Heja, jeżeli jest ktoś kto zna się nieco na budowie tego skryptu, proszę o pomoc.
Problemem jest drugie menu, które pojawia się przed tym właściwym, co nieco mnie irytuje. Zamiast takiego widoku:
Chciałbym jedynie "Hotkeys" w normalnym menu. A że używam nieco zmodyfikowanego CMS by Time, to chwilowo wygląda to tak:
(Usunąłem Status i jakimś cudem działa XD)
Po wrzuceniu Blizz ABS dodatkowe menu samo się pojawiło i mam problem z usunięciem go, uznałem zresztą ze coś takiego jak "Hotkeys" się przyda. Tutaj moja prośba - jeżeli ktoś może przerobić zarówno skrypt do Blizza, jak i do CMS'a którego podam tak, żeby Hotkeys był w nim, to będę wdzięczny. Prócz Hotkeys, nie chcę z Blizza niczego innego(jeżeli chodzi o menu).
Oto nieco przerobiony CMS od Time'a:
Spoiler:
Kod:
#################################################################################
###############################################################################
#################################TIME's CMS###################################
#15.04.2010
#
#www.ultimateam.pl
#©copyright©
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title("obrazek")
# Make command window
s1 = "Powrót"
s2 = "Plecak"
s3 = "Umiejętności"
s4 = "Ekwipunek"
s5 = "Zapis"
s6 = "Wczytaj"
s7 = "Koniec Gry"
@command_window = Window_Command1.new(190, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(5)
end
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@gold_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@gold_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
$game_map.autoplay
Audio.bgm_stop
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Map.new
when 1 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
$scene = Scene_Item.new
when 2 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = true
$scene = Scene_Skill.new
when 3 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = true
$scene = Scene_Equip.new
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load1.new
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window1.active = false
@status_window1.index = -0
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 2 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window1.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window1.index)
when 3 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window1.index)
end
return
end
end
end
#=============================================================================
#=============================================================================
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================
class Scene_Load1 < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Remake temporary object
$game_temp = Game_Temp.new
# Timestamp selects new file
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Which file would you like to load?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# If file doesn't exist
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
read_save_data(file)
file.close
# Restore BGM and BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to title screen
$scene = Scene_Menu.new(6)
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
# If magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
#==============================================================================
#==============================================================================
#-----------------------------------------------------------------------------
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus1 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 170, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + 32)
draw_actor_exp(actor, -20, y + 64)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
#==============================================================================
#==============================================================================
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_Command1 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
# Compute window height from command quantity
super(200, 50, width, commands.size * 40 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
Blizz ABS (Nie jestem pewien który part dotyczy menu, pewnie 2, lub trzeci >_>)
Jeszcze raz - dla pewności.
Chcę przesunąć "Hotkeys" które pojawia się w Menu przez Blizz ABS do zmodyfikowanego CMS'a Time'a. Jednocześnie chciałbym żeby zniknęło to dodatkowe menu z Blizza. :I
Proszę o szybką pomoc
=====================
EDIT
Już nie widać menu z ABS'a, bo przestawiłem kolejność w skryptach. Mimo wszystko chciałbym użyć Hotkeys'ów w mojej grze, nawet jeżeli ustawione automatycznie w jakiś sposób :I
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