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Lv1.梦旅人
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如何把那个红色的信息框去掉,然后设置好物品和系统,还有按“金钱”就把金钱数显示在一张图片上?
这是我自己改的脚本,改到晕了,不会改,高人相助—_—|||- #==============================================================================
- class Scene_Menu
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # menu_index : 命令光标的初期位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- #############################
- #@backsp2 = Sprite.new
- #@backsp2.bitmap = Bitmap.new("Graphics/menu/状态.png")
- #@backsp2.x = 0
- #@backsp2.y = 0
- #@backsp2.z = 16
- ############################
-
- # 生成命令窗口
- @command_window = Window_Command.new(250,["状态", "招式", "物品", "系统","金钱"])
- @command_window.windowskin = RPG::Cache.windowskin("nil")
- @command_window.width = 800
- @command_window.height = 600
- @command_window.y = -16
-
- @command_window.x = -15
- @command_window.z = 15
- @command_window.opacity = 0
- @command_window.index = @menu_index
- #================================================================
- @command_window.contents = Bitmap.new("Graphics/menu/状态.png")
- #================================================================
- # 同伴人数为 0 的情况下
- if $game_party.actors.size == 0
- # 物品、特技、装备、状态无效化
- @command_window.disable_item(0)
- @command_window.disable_item(1)
- @command_window.disable_item(2)
- @command_window.disable_item(3)
- end
- # 禁止存档的情况下
- if $game_system.save_disabled
- # 存档无效
- @command_window.disable_item(4)
- end
-
- # 生成状态窗口
- @status_window = Window_MenuStatus.new
- # 执行过渡
- #=============================================================
- case @menu_index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/状态.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/招式.png")
- when 2
- @command_window.contents = Bitmap.new("Graphics/menu/物品.png")
- when 3
- @command_window.contents = Bitmap.new("Graphics/menu/系统.png")
- when 4
- @command_window.contents = Bitmap.new("Graphics/menu/金钱.png")
- end
- #====================================================================
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
-
- @status_window.dispose
- #@backsp2.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
-
- #@status_window.update
- #=============================================================
- case @command_window.index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/状态.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/招式.png")
- when 2
- @command_window.contents = Bitmap.new("Graphics/menu/物品.png")
- when 3
- @command_window.contents = Bitmap.new("Graphics/menu/系统.png")
- when 4
- @command_window.contents = Bitmap.new("Graphics/menu/金钱.png")
- end
- #====================================================================
- # 命令窗口被激活的情况下: 调用 update_command
- if @command_window.active
- update_command
- return
- end
- # 状态窗口被激活的情况下: 调用 update_status
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (命令窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_command
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换的地图画面
- $scene = Scene_Map.new
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 同伴人数为 0、存档、游戏结束以外的场合
- if $game_party.actors.size == 0 and @command_window.index < 5
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 命令窗口的光标位置分支
- case @command_window.index
- when 0 # 状态
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
-
- when 1 # 招式
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- when 2 # 物品
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到物品画面
- $scene = Scene_Menu_Item.new
- when 3 # 菜单物品
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到物品画面
- $scene = Scene_Menu_System.new
- when 4 # 金钱
- if Input.trigger?(Input::C)
- @gold_window = Window_Gold.new
- @gold_window.x = 210
- @gold_window.y = 205
- #优先级
- @gold_window.z = 9999
- #透明度
- @gold_window.opacity = 0
- $game_screen.pictures[2].show("显示金钱", 1, 320, 240, 100, 100, 255, 0)
- if Input.trigger?(Input::B)
- $game_screen.pictures[2].erase
- end
- end
- when 5 #存档
- # 禁止存档的情况下
- if $game_system.save_disabled
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到存档画面
- $scene = Scene_Save.new
- when 6 # 游戏结束
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到游戏结束画面
- $scene = Scene_End.new
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (状态窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_status
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 激活命令窗口
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 命令窗口的光标位置分支
- case @command_window.index
- when 0 # 状态
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到状态画面
- $scene = Scene_Status.new(@status_window.index)
- when 1 # 特技
- # 本角色的行动限制在 2 以上的情况下
- if $game_party.actors[@status_window.index].restriction >= 2
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到特技画面
- $scene = Scene_Skill.new(@status_window.index)
- when 2 # 装备
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换的装备画面
- $scene = Scene_Equip.new(@status_window.index)
- when 3 # 状态
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到状态画面
- $scene = Scene_Status.new(@status_window.index)
- end
- return
- end
- end
- end
- #-------------------------物品·二级菜单--------------------------------------
- class Scene_Menu_Item
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # menu_index : 命令光标的初期位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- #############################
- @backsp2 = Sprite.new
- @backsp2.bitmap = Bitmap.new("Graphics/menu/物品.png")
- @backsp2.x = 0
- @backsp2.y = -20
- @backsp2.z = 14
- ############################
-
- # 生成命令窗口
- @command_window = Window_Command.new(250,["装备", "物品"])
- @command_window.windowskin = RPG::Cache.windowskin("nil")
- @command_window.width = 800
- @command_window.height = 600
- @command_window.y = -16
- @command_window.x = -15
- @command_window.z = 12
- @command_window.opacity = 0
- @command_window.index = @menu_index
- #================================================================
- @command_window.contents = Bitmap.new("Graphics/menu/菜单物品.png")
- #================================================================
- # 同伴人数为 0 的情况下
- # 禁止存档的情况下
- # 生成金钱窗口
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 60
- @gold_window.opacity = 0
- # 生成状态窗口
- @status_window = Window_MenuStatus.new
- # 执行过渡
- #=============================================================
- case @menu_index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/菜单物品.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/菜单装备.png")
- end
- #====================================================================
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
- @gold_window.dispose
- @status_window.dispose
- @backsp2.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- @gold_window.update
- @status_window.update
- #=============================================================
- case @command_window.index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/菜单物品.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/菜单装备.png")
- end
- #====================================================================
- # 命令窗口被激活的情况下: 调用 update_command
- if @command_window.active
- update_command
- return
- end
- # 状态窗口被激活的情况下: 调用 update_status
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (命令窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_command
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换的地图画面
- $scene = Scene_Menu.new(2)
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 同伴人数为 0、存档、游戏结束以外的场合
- if $game_party.actors.size == 0 and @command_window.index < 5
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 命令窗口的光标位置分支
- case @command_window.index
- when 0 # 物品
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换到物品画面
- $scene = Scene_Item.new
- when 1 # 装备
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 激活状态窗口
- @command_window.active = false
- @status_window.active = true
- @status_window.index = 0
- end
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (状态窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_status
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 激活命令窗口
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 命令窗口的光标位置分支
- case @command_window.index
- when 1 # 特技
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- # 切换的装备画面
- $scene = Scene_Equip.new(@status_window.index)
- end
- return
- end
- end
- end
- #-------------------------系统·二级菜单--------------------------------------
- class Scene_Menu_System
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # menu_index : 命令光标的初期位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- #############################
- @backsp2 = Sprite.new
- @backsp2.bitmap = Bitmap.new("Graphics/menu/系统.png")
- @backsp2.x = 0
- @backsp2.y = 0
- @backsp2.z = 10
- ############################
- # 生成命令窗口
- @command_window = Window_Command.new(250,["存储", "读取","离开"])
- @command_window.windowskin = RPG::Cache.windowskin("nil")
- @command_window.width = 800
- @command_window.height = 600
- @command_window.y = -16
- @command_window.x = -15
- @command_window.z = 13
- @command_window.opacity = 0
- @command_window.index = @menu_index
- #================================================================
- @command_window.contents = Bitmap.new("Graphics/menu/储存.png")
- #================================================================
- # 生成金钱窗口
- @gold_window = Window_Gold.new
- @gold_window.x = 0
- @gold_window.y = 60
- @gold_window.opacity = 0
- # 执行过渡
- #=============================================================
- case @menu_index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/储存.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/读取.png")
- when 2
- @command_window.contents = Bitmap.new("Graphics/menu/离开.png")
- end
- #====================================================================
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果切换画面就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放窗口
- @command_window.dispose
- @gold_window.dispose
- @backsp2.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @command_window.update
- @gold_window.update
- #=============================================================
- case @command_window.index
- when 0
- @command_window.contents = Bitmap.new("Graphics/menu/储存.png")
- when 1
- @command_window.contents = Bitmap.new("Graphics/menu/读取.png")
- when 2
- @command_window.contents = Bitmap.new("Graphics/menu/离开.png")
- end
- #====================================================================
- # 命令窗口被激活的情况下: 调用 update_command
- if @command_window.active
- update_command
- return
- end
- # 状态窗口被激活的情况下: 调用 update_status
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (命令窗口被激活的情况下)
- #--------------------------------------------------------------------------
- def update_command
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换的地图画面
- $scene = Scene_Menu.new(3)
- return
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 同伴人数为 0、存档、游戏结束以外的场合
- if $game_party.actors.size == 0 and @command_window.index < 5
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 命令窗口的光标位置分支
- case @command_window.index
- when 0 # 存储
- if $game_system.save_disabled
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Save.new
- when 1 # 读取
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Load.new
- when 2 # 离开
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_se)
- $scene = nil
- end
- return
- end
- end
- end
复制代码
keshom于2011-1-26 12:34补充以下内容:
顶一下,怎么还没有人回答呢? |
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