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这是我在百变宝典借用的国外制作XP菜单 
- #_______________________________________________________________________________
 
 - # MOG Scene Menu Itigo V1.5            
 
 - #_______________________________________________________________________________
 
 - # By Moghunter  
 
 - # http://www.atelier-rgss.com
 
 - #_______________________________________________________________________________
 
 - module MOG
 
 - #Tipo de fundo.
 
 - # 0 = Imagens em movimento.
 
 - # 1 = Mapa de fundo.
 
 - MENU_BACKGROUND = 0
 
 - #Transition Time. 
 
 - MNTT = 20
 
 - #Transition Type (Name)
 
 - MNTP = "006-Stripe02"
 
 - end
 
 - $mogscript = {} if $mogscript == nil
 
 - $mogscript["menu_itigo"] = true
 
 - ##############
 
 - # Game_Actor #
 
 - ##############
 
 - class Game_Actor < Game_Battler
 
 - def now_exp
 
 - return @exp - @exp_list[@level]
 
 - end
 
 - def next_exp
 
 - return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 
 - end
 
 - end
 
 - ############
 
 - # Game_Map #
 
 - ############
 
 - class Game_Map
 
 - attr_reader   :map_id  
 
 - def mpname
 
 - $mpname = load_data("Data/MapInfos.rxdata") 
 
 - $mpname[@map_id].name
 
 - end
 
 - end
 
 - ###############
 
 - # Window_Base #
 
 - ###############
 
 - class Window_Base < Window 
 
 - def nada
 
 - face = RPG::Cache.picture("")
 
 - end    
 
 - def drw_face(actor,x,y)
 
 - face = RPG::Cache.picture(actor.name + "_fc") rescue nada
 
 - cw = face.width 
 
 - ch = face.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x , y - ch, face, src_rect)    
 
 - end   
 
 - def draw_maphp3(actor, x, y)
 
 - back = RPG::Cache.picture("BAR0")    
 
 - cw = back.width  
 
 - ch = back.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)    
 
 - self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 
 - meter = RPG::Cache.picture("HP_Bar")    
 
 - cw = meter.width  * actor.hp / actor.maxhp
 
 - ch = meter.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 
 - text = RPG::Cache.picture("HP_Tx")    
 
 - cw = text.width  
 
 - ch = text.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 
 - self.contents.font.color = Color.new(0,0,0,255)
 
 - self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
 
 - self.contents.font.color = Color.new(255,255,255,255)
 
 - self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)    
 
 - end  
 
 - def draw_mapsp3(actor, x, y)
 
 - back = RPG::Cache.picture("BAR0")    
 
 - cw = back.width  
 
 - ch = back.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)    
 
 - self.contents.blt(x + 65, y - ch + 30, back, src_rect)
 
 - meter = RPG::Cache.picture("SP_Bar")    
 
 - cw = meter.width  * actor.sp / actor.maxsp
 
 - ch = meter.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
 
 - text = RPG::Cache.picture("SP_Tx")    
 
 - cw = text.width  
 
 - ch = text.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 35, y - ch + 30, text, src_rect)
 
 - self.contents.font.color = Color.new(0,0,0,255)
 
 - self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
 
 - self.contents.font.color = Color.new(255,255,255,255)
 
 - self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)    
 
 - end  
 
 - def draw_mexp2(actor, x, y)
 
 - bitmap2 = RPG::Cache.picture("Exp_Back")
 
 - cw = bitmap2.width 
 
 - ch = bitmap2.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
 
 - if actor.next_exp != 0
 
 - rate = actor.now_exp.to_f / actor.next_exp
 
 - else
 
 - rate = 1
 
 - end
 
 - bitmap = RPG::Cache.picture("Exp_Meter")
 
 - if actor.level < 99
 
 - cw = bitmap.width * rate 
 
 - else
 
 - cw = bitmap.width
 
 - end   
 
 - ch = bitmap.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
 
 - exp_tx = RPG::Cache.picture("Exp_tx")
 
 - cw = exp_tx.width 
 
 - ch = exp_tx.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
 
 - lv_tx = RPG::Cache.picture("LV_tx")
 
 - cw = lv_tx.width 
 
 - ch = lv_tx.height 
 
 - src_rect = Rect.new(0, 0, cw, ch)
 
 - self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
 
 - self.contents.font.color = Color.new(0,0,0,255)
 
 - self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
 
 - self.contents.font.color = Color.new(255,255,255,255)
 
 - self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
 
 - end
 
 - def draw_actor_state2(actor, x, y, width = 80)
 
 - text = make_battler_state_text(actor, width, true)
 
 - self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
 
 - self.contents.draw_text(x, y, width, 32, text,2)
 
 - end  
 
 - end
 
 - ######################
 
 - # Window_MenuStatus2 #
 
 - ######################
 
 - class Window_MenuStatus2 < Window_Selectable
 
 - def initialize
 
 - super(0, 0, 415, 280)
 
 - self.contents = Bitmap.new(width - 32, height - 32)
 
 - self.windowskin = RPG::Cache.windowskin("")
 
 - self.opacity = 0
 
 - self.z = 15
 
 - refresh
 
 - self.active = false
 
 - self.index = -1
 
 - end
 
 - def refresh
 
 - self.contents.clear
 
 - @item_max = $game_party.actors.size
 
 - for i in 0...$game_party.actors.size
 
 - x = 20
 
 - y = i * 62
 
 - actor = $game_party.actors[i]
 
 - self.contents.font.name = "Georgia"
 
 - if $mogscript["TP_System"] == true
 
 - draw_actor_tp(actor ,x + 285, y - 5,4)  
 
 - draw_actor_state2(actor ,x + 190, y - 5)
 
 - else  
 
 - draw_actor_state2(actor ,x + 220, y - 5)
 
 - end
 
 - drw_face(actor,x,y + 50)
 
 - draw_maphp3(actor,x + 40, y - 5)
 
 - draw_mapsp3(actor,x + 40, y + 20 )
 
 - draw_mexp2(actor,x + 140, y + 15 )
 
 - end
 
 - end
 
 - def update_cursor_rect
 
 - if @index < 0
 
 - self.cursor_rect.empty
 
 - else
 
 - self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
 
 - end
 
 - end
 
 - end
 
 - ################
 
 - # Window_Gold2 #
 
 - ################
 
 - class Window_Gold2 < Window_Base
 
 - def initialize
 
 - super(0, 0, 160, 64)
 
 - self.contents = Bitmap.new(width - 32, height - 32)
 
 - self.windowskin = RPG::Cache.windowskin("")
 
 - self.opacity = 0
 
 - self.z = 15
 
 - refresh
 
 - end
 
 - def refresh
 
 - self.contents.clear
 
 - cx = contents.text_size($data_system.words.gold).width
 
 - self.contents.font.color = normal_color
 
 - self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
 
 - self.contents.font.color = system_color
 
 - self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
 
 - end
 
 - end
 
 - ####################
 
 - # Window_PlayTime2 #
 
 - ####################
 
 - class Window_PlayTime2 < Window_Base
 
 - def initialize
 
 - super(0, 0, 160, 96)
 
 - self.contents = Bitmap.new(width - 32, height - 32)
 
 - self.windowskin = RPG::Cache.windowskin("")
 
 - self.opacity = 0
 
 - self.z = 15
 
 - refresh
 
 - end
 
 - def refresh
 
 - self.contents.clear
 
 - @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, 32, 120, 32, text, 2)
 
 - end
 
 - def update
 
 - super
 
 - if Graphics.frame_count / Graphics.frame_rate != @total_sec
 
 - refresh
 
 - end
 
 - end
 
 - end
 
 - #################
 
 - # Window_Steps2 #
 
 - #################
 
 - class Window_Steps2 < Window_Base
 
 - def initialize
 
 - super(0, 0, 160, 96)
 
 - self.contents = Bitmap.new(width - 32, height - 32)
 
 - self.windowskin = RPG::Cache.windowskin("")
 
 - self.opacity = 0
 
 - self.z = 15
 
 - refresh
 
 - end
 
 - def refresh
 
 - self.contents.clear
 
 - self.contents.font.color = normal_color
 
 - self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
 
 - end
 
 - end
 
 - ###################
 
 - # Window_Map_Name #
 
 - ###################
 
 - class Window_Map_Name < Window_Base
 
 - def initialize
 
 - super(0, 0, 160, 96)
 
 - self.contents = Bitmap.new(width - 32, height - 32)
 
 - self.windowskin = RPG::Cache.windowskin("")
 
 - self.opacity = 0
 
 - self.z = 15
 
 - refresh
 
 - end
 
 - def refresh
 
 - self.contents.clear
 
 - self.contents.font.color = normal_color
 
 - self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
 
 - end
 
 - end
 
 - ##############
 
 - # Scene_Menu #
 
 - ##############
 
 - class Scene_Menu
 
 - def initialize(menu_index = 0)
 
 - @menu_index = menu_index
 
 - end
 
 - def main
 
 - s1 = ""
 
 - s2 = ""
 
 - s3 = ""
 
 - s4 = ""
 
 - s5 = ""
 
 - s6 = ""
 
 - @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
 
 - @command_window.index = @menu_index
 
 - if $game_party.actors.size == 0
 
 - @command_window.disable_item(0)
 
 - @command_window.disable_item(1)
 
 - @command_window.disable_item(2)
 
 - @command_window.disable_item(3)
 
 - end
 
 - @command_window.visible = false
 
 - @command_window.x = -640
 
 - @mnlay = Sprite.new
 
 - @mnlay.bitmap = RPG::Cache.picture("Mn_lay")
 
 - @mnlay.z = 10
 
 - @mnlay.opacity = 0
 
 - @mnlay.x = -100
 
 - if MOG::MENU_BACKGROUND == 0
 
 - @mnback = Plane.new
 
 - @mnback.bitmap = RPG::Cache.picture("Mn_back")
 
 - @mnback.blend_type = 0
 
 - @mnback.z = 5
 
 - @mnback2 = Plane.new
 
 - @mnback2.bitmap = RPG::Cache.picture("Mn_back")
 
 - @mnback2.blend_type = 0
 
 - @mnback2.z = 5
 
 - @mnback2.opacity = 60
 
 - else
 
 - @spriteset = Spriteset_Map.new
 
 - end
 
 - @mnsel = Sprite.new
 
 - @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
 
 - @mnsel.z = 20
 
 - @mnsel.x = 0
 
 - @mnsel.y = 110
 
 - @mnop = 150
 
 - if $game_system.save_disabled
 
 - @command_window.disable_item(4)
 
 - end
 
 - @playtime_window = Window_PlayTime2.new
 
 - @playtime_window.x = 30
 
 - @playtime_window.y = 375
 
 - @playtime_window.contents_opacity = 0
 
 - @mapname_window = Window_Map_Name.new
 
 - @mapname_window.x = 425
 
 - @mapname_window.y = 25
 
 - @mapname_window.contents_opacity = 0
 
 - @steps_window = Window_Steps2.new
 
 - @steps_window.x = 230
 
 - @steps_window.y = 375
 
 - @steps_window.contents_opacity = 0
 
 - @gold_window = Window_Gold2.new
 
 - @gold_window.x = 455
 
 - @gold_window.y = 405
 
 - @gold_window.contents_opacity = 0
 
 - @status_window = Window_MenuStatus2.new
 
 - @status_window.x = 295
 
 - @status_window.y = 110
 
 - @status_window.contents_opacity = 0
 
 - if MOG::MENU_BACKGROUND == 0
 
 - Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
 
 - else
 
 - Graphics.transition  
 
 - end
 
 - loop do
 
 - Graphics.update
 
 - Input.update
 
 - update
 
 - if $scene != self
 
 - break
 
 - end
 
 - end
 
 - for i in 0..10  
 
 - if MOG::MENU_BACKGROUND == 0
 
 - @mnback.oy += 1
 
 - @mnback.ox += 1
 
 - @mnback2.oy += 1
 
 - @mnback2.ox -= 1
 
 - end
 
 - @status_window.x += 20
 
 - @status_window.contents_opacity -= 25
 
 - @mnsel.opacity -= 25
 
 - @mnsel.zoom_x += 0.03
 
 - @mnlay.x -= 10
 
 - @mnlay.opacity -= 25
 
 - @mapname_window.x += 5
 
 - @mapname_window.contents_opacity -= 20
 
 - @steps_window.contents_opacity -= 25
 
 - @gold_window.contents_opacity -= 25
 
 - @playtime_window.contents_opacity -= 25
 
 - Graphics.update   
 
 - end
 
 - Graphics.freeze
 
 - @command_window.dispose
 
 - @playtime_window.dispose
 
 - @steps_window.dispose
 
 - @gold_window.dispose    
 
 - @status_window.dispose
 
 - @mnlay.dispose
 
 - if MOG::MENU_BACKGROUND == 0
 
 - @mnback.dispose
 
 - @mnback2.dispose
 
 - else
 
 - @spriteset.dispose
 
 - end
 
 - @mnsel.dispose
 
 - @mapname_window.dispose
 
 - Graphics.update
 
 - end
 
 - def update
 
 - if @mnsel.zoom_x <= 1.6
 
 - @mnsel.zoom_x += 0.03
 
 - @mnsel.opacity -= 10
 
 - elsif @mnsel.zoom_x > 1.6
 
 - @mnsel.zoom_x = 1.0
 
 - @mnsel.opacity = 255
 
 - end     
 
 - if @mnlay.x < 0
 
 - @mnlay.opacity += 25
 
 - @mnlay.x += 10
 
 - elsif @mnlay.x >= 0  
 
 - @mnlay.opacity = 255
 
 - @mnlay.x = 0
 
 - end
 
 - @command_window.update if @command_window.active
 
 - @playtime_window.update 
 
 - @status_window.update if @status_window.active
 
 - if MOG::MENU_BACKGROUND == 0
 
 - @mnback.oy += 1
 
 - @mnback.ox += 1
 
 - @mnback2.oy += 1
 
 - @mnback2.ox -= 1
 
 - end
 
 - @mnop += 5
 
 - @mapname_window.contents_opacity += 15
 
 - @playtime_window.contents_opacity += 15
 
 - @gold_window.contents_opacity += 15
 
 - @playtime_window.contents_opacity += 15
 
 - @steps_window.contents_opacity += 15
 
 - if @status_window.x > 195
 
 - @status_window.x -= 10
 
 - @status_window.contents_opacity += 10
 
 - elsif @status_window.x <= 195
 
 - @status_window.x = 195
 
 - @status_window.contents_opacity = 255
 
 - end
 
 - if @mnop >= 255
 
 - @mnop = 120
 
 - end   
 
 - if @command_window.active
 
 - update_command
 
 - return
 
 - end
 
 - if @status_window.active
 
 - update_status
 
 - return
 
 - end
 
 - end
 
 - def update_command
 
 - case @command_window.index 
 
 - when 0  
 
 - @mnsel.x = 0
 
 - @mnsel.y = 110
 
 - when 1
 
 - @mnsel.x = 25
 
 - @mnsel.y = 155
 
 - when 2
 
 - @mnsel.x = 40
 
 - @mnsel.y = 197
 
 - when 3
 
 - @mnsel.x = 45
 
 - @mnsel.y = 242
 
 - when 4
 
 - @mnsel.x = 25
 
 - @mnsel.y = 285
 
 - when 5
 
 - @mnsel.x = 0
 
 - @mnsel.y = 325
 
 - end    
 
 - if Input.trigger?(Input::B)
 
 - $game_system.se_play($data_system.cancel_se)
 
 - $scene = Scene_Map.new
 
 - return
 
 - end
 
 - if Input.trigger?(Input::C)
 
 - if $game_party.actors.size == 0 and @command_window.index < 4
 
 - $game_system.se_play($data_system.buzzer_se)
 
 - return
 
 - end
 
 - case @command_window.index
 
 - when 0 
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_Item.new
 
 - when 1 
 
 - $game_system.se_play($data_system.decision_se)
 
 - @command_window.active = false
 
 - @status_window.active = true
 
 - @status_window.index = 0
 
 - when 2 
 
 - $game_system.se_play($data_system.decision_se)
 
 - @command_window.active = false
 
 - @status_window.active = true
 
 - @status_window.index = 0
 
 - when 3 
 
 - $game_system.se_play($data_system.decision_se)
 
 - @command_window.active = false
 
 - @status_window.active = true
 
 - @status_window.index = 0
 
 - when 4 
 
 - if $game_system.save_disabled
 
 - $game_system.se_play($data_system.buzzer_se)
 
 - return
 
 - end
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_Save.new
 
 - when 5 
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_End.new
 
 - end
 
 - return
 
 - end
 
 - end
 
 - def update_status  
 
 - case @status_window.index 
 
 - when 0  
 
 - @mnsel.x = 180
 
 - @mnsel.y = 130
 
 - when 1
 
 - @mnsel.x = 180
 
 - @mnsel.y = 195
 
 - when 2
 
 - @mnsel.x = 180
 
 - @mnsel.y = 255
 
 - when 3
 
 - @mnsel.x = 180
 
 - @mnsel.y = 320
 
 - end  
 
 - if Input.trigger?(Input::B)
 
 - $game_system.se_play($data_system.cancel_se)
 
 - @command_window.active = true
 
 - @status_window.active = false
 
 - @status_window.index = -1
 
 - return
 
 - end
 
 - if Input.trigger?(Input::C)
 
 - case @command_window.index
 
 - when 1 
 
 - if $game_party.actors[@status_window.index].restriction >= 2
 
 - $game_system.se_play($data_system.buzzer_se)
 
 - return
 
 - end
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_Skill.new(@status_window.index)
 
 - when 2  
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_Equip.new(@status_window.index)
 
 - when 3  
 
 - $game_system.se_play($data_system.decision_se)
 
 - $scene = Scene_Status.new(@status_window.index)
 
 - end
 
 - return
 
 - end
 
 - end
 
 - end
 
  复制代码 
 
 
 
这是我在66rpg图书馆借用的任务系统脚本 
 
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  
- #简略使用说明:
 
 - #事件脚本输入  $任务 = "文字"  或  $支线 = "文字"  即可设定任务。
 
 - #至于怎么完成任务……本喵忘记了……(~ ̄△ ̄)~
 
  
- #==============================================================================
 
 - # 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[i] == $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[i] == $支线完成
 
 -           $game_system.partmission.delete($game_system.partmission[i])
 
 -           break
 
 -         end
 
 -       end
 
 -       $支线完成 = nil
 
 -     end
 
 -   end
 
 - end 
 
 - #==============================================================================
 
 - # Window_MenuStatus
 
 - #------------------------------------------------------------------------------
 
 - # 显示菜单画面和同伴状态的窗口。
 
 - #==============================================================================
 
 - class Window_MenuStatus < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化目标
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0, 0, 480, 384)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     self.active = false
 
 -     self.index = -1
 
 -     @position = 0
 
 -     @count = 0
 
 -     @oldposition = 0
 
 -     refresh
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     self.contents.clear
 
 -     @item_max = $game_party.actors.size
 
 -     for i in 0...$game_party.actors.size
 
 -       x = 64
 
 -       y = i * 90
 
 -       actor = $game_party.actors[i]
 
 -       self.contents.font.size = 18
 
 -       draw_actor_active_graphic(actor, x - 40, y + 50)
 
 -       draw_actor_name(actor, x, y)
 
 -       draw_actor_class(actor, x + 144, y)
 
 -       draw_actor_level(actor, x, y + 25)
 
 -       draw_actor_state(actor, x + 90, y + 25)
 
 -       draw_actor_exp(actor, x, y + 50)
 
 -       draw_actor_hp(actor, x + 236, y + 25)
 
 -       draw_actor_sp(actor, x + 236, y + 50)
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 绘制行走图
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_actor_active_graphic(actor, x, y)
 
 -     bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
 
 -     cw = bitmap.width / 4
 
 -     ch = bitmap.height / 4
 
 -     p = @position * cw
 
 -     src_rect = Rect.new(p, 0, cw, ch)
 
 -     self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新光标矩形
 
 -   #--------------------------------------------------------------------------
 
 -   def update_cursor_rect
 
 -     if @index < 0
 
 -       self.cursor_rect.empty
 
 -     else
 
 -       self.cursor_rect.set(0, @index *90-5, self.width - 32, 90)
 
 -     end
 
 -   end  
 
 -   def update
 
 -     super
 
 -     @count += 1
 
 -     @count %= 15
 
 -     if @count == 0
 
 -       @position = (@position + 1) % 4
 
 -     end
 
 -     if @position != @oldposition
 
 -       @oldposition = @position
 
 -       refresh
 
 -     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("现在地点").width + 24
 
 -     self.contents.draw_text(4, 0, cx, 24, "现在地点")
 
 -     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[i].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 = " 使用技能"#$data_system.words.skill
 
 -     s3 = " 更改装备"#$data_system.words.equip
 
 -     s4 = " 查看状态"
 
 -     s5 = " 储存游戏"
 
 -     s6 = " 结束游戏"
 
 -     s7 = " 查看任务"
 
 -     @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
 
 -     @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 = 256
 
 -     # 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 = 1000
 
 -     #—— 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_Save.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
 
 -       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
 
  
-  
 
  
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
  复制代码 
 
这两个脚本有冲突,请各位大大帮忙修改一下,感激不尽 |   
 
 
 
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