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Lv2.观梦者 傻♂逼
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|
复制到Main的上面
按 F9 看效果。有一些不同哦~~
PS:
Xp的原意是不死
- #==============================================================================
- # ** Scene_Debug
- #------------------------------------------------------------------------------
- # This class performs debug screen processing.
- #==============================================================================
- class Scene_Debug < Scene_Base
- #--------------------------------------------------------------------------
- # * Main
- #--------------------------------------------------------------------------
- def main
- super
- end
- #--------------------------------------------------------------------------
- # * Start processing
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- make_command
- end
- def make_command
- s1 = "·治疗我方角色"
- s2 = "·无敌模式"
- s3 = "·金钱操作"
- s4 = "·禁止遇敌"
- s5 = "·物品操作"
- s6 = "·传送"
- s7 = "·更改移动速度"
- s8 = "·强行储存进度"
- s9 = "·基本变量操作"
- @command_window = Window_Command.new(127,[s1,s2,s3,s4,s5,s6,s7,s8,s9])
- @command_window.y = 128
- @command_window.z = 999
- end
- def terminate
- super
- @command_window.dispose
- end
- def update
- super
- @command_window.update
- case @command_window.index
- when 0
- members = $game_party.members
- if Input.trigger?(Input::C)
- for i in 0...members.size
- $game_party.members[i].recover_all
- end
- p "恢复好了"
- end
- if Input.trigger?(Input::X)
- for i in 0...members.size
- $game_party.members[i].hp = members.maxhp
- end
- end
- if Input.trigger?(Input::Y)
- for i in 0...members.size
- $game_party.members[i].sp = members.maxsp
- end
- end
- if Input.trigger?(Input::A)
- for i in 0...members.size
- $game_party.members[i].clear_action_results
- end
- end
- when 1
- if Input.trigger?(Input::C)
- #p "VX要怎么无敌捏?"
- members = $game_party.members
- for i in 0...members.size
- for x in 1..98
- $game_party.members[i].level_up
- end
- $game_party.members[i].maxhp = 9999999
- $game_party.members[i].maxmp = 9999999
- $game_party.members[i].atk=999
- $game_party.members[i].def=999
- $game_party.members[i].spi=999
- $game_party.members[i].agi=999
- $game_party.members[i].recover_all
- end
- p "满级!"
- end
- when 2
- if Input.trigger?(Input::C)
- monny_do
- end
- when 3
- if Input.trigger?(Input::C)
- p "原来不遇敌状态为:" + $game_system.encounter_disabled.to_s + "现在为" + (not $game_system.encounter_disabled).to_s
- $game_system.encounter_disabled = (not $game_system.encounter_disabled)
- $game_player.make_encounter_count
- end
- when 4
- if Input.trigger?(Input::C)
- p "灰色的物品也可以购买哦!!"
- $game_temp.shop_goods = []
- for i in 0..99999
- $game_temp.shop_goods.push([0,i])
- end
- for i in 0..99999
- $game_temp.shop_goods.push([1,i])
- end
- for i in 0..99999
- $game_temp.shop_goods.push([2,i])
- end
- $scene = Scene_Nomonny.new
- end
- when 5
- if Input.trigger?(Input::C)
- $scene = Scene_Fly.new
- end
- when 6
- if Input.trigger?(Input::C)
- p "修改移动速度"
- move_do(0)
- p "频率"
- move_do(1)
- end
- when 7
- if Input.trigger?(Input::C)
- $scene = Scene_File.new(true,false,true)
- end
- when 8
- if Input.trigger?(Input::C)
- $scene = Scene_VDebug.new
- end
- end
- if Input.trigger?(Input::B)
- $scene = Scene_Map.new
- end
- end
- def monny_do
- @no = Window_NumberInput.new
- @no.active = true
- @no.number = $game_party.gold
- monny_up
- return
- end
- def monny_up
- #number
- Input.update # Update input information
- loop do
- Graphics.update # Update game screen
- Input.update # Update input information
- @no.update
- if Input.trigger?(Input::C)
- #$game_party.gold = @no.number
- $game_party.lose_gold(999999999999999)
- $game_party.gain_gold(@no.number)
- @no.dispose
- break
- end
- if Input.trigger?(Input::B)
- @no.dispose
- break
- end
- end
- Graphics.update
- Input.update
- end
- def move_do(i)
- @no = Window_NumberInput.new
- @no.active = true
- @no.number = $game_player.get_speed if i == 0
- @no.number = $game_player.get_frequency if i == 1
- @no.digits_max=1
- move_up(i)
- return
- end
- def move_up(i)
- #number
- Input.update # Update input information
- loop do
- Graphics.update # Update game screen
- Input.update # Update input information
- @no.update
- if Input.trigger?(Input::C)
- if i == 0
- $game_player.set_speed(@no.number)
- end
- if i == 1
- $game_player.set_frequency(@no.number)
- end
- @no.dispose
- break
- end
- if Input.trigger?(Input::B)
- @no.dispose
- break
- end
- end
- Graphics.update
- Input.update
- end
- end#==============================================================================
- # ** Scene_Shop
- #------------------------------------------------------------------------------
- # This class performs shop screen processing.
- #==============================================================================
- class Scene_Nomonny < Scene_Base
- #--------------------------------------------------------------------------
- # * Start processing
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- create_command_window
- @help_window = Window_Help.new
- @gold_window = Window_Gold.new(384, 56)
- @dummy_window = Window_Base.new(0, 112, 544, 304)
- @buy_window = Window_ShopBuy.new(0, 112)
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- @sell_window = Window_ShopSell.new(0, 112, 544, 304)
- @sell_window.active = false
- @sell_window.visible = false
- @sell_window.help_window = @help_window
- @number_window = Window_ShopNumber.new(0, 112)
- @number_window.active = false
- @number_window.visible = false
- @status_window = Window_ShopStatus.new(304, 112)
- @status_window.visible = false
- end
- #--------------------------------------------------------------------------
- # * Termination Processing
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- dispose_command_window
- @help_window.dispose
- @gold_window.dispose
- @dummy_window.dispose
- @buy_window.dispose
- @sell_window.dispose
- @number_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @help_window.update
- @command_window.update
- @gold_window.update
- @dummy_window.update
- @buy_window.update
- @sell_window.update
- @number_window.update
- @status_window.update
- if @command_window.active
- update_command_selection
- elsif @buy_window.active
- update_buy_selection
- elsif @sell_window.active
- update_sell_selection
- elsif @number_window.active
- update_number_input
- end
- end
- #--------------------------------------------------------------------------
- # * Create Command Window
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = "获得"
- s2 = "扔掉"
- s3 = "取消"
- @command_window = Window_Command.new(384, [s1, s2, s3], 3)
- @command_window.y = 56
- if $game_temp.shop_purchase_only
- @command_window.draw_item(1, false)
- end
- end
- #--------------------------------------------------------------------------
- # * Dispose of Command Window
- #--------------------------------------------------------------------------
- def dispose_command_window
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # * Update Command Selection
- #--------------------------------------------------------------------------
- def update_command_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Debug.new
- elsif Input.trigger?(Input::C)
- case @command_window.index
- when 0 # buy
- Sound.play_decision
- @command_window.active = false
- @dummy_window.visible = false
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.refresh
- @status_window.visible = true
- when 1 # sell
- if $game_temp.shop_purchase_only
- Sound.play_buzzer
- else
- Sound.play_decision
- @command_window.active = false
- @dummy_window.visible = false
- @sell_window.active = true
- @sell_window.visible = true
- @sell_window.refresh
- end
- when 2 # Quit
- Sound.play_decision
- $scene = Scene_Debug.new
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Update Buy Item Selection
- #--------------------------------------------------------------------------
- def update_buy_selection
- @status_window.item = @buy_window.item
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @dummy_window.visible = true
- @buy_window.active = false
- @buy_window.visible = false
- @status_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- end
- if Input.trigger?(Input::C)
- @item = @buy_window.item
- number = $game_party.item_number(@item)
- #if @item == nil or @item.price > $game_party.gold or number == 99
- # Sound.play_buzzer
- #else
- Sound.play_decision
- max = @item.price == 0 ? 99 : $game_party.gold / @item.price
- max = [max, 99 - number].min
- @buy_window.active = false
- @buy_window.visible = false
- @number_window.set(@item, max, @item.price)
- @number_window.active = true
- @number_window.visible = true
- # end
- end
- end
- #--------------------------------------------------------------------------
- # * Update Sell Item Selection
- #--------------------------------------------------------------------------
- def update_sell_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @command_window.active = true
- @dummy_window.visible = true
- @sell_window.active = false
- @sell_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- elsif Input.trigger?(Input::C)
- @item = @sell_window.item
- @status_window.item = @item
- if @item == nil or @item.price == 0
- Sound.play_buzzer
- else
- Sound.play_decision
- max = $game_party.item_number(@item)
- @sell_window.active = false
- @sell_window.visible = false
- @number_window.set(@item, max, @item.price / 2)
- @number_window.active = true
- @number_window.visible = true
- @status_window.visible = true
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Update Number Input
- #--------------------------------------------------------------------------
- def update_number_input
- if Input.trigger?(Input::B)
- cancel_number_input
- elsif Input.trigger?(Input::C)
- decide_number_input
- end
- end
- #--------------------------------------------------------------------------
- # * Cancel Number Input
- #--------------------------------------------------------------------------
- def cancel_number_input
- Sound.play_cancel
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0 # Buy
- @buy_window.active = true
- @buy_window.visible = true
- when 1 # Sell
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- end
- #--------------------------------------------------------------------------
- # * Confirm Number Input
- #--------------------------------------------------------------------------
- def decide_number_input
- Sound.play_shop
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0 # Buy
- $game_party.gain_item(@item, @number_window.number)
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @buy_window.active = true
- @buy_window.visible = true
- when 1 # sell
- $game_party.lose_item(@item, @number_window.number)
- @gold_window.refresh
- @sell_window.refresh
- @status_window.refresh
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- end
- end
- class Scene_Fly < Scene_Base
- def main
- super
- end
- def start
- super
- a = []
- @info = load_data("Data/MapInfos.rvdata")
- for i in 1..999#@info.size
- if @info[i] != nil
- a.push(@info[i].name)
- p @info[i].name
- end
- end
- p "一共显示96张地图,MS地图〉96的,后面的地图文字没有描绘"
- @command_window = Window_Command.new(172*(544/172),a,2*(544/172),16)
- @command_window.x = 16
- end
- def update
- super
- @command_window.update
- if Input.trigger?(Input::C)
- go(@command_window.index+1)
- end
- end
- def terminate
- super
- @command_window.dispose
- end
- def go(index)
- if @info[index] != nil
- p "您决定要去" + @info[index].name.to_s + "的1,1"
- return true if $game_temp.in_battle
- if $game_player.transfer? or # Transferring Player
- $game_message.visible # Displaying a message
- return false
- end
- map_id = index
- x = 1
- y = 1
- $game_player.reserve_transfer(map_id, x, y, 2)
- $scene = Scene_Map.new
- else
- if @info.size >= index
- p "地图数据错误,系统向下寻找正常地图"
- go(index+1)
- else
- p "已搜索所有地图,失败"
- $scene = Scene_Map.new
- end
- end
- end
- end#==============================================================================
- # ** Game_Player
- #------------------------------------------------------------------------------
- # This class handles maps. It includes event starting determinants and map
- # scrolling functions. The instance of this class is referenced by $game_map.
- #==============================================================================
- class Game_Player < Game_Character
- def set_speed(z)
- @move_speed = z
- end
- def set_frequency(z)
- @move_frequency = z
- end
- def get_speed
- return @move_speed
- end
- def get_frequency
- return @move_frequency
- end
- end
复制代码
物品操作很欠扁的Copy了Shop脚本。所以有点不自然 {/gg}{/gg}
没关系,反正是给开发人员看的
有问题的地方我都有记号
特别是·传送系统
如果同意公开脚本的话,就不收费了(其实×_×,自己也想要 {/gg}{/gg}{/gg}) |
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