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标题: 【xp】得失物品自动提示脚本:金钱窗口怎样能往下放在最底 [打印本页]

作者: 惊天动地    时间: 2012-1-7 09:44
标题: 【xp】得失物品自动提示脚本:金钱窗口怎样能往下放在最底
本帖最后由 惊天动地 于 2012-1-7 09:53 编辑

各位高手:
  我在本论坛找的脚本“得失物品自动提示脚本”,默认是在中间显示金钱提示窗口。 现在我 想把脚本里的金钱窗口 及金钱提示 放在底部显示,可弄了半天只能把窗口移到下面, 金钱提示却还在原位。谁能帮我把它们都移下来啊
脚本如下:

  1. #==========================================================
  2. #  
  3. #
  4. #  
  5. #==========================================================
  6. # 开关定义:
  7. SYSTEM_不显示金钱窗口 = 41
  8. SYSTEM_不显示物品窗口 = 42
  9. SYSTEM_不显示武器窗口 = 43
  10. SYSTEM_不显示防具窗口 = 44
  11. # 以上开关,当打开的时候,获得物品将不会提示
  12. # 比如默认打开41号开关,获得金钱不再提示

  13. # 描绘文字的位置偏移:
  14. SYSTEM_X偏移 = 0
  15. SYSTEM_Y偏移 = 0
  16. #以上变量用于把文字整体挪动一段距离,一般用不上,除非你做了获得物品的图片

  17. #---------------------------------------------------------------------
  18. # 高级说明:
  19. #---------------------------------------------------------------------
  20. # 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
  21. # 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
  22. # 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
  23. # 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
  24. #
  25. # 当这几张图片不存在的时候,会用深蓝色填充。此功能为高级功能,如果图片
  26. # 做不好可能还不如不做。
  27. #---------------------------------------------------------------------
  28. # 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
  29. # 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
  30. #
  31. # 这个如果你想替换,可以搜索脚本中的自己改。注意这两个文件可能不会被提
  32. # 取器提取,请手动放到文件夹下。
  33. #---------------------------------------------------------------------
  34. # 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
  35. #    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
  36. #    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
  37. #            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
  38. # ——————————————————————————————————
  39. # 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
  40. # ——————————————————————————————————

  41. class Interpreter  
  42. #--------------------------------------------------------------------------
  43. # ● 增减金钱
  44. #--------------------------------------------------------------------------
  45. def command_125
  46.    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
  47.    $game_party.gain_gold(value)
  48.    if $game_switches[SYSTEM_不显示金钱窗口]==false

  49.      kkme_RPG_item = $data_items[@parameters[0]]
  50.      kkme_RPG = Sprite.new
  51.      kkme_RPG.bitmap = Bitmap.new(640,480)
  52.      kkme_RPG.x = 0
  53.      kkme_RPG.y = 0
  54.      kkme_RPG.opacity = 0
  55.      pic = false
  56.      if value >= 0
  57.        begin
  58.          #====================================
  59.          # 这里可以自定义背景图片和声效,如果你需要的话
  60.          #====================================
  61.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  62.          kkme_RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
  63.          pic = true
  64.        rescue        
  65.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  66.        end        
  67.        kkme_RPG_line1 = Sprite.new
  68.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  69.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得金币:")
  70.        kkme_RPG_line1.opacity = 0
  71.      else
  72.        begin
  73.          #====================================
  74.          # 这里可以自定义背景图片和声效,如果你需要的话
  75.          #====================================
  76.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  77.          kkme_RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
  78.          pic = true
  79.        rescue        
  80.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  81.        end               
  82.        kkme_RPG_line1 = Sprite.new
  83.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  84.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去金币:")
  85.        kkme_RPG_line1.opacity = 0
  86.      end
  87.       
  88.      kkme_RPG_line2 = Sprite.new
  89.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  90.      kkme_RPG_line2.opacity = 0      

  91.      kkme_RPG_bigicon = Sprite.new
  92.      
  93.      begin
  94.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  95.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  96.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  97.        kkme_RPG_bigicon.opacity = 0
  98.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  99.        kkme_RPG_line1.y = 200
  100.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  101.        kkme_RPG_line2.y = 240
  102.        kkme_RPG_line1.x += SYSTEM_X偏移
  103.        kkme_RPG_line2.x += SYSTEM_X偏移
  104.        kkme_RPG_line1.y += SYSTEM_Y偏移
  105.        kkme_RPG_line2.y += SYSTEM_Y偏移        
  106.        kkme_RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  107.        kkme_RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  108.        for i in 0..5
  109.          kkme_RPG.opacity += 36
  110.          Graphics.update
  111.        end
  112.        kkme_RPG.opacity = 255 if pic
  113.        for i in 0..10
  114.          kkme_RPG_bigicon.opacity += 30
  115.          Graphics.update
  116.        end
  117.        for i in 0..10
  118.          kkme_RPG_line1.opacity += 30
  119.          Graphics.update
  120.        end
  121.        for i in 0..50
  122.          kkme_RPG_line2.opacity += 8
  123.          Graphics.update
  124.        end
  125.      rescue
  126.        kkme_RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  127.        kkme_RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  128.        kkme_RPG_line1.x = 176
  129.        kkme_RPG_line1.y = 200
  130.        kkme_RPG_line2.x = 176
  131.        kkme_RPG_line2.y = 240
  132.        kkme_RPG_line1.x += SYSTEM_X偏移
  133.        kkme_RPG_line2.x += SYSTEM_X偏移
  134.        kkme_RPG_line1.y += SYSTEM_Y偏移
  135.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  136.        for i in 0..5
  137.          kkme_RPG.opacity += 36
  138.          Graphics.update
  139.        end
  140.        kkme_RPG.opacity = 255 if pic
  141.        for i in 0..10
  142.          kkme_RPG_line1.opacity += 30
  143.          Graphics.update
  144.        end
  145.        for i in 0..50
  146.          kkme_RPG_line2.opacity += 16
  147.          Graphics.update
  148.        end
  149.      end
  150.       
  151.      for i in 0..10
  152.        kkme_RPG.opacity -= 30
  153.        kkme_RPG_bigicon.opacity -= 30
  154.        kkme_RPG_line1.opacity -= 30
  155.        kkme_RPG_line2.opacity -= 30
  156.        Graphics.update
  157.      end
  158.      kkme_RPG.dispose
  159.      kkme_RPG_bigicon.dispose
  160.      kkme_RPG_line1.dispose
  161.      kkme_RPG_line2.dispose
  162.       
  163.      
  164.    end
  165.    return true
  166. end

  167. #--------------------------------------------------------------------------
  168. # ● 增减武器
  169. #--------------------------------------------------------------------------
  170. def command_127
  171.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  172.    $game_party.gain_weapon(@parameters[0], value)
  173.    if $game_switches[SYSTEM_不显示武器窗口]==false
  174.      
  175.      kkme_RPG_item = $data_weapons[@parameters[0]]
  176.      kkme_RPG = Sprite.new
  177.      kkme_RPG.bitmap = Bitmap.new(640,480)
  178.      kkme_RPG.x = 0
  179.      kkme_RPG.y = 0
  180.      kkme_RPG.opacity = 0

  181.      pic = false
  182.      if value >= 0
  183.        begin
  184.          #====================================
  185.          # 这里可以自定义背景图片和声效,如果你需要的话
  186.          #====================================
  187.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  188.          kkme_RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  189.          pic = true
  190.        rescue        
  191.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  192.        end        
  193.        kkme_RPG_line1 = Sprite.new
  194.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  195.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  196.        kkme_RPG_line1.opacity = 0
  197.      else
  198.        begin
  199.          #====================================
  200.          # 这里可以自定义背景图片和声效,如果你需要的话
  201.          #====================================
  202.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  203.          kkme_RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  204.          pic = true
  205.        rescue        
  206.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  207.        end               
  208.        kkme_RPG_line1 = Sprite.new
  209.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  210.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  211.        kkme_RPG_line1.opacity = 0
  212.      end
  213.       
  214.      kkme_RPG_line2 = Sprite.new
  215.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  216.      kkme_RPG_line2.opacity = 0      

  217.      kkme_RPG_bigicon = Sprite.new
  218.      
  219.      begin
  220.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name + "_big")
  221.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  222.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  223.        kkme_RPG_bigicon.opacity = 0
  224.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  225.        kkme_RPG_line1.y = 200
  226.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  227.        kkme_RPG_line2.y = 245
  228.        kkme_RPG_line1.x += SYSTEM_X偏移
  229.        kkme_RPG_line2.x += SYSTEM_X偏移
  230.        kkme_RPG_line1.y += SYSTEM_Y偏移
  231.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  232.        kkme_RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_RPG_item.name, 0)
  233.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  234.        for i in 0..5
  235.          kkme_RPG.opacity += 36
  236.          Graphics.update
  237.        end
  238.        kkme_RPG.opacity = 255 if pic
  239.        for i in 0..10
  240.          kkme_RPG_bigicon.opacity += 30
  241.          Graphics.update
  242.        end
  243.        for i in 0..10
  244.          kkme_RPG_line1.opacity += 30
  245.          Graphics.update
  246.        end
  247.        for i in 0..50
  248.          kkme_RPG_line2.opacity += 8
  249.          Graphics.update
  250.        end
  251.      rescue
  252.        kkme_RPG_smallicon_bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name)
  253.        kkme_RPG_line2.bitmap.blt(0, 0, kkme_RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  254.        kkme_RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_RPG_item.name, 0)
  255.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  256.        kkme_RPG_line1.x = 176
  257.        kkme_RPG_line1.y = 200
  258.        kkme_RPG_line2.x = 176
  259.        kkme_RPG_line2.y = 240
  260.        kkme_RPG_line1.x += SYSTEM_X偏移
  261.        kkme_RPG_line2.x += SYSTEM_X偏移
  262.        kkme_RPG_line1.y += SYSTEM_Y偏移
  263.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  264.        for i in 0..5
  265.          kkme_RPG.opacity += 36
  266.          Graphics.update
  267.        end        
  268.        kkme_RPG.opacity = 255 if pic
  269.        for i in 0..10
  270.          kkme_RPG_line1.opacity += 30
  271.          Graphics.update
  272.        end
  273.        for i in 0..50
  274.          kkme_RPG_line2.opacity += 16
  275.          Graphics.update
  276.        end
  277.        kkme_RPG_smallicon_bitmap.dispose
  278.      end
  279.       
  280.      for i in 0..10
  281.        kkme_RPG.opacity -= 30
  282.        kkme_RPG_bigicon.opacity -= 30
  283.        kkme_RPG_line1.opacity -= 30
  284.        kkme_RPG_line2.opacity -= 30
  285.        Graphics.update
  286.      end
  287.      kkme_RPG.dispose
  288.      kkme_RPG_bigicon.dispose
  289.      kkme_RPG_line1.dispose
  290.      kkme_RPG_line2.dispose
  291.      
  292.    end
  293.    return true
  294. end
  295. #--------------------------------------------------------------------------
  296. # ● 增减防具
  297. #--------------------------------------------------------------------------
  298. def command_128
  299.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  300.    $game_party.gain_armor(@parameters[0], value)
  301.    if $game_switches[SYSTEM_不显示防具窗口]==false
  302.      kkme_RPG_item = $data_armors[@parameters[0]]
  303.      
  304.      kkme_RPG = Sprite.new
  305.      kkme_RPG.bitmap = Bitmap.new(640,480)
  306.      kkme_RPG.x = 0
  307.      kkme_RPG.y = 0
  308.      kkme_RPG.opacity = 0

  309.      pic = false
  310.      if value >= 0
  311.        begin
  312.          #====================================
  313.          # 这里可以自定义背景图片和声效,如果你需要的话
  314.          #====================================
  315.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  316.          kkme_RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  317.          pic = true
  318.        rescue        
  319.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  320.        end        
  321.        kkme_RPG_line1 = Sprite.new
  322.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  323.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
  324.        kkme_RPG_line1.opacity = 0
  325.      else
  326.        begin
  327.          #====================================
  328.          # 这里可以自定义背景图片和声效,如果你需要的话
  329.          #====================================
  330.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  331.          kkme_RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  332.          pic = true
  333.        rescue        
  334.          kkme_RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  335.        end               
  336.        kkme_RPG_line1 = Sprite.new
  337.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  338.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
  339.        kkme_RPG_line1.opacity = 0
  340.      end
  341.       
  342.      kkme_RPG_line2 = Sprite.new
  343.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  344.      kkme_RPG_line2.opacity = 0      

  345.      kkme_RPG_bigicon = Sprite.new
  346.      
  347.      begin
  348.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name + "_big")
  349.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  350.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  351.        kkme_RPG_bigicon.opacity = 0
  352.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  353.        kkme_RPG_line1.y = 200
  354.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  355.        kkme_RPG_line2.y = 240
  356.        kkme_RPG_line1.x += SYSTEM_X偏移
  357.        kkme_RPG_line2.x += SYSTEM_X偏移
  358.        kkme_RPG_line1.y += SYSTEM_Y偏移
  359.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  360.        kkme_RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_RPG_item.name, 0)
  361.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  362.        for i in 0..5
  363.          kkme_RPG.opacity += 36
  364.          Graphics.update
  365.        end
  366.        kkme_RPG.opacity = 255 if pic
  367.        for i in 0..10
  368.          kkme_RPG_bigicon.opacity += 30
  369.          Graphics.update
  370.        end
  371.        for i in 0..10
  372.          kkme_RPG_line1.opacity += 30
  373.          Graphics.update
  374.        end
  375.        for i in 0..50
  376.          kkme_RPG_line2.opacity += 8
  377.          Graphics.update
  378.        end
  379.      rescue
  380.        kkme_RPG_smallicon_bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name)
  381.        kkme_RPG_line2.bitmap.blt(0, 0, kkme_RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  382.        kkme_RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_RPG_item.name, 0)
  383.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  384.        kkme_RPG_line1.x = 176
  385.        kkme_RPG_line1.y = 200
  386.        kkme_RPG_line2.x = 176
  387.        kkme_RPG_line2.y = 240
  388.        kkme_RPG_line1.x += SYSTEM_X偏移
  389.        kkme_RPG_line2.x += SYSTEM_X偏移
  390.        kkme_RPG_line1.y += SYSTEM_Y偏移
  391.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  392.        for i in 0..5
  393.          kkme_RPG.opacity += 36
  394.          Graphics.update
  395.        end
  396.        kkme_RPG.opacity = 255 if pic
  397.        for i in 0..10
  398.          kkme_RPG_line1.opacity += 30
  399.          Graphics.update
  400.        end
  401.        for i in 0..50
  402.          kkme_RPG_line2.opacity += 16
  403.          Graphics.update
  404.        end
  405.        kkme_RPG_smallicon_bitmap.dispose
  406.      end
  407.       
  408.      for i in 0..10
  409.        kkme_RPG.opacity -= 30
  410.        kkme_RPG_bigicon.opacity -= 30
  411.        kkme_RPG_line1.opacity -= 30
  412.        kkme_RPG_line2.opacity -= 30
  413.        Graphics.update
  414.      end
  415.      kkme_RPG.dispose
  416.      kkme_RPG_bigicon.dispose
  417.      kkme_RPG_line1.dispose
  418.      kkme_RPG_line2.dispose
  419.    end
  420.    return true
  421. end
  422. end
  423. #==========================================================
  424. #  
  425. #==================================================
复制代码
dsu_plus_rewardpost_czw
作者: Wind2010    时间: 2012-1-7 11:26
  1. # 开关定义:
  2. SYSTEM_不显示金钱窗口 = 41
  3. SYSTEM_不显示物品窗口 = 42
  4. SYSTEM_不显示武器窗口 = 43
  5. SYSTEM_不显示防具窗口 = 44
  6. # 以上开关,当打开的时候,获得物品将不会提示
  7. # 比如默认打开41号开关,获得金钱不再提示

  8. # 描绘文字的位置偏移:
  9. SYSTEM_X偏移 = 0
  10. SYSTEM_Y偏移 = 0
  11. #以上变量用于把文字整体挪动一段距离,一般用不上,除非你做了获得物品的图片

  12. #---------------------------------------------------------------------
  13. # 高级说明:
  14. #---------------------------------------------------------------------
  15. # 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
  16. # 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
  17. # 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
  18. # 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
  19. #
  20. # 当这几张图片不存在的时候,会用深蓝色填充。此功能为高级功能,如果图片
  21. # 做不好可能还不如不做。
  22. #---------------------------------------------------------------------
  23. # 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
  24. # 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
  25. #
  26. # 这个如果你想替换,可以搜索脚本中的自己改。注意这两个文件可能不会被提
  27. # 取器提取,请手动放到文件夹下。
  28. #---------------------------------------------------------------------
  29. # 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
  30. #    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
  31. #    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
  32. #            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
  33. # ——————————————————————————————————
  34. # 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
  35. # ——————————————————————————————————

  36. class Interpreter  
  37. #--------------------------------------------------------------------------
  38. # ● 增减金钱
  39. #--------------------------------------------------------------------------
  40. def command_125
  41.    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
  42.    $game_party.gain_gold(value)
  43.    if $game_switches[SYSTEM_不显示金钱窗口]==false

  44.      kkme_RPG_item = $data_items[@parameters[0]]
  45.      kkme_RPG = Sprite.new
  46.      kkme_RPG.bitmap = Bitmap.new(640,480)
  47.      kkme_RPG.x = 0
  48.      kkme_RPG.y = 0
  49.      kkme_RPG.opacity = 0
  50.      pic = false
  51.      if value >= 0
  52.        begin
  53.          #====================================
  54.          # 这里可以自定义背景图片和声效,如果你需要的话
  55.          #====================================
  56.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  57.          kkme_RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
  58.          pic = true
  59.        rescue        
  60.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  61.        end        
  62.        kkme_RPG_line1 = Sprite.new
  63.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  64.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得金币:")
  65.        kkme_RPG_line1.opacity = 0
  66.      else
  67.        begin
  68.          #====================================
  69.          # 这里可以自定义背景图片和声效,如果你需要的话
  70.          #====================================
  71.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  72.          kkme_RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
  73.          pic = true
  74.        rescue        
  75.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  76.        end               
  77.        kkme_RPG_line1 = Sprite.new
  78.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  79.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去金币:")
  80.        kkme_RPG_line1.opacity = 0
  81.      end
  82.       
  83.      kkme_RPG_line2 = Sprite.new
  84.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  85.      kkme_RPG_line2.opacity = 0      

  86.      kkme_RPG_bigicon = Sprite.new
  87.      
  88.      begin
  89.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  90.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  91.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  92.        kkme_RPG_bigicon.opacity = 0
  93.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  94.        kkme_RPG_line1.y = 200
  95.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  96.        kkme_RPG_line2.y = 240
  97.        kkme_RPG_line1.x += SYSTEM_X偏移
  98.        kkme_RPG_line2.x += SYSTEM_X偏移
  99.        kkme_RPG_line1.y += SYSTEM_Y偏移
  100.        kkme_RPG_line2.y += SYSTEM_Y偏移        
  101.        kkme_RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  102.        kkme_RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  103.        for i in 0..5
  104.          kkme_RPG.opacity += 36
  105.          Graphics.update
  106.        end
  107.        kkme_RPG.opacity = 255 if pic
  108.        for i in 0..10
  109.          kkme_RPG_bigicon.opacity += 30
  110.          Graphics.update
  111.        end
  112.        for i in 0..10
  113.          kkme_RPG_line1.opacity += 30
  114.          Graphics.update
  115.        end
  116.        for i in 0..50
  117.          kkme_RPG_line2.opacity += 8
  118.          Graphics.update
  119.        end
  120.      rescue
  121.        kkme_RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  122.        kkme_RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  123.        kkme_RPG_line1.x = 176
  124.        kkme_RPG_line1.y = 200
  125.        kkme_RPG_line2.x = 176
  126.        kkme_RPG_line2.y = 240
  127.        kkme_RPG_line1.x += SYSTEM_X偏移
  128.        kkme_RPG_line2.x += SYSTEM_X偏移
  129.        kkme_RPG_line1.y += SYSTEM_Y偏移
  130.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  131.        for i in 0..5
  132.          kkme_RPG.opacity += 36
  133.          Graphics.update
  134.        end
  135.        kkme_RPG.opacity = 255 if pic
  136.        for i in 0..10
  137.          kkme_RPG_line1.opacity += 30
  138.          Graphics.update
  139.        end
  140.        for i in 0..50
  141.          kkme_RPG_line2.opacity += 16
  142.          Graphics.update
  143.        end
  144.      end
  145.       
  146.      for i in 0..10
  147.        kkme_RPG.opacity -= 30
  148.        kkme_RPG_bigicon.opacity -= 30
  149.        kkme_RPG_line1.opacity -= 30
  150.        kkme_RPG_line2.opacity -= 30
  151.        Graphics.update
  152.      end
  153.      kkme_RPG.dispose
  154.      kkme_RPG_bigicon.dispose
  155.      kkme_RPG_line1.dispose
  156.      kkme_RPG_line2.dispose
  157.       
  158.      
  159.    end
  160.    return true
  161. end

  162. #--------------------------------------------------------------------------
  163. # ● 增减武器
  164. #--------------------------------------------------------------------------
  165. def command_127
  166.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  167.    $game_party.gain_weapon(@parameters[0], value)
  168.    if $game_switches[SYSTEM_不显示武器窗口]==false
  169.      
  170.      kkme_RPG_item = $data_weapons[@parameters[0]]
  171.      kkme_RPG = Sprite.new
  172.      kkme_RPG.bitmap = Bitmap.new(640,480)
  173.      kkme_RPG.x = 0
  174.      kkme_RPG.y = 0
  175.      kkme_RPG.opacity = 0

  176.      pic = false
  177.      if value >= 0
  178.        begin
  179.          #====================================
  180.          # 这里可以自定义背景图片和声效,如果你需要的话
  181.          #====================================
  182.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  183.          kkme_RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  184.          pic = true
  185.        rescue        
  186.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  187.        end        
  188.        kkme_RPG_line1 = Sprite.new
  189.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  190.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  191.        kkme_RPG_line1.opacity = 0
  192.      else
  193.        begin
  194.          #====================================
  195.          # 这里可以自定义背景图片和声效,如果你需要的话
  196.          #====================================
  197.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  198.          kkme_RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  199.          pic = true
  200.        rescue        
  201.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  202.        end               
  203.        kkme_RPG_line1 = Sprite.new
  204.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  205.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  206.        kkme_RPG_line1.opacity = 0
  207.      end
  208.       
  209.      kkme_RPG_line2 = Sprite.new
  210.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  211.      kkme_RPG_line2.opacity = 0      

  212.      kkme_RPG_bigicon = Sprite.new
  213.      
  214.      begin
  215.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name + "_big")
  216.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  217.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  218.        kkme_RPG_bigicon.opacity = 0
  219.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  220.        kkme_RPG_line1.y = 200
  221.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  222.        kkme_RPG_line2.y = 245
  223.        kkme_RPG_line1.x += SYSTEM_X偏移
  224.        kkme_RPG_line2.x += SYSTEM_X偏移
  225.        kkme_RPG_line1.y += SYSTEM_Y偏移
  226.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  227.        kkme_RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_RPG_item.name, 0)
  228.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  229.        for i in 0..5
  230.          kkme_RPG.opacity += 36
  231.          Graphics.update
  232.        end
  233.        kkme_RPG.opacity = 255 if pic
  234.        for i in 0..10
  235.          kkme_RPG_bigicon.opacity += 30
  236.          Graphics.update
  237.        end
  238.        for i in 0..10
  239.          kkme_RPG_line1.opacity += 30
  240.          Graphics.update
  241.        end
  242.        for i in 0..50
  243.          kkme_RPG_line2.opacity += 8
  244.          Graphics.update
  245.        end
  246.      rescue
  247.        kkme_RPG_smallicon_bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name)
  248.        kkme_RPG_line2.bitmap.blt(0, 0, kkme_RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  249.        kkme_RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_RPG_item.name, 0)
  250.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  251.        kkme_RPG_line1.x = 176
  252.        kkme_RPG_line1.y = 200
  253.        kkme_RPG_line2.x = 176
  254.        kkme_RPG_line2.y = 240
  255.        kkme_RPG_line1.x += SYSTEM_X偏移
  256.        kkme_RPG_line2.x += SYSTEM_X偏移
  257.        kkme_RPG_line1.y += SYSTEM_Y偏移
  258.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  259.        for i in 0..5
  260.          kkme_RPG.opacity += 36
  261.          Graphics.update
  262.        end        
  263.        kkme_RPG.opacity = 255 if pic
  264.        for i in 0..10
  265.          kkme_RPG_line1.opacity += 30
  266.          Graphics.update
  267.        end
  268.        for i in 0..50
  269.          kkme_RPG_line2.opacity += 16
  270.          Graphics.update
  271.        end
  272.        kkme_RPG_smallicon_bitmap.dispose
  273.      end
  274.       
  275.      for i in 0..10
  276.        kkme_RPG.opacity -= 30
  277.        kkme_RPG_bigicon.opacity -= 30
  278.        kkme_RPG_line1.opacity -= 30
  279.        kkme_RPG_line2.opacity -= 30
  280.        Graphics.update
  281.      end
  282.      kkme_RPG.dispose
  283.      kkme_RPG_bigicon.dispose
  284.      kkme_RPG_line1.dispose
  285.      kkme_RPG_line2.dispose
  286.      
  287.    end
  288.    return true
  289. end
  290. #--------------------------------------------------------------------------
  291. # ● 增减防具
  292. #--------------------------------------------------------------------------
  293. def command_128
  294.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  295.    $game_party.gain_armor(@parameters[0], value)
  296.    if $game_switches[SYSTEM_不显示防具窗口]==false
  297.      kkme_RPG_item = $data_armors[@parameters[0]]
  298.      
  299.      kkme_RPG = Sprite.new
  300.      kkme_RPG.bitmap = Bitmap.new(640,480)
  301.      kkme_RPG.x = 0
  302.      kkme_RPG.y = 0
  303.      kkme_RPG.opacity = 0

  304.      pic = false
  305.      if value >= 0
  306.        begin
  307.          #====================================
  308.          # 这里可以自定义背景图片和声效,如果你需要的话
  309.          #====================================
  310.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  311.          kkme_RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  312.          pic = true
  313.        rescue        
  314.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  315.        end        
  316.        kkme_RPG_line1 = Sprite.new
  317.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  318.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
  319.        kkme_RPG_line1.opacity = 0
  320.      else
  321.        begin
  322.          #====================================
  323.          # 这里可以自定义背景图片和声效,如果你需要的话
  324.          #====================================
  325.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  326.          kkme_RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  327.          pic = true
  328.        rescue        
  329.          kkme_RPG.bitmap.fill_rect(0, 180+SYSTEM_Y偏移, 640, 120, Color.new(0,10,90,255))
  330.        end               
  331.        kkme_RPG_line1 = Sprite.new
  332.        kkme_RPG_line1.bitmap = Bitmap.new(320,32)
  333.        kkme_RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
  334.        kkme_RPG_line1.opacity = 0
  335.      end
  336.       
  337.      kkme_RPG_line2 = Sprite.new
  338.      kkme_RPG_line2.bitmap = Bitmap.new(320,32)
  339.      kkme_RPG_line2.opacity = 0      

  340.      kkme_RPG_bigicon = Sprite.new
  341.      
  342.      begin
  343.        kkme_RPG_bigicon.bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name + "_big")
  344.        kkme_RPG_bigicon.x = 140 - kkme_RPG_bigicon.bitmap.width/2
  345.        kkme_RPG_bigicon.y = 240 - kkme_RPG_bigicon.bitmap.height/2
  346.        kkme_RPG_bigicon.opacity = 0
  347.        kkme_RPG_line1.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  348.        kkme_RPG_line1.y = 200
  349.        kkme_RPG_line2.x = 156 + kkme_RPG_bigicon.bitmap.width/2
  350.        kkme_RPG_line2.y = 240
  351.        kkme_RPG_line1.x += SYSTEM_X偏移
  352.        kkme_RPG_line2.x += SYSTEM_X偏移
  353.        kkme_RPG_line1.y += SYSTEM_Y偏移
  354.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  355.        kkme_RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_RPG_item.name, 0)
  356.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  357.        for i in 0..5
  358.          kkme_RPG.opacity += 36
  359.          Graphics.update
  360.        end
  361.        kkme_RPG.opacity = 255 if pic
  362.        for i in 0..10
  363.          kkme_RPG_bigicon.opacity += 30
  364.          Graphics.update
  365.        end
  366.        for i in 0..10
  367.          kkme_RPG_line1.opacity += 30
  368.          Graphics.update
  369.        end
  370.        for i in 0..50
  371.          kkme_RPG_line2.opacity += 8
  372.          Graphics.update
  373.        end
  374.      rescue
  375.        kkme_RPG_smallicon_bitmap = RPG::Cache.icon(kkme_RPG_item.icon_name)
  376.        kkme_RPG_line2.bitmap.blt(0, 0, kkme_RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  377.        kkme_RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_RPG_item.name, 0)
  378.        kkme_RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  379.        kkme_RPG_line1.x = 176
  380.        kkme_RPG_line1.y = 200
  381.        kkme_RPG_line2.x = 176
  382.        kkme_RPG_line2.y = 240
  383.        kkme_RPG_line1.x += SYSTEM_X偏移
  384.        kkme_RPG_line2.x += SYSTEM_X偏移
  385.        kkme_RPG_line1.y += SYSTEM_Y偏移
  386.        kkme_RPG_line2.y += SYSTEM_Y偏移   
  387.        for i in 0..5
  388.          kkme_RPG.opacity += 36
  389.          Graphics.update
  390.        end
  391.        kkme_RPG.opacity = 255 if pic
  392.        for i in 0..10
  393.          kkme_RPG_line1.opacity += 30
  394.          Graphics.update
  395.        end
  396.        for i in 0..50
  397.          kkme_RPG_line2.opacity += 16
  398.          Graphics.update
  399.        end
  400.        kkme_RPG_smallicon_bitmap.dispose
  401.      end
  402.       
  403.      for i in 0..10
  404.        kkme_RPG.opacity -= 30
  405.        kkme_RPG_bigicon.opacity -= 30
  406.        kkme_RPG_line1.opacity -= 30
  407.        kkme_RPG_line2.opacity -= 30
  408.        Graphics.update
  409.      end
  410.      kkme_RPG.dispose
  411.      kkme_RPG_bigicon.dispose
  412.      kkme_RPG_line1.dispose
  413.      kkme_RPG_line2.dispose
  414.    end
  415.    return true
  416. end
  417. end
  418. #==========================================================
  419. #  
  420. #==================================================
复制代码
自己改动第11行调节Y坐标吧,我觉得150挺好的




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