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.
  1. #==========================================================
  2. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  3. #
  4. # 作者:KKME,联系QQ:6690474
  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_66RPG_item = $data_items[@parameters[0]]
  50.      kkme_66RPG = Sprite.new
  51.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  52.      kkme_66RPG.x = 0
  53.      kkme_66RPG.y = 0
  54.      kkme_66RPG.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_66RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
  63.          pic = true
  64.        rescue        
  65.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  66.        end        
  67.        kkme_66RPG_line1 = Sprite.new
  68.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  69.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
  70.        kkme_66RPG_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/"+"006-System06",80,100)
  77.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
  78.          pic = true
  79.        rescue        
  80.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  81.        end               
  82.        kkme_66RPG_line1 = Sprite.new
  83.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  84.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去金钱:")
  85.        kkme_66RPG_line1.opacity = 0
  86.      end
  87.       
  88.      kkme_66RPG_line2 = Sprite.new
  89.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  90.      kkme_66RPG_line2.opacity = 0      

  91.      kkme_66RPG_bigicon = Sprite.new
  92.      
  93.      begin
  94.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  95.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  96.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  97.        kkme_66RPG_bigicon.opacity = 0
  98.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  99.        kkme_66RPG_line1.y = 200
  100.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  101.        kkme_66RPG_line2.y = 240
  102.        kkme_66RPG_line1.x += SYSTEM_X偏移
  103.        kkme_66RPG_line2.x += SYSTEM_X偏移
  104.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  105.        kkme_66RPG_line2.y += SYSTEM_Y偏移        
  106.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  107.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  108.        for i in 0..5
  109.          kkme_66RPG.opacity += 36
  110.          Graphics.update
  111.        end
  112.        kkme_66RPG.opacity = 255 if pic
  113.        for i in 0..10
  114.          kkme_66RPG_bigicon.opacity += 30
  115.          Graphics.update
  116.        end
  117.        for i in 0..10
  118.          kkme_66RPG_line1.opacity += 30
  119.          Graphics.update
  120.        end
  121.        for i in 0..50
  122.          kkme_66RPG_line2.opacity += 8
  123.          Graphics.update
  124.        end
  125.      rescue
  126.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  127.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  128.        kkme_66RPG_line1.x = 176
  129.        kkme_66RPG_line1.y = 200
  130.        kkme_66RPG_line2.x = 176
  131.        kkme_66RPG_line2.y = 240
  132.        kkme_66RPG_line1.x += SYSTEM_X偏移
  133.        kkme_66RPG_line2.x += SYSTEM_X偏移
  134.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  135.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  136.        for i in 0..5
  137.          kkme_66RPG.opacity += 36
  138.          Graphics.update
  139.        end
  140.        kkme_66RPG.opacity = 255 if pic
  141.        for i in 0..10
  142.          kkme_66RPG_line1.opacity += 30
  143.          Graphics.update
  144.        end
  145.        for i in 0..50
  146.          kkme_66RPG_line2.opacity += 16
  147.          Graphics.update
  148.        end
  149.      end
  150.       
  151.      for i in 0..10
  152.        kkme_66RPG.opacity -= 30
  153.        kkme_66RPG_bigicon.opacity -= 30
  154.        kkme_66RPG_line1.opacity -= 30
  155.        kkme_66RPG_line2.opacity -= 30
  156.        Graphics.update
  157.      end
  158.      kkme_66RPG.dispose
  159.      kkme_66RPG_bigicon.dispose
  160.      kkme_66RPG_line1.dispose
  161.      kkme_66RPG_line2.dispose
  162.       
  163.      
  164.    end
  165.    return true
  166. end
  167. #--------------------------------------------------------------------------
  168. # ● 增减物品
  169. #--------------------------------------------------------------------------
  170. def command_126
  171.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  172.    $game_party.gain_item(@parameters[0], value)
  173.    if $game_switches[SYSTEM_不显示物品窗口]==false
  174.      kkme_66RPG_item = $data_items[@parameters[0]]
  175.      kkme_66RPG = Sprite.new
  176.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  177.      kkme_66RPG.x = 0
  178.      kkme_66RPG.y = 0
  179.      kkme_66RPG.opacity = 0

  180.      pic = false
  181.      if value >= 0
  182.        begin
  183.          #====================================
  184.          # 这里可以自定义背景图片和声效,如果你需要的话
  185.          #====================================
  186.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  187.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  188.          pic = true
  189.        rescue        
  190.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  191.        end        
  192.        kkme_66RPG_line1 = Sprite.new
  193.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  194.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
  195.        kkme_66RPG_line1.opacity = 0
  196.      else
  197.        begin
  198.          #====================================
  199.          # 这里可以自定义背景图片和声效,如果你需要的话
  200.          #====================================
  201.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  202.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  203.          pic = true
  204.        rescue        
  205.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  206.        end               
  207.        kkme_66RPG_line1 = Sprite.new
  208.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  209.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
  210.        kkme_66RPG_line1.opacity = 0
  211.      end
  212.       
  213.      kkme_66RPG_line2 = Sprite.new
  214.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  215.      kkme_66RPG_line2.opacity = 0      

  216.      kkme_66RPG_bigicon = Sprite.new
  217.      
  218.      begin
  219.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  220.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  221.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  222.        kkme_66RPG_bigicon.opacity = 0
  223.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  224.        kkme_66RPG_line1.y = 200
  225.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  226.        kkme_66RPG_line2.y = 240
  227.        kkme_66RPG_line1.x += SYSTEM_X偏移
  228.        kkme_66RPG_line2.x += SYSTEM_X偏移
  229.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  230.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  231.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  232.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  233.        for i in 0..5
  234.          kkme_66RPG.opacity += 36
  235.          Graphics.update
  236.        end
  237.        kkme_66RPG.opacity = 255 if pic
  238.        for i in 0..10
  239.          kkme_66RPG_bigicon.opacity += 30
  240.          Graphics.update
  241.        end
  242.        for i in 0..10
  243.          kkme_66RPG_line1.opacity += 30
  244.          Graphics.update
  245.        end
  246.        for i in 0..50
  247.          kkme_66RPG_line2.opacity += 8
  248.          Graphics.update
  249.        end
  250.      rescue
  251.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  252.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  253.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  254.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  255.        kkme_66RPG_line1.x = 176
  256.        kkme_66RPG_line1.y = 200
  257.        kkme_66RPG_line2.x = 176
  258.        kkme_66RPG_line2.y = 240
  259.        kkme_66RPG_line1.x += SYSTEM_X偏移
  260.        kkme_66RPG_line2.x += SYSTEM_X偏移
  261.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  262.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  263.        for i in 0..5
  264.          kkme_66RPG.opacity += 36
  265.          Graphics.update
  266.        end
  267.        kkme_66RPG.opacity = 255 if pic
  268.        for i in 0..10
  269.          kkme_66RPG_line1.opacity += 30
  270.          Graphics.update
  271.        end
  272.        for i in 0..50
  273.          kkme_66RPG_line2.opacity += 16
  274.          Graphics.update
  275.        end      
  276.        kkme_66RPG_smallicon_bitmap.dispose
  277.      end
  278.       
  279.      for i in 0..10
  280.        kkme_66RPG.opacity -= 30
  281.        kkme_66RPG_bigicon.opacity -= 30
  282.        kkme_66RPG_line1.opacity -= 30
  283.        kkme_66RPG_line2.opacity -= 30
  284.        Graphics.update
  285.      end
  286.      kkme_66RPG.dispose
  287.      kkme_66RPG_bigicon.dispose
  288.      kkme_66RPG_line1.dispose
  289.      kkme_66RPG_line2.dispose
  290.    end
  291.    return true
  292. end
  293. #--------------------------------------------------------------------------
  294. # ● 增减武器
  295. #--------------------------------------------------------------------------
  296. def command_127
  297.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  298.    $game_party.gain_weapon(@parameters[0], value)
  299.    if $game_switches[SYSTEM_不显示武器窗口]==false
  300.      
  301.      kkme_66RPG_item = $data_weapons[@parameters[0]]
  302.      kkme_66RPG = Sprite.new
  303.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  304.      kkme_66RPG.x = 0
  305.      kkme_66RPG.y = 0
  306.      kkme_66RPG.opacity = 0

  307.      pic = false
  308.      if value >= 0
  309.        begin
  310.          #====================================
  311.          # 这里可以自定义背景图片和声效,如果你需要的话
  312.          #====================================
  313.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  314.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  315.          pic = true
  316.        rescue        
  317.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  318.        end        
  319.        kkme_66RPG_line1 = Sprite.new
  320.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  321.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  322.        kkme_66RPG_line1.opacity = 0
  323.      else
  324.        begin
  325.          #====================================
  326.          # 这里可以自定义背景图片和声效,如果你需要的话
  327.          #====================================
  328.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  329.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  330.          pic = true
  331.        rescue        
  332.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  333.        end               
  334.        kkme_66RPG_line1 = Sprite.new
  335.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  336.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  337.        kkme_66RPG_line1.opacity = 0
  338.      end
  339.       
  340.      kkme_66RPG_line2 = Sprite.new
  341.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  342.      kkme_66RPG_line2.opacity = 0      

  343.      kkme_66RPG_bigicon = Sprite.new
  344.      
  345.      begin
  346.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  347.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  348.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  349.        kkme_66RPG_bigicon.opacity = 0
  350.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  351.        kkme_66RPG_line1.y = 200
  352.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  353.        kkme_66RPG_line2.y = 245
  354.        kkme_66RPG_line1.x += SYSTEM_X偏移
  355.        kkme_66RPG_line2.x += SYSTEM_X偏移
  356.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  357.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  358.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  359.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  360.        for i in 0..5
  361.          kkme_66RPG.opacity += 36
  362.          Graphics.update
  363.        end
  364.        kkme_66RPG.opacity = 255 if pic
  365.        for i in 0..10
  366.          kkme_66RPG_bigicon.opacity += 30
  367.          Graphics.update
  368.        end
  369.        for i in 0..10
  370.          kkme_66RPG_line1.opacity += 30
  371.          Graphics.update
  372.        end
  373.        for i in 0..50
  374.          kkme_66RPG_line2.opacity += 8
  375.          Graphics.update
  376.        end
  377.      rescue
  378.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  379.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  380.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  381.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  382.        kkme_66RPG_line1.x = 176
  383.        kkme_66RPG_line1.y = 200
  384.        kkme_66RPG_line2.x = 176
  385.        kkme_66RPG_line2.y = 240
  386.        kkme_66RPG_line1.x += SYSTEM_X偏移
  387.        kkme_66RPG_line2.x += SYSTEM_X偏移
  388.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  389.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  390.        for i in 0..5
  391.          kkme_66RPG.opacity += 36
  392.          Graphics.update
  393.        end        
  394.        kkme_66RPG.opacity = 255 if pic
  395.        for i in 0..10
  396.          kkme_66RPG_line1.opacity += 30
  397.          Graphics.update
  398.        end
  399.        for i in 0..50
  400.          kkme_66RPG_line2.opacity += 16
  401.          Graphics.update
  402.        end
  403.        kkme_66RPG_smallicon_bitmap.dispose
  404.      end
  405.       
  406.      for i in 0..10
  407.        kkme_66RPG.opacity -= 30
  408.        kkme_66RPG_bigicon.opacity -= 30
  409.        kkme_66RPG_line1.opacity -= 30
  410.        kkme_66RPG_line2.opacity -= 30
  411.        Graphics.update
  412.      end
  413.      kkme_66RPG.dispose
  414.      kkme_66RPG_bigicon.dispose
  415.      kkme_66RPG_line1.dispose
  416.      kkme_66RPG_line2.dispose
  417.      
  418.    end
  419.    return true
  420. end
  421. #--------------------------------------------------------------------------
  422. # ● 增减防具
  423. #--------------------------------------------------------------------------
  424. def command_128
  425.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  426.    $game_party.gain_armor(@parameters[0], value)
  427.    if $game_switches[SYSTEM_不显示防具窗口]==false
  428.      kkme_66RPG_item = $data_armors[@parameters[0]]
  429.      
  430.      kkme_66RPG = Sprite.new
  431.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  432.      kkme_66RPG.x = 0
  433.      kkme_66RPG.y = 0
  434.      kkme_66RPG.opacity = 0

  435.      pic = false
  436.      if value >= 0
  437.        begin
  438.          #====================================
  439.          # 这里可以自定义背景图片和声效,如果你需要的话
  440.          #====================================
  441.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  442.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  443.          pic = true
  444.        rescue        
  445.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  446.        end        
  447.        kkme_66RPG_line1 = Sprite.new
  448.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  449.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得服饰:")
  450.        kkme_66RPG_line1.opacity = 0
  451.      else
  452.        begin
  453.          #====================================
  454.          # 这里可以自定义背景图片和声效,如果你需要的话
  455.          #====================================
  456.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  457.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  458.          pic = true
  459.        rescue        
  460.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  461.        end               
  462.        kkme_66RPG_line1 = Sprite.new
  463.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  464.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去服饰:")
  465.        kkme_66RPG_line1.opacity = 0
  466.      end
  467.       
  468.      kkme_66RPG_line2 = Sprite.new
  469.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  470.      kkme_66RPG_line2.opacity = 0      

  471.      kkme_66RPG_bigicon = Sprite.new
  472.      
  473.      begin
  474.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  475.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  476.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  477.        kkme_66RPG_bigicon.opacity = 0
  478.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  479.        kkme_66RPG_line1.y = 200
  480.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  481.        kkme_66RPG_line2.y = 240
  482.        kkme_66RPG_line1.x += SYSTEM_X偏移
  483.        kkme_66RPG_line2.x += SYSTEM_X偏移
  484.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  485.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  486.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  487.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  488.        for i in 0..5
  489.          kkme_66RPG.opacity += 36
  490.          Graphics.update
  491.        end
  492.        kkme_66RPG.opacity = 255 if pic
  493.        for i in 0..10
  494.          kkme_66RPG_bigicon.opacity += 30
  495.          Graphics.update
  496.        end
  497.        for i in 0..10
  498.          kkme_66RPG_line1.opacity += 30
  499.          Graphics.update
  500.        end
  501.        for i in 0..50
  502.          kkme_66RPG_line2.opacity += 8
  503.          Graphics.update
  504.        end
  505.      rescue
  506.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  507.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  508.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  509.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  510.        kkme_66RPG_line1.x = 176
  511.        kkme_66RPG_line1.y = 200
  512.        kkme_66RPG_line2.x = 176
  513.        kkme_66RPG_line2.y = 240
  514.        kkme_66RPG_line1.x += SYSTEM_X偏移
  515.        kkme_66RPG_line2.x += SYSTEM_X偏移
  516.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  517.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  518.        for i in 0..5
  519.          kkme_66RPG.opacity += 36
  520.          Graphics.update
  521.        end
  522.        kkme_66RPG.opacity = 255 if pic
  523.        for i in 0..10
  524.          kkme_66RPG_line1.opacity += 30
  525.          Graphics.update
  526.        end
  527.        for i in 0..50
  528.          kkme_66RPG_line2.opacity += 16
  529.          Graphics.update
  530.        end
  531.        kkme_66RPG_smallicon_bitmap.dispose
  532.      end
  533.       
  534.      for i in 0..10
  535.        kkme_66RPG.opacity -= 30
  536.        kkme_66RPG_bigicon.opacity -= 30
  537.        kkme_66RPG_line1.opacity -= 30
  538.        kkme_66RPG_line2.opacity -= 30
  539.        Graphics.update
  540.      end
  541.      kkme_66RPG.dispose
  542.      kkme_66RPG_bigicon.dispose
  543.      kkme_66RPG_line1.dispose
  544.      kkme_66RPG_line2.dispose
  545.    end
  546.    return true
  547. end
  548. end
  549. #==========================================================
  550. # 本脚本来自www.66RPG.com,使用和转载请保留此信息
  551. #==========================================================
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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