Project1
标题:
请大神帮忙看看这两个脚本冲突
[打印本页]
作者:
z121310
时间:
2013-6-22 17:12
标题:
请大神帮忙看看这两个脚本冲突
一个是后知后觉的银行系统,另一个是电影模式脚本,这两个放一起后事件中的银行不会增加利息,求大神解决
#==============================================================================
# ● 银行系统 v1.2 by 后知后觉
#==============================================================================
=begin
说明书:
用 $scene = Scene_Bank.new 进入银行信息界面
然后在下面设置好对应的变量编号
用 $game_system.bank 可以获取到存入的本钱
用到这句的人应该不多。
建立了多个数据库变量,可以用这些东西更加方便灵活的控制这个系统
这个是用行走步数来进行的判断
利用1个开关和1个变量来共同对刷钱行为进行控制
计算公式很简单:
增长值=本钱*利息-本钱 (结果小于0,就是负增长→亏钱)
现有积蓄+增长值=最后的积蓄(显示在窗口上的那个)
如果想对公式进行修改,主要在下面的Scene_Map里
和脚本最后的有注释的地方
如果想加入第2+n的货币、显示银行服务员画像等个性设置
那就只有你自己动动手了=v= 喵~!很简单哦~~~!
冲突可能:
基本上没有
=end
BANK_SWITCHES = 12 #银行系统的开关编号 打开时有效
#本开关只针对地图上的数据处理
#在某些地图开启、在某些地图关闭可以达到某种限制刷钱的效果
GAIN_STEPS = 10 #接受走多少步涨一次积蓄的变量编号
JIXU_VARIABLE = 11 #接受储存积蓄的变量编号
LIXI_VARIABLE = 12 #接受利息的变量编号
#利息是浮点数的话、请用脚本语句进行赋值
#并且不推荐用+-*/法来对浮点数利息进行运算,
#最好用 = 直接赋值,
#就像这样 $game_variables[编号] = 数值
BASE_MONEY = 13 #存钱的最低限制的变量编号
BASE_MONEY_2 = 14 #取钱的最低数额的变量编号
#以上2个不想用的话就把该变量的值赋为0
BATTLE_VAR_1 = 15 #战斗胜利值的变量编号
BATTLE_VAR_2 = 16 #限制值的变量编号
#当1小于2的时候 每次增加积蓄时1会加1 如果1等于2
#则不会增长积蓄 每次战斗胜利1会减1
#游戏里适当的时候把1清零一下是必要的~~或直接在脚本里添加
#如果不想要这功能 就把2设置为很大很大
XIANJIN_FONT = " 现金 " #其他的字符串可以用搜索功能
JIXU_FONT = " 积蓄 " #直接搜索到然后进行修改
LIXI_FONT = " 利息 " #主要说的是播放冻结SE是偶的
CUNQIAN_FONT = "存入现金" #提示窗口。
QVQIAN_FONT = "取回积蓄"
TUICHU_FONT = "离开银行"
class Scene_Map
def initialize
#这个@bs是用来防止刷钱的
@bs = $game_party.steps
end
alias houzhihoujue_update update
def update
houzhihoujue_update
if $game_switches[BANK_SWITCHES] == true
bushu = $game_party.steps
# 存入银行的本钱
gold = $game_system.bank
# 代入利息变量
lixi = $game_variables[LIXI_VARIABLE]
# 增加的金额
gain = gold * lixi - gold
if @bs < bushu
if bushu % $game_variables[GAIN_STEPS] == 0
if $game_variables[BATTLE_VAR_1] < $game_variables[BATTLE_VAR_2]
# 最后的结果
$game_variables[JIXU_VARIABLE] += gain
$game_variables[BATTLE_VAR_1] += 1
# 下面这行可别动哦~
@bs = bushu
end
end
end
end
end
end
class Scene_Battle
alias hzhj_start_phase5 start_phase5
def start_phase5
hzhj_start_phase5
$game_variables[BATTLE_VAR_1] -= 1
end
end
class Game_System
attr_accessor :bank
alias hzhj_ini initialize
def initialize
hzhj_ini
[url=home.php?mod=space&uid=7863]@bank[/url] = 0
end
end
class Window_Bank_Message < Window_Base
def initialize(message = 0)
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 160
self.y = 240 - self.height / 2 + 16
self.opacity = 255
self.back_opacity = 255
self.z = 9995
@msg = message
self.visible = true
refresh(@msg)
end
def refresh(msg)
self.contents.clear
case msg
when 0 # 低于存钱限制
text_1 = "根据现在的市场行情"
self.contents.font.color = system_color
self.contents.draw_text(0,0,320-32,32,text_1)
text_2 = "最低储存数额为"
self.contents.draw_text(0,32,192+24,32,text_2,2)
self.contents.font.color = Color.new(255,0,0,255)
text_3 = $game_variables[BASE_MONEY].to_s
self.contents.draw_text(192+24,32,96-24,32,text_3)
when 1 # 低于最低取钱
text_1 = "根据现在的市场行情"
self.contents.font.color = system_color
self.contents.draw_text(0,0,320-32,32,text_1)
text_2 = "最低取回数额为"
self.contents.draw_text(0,32,192+24,32,text_2,2)
self.contents.font.color = Color.new(255,0,0,255)
text_3 = $game_variables[BASE_MONEY_2].to_s
self.contents.draw_text(192+24,32,96-24,32,text_3)
when 2 # 存钱超过身上的钱
text_1 = "您身上可没那么多哦~~!"
self.contents.font.color = system_color
self.contents.draw_text(0,16,320-32,32,text_1,1)
when 3 # 取钱超过银行里的钱
text_1 = "有人抢劫啊~~!救命呐~~!"
self.contents.font.color = system_color
self.contents.draw_text(0,16,320-32,32,text_1,1)
end
end
end
class Window_ShuRu < Window_Selectable
def initialize
super(0, 0, 224, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 320 - self.width / 2
self.y = 240 - self.height / 2 + 16
@item_max = 8
@column_max = 8
refresh
self.visible = false
self.active = false
self.index = 7
self.opacity = 255
self.back_opacity = 255
self.z = 9990
end
def refresh(s1=0,s2=0,s3=0,s4=0,s5=0,s6=0,s7=0,s8=0)
@s1 = s1
@s2 = s2
@s3 = s3
@s4 = s4
@s5 = s5
@s6 = s6
@s7 = s7
@s8= s8
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 96, 32, "输入数值",1)
self.contents.font.color = system_color
self.contents.draw_text(0, 32, 24, 32, @s1.to_s, 1)
self.contents.draw_text(24, 32, 24, 32, @s2.to_s, 1)
self.contents.draw_text(48, 32, 24, 32, @s3.to_s, 1)
self.contents.draw_text(72, 32, 24, 32, @s4.to_s, 1)
self.contents.draw_text(96, 32, 24, 32, @s5.to_s, 1)
self.contents.draw_text(120, 32, 24, 32, @s6.to_s, 1)
self.contents.draw_text(144, 32, 24, 32, @s7.to_s, 1)
self.contents.draw_text(168, 32, 24, 32, @s8.to_s, 1)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index*24, 32, 24, 32)
end
end
end
class Window_Bank < Window_Selectable
def initialize
super(0, 0, 256, 224)
self.contents = Bitmap.new(width - 32, height - 32)
self.x = 320 - self.width / 2
self.y = 240 - self.height / 2
@item_max = 3
refresh
self.index = 0
self.opacity = 255
self.back_opacity = 160
self.z = 5555
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 96, 32, XIANJIN_FONT, 1)
self.contents.draw_text(4, 32, 96, 32, JIXU_FONT, 1)
self.contents.draw_text(4, 64, 96, 32, LIXI_FONT, 1)
self.contents.font.color = system_color
self.contents.draw_text(0, 96, 224, 32, CUNQIAN_FONT, 1)
self.contents.draw_text(0, 128, 224, 32, QVQIAN_FONT, 1)
self.contents.draw_text(0, 160, 224, 32, TUICHU_FONT, 1)
self.contents.draw_text(120, 0, 104, 32, $game_party.gold.to_s, 1)
self.contents.draw_text(120, 32, 104, 32, $game_variables[JIXU_VARIABLE].to_i.to_s, 1)
self.contents.draw_text(120, 64, 104, 32, $game_variables[LIXI_VARIABLE].to_s, 1)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index*32+96, 224, 32)
end
end
end
class Scene_Bank
def initialize(index = 0, bank_window_index = 0)
@bank_index = index
@bank_window_index = bank_window_index
@s1 = 0
@s2 = 0
@s3 = 0
@s4 = 0
@s5 = 0
@s6 = 0
@s7 = 0
@s8 = 0
@s9 = 0
end
def main
@shuru_window = Window_ShuRu.new
@bank_window = Window_Bank.new
@bank_window.index = @bank_window_index
@msg_window = Window_Bank_Message.new
@msg_window.visible = false
@spriteset = Spriteset_Map.new
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@shuru_window.dispose
@bank_window.dispose
@msg_window.dispose
@spriteset.dispose
end
def update
@bank_window.update
@shuru_window.update
@msg_window.update
if @msg_window.visible
if Input.trigger?(Input::C)
@msg_window.visible = false
@shuru_window.active = true
return
end
end
if @shuru_window.active
update_shuru
end
if @bank_window.active
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @bank_window.index
when 0
$game_system.se_play($data_system.decision_se)
@bank_window.active = false
@shuru_window.active = true
@shuru_window.visible = true
return
when 1
$game_system.se_play($data_system.decision_se)
@bank_window.active = false
@shuru_window.active = true
@shuru_window.visible = true
return
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
return
end
end
end
end
def update_shuru
if Input.trigger?(Input::B)
case @bank_window.index
when 0
$game_system.se_play($data_system.cancel_se)
@bank_index += 1
@bank_index %= 2
@bank_window_index = 0
$scene = Scene_Bank.new(@bank_index, @bank_window_index)
when 1
$game_system.se_play($data_system.cancel_se)
@bank_index += 1
@bank_index %= 2
@bank_window_index = 1
$scene = Scene_Bank.new(@bank_index, @bank_window_index)
end
return
end
if Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
case @shuru_window.index
when 0
@s1 += 1
@s1 = 0 if @s1 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 1
@s2 += 1
@s2 = 0 if @s2 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 2
@s3 += 1
@s3 = 0 if @s3 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 3
@s4 += 1
@s4 = 0 if @s4 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 4
@s5 += 1
@s5 = 0 if @s5 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 5
@s6 += 1
@s6 = 0 if @s6 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 6
@s7 += 1
@s7 = 0 if @s7 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 7
@s8 += 1
@s8 = 0 if @s8 > 9
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
end
end
if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
case @shuru_window.index
when 0
@s1 -= 1
@s1 = 9 if @s1 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 1
@s2 -= 1
@s2 = 9 if @s2 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 2
@s3 -= 1
@s3 = 9 if @s3 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 3
@s4 -= 1
@s4 = 9 if @s4 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 4
@s5 -= 1
@s5 = 9 if @s5 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 5
@s6 -= 1
@s6 = 9 if @s6 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 6
@s7 -= 1
@s7 = 9 if @s7 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
when 7
@s8 -= 1
@s8 = 9 if @s8 < 0
@shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
end
end
if Input.trigger?(Input::C)
# @s9就是输入数值的最后结果
@s9=@s1*10000000+@s2*1000000+@s3*100000+@s4*10000+@s5*1000+@s6*100+@s7*10+@s8
case @bank_window.index
when 0 # 存入
# 数额大于身上的钱时
if @s9 > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
@shuru_window.active = false
@msg_window.refresh(2)
@msg_window.visible = true
return
# 数额低于存钱限制时
elsif @s9 < $game_variables[BASE_MONEY]
$game_system.se_play($data_system.buzzer_se)
@shuru_window.active = false
@msg_window.refresh(0)
@msg_window.visible = true
return
else
$game_system.se_play($data_system.equip_se)
# 扣去身上相应的钱
$game_party.lose_gold(@s9)
# 增加积蓄
$game_variables[JIXU_VARIABLE] += @s9
# 替换本钱
$game_system.bank = $game_variables[JIXU_VARIABLE]
@bank_index += 1
@bank_index %= 2
@bank_window_index = 0
$scene = Scene_Bank.new(@bank_index, @bank_window_index)
end
when 1 # 取钱
# 当输入数值大于积蓄时
if @s9 > $game_variables[JIXU_VARIABLE]
$game_system.se_play($data_system.buzzer_se)
@shuru_window.active = false
@msg_window.refresh(3)
@msg_window.visible = true
return
# 低于取钱限制时
elsif @s9 < $game_variables[BASE_MONEY_2]
$game_system.se_play($data_system.buzzer_se)
@shuru_window.active = false
@msg_window.refresh(1)
@msg_window.visible = true
return
else
$game_system.se_play($data_system.equip_se)
# 增加金钱
$game_party.gain_gold(@s9)
# 积蓄减少
$game_variables[JIXU_VARIABLE] -= @s9
# 如果积蓄为0.+ 的浮点数就把他代入为0整数
if $game_variables[JIXU_VARIABLE] < 1
$game_variables[JIXU_VARIABLE] = 0
end
# 本钱代入积蓄
$game_system.bank = $game_variables[JIXU_VARIABLE].to_i
@bank_index += 1
@bank_index %= 2
@bank_window_index = 1
$scene = Scene_Bank.new(@bank_index, @bank_window_index)
end
end
return
end
end
end
复制代码
电影脚本
#==============================================================================
# ■ Window_MSGMovie
#------------------------------------------------------------------------------
# 电影模式下显示文章的信息窗口。
#==============================================================================
# 电影模式开关 默认为 50号开关
$movie_switches = 100
# 电影模式下等待关闭文字 默认 50号变量
$close_speak = 100
class Window_MSGMovie < Window_Base
#--------------------------------------------------------------------------
# ● 初始化状态
#--------------------------------------------------------------------------
def initialize
super(0,400,640,80)
self.contents = Bitmap.new(width, height)
self.windowskin = Bitmap.new(30,30)
$game_temp.message_window_showing = false
self.z = 199
end
#--------------------------------------------------------------------------
# ● 处理信息结束
#--------------------------------------------------------------------------
def end_MSG
self.active = false
self.pause = false
self.contents.clear
# 呼叫信息调用
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 清除文章、选择项、输入数值的相关变量
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
x = 0
if $game_temp.message_text != nil
temp_text = $game_temp.message_text.clone
movie_text = $game_temp.message_text.clone
# 模拟执行(计算文字位置)
text = ""
# 转换字符
temp_text.gsub!(/\\\\/) { "\000" }
temp_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
temp_text.gsub!(/\\[Vv]\[([0-9]+)\]/) { "\002[#{$1}]" }
temp_text.gsub!(/\\[Nn]\[([0-9]+)\]/) { "\003[#{$1}]" }
while((c = temp_text.slice!(/./m)) != nil)
if c == "\000"
c = "\\"
end
if c == "\001"
# 更改文字色
temp_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
c = ""
text += c
next
end
if c == "\002"
c = $game_variables[$1.to_i].to_s
temp_text.sub!(/\[([0-9]+)\]/, "")
text += c
next
end
if c == "\003"
temp_text.sub!(/\[([0-9]+)\]/, "")
c = $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
text += c
next
end
if c == "\n"
c = ""
text += c
next
end
text += c
end
# 计算文字居中位置
move_x = (640 - self.contents.text_size(text).width) / 2 -20
# 执行 (显示文字)
movie_text.gsub!(/\\\\/) { "\000" }
movie_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
movie_text.gsub!(/\\[Vv]\[([0-9]+)\]/) { "\002[#{$1}]" }
movie_text.gsub!(/\\[Nn]\[([0-9]+)\]/) { "\003[#{$1}]" }
while((m = movie_text.slice!(/./m)) != nil)
if m == "\000"
m = "\\"
end
if m == "\001"
# 更改文字色
movie_text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# 下面的文字
next
end
if m == "\002"
m = $game_variables[$1.to_i].to_s
movie_text.sub!(/\[([0-9]+)\]/, "")
end
if m == "\003"
movie_text.sub!(/\[([0-9]+)\]/, "")
m = $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
if m == "\n"
m = ""
end
self.contents.draw_text(move_x + x,0,self.contents.text_size(m).width,32,m)
x += self.contents.text_size(m).width
end
# 返回系统文字颜色
self.contents.font.color = normal_color
# 清理显示文字
$game_temp.message_text = nil
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 等待循环
if $game_variables[$close_speak] >= 2
$game_variables[$close_speak] -= 1
end
if $game_variables[$close_speak] == 1
$game_variables[$close_speak] = 0
end_MSG
end
# 当C键按下时
if Input.trigger?(Input::C) and $game_variables[$close_speak] == 0
end_MSG
end
# 显示文字
if $game_temp.message_text != nil
refresh
return
end
end
end
# --重定义Scene_Map类
class Scene_Map
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成活动块
@spriteset = Spriteset_Map.new
# 生成信息窗口
@message_window = Window_Message.new
# 生成电影模式对话窗口
@MSG_Movie_Window = Window_MSGMovie.new
# 电影模式黑框
[url=home.php?mod=space&uid=8407]@black[/url] = Sprite.new
@black.bitmap = Bitmap.new(640,480)
@black.bitmap.fill_rect(0,0,640,50,Color.new(25,25,25,255))
@black.bitmap.fill_rect(0,400,640,80,Color.new(25,25,25,255))
@black.opacity = 0
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放活动块
@spriteset.dispose
# 释放信息窗口
@message_window.dispose
# 释放信息窗口
@MSG_Movie_Window.dispose
# 标题画面切换中的情况下
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 循环
loop do
# 按照地图、实例、主角的顺序刷新
# (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
# 的机会的重要因素)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# 系统 (计时器)、画面刷新
$game_system.update
$game_screen.update
# 如果主角在场所移动中就中断循环
unless $game_temp.player_transferring
break
end
# 执行场所移动
transfer_player
# 处理过渡中的情况下、中断循环
if $game_temp.transition_processing
break
end
end
# 刷新活动块
@spriteset.update
# 选择刷新
if $game_switches[$movie_switches] == false
# 刷新信息窗口
@message_window.update
# 电影模式的黑框
@black.opacity = 0
else
# 刷新电影模式信息
@MSG_Movie_Window.update
# 电影模式的黑框
@black.opacity = 250
end
# 游戏结束的情况下
if $game_temp.gameover
# 切换的游戏结束画面
$scene = Scene_Gameover.new
return
end
# 返回标题画面的情况下
if $game_temp.to_title
# 切换到标题画面
$scene = Scene_Title.new
return
end
# 处理过渡中的情况下
if $game_temp.transition_processing
# 清除过渡处理中标志
$game_temp.transition_processing = false
# 执行过渡
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# 显示信息窗口中的情况下
if $game_temp.message_window_showing
return
end
# 遇敌计数为 0 且、且遇敌列表不为空的情况下
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# 不是在事件执行中或者禁止遇敌中
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# 确定队伍
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# 队伍有效的话
if $data_troops[troop_id] != nil
# 设置调用战斗标志
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 不是在事件执行中或菜单禁止中
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# 设置菜单调用标志以及 SE 演奏
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# 调试模式为 ON 并且按下 F9 键的情况下
if $DEBUG and Input.press?(Input::F9)
# 设置调用调试标志
$game_temp.debug_calling = true
end
# 不在主角移动中的情况下
unless $game_player.moving?
# 执行各种画面的调用
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
end
#=============================================================================
# 本脚本来自66RPG,如使用请保留此信息
#[癫狂侠客]书写脚本
#=============================================================================
复制代码
这个问题真心求解决
作者:
亿万星辰
时间:
2013-6-22 17:46
应该没什么冲突吧,自己试一下不就知道了么
电影放上面,银行放下面
欢迎光临 Project1 (https://rpg.blue/)
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