Project1
标题:
求几个脚本。。。
[打印本页]
作者:
我爱吴悦淇
时间:
2013-3-24 10:43
标题:
求几个脚本。。。
本帖最后由 我爱吴悦淇 于 2013-3-24 11:47 编辑
1.$data_weapons[1].name = "铜剑+" + $game_variables[1] 这句脚本放在事件里面,就会自动换行,然后就出错,怎么解决?
2.求物品合成+装备强化脚本
3.如何用脚本打开/关闭开关
4.用脚本按下一个选项后,光标转移到右边的选项,然后打开某个指定的窗口或者执行公共事件!
5.得失物品提示时显示背景图
开枪!开枪!
@弗雷德
@hcm
@清平原野
@小小刀886
@紫英晓狼1130
@美丽晨露
@芯☆淡如水
帮帮忙吧!~
作者:
残风水月
时间:
2013-3-24 11:07
善用搜索。。。
作者:
美丽晨露
时间:
2013-3-24 11:20
没有@我啊
我不知道怎么办
作者:
hcm
时间:
2013-3-24 11:22
真的吗?
我随便就找到了两个:
http://rpg.blue/forum.php?mod=viewthread&tid=244488
http://rpg.blue/thread-74766-1-1.html
接下来自己再尝试努力一下吧。
作者:
残风水月
时间:
2013-3-24 11:24
3.$game_self_switches[[111,3,"A"]] = true写111的位置可以随便写地图ID003改成3比较好
作者:
美丽晨露
时间:
2013-3-24 11:49
标题:
5
本帖最后由 美丽晨露 于 2013-3-24 12:19 编辑
1.用回车隔开
2.4L
3. $game_switches[ID] == true 打开 $game_switches[ID] == false 关闭
4.我不懂
5.
#==========================================================
# 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 = 41
SYSTEM_不显示物品窗口 = 42
SYSTEM_不显示武器窗口 = 43
SYSTEM_不显示防具窗口 = 44
# 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41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/"+"006-System06",80,100)
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/"+"006-System06",80,100)
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/"+"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/"+"006-System06",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/"+"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/"+"006-System06",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,"获得服饰:")
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,"失去服饰:")
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:
wingzeroplus
时间:
2013-3-24 13:14
第一个问题,给个示范,是这样换行的,注意这个
\
$game_screen.pictures[4]\
.show($game_variables[506],\
1,320, 200, 100, 100, 255, 0)
作者:
紫英晓狼1130
时间:
2013-3-24 13:16
一个都没@上…
脚本什么的最不会了…
第二个搜索一下就有了
其他的不会…([color=White]有范例吗?
作者:
wingzeroplus
时间:
2013-3-24 16:10
本帖最后由 wingzeroplus 于 2013-3-24 16:12 编辑
你给提供的方法不可能没用,那段脚本就是我自己游戏里的
注意“\” 后不能再写任何东西,必须换行,空了很多也必须换
另外,你的脚本写的本来就有问题
$data_weapons[1].name =\
"铜剑+" + $game_variables[1]
.to_s
像你这样修改数据库,如果不保存的话,重新开游戏当然是没用的
作者:
我爱吴悦淇
时间:
2013-3-24 17:56
@protosssonny
说反了!
作者:
芯☆淡茹水
时间:
2013-3-24 19:52
表示有时候去理解别人问的问题,比去理解脚本还难。
希望出问题的人把意思表达清楚一点。
作者:
我爱吴悦淇
时间:
2013-3-24 21:00
嗯。。。再开一次枪吧
@弗雷德
@原野清平
@小小刀886
再补充一个吧,就是。。。类似于游戏公告、大喇叭喊话那样的。。。例如:用事件假设说 Mess.write
("主线任务:阿拉擦擦 完成"),然后在游戏窗口正上方显示一会就没了,求这种脚本
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