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标题: RPG Maker XP怎么在标题界面文字添加或者修改!! [打印本页]
作者: 骨灰级菜鸟 时间: 2016-12-9 16:23
标题: RPG Maker XP怎么在标题界面文字添加或者修改!!
RPG Maker XP怎么在标题界面文字添加或者修改!!
作者: j296196585 时间: 2016-12-9 21:32
主标题#==============================================================================
# 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
#==============================================================================
# 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
作者: j296196585 时间: 2016-12-9 21:33
副标题 随意更改#==============================================================================
# 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
#==============================================================================
# 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
作者: j296196585 时间: 2016-12-9 21:34
最后 作者 或者 你更新游戏的版本#==============================================================================
# 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
#
# ■ Copyright(ver 0.98)
#==============================================================================
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module PLAN_COPYRIGHT
COPYRIGHT_STR = "★十六夜★ 作"
FONT_NAME = ["经典繁行书", "楷体", "宋体"] # フォント
FONT_SIZE = 14 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = true # 斜体
STR_COLOR = Color.new(200, 167, 200) # 文字の色
DRAW_FRAME = true # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = -3 # X 座標修正値
DRAW_Y = -3 # Y 座標修正値
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias plan_copyrcight_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
@copyrcight_sprite = Sprite.new
@copyrcight_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR)
bitmap.dispose
bitmap = nil
@copyrcight_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@copyrcight_sprite.bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
@copyrcight_sprite.bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
@copyrcight_sprite.bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
@copyrcight_sprite.bitmap.font.italic = PLAN_COPYRIGHT::FONT_ITALIC
str = PLAN_COPYRIGHT::COPYRIGHT_STR
if PLAN_COPYRIGHT::DRAW_FRAME
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::FRAME_COLOR
if defined?(@copyrcight_sprite.bitmap.draw_text_plan_frame)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@copyrcight_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(rect, str)
end
@copyrcight_sprite.x = 640 - rect.width + PLAN_COPYRIGHT::DRAW_X
@copyrcight_sprite.y = 480 - rect.height + PLAN_COPYRIGHT::DRAW_Y
# 元のメソッドに戻す
plan_copyrcight_main
# スプライトの解放
@copyrcight_sprite.bitmap.dispose
@copyrcight_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_copyrcight_update update
def update
# スプライトの更新
@copyrcight_sprite.update
# 元のメソッドに戻す
plan_copyrcight_update
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#===============================================================================
#==============================================================================
# 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
#
# ■ Copyright(ver 0.98)
#==============================================================================
#==============================================================================
# □ カスタマイズポイント
#==============================================================================
module PLAN_COPYRIGHT
COPYRIGHT_STR = "★十六夜★ 作"
FONT_NAME = ["经典繁行书", "楷体", "宋体"] # フォント
FONT_SIZE = 14 # フォントサイズ
FONT_BOLD = true # 太字
FONT_ITALIC = true # 斜体
STR_COLOR = Color.new(200, 167, 200) # 文字の色
DRAW_FRAME = true # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = -3 # X 座標修正値
DRAW_Y = -3 # Y 座標修正値
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
alias plan_copyrcight_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
@copyrcight_sprite = Sprite.new
@copyrcight_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR)
bitmap.dispose
bitmap = nil
@copyrcight_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@copyrcight_sprite.bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
@copyrcight_sprite.bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
@copyrcight_sprite.bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
@copyrcight_sprite.bitmap.font.italic = PLAN_COPYRIGHT::FONT_ITALIC
str = PLAN_COPYRIGHT::COPYRIGHT_STR
if PLAN_COPYRIGHT::DRAW_FRAME
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::FRAME_COLOR
if defined?(@copyrcight_sprite.bitmap.draw_text_plan_frame)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@copyrcight_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
@copyrcight_sprite.bitmap.draw_text(rect, str)
end
@copyrcight_sprite.x = 640 - rect.width + PLAN_COPYRIGHT::DRAW_X
@copyrcight_sprite.y = 480 - rect.height + PLAN_COPYRIGHT::DRAW_Y
# 元のメソッドに戻す
plan_copyrcight_main
# スプライトの解放
@copyrcight_sprite.bitmap.dispose
@copyrcight_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias plan_copyrcight_update update
def update
# スプライトの更新
@copyrcight_sprite.update
# 元のメソッドに戻す
plan_copyrcight_update
end
end
#==============================================================================
# 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
#===============================================================================
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