# 开关定义: $不显示金钱窗口 = 41 $不显示物品窗口 = 42 $不显示武器窗口 = 43 $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 # ———————————————————————————————————— class Interpreter #-------------------------------------------------------------------------- # ● 增减金钱 #-------------------------------------------------------------------------- def command_125 value = operate_value(@parameters[0], @parameters[1], @parameters[2]) $game_party.gain_gold(value) if $game_switches[$不显示金钱窗口]==false carol3_66RPG = Window_Base.new((640-160)/2,128,180,100) carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32) if value >= 0 carol3_66RPG.contents.draw_text(0,0,240,32,"获得金钱:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"006-System06",80,100) else carol3_66RPG.contents.draw_text(0,0,240,32,"失去金钱:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"005-System05",80,100) end carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s) carol3_66RPG.contents.draw_text(0,32,140,32, $data_system.words.gold,2) carol3_66RPG.opacity = 160 for i in 0..30 Graphics.update end for i in 0..10 carol3_66RPG.opacity -= 30 carol3_66RPG.contents_opacity -= 30 Graphics.update end carol3_66RPG.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 $game_switches[$不显示物品窗口]==false carol3_66RPG_item = $data_items[@parameters[0]] carol3_66RPG = Window_Base.new((640-300)/2,128,300,100) carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32) if value >= 0 #——声效,可以自己改 Audio.se_play("Audio/SE/"+"006-System06",80,100) else carol3_66RPG.contents.draw_text(0,0,240,32,"失去物品:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"005-System05",80,100) end bitmap=Bitmap.new("Graphics/Pictures/GET_ITEM.png") src_rect = Rect.new(0, 0, bitmap.width,bitmap.height) #self.contents.blt(0, 0, bitmap,src_rect) carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name) carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255) carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0) carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2) carol3_66RPG.opacity = 160 for i in 0..30 Graphics.update end for i in 0..10 carol3_66RPG.opacity -= 30 carol3_66RPG.contents_opacity -= 30 Graphics.update end carol3_66RPG.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 $game_switches[$不显示武器窗口]==false carol3_66RPG_item = $data_weapons[@parameters[0]] carol3_66RPG = Window_Base.new((640-300)/2,128,300,100) carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32) if value >= 0 carol3_66RPG.contents.draw_text(0,0,240,32,"获得武器:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"006-System06",80,100) else carol3_66RPG.contents.draw_text(0,0,240,32,"失去武器:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"005-System05",80,100) end carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name) carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255) carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0) carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2) carol3_66RPG.opacity = 160 for i in 0..30 Graphics.update end for i in 0..10 carol3_66RPG.opacity -= 30 carol3_66RPG.contents_opacity -= 30 Graphics.update end carol3_66RPG.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 $game_switches[$不显示防具窗口]==false carol3_66RPG_item = $data_armors[@parameters[0]] carol3_66RPG = Window_Base.new((640-300)/2,128,300,100) carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32) if value >= 0 carol3_66RPG.contents.draw_text(0,0,240,32,"获得防具:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"006-System06",80,100) else carol3_66RPG.contents.draw_text(0,0,240,32,"失去防具:") #——声效,可以自己改 Audio.se_play("Audio/SE/"+"005-System05",80,100) end carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name) carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255) carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0) carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2) carol3_66RPG.opacity = 160 for i in 0..30 Graphics.update end for i in 0..10 carol3_66RPG.opacity -= 30 carol3_66RPG.contents_opacity -= 30 Graphics.update end carol3_66RPG.dispose end return true end end #==============================================================================
QQ图片20130712095231.jpg (9.65 KB, 下载次数: 6)
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],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/"+"005-System05",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/"+"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/"+"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,"获得装备:") 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,"失去装备:") 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[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
1426 发表于 2013-7-12 10:51
这里有升级版的,可以自定义背景图
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