Project1

标题: 某SPin脚本找不到调坐标的地方 [打印本页]

作者: houyuxiaoyang    时间: 2012-11-10 18:20
标题: 某SPin脚本找不到调坐标的地方
  1. =begin ========================================================================
  2. * ziifee's Spin Command for RPG Tankentai Sideview Battle System
  3.   By ziifee ( http://neomemo.web.fc2.com/ )
  4.    <SBS Only>
  5.     -This script is only for the Tankentai SBS WITHOUT the ATB installed.
  6.    <Image Required>
  7.      Spin40 : Spin40.png is required in the Graphics/System folder.
  8. =end # ========================================================================

  9. #==============================================================================
  10. # ■ Ziifee
  11. #==============================================================================

  12. module Zii
  13.   # ▼ Spin Command/Icon Index Number
  14.   FIGHT = 132                        # Fight
  15.   ESCAPE = 143                         # Escape
  16.   ATTACK = 1                         # Attack (Default)
  17.   GUARD = 52                          # Guard
  18.   MAGIC = 128                        # Magic
  19.   ITEM = 144                           # Item
  20.   
  21.   # ▼ Spin Command/Direction of Rotation ( "normal" or "reverse" )
  22.   #   Determines how Spin Command rotates according to left/right key press.
  23.   TURN = "normal"
  24.   
  25.   # ▼ Face Graphics (true: Use battle face graphic / false: don't use faces)
  26.   STATUS_FACE = true
  27.   
  28.   # ▼ Actor Names (true: Show actor names / false: Don't show )
  29.   STATUS_LINE = true
  30.   
  31.   # ▼ Actor Name Text Size ( VX default size: 20 )
  32.   LINE_SIZE = 14
  33.   
  34.   #--------------------------------------------------------------------------
  35.   # ● 通常回転 の判定
  36.   #--------------------------------------------------------------------------
  37.   def self.turn_normal?
  38.     return false if TURN == "reverse"
  39.     return true  if TURN == "normal"
  40.     return true
  41.   end
  42.   #--------------------------------------------------------------------------
  43.   # ● バトルオプション [顔グラフィック] の判定
  44.   #--------------------------------------------------------------------------
  45.   def self.battle_face?
  46.     return true if STATUS_FACE
  47.     return false
  48.   end
  49.   #--------------------------------------------------------------------------
  50.   # ● バトルステートオプション [名前] の判定
  51.   #--------------------------------------------------------------------------
  52.   def self.line_name?
  53.     return true if STATUS_LINE
  54.     return false
  55.   end
  56. end

  57. #==============================================================================
  58. # ¡ Window_Base
  59. #==============================================================================

  60. class Window_Base
  61.   #--------------------------------------------------------------------------
  62.   # ● 描绘脸谱
  63.   #     face_name  : 脸谱图像文件名
  64.   #     face_index : 脸谱图像索引
  65.   #     x          : 描绘目标 X 坐标
  66.   #     y          : 描绘目标 Y 坐标
  67.   #     size       : 显示大小
  68.   #     opacity    :不透明度
  69.   #--------------------------------------------------------------------------
  70.   def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
  71.     bitmap = Cache.face(face_name)
  72.     rect = Rect.new(0, 0, 0, 0)
  73.     rect.x = face_index % 4 * 96 + (96 - size) / 2
  74.     rect.y = face_index / 4 * 96 + (96 - size) / 2
  75.     rect.width = size
  76.     rect.height = size
  77.     self.contents.blt(x, y, bitmap, rect, opacity)
  78.     bitmap.dispose
  79.   end
  80.   #--------------------------------------------------------------------------
  81.   # ● 描绘角色脸谱
  82.   #--------------------------------------------------------------------------
  83.   def draw_actor_face(actor, x, y, size = 96, opacity = 255)
  84.     draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
  85.   end
  86. end

  87. # ▼ 回転コマンド
  88. #==============================================================================
  89. # ■ Window_SpinCommand
  90. #------------------------------------------------------------------------------
  91. #  回転用コマンド選択を行うウィンドウです。
  92. #==============================================================================

  93. class Window_SpinCommand < Window_Base
  94.   #--------------------------------------------------------------------------
  95.   # ● 公開インスタンス変数
  96.   #--------------------------------------------------------------------------
  97.   attr_reader   :index                    # カーソル位置
  98.   attr_reader   :help_window              # ヘルプウィンドウ
  99.   #--------------------------------------------------------------------------
  100.   # ● オブジェクト初期化
  101.   #     cx / cy  : 中心の X座標 / Y座標
  102.   #     commands : コマンド配列 (内容 は [name, kind, pull, enabled?])
  103.   #     setting  : 設定ハッシュ ("R"=>半径 "S"=>速さ "G"=>背景 "L"=>文字)
  104.   #--------------------------------------------------------------------------
  105.   def initialize(cx, cy, commands, setting = {})
  106.     @radius    = setting.has_key?("R") ? setting["R"] : 40  # 描画半径
  107.     @speed     = setting.has_key?("S") ? setting["S"] : 36  # 回転速さ
  108.     @spin_back = setting.has_key?("G") ? setting["G"] : ""  # 背景画像
  109.     @spin_line = setting.has_key?("L") ? setting["L"] : nil # 文字位置
  110.     x, y = cx - @radius - 80, cy - @radius - 28
  111.     #width = height = @radius * 2 + 56
  112.     height = 210
  113.     width = 310
  114.     super(x, y, width, height)
  115.     self.opacity = 0
  116.     self.z = 0
  117.     @index = 0
  118.     @commands = commands                                    # コマンド
  119.     @spin_right = true
  120.     @spin_count = 0
  121.     update_cursor
  122.   end
  123.   #--------------------------------------------------------------------------
  124.   # ▽ スピン画像を描画する (描画内容 強化用)
  125.   #     i  : インデックス
  126.   #     cx : 表示 中心位置 X座標
  127.   #     cy : 表示 中心位置 Y座標
  128.   #--------------------------------------------------------------------------
  129.   def draw_spin_graphic(i, cx, cy)
  130.     case command_kind(i)
  131.     when "icon"
  132.       draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
  133.     end
  134.   end
  135.   #--------------------------------------------------------------------------
  136.   # ★ リフレッシュ バグ回避用
  137.   #--------------------------------------------------------------------------
  138.   def refresh
  139.     set_spin
  140.   end
  141.   #--------------------------------------------------------------------------
  142.   # ★ 項目の描画 バグ回避用
  143.   #--------------------------------------------------------------------------
  144.   def draw_item(index, enabled = true)
  145.     @commands[index][3] = enabled
  146.     set_spin
  147.   end
  148.   #--------------------------------------------------------------------------
  149.   # ● 現在のコマンド名を取得する
  150.   #--------------------------------------------------------------------------
  151.   def command_name(index = @index)
  152.     return "" if index < 0
  153.     name = @commands[index][0]
  154.     return name != nil ? name : ""
  155.   end
  156.   #--------------------------------------------------------------------------
  157.   # ● コマンドの種類を取得
  158.   #--------------------------------------------------------------------------
  159.   def command_kind(index)
  160.     result = @commands[index][1]
  161.     return result != nil ? result : ""
  162.   end
  163.   #--------------------------------------------------------------------------
  164.   # ● コマンドの引数 を取得
  165.   #--------------------------------------------------------------------------
  166.   def command_pull(index)
  167.     result = @commands[index][2]
  168.     return result != nil ? result : ""
  169.   end
  170.   #--------------------------------------------------------------------------
  171.   # ● コマンドの有効フラグを取得
  172.   #--------------------------------------------------------------------------
  173.   def command_enabled?(index)
  174.     result = @commands[index][3]
  175.     return result != nil ? result : true
  176.   end
  177.   #--------------------------------------------------------------------------
  178.   # ● 名前の位置に index を設定する
  179.   #--------------------------------------------------------------------------
  180.   def set_index(name)
  181.     n = -1
  182.     for i in [email protected]
  183.       n = i if @commands[i][0] == name
  184.     end
  185.     @index = n if n >= 0
  186.     update_cursor
  187.     call_update_help
  188.     set_spin
  189.   end
  190.   #--------------------------------------------------------------------------
  191.   # ● カーソル位置の設定
  192.   #     index : 新しいカーソル位置
  193.   #--------------------------------------------------------------------------
  194.   def index=(index)
  195.     @index = index
  196.     update_cursor
  197.     call_update_help
  198.     set_spin
  199.   end
  200.   #--------------------------------------------------------------------------
  201.   # ● 中心のX座標を取得
  202.   #--------------------------------------------------------------------------
  203.   def center_x
  204.     return contents.width / 2 -50
  205.   end
  206.   #--------------------------------------------------------------------------
  207.   # ● 中心のY座標を取得
  208.   #--------------------------------------------------------------------------
  209.   def center_y
  210.     return contents.height / 2
  211.   end
  212.   #--------------------------------------------------------------------------
  213.   # ● 項目数の取得
  214.   #--------------------------------------------------------------------------
  215.   def item_max
  216.     return @commands.size
  217.   end
  218.   #--------------------------------------------------------------------------
  219.   # ● 背景の設定 (再定義 向き)
  220.   #--------------------------------------------------------------------------
  221.   def set_background
  222.     return if @spin_back == ""
  223.     bitmap = Cache.system(@spin_back)
  224.     rect = Rect.new(-27, 0-10, 210, 250)
  225.     self.contents.blt(12-4, 12+10, bitmap, rect)


  226.   end

  227.   #--------------------------------------------------------------------------
  228.   # ● 文章の設定 (再定義 向き)
  229.   #--------------------------------------------------------------------------
  230.   def set_text
  231.     return if @spin_line == nil
  232.     y = center_y - WLH / 2 + @spin_line
  233.     self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
  234.   end
  235.   #--------------------------------------------------------------------------
  236.   # ● スピンアイコンの角度の差を取得する
  237.   #--------------------------------------------------------------------------
  238.   def angle_size
  239.     return (Math::PI * 2 / item_max)
  240.   end
  241.   #--------------------------------------------------------------------------
  242.   # ● スピンアイコン回転時のカウント を設定する
  243.   #--------------------------------------------------------------------------
  244.   def set_spin_count
  245.     @spin_count = angle_size * 360 / @speed
  246.     set_spin(true)
  247.   end
  248.   #--------------------------------------------------------------------------
  249.   # ● スピン設定 の実行
  250.   #     spin : 回転フラグ (true の時回転中)
  251.   #--------------------------------------------------------------------------
  252.   def set_spin(spin = false)
  253.     self.contents.clear
  254.     set_background
  255.     angle = spin ? @speed * @spin_count / 360 : 0
  256.     angle = @spin_right ? angle : -angle
  257.     for i in 0...item_max
  258.       n = (i - @index) * angle_size + angle
  259.       cx = @radius * Math.sin(n) + center_x
  260.       cy = - @radius * Math.cos(n) + center_y
  261.       draw_spin_graphic(i, cx, cy)
  262.     end
  263.     set_text
  264.   end
  265.   #--------------------------------------------------------------------------
  266.   # ● フレーム更新
  267.   #--------------------------------------------------------------------------
  268.   def update
  269.     super
  270.     update_cursor
  271.     if @spin_count > 0
  272.       @spin_count -= 1
  273.       set_spin(@spin_count >= 1)
  274.       return
  275.     end
  276.     update_command
  277.   end
  278.   #--------------------------------------------------------------------------
  279.   # ● コマンドの移動可能判定
  280.   #--------------------------------------------------------------------------
  281.   def command_movable?
  282.     return false if @spin_count > 0
  283.     return false if (not visible or not active)
  284.     return false if (index < 0 or index > item_max or item_max == 0)
  285.     return false if (@opening or @closing)
  286.     return true
  287.   end
  288.   #--------------------------------------------------------------------------
  289.   # ● コマンドを右に移動
  290.   #--------------------------------------------------------------------------
  291.   def command_right
  292.     @index = (@index + 1) % item_max
  293.     @spin_right = true
  294.     set_spin_count
  295.   end
  296.   #--------------------------------------------------------------------------
  297.   # ● コマンドを左に移動
  298.   #--------------------------------------------------------------------------
  299.   def command_left
  300.     @index = (@index - 1 + item_max) % item_max
  301.     @spin_right = false
  302.     set_spin_count
  303.   end
  304.   #--------------------------------------------------------------------------
  305.   # ● コマンド選択の更新
  306.   #--------------------------------------------------------------------------
  307.   def update_command
  308.     if command_movable?
  309.       if Input.press?(Input::RIGHT)
  310.         Sound.play_cursor
  311.         Zii.turn_normal? ? command_right : command_left
  312.       end
  313.       if Input.press?(Input::LEFT)
  314.         Sound.play_cursor
  315.         Zii.turn_normal? ? command_left : command_right
  316.       end
  317.     end
  318.     call_update_help
  319.   end
  320.   #--------------------------------------------------------------------------
  321.   # ● カーソルの更新
  322.   #--------------------------------------------------------------------------
  323.   def update_cursor
  324.     if @index < 0
  325.       self.cursor_rect.empty
  326.     else
  327.       rect = Rect.new(0, 0, 24, 24)
  328.       rect.x = center_x - rect.width / 2
  329.       rect.y = center_y - rect.height / 2 - @radius
  330.       self.cursor_rect = rect
  331.       self.z = 0
  332.     end
  333.   end
  334.   #--------------------------------------------------------------------------
  335.   # ● ヘルプウィンドウの設定
  336.   #     help_window : 新しいヘルプウィンドウ
  337.   #--------------------------------------------------------------------------
  338.   def help_window=(help_window)
  339.     @help_window = help_window
  340.     call_update_help
  341.   end
  342.   #--------------------------------------------------------------------------
  343.   # ● ヘルプウィンドウ更新メソッドの呼び出し
  344.   #--------------------------------------------------------------------------
  345.   def call_update_help
  346.     if self.active and @help_window != nil
  347.        update_help
  348.     end
  349.   end
  350.   #--------------------------------------------------------------------------
  351.   # ● ヘルプウィンドウの更新 (内容は継承先で定義する)
  352.   #--------------------------------------------------------------------------
  353.   def update_help
  354.   end
  355. end

  356. #==============================================================================
  357. # ¡ Window_LineHelp
  358. #------------------------------------------------------------------------------
  359. # @ƒXƒLƒ‹‚âƒAƒCƒeƒ€‚Ìà–¾AƒAƒNƒ^[‚̃Xƒe[ƒ^ƒX‚È‚Ç‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
  360. #==============================================================================

  361. class Window_LineHelp < Window_Base
  362.   #--------------------------------------------------------------------------
  363.   # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
  364.   #--------------------------------------------------------------------------
  365.   def initialize
  366.     super(0, 100, 576, WLH + 32)
  367.     self.opacity = 0
  368.   end
  369.   #--------------------------------------------------------------------------
  370.   # œ ƒeƒLƒXƒgÝ’è
  371.   #     text  : ƒEƒBƒ“ƒhƒE‚É•\Ž¦‚·‚镶Žš—ñ
  372.   #     align : ƒAƒ‰ƒCƒ“ƒƒ“ƒg (0..¶‘µ‚¦A1..’†‰›‘µ‚¦A2..‰E‘µ‚¦)
  373.   #--------------------------------------------------------------------------
  374.   def set_text(text, align = 0)
  375.     if text != @text or align != @align
  376.       self.contents.clear
  377.       back_color = Color.new(0, 0, 0, 80)
  378.       self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
  379.       self.contents.font.color = normal_color
  380.       self.contents.draw_text(100, 0, self.width - 72, WLH, text, align)
  381.       @text = text
  382.       @align = align
  383.     end
  384.   end
  385. end

  386. #==============================================================================
  387. # ■ Window_ActorCommand
  388. #==============================================================================

  389. class Window_ActorCommand < Window_SpinCommand
  390.   #--------------------------------------------------------------------------
  391.   # ● オブジェクト初期化
  392.   #--------------------------------------------------------------------------
  393.   def initialize
  394.     s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
  395.     s2 = ["魔法"       , "icon", Zii::MAGIC,  true]
  396.     s3 = [Vocab::guard,  "icon", Zii::GUARD,  true]
  397.     s4 = [Vocab::item,   "icon", Zii::ITEM,   true]
  398.     s5 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
  399.     setting = {"R"=>39, "S"=>52, "G"=>"Spin40", "L"=>-5}
  400.     super(222, 356, [s1, s2, s3, s4, s5], setting)
  401.     self.active = false
  402.     self.z = 0
  403.     set_spin
  404.   end
  405.   #--------------------------------------------------------------------------
  406.   # ● セットアップ
  407.   #     actor : アクター
  408.   #--------------------------------------------------------------------------
  409.   def setup(actor)
  410.     @commands[0][2] = Zii::ATTACK
  411.     @commands[1][0] = Vocab::skill
  412.     if actor.weapons[0] != nil
  413.       n = actor.weapons[0].icon_index
  414.       @commands[0][2] = n if n > 0
  415.     end
  416.     @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
  417.     self.index = 0
  418.     set_spin
  419.   end
  420. end

  421. #==============================================================================
  422. # ■ Window_PartyCommand
  423. #==============================================================================

  424. class Window_PartyCommand < Window_SpinCommand
  425.   #--------------------------------------------------------------------------
  426.   # ● オブジェクト初期化
  427.   #--------------------------------------------------------------------------
  428.   def initialize
  429.     s1 = [Vocab::fight,  "icon", Zii::FIGHT,  true]
  430.     s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
  431.     setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
  432.     super(172, 356, [s1, s2], setting)
  433.     self.active = false
  434.     set_spin
  435.   end
  436. end


  437. #==============================================================================
  438. # ¡ Window_BattleStatus
  439. #==============================================================================

  440. class Window_BattleStatus < Window_Selectable
  441.   #--------------------------------------------------------------------------
  442.   # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» ‰ü
  443.   #--------------------------------------------------------------------------
  444.   def initialize
  445.     super(0, 230, 8000, 240)
  446.     @column_max = 1
  447.     refresh
  448.     self.active = false
  449.     self.opacity = 0
  450.   end
  451.   #--------------------------------------------------------------------------
  452.   # œ ƒXƒe[ƒg‚̍XV ‚̉º’n•`‰æ
  453.   #--------------------------------------------------------------------------
  454.   def draw_neomemo7_back
  455.     @neomemo7_clear = false
  456.     for index in 0...@item_max
  457.       x = index * 96
  458.       self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
  459.       next unless Zii.battle_face?
  460.       actor = $game_party.members[index]
  461.       next if actor.hp <= 0
  462.       bitmap = Cache.face(actor.face_name)
  463.       rect = Rect.new(0, 0, 22, 22)
  464.       rect.x = actor.face_index % 4 * 96 + 72
  465.       rect.y = actor.face_index / 4 * 96 + 72
  466.       self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
  467.     end
  468.   end
  469.   #--------------------------------------------------------------------------
  470.   # œ €–Ú‚Ì•`‰æ ‰ü
  471.   #--------------------------------------------------------------------------
  472.   def draw_item(index)
  473.     x = index * 144 + 20
  474.     x2 = 20
  475.     y = 15
  476.     rect = Rect.new(x, 0, 96, 96)
  477.     self.contents.clear_rect(rect)
  478.     self.contents.font.color = normal_color
  479.     self.contents.font.size = 12
  480.     actor = $game_party.members[index]
  481.     draw_actor_state2(actor, x + 72 + 40, WLH)
  482.     x = index * 144
  483.     x3 = 25
  484.     draw_actor_hp(actor, x + x2 + x3 + 6, WLH * 2 + 63, 95)
  485.     draw_actor_mp(actor, x + x2 + x3 + 18, WLH * 3 + 52, 95)
  486.   end
  487.   #--------------------------------------------------------------------------
  488.   # œ ƒJ[ƒ\ƒ‹‚̍XV
  489.   #--------------------------------------------------------------------------
  490.   def update_cursor
  491.     y = 15
  492.     if @index < 0                   # ƒJ[ƒ\ƒ‹ˆÊ’u‚ª 0 –¢–ž‚̏ꍇ
  493.       self.cursor_rect.empty        # ƒJ[ƒ\ƒ‹‚𖳌ø‚Æ‚·‚é
  494.     else                            # ƒJ[ƒ\ƒ‹ˆÊ’u‚ª 0 ˆÈã‚̏ꍇ
  495.       #rect = Rect.new(index * 161 - 12, 45, 137, 115)
  496.       #self.cursor_rect = rect
  497.     end
  498.   end
  499. end


  500. #==============================================================================
  501. # ¡ Scene_Battle
  502. #------------------------------------------------------------------------------
  503. # @ƒoƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
  504. #==============================================================================

  505. class Scene_Battle < Scene_Base
  506.   #--------------------------------------------------------------------------
  507.   # œ î•ñ•\Ž¦ƒrƒ…[ƒ|[ƒg‚̍쐬
  508.   #--------------------------------------------------------------------------
  509.   alias :neomemo13_create_info_viewport :create_info_viewport
  510.   def create_info_viewport
  511.     neomemo13_create_info_viewport
  512.     @info_viewport.rect.set(0, 0, 640, 608)
  513.     @party_command_window.x = 800
  514.     @status_window.x = 130
  515.     @status_window.y = 250
  516.     @actor_command_window.x = 704
  517.     @actor_command_window.y = -10
  518.     @message_window.x = 0
  519.     @message_window.y = 18
  520.     @message_window.opacity = 0
  521.     @message_skin = Sprite.new
  522.     @message_skin.bitmap = Cache.system("Battle_Message")
  523.     @message_skin.opacity = 0
  524.     @message_skin.x = -400
  525.   end
  526.   #--------------------------------------------------------------------------
  527.   # œ î•ñ•\Ž¦ƒrƒ…[ƒ|[ƒg‚̍XV
  528.   #--------------------------------------------------------------------------
  529.   alias :neomemo13_update_info_viewport :update_info_viewport
  530.   def update_info_viewport
  531.     ox = @info_viewport.ox
  532.     neomemo13_update_info_viewport
  533.     @info_viewport.ox = ox
  534.     @status_window.update
  535.   end
  536.   #--------------------------------------------------------------------------
  537.   # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒh‘I‘ð‚ÌŠJŽn
  538.   #--------------------------------------------------------------------------
  539.   alias :neomemo13_start_actor_command_selection :start_actor_command_selection
  540.   def start_actor_command_selection
  541.     neomemo13_start_actor_command_selection
  542.     @actor_command_window.visible = true
  543.   end
  544.   #--------------------------------------------------------------------------
  545.   # œ ƒAƒNƒ^[ƒRƒ}ƒ“ƒh‘I‘ð‚̍XV
  546.   #--------------------------------------------------------------------------
  547.   alias :neomemo13_update_actor_command_selection :update_actor_command_selection
  548.   def update_actor_command_selection
  549.     return unless @actor_command_window.command_movable?
  550.     neomemo13_update_actor_command_selection
  551.   end

  552.   #--------------------------------------------------------------------------
  553.   # œ ƒAƒCƒeƒ€‘I‘ð‚ÌŠJŽn
  554.   #--------------------------------------------------------------------------
  555.   alias :neomemo13_start_item_selection :start_item_selection
  556.   def start_item_selection
  557.     neomemo13_start_item_selection
  558.     @item_window.dispose if @item_window != nil
  559.     @help_window.dispose if @help_window != nil
  560.     @help_window = Window_Help.new
  561.     @help_window.z = 1000
  562.     @item_window = Window_Item.new(60, 70, 320, 232)
  563.     @item_window.help_window = @help_window
  564.     @item_window.opacity = 255
  565.     @item_window.z = 1000
  566.   end
  567. end
复制代码
就是这个……
好吧……我是小白……
根本显示不了呢!
大仙快来啊~~~~~~~~
咳咳……既然来了,那就得有段小卖萌!
喵呜~大家好~我是新人君小猫酱~新手哦~请多关照~喵素~
作者: 咕噜    时间: 2012-11-10 19:04
标有 X Y的地方都是调整的 =w=(大雾
作者: a364774426    时间: 2012-11-10 22:08
118行和119行的width和height可调,除了这一个地方,还需要调另外一处,这一处是231行




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