容错脚本都不行啊!怎么办? |
你用个容错脚本试试,把它插入main之前: #============================================================================== # ■ 容错脚本第2版 BY 亿万星辰 #------------------------------------------------------------------------------ # 道理很简单,缺什么就不用什么……全缺的话会比较恐怖,比如默认的范例就是…… # 不过这里要声明的一点,这个只针对素材的缺失,如果data文件夹下的数据缺失的话, # 这样再用容错似乎没什么意义…… (数据库都没了还容什么错……) # # 下一版本考虑增加一些替代用的素材。 # # 默认范例为新建工程时生成的默认地图……只是RTP没选而已。 #============================================================================== class Game_System #-------------------------------------------------------------------------- # ● 演奏 BGM # bgm : 演奏的 BGM #-------------------------------------------------------------------------- def bgm_play(bgm) @playing_bgm = bgm begin if bgm != nil and bgm.name != "" Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch) else Audio.bgm_stop end rescue Errno::ENOENT Audio.bgm_stop unless $need_file.include?("Audio/BGM/#{bgm.name}") $need_file.push("Audio/BGM/#{bgm.name}") f = File.open("./log.txt","a") f.write("Audio/BGM/#{bgm.name}" + "\n") f.close end end Graphics.frame_reset end #-------------------------------------------------------------------------- # ● 演奏 BGS # bgs : 演奏的 BGS #-------------------------------------------------------------------------- def bgs_play(bgs) @playing_bgs = bgs begin if bgs != nil and bgs.name != "" Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch) else Audio.bgs_stop end rescue Errno::ENOENT Audio.bgs_stop unless $need_file.include?("Audio/BGM/#{bgs.name}") $need_file.push("Audio/BGM/#{bgs.name}") f = File.open("./log.txt","a") f.write("Audio/BGM/#{bgs.name}" + "\n") f.close end end Graphics.frame_reset end #-------------------------------------------------------------------------- # ● ME 的演奏 # me : 演奏的 ME #-------------------------------------------------------------------------- def me_play(me) begin if me != nil and me.name != "" Audio.me_play("Audio/ME/" + me.name, me.volume, me.pitch) else Audio.me_stop end rescue Errno::ENOENT Audio.me_stop unless $need_file.include?("Audio/BGM/#{me.name}") $need_file.push("Audio/BGM/#{me.name}") f = File.open("./log.txt","a") f.write("Audio/BGM/#{me.name}" + "\n") f.close end end Graphics.frame_reset end #-------------------------------------------------------------------------- # ● SE 的演奏 # se : 演奏的 SE #-------------------------------------------------------------------------- def se_play(se) begin if se != nil and se.name != "" Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end rescue Errno::ENOENT Audio.se_stop unless $need_file.include?("Audio/BGM/#{se.name}") $need_file.push("Audio/BGM/#{se.name}") f = File.open("./log.txt","a") f.write("Audio/BGM/#{se.name}" + "\n") f.close end end end end module RPG module Cache def self.load_bitmap(folder_name, filename, hue = 0) begin path = folder_name + filename if not @cache.include?(path) or @cache[path].disposed? if filename != "" @cache[path] = Bitmap.new(path) else @cache[path] = Bitmap.new(32, 32) end end if hue == 0 @cache[path] else key = [path, hue] if not @cache.include?(key) or @cache[key].disposed? @cache[key] = @cache[path].clone @cache[key].hue_change(hue) end @cache[key] end rescue Errno::ENOENT unless $need_file.include?("#{folder_name}#{filename}") $need_file.push("#{folder_name}#{filename}") f = File.open("./log.txt","a") f.write("#{folder_name}#{filename}" + "\n") f.close end self.load_bitmap(folder_name, "", hue) end end end end |
貌似楼主缺少windowskin @skill_window.windowskin = RPG::Cache.windowskin |
将 646 行修改为 @battler_status.dispose if @battler_status != nil 当然不排除还有其他问题的出现 - -~ ps:偶用容错脚本3进行测试,貌似没有出现楼主所说的情况~ ps: |
基本工程!战斗时,先按普通攻击,左右选择,再取消,再按技能就能发现这个错误! |
1.08 MB, 下载次数: 65
- -打包上传~ |
不然还要人家自己数出来 646 行 - - ! |
#============================================================================== # ■ Scene_Battle (分割定义 3) #------------------------------------------------------------------------------ # 处理战斗画面的类。 #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● 开始角色命令回合 #-------------------------------------------------------------------------- def start_phase3 # 转移到回合 3 @phase = 3 # 设置觉得为非选择状态 @actor_index = -1 @active_battler = nil # 输入下一个角色的命令 phase3_next_actor end #-------------------------------------------------------------------------- # ● 转到输入下一个角色的命令 #-------------------------------------------------------------------------- def phase3_next_actor # 循环 begin # 角色的明灭效果 OFF if @active_battler != nil @active_battler.blink = false end # 最后的角色的情况 if @actor_index == $game_party.actors.size-1 # 开始主回合 start_phase4 return end # 推进角色索引 @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # 如果角色是在无法接受指令的状态就再试 end until @active_battler.inputable? # 设置角色的命令窗口 phase3_setup_command_window end #-------------------------------------------------------------------------- # ● 转向前一个角色的命令输入 #-------------------------------------------------------------------------- def phase3_prior_actor if @throw_s == 1 # 循环 begin # 角色的明灭效果 OFF if @active_battler != nil @active_battler.blink = false end # 最初的角色的情况下 if @actor_index == 0 # 开始同伴指令回合 $zdgks = 0 start_phase2 return end # 返回角色索引 @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # 如果角色是在无法接受指令的状态就再试 end until @active_battler.inputable? # 设置角色的命令窗口 phase3_setup_command_window else # 循环 begin # 角色的明灭效果 OFF if @active_battler != nil @active_battler.blink = false end # 最初的角色的情况下 if @actor_index == 0 $zdgks = 0 # 开始同伴指令回合 start_phase2 return end # 返回角色索引 @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # 如果角色是在无法接受指令的状态就再试 end until @active_battler.inputable? # 设置角色的命令窗口 phase3_setup_command_window end end #-------------------------------------------------------------------------- # ● 设置角色指令窗口 #-------------------------------------------------------------------------- def phase3_setup_command_window # 同伴指令窗口无效化 @party_command_window.active = false @party_command_window.visible = false # 角色指令窗口无效化 $fff = 2 @actor_command_window.active = true @actor_command_window.visible = true # 设置角色指令窗口的位置 @actor_command_window.x = @actor_index * 160 # 设置索引为 0 $fff = 2 @actor_command_window.index = 0 end #-------------------------------------------------------------------------- # ● 刷新画面 (角色命令回合) #-------------------------------------------------------------------------- def update_phase3 # 敌人光标有效的情况下 if @enemy_arrow != nil update_phase3_enemy_select # 角色光标有效的情况下 elsif @actor_arrow != nil update_phase3_actor_select # 特技窗口有效的情况下 elsif @skill_window != nil update_phase3_skill_select # 物品窗口有效的情况下 elsif @item_window != nil update_phase3_item_select # 角色指令窗口有效的情况下 elsif @actor_command_window.active update_phase3_basic_command # 杂项指令窗口有效的情况下 elsif @bmenu != nil and @bm != 0 update_phase3_bmenu elsif @status_window != nil update_phase3_battler_status end end #-------------------------------------------------------------------------- # ● 刷新画面 (角色命令回合 : 基本命令) #-------------------------------------------------------------------------- def update_phase3_basic_command # 按下 B 键的情况下 if Input.trigger?(Input::B) $fff = 0 # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 转向前一个角色的指令输入 phase3_prior_actor return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 角色指令窗口光标位置分之 case @actor_command_window.index when 0 # 攻击######################################### # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 # 开始选择敌人 start_enemy_select when 1 # 特技######################################## # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 1 # 开始选择特技 start_skill_select when 2 # 防御######################################## # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 # 转向下一位角色的指令输入 phase3_next_actor when 3 # 物品########################################## # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.kind = 10 @bm = 4 #@active_battler.current_action.kind = 10 # 开始选择物品 start_bmenu #start_item_select end return end end #-------------------------------------------------------------------------- # ● 刷新画面 (角色命令回合 : 选择特技) #-------------------------------------------------------------------------- def update_phase3_skill_select $xuanzeteji = true # 设置特技窗口为可视状态 @backsp2.visible = true @help2.visible =true @skill_window.visible = true # 刷新特技窗口 @skill_window.update # 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) # 结束特技选择 end_skill_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 获取特技选择窗口现在选择的特技的数据 @skill = @skill_window.skill # 无法使用的情况下 if @skill == nil or not @active_battler.skill_can_use?(@skill.id) # 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) # 设置行动 @active_battler.current_action.skill_id = @skill.id # 设置特技窗口为不可见状态 @help_window.visible = false @backsp2.visible = false @help2.visible =false @skill_window.visible = false # 效果范围是敌单体的情况下 if @skill.scope == 1 # 开始选择敌人 start_enemy_select # 效果范围是我方单体的情况下 elsif @skill.scope == 3 or @skill.scope == 5 # 开始选择角色 start_actor_select # 效果范围不是单体的情况下 else # 选择特技结束 end_skill_select # 转到下一位角色的指令输入 phase3_next_actor end return end end #-------------------------------------------------------------------------- # ● 刷新画面 (角色命令回合 : 选择物品) #-------------------------------------------------------------------------- def update_phase3_item_select if @throw_s == 1 $xuanzewupin = true # 设置物品窗口为可视状态 @help_window2.visible = true @item_window.visible = true # 设置物品窗口为可视状态 @item_window.visible = true # 刷新物品窗口 @item_window.update # 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) # 选择物品结束 end_item_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 获取物品窗口现在选择的物品资料 @item = @item_window.item def dispose @backsp2.dispose end # 无法使用的情况下 if @item.is_a?(RPG::Item) unless $game_party.item_can_use?(@item.id) # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end elsif [email protected]_a?(RPG::Weapon) # 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) # 设置行动 @active_battler.current_action.item_id = [@item.is_a?(RPG::Item), @item.id] # 设置物品窗口为不可见状态 @backsp2.visible =false @help2.visible = false @help_window2.visible = false @item_window.visible = false # @back_item.visible = false ############################################################### $xuanzewupin = false ############################################################### # 效果范围是敌单体的情况下 if @item.is_a?(RPG::Weapon) or @item.scope == 1 $game_party.lose_weapon(@item.id, 1) if @item.is_a?(RPG::Weapon) # 开始选择敌人 start_enemy_select # 效果范围是我方单体的情况下 elsif @item.scope == 3 or @item.scope == 5 # 开始选择角色 start_actor_select # 效果范围不是单体的情况下 else @item_select_end = 1 # 物品选择结束 end_item_select # 转到下一位角色的指令输入 phase3_next_actor end return end else $xuanzewupin = true # 设置物品窗口为可视状态 @backsp2.visible = true @help2.visible = true @item_window.visible = true # 刷新物品窗口 @item_window.update # 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) # 选择物品结束 @item_select_end = 0 end_item_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 获取物品窗口现在选择的物品资料 @item = @item_window.item # 无法使用的情况下 unless $game_party.item_can_use?(@item.id) # 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) # 设置行动 @active_battler.current_action.item_id = @item.id # 设置物品窗口为不可见状态 @backsp2.visible = false @help2.visible = false @help_window2.visible = false @item_window.visible = false # @back_item.visible = false ############################################################### $xuanzewupin = false ############################################################### # 效果范围是敌单体的情况下 if @item.scope == 1 # 开始选择敌人 start_enemy_select # 效果范围是我方单体的情况下 elsif @item.scope == 3 or @item.scope == 5 # 开始选择角色 start_actor_select # 效果范围不是单体的情况下 else # 物品选择结束 @item_select_end = 1 end_item_select # 转到下一位角色的指令输入 phase3_next_actor end return end end end #-------------------------------------------------------------------------- # ● 刷新画面画面 (角色命令回合 : 选择敌人) #-------------------------------------------------------------------------- def update_phase3_enemy_select if @throw_s == 1 $xuanzewupin = false $xuanzeteji = false # 刷新敌人箭头 @enemy_arrow.update # 按下 B 键的情况下 if Input.trigger?(Input::B) $game_party.gain_weapon(@item_window.item.id, 1) if @item_window != nil and @item_window.item.is_a?(RPG::Weapon) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 选择敌人结束 end_enemy_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.target_index = @enemy_arrow.index # 选择敌人结束 end_enemy_select # 显示特技窗口中的情况下 if @skill_window != nil # 结束特技选择 end_skill_select end # 显示物品窗口的情况下 if @item_window != nil @item_select_end = 1 # 结束物品选择 end_item_select end # 转到下一位角色的指令输入 phase3_next_actor end else $xuanzewupin = false $xuanzeteji = false # 刷新敌人箭头 @enemy_arrow.update # 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) # 选择敌人结束 end_enemy_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.target_index = @enemy_arrow.index # 选择敌人结束 end_enemy_select # 显示特技窗口中的情况下 if @skill_window != nil # 结束特技选择 end_skill_select end # 显示物品窗口的情况下 if @item_window != nil # 结束物品选择 @item_select_end = 1 end_item_select end # 转到下一位角色的指令输入 phase3_next_actor end end end #-------------------------------------------------------------------------- # ● 画面更新 (角色指令回合 : 选择角色) #-------------------------------------------------------------------------- def update_phase3_actor_select $xuanzewupin = false $xuanzeteji = false # 刷新角色箭头 @actor_arrow.update # 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) # 选择角色结束 end_actor_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 设置行动 @active_battler.current_action.target_index = @actor_arrow.index # 选择角色结束 end_actor_select # 显示特技窗口中的情况下 if @skill_window != nil # 结束特技选择 end_skill_select end # 显示物品窗口的情况下 if @item_window != nil # 结束物品选择 @item_select_end = 1 end_item_select end # 转到下一位角色的指令输入 phase3_next_actor end end #-------------------------------------------------------------------------- # ● 刷新画面 (角色命令回合 : 选择投掷) #-------------------------------------------------------------------------- def update_phase3_throw_select # 设置物品窗口为可视状态 @backsp2.visible = true @help2.visible = true @item_window.visible = true # 刷新物品窗口 @backsp2.update @help.update @item_window.update # 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) # 选择物品结束 end_item_select return end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 获取物品窗口现在选择的物品资料 @item = @item_window.item # 无法使用的情况下 if @item.is_a?(RPG::Item) unless $game_party.item_can_use?(@item.id) # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end elsif [email protected]_a?(RPG::Weapon) # 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) # 设置行动 @active_battler.current_action.item_id = [@item.is_a?(RPG::Item), @item.id] # 设置物品窗口为不可见状态 @backsp2.visible = false @help2.visible = false @help_window2.visible = false @item_window.visible = false # 效果范围是敌单体的情况下 if @item.is_a?(RPG::Weapon) or @item.scope == 1 $game_party.lose_weapon(@item.id, 1) if @item.is_a?(RPG::Weapon) # 开始选择敌人 start_enemy_select # 效果范围是我方单体的情况下 elsif @item.scope == 3 or @item.scope == 5 # 开始选择角色 start_actor_select # 效果范围不是单体的情况下 else # 物品选择结束 end_item_select # 转到下一位角色的指令输入 phase3_next_actor end return end end #-------------------------------------------------------------------------- # ● 画面更新 (角色指令回合 : 状态窗口) #-------------------------------------------------------------------------- def update_phase3_battler_status # 刷新状态窗口 #@battler_status.refresh # 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) # 结束状态窗口 end_battler_status return end if Input.trigger?(Input::C) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 结束状态窗口 end_battler_status return end end #-------------------------------------------------------------------------- # ● 开始状态窗口 #-------------------------------------------------------------------------- def start_battler_status $xuanzeteji = false $xuanzewupin = false # 生成状态窗口 @battler_status= Window_Status.new(@active_battler) @battler_status.z = 9999 #@battler_status.width = 480 #@battler_status.height = 416 #################BSY###################### #@skill_window.opacity = 0 #@back_skill = Window_Help.new #@back_skill.x = @skill_window.x - 16 #@back_skill.y = @skill_window.y - 16 #@back_skill.height = 1000 #@back_skill.width = 1000 #@back_skill.opacity = 0 #@back_skill.z = @skill_window.z - 1 #@back_skill.contents = Bitmap.new("Graphics/System/menu/bg_skill_in_battle.png") ################BSY######################### # 无效化角色指令窗口 $fff = 0 @bmenu.active = false @actor_command_window.active = false @battler_status.active = true #@actor_command_window.visible = false end #-------------------------------------------------------------------------- # ● 状态窗口结束 #-------------------------------------------------------------------------- def end_battler_status $xuanzeteji = false $xuanzewupin = false # 释放特技窗口 @battler_status.dispose @bm = 1 # 有效化角色指令窗口 @bmenu.active = true @actor_command_window.active = false @actor_command_window.visible = true end #-------------------------------------------------------------------------- # ● 画面更新 (角色指令回合 : 选择杂项) #-------------------------------------------------------------------------- def update_phase3_bmenu case @bmenu.index when 0 @back_bmenu.contents = Bitmap.new("Graphics/Pictures/战斗_道具.png") when 1 @back_bmenu.contents = Bitmap.new("Graphics/Pictures/战斗_逃跑.png") when 2 @back_bmenu.contents = Bitmap.new("Graphics/Pictures/战斗_状态.png") end # 刷新杂项窗口 @bmenu.update # 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) # 结束杂项选择 end_bmenu return end # 按下 C 键的情况下 if Input.trigger?(Input::C) @throw_s = 0 case @bmenu.index when 0 @bm = 0 @throw_s = 0 @active_battler.current_action.kind = 2 # 开始选择物品 start_item_select when 1 end_bmenu # 不能逃跑的情况下 if $game_temp.battle_can_escape == false # 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) # 逃走处理 update_phase2_escape when 2 @bm = 0 start_battler_status end $game_system.se_play($data_system.decision_se) # 演奏确定 SE return end end #-------------------------------------------------------------------------- # ● 开始选择杂项 #-------------------------------------------------------------------------- def start_bmenu $xuanzeteji = false $xuanzewupin = false @bmenu = Window_Bmenu.new(10,["物品","逃跑","状态"]) @bmenu.active = true @bmenu.width = 0 @bmenu.opacity = 0 @bmenu.x = 0 @bmenu.y = 180 @bmenu.z = 89 @bmenu.width = 0 @back_bmenu = Window_Help.new @back_bmenu.opacity = 0 @back_bmenu.height = 240 @back_bmenu.width = 180 @back_bmenu.y = 160 @back_bmenu.x = -10 @back_bmenu.z = 90 @back_bmenu.contents = Bitmap.new("Graphics/Pictures/战斗_道具.png") # 无效化角色指令窗口 $fff = 0 @actor_command_window.active = false @bmenu.active = true #@actor_command_window.visible = false end #-------------------------------------------------------------------------- # ● 结束选择杂项 #-------------------------------------------------------------------------- def end_bmenu @bmenu.dispose @back_bmenu.dispose # 有效化角色指令窗口 $fff = 2 @actor_command_window.active = true end #-------------------------------------------------------------------------- # ● 开始选择敌人 #-------------------------------------------------------------------------- def start_enemy_select $xuanzeteji = false $xuanzewupin = false # 生成敌人箭头 @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1) # 无效化角色指令窗口 $fff = 0 @actor_command_window.active = false #@actor_command_window.visible = false end #-------------------------------------------------------------------------- # ● 结束选择敌人 #-------------------------------------------------------------------------- def end_enemy_select # 释放敌人箭头 @enemy_arrow.dispose @enemy_arrow = nil # 指令为 [战斗] 的情况下 if @actor_command_window.index == 0 # 有效化角色指令窗口 $fff = 2 @actor_command_window.active = true @actor_command_window.visible = true end end #-------------------------------------------------------------------------- # ● 开始选择角色 #-------------------------------------------------------------------------- def start_actor_select $xuanzeteji = false $xuanzewupin = false # 生成角色箭头 @actor_arrow = Arrow_Actor.new(@spriteset.viewport2) @actor_arrow.index = @actor_index # 无效化角色指令窗口 $fff = 0 @actor_command_window.active = false #@actor_command_window.visible = false end #-------------------------------------------------------------------------- # ● 结束选择角色 #-------------------------------------------------------------------------- def end_actor_select # 释放角色箭头 @actor_arrow.dispose @actor_arrow = nil end #-------------------------------------------------------------------------- # ● 开始选择特技 #-------------------------------------------------------------------------- def start_skill_select # 生成特技窗口 @skill_window = Window_Skill2.new(@active_battler) @skill_window.z = 9999 #====================================== @backsp2 = Sprite.new @backsp2.bitmap = Bitmap.new("Graphics/menu/物品.png") @backsp2.x = 15 @backsp2.y = 115 @backsp2.z = 101 @help2 = Sprite.new @help2.bitmap = Bitmap.new("Graphics/menu/帮助窗口使用.png") @help2.x = 15 @help2.y = -20 @help2.z = 100 #===================================== # 关联帮助窗口 @skill_window.help_window = @help_window # 无效化角色指令窗口 $fff = 0 @actor_command_window.active = true @actor_command_window.visible = true end #-------------------------------------------------------------------------- # ● 选择特技结束 #-------------------------------------------------------------------------- def end_skill_select $xuanzeteji = false # 释放特技窗口 @backsp2.dispose @help2.dispose @skill_window.dispose @skill_window = nil # 隐藏帮助窗口 @help_window.visible = false # 有效化角色指令窗口 $fff = 2 @actor_command_window.active = true @actor_command_window.visible = true end #-------------------------------------------------------------------------- # ● 开始选择物品 #-------------------------------------------------------------------------- def start_item_select # 生成物品窗口 #print "开始选择物品" $xuanzewupin = true if @throw_s == 1 #========================== @backsp2 = Sprite.new @backsp2.bitmap = Bitmap.new("Graphics/menu/物品.png") @backsp2.x = 15 @backsp2.y = 115 @backsp2.z = 999 @help2 = Sprite.new @help2.bitmap = Bitmap.new("Graphics/menu/帮助窗口使用.png") @help2.x = 15 @help2.y = -20 @help2.z = 100 #============================== # 生成帮助窗口、物品窗口 @item_window = Window_Item2.new @item_window.z = 9999 else #========================== @backsp2 = Sprite.new @backsp2.bitmap = Bitmap.new("Graphics/menu/物品.png") @backsp2.x = 15 @backsp2.y = 115 @backsp2.z = 999 @help2 = Sprite.new @help2.bitmap = Bitmap.new("Graphics/menu/帮助窗口使用.png") @help2.x = 15 @help2.y = -20 @help2.z = 100 #============================== # 生成帮助窗口、物品窗口 @item_window = Window_Item2.new @item_window.z = 9999 end # 关联帮助窗口 @help_window2 = Window_Help2.new @item_window.help_window = @help_window2 # 无效化角色指令窗口 $fff = 0 @actor_command_window.active = false # @actor_command_window.visible = false end #-------------------------------------------------------------------------- # ● 结束选择物品 #-------------------------------------------------------------------------- def end_item_select # 释放物品窗口 $xuanzewupin = false @help2.dispose @backsp2.dispose @item_window.dispose #@back_item.dispose @help_window2.dispose @backsp2=nil @item_window = nil # 有效化角色指令窗口 if @item_select_end == 1 @bm = 4 end_bmenu $fff = 2 @actor_command_window.active = true else @active_battler.current_action.kind = 10 @bm = 4 @bmenu.active = true end end end |
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