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悬赏 添加技能装备到菜单

查看数: 4368 | 评论数: 5 | 收藏 1
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    组图打开中,请稍候......
发布时间: 2012-4-22 19:52

正文摘要:

本帖最后由 仲秋启明 于 2012-4-23 18:02 编辑 @版主 @fux2范例已经在帖子里了 我的范例 可以实现   图示    菜单一样 实现   特技装备 在菜单里看见和实现 装备功能就是 装备 ...

回复

嗨。猪头 发表于 2012-5-30 15:32:44
Raiku 发表于 2012-5-27 11:01
6R上传文件好坑人,上传了近1小时都没动静……
直接传115了
http://115.com/file/bectq1ml# ...

{:2_270:} 这样的已经有人给我了。你的 装备了 还没 显示装备的。。。还有 只能装备在第一个技能栏。。跟烁烁的一样

点评

= =如果乃只是要个技能装备系统我直接写给你好了,这装备系统本来就是这样的功能……  发表于 2012-5-30 15:58
Raiku 发表于 2012-5-27 11:01:00
本帖最后由 Raiku 于 2012-5-30 13:55 编辑

6R上传文件好坑人,上传了近1小时都没动静……
直接传115了
http://115.com/file/bectq1ml#

点评

[url=home.php?mod=space&username=嗨。猪头]@嗨。猪头[/url]抱歉刚才去弄了些事情,范例在帖子里  发表于 2012-5-30 13:57
我去弄个范例,等等吧  发表于 2012-5-30 10:53
还有可以整10个装备槽不  发表于 2012-5-30 10:41
是最下方  发表于 2012-5-30 10:40
[url=home.php?mod=space&username=嗨。猪头]@嗨。猪头[/url]我怎么测试都没问题= =有放在最下方吗?  发表于 2012-5-30 10:29
仲秋启明 发表于 2012-5-27 10:12:43
因为已经答应提问者一定解决了,自己能力不济,所以……
@Luciffer@feizhaodan@迷糊的安安

点评

我是VX区的不是ACE区的啦。。。  发表于 2012-5-27 19:09
yachilo 发表于 2012-5-9 09:03:01
本帖最后由 yachilo 于 2012-5-9 09:03 编辑

系统内的技能类型,增加一个叫作 装备技能,在该装备上,选择启用装备技能,然后技能那边设定该装备的技能A,并加到装备,启用技能A,这样脱掉就会不见,
穿上就会出现,不之道是不是楼主要的功能.不是的话,就代表我看不懂楼主要表达的是什么.

点评

特技装备功能,看不懂你要的东西是啥...  发表于 2012-5-9 14:04
你说的可以实现。。现在要的 多出一项菜单。装备 装备这东东。。看 图所示 在菜单里 除了 装备 还有一个是 特技装备  发表于 2012-5-9 13:25
fxwd 发表于 2012-4-22 21:00:27
本帖最后由 fxwd 于 2012-4-22 21:00 编辑

LZ的意思是不是在菜单中新建选项,然后使这个选项具有一些功能?下面有个脚本,LZ可以参考一下135行的设置,添加或修改新的选项(event_X为调用公共事件的编号)LZ你说的那个脚本不出意外的话是可以用事件脚本呼出来的。这样的话,你可以新建个公共事件1,呼出脚本。然后在135行将event_X的X变为1,这样当打开那个选项时就会呼出LZ所要的效果了。
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07
  4. # -- Last Updated: 2012.01.03
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-AceMenuEngine"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.01.03 - Compatibility Update: Ace Item Menu
  15. # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
  16. #            - Compatibility Update: Kread-EX's Grathnode Install
  17. #            - Compatibility Update: Yami's Slot Battle
  18. # 2011.12.23 - Script efficiency optimized.
  19. # 2011.12.19 - Compatibility Update: Class System
  20. # 2011.12.15 - Updated for better menu MP/TP gauge management.
  21. # 2011.12.13 - Compatibility Update: Ace Equip Engine
  22. # 2011.12.07 - Update to allow for switches to also hide custom commands.
  23. # 2011.12.06 - Started Script and Finished.
  24. #
  25. #==============================================================================
  26. # ▼ Introduction
  27. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  28. # The menu system in RPG Maker VX Ace is great. However, it lacks the user
  29. # customization that RPG Maker 2003 allowed. With this script, you can add,
  30. # remove, and rearrange menu commands as you see fit. In addition to that, you
  31. # can add in menu commands that lead to common events or even custom commands
  32. # provided through other scripts.
  33. #
  34. # This script also provides window appearance management such as setting almost
  35. # all command windows to be center aligned or changing the position of the
  36. # help window. You can also opt to show the TP Gauge in the main menu as well
  37. # as in the skill menu.
  38. #
  39. #==============================================================================
  40. # ▼ Instructions
  41. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  42. # To install this script, open up your script editor and copy/paste this script
  43. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  44. #
  45. # Edit the settings in the module below as you see fit.
  46. #
  47. #==============================================================================
  48. # ▼ Compatibility
  49. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  50. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  51. # it will run with RPG Maker VX without adjusting.
  52. #
  53. #==============================================================================

  54. module YEA
  55.   module MENU
  56.    
  57.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  58.     # - General Menu Settings -
  59.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  60.     # This changes the way menus appear in your game. You can change their
  61.     # alignment, and the location of the help window, Note that any non-Yanfly
  62.     # Engine Ace scripts may not conform to these menu styles.
  63.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  64.     HELP_WINDOW_LOCATION = 0     # 0-Top, 1-Middle, 2-Bottom.
  65.     COMMAND_WINDOW_ALIGN = 1     # 0-Left, 1-Middle, 2-Right.
  66.    
  67.     # These settings below adjust the visual appearance of the main menu.
  68.     # Change the settings as you see fit.
  69.     MAIN_MENU_ALIGN = 0          # 0-Left, 1-Middle, 2-Right.
  70.     MAIN_MENU_RIGHT = false      # false-Left, true-Right.
  71.     MAIN_MENU_ROWS  = 14         # Maximum number of rows for main menu.
  72.     DRAW_TP_GAUGE   = true       # If true, draws TP in the main menu.
  73.    
  74.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  75.     # - Main Menu Settings -
  76.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  77.     # These settings adjust the main menu, the order at which commands appear,
  78.     # what text is displayed, and what the commands are linked to. Here's a
  79.     # list of which commands do what:
  80.     #
  81.     # -------------------------------------------------------------------------
  82.     # :command         Description
  83.     # -------------------------------------------------------------------------
  84.     # :item            Opens up the item menu. Default menu item.
  85.     # :skill           Opens up the skill menu. Default menu item.
  86.     # :equip           Opens up the equip menu. Default menu item.
  87.     # :status          Opens up the status menu. Default menu item.
  88.     # :formation       Lets player manage party. Default menu item.
  89.     # :save            Opens up the save menu. Default menu item.
  90.     # :game_end        Opens up the shutdown menu. Default menu item.
  91.     #
  92.     # :class           Requires YEA - Class System
  93.     #
  94.     # :gogototori      Requires Kread-EX's Go Go Totori! Synthesis
  95.     # :grathnode       Requires Kread-EX's Grathnote Install
  96.     # :sslots          Requires Yami's YSA - Slot Battle
  97.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  98.     COMMANDS =[
  99.       :item,         # Opens up the item menu. Default menu item.
  100.       :skill,        # Opens up the skill menu. Default menu item.
  101.       :equip,        # Opens up the equip menu. Default menu item.
  102.       :class,        # Requires YEA - Class System.
  103.       :guardian,
  104.       :status,       # Opens up the status menu. Default menu item.
  105.     #:formation,    # Lets player manage party. Default menu item.
  106.       :event_3,      # Launches Common Event 3. Common Event Command.
  107.       :event_4,      # Launches Common Event 4. Common Event Command.
  108.       :event_13,      # Launches Common Event 13. Common Event Command.
  109.       :event_14,      # Launches Common Event 14. Common Event Command.
  110.       :event_15,      # Launches Common Event 15. Common Event Command.
  111.       :event_16,      # Launches Common Event 16. Common Event Command.
  112.       :event_21,      # Launches Common Event 16. Common Event Command.
  113.       :event_22,      # Launches Common Event 16. Common Event Command.
  114.     # :debug,        # Opens up debug menu. Custom Command.
  115.       :shop,         # Opens up a shop to pawn items. Custom Command.
  116.       :save,         # Opens up the save menu. Default menu item.
  117.       :game_end,     # Opens up the shutdown menu. Default menu item.
  118.     ] # Do not remove this.
  119.    
  120.     #--------------------------------------------------------------------------
  121.     # - Common Event Commands -
  122.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  123.     # If you insert one of the following commands into the COMMANDS array, the
  124.     # player can trigger a common event to launch. You can disable certain
  125.     # commands in the menu by binding them to a switch. If you don't want to
  126.     # disable them, set the switch to 0 and it will always be enabled. The
  127.     # ShowSwitch will prevent a command from appear if that switch is false.
  128.     # Set it to 0 for it to have no impact.
  129.     #--------------------------------------------------------------------------
  130.     COMMON_EVENT_COMMANDS ={
  131.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
  132.       :event_42 => [        "设置",           0,          0,        4],
  133.      
  134.     } # Do not remove this.
  135.    
  136.     #--------------------------------------------------------------------------
  137.     # - Custom Commands -
  138.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  139.     # For those who use scripts that may lead to other menu scenes, use this
  140.     # hash to manage custom commands that run specific script calls. You can
  141.     # disable certain commands in the menu by binding them to a switch. If you
  142.     # don't want to disable them, set the switch to 0. The ShowSwitch will
  143.     # prevent a command from appear if that switch is false. Set it to 0 for
  144.     # it to have no impact.
  145.     #--------------------------------------------------------------------------
  146.     CUSTOM_COMMANDS ={
  147.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
  148.       
  149.       :guardian => [ "援护",            0,        0, :command_guardian],
  150.     } # Do not remove this.
  151.    
  152.   end # MENU
  153. end # YEA

  154. #==============================================================================
  155. # ▼ Editting anything past this point may potentially result in causing
  156. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  157. # halitosis so edit at your own risk.
  158. #==============================================================================

  159. #==============================================================================
  160. # ■ Window_MenuCommand
  161. #------------------------------------------------------------------------------
  162. # This class is kept towards the top of the script to provide easier access.
  163. #==============================================================================

  164. class Window_MenuCommand < Window_Command
  165.   
  166.   #--------------------------------------------------------------------------
  167.   # overwrite method: make_command_list
  168.   #--------------------------------------------------------------------------
  169.   def make_command_list
  170.     for command in YEA::MENU::COMMANDS
  171.       case command
  172.       #--- Default Commands ---
  173.       when :item
  174.         add_command(Vocab::item,   :item,   main_commands_enabled)
  175.       when :skill
  176.         add_command(Vocab::skill,  :skill,  main_commands_enabled)
  177.       when :equip
  178.         add_command(Vocab::equip,  :equip,  main_commands_enabled)
  179.       when :status
  180.         add_command(Vocab::status, :status, main_commands_enabled)
  181.       when :formation
  182.         add_formation_command
  183.       when :save
  184.         add_original_commands
  185.         add_save_command
  186.       when :game_end
  187.         add_game_end_command
  188.       #--- Yanfly Engine Ace Commands ---
  189.       when :class
  190.         next unless $imported["YEA-ClassSystem"]
  191.         add_class_command
  192.       #--- Imported Commands ---
  193.       when :sslots
  194.         next unless $imported["YSA-SlotBattle"]
  195.         add_sslots_command
  196.       when :grathnode
  197.         next unless $imported["KRX-GrathnodeInstall"]
  198.         process_custom_command(command)
  199.       when :gogototori
  200.         next unless $imported["KRX-AlchemicSynthesis"]
  201.         process_custom_command(command)
  202.       #--- Imported Commands ---
  203.       else
  204.         process_common_event_command(command)
  205.         process_custom_command(command)
  206.       end
  207.     end
  208.   end
  209.   
  210.   #--------------------------------------------------------------------------
  211.   # new method: process_common_event_command
  212.   #--------------------------------------------------------------------------
  213.   def process_common_event_command(command)
  214.     return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
  215.     show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
  216.     continue = show <= 0 ? true : $game_switches[show]
  217.     return unless continue
  218.     text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
  219.     switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
  220.     ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
  221.     enabled = switch <= 0 ? true : $game_switches[switch]
  222.     add_command(text, command, enabled, ext)
  223.   end
  224.   
  225.   #--------------------------------------------------------------------------
  226.   # new method: process_custom_command
  227.   #--------------------------------------------------------------------------
  228.   def process_custom_command(command)
  229.     return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
  230.     show = YEA::MENU::CUSTOM_COMMANDS[command][2]
  231.     continue = show <= 0 ? true : $game_switches[show]
  232.     return unless continue
  233.     text = YEA::MENU::CUSTOM_COMMANDS[command][0]
  234.     switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
  235.     enabled = switch <= 0 ? true : $game_switches[switch]
  236.     add_command(text, command, enabled)
  237.   end
  238.   
  239. end # Window_MenuCommand

  240. #==============================================================================
  241. # ■ Menu
  242. #==============================================================================

  243. module Menu
  244.   
  245.   #--------------------------------------------------------------------------
  246.   # self.help_window_location
  247.   #--------------------------------------------------------------------------
  248.   def self.help_window_location
  249.     return YEA::MENU::HELP_WINDOW_LOCATION
  250.   end
  251.   
  252.   #--------------------------------------------------------------------------
  253.   # self.command_window_align
  254.   #--------------------------------------------------------------------------
  255.   def self.command_window_align
  256.     return YEA::MENU::COMMAND_WINDOW_ALIGN
  257.   end
  258.   
  259.   #--------------------------------------------------------------------------
  260.   # self.main_menu_align
  261.   #--------------------------------------------------------------------------
  262.   def self.main_menu_align
  263.     return YEA::MENU::MAIN_MENU_ALIGN
  264.   end
  265.   
  266.   #--------------------------------------------------------------------------
  267.   # self.main_menu_right
  268.   #--------------------------------------------------------------------------
  269.   def self.main_menu_right
  270.     return YEA::MENU::MAIN_MENU_RIGHT
  271.   end
  272.   
  273. end # Menu

  274. #==============================================================================
  275. # ■ Game_Actor
  276. #==============================================================================

  277. class Game_Actor < Game_Battler
  278.   
  279.   #--------------------------------------------------------------------------
  280.   # new method: draw_mp?
  281.   #--------------------------------------------------------------------------
  282.   def draw_mp?
  283.     return true unless draw_tp?
  284.     for skill in skills
  285.       next unless added_skill_types.include?(skill.stype_id)
  286.       return true if skill.mp_cost > 0
  287.     end
  288.     return false
  289.   end
  290.   
  291.   #--------------------------------------------------------------------------
  292.   # new method: draw_tp?
  293.   #--------------------------------------------------------------------------
  294.   def draw_tp?
  295.     return false unless $data_system.opt_display_tp
  296.     for skill in skills
  297.       next unless added_skill_types.include?(skill.stype_id)
  298.       return true if skill.tp_cost > 0
  299.     end
  300.     return false
  301.   end
  302.   
  303. end # Game_Actor

  304. #==============================================================================
  305. # ■ Window_Base
  306. #==============================================================================

  307. class Window_Base < Window
  308.   
  309.   #--------------------------------------------------------------------------
  310.   # overwrite method: draw_actor_simple_status
  311.   #--------------------------------------------------------------------------
  312.   def draw_actor_simple_status(actor, dx, dy)
  313.     dy -= line_height / 2
  314.     draw_actor_name(actor, dx, dy)
  315.     draw_actor_level(actor, dx, dy + line_height * 1)
  316.     draw_actor_icons(actor, dx, dy + line_height * 2)
  317.     dw = contents.width - dx - 124
  318.     draw_actor_class(actor, dx + 120, dy, dw)
  319.     draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
  320.     if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
  321.       draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)
  322.     elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
  323.       if $imported["YEA-BattleEngine"]
  324.         draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
  325.         draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  326.       else
  327.         draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
  328.         draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  329.       end
  330.     else
  331.       draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
  332.     end
  333.   end
  334.   
  335. end # Window_Base

  336. #==============================================================================
  337. # ■ Window_Command
  338. #==============================================================================

  339. class Window_Command < Window_Selectable
  340.   
  341.   #--------------------------------------------------------------------------
  342.   # overwrite method: alignment
  343.   #--------------------------------------------------------------------------
  344.   def alignment
  345.     return Menu.command_window_align
  346.   end
  347.   
  348. end # Window_Command

  349. #==============================================================================
  350. # ■ Window_MenuCommand
  351. #==============================================================================

  352. class Window_MenuCommand < Window_Command
  353.   
  354.   #--------------------------------------------------------------------------
  355.   # alias method: init_command_position
  356.   #--------------------------------------------------------------------------
  357.   class <<self; alias init_command_position_ame init_command_position; end
  358.   def self.init_command_position
  359.     init_command_position_ame
  360.     @@last_command_oy = nil
  361.   end
  362.   
  363.   #--------------------------------------------------------------------------
  364.   # overwrite method: visible_line_number
  365.   #--------------------------------------------------------------------------
  366.   def visible_line_number
  367.     return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
  368.   end
  369.   
  370.   #--------------------------------------------------------------------------
  371.   # overwrite method: alignment
  372.   #--------------------------------------------------------------------------
  373.   def alignment
  374.     return Menu.main_menu_align
  375.   end
  376.   
  377.   #--------------------------------------------------------------------------
  378.   # alias method: process_ok
  379.   #--------------------------------------------------------------------------
  380.   alias window_menucommand_process_ok_ame process_ok
  381.   def process_ok
  382.     @@last_command_oy = self.oy
  383.     window_menucommand_process_ok_ame
  384.   end
  385.   
  386.   #--------------------------------------------------------------------------
  387.   # alias method: select_last
  388.   #--------------------------------------------------------------------------
  389.   alias window_menucommand_select_last_ame select_last
  390.   def select_last
  391.     window_menucommand_select_last_ame
  392.     self.oy = @@last_command_oy unless @@last_command_oy.nil?
  393.     @@last_command_oy = nil
  394.   end
  395.   
  396. end # Window_MenuCommand

  397. #==============================================================================
  398. # ■ Scene_Menu
  399. #==============================================================================

  400. class Scene_Menu < Scene_MenuBase
  401.   
  402.   #--------------------------------------------------------------------------
  403.   # alias method: start
  404.   #--------------------------------------------------------------------------
  405.   alias scene_menu_start_ame start
  406.   def start
  407.     scene_menu_start_ame
  408.     relocate_windows
  409.   end
  410.   
  411.   #--------------------------------------------------------------------------
  412.   # new method: relocate_windows
  413.   #--------------------------------------------------------------------------
  414.   def relocate_windows
  415.     return unless Menu.main_menu_right
  416.     @command_window.x = Graphics.width - @command_window.width
  417.     @gold_window.x = Graphics.width - @gold_window.width
  418.     @status_window.x = 0
  419.   end
  420.   
  421.   def return_scene
  422.     $game_map.autoplay
  423.     SceneManager.return
  424.   end
  425.   
  426. end # Scene_Menu

  427. #==============================================================================
  428. # ■ Scene_Item
  429. #==============================================================================

  430. class Scene_Item < Scene_ItemBase
  431.   
  432.   #--------------------------------------------------------------------------
  433.   # alias method: start
  434.   #--------------------------------------------------------------------------
  435.   alias scene_item_start_ame start
  436.   def start
  437.     scene_item_start_ame
  438.     return if $imported["YEA-ItemMenu"]
  439.     relocate_windows
  440.   end
  441.   
  442.   #--------------------------------------------------------------------------
  443.   # new method: relocate_windows
  444.   #--------------------------------------------------------------------------
  445.   def relocate_windows
  446.     case Menu.help_window_location
  447.     when 0 # Top
  448.       @help_window.y = 0
  449.       @category_window.y = @help_window.height
  450.       @item_window.y = @category_window.y + @category_window.height
  451.     when 1 # Middle
  452.       @category_window.y = 0
  453.       @help_window.y = @category_window.height
  454.       @item_window.y = @help_window.y + @help_window.height
  455.     else # Bottom
  456.       @category_window.y = 0
  457.       @item_window.y = @category_window.height
  458.       @help_window.y = @item_window.y + @item_window.height
  459.     end
  460.     if $imported["YEA-ItemMenu"]
  461.       @types_window.y = @category_window.y
  462.       @status_window.y = @category_window.y
  463.     end
  464.   end
  465.   
  466. end # Scene_Item

  467. #==============================================================================
  468. # ■ Scene_Skill
  469. #==============================================================================

  470. class Scene_Skill < Scene_ItemBase
  471.   
  472.   #--------------------------------------------------------------------------
  473.   # alias method: start
  474.   #--------------------------------------------------------------------------
  475.   alias scene_skill_start_ame start
  476.   def start
  477.     scene_skill_start_ame
  478.     relocate_windows
  479.   end
  480.   
  481.   #--------------------------------------------------------------------------
  482.   # new method: relocate_windows
  483.   #--------------------------------------------------------------------------
  484.   def relocate_windows
  485.     case Menu.help_window_location
  486.     when 0 # Top
  487.       @help_window.y = 0
  488.       @command_window.y = @help_window.height
  489.       @status_window.y = @help_window.height
  490.       @item_window.y = @status_window.y + @status_window.height
  491.     when 1 # Middle
  492.       @command_window.y = 0
  493.       @status_window.y = 0
  494.       @help_window.y = @status_window.y + @status_window.height
  495.       @item_window.y = @help_window.y + @help_window.height
  496.     else # Bottom
  497.       @command_window.y = 0
  498.       @status_window.y = 0
  499.       @item_window.y = @status_window.y + @status_window.height
  500.       @help_window.y = @item_window.y + @item_window.height
  501.     end
  502.   end
  503.   
  504. end # Scene_Skill

  505. #==============================================================================
  506. # ■ Scene_Equip
  507. #==============================================================================

  508. class Scene_Equip < Scene_MenuBase
  509.   
  510.   #--------------------------------------------------------------------------
  511.   # alias method: start
  512.   #--------------------------------------------------------------------------
  513.   alias scene_equip_start_ame start
  514.   def start
  515.     scene_equip_start_ame
  516.     relocate_windows
  517.     relocate_aee_windows
  518.   end
  519.   
  520.   #--------------------------------------------------------------------------
  521.   # new method: relocate_windows
  522.   #--------------------------------------------------------------------------
  523.   def relocate_windows
  524.     return if $imported["YEA-AceEquipEngine"]
  525.     case Menu.help_window_location
  526.     when 0 # Top
  527.       @help_window.y = 0
  528.       @status_window.y = @help_window.height
  529.       @command_window.y = @help_window.height
  530.       @slot_window.y = @command_window.y + @command_window.height
  531.       @item_window.y = @slot_window.y + @slot_window.height
  532.     when 1 # Middle
  533.       @status_window.y = 0
  534.       @command_window.y = 0
  535.       @slot_window.y = @command_window.y + @command_window.height
  536.       @help_window.y = @slot_window.y + @slot_window.height
  537.       @item_window.y = @help_window.y + @help_window.height
  538.     else # Bottom
  539.       @status_window.y = 0
  540.       @command_window.y = 0
  541.       @slot_window.y = @command_window.y + @command_window.height
  542.       @item_window.y = @slot_window.y + @slot_window.height
  543.       @help_window.y = @item_window.y + @item_window.height
  544.     end
  545.   end
  546.   
  547.   #--------------------------------------------------------------------------
  548.   # new method: relocate_aee_windows
  549.   #--------------------------------------------------------------------------
  550.   def relocate_aee_windows
  551.     return unless $imported["YEA-AceEquipEngine"]
  552.     case Menu.help_window_location
  553.     when 0 # Top
  554.       @help_window.y = 0
  555.       @command_window.y = @help_window.height
  556.       @slot_window.y = @command_window.y + @command_window.height
  557.     when 1 # Middle
  558.       @command_window.y = 0
  559.       @help_window.y = @command_window.height
  560.       @slot_window.y = @help_window.y + @help_window.height
  561.     else # Bottom
  562.       @command_window.y = 0
  563.       @slot_window.y = @command_window.height
  564.       @help_window.y = @slot_window.y + @slot_window.height
  565.     end
  566.     @actor_window.y = @command_window.y
  567.     @item_window.y = @slot_window.y
  568.     @status_window.y = @slot_window.y
  569.   end
  570.   
  571. end # Scene_Equip

  572. #==============================================================================
  573. # ■ Scene_Menu
  574. #==============================================================================

  575. class Scene_Menu < Scene_MenuBase
  576.   
  577.   #--------------------------------------------------------------------------
  578.   # alias method: create_command_window
  579.   #--------------------------------------------------------------------------
  580.   alias scene_menu_create_command_window_ame create_command_window
  581.   def create_command_window
  582.     scene_menu_create_command_window_ame
  583.     process_common_event_commands
  584.     process_custom_commands
  585.   end
  586.   
  587.   #--------------------------------------------------------------------------
  588.   # new method: process_common_event_commands
  589.   #--------------------------------------------------------------------------
  590.   def process_common_event_commands
  591.     for command in YEA::MENU::COMMANDS
  592.       next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
  593.       @command_window.set_handler(command, method(:command_common_event))
  594.     end
  595.   end
  596.   
  597.   #--------------------------------------------------------------------------
  598.   # new method: command_common_event
  599.   #--------------------------------------------------------------------------
  600.   def command_common_event
  601.     event_id = @command_window.current_ext
  602.     return return_scene if event_id.nil?
  603.     return return_scene if $data_common_events[event_id].nil?
  604.     $game_temp.reserve_common_event(event_id)
  605.     return_scene
  606.   end
  607.   
  608.   #--------------------------------------------------------------------------
  609.   # new method: process_custom_commands
  610.   #--------------------------------------------------------------------------
  611.   def process_custom_commands
  612.     for command in YEA::MENU::COMMANDS
  613.       next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
  614.       called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
  615.       @command_window.set_handler(command, method(called_method))
  616.     end
  617.   end
  618.   
  619.   #--------------------------------------------------------------------------
  620.   # new method: command_debug
  621.   #--------------------------------------------------------------------------
  622.   def command_debug
  623.     SceneManager.call(Scene_Debug)
  624.   end
  625.   
  626.   #--------------------------------------------------------------------------
  627.   # new method: command_shop
  628.   #--------------------------------------------------------------------------
  629.   def command_shop
  630.     goods = []
  631.     SceneManager.call(Scene_Shop)
  632.     SceneManager.scene.prepare(goods, false)
  633.   end
  634.   
  635.   #--------------------------------------------------------------------------
  636.   # new method: command_totori
  637.   #--------------------------------------------------------------------------
  638.   def command_totori
  639.     return unless $imported['KRX-AlchemicSynthesis']
  640.     SceneManager.call(Scene_Alchemy)
  641.   end
  642.   
  643. end # Scene_Menu

  644. #==============================================================================
  645. #
  646. # ▼ End of File
  647. #
  648. #==============================================================================
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点评

箱子里有 装备啊 可以 直接装备。。。  发表于 2012-4-23 07:18
范例除了一个箱子什么都没有啊  发表于 2012-4-22 21:06
不用公共事件的。。我范例里面已经有效果的。就是 让他出现在 菜单里而已。。你范例都没看吧。。  发表于 2012-4-22 21:05
拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
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