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以下引用缺牙de兔子于2007-12-28 18:00:45的发言:
没完了--刷新失败
[本贴由作者于 2007-12-28 19:41:53 最后编辑]
- #######################################################################################################
- #
- #######################################################################################################
- class Zandou_My_Battle
-
- def main
- judge($game_variables[76],$game_variables[77],$game_variables[78] ,
- $game_variables[79],$game_variables[80],$game_variables[81],
- $game_variables[82],$game_variables[83],$game_variables[84] )
- # 清除战斗调用标志
- $game_temp.battle_calling = false
- # 清除菜单调用标志
- $game_temp.menu_calling = false
- $game_temp.menu_beep = false
- # 生成遇敌计数
- $game_player.make_encounter_count
- # 记忆地图 BGM 、停止 BGM
- $game_temp.map_bgm = $game_system.playing_bgm
- $game_system.bgm_stop
- # 演奏战斗开始 SE
- $game_system.se_play($data_system.battle_start_se)
- # 演奏战斗 BGM
- $game_system.bgm_play($game_system.battle_bgm)
- loop do
-
- self.init_addr
-
- end
-
- end
-
- def judge(actor_Id,actor_Hp,actor_Mp ,actor_Atk,actor_Def,actor_X,actor_Y,actor_Z,actor_Action )
- @actor_Id = actor_Id
- @actor_Hp = actor_Hp
- @actor_Mp = actor_Mp
- @actor_Atk = actor_Atk
- @actor_Def = actor_Def
- @actor_X = actor_X
- @actor_Y = actor_Y
- @actor_Z = actor_Z
- @actor_Action = actor_Action
-
- #p "角色ID:#{@actor_Id}"
- #p "角色HP:#{@actor_Hp}"
- #p "角色SP:#{@actor_Mp}"
- #p "角色攻击力:#{@actor_Atk}"
- #p "角色防御力:#{@actor_Def}"
- #p "角色X坐标:#{@actor_X}"
- #p "角色Y坐标:#{@actor_Y}"
- #p "角色Z坐标:#{@actor_Z}"
- #p "角色动作:#{@actor_Action}"
- end
-
- def init_addr
- if( $game_variables[81] < 0)
- $game_variables[81] = 0
- end
- if($game_variables[81] > 19)
- $game_variables[81] = 19
- end
-
- @init_X = $game_variables[81]
- @init_Y = $game_variables[82]
- @init_Z = $game_variables[83]
-
- devil = Sprite.new
- devil.x = @init_X *32
- devil.y = @init_Y *32 - 80
- devil.bitmap = Bitmap.new("Graphics/Pictures/按下右")
- end
-
- end
复制代码
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如果我不在main循环 使用并行事件调用的话就变成这样了....
而且不用我写代码删除 图片就自己消失了--
版务信息:本贴由楼主自主结贴~ |
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