Scene_Status

Publié le par chindan

#============================================
# ¡ Scene_Status
#----------------------------------------------
# @ƒXƒe[ƒ^ƒX‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#============================================

class Scene_Status
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# actor_index : ƒAƒNƒ^[ƒCƒ“ƒfƒbƒNƒX
#------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#------------------------------------------
# œ ƒƒCƒ“ˆ—
#------------------------------------------
def main
# ƒAƒNƒ^[‚ðŽæ“¾
@actor = $game_party.actors[@actor_index]
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
@status_window = Window_Status.new(@actor)
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@status_window.dispose
end
#------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#------------------------------------------
def update
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒƒjƒ…[‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Menu.new(3)
return
end
# R ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::R)
# ƒJ[ƒƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cursor_se)
# ŽŸ‚̃AƒNƒ^[‚Ö
@actor_index += 1
@actor_index %= $game_party.actors.size
# •ʂ̃Xƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Status.new(@actor_index)
return
end
# L ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::L)
# ƒJ[ƒƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cursor_se)
# ‘O‚̃AƒNƒ^[‚Ö
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# •ʂ̃Xƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Status.new(@actor_index)
return
end
end
end
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