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 Lv1.梦旅人 
	梦石0 星屑50 在线时间63 小时注册时间2013-5-24帖子9 | 
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加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # 本脚本来自www.66rpg.com,转载请保留此信息
 # ————————————————————————————————————
 
 #==============================================================================
 # Game_System
 #------------------------------------------------------------------------------
 # 添加内容
 #==============================================================================
 class Game_System
 attr_accessor :mission #现在执行的任务
 attr_accessor :partmission
 alias carol3_ini initialize
 def initialize
 carol3_ini
 @mission = ""
 @partmission = []
 end
 end
 #==============================================================================
 # ■ Scene_Title
 #------------------------------------------------------------------------------
 #  处理标题画面的类。
 #==============================================================================
 class Scene_Title
 alias carol3_title1 main
 def main
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
 $map_infos[key] = $map_infos[key].name
 end
 $任务 = ""
 $支线 = nil
 $支线完成 = nil
 carol3_title1
 end
 end
 class Scene_Map
 alias carol3_update update
 def update
 carol3_update
 if $支线 != nil
 for i in 0...$game_system.partmission.size
 if $game_system.partmission == $支线
 $支线 = nil
 break
 end
 end
 if $支线 != nil
 $game_system.partmission.push($支线)
 $支线 = nil
 end
 end
 if $支线完成 != nil
 for i in 0...$game_system.partmission.size
 if $game_system.partmission == $支线完成
 $game_system.partmission.delete($game_system.partmission)
 break
 end
 end
 $支线完成 = nil
 end
 end
 end
 #==============================================================================
 # ■ Game_Map
 #------------------------------------------------------------------------------
 #  处理地图的类。包含卷动以及可以通行的判断功能。
 # 本类的实例请参考 $game_map 。
 #==============================================================================
 class Game_Map
 def name
 return $map_infos[@map_id]
 end
 end
 #==============================================================================
 # Window_RecordBook
 #------------------------------------------------------------------------------
 # 菜单界面表示信息的窗口
 #==============================================================================
 class Window_RecordBook < Window_Base
 #--------------------------------------------------------------------------
 # ● 初始化对象
 #--------------------------------------------------------------------------
 def initialize
 super(160, 384, 480, 480)
 self.contents = Bitmap.new(width - 32, height - 32)
 if $任务 == ""
 $任务 = $game_system.mission
 else
 $game_system.mission = $任务
 end
 refresh
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 self.contents.font.color = system_color
 self.contents.font.size = 20
 cx = self.contents.text_size("现在位置").width + 24
 self.contents.draw_text(4, 0, cx, 24, "现在位置")
 self.contents.font.color = normal_color
 self.contents.draw_text(4 + cx, 0, 444 - cx, 24, $game_map.name.to_s)
 self.contents.font.color = system_color
 cx = self.contents.text_size("主线任务").width + 24
 self.contents.draw_text(4, 32, cx, 24, "主线任务")
 self.contents.font.color = Color.new(240,250,75,255)
 self.contents.draw_text(4 + cx, 32, 444 - cx, 24, $game_system.mission.to_s)
 self.contents.font.color = system_color
 cx = self.contents.text_size("支线任务").width + 24
 self.contents.draw_text(4, 96, cx, 24, "支线任务")
 self.contents.font.color = normal_color
 for i in 0...$game_system.partmission.size
 self.contents.draw_text(4 + cx, 96 + i * 32, 444 - cx, 24, $game_system.partmission.to_s)
 end
 end
 end
 #==============================================================================
 # ■ Scene_Menu
 #------------------------------------------------------------------------------
 #  处理菜单画面的类。
 #==============================================================================
 class Scene_Menu
 #--------------------------------------------------------------------------
 # ● 初始化对像
 # menu_index : 命令光标的初期位置
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
 @menu_index = menu_index
 @切换状态暂停 = ""
 end
 #--------------------------------------------------------------------------
 # ● 主处理
 #--------------------------------------------------------------------------
 def main
 # 生成命令窗口
 s1 = "使用物品"#$data_system.words.item
 s2 = "查看技能"#$data_system.words.skill
 s3 = "更改装备"#$data_system.words.equip
 s4 = "查看状态"
 s5 = "记忆旅程"
 s6 = "旅程结束"
 s7 = "查看任务"
 s8 = "人物加点"
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
 @command_window.index = @menu_index
 # 同伴人数为 0 的情况下
 if $game_party.actors.size == 0
 # 物品、特技、装备、状态无效化
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 # 禁止存档的情况下
 if $game_system.save_disabled
 # 存档无效
 @command_window.disable_item(4)
 end
 # 生成游戏时间窗口
 @playtime_window = Window_PlayTime.new
 @playtime_window.x = 0
 @playtime_window.y = 280
 # 生成金钱窗口
 @gold_window = Window_Gold.new
 @gold_window.x = 0
 @gold_window.y = 416
 # 生成状态窗口
 @status_window = Window_MenuStatus.new
 @status_window.x = 160
 @status_window.y = 0
 #—— 生成天书窗口
 @recordbook_window = Window_RecordBook.new
 @recordbook_window.z = 100
 #—— 生成外边框窗口
 @outside_window = Window_Outside.new
 @outside_window.visible = true
 @outside_window.z = 1001
 # 执行过渡
 Graphics.transition
 # 主循环
 loop do
 # 刷新游戏画面
 Graphics.update
 # 刷新输入信息
 Input.update
 # 刷新画面
 update
 # 如果切换画面就中断循环
 if $scene != self
 break
 end
 end
 # 准备过渡
 Graphics.freeze
 # 释放窗口
 @command_window.dispose
 @playtime_window.dispose
 @gold_window.dispose
 @status_window.dispose
 @outside_window.dispose
 @recordbook_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 # 刷新窗口
 @command_window.update
 @playtime_window.update
 @gold_window.update
 @status_window.update
 # 命令窗口被激活的情况下: 调用 update_command
 if @command_window.active
 update_command
 return
 end
 # 状态窗口被激活的情况下: 调用 update_status
 if @status_window.active
 update_status
 return
 end
 if @outside_window.visible == false
 update_recordbook
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面 (命令窗口被激活的情况下)
 #--------------------------------------------------------------------------
 def update_command
 # 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)
 # 切换的地图画面
 $scene = Scene_Map.new
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 同伴人数为 0、存档、游戏结束以外的场合
 if $game_party.actors.size == 0 and @command_window.index < 4
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 命令窗口的光标位置分支
 case @command_window.index
 when 0 # 物品
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换到物品画面
 $scene = Scene_Item.new
 when 1 # 特技
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 2 # 装备
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 3 # 状态
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 4  # 存档
 # 禁止存档的情况下
 if $game_system.save_disabled
 # 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)
 # 切换到存档画面
 $scene = Scene_Loadsave.new
 when 5 # 游戏结束
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换到游戏结束画面
 $scene = Scene_End.new
 when 6 # 查看任务
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @outside_window.visible = false
 when 7  # level up
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换到level point画面
 $scene = Scene_Lvup.new
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面 (查看天书的情况下)
 #--------------------------------------------------------------------------
 def update_recordbook
 if @切换状态暂停 == "天书消失"
 if @recordbook_window.y < 384
 @recordbook_window.y +=64
 @status_window.y -= 16
 return
 else
 @切换状态暂停 = ""
 @outside_window.visible = true
 @command_window.active = true
 end
 else
 if @recordbook_window.y >0
 @recordbook_window.y -= 32
 @status_window.y += 8
 return
 else
 @status_window.visible = false
 if Input.trigger?(Input::B)
 @切换状态暂停 = "天书消失"
 $game_system.se_play($data_system.cancel_se)
 @status_window.visible = true
 return
 end
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面 (状态窗口被激活的情况下)
 #--------------------------------------------------------------------------
 def update_status
 # 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)
 # 激活命令窗口
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 命令窗口的光标位置分支
 case @command_window.index
 when 1 # 特技
 # 本角色的行动限制在 2 以上的情况下
 if $game_party.actors[@status_window.index].restriction >= 2
 # 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)
 # 切换到特技画面
 $scene = Scene_Skill.new(@status_window.index)
 when 2 # 装备
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换的装备画面
 $scene = Scene_Equip.new(@status_window.index)
 when 3 # 状态
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换到状态画面
 $scene = Scene_Status.new(@status_window.index)
 end
 return
 end
 end
 end
 
 #==============================================================================
 # Window_Outside
 #------------------------------------------------------------------------------
 # 外边框窗口
 #==============================================================================
 class Window_Outside < Window_Base
 #--------------------------------------------------------------------------
 # ● 初始化对象
 #--------------------------------------------------------------------------
 def initialize
 super(160, 384, 480, 96)
 self.back_opacity = 0
 end
 end
 #==============================================================================
 # ■ Window_PlayTime
 #------------------------------------------------------------------------------
 # 菜单画面的系统时间表示
 #==============================================================================
 class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
 super(0, 0, 160, 128)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.size = 18
 refresh
 end
 #--------------------------------------------------------------------------
 # ● 刷新
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 self.contents.font.color = system_color
 self.contents.font.color = text_color(6)
 time = Time.now
 text = time.strftime("%x %X")
 self.contents.draw_text(-2, 32, 130, 32, text, 2)
 @total_sec = Graphics.frame_count / Graphics.frame_rate
 hour = @total_sec / 60 / 60
 min = @total_sec / 60 % 60
 sec = @total_sec % 60
 text = sprintf("%02d:%02d:%02d", hour, min, sec)
 self.contents.font.color = normal_color
 self.contents.draw_text(4, 0, 160, 32, "日期与游戏时间")
 self.contents.draw_text(-2, 64, 130, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # ● 更新
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
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