X键直接調用物品欄的話 複製以下腳本到腳本編輯器裏的Scene_後 Main前就行了
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条件分支,如果XX键按下时,
第二条搜索一下应该有了。。 |
额,一般VX不改脚本摁下X键就是菜单,然后这个菜单的样子 可以用这个脚本#============================================================================ # ○ VX·新简易菜单 # -By.冰舞蝶恋 #---------------------------------------------------------------------------- # 用法神马的…不解释…… #============================================================================ class Scene_Menu def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) @mapwindow = Window_Draw_Mapname.new @status_window = Window_MenuStatus.new(160, 0) end def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @mapwindow.dispose @status_window.dispose end def update super update_menu_background @command_window.update @gold_window.update @mapwindow.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = "读档"# Vocab::continue s7 = Vocab::game_end @command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6, s7], 7) @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 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 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 # 读档 $scene = Scene_File.new(false, false, false) when 6 # 结束游戏 $scene = Scene_End.new end end end end class Window_MenuStatus < Window_Selectable def initialize(x, y) super(x, y+56, 384, 416-56) refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_shortface(actor, 2, actor.index * 82 + 2, 92) x = 104 y = actor.index * 82 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) end end def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max self.cursor_rect.set(0, @index * 82, contents.width, 82) elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * 82, contents.width, 82) else self.cursor_rect.set(0, 0, contents.width, @item_max * 82) end end end class Window_Base def draw_shortface(face_name, face_index, x, y, size = 96) bitmap = Cache.face(face_name) rect = Rect.new(0, 0, 0, 0) rect.x = face_index % 4 * 96 + (96 - size) / 2 rect.y = face_index / 4 * 96 + (96 - size) / 2 + 16 rect.width = size rect.height = size - 32 self.contents.blt(x, y+8, bitmap, rect) bitmap.dispose end def draw_actor_shortface(actor, x, y, size = 96) draw_shortface(actor.face_name, actor.face_index, x, y, size) end end class Game_Map attr_reader :map_id def mapname $mapname = load_data("Data/MapInfos.rvdata") $mapname[@map_id].name end end class Window_Draw_Mapname < Window_Base def initialize super(0, 56, 160, 304) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 4, 160, WLH, "位置:") self.contents.font.color = normal_color self.contents.draw_text(4+8, WLH + 12, 160, WLH, $game_map.mapname.to_s) end end ,因为我不会复制网址,所以就光复制了脚本 这个可以在VX图书馆,菜单相关→有很多,这个脚本是简易菜单的脚本,作者是冰舞蝶恋 我也是新手,可能这个不全对 |
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