Project1
标题:
动态标题怎样做??
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作者:
流星的瞬间
时间:
2011-1-23 22:52
标题:
动态标题怎样做??
动态标题怎样做啊??
教教我。
表示我是新手,刚刚才学RM的。
随便发贴,混混经验也好。
作者:
帅气的袋鼠
时间:
2011-1-23 23:35
http://rpg.blue/web/htm/news876.htm
随意找到的一个...更多的可以直接搜索“动态标题”这个字眼
动态标题的基本原理就是把原有的游戏标题跳过(可以使用
跳过标题
脚本或者跟着教程改),直接进入游戏的第一个地图(通常是空白的)。
然后在那个地图上执行一系列事件(显示/移动图片等等)以达到想要的炫目效果...
作者:
刺夜之枪
时间:
2011-1-23 23:35
善用搜索
实在不成你混两年就会了。
作者:
阿夏依岚
时间:
2011-1-24 09:16
本帖最后由 阿夏依岚 于 2011-1-24 09:18 编辑
喂 小新童鞋就别再装啦 = =
你怎么可能不会呢
以下
介个脚本是面向各位不想做事件标题的= =也比较华丽吧。
#==============================================================================
# 本脚本来自[url=http://www.66RPG.com]www.66RPG.com[/url],使用和转载请保留此信息
#==============================================================================
#============================心情整理优化======================================
#=============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#=============================================================================
class Scene_Title
WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
MAXNUMBER = 3 # 天气图片数量
WEATHER_FILE = "Graphics/Pictures/标题2.png" #修改!!!!
# 自定义图片路径,可以放上你想放的图片
BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法)
WEATHER_X = 5 # X方向每回合减少象素
WEATHER_Y = 5 # Y方向每回合减少象素
WEATHER_OPACITY = 2 #每回合减低透明度
START_OPACITY = 200 #出现时的透明度
RAND_X = 1300 # 随机X范围
RAND_Y = 700 # 随机Y范围
HEIGHT = -600 # 出现时候的屏幕Y
WIDTH = 100 # 出现时候的屏幕X
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
@back = Plane.new
@back.bitmap = RPG::Cache.panorama("007-Ocean01",0)
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@ox = 0
@oy = 0
color1 = Color.new(0, 199, 255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new
case WEATHER
when 1
sprite.bitmap = @rain_bitmap
when 2
sprite.bitmap = @storm_bitmap
when 3
sprite.bitmap = @snow_bitmap
when 4
sprite.bitmap = Bitmap.new(WEATHER_FILE)
end
sprite.z = 1000
sprite.x = -1000
sprite.y = -1000
sprite.visible = (i <= MAXNUMBER)
sprite.blend_type = BLEND_TYPE
sprite.opacity = START_OPACITY
@sprites.push(sprite)
end
weather_update
# 生成命令窗口
s1 = " New GAME "
s2 = " Load GAME "
s3 = " Quit "
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.opacity = 0
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@command_window.z = 1001
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、無効为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
# 执行过渡
Graphics.transition(25, "Graphics/Transitions/" +$data_system.battle_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
# 如果画面被切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放命令窗口
@command_window.dispose
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 刷新天气
#--------------------------------------------------------------------------
def weather_update
@back.ox += 1
return if WEATHER == 0
for i in 1..MAXNUMBER
sprite = @sprites[i]
if sprite == nil
break
end
if WEATHER == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if WEATHER == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if WEATHER == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
if WEATHER == 4
sprite.x -= WEATHER_X
sprite.y += WEATHER_Y
sprite.opacity -= WEATHER_OPACITY
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500
sprite.x = rand(RAND_X) + WIDTH + @ox
sprite.y = rand(RAND_Y) + HEIGHT + @oy
sprite.opacity = START_OPACITY
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@command_window.update
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @command_window.index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
weather_update
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 停止 BGM
Audio.bgm_stop
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置初期同伴位置
$game_party.setup_starting_members
# 设置初期位置的地图
$game_map.setup($data_system.start_map_id)
# 主角向初期位置移动
$game_player.moveto($data_system.start_x, $data_system.start_y)
# 刷新主角
$game_player.refresh
# 执行地图设置的 BGM 与 BGS 的自动切换
$game_map.autoplay
# 刷新地图 (执行并行事件)
$game_map.update
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到读档画面
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● 命令 : 退出
#--------------------------------------------------------------------------
def command_shutdown
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME 的淡入淡出
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 退出
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
# 载入数据库 (战斗测试用)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置战斗测试用同伴
$game_party.setup_battle_test_members
# 设置队伍 ID、可以逃走标志、战斗背景
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# 演奏战斗开始 BGM
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 切换到战斗画面
$scene = Scene_Battle.new
end
#==============================================================================
# 标题:可以写上你的游戏名称
#
# 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 = "- 1234 -" # 标题名,自己改 修改!!!!!!!!!!!!
FONT_NAME = ["楷体_GB2312","黑体" , "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 = 70 # 文字字号
FONT_BOLD = true # 加粗
FONT_ITALIC = false # 斜体
STR_COLOR = Color.new( 0,198, 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 = -155 # Y 座標修正値(相对中心)
BLINK = true # 闪烁
end
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
#2、副标题脚本
#==============================================================================
# 本脚本由夜夜转载于[url=http://www.66RPG.com]www.66RPG.com[/url],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 = "XXXXXX " #修改!!!!!!!!!!!!!!
FONT_NAME = ["仿宋_GB2312", "楷体_GB2312", "宋体"] # フォント
FONT_SIZE = 30 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = false # 斜体
STR_COLOR = Color.new( 0, 120, 200) # 文字の色
DRAW_FRAME = false # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = 0 # X 座標修正値
DRAW_Y = -50 # Y 座標修正値
BLINK = true # 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
#3、版权脚本
#==============================================================================
# 本脚本由夜夜转载于[url=http://www.66RPG.com]www.66RPG.com[/url],使用和转载请保留此信息
#
# ■ Copyright(ver 0.98)
#==============================================================================
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module PLAN_COPYRIGHT
COPYRIGHT_STR = "游戏制作:1234"#修改!!!!!!!!!!!!!!!!!
FONT_NAME = ["黑体", "楷体", "宋体"] # フォント
FONT_SIZE = 14 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = true # 斜体
STR_COLOR = Color.new(0, 200, 200) # 文字の色
DRAW_FRAME = true # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = -3 # X 座標修正値
DRAW_Y = -3 # Y 座標修正値
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias plan_copyrcight_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
@copyrcight_sprite = Sprite.new
@copyrcight_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR)
bitmap.dispose
bitmap = nil
@copyrcight_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@copyrcight_sprite.bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
@copyrcight_sprite.bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
@copyrcight_sprite.bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
@copyrcight_sprite.bitmap.font.italic = PLAN_COPYRIGHT::FONT_ITALIC
str = PLAN_COPYRIGHT::COPYRIGHT_STR
if PLAN_COPYRIGHT::DRAW_FRAME
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::FRAME_COLOR
if defined?(@copyrcight_sprite.bitmap.draw_text_plan_frame)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@copyrcight_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(rect, str)
end
@copyrcight_sprite.x = 640 - rect.width + PLAN_COPYRIGHT::DRAW_X
@copyrcight_sprite.y = 480 - rect.height + PLAN_COPYRIGHT::DRAW_Y
# 元のメソッドに戻す
plan_copyrcight_main
# スプライトの解放
@copyrcight_sprite.bitmap.dispose
@copyrcight_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_copyrcight_update update
def update
# スプライトの更新
@copyrcight_sprite.update
# 元のメソッドに戻す
plan_copyrcight_update
end
end
#==============================================================================
# 本脚本来自[url=http://www.66RPG.com]www.66RPG.com[/url],使用和转载请保留此信息
#=============================================================================
复制代码
就是这样。。当然,事件标题往往比这个更华丽- -LS已经给出地址了我就不啰嗦了- -
作者:
九夜神尊
时间:
2011-1-24 09:52
高手们,想清楚呀。所谓的动态标题并不是指标题会动
而是指标题根据数据(存档等)的变动而不同的。
也许是这样的吧!
作者:
偶系老豆
时间:
2011-1-26 10:02
哎·····小生也正为这事闹心呢·····蛋疼啊!
作者:
宝宝不哭
时间:
2011-2-2 11:52
自己用事件做一个可以符合自己的愿望,比写好的脚本要好一点。
作者:
银·乌尔
时间:
2011-2-2 11:59
表示事件做标题画面可以发挥的空间更大~
作者:
忧雪の伤
时间:
2011-2-2 17:32
楼主还是说出自己要求的动态比较好……动态效果很多的
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