Project1
标题: 能把光标改在图片的前面吗光标盖住图片 [打印本页]
作者: 金芒芒 时间: 2016-2-17 17:44
标题: 能把光标改在图片的前面吗光标盖住图片
本帖最后由 金芒芒 于 2016-2-19 14:52 编辑
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
super(160, 20, 968, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = HS::OPACITY
@commands = ["装备","物品","魔法","状态","战斗","队列","任务","系统"]
@item_max = 8
@column_max = 8
# bitmap = RPG::Cache.icon("菜单")
# self.contents.blt( - 22,-34, bitmap, Rect.new(-5, -34, 965, 569))
bitmap = RPG::Cache.icon("属性养成")
self.contents.blt(32, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("上阵出战")
self.contents.blt(99, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("出仕下野")
self.contents.blt(164, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("合成进阶")
self.contents.blt(232, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("载入史册")
self.contents.blt(297, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("放马南山")
self.contents.blt(364, 48, bitmap, Rect.new(0, 0, 65, 24))
@actors = actors
@enemynums = enemynums
draw_item(0, @actors==0 ? disabled_color : normal_color)
draw_item(1, normal_color)
draw_item(2, @actors==0 ? disabled_color : normal_color)
draw_item(3, @actors==0 ? disabled_color : normal_color)
draw_item(4, @actors==0 ? disabled_color : normal_color)
draw_item(5, @actors==0 ? disabled_color : normal_color)
draw_item(6, normal_color)
draw_item(7, normal_color)
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index % 8 * 70
y = 2
# y = index / 2 * 32
rect = Rect.new(x+32, y+47, 0, 0)
self.contents.fill_rect(rect, Color.new(200, 255,20, 200))#(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#########################
def refresh
self.contents.clear
# Color.new(红色192, 绿192, 蓝192, 透明255)
for i in 0...@item_max
if i == self.index #@index #
actors = Color.new(220, 200, 20, 255)# Color.new(红色192, 绿192, 蓝192, 透明255)
font_name = "黑体"
else
actors = normal_color #Color.new(180, 150, 60, 255)#
font_name = "黑体"
end
draw_item(i, color, font_name)#加入各种i=我,颜色,字体,
end
end
######################################################################
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = 68 #600 / (@column_max + 1) - 32
# 计算光标坐标
x = 4 + index % 8 * 70
y = 2
# 更新国标矩形
self.cursor_rect.set(x+32, y+47, 70, 28)
end
end
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
super(160, 20, 968, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = HS::OPACITY
@commands = ["装备","物品","魔法","状态","战斗","队列","任务","系统"]
@item_max = 8
@column_max = 8
# bitmap = RPG::Cache.icon("菜单")
# self.contents.blt( - 22,-34, bitmap, Rect.new(-5, -34, 965, 569))
bitmap = RPG::Cache.icon("属性养成")
self.contents.blt(32, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("上阵出战")
self.contents.blt(99, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("出仕下野")
self.contents.blt(164, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("合成进阶")
self.contents.blt(232, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("载入史册")
self.contents.blt(297, 48, bitmap, Rect.new(0, 0, 65, 24))
bitmap = RPG::Cache.icon("放马南山")
self.contents.blt(364, 48, bitmap, Rect.new(0, 0, 65, 24))
@actors = actors
@enemynums = enemynums
draw_item(0, @actors==0 ? disabled_color : normal_color)
draw_item(1, normal_color)
draw_item(2, @actors==0 ? disabled_color : normal_color)
draw_item(3, @actors==0 ? disabled_color : normal_color)
draw_item(4, @actors==0 ? disabled_color : normal_color)
draw_item(5, @actors==0 ? disabled_color : normal_color)
draw_item(6, normal_color)
draw_item(7, normal_color)
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index % 8 * 70
y = 2
# y = index / 2 * 32
rect = Rect.new(x+32, y+47, 0, 0)
self.contents.fill_rect(rect, Color.new(200, 255,20, 200))#(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#########################
def refresh
self.contents.clear
# Color.new(红色192, 绿192, 蓝192, 透明255)
for i in 0...@item_max
if i == self.index #@index #
actors = Color.new(220, 200, 20, 255)# Color.new(红色192, 绿192, 蓝192, 透明255)
font_name = "黑体"
else
actors = normal_color #Color.new(180, 150, 60, 255)#
font_name = "黑体"
end
draw_item(i, color, font_name)#加入各种i=我,颜色,字体,
end
end
######################################################################
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = 68 #600 / (@column_max + 1) - 32
# 计算光标坐标
x = 4 + index % 8 * 70
y = 2
# 更新国标矩形
self.cursor_rect.set(x+32, y+47, 70, 28)
end
end
-
光标.jpg
(226.81 KB, 下载次数: 9)
-
44444.jpg
(112.5 KB, 下载次数: 8)
作者: 陈大帅帅帅哥 时间: 2016-2-18 09:05
试试在- # 更新国标矩形
- self.cursor_rect.set(x+32, y+47, 70, 28)
复制代码 后面加一个self.z = 2000(数字只要比图片dz值大就行了)
作者: 金芒芒 时间: 2016-2-18 09:17
矩形光标还是在图片后面,
作者: 金芒芒 时间: 2016-2-18 09:18
陈大帅帅帅哥 发表于 2016-2-18 09:05 
试试在后面加一个self.z = 2000(数字只要比图片dz值大就行了)
矩形光标还是在图片后面,
作者: 陈大帅帅帅哥 时间: 2016-2-18 09:27
金芒芒 发表于 2016-2-18 09:18 
矩形光标还是在图片后面,
换成9999999试试
作者: 金芒芒 时间: 2016-2-18 09:46
陈大帅帅帅哥 发表于 2016-2-18 09:05 
试试在后面加一个self.z = 2000(数字只要比图片dz值大就行了)
还是在图片的后面
作者: 陈大帅帅帅哥 时间: 2016-2-18 09:47
要不你发范例上来,我尽力帮你@金芒芒
作者: 金芒芒 时间: 2016-2-18 09:52
本帖最后由 金芒芒 于 2016-2-18 09:55 编辑
陈大帅帅帅哥 发表于 2016-2-18 09:47 
要不你发范例上来,我尽力帮你@金芒芒
https://yunpan.cn/cxStd2QzXFQeW (提取码:ece7)
要不调一下图片z=????
-
QQ截图20160218095432.jpg
(170.78 KB, 下载次数: 8)
作者: 陈大帅帅帅哥 时间: 2016-2-18 15:06
不好意思,学艺不精,弄了半天也没成,要不你去下载一个动态光标脚本试一试
另外,bitmap没有z属性
作者: 紫英晓狼1130 时间: 2016-2-18 17:00
没必要重写Window_Command,在Scene_Menu里建几个精灵就行了
范例里只做了一个为例,查找“★”就能知道在哪儿修改了
Project1.rar
(193.39 KB, 下载次数: 60)
作者: 金芒芒 时间: 2016-2-18 18:25
本帖最后由 金芒芒 于 2016-2-18 18:29 编辑
紫英晓狼1130 发表于 2016-2-18 17:00 
没必要重写Window_Command,在Scene_Menu里建几个精灵就行了
范例里只做了一个为例,查找“★”就能知道在 ...
- class Scene_Menu
- def initialize(menu_index = 0)
- @menu_index = menu_index
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- def main
- # check_enemy_in_map($game_player.x,$game_player.y)
- Window_Command_New.new($game_party.actors.size)
- cmd.index = @menu_index
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- cmd.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- end
- if Input.trigger?(Input::C)
- case cmd.index
- when 0
- $game_system.se_play($data_system.buzzer_se)
- $scene = Scene_Equip.new
- when 1
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new
- when 4
- $game_system.se_play($data_system.decision_se)
-
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Change_Turn.new
- when 6
- print "可以自己结合叶子的任务系统设计"
- when 7
- print "自己安排什么 储存、读取、什么的等"
- end
- end
- if $scene != self
- break
- end
- end
- Graphics.freeze
- cmd.dispose
- end
- end
复制代码 放进去马上就消失了
作者: 金芒芒 时间: 2016-2-18 18:30
紫英晓狼1130 发表于 2016-2-18 17:00 
没必要重写Window_Command,在Scene_Menu里建几个精灵就行了
范例里只做了一个为例,查找“★”就能知道在 ...
- class Scene_Menu
- def initialize(menu_index = 0)
- @menu_index = menu_index
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- def main
- # check_enemy_in_map($game_player.x,$game_player.y)
- Window_Command_New.new($game_party.actors.size)
- cmd.index = @menu_index
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- cmd.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- end
- if Input.trigger?(Input::C)
- case cmd.index
- when 0
- $game_system.se_play($data_system.buzzer_se)
- $scene = Scene_Equip.new
- when 1
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new
- when 4
- $game_system.se_play($data_system.decision_se)
-
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Change_Turn.new
- when 6
- print "可以自己结合叶子的任务系统设计"
- when 7
- print "自己安排什么 储存、读取、什么的等"
- end
- end
- if $scene != self
- break
- end
- end
- Graphics.freeze
- cmd.dispose
- end
- end
复制代码
作者: 金芒芒 时间: 2016-2-18 18:44
陈大帅帅帅哥 发表于 2016-2-18 15:06 
不好意思,学艺不精,弄了半天也没成,要不你去下载一个动态光标脚本试一试
另外,bitmap没有z属性 ...
谢了,大哥
作者: 陈大帅帅帅哥 时间: 2016-2-18 20:27
本帖最后由 陈大帅帅帅哥 于 2016-2-18 20:31 编辑
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
super(160, 20, 968, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = HS::OPACITY
self.z = 90
@commands = ["装备","物品","魔法","状态","战斗","队列","任务","系统"]
@item_max = 8
@column_max = 8
# bitmap = RPG::Cache.icon("菜单")
# self.contents.blt( - 22,-34, bitmap, Rect.new(-5, -34, 965, 569))
#bitmap = RPG::Cache.icon("属性养成")
#self.contents.blt(32, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("上阵出战")
#self.contents.blt(99, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("出仕下野")
#self.contents.blt(164, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("合成进阶")
#self.contents.blt(232, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("载入史册")
#self.contents.blt(297, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("放马南山")
#self.contents.blt(364, 48, bitmap, Rect.new(0, 0, 65, 24))
@actors = actors
@enemynums = enemynums
draw_item(0, @actors==0 ? disabled_color : normal_color)
draw_item(1, normal_color)
draw_item(2, @actors==0 ? disabled_color : normal_color)
draw_item(3, @actors==0 ? disabled_color : normal_color)
draw_item(4, @actors==0 ? disabled_color : normal_color)
draw_item(5, @actors==0 ? disabled_color : normal_color)
draw_item(6, normal_color)
draw_item(7, normal_color)
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index % 8 * 70
y = 2
# y = index / 2 * 32
rect = Rect.new(x+32, y+47, 0, 0)
self.contents.fill_rect(rect, Color.new(200, 255,20, 200))#(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#########################
def refresh
self.contents.clear
# Color.new(红色192, 绿192, 蓝192, 透明255)
for i in 0...@item_max
if i == self.index #@index #
actors = Color.new(220, 200, 20, 255)# Color.new(红色192, 绿192, 蓝192, 透明255)
font_name = "黑体"
else
actors = normal_color #Color.new(180, 150, 60, 255)#
font_name = "黑体"
end
draw_item(i, color, font_name)#加入各种i=我,颜色,字体,
end
end
######################################################################
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row > self.top_row #<
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = 68 #600 / (@column_max + 1) - 32
# 计算光标坐标
x = 4 + index % 8 * 70
y = 2
# 更新国标矩形
self.cursor_rect.set(x+32, y+47, 68, 28)
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
#卐-----------------------------------------------------------------------------
@sxyc = Sprite.new
@szcz = Sprite.new
@csxy = Sprite.new
@hcjj = Sprite.new
@zrsc = Sprite.new
@fmns = Sprite.new
@sxyc.bitmap = RPG::Cache.icon("属性养成")
@szcz.bitmap = RPG::Cache.icon("上阵出战")
@csxy.bitmap = RPG::Cache.icon("出仕下野")
@hcjj.bitmap = RPG::Cache.icon("合成进阶")
@zrsc.bitmap = RPG::Cache.icon("载入史册")
@fmns.bitmap = RPG::Cache.icon("放马南山")
@sxyc.x = 62
@sxyc.y = 80
@sxyc.z = 91
@szcz.x = 129
@szcz.y = 80
@szcz.z = 91
@csxy.x = 194
@csxy.y = 80
@csxy.z = 91
@hcjj.x = 262
@hcjj.y = 80
@hcjj.z = 91
@zrsc.x = 327
@zrsc.y = 80
@zrsc.z = 91
@fmns.x = 394
@fmns.y = 80
@fmns.z = 91
#卐-----------------------------------------------------------------------------
# check_enemy_in_map($game_player.x,$game_player.y)
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
cmd.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case cmd.index
when 0
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_Equip.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new
when 4
$game_system.se_play($data_system.decision_se)
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Change_Turn.new
when 6
print "可以自己结合叶子的任务系统设计"
when 7
print "自己安排什么 储存、读取、什么的等"
end
end
if $scene != self
break
end
end
Graphics.freeze
cmd.dispose
#卐-----------------------------------------------------------------------------
# ★释放精灵
@sxyc.dispose
@szcz.dispose
@csxy.dispose
@hcjj.dispose
@zrsc.dispose
@fmns.dispose
#卐-----------------------------------------------------------------------------
end
end
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
super(160, 20, 968, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = HS::OPACITY
self.z = 90
@commands = ["装备","物品","魔法","状态","战斗","队列","任务","系统"]
@item_max = 8
@column_max = 8
# bitmap = RPG::Cache.icon("菜单")
# self.contents.blt( - 22,-34, bitmap, Rect.new(-5, -34, 965, 569))
#bitmap = RPG::Cache.icon("属性养成")
#self.contents.blt(32, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("上阵出战")
#self.contents.blt(99, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("出仕下野")
#self.contents.blt(164, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("合成进阶")
#self.contents.blt(232, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("载入史册")
#self.contents.blt(297, 48, bitmap, Rect.new(0, 0, 65, 24))
#bitmap = RPG::Cache.icon("放马南山")
#self.contents.blt(364, 48, bitmap, Rect.new(0, 0, 65, 24))
@actors = actors
@enemynums = enemynums
draw_item(0, @actors==0 ? disabled_color : normal_color)
draw_item(1, normal_color)
draw_item(2, @actors==0 ? disabled_color : normal_color)
draw_item(3, @actors==0 ? disabled_color : normal_color)
draw_item(4, @actors==0 ? disabled_color : normal_color)
draw_item(5, @actors==0 ? disabled_color : normal_color)
draw_item(6, normal_color)
draw_item(7, normal_color)
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index % 8 * 70
y = 2
# y = index / 2 * 32
rect = Rect.new(x+32, y+47, 0, 0)
self.contents.fill_rect(rect, Color.new(200, 255,20, 200))#(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#########################
def refresh
self.contents.clear
# Color.new(红色192, 绿192, 蓝192, 透明255)
for i in 0...@item_max
if i == self.index #@index #
actors = Color.new(220, 200, 20, 255)# Color.new(红色192, 绿192, 蓝192, 透明255)
font_name = "黑体"
else
actors = normal_color #Color.new(180, 150, 60, 255)#
font_name = "黑体"
end
draw_item(i, color, font_name)#加入各种i=我,颜色,字体,
end
end
######################################################################
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row > self.top_row #<
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = 68 #600 / (@column_max + 1) - 32
# 计算光标坐标
x = 4 + index % 8 * 70
y = 2
# 更新国标矩形
self.cursor_rect.set(x+32, y+47, 68, 28)
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
#卐-----------------------------------------------------------------------------
@sxyc = Sprite.new
@szcz = Sprite.new
@csxy = Sprite.new
@hcjj = Sprite.new
@zrsc = Sprite.new
@fmns = Sprite.new
@sxyc.bitmap = RPG::Cache.icon("属性养成")
@szcz.bitmap = RPG::Cache.icon("上阵出战")
@csxy.bitmap = RPG::Cache.icon("出仕下野")
@hcjj.bitmap = RPG::Cache.icon("合成进阶")
@zrsc.bitmap = RPG::Cache.icon("载入史册")
@fmns.bitmap = RPG::Cache.icon("放马南山")
@sxyc.x = 62
@sxyc.y = 80
@sxyc.z = 91
@szcz.x = 129
@szcz.y = 80
@szcz.z = 91
@csxy.x = 194
@csxy.y = 80
@csxy.z = 91
@hcjj.x = 262
@hcjj.y = 80
@hcjj.z = 91
@zrsc.x = 327
@zrsc.y = 80
@zrsc.z = 91
@fmns.x = 394
@fmns.y = 80
@fmns.z = 91
#卐-----------------------------------------------------------------------------
# check_enemy_in_map($game_player.x,$game_player.y)
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
cmd.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case cmd.index
when 0
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_Equip.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new
when 4
$game_system.se_play($data_system.decision_se)
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Change_Turn.new
when 6
print "可以自己结合叶子的任务系统设计"
when 7
print "自己安排什么 储存、读取、什么的等"
end
end
if $scene != self
break
end
end
Graphics.freeze
cmd.dispose
#卐-----------------------------------------------------------------------------
# ★释放精灵
@sxyc.dispose
@szcz.dispose
@csxy.dispose
@hcjj.dispose
@zrsc.dispose
@fmns.dispose
#卐-----------------------------------------------------------------------------
end
end
根据刚刚的大神的思路弄了一晚上(果然自己太渣了)
x值和y值你自己调一下,z值最好不要动
这段脚本替换Scene_Menu
作者: 金芒芒 时间: 2016-2-18 20:37
本帖最后由 金芒芒 于 2016-2-18 21:11 编辑
陈大帅帅帅哥 发表于 2016-2-18 20:27 
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
刚刚的是大神,你我送你4个字:我以成仙:
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QQ截图20160218210936.jpg
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QQ截图20160218211036.jpg
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