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#============================================================================== # 本脚本由夜夜转载于[url]www.66RPG.com[/url],使用和转载请保留此信息 # # 使用上的一点小小说明:本脚本不和流星雨、天气开头脚本冲突, # 可以用流星雨替换Scene_Title,再将此脚本插入main之前 #============================================================================== #============================================================================== # □ カスタマイズポイント #============================================================================== module PLAN_TITLE_NAME TITLE_STR = "★次元传说★Ⅲ" # 标题名,自己改 FONT_NAME = ["方正楷体繁体", "楷体", "宋体"] # 字体列表,当玩家电脑没有安装第一种字体会顺序往下寻找第二种 FONT_SIZE = 90 # 文字字号 FONT_BOLD = true # 加粗 FONT_ITALIC = false # 斜体 STR_COLOR = Color.new( 60, 100, 135) # 文字颜色 DRAW_FRAME = true # 文字是否勾边(true/false) FRAME_COLOR = Color.new(40, 80, 115) # 勾边颜色 DRAW_X = 0 # X 座標修正値(相对中心) DRAW_Y = -100 # Y 座標修正値(相对中心) BLINK = true # 闪烁 end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- alias plan_title_name_main main def main # 戦闘テストの場合 if $BTEST battle_test return end # スプライトの作成 @title_name_sprite = RPG::Sprite.new @title_name_sprite.z = 100 bitmap = Bitmap.new(32, 32) bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR) bitmap.dispose bitmap = nil @title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height) @title_name_sprite.bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME @title_name_sprite.bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE @title_name_sprite.bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD @title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC str = PLAN_TITLE_NAME::TITLE_STR if PLAN_TITLE_NAME::DRAW_FRAME @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR if defined?(@title_name_sprite.bitmap.draw_text_plan_frame) @title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str) else @title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str) end else @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text(rect, str) end @title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X @title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y @title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK # 元のメソッドに戻す plan_title_name_main # スプライトの解放 @title_name_sprite.bitmap.dispose @title_name_sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_title_name_update update def update # スプライトの更新 @title_name_sprite.update # 元のメソッドに戻す plan_title_name_update end end
j296196585 发表于 2016-12-9 02:06
#==============================================================================
# 本脚本由夜夜转载于 ...
#============================================================================== # ■ Window_Notice #------------------------------------------------------------------------------ #显示公告栏。 #============================================================================== class Window_Notice < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 200, 480) #窗口大小 self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 100 refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 16 #字体大小 #self.contents.font.color = Color.new( 0, 0, 0, 255) self.contents.draw_text(0, 0, 250, 32,"输入你想要的内容") self.contents.draw_text(0, 16, 250, 32,"第二行") self.contents.draw_text(0, 32, 250, 32,"第三行") self.contents.draw_text(0, 48, 250, 32,"以此内推") self.contents.draw_text(0, 64, 250, 32,"") self.contents.draw_text(0, 80, 250, 32,"") self.contents.draw_text(0, 96, 250, 32,"") self.contents.draw_text(0, 112, 250, 32,"") self.contents.draw_text(0, 128, 250, 32,"") self.contents.draw_text(0, 144, 250, 32,"") self.contents.draw_text(0, 160, 250, 32,"") self.contents.draw_text(0, 176, 250, 32,"") self.contents.draw_text(0, 192, 250, 32,"") self.contents.draw_text(0, 208, 250, 32,"") self.contents.draw_text(0, 224, 250, 32,"") self.contents.draw_text(0, 240, 250, 32,"") self.contents.draw_text(0, 256, 250, 32,"") self.contents.draw_text(0, 272, 250, 32,"") self.contents.draw_text(0, 288, 250, 32,"") self.contents.draw_text(0, 304, 250, 32,"") self.contents.draw_text(0, 320, 250, 32,"") self.contents.draw_text(0, 336, 250, 32,"") end end
#============================================================================== # 本脚本由夜夜转载于[url]www.66RPG.com[/url],使用和转载请保留此信息 # # ■ ゲームサブタイトルの表示(ver 0.98) #============================================================================== #============================================================================== # □ カスタマイズポイント #============================================================================== module PLAN_THEME_NAME THEME_STR = "暴君-魔神降临★测试版" FONT_NAME = ["华文楷体", "楷体", "宋体"] # フォント FONT_SIZE = 28 # フォントサイズ FONT_BOLD = true # 太字 FONT_ITALIC = true # 斜体 STR_COLOR = Color.new( 155, 120, 10) # 文字の色 DRAW_FRAME = true # 縁取りする FRAME_COLOR = Color.new(0, 0, 0) # 縁の色 DRAW_X = 160 # X 座標修正値 DRAW_Y = -30 # Y 座標修正値 BLINK = false # 点滅 end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- alias plan_theme_main main def main # 戦闘テストの場合 if $BTEST battle_test return end # スプライトの作成 @theme_sprite = RPG::Sprite.new @theme_sprite.z = 100 bitmap = Bitmap.new(32, 32) bitmap.font.name = PLAN_THEME_NAME::FONT_NAME bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD rect = bitmap.text_size(PLAN_THEME_NAME::THEME_STR) bitmap.dispose bitmap = nil @theme_sprite.bitmap = Bitmap.new(rect.width, rect.height) @theme_sprite.bitmap.font.name = PLAN_THEME_NAME::FONT_NAME @theme_sprite.bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE @theme_sprite.bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD @theme_sprite.bitmap.font.italic = PLAN_THEME_NAME::FONT_ITALIC str = PLAN_THEME_NAME::THEME_STR if PLAN_THEME_NAME::DRAW_FRAME @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::FRAME_COLOR if defined?(@theme_sprite.bitmap.draw_text_plan_frame) @theme_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str) @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str) else @theme_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str) @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str) end else @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text(rect, str) end @theme_sprite.x = 640 / 2 - rect.width / 2 + PLAN_THEME_NAME::DRAW_X @theme_sprite.y = 480 / 2 - rect.height / 2 + PLAN_THEME_NAME::DRAW_Y @theme_sprite.blink_on if PLAN_THEME_NAME::BLINK # 元のメソッドに戻す plan_theme_main # スプライトの解放 @theme_sprite.bitmap.dispose @theme_sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_theme_update update def update # スプライトの更新 @theme_sprite.update # 元のメソッドに戻す plan_theme_update end end
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