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用了闪烁标题脚本之后,发现在标题界面中显示图片时图片会被标题给盖住,请问这个要怎么解决呢??
嗯,脚本在这里,好像有三个…………- #==============================================================================
- # 本脚本由夜夜转载于www.66RPG.com,使用和转载请保留此信息
- #
- # 使用上的一点小小说明:本脚本不和流星雨、天气开头脚本冲突,
- # 可以用流星雨替换Scene_Title,再将此脚本插入main之前
- #==============================================================================
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module PLAN_TITLE_NAME
- TITLE_STR = "永远的高三7班" # 标题名,自己改
- FONT_NAME = ["华文行楷", "楷体", "宋体"] # 字体列表,当玩家电脑没有安装第一种字体会顺序往下寻找第二种
- FONT_SIZE = 72 # 文字字号
- FONT_BOLD = true # 加粗
- FONT_ITALIC = false # 斜体
- STR_COLOR = Color.new( 255 , 0, 0) # 文字颜色
- DRAW_FRAME = true # 文字是否勾边(true/false)
- FRAME_COLOR = Color.new(255, 255, 0) # 勾边颜色
- DRAW_X = 0 # X 座標修正値(相对中心)
- DRAW_Y = -100 # Y 座標修正値(相对中心)
- BLINK = true # 闪烁
- end
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● メイン処理
- #--------------------------------------------------------------------------
- alias plan_title_name_main main
- def main
- # 戦闘テストの場合
- if $BTEST
- battle_test
- return
- end
- # スプライトの作成
- @title_name_sprite = RPG::Sprite.new
- @title_name_sprite.z = 100
- bitmap = Bitmap.new(32, 32)
- bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
- bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
- bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
- rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR)
- bitmap.dispose
- bitmap = nil
- @title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @title_name_sprite.bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
- @title_name_sprite.bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
- @title_name_sprite.bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
- @title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC
- str = PLAN_TITLE_NAME::TITLE_STR
- if PLAN_TITLE_NAME::DRAW_FRAME
- @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR
- if defined?(@title_name_sprite.bitmap.draw_text_plan_frame)
- @title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
- @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
- @title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
- else
- @title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
- @title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
- @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
- @title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
- end
- else
- @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
- @title_name_sprite.bitmap.draw_text(rect, str)
- end
- @title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X
- @title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y
- @title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK
- # 元のメソッドに戻す
- plan_title_name_main
- # スプライトの解放
- @title_name_sprite.bitmap.dispose
- @title_name_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias plan_title_name_update update
- def update
- # スプライトの更新
- @title_name_sprite.update
- # 元のメソッドに戻す
- plan_title_name_update
- end
- end
复制代码- #==============================================================================
- # 本脚本由夜夜转载于www.66RPG.com,使用和转载请保留此信息
- #
- # ■ ゲームサブタイトルの表示(ver 0.98)
- #==============================================================================
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module PLAN_THEME_NAME
- THEME_STR = "更新版"
- FONT_NAME = ["黑体", "楷体", "宋体"] # フォント
- FONT_SIZE = 28 # フォントサイズ
- FONT_BOLD = true # 太字
- FONT_ITALIC = true # 斜体
- STR_COLOR = Color.new( 180, 190, 142) # 文字の色
- DRAW_FRAME = true # 縁取りする
- FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
- DRAW_X = 120 # X 座標修正値
- DRAW_Y = -50 # Y 座標修正値
- BLINK = false # 点滅
- end
-
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● メイン処理
- #--------------------------------------------------------------------------
- alias plan_theme_main main
- def main
- # 戦闘テストの場合
- if $BTEST
- battle_test
- return
- end
- # スプライトの作成
- @theme_sprite = RPG::Sprite.new
- @theme_sprite.z = 100
- bitmap = Bitmap.new(32, 32)
- bitmap.font.name = PLAN_THEME_NAME::FONT_NAME
- bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE
- bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD
- rect = bitmap.text_size(PLAN_THEME_NAME::THEME_STR)
- bitmap.dispose
- bitmap = nil
- @theme_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @theme_sprite.bitmap.font.name = PLAN_THEME_NAME::FONT_NAME
- @theme_sprite.bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE
- @theme_sprite.bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD
- @theme_sprite.bitmap.font.italic = PLAN_THEME_NAME::FONT_ITALIC
- str = PLAN_THEME_NAME::THEME_STR
- if PLAN_THEME_NAME::DRAW_FRAME
- @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::FRAME_COLOR
- if defined?(@theme_sprite.bitmap.draw_text_plan_frame)
- @theme_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
- @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
- @theme_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
- else
- @theme_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
- @theme_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
- @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
- @theme_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
- end
- else
- @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR
- @theme_sprite.bitmap.draw_text(rect, str)
- end
- @theme_sprite.x = 640 / 2 - rect.width / 2 + PLAN_THEME_NAME::DRAW_X
- @theme_sprite.y = 480 / 2 - rect.height / 2 + PLAN_THEME_NAME::DRAW_Y
- @theme_sprite.blink_on if PLAN_THEME_NAME::BLINK
- # 元のメソッドに戻す
- plan_theme_main
- # スプライトの解放
- @theme_sprite.bitmap.dispose
- @theme_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias plan_theme_update update
- def update
- # スプライトの更新
- @theme_sprite.update
- # 元のメソッドに戻す
- plan_theme_update
- end
- end
复制代码- #==============================================================================
- # 本脚本由夜夜转载于www.66RPG.com,使用和转载请保留此信息
- #
- # ■ Copyright(ver 0.98)
- #==============================================================================
- #==============================================================================
- # □ カスタマイズポイント
- #==============================================================================
- module PLAN_COPYRIGHT
- COPYRIGHT_STR = "游戏制作:123 "
- FONT_NAME = ["宋体", "楷体", "黑体"] # フォント
- FONT_SIZE = 14 # フォントサイズ
- FONT_BOLD = true # 太字
- FONT_ITALIC = true # 斜体
- STR_COLOR = Color.new(200, 200, 200) # 文字の色
- DRAW_FRAME = true # 縁取りする
- FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
- DRAW_X = -3 # X 座標修正値
- DRAW_Y = -3 # Y 座標修正値
- end
-
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title
- #--------------------------------------------------------------------------
- # ● メイン処理
- #--------------------------------------------------------------------------
- alias plan_copyrcight_main main
- def main
- # 戦闘テストの場合
- if $BTEST
- battle_test
- return
- end
- # スプライトの作成
- @copyrcight_sprite = Sprite.new
- @copyrcight_sprite.z = 100
- bitmap = Bitmap.new(32, 32)
- bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
- bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
- bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
- rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR)
- bitmap.dispose
- bitmap = nil
- @copyrcight_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @copyrcight_sprite.bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME
- @copyrcight_sprite.bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE
- @copyrcight_sprite.bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD
- @copyrcight_sprite.bitmap.font.italic = PLAN_COPYRIGHT::FONT_ITALIC
- str = PLAN_COPYRIGHT::COPYRIGHT_STR
- if PLAN_COPYRIGHT::DRAW_FRAME
- @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::FRAME_COLOR
- if defined?(@copyrcight_sprite.bitmap.draw_text_plan_frame)
- @copyrcight_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
- @copyrcight_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
- else
- @copyrcight_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
- @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
- @copyrcight_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
- end
- else
- @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR
- @copyrcight_sprite.bitmap.draw_text(rect, str)
- end
- @copyrcight_sprite.x = 640 - rect.width + PLAN_COPYRIGHT::DRAW_X
- @copyrcight_sprite.y = 480 - rect.height + PLAN_COPYRIGHT::DRAW_Y
- # 元のメソッドに戻す
- plan_copyrcight_main
- # スプライトの解放
- @copyrcight_sprite.bitmap.dispose
- @copyrcight_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- alias plan_copyrcight_update update
- def update
- # スプライトの更新
- @copyrcight_sprite.update
- # 元のメソッドに戻す
- plan_copyrcight_update
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #===============================================================================
复制代码 |
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