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Lv1.梦旅人
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- 在线时间
- 246 小时
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- 2013-8-15
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- 106
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改版后的fuki对话框脚本
class Game_Temp
attr_accessor :namebmp # 调试画面 保存状态用
attr_accessor :map_visible # 地图的表示状態
attr_accessor :run_weapon # 武器配方
alias old_initialize initialize
def initialize
old_initialize
@map_visible = true
@namebmp ={}
run_weapon = []
end
end
def chat(id = 0,name = "")
$mes_id = id
$mes_name = name
end
module FUKI
# SKINの設定
FUKI_SKIN_NAME = "fk" #
NAME_SKIN_NAME = "fk" # 名前表示用
MES_FONT_SIZE = 18 #
NAME_FONT_SIZE = 18 # 名前
#透明度
FUKI_OPACITY = 255 #
MES_OPACITY = 255 # 通常の
NAME_OPACITY = 255 # 名前
# 名前の相対位置
NAME_SHIFT_X = 0 # 横位置
NAME_SHIFT_Y = 16 # 縦位置
# 画面の一番端ではふきだしを少しずらす
# 角の丸いスキンを使っていて、枠の角がふきだしと重なる場合に true にする
CORNER_SHIFT = false
SHIFT_PIXEL = 4 # trueの時にずらすピクセル数
# キャラクターの縦のサイズ
CHARACTOR_HEIGHT = 48
# ふきだしの相対位置(縦位置)
POP_SHIFT_TOP = 0 # 表示位置が上のとき
POP_SHIFT_UNDER = -16 # 表示位置が下のとき
# メッセージ表示速度(数字が小さいほど速い。0で瞬間表示)
# $mes_speedに数値を代入することで、ゲーム中に変更可。
MES_SPEED = 1
end
#==============================================================================
# □ Window_FukiMessage
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ○ オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@w = 0
@h = 0
@Wait = 0
@dx = 0
@dy = 0
$mes_speed = FUKI::MES_SPEED
end
#--------------------------------------------------------------------------
# ○ サイズを決定してウインドウを作成
#--------------------------------------------------------------------------
def refresh_create
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = FUKI::MES_FONT_SIZE
# ウインドウサイズを取得
get_windowsize
w = @w + 32 + 8
h = @h * (self.contents.font.size + 10) + 26
# ふきだしウインドウを作成
set_fukidasi(self.x, self.y, w, h)
# 名前ウインドウを作成
set_namewindow
# メッセージ表示用変数の初期化
@dx = @dy = 0
@cursor_width = 0
@contents_drawing = true
# 瞬間表示の場合、ここで表示処理
if $mes_speed == 0
# 描画処理をループ
while $game_temp.message_text != ""
draw_massage
end
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
else
# 一文字ずつ描画
refresh_drawtext
end
end
#--------------------------------------------------------------------------
# ○ 一文字ずつ描画
#--------------------------------------------------------------------------
def refresh_drawtext
if $game_temp.message_text != nil
if @wait > 0
@wait -= 1
elsif @wait == 0
# 描画処理
draw_massage
@wait = $mes_speed
end
end
# 描画終了
if $game_temp.message_text == ""
draw_opt_text
@contents_showing_end = true
@contents_drawing = false
end
end
#--------------------------------------------------------------------------
# ○ ウインドウサイズを取得
#--------------------------------------------------------------------------
def get_windowsize
x = y = 0
@h = @w = 0
@cursor_width = 0
# 選択肢なら字下げを行う
if $game_temp.choice_start == 0
x = 8
end
# 表示待ちのメッセージがある場合
if $game_temp.message_text != nil
text = $game_temp.message_text.clone
# 制御文字処理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 便宜上、"\\\\" を "\000" に変換
text.gsub!(/\\\\/) { "\000" }
# "\\C" を "\001" に、"\\G" を "\002" に変換
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c に 1 文字を取得 (文字が取得できなくなるまでループ)
while ((c = text.slice!(/./m)) != nil)
# \\ の場合
if c == "\000"
# 本来の文字に戻す
c = "\\"
end
# \C[n] または \G の場合
if c == "\001" or c == "\002"
# 次の文字へ
next
end
# 改行文字の場合
if c == "\n"
# y に 1 を加算
y += 1
# 縦横サイズを取得
@h = y
@w = x > @w ? x : @w
if y >= $game_temp.choice_start
@w = x + 8 > @w ? x + 8 : @w
end
x = 0
# 選択肢なら字下げを行う
if y >= $game_temp.choice_start
x = 8
end
# 次の文字へ
next
end
# x に描画した文字の幅を加算
x += self.contents.text_size(c).width
end
end
# 数値入力の場合
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@h += 1
x = digits_max * self.contents.font.size + 16
@w = x > @w ? x : @w
end
end
#--------------------------------------------------------------------------
# ○ 描画処理
#--------------------------------------------------------------------------
def draw_massage
# 表示待ちのメッセージがある場合
if $game_temp.message_text != nil
text = $game_temp.message_text
# 制御文字処理
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# 便宜上、"\\\\" を "\000" に変換
text.gsub!(/\\\\/) { "\000" }
# "\\C" を "\001" に、"\\G" を "\002" に変換
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c に 1 文字を取得
if ((c = text.slice!(/./m)) != nil)
# 選択肢の場合
if @dy >= $game_temp.choice_start
# 字下げを行う
@dx = 8
# 文字を描画
self.contents.draw_text(4 + @dx, 28 * @dy, 40, 28, c)
# x に描画した文字の幅を加算
@dx += self.contents.text_size(c).width
# ループ
while ((c = text.slice!(/./m)) != "\n")
# 文字を描画
self.contents.draw_text(4 + @dx, 28 * @dy, 40, 28, c)
# x に描画した文字の幅を加算
@dx += self.contents.text_size(c).width
end
if c == "\n"
# カーソルの幅を更新
@cursor_width = [@cursor_width, @dx].max
# y に 1 を加算
@dy += 1
@dx = 0
end
return
end
# \\ の場合
if c == "\000"
# 本来の文字に戻す
c = "\\"
end
# \C[n] の場合
if c == "\001"
# 文字色を変更
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
end
# \G の場合
if c == "\002"
# ゴールドウィンドウを作成
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
end
# 改行文字の場合
if c == "\n"
# y に 1 を加算
@dy += 1
@dx = 0
end
# 文字を描画
self.contents.font.size = FUKI::MES_FONT_SIZE
font_size = self.contents.font.size
self.contents.draw_text(4+@dx, (font_size+10)*@dy, font_size, font_size, c)
# x に描画した文字の幅を加算
@dx += self.contents.text_size(c).width
end
end
end
#--------------------------------------------------------------------------
# ○ 選択肢と数値入力を有効に
#--------------------------------------------------------------------------
def draw_opt_text
# 選択肢の場合
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# 数値入力の場合
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 28
end
end
#--------------------------------------------------------------------------
# ○ ふきだしを表示
#--------------------------------------------------------------------------
def set_fukidasi(x, y, width, height)
# $mes_id が空のときはふきだしを表示しない
if $mes_id == nil or $mes_id == ""
del_fukidasi
reset_window
else
# ポーズサインを非表示
self.pause = false
# キャラクターを取得
if $mes_id=="2"
character = $game_allies[1]
else
character = get_character($mes_id)
end
if character == nil
# キャラクターが存在しないときは通常のメッセージウインドウに
del_fukidasi
reset_window
return
end
# マップがスクロールされていないときの座標処理
if $game_map.display_x == 0
x = character.x * 32 - (width / 2) + 16
elsif $game_map.display_x == ($game_map.width - 20) * 128
x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2) + 16
else
x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - (width / 2)
end
# はみ出すときは画面内に収まるように移動
if x + width > 640
x = 640 - width
elsif x < 0
x = 0
end
# ウインドウの位置を決定
up_or_down = $game_system.message_position
case $game_system.message_position
when 0 # 上
y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 - height + 16 - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
if y < 40
y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 + 48 + FUKI::POP_SHIFT_UNDER
up_or_down = 2
end
when 1 # 中
y = (480 - height) / 2
x = (640 - width) / 2
when 2 # 下
y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 + 48 + FUKI::POP_SHIFT_UNDER
if y > 400
y = ( (character.real_y - $game_map.display_y + 64) / 128) * 32 - height + 16 - FUKI::CHARACTOR_HEIGHT + FUKI::POP_SHIFT_TOP
up_or_down = 0
end
end
skin = FUKI::FUKI_SKIN_NAME != "" ? FUKI::FUKI_SKIN_NAME : $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(skin)
self.x = x
self.y = y
self.height = height
self.width = width
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = FUKI::FUKI_OPACITY
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = FUKI::MES_FONT_SIZE
if $game_system.message_frame == 0
@fuki = Sprite.new
case up_or_down
when 0 # 上
@fuki.bitmap = RPG::Cache.windowskin(skin + "-top")
if $game_map.display_x == 0
@fuki.x = character.x * 32
elsif $game_map.display_x == ($game_map.width - 20) * 128
@fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32
else
@fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16
end
if FUKI::CORNER_SHIFT
if @fuki.x == 0
@fuki.x = FUKI::SHIFT_PIXEL
elsif @fuki.x == 640 - 32
@fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL
end
end
@fuki.y = y + height - 16
@fuki.z = self.z + 1
when 1 # 中
@fuki.dispose
@fuki = nil
when 2 # 下
@fuki.bitmap = RPG::Cache.windowskin(skin + "-under")
if $game_map.display_x == 0
@fuki.x = character.x * 32
elsif $game_map.display_x == ($game_map.width - 20) * 128
@fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32
else
@fuki.x = ( character.real_x - $game_map.display_x + 64 ) / 128 * 32 - 16
end
if FUKI::CORNER_SHIFT
if @fuki.x == 0
@fuki.x = FUKI::SHIFT_PIXEL
elsif @fuki.x == 640 - 32
@fuki.x = 640 - 32 - FUKI::SHIFT_PIXEL
end
end
@fuki.y = y - 16
@fuki.z = self.z + 1
end
end
end
end
#--------------------------------------------------------------------------
# ○ 名前ウインドウを表示
#--------------------------------------------------------------------------
def set_namewindow
if $mes_name == nil or $mes_name == ""
return
else
mes_name = $mes_name
name_width = mes_name.size / 2 * FUKI::NAME_FONT_SIZE - 4
name_height = FUKI::NAME_FONT_SIZE+4
name_x = x + width - 58 + FUKI::NAME_SHIFT_X
name_y = y - name_height - 16 + FUKI::NAME_SHIFT_Y
#判断名称是否有对应的图片"Graphics/heads/" +
if $game_temp.namebmp[mes_name] == nil then
sFile = 'notfile'
else
sFile = "Graphics/heads/"+$game_temp.namebmp[mes_name] + ".png"
end
if File.exist?(sFile ) == true then
bmp1 = Bitmap.new(sFile)
iwidth = bmp1.width
iheight = bmp1.height
if self.x>640-self.x-self.width
@name_win = Window_Base.new(self.x-iwidth-5, name_y, iwidth + 5, iheight + 5)
@name_win.y = self.y+self.height/2 - @name_win.height/2
skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
@name_win.windowskin = RPG::Cache.windowskin(skin)
@name_win.back_opacity =0
@name_win.z = self.z + 1
viewport = Viewport.new(@name_win.x+3, @name_win.y+1, iwidth, iheight)
@name_contents = Sprite.new(viewport)
@name_contents.bitmap = Bitmap.new(sFile)
viewport.z = @name_win.z - 1
@name_contents.z = @name_win.z + 2
else
@name_win = Window_Base.new(self.x+self.width, name_y, iwidth + 5, iheight + 5)
@name_win.y = self.y+self.height/2 - @name_win.height/2
skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
@name_win.windowskin = RPG::Cache.windowskin(skin)
@name_win.back_opacity =0
@name_win.z = self.z + 1
viewport = Viewport.new(@name_win.x+3, @name_win.y+1, iwidth, iheight)
@name_contents = Sprite.new(viewport)
@name_contents.bitmap = Bitmap.new(sFile)
viewport.z = @name_win.z - 1
@name_contents.z = @name_win.z + 2
end
else
@name_win = Window_Base.new(name_x, name_y, name_width, name_height)
skin = FUKI::NAME_SKIN_NAME != "" ? FUKI::NAME_SKIN_NAME : $game_system.windowskin_name
@name_win.windowskin = RPG::Cache.windowskin(skin)
@name_win.back_opacity = FUKI::NAME_OPACITY
@name_win.z = self.z + 1
rect = self.contents.text_size(mes_name)
@name_win.width = rect.width + 16
rect.y +=4
@name_win.height += 8
rect.x +=6
@name_win.x = self.x + self.width - @name_win.width
viewport = Viewport.new(@name_win.x, @name_win.y, @name_win.width+32, @name_win.height)
viewport.z = @name_win.z + 1
@name_contents = Sprite.new(viewport)
@name_contents.bitmap = Bitmap.new(name_width, name_height)
@name_contents.z = @name_win.z + 2
@name_contents.bitmap.font.color = normal_color
@name_contents.bitmap.font.size = FUKI::NAME_FONT_SIZE
@name_contents.bitmap.draw_text(rect, mes_name)
end
end
end
#--------------------------------------------------------------------------
# ○ ふきだしと名前ウインドウを破棄
#--------------------------------------------------------------------------
def del_fukidasi
if @fuki != nil
@fuki.dispose
@fuki = nil
end
if @name_win != nil
@name_win.dispose
@name_win = nil
@name_contents.dispose
@name_contents = nil
end
self.opacity = 0
self.x = 80
self.width = 480
self.height = 160
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.pause = true
end
#--------------------------------------------------------------------------
# ○ キャラクターの取得
# parameter : パラメータ
#--------------------------------------------------------------------------
def get_character(parameter)
# パラメータで分岐
case parameter
when -1 # プレイヤー
return $game_player
when 0 # このイベント
events = $game_map.events
return events == nil ? nil : events[$active_event_id]
else # 特定のイベント
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
# ○ ウィンドウの位置と不透明度の設定
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # 上
self.y = 16
when 1 # 中
self.y = 160
when 2 # 下
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = FUKI::MES_OPACITY
end
#--------------------------------------------------------------------------
# ○ フレーム更新
#--------------------------------------------------------------------------
def update
super
# フェードインの場合
if @fade_in
self.contents_opacity += 24
if @name_win != nil
@name_win.opacity += 24
end
if @fuki != nil
@fuki.opacity += 24
end
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# メッセージ表示中の場合
if @contents_drawing
refresh_drawtext
return
end
# 数値入力中の場合
if @input_number_window != nil
@input_number_window.update
# 決定
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# 数値入力ウィンドウを解放
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# メッセージ表示終了の場合
if @contents_showing_end
# 選択肢の表示中でなければポーズサインを表示
# ふきだしモードでは非表示
if $game_temp.choice_max == 0 and @fuki == nil
self.pause = true
else
self.pause = false
end
# キャンセル
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
# 決定
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
# ふきだしを破棄
del_fukidasi
end
return
end
# フェードアウト中以外で表示待ちのメッセージか選択肢がある場合
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh_create
if @name_win != nil
@name_win.opacity = 0
end
if @fuki != nil
@fuki.opacity = 0
end
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# 表示すべきメッセージがないが、ウィンドウが可視状態の場合
if self.visible
@fade_out = true
self.opacity -= 48
if @name_win != nil
@name_win.opacity -= 48
end
if @fuki != nil
@fuki.opacity -= 48
end
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
del_fukidasi
end
return
end
end
#--------------------------------------------------------------------------
# ○ 解放
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ○ メッセージ終了処理
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# 表示中フラグをクリア
@contents_showing = false
@contents_showing_end = false
# メッセージ コールバックを呼ぶ
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# 文章、選択肢、数値入力に関する変数をクリア
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# ゴールドウィンドウを開放
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
# ○ カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @Index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 28, @cursor_width, 28)
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● イベントのセットアップ
# event_id : イベント ID
#--------------------------------------------------------------------------
alias setup_fuki setup
def setup(list, event_id)
setup_fuki(list, event_id)
# 戦闘中でなければ
if !($game_temp.in_battle)
# イベントIDを記録
$active_event_id = event_id
end
end
end
#==============================================================================
# ■ Window_InputNumber
#==============================================================================
class Window_InputNumber < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# digits_max : 桁数
#--------------------------------------------------------------------------
def initialize(digits_max)
@digits_max = digits_max
@Number = 0
# 数字の幅からカーソルの幅を計算 (0~9 は等幅と仮定)
dummy_bitmap = Bitmap.new(32, 32)
dummy_bitmap.font.size = FUKI::MES_FONT_SIZE
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
super(0, 0, @cursor_width * @digits_max + 28, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = FUKI::MES_FONT_SIZE
self.z += 9999
self.opacity = 0
@index = 0
refresh
update_cursor_rect
end
end
#==============================================================================
# ■ Window_Gold
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
height = FUKI::MES_FONT_SIZE + 32
super(0, 0, 160, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = FUKI::MES_OPACITY
self.contents.font.size = FUKI::MES_FONT_SIZE
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, FUKI::MES_FONT_SIZE, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, FUKI::MES_FONT_SIZE, $data_system.words.gold, 2)
end
end
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