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[已经过期] 想在菜单、商店中调用图标

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Lv1.梦旅人

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发表于 2012-6-28 12:03:52 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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就是像商店,我想在买入前加个图标,卖出同理。怎样调用“\I[  ]”指令呀?
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发表于 2012-6-28 12:05:38 | 只看该作者
本帖最后由 凛若霜晨 于 2012-6-28 12:06 编辑

6R文字扩展脚本
  1. #==============================================================================
  2. #    Global Text Codes [VXA]
  3. #    Version: 1.0
  4. #    Author: modern algebra (rmrk.net)
  5. #    Date: January 5, 2012
  6. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  7. #  Description:
  8. #
  9. #    This script allows you to use special message codes in any window, not
  10. #   just message windows and help windows. Want to add an icon next to the
  11. #   menu commands? With this script you can do that and more.
  12. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  13. #  Instructions:
  14. #
  15. #    Simply paste this script into its own slot above Main and below Materials
  16. #   and other custom scripts.
  17. #
  18. #    There are two settings for this script - automatic and manual. If set to
  19. #   automatic, then all you will need to do is put any of the special message
  20. #   codes in anything and they will automatically work. If set to manual, then
  21. #   you will also need to type the following code somewhere in the text field
  22. #   to activate it: \*
  23. #
  24. #    The following default codes are available:
  25. #
  26. # \c[n] - Set the colour of the text being drawn to the nth colour of the
  27. #     Windowskin palette. 0 is the normal color and 16 is the system color.
  28. # \i[n] - Draw icon with index n.
  29. # \p[n] - Draw the name of the actor in the xth position in the party. 1 is
  30. #     the party leader, 2 is the second member, etc.
  31. # \n[n] - Draw the name of the actor with ID n
  32. # \v[n] - Draw the value of variable with ID n.
  33. # \g - Draws the unit of currency.
  34. #
  35. #    Depending on whether you are using any custom message script, you may have
  36. #   additional message codes at your disposal. This script is mostly compatible
  37. #   with my ATS and every code except \x and ones related to message control
  38. #   will work.
  39. #==============================================================================

  40. $imported = {} unless $imported
  41. $imported[:MAGlobalTextCodes] = true
  42. #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  43. #  Editable Region
  44. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  45. #  MAGTC_MANUAL_CODES - If this is true, then you must put a \* code in any
  46. # field that you want to have codes interpreted in. Otherwise, codes will
  47. # always automatically be interpreted. The recommended value for this is true,
  48. # as the process for drawing text with codes is much slower than the process
  49. # for drawing text without codes.
  50. MAGTC_MANUAL_CODES = true
  51. #  MAGTC RCODES - This feature is designed to overcome the space limitations in
  52. # much of the database - since codes take so much of that space, it might be
  53. # difficult to write everything you want into one of those fields. This feature
  54. # permits you to write the term you want in to the following array, and then
  55. # access it in the database with the code \r[n], where n is the ID you assign
  56. # to the phrase in the following way:
  57. #
  58. #    n => "replacement",
  59. #
  60. # Please note that: it is =>, not =; the replacement must be within quotation
  61. # marks; and there must be a comma after every line. If using double quotation
  62. # marks ("", not ''), then you need to use two backslashes to access codes
  63. # instead of one (\\c[1], not \c[1]).
  64. #
  65. #  EXAMPLE:
  66. #   0 => "\\i[112]\\c[14]New Game\\c[0]",
  67. #
  68. #  Under the New Game field in the Terms of the Database, all I would then need
  69. # to put is:
  70. #    \*\r[0]
  71. #  and it would be the same as if I had put:
  72. #    \*\i[112]\c[14]New Game\c[0]
  73. MAGTC_RCODES = { # <- Do not touch
  74.   0 => "\\i[112]\\c[14]New Game\\c[0]", # Example
  75.   1 => "", # You can make as many of these as you want
  76.   2 => "",
  77. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  78. #  END Editable Region
  79. #//////////////////////////////////////////////////////////////////////////////
  80. }
  81. MAGTC_RCODES.default = ""

  82. #==============================================================================
  83. # ** Window_Base
  84. #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  85. #  Summary of Changes:
  86. #    aliased methods - draw_text; convert_escape_characters; process_new_line;
  87. #      reset_font_settings
  88. #    new methods - magtc_align_x; magtc_test_process_escape_character;
  89. #      magtc_calc_line_width
  90. #==============================================================================

  91. class Window_Base
  92.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  93.   # * Draw Text
  94.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  95.   alias ma_gtc_drwtxt_3fs1 draw_text
  96.   def draw_text(*args, &block)
  97.     # Get the arguments
  98.     if args[0].is_a?(Rect)
  99.         x, y, w, h = args[0].x, args[0].y, args[0].width, args[0].height
  100.         text, align = *args[1, 2]
  101.       else
  102.         x, y, w, h, text, align = *args[0, 6]
  103.       end
  104.     align = 0 unless align
  105.     #  Draw normally if text is not a string, draw normally if the text is not
  106.     # long enough to hold a code, and draw normally when the script is set to
  107.     # manual and \* is not included in the text
  108.       if !text.is_a?(String) || text.size < 2 || (MAGTC_MANUAL_CODES && text[/\\\*/].nil?)
  109.         ma_gtc_drwtxt_3fs1(*args, &block) # Run Original Method
  110.       else
  111.       @magtc_reset_font = contents.font.dup # Do not automatically reset font
  112.       @magtc_rect, @magtc_align = Rect.new(x, y, w, h), align
  113.       # Get first line of the text to test for alignment
  114.       @magtc_test_line = convert_escape_characters(text[/.*/])
  115.       y += [(h - calc_line_height(@magtc_test_line)) / 2, 0].max
  116.       # Draw text with message codes
  117.         draw_text_ex(magtc_align_x(x), y, text)
  118.       @magtc_reset_font = nil # Do not automatically reset font
  119.       @magtc_rect, @magtc_align = nil, nil # Reset Rect and Alignment
  120.       end
  121.   end
  122.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  123.   # * Convert Escape Characters
  124.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  125.   alias ma_gtc_convescchar_5tk9 convert_escape_characters
  126.   def convert_escape_characters(text, *args, &block)
  127.     # Remove \* codes
  128.     new_text = text.gsub(/\\\*/, "")
  129.     # Substitute for the R Codes
  130.     new_text.gsub!(/\\[Rr]\[(\d+)\]/, MAGTC_RCODES[$1.to_i].to_s)
  131.     ma_gtc_convescchar_5tk9(new_text, *args, &block) # Call Original Method
  132.   end
  133.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  134.   # * Reset Font Settings
  135.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  136.   alias magtc_resetfonts_4ga5 reset_font_settings
  137.   def reset_font_settings(*args, &block)
  138.     magtc_resetfonts_4ga5(*args, &block) # Call Original Method
  139.     contents.font = @magtc_reset_font if @magtc_reset_font
  140.   end
  141.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  142.   # * Process New Line
  143.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  144.   alias magtc_prcsnewl_5gn9 process_new_line
  145.   def process_new_line(text, pos, *args, &block)
  146.     magtc_prcsnewl_5gn9(text, pos, *args, &block) # Run Original Method
  147.     if @magtc_align && @magtc_rect
  148.       @magtc_test_line = text[/.*/] # Get new line
  149.       pos[:x] = magtc_align_x       # Get the correct x, depending on alignment
  150.     end
  151.   end
  152.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  153.   # * Get Alignment X
  154.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  155.   def magtc_align_x(start_x = @magtc_rect.x)
  156.     return start_x unless (@magtc_rect && @magtc_align && @magtc_test_line) || @magtc_align != 0
  157.     tw = magtc_calc_line_width(@magtc_test_line)
  158.     case @magtc_align
  159.     when 1 then return start_x + ((@magtc_rect.width - tw) / 2)
  160.     when 2 then return start_x + (@magtc_rect.width - tw)
  161.     end
  162.     start_x
  163.   end
  164.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  165.   # * Calc Line Width
  166.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  167.   def magtc_calc_line_width(line)
  168.     # Remove all escape codes
  169.     line = line.clone
  170.     line.gsub!(/[\n\r\f]/, "")
  171.     real_contents = contents # Preserve Real Contents
  172.     # Create a dummy contents
  173.     self.contents = Bitmap.new(@magtc_rect.width, @magtc_rect.height)
  174.     reset_font_settings
  175.     pos = {x: 0, y: 0, new_x: 0, height: calc_line_height(line)}
  176.     tw = 0
  177.     while line[/^(.*?)\e(.*)/]
  178.       tw += text_size($1).width
  179.       line = $2
  180.       # Remove all ancillaries to the code, like parameters
  181.       code = obtain_escape_code(line)
  182.       magtc_test_process_escape_character(code, line, pos)
  183.     end
  184.     #  Add width of remaining text, as well as the value of pos[:x] under the
  185.     # assumption that any additions to it are because the special code is
  186.     # replaced by something which requires space (like icons)
  187.     tw += text_size(line).width + pos[:x]
  188.     self.contents.dispose # Dispose dummy contents
  189.     self.contents = real_contents # Restore real contents
  190.     return tw
  191.   end
  192.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  193.   # * Test Process Escape Character
  194.   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  195.   def magtc_test_process_escape_character(code, text, pos)
  196.     if $imported[:ATS_SpecialMessageCodes] && ['X', 'HL'].include?(code.upcase)
  197.       obtain_escape_param(text)
  198.       return
  199.     end
  200.     process_escape_character(code, text, pos)
  201.   end
  202. end
复制代码
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Lv1.梦旅人

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 楼主| 发表于 2012-6-28 12:21:52 | 只看该作者
凛若霜晨 发表于 2012-6-28 12:05
6R文字扩展脚本

我把脚本放在Main前,Main后都试过了。
改动Vocab中的“买入”→“"\i[672]买入"(我有这么多图标。)但显示出来不是图标是“i[672]”求指教。
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发表于 2012-6-28 12:26:14 | 只看该作者
明火暗雷 发表于 2012-6-28 12:21
我把脚本放在Main前,Main后都试过了。
改动Vocab中的“买入”→“"\i[672]买入"(我有这么多图标。)但 ...

这个脚本放在插入脚本那里,然后指令是在编辑器中添加 ,另外我找不到原帖地址了有好人找到麻烦补充一下
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Mr.Gandum

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贵宾

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发表于 2012-6-28 13:13:13 | 只看该作者
说一下,在脚本里面
  1. "\\i[672]"
复制代码
才等于我们这里写的\i[672]
斜杠要写两次。

点评

尝试过两次斜杠,显示出的无非是“\i[672]”而已呀。。。。奇怪。。  发表于 2012-6-28 13:16
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 楼主| 发表于 2012-6-28 13:17:56 | 只看该作者
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发表于 2012-6-28 14:22:36 | 只看该作者
LZ试试这个,把不需要的去掉,换上自己需要的
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Command Window Icons v1.00
  4. # -- Last Updated: 2011.12.11
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================

  9. $imported = {} if $imported.nil?
  10. $imported["YEA-CommandWindowIcons"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2011.12.11 - Started Script and Finished.
  15. #
  16. #==============================================================================
  17. # ▼ Introduction
  18. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  19. # Here's a script that allows you to allocate icons to each of your commands
  20. # provided that the text for the command matches the icon in the script. There
  21. # are, however, some scripts that this won't be compatible with and it's due
  22. # to them using unique way of drawing out their commands. This script does not
  23. # maintain compatibility for those specific scripts.
  24. #
  25. #==============================================================================
  26. # ▼ Instructions
  27. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  28. # To install this script, open up your script editor and copy/paste this script
  29. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  30. #
  31. # Go to the module and match the text under ICON_HASH with a proper Icon ID.
  32. # You can find an icon's ID by opening up the icon select window in the RPG
  33. # Maker VX Ace database and look in the lower left corner.
  34. #
  35. #==============================================================================
  36. # ▼ Compatibility
  37. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  38. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  39. # it will run with RPG Maker VX without adjusting.
  40. #
  41. #==============================================================================

  42. module YEA
  43.   module COMMAND_WINDOW_ICONS
  44.    
  45.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  46.     # - Icon Hash -
  47.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  48.     # This hash controls all of the icon data for what's used with each text
  49.     # item. Any text items without icons won't display icons. The text has to
  50.     # match with the hash (case sensitive) to display icons.
  51.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  52.     ICON_HASH ={
  53.     # Matching Text   => Icon ID,
  54.       "开始游戏"      => 224,    # Title scene.
  55.       "继续游戏"      => 230,    # Title scene.
  56.       "退出游戏"      => 368,    # Title scene. Game End scene.
  57.       "消除"      => 265,    # Title scene. Game End scene.
  58.       "周目"      => 243,    # Title scene. Game End scene.
  59.       
  60.       "战斗"         => 386,    # Battle scene.
  61.       "撤退"        => 328,    # Battle scene.
  62.       "攻击"        => 116,    # Battle scene.
  63.       "防御"        => 506,    # Battle scene.
  64.       "自动"        => 248,    # Battle scene.
  65.       "候补"        => 355,    # Battle scene.
  66.       
  67.       
  68.       "技能"         => 131,    # Skill scene. Battle scene.
  69.       "魔法"         => 136,    # Skill scene. Battle scene.

  70.       
  71.       "物品"         => 260,    # Menu scene. Item scene. Battle scene.
  72.       "职业"         => 238,    # Menu scene. Item scene. Battle scene.
  73.       "整队"        => 352,    # Menu scene. Item scene. Battle scene.
  74.       "睡眠"        => 6,    # Menu scene. Item scene. Battle scene.
  75.       "合成"        => 217,    # Menu scene. Item scene. Battle scene.
  76.       "淫语朗诵"    => 122,    # Menu scene. Item scene. Battle scene.
  77.       "技能"        => 143,    # Menu scene.
  78.       "装备"        => 436,    # Menu scene.
  79.       "援护"        => 338,    # Menu scene.
  80.       "伙伴"        => 165,    # Menu scene.
  81.       "状态"        => 121,    # Menu scene.
  82.       "情报"        =>  12,    # Menu scene.
  83.       "学习技能"        =>  232,    # Menu scene.
  84.       "性格"        =>  176,    # Menu scene.
  85.       "商店"        =>  165,    # Menu scene.
  86.       "物品图鉴"        =>  231,    # Menu scene.
  87.       "怪物图鉴"        =>  339,    # Menu scene.
  88.       "任务确认"        =>  235,    # Menu scene.
  89.       "音量"        =>  4,    # Menu scene.
  90.       "传送"        =>  215,    # Menu scene.
  91.       "魔法世界"        =>  519,    # Menu scene.
  92.       "事件商店"        =>  241,    # Menu scene.
  93.       "卡农诺日记"        =>  371,    # Menu scene.
  94.       "存档"          => 286,    # Menu scene.
  95.       "结束游戏"         => 368,    # Menu scene.
  96.       
  97.       "装备变更"         => 202,    # Equip scene.
  98.       "最强装备"         => 1,    # Equip scene.
  99.       "全部卸下"         => 337,    # Equip scene.
  100.       
  101.       "主要职业"         => 233,    # Class scene.
  102.       "次要职业"         => 234,    # Class scene.
  103.       
  104.       "交换"         => 377,    # Party scene.
  105.       "离队"     => 378,    # Party scene.
  106.       "还原"         => 379,    # Party scene.
  107.       "完成"         => 380,    # Party scene.
  108.       
  109.       "武器"         => 386,    # Item scene.
  110.       "护甲"        => 436,    # Item scene.
  111.       "贵重物品"     => 243,    # Item scene.
  112.       
  113.       "再次挑战"      => 172,    # Title scene. Game End scene.
  114.       "回到标题"      => 224,    # Game End scene.
  115.       "取消"        => 119,    # Game End scene.
  116.     } # Do not remove this.
  117.    
  118.   end # COMMAND_WINDOW_ICONS
  119. end # YEA

  120. #==============================================================================
  121. # ▼ Editting anything past this point may potentially result in causing
  122. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  123. # halitosis so edit at your own risk.
  124. #==============================================================================

  125. #==============================================================================
  126. # ■ Window_Command
  127. #==============================================================================

  128. class Window_Command < Window_Selectable
  129.   
  130.   #--------------------------------------------------------------------------
  131.   # new method: use_icon?
  132.   #--------------------------------------------------------------------------
  133.   def use_icon?(text)
  134.     return YEA::COMMAND_WINDOW_ICONS::ICON_HASH.include?(text)
  135.   end
  136.   
  137.   #--------------------------------------------------------------------------
  138.   # new method: command_icon
  139.   #--------------------------------------------------------------------------
  140.   def command_icon(text)
  141.     return YEA::COMMAND_WINDOW_ICONS::ICON_HASH[text]
  142.   end
  143.   
  144.   #--------------------------------------------------------------------------
  145.   # overwrite method: draw_item
  146.   #--------------------------------------------------------------------------
  147.   def draw_item(index)
  148.     enabled = command_enabled?(index)
  149.     change_color(normal_color, enabled)
  150.     rect = item_rect_for_text(index)
  151.     text = command_name(index)
  152.     if use_icon?(text)
  153.       draw_icon_text(rect.clone, text, alignment, enabled)
  154.     else
  155.       draw_text(rect, text, alignment)
  156.     end
  157.   end
  158.   
  159.   #--------------------------------------------------------------------------
  160.   # new method: draw_icon_text
  161.   #--------------------------------------------------------------------------
  162.   def draw_icon_text(rect, text, alignment, enabled)
  163.     cw = text_size(text).width
  164.     icon = command_icon(text)
  165.     draw_icon(icon, rect.x, rect.y, enabled)
  166.     rect.x += 24
  167.     rect.width -= 24
  168.     draw_text(rect, text, alignment)
  169.   end
  170.   
  171. end # Window_Command

  172. #==============================================================================
  173. #
  174. # ▼ End of File
  175. #
  176. #==============================================================================
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点评

我就是打算该Vocab里的,没有呀,谢了。哭会儿去……  发表于 2012-6-28 14:44
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发表于 2012-6-28 21:04:56 | 只看该作者
布里蓝 发表于 2012-6-28 14:22
LZ试试这个,把不需要的去掉,换上自己需要的

那么 要在属性的前面调用图标改怎么写呢?
"物理攻击"        => 355,    # ???.

点评

估计数值前不能用图标吧  发表于 2012-6-28 21:37
我试了下,好像不行  发表于 2012-6-28 21:36
自己给自己挖了一个坑,然后掉下去的我,竟然爬不上来了,呵呵(NMB)。
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发表于 2012-6-30 20:40:31 | 只看该作者
zlpwb1666 发表于 2012-6-28 21:04
那么 要在属性的前面调用图标改怎么写呢?
"物理攻击"        => 355,    # ???. ...

但是好像之前在某个游戏里面看见过
女主角 还可以游泳的游戏
自己给自己挖了一个坑,然后掉下去的我,竟然爬不上来了,呵呵(NMB)。
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