Project1
标题:
找个人帮我改下菜单……
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作者:
飯。
时间:
2007-8-12 18:25
提示:
作者被禁止或删除 内容自动屏蔽
作者:
飯。
时间:
2007-8-12 18:25
提示:
作者被禁止或删除 内容自动屏蔽
作者:
IamI
时间:
2007-8-12 19:18
嗯,问题不大,把Scene_Menu的刷新改一下就行了
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=9
$MJ=9
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(0, 120, 120, 32, "体力:", 3)
self.contents.draw_text(20 + 96,120,100,32,"/",0)
if $game_variables[1]>$MT
$game_variables[1]=$MT
end
self.contents.draw_text(80, 120,120,32,$game_variables[1].to_s,0)
self.contents.draw_text(20 + 128,120,100,32,$MT.to_s,0)
################################################################
self.contents.draw_text(0, 150, 120, 32, "饥饿度:", 3)
self.contents.draw_text(20 + 96,150,100,32,"/",0)
if $game_variables[3]>$MT
$game_variables[3]=$MT
end
self.contents.draw_text(80, 150,120,32,$game_variables[3].to_s,0)
self.contents.draw_text(20 + 128,150,100,32,$MT.to_s,0)
###################################################################
self.contents.draw_text(0, 200, 100, 32, "奋进力:", 3)
self.contents.draw_text(80, 200, 120, 32, $game_variables[2].to_s, 2)
###################################################################
self.contents.draw_text(0, 230, 100, 32, "和谐度:", 3)
self.contents.draw_text(80, 230, 120, 32, $game_variables[4].to_s, 2)
######################################################################
self.contents.draw_text(0, 260, 120, 32, "房屋清洁度:",3)
self.contents.draw_text(80, 260, 120, 32, $game_variables[5].to_s , 2)
###############################################################
self.contents.draw_text(0, 300, 100, 32, "金钱:", 3)
self.contents.draw_text(80, 300, 120, 32, $game_party.gold.to_s, 2)
##################################################################
#self.contents.font.color = system_color
#self.contents.draw_text(0, 330, 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)
$scene=Scene_End.new
end
return
end
end
end
复制代码
修改的地方如下:
1.$MP改成了$MJ,见名知意,默认值为9
2.体力和饥饿度超过最大值会变成最大值
3.去掉了步数窗口,想恢复的话可以参考Window_Steps跟在后面编写
顺便说一句,LZ写脚本习惯貌似不是很好,乱了点~ [LINE]1,#dddddd[/LINE]
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
作者:
飯。
时间:
2007-8-12 23:49
提示:
作者被禁止或删除 内容自动屏蔽
作者:
飯。
时间:
2007-8-13 02:12
提示:
作者被禁止或删除 内容自动屏蔽
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