maphp4(actor, x, y)
back = RPG::Cache.picture(MOG::SKILL_BAR_E_2)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::SKILL_BAR_HP_2)
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
#--------------------------------------------------------------------------
# * Draw SP from Image (Larger Gauge)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mapsp4(actor, x, y)
back = RPG::Cache.picture(MOG::SKILL_BAR_E_2)
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture(MOG::SKILL_BAR_SP_2)
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
end
#--------------------------------------------------------------------------
# * Draw EXP from Image (Larger Gauge)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mexp4(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture(MOG::SKILL_BAR_XP_E_2)
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture(MOG::SKILL_BAR_XP_2)
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 190, y - 125, 60, 32,"LV " + actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 191, y - 124, 60, 32,"LV " + actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# * Draw EXP from Image
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_mexp_it(actor, x, y)
lv_tx = RPG::Cache.picture(MOG::SKILL_TEXT_LV)
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# * Draw State (In skill target window)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_state_it(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text, 1)
end
end
#==============================================================================
# ** Window_Target_face
#------------------------------------------------------------------------------
# This window selects a use target for the actor on the skill screen.
#==============================================================================
class Window_Target_face < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 130, 280, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = MOG::SKILL_FONT
self.z += 10
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 65
actor = $game_party.actors[i]
drw_face(actor, x, y + 55)
if $mogscript["TP_System"] == true
draw_actor_tp(actor, x + 168, y + 27 ,4)
else
draw_mexp_it(actor, x + 110, y + 25 )
end
draw_actor_state_it(actor, x + 165, y )
draw_maphp3(actor, x + 20, y + 0)
draw_mapsp3(actor, x + 20, y + 32)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
else
self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
end
end
end
#==============================================================================
# ** Window_SkillStatus
#------------------------------------------------------------------------------
# This window displays the skill user's status on the skill screen.
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(350, 75, 290, 340)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
self.contents.font.name = MOG::SKILL_FONT
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_lay(0,300)
draw_heroface3(@actor,50,140)
draw_actor_name(@actor, 15, 10)
draw_actor_state(@actor, 120, 140)
draw_mexp4(@actor, -30, 135)
draw_maphp4(@actor, 5, 195)
draw_mapsp4(@actor, 5, 240)
if $mogscript["TP_System"] == true
draw_actor_tp(@actor, 40, 265,1)
end
end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 95, 335, 290)
@actor = actor
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in
[email protected]
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
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
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
opacity = 255
else
self.contents.font.color = disabled_color
opacity = 128
end
self.contents.font.name = MOG::SKILL_FONT
x = index % 1 * (288)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.font.color = MOG::SKILL_FONT_COLOR
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = Color.new(0,0,0,128) if opacity = 128
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
if $mogscript["TP_System"] == true
tp_cost = MOG::TP_COST[skill.id]
if tp_cost != nil
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 170, y, 48, 32, MOG::TP_NAME, 2)
else
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)
end
else
self.contents.font.color = Color.new(200,200,0,255)
self.contents.draw_text(x + 170, y, 48, 32, $data_system.words.sp, 2)
end
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs skill screen processing.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@actor = $game_party.actors[@actor_index]
@msk_lay = Sprite.new
@msk_lay.bitmap = RPG::Cache.picture(MOG::SKILL_LAYOUT)
@msk_lay.z = 100
unless MOG::SKILL_FX == 2
@msk_back1 = Plane.new
@msk_back1.bitmap = RPG::Cache.picture(MOG::SKILL_BACKGROUND)
@msk_back1.z = 10
else
@spriteset = Spriteset_Map.new
end
@help_window = Window_Help.new
@help_window.y = 500
@status_window = Window_SkillStatus.new(@actor)
@status_window.z = 110
@status_window.x = 640
@skill_window = Window_Skill.new(@actor)
@skill_window.help_window = @help_window
@skill_window.help_window.y = 500
@target_window = Window_Target_face.new
@target_window.x = 640
@target_window.y = 100
@target_window.opacity = 0
@target_window.visible = false
@target_window.active = false
@skill_window.opacity = 0
@help_window.opacity = 0
@slide = true
unless MOG::SKILL_FX == 2
Graphics.transition(MOG::SKILL_TRAN_TIME, "Graphics/Transitions/" +
MOG::SKILL_TRAN_TYPE)
else
Graphics.transition
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_window.x += 25
@target_window.x += 25
Graphics.update
end
Graphics.freeze
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@msk_lay.dispose
@msk_back1.dispose unless MOG::SKILL_FX == 2
@spriteset.dispose if MOG::SKILL_FX == 2
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @target_window.active == true
@target_window.visible = true
if @target_window.x > 340
@target_window.x -= 15
elsif @target_window.x <= 340
@target_window.x = 340
end
else
if @target_window.x < 640
@target_window.x += 15
elsif @target_window.x >= 640
@target_window.x = 640
@target_window.visible = false
end
end
if @slide == true
@status_window.visible = true
if @status_window.x > 350
@status_window.x -= 15
elsif @status_window.x <= 350
@status_window.x = 350
end
else
if @status_window.x < 640
@status_window.x += 15
elsif @status_window.x >= 640
@status_window.x = 640
@status_window.visible = false
end
end
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
if MOG::SKILL_FX == 0
@msk_back1.ox += 1
@msk_back1.oy += 1
end
if @skill_window.help_window.y > 425
@skill_window.help_window.y -= 5
elsif @skill_window.help_window.y <= 425
@skill_window.help_window.y = 425
end
if @skill_window.active
update_skill
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@help_window.y = 500
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @skill.scope >= 3
@skill_window.active = false
@target_window.active = true
@slide = false
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
else
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if target window is active)
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.active = false
@slide = true
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
复制代码
PS:如果有解決方法,我便把整個系統改良後發出來吧!
dsu_plus_rewardpost_czw
作者:
Wind2010
时间:
2011-6-24 23:13
脚本44行:
SKILL_FONT_COLOR = Color.new(0,0,0)
复制代码
Color.new(255,255,255)是白色
作者:
PCNinja
时间:
2011-6-25 23:09
先謝你一個,不過問題2仍未解決
作者:
Wind2010
时间:
2011-6-25 23:10
问题2的话,右边那个窗口没问题么?
作者:
PCNinja
时间:
2011-6-26 12:32
沒問題~
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1