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一个是后知后觉的银行系统,另一个是电影模式脚本,这两个放一起后事件中的银行不会增加利息,求大神解决- #==============================================================================
- # ● 银行系统 v1.2 by 后知后觉
- #==============================================================================
- =begin
- 说明书:
- 用 $scene = Scene_Bank.new 进入银行信息界面
- 然后在下面设置好对应的变量编号
- 用 $game_system.bank 可以获取到存入的本钱
- 用到这句的人应该不多。
- 建立了多个数据库变量,可以用这些东西更加方便灵活的控制这个系统
- 这个是用行走步数来进行的判断
- 利用1个开关和1个变量来共同对刷钱行为进行控制
- 计算公式很简单:
- 增长值=本钱*利息-本钱 (结果小于0,就是负增长→亏钱)
- 现有积蓄+增长值=最后的积蓄(显示在窗口上的那个)
- 如果想对公式进行修改,主要在下面的Scene_Map里
- 和脚本最后的有注释的地方
- 如果想加入第2+n的货币、显示银行服务员画像等个性设置
- 那就只有你自己动动手了=v= 喵~!很简单哦~~~!
- 冲突可能:
- 基本上没有
- =end
- BANK_SWITCHES = 12 #银行系统的开关编号 打开时有效
- #本开关只针对地图上的数据处理
- #在某些地图开启、在某些地图关闭可以达到某种限制刷钱的效果
- GAIN_STEPS = 10 #接受走多少步涨一次积蓄的变量编号
- JIXU_VARIABLE = 11 #接受储存积蓄的变量编号
- LIXI_VARIABLE = 12 #接受利息的变量编号
- #利息是浮点数的话、请用脚本语句进行赋值
- #并且不推荐用+-*/法来对浮点数利息进行运算,
- #最好用 = 直接赋值,
- #就像这样 $game_variables[编号] = 数值
- BASE_MONEY = 13 #存钱的最低限制的变量编号
- BASE_MONEY_2 = 14 #取钱的最低数额的变量编号
- #以上2个不想用的话就把该变量的值赋为0
- BATTLE_VAR_1 = 15 #战斗胜利值的变量编号
- BATTLE_VAR_2 = 16 #限制值的变量编号
- #当1小于2的时候 每次增加积蓄时1会加1 如果1等于2
- #则不会增长积蓄 每次战斗胜利1会减1
- #游戏里适当的时候把1清零一下是必要的~~或直接在脚本里添加
- #如果不想要这功能 就把2设置为很大很大
- XIANJIN_FONT = " 现金 " #其他的字符串可以用搜索功能
- JIXU_FONT = " 积蓄 " #直接搜索到然后进行修改
- LIXI_FONT = " 利息 " #主要说的是播放冻结SE是偶的
- CUNQIAN_FONT = "存入现金" #提示窗口。
- QVQIAN_FONT = "取回积蓄"
- TUICHU_FONT = "离开银行"
- class Scene_Map
- def initialize
- #这个@bs是用来防止刷钱的
- @bs = $game_party.steps
- end
- alias houzhihoujue_update update
- def update
- houzhihoujue_update
- if $game_switches[BANK_SWITCHES] == true
- bushu = $game_party.steps
- # 存入银行的本钱
- gold = $game_system.bank
- # 代入利息变量
- lixi = $game_variables[LIXI_VARIABLE]
- # 增加的金额
- gain = gold * lixi - gold
- if @bs < bushu
- if bushu % $game_variables[GAIN_STEPS] == 0
- if $game_variables[BATTLE_VAR_1] < $game_variables[BATTLE_VAR_2]
- # 最后的结果
- $game_variables[JIXU_VARIABLE] += gain
- $game_variables[BATTLE_VAR_1] += 1
- # 下面这行可别动哦~
- @bs = bushu
- end
- end
- end
- end
- end
- end
- class Scene_Battle
- alias hzhj_start_phase5 start_phase5
- def start_phase5
- hzhj_start_phase5
- $game_variables[BATTLE_VAR_1] -= 1
- end
- end
- class Game_System
- attr_accessor :bank
- alias hzhj_ini initialize
- def initialize
- hzhj_ini
- [url=home.php?mod=space&uid=7863]@bank[/url] = 0
- end
- end
- class Window_Bank_Message < Window_Base
- def initialize(message = 0)
- super(0, 0, 320, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.x = 160
- self.y = 240 - self.height / 2 + 16
- self.opacity = 255
- self.back_opacity = 255
- self.z = 9995
- @msg = message
- self.visible = true
- refresh(@msg)
- end
- def refresh(msg)
- self.contents.clear
- case msg
- when 0 # 低于存钱限制
- text_1 = "根据现在的市场行情"
- self.contents.font.color = system_color
- self.contents.draw_text(0,0,320-32,32,text_1)
- text_2 = "最低储存数额为"
- self.contents.draw_text(0,32,192+24,32,text_2,2)
- self.contents.font.color = Color.new(255,0,0,255)
- text_3 = $game_variables[BASE_MONEY].to_s
- self.contents.draw_text(192+24,32,96-24,32,text_3)
- when 1 # 低于最低取钱
- text_1 = "根据现在的市场行情"
- self.contents.font.color = system_color
- self.contents.draw_text(0,0,320-32,32,text_1)
- text_2 = "最低取回数额为"
- self.contents.draw_text(0,32,192+24,32,text_2,2)
- self.contents.font.color = Color.new(255,0,0,255)
- text_3 = $game_variables[BASE_MONEY_2].to_s
- self.contents.draw_text(192+24,32,96-24,32,text_3)
- when 2 # 存钱超过身上的钱
- text_1 = "您身上可没那么多哦~~!"
- self.contents.font.color = system_color
- self.contents.draw_text(0,16,320-32,32,text_1,1)
- when 3 # 取钱超过银行里的钱
- text_1 = "有人抢劫啊~~!救命呐~~!"
- self.contents.font.color = system_color
- self.contents.draw_text(0,16,320-32,32,text_1,1)
- end
- end
- end
- class Window_ShuRu < Window_Selectable
- def initialize
- super(0, 0, 224, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.x = 320 - self.width / 2
- self.y = 240 - self.height / 2 + 16
- @item_max = 8
- @column_max = 8
- refresh
- self.visible = false
- self.active = false
- self.index = 7
- self.opacity = 255
- self.back_opacity = 255
- self.z = 9990
- end
-
- def refresh(s1=0,s2=0,s3=0,s4=0,s5=0,s6=0,s7=0,s8=0)
- @s1 = s1
- @s2 = s2
- @s3 = s3
- @s4 = s4
- @s5 = s5
- @s6 = s6
- @s7 = s7
- @s8= s8
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 96, 32, "输入数值",1)
- self.contents.font.color = system_color
- self.contents.draw_text(0, 32, 24, 32, @s1.to_s, 1)
- self.contents.draw_text(24, 32, 24, 32, @s2.to_s, 1)
- self.contents.draw_text(48, 32, 24, 32, @s3.to_s, 1)
- self.contents.draw_text(72, 32, 24, 32, @s4.to_s, 1)
- self.contents.draw_text(96, 32, 24, 32, @s5.to_s, 1)
- self.contents.draw_text(120, 32, 24, 32, @s6.to_s, 1)
- self.contents.draw_text(144, 32, 24, 32, @s7.to_s, 1)
- self.contents.draw_text(168, 32, 24, 32, @s8.to_s, 1)
- end
-
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(@index*24, 32, 24, 32)
- end
- end
- end
- class Window_Bank < Window_Selectable
- def initialize
- super(0, 0, 256, 224)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.x = 320 - self.width / 2
- self.y = 240 - self.height / 2
- @item_max = 3
- refresh
- self.index = 0
- self.opacity = 255
- self.back_opacity = 160
- self.z = 5555
- end
-
- def refresh
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 96, 32, XIANJIN_FONT, 1)
- self.contents.draw_text(4, 32, 96, 32, JIXU_FONT, 1)
- self.contents.draw_text(4, 64, 96, 32, LIXI_FONT, 1)
- self.contents.font.color = system_color
- self.contents.draw_text(0, 96, 224, 32, CUNQIAN_FONT, 1)
- self.contents.draw_text(0, 128, 224, 32, QVQIAN_FONT, 1)
- self.contents.draw_text(0, 160, 224, 32, TUICHU_FONT, 1)
- self.contents.draw_text(120, 0, 104, 32, $game_party.gold.to_s, 1)
- self.contents.draw_text(120, 32, 104, 32, $game_variables[JIXU_VARIABLE].to_i.to_s, 1)
- self.contents.draw_text(120, 64, 104, 32, $game_variables[LIXI_VARIABLE].to_s, 1)
- end
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(0, @index*32+96, 224, 32)
- end
- end
- end
- class Scene_Bank
- def initialize(index = 0, bank_window_index = 0)
- @bank_index = index
- @bank_window_index = bank_window_index
- @s1 = 0
- @s2 = 0
- @s3 = 0
- @s4 = 0
- @s5 = 0
- @s6 = 0
- @s7 = 0
- @s8 = 0
- @s9 = 0
- end
-
- def main
- @shuru_window = Window_ShuRu.new
- @bank_window = Window_Bank.new
- @bank_window.index = @bank_window_index
- @msg_window = Window_Bank_Message.new
- @msg_window.visible = false
- @spriteset = Spriteset_Map.new
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- break if $scene != self
- end
- Graphics.freeze
- @shuru_window.dispose
- @bank_window.dispose
- @msg_window.dispose
- @spriteset.dispose
- end
-
- def update
- @bank_window.update
- @shuru_window.update
- @msg_window.update
- if @msg_window.visible
- if Input.trigger?(Input::C)
- @msg_window.visible = false
- @shuru_window.active = true
- return
- end
- end
- if @shuru_window.active
- update_shuru
- end
- if @bank_window.active
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- case @bank_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- @bank_window.active = false
- @shuru_window.active = true
- @shuru_window.visible = true
- return
- when 1
- $game_system.se_play($data_system.decision_se)
- @bank_window.active = false
- @shuru_window.active = true
- @shuru_window.visible = true
- return
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Map.new
- return
- end
- end
- end
- end
- def update_shuru
- if Input.trigger?(Input::B)
- case @bank_window.index
- when 0
- $game_system.se_play($data_system.cancel_se)
- @bank_index += 1
- @bank_index %= 2
- @bank_window_index = 0
- $scene = Scene_Bank.new(@bank_index, @bank_window_index)
- when 1
- $game_system.se_play($data_system.cancel_se)
- @bank_index += 1
- @bank_index %= 2
- @bank_window_index = 1
- $scene = Scene_Bank.new(@bank_index, @bank_window_index)
- end
- return
- end
- if Input.trigger?(Input::UP)
- $game_system.se_play($data_system.cursor_se)
- case @shuru_window.index
- when 0
- @s1 += 1
- @s1 = 0 if @s1 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 1
- @s2 += 1
- @s2 = 0 if @s2 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 2
- @s3 += 1
- @s3 = 0 if @s3 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 3
- @s4 += 1
- @s4 = 0 if @s4 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 4
- @s5 += 1
- @s5 = 0 if @s5 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 5
- @s6 += 1
- @s6 = 0 if @s6 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 6
- @s7 += 1
- @s7 = 0 if @s7 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 7
- @s8 += 1
- @s8 = 0 if @s8 > 9
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- end
- end
- if Input.trigger?(Input::DOWN)
- $game_system.se_play($data_system.cursor_se)
- case @shuru_window.index
- when 0
- @s1 -= 1
- @s1 = 9 if @s1 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 1
- @s2 -= 1
- @s2 = 9 if @s2 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 2
- @s3 -= 1
- @s3 = 9 if @s3 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 3
- @s4 -= 1
- @s4 = 9 if @s4 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 4
- @s5 -= 1
- @s5 = 9 if @s5 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 5
- @s6 -= 1
- @s6 = 9 if @s6 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 6
- @s7 -= 1
- @s7 = 9 if @s7 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- when 7
- @s8 -= 1
- @s8 = 9 if @s8 < 0
- @shuru_window.refresh(@s1,@s2,@s3,@s4,@s5,@s6,@s7,@s8)
- end
- end
- if Input.trigger?(Input::C)
- # @s9就是输入数值的最后结果
- @s9=@s1*10000000+@s2*1000000+@s3*100000+@s4*10000+@s5*1000+@s6*100+@s7*10+@s8
- case @bank_window.index
- when 0 # 存入
- # 数额大于身上的钱时
- if @s9 > $game_party.gold
- $game_system.se_play($data_system.buzzer_se)
- @shuru_window.active = false
- @msg_window.refresh(2)
- @msg_window.visible = true
- return
- # 数额低于存钱限制时
- elsif @s9 < $game_variables[BASE_MONEY]
- $game_system.se_play($data_system.buzzer_se)
- @shuru_window.active = false
- @msg_window.refresh(0)
- @msg_window.visible = true
- return
- else
- $game_system.se_play($data_system.equip_se)
- # 扣去身上相应的钱
- $game_party.lose_gold(@s9)
- # 增加积蓄
- $game_variables[JIXU_VARIABLE] += @s9
- # 替换本钱
- $game_system.bank = $game_variables[JIXU_VARIABLE]
- @bank_index += 1
- @bank_index %= 2
- @bank_window_index = 0
- $scene = Scene_Bank.new(@bank_index, @bank_window_index)
- end
- when 1 # 取钱
- # 当输入数值大于积蓄时
- if @s9 > $game_variables[JIXU_VARIABLE]
- $game_system.se_play($data_system.buzzer_se)
- @shuru_window.active = false
- @msg_window.refresh(3)
- @msg_window.visible = true
- return
- # 低于取钱限制时
- elsif @s9 < $game_variables[BASE_MONEY_2]
- $game_system.se_play($data_system.buzzer_se)
- @shuru_window.active = false
- @msg_window.refresh(1)
- @msg_window.visible = true
- return
- else
- $game_system.se_play($data_system.equip_se)
- # 增加金钱
- $game_party.gain_gold(@s9)
- # 积蓄减少
- $game_variables[JIXU_VARIABLE] -= @s9
- # 如果积蓄为0.+ 的浮点数就把他代入为0整数
- if $game_variables[JIXU_VARIABLE] < 1
- $game_variables[JIXU_VARIABLE] = 0
- end
- # 本钱代入积蓄
- $game_system.bank = $game_variables[JIXU_VARIABLE].to_i
- @bank_index += 1
- @bank_index %= 2
- @bank_window_index = 1
- $scene = Scene_Bank.new(@bank_index, @bank_window_index)
- end
- end
- return
- end
- end
- end
复制代码 电影脚本- #==============================================================================
- # ■ Window_MSGMovie
- #------------------------------------------------------------------------------
- # 电影模式下显示文章的信息窗口。
- #==============================================================================
- # 电影模式开关 默认为 50号开关
- $movie_switches = 100
- # 电影模式下等待关闭文字 默认 50号变量
- $close_speak = 100
- class Window_MSGMovie < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化状态
- #--------------------------------------------------------------------------
- def initialize
- super(0,400,640,80)
- self.contents = Bitmap.new(width, height)
- self.windowskin = Bitmap.new(30,30)
- $game_temp.message_window_showing = false
- self.z = 199
- end
- #--------------------------------------------------------------------------
- # ● 处理信息结束
- #--------------------------------------------------------------------------
- def end_MSG
- self.active = false
- self.pause = false
- self.contents.clear
- # 呼叫信息调用
- if $game_temp.message_proc != nil
- $game_temp.message_proc.call
- end
- # 清除文章、选择项、输入数值的相关变量
- $game_temp.message_text = nil
- $game_temp.message_proc = nil
- $game_temp.choice_start = 99
- $game_temp.choice_max = 0
- $game_temp.choice_cancel_type = 0
- $game_temp.choice_proc = nil
- $game_temp.num_input_start = 99
- $game_temp.num_input_variable_id = 0
- $game_temp.num_input_digits_max = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- x = 0
- if $game_temp.message_text != nil
- temp_text = $game_temp.message_text.clone
- movie_text = $game_temp.message_text.clone
- # 模拟执行(计算文字位置)
- text = ""
- # 转换字符
- temp_text.gsub!(/\\\\/) { "\000" }
- temp_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- temp_text.gsub!(/\\[Vv]\[([0-9]+)\]/) { "\002[#{$1}]" }
- temp_text.gsub!(/\\[Nn]\[([0-9]+)\]/) { "\003[#{$1}]" }
- while((c = temp_text.slice!(/./m)) != nil)
- if c == "\000"
- c = "\\"
- end
- if c == "\001"
- # 更改文字色
- temp_text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- c = ""
- text += c
- next
- end
- if c == "\002"
- c = $game_variables[$1.to_i].to_s
- temp_text.sub!(/\[([0-9]+)\]/, "")
- text += c
- next
- end
- if c == "\003"
- temp_text.sub!(/\[([0-9]+)\]/, "")
- c = $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- text += c
- next
- end
- if c == "\n"
- c = ""
- text += c
- next
- end
- text += c
- end
- # 计算文字居中位置
- move_x = (640 - self.contents.text_size(text).width) / 2 -20
- # 执行 (显示文字)
- movie_text.gsub!(/\\\\/) { "\000" }
- movie_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
- movie_text.gsub!(/\\[Vv]\[([0-9]+)\]/) { "\002[#{$1}]" }
- movie_text.gsub!(/\\[Nn]\[([0-9]+)\]/) { "\003[#{$1}]" }
- while((m = movie_text.slice!(/./m)) != nil)
- if m == "\000"
- m = "\\"
- end
- if m == "\001"
- # 更改文字色
- movie_text.sub!(/\[([0-9]+)\]/, "")
- color = $1.to_i
- if color >= 0 and color <= 7
- self.contents.font.color = text_color(color)
- end
- # 下面的文字
- next
- end
- if m == "\002"
- m = $game_variables[$1.to_i].to_s
- movie_text.sub!(/\[([0-9]+)\]/, "")
- end
- if m == "\003"
- movie_text.sub!(/\[([0-9]+)\]/, "")
- m = $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
- end
- if m == "\n"
- m = ""
- end
- self.contents.draw_text(move_x + x,0,self.contents.text_size(m).width,32,m)
- x += self.contents.text_size(m).width
- end
- # 返回系统文字颜色
- self.contents.font.color = normal_color
- # 清理显示文字
- $game_temp.message_text = nil
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 等待循环
- if $game_variables[$close_speak] >= 2
- $game_variables[$close_speak] -= 1
- end
- if $game_variables[$close_speak] == 1
- $game_variables[$close_speak] = 0
- end_MSG
- end
- # 当C键按下时
- if Input.trigger?(Input::C) and $game_variables[$close_speak] == 0
- end_MSG
- end
- # 显示文字
- if $game_temp.message_text != nil
- refresh
- return
- end
- end
- end
- # --重定义Scene_Map类
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成活动块
- @spriteset = Spriteset_Map.new
- # 生成信息窗口
- @message_window = Window_Message.new
- # 生成电影模式对话窗口
- @MSG_Movie_Window = Window_MSGMovie.new
- # 电影模式黑框
- [url=home.php?mod=space&uid=8407]@black[/url] = Sprite.new
- @black.bitmap = Bitmap.new(640,480)
- @black.bitmap.fill_rect(0,0,640,50,Color.new(25,25,25,255))
- @black.bitmap.fill_rect(0,400,640,80,Color.new(25,25,25,255))
- @black.opacity = 0
- # 执行过渡
- 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
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放活动块
- @spriteset.dispose
- # 释放信息窗口
- @message_window.dispose
- # 释放信息窗口
- @MSG_Movie_Window.dispose
- # 标题画面切换中的情况下
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 循环
- loop do
- # 按照地图、实例、主角的顺序刷新
- # (本更新顺序不会在的满足事件的执行条件下成为给予角色瞬间移动
- # 的机会的重要因素)
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- # 系统 (计时器)、画面刷新
- $game_system.update
- $game_screen.update
- # 如果主角在场所移动中就中断循环
- unless $game_temp.player_transferring
- break
- end
- # 执行场所移动
- transfer_player
- # 处理过渡中的情况下、中断循环
- if $game_temp.transition_processing
- break
- end
- end
- # 刷新活动块
- @spriteset.update
- # 选择刷新
- if $game_switches[$movie_switches] == false
- # 刷新信息窗口
- @message_window.update
- # 电影模式的黑框
- @black.opacity = 0
- else
- # 刷新电影模式信息
- @MSG_Movie_Window.update
- # 电影模式的黑框
- @black.opacity = 250
- end
- # 游戏结束的情况下
- if $game_temp.gameover
- # 切换的游戏结束画面
- $scene = Scene_Gameover.new
- return
- end
- # 返回标题画面的情况下
- if $game_temp.to_title
- # 切换到标题画面
- $scene = Scene_Title.new
- return
- end
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除过渡处理中标志
- $game_temp.transition_processing = false
- # 执行过渡
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" +
- $game_temp.transition_name)
- end
- end
- # 显示信息窗口中的情况下
- if $game_temp.message_window_showing
- return
- end
- # 遇敌计数为 0 且、且遇敌列表不为空的情况下
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- # 不是在事件执行中或者禁止遇敌中
- unless $game_system.map_interpreter.running? or
- $game_system.encounter_disabled
- # 确定队伍
- n = rand($game_map.encounter_list.size)
- troop_id = $game_map.encounter_list[n]
- # 队伍有效的话
- if $data_troops[troop_id] != nil
- # 设置调用战斗标志
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil
- end
- end
- end
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 不是在事件执行中或菜单禁止中
- unless $game_system.map_interpreter.running? or
- $game_system.menu_disabled
- # 设置菜单调用标志以及 SE 演奏
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- # 调试模式为 ON 并且按下 F9 键的情况下
- if $DEBUG and Input.press?(Input::F9)
- # 设置调用调试标志
- $game_temp.debug_calling = true
- end
- # 不在主角移动中的情况下
- unless $game_player.moving?
- # 执行各种画面的调用
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- end
- #=============================================================================
- # 本脚本来自66RPG,如使用请保留此信息
- #[癫狂侠客]书写脚本
- #=============================================================================
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