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3楼

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发表于 2017-8-22 15:03:02
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本帖最后由 j296196585 于 2017-8-22 15:06 编辑
目前游戏的主界面
整合了多方面大佬的资料 做出来的
可是中间太空了 我想增加内容不行 怎么回事。。
#======================================== #■ Game_Map #---------------------------------------- # Setting functions for the Map #======================================== class Game_Map def name $map_infos[@map_id] end end #======================================== #■ Window_Title #---------------------------------------- # Setting functions for the Title #======================================== class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end #============================================================================== # ■ Window_MenuStatus #------------------------------------------------------------------------------ # #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # 玩家状态 #-------------------------------------------------------------------------- def initialize super(1024, 820,1024, 820) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # Drawing Info on Screen #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 94 y =i * 133 actor = $game_party.actors[i] bitmap=Bitmap.new("Graphics/Fas/#{actor.id}") cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x -100, y - 4, bitmap, src_rect)#- cw/20 draw_actor_hp(actor, 160, y + 36) #(actor, x, y + 38) draw_actor_sp(actor, 180, y + 93)#篮筐和血框间隔的距离 draw_actor_level(actor, 204,y - 7)#(actor, x, y + 18) 等级的坐标 draw_actor_state(actor, 200, y + 62)#(actor, x + 200, y) draw_actor_name(actor, 202, y+10) #角色名字的坐标 self.contents.draw_text(150, 60, 60, 32, "门派:") #所加门派 ############################################## case $game_variables[12] when 0 self.contents.draw_text(200, 60, 60, 32, "无") when 1 self.contents.draw_text(200, 60, 60, 32, "神龙教") when 2 self.contents.draw_text(200, 60, 60, 32, "华山派") when 3 self.contents.draw_text(200, 60, 60, 32, "逍遥派") when 4 self.contents.draw_text(200, 60, 60, 32, "南少林") when 5 self.contents.draw_text(200, 60, 60, 32, "华山派") when 6 self.contents.draw_text(200, 60, 60, 32, "三清寺") when 7 self.contents.draw_text(200, 60, 60, 32, "青城派") end end end #-------------------------------------------------------------------------- # Update of Cursor #光标调整 #-------------------------------------------------------------------------- def update_cursor_rect #-------------------------------------------------------------------------- # 背景界面的左右移动 如果想斜面移动就添加一个oy的方法 #-------------------------------------------------------------------------- # @title7_bak.ox = @title7_bak.ox+2 #======================================================# if @index < 0 self.cursor_rect.empty else # self.cursor_rect.set(0, @index * 116, self.width - 32, 96) self.cursor_rect.set(0, @index * 130, self.width - 220, 130) #200 130 end end end #============================================================================== # ■ Window_Steps #------------------------------------------------------------------------------ # 菜单画面显示步数的窗口。 #============================================================================== class Window_Steps #< Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize #super(20, 80, 620, 160) super(0, 0, 1024, 786) self.contents = Bitmap.new(width - 32, height - 32) #self.contents = Bitmap.new(640 - 32, 320 - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color end end #============================================================================== # ■ Window_Gold #------------------------------------------------------------------------------ # 显示金钱的窗口。 #============================================================================== class Window_Gold < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 130, 70)#157 self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = Color.new(255,255,255, 255) self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.draw_text(0, 0, 100, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2) self.contents.draw_text(0, 0, 100, 32, $data_system.words.gold, 2) end end #============================================================================== # ■ 全新的排版显示 #============================================================================== #■ 武技值 class Window_HunLi < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 60) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0,0, 80, 30, "武技:") self.contents.draw_text(60,0, 80, 30, "#{$game_variables[100]}%") end end #■ 精气值 class Window_JiQi < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 60) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0,0, 80, 30, "魔法:") self.contents.draw_text(60,0, 80, 30, "#{$game_variables[101]}%") end end #■ 刀剑精通 class Window_DaoJian < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 60) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0,0, 80, 30, "魔武:") self.contents.draw_text(60,0, 80, 30, "#{$game_variables[102]}%") #==设定拳刀剑通不得超过300 if $game_variables[17]>=300 $game_variables[17]=300 end end end #■ 拳掌精通 class Window_QuaznZhang < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 60) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0,0, 80, 30, "罪恶:") self.contents.draw_text(60,0, 80, 30, "#{$game_variables[103]}%") #==设定拳掌精通不得超过300 if $game_variables[18]>=300 $game_variables[18]=300 end end end #■ 善良精通 class Window_DaoShu < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 120, 60) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0,0, 80, 30, "善良:") self.contents.draw_text(60,0, 80, 30, "#{$game_variables[104]}%") #==设定刀剑精通不得超过350 if $game_variables[19]>=350 $game_variables[19]=350 end end end #■ 称号 class Window_ChenHao < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 560, 650) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) ########################################## self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.font.color = Color.new(255, 000, 000, 255) self.contents.draw_text(400, -5, 120, 32, "次元传说-君临天下") self.contents.font.color = Color.new(255, 017, 153, 255) self.contents.draw_text(410, 95, 60, 32, "时辰") # 以下[]内为游戏内变量id,用来在游戏进行中增减时间。 clocktime = $game_variables[97] * 10 # 可在游戏中增减时辰数 daytime = $game_variables[98] * 120 # 可在游戏中增减天数 monthtime = $game_variables[99] * 3600 # 可在游戏中增减月数 yeartime = $game_variables[100] * 43200 # 可在游戏中增减年数 @total_sec =Graphics.frame_count / Graphics.frame_rate time = clocktime + daytime + monthtime + yeartime + @total_sec if time >= 2592000 time -= 2592000 elsif time <= 0 time = 1 end cclock = time / 10 % 12 # 10帧为一个时辰,每天十二个时辰 cday = time / 120 % 30 # 10 * 12 = 120 帧为一天,每月三十天 cmonth = time / 3600 % 12 # 10 * 12 * 30 = 3600帧为一个月,每年十二个月 cyearearth = time / 43200 % 12 # 10 * 12 * 30 *12 = 43200 帧为一年,12年为一地支 cyearsky = time / 43200 % 10 # 10 * 12 * 30 *12 = 43200 帧为一年,10年为一天干 case cclock when 0 clock = "子" when 1 clock = "丑" when 2 clock = "寅" when 3 clock = "卯" when 4 clock = "辰" when 5 clock = "巳" when 6 clock = "午" when 7 clock = "未" when 8 clock = "申" when 9 clock = "酉" when 10 clock = "戌" when 11 clock = "亥" end case cday when 0 day = "初壹" when 1 day = "初贰" when 2 day = "初叁" when 3 day = "初肆" when 4 day = "初伍" when 5 day = "初陆" when 6 day = "初柒" when 7 day = "初捌" when 8 day = "初玖" when 9 day = "初拾" when 10 day = "拾壹" when 11 day = "拾贰" when 12 day = "拾叁" when 13 day = "拾肆" when 14 day = "拾伍" when 15 day = "拾陆" when 16 day = "拾柒" when 17 day = "拾捌" when 18 day = "拾玖" when 19 day = "贰拾" when 20 day = "廿壹" when 21 day = "廿贰" when 22 day = "廿叁" when 23 day = "廿肆" when 24 day = "廿伍" when 25 day = "廿陆" when 26 day = "廿柒" when 27 day = "廿捌" when 28 day = "廿玖" when 29 day = "叁拾" end case cmonth when 0 month = "正" when 1 month = "贰" when 2 month = "叁" when 3 month = "肆" when 4 month = "伍" when 5 month = "陆" when 6 month = "柒" when 7 month = "捌" when 8 month = "玖" when 9 month == "拾" when 10 month = "拾壹" when 11 month = "腊" end if cmonth <= 2 season = "春季" else if cmonth <= 5 season = "夏季" else if cmonth <= 8 season = "秋季" else season = "冬季" end end end case cyearearth when 0 yearearth = "子" when 1 yearearth = "丑" when 2 yearearth = "寅" when 3 yearearth = "卯" when 4 yearearth = "辰" when 5 yearearth = "巳" when 6 yearearth = "午" when 7 yearearth = "未" when 8 yearearth = "申" when 9 yearearth = "酉" when 10 yearearth = "戌" when 11 yearearth = "亥" end case cyearsky when 0 yearsky = "甲" when 1 yearsky = "乙" when 2 yearsky = "丙" when 3 yearsky = "丁" when 4 yearsky = "戊" when 5 yearsky = "己" when 6 yearsky = "庚" when 7 yearsky = "辛" when 8 yearsky = "壬" when 9 yearsky = "癸" end texta = sprintf("%s%s年 %s",yearsky,yearearth,season) self.contents.font.color = normal_color self.contents.draw_text(400, 35, 120, 32, texta, 2) textb = sprintf("%s月%s",month,day) self.contents.font.color = normal_color self.contents.draw_text(400, 65, 120, 32, textb, 2) textc = sprintf("%s时",clock) self.contents.font.color = normal_color self.contents.draw_text(400, 95, 120, 32, textc, 2) @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 10080 hour += 0+$game_variables[40] min = @total_sec /900 % 12 min+=1 sec = @total_sec/2%24 sec+=1 day = @total_sec /30 % 30 day+=1 # text = sprintf("%02d:%02d:%02d", hour, min, sec) text="次元"+hour.to_s+"年"+min.to_s+"月"+day.to_s+"日" self.contents.font.color = normal_color self.contents.draw_text(180, 15, 350, 32, text, 2) self.contents.font.color = Color.new(000, 255, 153, 255) self.contents.draw_text(0,-5, 70, 30, "武道境界:") self.contents.font.color = Color.new(255, 017, 153, 255) if $game_switches[400] == true# && @actor.id ==1 31变量开启 case $game_variables[401] #400高级变量提升 31初级提升 when 0 self.contents.draw_text(62,-5, 70, 30, "凡人") when 1 self.contents.draw_text(62,-5, 70, 30, "武徒一阶") when 2 self.contents.draw_text(62,-5, 70, 30, "武徒二阶") when 3 self.contents.draw_text(62,-5, 70, 30, "武徒三阶") when 4 self.contents.draw_text(62,-5, 70, 30, "武徒四阶") when 5 self.contents.draw_text(10,20, 70, 30, "武徒五阶") when 6 self.contents.draw_text(10,20, 70, 30, "武徒六阶") when 7 self.contents.draw_text(10,20, 70, 30, "武徒七阶") when 8 self.contents.draw_text(10,20, 70, 30, "武徒八阶") when 9 self.contents.draw_text(10,20, 70, 30, "武徒九阶") when 10 self.contents.draw_text(10,20, 70, 30, "武徒十阶") when 11 self.contents.draw_text(10,20, 70, 30, "玄者初期") when 12 self.contents.draw_text(10,20, 70, 30, "玄者中期") when 13 self.contents.draw_text(10,20, 70, 30, "玄者高期") when 14 self.contents.draw_text(10,20, 70, 30, "玄者后期") when 15 self.contents.draw_text(10,20, 70, 30, "玄者巅峰") when 16 self.contents.draw_text(10,20, 70, 30, "玄士初期") when 17 self.contents.draw_text(10,20, 70, 30, "玄士中期") when 18 self.contents.draw_text(10,20, 70, 30, "玄士高期") when 19 self.contents.draw_text(10,20, 70, 30, "玄士后期") when 20 self.contents.draw_text(10,20, 70, 30, "玄士巅峰") when 21 self.contents.draw_text(10,20, 70, 30, "灵师一阶") when 22 self.contents.draw_text(10,20, 70, 30, "灵师二阶") when 23 self.contents.draw_text(10,20, 70, 30, "灵师三阶") when 24 self.contents.draw_text(10,20, 70, 30, "灵师四阶") when 25 self.contents.draw_text(10,20, 70, 30, "灵师五阶") when 26 self.contents.draw_text(10,20, 70, 30, "灵师六阶") when 27 self.contents.draw_text(10,20, 70, 30, "灵师七阶") when 28 self.contents.draw_text(10,20, 70, 30, "灵师八阶") when 29 self.contents.draw_text(10,20, 70, 30, "灵师九阶") when 30 self.contents.draw_text(10,20, 70, 30, "灵师巅峰") when 31 self.contents.draw_text(10,20, 70, 30, "武王初期") when 32 self.contents.draw_text(10,20, 70, 30, "武王中期") when 33 self.contents.draw_text(10,20, 70, 30, "武王后期") when 34 self.contents.draw_text(10,20, 70, 30, "武王巅峰") when 35 self.contents.draw_text(10,20, 70, 30, "宗师初期") when 36 self.contents.draw_text(10,20, 70, 30, "宗师中期") when 37 self.contents.draw_text(10,20, 70, 30, "宗师后期") when 38 self.contents.draw_text(10,20, 70, 30, "宗师巅峰") when 39 self.contents.draw_text(10,20, 70, 30, "地皇初期") when 40 self.contents.draw_text(10,20, 70, 30, "地皇中期") when 41 self.contents.draw_text(10,20, 70, 30, "地皇后期") when 42 self.contents.draw_text(10,20, 70, 30, "地皇巅峰") when 43 self.contents.draw_text(10,20, 70, 30, "天尊初期") when 44 self.contents.draw_text(10,20, 70, 30, "天尊中期") when 45 self.contents.draw_text(10,20, 70, 30, "天尊后期") when 46 self.contents.draw_text(10,20, 70, 30, "天尊巅峰") when 47 self.contents.draw_text(10,20, 70, 30, "伪圣初期") when 48 self.contents.draw_text(10,20, 70, 30, "伪圣中期") when 49 self.contents.draw_text(10,20, 70, 30, "伪圣后期") when 50 self.contents.draw_text(10,20, 70, 30, "伪圣巅峰") when 51 self.contents.draw_text(10,20, 70, 30, "圣者初期") when 52 self.contents.draw_text(10,20, 70, 30, "圣者中期") when 53 self.contents.draw_text(10,20, 70, 30, "圣者后期") when 54 self.contents.draw_text(10,20, 70, 30, "圣者巅峰") when 55 self.contents.draw_text(10,20, 70, 30, "武圣初期") when 56 self.contents.draw_text(10,20, 70, 30, "武圣中期") when 57 self.contents.draw_text(10,20, 70, 30, "武圣后期") when 58 self.contents.draw_text(10,20, 70, 30, "武圣巅峰") when 59 self.contents.draw_text(10,20, 70, 30, "圣灵初期") when 60 self.contents.draw_text(10,20, 70, 30, "圣灵中期") when 61 self.contents.draw_text(10,20, 70, 30, "圣灵后期") when 62 self.contents.draw_text(10,20, 70, 30, "圣灵巅峰") when 63 self.contents.draw_text(10,20, 70, 30, "圣徒") when 64 self.contents.draw_text(10,20, 70, 30, "圣宗") when 65 self.contents.draw_text(10,20, 70, 30, "圣尊") when 65 self.contents.draw_text(10,20, 70, 30, "圣王") when 65 self.contents.draw_text(10,20, 70, 30, "圣帝") when 65 self.contents.draw_text(10,20, 70, 30, "圣皇") when 65 self.contents.draw_text(10,20, 70, 30, "圣人") when 65 self.contents.draw_text(10,20, 70, 30, "圣君") when 65 self.contents.draw_text(10,20, 70, 30, "圣主") when 65 self.contents.draw_text(10,20, 70, 30, "伪帝") when 65 self.contents.draw_text(10,20, 70, 30, "玄帝") when 65 self.contents.draw_text(10,20, 70, 30, "玄皇") when 65 self.contents.draw_text(10,20, 70, 30, "玄圣") when 65 self.contents.draw_text(10,20, 70, 30, "玄仙") when 65 self.contents.draw_text(10,20, 70, 30, "玄主") when 65 self.contents.draw_text(10,20, 70, 30, "伪仙") when 65 self.contents.draw_text(10,20, 70, 30, "仙人") when 65 self.contents.draw_text(10,20, 70, 30, "仙兵") when 65 self.contents.draw_text(10,20, 70, 30, "仙将") when 65 self.contents.draw_text(10,20, 70, 30, "仙帅") when 65 self.contents.draw_text(10,20, 70, 30, "仙王") when 65 self.contents.draw_text(10,20, 70, 30, "仙宗") when 65 self.contents.draw_text(10,20, 70, 30, "仙帝") when 65 self.contents.draw_text(10,20, 70, 30, "仙尊") when 65 self.contents.draw_text(10,20, 70, 30, "仙皇") when 65 self.contents.draw_text(10,20, 70, 30, "仙君") when 65 self.contents.draw_text(10,20, 70, 30, "仙主") when 65 self.contents.draw_text(10,20, 70, 30, "伪神") when 65 self.contents.draw_text(10,20, 70, 30, "神灵") when 65 self.contents.draw_text(10,20, 70, 30, "神人") when 65 self.contents.draw_text(10,20, 70, 30, "神徒") when 65 self.contents.draw_text(10,20, 70, 30, "神兵") when 65 self.contents.draw_text(10,20, 70, 30, "神将") when 65 self.contents.draw_text(10,20, 70, 30, "神使") when 65 self.contents.draw_text(10,20, 70, 30, "神王") when 65 self.contents.draw_text(10,20, 70, 30, "神君") when 65 self.contents.draw_text(10,20, 70, 30, "神尊") when 65 self.contents.draw_text(10,20, 70, 30, "神皇") when 65 self.contents.draw_text(10,20, 70, 30, "神帝") when 65 self.contents.draw_text(10,20, 70, 30, "神主") when 65 self.contents.draw_text(10,20, 70, 30, "天阶") when 65 self.contents.draw_text(10,20, 70, 30, "逆天阶") when 65 self.contents.draw_text(10,20, 70, 30, "剑仙") when 65 self.contents.draw_text(10,20, 70, 30, "剑神") when 65 self.contents.draw_text(10,20, 70, 30, "武神") when 65 self.contents.draw_text(10,20, 70, 30, "主宰") when 65 self.contents.draw_text(10,20, 70, 30, "真神") when 65 self.contents.draw_text(10,20, 70, 30, "下位真神") when 65 self.contents.draw_text(10,20, 70, 30, "中位真神") when 65 self.contents.draw_text(10,20, 70, 30, "上位真神") when 65 self.contents.draw_text(10,20, 70, 30, "伪主神") when 65 self.contents.draw_text(10,20, 70, 30, "主神") when 65 self.contents.draw_text(10,20, 70, 30, "至高神") when 65 self.contents.draw_text(10,20, 70, 30, "创世神") when 65 self.contents.draw_text(10,20, 70, 30, "掌控者") when 65 self.contents.draw_text(10,20, 70, 30, "式神") when 65 self.contents.draw_text(10,20, 70, 30, "始神") when 65 self.contents.draw_text(10,20, 70, 30, "界主") when 65 self.contents.draw_text(10,20, 70, 30, "域主") when 65 self.contents.draw_text(10,20, 70, 30, "天主") when 65 self.contents.draw_text(10,20, 70, 30, "天道") when 65 self.contents.draw_text(10,20, 70, 30, "万恶の主") when 65 self.contents.draw_text(10,20, 70, 30, "仙界の主") when 65 self.contents.draw_text(10,20, 70, 30, "星际の主") when 65 self.contents.draw_text(10,20, 70, 30, "神界の主") when 65 self.contents.draw_text(10,20, 70, 30, "魔界の主") when 65 self.contents.draw_text(10,20, 70, 30, "神魔の主") when 65 self.contents.draw_text(10,20, 70, 30, "生命の主") when 65 self.contents.draw_text(10,20, 70, 30, "万物の主") when 65 self.contents.draw_text(10,20, 70, 30, "宇宙の主") when 65 self.contents.draw_text(10,20, 70, 30, "时空の主") when 65 self.contents.draw_text(10,20, 70, 30, "命运の主") when 65 self.contents.draw_text(10,20, 70, 30, "永恒の主") when 65 self.contents.draw_text(10,20, 70, 30, "九五至尊") end end end end #■ 刀剑灵力 class Window_DaoLin < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 132, 75) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0, 0, 70, 30, "次元碎片:") self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[105]}片") end end #■ 拳掌灵力 class Window_QaoLin < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 150, 80) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0, 0, 70, 30, "宇宙碎片:") self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[106]}片") end end #■ 道术灵力 class Window_QaoSin < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 133, 75) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0, 0, 70, 30, "空间碎片:") self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[107]}片") end end #■ 熟练精通 class Window_SuLian < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 133, 75) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.color = system_color self.contents.font.color = Color.new(255, 255, 255, 255) self.contents.font.name = "迷你简行楷" self.contents.font.size = 20 self.contents.draw_text(0, 0, 70, 30, "神魔碎片:") self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[108]}片") end end #============================================================================== # ■ Scene_Menu #------------------------------------------------------------------------------ # 处理菜单画面的类。 #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # ● 初始化对像 # menu_index : 命令光标的初期位置 #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 生成命令窗口 s1 = "江湖用品"#$data_system.words.item s2 = "技能神通"#$data_system.words.skill s3 = "协同整备"#$data_system.words.equip s4 = "查看状态" s5 = "九世轮回" s6 = "至尊仓库" s7 = "江湖情缘" s8 = "任务大全" s9 = "怪物图鉴" s10 = "赏金猎人" s11 = "游戏设置" s12 = "第二菜单" @command_window = Window_Command.new(130, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11,s12]) @command_window.index = @menu_index # 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 #============================================================================== # ■ 武技值的窗口 #============================================================================== @hunli_window = Window_HunLi.new @hunli_window.x = 125 @hunli_window.y = 760 #============================================================================== # ■ 魔法值的窗口 #============================================================================== @jingqi_window = Window_JiQi.new @jingqi_window.x = 240 @jingqi_window.y = 760 #============================================================================== # ■ 魔武值的窗口 #============================================================================== @daojian_window = Window_DaoJian.new @daojian_window.x = 350 @daojian_window.y = 760 #============================================================================== # ■ 罪恶值的窗口 #============================================================================== @quanzhang_window = Window_QuaznZhang.new @quanzhang_window.x = 465 @quanzhang_window.y = 760 #============================================================================== # ■ 善良值的窗口 #============================================================================== @daoshu_window = Window_DaoShu.new @daoshu_window.x = 560 @daoshu_window.y = 760 #============================================================================== # ■ 称号的窗口 #============================================================================== @chenhao_window = Window_ChenHao.new @chenhao_window.x = 110 @chenhao_window.y = 0 #============================================================================== # ■ 次元碎片的窗口 #============================================================================== @daolin_window = Window_DaoLin.new @daolin_window.x = 560 @daolin_window.y = 550 #============================================================================== # ■ 宇宙碎片的窗口 #============================================================================== @qaolin_window = Window_QaoLin.new @qaolin_window.x = 560 @qaolin_window.y = 480 #============================================================================== # ■ 空间碎片的窗口 #============================================================================== @qaosin_window = Window_QaoSin.new @qaosin_window.x = 560 @qaosin_window.y = 620 #============================================================================== # ■ 神魔碎片的窗口 #============================================================================== @sulian_window = Window_SuLian.new @sulian_window.x = 560 @sulian_window.y = 690 # 生成步数窗口 @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # 生成游戏时间窗口 @playtime_window = Window_PlayTime.new @playtime_window.x = -20 @playtime_window.y = 750 # 生成任务窗口 @steps_window = Window_Go.new @steps_window.x = 0 @steps_window.y = 640 # 生成金钱窗口 @gold_window = Window_Gold.new @gold_window.x = 560 @gold_window.y = 410 # 生成状态窗口 @status_window = Window_MenuStatus.new @status_window.x = 670#左右移动修改 @status_window.y = 0 #上下移动修改 # 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 @playtime_window.dispose#时间窗口释放 @command_window.dispose @gold_window.dispose @status_window.dispose @hunli_window.dispose @jingqi_window.dispose @daojian_window.dispose @quanzhang_window.dispose @daoshu_window.dispose @chenhao_window.dispose @daolin_window.dispose @qaolin_window.dispose @qaosin_window.dispose @sulian_window.dispose @steps_window.dispose #任务窗口释放 end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新窗口 @playtime_window.update#时间窗口刷新 @command_window.update @gold_window.update @status_window.update @hunli_window.update @jingqi_window.update @daojian_window.update @quanzhang_window.update @daoshu_window.update @chenhao_window.update @daolin_window.update @qaolin_window.update @qaosin_window.update @sulian_window.update @steps_window.update #任务窗口刷新 # 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 < 9 # 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 # 特技 # 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 # 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 when 3 # 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 4 #九世轮回 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到加点画面 $scene = Scene_Map.new $scene = Scene_Lx.new #$scene = Scene_Lvup.new when 5 #至尊仓库 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到修炼界面 $scene = Scene_Map.new $scene = Scene_Shop_Va.new(1) # 得更改 when 6 #人物仓库 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到人物仓库界面 $scene = Scene_Map.new $scene = Scene_Party_in.new#得更改 when 7 #任务 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到修炼界面 $scene = Scene_Map.new $scene = Scene_Task.new #得更改 when 8 #怪物图鉴 $game_system.se_play($data_system.decision_se) $scene = Scene_MonsterBook.new when 9 #赏金猎人 # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到修炼界面 $scene = Scene_Map.new $scene = SceneMission.new #$game_temp.common_event_id = 977#记得更改 when 10 # 游戏设置 # 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 $game_temp.common_event_id = 30#记得更改 when 11 # 第二菜单 # 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 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
#========================================
#■ Game_Map
#----------------------------------------
# Setting functions for the Map
#========================================
class Game_Map
def name
$map_infos[@map_id]
end
end
#========================================
#■ Window_Title
#----------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
#
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# 玩家状态
#--------------------------------------------------------------------------
def initialize
super(1024, 820,1024, 820)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 94
y =i * 133
actor = $game_party.actors[i]
bitmap=Bitmap.new("Graphics/Fas/#{actor.id}")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x -100, y - 4, bitmap, src_rect)#- cw/20
draw_actor_hp(actor, 160, y + 36) #(actor, x, y + 38)
draw_actor_sp(actor, 180, y + 93)#篮筐和血框间隔的距离
draw_actor_level(actor, 204,y - 7)#(actor, x, y + 18) 等级的坐标
draw_actor_state(actor, 200, y + 62)#(actor, x + 200, y)
draw_actor_name(actor, 202, y+10) #角色名字的坐标
self.contents.draw_text(150, 60, 60, 32, "门派:")
#所加门派
##############################################
case $game_variables[12]
when 0
self.contents.draw_text(200, 60, 60, 32, "无")
when 1
self.contents.draw_text(200, 60, 60, 32, "神龙教")
when 2
self.contents.draw_text(200, 60, 60, 32, "华山派")
when 3
self.contents.draw_text(200, 60, 60, 32, "逍遥派")
when 4
self.contents.draw_text(200, 60, 60, 32, "南少林")
when 5
self.contents.draw_text(200, 60, 60, 32, "华山派")
when 6
self.contents.draw_text(200, 60, 60, 32, "三清寺")
when 7
self.contents.draw_text(200, 60, 60, 32, "青城派")
end
end
end
#--------------------------------------------------------------------------
# Update of Cursor #光标调整
#--------------------------------------------------------------------------
def update_cursor_rect
#--------------------------------------------------------------------------
# 背景界面的左右移动 如果想斜面移动就添加一个oy的方法
#--------------------------------------------------------------------------
# @title7_bak.ox = @title7_bak.ox+2
#======================================================#
if @index < 0
self.cursor_rect.empty
else
# self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
self.cursor_rect.set(0, @index * 130, self.width - 220, 130) #200 130
end
end
end
#==============================================================================
# ■ Window_Steps
#------------------------------------------------------------------------------
# 菜单画面显示步数的窗口。
#==============================================================================
class Window_Steps #< Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
#super(20, 80, 620, 160)
super(0, 0, 1024, 786)
self.contents = Bitmap.new(width - 32, height - 32)
#self.contents = Bitmap.new(640 - 32, 320 - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
end
end
#==============================================================================
# ■ Window_Gold
#------------------------------------------------------------------------------
# 显示金钱的窗口。
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 130, 70)#157
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = Color.new(255,255,255, 255)
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 100, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
self.contents.draw_text(0, 0, 100, 32, $data_system.words.gold, 2)
end
end
#==============================================================================
# ■ 全新的排版显示
#==============================================================================
#■ 武技值
class Window_HunLi < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 120, 60)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0,0, 80, 30, "武技:")
self.contents.draw_text(60,0, 80, 30, "#{$game_variables[100]}%")
end
end
#■ 精气值
class Window_JiQi < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 120, 60)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0,0, 80, 30, "魔法:")
self.contents.draw_text(60,0, 80, 30, "#{$game_variables[101]}%")
end
end
#■ 刀剑精通
class Window_DaoJian < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 120, 60)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0,0, 80, 30, "魔武:")
self.contents.draw_text(60,0, 80, 30, "#{$game_variables[102]}%")
#==设定拳刀剑通不得超过300
if $game_variables[17]>=300
$game_variables[17]=300
end
end
end
#■ 拳掌精通
class Window_QuaznZhang < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 120, 60)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0,0, 80, 30, "罪恶:")
self.contents.draw_text(60,0, 80, 30, "#{$game_variables[103]}%")
#==设定拳掌精通不得超过300
if $game_variables[18]>=300
$game_variables[18]=300
end
end
end
#■ 善良精通
class Window_DaoShu < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 120, 60)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0,0, 80, 30, "善良:")
self.contents.draw_text(60,0, 80, 30, "#{$game_variables[104]}%")
#==设定刀剑精通不得超过350
if $game_variables[19]>=350
$game_variables[19]=350
end
end
end
#■ 称号
class Window_ChenHao < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 560, 650)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
##########################################
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.font.color = Color.new(255, 000, 000, 255)
self.contents.draw_text(400, -5, 120, 32, "次元传说-君临天下")
self.contents.font.color = Color.new(255, 017, 153, 255)
self.contents.draw_text(410, 95, 60, 32, "时辰")
# 以下[]内为游戏内变量id,用来在游戏进行中增减时间。
clocktime = $game_variables[97] * 10 # 可在游戏中增减时辰数
daytime = $game_variables[98] * 120 # 可在游戏中增减天数
monthtime = $game_variables[99] * 3600 # 可在游戏中增减月数
yeartime = $game_variables[100] * 43200 # 可在游戏中增减年数
@total_sec =Graphics.frame_count / Graphics.frame_rate
time = clocktime + daytime + monthtime + yeartime + @total_sec
if time >= 2592000
time -= 2592000
elsif time <= 0
time = 1
end
cclock = time / 10 % 12 # 10帧为一个时辰,每天十二个时辰
cday = time / 120 % 30 # 10 * 12 = 120 帧为一天,每月三十天
cmonth = time / 3600 % 12 # 10 * 12 * 30 = 3600帧为一个月,每年十二个月
cyearearth = time / 43200 % 12 # 10 * 12 * 30 *12 = 43200 帧为一年,12年为一地支
cyearsky = time / 43200 % 10 # 10 * 12 * 30 *12 = 43200 帧为一年,10年为一天干
case cclock
when 0
clock = "子"
when 1
clock = "丑"
when 2
clock = "寅"
when 3
clock = "卯"
when 4
clock = "辰"
when 5
clock = "巳"
when 6
clock = "午"
when 7
clock = "未"
when 8
clock = "申"
when 9
clock = "酉"
when 10
clock = "戌"
when 11
clock = "亥"
end
case cday
when 0
day = "初壹"
when 1
day = "初贰"
when 2
day = "初叁"
when 3
day = "初肆"
when 4
day = "初伍"
when 5
day = "初陆"
when 6
day = "初柒"
when 7
day = "初捌"
when 8
day = "初玖"
when 9
day = "初拾"
when 10
day = "拾壹"
when 11
day = "拾贰"
when 12
day = "拾叁"
when 13
day = "拾肆"
when 14
day = "拾伍"
when 15
day = "拾陆"
when 16
day = "拾柒"
when 17
day = "拾捌"
when 18
day = "拾玖"
when 19
day = "贰拾"
when 20
day = "廿壹"
when 21
day = "廿贰"
when 22
day = "廿叁"
when 23
day = "廿肆"
when 24
day = "廿伍"
when 25
day = "廿陆"
when 26
day = "廿柒"
when 27
day = "廿捌"
when 28
day = "廿玖"
when 29
day = "叁拾"
end
case cmonth
when 0
month = "正"
when 1
month = "贰"
when 2
month = "叁"
when 3
month = "肆"
when 4
month = "伍"
when 5
month = "陆"
when 6
month = "柒"
when 7
month = "捌"
when 8
month = "玖"
when 9
month == "拾"
when 10
month = "拾壹"
when 11
month = "腊"
end
if cmonth <= 2
season = "春季"
else
if cmonth <= 5
season = "夏季"
else
if cmonth <= 8
season = "秋季"
else
season = "冬季"
end
end
end
case cyearearth
when 0
yearearth = "子"
when 1
yearearth = "丑"
when 2
yearearth = "寅"
when 3
yearearth = "卯"
when 4
yearearth = "辰"
when 5
yearearth = "巳"
when 6
yearearth = "午"
when 7
yearearth = "未"
when 8
yearearth = "申"
when 9
yearearth = "酉"
when 10
yearearth = "戌"
when 11
yearearth = "亥"
end
case cyearsky
when 0
yearsky = "甲"
when 1
yearsky = "乙"
when 2
yearsky = "丙"
when 3
yearsky = "丁"
when 4
yearsky = "戊"
when 5
yearsky = "己"
when 6
yearsky = "庚"
when 7
yearsky = "辛"
when 8
yearsky = "壬"
when 9
yearsky = "癸"
end
texta = sprintf("%s%s年 %s",yearsky,yearearth,season)
self.contents.font.color = normal_color
self.contents.draw_text(400, 35, 120, 32, texta, 2)
textb = sprintf("%s月%s",month,day)
self.contents.font.color = normal_color
self.contents.draw_text(400, 65, 120, 32, textb, 2)
textc = sprintf("%s时",clock)
self.contents.font.color = normal_color
self.contents.draw_text(400, 95, 120, 32, textc, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 10080
hour += 0+$game_variables[40]
min = @total_sec /900 % 12
min+=1
sec = @total_sec/2%24
sec+=1
day = @total_sec /30 % 30
day+=1
# text = sprintf("%02d:%02d:%02d", hour, min, sec)
text="次元"+hour.to_s+"年"+min.to_s+"月"+day.to_s+"日"
self.contents.font.color = normal_color
self.contents.draw_text(180, 15, 350, 32, text, 2)
self.contents.font.color = Color.new(000, 255, 153, 255)
self.contents.draw_text(0,-5, 70, 30, "武道境界:")
self.contents.font.color = Color.new(255, 017, 153, 255)
if $game_switches[400] == true# && @actor.id ==1 31变量开启
case $game_variables[401] #400高级变量提升 31初级提升
when 0
self.contents.draw_text(62,-5, 70, 30, "凡人")
when 1
self.contents.draw_text(62,-5, 70, 30, "武徒一阶")
when 2
self.contents.draw_text(62,-5, 70, 30, "武徒二阶")
when 3
self.contents.draw_text(62,-5, 70, 30, "武徒三阶")
when 4
self.contents.draw_text(62,-5, 70, 30, "武徒四阶")
when 5
self.contents.draw_text(10,20, 70, 30, "武徒五阶")
when 6
self.contents.draw_text(10,20, 70, 30, "武徒六阶")
when 7
self.contents.draw_text(10,20, 70, 30, "武徒七阶")
when 8
self.contents.draw_text(10,20, 70, 30, "武徒八阶")
when 9
self.contents.draw_text(10,20, 70, 30, "武徒九阶")
when 10
self.contents.draw_text(10,20, 70, 30, "武徒十阶")
when 11
self.contents.draw_text(10,20, 70, 30, "玄者初期")
when 12
self.contents.draw_text(10,20, 70, 30, "玄者中期")
when 13
self.contents.draw_text(10,20, 70, 30, "玄者高期")
when 14
self.contents.draw_text(10,20, 70, 30, "玄者后期")
when 15
self.contents.draw_text(10,20, 70, 30, "玄者巅峰")
when 16
self.contents.draw_text(10,20, 70, 30, "玄士初期")
when 17
self.contents.draw_text(10,20, 70, 30, "玄士中期")
when 18
self.contents.draw_text(10,20, 70, 30, "玄士高期")
when 19
self.contents.draw_text(10,20, 70, 30, "玄士后期")
when 20
self.contents.draw_text(10,20, 70, 30, "玄士巅峰")
when 21
self.contents.draw_text(10,20, 70, 30, "灵师一阶")
when 22
self.contents.draw_text(10,20, 70, 30, "灵师二阶")
when 23
self.contents.draw_text(10,20, 70, 30, "灵师三阶")
when 24
self.contents.draw_text(10,20, 70, 30, "灵师四阶")
when 25
self.contents.draw_text(10,20, 70, 30, "灵师五阶")
when 26
self.contents.draw_text(10,20, 70, 30, "灵师六阶")
when 27
self.contents.draw_text(10,20, 70, 30, "灵师七阶")
when 28
self.contents.draw_text(10,20, 70, 30, "灵师八阶")
when 29
self.contents.draw_text(10,20, 70, 30, "灵师九阶")
when 30
self.contents.draw_text(10,20, 70, 30, "灵师巅峰")
when 31
self.contents.draw_text(10,20, 70, 30, "武王初期")
when 32
self.contents.draw_text(10,20, 70, 30, "武王中期")
when 33
self.contents.draw_text(10,20, 70, 30, "武王后期")
when 34
self.contents.draw_text(10,20, 70, 30, "武王巅峰")
when 35
self.contents.draw_text(10,20, 70, 30, "宗师初期")
when 36
self.contents.draw_text(10,20, 70, 30, "宗师中期")
when 37
self.contents.draw_text(10,20, 70, 30, "宗师后期")
when 38
self.contents.draw_text(10,20, 70, 30, "宗师巅峰")
when 39
self.contents.draw_text(10,20, 70, 30, "地皇初期")
when 40
self.contents.draw_text(10,20, 70, 30, "地皇中期")
when 41
self.contents.draw_text(10,20, 70, 30, "地皇后期")
when 42
self.contents.draw_text(10,20, 70, 30, "地皇巅峰")
when 43
self.contents.draw_text(10,20, 70, 30, "天尊初期")
when 44
self.contents.draw_text(10,20, 70, 30, "天尊中期")
when 45
self.contents.draw_text(10,20, 70, 30, "天尊后期")
when 46
self.contents.draw_text(10,20, 70, 30, "天尊巅峰")
when 47
self.contents.draw_text(10,20, 70, 30, "伪圣初期")
when 48
self.contents.draw_text(10,20, 70, 30, "伪圣中期")
when 49
self.contents.draw_text(10,20, 70, 30, "伪圣后期")
when 50
self.contents.draw_text(10,20, 70, 30, "伪圣巅峰")
when 51
self.contents.draw_text(10,20, 70, 30, "圣者初期")
when 52
self.contents.draw_text(10,20, 70, 30, "圣者中期")
when 53
self.contents.draw_text(10,20, 70, 30, "圣者后期")
when 54
self.contents.draw_text(10,20, 70, 30, "圣者巅峰")
when 55
self.contents.draw_text(10,20, 70, 30, "武圣初期")
when 56
self.contents.draw_text(10,20, 70, 30, "武圣中期")
when 57
self.contents.draw_text(10,20, 70, 30, "武圣后期")
when 58
self.contents.draw_text(10,20, 70, 30, "武圣巅峰")
when 59
self.contents.draw_text(10,20, 70, 30, "圣灵初期")
when 60
self.contents.draw_text(10,20, 70, 30, "圣灵中期")
when 61
self.contents.draw_text(10,20, 70, 30, "圣灵后期")
when 62
self.contents.draw_text(10,20, 70, 30, "圣灵巅峰")
when 63
self.contents.draw_text(10,20, 70, 30, "圣徒")
when 64
self.contents.draw_text(10,20, 70, 30, "圣宗")
when 65
self.contents.draw_text(10,20, 70, 30, "圣尊")
when 65
self.contents.draw_text(10,20, 70, 30, "圣王")
when 65
self.contents.draw_text(10,20, 70, 30, "圣帝")
when 65
self.contents.draw_text(10,20, 70, 30, "圣皇")
when 65
self.contents.draw_text(10,20, 70, 30, "圣人")
when 65
self.contents.draw_text(10,20, 70, 30, "圣君")
when 65
self.contents.draw_text(10,20, 70, 30, "圣主")
when 65
self.contents.draw_text(10,20, 70, 30, "伪帝")
when 65
self.contents.draw_text(10,20, 70, 30, "玄帝")
when 65
self.contents.draw_text(10,20, 70, 30, "玄皇")
when 65
self.contents.draw_text(10,20, 70, 30, "玄圣")
when 65
self.contents.draw_text(10,20, 70, 30, "玄仙")
when 65
self.contents.draw_text(10,20, 70, 30, "玄主")
when 65
self.contents.draw_text(10,20, 70, 30, "伪仙")
when 65
self.contents.draw_text(10,20, 70, 30, "仙人")
when 65
self.contents.draw_text(10,20, 70, 30, "仙兵")
when 65
self.contents.draw_text(10,20, 70, 30, "仙将")
when 65
self.contents.draw_text(10,20, 70, 30, "仙帅")
when 65
self.contents.draw_text(10,20, 70, 30, "仙王")
when 65
self.contents.draw_text(10,20, 70, 30, "仙宗")
when 65
self.contents.draw_text(10,20, 70, 30, "仙帝")
when 65
self.contents.draw_text(10,20, 70, 30, "仙尊")
when 65
self.contents.draw_text(10,20, 70, 30, "仙皇")
when 65
self.contents.draw_text(10,20, 70, 30, "仙君")
when 65
self.contents.draw_text(10,20, 70, 30, "仙主")
when 65
self.contents.draw_text(10,20, 70, 30, "伪神")
when 65
self.contents.draw_text(10,20, 70, 30, "神灵")
when 65
self.contents.draw_text(10,20, 70, 30, "神人")
when 65
self.contents.draw_text(10,20, 70, 30, "神徒")
when 65
self.contents.draw_text(10,20, 70, 30, "神兵")
when 65
self.contents.draw_text(10,20, 70, 30, "神将")
when 65
self.contents.draw_text(10,20, 70, 30, "神使")
when 65
self.contents.draw_text(10,20, 70, 30, "神王")
when 65
self.contents.draw_text(10,20, 70, 30, "神君")
when 65
self.contents.draw_text(10,20, 70, 30, "神尊")
when 65
self.contents.draw_text(10,20, 70, 30, "神皇")
when 65
self.contents.draw_text(10,20, 70, 30, "神帝")
when 65
self.contents.draw_text(10,20, 70, 30, "神主")
when 65
self.contents.draw_text(10,20, 70, 30, "天阶")
when 65
self.contents.draw_text(10,20, 70, 30, "逆天阶")
when 65
self.contents.draw_text(10,20, 70, 30, "剑仙")
when 65
self.contents.draw_text(10,20, 70, 30, "剑神")
when 65
self.contents.draw_text(10,20, 70, 30, "武神")
when 65
self.contents.draw_text(10,20, 70, 30, "主宰")
when 65
self.contents.draw_text(10,20, 70, 30, "真神")
when 65
self.contents.draw_text(10,20, 70, 30, "下位真神")
when 65
self.contents.draw_text(10,20, 70, 30, "中位真神")
when 65
self.contents.draw_text(10,20, 70, 30, "上位真神")
when 65
self.contents.draw_text(10,20, 70, 30, "伪主神")
when 65
self.contents.draw_text(10,20, 70, 30, "主神")
when 65
self.contents.draw_text(10,20, 70, 30, "至高神")
when 65
self.contents.draw_text(10,20, 70, 30, "创世神")
when 65
self.contents.draw_text(10,20, 70, 30, "掌控者")
when 65
self.contents.draw_text(10,20, 70, 30, "式神")
when 65
self.contents.draw_text(10,20, 70, 30, "始神")
when 65
self.contents.draw_text(10,20, 70, 30, "界主")
when 65
self.contents.draw_text(10,20, 70, 30, "域主")
when 65
self.contents.draw_text(10,20, 70, 30, "天主")
when 65
self.contents.draw_text(10,20, 70, 30, "天道")
when 65
self.contents.draw_text(10,20, 70, 30, "万恶の主")
when 65
self.contents.draw_text(10,20, 70, 30, "仙界の主")
when 65
self.contents.draw_text(10,20, 70, 30, "星际の主")
when 65
self.contents.draw_text(10,20, 70, 30, "神界の主")
when 65
self.contents.draw_text(10,20, 70, 30, "魔界の主")
when 65
self.contents.draw_text(10,20, 70, 30, "神魔の主")
when 65
self.contents.draw_text(10,20, 70, 30, "生命の主")
when 65
self.contents.draw_text(10,20, 70, 30, "万物の主")
when 65
self.contents.draw_text(10,20, 70, 30, "宇宙の主")
when 65
self.contents.draw_text(10,20, 70, 30, "时空の主")
when 65
self.contents.draw_text(10,20, 70, 30, "命运の主")
when 65
self.contents.draw_text(10,20, 70, 30, "永恒の主")
when 65
self.contents.draw_text(10,20, 70, 30, "九五至尊")
end
end
end
end
#■ 刀剑灵力
class Window_DaoLin < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 132, 75)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 70, 30, "次元碎片:")
self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[105]}片")
end
end
#■ 拳掌灵力
class Window_QaoLin < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 150, 80)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 70, 30, "宇宙碎片:")
self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[106]}片")
end
end
#■ 道术灵力
class Window_QaoSin < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 133, 75)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 70, 30, "空间碎片:")
self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[107]}片")
end
end
#■ 熟练精通
class Window_SuLian < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 133, 75)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color = system_color
self.contents.font.color = Color.new(255, 255, 255, 255)
self.contents.font.name = "迷你简行楷"
self.contents.font.size = 20
self.contents.draw_text(0, 0, 70, 30, "神魔碎片:")
self.contents.draw_text(40, 20, 70, 30, "#{$game_variables[108]}片")
end
end
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = "江湖用品"#$data_system.words.item
s2 = "技能神通"#$data_system.words.skill
s3 = "协同整备"#$data_system.words.equip
s4 = "查看状态"
s5 = "九世轮回"
s6 = "至尊仓库"
s7 = "江湖情缘"
s8 = "任务大全"
s9 = "怪物图鉴"
s10 = "赏金猎人"
s11 = "游戏设置"
s12 = "第二菜单"
@command_window = Window_Command.new(130, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11,s12])
@command_window.index = @menu_index
# 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
#==============================================================================
# ■ 武技值的窗口
#==============================================================================
@hunli_window = Window_HunLi.new
@hunli_window.x = 125
@hunli_window.y = 760
#==============================================================================
# ■ 魔法值的窗口
#==============================================================================
@jingqi_window = Window_JiQi.new
@jingqi_window.x = 240
@jingqi_window.y = 760
#==============================================================================
# ■ 魔武值的窗口
#==============================================================================
@daojian_window = Window_DaoJian.new
@daojian_window.x = 350
@daojian_window.y = 760
#==============================================================================
# ■ 罪恶值的窗口
#==============================================================================
@quanzhang_window = Window_QuaznZhang.new
@quanzhang_window.x = 465
@quanzhang_window.y = 760
#==============================================================================
# ■ 善良值的窗口
#==============================================================================
@daoshu_window = Window_DaoShu.new
@daoshu_window.x = 560
@daoshu_window.y = 760
#==============================================================================
# ■ 称号的窗口
#==============================================================================
@chenhao_window = Window_ChenHao.new
@chenhao_window.x = 110
@chenhao_window.y = 0
#==============================================================================
# ■ 次元碎片的窗口
#==============================================================================
@daolin_window = Window_DaoLin.new
@daolin_window.x = 560
@daolin_window.y = 550
#==============================================================================
# ■ 宇宙碎片的窗口
#==============================================================================
@qaolin_window = Window_QaoLin.new
@qaolin_window.x = 560
@qaolin_window.y = 480
#==============================================================================
# ■ 空间碎片的窗口
#==============================================================================
@qaosin_window = Window_QaoSin.new
@qaosin_window.x = 560
@qaosin_window.y = 620
#==============================================================================
# ■ 神魔碎片的窗口
#==============================================================================
@sulian_window = Window_SuLian.new
@sulian_window.x = 560
@sulian_window.y = 690
# 生成步数窗口
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = -20
@playtime_window.y = 750
# 生成任务窗口
@steps_window = Window_Go.new
@steps_window.x = 0
@steps_window.y = 640
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 560
@gold_window.y = 410
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 670#左右移动修改
@status_window.y = 0 #上下移动修改
# 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
@playtime_window.dispose#时间窗口释放
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@hunli_window.dispose
@jingqi_window.dispose
@daojian_window.dispose
@quanzhang_window.dispose
@daoshu_window.dispose
@chenhao_window.dispose
@daolin_window.dispose
@qaolin_window.dispose
@qaosin_window.dispose
@sulian_window.dispose
@steps_window.dispose #任务窗口释放
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@playtime_window.update#时间窗口刷新
@command_window.update
@gold_window.update
@status_window.update
@hunli_window.update
@jingqi_window.update
@daojian_window.update
@quanzhang_window.update
@daoshu_window.update
@chenhao_window.update
@daolin_window.update
@qaolin_window.update
@qaosin_window.update
@sulian_window.update
@steps_window.update #任务窗口刷新
# 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 < 9
# 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 # 特技
# 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 # 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
when 3 # 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 4 #九世轮回
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到加点画面
$scene = Scene_Map.new
$scene = Scene_Lx.new
#$scene = Scene_Lvup.new
when 5 #至尊仓库
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到修炼界面
$scene = Scene_Map.new
$scene = Scene_Shop_Va.new(1) # 得更改
when 6 #人物仓库
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到人物仓库界面
$scene = Scene_Map.new
$scene = Scene_Party_in.new#得更改
when 7 #任务
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到修炼界面
$scene = Scene_Map.new
$scene = Scene_Task.new
#得更改
when 8 #怪物图鉴
$game_system.se_play($data_system.decision_se)
$scene = Scene_MonsterBook.new
when 9 #赏金猎人
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到修炼界面
$scene = Scene_Map.new
$scene = SceneMission.new
#$game_temp.common_event_id = 977#记得更改
when 10 # 游戏设置
# 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
$game_temp.common_event_id = 30#记得更改
when 11 # 第二菜单
# 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 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
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