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 Lv3.寻梦者 
	梦石0 星屑3671 在线时间1891 小时注册时间2010-6-19帖子1208 | 
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本帖最后由 黑米馒头 于 2010-11-22 20:22 编辑
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 来个高手帮看下.怎么改可以改成当光点到使用物品的时候,弹出物品框..
 
 
   
 
 这是脚本:
 
 
 #==============================================================================
 # ■ Scene_Baby
 #------------------------------------------------------------------------------
 #  对召唤兽的管理菜单
 #==============================================================================
 class Scene_Baby
 #--------------------------------------------------------------------------
 # ● 主处理
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0)
 $kds_baby = actor_index
 $baby_face = 0
 if $game_party.actors[$kds_baby].kds_baby.size > 0
 if $game_party.actors[$kds_baby].kds_canzhan != 0
 $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_canzhan]
 else
 $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
 end
 $stop = nil
 else
 $stop = 0
 end
 end
 def main
 @menu_com = Sprite.new
 @menu_com.bitmap = RPG::Cache.picture("宠物显示窗口.png")
 @help_window = Window_Help_Self.new
 @help_window.y = 424   #介绍物品效果的框
 @help_window.x = 13  #介绍物品效果的框
 @help_window.opacity = 0  #窗口透明度
 @item_window = Window_Item.new
 @item_window.active = false
 @item_window.help_window = @help_window
 @item_window.index = -1
 if $game_party.actors[$kds_baby].kds_baby.size > 0
 if $game_party.actors[$kds_baby].kds_canzhan != 0
 @skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
 @skill_window.help_window = @help_window
 else
 @skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
 @skill_window.help_window = @help_window
 end
 else
 @skill_window = Window_Skill.new(0)
 end
 @skill_window.active = false
 @skill_window.index = -1
 @skill_window.update
 s1 = "设置参战"
 s2 = "查看技能"
 s3 = "使用物品"
 s4 = "能力分配"
 s5 = "放生宠物"
 s6 = "退出菜单"
 @command_window = Window_Command.new(119, [s1, s2, s3, s4, s5,s6])
 @command_window.y = 480-35-192-34-27    #介绍设置游戏-退出菜单的框
 @command_window.x = 248  #介绍设置游戏-退出菜单的框-横向移动
 @command_window.opacity = 0  #窗口透明度
 if $game_party.actors[$kds_baby].kds_baby.size == 0
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 @command_window.disable_item(4)
 end
 @command_window.refresh
 @command_window.update
 s1 = ""
 s3 = ""
 s2 = ""
 s4 = ""
 s5 = ""
 #设置宠物选单的窗口和Window_EquipLeft一起用
 @command2_window = Window_Command.new(120, [s1, s2, s3, s4, s5],1,24,25)
 @command2_window.x = 128
 @command2_window.y = 260
 @command2_window.index = -1
 @command2_window.back_opacity = 0
 @command2_window.opacity = 0
 @command2_window.active = false
 @command2_window.help_window = @help_window
 
 if $game_party.actors[$kds_baby].kds_baby.size > 0
 if $game_party.actors[$kds_baby].kds_canzhan != 0
 @status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
 else
 @status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
 end
 else
 @status_window = Window_EquipLeft.new(0)
 end
 
 if $game_party.actors[$kds_baby].kds_baby.size > 0
 if $game_party.actors[$kds_baby].kds_canzhan != 0
 @head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
 else
 @head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
 end
 else
 @head_window = Window_Head.new(0)
 end
 if $game_party.actors[$kds_baby].kds_baby.size > 0
 if $game_party.actors[$kds_baby].kds_canzhan != 0
 @babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan])
 else
 @babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]])
 end
 else
 @babys_window = Window_Baby.new(0)
 end
 @babys_window.index = -1
 @babys_window.update
 @babys_window.active = false
 @babys_window.help_window = @help_window
 Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition)
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 # 装备过渡
 Graphics.freeze
 # 释放窗口
 $stop = nil
 @command_window.dispose
 @command2_window.dispose
 @help_window.dispose
 @item_window.dispose
 @head_window.dispose
 @status_window.dispose
 @skill_window.dispose
 @babys_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 @help_window.update
 $baby_face += 1
 if ($baby_face+12)%12 == 0 and $game_party.actors[$kds_baby].kds_baby.size > 0
 @head_window.refresh
 if $baby_face == 36
 $baby_face = 0
 end
 end
 if @command2_window.active
 @command2_window.update
 up_command2
 end
 if @babys_window.active
 @babys_window.update
 up_babys
 end
 if @skill_window.active
 @skill_window.update
 up_skill
 end
 if @command_window.active
 @command_window.update
 up_command
 end
 if @item_window.active
 @item_window.update
 up_item
 end
 end
 
 def up_command
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(7)
 return
 end
 if Input.trigger?(Input::C)
 
 $command_index = @command_window.index
 if @command_window.index != 5 and @command_window.index != 2
 if $game_party.actors[$kds_baby].kds_baby.size == 0
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @babys_window.index = 0
 @babys_window.active = true
 $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
 @baby_index = 0
 @babys_window.refresh
 @head_window.refresh
 @skill_window.refresh
 @status_window.refresh2
 elsif @command_window.index == 5
 $game_system.se_play($data_system.cancel_se)
 $scene = Scene_Menu.new(7)
 elsif @command_window.index == 2
 if $game_party.actors[$kds_baby].kds_baby.size == 0
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 @item_window.update
 @item_window.index = -1
 @command_window.active = false
 @babys_window.index = 0
 @babys_window.active = true
 $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]]
 @baby_index = 0
 @babys_window.refresh
 @head_window.refresh
 @skill_window.refresh
 @status_window.refresh2
 end
 return
 end
 end
 
 def up_babys
 if @babys_window.index != @baby_index
 @baby_index = @babys_window.index
 $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]]
 @babys_window.refresh
 @head_window.refresh
 @skill_window.refresh
 @status_window.refresh2
 end
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 Graphics.freeze
 @babys_window.index = -1
 @babys_window.active = false
 @command_window.active = true
 @help_window.set_text("")
 Graphics.transition
 return
 end
 if Input.trigger?(Input::C)
 Graphics.freeze
 $game_system.se_play($data_system.decision_se)
 @chong = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]]
 @zhu = $game_party.actors[$kds_baby]
 case  @command_window.index
 when 0
 if $game_party.actors[$kds_baby].kds_canzhan == $game_party.actors[$kds_baby].kds_baby[@babys_window.index]
 $game_party.actors[$kds_baby].kds_canzhan = 0
 else
 $game_party.actors[$kds_baby].kds_canzhan = $game_party.actors[$kds_baby].kds_baby[@babys_window.index]
 end
 @babys_window.refresh
 when 1
 @babys_window.active = false
 @skill_window.index = 0
 @skill_window.active = true
 when 2
 @babys_window.active = false
 @item_window.index = 0
 @item_window.active = true
 when 3
 @babys_window.active = false
 @command2_window.index = 0
 @command2_window.active = true
 when 4
 $game_variables[29] = $game_party.actors[$kds_baby].id
 $game_party.remove_actor(@chong.id)
 @baby_index = 0
 if @babys_window.index > 0
 @babys_window.index -= 1
 end
 if @zhu.kds_baby.size == 0
 $stop = 0
 @babys_window.index = -1
 @babys_window.active = false
 @command_window.active = true
 @help_window.set_text("")
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 @command_window.disable_item(4)
 @command_window.refresh
 @command_window.update
 end
 @babys_window.refresh
 @head_window.refresh
 @skill_window.refresh
 @status_window.refresh2
 end
 Graphics.transition
 return
 end
 end
 
 def up_skill
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 Graphics.freeze
 @babys_window.active = true
 @skill_window.index = -1
 @skill_window.active = false
 Graphics.transition
 return
 end
 end
 
 def up_item
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 Graphics.freeze
 @babys_window.active = true
 @item_window.index = -1
 @item_window.active = false
 Graphics.transition
 return
 end
 if Input.trigger?(Input::C)
 @item = @item_window.item
 if @item == nil
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 
 
 if @item.element_set.include?(11)
 if @chong.skills.include?(@item.recover_hp) == false
 @chong.learn_skill(@item.recover_hp)
 else
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 elsif @item.element_set.include?(12)
 $game_system.se_play(@item.menu_se)
 end
 $game_system.se_play(@item.menu_se)
 if @item.consumable
 $game_party.lose_item(@item.id, 1)
 end
 @item_window.refresh
 @skill_window.refresh
 @status_window.refresh2
 return
 end
 end
 
 def  up_command2
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 Graphics.freeze
 @babys_window.active = true
 @command2_window.index = -1
 @command2_window.active = false
 Graphics.transition
 return
 end
 if Input.trigger?(Input::C)
 if @chong.qianli <= 0
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 case @command2_window.index
 when 0
 @chong.maxhp += 12
 @chong.hp += 12
 when 1
 @chong.maxsp += 6
 @chong.sp += 6
 @chong.int += 1
 when 2
 @chong.str += 1
 when 3
 @chong.dex += 1.5
 when 4
 @chong.agi += 1
 end
 @chong.qianli -= 1
 @status_window.refresh2
 end
 end
 end
 
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