设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 1018|回复: 3
打印 上一主题 下一主题

得失物品 脚本

 关闭 [复制链接]
头像被屏蔽

Lv1.梦旅人 (禁止发言)

梦石
0
星屑
50
在线时间
0 小时
注册时间
2008-4-25
帖子
90
跳转到指定楼层
1
发表于 2008-4-25 10:49:37 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
提示: 作者被禁止或删除 内容自动屏蔽

Lv1.梦旅人

邪恶小龙包

梦石
0
星屑
55
在线时间
17 小时
注册时间
2006-5-22
帖子
7006

第2届短篇游戏比赛冠军第3届短篇游戏大赛小游戏及其他组冠军RMVX自由创作大赛冠军

2
发表于 2008-4-25 10:52:30 | 只看该作者
去主站搜索就能找到了。
虚无  堕落
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
239
在线时间
2399 小时
注册时间
2008-4-11
帖子
12326

贵宾第6届短篇游戏比赛季军

3
发表于 2008-4-25 11:41:52 | 只看该作者
我有一个你看看可不可以用

  #==========================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#
# 作者:KKME,联系QQ:6690474
#==========================================================
# 开关定义:
SYSTEM_不显示金钱窗口 = 41
SYSTEM_不显示物品窗口 = 42
SYSTEM_不显示武器窗口 = 43
SYSTEM_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

# 描绘文字的位置偏移:
SYSTEM_X偏移 = 0
SYSTEM_Y偏移 = 0
#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

#---------------------------------------------------------------------
# 高级说明:
#---------------------------------------------------------------------
# 1、获得物品的背景图片:放在Graphics/Titles文件夹下,GET_ITEM.png
# 2、失去物品的背景图片:放在Graphics/Titles文件夹下,LOST_ITEM.png
# 3、获得金钱的背景图片:放在Graphics/Titles文件夹下,GET_MONEY.png
# 4、失去金钱的背景图片:放在Graphics/Titles文件夹下,LOST_MONEY.png
#
# 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
# 做不好可能还不如不做。
#---------------------------------------------------------------------
# 5、获得时候的声效:Audio/SE/文件夹下的“006-System06”
# 6、获得时候的声效:Audio/SE/文件夹下的“005-System05”
#
# 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
# 取器提取,请手动放到文件夹下。
#---------------------------------------------------------------------
# 7、特殊物品的大图:放在icon文件夹下,后面用_big即可。
#    比如原来的图标是001-Weapon,则大图为001-Weapon_big,即可显示。
#    金钱图:icon下的SYSTEM_MONEY_big.png。不过不推荐使用金钱大图,
#            要用不如画在GET_MONEY.png和LOST_MONEY.png上。参考说明3、4
# ——————————————————————————————————
# 8、注意在对话后得到物品,请在对话后先用事件等待3帧。
# ——————————————————————————————————

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[SYSTEM_不显示金钱窗口]==false

     kkme_66RPG_item = $data_items[@parameters[0]]
     kkme_66RPG = Sprite.new
     kkme_66RPG.bitmap = Bitmap.new(640,480)
     kkme_66RPG.x = 0
     kkme_66RPG.y = 0
     kkme_66RPG.opacity = 0
     pic = false
     if value >= 0
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"006-System06",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("GET_MONEY.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end        
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得金钱:")
       kkme_66RPG_line1.opacity = 0
     else
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"005-System05",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("LOST_MONEY.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end               
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去金钱:")
       kkme_66RPG_line1.opacity = 0
     end
      
     kkme_66RPG_line2 = Sprite.new
     kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
     kkme_66RPG_line2.opacity = 0      

     kkme_66RPG_bigicon = Sprite.new
     
     begin
       kkme_66RPG_bigicon.bitmap = RPG::Cache.icon("SYSTEM_MONEY_big")
       kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
       kkme_66RPG_bigicon.opacity = 0
       kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移        
       kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
       kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_bigicon.opacity += 30
         Graphics.update
       end
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 8
         Graphics.update
       end
     rescue
       kkme_66RPG_line2.bitmap.draw_text(0,0,240,32,value.abs.to_s)
       kkme_66RPG_line2.bitmap.draw_text(0,0,140,32, $data_system.words.gold,2)   
       kkme_66RPG_line1.x = 176
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 176
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 16
         Graphics.update
       end
     end
      
     for i in 0..10
       kkme_66RPG.opacity -= 30
       kkme_66RPG_bigicon.opacity -= 30
       kkme_66RPG_line1.opacity -= 30
       kkme_66RPG_line2.opacity -= 30
       Graphics.update
     end
     kkme_66RPG.dispose
     kkme_66RPG_bigicon.dispose
     kkme_66RPG_line1.dispose
     kkme_66RPG_line2.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[SYSTEM_不显示物品窗口]==false
     kkme_66RPG_item = $data_items[@parameters[0]]
     kkme_66RPG = Sprite.new
     kkme_66RPG.bitmap = Bitmap.new(640,480)
     kkme_66RPG.x = 0
     kkme_66RPG.y = 0
     kkme_66RPG.opacity = 0

     pic = false
     if value >= 0
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"006-System06",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end        
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得物品:")
       kkme_66RPG_line1.opacity = 0
     else
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"005-System05",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end               
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去物品:")
       kkme_66RPG_line1.opacity = 0
     end
      
     kkme_66RPG_line2 = Sprite.new
     kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
     kkme_66RPG_line2.opacity = 0      

     kkme_66RPG_bigicon = Sprite.new
     
     begin
       kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
       kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
       kkme_66RPG_bigicon.opacity = 0
       kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_bigicon.opacity += 30
         Graphics.update
       end
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 8
         Graphics.update
       end
     rescue
       kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
       kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
       kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
       kkme_66RPG_line1.x = 176
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 176
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 16
         Graphics.update
       end      
       kkme_66RPG_smallicon_bitmap.dispose
     end
      
     for i in 0..10
       kkme_66RPG.opacity -= 30
       kkme_66RPG_bigicon.opacity -= 30
       kkme_66RPG_line1.opacity -= 30
       kkme_66RPG_line2.opacity -= 30
       Graphics.update
     end
     kkme_66RPG.dispose
     kkme_66RPG_bigicon.dispose
     kkme_66RPG_line1.dispose
     kkme_66RPG_line2.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[SYSTEM_不显示武器窗口]==false
     
     kkme_66RPG_item = $data_weapons[@parameters[0]]
     kkme_66RPG = Sprite.new
     kkme_66RPG.bitmap = Bitmap.new(640,480)
     kkme_66RPG.x = 0
     kkme_66RPG.y = 0
     kkme_66RPG.opacity = 0

     pic = false
     if value >= 0
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"006-System06",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end        
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得武器:")
       kkme_66RPG_line1.opacity = 0
     else
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"005-System05",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end               
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去武器:")
       kkme_66RPG_line1.opacity = 0
     end
      
     kkme_66RPG_line2 = Sprite.new
     kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
     kkme_66RPG_line2.opacity = 0      

     kkme_66RPG_bigicon = Sprite.new
     
     begin
       kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
       kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
       kkme_66RPG_bigicon.opacity = 0
       kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line2.y = 245
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_bigicon.opacity += 30
         Graphics.update
       end
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 8
         Graphics.update
       end
     rescue
       kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
       kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
       kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
       kkme_66RPG_line1.x = 176
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 176
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end        
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 16
         Graphics.update
       end
       kkme_66RPG_smallicon_bitmap.dispose
     end
      
     for i in 0..10
       kkme_66RPG.opacity -= 30
       kkme_66RPG_bigicon.opacity -= 30
       kkme_66RPG_line1.opacity -= 30
       kkme_66RPG_line2.opacity -= 30
       Graphics.update
     end
     kkme_66RPG.dispose
     kkme_66RPG_bigicon.dispose
     kkme_66RPG_line1.dispose
     kkme_66RPG_line2.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[SYSTEM_不显示防具窗口]==false
     kkme_66RPG_item = $data_armors[@parameters[0]]
     
     kkme_66RPG = Sprite.new
     kkme_66RPG.bitmap = Bitmap.new(640,480)
     kkme_66RPG.x = 0
     kkme_66RPG.y = 0
     kkme_66RPG.opacity = 0

     pic = false
     if value >= 0
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"006-System06",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("GET_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end        
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"获得装备:")
       kkme_66RPG_line1.opacity = 0
     else
       begin
         #====================================
         # 这里可以自定义背景图片和声效,如果你需要的话
         #====================================
         Audio.se_play("Audio/SE/"+"005-System05",80,100)
         kkme_66RPG.bitmap = RPG::Cache.title("LOST_ITEM.png")
         pic = true
       rescue        
         kkme_66RPG.bitmap.fill_rect(0, 180, 640, 120, Color.new(0,10,90,255))
       end               
       kkme_66RPG_line1 = Sprite.new
       kkme_66RPG_line1.bitmap = Bitmap.new(320,32)
       kkme_66RPG_line1.bitmap.draw_text(0,0,320,32,"失去装备:")
       kkme_66RPG_line1.opacity = 0
     end
      
     kkme_66RPG_line2 = Sprite.new
     kkme_66RPG_line2.bitmap = Bitmap.new(320,32)
     kkme_66RPG_line2.opacity = 0      

     kkme_66RPG_bigicon = Sprite.new
     
     begin
       kkme_66RPG_bigicon.bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name + "_big")
       kkme_66RPG_bigicon.x = 140 - kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_bigicon.y = 240 - kkme_66RPG_bigicon.bitmap.height/2
       kkme_66RPG_bigicon.opacity = 0
       kkme_66RPG_line1.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 156 + kkme_66RPG_bigicon.bitmap.width/2
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_bigicon.opacity += 30
         Graphics.update
       end
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 8
         Graphics.update
       end
     rescue
       kkme_66RPG_smallicon_bitmap = RPG::Cache.icon(kkme_66RPG_item.icon_name)
       kkme_66RPG_line2.bitmap.blt(0, 0, kkme_66RPG_smallicon_bitmap, Rect.new(0, 0, 24, 24), 255)
       kkme_66RPG_line2.bitmap.draw_text(0 + 28, 0, 212, 32, kkme_66RPG_item.name, 0)
       kkme_66RPG_line2.bitmap.draw_text(0, 0, 268, 32, "×"+value.abs.to_s, 2)      
       kkme_66RPG_line1.x = 176
       kkme_66RPG_line1.y = 200
       kkme_66RPG_line2.x = 176
       kkme_66RPG_line2.y = 240
       kkme_66RPG_line1.x += SYSTEM_X偏移
       kkme_66RPG_line2.x += SYSTEM_X偏移
       kkme_66RPG_line1.y += SYSTEM_Y偏移
       kkme_66RPG_line2.y += SYSTEM_Y偏移   
       for i in 0..5
         kkme_66RPG.opacity += 36
         Graphics.update
       end
       kkme_66RPG.opacity = 255 if pic
       for i in 0..10
         kkme_66RPG_line1.opacity += 30
         Graphics.update
       end
       for i in 0..50
         kkme_66RPG_line2.opacity += 16
         Graphics.update
       end
       kkme_66RPG_smallicon_bitmap.dispose
     end
      
     for i in 0..10
       kkme_66RPG.opacity -= 30
       kkme_66RPG_bigicon.opacity -= 30
       kkme_66RPG_line1.opacity -= 30
       kkme_66RPG_line2.opacity -= 30
       Graphics.update
     end
     kkme_66RPG.dispose
     kkme_66RPG_bigicon.dispose
     kkme_66RPG_line1.dispose
     kkme_66RPG_line2.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
#==========================================================


系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~
回复 支持 反对

使用道具 举报

Lv1.梦旅人

曹操

梦石
0
星屑
121
在线时间
42 小时
注册时间
2008-2-28
帖子
513
4
发表于 2008-4-25 20:47:56 | 只看该作者
楼上的,脚本请用“
代码复制
  1.  
”连起来,不然看起来费劲哦。
Ruby技术讨论,帮助你快速入门Ruby.群号码:4910970
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-12-1 15:13

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表