Project1
标题:
谁帮忙改改魔法商店的脚本 让她不显示行走图
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作者:
444
时间:
2008-10-19 01:34
标题:
谁帮忙改改魔法商店的脚本 让她不显示行走图
就是学魔法的页面不显示行走图
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ 本脚本源自www.66rpg.com,转载与使用请保留此信息
#==============================================================================
#——以下是一些自定义的内容
$mShop_use_1 = "黄金" #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”
$mShop_use_2 = "G" #——这项是购买魔法特技的货币单位,如“点”、“¥”
$mShop_use_variable = 0 #——这项是购买魔法特技时消耗的变量编号,如果=0 则是消耗金钱
$mShop_Window_Opacity = 50 #——这项是窗口透明度
#==============================================================================
# ■ Window_MGold
#------------------------------------------------------------------------------
# 显示金钱的窗口。
#==============================================================================
class Window_MGold < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 272, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0 , 240,32 ,$mShop_use_1)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 240-contents.text_size($mShop_use_2).width-6, 32, $mShop_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 240, 32, $mShop_use_2, 2)
end
end
#==============================================================================
# ■ Scene_MShop
#------------------------------------------------------------------------------
# 处理特技商店画面的类。
#==============================================================================
class Scene_MShop
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(id)
@id = id
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
screen = Spriteset_Map.new
if $mShop_use_variable == 0
$mShop_gold = $game_party.gold
else
$mShop_gold = $game_variables[$mShop_use_variable]
end
# 生成帮助窗口
@help_window = Window_Help.new
@help_window.opacity = $mShop_Window_Opacity
# 生成金钱窗口
@gold_window = Window_MGold.new
@gold_window.x = 368
@gold_window.y = 416
@gold_window.opacity = $mShop_Window_Opacity
# 生成购买窗口
@buy_window = Window_MShopBuy.new(@id)
@buy_window.active = true
@buy_window.visible = true
@buy_window.help_window = @help_window
@buy_window.opacity = $mShop_Window_Opacity
# 生成状态窗口
@status_window = Window_MShopStatus.new
@status_window.visible = true
@status_window.active = false
@status_window.opacity = $mShop_Window_Opacity
# 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
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
#@mhelp_window.dispose
@gold_window.dispose
@buy_window.dispose
@status_window.dispose
screen.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@help_window.update
#@mhelp_window.update
@gold_window.update
@buy_window.update
@status_window.update
# 购买窗口激活的情况下: 调用 update_buy
if @buy_window.active
update_buy
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (购买窗口激活的情况下)
#--------------------------------------------------------------------------
def update_buy
@status_window.skill = @buy_window.skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@skill = @buy_window.skill
if @skill == nil or @skill.price > $mShop_gold
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@buy_window.active = false
@status_window.index = 0
@status_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口激活的情况下)
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@status_window.active = false
@status_window.index = -1
@buy_window.active = true
end
if Input.trigger?(Input::C)
can_learn=false
for j in $data_classes[$game_party.actors[@status_window.index].class_id].learnings
if j.skill_id == @skill.id
can_learn=true
end
end
if can_learn==false
$game_system.se_play($data_system.cancel_se)
return
end
if $game_party.actors[@status_window.index].skill_learn?(@skill.id)
$game_system.se_play($data_system.cancel_se)
return
else
$game_system.se_play($data_system.decision_se)
if $mShop_use_variable == 0
$game_party.gain_gold(
[email protected]
)
$mShop_gold -= @skill.price
else
$game_variables[$mShop_use_variable] -= @skill.price
$mShop_gold -= @skill.price
end
$game_party.actors[@status_window.index].learn_skill(@skill.id)
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@status_window.active = false
@status_window.index = -1
@buy_window.active = true
end
end
end
end
#==============================================================================
# ■ Window_MShopStatus
#------------------------------------------------------------------------------
# 特技商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_MShopStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(368, 64, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.conten
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