Project1
标题:
请问怎么把菜单中技能,装备等一些解密游戏不需要的选...
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作者:
苏玓Ellen
时间:
2018-7-28 09:37
标题:
请问怎么把菜单中技能,装备等一些解密游戏不需要的选...
比如魔女之家,这种恐怖游戏的菜单,我希望能弄得和它一样,只留物品和退出,本人对脚本一窍不通,请求把修改后的脚本直接发过来
作者:
Password
时间:
2018-7-28 12:52
只留物品和退出?其他都不要?
Scene_Menu:
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令窗口光标初始位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
if @command_window.active
update_command_selection
end
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, 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
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 == 0
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # 物品
$scene = Scene_Item.new
when 1 # 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 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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Scene_End:
#==============================================================================
# ■ Scene_End
#------------------------------------------------------------------------------
# 处理游戏结束画面的类。
#==============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
end
#--------------------------------------------------------------------------
# ● 执行渐变
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# ● 结束前处理
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
dispose_menu_background
end
#--------------------------------------------------------------------------
# ● 回到原画面
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # 回到标题画面
command_to_title
when 1 # 离开游戏
command_shutdown
when 2 # 取消
command_cancel
end
end
end
#--------------------------------------------------------------------------
# ● 更新菜单画面背景
#--------------------------------------------------------------------------
def update_menu_background
super
@menuback_sprite.tone.set(0, 0, 0, 128)
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
end
#--------------------------------------------------------------------------
# ● 释放命令窗口
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● 开启命令窗口
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# ● 关闭命令窗口
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# ● 执行「回到标题画面」命令
#--------------------------------------------------------------------------
def command_to_title
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = Scene_Title.new
close_command_window
Graphics.fadeout(60)
end
#--------------------------------------------------------------------------
# ● 执行「离开游戏」命令
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# ● 执行「取消」命令
#--------------------------------------------------------------------------
def command_cancel
Sound.play_decision
return_scene
end
end
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