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Lv1.梦旅人 哆啦菌
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本帖最后由 fxwd 于 2012-4-22 21:00 编辑
LZ的意思是不是在菜单中新建选项,然后使这个选项具有一些功能?下面有个脚本,LZ可以参考一下135行的设置,添加或修改新的选项(event_X为调用公共事件的编号)LZ你说的那个脚本不出意外的话是可以用事件脚本呼出来的。这样的话,你可以新建个公共事件1,呼出脚本。然后在135行将event_X的X变为1,这样当打开那个选项时就会呼出LZ所要的效果了。- #==============================================================================
- #
- # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07
- # -- Last Updated: 2012.01.03
- # -- Level: Normal, Hard
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-AceMenuEngine"] = true
- #==============================================================================
- # ▼ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.01.03 - Compatibility Update: Ace Item Menu
- # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
- # - Compatibility Update: Kread-EX's Grathnode Install
- # - Compatibility Update: Yami's Slot Battle
- # 2011.12.23 - Script efficiency optimized.
- # 2011.12.19 - Compatibility Update: Class System
- # 2011.12.15 - Updated for better menu MP/TP gauge management.
- # 2011.12.13 - Compatibility Update: Ace Equip Engine
- # 2011.12.07 - Update to allow for switches to also hide custom commands.
- # 2011.12.06 - Started Script and Finished.
- #
- #==============================================================================
- # ▼ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # The menu system in RPG Maker VX Ace is great. However, it lacks the user
- # customization that RPG Maker 2003 allowed. With this script, you can add,
- # remove, and rearrange menu commands as you see fit. In addition to that, you
- # can add in menu commands that lead to common events or even custom commands
- # provided through other scripts.
- #
- # This script also provides window appearance management such as setting almost
- # all command windows to be center aligned or changing the position of the
- # help window. You can also opt to show the TP Gauge in the main menu as well
- # as in the skill menu.
- #
- #==============================================================================
- # ▼ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
- #
- # Edit the settings in the module below as you see fit.
- #
- #==============================================================================
- # ▼ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module MENU
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - General Menu Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This changes the way menus appear in your game. You can change their
- # alignment, and the location of the help window, Note that any non-Yanfly
- # Engine Ace scripts may not conform to these menu styles.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom.
- COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right.
-
- # These settings below adjust the visual appearance of the main menu.
- # Change the settings as you see fit.
- MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right.
- MAIN_MENU_RIGHT = false # false-Left, true-Right.
- MAIN_MENU_ROWS = 14 # Maximum number of rows for main menu.
- DRAW_TP_GAUGE = true # If true, draws TP in the main menu.
-
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Main Menu Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # These settings adjust the main menu, the order at which commands appear,
- # what text is displayed, and what the commands are linked to. Here's a
- # list of which commands do what:
- #
- # -------------------------------------------------------------------------
- # :command Description
- # -------------------------------------------------------------------------
- # :item Opens up the item menu. Default menu item.
- # :skill Opens up the skill menu. Default menu item.
- # :equip Opens up the equip menu. Default menu item.
- # :status Opens up the status menu. Default menu item.
- # :formation Lets player manage party. Default menu item.
- # :save Opens up the save menu. Default menu item.
- # :game_end Opens up the shutdown menu. Default menu item.
- #
- # :class Requires YEA - Class System
- #
- # :gogototori Requires Kread-EX's Go Go Totori! Synthesis
- # :grathnode Requires Kread-EX's Grathnote Install
- # :sslots Requires Yami's YSA - Slot Battle
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- COMMANDS =[
- :item, # Opens up the item menu. Default menu item.
- :skill, # Opens up the skill menu. Default menu item.
- :equip, # Opens up the equip menu. Default menu item.
- :class, # Requires YEA - Class System.
- :guardian,
- :status, # Opens up the status menu. Default menu item.
- #:formation, # Lets player manage party. Default menu item.
- :event_3, # Launches Common Event 3. Common Event Command.
- :event_4, # Launches Common Event 4. Common Event Command.
- :event_13, # Launches Common Event 13. Common Event Command.
- :event_14, # Launches Common Event 14. Common Event Command.
- :event_15, # Launches Common Event 15. Common Event Command.
- :event_16, # Launches Common Event 16. Common Event Command.
- :event_21, # Launches Common Event 16. Common Event Command.
- :event_22, # Launches Common Event 16. Common Event Command.
- # :debug, # Opens up debug menu. Custom Command.
- :shop, # Opens up a shop to pawn items. Custom Command.
- :save, # Opens up the save menu. Default menu item.
- :game_end, # Opens up the shutdown menu. Default menu item.
- ] # Do not remove this.
-
- #--------------------------------------------------------------------------
- # - Common Event Commands -
- # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # If you insert one of the following commands into the COMMANDS array, the
- # player can trigger a common event to launch. You can disable certain
- # commands in the menu by binding them to a switch. If you don't want to
- # disable them, set the switch to 0 and it will always be enabled. The
- # ShowSwitch will prevent a command from appear if that switch is false.
- # Set it to 0 for it to have no impact.
- #--------------------------------------------------------------------------
- COMMON_EVENT_COMMANDS ={
- # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
- :event_42 => [ "设置", 0, 0, 4],
-
- } # Do not remove this.
-
- #--------------------------------------------------------------------------
- # - Custom Commands -
- # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- # For those who use scripts that may lead to other menu scenes, use this
- # hash to manage custom commands that run specific script calls. You can
- # disable certain commands in the menu by binding them to a switch. If you
- # don't want to disable them, set the switch to 0. The ShowSwitch will
- # prevent a command from appear if that switch is false. Set it to 0 for
- # it to have no impact.
- #--------------------------------------------------------------------------
- CUSTOM_COMMANDS ={
- # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
-
- :guardian => [ "援护", 0, 0, :command_guardian],
- } # Do not remove this.
-
- end # MENU
- end # YEA
- #==============================================================================
- # ▼ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- #==============================================================================
- # ■ Window_MenuCommand
- #------------------------------------------------------------------------------
- # This class is kept towards the top of the script to provide easier access.
- #==============================================================================
- class Window_MenuCommand < Window_Command
-
- #--------------------------------------------------------------------------
- # overwrite method: make_command_list
- #--------------------------------------------------------------------------
- def make_command_list
- for command in YEA::MENU::COMMANDS
- case command
- #--- Default Commands ---
- when :item
- add_command(Vocab::item, :item, main_commands_enabled)
- when :skill
- add_command(Vocab::skill, :skill, main_commands_enabled)
- when :equip
- add_command(Vocab::equip, :equip, main_commands_enabled)
- when :status
- add_command(Vocab::status, :status, main_commands_enabled)
- when :formation
- add_formation_command
- when :save
- add_original_commands
- add_save_command
- when :game_end
- add_game_end_command
- #--- Yanfly Engine Ace Commands ---
- when :class
- next unless $imported["YEA-ClassSystem"]
- add_class_command
- #--- Imported Commands ---
- when :sslots
- next unless $imported["YSA-SlotBattle"]
- add_sslots_command
- when :grathnode
- next unless $imported["KRX-GrathnodeInstall"]
- process_custom_command(command)
- when :gogototori
- next unless $imported["KRX-AlchemicSynthesis"]
- process_custom_command(command)
- #--- Imported Commands ---
- else
- process_common_event_command(command)
- process_custom_command(command)
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: process_common_event_command
- #--------------------------------------------------------------------------
- def process_common_event_command(command)
- return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
- show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
- continue = show <= 0 ? true : $game_switches[show]
- return unless continue
- text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
- switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
- ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
- enabled = switch <= 0 ? true : $game_switches[switch]
- add_command(text, command, enabled, ext)
- end
-
- #--------------------------------------------------------------------------
- # new method: process_custom_command
- #--------------------------------------------------------------------------
- def process_custom_command(command)
- return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
- show = YEA::MENU::CUSTOM_COMMANDS[command][2]
- continue = show <= 0 ? true : $game_switches[show]
- return unless continue
- text = YEA::MENU::CUSTOM_COMMANDS[command][0]
- switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
- enabled = switch <= 0 ? true : $game_switches[switch]
- add_command(text, command, enabled)
- end
-
- end # Window_MenuCommand
- #==============================================================================
- # ■ Menu
- #==============================================================================
- module Menu
-
- #--------------------------------------------------------------------------
- # self.help_window_location
- #--------------------------------------------------------------------------
- def self.help_window_location
- return YEA::MENU::HELP_WINDOW_LOCATION
- end
-
- #--------------------------------------------------------------------------
- # self.command_window_align
- #--------------------------------------------------------------------------
- def self.command_window_align
- return YEA::MENU::COMMAND_WINDOW_ALIGN
- end
-
- #--------------------------------------------------------------------------
- # self.main_menu_align
- #--------------------------------------------------------------------------
- def self.main_menu_align
- return YEA::MENU::MAIN_MENU_ALIGN
- end
-
- #--------------------------------------------------------------------------
- # self.main_menu_right
- #--------------------------------------------------------------------------
- def self.main_menu_right
- return YEA::MENU::MAIN_MENU_RIGHT
- end
-
- end # Menu
- #==============================================================================
- # ■ Game_Actor
- #==============================================================================
- class Game_Actor < Game_Battler
-
- #--------------------------------------------------------------------------
- # new method: draw_mp?
- #--------------------------------------------------------------------------
- def draw_mp?
- return true unless draw_tp?
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.mp_cost > 0
- end
- return false
- end
-
- #--------------------------------------------------------------------------
- # new method: draw_tp?
- #--------------------------------------------------------------------------
- def draw_tp?
- return false unless $data_system.opt_display_tp
- for skill in skills
- next unless added_skill_types.include?(skill.stype_id)
- return true if skill.tp_cost > 0
- end
- return false
- end
-
- end # Game_Actor
- #==============================================================================
- # ■ Window_Base
- #==============================================================================
- class Window_Base < Window
-
- #--------------------------------------------------------------------------
- # overwrite method: draw_actor_simple_status
- #--------------------------------------------------------------------------
- def draw_actor_simple_status(actor, dx, dy)
- dy -= line_height / 2
- draw_actor_name(actor, dx, dy)
- draw_actor_level(actor, dx, dy + line_height * 1)
- draw_actor_icons(actor, dx, dy + line_height * 2)
- dw = contents.width - dx - 124
- draw_actor_class(actor, dx + 120, dy, dw)
- draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
- if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
- draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)
- elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
- if $imported["YEA-BattleEngine"]
- draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
- draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
- else
- draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
- draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
- end
- else
- draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
- end
- end
-
- end # Window_Base
- #==============================================================================
- # ■ Window_Command
- #==============================================================================
- class Window_Command < Window_Selectable
-
- #--------------------------------------------------------------------------
- # overwrite method: alignment
- #--------------------------------------------------------------------------
- def alignment
- return Menu.command_window_align
- end
-
- end # Window_Command
- #==============================================================================
- # ■ Window_MenuCommand
- #==============================================================================
- class Window_MenuCommand < Window_Command
-
- #--------------------------------------------------------------------------
- # alias method: init_command_position
- #--------------------------------------------------------------------------
- class <<self; alias init_command_position_ame init_command_position; end
- def self.init_command_position
- init_command_position_ame
- @@last_command_oy = nil
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: visible_line_number
- #--------------------------------------------------------------------------
- def visible_line_number
- return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
- end
-
- #--------------------------------------------------------------------------
- # overwrite method: alignment
- #--------------------------------------------------------------------------
- def alignment
- return Menu.main_menu_align
- end
-
- #--------------------------------------------------------------------------
- # alias method: process_ok
- #--------------------------------------------------------------------------
- alias window_menucommand_process_ok_ame process_ok
- def process_ok
- @@last_command_oy = self.oy
- window_menucommand_process_ok_ame
- end
-
- #--------------------------------------------------------------------------
- # alias method: select_last
- #--------------------------------------------------------------------------
- alias window_menucommand_select_last_ame select_last
- def select_last
- window_menucommand_select_last_ame
- self.oy = @@last_command_oy unless @@last_command_oy.nil?
- @@last_command_oy = nil
- end
-
- end # Window_MenuCommand
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_MenuBase
-
- #--------------------------------------------------------------------------
- # alias method: start
- #--------------------------------------------------------------------------
- alias scene_menu_start_ame start
- def start
- scene_menu_start_ame
- relocate_windows
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_windows
- #--------------------------------------------------------------------------
- def relocate_windows
- return unless Menu.main_menu_right
- @command_window.x = Graphics.width - @command_window.width
- @gold_window.x = Graphics.width - @gold_window.width
- @status_window.x = 0
- end
-
- def return_scene
- $game_map.autoplay
- SceneManager.return
- end
-
- end # Scene_Menu
- #==============================================================================
- # ■ Scene_Item
- #==============================================================================
- class Scene_Item < Scene_ItemBase
-
- #--------------------------------------------------------------------------
- # alias method: start
- #--------------------------------------------------------------------------
- alias scene_item_start_ame start
- def start
- scene_item_start_ame
- return if $imported["YEA-ItemMenu"]
- relocate_windows
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_windows
- #--------------------------------------------------------------------------
- def relocate_windows
- case Menu.help_window_location
- when 0 # Top
- @help_window.y = 0
- @category_window.y = @help_window.height
- @item_window.y = @category_window.y + @category_window.height
- when 1 # Middle
- @category_window.y = 0
- @help_window.y = @category_window.height
- @item_window.y = @help_window.y + @help_window.height
- else # Bottom
- @category_window.y = 0
- @item_window.y = @category_window.height
- @help_window.y = @item_window.y + @item_window.height
- end
- if $imported["YEA-ItemMenu"]
- @types_window.y = @category_window.y
- @status_window.y = @category_window.y
- end
- end
-
- end # Scene_Item
- #==============================================================================
- # ■ Scene_Skill
- #==============================================================================
- class Scene_Skill < Scene_ItemBase
-
- #--------------------------------------------------------------------------
- # alias method: start
- #--------------------------------------------------------------------------
- alias scene_skill_start_ame start
- def start
- scene_skill_start_ame
- relocate_windows
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_windows
- #--------------------------------------------------------------------------
- def relocate_windows
- case Menu.help_window_location
- when 0 # Top
- @help_window.y = 0
- @command_window.y = @help_window.height
- @status_window.y = @help_window.height
- @item_window.y = @status_window.y + @status_window.height
- when 1 # Middle
- @command_window.y = 0
- @status_window.y = 0
- @help_window.y = @status_window.y + @status_window.height
- @item_window.y = @help_window.y + @help_window.height
- else # Bottom
- @command_window.y = 0
- @status_window.y = 0
- @item_window.y = @status_window.y + @status_window.height
- @help_window.y = @item_window.y + @item_window.height
- end
- end
-
- end # Scene_Skill
- #==============================================================================
- # ■ Scene_Equip
- #==============================================================================
- class Scene_Equip < Scene_MenuBase
-
- #--------------------------------------------------------------------------
- # alias method: start
- #--------------------------------------------------------------------------
- alias scene_equip_start_ame start
- def start
- scene_equip_start_ame
- relocate_windows
- relocate_aee_windows
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_windows
- #--------------------------------------------------------------------------
- def relocate_windows
- return if $imported["YEA-AceEquipEngine"]
- case Menu.help_window_location
- when 0 # Top
- @help_window.y = 0
- @status_window.y = @help_window.height
- @command_window.y = @help_window.height
- @slot_window.y = @command_window.y + @command_window.height
- @item_window.y = @slot_window.y + @slot_window.height
- when 1 # Middle
- @status_window.y = 0
- @command_window.y = 0
- @slot_window.y = @command_window.y + @command_window.height
- @help_window.y = @slot_window.y + @slot_window.height
- @item_window.y = @help_window.y + @help_window.height
- else # Bottom
- @status_window.y = 0
- @command_window.y = 0
- @slot_window.y = @command_window.y + @command_window.height
- @item_window.y = @slot_window.y + @slot_window.height
- @help_window.y = @item_window.y + @item_window.height
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: relocate_aee_windows
- #--------------------------------------------------------------------------
- def relocate_aee_windows
- return unless $imported["YEA-AceEquipEngine"]
- case Menu.help_window_location
- when 0 # Top
- @help_window.y = 0
- @command_window.y = @help_window.height
- @slot_window.y = @command_window.y + @command_window.height
- when 1 # Middle
- @command_window.y = 0
- @help_window.y = @command_window.height
- @slot_window.y = @help_window.y + @help_window.height
- else # Bottom
- @command_window.y = 0
- @slot_window.y = @command_window.height
- @help_window.y = @slot_window.y + @slot_window.height
- end
- @actor_window.y = @command_window.y
- @item_window.y = @slot_window.y
- @status_window.y = @slot_window.y
- end
-
- end # Scene_Equip
- #==============================================================================
- # ■ Scene_Menu
- #==============================================================================
- class Scene_Menu < Scene_MenuBase
-
- #--------------------------------------------------------------------------
- # alias method: create_command_window
- #--------------------------------------------------------------------------
- alias scene_menu_create_command_window_ame create_command_window
- def create_command_window
- scene_menu_create_command_window_ame
- process_common_event_commands
- process_custom_commands
- end
-
- #--------------------------------------------------------------------------
- # new method: process_common_event_commands
- #--------------------------------------------------------------------------
- def process_common_event_commands
- for command in YEA::MENU::COMMANDS
- next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
- @command_window.set_handler(command, method(:command_common_event))
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: command_common_event
- #--------------------------------------------------------------------------
- def command_common_event
- event_id = @command_window.current_ext
- return return_scene if event_id.nil?
- return return_scene if $data_common_events[event_id].nil?
- $game_temp.reserve_common_event(event_id)
- return_scene
- end
-
- #--------------------------------------------------------------------------
- # new method: process_custom_commands
- #--------------------------------------------------------------------------
- def process_custom_commands
- for command in YEA::MENU::COMMANDS
- next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
- called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
- @command_window.set_handler(command, method(called_method))
- end
- end
-
- #--------------------------------------------------------------------------
- # new method: command_debug
- #--------------------------------------------------------------------------
- def command_debug
- SceneManager.call(Scene_Debug)
- end
-
- #--------------------------------------------------------------------------
- # new method: command_shop
- #--------------------------------------------------------------------------
- def command_shop
- goods = []
- SceneManager.call(Scene_Shop)
- SceneManager.scene.prepare(goods, false)
- end
-
- #--------------------------------------------------------------------------
- # new method: command_totori
- #--------------------------------------------------------------------------
- def command_totori
- return unless $imported['KRX-AlchemicSynthesis']
- SceneManager.call(Scene_Alchemy)
- end
-
- end # Scene_Menu
- #==============================================================================
- #
- # ▼ End of File
- #
- #==============================================================================
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