Project1
标题:
问高手告诉我这脚本里面的自定以背景图放的坐标在哪改
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作者:
水の都
时间:
2008-5-18 16:42
标题:
问高手告诉我这脚本里面的自定以背景图放的坐标在哪改
#==========================================================
# 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/"+"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("\Graphics\Pictures\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www.66RPG.com,使用和转载请保留此信息
#==========================================================
复制代码
[LINE]1,#dddddd[/LINE]
此贴于 2008-5-25 14:10:06 被版主禾西提醒,请楼主看到后对本贴做出回应。
作者:
joshua
时间:
2008-5-18 17:11
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
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_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
好像有很多啊,大概这几行,以下还有,和BITMAP有关的 都是图片吧
作者:
水の都
时间:
2008-5-18 17:56
什么意思....
作者:
水の都
时间:
2008-5-18 17:57
比如
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
复制代码
这是改320.32还是在
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
复制代码
一点点的增加
作者:
joshua
时间:
2008-5-18 18:05
kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
改这个吧
作者:
水の都
时间:
2008-5-18 18:07
改这没用啊.......
作者:
joshua
时间:
2008-5-18 18:14
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
这个?奇怪这坐标和我改的不一样
作者:
水の都
时间:
2008-5-18 18:18
我晕了....!不可以啊
作者:
joshua
时间:
2008-5-18 18:20
我也晕了,怎么会这样,和我学的完全不一样
作者:
水の都
时间:
2008-5-18 18:29
在哪有脚本学?
作者:
水の都
时间:
2008-5-18 18:31
请问和这脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
class Harts_Window_ItemTitle < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
@commands = []
#————————生成commands窗口
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
push = true
for com in @commands
if com == $data_items[i].desc
push = false
end
end
if push == true
@commands.push($data_items[i].desc)
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
push = true
for com in @commands
if com == $data_weapons[i].desc
push = false
end
end
if push == true
@commands.push($data_weapons[i].desc)
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
push = true
for com in @commands
if com == $data_armors[i].desc
push = false
end
end
if push == true
@commands.push($data_armors[i].desc)
end
end
end
if @commands == []
@commands.push("普通物品")
end
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 416)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 and $data_items[i].desc == command
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and $data_weapons[i].desc == command
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and $data_armors[i].desc == command
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item_number
return @item_max
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@itemtitle_window = Harts_Window_ItemTitle.new
@itemcommand_window = Harts_Window_ItemCommand.new
@command_index = @itemcommand_window.index
@itemlist_window = Harts_Window_ItemList.new
@itemlist_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemtitle_window.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemtitle_window.update
@itemcommand_window.update
@itemlist_window.update
@help_window.update
@target_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @itemlist_window.active
update_itemlist
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
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
有关系吗?
作者:
joshua
时间:
2008-5-18 18:31
ruby教程,我是学那个,看来功夫还没到家{/dk}
作者:
水の都
时间:
2008-5-18 18:59
ruby教程?
在哪有的{/gg}
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