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本帖最后由 过眼云烟 于 2012-2-10 10:48 编辑
先预留一个位置,我已经下载好,在帮你改着,是不是解决冲突,把看着不合理的(比如上图中的菜单,金钱位置框之类)改改就可以啦?还是另有要求?
先看看效果
我不知道你套装系统还要不要,因为套装脚本中重新定义了Scene_Equip,如果你非得要,再改那里边就是了
菜单我修改了·Scene_Menu·里的东西
这是我修改后的代码,注明“#云烟改”的地方就是我改动的,方便你看哪里改动过
- class Window_Command_New < Window_Selectable
- def initialize(actors=4,enemynums=0)
- super(555, 20, 172, 160)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.opacity = HS::OPACITY
- @commands = ["状态","道具","技能","装备","任务","加点","系统","退出"]#云烟改
- @item_max = 8
- @column_max = 2
- @actors = actors
- @enemynums = enemynums
- #○☆====================================================☆○
- # 检查是否存在存档
- # 如果不存在,游戏中的选项标记为“不可用”的颜色
- @continue_enabled = false
- for i in 0..3
- if FileTest.exist?("Save#{i+1}.rxdata")
- @continue_enabled = true
- end
- end
- #○☆====================================================☆○
- draw_item(0, @actors==0 ? disabled_color : normal_color)
- draw_item(1, @actors==0 ? disabled_color : normal_color)
- draw_item(2, @actors==0 ? disabled_color : normal_color)
- draw_item(3, @actors==0 ? disabled_color : normal_color)
- draw_item(4, $game_system.save_disabled ? disabled_color : normal_color)
- draw_item(5, normal_color)
- draw_item(6, @actors==0 ? disabled_color : normal_color)
- draw_item(7, normal_color)
- self.index = 0
- end
- def draw_item(index, color)
- self.contents.font.color = color
- x = 4 + index % 2 * 70
- y = index / 2 * 32
- rect = Rect.new(x, y, 64, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- self.contents.draw_text(rect, @commands[index], 1)
- end
- def update_cursor_rect
- x = 4 + index % 2 * 70
- y = index / 2 * 32
- self.cursor_rect.set(x, y, 64, 32)
- end
- end
- class Scene_Menu
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- def main
- # check_enemy_in_map($game_player.x,$game_player.y)
- cmd = Window_Command_New.new($game_party.actors.size)
- cmd.index = @menu_index
- Graphics.transition
- @gold_window = Window_Gold.new
- @gold_window.y = 180
- @gold_window.x = 660 #云烟改
- for i in 1..5
- @gold_window.x -= 20
- Graphics.update
- end
- loop do
- Graphics.update
- Input.update
- cmd.update
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- end
- if Input.trigger?(Input::C)
- case cmd.index
- when 0
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 1
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 2
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 3
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Equip.new
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 4#云烟改
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Task.new
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 5
- if $game_party.actors.size > 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Lvup.new(0,5)
- else
- $game_system.se_play($data_system.buzzer_se)
- end
- when 6#云烟改
- # 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)
- else
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到存档画面
- $scene = Scene_Loadsave.new
- #原先的存档命令连接$scene = Scene_Save.new
- end
- when 7
- $game_system.se_play($data_system.decision_se)
- # 切换到游戏结束画面
- $scene = Scene_End.new
- end
- end
- if $scene != self
- break
- end
- end
- Graphics.freeze
- cmd.dispose
- @gold_window.dispose
- end
-
-
-
- end
- #==============================================================================
- # ■ Scene_Load
- #------------------------------------------------------------------------------
- # ロード画面の処理を行うクラスです。
- #==============================================================================
- class Scene_Load < Scene_File
- #--------------------------------------------------------------------------
- # ● 取消时的处理
- #--------------------------------------------------------------------------
- def on_cancel
- # 演奏取消音效
- $game_system.se_play($data_system.cancel_se)
- #○☆====================================================☆○
- if $menu_load == nil
- $scene = Scene_Title.new
- else
- # 切换到游戏中的菜单
- $menu_load = nil
- $scene = Scene_Menu.new(6)
- end
- end
- end
- #○☆====================================================☆○
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
- #==============================================================================
- # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
- #==============================================================================
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