Project1
标题:
使用了SailCat的XP对话窗口增强组件,和原有的图片标题冲突
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作者:
OPCC
时间:
2023-2-19 11:49
标题:
使用了SailCat的XP对话窗口增强组件,和原有的图片标题冲突
如题,使用的组件是这个:SEP Window_Message XP对话窗口增强组件 v1.1
http://rpg.blue/forum.php?mod=vi ... amp;fromuid=2743450
(出处: Project1)
插入之后运行测试游戏时图片标题消失了,求解决方法
(我的Scene_Title代码如下:)
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title("Title01.png")
@sprite1.x = 10
@sprite1.y = 32
@sprite2 = Sprite.new
@sprite2.bitmap = RPG::Cache.title("Title02.png")
@sprite2.x = 350
@sprite2.y = 120
@sprite3 = Sprite.new
@sprite3.bitmap = @sprite1.bitmap
@sprite3.x = 350
@sprite3.y = 32
@sprite4 = Sprite.new
@sprite4.bitmap = @sprite2.bitmap
@sprite4.x = 10
@sprite4.y = 120
@sprite1.opacity = 0
@sprite2.opacity = 0
@sprite3.opacity = 0
@sprite4.opacity = 0
#生成图片命令
@sprite_commands = []
(0..2).each do |i|
sprite = Sprite.new
sprite.bitmap= RPG::Cache.title("menu-#{i}-off.png")
sprite.x = 420
sprite.y = 240 + 65 * i
@sprite_commands << sprite
end
@index = 0
self.index = 0
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、无效为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
self.index = 1
else
@sprite_commands[1].bitmap.dispose
@sprite_commands[1].bitmap = RPG::Cache.title("menu-5-off.png")
end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
# 执行过渡
Graphics.transition
#标题过渡
title_fade_in
# 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
# 如果画面被切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
@sprite1.bitmap.dispose
@sprite1.dispose
@sprite2.bitmap.dispose
@sprite2.dispose
@sprite3.dispose
@sprite4.dispose
#释放图片命令
@sprite_commands.each do |sprite|
sprite.bitmap.dispose
sprite.dispose
end
end
def title_fade_in
16.times do
@sprite1.x += 3
@sprite2.x -= 3
@sprite3.x -= 18
@sprite4.x += 18
@sprite1.opacity += 16
@sprite2.opacity += 16
@sprite3.opacity += 16
@sprite4.opacity += 16
Graphics.update
end
end
def index=(index)
if index > 2
index = 0
end
if index < 0
index = 2
end
sprite = @sprite_commands[@index]
sprite.bitmap.dispose
filename = !@continue_enabled && @index == 1 ? "menu-5-off.png" : "menu-#{@index}-off.png"
sprite.bitmap = RPG::Cache.title(filename)
sprite_new = @sprite_commands[index]
sprite_new.bitmap.dispose
filename_new = !@continue_enabled && index == 1 ? "menu-5-on.png" : "menu-#{index}-on.png"
sprite_new.bitmap = RPG::Cache.title(filename_new)
@index = index
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
update_command
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
end
def update_command
if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
self.index = @index + 1
return
end
if Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
self.index = @index - 1
return
end
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 停止 BGM
Audio.bgm_stop
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置初期同伴位置
$game_party.setup_starting_members
# 设置初期位置的地图
$game_map.setup($data_system.start_map_id)
# 主角向初期位置移动
$game_player.moveto($data_system.start_x, $data_system.start_y)
# 刷新主角
$game_player.refresh
# 执行地图设置的 BGM 与 BGS 的自动切换
$game_map.autoplay
# 刷新地图 (执行并行事件)
$game_map.update
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到读档画面
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● 命令 : 退出
#--------------------------------------------------------------------------
def command_shutdown
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME 的淡入淡出
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 退出
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
# 载入数据库 (战斗测试用)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置战斗测试用同伴
$game_party.setup_battle_test_members
# 设置队伍 ID、可以逃走标志、战斗背景
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# 演奏战斗开始 BGM
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 切换到战斗画面
$scene = Scene_Battle.new
end
end
复制代码
作者:
OPCC
时间:
2023-2-19 11:52
救命刚才网卡了怎么发了两次
作者:
guoxiaomi
时间:
2023-4-5 03:51
这是两个完全不相干的功能,确定是对话加强导致的?移除之后就显示了吗?
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