Project1
标题: 得失物品显示背景图片的问题 [打印本页]
作者: cmmd1 时间: 2015-12-6 02:35
标题: 得失物品显示背景图片的问题
这个得失物品提示的脚本,有说背景图片自定义。我写了图片路径,但是只显示黑色透明背景啊,没有我原来的图。
这是我要显示的图片
class Interpreter
#--------------------------------------------------------------------------
# ● 增减金钱
#--------------------------------------------------------------------------
def command_125
value = operate_value(@parameters[0], @parameters[1], @parameters[2])
$game_party.gain_gold(value)
if $game_switches[SYSTEM_不显示金钱窗口]==false
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.title("Graphics/Pictures/2")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(160, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
kkme_66RPG_line1.opacity = 0
else
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"005-System05",80,100)
kkme_66RPG.bitmap = RPG::Cache.title("")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32, "失去金钱:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
class Interpreter
#--------------------------------------------------------------------------
# ● 增减金钱
#--------------------------------------------------------------------------
def command_125
value = operate_value(@parameters[0], @parameters[1], @parameters[2])
$game_party.gain_gold(value)
if $game_switches[SYSTEM_不显示金钱窗口]==false
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.title("Graphics/Pictures/2")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(160, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
kkme_66RPG_line1.opacity = 0
else
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"005-System05",80,100)
kkme_66RPG.bitmap = RPG::Cache.title("")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32, "失去金钱:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
作者: 枫の叶 时间: 2015-12-6 08:10
搜索 RPG::Cache.title("Graphics/Pictures/2")
全部改成:Bitmap.new("Graphics/Pictures/2")
背景图片取名 2 ,放在Pictures文件夹里。
作者: cmmd1 时间: 2015-12-6 14:05
本帖最后由 cmmd1 于 2015-12-6 14:18 编辑
枫の叶 发表于 2015-12-6 08:10 
搜索 RPG::Cache.title("Graphics/Pictures/2")
全部改成:Bitmap.new("Graphics/Pictures/2")
背景图片取 ...
两种我都试了,图片可以显示,在左上角位置。
是不是还要坐标,透明度这些格式?应该怎么写呢?后一种方式不用释放图片吧?
下面的文本text的坐标是哪里改,显示1 铜 这个距离好远啊。
以下是希望改的地方
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.picture("2.png")#Bitmap.new("Graphics/Pictures/2")
# ↑上面这个只显示图片,没有坐标调整啊。
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(200, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
#这个文本显示如图所示数量和单位距离很大
#但是这个只是修改“获得金钱”的坐标
#显示数量的坐标是哪里改呢?
#一楼是完整的脚本,帮忙看看,谢谢!
kkme_66RPG_line1.opacity = 0
else
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.picture("2.png")#Bitmap.new("Graphics/Pictures/2")
# ↑上面这个只显示图片,没有坐标调整啊。
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(200, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
#这个文本显示如图所示数量和单位距离很大
#但是这个只是修改“获得金钱”的坐标
#显示数量的坐标是哪里改呢?
#一楼是完整的脚本,帮忙看看,谢谢!
kkme_66RPG_line1.opacity = 0
else
begin
作者: 枫の叶 时间: 2015-12-6 17:58
本帖最后由 枫の叶 于 2015-12-6 18:00 编辑
kkme_66RPG.x = XXX
kkme_66RPG.y = YYY
这2句加到脚本11行后,数值自己写,自己慢慢调试。
作者: cmmd1 时间: 2015-12-6 18:10
枫の叶 发表于 2015-12-6 17:58 
kkme_66RPG.x = XXX
kkme_66RPG.y = YYY
这2句加到脚本11行后,数值自己写,自己慢慢调试。 ...
换了个脚本,这里可以改了。谢谢提示。
那个显示金钱数量和单位的文本能不能改坐标?
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
作者: 枫の叶 时间: 2015-12-6 18:13
68行 kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
后面添个2试试:kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s,2)
作者: cmmd1 时间: 2015-12-6 18:40
枫の叶 发表于 2015-12-6 18:13 
68行 kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
后面添个2试试:kkme_66RPG_line2.bi ...
怎么加,加在哪里,我不懂脚本哎。
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.picture("2.png")#Bitmap.new("Graphics/Pictures/2")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(200, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
kkme_66RPG_line1.opacity = 0
else
begin
#========================================================
begin
#========================================================
# 这里可以自定义背景图片和声效,如果你需要的话
#========================================================
Audio.se_play("Audio/SE/"+"006-System06",100,100)#声音大小
kkme_66RPG.bitmap = RPG::Cache.picture("2.png")#Bitmap.new("Graphics/Pictures/2")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(200, 190, 260, 200, Color.new(0,0,0,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,220,32,"获得金钱:")
kkme_66RPG_line1.opacity = 0
else
begin
#========================================================
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