赞 | 5 |
VIP | 71 |
好人卡 | 22 |
积分 | 6 |
经验 | 32145 |
最后登录 | 2013-8-9 |
在线时间 | 184 小时 |
Lv2.观梦者 天仙
- 梦石
- 0
- 星屑
- 620
- 在线时间
- 184 小时
- 注册时间
- 2008-4-15
- 帖子
- 5023
|
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
x
还有什么功能要增加请提出来
目前功能:
- 修改变量/开关值(默认功能)
- 修改金钱数值
- 修改物品/武器/防具持有数
- 修改禁止/允许 存档/遇敌/菜单
- 场所转移
- 增加功能:修改角色数据
- 增加功能:角色加入/离队
- 增加功能:角色状态附加/移除
- 增加功能:场所转移2 - 列出所有地图资讯
- 增加功能:修改禁止/允许奔跑
- 增加功能:修改角色移动速度
注意:
- 修改角色等级时,其馀数据会自动变成该等级的数值
- 修改经验值时,角色会自动升至相应等级
- 修改状态时,效果相反或抵销的状态无法并存
例如:角色已附有“战斗不能”状态时,其他状态无法加入
- 使用时请自行修改“设定”部分,否则可能会因为读取不到地图资讯而出现错误
(例如:你的工程中没有3号地图,自然读取不到了)
更新:
* 2008/10/9
- 修改变量/开关值(默认功能)
- 修改金钱数值
- 修改物品/武器/防具持有数
- 修改禁止/允许 存档/遇敌/菜单
- 场所转移
* 2008/10/15
- 增加功能:修改角色数据
- 增加功能:角色加入/离队
- 增加功能:角色状态附加/移除
- 更新脚本:优化/删减部分多馀脚本
* 2008/10/18
- 增加功能:场所转移2 - 列出所有地图资讯
- 增加功能:修改禁止/允许奔跑
- 增加功能:修改角色移动速度
- 更新脚本:修复修改角色数值无效的BUG
* 2008/11/20
- 更改脚本:修复场所转移2的显示错误、增加颜色
* 2009/1/7
- 更新脚本:修复增減物品/武防的BUG
- 更新脚本:修负数字窗口没有消失的BUG
使用方法:
1. 贴在main前面
2. 修改Scene_Debug第57行
$scene = Scene_Debug.new 改成
$scene = Scene_Debug_Base.new
3. 修改物品数量时,按左右键切换武器/防具
4. 考虑到转移所有地图,但要怕地图太多时麻烦,所以弄成两个功能
“场所转移”只转移至设定好的地图和座标
“场所转移2”能选择所有的地图,但是座标随机
“场所转移2”中还列出了地图的宽、高、是否禁止奔跑、事件数量、自动播放的BGM或BGS
截图:
主介面:
修改金钱:
选择物品类型:
修改物品数量:
场所转移:
场所转移2:
修改队员角色:
队伍已满:
修改角色数值:
附加角色状态:
其他设定:
有BUG请回复
- class Scene_Map < Scene_Base
- def call_debug
- Sound.play_decision
- $game_temp.next_scene = nil
- $scene = Scene_Debug_Base.new
- end
- end
- class Scene_Name < Scene_Base
- def initialize(debug=false)
- @debug = debug
- end
- def return_scene
- $scene = Scene_Map.new unless @debug
- $scene = Scene_Debug_Base.new
- end
- end
- class Scene_Debug_Base < Scene_Base
- def start
- super
- create_menu_background
- @help_window = Window_Help.new
- @selection_window = Window_Command.new(160, [
- "修改变量/开关",
- "修改金钱",
- "修改物品/武防",
- "场所转移",
- "场所转移2",
- "修改角色数值",
- "其他",
- "离开"
- ])
- @selection_window.y = @help_window.height
- @gold_window = Window_Gold.new(0, 360)
- @item_window = Window_Debug_Item.new
- @item_window.active = false
- @item_window.visible = false
- @item_type_window = Window_Command.new(80,["物品", "武器", "防具"])
- @item_type_window.x = 114
- @item_type_window.y = 144
- @item_type_window.visible = false
- @item_type_window.active = false
- create_place_window
- @place_window.active = false
- @place_window.visible = false
- @place_window2 = Window_Debug_Place.new
- @place_window2.active = false
- @place_window2.visible = false
-
- @map_info_window = Window_Map_Info.new(@place_window2.index+1)
- @map_info_window.visible = false
-
- @now_place_window = Window_Base.new(0, 280, 160, 80)
- @now_place_window.contents.font.color = @now_place_window.text_color(3)
- @now_place_window.contents.draw_text(0, 0, 128, 24, "当前地图:")
- @now_place_window.contents.font.color = @now_place_window.text_color(14)
- map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
- @now_place_window.contents.draw_text(24, 24, 128, 24, map_name)
-
- create_actor_window
- @actor_window.visible = false
- @actor_window.active = false
- @status_window = Window_Debug_Status.new
- @status_window.visible = false
- @status_window.active = false
- @status_window.help_window = @help_window
-
- create_state_window("add")
- @state_window.visible = false
- @state_window.active = false
- @aor_state_window = Window_Command.new(80, ["附加", "移除"])
- @aor_state_window.x = 464
- @aor_state_window.y = 336
- @aor_state_window.z = @status_window.z+1
- @aor_state_window.active = false
- @aor_state_window.visible = false
- @speed_window = Window_Command.new(80, ["1/8", "1/4", "1/2", "1", "2", "4"])
- @speed_window.active = false
- @speed_window.visible = false
- create_system_window
- @system_window.active = false
- @system_window.visible = false
-
- @number_window = Window_NumberInput.new
- @number_window.x = 160
- @number_window.y = 360
- @number_window.height = 56
- @number_window.width = 384
- @number_window.create_contents
- @number_window.opacity = 255
- @number_window.active = false
- @number_window.visible = false
- end
- def terminate
- super
- dispose_menu_background
- @help_window.dispose
- @selection_window.dispose
- @number_window.dispose
- @gold_window.dispose
- @place_window.dispose
- @place_window2.dispose
- @map_info_window.dispose
- @now_place_window.dispose
- @system_window.dispose
- @item_window.dispose
- @item_type_window.dispose
- @actor_window.dispose
- @status_window.dispose
- @state_window.dispose
- @aor_state_window.dispose
- @speed_window.dispose
- end
- def update
- super
- update_menu_background
- update_help
- @help_window.update
- @selection_window.update
- @number_window.update
- @gold_window.update
- @place_window.update
- @place_window2.update
- @map_info_window.update
- @now_place_window.update
- @system_window.update
- @item_window.update
- @item_type_window.update
- @actor_window.update
- @status_window.update
- @state_window.update
- @aor_state_window.update
- @speed_window.update
-
- if @selection_window.active
- update_selection
- elsif @number_window.active
- update_window_number
- elsif @item_window.active
- update_window_item
- elsif @item_type_window.active
- update_window_item_type
- elsif @place_window.active
- update_window_place
- elsif @place_window2.active
- update_window_place2
- elsif @system_window.active
- update_window_system
- elsif @speed_window.active
- update_window_speed
- elsif @actor_window.active
- update_window_actor
- elsif @status_window.active
- update_window_status
- elsif @aor_state_window.active
- update_window_state_aor
- elsif @state_window.active
- update_window_state
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新帮助窗口
- #--------------------------------------------------------------------------
- def update_help
- if @selection_window.active
- text = [
- "修改变量与开关之值",
- "修改队伍所携带金钱数额",
- "修改队伍所携带的物品、武器或防具数量",
- "转移至指定的地图",
- "列出所有地图的资讯,并转移至该地图随机位置",
- "修改角色数值",
- "其他选项",
- "回到地图画面"
- ]
- @help_window.set_text(text[@selection_window.index])
- elsif @selection_window.index == 1
- @help_window.set_text("请输入金额")
- elsif @item_window.active
- @help_window.set_text(@item_window.item.description)
- elsif @item_type_window.active
- text=[
- "修改队伍所携带的物品数量",
- "修改队伍所携带的武器数量",
- "修改队伍所携带的防具数量"
- ]
- @help_window.set_text(text[@item_type_window.index])
- elsif @selection_window.index == 2
- @help_window.set_text("请输入数量")
- elsif @actor_window.active
- if @actor_window.index == $game_party.members.size
- @help_window.set_text("强制加入角色")
- else
- @help_window.set_text("选择要修改的角色")
- end
- elsif @status_window.active
- if @status_window.mode
- text=[
- "修改角色名称",
- "修改角色#{Vocab.level}",
- "修改角色经验值",
- "修改角色#{Vocab.hp}最大值",
- "修改角色#{Vocab.hp}",
- "修改角色#{Vocab.mp}最大值",
- "修改角色#{Vocab.mp}",
- "修改角色#{Vocab.atk}",
- "修改角色#{Vocab.def}",
- "修改角色#{Vocab.spi}",
- "修改角色#{Vocab.agi}",
- "强制附加/移除角色状态",
- "角色离开队伍"
- ]
- @help_window.set_text(text[@status_window.index])
- else
- "将#{@status_window.actor.name}强制加入队伍"
- end
- elsif @system_window.active
- text=[
- "禁止/允许随时存档",
- "禁止/允许进入菜单",
- "禁止/允许地图上遭遇敌人"
- ]
- @help_window.set_text(text[@system_window.index])
- elsif @aor_state_window.active
- text=["强制附加状态", "强制移除状态"]
- @help_window.set_text(text[@aor_state_window.index])
- elsif @state_window.active
- @help_window.set_text("选择要#{@aor_state_window.commands[@aor_state_window.index]}的状态")
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新选项窗口
- #--------------------------------------------------------------------------
- def update_selection
- if Input.trigger?(Input::C)
- Sound.play_decision
- case @selection_window.index
- when 0 # 修改变量/开关
- $scene = Scene_Debug.new
- when 1 # 修改金钱
- @selection_window.active = false
- @number_window.visible = true
- @number_window.active = true
- @number_window.number = $game_party.gold
- @number_window.digits_max = 7
- @number_window.y = @gold_window.y
- @number_window.contents.font.color = @number_window.text_color(10)
- @number_window.contents.draw_text(192, 0, 192, 24, "请输入金额")
- when 2 # 修改物品/武防
- @selection_window.active = false
- @item_window.visible = true
- @item_type_window.visible = true
- @item_type_window.active = true
- when 3 # 场所转移
- @selection_window.active = false
- @place_window.active = true
- @place_window.visible = true
- when 4 # 场所转移2
- @selection_window.active = false
- @place_window2.active = true
- @place_window2.visible = true
- @map_info_window.visible = true
- when 5 # 角色数值修改
- @selection_window.active = false
- @actor_window.active = true
- @actor_window.visible = true
- @status_window.visible = true
- when 6 # 其他
- @selection_window.active = false
- @system_window.active = true
- @system_window.visible = true
- when 7 # 离开
- $scene = Scene_Map.new
- end
- elsif Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新数值窗口
- #--------------------------------------------------------------------------
- def update_window_number
- if Input.trigger?(Input::C)
- Sound.play_decision
- case @selection_window.index
- when 1
- @selection_window.active = true
- $game_party.lose_gold($game_party.gold)
- $game_party.gain_gold(@number_window.number)
- @gold_window.refresh
- @number_window.visible = false
- when 2
- @item_window.active = true
- $game_party.lose_item(@item_window.item, $game_party.item_number(@item_window.item))
- $game_party.gain_item(@item_window.item, @number_window.number)
- @item_window.refresh
- @number_window.refresh
- @number_window.active = false
- @number_window.visible = false
- when 5
- @status_window.set_params(@status_window.index, @number_window.number)
- @status_window.refresh
- @status_window.active = true
- @number_window.active = false
- @number_window.visible = false
- end
- elsif Input.trigger?(Input::B)
- Sound.play_cancel
- case @selection_window.index
- when 1
- @selection_window.active = true
- @number_window.visible = false
- when 2
- @item_window.active = true
- @number_window.active = false
- when 5
- @status_window.active = true
- @number_window.active = false
- @number_window.visible = false
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新物品窗口
- #--------------------------------------------------------------------------
- def update_window_item
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @item_window.visible = false
- @item_window.active = false
- @number_window.visible = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- @item_window.active = false
- @number_window.active = true
- @number_window.contents.font.color = @number_window.text_color(10)
- @number_window.contents.draw_text(192, 0, 192, 24, "请输入数量")
- end
- if Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
- @item_window.item_type += 1 if Input.trigger?(Input::LEFT)
- @item_window.item_type += 2 if Input.trigger?(Input::RIGHT)
- @item_window.item_type %= 3
- @item_window.refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新物品类型窗口
- #--------------------------------------------------------------------------
- def update_window_item_type
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @item_window.visible = false
- @item_type_window.visible = false
- @item_type_window.active = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- @item_window.item_type = @item_type_window.index
- @item_window.refresh
- @item_window.active = true
- @item_type_window.visible = false
- @item_type_window.active = false
- @number_window.visible = true
- @number_window.digits_max = 2
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新地名窗口
- #--------------------------------------------------------------------------
- def update_window_place
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @place_window.visible = false
- @place_window.active = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- transfer_key = MAP_NAME_AS_PLACE_NAME ?
- PLACES.keys[@place_window.index] :
- @place_window.commands[@place_window.index]
- transfer_data = PLACES[transfer_key]
- t_map_id = transfer_data[0]
- t_x = transfer_data[1]
- t_y = transfer_data[2]
- t_direction = [2, 4, 6, 8].include?(transfer_data[3])? transfer_data[3]: 2
- $game_player.reserve_transfer(t_map_id, t_x, t_y, t_direction)
- $scene = Scene_Map.new
- end
- end
- def update_window_place2
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @place_window2.visible = false
- @place_window2.active = false
- @map_info_window.visible = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- t_id = @place_window2.index+1
- t_map = load_data(sprintf("Data/Map%03d.rvdata", t_id))
- t_x = 1+rand(t_map.width)
- t_y = 1+rand(t_map.height)
- $game_player.reserve_transfer(t_id, t_x, t_y, 2)
- $scene = Scene_Map.new
- end
- if Input.trigger?(Input::DOWN) or Input.trigger?(Input::UP)
- @map_info_window.dispose
- @map_info_window = Window_Map_Info.new(@place_window2.index+1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新角色窗口
- #--------------------------------------------------------------------------
- def update_window_actor
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @actor_window.visible = false
- @actor_window.active = false
- @status_window.visible = false
- end
- if Input.trigger?(Input::C)
- if $game_party.members.size == Game_Party::MAX_MEMBERS and
- @actor_window.index == $game_party.members.size
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- @status_window.dispose
- if @status_window.mode
- @status_window = Window_Debug_Status.new(@status_window.actor)
- else
- @status_window = Window_Debug_Status.new(nil)
- end
- @actor_window.active = false
- @status_window.active = true
- @status_window.index = @status_window.mode ? 1 : 0
- end
- if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
- @status_window.actor = $game_party.members[@actor_window.index]
- @status_window.dispose
- @status_window = Window_Debug_Status.new($game_party.members[@actor_window.index])
- @status_window.active = false
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新人物状态窗口
- #--------------------------------------------------------------------------
- def update_window_status
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @actor_window.active = true
- @status_window.active = false
- @status_window.index = @status_window.mode ? 1 : 0
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- if @actor_window.index == $game_party.members.size
- $game_party.add_actor(@status_window.actor.id)
- create_actor_window
- @status_window.dispose
- @status_window = Window_Debug_Status.new(
- $game_party.members[@actor_window.index])
- return
- else
- case @status_window.index
- when 0
- $game_temp.name_actor_id = @status_window.actor.id
- $game_temp.name_max_char = 12
- $scene = Scene_Name.new(true)
- when 1..10
- case @status_window.index
- when 1
- @number_window.digits_max = 2
- when 2
- @number_window.digits_max = 7
- when 3..6
- @number_window.digits_max = 4
- when 7..10
- @number_window.digits_max = 3
- end
- @number_window.active = true
- @number_window.visible = true
- @status_window.active = false
- when 11
- @aor_state_window.active = true
- @aor_state_window.visible = true
- @status_window.active = false
- when 12
- $game_party.remove_actor(@status_window.actor.id)
- create_actor_window
- @status_window.dispose
- @status_window = Window_Debug_Status.new($game_party.members[@actor_window.index])
- @actor_window.active = true
- @status_window.active = false
- end
- end
- elsif Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
- index = @actor_window.index
- index += 1 if Input.trigger?(Input::RIGHT)
- index += ($game_party.members.size - 1) if Input.trigger?(Input::LEFT)
- index %= $game_party.members.size
- @status_window.actor = $game_party.members[index]
- @actor_window.index = index
- @status_window.refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新状态列表窗口
- #--------------------------------------------------------------------------
- def update_window_state
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @state_window.active = false
- @state_window.visible = false
- @aor_state_window.visible = false
- @aor_state_window.active = false
- @status_window.refresh
- @status_window.active = true
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- state = @state_window.states[@state_window.index]
- actor = @status_window.actor
- case @aor_state_window.index
- when 0
- actor.add_state(state.id)
- @state_window.states.delete(state)
- when 1
- actor.remove_state(state.id)
- end
- @status_window.refresh
- @state_window.refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新状态附加/移除窗口
- #--------------------------------------------------------------------------
- def update_window_state_aor
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @status_window.active = true
- @aor_state_window.visible = false
- @aor_state_window.active = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- case @aor_state_window.index
- when 0; create_state_window("add")
- when 1; create_state_window("remove")
- end
- @state_window.active = true
- @state_window.visible = true
- @state_window.index = 0
- @aor_state_window.active = false
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新系统窗口
- #--------------------------------------------------------------------------
- def update_window_system
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @selection_window.active = true
- @system_window.visible = false
- @system_window.active = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- case @system_window.index
- when 0; $game_system.save_disabled = !$game_system.save_disabled
- when 1; $game_system.menu_disabled = !$game_system.menu_disabled
- when 2; $game_system.encounter_disabled = !$game_system.encounter_disabled
- when 3; $game_map.disable_dashing = !$game_map.disable_dash?
- when 4
- @system_window.active = false
- @speed_window.active = true
- @speed_window.visible = true
- @speed_window.index = $game_player.move_speed - 1
- end
- refresh_system_window
- end
- end
- def update_window_speed
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @system_window.active = true
- @speed_window.visible = false
- @speed_window.active = false
- end
- if Input.trigger?(Input::C)
- Sound.play_decision
- $game_player.move_speed = @speed_window.index+1
- @system_window.active = true
- @speed_window.visible = false
- @speed_window.active = false
- refresh_system_window
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成角色窗口
- #--------------------------------------------------------------------------
- def create_actor_window
- @actor_window.dispose unless @actor_window.nil?
- actors = Array.new($game_party.members.size){|i| $game_party.members[i].name}
- actors << ""
- @actor_window = Window_Command.new(190, actors)
- y = 24 * $game_party.members.size
- if $game_party.members.size < Game_Party::MAX_MEMBERS
- @actor_window.contents.font.color = @actor_window.system_color
- @actor_window.contents.draw_text(0, y, 158, 24, "*添加队员*", 1)
- else
- @actor_window.contents.font.color = @actor_window.knockout_color
- @actor_window.contents.draw_text(0, y, 158, 24, "*队伍已满*", 1)
- end
- @actor_window.x = 160
- @actor_window.y = 56
- end
- #--------------------------------------------------------------------------
- # ● 生成状态列表窗口
- #--------------------------------------------------------------------------
- def create_state_window(add_or_remove=nil)
- if add_or_remove == "add"
- states = $data_states.compact
- for s in @status_window.actor.states
- states.delete(s)
- end
- elsif add_or_remove == "remove"
- states = @status_window.actor.states
- else return
- end
- y = @actor_window.y + @actor_window.height
- @state_window.dispose unless @state_window.nil?
- @state_window = Window_Debug_State.new(@actor_window.x, y, 190, 416-y)
- @state_window.states = states
- @state_window.refresh
- end
- #--------------------------------------------------------------------------
- # ● 生成地名窗口
- #--------------------------------------------------------------------------
- def create_place_window
- places = []
- for i in 0...PLACES.size
- pxy = PLACES[PLACES.keys[i]]
- xy = [pxy[1], pxy[2]]
- if MAP_NAME_AS_PLACE_NAME
- name = load_data("Data/MapInfos.rvdata")[pxy[0]].name
- places << name
- else
- places << PLACES.keys[i]
- end
- end
- @place_window = Window_Command.new(384, places)
- for i in 0...PLACES.size
- pxy = PLACES[PLACES.keys[i]]
- xy = [pxy[1], pxy[2]]
- @place_window.contents.font.color = @place_window.text_color(11)
- string="座标:[#{sprintf("%03d","#{xy[1]}")},#{sprintf("%03d","#{xy[0]}")}]"
- @place_window.contents.draw_text(170, i * Window_Base::WLH,200, Window_Base::WLH, string)
- end
- @place_window.x = 160
- @place_window.y = 56
- @place_window.height = 304
- end
- #--------------------------------------------------------------------------
- # ● 生成系统设定窗口
- #--------------------------------------------------------------------------
- def create_system_window
- @system_window = Window_Command.new(384, [
- "禁止存档:",
- "禁止菜单:",
- "禁止遇敌:",
- "禁止奔跑:",
- "角色移动速度:"
- ])
- refresh_system_window
- @system_window.x = 160
- @system_window.y = 56
- end
- def refresh_system_window
- k = @system_window
- k.refresh
- for i in 0...k.commands.size
- case i
- when 0; a = $game_system.save_disabled
- when 1; a = $game_system.menu_disabled
- when 2; a = $game_system.encounter_disabled
- when 3; a = !$game_map.disable_dash?
- when 4; a = $game_player.move_speed
- end
- case i
- when 0..3
- k.contents.font.color = a ? k.text_color(10) : k.text_color(3)
- k.contents.draw_text(247, i * Window_Base::WLH,120,
- Window_Base::WLH, a ? "禁止" : "允许")
- when 4
- k.contents.font.color = k.normal_color
- t = @speed_window.commands[a-1]
- k.contents.draw_text(247, i * Window_Base::WLH,120,
- Window_Base::WLH, "#{a}: #{t}倍速")
- end
- end
- end
- end
复制代码
设定部分
- class Scene_Debug_Base < Scene_Base
- # 是否使用地图名称作为地名
- # 若 true 则直接读取地图名称作为地名,在下面的定义中,地名填不填都不要紧
- # false 则使用下面定义的名称作为地名
- MAP_NAME_AS_PLACE_NAME = !false
- PLACES = {
- #"地名" => [地图ID, x, y, 面向]
- # 面向不填写的话默认为 2, 也就是向下
- # 面向若填写为 2 4 6 8 以外的数字,会自动修正成 2
- "原点" => [1, 9, 10],
- "围墙内" => [2, 3, 3, 4],
- "山中" => [3, 5, 6],
- }
- end
复制代码 |
|