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Lv1.梦旅人
- 梦石
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- 2011-7-3
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本帖最后由 2855595 于 2012-4-23 06:51 编辑
脚本 是XP的
跟NPC(下图是用XP开启 跟NPC对话完毕之后 就可以玩的图片)
但是用VX把脚本代码用上之后 就出现错误
他的代码如下- #=====================================================
- #Der Einarmige Bandit fur das Casino cNintendo (Made by Itachihro)
- #=====================================================
- class Scene_Slots
- def initialize(usedcoins=0,slot1=nil,slot2=nil,slot3=nil)
-
- #Initialisierung des Spiels
-
- #Ubernehmen der Parameter (alle optional)
- @content1=slot1#Inhalt von @Slot1
- @content2=slot2#Inhalt von @Slot2
- @content3=slot3#Inhalt von @Slot3
- @usedcoins=usedcoins
-
- #Initialisierung der Variablen
- @FrameCount=0
- @GameActive=false
- @RedSevenWin=[1,1,1]
- @BlueSevenWin=[2,2,2]
- @GreenWin=[5,5,5]
- @BlueWin=[4,4,4]
- @ReplayWin=[3,3,3]
- @AppleWin=[6,6]
- @BigAppleWin=[6,6,6]
- @SmallRedBonus=[1,1,2]
- @SmallBlueBonus=[2,2,1]
- @Gewinn=0
-
- #Pfade furs Support Fenster (schwarzes Fenster rechts)
-
- #Fall: Insert (eingeworfene Munzen=0)
-
- @Insert_01=RPG::Cache.picture("Insert_01")
- @Insert_02=RPG::Cache.picture("Insert_02")
-
- #Fall: Insert (eingeworfene Munzen=1-3)
-
- @Insert_03=RPG::Cache.picture("Insert_03")
- @Insert_06=RPG::Cache.picture("Insert_06")
-
- #Fall: Stop (Spiel lauft)
- @Stop_01=RPG::Cache.picture("Stop_01")
- @Stop_02=RPG::Cache.picture("Stop_02")
- @Stop_03=RPG::Cache.picture("Stop_03")
- @Stop_04=RPG::Cache.picture("Stop_04")
- @Stop_05=RPG::Cache.picture("Stop_05")
- @Stop_06=RPG::Cache.picture("Stop_06")
-
- #Fall: Gewonnen
- @Win_01=RPG::Cache.picture("Win_01")
- @Win_02=RPG::Cache.picture("Win_02")
- @Win_03=RPG::Cache.picture("Win_03")
- @Win_03=RPG::Cache.picture("Win_04")
-
- #Fall: Verloren
- @Lose_01=RPG::Cache.picture("Lose_01")
- @Lose_02=RPG::Cache.picture("Lose_02")
-
- #Pfad fur den Hintergrund
-
- @BackgroundIMG=RPG::Cache.picture("Cornerslots")
-
- #Pfad fur die leuchtenden Lampchen
- @Light_01=RPG::Cache.picture("Line_Active_01")
- @Light_02=RPG::Cache.picture("Line_Active_02")
- @Light_03=RPG::Cache.picture("Line_Active_03")
-
- #Pfade fur Zahlen Bilder
-
- @Credit0=RPG::Cache.picture("Credit_Number_00")
- @Credit1=RPG::Cache.picture("Credit_Number_01")
- @Credit2=RPG::Cache.picture("Credit_Number_02")
- @Credit3=RPG::Cache.picture("Credit_Number_03")
- @Credit4=RPG::Cache.picture("Credit_Number_04")
- @Credit5=RPG::Cache.picture("Credit_Number_05")
- @Credit6=RPG::Cache.picture("Credit_Number_06")
- @Credit7=RPG::Cache.picture("Credit_Number_07")
- @Credit8=RPG::Cache.picture("Credit_Number_08")
- @Credit9=RPG::Cache.picture("Credit_Number_09")
- #Array fur die Zahlen Bilder
- @Credit_Numbers=[@Credit0,@Credit1,@Credit2,@Credit3,@Credit4,@Credit5,@Credit6,
- @Credit7,@Credit8,@Credit9]
-
- end
-
- def main
- #============================
- #Erstellung der Sprites
- #==========================
-
- #Hintergrund
-
- @Background=Sprite.new
- @Background.bitmap=@BackgroundIMG
-
- #Schwarzes Fenster rechts
-
- @SupportWindow=Sprite.new
- @SupportWindow.bitmap=@Insert_01
-
- #Creditfelder
-
- @Creditfield1=Sprite.new
- @Creditfield1.x=470
- @Creditfield1.y=54
- @Creditfield2=Sprite.new
- @Creditfield2.x=490
- @Creditfield2.y=54
- @Creditfield3=Sprite.new
- @Creditfield3.x=510
- @Creditfield3.y=54
- @Creditfield4=Sprite.new
- @Creditfield4.x=530
- @Creditfield4.y=54
-
- #Gewinnfelder
-
- @Gewinnfield1=Sprite.new
- @Gewinnfield1.x=558
- @Gewinnfield1.y=54
- @Gewinnfield2=Sprite.new
- @Gewinnfield2.x=576
- @Gewinnfield2.y=54
- @Gewinnfield3=Sprite.new
- @Gewinnfield3.x=594
- @Gewinnfield3.y=54
- @Gewinnfield4=Sprite.new
- @Gewinnfield4.x=613
- @Gewinnfield4.y=54
-
- #Slots erstellen
-
- if @content1!=nil
- @Slot1=Slot.new(86,@content1[0],@content1[1],@content1[2])
- else
- @Slot1=Slot.new(86)
- end
- if @content2!=nil
- @Slot2=Slot.new(192,@content2[0],@content2[1],@content2[2])
- else
- @Slot2=Slot.new(192)
- end
- if @content3!=nil
- @Slot3=Slot.new(302,@content3[0],@content3[1],@content3[2])
- else
- @Slot3=Slot.new(302)
- end
- #Lampen erstellen
- @Light=Sprite.new
- #Transition
- Graphics.transition
-
- #Starte Main Loop
- loop do
- Graphics.update
- Input.update
- update
- #Loopbreak bei Szenenwechsel
- if $scene!=self
- break
- end
- end
-
- #Graphiken einfrieren, Objekte loschen
- Graphics.freeze
- @SupportWindow.dispose
- @Background.dispose
- @Creditfield1.dispose
- @Creditfield2.dispose
- @Creditfield3.dispose
- @Creditfield4.dispose
- @Gewinnfield1.dispose
- @Gewinnfield2.dispose
- @Gewinnfield3.dispose
- @Gewinnfield4.dispose
- @Slot1.dispose
- @Slot2.dispose
- @Slot3.dispose
- @Light.dispose
- end
- #============================================================
- #Mehr oder weniger alles be- und verarbeiten sowie auswerten
- #============================================================
- def update
- @FrameCount=@FrameCount+1
- if !(@GameActive)
- @ausgewertet=false
- end
- #=====================================================================
- #Bei Spielende (Win oder Lose) Support Window und Coins verarbeiten
- #=====================================================================
- if (@GameActive) &&!(@Slot3.active)
- if !@ausgewertet
- self.auswerten
- end
- if @Win
- case @FrameCount
- when 10
- @SupportWindow.bitmap=@Win_01
- when 20
- @SupportWindow.bitmap=@Win_02
- when 30
- @SupportWindow.bitmap=@Win_03
- when 40
- @SupportWindow.bitmap=@Win_04
- when 45
- @FrameCount=0
- end
- if ((@FrameCount%5)==0)&&@Gewinn>0
- @Gewinn=@Gewinn-1
- $coins=$coins+1
- end
- if (@Gewinn==0)&&!(@Replay)
- @GameActive=false
- @FrameCount=0
- @Line2_Active=false
- @Line3_Active=false
- @Light.bitmap=nil
- end
- if (@Gewinn==0)&&(@Replay)&&(@FrameCount==40)
- @Slot1.active=true
- @Slot2.active=true
- @Slot3.active=true
- @Replay=false
- end
- else
- case @FrameCount
- when 10
- @SupportWindow.bitmap=@Lose_01
- when 20
- @SupportWindow.bitmap=@Lose_02
- when 30
- @SupportWindow.bitmap=@Lose_01
- when 40
- @SupportWindow.bitmap=@Lose_02
- @FrameCount=0
- @GameActive=false
- @Line2_Active=false
- @Line3_Active=false
- @Light.bitmap=nil
- end
- end
- end
- #================================================
- #Inputs Verarbeiten
- #===============================================
- @content1=[@Slot1.TopVal,@Slot1.MidVal,@Slot1.DownVal]
- @content2=[@Slot2.TopVal,@Slot2.MidVal,@Slot2.DownVal]
- @content3=[@Slot3.TopVal,@Slot3.MidVal,@Slot3.DownVal]
- if (Input.trigger?(Input::C))&&(@GameActive)
- if @Slot1.active
- @Slot1.active=false
- else
- if @Slot2.active
- @Slot2.active=false
- else
- if @Slot3.active
- @Slot3.active=false
- end# of if Slot3.active
- end#of if @Slot2.active
- end#of if @Slot1.active
- end#of if (Input.trigger?(Input::C)&&(@GameActive)
- if (Input.trigger?(Input::CTRL))&&!(@GameActive)
- $scene=Scene_Slots_Help.new(@usedcoins,@content1,@content2,@content3)
- end
-
- if (Input.trigger?(Input::DOWN))&&!(@GameActive)&&$coins>0
- @usedcoins=@usedcoins+1
- $coins=$coins-1
- if @usedcoins==1
- @Light.bitmap=@Light_01
- end
- if @usedcoins==2
- @Line2_Active=true
- @Light.bitmap=@Light_02
- end
- if @usedcoins==3
- @Light.bitmap=@Light_03
- @Line3_Active=true
- @GameActive=true
- @Slot1.active=true
- @Slot2.active=true
- @Slot3.active=true
- @FrameCount=0
- end
- end
-
- if (Input.trigger?(Input::B))&&!(@GameActive)
- $coins=$coins+@usedcoins
- $scene=Scene_Map.new
- end
-
- if (Input.trigger?(Input::C))&&!(@GameActive)&&(@usedcoins>0)
- @GameActive=true
- @Slot1.active=true
- @Slot2.active=true
- @Slot3.active=true
- @FrameCount=0
- end
-
- #=================================================
- #@SupportWindow updaten
- #=================================================
- # Fall: Keine Munzen eingeworfen
- if @usedcoins==0&&!(@GameActive)
- if @FrameCount==30
- @SupportWindow.bitmap=@Insert_02
- end
- if @FrameCount==60
- @SupportWindow.bitmap=@Insert_01
- @FrameCount=0
- end
- end
- # Fall: Eine oder mehrere Munzen eingeworfen (und Spiel ist noch nicht aktiv)
- if (@usedcoins > 0) && !(@GameActive)
- case @FrameCount
- when 30
- @SupportWindow.bitmap=@Insert_03
- when 60
- @SupportWindow.bitmap=@Insert_06
- @FrameCount=0
- end
- end
- #Fall: Spiel lauft
- if (@GameActive)&&(@Slot3.active)
- case @FrameCount
- when 8
- @SupportWindow.bitmap=@Stop_01
- when 16
- @SupportWindow.bitmap=@Stop_02
- when 24
- @SupportWindow.bitmap=@Stop_03
- when 32
- @SupportWindow.bitmap=@Stop_04
- when 40
- @SupportWindow.bitmap=@Stop_05
- when 48
- @SupportWindow.bitmap=@Stop_06
- @FrameCount=0
- end
- end
-
- #==================================================
- #Credit updaten
- #==================================================
- @Creditfield1.bitmap=@Credit_Numbers[$coins/1000]
- @Creditfield2.bitmap=@Credit_Numbers[($coins%1000)/100]
- @Creditfield3.bitmap=@Credit_Numbers[(($coins%1000)%100)/10]
- @Creditfield4.bitmap=@Credit_Numbers[(($coins%1000)%100)%10]
- #==========================================================
- #Gewinn updaten
- #==========================================================
- @Gewinnfield1.bitmap=@Credit_Numbers[@Gewinn/1000]
- @Gewinnfield2.bitmap=@Credit_Numbers[(@Gewinn%1000)/100]
- @Gewinnfield3.bitmap=@Credit_Numbers[((@Gewinn%1000)%100)/10]
- @Gewinnfield4.bitmap=@Credit_Numbers[((@Gewinn%1000)%100)%10]
- #=================================================
- #Slots laufen lassen
- #=================================================
- if @GameActive&&(@FrameCount%2)==0
- if @Slot1.active
- @Slot1.run
- end#of if
- if @Slot2.active
- @Slot2.run
- end#of if
- if @Slot3.active
- @Slot3.run
- end#of if
- end#of if @GameActive
- end#of Method
- #=================================
- #Gewinn Uberprufen
- #=================================
- def auswerten
- @ausgewertet=true
- @FrameCount=0
- @Gewinn=0
- @Line1=[@Slot1.MidVal,@Slot2.MidVal,@Slot3.MidVal]
- @Line2a=[@Slot1.TopVal,@Slot2.TopVal,@Slot3.TopVal]
- @Line2b=[@Slot1.DownVal,@Slot2.DownVal,@Slot3.DownVal]
- @Line3a=[@Slot1.TopVal,@Slot2.MidVal,@Slot3.DownVal]
- @Line3b=[@Slot1.DownVal,@Slot2.MidVal,@Slot3.TopVal]
- @usedcoins=0
- #Gewinn auf Line 1 uberprufen
- @Replay=false
- case @Line1
- when @RedSevenWin
- @Gewinn=@Gewinn+300
- when @BlueSevenWin
- @Gewinn=@Gewinn+300
- when @SmallRedBonus
- @Gewinn=@Gewinn+90
- when @SmallBlueBonus
- @Gewinn=@Gewinn+90
- when @BigAppleWin
- @Gewinn=@Gewinn+4
- when @BlueWin
- @Gewinn=@Gewinn+12
- when @GreenWin
- @Gewinn=@Gewinn+6
- when @ReplayWin
- @Replay=true
- else
- if @AppleWin==[@Line1[0],@Line1[1]]
- @Gewinn=@Gewinn+2
- end
- end
- #Gewinn auf Line 2 uberprufen
- if @Line2_Active
- case @Line2a
- when @RedSevenWin
- @Gewinn=@Gewinn+300
- when @BlueSevenWin
- @Gewinn=@Gewinn+300
- when @SmallRedBonus
- @Gewinn=@Gewinn+90
- when @SmallBlueBonus
- @Gewinn=@Gewinn+90
- when @BigAppleWin
- @Gewinn=@Gewinn+4
- when @BlueWin
- @Gewinn=@Gewinn+12
- when @GreenWin
- @Gewinn=@Gewinn+6
- when @ReplayWin
- @Replay=true
- else
- if @AppleWin==[@Line2a[0],@Line2a[1]]
- @Gewinn=@Gewinn+2
- end
- end
-
- case @Line2b
- when @RedSevenWin
- @Gewinn=@Gewinn+300
- when @BlueSevenWin
- @Gewinn=@Gewinn+300
- when @SmallRedBonus
- @Gewinn=@Gewinn+90
- when @SmallBlueBonus
- @Gewinn=@Gewinn+90
- when @BigAppleWin
- @Gewinn=@Gewinn+4
- when @BlueWin
- @Gewinn=@Gewinn+12
- when @GreenWin
- @Gewinn=@Gewinn+6
- when @ReplayWin
- @Replay=true
- else
- if @AppleWin==[@Line2b[0],@Line2b[1]]
- @Gewinn=@Gewinn+2
- end
- end
- end
- #Gewinn auf Line 3 uberprufen
- if @Line3_Active
- case @Line3a
- when @RedSevenWin
- @Gewinn=@Gewinn+300
- when @BlueSevenWin
- @Gewinn=@Gewinn+300
- when @SmallRedBonus
- @Gewinn=@Gewinn+90
- when @SmallBlueBonus
- @Gewinn=@Gewinn+90
- when @BigAppleWin
- @Gewinn=@Gewinn+4
- when @BlueWin
- @Gewinn=@Gewinn+12
- when @GreenWin
- @Gewinn=@Gewinn+6
- when @ReplayWin
- @Replay=true
- else
- if @AppleWin==[@Line3a[0],@Line3a[1]]
- @Gewinn=@Gewinn+2
- end
- end
-
- case @Line3b
- when @RedSevenWin
- @Gewinn=@Gewinn+300
- when @BlueSevenWin
- @Gewinn=@Gewinn+300
- when @SmallRedBonus
- @Gewinn=@Gewinn+90
- when @SmallBlueBonus
- @Gewinn=@Gewinn+90
- when @BigAppleWin
- @Gewinn=@Gewinn+4
- when @BlueWin
- @Gewinn=@Gewinn+12
- when @GreenWin
- @Gewinn=@Gewinn+6
- when @ReplayWin
- @Replay=true
- else
- if @AppleWin==[@Line3b[0],@Line3b[1]]
- @Gewinn=@Gewinn+2
- end
- end
- end
- @Win= (@Gewinn>0)||(@Replay)
- end
- end
- class Scene_Slots_Help
- def initialize(usedcoins,content1,content2,content3)
- #Parameter an Variablen ubergeben (zwecks zuruckgehen zu Scene_Slots)
- @usedcoins=usedcoins
- @content1=content1
- @content2=content2
- @content3=content3
- #Credit_Number Pfade festlegen
- @Credit0=RPG::Cache.picture("Credit_Number_00")
- @Credit1=RPG::Cache.picture("Credit_Number_01")
- @Credit2=RPG::Cache.picture("Credit_Number_02")
- @Credit3=RPG::Cache.picture("Credit_Number_03")
- @Credit4=RPG::Cache.picture("Credit_Number_04")
- @Credit5=RPG::Cache.picture("Credit_Number_05")
- @Credit6=RPG::Cache.picture("Credit_Number_06")
- @Credit7=RPG::Cache.picture("Credit_Number_07")
- @Credit8=RPG::Cache.picture("Credit_Number_08")
- @Credit9=RPG::Cache.picture("Credit_Number_09")
- @Credit_Numbers=[@Credit0,@Credit1,@Credit2,@Credit3,@Credit4,@Credit5,@Credit6,
- @Credit7,@Credit8,@Credit9]
- end
-
- def main
- #Hintergrundbild erstellen
- @Background=Sprite.new
- @Background.bitmap=RPG::Cache.picture("Cornerslots_help.png")
- #Creditfelder erstellen
- @Creditfield1=Sprite.new
- @Creditfield1.x=470
- @Creditfield1.y=54
- @Creditfield2=Sprite.new
- @Creditfield2.x=490
- @Creditfield2.y=54
- @Creditfield3=Sprite.new
- @Creditfield3.x=510
- @Creditfield3.y=54
- @Creditfield4=Sprite.new
- @Creditfield4.x=530
- @Creditfield4.y=54
-
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene!=self
- break
- end
- end
- Graphics.freeze
- @Background.dispose
- @Creditfield1.dispose
- @Creditfield2.dispose
- @Creditfield3.dispose
- @Creditfield4.dispose
- end
-
- def update
- if Input.trigger?(Input::CTRL)
- $scene=Scene_Slots.new(@usedcoins,@content1,@content2,@content3)
- end
- if Input.trigger?(Input::B)
- #Spiel beenden, bereits eingeworfene aber nicht benutzte Coins zuruckgeben
- $coins=$coins+@usedcoins
- $scene=Scene_Map.new
- end
- #Creditfelder updaten
- @Creditfield1.bitmap=@Credit_Numbers[$coins/1000]
- @Creditfield2.bitmap=@Credit_Numbers[($coins%1000)/100]
- @Creditfield3.bitmap=@Credit_Numbers[(($coins%1000)%100)/10]
- @Creditfield4.bitmap=@Credit_Numbers[(($coins%1000)%100)%10]
- #Gewinnfelder updaten
-
- end
- end
- class Slot
- attr_accessor :TopVal
- attr_accessor :MidVal
- attr_accessor :DownVal
- attr_accessor :active
- def initialize(x, topValue=nil,midValue=nil, downValue=nil)
- #Bildpfade
- @Apple_Down=RPG::Cache.picture("Slot_Apple_Down")
- @Apple_Middle=RPG::Cache.picture("Slot_Apple_Middle")
- @Apple_Top=RPG::Cache.picture("Slot_Apple_Top")
- @Blue_Down=RPG::Cache.picture("Slot_Blue_Down")
- @Blue_Middle=RPG::Cache.picture("Slot_Blue_Middle")
- @Blue_Top=RPG::Cache.picture("Slot_Blue_Top")
- @BlueSeven_Top=RPG::Cache.picture("Slot_BlueSeven_Top")
- @BlueSeven_Middle=RPG::Cache.picture("Slot_BlueSeven_Middle")
- @BlueSeven_Down=RPG::Cache.picture("Slot_BlueSeven_Down")
- @Green_Down=RPG::Cache.picture("Slot_Green_Down")
- @Green_Middle=RPG::Cache.picture("Slot_Green_Middle")
- @Green_Top=RPG::Cache.picture("Slot_Green_Top")
- @RedSeven_Down=RPG::Cache.picture("Slot_RedSeven_Down")
- @RedSeven_Middle=RPG::Cache.picture("Slot_RedSeven_Middle")
- @RedSeven_Top=RPG::Cache.picture("Slot_RedSeven_Top")
- @Replay_Down=RPG::Cache.picture("Slot_Replay_Down")
- @Replay_Middle=RPG::Cache.picture("Slot_Replay_Middle")
- @Replay_Top=RPG::Cache.picture("Slot_Replay_Top")
- #Y Koordinaten der Bilder
- @y1=124
- @y2=194
- @y3=268
- #Bild Positionen
- @Top=Sprite.new
- @Top.x=x
- @Top.y=@y1
- @Middle=Sprite.new
- @Middle.x=x
- @Middle.y=@y2
- @Down=Sprite.new
- @Down.x=x
- @Down.y=@y3
- #SlotInhalt festlegen (1= Rote 7, 2= Blaue 7,
- #3= Replay, 4= Blaues Dingens, 5= Grunes Dingens, 6= Pokeballe)
- @SlotInhalt=[1,6,6,4,3,4,5,2,5,6,4,5,3,5,6]
- #Wenn Werte fur die Slots per Parameter ubergeben wurde, diese benutzen
- #Ansonsten, zufallig festlegen
- if topValue!=nil
- self.TopVal=topValue
- self.MidVal=midValue
- self.DownVal=downValue
- else
- self.setValues
- end
- #Aktiv auf false setzen
- self.active=false
- #Graphiken darstellen
- @i=0
- @j=1
- @k=2
- update
- end
-
- def setValues
- @RndNr=rand(@SlotInhalt.size)
- self.TopVal=@SlotInhalt[@RndNr]
- if @RndNr==(@SlotInhalt.size-1)
- @RndNr=0
- else
- @RndNr=@RndNr+1
- end
- self.MidVal=@SlotInhalt[@RndNr]
- if @RndNr==(@SlotInhalt.size-1)
- @RndNr=0
- else
- @RndNr=@RndNr+1
- end
- self.DownVal=@SlotInhalt[@RndNr]
- end
-
- def update
- case self.TopVal
- when 1
- @Top.bitmap=@RedSeven_Top
- when 2
- @Top.bitmap=@BlueSeven_Top
- when 3
- @Top.bitmap=@Replay_Top
- when 4
- @Top.bitmap=@Blue_Top
- when 5
- @Top.bitmap=@Green_Top
- when 6
- @Top.bitmap=@Apple_Top
- end
- case self.MidVal
- when 1
- @Middle.bitmap=@RedSeven_Middle
- when 2
- @Middle.bitmap=@BlueSeven_Middle
- when 3
- @Middle.bitmap=@Replay_Middle
- when 4
- @Middle.bitmap=@Blue_Middle
- when 5
- @Middle.bitmap=@Green_Middle
- when 6
- @Middle.bitmap=@Apple_Middle
- end
- case self.DownVal
- when 1
- @Down.bitmap=@RedSeven_Down
- when 2
- @Down.bitmap=@BlueSeven_Down
- when 3
- @Down.bitmap=@Replay_Down
- when 4
- @Down.bitmap=@Blue_Down
- when 5
- @Down.bitmap=@Green_Down
- when 6
- @Down.bitmap=@Apple_Down
- end
- end
-
- def run
- self.TopVal=@SlotInhalt[@i]
- self.MidVal=@SlotInhalt[@j]
- self.DownVal=@SlotInhalt[@k]
- @i=@i+1
- @j=@j+1
- @k=@k+1
- if @[email protected]
- @i=0
- end
- if @[email protected]
- @j=0
- end
- if @[email protected]
- @k=0
- end
- update
- end
-
- def dispose
- @Top.dispose
- @Middle.dispose
- @Down.dispose
- end
-
- end
复制代码 想请教高手 该如何修改可以让VX可以运用......我脚本完全不懂@@ 不知道错在哪
范例 在附件
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