Project1

标题: 脚本高手请入……讨厌的BUG [打印本页]

作者: Kirin    时间: 2008-7-10 18:29
标题: 脚本高手请入……讨厌的BUG
还是那个万恶的ARPG系统……

现在又有问题了!

症状是:在★ARPG 2里的开关会失灵。
        如果我打开开关4(血槽显示开关),血槽会显示。

        但是后来我再关上血槽显示开关,血槽还是挂在那里……
        如果这时我进入菜单或商店或测试画面,退出后血槽才消失……


是不是脚本的刷新有问题???



以下是ARPG的全部脚本:

脚本:★ARPG 1

  1. #===================================
  2. # Vlad ABS
  3. #===================================
  4. #--------------------------------------------------------------
  5. # Credits to Vlad
  6. #--------------------------------------------------------------
  7. # 創造一個敵人(事件),在事件中加上這些註釋:
  8. # Enemy ID - 在數據庫中敵人的ID
  9. # Die X - X為 1 / 2 ( 1:死後删除敵人   2:不死之身 )
  10. # Follow - 設定是否跟隨敵人
  11. #
  12. #……这脚本只能用Actor1 无语……
  13. #
  14. #--------------------------------------------------------------
  15. # 自定義項目
  16. #--------------------------------------------------------------
  17. #--------------------------------------------------------------
  18. # 武器攻撃鍵, 不要改變 [正常對應鍵: A]
  19. Attack_Button = Input::X
  20. #--------------------------------------------------------------
  21. # 技能攻撃鍵, 不要改變 [正常對應鍵: S]  <--也是技能畫面的技能記憶鍵
  22. Skill_Button = {Input::Y => 0}
  23. #--------------------------------------------------------------
  24. # 升級動畫ID (對應數據庫) :
  25. LevelUp_Ani = 40
  26. #--------------------------------------------------------------
  27. # Attack Animation, copy Enemy_atk_ani[2] = 13
  28. # change the 2 to the ID of the enemy, and the 13 to the ID of the animation.
  29. # Example: Enemy_atk_ani[25] = 24
  30. Enemy_atk_ani = {}
  31. Enemy_atk_ani[1] = 1
  32. Enemy_atk_ani[2] = 3
  33. Enemy_atk_ani[3] = 2
  34. Enemy_atk_ani[4] = 1




  35. #--------------------------------------------------------------

  36. #--------------------------------------------------------------
  37. # Game Character
  38. #--------------------------------------------------------------
  39. class Game_Character
  40.   attr_accessor :hp
  41.   attr_accessor :mp
  42.   attr_accessor :damage
  43.   attr_accessor :critical
  44.   attr_accessor :wait_ataque
  45.   attr_accessor :die
  46.   alias vlad_abs_gchar_initialize initialize
  47.   def initialize
  48.     @hp = 0
  49.     @mp = 0
  50.     @die = 0
  51.     $skill_for_use = 0
  52.     @wait_ataque = 0
  53.     @damage = nil
  54.     @critical = false
  55.     vlad_abs_gchar_initialize
  56.   end  
  57.   def recebe_atk(attacker)
  58.     attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  59.     receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  60.     self.damage = attacker_status.atk - receptor_status.def
  61.     self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  62.     self.damage /= 100
  63.     self.damage = 0 if self.damage < 0
  64.     self.critical = (rand(100) < 4)
  65.     self.damage *= 2 if self.critical
  66.     if self.is_a?(Game_Player)
  67.     $game_actors[1].hp -= self.damage
  68.     if $game_actors[1].hp <= 0
  69.       $scene = Scene_Gameover.new
  70.     end
  71.     elsif self.is_a?(Game_Event)
  72.       self.hp -= self.damage
  73.       if self.hp <= 0
  74.         self.animation_id = 88
  75.           $game_actors[1].gain_exp(enemy_status.exp, 1)
  76.           if @die == 1
  77.           self.erase
  78.         elsif @die == 2
  79.           key = [$game_map.map_id, self.id, "A"]
  80.           $game_self_switches[key] = true
  81.           end
  82.           refresh
  83.         end
  84.     end
  85.   end
  86.    def recebe_skl(attacker)
  87.      for key in Skill_Button.keys
  88.     sklid = Skill_Button[key]
  89.     attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  90.     receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  91.     self.damage = $data_skills[sklid].atk_f - receptor_status.def
  92.     self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  93.     self.damage /= 100
  94.     self.damage = 0 if self.damage < 0
  95.     self.critical = (rand(100) < 4)
  96.     self.damage *= 2 if self.critical
  97.     attacker_status.mp -= $data_skills[sklid].mp_cost
  98.     if self.is_a?(Game_Player)
  99.     $game_actors[1].hp -= self.damage
  100.     $scene = Scene_Gameover.new if $game_actors[1].hp <= 0
  101.     elsif self.is_a?(Game_Event)
  102.       self.hp -= self.damage
  103.       if self.hp <= 0
  104.           $game_actors[1].gain_exp(enemy_status.exp, 1)
  105.           if @die == 1
  106.           self.erase
  107.         elsif @die == 2
  108.           key = [$game_map.map_id, self.id, "A"]
  109.           $game_self_switches[key] = true
  110.           end
  111.           refresh
  112.         end
  113.     end
  114.   end
  115. end
  116.   def follow_hero(dx, dy)
  117.         sx = @x - dx
  118.         sy = @y - dy
  119.         if sx == 0 and sy == 0
  120.           return
  121.         end
  122.         abs_sx = sx.abs
  123.         abs_sy = sy.abs
  124.         if abs_sx == 0
  125.           sy > 0 ? move_up : move_down
  126.           if not moving? and sx != 0
  127.             sx > 0 ? move_left : move_right
  128.           end
  129.           return
  130.         elsif abs_sy == 0
  131.           sx > 0 ? move_left : move_right
  132.           if not moving? and sy != 0
  133.             sy > 0 ? move_up : move_down
  134.           end
  135.           return
  136.         end
  137.         if abs_sx == abs_sy
  138.           rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
  139.         end
  140.         if abs_sx > abs_sy
  141.           sx > 0 ? move_left : move_right
  142.           if not moving? and sy != 0
  143.             sy > 0 ? move_up : move_down
  144.           end
  145.         else
  146.           sy > 0 ? move_up : move_down
  147.           if not moving? and sx != 0
  148.             sx > 0 ? move_left : move_right
  149.           end
  150.         end
  151.       end
  152.       def raio(dx, dy)
  153.         ax = (@x - dx) ** 2
  154.         ay = (@y - dy) ** 2
  155.         return Math.sqrt(ax + ay)
  156.       end
  157. end

  158. #--------------------------------------------------------------
  159. # Game Event
  160. #--------------------------------------------------------------
  161. class Game_Event < Game_Character
  162.   attr_reader :inimigo
  163.   attr_reader :enemy_status
  164.   alias vlad_abs_gevent_initialize initialize
  165.   alias vlad_abs_gevent_update update
  166.   alias vlad_abs_gevent_refresh refresh
  167.   def initialize(map_id, event)
  168.     @inimigo = false
  169.     @automove = false
  170.     vlad_abs_gevent_initialize(map_id, event)
  171.   end
  172.   def check_com(comentario)
  173.     return false if @list.nil? or @list.size <= 0
  174.     for item in @list
  175.       if item.code == 108 or item.code == 408
  176.         if item.parameters[0].downcase.include?(comentario.downcase)
  177.           return true
  178.         end
  179.       end
  180.     end
  181.   end
  182.   def check_comment(comentario)
  183.     com = comentario.downcase
  184.     return 0 if @list.nil? or @list.size <= 0
  185.     for item in @list
  186.       if item.code == 108 or item.code == 408
  187.         if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/
  188.           return $1.to_i
  189.         end
  190.       end
  191.     end
  192.     return 0
  193.   end
  194.   def update
  195.     vlad_abs_gevent_update
  196.     if @inimigo
  197.       new_x = (@x + (@direction == 4 ? -1 : @direction == 6 ? 1 : 0))
  198.       new_y = (@y + (@direction == 8 ? -1 : @direction == 2 ? 1 : 0))
  199.       if self.wait_ataque > 0
  200.         self.wait_ataque -= 1
  201.       elsif $game_player.x == new_x and $game_player.y == new_y
  202.          $game_player.recebe_atk(self)
  203.          $game_player.animation_id = self.enemy_atk_animation_id
  204.          $game_player.jump(0,0)
  205.         self.wait_ataque = 60
  206.       end
  207.     end
  208.      if @automove
  209.           unless moving?
  210.             self.follow_hero($game_player.x, $game_player.y)
  211.           end
  212.         end
  213.   end
  214.   def refresh
  215.     vlad_abs_gevent_refresh
  216.     @inimigo = false
  217.     @enemy_id = check_comment("Enemy")
  218.     @automove = true if check_com("Follow") == true
  219.     @die = check_comment("Die")
  220.     if @enemy_id > 0
  221.       @inimigo = true
  222.       @enemy_status = Game_Enemy.new(@enemy_id, @enemy_id)
  223.             self.hp = @enemy_status.maxhp
  224.             self.mp = @enemy_status.maxmp
  225.     end
  226.   end
  227.   def enemy_atk_animation_id
  228.     if Enemy_atk_ani[@enemy_id]
  229.     return (@enemy_status.nil? ? 0 : Enemy_atk_ani[@enemy_id])
  230.   else
  231.     return (@enemy_status.nil? ? 0 : 1)
  232.   end
  233.   end
  234.   def Enemy_atk_ani
  235.     return Enemy_atk_ani
  236.   end
  237. end

  238. #--------------------------------------------------------------
  239. # Game Player
  240. #--------------------------------------------------------------
  241. class Game_Player < Game_Character
  242.   alias vlad_abs_gplayer_update update
  243.   alias vlad_abs_gplayer_refresh refresh
  244.   def update
  245.     vlad_abs_gplayer_update
  246.     if self.wait_ataque > 0
  247.       self.wait_ataque -= 1
  248.     end
  249.   def refresh
  250.     vlad_abs_gplayer_refresh
  251.     self.hp = $game_actors[1].hp
  252.     self.mp = $game_actors[1].mp
  253.   end
  254.     if Input.trigger?(Attack_Button) and self.wait_ataque <= 0
  255.       new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  256.       new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  257.       for event in $game_map.events.values
  258.         if event.inimigo
  259.           if event.x == new_x and event.y == new_y
  260.             event.recebe_atk(self)
  261.             event.animation_id = self.player_atk_animation_id
  262.             event.jump(0,0)
  263.             self.wait_ataque = 30
  264.             break
  265.           end
  266.         end
  267.       end
  268.     end
  269.     for key in Skill_Button.keys
  270.     if Input.trigger?(key) and Skill_Button[key] != nil and Skill_Button[key] != 0 and $game_actors[1].mp >= $data_skills[Skill_Button[key]].mp_cost and self.wait_ataque <= 0
  271.       new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  272.       new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  273.       for event in $game_map.events.values
  274.         if event.inimigo
  275.           if event.x == new_x and event.y == new_y
  276.             event.recebe_skl(self)
  277.             event.animation_id = self.player_skl_animation_id
  278.             event.jump(0,0)
  279.             self.wait_ataque = 60
  280.             break
  281.           end
  282.         end
  283.       end
  284.     end
  285.     end
  286.     def player_atk_animation_id
  287.     return ($game_actors[1].nil? ? 0 : $game_actors[1].atk_animation_id)
  288.   end
  289.   def player_skl_animation_id
  290.     for key in Skill_Button.keys
  291.       sklid = Skill_Button[key]
  292.     return ($game_actors[1].nil? ? 0 : $data_skills[sklid].animation_id)
  293.     end
  294.   end
  295.     def Attack_Button
  296.     return Attack_Button
  297.   end
  298.   def Skill_Button
  299.     return Skill_Button
  300.   end
  301.   end
  302. end

  303. #--------------------------------------------------------------
  304. # Game Actor
  305. #--------------------------------------------------------------
  306. class Game_Actor
  307.   alias vlad_abs_change_exp change_exp
  308.   def change_exp(exp, show)
  309.     last_level = @level
  310.     last_skills = skills
  311.     @exp = [[exp, 9999999].min, 0].max
  312.     while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
  313.       level_up
  314.     end
  315.     while @exp < @exp_list[@level]
  316.       level_down
  317.     end
  318.     @hp = [@hp, maxhp].min
  319.     @mp = [@mp, maxmp].min
  320.     if show and @level > last_level
  321.       show_level_up
  322.     end
  323.     vlad_abs_change_exp(exp,show)
  324.   end
  325.   def show_level_up
  326.     $game_player.animation_id = LevelUp_Ani
  327.    # $game_actors[1].hp = $game_actors[1].maxhp
  328.    # $game_actors[1].mp = $game_actors[1].maxmp
  329.   end
  330.   def LevelUp_Ani
  331.     return LevelUp_Ani
  332.   end
  333. end

  334. #--------------------------------------------------------------
  335. # Sprite Base
  336. #--------------------------------------------------------------
  337.   class Sprite_Base
  338.   alias animation animation_set_sprites
  339. def animation_set_sprites(frame)
  340.     cell_data = frame.cell_data
  341.     for i in 0..15
  342.       sprite = @animation_sprites[i]
  343.       next if sprite == nil
  344.       pattern = cell_data[i, 0]
  345.       if pattern == nil or pattern == -1
  346.         sprite.visible = false
  347.         next
  348.       end
  349.       if pattern < 100
  350.         sprite.bitmap = @animation_bitmap1
  351.       else
  352.         sprite.bitmap = @animation_bitmap2
  353.       end
  354.       sprite.visible = true
  355.       sprite.src_rect.set(pattern % 5 * 192,
  356.         pattern % 100 / 5 * 192, 192, 192)
  357.       if @animation_mirror
  358.         sprite.x = @animation_ox - cell_data[i, 1] / 2
  359.         sprite.y = @animation_oy - cell_data[i, 2] / 2
  360.         sprite.angle = (360 - cell_data[i, 4])
  361.         sprite.mirror = (cell_data[i, 5] == 0)
  362.       else
  363.         sprite.x = @animation_ox + cell_data[i, 1] / 2
  364.         sprite.y = @animation_oy + cell_data[i, 2] / 2
  365.         sprite.angle = cell_data[i, 4]
  366.         sprite.mirror = (cell_data[i, 5] == 1)
  367.       end
  368.       sprite.z = self.z + 300
  369.       sprite.ox = 96
  370.       sprite.oy = 96
  371.       sprite.zoom_x = cell_data[i, 3] / 200.0
  372.       sprite.zoom_y = cell_data[i, 3] / 200.0
  373.       sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  374.       sprite.blend_type = cell_data[i, 7]
  375.     end
  376.   end
  377. end
  378. #--------------------------------------------------------------
  379. # Sprite Character
  380. #--------------------------------------------------------------
  381. class Sprite_Character < Sprite_Base
  382.   alias vlad_abs_spchar_update update
  383.   def initialize(viewport, character = nil)
  384.     super(viewport)
  385.     @character = character
  386.     @balloon_duration = 0
  387.     @_damage_duration = 0
  388.     update
  389.   end
  390.   def update
  391.     super
  392.     if @_damage_duration > 0
  393.       @_damage_duration -=1
  394.         @_damage_sprite.x = self.x
  395.         if @_damage_duration <= 0
  396.           dispose_damage
  397.         end
  398.       end
  399.       if @character != nil and @character.damage != nil
  400.       damage(@character.damage, @character.critical)
  401.       @character.damage = nil
  402.       @character.critical = false
  403.     end
  404.     vlad_abs_spchar_update
  405.   end
  406. def damage(value, critical)
  407.       dispose_damage
  408.       if value.is_a?(Numeric)
  409.         damage_string = value.abs.to_s
  410.       else
  411.         damage_string = value.to_s
  412.       end
  413.       bitmap = Bitmap.new(160, 48)
  414.       bitmap.font.name = "Georgia"
  415.       bitmap.font.size = 20
  416.       bitmap.font.italic = true
  417.       if value.is_a?(Numeric) and value <= 0
  418.         bitmap.font.color.set(0, 0, 0)
  419.         bitmap.draw_text(1, 13, 160, 36, "Miss", 1)
  420.         bitmap.font.color.set(255, 245, 155)
  421.         bitmap.draw_text(0, 12, 160, 36, "Miss", 1)
  422.       else
  423.         bitmap.font.color.set(0, 0, 0)
  424.         bitmap.draw_text(1, 13, 160, 36, damage_string, 1)
  425.         bitmap.font.color.set(255, 255, 255)
  426.         bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  427.       end
  428.       if critical
  429.         bitmap.font.color.set(0, 0, 0)
  430.         bitmap.draw_text(1, 6, 160, 20, "Critical", 1)
  431.         bitmap.font.color.set(255, 245, 155)
  432.         bitmap.draw_text(0, 5, 160, 20, "Critical", 1)
  433.       end
  434.       @_damage_sprite = ::Sprite.new(self.viewport)
  435.       @_damage_sprite.bitmap = bitmap
  436.       @_damage_sprite.ox = 80
  437.       @_damage_sprite.oy = 20
  438.       @_damage_sprite.x = self.x
  439.       @_damage_sprite.y = self.y - self.oy / 2 - 40
  440.       @_damage_sprite.z += 99999
  441.       @_damage_duration = 30
  442.     end
  443.     def show_text(string, size=16, color=0)
  444.       dispose_damage
  445.       damage_string = string
  446.       if string.is_a?(Array)
  447.         array = true
  448.       else
  449.         array = false
  450.       end
  451.       bitmap = Bitmap.new(160, 48)
  452.       bitmap.font.name = "Georgia"
  453.       bitmap.font.size = size
  454.       bitmap.font.italic = true
  455.       if array
  456.         for i in 0..string.size
  457.           next if damage_string[i] == nil
  458.           bitmap.font.color.set(96, 96-20, 0) if color == 0
  459.           bitmap.font.color.set(0, 0, 0) if color != 0
  460.           bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  461.           bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  462.           bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  463.           bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  464.           bitmap.font.color.set(255, 245, 155) if color == 0
  465.           bitmap.font.color.set(144, 199, 150) if color == 1
  466.           bitmap.font.color.set(197, 147, 190)if color == 2
  467.           bitmap.font.color.set(138, 204, 198)if color == 3
  468.           bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
  469.         end
  470.       else
  471.         bitmap.font.color.set(96, 96-20, 0) if color == 0
  472.         bitmap.font.color.set(0, 0, 0) if color != 0
  473.         bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
  474.         bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
  475.         bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
  476.         bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
  477.         bitmap.font.color.set(255, 245, 155) if color == 0
  478.         bitmap.font.color.set(144, 199, 150) if color == 1
  479.         bitmap.font.color.set(197, 147, 190)if color == 2
  480.         bitmap.font.color.set(138, 204, 198)if color == 3
  481.         bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  482.       end
  483.       @_damage_sprite = ::Sprite.new(self.viewport)
  484.       @_damage_sprite.bitmap = bitmap
  485.       @_damage_sprite.ox = 80
  486.       @_damage_sprite.oy = 20
  487.       @_damage_sprite.x = self.x
  488.       @_damage_sprite.y = self.y - self.oy / 2
  489.       @_damage_sprite.z = 3000
  490.       @_damage_duration = 30
  491.     end
  492.     def dispose_damage
  493.     if @_damage_sprite != nil
  494.       @_damage_sprite.dispose
  495.       @_damage_sprite = nil
  496.     end
  497.   end
  498. end
  499.   
  500. #--------------------------------------------------------------
  501. # Window Skill
  502. #--------------------------------------------------------------
  503. class Scene_Skill
  504.   alias vlad_abs_sskill_initialize initialize
  505.   alias vlad_abs_sskill_update update
  506.   def initialize(actor_index = 0, equip_index = 0)
  507.     @memory = Window_Command.new(150, ["確 定 S 鍵 技 能"])
  508.     @memory.active = false
  509.     @memory.visible = false
  510.     @memory.x = (544 - @memory.width) / 2
  511.     @memory.y = (416 - @memory.height) / 2
  512.     @memory.z = 1500
  513.     vlad_abs_sskill_initialize
  514.   end
  515. def update
  516.   update_skill
  517.   @memory.update if @memory.active
  518.   return update_memory if @memory.active
  519.   vlad_abs_sskill_update
  520. end
  521. def update_skill
  522.   for key in Skill_Button.keys
  523.   if Input.trigger?(key)
  524.   Sound.play_decision
  525.   Skill_Button[key] = @skill_window.skill.id
  526.   @memory.active = @memory.visible = true
  527.   @skill_window.active = false
  528. end
  529. end
  530. end
  531.   def update_memory
  532. if Input.trigger?(Input::C)
  533.   Sound.play_decision
  534.   @memory.active = @memory.visible = false
  535.   @skill_window.active = true
  536. end
  537. end
  538.   def Skill_Button
  539.     return Skill_Button
  540.   end
  541. end

  542. #--------------------------------------------------------------
  543. # FINISH
  544. #--------------------------------------------------------------
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脚本:★ARPG 2(问题是在这里吧?)

  1. #=============================================================================
  2. # Window Hud
  3. #=============================================================================

  4. class Window_Hud < Window_Base
  5.   def initialize
  6.     super(0,0,128,96)
  7.     self.opacity =1
  8.     self.visible = false
  9.     refresh
  10.   end
  11.   def refresh
  12.     self.contents.clear
  13.       actor = $game_actors[1]
  14.       draw_actor_hp(actor, 0, 0, 96)
  15.       draw_actor_mp(actor, 0, 32, 96)
  16.    end
  17.    def update
  18.    self.visible = true if $game_switches[4] == true # 1=interruptor que activa y desactiva el HUD
  19.      refresh
  20.    end
  21. end

  22. class Scene_Map
  23.   alias hud_main main
  24.   alias hud_update update
  25.   alias hud_terminate terminate
  26.   def main
  27.     @hud = Window_Hud.new
  28.     hud_main
  29.   end
  30.   def update
  31.     @hud.update
  32.     hud_update
  33.   end
  34.   def terminate
  35.     @hud.dispose
  36.   end
  37. end
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作者: ONEWateR    时间: 2008-7-10 18:44
地图的刷新问题?(纯猜测)


$game_map.need_refresh = true
作者: Kirin    时间: 2008-7-10 18:58
我想好像不是地图的刷新问题……而是那个脚本本身的刷新就有点问题。

你的方法试过了,没用的……
作者: ONEWateR    时间: 2008-7-10 19:12
  1. class Window_Hud < Window_Base
  2.   def initialize
  3.     super(0,0,128,96)
  4.     self.opacity =1
  5.     self.visible = false
  6.     refresh
  7.   end
  8.   def refresh
  9.     self.contents.clear
  10.       actor = $game_actors[1]
  11.       draw_actor_hp(actor, 0, 0, 96)
  12.       draw_actor_mp(actor, 0, 32, 96)
  13.    end
  14.    def update
  15.      if $game_switches[4] == true
  16.        self.visible = true
  17.     else
  18.        self.visible = false
  19.     end            
  20.      refresh
  21.    end
  22. end
复制代码
[LINE]1,#dddddd[/LINE]系统信息:本贴获得楼主认可,66RPG感谢您的热情解答~
作者: wy29    时间: 2008-7-10 19:16
提示: 作者被禁止或删除 内容自动屏蔽
作者: Kirin    时间: 2008-7-10 19:24
原来是这样哦~~谢谢两位了~~




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