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发表于 2010-8-3 12:43:10
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本帖最后由 fannaoshaoxiang 于 2010-8-3 13:09 编辑
回复 逸豫 的帖子
我将这脚本插入 这个脚本中出现问题了 这是截图
#==============================================================================
# ■ 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
@changer = 0
@where = 0
@checker = 0
@切换状态暂停 = ""
$game_screen.pictures[1].erase
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
at = Spriteset_Map.new
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "狀態"
s5 = "保存冒險"
s6 = "讀取進度"
s7 = "升級加點"
s8 = "宠物管理"
s9 = "返回現實"
s10 = "其他功能"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7,s8,s9,s10])
@command_window.index = @menu_index
@command2_window = Window_Command.new(160, ["选项1","选项2","选项3"])
@command2_window.x = 160
@command2_window.y = 224
@command2_window.z = 999
@command2_window.active = false
@command_window.opacity = 0
# 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(5)
end
if $game_party.actors.size == 1
@command_window.disable_item(8)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.opacity = 0
@playtime_window.y = 322
# 生成步数窗口
#@steps_window = Window_Steps.new
#@steps_window.x = 0
#@steps_window.y = 320
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.opacity = 0
@gold_window.x = 0
@gold_window.y = 416
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.opacity = 0
@status_window.x = 160
@status_window.y = 0
@menu_com = Sprite.new
@menu_com.bitmap = RPG::Cache.picture("菜单.jpg")
# 执行过渡
Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_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
at.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
if @command_window.active
@command_window.opacity = 0
@status_window.opacity = 0
else
@command_window.opacity = 0
@status_window.opacity = 0
end
@command_window.update
@playtime_window.update
# @steps_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
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