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Lv1.梦旅人
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- 773
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- #==============================================================================
- # ■ Scene_Menu
- #------------------------------------------------------------------------------
- # 处理菜单画面的类。
- #==============================================================================
- class Scene_Menu < Scene_Base
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # menu_index : 指令光标初期位置
- #--------------------------------------------------------------------------
- def initialize(menu_index = 0)
- @menu_index = menu_index
- end
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @gold_window = Window_Gold.new(384, 416-56)
- @status_window = Window_MenuStatus.new(0, 0)
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- @command_window.dispose
- @gold_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @command_window.update
- @gold_window.update
- @status_window.update
- if @command_window.active
- update_command_selection
- elsif @status_window.active
- update_actor_selection
- end
- end
- #--------------------------------------------------------------------------
- # ● 生成指令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::item
- s2 = Vocab::skill
- s3 = Vocab::save
- s4 = "读档"
- s5 = Vocab::game_end
- @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
- @command_window.y = 0
- @command_window.x = 544-@command_window.width
- @command_window.index = @menu_index
- if $game_party.members.size == 0 # 同伴人数为 0 的情况下
- @command_window.draw_item(0, false) # 物品无效化
- @command_window.draw_item(1, false) # 特技无效化
- @command_window.draw_item(2, false) # 装备无效化
- @command_window.draw_item(3, false) # 状态无效化
- end
- if $game_system.save_disabled # 禁止存档的情况下
- @command_window.draw_item(4, false) # 存档无效化
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新指令选择
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- elsif Input.trigger?(Input::C)
- if $game_party.members.size == 0 and @command_window.index < 4
- Sound.play_buzzer
- return
- elsif $game_system.save_disabled and @command_window.index == 4
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- case @command_window.index
- when 0 # 物品
- $scene = Scene_Item.new
- when 1 # 特技
- start_actor_selection
- when 2 # 存档
- $scene = Scene_File.new(true, false, false)
- when 3 #读档
- $scene = Scene_File.new(false, false, false)
- when 4 # 游戏结束
- $scene = Scene_End.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● アクター選択の開始
- #--------------------------------------------------------------------------
- def start_actor_selection
- @command_window.active = false
- @status_window.active = true
- @status_window.x = 0
- if $game_party.last_actor_index < @status_window.item_max
- @status_window.index = $game_party.last_actor_index
- else
- @status_window.index = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● アクター選択の終了
- #--------------------------------------------------------------------------
- def end_actor_selection
- @command_window.active = true
- @status_window.active = false
- @status_window.index = -1
- end
- #--------------------------------------------------------------------------
- # ● アクター選択の更新
- #--------------------------------------------------------------------------
- def update_actor_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- end_actor_selection
- elsif Input.trigger?(Input::C)
- $game_party.last_actor_index = @status_window.index
- Sound.play_decision
- case @command_window.index
- when 1 # スキル
- $scene = Scene_Skill.new(@status_window.index)
- end
- end
- end
- end
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人家说了不要装备和状态的...lz看我的 我把金钱窗口移到右边了不然状态界面没地方放 |
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