Project1
标题:
如何制作显示时间框不消失的效果
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作者:
越前リョーマ
时间:
2007-8-2 01:42
标题:
如何制作显示时间框不消失的效果
#===============================================================================
#本脚本所有权归小柯一人所有 除非共享该脚本 否则不得善自修改使用 66RPG #
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 增加步数
#--------------------------------------------------------------------------
def increase_steps
super
# 不是强制移动路线的场合
unless @move_route_forcing
# 增加步数
$game_variables[5] += 1
# 步数是偶数的情况下
if $game_party.steps % 2 == 0
# 检查连续伤害
$game_party.check_map_slip_damage
end
end
end
end
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面显示游戏时间的窗口。
#==============================================================================
class Window_Time < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 180, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 110
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 140, 32, "时间",2)
self.contents.font.color = normal_color
time1 = [$game_variables[6],23].min
time2 = [$game_variables[7],59].min
self.contents.draw_text(-24, 0, 60, 32,time1.to_s,2)
self.contents.draw_text(-24, 0, 100, 32,time2.to_s,2)
self.contents.draw_text(-24, 0, 80, 32,":",2)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
$MT=200
$MP=200
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 420, 420)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
bitmap=Bitmap.new("Graphics/Pictures/face")
src_rect = Rect.new(0, 0, 100, 100) #——可自己调整大小
self.contents.blt(0, y, bitmap, src_rect)
self.contents.font.color = normal_color
self.contents.draw_text(60, 120,50,32,$game_variables[1].to_s,2)
self.contents.draw_text(60, 150,50,32,$game_variables[3].to_s,2)
self.contents.draw_text(60,120,100,32,$MT.to_s,2)
self.contents.draw_text(60,150,100,32,$MP.to_s,2)
self.contents.draw_text(80, 200, 120, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(80, 240, 120, 32, $game_variables[8].to_s, 2)
self.contents.draw_text(80, 300, 120, 32, $game_variables[5].to_s , 2)
self.contents.font.color = system_color
self.contents.draw_text(0, 120, 120, 32, "体力:", 3)
self.contents.draw_text(20 + 96,120,100,32,"/",0)
self.contents.draw_text(0, 150, 100, 32, "疲劳:", 3)
self.contents.draw_text(20 + 96,150,100,32,"/",0)
self.contents.draw_text(0, 200, 100, 32, "金钱:", 3)
self.contents.draw_text(0, 250, 100, 32, "赌博币:", 3)
self.contents.draw_text(0, 300, 120, 32, "步数")
end
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 * 116, self.width - 32, 96)
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
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = "物品"
s2 = "装备"
s3 = "写日记"
s4 = "离开菜单"
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.opacity = 0
@command_window.x = 290
@command_window.y = 50
# 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(2)
end
@steps = $game_variables[5]
# 生成游戏时间窗口
@playtime_window = Window_Time.new
@playtime_window.x = 460
@playtime_window.y = 0
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 50
@status_window.y = 30
# 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
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_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
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 # 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
$scene = Scene_Equip.new
when 2 # 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 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$scene=Scene_End.new
end
return
end
end
end
#===============================================================================
#本脚本所有权归小柯一人所有 除非共享该脚本 否则不得善自修改使用 66RPG #
#===============================================================================
复制代码
就是这个脚本,
如何做到里面的那个时间框显示出来后就不消失,
一直显示着?
[LINE]1,#dddddd[/LINE]
就是说菜单没了也继续显示,
但是得先打开菜单
作者:
越前リョーマ
时间:
2007-8-2 01:42
标题:
如何制作显示时间框不消失的效果
#===============================================================================
#本脚本所有权归小柯一人所有 除非共享该脚本 否则不得善自修改使用 66RPG #
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 增加步数
#--------------------------------------------------------------------------
def increase_steps
super
# 不是强制移动路线的场合
unless @move_route_forcing
# 增加步数
$game_variables[5] += 1
# 步数是偶数的情况下
if $game_party.steps % 2 == 0
# 检查连续伤害
$game_party.check_map_slip_damage
end
end
end
end
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面显示游戏时间的窗口。
#==============================================================================
class Window_Time < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 180, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 110
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 140, 32, "时间",2)
self.contents.font.color = normal_color
time1 = [$game_variables[6],23].min
time2 = [$game_variables[7],59].min
self.contents.draw_text(-24, 0, 60, 32,time1.to_s,2)
self.contents.draw_text(-24, 0, 100, 32,time2.to_s,2)
self.contents.draw_text(-24, 0, 80, 32,":",2)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
$MT=200
$MP=200
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 420, 420)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
bitmap=Bitmap.new("Graphics/Pictures/face")
src_rect = Rect.new(0, 0, 100, 100) #——可自己调整大小
self.contents.blt(0, y, bitmap, src_rect)
self.contents.font.color = normal_color
self.contents.draw_text(60, 120,50,32,$game_variables[1].to_s,2)
self.contents.draw_text(60, 150,50,32,$game_variables[3].to_s,2)
self.contents.draw_text(60,120,100,32,$MT.to_s,2)
self.contents.draw_text(60,150,100,32,$MP.to_s,2)
self.contents.draw_text(80, 200, 120, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(80, 240, 120, 32, $game_variables[8].to_s, 2)
self.contents.draw_text(80, 300, 120, 32, $game_variables[5].to_s , 2)
self.contents.font.color = system_color
self.contents.draw_text(0, 120, 120, 32, "体力:", 3)
self.contents.draw_text(20 + 96,120,100,32,"/",0)
self.contents.draw_text(0, 150, 100, 32, "疲劳:", 3)
self.contents.draw_text(20 + 96,150,100,32,"/",0)
self.contents.draw_text(0, 200, 100, 32, "金钱:", 3)
self.contents.draw_text(0, 250, 100, 32, "赌博币:", 3)
self.contents.draw_text(0, 300, 120, 32, "步数")
end
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 * 116, self.width - 32, 96)
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
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = "物品"
s2 = "装备"
s3 = "写日记"
s4 = "离开菜单"
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.opacity = 0
@command_window.x = 290
@command_window.y = 50
# 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(2)
end
@steps = $game_variables[5]
# 生成游戏时间窗口
@playtime_window = Window_Time.new
@playtime_window.x = 460
@playtime_window.y = 0
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 50
@status_window.y = 30
# 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
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_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
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 # 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
$scene = Scene_Equip.new
when 2 # 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 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$scene=Scene_End.new
end
return
end
end
end
#===============================================================================
#本脚本所有权归小柯一人所有 除非共享该脚本 否则不得善自修改使用 66RPG #
#===============================================================================
复制代码
就是这个脚本,
如何做到里面的那个时间框显示出来后就不消失,
一直显示着?
[LINE]1,#dddddd[/LINE]
就是说菜单没了也继续显示,
但是得先打开菜单
作者:
败笔
时间:
2007-8-2 02:21
我测试了啊,在菜单里显示时间是不是??那没有消失呀,就是你的时间不动啊啊
作者:
败笔
时间:
2007-8-2 02:25
增加一个循环的事件脚本.
作者:
越前小号
时间:
2007-8-2 02:37
提示:
作者被禁止或删除 内容自动屏蔽
作者:
黑撒旦
时间:
2007-8-2 02:45
这个菜单,进入“装备”,退出,自动跳到“写日记”;进入“写日记”,退出,自动跳到“离开菜单”下面一行;进入“离开菜单”,退出,跳到其下第二行!
{/pz}
作者:
越前リョーマ
时间:
2009-6-12 08:00
跟本没有LZ说的那个错误……
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