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Lv1.梦旅人

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2007-12-18
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发表于 2007-12-27 04:11:46 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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问题就是新手录象中,站长说了个自动物品金钱提示的脚本我找不到,后来在发现个差不多的脚本  问题在脚本后面


  1. # 开关定义:
  2. SYSTEM_不显示金钱窗口 = 41
  3. SYSTEM_不显示物品窗口 = 42
  4. SYSTEM_不显示武器窗口 = 43
  5. SYSTEM_不显示防具窗口 = 44
  6. # 以上开关,当打开的时候,获得物品将不会提示
  7. # 比如默认打开41号开关,获得金钱不再提示

  8. # 描绘文字的位置偏移:
  9. SYSTEM_X偏移 = 0
  10. SYSTEM_Y偏移 = 0
  11. #以上变量用于把文字整体挪动一段距离,一般用不上,除非你做了获得物品的图片

  12. #---------------------------------------------------------------------
  13. # 高级说明:
  14. #---------------------------------------------------------------------
  15. # 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
  16. # 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
  17. # 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
  18. # 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
  19. #
  20. # 当这几张图片不存在的时候,会用深蓝色填充。此功能为高级功能,如果图片
  21. # 做不好可能还不如不做。
  22. #---------------------------------------------------------------------
  23. # 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
  24. # 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
  25. #
  26. # 这个如果你想替换,可以搜索脚本中的自己改。注意这两个文件可能不会被提
  27. # 取器提取,请手动放到文件夹下。
  28. #---------------------------------------------------------------------
  29. # 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
  30. #    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
  31. #    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
  32. #            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
  33. # ——————————————————————————————————
  34. # 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
  35. # ——————————————————————————————————

  36. class Interpreter  
  37. #--------------------------------------------------------------------------
  38. # ● 增减金钱
  39. #--------------------------------------------------------------------------
  40. def command_125
  41.    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
  42.    $game_party.gain_gold(value)
  43.    if $game_switches[SYSTEM_不显示金钱窗口]==false

  44.      kkme_66RPG_item = $data_items[@parameters[0]]
  45.      kkme_66RPG = Sprite.new
  46.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  47.      kkme_66RPG.x = 0
  48.      kkme_66RPG.y = 0
  49.      kkme_66RPG.opacity = 0
  50.      pic = false
  51.      if value >= 0
  52.        begin
  53.          #====================================
  54.          # 这里可以自定义背景图片和声效,如果你需要的话
  55.          #====================================
  56.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  57.          kkme_66RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
  58.          pic = true
  59.        rescue        
  60.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  61.        end        
  62.        kkme_66RPG_line1 = Sprite.new
  63.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  64.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
  65.        kkme_66RPG_line1.opacity = 0
  66.      else
  67.        begin
  68.          #====================================
  69.          # 这里可以自定义背景图片和声效,如果你需要的话
  70.          #====================================
  71.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  72.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
  73.          pic = true
  74.        rescue        
  75.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  76.        end               
  77.        kkme_66RPG_line1 = Sprite.new
  78.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  79.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去金钱:")
  80.        kkme_66RPG_line1.opacity = 0
  81.      end
  82.       
  83.      kkme_66RPG_line2 = Sprite.new
  84.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  85.      kkme_66RPG_line2.opacity = 0      

  86.      kkme_66RPG_bigicon = Sprite.new
  87.      
  88.      begin
  89.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  90.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  91.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  92.        kkme_66RPG_bigicon.opacity = 0
  93.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  94.        kkme_66RPG_line1.y = 200
  95.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  96.        kkme_66RPG_line2.y = 240
  97.        kkme_66RPG_line1.x += SYSTEM_X偏移
  98.        kkme_66RPG_line2.x += SYSTEM_X偏移
  99.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  100.        kkme_66RPG_line2.y += SYSTEM_Y偏移        
  101.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  102.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  103.        for i in 0..5
  104.          kkme_66RPG.opacity += 36
  105.          Graphics.update
  106.        end
  107.        kkme_66RPG.opacity = 255 if pic
  108.        for i in 0..10
  109.          kkme_66RPG_bigicon.opacity += 30
  110.          Graphics.update
  111.        end
  112.        for i in 0..10
  113.          kkme_66RPG_line1.opacity += 30
  114.          Graphics.update
  115.        end
  116.        for i in 0..50
  117.          kkme_66RPG_line2.opacity += 8
  118.          Graphics.update
  119.        end
  120.      rescue
  121.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  122.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  123.        kkme_66RPG_line1.x = 176
  124.        kkme_66RPG_line1.y = 200
  125.        kkme_66RPG_line2.x = 176
  126.        kkme_66RPG_line2.y = 240
  127.        kkme_66RPG_line1.x += SYSTEM_X偏移
  128.        kkme_66RPG_line2.x += SYSTEM_X偏移
  129.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  130.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  131.        for i in 0..5
  132.          kkme_66RPG.opacity += 36
  133.          Graphics.update
  134.        end
  135.        kkme_66RPG.opacity = 255 if pic
  136.        for i in 0..10
  137.          kkme_66RPG_line1.opacity += 30
  138.          Graphics.update
  139.        end
  140.        for i in 0..50
  141.          kkme_66RPG_line2.opacity += 16
  142.          Graphics.update
  143.        end
  144.      end
  145.       
  146.      for i in 0..10
  147.        kkme_66RPG.opacity -= 30
  148.        kkme_66RPG_bigicon.opacity -= 30
  149.        kkme_66RPG_line1.opacity -= 30
  150.        kkme_66RPG_line2.opacity -= 30
  151.        Graphics.update
  152.      end
  153.      kkme_66RPG.dispose
  154.      kkme_66RPG_bigicon.dispose
  155.      kkme_66RPG_line1.dispose
  156.      kkme_66RPG_line2.dispose
  157.       
  158.      
  159.    end
  160.    return true
  161. end
  162. #--------------------------------------------------------------------------
  163. # ● 增减物品
  164. #--------------------------------------------------------------------------
  165. def command_126
  166.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  167.    $game_party.gain_item(@parameters[0], value)
  168.    if $game_switches[SYSTEM_不显示物品窗口]==false
  169.      kkme_66RPG_item = $data_items[@parameters[0]]
  170.      kkme_66RPG = Sprite.new
  171.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  172.      kkme_66RPG.x = 0
  173.      kkme_66RPG.y = 0
  174.      kkme_66RPG.opacity = 0

  175.      pic = false
  176.      if value >= 0
  177.        begin
  178.          #====================================
  179.          # 这里可以自定义背景图片和声效,如果你需要的话
  180.          #====================================
  181.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  182.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  183.          pic = true
  184.        rescue        
  185.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  186.        end        
  187.        kkme_66RPG_line1 = Sprite.new
  188.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  189.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
  190.        kkme_66RPG_line1.opacity = 0
  191.      else
  192.        begin
  193.          #====================================
  194.          # 这里可以自定义背景图片和声效,如果你需要的话
  195.          #====================================
  196.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  197.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  198.          pic = true
  199.        rescue        
  200.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  201.        end               
  202.        kkme_66RPG_line1 = Sprite.new
  203.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  204.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
  205.        kkme_66RPG_line1.opacity = 0
  206.      end
  207.       
  208.      kkme_66RPG_line2 = Sprite.new
  209.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  210.      kkme_66RPG_line2.opacity = 0      

  211.      kkme_66RPG_bigicon = Sprite.new
  212.      
  213.      begin
  214.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  215.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  216.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  217.        kkme_66RPG_bigicon.opacity = 0
  218.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  219.        kkme_66RPG_line1.y = 200
  220.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  221.        kkme_66RPG_line2.y = 240
  222.        kkme_66RPG_line1.x += SYSTEM_X偏移
  223.        kkme_66RPG_line2.x += SYSTEM_X偏移
  224.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  225.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  226.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  227.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  228.        for i in 0..5
  229.          kkme_66RPG.opacity += 36
  230.          Graphics.update
  231.        end
  232.        kkme_66RPG.opacity = 255 if pic
  233.        for i in 0..10
  234.          kkme_66RPG_bigicon.opacity += 30
  235.          Graphics.update
  236.        end
  237.        for i in 0..10
  238.          kkme_66RPG_line1.opacity += 30
  239.          Graphics.update
  240.        end
  241.        for i in 0..50
  242.          kkme_66RPG_line2.opacity += 8
  243.          Graphics.update
  244.        end
  245.      rescue
  246.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  247.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  248.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  249.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  250.        kkme_66RPG_line1.x = 176
  251.        kkme_66RPG_line1.y = 200
  252.        kkme_66RPG_line2.x = 176
  253.        kkme_66RPG_line2.y = 240
  254.        kkme_66RPG_line1.x += SYSTEM_X偏移
  255.        kkme_66RPG_line2.x += SYSTEM_X偏移
  256.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  257.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  258.        for i in 0..5
  259.          kkme_66RPG.opacity += 36
  260.          Graphics.update
  261.        end
  262.        kkme_66RPG.opacity = 255 if pic
  263.        for i in 0..10
  264.          kkme_66RPG_line1.opacity += 30
  265.          Graphics.update
  266.        end
  267.        for i in 0..50
  268.          kkme_66RPG_line2.opacity += 16
  269.          Graphics.update
  270.        end      
  271.        kkme_66RPG_smallicon_bitmap.dispose
  272.      end
  273.       
  274.      for i in 0..10
  275.        kkme_66RPG.opacity -= 30
  276.        kkme_66RPG_bigicon.opacity -= 30
  277.        kkme_66RPG_line1.opacity -= 30
  278.        kkme_66RPG_line2.opacity -= 30
  279.        Graphics.update
  280.      end
  281.      kkme_66RPG.dispose
  282.      kkme_66RPG_bigicon.dispose
  283.      kkme_66RPG_line1.dispose
  284.      kkme_66RPG_line2.dispose
  285.    end
  286.    return true
  287. end
  288. #--------------------------------------------------------------------------
  289. # ● 增减武器
  290. #--------------------------------------------------------------------------
  291. def command_127
  292.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  293.    $game_party.gain_weapon(@parameters[0], value)
  294.    if $game_switches[SYSTEM_不显示武器窗口]==false
  295.      
  296.      kkme_66RPG_item = $data_weapons[@parameters[0]]
  297.      kkme_66RPG = Sprite.new
  298.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  299.      kkme_66RPG.x = 0
  300.      kkme_66RPG.y = 0
  301.      kkme_66RPG.opacity = 0

  302.      pic = false
  303.      if value >= 0
  304.        begin
  305.          #====================================
  306.          # 这里可以自定义背景图片和声效,如果你需要的话
  307.          #====================================
  308.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  309.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  310.          pic = true
  311.        rescue        
  312.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  313.        end        
  314.        kkme_66RPG_line1 = Sprite.new
  315.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  316.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  317.        kkme_66RPG_line1.opacity = 0
  318.      else
  319.        begin
  320.          #====================================
  321.          # 这里可以自定义背景图片和声效,如果你需要的话
  322.          #====================================
  323.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  324.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  325.          pic = true
  326.        rescue        
  327.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  328.        end               
  329.        kkme_66RPG_line1 = Sprite.new
  330.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  331.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  332.        kkme_66RPG_line1.opacity = 0
  333.      end
  334.       
  335.      kkme_66RPG_line2 = Sprite.new
  336.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  337.      kkme_66RPG_line2.opacity = 0      

  338.      kkme_66RPG_bigicon = Sprite.new
  339.      
  340.      begin
  341.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  342.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  343.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  344.        kkme_66RPG_bigicon.opacity = 0
  345.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  346.        kkme_66RPG_line1.y = 200
  347.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  348.        kkme_66RPG_line2.y = 245
  349.        kkme_66RPG_line1.x += SYSTEM_X偏移
  350.        kkme_66RPG_line2.x += SYSTEM_X偏移
  351.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  352.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  353.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  354.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  355.        for i in 0..5
  356.          kkme_66RPG.opacity += 36
  357.          Graphics.update
  358.        end
  359.        kkme_66RPG.opacity = 255 if pic
  360.        for i in 0..10
  361.          kkme_66RPG_bigicon.opacity += 30
  362.          Graphics.update
  363.        end
  364.        for i in 0..10
  365.          kkme_66RPG_line1.opacity += 30
  366.          Graphics.update
  367.        end
  368.        for i in 0..50
  369.          kkme_66RPG_line2.opacity += 8
  370.          Graphics.update
  371.        end
  372.      rescue
  373.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  374.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  375.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  376.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  377.        kkme_66RPG_line1.x = 176
  378.        kkme_66RPG_line1.y = 200
  379.        kkme_66RPG_line2.x = 176
  380.        kkme_66RPG_line2.y = 240
  381.        kkme_66RPG_line1.x += SYSTEM_X偏移
  382.        kkme_66RPG_line2.x += SYSTEM_X偏移
  383.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  384.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  385.        for i in 0..5
  386.          kkme_66RPG.opacity += 36
  387.          Graphics.update
  388.        end        
  389.        kkme_66RPG.opacity = 255 if pic
  390.        for i in 0..10
  391.          kkme_66RPG_line1.opacity += 30
  392.          Graphics.update
  393.        end
  394.        for i in 0..50
  395.          kkme_66RPG_line2.opacity += 16
  396.          Graphics.update
  397.        end
  398.        kkme_66RPG_smallicon_bitmap.dispose
  399.      end
  400.       
  401.      for i in 0..10
  402.        kkme_66RPG.opacity -= 30
  403.        kkme_66RPG_bigicon.opacity -= 30
  404.        kkme_66RPG_line1.opacity -= 30
  405.        kkme_66RPG_line2.opacity -= 30
  406.        Graphics.update
  407.      end
  408.      kkme_66RPG.dispose
  409.      kkme_66RPG_bigicon.dispose
  410.      kkme_66RPG_line1.dispose
  411.      kkme_66RPG_line2.dispose
  412.      
  413.    end
  414.    return true
  415. end
  416. #--------------------------------------------------------------------------
  417. # ● 增减防具
  418. #--------------------------------------------------------------------------
  419. def command_128
  420.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  421.    $game_party.gain_armor(@parameters[0], value)
  422.    if $game_switches[SYSTEM_不显示防具窗口]==false
  423.      kkme_66RPG_item = $data_armors[@parameters[0]]
  424.      
  425.      kkme_66RPG = Sprite.new
  426.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  427.      kkme_66RPG.x = 0
  428.      kkme_66RPG.y = 0
  429.      kkme_66RPG.opacity = 0

  430.      pic = false
  431.      if value >= 0
  432.        begin
  433.          #====================================
  434.          # 这里可以自定义背景图片和声效,如果你需要的话
  435.          #====================================
  436.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  437.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  438.          pic = true
  439.        rescue        
  440.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  441.        end        
  442.        kkme_66RPG_line1 = Sprite.new
  443.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  444.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
  445.        kkme_66RPG_line1.opacity = 0
  446.      else
  447.        begin
  448.          #====================================
  449.          # 这里可以自定义背景图片和声效,如果你需要的话
  450.          #====================================
  451.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  452.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  453.          pic = true
  454.        rescue        
  455.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  456.        end               
  457.        kkme_66RPG_line1 = Sprite.new
  458.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  459.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
  460.        kkme_66RPG_line1.opacity = 0
  461.      end
  462.       
  463.      kkme_66RPG_line2 = Sprite.new
  464.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  465.      kkme_66RPG_line2.opacity = 0      

  466.      kkme_66RPG_bigicon = Sprite.new
  467.      
  468.      begin
  469.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  470.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  471.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  472.        kkme_66RPG_bigicon.opacity = 0
  473.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  474.        kkme_66RPG_line1.y = 200
  475.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  476.        kkme_66RPG_line2.y = 240
  477.        kkme_66RPG_line1.x += SYSTEM_X偏移
  478.        kkme_66RPG_line2.x += SYSTEM_X偏移
  479.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  480.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  481.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  482.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  483.        for i in 0..5
  484.          kkme_66RPG.opacity += 36
  485.          Graphics.update
  486.        end
  487.        kkme_66RPG.opacity = 255 if pic
  488.        for i in 0..10
  489.          kkme_66RPG_bigicon.opacity += 30
  490.          Graphics.update
  491.        end
  492.        for i in 0..10
  493.          kkme_66RPG_line1.opacity += 30
  494.          Graphics.update
  495.        end
  496.        for i in 0..50
  497.          kkme_66RPG_line2.opacity += 8
  498.          Graphics.update
  499.        end
  500.      rescue
  501.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  502.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  503.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  504.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  505.        kkme_66RPG_line1.x = 176
  506.        kkme_66RPG_line1.y = 200
  507.        kkme_66RPG_line2.x = 176
  508.        kkme_66RPG_line2.y = 240
  509.        kkme_66RPG_line1.x += SYSTEM_X偏移
  510.        kkme_66RPG_line2.x += SYSTEM_X偏移
  511.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  512.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  513.        for i in 0..5
  514.          kkme_66RPG.opacity += 36
  515.          Graphics.update
  516.        end
  517.        kkme_66RPG.opacity = 255 if pic
  518.        for i in 0..10
  519.          kkme_66RPG_line1.opacity += 30
  520.          Graphics.update
  521.        end
  522.        for i in 0..50
  523.          kkme_66RPG_line2.opacity += 16
  524.          Graphics.update
  525.        end
  526.        kkme_66RPG_smallicon_bitmap.dispose
  527.      end
  528.       
  529.      for i in 0..10
  530.        kkme_66RPG.opacity kkme_66RPG_bigicon.opacity -= 30
  531.        kkme_66RPG_line1.opacity -= 30
  532.        kkme_66RPG_line2.opacity -= 30
  533.        Graphics.update
  534.      end
  535.      kkme_66RPG.dispose
  536.      kkme_66RPG_bigicon.dispose
  537.      kkme_66RPG_line1.dispose
  538.      kkme_66RPG_line2.dispose
  539.    end
  540.    return true end
  541. end
复制代码

可以替代用吗
还有就是把他插入{/pz}脚本具体哪个位置{/pz}啊 我不会  
知道的告诉下  谢谢了



帮你编辑了一下,下次不用弄得那么麻烦了
版务信息:本贴由楼主自主结贴~

Lv1.梦旅人

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 楼主| 发表于 2007-12-27 04:11:46 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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问题就是新手录象中,站长说了个自动物品金钱提示的脚本我找不到,后来在发现个差不多的脚本  问题在脚本后面


  1. # 开关定义:
  2. SYSTEM_不显示金钱窗口 = 41
  3. SYSTEM_不显示物品窗口 = 42
  4. SYSTEM_不显示武器窗口 = 43
  5. SYSTEM_不显示防具窗口 = 44
  6. # 以上开关,当打开的时候,获得物品将不会提示
  7. # 比如默认打开41号开关,获得金钱不再提示

  8. # 描绘文字的位置偏移:
  9. SYSTEM_X偏移 = 0
  10. SYSTEM_Y偏移 = 0
  11. #以上变量用于把文字整体挪动一段距离,一般用不上,除非你做了获得物品的图片

  12. #---------------------------------------------------------------------
  13. # 高级说明:
  14. #---------------------------------------------------------------------
  15. # 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
  16. # 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
  17. # 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
  18. # 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
  19. #
  20. # 当这几张图片不存在的时候,会用深蓝色填充。此功能为高级功能,如果图片
  21. # 做不好可能还不如不做。
  22. #---------------------------------------------------------------------
  23. # 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
  24. # 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
  25. #
  26. # 这个如果你想替换,可以搜索脚本中的自己改。注意这两个文件可能不会被提
  27. # 取器提取,请手动放到文件夹下。
  28. #---------------------------------------------------------------------
  29. # 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
  30. #    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
  31. #    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
  32. #            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
  33. # ——————————————————————————————————
  34. # 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
  35. # ——————————————————————————————————

  36. class Interpreter  
  37. #--------------------------------------------------------------------------
  38. # ● 增减金钱
  39. #--------------------------------------------------------------------------
  40. def command_125
  41.    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
  42.    $game_party.gain_gold(value)
  43.    if $game_switches[SYSTEM_不显示金钱窗口]==false

  44.      kkme_66RPG_item = $data_items[@parameters[0]]
  45.      kkme_66RPG = Sprite.new
  46.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  47.      kkme_66RPG.x = 0
  48.      kkme_66RPG.y = 0
  49.      kkme_66RPG.opacity = 0
  50.      pic = false
  51.      if value >= 0
  52.        begin
  53.          #====================================
  54.          # 这里可以自定义背景图片和声效,如果你需要的话
  55.          #====================================
  56.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  57.          kkme_66RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
  58.          pic = true
  59.        rescue        
  60.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  61.        end        
  62.        kkme_66RPG_line1 = Sprite.new
  63.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  64.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
  65.        kkme_66RPG_line1.opacity = 0
  66.      else
  67.        begin
  68.          #====================================
  69.          # 这里可以自定义背景图片和声效,如果你需要的话
  70.          #====================================
  71.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  72.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
  73.          pic = true
  74.        rescue        
  75.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  76.        end               
  77.        kkme_66RPG_line1 = Sprite.new
  78.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  79.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去金钱:")
  80.        kkme_66RPG_line1.opacity = 0
  81.      end
  82.       
  83.      kkme_66RPG_line2 = Sprite.new
  84.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  85.      kkme_66RPG_line2.opacity = 0      

  86.      kkme_66RPG_bigicon = Sprite.new
  87.      
  88.      begin
  89.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
  90.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  91.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  92.        kkme_66RPG_bigicon.opacity = 0
  93.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  94.        kkme_66RPG_line1.y = 200
  95.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  96.        kkme_66RPG_line2.y = 240
  97.        kkme_66RPG_line1.x += SYSTEM_X偏移
  98.        kkme_66RPG_line2.x += SYSTEM_X偏移
  99.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  100.        kkme_66RPG_line2.y += SYSTEM_Y偏移        
  101.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  102.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
  103.        for i in 0..5
  104.          kkme_66RPG.opacity += 36
  105.          Graphics.update
  106.        end
  107.        kkme_66RPG.opacity = 255 if pic
  108.        for i in 0..10
  109.          kkme_66RPG_bigicon.opacity += 30
  110.          Graphics.update
  111.        end
  112.        for i in 0..10
  113.          kkme_66RPG_line1.opacity += 30
  114.          Graphics.update
  115.        end
  116.        for i in 0..50
  117.          kkme_66RPG_line2.opacity += 8
  118.          Graphics.update
  119.        end
  120.      rescue
  121.        kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
  122.        kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
  123.        kkme_66RPG_line1.x = 176
  124.        kkme_66RPG_line1.y = 200
  125.        kkme_66RPG_line2.x = 176
  126.        kkme_66RPG_line2.y = 240
  127.        kkme_66RPG_line1.x += SYSTEM_X偏移
  128.        kkme_66RPG_line2.x += SYSTEM_X偏移
  129.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  130.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  131.        for i in 0..5
  132.          kkme_66RPG.opacity += 36
  133.          Graphics.update
  134.        end
  135.        kkme_66RPG.opacity = 255 if pic
  136.        for i in 0..10
  137.          kkme_66RPG_line1.opacity += 30
  138.          Graphics.update
  139.        end
  140.        for i in 0..50
  141.          kkme_66RPG_line2.opacity += 16
  142.          Graphics.update
  143.        end
  144.      end
  145.       
  146.      for i in 0..10
  147.        kkme_66RPG.opacity -= 30
  148.        kkme_66RPG_bigicon.opacity -= 30
  149.        kkme_66RPG_line1.opacity -= 30
  150.        kkme_66RPG_line2.opacity -= 30
  151.        Graphics.update
  152.      end
  153.      kkme_66RPG.dispose
  154.      kkme_66RPG_bigicon.dispose
  155.      kkme_66RPG_line1.dispose
  156.      kkme_66RPG_line2.dispose
  157.       
  158.      
  159.    end
  160.    return true
  161. end
  162. #--------------------------------------------------------------------------
  163. # ● 增减物品
  164. #--------------------------------------------------------------------------
  165. def command_126
  166.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  167.    $game_party.gain_item(@parameters[0], value)
  168.    if $game_switches[SYSTEM_不显示物品窗口]==false
  169.      kkme_66RPG_item = $data_items[@parameters[0]]
  170.      kkme_66RPG = Sprite.new
  171.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  172.      kkme_66RPG.x = 0
  173.      kkme_66RPG.y = 0
  174.      kkme_66RPG.opacity = 0

  175.      pic = false
  176.      if value >= 0
  177.        begin
  178.          #====================================
  179.          # 这里可以自定义背景图片和声效,如果你需要的话
  180.          #====================================
  181.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  182.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  183.          pic = true
  184.        rescue        
  185.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  186.        end        
  187.        kkme_66RPG_line1 = Sprite.new
  188.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  189.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
  190.        kkme_66RPG_line1.opacity = 0
  191.      else
  192.        begin
  193.          #====================================
  194.          # 这里可以自定义背景图片和声效,如果你需要的话
  195.          #====================================
  196.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  197.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  198.          pic = true
  199.        rescue        
  200.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  201.        end               
  202.        kkme_66RPG_line1 = Sprite.new
  203.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  204.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
  205.        kkme_66RPG_line1.opacity = 0
  206.      end
  207.       
  208.      kkme_66RPG_line2 = Sprite.new
  209.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  210.      kkme_66RPG_line2.opacity = 0      

  211.      kkme_66RPG_bigicon = Sprite.new
  212.      
  213.      begin
  214.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  215.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  216.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  217.        kkme_66RPG_bigicon.opacity = 0
  218.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  219.        kkme_66RPG_line1.y = 200
  220.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  221.        kkme_66RPG_line2.y = 240
  222.        kkme_66RPG_line1.x += SYSTEM_X偏移
  223.        kkme_66RPG_line2.x += SYSTEM_X偏移
  224.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  225.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  226.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  227.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  228.        for i in 0..5
  229.          kkme_66RPG.opacity += 36
  230.          Graphics.update
  231.        end
  232.        kkme_66RPG.opacity = 255 if pic
  233.        for i in 0..10
  234.          kkme_66RPG_bigicon.opacity += 30
  235.          Graphics.update
  236.        end
  237.        for i in 0..10
  238.          kkme_66RPG_line1.opacity += 30
  239.          Graphics.update
  240.        end
  241.        for i in 0..50
  242.          kkme_66RPG_line2.opacity += 8
  243.          Graphics.update
  244.        end
  245.      rescue
  246.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  247.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  248.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  249.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  250.        kkme_66RPG_line1.x = 176
  251.        kkme_66RPG_line1.y = 200
  252.        kkme_66RPG_line2.x = 176
  253.        kkme_66RPG_line2.y = 240
  254.        kkme_66RPG_line1.x += SYSTEM_X偏移
  255.        kkme_66RPG_line2.x += SYSTEM_X偏移
  256.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  257.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  258.        for i in 0..5
  259.          kkme_66RPG.opacity += 36
  260.          Graphics.update
  261.        end
  262.        kkme_66RPG.opacity = 255 if pic
  263.        for i in 0..10
  264.          kkme_66RPG_line1.opacity += 30
  265.          Graphics.update
  266.        end
  267.        for i in 0..50
  268.          kkme_66RPG_line2.opacity += 16
  269.          Graphics.update
  270.        end      
  271.        kkme_66RPG_smallicon_bitmap.dispose
  272.      end
  273.       
  274.      for i in 0..10
  275.        kkme_66RPG.opacity -= 30
  276.        kkme_66RPG_bigicon.opacity -= 30
  277.        kkme_66RPG_line1.opacity -= 30
  278.        kkme_66RPG_line2.opacity -= 30
  279.        Graphics.update
  280.      end
  281.      kkme_66RPG.dispose
  282.      kkme_66RPG_bigicon.dispose
  283.      kkme_66RPG_line1.dispose
  284.      kkme_66RPG_line2.dispose
  285.    end
  286.    return true
  287. end
  288. #--------------------------------------------------------------------------
  289. # ● 增减武器
  290. #--------------------------------------------------------------------------
  291. def command_127
  292.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  293.    $game_party.gain_weapon(@parameters[0], value)
  294.    if $game_switches[SYSTEM_不显示武器窗口]==false
  295.      
  296.      kkme_66RPG_item = $data_weapons[@parameters[0]]
  297.      kkme_66RPG = Sprite.new
  298.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  299.      kkme_66RPG.x = 0
  300.      kkme_66RPG.y = 0
  301.      kkme_66RPG.opacity = 0

  302.      pic = false
  303.      if value >= 0
  304.        begin
  305.          #====================================
  306.          # 这里可以自定义背景图片和声效,如果你需要的话
  307.          #====================================
  308.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  309.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  310.          pic = true
  311.        rescue        
  312.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  313.        end        
  314.        kkme_66RPG_line1 = Sprite.new
  315.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  316.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
  317.        kkme_66RPG_line1.opacity = 0
  318.      else
  319.        begin
  320.          #====================================
  321.          # 这里可以自定义背景图片和声效,如果你需要的话
  322.          #====================================
  323.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  324.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  325.          pic = true
  326.        rescue        
  327.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  328.        end               
  329.        kkme_66RPG_line1 = Sprite.new
  330.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  331.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
  332.        kkme_66RPG_line1.opacity = 0
  333.      end
  334.       
  335.      kkme_66RPG_line2 = Sprite.new
  336.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  337.      kkme_66RPG_line2.opacity = 0      

  338.      kkme_66RPG_bigicon = Sprite.new
  339.      
  340.      begin
  341.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  342.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  343.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  344.        kkme_66RPG_bigicon.opacity = 0
  345.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  346.        kkme_66RPG_line1.y = 200
  347.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  348.        kkme_66RPG_line2.y = 245
  349.        kkme_66RPG_line1.x += SYSTEM_X偏移
  350.        kkme_66RPG_line2.x += SYSTEM_X偏移
  351.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  352.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  353.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  354.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  355.        for i in 0..5
  356.          kkme_66RPG.opacity += 36
  357.          Graphics.update
  358.        end
  359.        kkme_66RPG.opacity = 255 if pic
  360.        for i in 0..10
  361.          kkme_66RPG_bigicon.opacity += 30
  362.          Graphics.update
  363.        end
  364.        for i in 0..10
  365.          kkme_66RPG_line1.opacity += 30
  366.          Graphics.update
  367.        end
  368.        for i in 0..50
  369.          kkme_66RPG_line2.opacity += 8
  370.          Graphics.update
  371.        end
  372.      rescue
  373.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  374.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  375.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  376.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  377.        kkme_66RPG_line1.x = 176
  378.        kkme_66RPG_line1.y = 200
  379.        kkme_66RPG_line2.x = 176
  380.        kkme_66RPG_line2.y = 240
  381.        kkme_66RPG_line1.x += SYSTEM_X偏移
  382.        kkme_66RPG_line2.x += SYSTEM_X偏移
  383.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  384.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  385.        for i in 0..5
  386.          kkme_66RPG.opacity += 36
  387.          Graphics.update
  388.        end        
  389.        kkme_66RPG.opacity = 255 if pic
  390.        for i in 0..10
  391.          kkme_66RPG_line1.opacity += 30
  392.          Graphics.update
  393.        end
  394.        for i in 0..50
  395.          kkme_66RPG_line2.opacity += 16
  396.          Graphics.update
  397.        end
  398.        kkme_66RPG_smallicon_bitmap.dispose
  399.      end
  400.       
  401.      for i in 0..10
  402.        kkme_66RPG.opacity -= 30
  403.        kkme_66RPG_bigicon.opacity -= 30
  404.        kkme_66RPG_line1.opacity -= 30
  405.        kkme_66RPG_line2.opacity -= 30
  406.        Graphics.update
  407.      end
  408.      kkme_66RPG.dispose
  409.      kkme_66RPG_bigicon.dispose
  410.      kkme_66RPG_line1.dispose
  411.      kkme_66RPG_line2.dispose
  412.      
  413.    end
  414.    return true
  415. end
  416. #--------------------------------------------------------------------------
  417. # ● 增减防具
  418. #--------------------------------------------------------------------------
  419. def command_128
  420.    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
  421.    $game_party.gain_armor(@parameters[0], value)
  422.    if $game_switches[SYSTEM_不显示防具窗口]==false
  423.      kkme_66RPG_item = $data_armors[@parameters[0]]
  424.      
  425.      kkme_66RPG = Sprite.new
  426.      kkme_66RPG.bitmap = Bitmap.new(640,480)
  427.      kkme_66RPG.x = 0
  428.      kkme_66RPG.y = 0
  429.      kkme_66RPG.opacity = 0

  430.      pic = false
  431.      if value >= 0
  432.        begin
  433.          #====================================
  434.          # 这里可以自定义背景图片和声效,如果你需要的话
  435.          #====================================
  436.          Audio.se_play("Audio/SE/"+"006-System06",80,100)
  437.          kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
  438.          pic = true
  439.        rescue        
  440.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  441.        end        
  442.        kkme_66RPG_line1 = Sprite.new
  443.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  444.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
  445.        kkme_66RPG_line1.opacity = 0
  446.      else
  447.        begin
  448.          #====================================
  449.          # 这里可以自定义背景图片和声效,如果你需要的话
  450.          #====================================
  451.          Audio.se_play("Audio/SE/"+"005-System05",80,100)
  452.          kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
  453.          pic = true
  454.        rescue        
  455.          kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
  456.        end               
  457.        kkme_66RPG_line1 = Sprite.new
  458.        kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
  459.        kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
  460.        kkme_66RPG_line1.opacity = 0
  461.      end
  462.       
  463.      kkme_66RPG_line2 = Sprite.new
  464.      kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
  465.      kkme_66RPG_line2.opacity = 0      

  466.      kkme_66RPG_bigicon = Sprite.new
  467.      
  468.      begin
  469.        kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
  470.        kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
  471.        kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
  472.        kkme_66RPG_bigicon.opacity = 0
  473.        kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  474.        kkme_66RPG_line1.y = 200
  475.        kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
  476.        kkme_66RPG_line2.y = 240
  477.        kkme_66RPG_line1.x += SYSTEM_X偏移
  478.        kkme_66RPG_line2.x += SYSTEM_X偏移
  479.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  480.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  481.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
  482.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
  483.        for i in 0..5
  484.          kkme_66RPG.opacity += 36
  485.          Graphics.update
  486.        end
  487.        kkme_66RPG.opacity = 255 if pic
  488.        for i in 0..10
  489.          kkme_66RPG_bigicon.opacity += 30
  490.          Graphics.update
  491.        end
  492.        for i in 0..10
  493.          kkme_66RPG_line1.opacity += 30
  494.          Graphics.update
  495.        end
  496.        for i in 0..50
  497.          kkme_66RPG_line2.opacity += 8
  498.          Graphics.update
  499.        end
  500.      rescue
  501.        kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
  502.        kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
  503.        kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
  504.        kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
  505.        kkme_66RPG_line1.x = 176
  506.        kkme_66RPG_line1.y = 200
  507.        kkme_66RPG_line2.x = 176
  508.        kkme_66RPG_line2.y = 240
  509.        kkme_66RPG_line1.x += SYSTEM_X偏移
  510.        kkme_66RPG_line2.x += SYSTEM_X偏移
  511.        kkme_66RPG_line1.y += SYSTEM_Y偏移
  512.        kkme_66RPG_line2.y += SYSTEM_Y偏移   
  513.        for i in 0..5
  514.          kkme_66RPG.opacity += 36
  515.          Graphics.update
  516.        end
  517.        kkme_66RPG.opacity = 255 if pic
  518.        for i in 0..10
  519.          kkme_66RPG_line1.opacity += 30
  520.          Graphics.update
  521.        end
  522.        for i in 0..50
  523.          kkme_66RPG_line2.opacity += 16
  524.          Graphics.update
  525.        end
  526.        kkme_66RPG_smallicon_bitmap.dispose
  527.      end
  528.       
  529.      for i in 0..10
  530.        kkme_66RPG.opacity kkme_66RPG_bigicon.opacity -= 30
  531.        kkme_66RPG_line1.opacity -= 30
  532.        kkme_66RPG_line2.opacity -= 30
  533.        Graphics.update
  534.      end
  535.      kkme_66RPG.dispose
  536.      kkme_66RPG_bigicon.dispose
  537.      kkme_66RPG_line1.dispose
  538.      kkme_66RPG_line2.dispose
  539.    end
  540.    return true end
  541. end
复制代码

可以替代用吗
还有就是把他插入{/pz}脚本具体哪个位置{/pz}啊 我不会  
知道的告诉下  谢谢了



帮你编辑了一下,下次不用弄得那么麻烦了
版务信息:本贴由楼主自主结贴~

Lv1.梦旅人

指引者

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发表于 2007-12-27 04:15:03 | 只看该作者
在Main处 按右键点插入

然后粘贴在右边的筐内

如果记性不好的话可以在名称处输入这个脚本的名称
系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
↓这是啥-- [IMG][/IMG]
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Lv1.梦旅人

忘记

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发表于 2007-12-27 04:52:05 | 只看该作者
得失东西自动提示脚本如下:
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

# 注意!!!在对话后得到物品,请在对话后先用事件等待3帧,否则对话框来不及消失。

# 开关定义:

$不显示金钱窗口 = 41

$不显示物品窗口 = 42

$不显示武器窗口 = 43

$不显示防具窗口 = 44

# 以上开关,当打开的时候,获得物品将不会提示,比如默认打开41号开关,获得金钱不再提示

# ————————————————————————————————————

class Interpreter  
  #--------------------------------------------------------------------------
  # ● 增减金钱
  #--------------------------------------------------------------------------
  def command_125
    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
    $game_party.gain_gold(value)
    if $game_switches[$不显示金钱窗口]==false
      carol3_66RPG = Window_Base.new((640-160)/2,128,180,100)
      carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
      if value >= 0
        carol3_66RPG.contents.draw_text(0,0,240,32,"获得金钱:")
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"006-System06",80,100)
      elsea
        carol3_66RPG.contents.draw_text(0,0,240,32,"失去金钱:")
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"005-System05",80,100)
      end   
      carol3_66RPG.contents.draw_text(0,32,240,32,value.abs.to_s)
      carol3_66RPG.contents.draw_text(0,32,140,32, $data_system.words.gold,2)
      carol3_66RPG.opacity = 160
      for i in 0..30
        Graphics.update
      end
      for i in 0..10
        carol3_66RPG.opacity -= 30
        carol3_66RPG.contents_opacity -= 30
        Graphics.update
      end
      carol3_66RPG.dispose
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ● 增减物品
  #--------------------------------------------------------------------------
  def command_126
    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
    $game_party.gain_item(@parameters[0], value)
    if $game_switches[$不显示物品窗口]==false
      carol3_66RPG_item = $data_items[@parameters[0]]
      carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
      carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
      if value >= 0
        carol3_66RPG.contents.draw_text(0,0,240,32,"获得物品:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"006-System06",80,100)
      else
        carol3_66RPG.contents.draw_text(0,0,240,32,"失去物品:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"005-System05",80,100)
      end
      carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
      carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
      carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
      carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
      carol3_66RPG.opacity = 160
      for i in 0..30
        Graphics.update
      end
      for i in 0..10
        carol3_66RPG.opacity -= 30
        carol3_66RPG.contents_opacity -= 30
        Graphics.update
      end
      carol3_66RPG.dispose
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ● 增减武器
  #--------------------------------------------------------------------------
  def command_127
    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
    $game_party.gain_weapon(@parameters[0], value)
    if $game_switches[$不显示武器窗口]==false
      carol3_66RPG_item = $data_weapons[@parameters[0]]
      carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
      carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
      if value >= 0
        carol3_66RPG.contents.draw_text(0,0,240,32,"获得武器:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"006-System06",80,100)
      else
        carol3_66RPG.contents.draw_text(0,0,240,32,"失去武器:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"005-System05",80,100)
      end
      carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
      carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
      carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
      carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
      carol3_66RPG.opacity = 160
      for i in 0..30
        Graphics.update
      end
      for i in 0..10
        carol3_66RPG.opacity -= 30
        carol3_66RPG.contents_opacity -= 30
        Graphics.update
      end
      carol3_66RPG.dispose
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ● 增减防具
  #--------------------------------------------------------------------------
  def command_128
    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
    $game_party.gain_armor(@parameters[0], value)
    if $game_switches[$不显示防具窗口]==false
      carol3_66RPG_item = $data_armors[@parameters[0]]
      carol3_66RPG = Window_Base.new((640-300)/2,128,300,100)
      carol3_66RPG.contents = Bitmap.new(carol3_66RPG.width - 32, carol3_66RPG.height - 32)
      if value >= 0
        carol3_66RPG.contents.draw_text(0,0,240,32,"获得防具:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"006-System06",80,100)
      else
        carol3_66RPG.contents.draw_text(0,0,240,32,"失去防具:")   
        #——声效,可以自己改
        Audio.se_play("Audio/SE/"+"005-System05",80,100)
      end
      carol3_66RPG_bitmap = RPG::Cache.icon(carol3_66RPG_item.icon_name)
      carol3_66RPG.contents.blt(0, 32, carol3_66RPG_bitmap, Rect.new(0, 0, 24, 24), 255)
      carol3_66RPG.contents.draw_text(0 + 28, 32, 212, 32, carol3_66RPG_item.name, 0)
      carol3_66RPG.contents.draw_text(0, 32, 268, 32, "×"+value.abs.to_s, 2)
      carol3_66RPG.opacity = 160
      for i in 0..30
        Graphics.update
      end
      for i in 0..10
        carol3_66RPG.opacity -= 30
        carol3_66RPG.contents_opacity -= 30
        Graphics.update
      end
      carol3_66RPG.dispose
    end
    return true
  end
end



#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
插在MAIN之前就OK了
因为你哭泣的时候有我想你你被人嘲笑时有我陪你在你感觉最无助的那一刻有个声音鼓励
<font color=#8600E9>忘记</font>
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Lv1.梦旅人

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 楼主| 发表于 2007-12-27 04:53:25 | 只看该作者
谢谢了
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忘记

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发表于 2007-12-27 04:59:34 | 只看该作者
解决了就认可答案或者结贴吧
因为你哭泣的时候有我想你你被人嘲笑时有我陪你在你感觉最无助的那一刻有个声音鼓励
<font color=#8600E9>忘记</font>
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Lv1.梦旅人

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 楼主| 发表于 2007-12-27 05:32:19 | 只看该作者
我用这脚本后 点箱子就弹出对话框说脚本第31行发生了NameError undefined  local
variable  or  method    elsea  for#
我把那行elsea删除后 得到东西是有提示 可是重影 就是2个获得重叠在一起怎么弄啊
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发表于 2007-12-27 05:38:42 | 只看该作者
提示: 作者被禁止或删除 内容自动屏蔽
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 楼主| 发表于 2007-12-27 05:57:04 | 只看该作者
谢谢了 我新手  我以为都能认可答案的  结果只能1个  呵呵 谢谢上面几个哥哥了
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