当然你要是想直接废掉1级菜单中的技能什么的选项,112行直接改为复制代码
- when 0
- case @fux2
- 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
就可以了复制代码
- case @fux2
怕你懒就贴出全脚本吧(以后发脚本,记得把所在类写出来哦,亲)
复制代码
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ● 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 # 把物品的换了 ######################想在下面弄个二级菜单,
- #可以直接把 start_actor_selection 放入。
- fux = Window_Command.new(172,["1","2","3","4"])
- fux.index = 0
- fux.active = true
- fux.x = 100
- fux.y = 100
- fux.z = 99999
- fux2 = 0
- loop do
- Input.update
- Graphics.update
- fux.update
- if Input.trigger?(Input::B)
- fux.dispose
- return
- end
- if Input.trigger?(Input::C)
- @fux2 = fux.index #############在这里
- break
- end
- end
- fux.dispose
- case @fux2 #############在这里
- when 0
- p 1
- when 1,2,3
- start_actor_selection #############在这里
- end
- return
- 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 0
- case @fux2
- 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
- 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
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