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 Lv3.寻梦者 (暗夜天使) 精灵族の天使 
	梦石0 星屑1707 在线时间3039 小时注册时间2007-3-16帖子33731  
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本帖最后由 精灵使者 于 2014-12-20 20:52 编辑
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 首先按照取消战斗、逃跑的办法取消战斗、逃跑项
 在Scene_Battle 2选项里面修改
 # 有效化同伴指令窗口
 @party_command_window.active = false
 @party_command_window.visible = false
 然后再把第62行后面的
 def update_phase 2
 后面的东西全部注释掉,留下start_phase3一项,即改成这样:
 #--------------------------------------------------------------------------
 # ● 刷新画面 (同伴命令回合)
 #--------------------------------------------------------------------------
 def update_phase2
 # 按下 C 键的情况下
 #if Input.trigger?(Input::C)
 # 同伴指令窗口光标位置分支
 #case @party_command_window.index
 # when 0  # 战斗
 # 演奏确定 SE
 #$game_system.se_play($data_system.decision_se)
 # 开始角色的命令回合
 start_phase3
 #when 1  # 逃跑
 # 不能逃跑的情况下
 #if $game_temp.battle_can_escape == false
 # 演奏冻结 SE
 #$game_system.se_play($data_system.buzzer_se)
 #return
 #end
 # 演奏确定 SE
 #$game_system.se_play($data_system.decision_se)
 # 逃走处理
 #update_phase2_escape
 #end
 #return
 #end
 end
 留下带彩色的一项。
 然后在Scene_battle 1 的第30行修改为……
 
 @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,"逃跑"])
 @actor_command_window.y = 128
 
 然后在Scene_battle 3里面修改这项
 #--------------------------------------------------------------------------
 # ● 刷新画面 (角色命令回合 : 基本命令)
 #--------------------------------------------------------------------------
 def update_phase3_basic_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)
 # 转向前一个角色的指令输入
 phase3_prior_actor
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 角色指令窗口光标位置分之
 case @actor_command_window.index
 when 0  # 攻击
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 设置行动
 @active_battler.current_action.kind = 0
 @active_battler.current_action.basic = 0
 # 开始选择敌人
 start_enemy_select
 when 1  # 特技
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 设置行动
 @active_battler.current_action.kind = 1
 # 开始选择特技
 start_skill_select
 when 2  # 防御
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 设置行动
 @active_battler.current_action.kind = 0
 @active_battler.current_action.basic = 1
 # 转向下一位角色的指令输入
 phase3_next_actor
 when 3  # 物品
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 设置行动
 @active_battler.current_action.kind = 2
 # 开始选择物品
 start_item_select
 ###########################################################################
 when 4  # 逃跑
 if $game_temp.battle_can_escape == false
 # 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)
 # 逃走处理
 update_phase2_escape
 ###########################################################################
 end
 return
 end
 end
 到这里还不算完,真正的目的在后边。如果你选用了图标选项菜单的话,请用这个脚本替换main前面原来的脚本。
 最终截图如下:复制代码#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== 
module Momo_IconCommand
  # 图标名称设定
  ATTACK_ICON_NAME = "001-Weapon01"     # 攻撃
  SKILL_ICON_NAME = "044-Skill01"       # 特技
  GUARD_ICON_NAME = "009-Shield01"      # 防御
  ITEM_ICON_NAME = "032-Item01"         # 物品
  ESCAPE_ICON_NAME = "020-Accessory05"  # 逃跑
  # X坐标修正
  X_PLUS = -50
  # Y坐标修正
  Y_PLUS = -180
  # 选择时图标的动作
  # 0:静止 1:放大
  SELECT_TYPE = 1
  # 闪烁时光芒的颜色
  FLASH_COLOR = Color.new(255, 255, 255, 128)
  # 闪烁时间
  FLASH_DURATION = 10
  # 闪烁间隔
  FLASH_INTERVAL = 20
  # 是否写出文字的名称
  COM_NAME_DROW = true
  # 文字名称是否移动
  COM_NAME_MOVE = true
  # 文字内容
  ATTACK_NAME = "攻击"    # 攻击
  SKILL_NAME = "魔法"     # 特技
  GUARD_NAME = "防御"     # 防御
  ITEM_NAME = "物品"      # 物品
  ESCAPE_NAME = "逃跑"    # 逃跑
  # 文字颜色
  COM_NAME_COLOR = Color.new(255, 255, 255, 255)
  # 文字坐标修正
  COM_NAME_X_PLUS = 0
  COM_NAME_Y_PLUS = -15
end
class Window_CommandIcon < Window_Selectable
  attr_accessor :last_index
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(x, y, commands)
    super(x, y, 32, 32)
    # ウィンドウスキンに空文字列を指定してウィンドウを描画しないようにする
    self.windowskin = RPG::Cache.windowskin("")
    @item_max = commands.size
    @commands = commands
    @column_max = commands.size
    @index = 0
    @last_index = nil
    @name_sprite = nil
    @sprite = []
    refresh
  end
  def dispose
    super
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite.dispose unless @name_sprite.nil?
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @name_sprite.dispose unless @name_sprite.nil?
    for sprite in @sprite
      sprite.dispose unless sprite.nil?
    end
    @name_sprite = nil
    draw_com_name if Momo_IconCommand::COM_NAME_DROW
    @sprite = []
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #--------------------------------------------------------------------------
  def draw_item(index)
    @sprite[index] = Sprite_Icon.new(nil, @commands[index])
    @sprite[index].z = self.z + 1
  end
  def draw_com_name
    @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
    
  end
  
  # 更新
  def update
    super
    icon_update
    com_name_update if Momo_IconCommand::COM_NAME_DROW
    if move_index?
      @last_index = self.index
    end
  end
  # アイコンの更新
  def icon_update
    for i in [email protected]
      @sprite[i].active = (self.index == i)
      @sprite[i].x = self.x + i * 24
      @sprite[i].y = self.y + 0
      @sprite[i].z = (self.index == i) ? self.z + 2 : self.z + 1
      @sprite[i].visible = self.visible
      @sprite[i].update
    end
  end
  # コマンドネームの更新
  def com_name_update
    if move_index?
      @name_sprite.name = get_com_name
    end
    @name_sprite.x = self.x - 12 + Momo_IconCommand::COM_NAME_X_PLUS
    @name_sprite.y = self.y - 40 + Momo_IconCommand::COM_NAME_Y_PLUS
    @name_sprite.z = self.z + 1
    @name_sprite.active = self.active
    @name_sprite.visible = self.visible
    @name_sprite.update
  end
  def get_com_name
    make_name_set if @name_set.nil?
    name = @name_set[self.index]
    name = "" if name.nil?
    return name
  end
  def make_name_set
    @name_set = []
    @name_set[0] = Momo_IconCommand::ATTACK_NAME
    @name_set[1] = Momo_IconCommand::SKILL_NAME
    @name_set[2] = Momo_IconCommand::GUARD_NAME
    @name_set[3] = Momo_IconCommand::ITEM_NAME
    @name_set[4] = Momo_IconCommand::ESCAPE_NAME
    end
  def move_index?
    return self.index != @last_index
  end
  def need_reset
    @name_sprite.need_reset = true if Momo_IconCommand::COM_NAME_DROW
  end
end
# アイコン用スプライト
class Sprite_Icon < Sprite
  attr_accessor :active
  attr_accessor :icon_name
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport, icon_name)
    super(viewport)
    @icon_name = icon_name
    @last_icon = @icon_name
    @count = 0
    self.bitmap = RPG::Cache.icon(@icon_name)
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    @active = false
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    if @icon_name != @last_icon
      @last_icon = @icon_name
      self.bitmap = RPG::Cache.icon(@icon_name)
    end
    if @active
      @count += 1
      case Momo_IconCommand::SELECT_TYPE
      when 0
        icon_flash
      when 1
        icon_zoom
      end
      @count = 0 if @count == 20
    else
      icon_reset
    end
  end
  def icon_flash
    if @count % Momo_IconCommand::FLASH_INTERVAL == 0 or @count == 1
      self.flash(Momo_IconCommand::FLASH_COLOR, Momo_IconCommand::FLASH_DURATION)
    end
  end
  def icon_zoom
    case @count
    when 1..10
      zoom = 1.0 + @count / 10.0
    when 11..20
      zoom = 2.0 - (@count - 10) / 10.0
    end
    self.zoom_x = zoom
    self.zoom_y = zoom
  end
  def icon_reset
    @count = 0
    self.zoom_x = 1.0
    self.zoom_y = 1.0
  end
end
# コマンドネーム用スプライト
class Sprite_Comm_Name < Sprite
  attr_accessor :active
  attr_accessor :name
  attr_accessor :need_reset
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize(viewport, name)
    super(viewport)
    @name = name
    @last_name = nil
    @count = 0
    @x_plus = 0
    @opa_plus = 0
    @need_reset = false
    @active = false
    self.bitmap = Bitmap.new(160, 32)
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    if self.bitmap != nil
      self.bitmap.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    if @active
      if need_reset?
        @need_reset = false
        @last_name = @name
        text_reset
      end
      move_text if Momo_IconCommand::COM_NAME_MOVE
    end
  end
  def move_text
    @count += 1
    @x_plus = [@count * 8, 80].min 
    self.x = self.x - 80 + @x_plus
    self.opacity = @count * 25
  end
  def text_reset
    @count = 0
    @x_plus = 0
    self.bitmap.clear
    self.bitmap.font.color = Momo_IconCommand::COM_NAME_COLOR
    self.bitmap.draw_text(0, 0, 160, 32, @name)
  end
  def need_reset?
    return (@name != @last_name or @need_reset)
  end
end
class Scene_Battle
  #--------------------------------------------------------------------------
  # ● プレバトルフェーズ開始
  #--------------------------------------------------------------------------
  alias scene_battle_icon_command_start_phase1 start_phase1
  def start_phase1
    com1 = Momo_IconCommand::ATTACK_ICON_NAME
    com2 = Momo_IconCommand::SKILL_ICON_NAME
    com3 = Momo_IconCommand::GUARD_ICON_NAME
    com4 = Momo_IconCommand::ITEM_ICON_NAME
    com5 = Momo_IconCommand::ESCAPE_ICON_NAME
    @actor_command_window = Window_CommandIcon.new(0, 0, [com1, com2, com3, com4, com5])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.update
    scene_battle_icon_command_start_phase1
  end
  #--------------------------------------------------------------------------
  # ● アクターコマンドウィンドウのセットアップ
  #--------------------------------------------------------------------------
  alias scene_battle_icon_command_phase3_setup_command_window phase3_setup_command_window
  def phase3_setup_command_window
    scene_battle_icon_command_phase3_setup_command_window
    # アクターコマンドウィンドウの位置を設定
    @actor_command_window.x = command_window_actor_x(@actor_index)
    @actor_command_window.y = command_window_actor_y(@actor_index)
    @actor_command_window.need_reset
  end
  def command_window_actor_x(index)
    $game_party.actors[index].screen_x + Momo_IconCommand::X_PLUS
  end
  def command_window_actor_y(index)
    $game_party.actors[index].screen_y + Momo_IconCommand::Y_PLUS
  end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== 
 ![]() 效果很不错吧~
 大家不会的话可以下载工程观摩下。
 http://rpg.blue/upload_program/files/动态+逃跑.rar
 
 
 
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