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本帖最后由 DeathKing 于 2011-3-2 23:12 编辑
怎么弄啊?XP有个脚本
#==============================================================================
# 本脚本由夜夜转载于www.66RPG.com,使用和转载请保留此信息
#
# 使用上的一点小小说明:本脚本不和流星雨、天气开头脚本冲突,
# 可以用流星雨替换Scene_Title,再将此脚本插入main之前
#==============================================================================
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module PLAN_TITLE_NAME
TITLE_STR ="XXX" # 标题名,自己改
FONT_NAME = ["黑体", "楷体", "宋体"] # 字体列表,当玩家电脑没有安装第一种字体会顺序往下寻找第二种
FONT_SIZE = 60 # 文字字号
FONT_BOLD = true # 加粗
FONT_ITALIC = false # 斜体
STR_COLOR = Color.new( 100,100,255) # 文字颜色
DRAW_FRAME = true # 文字是否勾边(true/false)
FRAME_COLOR = Color.new(0, 0, 0) # 勾边颜色
DRAW_X = 0 # X 座標修正値(相对中心)
DRAW_Y = -100 # Y 座標修正値(相对中心)
BLINK = true # 闪烁
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias plan_title_name_main main
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# スプライトの作成
@title_name_sprite = RPG::Sprite.new
@title_name_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR)
bitmap.dispose
bitmap = nil
@title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@title_name_sprite.bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
@title_name_sprite.bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
@title_name_sprite.bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
@title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC
str = PLAN_TITLE_NAME::TITLE_STR
if PLAN_TITLE_NAME::DRAW_FRAME
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR
if defined?(@title_name_sprite.bitmap.draw_text_plan_frame)
@title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text(rect, str)
end
@title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X
@title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y
@title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK
# 元のメソッドに戻す
plan_title_name_main
# スプライトの解放
@title_name_sprite.bitmap.dispose
@title_name_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_title_name_update update
def update
# スプライトの更新
@title_name_sprite.update
# 元のメソッドに戻す
plan_title_name_update
end
end
#==============================================================================
# 本脚本由夜夜转载于www.66RPG.com,使用和转载请保留此信息
#
# ■ ゲームサブタイトルの表示(ver 0.98)
#==============================================================================
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module PLAN_THEME_NAME
THEME_STR = "XXX"
FONT_NAME = ["黑体", "楷体", "宋体"] # フォント
FONT_SIZE = 28 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = true # 斜体
STR_COLOR = Color.new( 250, 250, 0) # 文字の色
DRAW_FRAME = true # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = 120 # X 座標修正値
DRAW_Y = -50 # Y 座標修正値
BLINK = false # 点滅
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias plan_theme_main main
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# スプライトの作成
@theme_sprite = RPG::Sprite.new
@theme_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_THEME_NAME::FONT_NAME
bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE
bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD
rect = bitmap.text_size(PLAN_THEME_NAME::THEME_STR)
bitmap.dispose
bitmap = nil
@theme_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@theme_sprite.bitmap.font.name = PLAN_THEME_NAME::FONT_NAME
@theme_sprite.bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE
@theme_sprite.bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD
@theme_sprite.bitmap.font.italic = PLAN_THEME_NAME::FONT_ITALIC
str = PLAN_THEME_NAME::THEME_STR
if PLAN_THEME_NAME::DRAW_FRAME
@theme_sprite.bitmap.font.color = PLAN_THEME_NAME::FRAME_COLOR
if defined?(@theme_sprite.bitmap.draw_text_plan_frame)
@theme_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
@theme_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@theme_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@theme_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
@theme_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
@theme_sprite.bitmap.draw_text(rect, str)
end
@theme_sprite.x = 640 / 2 - rect.width / 2 + PLAN_THEME_NAME::DRAW_X
@theme_sprite.y = 480 / 2 - rect.height / 2 + PLAN_THEME_NAME::DRAW_Y
@theme_sprite.blink_on if PLAN_THEME_NAME::BLINK
# 元のメソッドに戻す
plan_theme_main
# スプライトの解放
@theme_sprite.bitmap.dispose
@theme_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_theme_update update
def update
# スプライトの更新
@theme_sprite.update
# 元のメソッドに戻す
plan_theme_update
end
end
VX说是139行出了问题,求助! |
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