Project1
标题:
关于将逃跑选项移动到战斗选单后BOSS战依然可以逃跑的问题
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作者:
rmxp
时间:
2011-9-28 10:25
标题:
关于将逃跑选项移动到战斗选单后BOSS战依然可以逃跑的问题
class Window_PartyCommand < Window_Selectable
def visible=(value)
super(false)
end
def active=(value)
super(false)
end
end
class Scene_Battle
alias hzhj_old_start_phase1 start_phase1
def start_phase1
class << @actor_command_window
attr_reader :commands
def commands=(value)
@commands = value
@item_max = @commands.size
self.height = @item_max * 32 + 32
self.y = [self.y - 32, 0].max
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
end
commands = @actor_command_window.commands
commands.push("撤退")
@actor_command_window.commands = commands
hzhj_old_start_phase1
end
alias hzhj_old_start_phase2 start_phase2
def start_phase2
hzhj_old_start_phase2
if @phase == 2
start_phase3
end
end
alias hzhj_old_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
hzhj_old_update_phase3_basic_command
if Input.trigger?(13)
if @actor_command_window.index == @actor_command_window.commands.size - 1
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
end
end
就是这个了。。
这种情况怎么解决? dsu_plus_rewardpost_czw
作者:
ds_daybreak
时间:
2011-9-28 13:32
提示:
作者被禁止或删除 内容自动屏蔽
作者:
各种压力的猫君
时间:
2011-9-28 18:22
《废土小红帽》就是这样的菜单,可以参考下。
作者:
后知后觉
时间:
2011-9-28 20:03
本帖最后由 后知后觉 于 2011-9-28 20:18 编辑
貌似是我写的.额.把这个给考虑掉了呵呵.
#=======================================================================
# ■ 本脚本来自 www.66rpg.com 转载和使用时请保留此信息
#-----------------------------------------------------------------------
# 脚本功能:去掉战斗开始时候的 战斗/逃跑 的选择过程.
# 并把逃跑加入到角色命令菜单当中
# 脚本作者:后知后觉 2010-8-11 13:46:59
# 使用方法:直接在 Main 前插入即可
#=======================================================================
class Window_PartyCommand < Window_Selectable
def visible=(value)
super(false)
end
def active=(value)
super(false)
end
end
class Scene_Battle
alias hzhj_old_start_phase1 start_phase1
def start_phase1
class << @actor_command_window
attr_reader :commands
def commands=(value)
@commands = value
@item_max = @commands.size
self.height = @item_max * 32 + 32
self.y = [self.y - 32, 0].max
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
end
commands = @actor_command_window.commands
commands.push("撤退")
@actor_command_window.commands = commands
unless $game_temp.battle_can_escape
@actor_command_window.disable_item(commands.size - 1)
end
hzhj_old_start_phase1
end
alias hzhj_old_start_phase2 start_phase2
def start_phase2
hzhj_old_start_phase2
if @phase == 2
start_phase3
end
end
alias hzhj_old_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
hzhj_old_update_phase3_basic_command
if Input.trigger?(13)
if @actor_command_window.index == @actor_command_window.commands.size - 1
unless $game_temp.battle_can_escape
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
end
end
end
#=======================================================================
# ■ 本脚本来自 www.66rpg.com 转载和使用时请保留此信息
#=======================================================================
复制代码
http://rpg.blue/forum.php?mod=viewthread&tid=2671&page=1&extra=#pid1123585
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