class Game_Interpreter
def show_tips_window(type, value)
case type
when 0
item_type = Vocab::currency_unit
if value >= 0
Audio.se_play("Audio/SE/" + $SE_Gold_Gain, 100, 100)
else
return
end
when 1
item_type = Vocab::item
processed_items = $data_items[@params[0]]
if value >= 0
Audio.se_play("Audio/SE/" + $SE_Item_Gain, 100, 100)
else
return
end
when 2
item_type = Vocab::weapon
processed_items = $data_weapons[@params[0]]
if value >= 0
Audio.se_play("Audio/SE/" + $SE_Weapon_Gain, 100, 100)
else
return
end
when 3
item_type = Vocab::armor
processed_items = $data_armors[@params[0]]
if value >= 0
Audio.se_play("Audio/SE/" + $SE_Armor_Gain, 100, 100)
else
return
end
end
if value >= 0
tips_processed_text = "获得"
else
return
end
if type != 0
text_value = "×" + value.abs.to_s
bitmap = Bitmap.new(100, 100)
itemwidth = bitmap.text_size(processed_items.name).width + 95
valuewidth = bitmap.text_size(text_value).width
itempop_window = Window_Tips.new((544 - itemwidth - valuewidth) / 2, 128, itemwidth + valuewidth, 88)
itempop_window.contents = Bitmap.new(itempop_window.width - 32, itempop_window.height - 32)
itempop_window.contents.draw_text(0, 0, 160, 32, tips_processed_text + item_type+":")
itempop_window.adv_draw_item_name(processed_items, 28, 32)
itempop_window.contents.draw_text(0, 30, itemwidth, 32, "×" + value.abs.to_s, 2)
else
text_value = value.abs.to_s + " " + Vocab::currency_unit
bitmap = Bitmap.new(100, 100)
textwidth = bitmap.text_size(text_value).width + 95
itempop_window = Window_Tips.new(170, 128, textwidth, 88)
itempop_window.contents = Bitmap.new(itempop_window.width - 32, itempop_window.height - 32)
itempop_window.contents.draw_text(0, 0, 160, 32, tips_processed_text + item_type+":")
itempop_window.contents.draw_text(32, 32, 240, 32, value.abs.to_s + " " + Vocab::currency_unit)
end
for i in 0..60
Graphics.update
end
for i in 0..10
itempop_window.opacity -= 30
itempop_window.contents_opacity -= 30
Graphics.update
end
itempop_window.dispose
for i in 0..3
Graphics.update
end
end
end