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本帖最后由 tseyik 于 2016-3-3 22:25 编辑
汪汪 发表于 2016-3-3 21:14
有一个问题.......js脚本有哪些更改?
rpg_core.js v1.1.0
只加了些説明
// rpg_core.js v1.1.0
* The version of the RPG Maker.
*
* @static
* @property RPGMAKER_VERSION
* @type String
* @final
*/
Utils.RPGMAKER_VERSION = "1.1.0";
/**
rpg_managers.js v1.1.0
這個改了比較多
rpg_objects.js v1.1.0
// rpg_objects.js v1.1.0
if (this._rotationSpeed > 0) {
this._targetIndex = target.index();
this._targetIndex = target.index();
var value = Math.max(eval(item.damage.formula), 0) * sign;
if (isNaN(value)) value = 0;
return value;
actor.changeClass(this._params[1], this._params[2]);
rpg_scenes.js v1.1.0
// rpg_scenes.js v1.1.0
StorageManager.cleanBackup(this.savefileId());
rpg_sprites.js v1.1.0
// rpg_sprites.js v1.1.0
var motionGuard = Sprite_Actor.MOTIONS['guard'];
if (this._motion === motionGuard && !BattleManager.isInputting()) {
return;
}
/*
* Simple fix for canvas parallax issue, destroy old parallax and readd to the tree.
*/
Spriteset_Map.prototype._canvasReAddParallax = function() {
var index = this._baseSprite.children.indexOf(this._parallax);
this._baseSprite.removeChild(this._parallax);
this._parallax = new TilingSprite();
this._parallax.move(0, 0, Graphics.width, Graphics.height);
this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
this._baseSprite.addChildAt(this._parallax,index);
};
if (this._parallax.bitmap && Graphics.isWebGL() != true) {
this._canvasReAddParallax();
} else {
this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName);
rpg_windows.js v1.1.0
// rpg_windows.js v1.1.0
this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight);
'c ','c
','c','c','c
', 'c','c','c var symbol = this._actor.lastCommandSymbol();
this.selectSymbol(symbol);
if (symbol === 'skill') {
var skill = this._actor.lastBattleSkill();
if (skill) {
this.selectExt(skill.stypeId);
}
}
pixi.js - v2.2.10{:2_276:}
* pixi.js - v2.2.10
* Compiled: 2016-01-31 |
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