Project1

标题: [RM脚本] 呃,想发两个法站上搞来的脚本 [打印本页]

作者: frantice    时间: 2006-6-7 05:35
标题: [RM脚本] 呃,想发两个法站上搞来的脚本
这个是原地址
http://rpgcreative.free.fr

效果图如下,一个是同时装备3个装饰品,还有一个是雷达式人物属性防御图表。
征求下大家的意见,如果觉得不错的话我就把脚本贴出来,已经修改过字体,其他注释几乎没有,乱码的也不想管了。



忘了怎么帖图了{/fd}

              [本贴由 九泪 于 2006-6-6 22:12:48 最后编辑]
作者: frantice    时间: 2006-6-7 05:35
标题: [RM脚本] 呃,想发两个法站上搞来的脚本
这个是原地址
http://rpgcreative.free.fr

效果图如下,一个是同时装备3个装饰品,还有一个是雷达式人物属性防御图表。
征求下大家的意见,如果觉得不错的话我就把脚本贴出来,已经修改过字体,其他注释几乎没有,乱码的也不想管了。



忘了怎么帖图了{/fd}

              [本贴由 九泪 于 2006-6-6 22:12:48 最后编辑]
作者: 非常白菜    时间: 2006-6-7 05:44
呵呵...第2个挺有意思....{/cy}

第一个无视...{/hx}
作者: 兰色枫叶    时间: 2006-6-7 05:48
貌似在日站也看到过````
PS,贴图:
= =||
作者: 九泪    时间: 2006-6-7 06:13
支持支持~

{/qiang}{/qiang}
作者: frantice    时间: 2006-6-7 06:43
嗯嗯,我就先贴出来了,看过或者有了的就不用看下去了。

第一个是同时装备3个装饰品,个人认为和其他脚本冲突的可能不是很大。
  1. #==============================================================================
  2. # AccessoireX3
  3. #==============================================================================
  4. module XRXS_MP8_Fixed_Valuables
  5. EQUIP_KINDS = [1, 2, 3, 4, 4, 4]
  6. EQUIP_KIND_NAMES = []
  7. WINDOWS_STRETCH = true
  8. STATUS_WINDOW_ARRANGE = true
  9. STATUS_WINDOW_EX_EQUIP_ROW_SIZE = 24
  10. STATUS_WINDOW_EX_EQUIP_X = 336
  11. STATUS_WINDOW_EX_EQUIP_Y = 256
  12. end

  13. #==============================================================================
  14. # ¡ Game_Actor
  15. #==============================================================================
  16. class Game_Actor < Game_Battler
  17. #--------------------------------------------------------------------------
  18. # ? ?C???N??[?h
  19. #--------------------------------------------------------------------------
  20. include XRXS_MP8_Fixed_Valuables
  21. #--------------------------------------------------------------------------
  22. # ? ?&ouml;?J?C???X?^???X?&Iuml;?
  23. #--------------------------------------------------------------------------
  24. attr_reader :armor_ids
  25. #--------------------------------------------------------------------------
  26. # ? ?Z?b?g?A?b?v
  27. #--------------------------------------------------------------------------
  28. alias xrxs_mp8_setup setup
  29. def setup(actor_id)
  30. xrxs_mp8_setup(actor_id)
  31. @armor_ids = []
  32. # ?g?&pound;?—
  33. for i in 4...EQUIP_KINDS.size
  34. @armor_ids[i+1] = 0
  35. end
  36. end
  37. #--------------------------------------------------------------------------
  38. # ? ?&icirc;–{?r—&Iacute;?&Igrave;?&aelig;?&frac34;
  39. #--------------------------------------------------------------------------
  40. alias xrxs_mp8_base_str base_str
  41. def base_str
  42. n = xrxs_mp8_base_str
  43. for i in 4...EQUIP_KINDS.size
  44. armor = $data_armors[@armor_ids[i+1]]
  45. n += armor != nil ? armor.str_plus : 0
  46. end
  47. return n
  48. end
  49. #--------------------------------------------------------------------------
  50. # ? ?&icirc;–{?í—p?&sup3;?&Igrave;?&aelig;?&frac34;
  51. #--------------------------------------------------------------------------
  52. alias xrxs_mp8_base_dex base_dex
  53. def base_dex
  54. n = xrxs_mp8_base_dex
  55. for i in 4...EQUIP_KINDS.size
  56. armor = $data_armors[@armor_ids[i+1]]
  57. n += armor != nil ? armor.dex_plus : 0
  58. end
  59. return n
  60. end
  61. #--------------------------------------------------------------------------
  62. # ? ?&icirc;–{?f??&sup3;?&Igrave;?&aelig;?&frac34;
  63. #--------------------------------------------------------------------------
  64. alias xrxs_mp8_base_agi base_agi
  65. def base_agi
  66. n = xrxs_mp8_base_agi
  67. for i in 4...EQUIP_KINDS.size
  68. armor = $data_armors[@armor_ids[i+1]]
  69. n += armor != nil ? armor.agi_plus : 0
  70. end
  71. return n
  72. end
  73. #--------------------------------------------------------------------------
  74. # ? ?&icirc;–{–?—&Iacute;?&Igrave;?&aelig;?&frac34;
  75. #--------------------------------------------------------------------------
  76. alias xrxs_mp8_base_int base_int
  77. def base_int
  78. n = xrxs_mp8_base_int
  79. for i in 4...EQUIP_KINDS.size
  80. armor = $data_armors[@armor_ids[i+1]]
  81. n += armor != nil ? armor.int_plus : 0
  82. end
  83. return n
  84. end
  85. #--------------------------------------------------------------------------
  86. # ? ?&icirc;–{?¨—–h?&auml;?&Igrave;?&aelig;?&frac34;
  87. #--------------------------------------------------------------------------
  88. alias xrxs_mp8_base_pdef base_pdef
  89. def base_pdef
  90. n = xrxs_mp8_base_pdef
  91. for i in 4...EQUIP_KINDS.size
  92. armor = $data_armors[@armor_ids[i+1]]
  93. n += armor != nil ? armor.pdef : 0
  94. end
  95. return n
  96. end
  97. #--------------------------------------------------------------------------
  98. # ? ?&icirc;–{–?–@–h?&auml;?&Igrave;?&aelig;?&frac34;
  99. #--------------------------------------------------------------------------
  100. alias xrxs_mp8_base_mdef base_mdef
  101. def base_mdef
  102. n = xrxs_mp8_base_mdef
  103. for i in 4...EQUIP_KINDS.size
  104. armor = $data_armors[@armor_ids[i+1]]
  105. n += armor != nil ? armor.mdef : 0
  106. end
  107. return n
  108. end
  109. #--------------------------------------------------------------------------
  110. # ? ?&icirc;–{?&ntilde;?&eth;C&sup3;?&Igrave;?&aelig;?&frac34;
  111. #--------------------------------------------------------------------------
  112. alias xrxs_mp8_base_eva base_eva
  113. def base_eva
  114. n = xrxs_mp8_base_eva
  115. for i in 4...EQUIP_KINDS.size
  116. armor = $data_armors[@armor_ids[i+1]]
  117. n += armor != nil ? armor.eva : 0
  118. end
  119. return n
  120. end
  121. #--------------------------------------------------------------------------
  122. # ? ???&otilde;?&Igrave;?&Iuml;X
  123. # equip_type : ???&otilde;?^?C?v
  124. # id : ??í or –h?&iuml; ID (0 ?&Egrave;?&ccedil;???&otilde;?&eth;?)
  125. #--------------------------------------------------------------------------
  126. alias xrxs_mp8_equip equip
  127. def equip(equip_type, id)
  128. xrxs_mp8_equip(equip_type, id)
  129. if equip_type >= 5
  130. if id == 0 or $game_party.armor_number(id) > 0
  131. update_auto_state($data_armors[@armor_ids[equip_type]], $data_armors[id])
  132. $game_party.gain_armor(@armor_ids[equip_type], 1)
  133. @armor_ids[equip_type] = id
  134. $game_party.lose_armor(id, 1)
  135. end
  136. end
  137. end
  138. end
  139. #==============================================================================
  140. # &iexcl; Window_EquipRight
  141. #==============================================================================
  142. class Window_EquipRight < Window_Selectable
  143. #--------------------------------------------------------------------------
  144. # ? ?C???N??[?h
  145. #--------------------------------------------------------------------------
  146. include XRXS_MP8_Fixed_Valuables
  147. #--------------------------------------------------------------------------
  148. # ? ?I?u?W?F?N?g??ú?&raquo;
  149. # actor : ?A?N?^[
  150. #--------------------------------------------------------------------------
  151. if WINDOWS_STRETCH
  152. def initialize(actor)
  153. super(272, 64, 368, 192)
  154. h = (EQUIP_KINDS.size + 1) * 32
  155. self.contents = Bitmap.new(width - 32, h)
  156. @actor = actor
  157. refresh
  158. self.index = 0
  159. end
  160. end
  161. #--------------------------------------------------------------------------
  162. # ? ???t???b?V??
  163. #--------------------------------------------------------------------------
  164. alias xrxs_mp8_refresh refresh
  165. def refresh
  166. xrxs_mp8_refresh
  167. @item_max = EQUIP_KINDS.size + 1
  168. for i in 4...EQUIP_KINDS.size
  169. @data.push($data_armors[@actor.armor_ids[i+1]])
  170. self.contents.font.color = system_color
  171. self.contents.draw_text(5, 32 * (i+1), 92, 32, EQUIP_KIND_NAMES[i-4].to_s)
  172. draw_item_name(@data[i+1], 92, 32 * (i+1))
  173. end
  174. end
  175. end
  176. #==============================================================================
  177. # &iexcl; Window_EquipItem
  178. #==============================================================================
  179. class Window_EquipItem < Window_Selectable
  180. #--------------------------------------------------------------------------
  181. # ? ???&otilde;?í?&Ecirc;?&Igrave;&Yacute;?è
  182. #--------------------------------------------------------------------------
  183. def equip_type=(et)
  184. @equip_type = et
  185. refresh
  186. end
  187. #--------------------------------------------------------------------------
  188. # ? ???t???b?V??
  189. #--------------------------------------------------------------------------
  190. alias xrxs_mp8_refresh refresh
  191. def refresh
  192. xrxs_mp8_refresh
  193. if @equip_type >= 5
  194. if self.contents != nil
  195. self.contents.dispose
  196. self.contents = nil
  197. end
  198. @data = []
  199. armor_set = $data_classes[@actor.class_id].armor_set
  200. for i in 1...$data_armors.size
  201. if $game_party.armor_number(i) > 0 and armor_set.include?(i)
  202. type = $data_armors[i].kind + 1
  203. if !@equip_type.to_s.scan(/#{type}/).empty?
  204. @data.push($data_armors[i])
  205. end
  206. end
  207. end
  208. @data.push(nil)
  209. @item_max = @data.size
  210. self.contents = Bitmap.new(width - 32, row_max * 32)
  211. for i in 0...@item_max-1
  212. draw_item(i)
  213. end
  214. end
  215. end
  216. end
  217. #==============================================================================
  218. # &iexcl; Window_Status
  219. #==============================================================================
  220. class Window_Status < Window_Base
  221. #--------------------------------------------------------------------------
  222. # ? ?C???N??[?h
  223. #--------------------------------------------------------------------------
  224. include XRXS_MP8_Fixed_Valuables
  225. #--------------------------------------------------------------------------
  226. # ?J?X?^?}?C?Y?|?C???gu?X?e[?^?X?&aelig;–&Ecirc;?&Igrave;?f?U?C???&eth;?&Iuml;X?·?év
  227. #--------------------------------------------------------------------------
  228. if STATUS_WINDOW_ARRANGE
  229. def refresh
  230. self.contents.clear
  231. draw_actor_graphic(@actor, 40, 112)
  232. draw_actor_name(@actor, 4, 0)
  233. draw_actor_class(@actor, 4 + 144, 0)
  234. draw_actor_level(@actor, 96, 32)
  235. draw_actor_state(@actor, 96, 64)
  236. draw_actor_hp(@actor, 96, 112, 172)
  237. draw_actor_sp(@actor, 96, 144, 172)
  238. draw_actor_parameter(@actor, 96, 192, 0)
  239. draw_actor_parameter(@actor, 96, 224, 1)
  240. draw_actor_parameter(@actor, 96, 256, 2)
  241. draw_actor_parameter(@actor, 96, 304, 3)
  242. draw_actor_parameter(@actor, 96, 336, 4)
  243. draw_actor_parameter(@actor, 96, 368, 5)
  244. draw_actor_parameter(@actor, 96, 400, 6)
  245. self.contents.font.color = system_color
  246. self.contents.draw_text(320, 48, 80, 32, "EXP")
  247. self.contents.draw_text(320, 80, 80, 32, "NEXT")
  248. self.contents.font.color = normal_color
  249. self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
  250. self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
  251. self.contents.font.color = system_color
  252. self.contents.draw_text(320, 112, 96, 32, "装备")
  253. draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 136)
  254. draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 160)
  255. draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 184)
  256. draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 208)
  257. draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 232)
  258. end
  259. end
  260. #--------------------------------------------------------------------------
  261. # ? ???t???b?V??
  262. #--------------------------------------------------------------------------
  263. alias xrxs_mp8_refresh refresh
  264. def refresh
  265. xrxs_mp8_refresh
  266. # ?g?&pound;?—
  267. for i in 4...EQUIP_KINDS.size
  268. armor = $data_armors[@actor.armor_ids[i+1]]
  269. draw_item_name($data_armors[@actor.armor_ids[i+1]], STATUS_WINDOW_EX_EQUIP_X, STATUS_WINDOW_EX_EQUIP_Y + STATUS_WINDOW_EX_EQUIP_ROW_SIZE * (i-4))
  270. end
  271. end
  272. end
  273. #==============================================================================
  274. # &iexcl; Scene_Equip
  275. #==============================================================================
  276. class Scene_Equip
  277. #--------------------------------------------------------------------------
  278. # ? ?C???N??[?h
  279. #--------------------------------------------------------------------------
  280. include XRXS_MP8_Fixed_Valuables
  281. #--------------------------------------------------------------------------
  282. # ? ??C???—
  283. #--------------------------------------------------------------------------
  284. alias xrxs_mp8_main main
  285. def main
  286. @addition_initialize_done = false
  287. xrxs_mp8_main
  288. for i in 4...EQUIP_KINDS.size
  289. @item_windows[i+2].dispose
  290. end
  291. end
  292. #--------------------------------------------------------------------------
  293. # ? ???t???b?V??
  294. #--------------------------------------------------------------------------
  295. alias xrxs_mp8_refresh refresh
  296. def refresh
  297. unless @addition_initialize_done
  298. @item_windows = []
  299. @item_window2.equip_type = EQUIP_KINDS[0]
  300. @item_window3.equip_type = EQUIP_KINDS[1]
  301. @item_window4.equip_type = EQUIP_KINDS[2]
  302. @item_window5.equip_type = EQUIP_KINDS[3]
  303. for i in 4...EQUIP_KINDS.size
  304. @item_windows[i+2] = Window_EquipItem.new(@actor, EQUIP_KINDS[i])
  305. @item_windows[i+2].help_window = @help_window
  306. end
  307. if WINDOWS_STRETCH
  308. @right_window.height = (EQUIP_KINDS.size + 2) * 32
  309. if @left_window.y + @left_window.height == 256
  310. @left_window.height = @right_window.height
  311. end
  312. y_pos = (@right_window.y + @right_window.height)
  313. y_space = 480 - y_pos
  314. @item_window1.y = y_pos
  315. @item_window2.y = y_pos
  316. @item_window3.y = y_pos
  317. @item_window4.y = y_pos
  318. @item_window5.y = y_pos
  319. @item_window1.height = y_space
  320. @item_window2.height = y_space
  321. @item_window3.height = y_space
  322. @item_window4.height = y_space
  323. @item_window5.height = y_space
  324. for i in 4...EQUIP_KINDS.size
  325. @item_windows[i+2].y = y_pos
  326. @item_windows[i+2].height = y_space
  327. end
  328. end
  329. @addition_initialize_done = true
  330. end
  331. for i in 4...EQUIP_KINDS.size
  332. @item_windows[i+2].visible = (@right_window.index == i+1)
  333. end
  334. if @right_window.index >= 5
  335. @item_window = @item_windows[@right_window.index + 1]
  336. end
  337. xrxs_mp8_refresh
  338. end
  339. #--------------------------------------------------------------------------
  340. # ? ?t??[??XV (?A?C?e???E?B???h?E?&ordf;?A?N?e?B?u?&Igrave;ê?)
  341. #--------------------------------------------------------------------------
  342. alias xrxs_mp8_update_item update_item
  343. def update_item
  344. xrxs_mp8_update_item
  345. if Input.trigger?(Input::C)
  346. @item_window1.refresh
  347. @item_window2.refresh
  348. @item_window3.refresh
  349. @item_window4.refresh
  350. @item_window5.refresh
  351. for i in 4...EQUIP_KINDS.size
  352. @item_windows[i+2].refresh
  353. end
  354. Graphics.frame_reset
  355. return
  356. end
  357. end
  358. end

复制代码


第二个,人物防御属性描绘雷达图,同上一个一样,脚本间冲突不会很大,不过如果两个脚本同时用后多出来的两个装饰品会遮住雷达图,所以用的时候尽量想办法克服吧~
  1. #=============
  2. # Graphic_Def_Elem
  3. #=============
  4. class Window_Base
  5. FONT_SIZE = 18
  6. WORD_ELEMENT_GUARD = "属性"
  7. NUMBER_OF_ELEMENTS = 8
  8. ELEMENT_ORDER = [1,3,8,5,2,4,7,6]
  9. GRAPH_SCALINE_COLOR = Color.new(255, 255, 255, 128)
  10. GRAPH_SCALINE_COLOR_SHADOW = Color.new( 0, 0, 0, 192)
  11. GRAPH_LINE_COLOR = Color.new(255, 255, 64, 255)
  12. GRAPH_LINE_COLOR_MINUS = Color.new( 64, 255, 255, 255)
  13. GRAPH_LINE_COLOR_PLUS = Color.new(255, 64, 64, 255)
  14. end
  15. #=============
  16. # &iexcl; Window_Status
  17. #=============
  18. class Window_Status < Window_Base
  19. alias xrxs_mp4_refresh refresh
  20. def refresh
  21. xrxs_mp4_refresh
  22. draw_actor_element_radar_graph(@actor, 320, 240)
  23. end
  24. #--------------------
  25. def draw_actor_element_radar_graph(actor, x, y, radius = 56)
  26. cx = x + radius + FONT_SIZE + 48
  27. cy = y + radius + FONT_SIZE + 32
  28. self.contents.font.color = system_color
  29. self.contents.draw_text(x, y, 104, 32, WORD_ELEMENT_GUARD)
  30. for loop_i in 0..NUMBER_OF_ELEMENTS
  31. if loop_i == 0

  32. else
  33. @pre_x = @now_x
  34. @pre_y = @now_y
  35. @pre_ex = @now_ex
  36. @pre_ey = @now_ey
  37. @color1 = @color2
  38. end
  39. if loop_i == NUMBER_OF_ELEMENTS
  40. eo = ELEMENT_ORDER[0]
  41. else
  42. eo = ELEMENT_ORDER[loop_i]
  43. end
  44. er = actor.element_rate(eo)
  45. estr = $data_system.elements[eo]
  46. @color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
  47. er = er.abs
  48. th = Math::PI * (0.5 - 2.0 * loop_i / NUMBER_OF_ELEMENTS)
  49. @now_x = cx + (radius * Math.cos(th)).floor
  50. @now_y = cy - (radius * Math.sin(th)).floor
  51. @now_wx = cx + ((radius+FONT_SIZE*2/2) * Math.cos(th)).floor - FONT_SIZE
  52. @now_wy = cy - ((radius+FONT_SIZE*1/2) * Math.sin(th)).floor - FONT_SIZE/2
  53. @now_vx = cx + ((radius+FONT_SIZE*6/2) * Math.cos(th)).floor - FONT_SIZE
  54. @now_vy = cy - ((radius+FONT_SIZE*3/2) * Math.sin(th)).floor - FONT_SIZE/2
  55. @now_ex = cx + (er*radius/100 * Math.cos(th)).floor
  56. @now_ey = cy - (er*radius/100 * Math.sin(th)).floor
  57. if loop_i == 0
  58. @pre_x = @now_x
  59. @pre_y = @now_y
  60. @pre_ex = @now_ex
  61. @pre_ey = @now_ey
  62. @color1 = @color2
  63. else

  64. end
  65. next if loop_i == 0
  66. self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
  67. self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
  68. self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
  69. self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
  70. self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
  71. self.contents.font.size = FONT_SIZE
  72. self.contents.font.color = system_color
  73. self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*2, FONT_SIZE, estr, 1)
  74. self.contents.font.color = Color.new(255,255,255,128)
  75. self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2)
  76. end
  77. end
  78. end
  79. #=============
  80. # ž ŠO•”ƒ‰ƒCƒuƒ‰ƒŠ
  81. #=============
  82. class Bitmap
  83. def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
  84. distance = (start_x - end_x).abs + (start_y - end_y).abs
  85. if end_color == start_color
  86. for i in 1..distance
  87. x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  88. y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  89. if width == 1
  90. self.set_pixel(x, y, start_color)
  91. else
  92. self.fill_rect(x, y, width, width, start_color)
  93. end
  94. end
  95. else
  96. for i in 1..distance
  97. x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
  98. y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
  99. r = start_color.red * (distance-i)/distance + end_color.red * i/distance
  100. g = start_color.green * (distance-i)/distance + end_color.green * i/distance
  101. b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
  102. a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
  103. if width == 1
  104. self.set_pixel(x, y, Color.new(r, g, b, a))
  105. else
  106. self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
  107. end
  108. end
  109. end
  110. end
  111. end
复制代码


最后要废话的是,两个脚本都没有写上出处和作者,请大家用的时候说明一下来源:
http://rpgcreative.free.fr

PS:我怎么突然发现我突然不会这个不会那个了啊?

作者: link006007    时间: 2006-6-7 06:55
那个雷达,好东西.{/se},(表情又换回来了)
作者: 美兽    时间: 2006-6-7 06:58
第一个不会小……
作者: frantice    时间: 2006-6-7 07:10
嗯嗯,
不和装备介面强化冲突的吧,而且和菜单(不是改得很厉害的那种)也不冲突的,当然和有些限制了装备窗口大小的冲突是一定的,整合的话就看自己的啦。

作者: 兰色枫叶    时间: 2006-6-7 08:33
OTZ~~```
法文那么厉害= =|
作者: link006007    时间: 2006-6-7 08:46
那个雷达的作者干嘛不把def draw_actor_element_radar_graph写在Window_Base里...?
作者: 美兽    时间: 2006-6-7 09:06
“XRXS”RM名人……

那个站上也是转载的……
作者: 张永    时间: 2006-6-7 12:20
XMSX上有的……
作者: DriftZxnZERO    时间: 2006-6-7 16:48
第二个我早就搞过比他好看的了...

不过因为巨卡...(Ruby的绘点语句和绘字语句都巨卡,这点跟JAVA一样..)
作者: 美兽    时间: 2006-6-7 17:03
以下引用DriftZxnZERO于2006-6-7 8:48:35的发言:

第二个我早就搞过比他好看的了...

不过因为巨卡...(Ruby的绘点语句和绘字语句都巨卡,这点跟JAVA一样..)


单纯连线不卡,你填充了吧……

作者: 亿万星辰    时间: 2006-6-17 20:44
雷达那个实现不难,难的把里面的内容填充....{/pz}
作者: koalli    时间: 2006-6-18 04:34
第2个挺感兴趣的```
作者: 千鸟    时间: 2006-6-29 19:10
值的顶!!!{/se}




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