设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 11716|回复: 13
打印 上一主题 下一主题

[已经解决] 关于跳过标题后的问题

[复制链接]

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
跳转到指定楼层
 楼主| 发表于 2013-2-20 04:32:21 | 只看该作者 |只看大图 回帖奖励 |正序浏览 |阅读模式

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
本帖最后由 zlfamail9850 于 2013-2-20 20:14 编辑

跳过标题后
制作好了自己的时间标题
唯一的问题就是
在菜单,返回游戏标题,居然是游戏自带的标题
这个 怎么处理???

Lv3.寻梦者

梦石
0
星屑
1185
在线时间
10 小时
注册时间
2016-1-27
帖子
6
13
发表于 2020-9-1 18:23:52 | 只看该作者
本帖最后由 甄曦曦 于 2020-9-1 18:27 编辑

谢谢10l分享!!想请问一下 将y坐标设到200以内后就显示不出来了是怎么回事....


如图...
@tseyik
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
12
 楼主| 发表于 2013-2-20 23:50:54 | 只看该作者
喵呜喵5 发表于 2013-2-20 21:45
如果彻底不需要标题画面的话,换成这个脚本就可以了

#================================================= ...

十分感谢
我就是彻底不需要标题的说!
回复 支持 反对

使用道具 举报

Lv5.捕梦者 (暗夜天使)

只有笨蛋才会看到

梦石
1
星屑
21681
在线时间
9419 小时
注册时间
2012-6-19
帖子
7119

开拓者短篇九导演组冠军

11
发表于 2013-2-20 21:45:23 | 只看该作者
如果彻底不需要标题画面的话,换成这个脚本就可以了

RUBY 代码复制
  1. #==============================================================================
  2. # Skip Title Screen                                           JV Master Script
  3. #------------------------------------------------------------------------------
  4. # Skip Title Screen, going to first game map.
  5. #==============================================================================
  6.  
  7. #==============================================================================
  8. # Scene Title
  9. #==============================================================================
  10. class Scene_Title < Scene_Base
  11.   def start
  12.     SceneManager.clear
  13.     Graphics.freeze
  14.     DataManager.setup_new_game
  15.     $game_map.autoplay
  16.     SceneManager.goto(Scene_Map)
  17.   end
  18.  
  19.   def terminate
  20.     SceneManager.snapshot_for_background
  21.     Graphics.fadeout(Graphics.frame_rate)
  22.   end
  23. end
  24. #==============================================================================
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
10
 楼主| 发表于 2013-2-20 20:13:38 | 只看该作者
tseyik 发表于 2013-2-20 09:14
修改Window_TitleCommand脚本就可以了,若不加減指令,只要圖形化指令
如下圖的話

非常感谢的说
大大们真是非常的热心呢!!
回复 支持 反对

使用道具 举报

Lv5.捕梦者

梦石
0
星屑
22973
在线时间
8639 小时
注册时间
2011-12-31
帖子
3367
9
发表于 2013-2-20 09:14:52 | 只看该作者
本帖最后由 tseyik 于 2013-2-20 09:51 编辑

修改Window_TitleCommand脚本就可以了,若不加減指令,只要圖形化指令
如下圖的話

只須加入以下脚本

  1. #==============================================================================
  2. # ++ 自定義標題畫面 [RGSS3] ver. 1.00 ++
  3. #  Script by パラ犬
  4. #------------------------------------------------------------------------------
  5. # 能夠在標題畫面使用的圖像命令。
  6. #==============================================================================

  7. class Window_TitleCommand < Window_Command

  8. #------------------------------------------------------------------------------
  9. # ↓ 以下是設置方法,您可以輕鬆地設置
  10.   
  11.   # 第1行:菜單命令中使用的圖像文件名稱(圖像放入「Graphics/Titles1」)
  12.   #     ( 格式[命令未選中時,命令被選中時] )
  13.   # 第2行:圖像表示位置(X座標)
  14.   # 第3行:圖像表示位置(Y座標)

  15.   # 新開始遊戲
  16.   IMG_NEWGAME = ["newgame","newgame_active"]
  17.   IMG_NEWGAME_X = 160   # 横位置
  18.   IMG_NEWGAME_Y = 248   # 縦位置
  19.   # 繼續
  20.   IMG_CONTINUE = ["continue","continue_active"]
  21.   IMG_CONTINUE_X = 160   # 横位置
  22.   IMG_CONTINUE_Y = 288   # 縦位置
  23.   # 関機
  24.   IMG_SHUTDOWN = ["shutdown","shutdown_active"]
  25.   IMG_SHUTDOWN_X = 160   # 横位置
  26.   IMG_SHUTDOWN_Y = 328   # 縦位置

  27. # ↑ 以上是設定項目
  28. #------------------------------------------------------------------------------

  29.   #--------------------------------------------------------------------------
  30.   # ○作成圖像指令
  31.   #--------------------------------------------------------------------------
  32.   def create_command_sprite
  33.     # 新開始遊戲
  34.     sprite1 = Sprite.new
  35.     sprite1.x = IMG_NEWGAME_X
  36.     sprite1.y = IMG_NEWGAME_Y
  37.     # 繼續
  38.     sprite2 = Sprite.new
  39.     sprite2.x = IMG_CONTINUE_X
  40.     sprite2.y = IMG_CONTINUE_Y
  41.     # 関機
  42.     sprite3 = Sprite.new
  43.     sprite3.x = IMG_SHUTDOWN_X
  44.     sprite3.y = IMG_SHUTDOWN_Y
  45.     # スプライト配列管理
  46.     @command_sprites = [sprite1, sprite2, sprite3]
  47.     # ビットマップ文件名配列管理
  48.     @command_bitmaps = [IMG_NEWGAME, IMG_CONTINUE, IMG_SHUTDOWN]
  49.   end
  50.   #--------------------------------------------------------------------------
  51.   # ○ 指令選択時換変画像
  52.   #--------------------------------------------------------------------------
  53.   def select_command_sprite(index)
  54.     # 全スプライトに[指令未選択時]的點陣圖
  55.     @command_sprites[0].bitmap = Cache.title1(@command_bitmaps[0][0])
  56.     @command_sprites[1].bitmap = Cache.title1(@command_bitmaps[1][0])
  57.     @command_sprites[2].bitmap = Cache.title1(@command_bitmaps[2][0])
  58.     # 選択項目的點陣圖[當命令被選中]
  59.     @command_sprites[index].bitmap = Cache.title1(@command_bitmaps[index][1])
  60.   end
  61.   #--------------------------------------------------------------------------
  62.   # ○ 項目描画
  63.   #--------------------------------------------------------------------------
  64.   def set_enabled_command_sprite(index, enabled)
  65.     if enabled
  66.       @command_sprites[index].opacity = 255
  67.     else
  68.       # 選択不可項目不透明度下降
  69.       @command_sprites[index].opacity = 160
  70.     end
  71.   end
  72.   #--------------------------------------------------------------------------
  73.   # ○ 解放
  74.   #--------------------------------------------------------------------------
  75.   def dispose_command_sprite
  76.     if @command_sprites != nil
  77.       @command_sprites[0].dispose
  78.       @command_sprites[1].dispose
  79.       @command_sprites[2].dispose
  80.     end
  81.   end
  82.   #--------------------------------------------------------------------------
  83.   # ● 刷新
  84.   #--------------------------------------------------------------------------
  85.   def refresh
  86.     # 呼叫:○創建命令窗口形象
  87.     create_command_sprite
  88.     # 隱藏原來的命令窗口
  89.     self.visible = false
  90.     super
  91.   end
  92.   #--------------------------------------------------------------------------
  93.   # ● 設置光標位置
  94.   #--------------------------------------------------------------------------
  95.   def index=(index)
  96.     super
  97.     # 呼叫:○選擇時切換菜單圖片
  98.     select_command_sprite(index)
  99.   end
  100.   #--------------------------------------------------------------------------
  101.   # ● 項目描画
  102.   #--------------------------------------------------------------------------
  103.   def draw_item(index)
  104.     super
  105.     # 呼叫:○項目描画
  106.     set_enabled_command_sprite(index, command_enabled?(index))
  107.   end
  108.   #--------------------------------------------------------------------------
  109.   # ● 解放
  110.   #--------------------------------------------------------------------------
  111.   def dispose
  112.     # 呼叫:○解放
  113.     dispose_command_sprite
  114.     super
  115.   end
  116. end

复制代码
以上脚本使用範例(翻譯完了)
http://pan.baidu.com/share/link?shareid=358594&uk=2635094904
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
8
 楼主| 发表于 2013-2-20 08:04:43 | 只看该作者
zlfamail9850 发表于 2013-2-20 07:27
看到了
然后试了一下
然后发现,我原来的植入菜单就不成立了= =

就是因为懒QAQ
我才找脚本的!
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
7
 楼主| 发表于 2013-2-20 07:27:59 | 只看该作者
LBQ 发表于 2013-2-20 06:43
如果你打算这样的话= =给你个脚本。 。。。
请先插入脚本,之后
找到COMMANDS =[这里,之后找到:game_end, ...

看到了
然后试了一下
然后发现,我原来的植入菜单就不成立了= =
难道还要让新人自己去设置菜单吗QAQ

应该可以在原目录里面进行修改的吧

点评

LBQ
可以是可以= =。问题是即使会脚本拿这个改动起来也比较方便= =。如果愿意。。。可以研究一下这个脚本,可以设置植入的  发表于 2013-2-20 08:03
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
6
 楼主| 发表于 2013-2-20 07:20:55 | 只看该作者
LBQ 发表于 2013-2-20 06:43
如果你打算这样的话= =给你个脚本。 。。。
请先插入脚本,之后
找到COMMANDS =[这里,之后找到:game_end, ...

看到脚本
我估计就已经吓死了QAQ
回复 支持 反对

使用道具 举报

Lv3.寻梦者

唯一的信徒

梦石
0
星屑
1665
在线时间
1357 小时
注册时间
2013-1-29
帖子
1637
5
发表于 2013-2-20 06:43:26 | 只看该作者
如果你打算这样的话= =给你个脚本。 。。。
请先插入脚本,之后
找到COMMANDS =[这里,之后找到:game_end,,把这个连带逗号都删了= =
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07
  4. # -- Last Updated: 2012.01.03
  5. # -- Level: Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-AceMenuEngine"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.01.03 - Compatibility Update: Ace Item Menu
  15. # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
  16. #            - Compatibility Update: Kread-EX's Grathnode Install
  17. #            - Compatibility Update: Yami's Slot Battle
  18. # 2011.12.23 - Script efficiency optimized.
  19. # 2011.12.19 - Compatibility Update: Class System
  20. # 2011.12.15 - Updated for better menu MP/TP gauge management.
  21. # 2011.12.13 - Compatibility Update: Ace Equip Engine
  22. # 2011.12.07 - Update to allow for switches to also hide custom commands.
  23. # 2011.12.06 - Started Script and Finished.
  24. #
  25. #==============================================================================
  26. # ▼ Introduction
  27. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  28. # The menu system in RPG Maker VX Ace is great. However, it lacks the user
  29. # customization that RPG Maker 2003 allowed. With this script, you can add,
  30. # remove, and rearrange menu commands as you see fit. In addition to that, you
  31. # can add in menu commands that lead to common events or even custom commands
  32. # provided through other scripts.
  33. #
  34. # This script also provides window appearance management such as setting almost
  35. # all command windows to be center aligned or changing the position of the
  36. # help window. You can also opt to show the TP Gauge in the main menu as well
  37. # as in the skill menu.
  38. #
  39. #==============================================================================
  40. # ▼ Instructions
  41. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  42. # To install this script, open up your script editor and copy/paste this script
  43. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  44. #
  45. # Edit the settings in the module below as you see fit.
  46. #
  47. #==============================================================================
  48. # ▼ Compatibility
  49. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  50. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  51. # it will run with RPG Maker VX without adjusting.
  52. #
  53. #==============================================================================

  54. module YEA
  55.   module MENU
  56.    
  57.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  58.     # - General Menu Settings -
  59.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  60.     # This changes the way menus appear in your game. You can change their
  61.     # alignment, and the location of the help window, Note that any non-Yanfly
  62.     # Engine Ace scripts may not conform to these menu styles.
  63.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  64.     HELP_WINDOW_LOCATION = 0     # 0-Top, 1-Middle, 2-Bottom.
  65.     COMMAND_WINDOW_ALIGN = 1     # 0-Left, 1-Middle, 2-Right.
  66.    
  67.     # These settings below adjust the visual appearance of the main menu.
  68.     # Change the settings as you see fit.
  69.     MAIN_MENU_ALIGN = 0          # 0-Left, 1-Middle, 2-Right.
  70.     MAIN_MENU_RIGHT = false      # false-Left, true-Right.
  71.     MAIN_MENU_ROWS  = 10         # Maximum number of rows for main menu.
  72.     DRAW_TP_GAUGE   = true       # If true, draws TP in the main menu.
  73.    
  74.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  75.     # - Main Menu Settings -
  76.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  77.     # These settings adjust the main menu, the order at which commands appear,
  78.     # what text is displayed, and what the commands are linked to. Here's a
  79.     # list of which commands do what:
  80.     #
  81.     # -------------------------------------------------------------------------
  82.     # :command         Description
  83.     # -------------------------------------------------------------------------
  84.     # :item            Opens up the item menu. Default menu item.
  85.     # :skill           Opens up the skill menu. Default menu item.
  86.     # :equip           Opens up the equip menu. Default menu item.
  87.     # :status          Opens up the status menu. Default menu item.
  88.     # :formation       Lets player manage party. Default menu item.
  89.     # :save            Opens up the save menu. Default menu item.
  90.     # :game_end        Opens up the shutdown menu. Default menu item.
  91.     #
  92.     # :class           Requires YEA - Class System
  93.     #
  94.     # :gogototori      Requires Kread-EX's Go Go Totori! Synthesis
  95.     # :grathnode       Requires Kread-EX's Grathnote Install
  96.     # :sslots          Requires Yami's YSA - Slot Battle
  97.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  98.     COMMANDS =[
  99.       :item,         # Opens up the item menu. Default menu item.
  100.       :skill,        # Opens up the skill menu. Default menu item.
  101.       :equip,        # Opens up the equip menu. Default menu item.
  102.       :class,        # Requires YEA - Class System.
  103.       :status,       # Opens up the status menu. Default menu item.
  104.       :formation,    # Lets player manage party. Default menu item.
  105.     # :event_1,      # Launches Common Event 1. Common Event Command.
  106.     # :event_2,      # Launches Common Event 2. Common Event Command.
  107.     # :debug,        # Opens up debug menu. Custom Command.
  108.     # :shop,         # Opens up a shop to pawn items. Custom Command.
  109.       :save,         # Opens up the save menu. Default menu item.
  110.       :game_end,     # Opens up the shutdown menu. Default menu item.
  111.     ] # Do not remove this.
  112.    
  113.     #--------------------------------------------------------------------------
  114.     # - Common Event Commands -
  115.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  116.     # If you insert one of the following commands into the COMMANDS array, the
  117.     # player can trigger a common event to launch. You can disable certain
  118.     # commands in the menu by binding them to a switch. If you don't want to
  119.     # disable them, set the switch to 0 and it will always be enabled. The
  120.     # ShowSwitch will prevent a command from appear if that switch is false.
  121.     # Set it to 0 for it to have no impact.
  122.     #--------------------------------------------------------------------------
  123.     COMMON_EVENT_COMMANDS ={
  124.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
  125.       :event_1 => [        "Camp",           11,          0,        1],
  126.       :event_2 => [   "Synthesis",            0,          0,        2],
  127.     } # Do not remove this.
  128.    
  129.     #--------------------------------------------------------------------------
  130.     # - Custom Commands -
  131.     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  132.     # For those who use scripts that may lead to other menu scenes, use this
  133.     # hash to manage custom commands that run specific script calls. You can
  134.     # disable certain commands in the menu by binding them to a switch. If you
  135.     # don't want to disable them, set the switch to 0. The ShowSwitch will
  136.     # prevent a command from appear if that switch is false. Set it to 0 for
  137.     # it to have no impact.
  138.     #--------------------------------------------------------------------------
  139.     CUSTOM_COMMANDS ={
  140.     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
  141.       :debug   => [       "Debug",            0,          0, :command_debug],
  142.       :shop    => [        "Shop",           12,          0,  :command_shop],
  143.       :gogototori => ["Synthesis",            0,        0,  :command_totori],
  144.       :grathnode => [ "Grathnode",            0,        0, :command_install],
  145.     } # Do not remove this.
  146.    
  147.   end # MENU
  148. end # YEA

  149. #==============================================================================
  150. # ▼ Editting anything past this point may potentially result in causing
  151. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  152. # halitosis so edit at your own risk.
  153. #==============================================================================

  154. #==============================================================================
  155. # ■ Window_MenuCommand
  156. #------------------------------------------------------------------------------
  157. # This class is kept towards the top of the script to provide easier access.
  158. #==============================================================================

  159. class Window_MenuCommand < Window_Command
  160.   
  161.   #--------------------------------------------------------------------------
  162.   # overwrite method: make_command_list
  163.   #--------------------------------------------------------------------------
  164.   def make_command_list
  165.     for command in YEA::MENU::COMMANDS
  166.       case command
  167.       #--- Default Commands ---
  168.       when :item
  169.         add_command(Vocab::item,   :item,   main_commands_enabled)
  170.       when :skill
  171.         add_command(Vocab::skill,  :skill,  main_commands_enabled)
  172.       when :equip
  173.         add_command(Vocab::equip,  :equip,  main_commands_enabled)
  174.       when :status
  175.         add_command(Vocab::status, :status, main_commands_enabled)
  176.       when :formation
  177.         add_formation_command
  178.       when :save
  179.         add_original_commands
  180.         add_save_command
  181.       when :game_end
  182.         add_game_end_command
  183.       #--- Yanfly Engine Ace Commands ---
  184.       when :class
  185.         next unless $imported["YEA-ClassSystem"]
  186.         add_class_command
  187.       #--- Imported Commands ---
  188.       when :sslots
  189.         next unless $imported["YSA-SlotBattle"]
  190.         add_sslots_command
  191.       when :grathnode
  192.         next unless $imported["KRX-GrathnodeInstall"]
  193.         process_custom_command(command)
  194.       when :gogototori
  195.         next unless $imported["KRX-AlchemicSynthesis"]
  196.         process_custom_command(command)
  197.       #--- Imported Commands ---
  198.       else
  199.         process_common_event_command(command)
  200.         process_custom_command(command)
  201.       end
  202.     end
  203.   end
  204.   
  205.   #--------------------------------------------------------------------------
  206.   # new method: process_common_event_command
  207.   #--------------------------------------------------------------------------
  208.   def process_common_event_command(command)
  209.     return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
  210.     show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
  211.     continue = show <= 0 ? true : $game_switches[show]
  212.     return unless continue
  213.     text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
  214.     switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
  215.     ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
  216.     enabled = switch <= 0 ? true : $game_switches[switch]
  217.     add_command(text, command, enabled, ext)
  218.   end
  219.   
  220.   #--------------------------------------------------------------------------
  221.   # new method: process_custom_command
  222.   #--------------------------------------------------------------------------
  223.   def process_custom_command(command)
  224.     return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
  225.     show = YEA::MENU::CUSTOM_COMMANDS[command][2]
  226.     continue = show <= 0 ? true : $game_switches[show]
  227.     return unless continue
  228.     text = YEA::MENU::CUSTOM_COMMANDS[command][0]
  229.     switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
  230.     enabled = switch <= 0 ? true : $game_switches[switch]
  231.     add_command(text, command, enabled)
  232.   end
  233.   
  234. end # Window_MenuCommand

  235. #==============================================================================
  236. # ■ Menu
  237. #==============================================================================

  238. module Menu
  239.   
  240.   #--------------------------------------------------------------------------
  241.   # self.help_window_location
  242.   #--------------------------------------------------------------------------
  243.   def self.help_window_location
  244.     return YEA::MENU::HELP_WINDOW_LOCATION
  245.   end
  246.   
  247.   #--------------------------------------------------------------------------
  248.   # self.command_window_align
  249.   #--------------------------------------------------------------------------
  250.   def self.command_window_align
  251.     return YEA::MENU::COMMAND_WINDOW_ALIGN
  252.   end
  253.   
  254.   #--------------------------------------------------------------------------
  255.   # self.main_menu_align
  256.   #--------------------------------------------------------------------------
  257.   def self.main_menu_align
  258.     return YEA::MENU::MAIN_MENU_ALIGN
  259.   end
  260.   
  261.   #--------------------------------------------------------------------------
  262.   # self.main_menu_right
  263.   #--------------------------------------------------------------------------
  264.   def self.main_menu_right
  265.     return YEA::MENU::MAIN_MENU_RIGHT
  266.   end
  267.   
  268. end # Menu

  269. #==============================================================================
  270. # ■ Game_Actor
  271. #==============================================================================

  272. class Game_Actor < Game_Battler
  273.   
  274.   #--------------------------------------------------------------------------
  275.   # new method: draw_mp?
  276.   #--------------------------------------------------------------------------
  277.   def draw_mp?
  278.     return true unless draw_tp?
  279.     for skill in skills
  280.       next unless added_skill_types.include?(skill.stype_id)
  281.       return true if skill.mp_cost > 0
  282.     end
  283.     return false
  284.   end
  285.   
  286.   #--------------------------------------------------------------------------
  287.   # new method: draw_tp?
  288.   #--------------------------------------------------------------------------
  289.   def draw_tp?
  290.     return false unless $data_system.opt_display_tp
  291.     for skill in skills
  292.       next unless added_skill_types.include?(skill.stype_id)
  293.       return true if skill.tp_cost > 0
  294.     end
  295.     return false
  296.   end
  297.   
  298. end # Game_Actor

  299. #==============================================================================
  300. # ■ Window_Base
  301. #==============================================================================

  302. class Window_Base < Window
  303.   
  304.   #--------------------------------------------------------------------------
  305.   # overwrite method: draw_actor_simple_status
  306.   #--------------------------------------------------------------------------
  307.   def draw_actor_simple_status(actor, dx, dy)
  308.     dy -= line_height / 2
  309.     draw_actor_name(actor, dx, dy)
  310.     draw_actor_level(actor, dx, dy + line_height * 1)
  311.     draw_actor_icons(actor, dx, dy + line_height * 2)
  312.     dw = contents.width - dx - 124
  313.     draw_actor_class(actor, dx + 120, dy, dw)
  314.     draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
  315.     if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp?
  316.       draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw)
  317.     elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp?
  318.       if $imported["YEA-BattleEngine"]
  319.         draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
  320.         draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  321.       else
  322.         draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1)
  323.         draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2)
  324.       end
  325.     else
  326.       draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
  327.     end
  328.   end
  329.   
  330. end # Window_Base

  331. #==============================================================================
  332. # ■ Window_Command
  333. #==============================================================================

  334. class Window_Command < Window_Selectable
  335.   
  336.   #--------------------------------------------------------------------------
  337.   # overwrite method: alignment
  338.   #--------------------------------------------------------------------------
  339.   def alignment
  340.     return Menu.command_window_align
  341.   end
  342.   
  343. end # Window_Command

  344. #==============================================================================
  345. # ■ Window_MenuCommand
  346. #==============================================================================

  347. class Window_MenuCommand < Window_Command
  348.   
  349.   #--------------------------------------------------------------------------
  350.   # alias method: init_command_position
  351.   #--------------------------------------------------------------------------
  352.   class <<self; alias init_command_position_ame init_command_position; end
  353.   def self.init_command_position
  354.     init_command_position_ame
  355.     @@last_command_oy = nil
  356.   end
  357.   
  358.   #--------------------------------------------------------------------------
  359.   # overwrite method: visible_line_number
  360.   #--------------------------------------------------------------------------
  361.   def visible_line_number
  362.     return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
  363.   end
  364.   
  365.   #--------------------------------------------------------------------------
  366.   # overwrite method: alignment
  367.   #--------------------------------------------------------------------------
  368.   def alignment
  369.     return Menu.main_menu_align
  370.   end
  371.   
  372.   #--------------------------------------------------------------------------
  373.   # alias method: process_ok
  374.   #--------------------------------------------------------------------------
  375.   alias window_menucommand_process_ok_ame process_ok
  376.   def process_ok
  377.     @@last_command_oy = self.oy
  378.     window_menucommand_process_ok_ame
  379.   end
  380.   
  381.   #--------------------------------------------------------------------------
  382.   # alias method: select_last
  383.   #--------------------------------------------------------------------------
  384.   alias window_menucommand_select_last_ame select_last
  385.   def select_last
  386.     window_menucommand_select_last_ame
  387.     self.oy = @@last_command_oy unless @@last_command_oy.nil?
  388.     @@last_command_oy = nil
  389.   end
  390.   
  391. end # Window_MenuCommand

  392. #==============================================================================
  393. # ■ Scene_Menu
  394. #==============================================================================

  395. class Scene_Menu < Scene_MenuBase
  396.   
  397.   #--------------------------------------------------------------------------
  398.   # alias method: start
  399.   #--------------------------------------------------------------------------
  400.   alias scene_menu_start_ame start
  401.   def start
  402.     scene_menu_start_ame
  403.     relocate_windows
  404.   end
  405.   
  406.   #--------------------------------------------------------------------------
  407.   # new method: relocate_windows
  408.   #--------------------------------------------------------------------------
  409.   def relocate_windows
  410.     return unless Menu.main_menu_right
  411.     @command_window.x = Graphics.width - @command_window.width
  412.     @gold_window.x = Graphics.width - @gold_window.width
  413.     @status_window.x = 0
  414.   end
  415.   
  416. end # Scene_Menu

  417. #==============================================================================
  418. # ■ Scene_Item
  419. #==============================================================================

  420. class Scene_Item < Scene_ItemBase
  421.   
  422.   #--------------------------------------------------------------------------
  423.   # alias method: start
  424.   #--------------------------------------------------------------------------
  425.   alias scene_item_start_ame start
  426.   def start
  427.     scene_item_start_ame
  428.     return if $imported["YEA-ItemMenu"]
  429.     relocate_windows
  430.   end
  431.   
  432.   #--------------------------------------------------------------------------
  433.   # new method: relocate_windows
  434.   #--------------------------------------------------------------------------
  435.   def relocate_windows
  436.     case Menu.help_window_location
  437.     when 0 # Top
  438.       @help_window.y = 0
  439.       @category_window.y = @help_window.height
  440.       @item_window.y = @category_window.y + @category_window.height
  441.     when 1 # Middle
  442.       @category_window.y = 0
  443.       @help_window.y = @category_window.height
  444.       @item_window.y = @help_window.y + @help_window.height
  445.     else # Bottom
  446.       @category_window.y = 0
  447.       @item_window.y = @category_window.height
  448.       @help_window.y = @item_window.y + @item_window.height
  449.     end
  450.     if $imported["YEA-ItemMenu"]
  451.       @types_window.y = @category_window.y
  452.       @status_window.y = @category_window.y
  453.     end
  454.   end
  455.   
  456. end # Scene_Item

  457. #==============================================================================
  458. # ■ Scene_Skill
  459. #==============================================================================

  460. class Scene_Skill < Scene_ItemBase
  461.   
  462.   #--------------------------------------------------------------------------
  463.   # alias method: start
  464.   #--------------------------------------------------------------------------
  465.   alias scene_skill_start_ame start
  466.   def start
  467.     scene_skill_start_ame
  468.     relocate_windows
  469.   end
  470.   
  471.   #--------------------------------------------------------------------------
  472.   # new method: relocate_windows
  473.   #--------------------------------------------------------------------------
  474.   def relocate_windows
  475.     case Menu.help_window_location
  476.     when 0 # Top
  477.       @help_window.y = 0
  478.       @command_window.y = @help_window.height
  479.       @status_window.y = @help_window.height
  480.       @item_window.y = @status_window.y + @status_window.height
  481.     when 1 # Middle
  482.       @command_window.y = 0
  483.       @status_window.y = 0
  484.       @help_window.y = @status_window.y + @status_window.height
  485.       @item_window.y = @help_window.y + @help_window.height
  486.     else # Bottom
  487.       @command_window.y = 0
  488.       @status_window.y = 0
  489.       @item_window.y = @status_window.y + @status_window.height
  490.       @help_window.y = @item_window.y + @item_window.height
  491.     end
  492.   end
  493.   
  494. end # Scene_Skill

  495. #==============================================================================
  496. # ■ Scene_Equip
  497. #==============================================================================

  498. class Scene_Equip < Scene_MenuBase
  499.   
  500.   #--------------------------------------------------------------------------
  501.   # alias method: start
  502.   #--------------------------------------------------------------------------
  503.   alias scene_equip_start_ame start
  504.   def start
  505.     scene_equip_start_ame
  506.     relocate_windows
  507.     relocate_aee_windows
  508.   end
  509.   
  510.   #--------------------------------------------------------------------------
  511.   # new method: relocate_windows
  512.   #--------------------------------------------------------------------------
  513.   def relocate_windows
  514.     return if $imported["YEA-AceEquipEngine"]
  515.     case Menu.help_window_location
  516.     when 0 # Top
  517.       @help_window.y = 0
  518.       @status_window.y = @help_window.height
  519.       @command_window.y = @help_window.height
  520.       @slot_window.y = @command_window.y + @command_window.height
  521.       @item_window.y = @slot_window.y + @slot_window.height
  522.     when 1 # Middle
  523.       @status_window.y = 0
  524.       @command_window.y = 0
  525.       @slot_window.y = @command_window.y + @command_window.height
  526.       @help_window.y = @slot_window.y + @slot_window.height
  527.       @item_window.y = @help_window.y + @help_window.height
  528.     else # Bottom
  529.       @status_window.y = 0
  530.       @command_window.y = 0
  531.       @slot_window.y = @command_window.y + @command_window.height
  532.       @item_window.y = @slot_window.y + @slot_window.height
  533.       @help_window.y = @item_window.y + @item_window.height
  534.     end
  535.   end
  536.   
  537.   #--------------------------------------------------------------------------
  538.   # new method: relocate_aee_windows
  539.   #--------------------------------------------------------------------------
  540.   def relocate_aee_windows
  541.     return unless $imported["YEA-AceEquipEngine"]
  542.     case Menu.help_window_location
  543.     when 0 # Top
  544.       @help_window.y = 0
  545.       @command_window.y = @help_window.height
  546.       @slot_window.y = @command_window.y + @command_window.height
  547.     when 1 # Middle
  548.       @command_window.y = 0
  549.       @help_window.y = @command_window.height
  550.       @slot_window.y = @help_window.y + @help_window.height
  551.     else # Bottom
  552.       @command_window.y = 0
  553.       @slot_window.y = @command_window.height
  554.       @help_window.y = @slot_window.y + @slot_window.height
  555.     end
  556.     @actor_window.y = @command_window.y
  557.     @item_window.y = @slot_window.y
  558.     @status_window.y = @slot_window.y
  559.   end
  560.   
  561. end # Scene_Equip

  562. #==============================================================================
  563. # ■ Scene_Menu
  564. #==============================================================================

  565. class Scene_Menu < Scene_MenuBase
  566.   
  567.   #--------------------------------------------------------------------------
  568.   # alias method: create_command_window
  569.   #--------------------------------------------------------------------------
  570.   alias scene_menu_create_command_window_ame create_command_window
  571.   def create_command_window
  572.     scene_menu_create_command_window_ame
  573.     process_common_event_commands
  574.     process_custom_commands
  575.   end
  576.   
  577.   #--------------------------------------------------------------------------
  578.   # new method: process_common_event_commands
  579.   #--------------------------------------------------------------------------
  580.   def process_common_event_commands
  581.     for command in YEA::MENU::COMMANDS
  582.       next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
  583.       @command_window.set_handler(command, method(:command_common_event))
  584.     end
  585.   end
  586.   
  587.   #--------------------------------------------------------------------------
  588.   # new method: command_common_event
  589.   #--------------------------------------------------------------------------
  590.   def command_common_event
  591.     event_id = @command_window.current_ext
  592.     return return_scene if event_id.nil?
  593.     return return_scene if $data_common_events[event_id].nil?
  594.     $game_temp.reserve_common_event(event_id)
  595.     return_scene
  596.   end
  597.   
  598.   #--------------------------------------------------------------------------
  599.   # new method: process_custom_commands
  600.   #--------------------------------------------------------------------------
  601.   def process_custom_commands
  602.     for command in YEA::MENU::COMMANDS
  603.       next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
  604.       called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
  605.       @command_window.set_handler(command, method(called_method))
  606.     end
  607.   end
  608.   
  609.   #--------------------------------------------------------------------------
  610.   # new method: command_debug
  611.   #--------------------------------------------------------------------------
  612.   def command_debug
  613.     SceneManager.call(Scene_Debug)
  614.   end
  615.   
  616.   #--------------------------------------------------------------------------
  617.   # new method: command_shop
  618.   #--------------------------------------------------------------------------
  619.   def command_shop
  620.     goods = []
  621.     SceneManager.call(Scene_Shop)
  622.     SceneManager.scene.prepare(goods, false)
  623.   end
  624.   
  625.   #--------------------------------------------------------------------------
  626.   # new method: command_totori
  627.   #--------------------------------------------------------------------------
  628.   def command_totori
  629.     return unless $imported['KRX-AlchemicSynthesis']
  630.     SceneManager.call(Scene_Alchemy)
  631.   end
  632.   
  633. end # Scene_Menu

  634. #==============================================================================
  635. #
  636. # ▼ End of File
  637. #
  638. #==============================================================================
复制代码
『我只是一个正在潜心修炼的渣乐师罢了』
Dear Time\(^o^)/~


假如上面的图片挂了的话麻烦各位去发个帖 @ 一下 orzFly 让他修复 deartime
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
14 小时
注册时间
2008-12-7
帖子
10
4
 楼主| 发表于 2013-2-20 06:17:36 | 只看该作者
LBQ 发表于 2013-2-20 05:48
第一个问题:
事件标题之后请使用场所移动+透明(如果有的话)去开始的事件标题地图来达成返回标题效果。

不过第一个问题还是没弄懂
我的意思是
我已经做好了事件标题,而且的确成功了。
但是在进入游戏后,利用菜单返回标题画面,还是原来的标题画面
有没有办法让菜单里返回标题返回到事件标题或者去掉这个选项呢|?
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-11-25 08:34

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表