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[已经过期] 请教得失物品提示如何更改显示图标大小

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Lv1.梦旅人

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发表于 2015-2-18 01:39:26 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 无敌啊鸡 于 2015-2-18 01:40 编辑

全局搜索       self.contents.blt(x, y + 4, bitmap, Rect.new(8, 13, 48, 48)))   其他的显示都可以改成 48X48的图标大小,显示也是正常的,
可是 得失物品提示里却搜索不到这句话呢,显示的图片也是24X24的(有一半没显示出来)。
请问如何做到48X48的显示效果呢? 脚本用的是下面这个。 谢谢各位大神了

RUBY 代码复制
  1. #==============================================================================
  2. # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
  3. #
  4. # 作者:KKME,联系QQ:6690474
  5. #==============================================================================
  6. # 开关定义:
  7. SYSTEM_不显示金钱窗口 = 1354
  8. SYSTEM_不显示物品窗口 = 1351
  9. SYSTEM_不显示武器窗口 = 1352
  10. SYSTEM_不显示防具窗口 = 1353
  11. # 以上开关,当打开的时候,获得物品将不会提示
  12. # 比如默认打开41号开关,获得金钱不再提示
  13.  
  14. # 描绘文字的位置偏移:
  15. SYSTEM_X偏移 = 0
  16. SYSTEM_Y偏移 = 0
  17. #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
  18.  
  19. #---------------------------------------------------------------------
  20. # 高级说明:
  21. #---------------------------------------------------------------------
  22. # 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
  23. # 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
  24. # 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
  25. # 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
  26. #
  27. # 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
  28. # 做不好可能还不如不做。
  29. #---------------------------------------------------------------------
  30. # 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
  31. # 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
  32. #
  33. # 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
  34. # 取器提取,请手动放到文件夹下。
  35. #---------------------------------------------------------------------
  36. # 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
  37. #    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
  38. #    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
  39. #            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
  40. # ——————————————————————————————————
  41. # 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
  42. # ——————————————————————————————————
  43.  
  44. class Interpreter  
  45.   #--------------------------------------------------------------------------
  46.   # ● 增减金钱
  47.   #--------------------------------------------------------------------------
  48.   def command_125
  49.     value = operate_value(@parameters[0], @parameters[1], @parameters[2])
  50.     $game_party.gain_gold(value)
  51.     if $game_switches[SYSTEM_不显示金钱窗口]==false
  52.  
  53.       kkme_66RPG_item = $data_items[@parameters[0]]
  54.       kkme_66RPG = Sprite.new
  55.       kkme_66RPG.bitmap = Bitmap.new(640,480)
  56.       kkme_66RPG.x = 0
  57.       kkme_66RPG.y = 0
  58.       kkme_66RPG.opacity = 0
  59.       pic = false
  60.       if value >= 0
  61.         begin
  62.           #========================================================
  63.           # 这里可以自定义背景图片和声效,如果你需要的话
  64.           #========================================================
  65.           Audio.se_play("Audio/SE/"+"006-System06",80,100)
  66.           kkme_66RPG.bitmap = RPG::Cache.title("")
  67.           pic = true
  68.         rescue        
  69.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  70.         end        
  71.         kkme_66RPG_line1 = Sprite.new
  72.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  73.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
  74.         kkme_66RPG_line1.opacity = 0
  75.       else
  76.         begin
  77.           #========================================================
  78.           # 这里可以自定义背景图片和声效,如果你需要的话
  79.           #========================================================
  80.           Audio.se_play("Audio/SE/"+"005-System05",80,100)
  81.           kkme_66RPG.bitmap = RPG::Cache.title("")
  82.           pic = true
  83.         rescue        
  84.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  85.         end               
  86.         kkme_66RPG_line1 = Sprite.new
  87.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  88.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32, "失去金钱:")
  89.         kkme_66RPG_line1.opacity = 0
  90.       end
  91.  
  92.       kkme_66RPG_line2 = Sprite.new
  93.       kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  94.       kkme_66RPG_line2.opacity = 0      
  95.  
  96.       kkme_66RPG_bigicon = Sprite.new
  97.  
  98.       begin
  99.         kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  100.         kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  101.         kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  102.         kkme_66RPG_bigicon.opacity = 0
  103.         kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  104.         kkme_66RPG_line1.y = 200
  105.         kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  106.         kkme_66RPG_line2.y = 240
  107.         kkme_66RPG_line1.x += SYSTEM_X偏移
  108.         kkme_66RPG_line2.x += SYSTEM_X偏移
  109.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  110.         kkme_66RPG_line2.y += SYSTEM_Y偏移        
  111.         kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  112.         kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  113.         for i in 0..5
  114.           kkme_66RPG.opacity += 36
  115.           Graphics.update
  116.         end
  117.         kkme_66RPG.opacity = 255 if pic
  118.         for i in 0..10
  119.           kkme_66RPG_bigicon.opacity += 30
  120.           Graphics.update
  121.         end
  122.         for i in 0..10
  123.           kkme_66RPG_line1.opacity += 30
  124.           Graphics.update
  125.         end
  126.         for i in 0..50
  127.           kkme_66RPG_line2.opacity += 8
  128.           Graphics.update
  129.         end
  130.       rescue
  131.         kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  132.         kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  133.         kkme_66RPG_line1.x = 176
  134.         kkme_66RPG_line1.y = 200
  135.         kkme_66RPG_line2.x = 176
  136.         kkme_66RPG_line2.y = 240
  137.         kkme_66RPG_line1.x += SYSTEM_X偏移
  138.         kkme_66RPG_line2.x += SYSTEM_X偏移
  139.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  140.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  141.         for i in 0..5
  142.           kkme_66RPG.opacity += 36
  143.           Graphics.update
  144.         end
  145.         kkme_66RPG.opacity = 255 if pic
  146.         for i in 0..10
  147.           kkme_66RPG_line1.opacity += 30
  148.           Graphics.update
  149.         end
  150.         for i in 0..50
  151.           kkme_66RPG_line2.opacity += 16
  152.           Graphics.update
  153.         end
  154.       end
  155.  
  156.       for i in 0..10
  157.         kkme_66RPG.opacity -= 30
  158.         kkme_66RPG_bigicon.opacity -= 30
  159.         kkme_66RPG_line1.opacity -= 30
  160.         kkme_66RPG_line2.opacity -= 30
  161.         Graphics.update
  162.       end
  163.       kkme_66RPG.dispose
  164.       kkme_66RPG_bigicon.dispose
  165.       kkme_66RPG_line1.dispose
  166.       kkme_66RPG_line2.dispose
  167.  
  168.  
  169.     end
  170.     return true
  171.   end
  172.   #--------------------------------------------------------------------------
  173.   # ● 增减物品
  174.   #--------------------------------------------------------------------------
  175.   def command_126
  176.     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  177.     $game_party.gain_item(@parameters[0], value)
  178.     if $game_switches[SYSTEM_不显示物品窗口]==false
  179.       kkme_66RPG_item = $data_items[@parameters[0]]
  180.       kkme_66RPG = Sprite.new
  181.       kkme_66RPG.bitmap = Bitmap.new(640,480)
  182.       kkme_66RPG.x = 0
  183.       kkme_66RPG.y = 0
  184.       kkme_66RPG.opacity = 0
  185.  
  186.       pic = false
  187.       if value >= 0
  188.         begin
  189.           #========================================================
  190.           # 这里可以自定义背景图片和声效,如果你需要的话
  191.           #========================================================
  192.           Audio.se_play("Audio/SE/"+"006-System06",80,100)
  193.           kkme_66RPG.bitmap = RPG::Cache.title("")
  194.           pic = true
  195.         rescue        
  196.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  197.         end        
  198.         kkme_66RPG_line1 = Sprite.new
  199.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  200.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
  201.         kkme_66RPG_line1.opacity = 0
  202.       else
  203.         begin
  204.           #========================================================
  205.           # 这里可以自定义背景图片和声效,如果你需要的话
  206.           #========================================================
  207.           Audio.se_play("Audio/SE/"+"005-System05",80,100)
  208.           kkme_66RPG.bitmap = RPG::Cache.title("")
  209.           pic = true
  210.         rescue        
  211.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  212.         end               
  213.         kkme_66RPG_line1 = Sprite.new
  214.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  215.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
  216.         kkme_66RPG_line1.opacity = 0
  217.       end
  218.  
  219.       kkme_66RPG_line2 = Sprite.new
  220.       kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  221.       kkme_66RPG_line2.opacity = 0      
  222.  
  223.       kkme_66RPG_bigicon = Sprite.new
  224.  
  225.       begin
  226.         kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  227.         kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  228.         kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  229.         kkme_66RPG_bigicon.opacity = 0
  230.         kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  231.         kkme_66RPG_line1.y = 200
  232.         kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  233.         kkme_66RPG_line2.y = 240
  234.         kkme_66RPG_line1.x += SYSTEM_X偏移
  235.         kkme_66RPG_line2.x += SYSTEM_X偏移
  236.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  237.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  238.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  239.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  240.         for i in 0..5
  241.           kkme_66RPG.opacity += 36
  242.           Graphics.update
  243.         end
  244.         kkme_66RPG.opacity = 255 if pic
  245.         for i in 0..10
  246.           kkme_66RPG_bigicon.opacity += 30
  247.           Graphics.update
  248.         end
  249.         for i in 0..10
  250.           kkme_66RPG_line1.opacity += 30
  251.           Graphics.update
  252.         end
  253.         for i in 0..50
  254.           kkme_66RPG_line2.opacity += 8
  255.           Graphics.update
  256.         end
  257.       rescue
  258.         kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  259.         kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  260.         kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  261.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  262.         kkme_66RPG_line1.x = 176
  263.         kkme_66RPG_line1.y = 200
  264.         kkme_66RPG_line2.x = 176
  265.         kkme_66RPG_line2.y = 240
  266.         kkme_66RPG_line1.x += SYSTEM_X偏移
  267.         kkme_66RPG_line2.x += SYSTEM_X偏移
  268.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  269.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  270.         for i in 0..5
  271.           kkme_66RPG.opacity += 36
  272.           Graphics.update
  273.         end
  274.         kkme_66RPG.opacity = 255 if pic
  275.         for i in 0..10
  276.           kkme_66RPG_line1.opacity += 30
  277.           Graphics.update
  278.         end
  279.         for i in 0..50
  280.           kkme_66RPG_line2.opacity += 16
  281.           Graphics.update
  282.         end      
  283.         kkme_66RPG_smallicon_bitmap.dispose
  284.       end
  285.  
  286.       for i in 0..10
  287.         kkme_66RPG.opacity -= 30
  288.         kkme_66RPG_bigicon.opacity -= 30
  289.         kkme_66RPG_line1.opacity -= 30
  290.         kkme_66RPG_line2.opacity -= 30
  291.         Graphics.update
  292.       end
  293.       kkme_66RPG.dispose
  294.       kkme_66RPG_bigicon.dispose
  295.       kkme_66RPG_line1.dispose
  296.       kkme_66RPG_line2.dispose
  297.     end
  298.     return true
  299.   end
  300.   #--------------------------------------------------------------------------
  301.   # ● 增减武器
  302.   #--------------------------------------------------------------------------
  303.   def command_127
  304.     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  305.     $game_party.gain_weapon(@parameters[0], value)
  306.     if $game_switches[SYSTEM_不显示武器窗口]==false
  307.  
  308.       kkme_66RPG_item = $data_weapons[@parameters[0]]
  309.       kkme_66RPG = Sprite.new
  310.       kkme_66RPG.bitmap = Bitmap.new(640,480)
  311.       kkme_66RPG.x = 0
  312.       kkme_66RPG.y = 0
  313.       kkme_66RPG.opacity = 0
  314.  
  315.       pic = false
  316.       if value >= 0
  317.         begin
  318.           #========================================================
  319.           # 这里可以自定义背景图片和声效,如果你需要的话
  320.           #========================================================
  321.           Audio.se_play("Audio/SE/"+"006-System06",80,100)
  322.           kkme_66RPG.bitmap = RPG::Cache.title("")
  323.           pic = true
  324.         rescue        
  325.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  326.         end        
  327.         kkme_66RPG_line1 = Sprite.new
  328.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  329.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  330.         kkme_66RPG_line1.opacity = 0
  331.       else
  332.         begin
  333.           #========================================================
  334.           # 这里可以自定义背景图片和声效,如果你需要的话
  335.           #========================================================
  336.           Audio.se_play("Audio/SE/"+"005-System05",80,100)
  337.           kkme_66RPG.bitmap = RPG::Cache.title("")
  338.           pic = true
  339.         rescue        
  340.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,0,90,255))
  341.         end               
  342.         kkme_66RPG_line1 = Sprite.new
  343.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  344.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  345.         kkme_66RPG_line1.opacity = 0
  346.       end
  347.  
  348.       kkme_66RPG_line2 = Sprite.new
  349.       kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  350.       kkme_66RPG_line2.opacity = 0      
  351.  
  352.       kkme_66RPG_bigicon = Sprite.new
  353.  
  354.       begin
  355.         kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  356.         kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  357.         kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  358.         kkme_66RPG_bigicon.opacity = 0
  359.         kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  360.         kkme_66RPG_line1.y = 200
  361.         kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  362.         kkme_66RPG_line2.y = 245
  363.         kkme_66RPG_line1.x += SYSTEM_X偏移
  364.         kkme_66RPG_line2.x += SYSTEM_X偏移
  365.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  366.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  367.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  368.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  369.         for i in 0..5
  370.           kkme_66RPG.opacity += 36
  371.           Graphics.update
  372.         end
  373.         kkme_66RPG.opacity = 255 if pic
  374.         for i in 0..10
  375.           kkme_66RPG_bigicon.opacity += 30
  376.           Graphics.update
  377.         end
  378.         for i in 0..10
  379.           kkme_66RPG_line1.opacity += 30
  380.           Graphics.update
  381.         end
  382.         for i in 0..50
  383.           kkme_66RPG_line2.opacity += 8
  384.           Graphics.update
  385.         end
  386.       rescue
  387.         kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  388.         kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  389.         kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  390.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  391.         kkme_66RPG_line1.x = 176
  392.         kkme_66RPG_line1.y = 200
  393.         kkme_66RPG_line2.x = 176
  394.         kkme_66RPG_line2.y = 240
  395.         kkme_66RPG_line1.x += SYSTEM_X偏移
  396.         kkme_66RPG_line2.x += SYSTEM_X偏移
  397.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  398.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  399.         for i in 0..5
  400.           kkme_66RPG.opacity += 36
  401.           Graphics.update
  402.         end        
  403.         kkme_66RPG.opacity = 255 if pic
  404.         for i in 0..10
  405.           kkme_66RPG_line1.opacity += 30
  406.           Graphics.update
  407.         end
  408.         for i in 0..50
  409.           kkme_66RPG_line2.opacity += 16
  410.           Graphics.update
  411.         end
  412.         kkme_66RPG_smallicon_bitmap.dispose
  413.       end
  414.  
  415.       for i in 0..10
  416.         kkme_66RPG.opacity -= 30
  417.         kkme_66RPG_bigicon.opacity -= 30
  418.         kkme_66RPG_line1.opacity -= 30
  419.         kkme_66RPG_line2.opacity -= 30
  420.         Graphics.update
  421.       end
  422.       kkme_66RPG.dispose
  423.       kkme_66RPG_bigicon.dispose
  424.       kkme_66RPG_line1.dispose
  425.       kkme_66RPG_line2.dispose
  426.  
  427.     end
  428.     return true
  429.   end
  430.   #--------------------------------------------------------------------------
  431.   # ● 增减防具
  432.   #--------------------------------------------------------------------------
  433.   def command_128
  434.     value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  435.     $game_party.gain_armor(@parameters[0], value)
  436.     if $game_switches[SYSTEM_不显示防具窗口]==false
  437.       kkme_66RPG_item = $data_armors[@parameters[0]]
  438.  
  439.       kkme_66RPG = Sprite.new
  440.       kkme_66RPG.bitmap = Bitmap.new(640,480)
  441.       kkme_66RPG.x = 0
  442.       kkme_66RPG.y = 0
  443.       kkme_66RPG.opacity = 0
  444.  
  445.       pic = false
  446.       if value >= 0
  447.         begin
  448.           #========================================================
  449.           # 这里可以自定义背景图片和声效,如果你需要的话
  450.           #========================================================
  451.           Audio.se_play("Audio/SE/"+"006-System06",80,100)
  452.           kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  453.           pic = true
  454.         rescue        
  455.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  456.         end        
  457.         kkme_66RPG_line1 = Sprite.new
  458.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  459.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
  460.         kkme_66RPG_line1.opacity = 0
  461.       else
  462.         begin
  463.           #========================================================
  464.           # 这里可以自定义背景图片和声效,如果你需要的话
  465.           #========================================================
  466.           Audio.se_play("Audio/SE/"+"005-System05",80,100)
  467.           kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  468.           pic = true
  469.         rescue        
  470.           kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  471.         end               
  472.         kkme_66RPG_line1 = Sprite.new
  473.         kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  474.         kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
  475.         kkme_66RPG_line1.opacity = 0
  476.       end
  477.  
  478.       kkme_66RPG_line2 = Sprite.new
  479.       kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  480.       kkme_66RPG_line2.opacity = 0      
  481.  
  482.       kkme_66RPG_bigicon = Sprite.new
  483.  
  484.       begin
  485.         kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  486.         kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  487.         kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  488.         kkme_66RPG_bigicon.opacity = 0
  489.         kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  490.         kkme_66RPG_line1.y = 200
  491.         kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  492.         kkme_66RPG_line2.y = 240
  493.         kkme_66RPG_line1.x += SYSTEM_X偏移
  494.         kkme_66RPG_line2.x += SYSTEM_X偏移
  495.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  496.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  497.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  498.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  499.         for i in 0..5
  500.           kkme_66RPG.opacity += 36
  501.           Graphics.update
  502.         end
  503.         kkme_66RPG.opacity = 255 if pic
  504.         for i in 0..10
  505.           kkme_66RPG_bigicon.opacity += 30
  506.           Graphics.update
  507.         end
  508.         for i in 0..10
  509.           kkme_66RPG_line1.opacity += 30
  510.           Graphics.update
  511.         end
  512.         for i in 0..50
  513.           kkme_66RPG_line2.opacity += 8
  514.           Graphics.update
  515.         end
  516.       rescue
  517.         kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  518.         kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  519.         kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  520.         kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  521.         kkme_66RPG_line1.x = 176
  522.         kkme_66RPG_line1.y = 200
  523.         kkme_66RPG_line2.x = 176
  524.         kkme_66RPG_line2.y = 240
  525.         kkme_66RPG_line1.x += SYSTEM_X偏移
  526.         kkme_66RPG_line2.x += SYSTEM_X偏移
  527.         kkme_66RPG_line1.y += SYSTEM_Y偏移
  528.         kkme_66RPG_line2.y += SYSTEM_Y偏移   
  529.         for i in 0..5
  530.           kkme_66RPG.opacity += 36
  531.           Graphics.update
  532.         end
  533.         kkme_66RPG.opacity = 255 if pic
  534.         for i in 0..10
  535.           kkme_66RPG_line1.opacity += 30
  536.           Graphics.update
  537.         end
  538.         for i in 0..50
  539.           kkme_66RPG_line2.opacity += 16
  540.           Graphics.update
  541.         end
  542.         kkme_66RPG_smallicon_bitmap.dispose
  543.       end
  544.  
  545.       for i in 0..10
  546.         kkme_66RPG.opacity -= 30
  547.         kkme_66RPG_bigicon.opacity -= 30
  548.         kkme_66RPG_line1.opacity -= 30
  549.         kkme_66RPG_line2.opacity -= 30
  550.         Graphics.update
  551.       end
  552.       kkme_66RPG.dispose
  553.       kkme_66RPG_bigicon.dispose
  554.       kkme_66RPG_line1.dispose
  555.       kkme_66RPG_line2.dispose
  556.     end
  557.     return true
  558.   end
  559. end
  560. #==============================================================================
  561. # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息
  562. #==============================================================================
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