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[已经解决] 去掉名字和图片

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Lv1.梦旅人

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发表于 2009-8-15 20:24:12 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 「旅」 于 2009-8-16 13:47 编辑

使用了这个脚本,像把窗口的框和名字和角色的图片去掉要怎么弄啊??
  1. #_______________________________________________________________________________
  2. # MOG_MPW HUD Elena V2.0           
  3. #_______________________________________________________________________________
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #_______________________________________________________________________________
  7. module MOG
  8. #HUD Position.
  9. STMAPX = 350   # X Pos
  10. STMAPY = 8 # Y Pos
  11. #Disable HUD Switch ID.  
  12. STMAPVIS = 1
  13. #Windowskin name.
  14. STMAPSKIN = "001-Blue01"
  15. #Window Opacity.
  16. STMAPOPA = 150
  17. end
  18. $mogscript = {} if $mogscript == nil
  19. $mogscript["mpstelen"] = true
  20. ###############
  21. # Window_Base #
  22. ###############
  23. class Window_Base < Window   
  24. def draw_maphp2(actor, x, y)
  25. back = RPG::Cache.picture("BAR_Meter")   
  26. cw = back.width  
  27. ch = back.height
  28. src_rect = Rect.new(0, 0, cw, ch)   
  29. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  30. meter = RPG::Cache.picture("HP_Meter")   
  31. cw = meter.width  * actor.hp / actor.maxhp
  32. ch = meter.height
  33. src_rect = Rect.new(0, 0, cw, ch)
  34. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  35. text = RPG::Cache.picture("HP_Tx")   
  36. cw = text.width  
  37. ch = text.height
  38. src_rect = Rect.new(0, 0, cw, ch)
  39. self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  40. self.contents.font.color = Color.new(0,0,0,255)
  41. self.contents.draw_text(x + 111, y - 1, 48, 32, actor.hp.to_s, 2)
  42. self.contents.font.color = Color.new(250,255,255,255)
  43. self.contents.draw_text(x + 110, y - 2, 48, 32, actor.hp.to_s, 2)   
  44. end  
  45. def draw_mapsp2(actor, x, y)
  46. back = RPG::Cache.picture("BAR_Meter")   
  47. cw = back.width  
  48. ch = back.height
  49. src_rect = Rect.new(0, 0, cw, ch)   
  50. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  51. meter = RPG::Cache.picture("SP_Meter")   
  52. cw = meter.width  * actor.sp / actor.maxsp
  53. ch = meter.height
  54. src_rect = Rect.new(0, 0, cw, ch)
  55. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  56. text = RPG::Cache.picture("SP_Tx")   
  57. cw = text.width  
  58. ch = text.height
  59. src_rect = Rect.new(0, 0, cw, ch)
  60. self.contents.blt(x + 40, y - ch + 30, text, src_rect)
  61. self.contents.font.color = Color.new(0,0,0,255)
  62. self.contents.draw_text(x + 111, y - 1, 48, 32, actor.sp.to_s, 2)   
  63. self.contents.font.color = Color.new(250,255,255,255)
  64. self.contents.draw_text(x + 110, y - 2, 48, 32, actor.sp.to_s, 2)   
  65. end
  66. def draw_mexp(actor, x, y)
  67. actor = $game_party.actors[0]
  68. bitmap2 = RPG::Cache.picture("Exp_Back")
  69. cw = bitmap2.width
  70. ch = bitmap2.height
  71. src_rect = Rect.new(0, 0, cw, ch)
  72. self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  73. if actor.next_exp != 0
  74. rate = actor.now_exp.to_f / actor.next_exp
  75. else
  76. rate = 1
  77. end
  78. bitmap = RPG::Cache.picture("Exp_Meter")
  79. if actor.level < 99
  80. cw = bitmap.width * rate
  81. else
  82. cw = bitmap.width
  83. end   
  84. ch = bitmap.height
  85. src_rect = Rect.new(0, 0, cw, ch)
  86. self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  87. self.contents.font.color = Color.new(0,0,0,255)
  88. self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
  89. self.contents.font.color = Color.new(255,255,255,255)
  90. self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
  91. end
  92. def nada
  93. face = RPG::Cache.picture("")
  94. end  
  95. def draw_heroface(actor,x,y)
  96. face = RPG::Cache.picture(actor.name + "_face") rescue nada
  97. cw = face.width
  98. ch = face.height
  99. src_rect = Rect.new(0, 0, cw, ch)
  100. self.contents.blt(x , y - ch, face, src_rect)   
  101. end  
  102. def draw_actor_statemap(actor, x, y, width = 120)
  103. text = make_battler_state_text(actor, width, true)
  104. self.contents.font.color = Color.new(0,0,0,255)
  105. self.contents.draw_text(x + 1, y + 1, width, 32, text)
  106. self.contents.font.color = Color.new(250,255,255,255)
  107. self.contents.draw_text(x, y, width, 32, text)
  108. end
  109. def draw_actor_levelmap(actor, x, y)
  110. self.contents.font.color = Color.new(0,0,0,255)
  111. self.contents.draw_text(x, y, 32, 32, "Lv")
  112. self.contents.font.color = Color.new(50,255,250,255)   
  113. self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
  114. self.contents.font.color = Color.new(0,0,0,255)
  115. self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1)
  116. self.contents.font.color = Color.new(255,255,255,255)   
  117. self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1)   
  118. end
  119. end
  120. ##############
  121. # Game_Actor #
  122. ##############
  123. class Game_Actor < Game_Battler
  124. def now_exp
  125. return @exp - @exp_list[@level]
  126. end
  127. def next_exp
  128. return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  129. end
  130. end
  131. #####################
  132. # Window_Status_Map #
  133. #####################
  134. class Window_Sthero < Window_Base
  135. def initialize
  136. super(0, 0, 280, 150)
  137. self.contents = Bitmap.new(width - 32, height - 32)
  138. self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)   
  139. self.contents.font.bold = true
  140. self.contents.font.size = 20
  141. self.contents.font.name = "Georgia"
  142. self.opacity = MOG::STMAPOPA
  143. refresh
  144. end  
  145. def refresh
  146. self.contents.clear
  147. actor = $game_party.actors[0]
  148. self.contents.font.name = "黑体"
  149. self.contents.font.size = 24
  150. self.contents.draw_text(34, 4, 120, 32, actor.name)
  151. draw_actor_graphic(actor, 13, 45)
  152. self.contents.font.size = 22
  153. self.contents.font.name = "Georgia"
  154. draw_maphp2(actor, - 5, 35)
  155. draw_mapsp2(actor, - 5, 60)
  156. draw_heroface(actor, 0, 70)
  157. draw_actor_statemap(actor, 200, 60, 70)
  158. draw_actor_levelmap(actor, 180, 4)   
  159. draw_mexp(actor, 140, 90)
  160. end
  161. end
  162. ###############
  163. # Game_Player #
  164. ###############
  165. class Game_Player < Game_Character
  166. attr_accessor :wref
  167. end
  168. #############
  169. # Scene_Map #
  170. #############
  171. class Scene_Map
  172. alias mog11_main main
  173. def main
  174. @sthero = Window_Sthero.new
  175. @sthero.x = MOG::STMAPX
  176. @sthero.y = MOG::STMAPY
  177. if $game_switches[MOG::STMAPVIS] == false
  178. @sthero.visible = true  
  179. else
  180. @sthero.visible = false  
  181. end  
  182. mog11_main
  183. @sthero.dispose
  184. end
  185. alias mog11_update update
  186. def update
  187. if $game_switches[MOG::STMAPVIS] == false
  188. @sthero.visible = true  
  189. else
  190. @sthero.visible = false  
  191. end  
  192. if $game_player.wref == true
  193. @sthero.refresh
  194. $game_player.wref = false
  195. end
  196. mog11_update
  197. end  
  198. end  
  199. ##############
  200. # Game_Party #
  201. ###############
  202. class Game_Party
  203. alias mog11_check_map_slip_damage check_map_slip_damage  
  204. def check_map_slip_damage
  205. for actor in @actors
  206. if actor.hp > 0 and actor.slip_damage?
  207. $game_player.wref = true
  208. end
  209. end
  210. mog11_check_map_slip_damage  
  211. end
  212. end
  213. ###############
  214. # Interpreter #
  215. ###############
  216. class Interpreter
  217. alias mog11_command_311 command_311
  218. def command_311
  219. mog11_command_311
  220. $game_player.wref = true   
  221. end   
  222. alias mog11_command_312 command_312
  223. def command_312
  224. mog11_command_312
  225. $game_player.wref = true   
  226. end   
  227. alias mog11_command_313 command_313
  228. def command_313
  229. mog11_command_313
  230. $game_player.wref = true   
  231. end   
  232. alias mog11_command_314 command_314
  233. def command_314
  234. mog11_command_314
  235. $game_player.wref = true   
  236. end   
  237. alias mog11_command_315 command_315
  238. def command_315
  239. mog11_command_315
  240. $game_player.wref = true   
  241. end   
  242. end   
  243. ################
  244. # Game_Battler #
  245. ################
  246. class Game_Battler
  247. alias mog11_attack_effect attack_effect
  248. def attack_effect(attacker)
  249. mog11_attack_effect(attacker)  
  250. $game_player.wref = true
  251. end
  252. alias mog11_skill_effect skill_effect
  253. def skill_effect(user, skill)
  254. mog11_skill_effect(user, skill)
  255. $game_player.wref = true  
  256. end  
  257. alias mog11_item_effect item_effect
  258. def item_effect(item)
  259. mog11_item_effect(item)
  260. $game_player.wref = true  
  261. end
  262. alias mog11_add_state add_state
  263. def add_state(state_id, force = false)
  264. mog11_add_state(state_id, force = false)
  265. $game_player.wref = true  
  266. end
  267. end
复制代码

请注意版规,标题已修改。
noShade>

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发表于 2009-8-15 20:31:56 | 只看该作者
好像……把相关的图片显示注释掉……自己找吧。
那些人,那些事,等到明白了,也就无所谓了。
我博客:http://blog.sina.com.cn/gy963
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 楼主| 发表于 2009-8-16 12:48:37 | 只看该作者
有没有人会啊???
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发表于 2009-8-16 13:08:21 | 只看该作者
窗口的框可以将Z值改为9999
图像和名字可以注释掉 不过记得把图像和名字释放和刷新之类的也要注释
改成9999只是透明 还可以将SUPER注释
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 楼主| 发表于 2009-8-16 13:10:26 | 只看该作者
窗口的框可以将Z值改为9999
图像和名字可以注释掉 不过记得把图像和名字释放和刷新之类的也要注释
改成9999只是透明 还可以将SUPER注释
柳飛鷹 发表于 2009-8-16 13:08

听不懂,你帮我弄下行吗?强人,谢谢了!!!!!!!!!!
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发表于 2009-8-16 13:12:01 | 只看该作者
可是你的脚本我看着头晕啊 动手实践一下不就好了?
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发表于 2009-8-16 13:41:16 | 只看该作者
  1. #_______________________________________________________________________________
  2. # MOG_MPW HUD Elena V2.0           
  3. #_______________________________________________________________________________
  4. # By Moghunter
  5. # http://www.atelier-rgss.com
  6. #_______________________________________________________________________________
  7. module MOG
  8. #HUD Position.
  9. STMAPX = 350   # X Pos
  10. STMAPY = 8 # Y Pos
  11. #Disable HUD Switch ID.  
  12. STMAPVIS = 1
  13. #Windowskin name.
  14. STMAPSKIN = "001-Blue01"
  15. #Window Opacity.
  16. STMAPOPA = 0
  17. end
  18. $mogscript = {} if $mogscript == nil
  19. $mogscript["mpstelen"] = true
  20. ###############
  21. # Window_Base #
  22. ###############
  23. class Window_Base < Window   
  24. def draw_maphp2(actor, x, y)
  25. back = RPG::Cache.picture("BAR_Meter")   
  26. cw = back.width  
  27. ch = back.height
  28. src_rect = Rect.new(0, 0, cw, ch)   
  29. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  30. meter = RPG::Cache.picture("HP_Meter")   
  31. cw = meter.width  * actor.hp / actor.maxhp
  32. ch = meter.height
  33. src_rect = Rect.new(0, 0, cw, ch)
  34. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  35. text = RPG::Cache.picture("HP_Tx")   
  36. cw = text.width  
  37. ch = text.height
  38. src_rect = Rect.new(0, 0, cw, ch)
  39. self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  40. self.contents.font.color = Color.new(0,0,0,255)
  41. self.contents.draw_text(x + 111, y - 1, 48, 32, actor.hp.to_s, 2)
  42. self.contents.font.color = Color.new(250,255,255,255)
  43. self.contents.draw_text(x + 110, y - 2, 48, 32, actor.hp.to_s, 2)   
  44. end  
  45. def draw_mapsp2(actor, x, y)
  46. back = RPG::Cache.picture("BAR_Meter")   
  47. cw = back.width  
  48. ch = back.height
  49. src_rect = Rect.new(0, 0, cw, ch)   
  50. self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  51. meter = RPG::Cache.picture("SP_Meter")   
  52. cw = meter.width  * actor.sp / actor.maxsp
  53. ch = meter.height
  54. src_rect = Rect.new(0, 0, cw, ch)
  55. self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  56. text = RPG::Cache.picture("SP_Tx")   
  57. cw = text.width  
  58. ch = text.height
  59. src_rect = Rect.new(0, 0, cw, ch)
  60. self.contents.blt(x + 40, y - ch + 30, text, src_rect)
  61. self.contents.font.color = Color.new(0,0,0,255)
  62. self.contents.draw_text(x + 111, y - 1, 48, 32, actor.sp.to_s, 2)   
  63. self.contents.font.color = Color.new(250,255,255,255)
  64. self.contents.draw_text(x + 110, y - 2, 48, 32, actor.sp.to_s, 2)   
  65. end
  66. def draw_mexp(actor, x, y)
  67. actor = $game_party.actors[0]
  68. bitmap2 = RPG::Cache.picture("Exp_Back")
  69. cw = bitmap2.width
  70. ch = bitmap2.height
  71. src_rect = Rect.new(0, 0, cw, ch)
  72. self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  73. if actor.next_exp != 0
  74. rate = actor.now_exp.to_f / actor.next_exp
  75. else
  76. rate = 1
  77. end
  78. bitmap = RPG::Cache.picture("Exp_Meter")
  79. if actor.level < 99
  80. cw = bitmap.width * rate
  81. else
  82. cw = bitmap.width
  83. end   
  84. ch = bitmap.height
  85. src_rect = Rect.new(0, 0, cw, ch)
  86. self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  87. self.contents.font.color = Color.new(0,0,0,255)
  88. self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
  89. self.contents.font.color = Color.new(255,255,255,255)
  90. self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
  91. end
  92. def nada
  93. face = RPG::Cache.picture("")
  94. end  
  95. def draw_heroface(actor,x,y)
  96. face = RPG::Cache.picture(actor.name + "_face") rescue nada
  97. cw = face.width
  98. ch = face.height
  99. src_rect = Rect.new(0, 0, cw, ch)
  100. self.contents.blt(x , y - ch, face, src_rect)   
  101. end  
  102. def draw_actor_statemap(actor, x, y, width = 120)
  103. text = make_battler_state_text(actor, width, true)
  104. self.contents.font.color = Color.new(0,0,0,255)
  105. self.contents.draw_text(x + 1, y + 1, width, 32, text)
  106. self.contents.font.color = Color.new(250,255,255,255)
  107. self.contents.draw_text(x, y, width, 32, text)
  108. end
  109. def draw_actor_levelmap(actor, x, y)
  110. self.contents.font.color = Color.new(0,0,0,255)
  111. self.contents.draw_text(x, y, 32, 32, "Lv")
  112. self.contents.font.color = Color.new(50,255,250,255)   
  113. self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
  114. self.contents.font.color = Color.new(0,0,0,255)
  115. self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1)
  116. self.contents.font.color = Color.new(255,255,255,255)   
  117. self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1)   
  118. end
  119. end
  120. ##############
  121. # Game_Actor #
  122. ##############
  123. class Game_Actor < Game_Battler
  124. def now_exp
  125. return @exp - @exp_list[@level]
  126. end
  127. def next_exp
  128. return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  129. end
  130. end
  131. #####################
  132. # Window_Status_Map #
  133. #####################
  134. class Window_Sthero < Window_Base
  135. def initialize
  136. super(0, 0, 280, 150)
  137. self.contents = Bitmap.new(width - 32, height - 32)
  138. self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)   
  139. self.contents.font.bold = true
  140. self.contents.font.size = 20
  141. self.contents.font.name = "Georgia"
  142. self.opacity = MOG::STMAPOPA
  143. refresh
  144. end  
  145. def refresh
  146. self.contents.clear
  147. actor = $game_party.actors[0]
  148. #self.contents.font.name = "黑体"
  149. #self.contents.font.size = 24
  150. #self.contents.draw_text(34, 4, 120, 32, actor.name)
  151. #draw_actor_graphic(actor, 13, 45)
  152. #self.contents.font.size = 22
  153. #self.contents.font.name = "Georgia"
  154. draw_maphp2(actor, - 5, 35)
  155. draw_mapsp2(actor, - 5, 60)
  156. draw_heroface(actor, 0, 70)
  157. draw_actor_statemap(actor, 200, 60, 70)
  158. draw_actor_levelmap(actor, 40, 4)
  159. draw_mexp(actor, 100, 4)
  160. end
  161. end
  162. ###############
  163. # Game_Player #
  164. ###############
  165. class Game_Player < Game_Character
  166. attr_accessor :wref
  167. end
  168. #############
  169. # Scene_Map #
  170. #############
  171. class Scene_Map
  172. alias mog11_main main
  173. def main
  174. @sthero = Window_Sthero.new
  175. @sthero.x = MOG::STMAPX
  176. @sthero.y = MOG::STMAPY
  177. if $game_switches[MOG::STMAPVIS] == false
  178. @sthero.visible = true  
  179. else
  180. @sthero.visible = false  
  181. end  
  182. mog11_main
  183. @sthero.dispose
  184. end
  185. alias mog11_update update
  186. def update
  187. if $game_switches[MOG::STMAPVIS] == false
  188. @sthero.visible = true  
  189. else
  190. @sthero.visible = false  
  191. end  
  192. if $game_player.wref == true
  193. @sthero.refresh
  194. $game_player.wref = false
  195. end
  196. mog11_update
  197. end  
  198. end  
  199. ##############
  200. # Game_Party #
  201. ###############
  202. class Game_Party
  203. alias mog11_check_map_slip_damage check_map_slip_damage  
  204. def check_map_slip_damage
  205. for actor in @actors
  206. if actor.hp > 0 and actor.slip_damage?
  207. $game_player.wref = true
  208. end
  209. end
  210. mog11_check_map_slip_damage  
  211. end
  212. end
  213. ###############
  214. # Interpreter #
  215. ###############
  216. class Interpreter
  217. alias mog11_command_311 command_311
  218. def command_311
  219. mog11_command_311
  220. $game_player.wref = true   
  221. end   
  222. alias mog11_command_312 command_312
  223. def command_312
  224. mog11_command_312
  225. $game_player.wref = true   
  226. end   
  227. alias mog11_command_313 command_313
  228. def command_313
  229. mog11_command_313
  230. $game_player.wref = true   
  231. end   
  232. alias mog11_command_314 command_314
  233. def command_314
  234. mog11_command_314
  235. $game_player.wref = true   
  236. end   
  237. alias mog11_command_315 command_315
  238. def command_315
  239. mog11_command_315
  240. $game_player.wref = true   
  241. end   
  242. end   
  243. ################
  244. # Game_Battler #
  245. ################
  246. class Game_Battler
  247. alias mog11_attack_effect attack_effect
  248. def attack_effect(attacker)
  249. mog11_attack_effect(attacker)  
  250. $game_player.wref = true
  251. end
  252. alias mog11_skill_effect skill_effect
  253. def skill_effect(user, skill)
  254. mog11_skill_effect(user, skill)
  255. $game_player.wref = true  
  256. end  
  257. alias mog11_item_effect item_effect
  258. def item_effect(item)
  259. mog11_item_effect(item)
  260. $game_player.wref = true  
  261. end
  262. alias mog11_add_state add_state
  263. def add_state(state_id, force = false)
  264. mog11_add_state(state_id, force = false)
  265. $game_player.wref = true  
  266. end
  267. end
复制代码
这个工程以后还是直接找我,不要每个问题都麻烦得发帖……
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 楼主| 发表于 2009-8-16 13:55:01 | 只看该作者
那怎么把HP和SP的血条调整上已点和右一点啊?
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小柯的徒弟

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发表于 2009-8-16 13:56:58 | 只看该作者
154~159行。括号里的数字为x和y。试试看……
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 楼主| 发表于 2009-8-16 14:16:50 | 只看该作者
154~159行。括号里的数字为x和y。试试看……
「旅」 发表于 2009-8-16 13:56

那怎么把窗口调大....不然调太高,就不见了...
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