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 Lv2.观梦者 
	梦石0 星屑871 在线时间532 小时注册时间2011-10-3帖子2237 | 
| 本帖最后由 神秘影子 于 2011-11-26 09:51 编辑 
 #==============================================================================
 # ■ Scene_Title
 #------------------------------------------------------------------------------
 #  处理标题画面的类。
 #==============================================================================
 
 class Scene_Title < Scene_Base
 #--------------------------------------------------------------------------
 # ● 主处理
 #--------------------------------------------------------------------------
 def main
 if $BTEST                         # 战斗测试的情况下
 battle_test                     # 开始战斗测试处理
 else                              # 普通游戏的情况下
 super                           # 原来的主处理
 end
 end
 #--------------------------------------------------------------------------
 # ● 开始处理
 #--------------------------------------------------------------------------
 def start
 super
 load_database                     # 载入数据库
 create_game_objects               # 生成游戏对象
 check_continue                    # 判断继续是否有效
 create_title_graphic              # 生成标题画面图像
 create_command_window             # 生成指令窗口
 play_title_music                  # 播放标题画面音乐
 end
 #--------------------------------------------------------------------------
 # ● 执行转换
 #--------------------------------------------------------------------------
 def perform_transition
 Graphics.transition(5)
 end
 #--------------------------------------------------------------------------
 # ● 开始后处理
 #--------------------------------------------------------------------------
 def post_start
 super
 open_command_window
 end
 #--------------------------------------------------------------------------
 # ● 结束前处理
 #--------------------------------------------------------------------------
 def pre_terminate
 super
 close_command_window
 end
 #--------------------------------------------------------------------------
 # ● 结束处理
 #--------------------------------------------------------------------------
 def terminate
 super
 dispose_command_window
 snapshot_for_background
 dispose_title_graphic
 end
 #--------------------------------------------------------------------------
 # ● 更新画面
 #--------------------------------------------------------------------------
 def update
 super
 @command_window.update
 if Input.trigger?(Input::C)
 case @command_window.index
 when 0    # 新游戏
 command_new_game
 when 1    # 继续
 command_continue
 when 2    # 退出
 command_shutdown
 when 3    # 备注
 print"没有备注"
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 载入数据库
 #--------------------------------------------------------------------------
 def load_database
 $data_actors        = load_data("Data/Actors.rvdata")
 $data_classes       = load_data("Data/Classes.rvdata")
 $data_skills        = load_data("Data/Skills.rvdata")
 $data_items         = load_data("Data/Items.rvdata")
 $data_weapons       = load_data("Data/Weapons.rvdata")
 $data_armors        = load_data("Data/Armors.rvdata")
 $data_enemies       = load_data("Data/Enemies.rvdata")
 $data_troops        = load_data("Data/Troops.rvdata")
 $data_states        = load_data("Data/States.rvdata")
 $data_animations    = load_data("Data/Animations.rvdata")
 $data_common_events = load_data("Data/CommonEvents.rvdata")
 $data_system        = load_data("Data/System.rvdata")
 $data_areas         = load_data("Data/Areas.rvdata")
 end
 #--------------------------------------------------------------------------
 # ● 载入战斗测试用的数据库
 #--------------------------------------------------------------------------
 def load_bt_database
 $data_actors        = load_data("Data/BT_Actors.rvdata")
 $data_classes       = load_data("Data/BT_Classes.rvdata")
 $data_skills        = load_data("Data/BT_Skills.rvdata")
 $data_items         = load_data("Data/BT_Items.rvdata")
 $data_weapons       = load_data("Data/BT_Weapons.rvdata")
 $data_armors        = load_data("Data/BT_Armors.rvdata")
 $data_enemies       = load_data("Data/BT_Enemies.rvdata")
 $data_troops        = load_data("Data/BT_Troops.rvdata")
 $data_states        = load_data("Data/BT_States.rvdata")
 $data_animations    = load_data("Data/BT_Animations.rvdata")
 $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
 $data_system        = load_data("Data/BT_System.rvdata")
 end
 #--------------------------------------------------------------------------
 # ● 生成各种游戏对象
 #--------------------------------------------------------------------------
 def create_game_objects
 $game_temp          = Game_Temp.new
 $game_message       = Game_Message.new
 $game_system        = Game_System.new
 $game_switches      = Game_Switches.new
 $game_variables     = Game_Variables.new
 $game_self_switches = Game_SelfSwitches.new
 $game_actors        = Game_Actors.new
 $game_party         = Game_Party.new
 $game_troop         = Game_Troop.new
 $game_map           = Game_Map.new
 $game_player        = Game_Player.new
 end
 #--------------------------------------------------------------------------
 # ● 判断继续是否有效
 #--------------------------------------------------------------------------
 def check_continue
 @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
 end
 #--------------------------------------------------------------------------
 # ● 生成标题画面图像
 #--------------------------------------------------------------------------
 def create_title_graphic
 @sprite = Sprite.new
 @sprite.bitmap = Cache.system("Title")
 end
 #--------------------------------------------------------------------------
 # ● 释放标题画面图像
 #--------------------------------------------------------------------------
 def dispose_title_graphic
 @sprite.bitmap.dispose
 @sprite.dispose
 end
 #--------------------------------------------------------------------------
 # ● 生成指令窗口
 #--------------------------------------------------------------------------
 def create_command_window
 s1 = Vocab::new_game
 s2 = Vocab::continue
 s3 = Vocab::shutdown
 s4 = "游戏版本:1.0"
 
 @command_window = Window_Command.new(172, [s1, s2, s3, s4])
 @command_window.x = (544 - @command_window.width) / 2
 @command_window.y = 288
 if @continue_enabled                    # 继续有效的情况下
 @command_window.index = 1             # 光标位置符合
 else                                    # 无效的情况下
 @command_window.draw_item(1, false)   # 指令以半透明显示
 end
 @command_window.openness = 0
 @command_window.open
 end
 #--------------------------------------------------------------------------
 # ● 释放指令窗口
 #--------------------------------------------------------------------------
 def dispose_command_window
 @command_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 打开指令窗口
 #--------------------------------------------------------------------------
 def open_command_window
 @command_window.open
 begin
 @command_window.update
 Graphics.update
 end until @command_window.openness == 255
 end
 #--------------------------------------------------------------------------
 # ● 关闭指令窗口
 #--------------------------------------------------------------------------
 def close_command_window
 @command_window.close
 begin
 @command_window.update
 Graphics.update
 end until @command_window.openness == 0
 end
 #--------------------------------------------------------------------------
 # ● 播放标题画面音乐
 #--------------------------------------------------------------------------
 def play_title_music
 $data_system.title_bgm.play
 RPG::BGS.stop
 RPG::ME.stop
 end
 #--------------------------------------------------------------------------
 # ● 检测游戏者初期位置是否存在
 #--------------------------------------------------------------------------
 def confirm_player_location
 if $data_system.start_map_id == 0
 print "没有设置游戏者初期位置。"
 exit
 end
 end
 #--------------------------------------------------------------------------
 # ● 指令 : 新游戏
 #--------------------------------------------------------------------------
 def command_new_game
 confirm_player_location
 Sound.play_decision
 $game_party.setup_starting_members            # 初期同伴
 $game_map.setup($data_system.start_map_id)    # 初期地图位置
 $game_player.moveto($data_system.start_x, $data_system.start_y)
 $game_player.refresh
 $scene = Scene_Map.new
 RPG::BGM.fade(1500)
 close_command_window
 Graphics.fadeout(60)
 Graphics.wait(40)
 Graphics.frame_count = 0
 RPG::BGM.stop
 $game_map.autoplay
 end
 #--------------------------------------------------------------------------
 # ● 指令 : 继续
 #--------------------------------------------------------------------------
 def command_continue
 if @continue_enabled
 Sound.play_decision
 $scene = Scene_File.new(false, true, false)
 else
 Sound.play_buzzer
 end
 end
 #--------------------------------------------------------------------------
 # ● 指令 : 退出
 #--------------------------------------------------------------------------
 def command_shutdown
 Sound.play_decision
 RPG::BGM.fade(800)
 RPG::BGS.fade(800)
 RPG::ME.fade(800)
 $scene = nil
 end
 #--------------------------------------------------------------------------
 # ● 战斗测试
 #--------------------------------------------------------------------------
 def battle_test
 load_bt_database                  # 载入战斗测试用数据库
 create_game_objects               # 生成游戏对象
 Graphics.frame_count = 0          # 初始化游戏时间
 $game_party.setup_battle_test_members
 $game_troop.setup($data_system.test_troop_id)
 $game_troop.can_escape = true
 $game_system.battle_bgm.play
 snapshot_for_background
 $scene = Scene_Battle.new
 end
 end
 #==============================================================================
 # ■ Scene_Menu
 #------------------------------------------------------------------------------
 #  处理菜单画面的类。
 #==============================================================================
 
 class Scene_Menu < Scene_Base
 #--------------------------------------------------------------------------
 # ● 初始化对象
 #     menu_index : 指令光标初期位置
 #--------------------------------------------------------------------------
 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)
 end
 #--------------------------------------------------------------------------
 # ● 结束处理
 #--------------------------------------------------------------------------
 def terminate
 super
 dispose_menu_background
 @command_window.dispose
 @gold_window.dispose
 @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 更新画面
 #--------------------------------------------------------------------------
 def update
 super
 update_menu_background
 @command_window.update
 @gold_window.update
 @status_window.update
 if @command_window.active
 update_command_selection
 elsif @status_window.active
 update_actor_selection
 end
 end
 #--------------------------------------------------------------------------
 # ● 生成指令窗口
 #--------------------------------------------------------------------------
 def create_command_window
 s1 = "装备"
 s2 = "技能"
 s3 = "系统"
 
 @command_window = Window_Command.new(160, [s1, s2, s3])
 @command_window.index = @menu_index
 if $game_party.members.size == 0          # 同伴人数为 0 的情况下
 @command_window.draw_item(0, false)     # 物品无效化
 @command_window.draw_item(1, false)     # 特技无效化
 @command_window.draw_item(2, false)     # 装备无效化
 @command_window.draw_item(3, false)     # 状态无效化
 end
 if $game_system.save_disabled             # 禁止存档的情况下
 @command_window.draw_item(4, true)      # 存档还是有效
 end
 end
 #--------------------------------------------------------------------------
 # ● 更新指令选择
 #--------------------------------------------------------------------------
 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 0,1, # 特技、装备、状态
 start_actor_selection
 when 2      # 系统
 $scene = Scene_End.new
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● アクター選択の開始
 #--------------------------------------------------------------------------
 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
 #--------------------------------------------------------------------------
 # ● アクター選択の終了
 #--------------------------------------------------------------------------
 def end_actor_selection
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 end
 #--------------------------------------------------------------------------
 # ● アクター選択の更新
 #--------------------------------------------------------------------------
 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  # スキル
 $scene = Scene_Skill.new(@status_window.index)
 when 2  # 装備
 $scene = Scene_Equip.new(@status_window.index)
 when 3  # ステータス
 $scene = Scene_Status.new(@status_window.index)
 end
 end
 end
 end
 #==============================================================================
 # ■ Scene_End
 #------------------------------------------------------------------------------
 #  处理游戏结束画面的类。
 #==============================================================================
 
 class Scene_End < Scene_Base
 #--------------------------------------------------------------------------
 # ● 开始处理
 #--------------------------------------------------------------------------
 def start
 super
 create_menu_background
 create_command_window
 end
 #--------------------------------------------------------------------------
 # ● 开始后处理
 #--------------------------------------------------------------------------
 def post_start
 super
 open_command_window
 end
 #--------------------------------------------------------------------------
 # ● 结束前处理
 #--------------------------------------------------------------------------
 def pre_terminate
 super
 close_command_window
 end
 #--------------------------------------------------------------------------
 # ● 结束处理
 #--------------------------------------------------------------------------
 def terminate
 super
 dispose_command_window
 dispose_menu_background
 end
 #--------------------------------------------------------------------------
 # ● 返回至原来的画面
 #--------------------------------------------------------------------------
 def return_scene
 $scene = Scene_Menu.new(5)
 end
 #--------------------------------------------------------------------------
 # ● 更新画面
 #--------------------------------------------------------------------------
 def update
 super
 update_menu_background
 @command_window.update
 if Input.trigger?(Input::B)
 Sound.play_cancel
 return_scene
 elsif Input.trigger?(Input::C)
 case @command_window.index
 when 6  # 返回标题
 command_to_title
 when 7  # 离开游戏
 command_shutdown
 when 8  # 取消操作
 command_cancel
 when 4  # 存档
 $scene = Scene_File.new(true, false, false)
 when 0  # 物品
 $scene = Scene_Item.new
 when 1,2,3  # 状态
 start_actor_selection
 when 5  # 备注
 print"没有备注"
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 更新菜单画面背景
 #--------------------------------------------------------------------------
 def update_menu_background
 super
 @menuback_sprite.tone.set(0, 0, 0, 128)
 end
 #--------------------------------------------------------------------------
 # ● 生成指令窗口
 #--------------------------------------------------------------------------
 def create_command_window
 s1 = "物品背包"
 s2 = "查看技能"
 s3 = "更换装备"
 s4 = "角色状态"
 s5 = "快速存档"
 s6 = "菜单备注"
 s7 = "返回标题"
 s8 = "离开游戏"
 s9 = "返回菜单"
 @command_window = Window_Command.new(172, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
 @command_window.x = (544 - @command_window.width) / 2
 @command_window.y = (416 - @command_window.height) / 2
 @command_window.openness = 0
 end
 #--------------------------------------------------------------------------
 # ● 释放指令窗口
 #--------------------------------------------------------------------------
 def dispose_command_window
 @command_window.dispose
 end
 #--------------------------------------------------------------------------
 # ● 打开指令窗口
 #--------------------------------------------------------------------------
 def open_command_window
 @command_window.open
 begin
 @command_window.update
 Graphics.update
 end until @command_window.openness == 255
 end
 #--------------------------------------------------------------------------
 # ● 关闭指令窗口
 #--------------------------------------------------------------------------
 def close_command_window
 @command_window.close
 begin
 @command_window.update
 Graphics.update
 end until @command_window.openness == 0
 end
 #--------------------------------------------------------------------------
 # ● 选择指令 [转到标题画面] 时的处理
 #--------------------------------------------------------------------------
 def command_to_title
 Sound.play_decision
 RPG::BGM.fade(800)
 RPG::BGS.fade(800)
 RPG::ME.fade(800)
 $scene = Scene_Title.new
 close_command_window
 Graphics.fadeout(60)
 end
 #--------------------------------------------------------------------------
 # ● 选择指令 [退出] 时的处理
 #--------------------------------------------------------------------------
 def command_shutdown
 Sound.play_decision
 RPG::BGM.fade(800)
 RPG::BGS.fade(800)
 RPG::ME.fade(800)
 $scene = nil
 end
 #--------------------------------------------------------------------------
 # ● 选择指令 [取消] 时的处理
 #--------------------------------------------------------------------------
 def command_cancel
 Sound.play_decision
 return_scene
 end
 end
 
 就是这个了,我想知道,是不是那几样不能归类于“系统”。
 (我今天刚开始摸索脚本)
 
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