赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 1 |
经验 | 3013 |
最后登录 | 2015-10-18 |
在线时间 | 83 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 83 小时
- 注册时间
- 2013-3-15
- 帖子
- 19
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 18925880845 于 2013-8-11 08:52 编辑
这个升级提示脚本怎么改啊?
图片显示位置,还有下面的学会特技不清楚,怎么改啊?
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #============================================================================== # 泛用型升级提示显示角色头像脚本 # # 核心部分 By 叶子 # 窗口部分 原作者:樱雅在土 修改:叶子 # 后期修改 玄月 # # Date: 2008.11.24 # #============================================================================== #说明: # 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。 # # 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示 $不显示升级窗口 = 45 #——以下3个如果需要修改,直接输入文件名即可 $data_system_level_up_se = "" #升级时的音效设置 $data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME $data_system_skilllearn_se = "" # 学会特技时播放的声效。 #这个可以修改图片文件的路径。 Gengetu = "Graphics/LVUP/" # #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) # 记录旧等级 last_level = [url=home.php?mod=space&uid=22147]@level[/url] @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min # 升级了的话,升级显示处理 if @level > last_level and $game_switches[$不显示升级窗口] == false and not $BTEST show_level_up_result(last_level) end end #-------------------------------------------------------------------------- # ● 升级显示处理 #-------------------------------------------------------------------------- def show_level_up_result(last_level) actor_parameters = self.last_parameters(last_level) last_maxhp = actor_parameters[0] last_maxsp = actor_parameters[1] last_str = actor_parameters[2] last_dex = actor_parameters[3] last_agi = actor_parameters[4] last_int = actor_parameters[5] level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp, last_maxsp,last_str,last_dex,last_agi,last_int level_up_window.visible = true skill_learning_window = Window_SkillLearning_A.new(@class_id, last_level, @level) # 循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 按下C就关闭窗口 if Input.trigger?(Input::C) unless skill_learning_window.refresh level_up_window.dispose skill_learning_window.dispose return true end end end end #-------------------------------------------------------------------------- # ● 一次取得全部旧属性 #-------------------------------------------------------------------------- def last_parameters(level) #--------------------------- # maxhp #--------------------------- n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states[i].maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min maxhp = n #--------------------------- # maxsp #--------------------------- n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min for i in @states n *= $data_states[i].maxsp_rate / 100.0 end n = [[Integer(n), 0].max, 9999].min maxsp = n #--------------------------- # str #--------------------------- n = $data_actors[@actor_id].parameters[2, level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 n = [[n + @str_plus, 1].max, 999].min for i in @states n *= $data_states[i].str_rate / 100.0 end n = [[Integer(n), 1].max, 999].min str = n #--------------------------- # dex #--------------------------- n = $data_actors[@actor_id].parameters[3, level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 n = [[n + @dex_plus, 1].max, 999].min for i in @states n *= $data_states[i].dex_rate / 100.0 end n = [[Integer(n), 1].max, 999].min dex = n #--------------------------- # agi #--------------------------- n = $data_actors[@actor_id].parameters[4, level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 n = [[n + @agi_plus, 1].max, 999].min for i in @states n *= $data_states[i].agi_rate / 100.0 end n = [[Integer(n), 1].max, 999].min agi = n #--------------------------- # int #--------------------------- n = $data_actors[@actor_id].parameters[5, level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 n = [[n + @int_plus, 1].max, 999].min for i in @states n *= $data_states[i].int_rate / 100.0 end n = [[Integer(n), 1].max, 999].min int = n return [maxhp, maxsp, str, dex, agi, int] end end # ———————————————————————————————————— # # ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示 plus ▼▲▼ # by 樱雅在土 #============================================================================== # ■ Window_LevelUpWindow #------------------------------------------------------------------------------ # 战斗结束时,在做了升级的情况时表示的窗口。 #============================================================================== class Window_LevelUpWindow_A < Window_Base #-------------------------------------------------------------------------- # ● 窗口初始化 #-------------------------------------------------------------------------- def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) super(120, 44, 384, 222) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 # 防止被对话框遮住 self.z = 9999 @actor = actor refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) # SEの再生 if $data_system_level_up_se != "" Audio.se_play($data_system_level_up_se) end # MEの再生 if $data_system_level_up_me != "" Audio.me_stop Audio.me_play($data_system_level_up_me) end end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) self.contents.clear lvuppic = @actor.name bitmap=Bitmap.new(Gengetu + "#{lvuppic}") src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(- 32, -44, bitmap, src_rect) self.contents.font.color = text_color(6) self.contents.font.size = 20 self.contents.draw_text(0+180, 0, 160, 24, actor.name.to_s) self.contents.font.color = system_color self.contents.font.size = 18 self.contents.draw_text( 0+180, 26, 160, 24, "等级") self.contents.font.size = 18 self.contents.draw_text( 0+180, 48, 80, 24, $data_system.words.hp) self.contents.draw_text( 0+180, 70, 80, 24, $data_system.words.sp) self.contents.draw_text( 0+180, 92, 80, 24, $data_system.words.str) self.contents.draw_text( 0+180, 114, 80, 24, $data_system.words.dex) self.contents.draw_text( 0+180, 136, 80, 24, $data_system.words.agi) self.contents.draw_text( 0+180, 158, 80, 24, $data_system.words.int) self.contents.draw_text(110+180, 26, 128, 24, "→") self.contents.draw_text(110+180, 48, 128, 24, "→") self.contents.draw_text(110+180, 70, 128, 24, "→") self.contents.draw_text(110+180, 92, 128, 24, "→") self.contents.draw_text(110+180, 114, 128, 24, "→") self.contents.draw_text(110+180, 136, 128, 24, "→") self.contents.draw_text(110+180, 158, 128, 24, "→") self.contents.font.color = normal_color self.contents.draw_text( 60+180, 26, 88, 24, last_lv.to_s) self.contents.draw_text( 60+180, 48, 72, 24, up_hp.to_s) self.contents.draw_text( 60+180, 70, 72, 24, up_sp.to_s) self.contents.draw_text( 60+180, 92, 72, 24, up_str.to_s) self.contents.draw_text( 60+180, 114, 72, 24, up_dex.to_s) self.contents.draw_text( 60+180, 136, 72, 24, up_agi.to_s) self.contents.draw_text( 60+180, 158, 72, 24, up_int.to_s) self.contents.draw_text( 145+180, 26, 128, 24, actor.level.to_s) self.contents.draw_text( 145+180, 48, 128, 24, actor.maxhp.to_s) self.contents.draw_text( 145+180, 70, 128, 24, actor.maxsp.to_s) self.contents.draw_text( 145+180, 92, 128, 24, actor.str.to_s) self.contents.draw_text( 145+180, 114, 128, 24, actor.dex.to_s) self.contents.draw_text( 145+180, 136, 128, 24, actor.agi.to_s) self.contents.draw_text( 145+180, 158, 128, 24, actor.int.to_s) end end #============================================================================== # ■ Window_SkillLearning #------------------------------------------------------------------------------ # 当升级习得技能时所表示的窗口。 #============================================================================== class Window_SkillLearning_A < Window_Base #-------------------------------------------------------------------------- # ● 窗口初始化 #-------------------------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(120, 266, 384, 56) self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示 self.visible = false self.back_opacity = 160 # 防止被对话框遮住 self.z = 9999 @learn_skills = [] for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings[i].level # 习得技能的时候显示的情况 if learn_lv > last_lv and learn_lv <= now_lv @learn_skills.push $data_skills[ $data_classes[class_id].learnings[i].skill_id].name end end refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh # 技能名的描写 skill_name = @learn_skills.shift if skill_name == nil return false end # 播放SE if $data_system_skilllearn_se != "" Audio.se_play($data_system_skilllearn_se, 100, 70) end self.contents.clear self.contents.font.size = 18 self.contents.font.color = text_color(0) self.contents.draw_text(0,0,156,24, "学会特技:"+skill_name) self.contents.font.color = text_color(6) self.contents.draw_text(0,0,156,24, " "+skill_name) self.contents.font.color = text_color(0) self.visible = true return true end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
#==============================================================================
# 泛用型升级提示显示角色头像脚本
#
# 核心部分 By 叶子
# 窗口部分 原作者:樱雅在土 修改:叶子
# 后期修改 玄月
#
# Date: 2008.11.24
#
#==============================================================================
#说明:
# 在对话时,调用“增加EXP”或“增减等级”指令前,请等待3帧以上,否则对话框来不及消失。
#
# 当打开此号数的开关的时候,等级上升将不会提示,比如默认打开45号开关,等级上升不再提示
$不显示升级窗口 = 45
#——以下3个如果需要修改,直接输入文件名即可
$data_system_level_up_se = "" #升级时的音效设置
$data_system_level_up_me = "Audio/ME/007-Fanfare01" # 升级时播放的ME
$data_system_skilllearn_se = "" # 学会特技时播放的声效。
#这个可以修改图片文件的路径。
Gengetu = "Graphics/LVUP/"
#
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
# 记录旧等级
last_level = [url=home.php?mod=space&uid=22147]@level[/url]
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降级
while @exp < @exp_list[@level]
@level -= 1
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
# 升级了的话,升级显示处理
if @level > last_level and $game_switches[$不显示升级窗口] == false and
not $BTEST
show_level_up_result(last_level)
end
end
#--------------------------------------------------------------------------
# ● 升级显示处理
#--------------------------------------------------------------------------
def show_level_up_result(last_level)
actor_parameters = self.last_parameters(last_level)
last_maxhp = actor_parameters[0]
last_maxsp = actor_parameters[1]
last_str = actor_parameters[2]
last_dex = actor_parameters[3]
last_agi = actor_parameters[4]
last_int = actor_parameters[5]
level_up_window = Window_LevelUpWindow_A.new self,last_level,last_maxhp,
last_maxsp,last_str,last_dex,last_agi,last_int
level_up_window.visible = true
skill_learning_window = Window_SkillLearning_A.new(@class_id,
last_level, @level)
# 循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 按下C就关闭窗口
if Input.trigger?(Input::C)
unless skill_learning_window.refresh
level_up_window.dispose
skill_learning_window.dispose
return true
end
end
end
end
#--------------------------------------------------------------------------
# ● 一次取得全部旧属性
#--------------------------------------------------------------------------
def last_parameters(level)
#---------------------------
# maxhp
#---------------------------
n = [[$data_actors[@actor_id].parameters[0, level] + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
maxhp = n
#---------------------------
# maxsp
#---------------------------
n = [[$data_actors[@actor_id].parameters[1, level] + @maxsp_plus, 0].max, 9999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 9999].min
maxsp = n
#---------------------------
# str
#---------------------------
n = $data_actors[@actor_id].parameters[2, level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
n = [[n + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
str = n
#---------------------------
# dex
#---------------------------
n = $data_actors[@actor_id].parameters[3, level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
n = [[n + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
dex = n
#---------------------------
# agi
#---------------------------
n = $data_actors[@actor_id].parameters[4, level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
n = [[n + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
agi = n
#---------------------------
# int
#---------------------------
n = $data_actors[@actor_id].parameters[5, level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
n = [[n + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
int = n
return [maxhp, maxsp, str, dex, agi, int]
end
end
# ————————————————————————————————————
#
# ▼▲▼ XRXS_BP10. LEVEL UP!能力上升表示 plus ▼▲▼
# by 樱雅在土
#==============================================================================
# ■ Window_LevelUpWindow
#------------------------------------------------------------------------------
# 战斗结束时,在做了升级的情况时表示的窗口。
#==============================================================================
class Window_LevelUpWindow_A < Window_Base
#--------------------------------------------------------------------------
# ● 窗口初始化
#--------------------------------------------------------------------------
def initialize(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(120, 44, 384, 222)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 160
# 防止被对话框遮住
self.z = 9999
@actor = actor
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# SEの再生
if $data_system_level_up_se != ""
Audio.se_play($data_system_level_up_se)
end
# MEの再生
if $data_system_level_up_me != ""
Audio.me_stop
Audio.me_play($data_system_level_up_me)
end
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
lvuppic = @actor.name
bitmap=Bitmap.new(Gengetu + "#{lvuppic}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(- 32, -44, bitmap, src_rect)
self.contents.font.color = text_color(6)
self.contents.font.size = 20
self.contents.draw_text(0+180, 0, 160, 24, actor.name.to_s)
self.contents.font.color = system_color
self.contents.font.size = 18
self.contents.draw_text( 0+180, 26, 160, 24, "等级")
self.contents.font.size = 18
self.contents.draw_text( 0+180, 48, 80, 24, $data_system.words.hp)
self.contents.draw_text( 0+180, 70, 80, 24, $data_system.words.sp)
self.contents.draw_text( 0+180, 92, 80, 24, $data_system.words.str)
self.contents.draw_text( 0+180, 114, 80, 24, $data_system.words.dex)
self.contents.draw_text( 0+180, 136, 80, 24, $data_system.words.agi)
self.contents.draw_text( 0+180, 158, 80, 24, $data_system.words.int)
self.contents.draw_text(110+180, 26, 128, 24, "→")
self.contents.draw_text(110+180, 48, 128, 24, "→")
self.contents.draw_text(110+180, 70, 128, 24, "→")
self.contents.draw_text(110+180, 92, 128, 24, "→")
self.contents.draw_text(110+180, 114, 128, 24, "→")
self.contents.draw_text(110+180, 136, 128, 24, "→")
self.contents.draw_text(110+180, 158, 128, 24, "→")
self.contents.font.color = normal_color
self.contents.draw_text( 60+180, 26, 88, 24, last_lv.to_s)
self.contents.draw_text( 60+180, 48, 72, 24, up_hp.to_s)
self.contents.draw_text( 60+180, 70, 72, 24, up_sp.to_s)
self.contents.draw_text( 60+180, 92, 72, 24, up_str.to_s)
self.contents.draw_text( 60+180, 114, 72, 24, up_dex.to_s)
self.contents.draw_text( 60+180, 136, 72, 24, up_agi.to_s)
self.contents.draw_text( 60+180, 158, 72, 24, up_int.to_s)
self.contents.draw_text( 145+180, 26, 128, 24, actor.level.to_s)
self.contents.draw_text( 145+180, 48, 128, 24, actor.maxhp.to_s)
self.contents.draw_text( 145+180, 70, 128, 24, actor.maxsp.to_s)
self.contents.draw_text( 145+180, 92, 128, 24, actor.str.to_s)
self.contents.draw_text( 145+180, 114, 128, 24, actor.dex.to_s)
self.contents.draw_text( 145+180, 136, 128, 24, actor.agi.to_s)
self.contents.draw_text( 145+180, 158, 128, 24, actor.int.to_s)
end
end
#==============================================================================
# ■ Window_SkillLearning
#------------------------------------------------------------------------------
# 当升级习得技能时所表示的窗口。
#==============================================================================
class Window_SkillLearning_A < Window_Base
#--------------------------------------------------------------------------
# ● 窗口初始化
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(120, 266, 384, 56)
self.contents = Bitmap.new(width - 32, height - 16) # わざと▽を表示
self.visible = false
self.back_opacity = 160
# 防止被对话框遮住
self.z = 9999
@learn_skills = []
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# 习得技能的时候显示的情况
if learn_lv > last_lv and learn_lv <= now_lv
@learn_skills.push $data_skills[
$data_classes[class_id].learnings[i].skill_id].name
end
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 技能名的描写
skill_name = @learn_skills.shift
if skill_name == nil
return false
end
# 播放SE
if $data_system_skilllearn_se != ""
Audio.se_play($data_system_skilllearn_se, 100, 70)
end
self.contents.clear
self.contents.font.size = 18
self.contents.font.color = text_color(0)
self.contents.draw_text(0,0,156,24, "学会特技:"+skill_name)
self.contents.font.color = text_color(6)
self.contents.draw_text(0,0,156,24, " "+skill_name)
self.contents.font.color = text_color(0)
self.visible = true
return true
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
|
|