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Lv1.梦旅人
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|
- =begin
- ==============================================================================
- ** MOG Scene Menu Itigo V1.5
- By Moghunter
- http://www.atelier-rgss.com
- ------------------------------------------------------------------------------
- ** Reinvisioned version
- 設定:大部份圖片也是在picture資料夾內,請自行修改。
- ☆這兒用角色臉圖
- 名稱要是「角色名稱_Fs」(默認版本,如果不喜歡請在第22行修改。)
- 大小要是50x50
- ==============================================================================
- =end
- module MOG
- # 基本圖片名稱定義
- # Main Menu Graphics Used
- MAIN_LAYOUT = "Layout-Menu" # 主菜單的窗口圖
- MAIN_BACKGROUND = "Back-Other" # 背景
- MAIN_CURSOR = "MogCursor" # 遊標圖
- MAIN_CURSOR_FX = false # 遊標移動fx開關
- SECOND_CURSOR = "MogCursor_2" # 遊標圖2
- SECOND_CURSOR_FX = false # 遊標2移動fx開關
- FACE_SMALL = "_Fs" # 角色臉圖名稱定義
- MAIN_MAPNAME = true # 如果是true就顯示地圖名稱
- # Menu
- MAIN_FX = 1 # 背景設定(0:活動背景/1:固定/2:地圖)
- MAIN_TRAN_TIME = 20 # 畫面過渡時間
- MAIN_TRAN_TYPE = "006-Stripe02" # 畫面過渡圖
- # Font Used
- MAIN_FONT = "華康中圓體" # 字型
-
- # 欄位圖片名稱定義
- # Empty Bars
- MAIN_BAR_E = "BAR0" # HP/SP空欄圖
- MAIN_BAR_XP_E = "Exp_Back" # EXP空欄圖
- # Fill Bars
- MAIN_BAR_HP = "HP_Bar" # HP欄填充圖
- MAIN_BAR_SP = "SP_Bar" # SP欄填充圖
- MAIN_BAR_XP = "Exp_Meter" # EXP欄填充圖
- # Gauge Texts
- MAIN_TEXT_HP = "HP_Tx" # HP美術文字
- MAIN_TEXT_SP = "SP_Tx" # SP美術文字
- MAIN_TEXT_XP = "Exp_tx" # EXP美術文字
- MAIN_TEXT_LV = "LV_tx" # LEVEL美術文字
-
- end
- # Mogscript global
- $mogscript = {} if $mogscript == nil
- $mogscript["menu_itigo"] = true
- #==============================================================================
- # ** Game_Actor
- #------------------------------------------------------------------------------
- # This class handles the actor. It's used within the Game_Actors class
- # ($game_actors) and refers to the Game_Party class ($game_party).
- #==============================================================================
- class Game_Actor < Game_Battler
- def now_exp
- #--------------------------------------------------------------------------
- # * Get EXP
- #--------------------------------------------------------------------------
- return @exp - @exp_list[@level]
- end
- #--------------------------------------------------------------------------
- # * Get Next Level EXP
- #--------------------------------------------------------------------------
- def next_exp
- return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
- end
- end
- #==============================================================================
- # ** Game_Map
- #------------------------------------------------------------------------------
- # This class handles the map. It includes scrolling and passable determining
- # functions. Refer to "$game_map" for the instance of this class.
- #==============================================================================
- class Game_Map
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_reader :map_id # map id
- #--------------------------------------------------------------------------
- # * Map Name
- #--------------------------------------------------------------------------
- def mpname
- $mpname = load_data("Data/MapInfos.rxdata")
- $mpname[@map_id].name
- end
- end
- #==============================================================================
- # ** Window_Base
- #------------------------------------------------------------------------------
- # This class is for all in-game windows.
- #==============================================================================
- class Window_Base < Window
- #--------------------------------------------------------------------------
- # * Draw Empty Face
- #--------------------------------------------------------------------------
- def nada
- face = RPG::Cache.menu("")
- end
- #--------------------------------------------------------------------------
- # * Draw Face
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def drw_face(actor, x, y)
- face = RPG::Cache.menu(actor.name + MOG::FACE_SMALL) rescue nada
- cw = face.width
- ch = face.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x , y - ch, face, src_rect)
- end
- #--------------------------------------------------------------------------
- # * Draw HP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_maphp3(actor, x, y)
- back = RPG::Cache.menu(MOG::MAIN_BAR_E)
- cw = back.width
- ch = back.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, back, src_rect)
- meter = RPG::Cache.menu(MOG::MAIN_BAR_HP)
- cw = meter.width * actor.hp / actor.maxhp
- ch = meter.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
- text = RPG::Cache.menu(MOG::MAIN_TEXT_HP)
- cw = text.width
- ch = text.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 35, y - ch + 30, text, src_rect)
- self.contents.font.color = Color.new(0, 0, 0, 255)
- self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
- self.contents.font.color = Color.new(255, 255, 255, 255)
- self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # * Draw SP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mapsp3(actor, x, y)
- back = RPG::Cache.menu(MOG::MAIN_BAR_E)
- cw = back.width
- ch = back.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, back, src_rect)
- meter = RPG::Cache.menu(MOG::MAIN_BAR_SP)
- cw = meter.width * actor.sp / actor.maxsp
- ch = meter.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
- text = RPG::Cache.menu(MOG::MAIN_TEXT_SP)
- cw = text.width
- ch = text.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 35, y - ch + 30, text, src_rect)
- self.contents.font.color = Color.new(0, 0, 0, 255)
- self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
- self.contents.font.color = Color.new(255, 255, 255, 255)
- self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # * Draw EXP from Image
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- #--------------------------------------------------------------------------
- def draw_mexp2(actor, x, y)
- bitmap2 = RPG::Cache.menu(MOG::MAIN_BAR_XP_E)
- cw = bitmap2.width
- ch = bitmap2.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
- if actor.next_exp != 0
- rate = actor.now_exp.to_f / actor.next_exp
- else
- rate = 1
- end
- bitmap = RPG::Cache.menu(MOG::MAIN_BAR_XP)
- if actor.level < 99
- cw = bitmap.width * rate
- else
- cw = bitmap.width
- end
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
- exp_tx = RPG::Cache.menu(MOG::MAIN_TEXT_XP)
- cw = exp_tx.width
- ch = exp_tx.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
- lv_tx = RPG::Cache.menu(MOG::MAIN_TEXT_LV)
- cw = lv_tx.width
- ch = lv_tx.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
- self.contents.font.color = Color.new(0, 0, 0, 255)
- self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
- self.contents.font.color = Color.new(255, 255, 255, 255)
- self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
- end
- #--------------------------------------------------------------------------
- # * Draw State
- # actor : actor
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- # width : draw spot width
- #--------------------------------------------------------------------------
- def draw_actor_state(actor, x, y, width = 80)
- text = make_battler_state_text(actor, width, true)
- self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
- self.contents.draw_text(x, y, width, 32, text, 2)
- end
- end
- #==============================================================================
- # ** Window_MenuStatus
- #------------------------------------------------------------------------------
- # This window displays party member status on the menu screen.
- #==============================================================================
- class Window_MenuStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 415, 280)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- self.active = false
- self.index = -1
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @item_max = $game_party.actors.size
- for i in 0...$game_party.actors.size
- x = 20
- y = i * 62
- actor = $game_party.actors[i]
- self.contents.font.name = MOG::MAIN_FONT
- if $mogscript["TP_System"] == true
- draw_actor_tp(actor, x + 285, y - 5, 4)
- draw_actor_state(actor, x + 190, y - 5)
- else
- draw_actor_state(actor, x + 220, y - 5)
- end
- drw_face(actor, x, y + 50)
- draw_maphp3(actor, x + 40, y - 5)
- draw_mapsp3(actor, x + 40, y + 20)
- draw_mexp2(actor, x + 140, y + 15)
- end
- end
- #--------------------------------------------------------------------------
- # * Cursor Rectangle Update
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
- end
- end
- end
- #==============================================================================
- # ** Window_Gold
- #------------------------------------------------------------------------------
- # This window displays amount of gold.
- #==============================================================================
- class Window_Gold < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.size = 15
- cx = contents.text_size($data_system.words.gold).width
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(120-cx, 0, cx, 32, $data_system.words.gold, 2)
- end
- end
- #==============================================================================
- # ** Window_PlayTime
- #------------------------------------------------------------------------------
- # This window displays play time on the menu screen.
- #==============================================================================
- class Window_PlayTime < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.size = 15
- @total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, 120, 32, text, 2)
- end
- end
- #==============================================================================
- # ** Window_Steps
- #------------------------------------------------------------------------------
- # This window displays step count on the menu screen.
- #==============================================================================
- class Window_Steps < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.size = 15
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, 120, 32, $game_party.steps.to_s, 2)
- end
- end
- #==============================================================================
- # ** Window_Map_Name
- #------------------------------------------------------------------------------
- # This window displays the map name on the menu screen.
- #==============================================================================
- class Window_Map_Name < Window_Base
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.windowskin = RPG::Cache.windowskin("")
- self.opacity = 0
- self.z = 15
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
- end
- end
- #==============================================================================
- # ** Scene_Menu
- #------------------------------------------------------------------------------
- # This class performs menu screen processing.
- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # * Main Processing
- #--------------------------------------------------------------------------
- def main
- s1 = ""
- s2 = ""
- s3 = ""
- s4 = ""
- s5 = ""
- s6 = ""
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @command_window.index = @menu_index
- if $game_party.actors.size == 0
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- @command_window.visible = false
- @command_window.x = -640
- #layout
- @mnlay = Sprite.new
- @mnlay.bitmap = RPG::Cache.menu(MOG::MAIN_LAYOUT)
- @mnlay.z = 10
- @mnlay.opacity = 0
- @mnlay.x = 0
- #background
- if MOG::MAIN_FX == 0
- @mnback = Plane.new
- @mnback.bitmap = RPG::Cache.menu(MOG::MAIN_BACKGROUND)
- @mnback.blend_type = 0
- @mnback.z = 5
- @mnback2 = Plane.new
- @mnback2.bitmap = RPG::Cache.menu(MOG::MAIN_BACKGROUND)
- @mnback2.blend_type = 0
- @mnback2.z = 5
- @mnback2.opacity = 60
- elsif MOG::MAIN_FX == 1
- @mnback = Plane.new
- @mnback.bitmap = RPG::Cache.menu(MOG::MAIN_BACKGROUND)
- @mnback.blend_type = 0
- @mnback.z = 5
- else
- @spriteset = Spriteset_Map.new
- end
- #cursor
- @mnsel = Sprite.new
- @mnsel.bitmap = RPG::Cache.menu(MOG::MAIN_CURSOR)
- @mnsel.z = 20
- @mnsel.x = 40
- @mnsel.y = 112
- @mnop = 150
- if $game_system.save_disabled
- @command_window.disable_item(4)
- end
- # 章程
- case $game_variables[3]
- when 1
- @stage = "1"
- else
- @stage = "1"
- end
- @menu_stage = Sprite.new
- @menu_stage.bitmap = RPG::Cache.menu("#{@stage}")
- @menu_stage.zoom_x = 0.4
- @menu_stage.zoom_y = 0.4
- @menu_stage.z = 100
- @menu_stage.opacity = 200
- @menu_stage.x = -56
- @menu_stage.y = -329
- #
- @playtime_window = Window_PlayTime.new
- @playtime_window.x = -15#54
- @playtime_window.y = 60#68
- @playtime_window.contents_opacity = 0
- if MOG::MAIN_MAPNAME == true
- @mapname_window = Window_Map_Name.new
- @mapname_window.x = 425
- @mapname_window.y = 25
- @mapname_window.contents_opacity = 0
- end
- #(X: - <=, + =>), (y: +v, - ^)
- @steps_window = Window_Steps.new
- @steps_window.x = -69#54
- @steps_window.y = 44#88
- @steps_window.contents_opacity = 0
- @gold_window = Window_Gold.new
- @gold_window.x = -59#54
- @gold_window.y = 25#48
- @gold_window.contents_opacity = 0
- @status_window = Window_MenuStatus.new
- @status_window.x = 295
- @status_window.y = 110
- @status_window.contents_opacity = 0
- if MOG::MAIN_FX == 0
- Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
- MOG::MAIN_TRAN_TYPE)
- elsif MOG::MAIN_FX == 1
- Graphics.transition(MOG::MAIN_TRAN_TIME, "Graphics/Transitions/" +
- MOG::MAIN_TRAN_TYPE)
- else
- Graphics.transition
- end
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- for i in 0..10
- if MOG::MAIN_FX == 0
- @mnback.oy += 1
- @mnback.ox += 1
- @mnback2.oy += 1
- @mnback2.ox -= 1
- end
- @status_window.x += 20
- @status_window.contents_opacity -= 25
- @mnsel.opacity -= 25
- @mnsel.zoom_x += 0.03
- @mnlay.x -= 0 #10
- @mnlay.opacity = 255 #-=25
- if MOG::MAIN_MAPNAME == true
- @mapname_window.x += 5
- @mapname_window.contents_opacity -= 20
- end
- @steps_window.contents_opacity -= 25
- @gold_window.contents_opacity -= 25
- @playtime_window.contents_opacity -= 25
- Graphics.update
- end
- Graphics.freeze
- @command_window.dispose
- @playtime_window.dispose
- @steps_window.dispose
- @gold_window.dispose
- @status_window.dispose
- @menu_stage.dispose
- @mnlay.dispose
- if MOG::MAIN_FX == 0
- @mnback.dispose
- @mnback2.dispose
- elsif MOG::MAIN_FX == 1
- @mnback.dispose
- else
- @spriteset.dispose
- end
- @mnsel.dispose
- @mapname_window.dispose if MOG::MAIN_MAPNAME == true
- Graphics.update
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- if MOG::MAIN_CURSOR_FX
- if @mnsel.zoom_x <= 1.6
- @mnsel.zoom_x += 0.03
- @mnsel.opacity -= 10
- elsif @mnsel.zoom_x > 1.6
- @mnsel.zoom_x = 1.0
- @mnsel.opacity = 255
- end
- end
- if @mnlay.x < 0
- @mnlay.opacity = 255 #25
- @mnlay.x += 10
- elsif @mnlay.x >= 0
- @mnlay.opacity = 255
- @mnlay.x = 0
- end
- @command_window.update if @command_window.active
- @playtime_window.update
- @status_window.update if @status_window.active
- if MOG::MAIN_FX == 0
- @mnback.oy += 1
- @mnback.ox += 1
- @mnback2.oy += 1
- @mnback2.ox -= 1
- end
- @mnop += 5
- # Secondary Cursor
- if @command_window.active == true
- @mnsel.bitmap = RPG::Cache.menu(MOG::MAIN_CURSOR)
- else
- @mnsel.bitmap = RPG::Cache.menu(MOG::SECOND_CURSOR)
- unless MOG::SECOND_CURSOR_FX
- @mnsel.zoom_x = 1
- @mnsel.opacity = 255
- end
- end
- @mapname_window.contents_opacity += 15 if MOG::MAIN_MAPNAME == true
- @playtime_window.contents_opacity += 15
- @gold_window.contents_opacity += 15
- @playtime_window.contents_opacity += 15
- @steps_window.contents_opacity += 15
-
- if @status_window.x > 195
- @status_window.x -= 10
- @status_window.contents_opacity += 10
- elsif @status_window.x <= 195
- @status_window.x = 195
- @status_window.contents_opacity = 255
- end
- if @mnop >= 255
- @mnop = 120
- end
- if @command_window.active
- update_command
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # * Frame Update (when command window is active)
- #--------------------------------------------------------------------------
- def update_command
- case @command_window.index
- when 0
- @mnsel.x = 40
- @mnsel.y = 112
- when 1
- @mnsel.x = 40
- @mnsel.y = 162
- when 2
- @mnsel.x = 40
- @mnsel.y = 209
- when 3
- @mnsel.x = 40
- @mnsel.y = 255
- when 4
- @mnsel.x = 40
- @mnsel.y = 303
- when 5
- @mnsel.x = 40
- @mnsel.y = 348
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- if $game_party.actors.size == 0 and @command_window.index < 4
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Item.new
- when 1
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 3
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 4
- if $game_system.save_disabled
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 5
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_End.new
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # * Frame Update (when status window is active)
- #--------------------------------------------------------------------------
- def update_status
- case @status_window.index
- when 0
- @mnsel.x = 180
- @mnsel.y = 130
- when 1
- @mnsel.x = 180
- @mnsel.y = 195
- when 2
- @mnsel.x = 180
- @mnsel.y = 255
- when 3
- @mnsel.x = 180
- @mnsel.y = 320
- end
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 1
- if $game_party.actors[@status_window.index].restriction >= 2
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Skill.new(@status_window.index)
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Equip.new(@status_window.index)
- when 3
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Status.new(@status_window.index)
- end
- return
- end
- end
- end
复制代码 http://www.atelier-rgss.com/RGSS/Menu/XP_Menu01.html ←原版
這個是我修改過的MoGHUNTER menu,我想加入一個顯示章程的圖片 (約487行開始)不過為甚魔顯示不出來了啦!!而且角色臉圖也不見了!! >< (自認腳本盲)
附圖1張:
(素材是不是很熟悉呢~(就是淚光的圖啦...對不起明尼君)當然那個[通往青空的道路](就是現實中會消失的圖)會改的)
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