08-31-2016, 05:41 AM
(This post was last modified: 08-31-2016, 05:42 AM by kumpan2000.)
มีคำถามครับบ คำสั่งต้องการให้เกิดจากตัวเลือกที่สร้างจาก addCommand ต้องใส่ที่ไหนครับ ลองแกะไฟล์ rpg_scene, rpg_window เขียนตามแล้วไม่ได้อะครับ
/puke/puke/puke/puke
Code:
//=====
// Choose Motherland Scenes
//=====
/*:
* @plugindesc Display Motherland Scenes. Use for project Ornearth only.
* @author Pannxe (irpg.in.th/user-1284.html)
*/
function Scene_pxeChooseHomeland() {
this.initialize.apply(this, arguments);
}
Scene_pxeChooseHomeland.prototype = Object.create(Scene_MenuBase.prototype);
Scene_pxeChooseHomeland.prototype.constructor = Scene_pxeChooseHomeland;
Scene_pxeChooseHomeland.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_pxeChooseHomeland.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createHeadWindow();
this.createMotherlandWindow();
};
Scene_pxeChooseHomeland.prototype.createHeadWindow = function() {
this._HeadWindow = new Window_Head(0,0);
this.addWindow(this._HeadWindow);
}
Scene_pxeChooseHomeland.prototype.createMotherlandWindow = function() {
this._MotherlandWindow = new Window_MotherlandList(0,0);
this._MotherlandWindow.y = Graphics.boxHeight - this._MotherlandWindow.height;
this.addWindow(this._MotherlandWindow);
}
Scene_pxeChooseHomeland.prototype.start = function() {
Scene_MenuBase.prototype.start.call(this);
};
Scene_pxeChooseHomeland.prototype.update = function() {
Scene_MenuBase.prototype.update.call(this);
if (Input.isTriggered('cancel')) {
SoundManager.playCancel();
SceneManager.goto(Scene_Map);
}
};
//------------------
Scene_pxeChooseHomeland.prototype.createCommandWindow = function() {
this._motherlandListWindow = new Window_MotherlandList(0, 0);
this._motherlandListWindow.setHandler('syrin', this.commandSyrin.bind(this));
this._motherlandListWindow.setHandler('dinyard', this.commandDinyard.bind(this));
this._motherlandListWindow.setHandler('cancel', this.popScene.bind(this));
this.addWindow(this._motherlandListWindow);
};
Scene_pxeChooseHomeland.prototype.commandSyrin = function() {
DataManager.setupNewGame();
this._commandWindow.close();
this.fadeOutAll();
SceneManager.goto(Scene_Map);
};
Scene_pxeChooseHomeland.prototype.commandDinyard = function() {
/*
.
.
.
*/
};
//=================================================
// Windows
//=================================================
//Head
function Window_Head() {
this.initialize.apply(this, arguments);
}
Window_Head.prototype = Object.create(Window_Base.prototype);
Window_Head.prototype.constructor = Window_Head;
Window_Head.prototype.initialize = function(x, y) {
var width = this.windowWidth();
var height = this.windowHeight();
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.refresh();
};
Window_Head.prototype.windowWidth = function() {
return Graphics.width;
};
Window_Head.prototype.windowHeight = function() {
return this.fittingHeight(1);
};
Window_Head.prototype.refresh = function() {
var x = this.textPadding();
var width = this.contents.width - this.textPadding() * 2;
this.contents.clear();
this.drawTextEx("Please choose your motherland.", 0, 0);
};
Window_Head.prototype.open = function() {
this.refresh();
Window_Base.prototype.open.call(this);
};
//------------------
//
//Homeland list
function Window_MotherlandList() {
this.initialize.apply(this, arguments);
}
Window_MotherlandList.prototype = Object.create(Window_Command.prototype);
Window_MotherlandList.prototype.constructor = Window_MotherlandList;
Window_MotherlandList.prototype.initialize = function(x, y) {
Window_Command.prototype.initialize.call(this, x, y);
this.selectLast();
};
Window_MotherlandList._lastCommandSymbol = null;
Window_MotherlandList.initCommandPosition = function() {
this._lastCommandSymbol = null;
};
Window_MotherlandList.prototype.windowWidth = function() {
return 240;
};
Window_MotherlandList.prototype.numVisibleRows = function() {
return this.maxItems();
};
Window_MotherlandList.prototype.makeCommandList = function() {
this.addMainList();
};
Window_MotherlandList.prototype.addMainList = function() {
this.addCommand("Syrin", 'syrin');
this.addCommand('Dinyard', 'dinyard');
this.addCommand('Logout', 'cancel');
};
Window_MotherlandList.prototype.areMainCommandsEnabled = function() {
return $gameParty.exists();
};
Window_MotherlandList.prototype.processOk = function() {
Window_MotherlandList._lastCommandSymbol = this.currentSymbol();
Window_Command.prototype.processOk.call(this);
};
Window_MotherlandList.prototype.selectLast = function() {
this.selectSymbol(Window_MotherlandList._lastCommandSymbol);
};
/puke/puke/puke/puke
งั่ม