赞 | 452 |
VIP | 56 |
好人卡 | 75 |
积分 | 429 |
经验 | 124650 |
最后登录 | 2025-1-10 |
在线时间 | 7625 小时 |
Lv5.捕梦者 (管理员) 老黄鸡
- 梦石
- 0
- 星屑
- 42869
- 在线时间
- 7625 小时
- 注册时间
- 2009-7-6
- 帖子
- 13506
|
沈基拉 发表于 2011-8-27 20:37
关于那个添加选择项“是” “否”,以免游戏中按错,可以添加上去吗? ...
邪恶提示:别忘了点我下面的“认可答案”按钮哦~- module Fux2
- MOVE_SWITCH = 50 # 禁止传送选项的开关号
- TARGET_MAP_ID = 1 # 目标传送地图ID
- TARGET_X = 10 # 目标传送地图X坐标
- TARGET_Y = 10 # 目标传送地图Y坐标
- TARGET_D = 8 # 传送后人物朝向,2,4,6,8
- end
- class Window_Command_Fux < Window_Selectable
- def initialize
- row_max = 2
- super(150, 100, 250, row_max * WLH + 64, 5)
- @commands = ["是","否"]
- @item_max = @commands.size
- @column_max = 1
- refresh
- self.index = 0
- end
- def item_rect(index)
- rect = Rect.new(0, 0, 0, 0)
- rect.width = (contents.width + @spacing) / @column_max - @spacing
- rect.height = WLH
- rect.x = index % @column_max * (rect.width + @spacing)
- rect.y = index / @column_max * WLH + 32
- return rect
- end
- def refresh
- self.contents.clear
- self.contents.draw_text(0,0,200,32,"你确定要传送吗?")
- for i in 0...@item_max
- draw_item(i)
- end
- end
- def draw_item(index, enabled = true)
- rect = item_rect(index)
- rect.x += 4
- rect.width -= 8
- self.contents.clear_rect(rect)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(rect, @commands[index])
- end
- end
- class Scene_Menu < Scene_Base
- include Fux2
- def create_command_window
- s1 = Vocab::item
- s2 = Vocab::skill
- s3 = Vocab::equip
- s4 = Vocab::status
- s5 = Vocab::save
- s6 = Vocab::game_end
- s7 = "神秘功能"
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
- @command_window.index = @menu_index
- if $game_party.members.size == 0
- @command_window.draw_item(0, false)
- @command_window.draw_item(1, false)
- @command_window.draw_item(2, false)
- @command_window.draw_item(3, false)
- end
- if $game_system.save_disabled
- @command_window.draw_item(4, false)
- end
- if $game_switches[MOVE_SWITCH] == true
- @command_window.draw_item(6, false)
- 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
- elsif $game_switches[50] == true && @command_window.index == 6
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- case @command_window.index
- when 0
- $scene = Scene_Item.new
- when 1,2,3
- start_actor_selection
- when 4
- $scene = Scene_File.new(true, false, false)
- when 5
- $scene = Scene_End.new
- when 6
- call_move_proc
- end
- end
- end
- def call_move_proc
- fux = Window_Command_Fux.new
- fux.index = 0
- fux.active = true
- fux.z = 99999
- fux2 = 0
- loop do
- Input.update
- Graphics.update
- fux.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.buzzer_se)
- fux.dispose
- return
- end
- if Input.trigger?(Input::C)
- fux2 = fux.index
- break
- end
- end
- fux.dispose
- case fux2
- when 0
- $game_player.reserve_transfer(TARGET_MAP_ID, TARGET_X, TARGET_Y, TARGET_D)
- $scene = Scene_Map.new
- end
- return
- end
- end
复制代码 |
|