Project1
标题:
求各位大佬帮忙整合一下这两个脚本
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作者:
liujinjie9999
时间:
2017-11-30 12:26
标题:
求各位大佬帮忙整合一下这两个脚本
这是我在百变宝典借用的国外制作XP菜单
#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.5
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Tipo de fundo.
# 0 = Imagens em movimento.
# 1 = Mapa de fundo.
MENU_BACKGROUND = 0
#Transition Time.
MNTT = 20
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rxdata")
$mpname[@map_id].name
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") 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
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
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("HP_Bar")
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("HP_Tx")
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
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
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("SP_Bar")
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("SP_Tx")
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
def draw_mexp2(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
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("Exp_Meter")
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)
exp_tx = RPG::Cache.picture("Exp_tx")
cw = exp_tx.width
ch = exp_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state2(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,2)
end
end
######################
# Window_MenuStatus2 #
######################
class Window_MenuStatus2 < Window_Selectable
def initialize
super(0, 0, 415, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 20
y = i * 62
actor = $game_party.actors[i]
self.contents.font.name = "Georgia"
if $mogscript["TP_System"] == true
draw_actor_tp(actor ,x + 285, y - 5,4)
draw_actor_state2(actor ,x + 190, y - 5)
else
draw_actor_state2(actor ,x + 220, y - 5)
end
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
####################
# Window_PlayTime2 #
####################
class Window_PlayTime2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#################
# Window_Steps2 #
#################
class Window_Steps2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
###################
# Window_Map_Name #
###################
class Window_Map_Name < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
self.opacity = 0
self.z = 15
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.visible = false
@command_window.x = -640
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Mn_lay")
@mnlay.z = 10
@mnlay.opacity = 0
@mnlay.x = -100
if MOG::MENU_BACKGROUND == 0
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("Mn_back")
@mnback.blend_type = 0
@mnback.z = 5
@mnback2 = Plane.new
@mnback2.bitmap = RPG::Cache.picture("Mn_back")
@mnback2.blend_type = 0
@mnback2.z = 5
@mnback2.opacity = 60
else
@spriteset = Spriteset_Map.new
end
@mnsel = Sprite.new
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
@mnsel.z = 20
@mnsel.x = 0
@mnsel.y = 110
@mnop = 150
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime2.new
@playtime_window.x = 30
@playtime_window.y = 375
@playtime_window.contents_opacity = 0
@mapname_window = Window_Map_Name.new
@mapname_window.x = 425
@mapname_window.y = 25
@mapname_window.contents_opacity = 0
@steps_window = Window_Steps2.new
@steps_window.x = 230
@steps_window.y = 375
@steps_window.contents_opacity = 0
@gold_window = Window_Gold2.new
@gold_window.x = 455
@gold_window.y = 405
@gold_window.contents_opacity = 0
@status_window = Window_MenuStatus2.new
@status_window.x = 295
@status_window.y = 110
@status_window.contents_opacity = 0
if MOG::MENU_BACKGROUND == 0
Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
else
Graphics.transition
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..10
if MOG::MENU_BACKGROUND == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@status_window.x += 20
@status_window.contents_opacity -= 25
@mnsel.opacity -= 25
@mnsel.zoom_x += 0.03
@mnlay.x -= 10
@mnlay.opacity -= 25
@mapname_window.x += 5
@mapname_window.contents_opacity -= 20
@steps_window.contents_opacity -= 25
@gold_window.contents_opacity -= 25
@playtime_window.contents_opacity -= 25
Graphics.update
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
if MOG::MENU_BACKGROUND == 0
@mnback.dispose
@mnback2.dispose
else
@spriteset.dispose
end
@mnsel.dispose
@mapname_window.dispose
Graphics.update
end
def update
if @mnsel.zoom_x <= 1.6
@mnsel.zoom_x += 0.03
@mnsel.opacity -= 10
elsif @mnsel.zoom_x > 1.6
@mnsel.zoom_x = 1.0
@mnsel.opacity = 255
end
if @mnlay.x < 0
@mnlay.opacity += 25
@mnlay.x += 10
elsif @mnlay.x >= 0
@mnlay.opacity = 255
@mnlay.x = 0
end
@command_window.update if @command_window.active
@playtime_window.update
@status_window.update if @status_window.active
if MOG::MENU_BACKGROUND == 0
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
end
@mnop += 5
@mapname_window.contents_opacity += 15
@playtime_window.contents_opacity += 15
@gold_window.contents_opacity += 15
@playtime_window.contents_opacity += 15
@steps_window.contents_opacity += 15
if @status_window.x > 195
@status_window.x -= 10
@status_window.contents_opacity += 10
elsif @status_window.x <= 195
@status_window.x = 195
@status_window.contents_opacity = 255
end
if @mnop >= 255
@mnop = 120
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
case @command_window.index
when 0
@mnsel.x = 0
@mnsel.y = 110
when 1
@mnsel.x = 25
@mnsel.y = 155
when 2
@mnsel.x = 40
@mnsel.y = 197
when 3
@mnsel.x = 45
@mnsel.y = 242
when 4
@mnsel.x = 25
@mnsel.y = 285
when 5
@mnsel.x = 0
@mnsel.y = 325
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
case @status_window.index
when 0
@mnsel.x = 180
@mnsel.y = 130
when 1
@mnsel.x = 180
@mnsel.y = 195
when 2
@mnsel.x = 180
@mnsel.y = 255
when 3
@mnsel.x = 180
@mnsel.y = 320
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
复制代码
这是我在66rpg图书馆借用的任务系统脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#简略使用说明:
#事件脚本输入 $任务 = "文字" 或 $支线 = "文字" 即可设定任务。
#至于怎么完成任务……本喵忘记了……(~ ̄△ ̄)~
#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# 添加内容
#==============================================================================
class Game_System
attr_accessor :mission #现在执行的任务
attr_accessor :partmission
alias carol3_ini initialize
def initialize
carol3_ini
@mission = ""
@partmission = []
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
alias carol3_title1 main
def main
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
$任务 = ""
$支线 = nil
$支线完成 = nil
carol3_title1
end
end
class Scene_Map
alias carol3_update update
def update
carol3_update
if $支线 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission[i] == $支线
$支线 = nil
break
end
end
if $支线 != nil
$game_system.partmission.push($支线)
$支线 = nil
end
end
if $支线完成 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission[i] == $支线完成
$game_system.partmission.delete($game_system.partmission[i])
break
end
end
$支线完成 = nil
end
end
end
#==============================================================================
# Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 384)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = -1
@position = 0
@count = 0
@oldposition = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 90
actor = $game_party.actors[i]
self.contents.font.size = 18
draw_actor_active_graphic(actor, x - 40, y + 50)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 25)
draw_actor_state(actor, x + 90, y + 25)
draw_actor_exp(actor, x, y + 50)
draw_actor_hp(actor, x + 236, y + 25)
draw_actor_sp(actor, x + 236, y + 50)
end
end
#--------------------------------------------------------------------------
# ● 绘制行走图
#--------------------------------------------------------------------------
def draw_actor_active_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
p = @position * cw
src_rect = Rect.new(p, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index *90-5, self.width - 32, 90)
end
end
def update
super
@count += 1
@count %= 15
if @count == 0
@position = (@position + 1) % 4
end
if @position != @oldposition
@oldposition = @position
refresh
end
end
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
def name
return $map_infos[@map_id]
end
end
#==============================================================================
# Window_RecordBook
#------------------------------------------------------------------------------
# 菜单界面表示信息的窗口
#==============================================================================
class Window_RecordBook < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 480)
self.contents = Bitmap.new(width - 32, height - 32)
if $任务 == ""
$任务 = $game_system.mission
else
$game_system.mission = $任务
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
cx = self.contents.text_size("现在地点").width + 24
self.contents.draw_text(4, 0, cx, 24, "现在地点")
self.contents.font.color = normal_color
self.contents.draw_text(4 + cx, 0, 444 - cx, 24, $game_map.name.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("主线任务").width + 24
self.contents.draw_text(4, 32, cx, 24, "主线任务")
self.contents.font.color = Color.new(240,250,75,255)
self.contents.draw_text(4 + cx, 32, 444 - cx, 24, $game_system.mission.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("支线任务").width + 24
self.contents.draw_text(4, 96, cx, 24, "支线任务")
self.contents.font.color = normal_color
for i in 0...$game_system.partmission.size
self.contents.draw_text(4 + cx, 96 + i * 32, 444 - cx, 24, $game_system.partmission[i].to_s)
end
end
end
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@切换状态暂停 = ""
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = " 使用物品"#$data_system.words.item
s2 = " 使用技能"#$data_system.words.skill
s3 = " 更改装备"#$data_system.words.equip
s4 = " 查看状态"
s5 = " 储存游戏"
s6 = " 结束游戏"
s7 = " 查看任务"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 物品、特技、装备、状态无效化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(4)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
#—— 生成天书窗口
@recordbook_window = Window_RecordBook.new
@recordbook_window.z = 1000
#—— 生成外边框窗口
@outside_window = Window_Outside.new
@outside_window.visible = true
@outside_window.z = 1001
# 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
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@outside_window.dispose
@recordbook_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @status_window.active
update_status
return
end
if @outside_window.visible == false
update_recordbook
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 4
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # 存档
# 禁止存档的情况下
if $game_system.save_disabled
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 5 # 游戏结束
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到游戏结束画面
$scene = Scene_End.new
when 6 # 查看任务
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@outside_window.visible = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (查看天书的情况下)
#--------------------------------------------------------------------------
def update_recordbook
if @切换状态暂停 == "天书消失"
if @recordbook_window.y < 384
@recordbook_window.y +=64
@status_window.y -= 16
return
else
@切换状态暂停 = ""
@outside_window.visible = true
@command_window.active = true
end
else
if @recordbook_window.y >0
@recordbook_window.y -= 32
@status_window.y += 8
return
else
@status_window.visible = false
if Input.trigger?(Input::B)
@切换状态暂停 = "天书消失"
$game_system.se_play($data_system.cancel_se)
@status_window.visible = true
return
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_status
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活命令窗口
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @command_window.index
when 1 # 特技
# 本角色的行动限制在 2 以上的情况下
if $game_party.actors[@status_window.index].restriction >= 2
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到特技画面
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换的装备画面
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到状态画面
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# Window_Outside
#------------------------------------------------------------------------------
# 外边框窗口
#==============================================================================
class Window_Outside < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 96)
self.back_opacity = 0
end
end
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面的系统时间表示
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = text_color(6)
time = Time.now
text = time.strftime("%x %X")
self.contents.draw_text(-2, 32, 130, 32, text, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 160, 32, "日期与游戏时间")
self.contents.draw_text(-2, 64, 130, 32, text, 2)
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
这两个脚本有冲突,请各位大大帮忙修改一下,感激不尽
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