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这里出现穿越现象   求教大虾们 
 
下面是脚本: 
 
 
‘‘──独行于2012-5-26 09:53补充以下内容 
 
#============================================================================ 
# ○ 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, 380) 
    @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 
        $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 
’’ |   
 
 
 
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