Project1
标题:
如何将物品得失脚本美化
[打印本页]
作者:
梦幻迷梦
时间:
2012-6-5 17:50
标题:
如何将物品得失脚本美化
原本是用个窗口提示
然后想改为用张图片提示
怎么做 dsu_plus_rewardpost_czw
作者:
大东
时间:
2012-6-5 18:10
bitmap=Bitmap.new("Graphics/Pictures/图片名")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, src_rect)
把这段脚本加到你要的窗口中
作者:
苹果星ねこ
时间:
2012-6-5 18:49
用这个脚本吧
#==========================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#
# 作者:KKME,联系QQ:6690474
#==========================================================
# 开关定义:
SYSTEM_不显示金钱窗口 = 1
SYSTEM_不显示物品窗口 = 2
SYSTEM_不显示武器窗口 = 3
SYSTEM_不显示防具窗口 = 4
# 以上开关,当打开的时候,获得物品将不会提示
# 比如默认打开1号开关,获得金钱不再提示
# 描绘文字的位置偏移:
SYSTEM_X偏移 = 0
SYSTEM_Y偏移 = 0
#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
#---------------------------------------------------------------------
# 高级说明:
#---------------------------------------------------------------------
# 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
# 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
# 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
# 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
#
# 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
# 做不好可能还不如不做。
#---------------------------------------------------------------------
# 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
# 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
#
# 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
# 取器提取,请手动放到文件夹下。
#---------------------------------------------------------------------
# 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
# 比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
# 金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
# 要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
# ——————————————————————————————————
# 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
# ——————————————————————————————————
class Interpreter
#--------------------------------------------------------------------------
# ● 增减金钱
#--------------------------------------------------------------------------
def command_125
value = operate_value(@parameters[0], @parameters[1], @parameters[2])
$game_party.gain_gold(value)
if $game_switches[SYSTEM_不显示金钱窗口]==false
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
kkme_66RPG_line1.opacity = 0
else
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去金钱:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减物品
#--------------------------------------------------------------------------
def command_126
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_item(@parameters[0], value)
if $game_switches[SYSTEM_不显示物品窗口]==false
kkme_66RPG_item = $data_items[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
kkme_66RPG_line1.opacity = 0
else
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
kkme_66RPG_smallicon_bitmap.dispose
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_weapon(@parameters[0], value)
if $game_switches[SYSTEM_不显示武器窗口]==false
kkme_66RPG_item = $data_weapons[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
kkme_66RPG_line1.opacity = 0
else
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/“”)
kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 245
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
kkme_66RPG_smallicon_bitmap.dispose
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
#--------------------------------------------------------------------------
# ● 增减防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
$game_party.gain_armor(@parameters[0], value)
if $game_switches[SYSTEM_不显示防具窗口]==false
kkme_66RPG_item = $data_armors[@parameters[0]]
kkme_66RPG = Sprite.new
kkme_66RPG.bitmap = Bitmap.new(640,480)
kkme_66RPG.x = 0
kkme_66RPG.y = 0
kkme_66RPG.opacity = 0
pic = false
if value >= 0
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/"+"006-System06",80,100)
kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得防具:")
kkme_66RPG_line1.opacity = 0
else
begin
#====================================
# 这里可以自定义背景图片和声效,如果你需要的话
#====================================
Audio.se_play("Audio/SE/"+"005-System05",80,100)
kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
pic = true
rescue
kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
end
kkme_66RPG_line1 = Sprite.new
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去防具:")
kkme_66RPG_line1.opacity = 0
end
kkme_66RPG_line2 = Sprite.new
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.opacity = 0
kkme_66RPG_bigicon = Sprite.new
begin
kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
kkme_66RPG_bigicon.opacity = 0
kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_bigicon.opacity += 30
Graphics.update
end
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 8
Graphics.update
end
rescue
kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
kkme_66RPG_line1.x = 176
kkme_66RPG_line1.y = 200
kkme_66RPG_line2.x = 176
kkme_66RPG_line2.y = 240
kkme_66RPG_line1.x += SYSTEM_X偏移
kkme_66RPG_line2.x += SYSTEM_X偏移
kkme_66RPG_line1.y += SYSTEM_Y偏移
kkme_66RPG_line2.y += SYSTEM_Y偏移
for i in 0..5
kkme_66RPG.opacity += 36
Graphics.update
end
kkme_66RPG.opacity = 255 if pic
for i in 0..10
kkme_66RPG_line1.opacity += 30
Graphics.update
end
for i in 0..50
kkme_66RPG_line2.opacity += 16
Graphics.update
end
kkme_66RPG_smallicon_bitmap.dispose
end
for i in 0..10
kkme_66RPG.opacity -= 30
kkme_66RPG_bigicon.opacity -= 30
kkme_66RPG_line1.opacity -= 30
kkme_66RPG_line2.opacity -= 30
Graphics.update
end
kkme_66RPG.dispose
kkme_66RPG_bigicon.dispose
kkme_66RPG_line1.dispose
kkme_66RPG_line2.dispose
end
return true
end
end
#==========================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==========================================================
复制代码
作者:
260160025
时间:
2012-8-11 14:45
LS的代码我用了以后系统怎么会提示第65行代码有语法错误,但我看不出来错在哪,求高人指点。。
作者:
郁郁chitty
时间:
2013-7-12 09:34
260160025 发表于 2012-8-11 14:45
LS的代码我用了以后系统怎么会提示第65行代码有语法错误,但我看不出来错在哪,求高人指点。。 ...
是的哪,用了那段脚本就提示65行出错,表示看不出来错在哪里?
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