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本帖最后由 冰舞蝶恋 于 2010-9-9 19:58 编辑
一个很简单的脚本……话说我还是脚本盲……只是受到各类显示地图名的脚本的启发……然后把脚本上的语句复制、粘贴,再从站上的脚本教程上复制、粘贴……忙活了一下午……总算是搞好了= =
第一次弄脚本,而且还是直接改原版菜单脚本= =
希望支持哈~
再把脚本贴出来吧= =- #==============================================================================
- # ■ Scene_Menu
- #------------------------------------------------------------------------------
- # 处理菜单画面的类。
- #==============================================================================
- #---------------------------------------------------------
- # ●菜单中显示地图
- #---------------------------------------------------------
- class Game_Map
- attr_reader :map_id
- def mpname
- $mpname = load_data("Data/MapInfos.rvdata")
- $mpname[@map_id].name
- end
- end
- class Window_Mapname < Window_Base
- def initialize(x, y)
- super(0, 272, 160, WLH + 64)
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 120, 32, "所在位置:")
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)
- end
- end
- #---------------
- #正式开始菜单
- #---------------
- class Scene_Menu < Scene_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # menu_index : 命令窗口光标初始位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @gold_window = Window_Gold.new(0, 360)
- @status_window = Window_MenuStatus.new(160, 0)
- @mapname_window = Window_Mapname.new(0, 178)
- @mapname_window.openness = 0
- @mapname_window.open
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @command_window.dispose
- @gold_window.dispose
- @status_window.dispose
- @mapname_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @command_window.update
- @gold_window.update
- @status_window.update
- @mapname_window.update
- if @command_window.active
- update_command_selection
- elsif @status_window.active
- update_actor_selection
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成命令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::item
- s2 = Vocab::skill
- s3 = Vocab::equip
- s4 = Vocab::status
- s5 = Vocab::save
- s6 = Vocab::game_end
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- @command_window.index = @menu_index
- if $game_party.members.size == 0 # 如果队伍为空
- @command_window.draw_item(0, false) # 无效化物品选项
- @command_window.draw_item(1, false) # 无效化技能选项
- @command_window.draw_item(2, false) # 无效化装备选项
- @command_window.draw_item(3, false) # 无效化状态选项
- end
- if $game_system.save_disabled # 如果禁止存档
- @command_window.draw_item(4, false) # 无效化存档选项
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新命令窗口
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- if $game_party.members.size == 0 and @command_window.index < 4
- Sound.play_buzzer
- return
- elsif $game_system.save_disabled and @command_window.index == 4
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- case @command_window.index
- when 0 # 物品
- $scene = Scene_Item.new
- when 1,2,3 # 技能、装备、状态
- start_actor_selection
- when 4 # 存档
- $scene = Scene_File.new(true, false, false)
- when 5 # 结束游戏
- $scene = Scene_End.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 角色选择开始
- #--------------------------------------------------------------------------
- def start_actor_selection
- @command_window.active = false
- @status_window.active = true
- if $game_party.last_actor_index < @status_window.item_max
- @status_window.index = $game_party.last_actor_index
- else
- @status_window.index = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 角色选择结束
- #--------------------------------------------------------------------------
- def end_actor_selection
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- end
- #--------------------------------------------------------------------------
- # ● 角色选择更新
- #--------------------------------------------------------------------------
- def update_actor_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- end_actor_selection
- elsif Input.trigger?(Input::C)
- $game_party.last_actor_index = @status_window.index
- Sound.play_decision
- case @command_window.index
- when 1 # 技能
- $scene = Scene_Skill.new(@status_window.index)
- when 2 # 装备
- $scene = Scene_Equip.new(@status_window.index)
- when 3 # 状态
- $scene = Scene_Status.new(@status_window.index)
- end
- end
- end
- end
复制代码 截图:
就这样了~
呵呵~~~继续声明我依然是脚本盲~
范例如下: |
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