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[已经解决] 怎么移动更改金币的显示位置?

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Lv1.梦旅人

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发表于 2010-8-6 08:59:53 | 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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本帖最后由 KartWangTong 于 2010-8-6 09:41 编辑



如图 我用了银行脚本和VX新菜单样式

银行仓库代码:
  1. #==============================================================================
  2. #==============================================================================
  3. #
  4. # ■ [vx]多货币的银行和仓库
  5. #------------------------------------------------------------------------------
  6. # by 八云 紫
  7. # 转载时,请注明 本脚本来着 66RPG,
  8. #==============================================================================
  9. #==============================================================================

  10. #==============================================================================
  11. # ■ Byz_Vocab
  12. #------------------------------------------------------------------------------
  13. #  定义系统用语和信息的模块。
  14. #==============================================================================
  15. module Byz_Vocab
  16. #------ 总菜单 ---------
  17. BANK = "银行"
  18. WAREHOUSE = "仓库"
  19. #------ 银行 ---------
  20. BANK_SAVING = "存钱"
  21. BANK_TAKING = "取钱"
  22. BANK_EXCHANGE = "兑换"
  23. MONEY_INSUFF = "您的钱不足"
  24. PROMPTS = "帐户信息"
  25. #------ 仓库 ---------
  26. WAREHOUSE_SAVING = "存东西"
  27. WAREHOUSE_TAKING = "取东西"
  28. #------ 共通 ---------
  29. CANCEN = "取消"
  30. NAME1 = "欢迎"
  31. NAME2 = "银行"
  32. NAME3 = "仓库"
  33. # 箭头文件名字, 放到 Graphics\Pictures 目录下。
  34. ARROW = "Correct_R"
  35. ARROW_TWO = "Cursor"
  36. # 数字文件名字, 放到 Graphics\System 目录下。
  37. NUMBER = "Number-"
  38. # 存物品的时候的价格
  39. PRICES = 10
  40. # 数字移动速度(注意:这里设定的数值的整数倍最好是 数字图片高度)
  41. SPEED = 1
  42. end
  43. #==============================================================================
  44. # ■ RPG
  45. #==============================================================================
  46. module RPG
  47. #--------------------------------------------------------------------------
  48. # ● 物品
  49. #--------------------------------------------------------------------------
  50. class Item < UsableItem
  51. def price
  52. return (@price / Currency::Currencies[$game_system.nowcurrency][1]).to_i
  53. end
  54. def price=(value)
  55. @price = value
  56. end
  57. end
  58. #--------------------------------------------------------------------------
  59. # ● 武器 Interest rate
  60. #--------------------------------------------------------------------------
  61. class Weapon < BaseItem
  62. def price
  63. return (@price / Currency::Currencies[$game_system.nowcurrency][1]).to_i
  64. end
  65. def price=(value)
  66. @price = value
  67. end
  68. end
  69. #--------------------------------------------------------------------------
  70. # ● 防具
  71. #--------------------------------------------------------------------------
  72. class Armor < BaseItem
  73. def price
  74. return (@price / Currency::Currencies[$game_system.nowcurrency][1]).to_i
  75. end
  76. def price=(value)
  77. @price = value
  78. end
  79. end
  80. end

  81. #==============================================================================
  82. # ■ Vocab
  83. #------------------------------------------------------------------------------
  84. #  定义系统用语和信息的模块。利用定量直接定义Message。
  85. # 使用全局变量 $data_system 取得用语资料。
  86. #==============================================================================
  87. module Vocab

  88. # G (货币单位)
  89. def self.gold
  90. return Currency::Currencies[$game_system.nowcurrency][0]
  91. end

  92. end
  93. #==============================================================================
  94. # ■ Currency
  95. #------------------------------------------------------------------------------
  96. # 保存货币信息的模块
  97. #==============================================================================
  98. module Currency
  99. Currencies = []
  100. # 货币种类设置。 参数一为货币名称,参数二为该货币与0号货币的比值。
  101. Currencies[0] = ["GT", 1 ] # 1 RMB = 1 RMB



  102. CURRENCIES_SHOW = [0] # 要显示的货币代号
  103. end

  104. class Bitmap
  105. #--------------------------------------------------------------------------
  106. # ● 描绘直线
  107. # x1,y1,x2,y2: 直线两端的坐标
  108. # width: 宽度
  109. # color: 颜色
  110. #--------------------------------------------------------------------------
  111. def drawline(x1, y1, x2, y2, width, color)
  112. x1 = x1.to_f
  113. y1 = y1.to_f
  114. x2 = x2.to_f
  115. y2 = y2.to_f
  116. width = width.to_f
  117. k = (y2 - y1) / (x2 - x1)
  118. if k.abs > 1
  119. drawline_x(x1, y1, x2, y2, width, color)
  120. else
  121. drawline_y(x1, y1, x2, y2, width, color)
  122. end
  123. end
  124. def drawline_x(x1, y1, x2, y2, width, color)
  125. l = ((x1 - x2) ** 2 + (y1 - y2) ** 2) ** 0.5 * width / (y1 - y2)
  126. length = l.abs * 2
  127. k = (x2 - x1) / (y2 - y1) #x=ky+b
  128. b = x1 - k * y1
  129. if l > 0
  130. for ty in y2.to_i..y1.to_i
  131. tx = ty * k + b
  132. fill_rect(tx - l, ty, length, 1, color)
  133. end
  134. else
  135. for ty in y1.to_i..y2.to_i
  136. tx = ty * k + b
  137. fill_rect(tx + l, ty, length, 1, color)
  138. end
  139. end
  140. end
  141. def drawline_y(x1, y1, x2, y2, width, color)
  142. l = ((x1 - x2) ** 2 + (y1 - y2) ** 2) ** 0.5 * width / (x1 - x2)
  143. height = l.abs * 2
  144. k = (y2 - y1) / (x2 - x1) #y=kx+b
  145. b = y1 - k * x1
  146. if l > 0
  147. for tx in x2.to_i..x1.to_i
  148. ty = tx * k + b
  149. fill_rect(tx, ty - l, 1, height, color)
  150. end
  151. else
  152. for tx in x1.to_i..x2.to_i
  153. ty = tx * k + b
  154. fill_rect(tx, ty + l, 1, height, color)
  155. end
  156. end
  157. end
  158. end
  159. #==============================================================================
  160. # ■ Game_System
  161. #------------------------------------------------------------------------------
  162. #  处理系统附属数据的类。也可执行诸如 BGM 管理、交通工具之类的功能。本类的实
  163. # 例请参考 $game_system 。
  164. #==============================================================================

  165. class Game_System
  166. attr_accessor :nowcurrency # 当前货币类型
  167. attr_accessor :currrncysize # 货币长度
  168. attr_accessor :bank_loli_bitmap
  169. attr_accessor :back_bank_bitmap
  170. attr_accessor :prices # 存物品的收费价格
  171. #--------------------------------------------------------------------------
  172. # ● 初始化对象
  173. #--------------------------------------------------------------------------
  174. alias old_initialize initialize
  175. def initialize
  176. old_initialize
  177. @nowcurrency = 0
  178. @bank_loli_bitmap = "MM_Pic1"
  179. @back_bank_bitmap = "back"
  180. @prices = Byz_Vocab::PRICES
  181. @currrncysize = Currency::CURRENCIES_SHOW
  182. end
  183. #--------------------------------------------------------------------------
  184. # ● 兑换货币
  185. #--------------------------------------------------------------------------
  186. def convert_currency(source, dest, value)
  187. $game_party.lose_gold(value, source)
  188. $game_party.gain_gold((value * Currency::Currencies[source][1] / Currency::Currencies[dest][1]).to_i, dest)
  189. return Integer(value * Currency::Currencies[source][1] / Currency::Currencies[dest][1])
  190. end
  191. end
  192. #==============================================================================
  193. # ■ Game_Party
  194. #------------------------------------------------------------------------------
  195. #  处理队伍的类。包含金钱以及物品的信息。
  196. # 这个类的实例请参考 $game_party 。
  197. #==============================================================================
  198. class Game_Party < Game_Unit
  199. attr_accessor :warehouse_gold # 银行金钱
  200. attr_accessor :warehouse # 仓库
  201. #--------------------------------------------------------------------------
  202. # ● 初始化对象
  203. #--------------------------------------------------------------------------
  204. alias initialize_currency initialize
  205. def initialize
  206. initialize_currency
  207. @gold = []
  208. for i in 0...Currency::Currencies.size
  209. @gold[i] = 0
  210. end
  211. @warehouse_gold = []
  212. for i in 0...Currency::Currencies.size
  213. @warehouse_gold[i] = 0
  214. end
  215. @warehouse_item = {} # 仓库物品
  216. @warehouse_weapon = {} # 仓库武器
  217. @warehouse_armor = {} # 仓库防具
  218. @warehouse = [@warehouse_item, @warehouse_weapon, @warehouse_armor]
  219. end

  220. def gain_bank_gold(array)
  221. for i in array
  222. $game_system.currrncysize.each{|index|
  223. @warehouse_gold[index] += ((@warehouse_gold[index]).to_f * array[index]).to_i}
  224. end
  225. end
  226. #--------------------------------------------------------------------------
  227. # ● 增加金钱(减少)
  228. # n : 金额
  229. #--------------------------------------------------------------------------
  230. def gain_gold(n, currency = -1)
  231. currency = $game_system.nowcurrency if currency == -1
  232. @gold[currency] = [[@gold[currency] + n, 0].max, 9999999].min
  233. end
  234. #--------------------------------------------------------------------------
  235. # ● 减少金钱
  236. # n : 金额
  237. #--------------------------------------------------------------------------
  238. def lose_gold(n, currency = -1)
  239. gain_gold(-n, currency)
  240. end
  241. #--------------------------------------------------------------------------
  242. # ● 货币接口
  243. #--------------------------------------------------------------------------
  244. def gold(currency = -1)
  245. currency = $game_system.nowcurrency if currency == -1
  246. return @gold[currency]
  247. end
  248. end
  249. #==============================================================================
  250. # ■ Game_Interpreter
  251. #------------------------------------------------------------------------------
  252. #  执行事件命令的解释器。本类在 Game_System 类
  253. # 与 Game_Event 类的内部使用。
  254. #==============================================================================
  255. class Game_Interpreter
  256. #--------------------------------------------------------------------------
  257. # ● 脚本 (choose_currency)
  258. #--------------------------------------------------------------------------
  259. def choose_currency
  260. @choose = []
  261. for i in 0...Currency::Currencies.size
  262. @choose[i]=Currency::Currencies[i][0]
  263. end
  264. Graphics.update
  265. returnval=-1
  266. @command_window = Window_Command.new(320,@choose)
  267. @command_window.x = 112
  268. @command_window.y = 128
  269. @command_window.height=160
  270. @command_window.opacity = 0
  271. @command_window.z=9999
  272. for i in 0...32
  273. @command_window.opacity = 8 * i
  274. @command_window.update
  275. Graphics.update
  276. end
  277. loop do
  278. @command_window.update
  279. Graphics.update
  280. Input.update
  281. if Input.trigger?(Input::C)
  282. returnval = @command_window.index
  283. break
  284. end
  285. if Input.trigger?(Input::B)
  286. returnval = -1
  287. break
  288. end
  289. end
  290. for i in 0...32
  291. @command_window.opacity = 256 - (8 * i)
  292. @command_window.update
  293. Graphics.update
  294. end
  295. @command_window.dispose
  296. Graphics.update
  297. Input.update
  298. return returnval
  299. end
  300. end
  301. #==============================================================================
  302. # ■ Window_Gold
  303. #------------------------------------------------------------------------------
  304. #  显示金钱的窗口。
  305. #==============================================================================
  306. class Window_Gold < Window_Base
  307. #--------------------------------------------------------------------------
  308. # ● 初始化窗口
  309. # x : 窗口的X坐标
  310. # y : 窗口的Y坐标
  311. #--------------------------------------------------------------------------
  312. def initialize(x, y)
  313. if $scene.is_a?(Scene_Menu)
  314. super(0, 416 - (WLH * $game_system.currrncysize.size + 32), 160, WLH * $game_system.currrncysize.size + 32)
  315. elsif $scene.is_a?(Scene_Byz_Bank)
  316. super(384, 416 - (WLH * $game_system.currrncysize.size + 32), 160, WLH * $game_system.currrncysize.size + 32)
  317. else
  318. super(x, y, 160, WLH + 32)
  319. end
  320. refresh
  321. end
  322. #--------------------------------------------------------------------------
  323. # ● 刷新
  324. #--------------------------------------------------------------------------
  325. def refresh
  326. self.contents.clear
  327. if $scene.is_a?(Scene_Menu) or $scene.is_a?(Scene_Byz_Bank)
  328. j = 0
  329. for i in $game_system.currrncysize
  330. draw_currency_item($game_party.gold(i), 4, j * WLH, 120, i)
  331. j += 1
  332. end
  333. else
  334. draw_currency_value($game_party.gold, 4, 0, 120)
  335. end
  336. end
  337. def draw_currency_item(value, x, y, width, currency)
  338. cx = contents.text_size(Currency::Currencies[currency][0]).width
  339. self.contents.font.color = normal_color
  340. self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
  341. self.contents.font.color = system_color
  342. self.contents.font.color = text_color(2) if currency == $game_system.nowcurrency
  343. self.contents.draw_text(x, y, width, WLH, Currency::Currencies[currency][0], 2)
  344. end
  345. end
  346. #==============================================================================
  347. # ■ Window_Bank_Gold
  348. #==============================================================================
  349. class Window_Bank_Gold < Window_Selectable
  350. #--------------------------------------------------------------------------
  351. # ● 初始化
  352. #--------------------------------------------------------------------------
  353. def initialize
  354. super(0, 111, 384, 305)
  355. @column_max = 1
  356. @item_max = $game_system.currrncysize.size
  357. self.index = -1
  358. refresh
  359. end
  360. #--------------------------------------------------------------------------
  361. # ● 刷新
  362. #--------------------------------------------------------------------------
  363. def refresh
  364. self.contents.clear
  365. j = 0
  366. self.contents.draw_text(2, 2, 330, WLH, Byz_Vocab::PROMPTS)
  367. self.contents.drawline(4, 35, 380, 35, 2, Color.new(248, 44, 255, 200))
  368. for i in $game_system.currrncysize
  369. $game_party.warehouse_gold[i] = 0 if nil == $game_party.warehouse_gold[i]
  370. draw_currency_item($game_party.warehouse_gold[i], 0, j * WLH + 40, 120, i)
  371. j += 1
  372. end
  373. end
  374. def draw_currency_item(value, x, y, width, currency)
  375. self.contents.font.color = normal_color
  376. self.contents.draw_text(x, y, 330, WLH, value, 2)
  377. self.contents.font.color = system_color
  378. self.contents.font.color = text_color(2) if currency == $game_system.nowcurrency
  379. self.contents.draw_text(x, y, width, WLH, Currency::Currencies[currency][0])
  380. end
  381. #--------------------------------------------------------------------------
  382. # ● 获取项目要描画的矩形
  383. # index : 项目编号
  384. #--------------------------------------------------------------------------
  385. def item_rect(index)
  386. rect = Rect.new(0, 0, 0, 0)
  387. rect.width = (contents.width + @spacing) / @column_max - @spacing
  388. rect.height = WLH
  389. rect.x = index % @column_max * (rect.width + @spacing)
  390. rect.y = index / @column_max * WLH + 40
  391. return rect
  392. end
  393. end
  394. #==============================================================================
  395. # ■ Window_Warehouse
  396. #==============================================================================
  397. class Window_Warehouse < Window_Selectable
  398. #--------------------------------------------------------------------------
  399. # ● 初始化
  400. # kind : 0 物品 bool :0 背包
  401. # : 1 武器 :1 仓库
  402. # :2 防具
  403. #--------------------------------------------------------------------------
  404. def initialize(kind, bool)
  405. super(100, 110, 285, 202)
  406. @kind = kind
  407. @bool = bool
  408. @column_max = 1
  409. @help_window = Window_Byz_Help.new
  410. @last_kind = @kind + 1
  411. self.index = 0
  412. @last_index = self.index + 1
  413. @data = []
  414. refresh
  415. end
  416. #--------------------------------------------------------------------------
  417. # ● 写入 kind
  418. #--------------------------------------------------------------------------
  419. def kind=(index)
  420. @kind = index
  421. refresh
  422. end
  423. #--------------------------------------------------------------------------
  424. # ● 获取 obj
  425. #--------------------------------------------------------------------------
  426. def check
  427. if @data[self.index] == nil
  428. return nil
  429. else
  430. return @data[self.index].id
  431. end
  432. end
  433. #--------------------------------------------------------------------------
  434. # ● 刷新开关
  435. #--------------------------------------------------------------------------
  436. def refresh_bool
  437. @last_index = self.index + 1
  438. end
  439. #--------------------------------------------------------------------------
  440. # ● 刷新
  441. #--------------------------------------------------------------------------
  442. def refresh
  443. if @bool == 1
  444. dates = []
  445. dates.clear
  446. @data.clear
  447. $game_party.warehouse[@kind].each_key {|key|
  448. next if $game_party.warehouse[@kind][key] == nil
  449. dates.push(key)}
  450. if dates.size == 0
  451. @data.clear
  452. end
  453. dates.sort!
  454. if @kind == 0
  455. dates.each{|index| @data.push($data_items[index])}
  456. elsif @kind == 1
  457. dates.each{|index| @data.push($data_weapons[index])}
  458. elsif @kind == 2
  459. dates.each{|index| @data.push($data_armors[index])}
  460. end
  461. @item_max = @data.size
  462. else
  463. @data.clear
  464. for item in $game_party.items
  465. if @kind == 0
  466. @data.push(item) if item.is_a?(RPG::Item)
  467. elsif @kind == 1
  468. @data.push(item) if item.is_a?(RPG::Weapon)
  469. elsif @kind == 2
  470. @data.push(item) if item.is_a?(RPG::Armor)
  471. end
  472. end
  473. @item_max = @data.size
  474. end
  475. return if 0 == @item_max
  476. self.contents.clear
  477. create_contents
  478. if @data.size != 0
  479. @data.each_index{|index| draw_item(index)}
  480. end
  481. end

  482. def update
  483. super
  484. if @last_index != self.index or @last_kind != @kind
  485. item_index = check
  486. if item_index != nil
  487. if @kind == 0
  488. @help_window.set_item($data_items[item_index])
  489. elsif @kind == 1
  490. @help_window.set_item($data_weapons[item_index])
  491. elsif @kind == 2
  492. @help_window.set_item($data_armors[item_index])
  493. end
  494. else
  495. @help_window.clear
  496. self.contents.clear
  497. end
  498. refresh
  499. @last_index = self.index
  500. @last_kind = @kind
  501. end
  502. end

  503. def dispose
  504. super
  505. @help_window.dispose
  506. end
  507. #--------------------------------------------------------------------------
  508. # ● 描绘项目
  509. # index : 项目编号
  510. #--------------------------------------------------------------------------
  511. def draw_item(index)
  512. rect = item_rect(index)
  513. item = @data[index]
  514. self.contents.clear_rect(rect)
  515. if item != nil
  516. if @bool == 1
  517. number = $game_party.warehouse[@kind][@data[index].id]
  518. else
  519. number = $game_party.item_number(item)
  520. end
  521. rect.width -= 4
  522. draw_item_name(item, rect.x, rect.y, true)
  523. self.contents.draw_text(rect, sprintf("%10d", number), 2)
  524. else
  525. self.contents.clear
  526. end
  527. end
  528. end
  529. #==============================================================================
  530. # ■ Window_Byz_Help 物品帮助
  531. #==============================================================================
  532. class Window_Byz_Help < Window_Base
  533. #--------------------------------------------------------------------------
  534. # ● 初始化
  535. #--------------------------------------------------------------------------
  536. def initialize
  537. super(0, 312, 544, 104)
  538. end

  539. def clear
  540. self.contents.clear
  541. end

  542. #--------------------------------------------------------------------------
  543. # ● 文字设定
  544. # item : 物品
  545. #--------------------------------------------------------------------------
  546. def set_item(item)
  547. if item.nil?
  548. self.contents.clear
  549. self.contents.font.color = normal_color
  550. self.contents.draw_text(0, 0, 512, 24, $game_temp.shop_word)
  551. @item = nil
  552. return
  553. end
  554. if item != @item
  555. @item = item
  556. self.contents.clear
  557. self.contents.font.color = normal_color
  558. self.contents.draw_text(0, 0, 512, 24, @item.description)
  559. if @item.is_a?(RPG::Item)
  560. # 物品范围描述
  561. scope = "[对象] : "
  562. case @item.scope
  563. when 0; scope += "无"
  564. when 1; scope += "敌单体"
  565. when 2; scope += "敌全体"
  566. when 3; scope += "敌单体 连续"
  567. when 4; scope += "敌单体 随机"
  568. when 5; scope += "敌二体 随机"
  569. when 6; scope += "敌三体 随机"
  570. when 7; scope += "我方单体"
  571. when 8; scope += "我方全体"
  572. when 9; scope += "我方单体 (阵亡)"
  573. when 10; scope += "我方全体 (阵亡)"
  574. when 11; scope += "使用者"
  575. end
  576. self.contents.draw_text(0, 24, 512, 24, scope)
  577. # 物品范围描述结束
  578. # 物品恢复效果描述
  579. effection = "[效果] : "
  580. if @item.hp_recovery_rate > 0
  581. effection += "#{Vocab.hp}+#{@item.hp_recovery_rate}% "
  582. elsif @item.hp_recovery_rate < 0
  583. effection += "#{Vocab.hp}-#{@item.hp_recovery_rate}% "
  584. elsif @item.hp_recovery > 0
  585. effection += "#{Vocab.hp}+#{@item.hp_recovery} "
  586. elsif @item.hp_recovery < 0
  587. effection += "#{Vocab.hp}-#{@item.hp_recovery} "
  588. end
  589. if @item.mp_recovery_rate > 0
  590. effection += "#{Vocab.mp}+#{@item.mp_recovery_rate}% "
  591. elsif @item.mp_recovery_rate < 0
  592. effection += "#{Vocab.mp}-#{@item.mp_recovery_rate}% "
  593. elsif @item.mp_recovery > 0
  594. effection += "#{Vocab.mp}+#{@item.mp_recovery} "
  595. elsif @item.mp_recovery < 0
  596. effection += "#{Vocab.mp}-#{@item.mp_recovery} "
  597. end
  598. effection += "伤害#{@item.base_damage} " if @item.base_damage != 0
  599. case @item.parameter_type
  600. when 1
  601. effection += "最大#{Vocab.hp}+#{@item.parameter_points}"
  602. when 2
  603. effection += "最大#{Vocab.mp}+#{@item.parameter_points}"
  604. when 3
  605. effection += "#{Vocab.atk}+#{@item.parameter_points}"
  606. when 4
  607. effection += "#{Vocab.def}+#{@item.parameter_points}"
  608. when 5
  609. effection += "#{Vocab.spi}+#{@item.parameter_points}"
  610. when 6
  611. effection += "#{Vocab.agi}+#{@item.parameter_points}"
  612. end
  613. self.contents.draw_text(0, 48, 512, 24, effection)
  614. # 物品恢复效果描述结束
  615. else
  616. # 武器防具可装备人员描述
  617. equip = "[可装备] : "
  618. for actor in $game_party.members
  619. if actor.equippable?(@item)
  620. equip += "、" if equip != "[可装备] : "
  621. equip += actor.name
  622. end
  623. end
  624. equip += "无" if equip == "[可装备] : "
  625. self.contents.draw_text(0, 24, 512, 24, equip)
  626. # 武器防具可装备人员描述结束
  627. # 武器防具攻防增减描述
  628. effection = "[属性] : "
  629. if @item.atk != 0
  630. effection += "攻击力+#{@item.atk} "
  631. end
  632. if @item.def != 0
  633. effection += "防御力+#{@item.def} "
  634. end
  635. if @item.spi != 0
  636. effection += "精神力+#{@item.spi} "
  637. end
  638. if @item.agi != 0
  639. effection += "敏捷性+#{@item.agi} "
  640. end
  641. # 武器防具攻防增减描述结束
  642. if @item.is_a?(RPG::Armor)
  643. # 防具特殊属性描述
  644. if @item.prevent_critical
  645. effection += "防止会心一击 "
  646. end
  647. if @item.half_mp_cost
  648. effection += "消费MP减半 "
  649. end
  650. if @item.double_exp_gain
  651. effection += "双倍经验 "
  652. end
  653. if @item.auto_hp_recover
  654. effection += "自动恢复HP "
  655. end
  656. # 防具特殊属性描述结束
  657. else
  658. # 武器特殊属性描述
  659. if @item.two_handed
  660. effection += "双手持 "
  661. end
  662. if @item.fast_attack
  663. effection += "先发制人 "
  664. end
  665. if @item.dual_attack
  666. effection += "连击 "
  667. end
  668. if @item.critical_bonus
  669. effection += "频发会心一击 "
  670. end
  671. # 武器特殊属性描述结束
  672. end
  673. unless @item.element_set.empty?
  674. # 武器防具属性描述(左边那一栏需要打勾的)
  675. effection += @item.is_a?(RPG::Armor) ? " [防具状态] : " : " [武器属性] : "
  676. for state in @item.element_set
  677. effection += $data_system.elements[state] + " "
  678. end
  679. # 武器防具属性描述结束
  680. end
  681. unless @item.state_set.empty?
  682. # 武器防具状态描述(右边那一栏需要打勾的)
  683. effection += @item.is_a?(RPG::Armor) ? " [无效化属性] : " : " [附加状态] : "
  684. for state in @item.state_set
  685. effection += $data_states[state].name + " "
  686. end
  687. # 武器防具状态描述结束
  688. end
  689. self.contents.draw_text(0, 48, 512, 24, effection)
  690. end
  691. end
  692. end
  693. end
  694. #==============================================================================
  695. # ■ Window_Byz_Name 标题名字
  696. #==============================================================================
  697. class Window_Byz_Name < Window_Base
  698. #--------------------------------------------------------------------------
  699. # ● 初始化对象
  700. # x : 窗口的 X 坐标
  701. # y : 窗口的 Y 坐标
  702. #--------------------------------------------------------------------------
  703. def initialize
  704. super(0, 0, 200, 56)
  705. self.contents.draw_text(-10, -5, 190, 32, Byz_Vocab::NAME1, 1)
  706. end
  707. #--------------------------------------------------------------------------
  708. # ● 设置
  709. #--------------------------------------------------------------------------
  710. def set(string)
  711. self.contents.clear
  712. self.contents.draw_text(-10, -5, 190, 32, string, 1)
  713. end
  714. end
  715. #==============================================================================
  716. # ■ Window_Byz_NumberInput
  717. #------------------------------------------------------------------------------
  718. #  信息窗口内部使用、输入数值的窗口。
  719. #==============================================================================
  720. class Window_Byz_NumberInput < Window_Base
  721. #--------------------------------------------------------------------------
  722. # ● 初始化对象
  723. # digits_max : 行数
  724. #--------------------------------------------------------------------------
  725. def initialize(x, y, w, h)
  726. super(x, y, w, h)
  727. @w = w
  728. @x = x
  729. @y = y
  730. @h = h
  731. @digits_max = 8
  732. @number = []
  733. @index = 2
  734. @refresh_bool = true
  735. @bitmap = Bitmap.new("Graphics/System/#{Byz_Vocab::NUMBER}")
  736. self.active = false
  737. @viewport = Viewport.new(x+16, y+[email][email protected][/email] - 20, w-32, @bitmap.height + 10)
  738. @viewport.z = 9999
  739. @sprite_number = []
  740. for i in 0...@digits_max
  741. @number[i] = 0
  742. @sprite_number[i] = Sprite.new(@viewport)
  743. @sprite_number[i].bitmap = @bitmap
  744. @sprite_number[i].visible = false
  745. end
  746. refresh
  747. update_cursor
  748. end
  749. #--------------------------------------------------------------------------
  750. # ● 获取行数
  751. #--------------------------------------------------------------------------
  752. def digits_max
  753. return @digits_max
  754. end
  755. #--------------------------------------------------------------------------
  756. # ● 设置行数
  757. # digits_max : 新行数
  758. #--------------------------------------------------------------------------
  759. def digits_max=(digits_max)
  760. @digits_max = digits_max
  761. refresh
  762. end
  763. #--------------------------------------------------------------------------
  764. # ● 获取数值
  765. #--------------------------------------------------------------------------
  766. def number
  767. n = 0
  768. @number.each_index{|i| n += @number[i] * 10 ** i}
  769. return n
  770. end
  771. #--------------------------------------------------------------------------
  772. # ● 设置数值
  773. # number : 新数值
  774. #--------------------------------------------------------------------------
  775. def number=(number)
  776. n = [number, 0].max
  777. @index = 0
  778. @number = dew(n)
  779. refresh
  780. end
  781. #--------------------------------------------------------------------------
  782. # ● 设置光标
  783. #--------------------------------------------------------------------------
  784. def index=(number)
  785. @index = ([number, -1].max) % @digits_max
  786. refresh
  787. end
  788. #--------------------------------------------------------------------------
  789. # ● 光标向右移动
  790. # wrap : 允许跳过
  791. #--------------------------------------------------------------------------
  792. def cursor_right(wrap)
  793. if @index < @digits_max - 1 or wrap
  794. @index = (@index + 1) % @digits_max
  795. end
  796. end
  797. #--------------------------------------------------------------------------
  798. # ● 光标向左移动
  799. # wrap : 允许跳过
  800. #--------------------------------------------------------------------------
  801. def cursor_left(wrap)
  802. if @index > 0 or wrap
  803. @index = (@index + @digits_max - 1) % @digits_max
  804. end
  805. end
  806. #--------------------------------------------------------------------------
  807. # ● 更新画面
  808. #--------------------------------------------------------------------------
  809. def update
  810. if self.active
  811. n = @number[@index]
  812. if Input.repeat?(Input::UP)
  813. @number[@index] += 1
  814. @number[@index] = 0 if n == 9
  815. move_sprite(@sprite_number[@index], true)
  816. end
  817. if Input.repeat?(Input::DOWN)
  818. @number[@index] -= 1
  819. move_sprite(@sprite_number[@index], false)
  820. end
  821. refresh
  822. last_index = @index
  823. if Input.repeat?(Input::RIGHT)
  824. cursor_left(Input.trigger?(Input::LEFT))
  825. end
  826. if Input.repeat?(Input::LEFT)
  827. cursor_right(Input.trigger?(Input::RIGHT))
  828. end
  829. if @index != last_index
  830. Sound.play_cursor
  831. end
  832. update_cursor
  833. end
  834. end
  835. #--------------------------------------------------------------------------
  836. # ● 刷新
  837. #--------------------------------------------------------------------------
  838. def refresh
  839. if @refresh_bool
  840. create_contents
  841. self.contents.draw_text(0, 0, @w, WLH, "请输入数字:", 1)
  842. self.contents.drawline(0, WLH * 2 + 5, @w, WLH * 2 + 5, 2, Color.new(248, 44, 255, 200))
  843. @refresh_bool = false
  844. end
  845. for i in 0...@digits_max
  846. show_sprite(@number[i], @sprite_number[i], @w - 32 - (i+1) * @bitmap.width / 10 - 8, 0)
  847. end
  848. end
  849. #--------------------------------------------------------------------------
  850. # ● 更新光标
  851. #--------------------------------------------------------------------------
  852. def update_cursor
  853. self.cursor_rect.set(@w - 32 - (@index + 1) * @bitmap.width / 10 - 9, 80, @bitmap.width / 10, @bitmap.height)
  854. end
  855. #--------------------------------------------------------------------------
  856. # ● 显示 Sprite
  857. #--------------------------------------------------------------------------
  858. def show_sprite(numbers, sprite, x, y)
  859. sprite.src_rect.set(@bitmap.width / 10 * numbers, 0, @bitmap.width / 10, @bitmap.height)
  860. sprite.x = x
  861. sprite.y = y
  862. sprite.visible = true
  863. end
  864. #--------------------------------------------------------------------------
  865. # ● 移动 Sprite
  866. # bool: 旋转方向
  867. # true 向上
  868. # false 向下
  869. #--------------------------------------------------------------------------
  870. def move_sprite(sprite, bool)
  871. old_sprite = Sprite.new(@viewport)
  872. old_sprite.visible = false
  873. old_sprite.bitmap = @bitmap
  874. old_sprite.x = sprite.x
  875. old_sprite.y = 0
  876. if bool
  877. old_sprite.src_rect.x = sprite.src_rect.x + @bitmap.width / 10
  878. old_sprite.src_rect.x = 0 if old_sprite.src_rect.x >= @bitmap.width
  879. old_sprite.src_rect.x = 9 * @bitmap.width / 10 if old_sprite.src_rect.x < 0
  880. old_sprite.src_rect.width = @bitmap.width / 10
  881. old_sprite.oy = [email][email protected][/email]
  882. old_sprite.visible = true
  883. for i in 0..(@bitmap.height / Byz_Vocab::SPEED)
  884. old_sprite.oy += Byz_Vocab::SPEED
  885. old_sprite.oy = 0 if old_sprite.oy > 0
  886. sprite.oy += Byz_Vocab::SPEED
  887. Graphics.update
  888. end
  889. @number[@index] = 0 if @number[@index] > 9
  890. @number[@index] = 9 if @number[@index] < 0
  891. show_sprite(@number[@index], sprite, sprite.x, sprite.y)
  892. sprite.oy = 0
  893. else
  894. old_sprite.src_rect.x = sprite.src_rect.x - @bitmap.width / 10
  895. old_sprite.src_rect.x = 9 * @bitmap.width / 10 if old_sprite.src_rect.x < 0
  896. old_sprite.src_rect.x = 0 if old_sprite.src_rect.x > @bitmap.width
  897. old_sprite.src_rect.width = @bitmap.width / 10
  898. old_sprite.oy = @bitmap.height
  899. old_sprite.visible = true
  900. for i in 0..(@bitmap.height / Byz_Vocab::SPEED)
  901. old_sprite.oy -= Byz_Vocab::SPEED
  902. old_sprite.oy = 0 if old_sprite.oy < 0
  903. sprite.oy -= Byz_Vocab::SPEED
  904. Graphics.update
  905. end
  906. @number[@index] = 0 if @number[@index] > 9
  907. @number[@index] = 9 if @number[@index] < 0
  908. show_sprite(@number[@index], sprite, sprite.x, sprite.y)
  909. sprite.oy = 0
  910. end
  911. old_sprite.dispose
  912. end
  913. #--------------------------------------------------------------------------
  914. # ● 位拆分
  915. #--------------------------------------------------------------------------
  916. def dew(x)
  917. return unless x.is_a?(Integer)
  918. de = []
  919. i = x % 10
  920. while x >= 10
  921. i = x % 10
  922. de.push(i)
  923. x /= 10
  924. end
  925. de.push(x)
  926. return de
  927. end

  928. def dispose_sprite
  929. @sprite_number.each_index{|i|
  930. @sprite_number[i].visible = false
  931. @sprite_number[i].bitmap.dispose
  932. @sprite_number[i].dispose
  933. }
  934. @viewport.dispose
  935. end
  936. end
  937. #==============================================================================
  938. # ■ Window_ByzNumber
  939. #==============================================================================

  940. class Window_ByzNumber < Window_Base
  941. #--------------------------------------------------------------------------
  942. # ● 初始化
  943. #--------------------------------------------------------------------------
  944. def initialize(x, y)
  945. super(x, y, 304, 130)
  946. @item = nil
  947. @max = 1
  948. @price = 0
  949. @number = 1
  950. end
  951. #--------------------------------------------------------------------------
  952. # ● 物品、最大个数、价格设定
  953. #--------------------------------------------------------------------------
  954. def set(item, max, price)
  955. @item = item
  956. @max = max
  957. @price = price
  958. @number = 1
  959. refresh
  960. end
  961. #--------------------------------------------------------------------------
  962. # ● 取得数量
  963. #--------------------------------------------------------------------------
  964. def number
  965. return @number
  966. end
  967. #--------------------------------------------------------------------------
  968. # ● 取得总价格
  969. #--------------------------------------------------------------------------
  970. def price
  971. return @price * @number
  972. end
  973. #--------------------------------------------------------------------------
  974. # ● 刷新
  975. #--------------------------------------------------------------------------
  976. def refresh
  977. y = 5
  978. self.contents.clear
  979. draw_item_name(@item, 0, y)
  980. self.contents.font.color = normal_color
  981. self.contents.draw_text(212, y, 20, WLH, "×")
  982. self.contents.draw_text(248, y, 20, WLH, @number, 2)
  983. self.cursor_rect.set(244, y, 28, WLH)
  984. self.contents.draw_text(0, y + WLH * 2, 100, WLH, "所需金钱")
  985. draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
  986. self.contents.draw_text(0, y + WLH * 3, 100, WLH, "现有金钱")
  987. draw_currency_value($game_party.gold, 4, y + WLH * 3, 264)
  988. end
  989. #--------------------------------------------------------------------------
  990. # ● 更新(再定义)
  991. #--------------------------------------------------------------------------
  992. def update
  993. super
  994. if self.active
  995. last_number = @number
  996. if Input.repeat?(Input::RIGHT) and @number < @max
  997. @number += 1
  998. end
  999. if Input.repeat?(Input::LEFT) and @number > 1
  1000. @number -= 1
  1001. end
  1002. if Input.repeat?(Input::UP) and @number < @max
  1003. @number = [@number + 10, @max].min
  1004. end
  1005. if Input.repeat?(Input::DOWN) and @number > 1
  1006. @number = [@number - 10, 1].max
  1007. end
  1008. if @number != last_number
  1009. Sound.play_cursor
  1010. refresh
  1011. end
  1012. end
  1013. end
  1014. end
  1015. #==========================================================================
  1016. # Scene_Byz_Bank
  1017. #==========================================================================
  1018. class Scene_Byz_Bank < Scene_Base
  1019. #======== 初始化 ========
  1020. def initialize
  1021. @command = []
  1022. @currency_exchanges_1 = -1 # 需要兑换的货币种类
  1023. @currency_exchanges_2 = -1
  1024. @numbers = 0
  1025. @command_number = []
  1026. @command_numbers = []
  1027. @type = -1 # 窗口刷新标志
  1028. @command_type = -1 # 刷新类型
  1029. end
  1030. #======== 主题 ========
  1031. #--------------------------------------------------------------------------
  1032. # ● 开始处理
  1033. #--------------------------------------------------------------------------
  1034. def start
  1035. super
  1036. create_menu_background
  1037. create_menu_command
  1038. create_bank_command
  1039. create_name
  1040. @gold_window = Window_Gold.new(444, 514 - $game_system.currrncysize.size * 24)
  1041. draw_loli_bitmap if $game_system.bank_loli_bitmap != ""
  1042. draw_back_bitmap if $game_system.back_bank_bitmap != ""
  1043. end
  1044. #--------------------------------------------------------------------------
  1045. # ● 结束处理
  1046. #--------------------------------------------------------------------------
  1047. def terminate
  1048. super
  1049. dispose_menu_background
  1050. dispose_loli_bitmap if $game_system.bank_loli_bitmap != ""
  1051. dispose_back_bitmap if $game_system.back_bank_bitmap != ""
  1052. @menu_command_window.dispose
  1053. @bank_command_window.dispose
  1054. @warehouse_obj_command_window.dispose if @warehouse_obj_command_window != nil
  1055. @name_window.dispose
  1056. @gold_window.dispose
  1057. @bank_gold_window.dispose if @bank_gold_window != nil
  1058. @inputnumber_window.dispose if @inputnumber_window != nil
  1059. @currency_command_first_window.dispose unless @currency_command_first_window == nil
  1060. end
  1061. #--------------------------------------------------------------------------
  1062. # ● 刷新
  1063. #--------------------------------------------------------------------------
  1064. def update
  1065. super
  1066. @menu_command_window.update
  1067. if @command_type == 0
  1068. @bank_command_window.update
  1069. @bank_gold_window.update if @bank_gold_window != nil
  1070. @inputnumber_window.update if @inputnumber_window != nil #and @inputnumber_window.visible
  1071. @warehouse_obj_window.update if @warehouse_obj_window != nil
  1072. @currency_command_first_window.update if @currency_command_first_window != nil and @currency_command_first_window.visible
  1073. @currency_command_second_window.update if @currency_command_second_window != nil and @currency_command_second_window.visible
  1074. if @bank_gold_window != nil and @bank_gold_window.active
  1075. update_bank_gold_window
  1076. elsif @inputnumber_window != nil and @inputnumber_window.visible
  1077. input_number(@type)
  1078. elsif @currency_command_second_window != nil #and @currency_command_second_window.visible and @currency_command_second_window.active
  1079. update_currency_command_second
  1080. elsif @currency_command_first_window != nil #and @currency_command_first_window.visible
  1081. update_currency_command_first(@type)
  1082. elsif @bank_command_window.active
  1083. update_bank_command
  1084. end
  1085. elsif @command_type == 1
  1086. @warehouse_command_window.update if @warehouse_command_window != nil and @warehouse_command_window.active
  1087. @warehouse_window.update if @warehouse_window != nil and @warehouse_window.active
  1088. @warehouse_input.update if @warehouse_input != nil
  1089. if @warehouse_command_window.active
  1090. update_warehouse_command
  1091. elsif @warehouse_input != nil
  1092. update_warehouse_input(@type)
  1093. elsif @warehouse_window != nil and @warehouse_window.active
  1094. update_warehouse_window
  1095. end
  1096. elsif @command_type == -1
  1097. if @menu_command_window.active
  1098. update_menu_command
  1099. end
  1100. end
  1101. end
  1102. #======== //end主题 ========
  1103. #======== 创建 ========
  1104. #--------------------------------------------------------------------------
  1105. # ● 创建总菜单
  1106. #--------------------------------------------------------------------------
  1107. def create_menu_command
  1108. s1 = Byz_Vocab::BANK
  1109. s2 = Byz_Vocab::WAREHOUSE
  1110. s3 = Byz_Vocab::CANCEN
  1111. @menu_command_window = Window_Command.new(344,[s1, s2, s3], 3)
  1112. @menu_command_window.x = 200
  1113. @menu_command_window.y = 0
  1114. @menu_command_window.active = true
  1115. @menu_command_window.index = 0
  1116. end
  1117. #--------------------------------------------------------------------------
  1118. # ● 创建银行选项
  1119. #--------------------------------------------------------------------------
  1120. def create_bank_command
  1121. s1 = Byz_Vocab::BANK_SAVING
  1122. s2 = Byz_Vocab::BANK_TAKING
  1123. s3 = Byz_Vocab::BANK_EXCHANGE
  1124. s4 = Byz_Vocab::CANCEN
  1125. @bank_command_window = Window_Command.new(384,[s1, s2, s3, s4], 4)
  1126. @bank_command_window.x = 0
  1127. @bank_command_window.y = 55
  1128. @bank_command_window.index = -1
  1129. @bank_command_window.active = false
  1130. @bank_command_window.visible = false
  1131. end
  1132. #--------------------------------------------------------------------------
  1133. # ● 创建仓库选项
  1134. #--------------------------------------------------------------------------
  1135. def create_warehouse_command
  1136. s1 = Byz_Vocab::WAREHOUSE_SAVING
  1137. s2 = Byz_Vocab::WAREHOUSE_TAKING
  1138. s3 = Byz_Vocab::CANCEN
  1139. @warehouse_command_window = Window_Command.new(384,[s1, s2, s3], 3)
  1140. @warehouse_command_window.x = 0
  1141. @warehouse_command_window.y = 55
  1142. @warehouse_command_window.index = -1
  1143. @warehouse_command_window.active = true
  1144. @warehouse_command_window.visible = true
  1145. end
  1146. #--------------------------------------------------------------------------
  1147. # ● 创建仓库子选项
  1148. #--------------------------------------------------------------------------
  1149. def create_warehouse_type
  1150. @warehouse_obj_command_window = Window_Base.new(0,110, 100, 130)
  1151. @warehouse_obj_command_window.visible = true
  1152. @warehouse_obj_command_window_index = 0
  1153. @warehouse_obj_command_window.contents.draw_text(-5, -27, 78, 100, "物品", 1)
  1154. @warehouse_obj_command_window.contents.draw_text(-5, 0, 78, 100, "武器", 1)
  1155. @warehouse_obj_command_window.contents.draw_text(-5, 27, 78, 100, "防具", 1)
  1156. end
  1157. #--------------------------------------------------------------------------
  1158. # ● 创建银行名字
  1159. #--------------------------------------------------------------------------
  1160. def create_name
  1161. @name_window = Window_Byz_Name.new
  1162. end
  1163. #--------------------------------------------------------------------------
  1164. # ● 创建货币选择窗口1(兑换货币)
  1165. #--------------------------------------------------------------------------
  1166. def create_currency_command_first
  1167. @command.clear
  1168. @command_number.clear
  1169. for i in $game_system.currrncysize
  1170. next if 0 == $game_party.gold(i)
  1171. @command.push(Currency::Currencies[i][0])
  1172. @command_number.push(i)
  1173. end
  1174. if 0 == @command.size
  1175. show_window(Byz_Vocab::MONEY_INSUFF)
  1176. @bank_command_window.active = true
  1177. @bank_command_window.index = 0
  1178. return
  1179. end
  1180. @command.push(Byz_Vocab::CANCEN)
  1181. @currency_command_first_window = Window_Command.new(172, @command)
  1182. @currency_command_first_window.index = 0
  1183. @currency_command_first_window.x = 50
  1184. @currency_command_first_window.y = 100
  1185. @currency_command_first_window.visible = true
  1186. end
  1187. #--------------------------------------------------------------------------
  1188. # ● 创建货币选择窗口2(兑换货币)
  1189. #--------------------------------------------------------------------------
  1190. def create_currency_command_second
  1191. commands = []
  1192. for i in $game_system.currrncysize
  1193. next if @currency_exchanges_1 == i
  1194. commands.push(Currency::Currencies[i][0])
  1195. @command_numbers.push(i)
  1196. end
  1197. commands.push(Byz_Vocab::CANCEN)
  1198. @currency_command_second_window = Window_Command.new(172, commands)
  1199. @currency_command_second_window.x = 260
  1200. @currency_command_second_window.y = 100
  1201. @currency_command_second_window.visible = true
  1202. end
  1203. #--------------------------------------------------------------------------
  1204. # ● 创建数字输入窗口
  1205. #--------------------------------------------------------------------------
  1206. def create_inputnumber_window(bool = false)
  1207. @inputnumber_window = Window_Byz_NumberInput.new(50, 230, 375, 140)
  1208. @inputnumber_window.visible = true
  1209. @inputnumber_window.active = true
  1210. @inputnumber_window.index = 0
  1211. if bool
  1212. @inputnumber_window.contents.draw_text(0, 23, @inputnumber_window.width, 32,
  1213. "汇率:" + Currency::Currencies[@currency_exchanges_1][0] + "→" + Currency::Currencies[@currency_exchanges_2][0])
  1214. @inputnumber_window.contents.draw_text(0, 23, @inputnumber_window.width - 40, 32, sprintf("%.2f",
  1215. Currency::Currencies[@currency_exchanges_1][1].to_f / Currency::Currencies[@currency_exchanges_2][1]), 2)
  1216. end
  1217. end
  1218. #--------------------------------------------------------------------------
  1219. # ● 显示LOLI图片
  1220. #--------------------------------------------------------------------------
  1221. def draw_loli_bitmap
  1222. @bitmap_viewport = Viewport.new(384, 55, 544 - @bank_command_window.x, 416 - @gold_window.height - 55)
  1223. @loli_bitmap = Sprite.new(@bitmap_viewport)
  1224. @loli_bitmap.bitmap = Bitmap.new("Graphics/Pictures/#{$game_system.bank_loli_bitmap}")
  1225. @bitmap_viewport.z = 1
  1226. end
  1227. #--------------------------------------------------------------------------
  1228. # ● 显示背景图片
  1229. #--------------------------------------------------------------------------
  1230. def draw_back_bitmap
  1231. @back_bitmap = Sprite.new
  1232. @back_bitmap.bitmap = Bitmap.new("Graphics/Pictures/#{$game_system.back_bank_bitmap}")
  1233. @back_bitmap.x = @back_bitmap.y = 0
  1234. @back_bitmap.z = 0
  1235. end
  1236. #--------------------------------------------------------------------------
  1237. # ● 显示箭头图片
  1238. #--------------------------------------------------------------------------
  1239. def show_arrow
  1240. @arrow = Sprite.new
  1241. @arrow.bitmap = Bitmap.new("Graphics/Pictures/#{Byz_Vocab::ARROW}")
  1242. @arrow.x = 225
  1243. @arrow.y = 130
  1244. @arrow.z = 500
  1245. end
  1246. #--------------------------------------------------------------------------
  1247. # ● 显示箭头图片
  1248. #--------------------------------------------------------------------------
  1249. def show_arrow_two
  1250. @arrow_two = Sprite.new
  1251. @arrow_two.bitmap = Bitmap.new("Graphics/Pictures/#{Byz_Vocab::ARROW_TWO}")
  1252. @arrow_two.x = 0
  1253. @arrow_two.y = 130
  1254. @arrow_two.z = 500
  1255. end
  1256. #--------------------------------------------------------------------------
  1257. # ● 显示提示窗口
  1258. #--------------------------------------------------------------------------
  1259. def show_window(string)
  1260. re = string.split(//)
  1261. w = Window_Base.new(150, 100, re.size * 32 + 64, 64)
  1262. w.contents = Bitmap.new(w.width - 32, w.height - 32)
  1263. w.contents.font.color = w.text_color(2)
  1264. w.contents.draw_text(0, -15, w.width, w.height, string)
  1265. for i in 0..10
  1266. w.open
  1267. w.update
  1268. Graphics.update
  1269. end
  1270. for i in 0..30
  1271. Graphics.update
  1272. end
  1273. for i in 0..20
  1274. w.close
  1275. w.update
  1276. Graphics.update
  1277. end
  1278. w.dispose
  1279. end
  1280. #======== //end创建 ========
  1281. #======== 更新 ========
  1282. #--------------------------------------------------------------------------
  1283. # ● 总菜单更新
  1284. #--------------------------------------------------------------------------
  1285. def update_menu_command
  1286. if Input.trigger?(Input::B)
  1287. Sound.play_cancel
  1288. $scene = Scene_Map.new
  1289. elsif Input.trigger?(Input::C)
  1290. Sound.play_decision
  1291. case @menu_command_window.index
  1292. when 0
  1293. @command_type = 0
  1294. menu_to_bank
  1295. when 1
  1296. @command_type = 1
  1297. create_warehouse_command
  1298. menu_to_warehouse
  1299. when 2
  1300. $scene = Scene_Map.new
  1301. end
  1302. end
  1303. end
  1304. #--------------------------------------------------------------------------
  1305. # ● 银行选项更新
  1306. #--------------------------------------------------------------------------
  1307. def update_bank_command
  1308. if Input.trigger?(Input::B)
  1309. Sound.play_cancel
  1310. @bank_command_window.index = -1
  1311. @bank_command_window.visible = false
  1312. @menu_command_window.index = 0
  1313. @menu_command_window.active = true
  1314. @bank_gold_window.dispose
  1315. @bank_gold_window = nil
  1316. @command_type = -1
  1317. @name_window.set(Byz_Vocab::NAME1)
  1318. elsif Input.trigger?(Input::C)
  1319. Sound.play_decision
  1320. case @bank_command_window.index
  1321. when 0
  1322. @bank_command_window.index = -1
  1323. @bank_command_window.active = false
  1324. create_currency_command_first
  1325. @type = 0
  1326. when 1
  1327. @bank_gold_window.index = 0
  1328. @bank_gold_window.active = true
  1329. @bank_command_window.index = -1
  1330. @bank_command_window.active = false
  1331. when 2
  1332. bank_command_to_currency_command
  1333. @type = 2
  1334. when 3
  1335. @bank_command_window.index = -1
  1336. @bank_command_window.active = false
  1337. @bank_command_window.visible = false
  1338. @menu_command_window.index = 0
  1339. @menu_command_window.active = true
  1340. @bank_gold_window.dispose
  1341. @bank_gold_window = nil
  1342. @command_type = -1
  1343. @name_window.set(Byz_Vocab::NAME1)
  1344. end
  1345. end
  1346. end
  1347. #--------------------------------------------------------------------------
  1348. # ● 货币种类窗口更新1
  1349. # type : 0 存钱 ; 1 取钱 ; 2 兑换
  1350. #--------------------------------------------------------------------------
  1351. def update_currency_command_first(type)
  1352. return if type == -1
  1353. if Input.trigger?(Input::B)
  1354. Sound.play_cancel
  1355. @currency_command_first_window.dispose
  1356. @currency_command_first_window = nil
  1357. @bank_command_window.index = type
  1358. @bank_command_window.active = true
  1359. elsif Input.trigger?(Input::C)
  1360. Sound.play_decision
  1361. case type
  1362. when 0
  1363. if @currency_command_first_window.index < @command_number.size
  1364. @currency_exchanges_1 = @command_number[@currency_command_first_window.index]
  1365. @currency_command_first_window.index = -1
  1366. @currency_command_first_window.active = false
  1367. @type = 0
  1368. create_inputnumber_window
  1369. else
  1370. @currency_command_first_window.dispose
  1371. @currency_command_first_window = nil
  1372. @bank_command_window.index = 0
  1373. @bank_command_window.active = true
  1374. end
  1375. when 1
  1376. when 2
  1377. if @currency_command_first_window.index < @command_number.size
  1378. @currency_exchanges_1 = @command_number[@currency_command_first_window.index]
  1379. show_arrow
  1380. create_currency_command_second
  1381. @currency_command_first_window.index = -1
  1382. @currency_command_second_window.index = 0
  1383. else
  1384. @currency_command_first_window.dispose
  1385. @currency_command_first_window = nil
  1386. currency_command_to_bank_command
  1387. end
  1388. end
  1389. end
  1390. end
  1391. #--------------------------------------------------------------------------
  1392. # ● 货币种类窗口更新2
  1393. #--------------------------------------------------------------------------
  1394. def update_currency_command_second
  1395. if Input.trigger?(Input::B)
  1396. Sound.play_cancel
  1397. @currency_command_first_window.index = 0
  1398. @currency_command_first_window.visible = true
  1399. @currency_command_second_window.dispose
  1400. @currency_command_second_window = nil
  1401. @currency_exchanges_1 = -1
  1402. @arrow.bitmap.dispose
  1403. @arrow.dispose
  1404. elsif Input.trigger?(Input::C)
  1405. Sound.play_decision
  1406. if @currency_command_second_window.index < $game_system.currrncysize.size - 1
  1407. @currency_exchanges_2 = @command_numbers[@currency_command_second_window.index]
  1408. @currency_command_second_window.active = false
  1409. @type = 2
  1410. create_inputnumber_window(true)
  1411. else
  1412. @currency_command_first_window.index = 0
  1413. @currency_command_first_window.visible = true
  1414. @currency_command_second_window.dispose
  1415. @currency_command_second_window = nil
  1416. @currency_exchanges_1 = -1
  1417. @arrow.bitmap.dispose
  1418. @arrow.dispose
  1419. end
  1420. end
  1421. end
  1422. #--------------------------------------------------------------------------
  1423. # ● 数值输入处理
  1424. # type: 0 存钱 1 取钱 2 兑换场合
  1425. #--------------------------------------------------------------------------
  1426. def input_number(type)
  1427. return if type == -1
  1428. case type
  1429. when 0
  1430. if Input.trigger?(Input::C)
  1431. Sound.play_decision
  1432. @numbers = @inputnumber_window.number
  1433. if @numbers <= $game_party.gold(@currency_exchanges_1)
  1434. $game_party.lose_gold(@numbers, @currency_exchanges_1)
  1435. $game_party.warehouse_gold[@currency_exchanges_1] += @numbers
  1436. @bank_gold_window.refresh
  1437. @gold_window.refresh
  1438. show_window("存钱成功")
  1439. inputnumber_to_command(0)
  1440. else
  1441. show_window("金钱不足")
  1442. end
  1443. elsif Input.trigger?(Input::B)
  1444. @inputnumber_window.dispose_sprite
  1445. @inputnumber_window.dispose
  1446. @inputnumber_window = nil
  1447. @currency_command_first_window.index = 0
  1448. @currency_command_first_window.active = true
  1449. end
  1450. when 1
  1451. if Input.trigger?(Input::C)
  1452. Sound.play_decision
  1453. @numbers = @inputnumber_window.number
  1454. if @numbers <= $game_party.warehouse_gold[@currency_exchanges_1]
  1455. $game_party.warehouse_gold[@currency_exchanges_1] -= @numbers
  1456. $game_party.gain_gold(@numbers, @currency_exchanges_1)
  1457. @bank_gold_window.refresh
  1458. @gold_window.refresh
  1459. show_window("取款成功")
  1460. inputnumber_to_command(1)
  1461. else
  1462. show_window("金钱不足")
  1463. end
  1464. elsif Input.trigger?(Input::B)
  1465. @inputnumber_window.visible = false
  1466. @inputnumber_window.index = -1
  1467. @inputnumber_window.dispose_sprite
  1468. @inputnumber_window.dispose
  1469. @inputnumber_window = nil
  1470. @bank_gold_window.index = 0
  1471. @bank_gold_window.active = true
  1472. end
  1473. when 2
  1474. if Input.trigger?(Input::C)
  1475. Sound.play_decision
  1476. @numbers = @inputnumber_window.number #####
  1477. if @numbers <= $game_party.gold(@currency_exchanges_1)
  1478. $game_system.convert_currency(@currency_exchanges_1,@currency_exchanges_2,@numbers)
  1479. inputnumber_to_command(2)
  1480. @gold_window.refresh
  1481. show_window("兑换成功")
  1482. else
  1483. show_window("金钱不足,兑换失败")
  1484. end
  1485. elsif Input.trigger?(Input::B)
  1486. @inputnumber_window.visible = false
  1487. @inputnumber_window.index = -1
  1488. @inputnumber_window.dispose_sprite
  1489. @inputnumber_window.dispose
  1490. @inputnumber_window = nil
  1491. @currency_command_second_window.index = 0
  1492. @currency_command_second_window.active = true
  1493. end
  1494. end
  1495. end
  1496. #--------------------------------------------------------------------------
  1497. # ● 金钱窗口刷新
  1498. #--------------------------------------------------------------------------
  1499. def update_bank_gold_window
  1500. if Input.trigger?(Input::B)
  1501. @bank_gold_window.index = -1
  1502. @bank_gold_window.active = false
  1503. @bank_command_window.index = 1
  1504. @bank_command_window.active = true
  1505. elsif Input.trigger?(Input::C)
  1506. if $game_party.warehouse_gold[$game_system.currrncysize[@bank_gold_window.index]] != 0
  1507. Sound.play_decision
  1508. @currency_exchanges_1 = $game_system.currrncysize[@bank_gold_window.index]
  1509. @bank_gold_window.index = -1
  1510. @bank_gold_window.active = false
  1511. @type = 1
  1512. create_inputnumber_window
  1513. else
  1514. @bank_gold_window.index = -1
  1515. @bank_gold_window.active = false
  1516. @bank_command_window.index = 1
  1517. @bank_command_window.active = true
  1518. end
  1519. end
  1520. end
  1521. #--------------------------------------------------------------------------
  1522. # ● 仓库总窗口刷新
  1523. #--------------------------------------------------------------------------
  1524. def update_warehouse_command
  1525. if Input.trigger?(Input::B)
  1526. @command_type = -1
  1527. @warehouse_command_window.dispose
  1528. @warehouse_command_window = nil
  1529. @menu_command_window.index = 1
  1530. @menu_command_window.active = true
  1531. @name_window.set(Byz_Vocab::NAME1)
  1532. elsif Input.trigger?(Input::C)
  1533. Sound.play_decision
  1534. case @warehouse_command_window.index
  1535. when 0
  1536. create_warehouse_type
  1537. show_arrow_two
  1538. @warehouse_window = Window_Warehouse.new(@warehouse_obj_command_window_index, 0)
  1539. @warehouse_window.active = true
  1540. @gold_window.dispose if @gold_window != nil
  1541. @bitmap_viewport.rect.set(384, 55, 544 - @bank_command_window.x, 257)
  1542. @type = 0
  1543. @warehouse_command_window.active = false
  1544. @warehouse_command_window.index = -1
  1545. when 1
  1546. create_warehouse_type
  1547. show_arrow_two
  1548. @warehouse_window = Window_Warehouse.new(@warehouse_obj_command_window_index, 1)
  1549. @warehouse_window.active = true
  1550. @gold_window.dispose if @gold_window != nil
  1551. @bitmap_viewport.rect.set(384, 55, 544 - @bank_command_window.x, 257)
  1552. @type = 1
  1553. @warehouse_command_window.active = false
  1554. @warehouse_command_window.index = -1
  1555. when 2
  1556. @command_type = -1
  1557. @warehouse_command_window.dispose
  1558. @warehouse_command_window = nil
  1559. @menu_command_window.index = 1
  1560. @menu_command_window.active = true
  1561. @name_window.set(Byz_Vocab::NAME1)
  1562. end
  1563. end
  1564. end
  1565. #--------------------------------------------------------------------------
  1566. # ● 物品窗口刷新
  1567. #--------------------------------------------------------------------------
  1568. def update_warehouse_window
  1569. if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
  1570. Sound.play_decision
  1571. @warehouse_obj_command_window_index += 1
  1572. @warehouse_obj_command_window_index %= 3
  1573. @warehouse_window.kind = @warehouse_obj_command_window_index
  1574. @warehouse_window.index = 0
  1575. @arrow_two.y = 130 + @warehouse_obj_command_window_index * 32
  1576. elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
  1577. Sound.play_decision
  1578. @warehouse_obj_command_window_index -= 1
  1579. @warehouse_obj_command_window_index %= 3
  1580. @warehouse_window.kind = @warehouse_obj_command_window_index
  1581. @item_index = @warehouse_window.check
  1582. @warehouse_window.index = 0
  1583. @arrow_two.y = 130 + @warehouse_obj_command_window_index * 32
  1584. elsif Input.trigger?(Input::C)
  1585. Sound.play_decision
  1586. @item_index = @warehouse_window.check
  1587. @last_index = @warehouse_window.index
  1588. if @item_index == nil
  1589. return
  1590. end
  1591. @warehouse_window.active = false
  1592. @warehouse_input = Window_ByzNumber.new(100, 100)
  1593. @warehouse_input.active = true
  1594. if @type == 0
  1595. price = Byz_Vocab::PRICES
  1596. if @warehouse_obj_command_window_index == 0
  1597. @warehouse_input.set($data_items[@item_index], $game_party.item_number($data_items[@item_index]), price)
  1598. elsif @warehouse_obj_command_window_index == 1
  1599. @warehouse_input.set($data_weapons[@item_index], $game_party.item_number($data_weapons[@item_index]), price)
  1600. elsif @warehouse_obj_command_window_index == 2
  1601. @warehouse_input.set($data_armors[@item_index], $game_party.item_number($data_armors[@item_index]), price)
  1602. end
  1603. else
  1604. if @warehouse_obj_command_window_index == 0
  1605. @warehouse_input.set($data_items[@item_index], $game_party.warehouse[0][@item_index], 0)
  1606. elsif @warehouse_obj_command_window_index == 1
  1607. @warehouse_input.set($data_weapons[@item_index], $game_party.warehouse[1][@item_index], 0)
  1608. elsif @warehouse_obj_command_window_index == 2
  1609. @warehouse_input.set($data_armors[@item_index], $game_party.warehouse[2][@item_index], 0)
  1610. end
  1611. end
  1612. elsif Input.trigger?(Input::B)
  1613. @warehouse_obj_command_window.dispose
  1614. @warehouse_obj_command_window = nil
  1615. @arrow_two.bitmap.dispose
  1616. @arrow_two.dispose
  1617. @warehouse_window.dispose
  1618. @warehouse_window = nil
  1619. @warehouse_command_window.index = @type
  1620. @warehouse_command_window.active = true
  1621. @gold_window = Window_Gold.new(444, 514 - $game_system.currrncysize.size * 24)
  1622. @bitmap_viewport.rect.set(384, 55, 544 - @bank_command_window.x, 416 - @gold_window.height - 55)
  1623. end
  1624. end

  1625. def update_warehouse_input(type)
  1626. if Input.trigger?(Input::B)
  1627. @warehouse_obj_command_window.dispose
  1628. @warehouse_obj_command_window = nil
  1629. @arrow_two.bitmap.dispose
  1630. @arrow_two.dispose
  1631. create_warehouse_type
  1632. show_arrow_two
  1633. @warehouse_window.dispose
  1634. @warehouse_window = Window_Warehouse.new(@warehouse_obj_command_window_index, @type)
  1635. @warehouse_window.active = true
  1636. @warehouse_window.index = @last_index
  1637. @bitmap_viewport.rect.set(384, 55, 544 - @bank_command_window.x, 257)
  1638. @warehouse_input.dispose if @warehouse_input != nil
  1639. @warehouse_input = nil
  1640. @warehouse_window.active = true
  1641. elsif Input.trigger?(Input::C)
  1642. Sound.play_decision
  1643. @item_index = @warehouse_window.check
  1644. if @item_index == nil
  1645. return
  1646. end
  1647. @numbers = @warehouse_input.number
  1648. price = @warehouse_input.price
  1649. if type == 0
  1650. if @warehouse_obj_command_window_index == 0
  1651. if price < $game_party.gold
  1652. $game_party.lose_item($data_items[@item_index], @numbers)
  1653. if $game_party.warehouse[0][@item_index] == nil
  1654. $game_party.warehouse[0][@item_index] = 0
  1655. end
  1656. $game_party.lose_gold(@warehouse_input.price)
  1657. $game_party.warehouse[0][@item_index] += @numbers
  1658. @warehouse_window.refresh_bool
  1659. input_to_command
  1660. else
  1661. show_window("金钱不足")
  1662. return
  1663. end
  1664. elsif @warehouse_obj_command_window_index == 1
  1665. if price < $game_party.gold
  1666. $game_party.lose_item($data_weapons[@item_index], @numbers)
  1667. if $game_party.warehouse[1][@item_index] == nil
  1668. $game_party.warehouse[1][@item_index] = 0
  1669. end
  1670. $game_party.lose_gold(@warehouse_input.price)
  1671. $game_party.warehouse[1][@item_index] += @numbers
  1672. @warehouse_window.refresh_bool
  1673. input_to_command
  1674. else
  1675. show_window("金钱不足")
  1676. return
  1677. end
  1678. elsif @warehouse_obj_command_window_index == 2
  1679. if price < $game_party.gold
  1680. $game_party.lose_item($data_armors[@item_index], @numbers)
  1681. if $game_party.warehouse[2][@item_index] == nil
  1682. $game_party.warehouse[2][@item_index] = 0
  1683. end
  1684. $game_party.lose_gold(@warehouse_input.price)
  1685. $game_party.warehouse[2][@item_index] += @numbers
  1686. @warehouse_window.refresh_bool
  1687. input_to_command
  1688. else
  1689. show_window("金钱不足")
  1690. return
  1691. end
  1692. end
  1693. else
  1694. if @warehouse_obj_command_window_index == 0
  1695. if $game_party.warehouse[0][@item_index] == nil
  1696. input_to_command
  1697. return
  1698. end
  1699. if $game_party.warehouse[0][@item_index] <= @numbers
  1700. @numbers = $game_party.warehouse[0][@item_index]
  1701. $game_party.warehouse[0][@item_index] = nil
  1702. else
  1703. $game_party.warehouse[0][@item_index] -= @numbers
  1704. end
  1705. $game_party.gain_item($data_items[@item_index], @numbers)
  1706. @warehouse_window.refresh_bool
  1707. input_to_command
  1708. elsif @warehouse_obj_command_window_index == 1
  1709. if $game_party.warehouse[1][@item_index] == nil
  1710. @warehouse_window.refresh_bool
  1711. input_to_command
  1712. return
  1713. end
  1714. if $game_party.warehouse[1][@item_index] <= @numbers
  1715. @numbers = $game_party.warehouse[1][@item_index]
  1716. $game_party.warehouse[1][@item_index] = nil
  1717. else
  1718. $game_party.warehouse[1][@item_index] -= @numbers
  1719. end
  1720. $game_party.gain_item($data_weapons[@item_index], @numbers)
  1721. @warehouse_window.refresh_bool
  1722. input_to_command
  1723. elsif @warehouse_obj_command_window_index == 2
  1724. if $game_party.warehouse[2][@item_index] == nil
  1725. @warehouse_window.refresh_bool
  1726. input_to_command
  1727. return
  1728. end
  1729. if $game_party.warehouse[2][@item_index] <= @numbers
  1730. @numbers = $game_party.warehouse[2][@item_index]
  1731. $game_party.warehouse[2][@item_index] = nil
  1732. else
  1733. $game_party.warehouse[2][@item_index] -= @numbers
  1734. end
  1735. $game_party.gain_item($data_armors[@item_index], @numbers)
  1736. @warehouse_window.refresh_bool
  1737. input_to_command
  1738. end
  1739. end
  1740. end
  1741. end
  1742. #======== //end更新 ========
  1743. #======== 切换 ========
  1744. #--------------------------------------------------------------------------
  1745. # ● 总菜单 -> 银行选项
  1746. #--------------------------------------------------------------------------
  1747. def menu_to_bank
  1748. @menu_command_window.active = false
  1749. @menu_command_window.index = -1
  1750. @bank_command_window.index = 0
  1751. @bank_gold_window = Window_Bank_Gold.new
  1752. @bank_gold_window.active = false
  1753. @bank_command_window.active = true
  1754. @bank_command_window.visible = true
  1755. @name_window.set(Byz_Vocab::NAME2)
  1756. end
  1757. #--------------------------------------------------------------------------
  1758. # ● 总菜单 -> 仓库选项
  1759. #--------------------------------------------------------------------------
  1760. def menu_to_warehouse
  1761. @menu_command_window.active = false
  1762. @menu_command_window.index = -1
  1763. @warehouse_command_window.index = 0
  1764. @warehouse_command_window.active = true
  1765. @warehouse_command_window.visible = true
  1766. @name_window.set(Byz_Vocab::NAME3)
  1767. end
  1768. #--------------------------------------------------------------------------
  1769. # ● 存款 -> 货币选择
  1770. #--------------------------------------------------------------------------
  1771. def bank_command_to_currency_command
  1772. create_currency_command_first
  1773. @bank_command_window.index = -1 unless @currency_command_first_window == nil
  1774. end
  1775. #--------------------------------------------------------------------------
  1776. # ● 货币选择 -> 存款
  1777. #--------------------------------------------------------------------------
  1778. def currency_command_to_bank_command
  1779. @old_command = @command_number
  1780. @command_number.clear
  1781. @bank_command_window.index = 0
  1782. end
  1783. #--------------------------------------------------------------------------
  1784. # ● 数字输入 ->
  1785. # 0. 存钱 -> 银行选项
  1786. # 1. 取钱 -> 银行选项
  1787. # 2. 兑换 -> 银行选项
  1788. #--------------------------------------------------------------------------
  1789. def inputnumber_to_command(type)
  1790. return if @inputnumber_window == nil
  1791. case type
  1792. when 0
  1793. @inputnumber_window.dispose_sprite
  1794. @inputnumber_window.dispose
  1795. @inputnumber_window = nil
  1796. @currency_command_first_window.dispose
  1797. @currency_command_first_window = nil
  1798. @bank_command_window.active = true
  1799. @bank_command_window.visible = true
  1800. @bank_command_window.index = 0
  1801. when 1
  1802. @inputnumber_window.dispose_sprite
  1803. @inputnumber_window.dispose
  1804. @inputnumber_window = nil
  1805. @bank_command_window.active = true
  1806. @bank_command_window.visible = true
  1807. @bank_command_window.index = 0
  1808. when 2
  1809. @inputnumber_window.dispose_sprite
  1810. @inputnumber_window.dispose
  1811. @inputnumber_window = nil
  1812. @arrow.bitmap.dispose
  1813. @arrow.dispose
  1814. @currency_command_first_window.dispose
  1815. @currency_command_first_window = nil
  1816. @currency_command_second_window.dispose
  1817. @currency_command_second_window = nil
  1818. @bank_command_window.active = true
  1819. @bank_command_window.visible = true
  1820. @bank_command_window.index = 2
  1821. end
  1822. end

  1823. def input_to_command
  1824. @warehouse_input.dispose
  1825. @warehouse_input = nil
  1826. @warehouse_window.refresh
  1827. @warehouse_window.active = true
  1828. end
  1829. #======== //end切换 ========
  1830. #======== 释放 ========
  1831. #--------------------------------------------------------------------------
  1832. # ● 释放LOLI图片
  1833. #--------------------------------------------------------------------------
  1834. def dispose_loli_bitmap
  1835. @loli_bitmap.bitmap.dispose
  1836. @loli_bitmap.dispose
  1837. end
  1838. #--------------------------------------------------------------------------
  1839. # ● 释放背景图片
  1840. #--------------------------------------------------------------------------
  1841. def dispose_back_bitmap
  1842. @back_bitmap.bitmap.dispose
  1843. @back_bitmap.dispose
  1844. end
  1845. #======== //end释放 ========
  1846. end
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Lv2.观梦者

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发表于 2010-8-6 09:33:28 | 只看该作者
请给出脚本。
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Lv1.梦旅人

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发表于 2010-8-6 09:40:30 | 只看该作者
脚本里搜索“ = Window_Gold.new"
一般找出来后会是“@gold_window = Window_Gold.new(0, 360)”
后面有两个参数就表示x、y坐标

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Lv1.梦旅人

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 楼主| 发表于 2010-8-6 09:59:00 | 只看该作者
脚本里搜索“ = Window_Gold.new"
一般找出来后会是“@gold_window = Window_Gold.new(0, 360)”
后面有两 ...
小幽的马甲 发表于 2010-8-6 09:40



o哦哦~谢谢了~
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