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: 3643|回复: 9
打印 上一主题 下一主题

[RMVX发布] gameover里加个选项

[复制链接]

Lv1.梦旅人

RebeccaJackson

梦石
0
星屑
49
在线时间
106 小时
注册时间
2010-8-15
帖子
270
跳转到指定楼层
1
发表于 2011-4-9 13:04:47 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |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

无用物一个
  1. #==============================================================================
  2. # ■ Scene_Gameover
  3. #------------------------------------------------------------------------------
  4. #  处理游戏结束画面的类。
  5. #==============================================================================

  6. class Scene_Gameover < Scene_Base
  7.   #--------------------------------------------------------------------------
  8.   # ● 开始处理
  9.   #--------------------------------------------------------------------------
  10.   def start
  11.     super
  12.     RPG::BGM.stop
  13.     RPG::BGS.stop
  14.     $data_system.gameover_me.play
  15.     Graphics.transition(100)
  16.     Graphics.freeze
  17.     create_gameover_graphic
  18.     create_command_window
  19.   end
  20.    #--------------------------------------------------------------------------
  21.   # ● 开始后处理
  22.   #--------------------------------------------------------------------------
  23.   def post_start
  24.     super
  25.     open_command_window
  26.   end
  27.   #--------------------------------------------------------------------------
  28.   # ● 结束前处理
  29.   #--------------------------------------------------------------------------
  30.   def pre_terminate
  31.     super
  32.     close_command_window
  33.   end
  34.   #--------------------------------------------------------------------------
  35.   #--------------------------------------------------------------------------
  36.   # ● 结束处理
  37.   #--------------------------------------------------------------------------
  38.   def terminate
  39.     super
  40.     dispose_command_window
  41.     dispose_gameover_graphic
  42.   end
  43.   #--------------------------------------------------------------------------
  44.   # ● 更新画面
  45.   #--------------------------------------------------------------------------
  46.   def update
  47.     super
  48.       @command_window.update
  49.     if Input.trigger?(Input::C)
  50.      case @command_window.index
  51.       when 0  # 读档
  52.         command_con
  53.       when 1  # 退出
  54.         command_ex
  55.       end
  56.       Graphics.fadeout(20)
  57.     end
  58.   end
  59.   #--------------------------------------------------------------------------
  60.   # ● 执行渐变
  61.   #--------------------------------------------------------------------------
  62.   def perform_transition
  63.     Graphics.transition(100)
  64.   end
  65.   #--------------------------------------------------------------------------
  66.   # ● 生成游戏结束图档
  67.   #--------------------------------------------------------------------------
  68.   def create_gameover_graphic
  69.     @sprite = Sprite.new
  70.     @sprite.bitmap = Cache.system("GameOver")
  71.   end
  72.   #--------------------------------------------------------------------------
  73.   # ● 释放游戏结束图档
  74.   #--------------------------------------------------------------------------
  75.   def dispose_gameover_graphic
  76.     @sprite.bitmap.dispose
  77.     @sprite.dispose
  78.   end
  79.    #--------------------------------------------------------------------------
  80.   # ● 生成指令窗口
  81.   #--------------------------------------------------------------------------
  82.   def create_command_window
  83.     s1 = "读取存档"
  84.     s2 = "结束游戏"
  85.     @command_window = Window_Command.new(172, [s1, s2])
  86.     @command_window.x = (544 - @command_window.width) / 2
  87.     @command_window.y = (416 - @command_window.height) / 2
  88.     @command_window.openness = 0
  89.   end
  90.   #--------------------------------------------------------------------------
  91.   # ● 释放指令窗口
  92.   #--------------------------------------------------------------------------
  93.   def dispose_command_window
  94.     @command_window.dispose
  95.   end
  96.   #--------------------------------------------------------------------------
  97.   # ● 打开指令窗口
  98.   #--------------------------------------------------------------------------
  99.   def open_command_window
  100.     @command_window.open
  101.     begin
  102.       @command_window.update
  103.       Graphics.update
  104.     end until @command_window.openness == 255
  105.   end
  106.   #--------------------------------------------------------------------------
  107.   # ● 关闭指令窗口
  108.   #--------------------------------------------------------------------------
  109.   def close_command_window
  110.     @command_window.close
  111.     begin
  112.       @command_window.update
  113.       Graphics.update
  114.     end until @command_window.openness == 0
  115.   end
  116.   #--------------------------------------------------------------------------
  117.   #--------------------------------------------------------------------------
  118.   # ● 选择指令 [1] 时的处理
  119.   #--------------------------------------------------------------------------
  120.   def command_con
  121.     Sound.play_decision
  122.      $scene = Scene_File.new(false, true, false)
  123.   end
  124.   #--------------------------------------------------------------------------
  125.   # ● 选择指令 [2] 时的处理
  126.   #--------------------------------------------------------------------------
  127.   def command_ex
  128.     Sound.play_decision
  129.     RPG::BGM.fade(800)
  130.     RPG::BGS.fade(800)
  131.     RPG::ME.fade(800)
  132.     $scene = nil
  133.   end
  134. end
复制代码

点评

多谢大家不拍砖=. =  发表于 2011-4-9 22:01

评分

参与人数 1星屑 +132 收起 理由
DeathKing + 132 D计划鼓励。

查看全部评分

Lv2.观梦者

Adam

梦石
0
星屑
713
在线时间
841 小时
注册时间
2010-8-24
帖子
2595
2
发表于 2011-4-9 13:19:33 | 只看该作者
谁说是无用武,这节约大家的时间不是很好嘛
嘛,摸了。
回复 支持 反对

使用道具 举报

Lv1.梦旅人

龙神

梦石
0
星屑
47
在线时间
512 小时
注册时间
2011-1-19
帖子
984
3
发表于 2011-4-9 13:40:13 | 只看该作者
本帖最后由 BS包仔 于 2011-4-9 13:40 编辑

减少了GAME OVER后不到3秒的返回,时间就是性命,LZ救了我们的命呀!


神的穿越 THRU OF GOD  完成度1%
脚本2%  行走图10%  剧情1%
复仇の怪物    完成度7%
脚本10%  行走图10%  剧情5%
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
49
在线时间
261 小时
注册时间
2010-9-17
帖子
737
4
发表于 2011-4-9 15:43:42 | 只看该作者
这个。。一般G.O.图片的Gameover字都在中间,坐标可以改吗

点评

确实  发表于 2011-4-9 22:01
修改87,88语句。个人感觉坐标Y再增加几十比较好看  发表于 2011-4-9 17:31
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
1185
在线时间
1564 小时
注册时间
2008-7-30
帖子
4418

贵宾

5
发表于 2011-4-9 16:04:38 | 只看该作者
对,小小的功能添加,给游戏带来更多的有趣之处。

点评

但是如果可能制造个什么“‘毅力’大挑战”之类的游戏的话……  发表于 2011-4-10 16:58

See FScript Here:https://github.com/DeathKing/fscript
潜心编写URG3中。
所有对URG3的疑问和勘误或者建议,请移步至发布页面。
欢迎萌妹纸催更
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
184 小时
注册时间
2010-6-27
帖子
1794
6
发表于 2011-4-9 17:43:54 | 只看该作者
回复 DeathKing 的帖子

给游戏带来更多的有趣之处。
死亡会带来乐趣的话请无视我

点评

我主要强调方便而已  发表于 2011-4-10 12:25
回复 支持 反对

使用道具 举报

Lv5.捕梦者

梦石
10
星屑
39592
在线时间
1920 小时
注册时间
2010-11-14
帖子
3320

R考场第七期纪念奖

7
发表于 2011-7-17 21:57:46 | 只看该作者
真是好东西,谢楼主了!
用头画头像,用脚写脚本
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
48
在线时间
678 小时
注册时间
2010-8-11
帖子
1533
8
发表于 2011-7-20 02:59:04 | 只看该作者
表示这东西我在外站看过……
我只是问下……只是问下……lz是知道后才写的么?
  1. #==============================================================================
  2. #  Checkpoints and Continues (VX)
  3. #  Version: 1.0
  4. #  Author: Zylos (rmrk.net)
  5. #  Date: March 16, 2011
  6. #------------------------------------------------------------------------------
  7. #  Description:
  8. #
  9. #   This script allows the game creator to easily set up checkpoint spots for
  10. #   the player to respawn to after the party has been defeated. The creator
  11. #   simply calls this script in an event on the map (such as during a map
  12. #   transfer or after an important cutscene), then when the player reaches what
  13. #   would normally be a gameover, they will be allowed to continue the game
  14. #   from the exact spot marked by the creator. Additionally, the creator may
  15. #   allow the player a set number of continues or lives before it is gameover
  16. #   for good.
  17. #
  18. #------------------------------------------------------------------------------
  19. #  Instructions:
  20. #   
  21. #     - Place this script in the materials section, above Main.
  22. #     - Check the settings of this script in the editable region below these
  23. #       instructions to make sure they are to your needs.
  24. #     - Use the script command in an event and type in "checkpoint" without
  25. #       the quotes. This will create a checkpoint at that exact point.
  26. #       Checkpoints are also automatically created upon the start of a new
  27. #       game, saving the game, and loading a save file.
  28. #
  29. #==============================================================================

  30. module Continue_Checkpoint
  31.   #============================================================================
  32.   # EDITABLE REGION:
  33.   #============================================================================
  34.   
  35.   #============================================================================
  36.   #   Continues_Enabled determines whether the player is allowed to continue or
  37.   #   not when they have reached a gameover screen. In essence, it determines
  38.   #   whether this script is turned on or off. This may be turned off in the
  39.   #   game by calling "$game_system.continues_enabled = false".
  40.   #============================================================================
  41.   Continues_Enabled = true
  42.   #============================================================================
  43.   #   Number_Of_Continues sets the number of times the player is allowed to
  44.   #   continue from a checkpoint before finally getting a gameover. Setting
  45.   #   this to a negative number lets the player continue without a limited
  46.   #   number of continues. You may add to this number ingame by calling
  47.   #   "$game_system.lives += 1" and subtract similarly.
  48.   #============================================================================
  49.   Number_Of_Continues = -1
  50.   #============================================================================
  51.   #   Continue_Graphic is the image used to replace the gameover screen if the
  52.   #   player is allowed to continue from a checkpoint. If the picture does not
  53.   #   exist in the games system folder, then the default gameover screen will
  54.   #   be used. Editable with "$game_system.continue_graphic = 'imagename'".
  55.   #============================================================================
  56.   Continue_Graphic = "Continue.png"
  57.   #============================================================================
  58.   #   Return_To_Title determines whether the player should return to the title
  59.   #   screen if they choose not to continue from a checkpoint, or whether the
  60.   #   game simply shuts down. This is useful for instances where the player
  61.   #   can do battle before the title screen comes up. Editable with
  62.   #   "$game_system.return_to_title = true/false".
  63.   #============================================================================
  64.   Return_To_Title = true
  65.   
  66.   #============================================================================
  67.   # END EDITABLE REGION
  68.   #============================================================================
  69. end

  70. #==============================================================================
  71. # ** Game_System
  72. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  73. #  Initializing the checkpoint system here, in the event of the player having
  74. #  maps before the title screen.
  75. #==============================================================================

  76. class Game_System
  77.   #--------------------------------------------------------------------------
  78.   # * Public Instance Variables
  79.   #--------------------------------------------------------------------------
  80.   attr_accessor :continues_enabled
  81.   attr_accessor :lives
  82.   attr_accessor :continue_graphic
  83.   attr_accessor :return_to_title
  84.   #--------------------------------------------------------------------------
  85.   # * Object Initialization
  86.   #--------------------------------------------------------------------------
  87.   alias_method :quicksave_data, :initialize
  88.   def initialize
  89.     quicksave_data
  90.     @continues_enabled = Continue_Checkpoint::Continues_Enabled
  91.     @lives = Continue_Checkpoint::Number_Of_Continues
  92.     @continue_graphic = Continue_Checkpoint::Continue_Graphic
  93.     @return_to_title = Continue_Checkpoint::Return_To_Title
  94.     create_checkpoint
  95.   end
  96.   #--------------------------------------------------------------------------
  97.   # * Creating Checkpoint Class
  98.   #--------------------------------------------------------------------------
  99.   def create_checkpoint
  100.     $game_checkpoint = Game_Checkpoint.new
  101.     $game_checkpoint.do_erase
  102.   end
  103. end

  104. #==============================================================================
  105. # ** Game_Checkpoint
  106. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  107. #  Creates and loads the data from checkpoints.
  108. #==============================================================================

  109. class Game_Checkpoint
  110.   #--------------------------------------------------------------------------
  111.   # * Public Instance Variables
  112.   #--------------------------------------------------------------------------
  113.   attr_accessor :quicksave  
  114.   #--------------------------------------------------------------------------
  115.   # * Object Initialization
  116.   #--------------------------------------------------------------------------
  117.   def initialize
  118.     @quicksave = []
  119.     @quicksave[15] = ""
  120.   end
  121.   #--------------------------------------------------------------------------
  122.   # * Execute Erasure
  123.   #--------------------------------------------------------------------------
  124.   def do_erase
  125.     for i in @quicksave
  126.       i = ""
  127.     end
  128.   end  
  129.   #--------------------------------------------------------------------------
  130.   # * Execute Save
  131.   #--------------------------------------------------------------------------
  132.   def do_quicksave
  133.     do_erase
  134.     write_quicksave_data
  135.   end
  136.   #--------------------------------------------------------------------------
  137.   # * Execute Load
  138.   #--------------------------------------------------------------------------
  139.   def do_quickload
  140.     if @quicksave[15] == "true"
  141.       read_quicksave_data
  142.       $scene = Scene_Map.new
  143.       RPG::BGM.fade(1500)
  144.       Graphics.fadeout(60)
  145.       Graphics.wait(40)
  146.       @last_bgm.play
  147.       @last_bgs.play
  148.     else
  149.       $game_temp          = Game_Temp.new
  150.       $game_message       = Game_Message.new
  151.       num_of_lives        = $game_system.lives
  152.       $game_system        = Game_System.new
  153.       $game_system.lives  = num_of_lives
  154.       $game_switches      = Game_Switches.new
  155.       $game_variables     = Game_Variables.new
  156.       $game_self_switches = Game_SelfSwitches.new
  157.       $game_actors        = Game_Actors.new
  158.       $game_party         = Game_Party.new
  159.       $game_troop         = Game_Troop.new
  160.       $game_map           = Game_Map.new
  161.       $game_player        = Game_Player.new
  162.       $game_party.setup_starting_members            # Initial party
  163.       $game_map.setup($data_system.start_map_id)    # Initial map position
  164.       $game_player.moveto($data_system.start_x, $data_system.start_y)
  165.       $game_player.refresh
  166.       $scene = Scene_Map.new
  167.       RPG::BGM.fade(1500)
  168.       Graphics.fadeout(60)
  169.       Graphics.wait(40)
  170.       Graphics.frame_count = 0
  171.       RPG::BGM.stop
  172.       $game_map.autoplay
  173.     end
  174.   end  
  175.   #--------------------------------------------------------------------------
  176.   # * Write Quicksave Data
  177.   #     file : write file object (opened)
  178.   #--------------------------------------------------------------------------  
  179.   def write_quicksave_data
  180.     characters = []
  181.     for actor in $game_party.members
  182.       characters.push([actor.character_name, actor.character_index])
  183.     end
  184.     $game_system.version_id = $data_system.version_id
  185.     @last_bgm = RPG::BGM::last
  186.     @last_bgs = RPG::BGS::last
  187.     @quicksave[1] = Marshal.dump(characters)
  188.     @quicksave[2] = Marshal.dump(Graphics.frame_count)
  189.     @quicksave[3] = Marshal.dump(@last_bgm)
  190.     @quicksave[4] = Marshal.dump(@last_bgs)
  191.     @quicksave[5] = Marshal.dump($game_system)
  192.     @quicksave[6] = Marshal.dump($game_message)
  193.     @quicksave[7] = Marshal.dump($game_switches)
  194.     @quicksave[8] = Marshal.dump($game_variables)
  195.     @quicksave[9] = Marshal.dump($game_self_switches)
  196.     @quicksave[10] = Marshal.dump($game_actors)
  197.     @quicksave[11] = Marshal.dump($game_party)
  198.     @quicksave[12] = Marshal.dump($game_troop)
  199.     @quicksave[13] = Marshal.dump($game_map)
  200.     @quicksave[14] = Marshal.dump($game_player)
  201.     @quicksave[15] = "true"
  202.   end
  203.   #--------------------------------------------------------------------------
  204.   # * Read Quicksave Data
  205.   #     file : file object for reading (opened)
  206.   #--------------------------------------------------------------------------
  207.   def read_quicksave_data
  208.     characters           = Marshal.load(@quicksave[1])
  209.     Graphics.frame_count = Marshal.load(@quicksave[2])
  210.     @last_bgm            = Marshal.load(@quicksave[3])
  211.     @last_bgs            = Marshal.load(@quicksave[4])
  212.     $game_system         = Marshal.load(@quicksave[5])
  213.     $game_message        = Marshal.load(@quicksave[6])
  214.     $game_switches       = Marshal.load(@quicksave[7])
  215.     $game_variables      = Marshal.load(@quicksave[8])
  216.     $game_self_switches  = Marshal.load(@quicksave[9])
  217.     $game_actors         = Marshal.load(@quicksave[10])
  218.     $game_party          = Marshal.load(@quicksave[11])
  219.     $game_troop          = Marshal.load(@quicksave[12])
  220.     $game_map            = Marshal.load(@quicksave[13])
  221.     $game_player         = Marshal.load(@quicksave[14])
  222.     if $game_system.version_id != $data_system.version_id
  223.       $game_map.setup($game_map.map_id)
  224.       $game_player.center($game_player.x, $game_player.y)
  225.     end
  226.   end
  227. end

  228. #==============================================================================
  229. # ** Scene_File
  230. #------------------------------------------------------------------------------
  231. #  Modifying the save screen to create new checkpoints.
  232. #==============================================================================

  233. class Scene_File
  234.   #--------------------------------------------------------------------------
  235.   # * Execute Save
  236.   #--------------------------------------------------------------------------
  237.   alias_method :quicksave_1, :do_save
  238.   def do_save
  239.     quicksave_1
  240.     $game_checkpoint.do_quicksave
  241.   end
  242.   #--------------------------------------------------------------------------
  243.   # * Execute Load
  244.   #--------------------------------------------------------------------------
  245.   alias_method :quicksave_2, :do_load
  246.   def do_load
  247.     quicksave_2
  248.     $game_checkpoint.do_quicksave
  249.   end
  250. end

  251. #==============================================================================
  252. # ** Game_Interpreter
  253. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  254. #  Adding the checkpoint call script.
  255. #==============================================================================

  256. class Game_Interpreter
  257.   #--------------------------------------------------------------------------
  258.   # * Checkpoint
  259.   #--------------------------------------------------------------------------
  260.   def checkpoint
  261.     $game_checkpoint.do_quicksave
  262.   end
  263.   #--------------------------------------------------------------------------
  264.   # * Checkpoint Load
  265.   #--------------------------------------------------------------------------
  266.   def checkpoint_load
  267.     $game_checkpoint.do_quickload
  268.   end  
  269. end

  270. #==============================================================================
  271. # ** Scene_Gameover
  272. #------------------------------------------------------------------------------
  273. #  Modifying the gameover screen to include continuing from checkpoints.
  274. #==============================================================================

  275. class Scene_Gameover
  276.   #--------------------------------------------------------------------------
  277.   # * Start processing
  278.   #--------------------------------------------------------------------------
  279.   alias_method :continuing1, :start
  280.   def start
  281.     continuing1
  282.     if $BTEST
  283.       $game_system.continues_enabled = false
  284.     end
  285.     if $game_system.lives != 0 and $game_system.continues_enabled
  286.       create_command_window
  287.     end
  288.   end
  289.   #--------------------------------------------------------------------------
  290.   # * Post-Start Processing
  291.   #--------------------------------------------------------------------------
  292.   def post_start
  293.     super
  294.     if $game_system.lives != 0 and $game_system.continues_enabled
  295.       open_command_window
  296.     end
  297.   end
  298.   #--------------------------------------------------------------------------
  299.   # * Pre-termination Processing
  300.   #--------------------------------------------------------------------------
  301.   def pre_terminate
  302.     super
  303.     if $game_system.lives != 0 and $game_system.continues_enabled
  304.       close_command_window
  305.     end
  306.   end
  307.   #--------------------------------------------------------------------------
  308.   # * Termination Processing
  309.   #--------------------------------------------------------------------------  
  310.   alias_method :continuing2, :terminate
  311.   def terminate
  312.     continuing2
  313.     if $game_system.lives != 0 and $game_system.continues_enabled
  314.       dispose_command_window
  315.     end
  316.   end
  317.   #--------------------------------------------------------------------------
  318.   # * Frame Update
  319.   #--------------------------------------------------------------------------
  320.   def update
  321.     super
  322.     if $game_system.lives != 0 and $game_system.continues_enabled
  323.       if @command_window.openness == 255
  324.         @command_window.update
  325.         if Input.trigger?(Input::C)
  326.           case @command_window.index
  327.           when 0    #Continue
  328.             Sound.play_load
  329.             RPG::ME.stop
  330.             close_command_window
  331.             num_of_lives = $game_system.lives
  332.             $game_checkpoint.do_quickload
  333.             $game_system.lives = num_of_lives
  334.             if $game_system.lives > 0
  335.               $game_system.lives -= 1
  336.             end
  337.           when 1    #Return to Title
  338.             if $game_system.return_to_title == true
  339.               Sound.play_decision
  340.               RPG::BGM.fade(800)
  341.               RPG::BGS.fade(800)
  342.               RPG::ME.fade(800)
  343.               $scene = Scene_Title.new
  344.               close_command_window
  345.               Graphics.fadeout(60)
  346.             else    #Shutdown
  347.               Sound.play_decision
  348.               close_command_window
  349.               RPG::BGM.fade(800)
  350.               RPG::BGS.fade(800)
  351.               RPG::ME.fade(800)
  352.               $scene = nil
  353.             end
  354.           end
  355.         end
  356.       end
  357.     else
  358.       if Input.trigger?(Input::C)
  359.         $scene = Scene_Title.new
  360.         Graphics.fadeout(120)
  361.       end
  362.     end
  363.   end
  364.   #--------------------------------------------------------------------------
  365.   # * Create Game Over Graphic
  366.   #--------------------------------------------------------------------------
  367.   def create_gameover_graphic
  368.     @sprite = Sprite.new
  369.     file = $game_system.continue_graphic
  370.     file_exist = FileTest.exist?("Graphics/System/" + file)
  371.     continue_on = $game_system.continues_enabled
  372.     if $BTEST
  373.       continue_on = false
  374.     end
  375.     if file_exist==true and $game_system.lives !=0 and continue_on == true
  376.       @sprite.bitmap = Cache.system("Continue")
  377.     else
  378.       @sprite.bitmap = Cache.system("GameOver")
  379.     end
  380.   end
  381.   #--------------------------------------------------------------------------
  382.   # * Create Command Window
  383.   #--------------------------------------------------------------------------
  384.   def create_command_window
  385.     s1=$game_system.lives>0 ? "继续: "+"#{$game_system.lives}":"继续"
  386.     s2=$game_system.return_to_title ? Vocab::to_title : Vocab::shutdown
  387.     @command_window = Window_Command.new(173, [s1, s2])
  388.     @command_window.x = (544 - @command_window.width) / 2
  389.     @command_window.y = 264
  390.     @command_window.openness = 0
  391.   end
  392.   #--------------------------------------------------------------------------
  393.   # * Dispose of Command Window
  394.   #--------------------------------------------------------------------------
  395.   def dispose_command_window
  396.     @command_window.dispose
  397.   end
  398.   #--------------------------------------------------------------------------
  399.   # * Open Command Window
  400.   #--------------------------------------------------------------------------
  401.   def open_command_window
  402.     @command_window.open
  403.     begin
  404.       @command_window.update
  405.       Graphics.update
  406.     end until @command_window.openness == 255
  407.   end
  408.   #--------------------------------------------------------------------------
  409.   # * Close Command Window
  410.   #--------------------------------------------------------------------------
  411.   def close_command_window
  412.     @command_window.close
  413.     begin
  414.       @command_window.update
  415.       Graphics.update
  416.     end until @command_window.openness == 0
  417.   end
  418. end
复制代码
小艾工作室开张= =
回复 支持 反对

使用道具 举报

Lv1.梦旅人

RebeccaJackson

梦石
0
星屑
49
在线时间
106 小时
注册时间
2010-8-15
帖子
270
9
 楼主| 发表于 2011-7-20 07:59:58 | 只看该作者
RPGmaster 发表于 2011-7-20 02:59
表示这东西我在外站看过……
我只是问下……只是问下……lz是知道后才写的么? ...

我表示撞车而已,我写的要比这个粗陋很多不是吗?而且大家都是RGSS2党,我写的这种程度的东西很多人都写得出来,就算是把默认的复制粘贴改一改都可以,撞车也不是什么稀奇的事情吧,更何况是外站的。

点评

没关系……只是如果是知道后才写的话就有问题了……算了……54我吧  发表于 2011-7-20 19:00
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
72
在线时间
15 小时
注册时间
2011-8-12
帖子
10
10
发表于 2011-8-12 16:00:34 | 只看该作者
感谢楼主啦。
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, 2024-11-24 16:16

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表