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 本帖最后由 daiboy12 于 2010-7-20 23:01 编辑  
 
:'(我这个脚本白尝试修复多次了……还是不行啊……只好来这里请教了! 
 
这个是彩色物品名称的。- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #============================================================================== 
 
 - #
 
 - # 脚本功能:给不同物品显示不同颜色,类似暗黑破坏神,比如套装为绿色,超级为金色
 
 - #           可以更改的种类包括物品、防具、特技、武器。
 
 - #
 
 - # 使用方法:对于不想为白色表示的物品,在描述中最后添加@6,@4一类的即可。
 
 - #           数字为颜色编号,和对话框中的一样。
 
 - # ——————————————————————————————————————
 
 - module RPG
 
 -   class Skill
 
 -     def description
 
 -       description = @description.split(/@/)[0]
 
 -       return description != nil ? description : ''
 
 -     end
 
 -     def name_color_66RPG
 
 -       name_color = @description.split(/@/)[1]
 
 -       return name_color != nil ? name_color.to_i : 0
 
 -     end
 
 -   end
 
 -   class Weapon
 
 -     def description
 
 -       description = @description.split(/@/)[0]
 
 -       return description != nil ? description : ''
 
 -     end
 
 -     def name_color_66RPG
 
 -       name_color = @description.split(/@/)[1]
 
 -       return name_color != nil ? name_color.to_i : 0
 
 -     end
 
 -   end
 
 -   class Item
 
 -     def description
 
 -       description = @description.split(/@/)[0]
 
 -       return description != nil ? description : ''
 
 -     end
 
 -     def name_color_66RPG
 
 -       name_color = @description.split(/@/)[1]
 
 -       return name_color != nil ? name_color.to_i : 0
 
 -     end
 
 -   end
 
 -   class Armor
 
 -     def description
 
 -       description = @description.split(/@/)[0]
 
 -       return description != nil ? description : ''
 
 -     end
 
 -     def name_color_66RPG
 
 -       name_color = @description.split(/@/)[1]
 
 -       return name != nil ? name_color.to_i : 0
 
 -     end
 
 -   end
 
 - end
 
  
- # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_Base < Window
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘物品名
 
 -   #     item : 物品
 
 -   #     x    : 描画目标 X 坐标
 
 -   #     y    : 描画目标 Y 坐标
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item_name(item, x, y)
 
 -     if item == nil
 
 -       return
 
 -     end
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
 
 -     self.contents.font.color = text_color(item.name_color_66RPG)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name.to_s)
 
 -   end
 
 - end
 
  
- # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_Item
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘项目
 
 -   #     index : 项目编号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     case item
 
 -     when RPG::Item
 
 -       number = $game_party.item_number(item.id)
 
 -     when RPG::Weapon
 
 -       number = $game_party.weapon_number(item.id)
 
 -     when RPG::Armor
 
 -       number = $game_party.armor_number(item.id)
 
 -     end
 
 -     if item.is_a?(RPG::Item) and
 
 -        $game_party.item_can_use?(item.id)
 
 -       self.contents.font.color = text_color(item.name_color_66RPG)
 
 -     else
 
 -       self.contents.font.color = disabled_color
 
 -     end
 
 -     x = 4 + index % 2 * (288 + 32)
 
 -     y = index / 2 * 32
 
 -     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     opacity = self.contents.font.color == disabled_color ? 128 : 255
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
 
 -     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
 
 -     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 
 -   end
 
 - end
 
  
- # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_EquipItem < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 项目的描绘
 
 -   #     index : 项目符号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     x = 4 + index % 2 * (288 + 32)
 
 -     y = index / 2 * 32
 
 -     case item
 
 -     when RPG::Weapon
 
 -       number = $game_party.weapon_number(item.id)
 
 -     when RPG::Armor
 
 -       number = $game_party.armor_number(item.id)
 
 -     end
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
 
 -     self.contents.font.color = text_color(item.name_color_66RPG)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
 
 -     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
 
 -     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 
 -   end
 
 - end
 
  
- # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_ShopBuy < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘羡慕
 
 -   #     index : 项目编号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     # 获取物品所持数
 
 -     case item
 
 -     when RPG::Item
 
 -       number = $game_party.item_number(item.id)
 
 -     when RPG::Weapon
 
 -       number = $game_party.weapon_number(item.id)
 
 -     when RPG::Armor
 
 -       number = $game_party.armor_number(item.id)
 
 -     end
 
 -     # 价格在所持金以下、并且所持数不是 99 的情况下为普通颜色
 
 -     # 除此之外的情况设置为无效文字色
 
 -     if item.price <= $game_party.gold and number < 99
 
 -       self.contents.font.color = text_color(item.name_color_66RPG)
 
 -     else
 
 -       self.contents.font.color = disabled_color
 
 -     end
 
 -     x = 4
 
 -     y = index * 32
 
 -     rect = Rect.new(x, y, self.width - 32, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     opacity = self.contents.font.color == disabled_color ? 128 : 255
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
 
 -     self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
 
 -   end
 
 - end
 
  
- # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_ShopSell < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘项目
 
 -   #     index : 项目标号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     case item
 
 -     when RPG::Item
 
 -       number = $game_party.item_number(item.id)
 
 -     when RPG::Weapon
 
 -       number = $game_party.weapon_number(item.id)
 
 -     when RPG::Armor
 
 -       number = $game_party.armor_number(item.id)
 
 -     end
 
 -     # 可以卖掉的显示为普通颜色、除此之外设置成无效文字颜色
 
 -     if item.price > 0
 
 -       self.contents.font.color = text_color(item.name_color_66RPG)
 
 -     else
 
 -       self.contents.font.color = disabled_color
 
 -     end
 
 -     x = 4 + index % 2 * (288 + 32)
 
 -     y = index / 2 * 32
 
 -     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     opacity = self.contents.font.color == disabled_color ? 128 : 255
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
 
 -     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
 
 -     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 
 -   end
 
 - end
 
 -   
 
 - # ——————————————————————————————————————
 
 - # 本脚本原创自www.66rpg.com,转载请保留此信息
 
 - # ——————————————————————————————————————
 
 - class Window_Skill
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘项目
 
 -   #     index : 项目编号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     skill = @data[index]
 
 -     if @actor.skill_can_use?(skill.id)
 
 -       self.contents.font.color = text_color(skill.name_color_66RPG)
 
 -     else
 
 -       self.contents.font.color = disabled_color
 
 -     end
 
 -     x = 4 + index % 2 * (288 + 32)
 
 -     y = index / 2 * 32
 
 -     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     bitmap = RPG::Cache.icon(skill.icon_name)
 
 -     opacity = self.contents.font.color == disabled_color ? 128 : 255
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 
 -     self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
 
 -     self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
 
 -   end
 
 - end
 
  
- #==============================================================================
 
 - # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 
 - #==============================================================================
 
 
  复制代码 这个是得失物品提示的- # ————————————————————————————————————
 
 - # 本脚本来自www.66rpg.com,转载请保留此信息
 
 - # ————————————————————————————————————
 
 -   
 
 - # 注意!!!在对话后得到物品,请在对话后先用事件等待3帧,否则对话框来不及消失。
 
  
- # 新增获得经验值提示,喝水后回复提示和增减等级提示.
 
  
- # 开关定义:
 
  
- $不显示金钱窗口 = 41
 
  
- $不显示物品窗口 = 41
 
  
- $不显示武器窗口 = 41
 
  
- $不显示防具窗口 = 41
 
  
- # 以上开关,当打开的时候,获得物品将不会提示,比如默认打开41号开关,获得金钱不再提示
 
  
- # ————————————————————————————————————
 
  
- class Interpreter  
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增减金钱
 
 -   #--------------------------------------------------------------------------
 
 -   def command_125
 
 -     value = operate_value(@parameters[0], @parameters[1], @parameters[2])
 
 -     $game_party.gain_gold(value)
 
 -     if $game_switches[$不显示金钱窗口]==false
 
 -       carol3_66RPG = Window_Base.new((640-160)/2,128,180,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"获得金钱:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"失去金钱:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end    
 
 -       carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s)
 
 -       carol3_66RPG.contents.draw_text(0,32,140,32, $data_system.words.gold,2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     end
 
 -     return true
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增减物品
 
 -   #--------------------------------------------------------------------------
 
 -   def command_126
 
 -     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
 
 -     $game_party.gain_item(@parameters[0], value)
 
 -     if $game_switches[$不显示物品窗口]==false
 
 -       carol3_66RPG_item = $data_items[@parameters[0]]
 
 -       carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"获得物品:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"失去物品:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end
 
 -       carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
 
 -       carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
 
 -       carol3_66RPG.contents.font.color = name_color_66RPG
 
 -       carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
 
 -       carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     end
 
 -     return true
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增减武器
 
 -   #--------------------------------------------------------------------------
 
 -   def command_127
 
 -     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
 
 -     $game_party.gain_weapon(@parameters[0], value)
 
 -     if $game_switches[$不显示武器窗口]==false
 
 -       carol3_66RPG_item = $data_weapons[@parameters[0]]
 
 -       carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"获得武器:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"失去武器:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end
 
 -       carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
 
 -       carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
 
 -       carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     end
 
 -     return true
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 增减防具
 
 -   #--------------------------------------------------------------------------
 
 -   def command_128
 
 -     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
 
 -     $game_party.gain_armor(@parameters[0], value)
 
 -     if $game_switches[$不显示防具窗口]==false
 
 -       carol3_66RPG_item = $data_armors[@parameters[0]]
 
 -       carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"获得防具:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"失去防具:")    
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end
 
 -       carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
 
 -       carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
 
 -       carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
 
 -       carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     end
 
 -     return true
 
 -   end
 
 -   def command_315
 
 -     # 获取操作值
 
 -     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
 
 -     # 处理重复
 
 -     iterate_actor(@parameters[0]) do |actor|
 
 -       # 更改角色 EXP
 
 -       actor.exp += value
 
 -     end
 
 -       carol3_66RPG = Window_Base.new((640-160)/2,128,180,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"获得经验:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"失去经验:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end    
 
 -       carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s)
 
 -       carol3_66RPG.contents.draw_text(0,32,140,32, "exp",2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     return true
 
 -   end
 
 -   def command_314
 
 -     # 处理重复
 
 -     iterate_actor(@parameters[0]) do |actor|
 
 -       # 角色全回复
 
 -       actor.recover_all
 
 -     end
 
 -       carol3_66RPG = Window_Base.new((640-160)/2,128,120,60)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       carol3_66RPG.contents.draw_text(0,0,240,32,"完全恢复")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"105-Heal01",80,100)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     # 继续
 
 -     return true
 
 -   end
 
 -   def command_316
 
 -     # 获取操作值
 
 -     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
 
 -     # 处理重复
 
 -     iterate_actor(@parameters[0]) do |actor|
 
 -       # 更改角色的等级
 
 -       actor.level += value
 
 -     end
 
 -           carol3_66RPG = Window_Base.new((640-160)/2,128,180,100)
 
 -       carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
 
 -       if value >= 0
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"等级提升:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"006-System06",80,100)
 
 -       else
 
 -         carol3_66RPG.contents.draw_text(0,0,240,32,"等级下降:")
 
 -         #——声效,可以自己改
 
 -         Audio.se_play("Audio/SE/"+"005-System05",80,100)
 
 -       end    
 
 -       carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s)
 
 -       carol3_66RPG.contents.draw_text(0,32,140,32, "级",2)
 
 -       carol3_66RPG.opacity = 160
 
 -       for i in 0..30
 
 -         Graphics.update
 
 -       end
 
 -       for i in 0..10
 
 -         carol3_66RPG.opacity -= 30
 
 -         carol3_66RPG.contents_opacity -= 30
 
 -         Graphics.update
 
 -       end
 
 -       carol3_66RPG.dispose
 
 -     # 继续
 
 -     return true
 
 -   end
 
 - end 
 
 
  复制代码 希望各位前辈帮我兼容一下!是不是得失物品的前面还需要定义? |   
 
 
 
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