Project1
标题:
如何屏蔽菜单中的某一项
[打印本页]
作者:
碎晶航
时间:
2008-5-29 22:40
提示:
作者被禁止或删除 内容自动屏蔽
作者:
八云紫
时间:
2008-5-29 22:47
屏蔽菜单中的“技能”一项??是都不用的吗?
图鉴的话,用这个好了:
#===========================================================================
# 一、将想显示的属性设定好,是一个数组,最多六个
# 二、设定不显示的怪物编号
# 四、在数据库里设置备注成为怪物说明
# 三、在事件上使用脚本:$scene = Scene_EnemyDex.new 进入图鉴
#===========================================================================
$属性显示 = [9,10,11,12,13,14]
$不显示的怪物 = []
$enemy_id= []
#---------------------------------------------------------------------------
# 对Game_Party添加新的定义
#---------------------------------------------------------------------------
class Game_Party
#-------------------------------------------------------------------------
# 出示化实例变量
#-------------------------------------------------------------------------
attr_accessor :enemy_view
attr_reader :enemy_id
#-------------------------------------------------------------------------
# 初始化
#-------------------------------------------------------------------------
alias new_initialize initialize
def initialize
new_initialize
@enemy_view = []
for i in 1...$data_enemies.size
@enemy_view[i] = 0
end
end
#-------------------------------------------------------------------------
# 打开图鉴
#-------------------------------------------------------------------------
def add_enemy_view(n)
if n == "all"
for i in 1...$data_enemies.size
@enemy_view[i] += 1
end
else
@enemy_view[n] += 1
end
end
end
#---------------------------------------------------------------------------
# 新建图鉴窗口
#---------------------------------------------------------------------------
class Window_EnemyDex_Info < Window_Base
#-------------------------------------------------------------------------
# 初始化
#-------------------------------------------------------------------------
def initialize(id)
super(0,56,544,360)
@id = id
@now_id = 0
@element = $属性显示
$data_enemy = $enemy_id
refresh
end
#-------------------------------------------------------------------------
# 刷新
#-------------------------------------------------------------------------
def refresh
if @now_id != @id
self.contents.clear
draw_enemy_name(@id)
draw_enemy_hp(@id)
draw_enemy_mp(@id)
draw_enemy_atk(@id)
draw_enemy_def(@id)
draw_enemy_spi(@id)
draw_enemy_agi(@id)
draw_enemy_hit(@id)
draw_enemy_eva(@id)
draw_enemy_exp(@id)
draw_enemy_gold(@id)
draw_enemy_item1(@id)
draw_enemy_item2(@id)
draw_enemy_levitate(@id)
draw_enemy_has_critical(@id)
draw_enemy_element_ranks(@id)
draw_enemy_action(@id)
end
@now_id = @id
end
#-------------------------------------------------------------------------
# 名字
#-------------------------------------------------------------------------
def draw_enemy_name(id)
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(0,0,160,24,$data_enemies[id].name)
end
#-------------------------------------------------------------------------
# 生命
#-------------------------------------------------------------------------
def draw_enemy_hp(id)
self.contents.font.color = system_color
self.contents.draw_text(0,24,40,24,"HP")
self.contents.font.color = normal_color
self.contents.draw_text(40,24,80,24,$data_enemies[id].maxhp)
end
#-------------------------------------------------------------------------
# 精神
#-------------------------------------------------------------------------
def draw_enemy_mp(id)
self.contents.font.color = system_color
self.contents.draw_text(0,48,40,24,"MP")
self.contents.font.color = normal_color
self.contents.draw_text(40,48,80,24,$data_enemies[id].maxmp)
end
#-------------------------------------------------------------------------
# 图像
#-------------------------------------------------------------------------
def draw_enemy_picture(id)
bitmap = Cache.battler($data_enemies[id].battler_name,$data_enemies[id].battler_hue)
src_rect = Rect.new(0,0,bitmap.width,bitmap.height)
self.contents.blt(((self.width-32)-bitmap.width)/2,((self.height-32)-bitmap.height)/2,bitmap,src_rect)
end
#-------------------------------------------------------------------------
# 攻击
#-------------------------------------------------------------------------
def draw_enemy_atk(id)
self.contents.font.color = Color.new(255,128,128,255)
self.contents.draw_text(0,72,60,24,"攻击力")
self.contents.font.color = normal_color
self.contents.draw_text(80,72,80,24,$data_enemies[id].atk,2)
end
#-------------------------------------------------------------------------
# 防御
#-------------------------------------------------------------------------
def draw_enemy_def(id)
self.contents.font.color = Color.new(255,128,128,255)
self.contents.draw_text(0,96,60,24,"防御力")
self.contents.font.color = normal_color
self.contents.draw_text(80,96,80,24,$data_enemies[id].def,2)
end
#-------------------------------------------------------------------------
# 精神
#-------------------------------------------------------------------------
def draw_enemy_spi(id)
self.contents.font.color = Color.new(255,128,128,255)
self.contents.draw_text(0,120,60,24,"精神力")
self.contents.font.color = normal_color
self.contents.draw_text(80,120,80,24,$data_enemies[id].spi,2)
end
#-------------------------------------------------------------------------
# 敏捷
#-------------------------------------------------------------------------
def draw_enemy_agi(id)
self.contents.font.color = Color.new(255,128,128,255)
self.contents.draw_text(0,144,60,24,"敏捷力")
self.contents.font.color = normal_color
self.contents.draw_text(80,144,80,24,$data_enemies[id].agi,2)
end
#-------------------------------------------------------------------------
# 命中
#-------------------------------------------------------------------------
def draw_enemy_hit(id)
self.contents.font.color = Color.new(255,128,255,255)
self.contents.draw_text(0,168,60,24,"命中率")
self.contents.font.color = normal_color
self.contents.draw_text(80,168,80,24,$data_enemies[id].hit,2)
end
#-------------------------------------------------------------------------
# 回避
#-------------------------------------------------------------------------
def draw_enemy_eva(id)
self.contents.font.color = Color.new(255,128,255,255)
self.contents.draw_text(0,192,60,24,"回避率")
self.contents.font.color = normal_color
self.contents.draw_text(80,192,80,24,$data_enemies[id].eva,2)
end
#-------------------------------------------------------------------------
# 经验
#-------------------------------------------------------------------------
def draw_enemy_exp(id)
self.contents.font.color = Color.new(240,255,130,255)
self.contents.draw_text(0,216,60,24,"经验值")
self.contents.font.color = normal_color
self.contents.draw_text(80,216,80,24,$data_enemies[id].exp,2)
end
#-------------------------------------------------------------------------
# 金钱
#-------------------------------------------------------------------------
def draw_enemy_gold(id)
self.contents.font.color = Color.new(240,255,130,255)
self.contents.draw_text(0,240,60,24,"金钱")
self.contents.font.color = normal_color
self.contents.draw_text(80,240,80,24,$data_enemies[id].gold,2)
end
#-------------------------------------------------------------------------
# 物品1
#-------------------------------------------------------------------------
def draw_enemy_item1(id)
self.contents.font.color = Color.new(128,255,128,255)
self.contents.draw_text(0,264,60,24,"物品一")
self.contents.font.color = normal_color
case $data_enemies[id].drop_item1.kind
when 0
self.contents.draw_text(80,264,80,24,"无",2)
when 1
self.contents.draw_text(80,264,80,24,$data_items[$data_enemies[id].drop_item1.item_id].name,2)
when 2
self.contents.draw_text(80,264,80,24,$data_weapons[$data_enemies[id].drop_item1.weapon_id].name,2)
when 3
self.contents.draw_text(80,264,80,24,$data_armors[$data_enemies[id].drop_item1.armor_id].name,2)
end
end
#-------------------------------------------------------------------------
# 物品2
#-------------------------------------------------------------------------
def draw_enemy_item2(id)
self.contents.font.color = Color.new(128,255,128,255)
self.contents.draw_text(0,288,60,24,"物品二")
self.contents.font.color = normal_color
case $data_enemies[id].drop_item1.kind
when 0
self.contents.draw_text(80,288,80,24,"无",2)
when 1
self.contents.draw_text(80,288,80,24,$data_items[$data_enemies[id].drop_item2.item_id].name,2)
when 2
self.contents.draw_text(80,288,80,24,$data_weapons[$data_enemies[id].drop_item2.weapon_id].name,2)
when 3
self.contents.draw_text(80,288,80,24,$data_armors[$data_enemies[id].drop_item2.armor_id].name,2)
end
end
#-------------------------------------------------------------------------
# 空中
#-------------------------------------------------------------------------
def draw_enemy_levitate(id)
self.contents.font.color = $data_enemies[id].levitate == true ? Color.new(255,255,0,255) : Color.new(150,150,150,255)
self.contents.draw_text(200,264,160,24,"配置在空中")
end
#-------------------------------------------------------------------------
# 重击
#-------------------------------------------------------------------------
def draw_enemy_has_critical(id)
self.contents.font.color = $data_enemies[id].has_critical == true ? Color.new(255,255,0,255) : Color.new(150,150,150,255)
self.contents.draw_text(200,288,160,24,"有会心一击")
end
#-------------------------------------------------------------------------
# 属性
#-------------------------------------------------------------------------
def draw_enemy_element_ranks(id)
self.contents.font.color = Color.new(255,180,255,255)
self.contents.draw_text(380,0,60,24,"属性")
self.contents.font.color = normal_color
x = 0
for i in @element
self.contents.draw_text(380,x*48+24,80,24,$data_system.elements[i])
case $data_enemies[id].element_ranks[i]
when 1
percent = "200%"
width = 100
c1 = Color.new(255,255,64,255)
c2 = Color.new(255,128,128,255)
when 2
percent = "150%"
width = 75
c1 = Color.new(255,255,64,255)
c2 = Color.new(255,128,128,255)
when 3
percent = "100%"
width = 50
c1 = Color.new(255,255,64,255)
c2 = Color.new(128,255,128,255)
when 4
percent = "50%"
width = 25
c1 = Color.new(255,128,128,255)
c2 = Color.new(255,255,64,255)
when 5
percent = "0%"
width = 0
c1 = Color.new(255,128,128,255)
c2 = Color.new(255,255,64,255)
when 6
percent = "-100%"
width = 100
c1 = Color.new(255,128,255,255)
c2 = Color.new(128,255,128,255)
end
a = 380
b = 6
for i in 0...12
self.contents.fill_rect(a,x*48+48+b,100,1,Color.new(0,0,0,200))
a += 0.5
b += 1
end
self.contents.gradient_fill_rect(380,x*48+48+6,width,1,c1,c2)
self.contents.gradient_fill_rect(380.5,x*48+48+7,width,1,c1,c2)
self.contents.gradient_fill_rect(381,x*48+48+8,width,1,c1,c2)
self.contents.gradient_fill_rect(381.5,x*48+48+9,width,1,c1,c2)
self.contents.gradient_fill_rect(382,x*48+48+10,width,1,c1,c2)
self.contents.gradient_fill_rect(382.5,x*48+48+11,width,1,c1,c2)
self.contents.gradient_fill_rect(383,x*48+48+12,width,1,c1,c2)
self.contents.gradient_fill_rect(383.5,x*48+48+13,width,1,c1,c2)
self.contents.gradient_fill_rect(384,x*48+48+14,width,1,c1,c2)
self.contents.gradient_fill_rect(384.5,x*48+48+15,width,1,c1,c2)
self.contents.gradient_fill_rect(385,x*48+48+16,width,1,c1,c2)
self.contents.gradient_fill_rect(385.5,x*48+48+17,width,1,c1,c2)
self.contents.draw_text(380,x*48+40,100,24,percent,2)
x += 1
break if x >= 6
end
end
#-------------------------------------------------------------------------
# 行动
#-------------------------------------------------------------------------
def draw_enemy_action(id)
self.contents.font.color = Color.new(0,255,255,255)
self.contents.draw_text(200,0,60,24,"行动")
self.contents.font.color = normal_color
x = 1
for action in $data_enemies[id].actions
if action.kind == 0
case action.basic
when 0
self.contents.draw_text(200,x*24,160,24,"#{x}. "+"攻击")
when 1
self.contents.draw_text(200,x*24,160,24,"#{x}. "+"防御")
when 2
self.contents.draw_text(200,x*24,160,24,"#{x}. "+"逃跑")
when 3
self.contents.draw_text(200,x*24,160,24,"#{x}. "+"待机")
end
else
self.contents.draw_text(200,x*24,160,24,"#{x}. "+$data_skills[action.skill_id].name)
end
x += 1
break if x >= 11
end
end
end
#---------------------------------------------------------------------------
# 新建图鉴窗口
#---------------------------------------------------------------------------
class Window_EnemyDex_Intro < Window_Base
#-------------------------------------------------------------------------
# 初始化
#-------------------------------------------------------------------------
def initialize(id)
super(0,56,544,360)
@id = id
@now_id = 0
refresh
end
#-------------------------------------------------------------------------
# 刷新
#-------------------------------------------------------------------------
def refresh
if @now_id != @id
self.contents.clear
draw_enemy_picture(@id)
end
@now_id = @id
end
#-------------------------------------------------------------------------
# 图像
#-------------------------------------------------------------------------
def draw_enemy_picture(id)
bitmap = Cache.battler($data_enemies[id].battler_name,$data_enemies[id].battler_hue)
src_rect = Rect.new(0,0,bitmap.width,bitmap.height)
self.contents.blt(((self.width-32)-bitmap.width)/2,((self.height-32)-bitmap.height)/2,bitmap,src_rect)
end
end
#---------------------------------------------------------------------------
# 选择窗口
#---------------------------------------------------------------------------
class Window_EnemyDex < Window_Selectable
#-------------------------------------------------------------------------
# 初始化
#-------------------------------------------------------------------------
def initialize
super(0,56,544,360)
@column_max = 2
self.index = 0
refresh
end
#-------------------------------------------------------------------------
# 获取敌人
#-------------------------------------------------------------------------
def enemy
return @data[self.index]
end
#-------------------------------------------------------------------------
# 刷新
#-------------------------------------------------------------------------
def refresh
@data = []
for i in 1...$data_enemies.size
if !$不显示的怪物.include?(i)
@data.push($data_enemies[i])
end
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#-------------------------------------------------------------------------
# 显示
#-------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
enemy = @data[index]
if $game_party.enemy_view[enemy.id] > 0
rect.width -= 4
self.contents.draw_text(rect.x+4,rect.y,(self.width-32)/2,24,enemy.name)
else
rect.width -= 4
self.contents.draw_text(rect.x+4,rect.y,(self.width-32)/2,24,"----------------")
end
end
#-------------------------------------------------------------------------
# 帮助
#-------------------------------------------------------------------------
def update_help
view = $game_party.enemy_view[enemy.id]
@help_window.set_text(view > 0 ? "编号 #{enemy.id}" : "----------------")
end
end
#---------------------------------------------------------------------------
# 图鉴
#---------------------------------------------------------------------------
class Scene_EnemyDex < Scene_Base
#-------------------------------------------------------------------------
# 处理
#-------------------------------------------------------------------------
def start
create_menu_background
@help_window = Window_Help.new
@enemydex_window = Window_EnemyDex.new
@enemydex_window.help_window = @help_window
@enemydex_window.active = true
@enemydex_info_window = Window_EnemyDex_Info.new(@enemydex_window.enemy.id)
@enemydex_info_window.visible = false
@enemydex_intro_window = Window_EnemyDex_Intro.new(@enemydex_window.enemy.id)
@enemydex_intro_window.visible = false
@enemydex_command_window = Window_Command.new(160,["预览图片","察看详情"])
@enemydex_command_window.active = false
@enemydex_command_window.visible = false
@enemydex_command_window.x = (544-160)/2
@enemydex_command_window.y = (416-80)/2
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@enemydex_window.dispose
@enemydex_info_window.dispose
@enemydex_intro_window.dispose
@enemydex_command_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@enemydex_window.update
@enemydex_info_window.update
@enemydex_intro_window.update
@enemydex_command_window.update
return select_enemy if @enemydex_window.active
return select_command if @enemydex_command_window.active
return in_info if @enemydex_info_window.visible
return in_intro if @enemydex_intro_window.visible
end
#--------------------------------------------------------------------------
# 选择敌人
#--------------------------------------------------------------------------
def select_enemy
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
if $game_party.enemy_view[@enemydex_window.enemy.id] > 0
Sound.play_decision
@enemydex_window.active = false
@enemydex_command_window.visible = true
@enemydex_command_window.active = true
else
Sound.play_buzzer
end
end
end
#--------------------------------------------------------------------------
# 选择察看内容
#--------------------------------------------------------------------------
def select_command
if Input.trigger?(Input::B)
Sound.play_cancel
@enemydex_command_window.active = false
@enemydex_command_window.visible = false
@enemydex_window.active = true
end
if Input.trigger?(Input::C)
case @enemydex_command_window.index
when 0
@enemydex_window.visible = false
@enemydex_command_window.active = false
@enemydex_command_window.visible = false
@enemydex_intro_window = Window_EnemyDex_Intro.new(@enemydex_window.enemy.id)
@enemydex_intro_window.visible = true
when 1
@enemydex_window.visible = false
@enemydex_command_window.active = false
@enemydex_command_window.visible = false
@enemydex_info_window = Window_EnemyDex_Info.new(@enemydex_window.enemy.id)
@enemydex_info_window.visible = true
end
end
end
#--------------------------------------------------------------------------
# 详情察看
#--------------------------------------------------------------------------
def in_info
view = $game_party.enemy_view[@enemydex_window.enemy.id]
@help_window.set_text("发现数:#{view}")
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
Sound.play_cancel
@enemydex_window.visible = true
@enemydex_command_window.active = true
@enemydex_command_window.visible = true
@enemydex_info_window.visible = false
@help_window.set_text(view > 0 ? "编号 #{@enemydex_window.enemy.id}" : "----------------")
end
end
#--------------------------------------------------------------------------
# 详情察看
#--------------------------------------------------------------------------
def in_intro
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
Sound.play_cancel
@enemydex_window.visible = true
@enemydex_command_window.active = true
@enemydex_command_window.visible = true
@enemydex_intro_window.visible = false
view = $game_party.enemy_view[@enemydex_window.enemy.id]
@help_window.set_text(view > 0 ? "编号 #{@enemydex_window.enemy.id}" : "----------------")
end
end
end
#----------------------------------------------------------------------------
# 追加定义
#----------------------------------------------------------------------------
class Scene_Battle
alias new_battle_end battle_end
def battle_end(result)
if result == 0
for enemy in $game_troop.members
$game_party.add_enemy_view(enemy.enemy_id)
end
end
new_battle_end(result)
end
end
复制代码
作者:
碎晶航
时间:
2008-5-31 19:33
提示:
作者被禁止或删除 内容自动屏蔽
作者:
八云紫
时间:
2008-5-31 19:34
# 一、将想显示的属性设定好,是一个数组,最多六个
# 二、设定不显示的怪物编号
# 四、在数据库里设置备注成为怪物说明
# 三、在事件上使用脚本:$scene = Scene_EnemyDex.new 进入图鉴
基本不要什么设定,在事件上使用脚本:$scene = Scene_EnemyDex.new 就可以了。
作者:
fmz
时间:
2008-5-31 23:19
那怎么做在呼出菜单上呢
作者:
八云紫
时间:
2008-5-31 23:23
可以使用公共事件 来呼出
作者:
碎晶航
时间:
2008-6-7 02:29
提示:
作者被禁止或删除 内容自动屏蔽
作者:
火鸡三毛老大
时间:
2008-6-7 03:26
修改Scene_Menu
s1 = Vocab::item =物品选项
s2 = Vocab::skill =技能选项 技能就是要去掉这行
s3 = Vocab::equip =装备选项
s4 = Vocab::status =状态选项
s5 = Vocab::save =存档选项
s6 = Vocab::game_end =游戏结束选项
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
也就是改成
s1 = Vocab::item
s2 = Vocab::equip
s3 = Vocab::status
s4 = Vocab::save
s5 = "图鉴"
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5,s6])
然后下面
case @command_window.index
when 0 # 物品
$scene = Scene_Item.new
when 1,2,3 # 技能、装备、状态
start_actor_selection
when 4 # 存档
$scene = Scene_File.new(true, false, false)
when 5 # 结束游戏
$scene = Scene_End.new
改成
case @command_window.index
when 0 # 物品
$scene = Scene_Item.new
when 100,2,3 # 技能、装备、状态 100是把技能选项的命令扔掉
case @command_window.index
when 4 # 存档
$scene = Scene_File.new(true, false, false)
when 5 # 图鉴 添加的图鉴命令!
$scene = Scene_EnemyDex.new
when 6 # 结束游戏
$scene = Scene_End.new
如果你想偷懒
直接用这个:
#==============================================================================
# ■ 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
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::equip
s3 = Vocab::status
s4 = Vocab::save
s5 = "图鉴"
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5,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
@command_window.draw_item(1, false) # 无效化技能选项
@command_window.draw_item(2, false) # 无效化装备选项
@command_window.draw_item(3, false) # 无效化状态选项
end
if $game_system.save_disabled # 如果禁止存档
@command_window.draw_item(4, false) # 无效化存档选项
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 < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # 物品
$scene = Scene_Item.new
when 100,1,2 # 技能、装备、状态
start_actor_selection
when 3 # 存档
$scene = Scene_File.new(true, false, false)
when 4 # 图鉴
$scene = Scene_EnemyDex.new
when 5 # 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
复制代码
覆盖你的Scene_Menu即可..{/cy}
注意....:
图鉴脚本也要插入到脚本编辑器!否者出错!
脚本很明显..就在2楼...
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