Project1
标题:
求个高手帮我合这两个脚本
[打印本页]
作者:
QQ459763849
时间:
2009-6-4 04:20
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作者被禁止或删除 内容自动屏蔽
作者:
jhhuang
时间:
2009-6-4 16:55
你发错地方了~应该发到RMXP 技术讨论区
作者:
QQ459763849
时间:
2009-6-6 03:19
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作者:
jhhuang
时间:
2009-6-6 04:52
......素质.
作者:
otx960219
时间:
2009-6-6 05:03
我看你是成心的吧……
作者:
yooucs
时间:
2009-6-6 05:27
新人素质如此....不会有人帮你的LZ- -因为你太伸手了
作者:
tommay
时间:
2009-6-6 05:34
如果LZ觉得6R规矩多,自可以去你觉得没规矩的地方求救。
作者:
QQ459763849
时间:
2009-6-6 14:22
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作者:
黑之翅膀
时间:
2009-6-6 15:43
你可以去另外的地方找找!
作者:
QQ459763849
时间:
2009-6-6 15:52
提示:
作者被禁止或删除 内容自动屏蔽
作者:
66rpg学习
时间:
2009-6-6 18:34
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作者:
tommay
时间:
2009-6-6 18:41
万事有规有矩才有体统,大家都热爱RPG,你到论坛来想得到帮助,或想和别人交流,这点我们支持,但是如果你违反版规,破坏论坛秩序,我们就没必要帮你了,况且你如此出言不逊。
急于制作游戏也不能肆意妄为,一个不遵守规矩的人是不能向别人索取什么的。你都发了20个帖子了,还不知道如何遵守版规,何其悲哀。
LZ若下次还想有求于人,就请注意言辞,遵守版规。
作者:
darkten
时间:
2009-6-6 19:44
改是改好了,但是对任何副作用不负责,也没有售后服务。
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 设置物品或特技对像方的战斗者
# scope : 特技或者是物品的范围
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # 敌全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # 我方全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # 我方全体 (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # 敌全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # 我方全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # 我方全体 (HP 0)
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
@target_battlers.push($game_party.actors[actor])
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
end
#--------------------------------------------------------------------------
# ● 生成行动循序
#--------------------------------------------------------------------------
def make_action_orders
# 初始化序列 @action_battlers
@action_battlers = []
# 添加敌人到 @action_battlers 序列
for enemy in $game_troop.enemies
@action_battlers.push(enemy)
end
# 添加角色到 @action_battlers 序列
for actor in 0...[$game_party.actors.size,4].min
@action_battlers.push($game_party.actors[actor])
end
# 确定全体的行动速度
for battler in @action_battlers
battler.make_action_speed
end
# 按照行动速度从大到小排列
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ● 开始结束战斗回合
#--------------------------------------------------------------------------
def start_phase5
# 转移到回合 5
@phase = 5
# 演奏战斗结束 ME
$game_system.me_play($game_system.battle_end_me)
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 初始化 EXP、金钱、宝物
exp = 0
gold = 0
treasures = []
# 循环
for enemy in $game_troop.enemies
# 敌人不是隐藏状态的情况下
unless enemy.hidden
# 获得 EXP、增加金钱
exp += enemy.exp
gold += enemy.gold
# 出现宝物判定
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# 限制宝物数为 6 个
treasures = treasures[0..5]
# 获得 EXP
for i in 0...[$game_party.actors.size,4].min
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# 获得金钱
$game_party.gain_gold(gold)
# 获得宝物
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# 生成战斗结果窗口
@result_window = Window_BattleResult.new(exp, gold, treasures)
# 设置等待计数
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# ● 转到输入下一个角色的命令
#--------------------------------------------------------------------------
def phase3_next_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == [$game_party.actors.size-1,3].min
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
end
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
# 光标右
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@index += 1
@index %= [$game_party.actors.size,4].min
end
# 光标左
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@index += $game_party.actors.size - 1
@index %= [$game_party.actors.size,4].min
end
# 设置活动块坐标
if self.actor != nil
self.x = self.actor.screen_x
self.y = self.actor.screen_y
end
end
end
#==============================================================================
# ■ Window_Target
#------------------------------------------------------------------------------
# 物品画面与特技画面的、使用对像角色选择窗口。
#==============================================================================
class Window_Target < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 336, 480)
self.contents = Bitmap.new(width - 32, $game_party.actors.size*112)
self.z += 10
@item_max = $game_party.actors.size
@top_row = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 112
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 152, y + 32)
draw_actor_sp(actor, x + 152, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置 -1 为全选、-2 以下为单独选择 (使用者自身)
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 112, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 112 - 20)
else
tpy = @index * 112 - self.oy
self.cursor_rect.set(0, tpy, self.width - 32, 96)
if @index < @top_row
@top_row = @index
self.oy = @top_row *112
end
if @index > @top_row+3
@top_row = @index-3
self.oy = @top_row *112
end
end
end
end
###############################################################################
#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# 添加内容
#==============================================================================
class Game_System
attr_accessor :mission #现在执行的任务
attr_accessor :partmission
alias carol3_ini initialize
def initialize
carol3_ini
@mission = ""
@partmission = []
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
alias carol3_title1 main
def main
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
$任务 = ""
$支线 = nil
$支线完成 = nil
carol3_title1
end
end
class Scene_Map
alias carol3_update update
def update
carol3_update
if $支线 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission[i] == $支线
$支线 = nil
break
end
end
if $支线 != nil
$game_system.partmission.push($支线)
$支线 = nil
end
end
if $支线完成 != nil
for i in 0...$game_system.partmission.size
if $game_system.partmission[i] == $支线完成
$game_system.partmission.delete($game_system.partmission[i])
break
end
end
$支线完成 = nil
end
end
end
#==============================================================================
# Window_MenuStatus
#------------------------------------------------------------------------------
# 显示菜单画面和同伴状态的窗口。
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化目标
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 384)
self.contents = Bitmap.new(width - 32, $game_party.actors.size*90-5)
refresh
@top_row = 0
self.active = false
self.index = -1
@position = 0
@count = 0
@oldposition = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 90
if i <=3
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(x,y,340,32,"[出战]",2)
self.contents.font.color = normal_color
else
self.contents.font.color = Color.new(128,128,128,255)
self.contents.draw_text(x,y,340,32,"[待机]",2)
self.contents.font.color = normal_color
end
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 50)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 25)
draw_actor_state(actor, x + 90, y + 25)
draw_actor_exp(actor, x, y + 50)
draw_actor_hp(actor, x + 236, y + 25)
draw_actor_sp(actor, x + 236, y + 50)
end
end
#--------------------------------------------------------------------------
# ● 绘制行走图
#--------------------------------------------------------------------------
def draw_actor_active_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
p = @position * cw
src_rect = Rect.new(p, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
tpy = @index * 90-5 - self.oy
self.cursor_rect.set(0, tpy , self.width - 32, 90)
if @index < @top_row
@top_row = @index
self.oy = @top_row *90-5
end
if @index > @top_row+3
@top_row = @index-3
self.oy = @top_row *90-5
end
end
end
end
class Game_Party
#--------------------------------------------------------------------------
# ● 全灭判定
#--------------------------------------------------------------------------
def all_dead?
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for i in 0..3
if @actors[i] != nil and@actors[i].hp >0
return false
end
end
# 全灭
return true
end
#--------------------------------------------------------------------------
# ● 加入同伴
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# 获取角色
actor = $game_actors[actor_id]
# 同伴人数未满 4 人、本角色不在队伍中的情况下
if not @actors.include?(actor)
# 添加角色
@actors.push(actor)
# 还原主角
$game_player.refresh
end
end
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
def name
return $map_infos[@map_id]
end
end
#==============================================================================
# Window_RecordBook
#------------------------------------------------------------------------------
# 菜单界面表示信息的窗口
#==============================================================================
class Window_RecordBook < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 480)
self.contents = Bitmap.new(width - 32, height - 32)
if $任务 == ""
$任务 = $game_system.mission
else
$game_system.mission = $任务
end
refresh
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
cx = self.contents.text_size("现在地点").width + 24
self.contents.draw_text(4, 0, cx, 24, "现在地点")
self.contents.font.color = normal_color
self.contents.draw_text(4 + cx, 0, 444 - cx, 24, $game_map.name.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("主线任务").width + 24
self.contents.draw_text(4, 32, cx, 24, "主线任务")
self.contents.font.color = Color.new(240,250,75,255)
self.contents.draw_text(4 + cx, 32, 444 - cx, 24, $game_system.mission.to_s)
self.contents.font.color = system_color
cx = self.contents.text_size("支线任务").width + 24
self.contents.draw_text(4, 96, cx, 24, "支线任务")
self.contents.font.color = normal_color
for i in 0...$game_system.partmission.size
self.contents.draw_text(4 + cx, 96 + i * 32, 444 - cx, 24, $game_system.partmission[i].to_s)
end
end
end
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@切换状态暂停 = ""
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = " 使用物品"#$data_system.words.item
s2 = " 使用技能"#$data_system.words.skill
s3 = " 更改装备"#$data_system.words.equip
s4 = " 查看状态"
s5 = " 储存游戏"
s6 = " 结束游戏"
s7 = " 调整队伍"
s8 = " 查看任务"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 物品、特技、装备、状态无效化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(4)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 288
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
#—— 生成天书窗口
@recordbook_window = Window_RecordBook.new
@recordbook_window.z = 1000
#—— 生成外边框窗口
@outside_window = Window_Outside.new
@outside_window.visible = true
@outside_window.z = 1001
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@outside_window.dispose
@recordbook_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @status_window.active
update_status
return
end
if @outside_window.visible == false
update_recordbook
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 4
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # 存档
# 禁止存档的情况下
if $game_system.save_disabled
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 5 # 游戏结束
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到游戏结束画面
$scene = Scene_End.new
when 6
$game_system.se_play($data_system.decision_se)
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 7 # 查看任务
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@outside_window.visible = false
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (查看天书的情况下)
#--------------------------------------------------------------------------
def update_recordbook
if @切换状态暂停 == "天书消失"
if @recordbook_window.y < 384
@recordbook_window.y +=64
@status_window.y -= 16
return
else
@切换状态暂停 = ""
@outside_window.visible = true
@command_window.active = true
end
else
if @recordbook_window.y >0
@recordbook_window.y -= 32
@status_window.y += 8
return
else
@status_window.visible = false
if Input.trigger?(Input::B)
@切换状态暂停 = "天书消失"
$game_system.se_play($data_system.cancel_se)
@status_window.visible = true
return
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_status
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活命令窗口
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @command_window.index
when 1 # 特技
# 本角色的行动限制在 2 以上的情况下
if $game_party.actors[@status_window.index].restriction >= 2
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到特技画面
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换的装备画面
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到状态画面
$scene = Scene_Status.new(@status_window.index)
when 6
$game_system.se_play($data_system.decision_se)
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
end
return
end
end
end
#==============================================================================
# Window_Outside
#------------------------------------------------------------------------------
# 外边框窗口
#==============================================================================
class Window_Outside < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize
super(160, 384, 480, 96)
self.back_opacity = 0
end
end
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面的系统时间表示
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = text_color(6)
time = Time.now
text = time.strftime("%x %X")
self.contents.draw_text(-2, 32, 130, 32, text, 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 160, 32, "日期与游戏时间")
self.contents.draw_text(-2, 64, 130, 32, text, 2)
end
#--------------------------------------------------------------------------
# ● 更新
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
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谢谢合作。
作者:
QQ459763849
时间:
2009-6-7 15:47
提示:
作者被禁止或删除 内容自动屏蔽
作者:
liufuy
时间:
2009-6-8 07:27
提示:
作者被禁止或删除 内容自动屏蔽
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