rpg制作大师脚本商店脚本问题,求一个范例工程。

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375 ORZ```
理解错误``
屏蔽``
265 把你的脚本放上来
应该是BUG 系统信息:本贴由楼主认可为正确***,66RPG感谢您的热情解答~ ...
1607 为什么我刚想写你就抢了``
282 请转游戏区...
279 RMXP任何版本都支持
不过要看技术问题了
貌似论坛里最近研究ARPG都研究疯了。。。 ...
579 禾西说:VIP于我系浮云
我说:Me too
有空等发布还不如多修改下版本
例如我的版本里修改了一次性物品自动消 ...
295 还有个办法··打开工程
随便更改点东西
进入就可以了
我习惯用这个··还可以现看下范例的内容 ...
1620 你的想法我也考虑过
但那样脚本会过于复杂
五度修改完毕
851 去www.gougou.com搜索RPG制作大师1.03可以搜到
221 考虑用RTAB脚本制作吧
你的意思大概是技能吟唱之类的
1620 修改完毕!
259 很简单``默默``最近因为装备打造脚本研究得比较透彻``
找到这些改成
就OK`` 系统信息:本贴由楼主认可为 ...
311 八人制战斗http:// .66rpg.com/web/htm/news713.htm
想要更多可以模仿自己做
779 原来的只可以每把武器设置``而且不能双击
现在的只要职业设置好都可以装备了``RTAB的可以双击 ...
751 哎``明天再想下好了``
我有更好的思路了``
这个帖的分``平了吧``
751 但是那个数有很多``
而且也要定义一次。。。
779 接上``非连帖``
1620 汗``发错一个```
重发``
修正完毕``
260 允许范围内的自顶帖。。。
296 人物跟随
http:// .66rpg.com/web/htm/news190.htm
你想用那个功能大概可以用
这行脚本完成
要显示的人 ...
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回顶部求一个可以让文字一个一个显示的脚本
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求一个可以让文字一个一个显示的脚本
123.131.28.*
2009-7-31 21:09
61.156.167.*
没人吗?
2009-8-1 16:18
123.131.120.*
没人啊?
2009-8-2 15:31
问问题就客气一点嘛,我们都在帮你找啊~~~
#============================================================================== # 本脚本来自
,使用和转载请保留此信息 #============================================================================== #——说明 #默认为一个字一个字的方式,如果需要一次全部显示, #请在游戏中使用脚本:$game_system.typing = true #默认对话字没有声音,如果需要声音, #请在游戏中使用脚本:$game_system.soundname_on_ eak = quot;这里输入文件名" #我唯一一个见过“胡乱配音”的游戏是天使帝国2代,该游戏说话的时候每个字符随机发一个外星语音 # 其他在对话中可以使用的功能: # \n[1]:显示1号角色的姓名 # \name[李逍遥]:显示一个“李逍遥”方框,表示说话人姓名 # \p[1]:对话框出现在1号事件的上方 # \p[0]:主人公上方出现对话框 #——————————————————使用\p功能后可以自动调整对话框大小 # \\:显示\这个符号 # \v[1] :显示变量1 # \v[a1] :显示防具1 # \v[w1] :显示武器1 # \v[i1] :显示物品1 # \v[s1] :显示特技1 # \c[1-8]:更改颜色 # \g:显示金钱窗口 # \a[SE文件名]:对话的时候播放SE # \s[1-19]:更改弹字的速度 # \. :停顿一刹那(1、2帧) # \| :停顿片刻(20帧) # \> :文字不用打字方式 # \< :文字使用打字方式 # \! :等待玩家按回车再继续 # \~ :文字直接消失 # \I :下一行从这个位置开始 # \o[123]:文字透明度改为123,模拟将死之人(汗) # \h[12]:改用12号字 # \b[50]:空50象素 # \K[今天天气不错]:在出现“今天天气不错”这几个字的时候播放$game_system.soundname_on_ eak设置的音效 # \L[001]:在左边显示图片“Graphics/battlers/66rpg_001_h. g” # \R[001]:在右边显示图片“Graphics/battlers/66rpg_001_h. g” # \Lk:清除左边的图像 # \Rk:清除右边的图像 #============================================================================== # ■ Game_System #------------------------------------------------------------------------------ #  处理系统附属数据的类。也可执行诸如 BGM 管理之类的功能。本类的实例请参考 # $game_system 。 #============================================================================== cla Game_System attr_acce or :typing attr_acce or :soundname_on_ eak alia carol3_ini initialize def initialize 2009-8-2 21:10
carol3_ini @typing = true @soundname_on_ eak = il end end $加密 = true $refresh = {} #============================================================================== # ■ Window_Me age #------------------------------------------------------------------------------ cla Window_Me age lt Window_Selectable Player_Name = #39;1' # 代表主角名字的字符 Player_Name_2 = #39;2' # 代表主角名字的字符 Player_Name_3 = #39;3' # 代表主角名字的字符 Size = 18 #-------------------------------------------------------------------------- # ● 初始化状态 #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.content = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_i = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 if $game_system.soundname_on_ eak == il the $game_system.soundname_on_ eak = quot quot end @opacity_text_buf = Bitmap.new(32, 32) end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def di ose terminate_me age $game_temp.me age_window_showing = false if @i ut_number_window != il @i ut_number_window.di ose end super end #-------------------------------------------------------------------------- # ● 处理信息结束 #-------------------------------------------------------------------------- def terminate_me age $refresh[me quot;] = false self.active = false self.pause = false self.index = -1 self.contents.clear # 清除显示中标志 @contents_showing = false # 呼叫信息调用 if $game_temp.me age_proc != il $game_temp.me age_proc.call end # 清除文章、选择项、输入数值的相关变量 $game_temp.me age_text = il $game_temp.me age_proc = il $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 2009-8-2 21:10
$game_temp.choice_proc = il $game_temp.num_i ut_start = 99 $game_temp.num_i ut_variable_id = 0 $game_temp.num_i ut_digits_max = 0 # 开放金钱窗口 if @gold_window != il @gold_window.di ose @gold_window = il end if @name_window_text != il @name_window_text.di ose @name_window_text = il end if @right_picture != il and @right_kee == true @right_picture.di ose end if @left_picture != il and @left_kee == true @left_picture.di ose end if @bar != il @bar.di ose end end def refresh $refresh[me quot;] = true # 初期化 self.contents.clear self.contents.font.color = ormal_color self.contents.font.size = Size#Font.default_size @x = @y = @max_x = @max_y = @indent = @line = 0 @left_kee = @right_kee = false @face_indent = 0 @opacity = 255 @cursor_width = 0 @write_ eed = 0 @write_wait = 0 @mid_sto = false @face_file = il @popchar = -2 if $game_temp.choice_start == 0 @x = 8 end if $game_temp.me age_text != il @now_text = $game_temp.me age_text #——头像设置 if (/\\[Ff]\[(.+?)\]/.match(@now_text))!=nil the @face_file = $1 + quot;. g" @x = @face_indent = 128 if FileTest.exist?(Graphics/Pictures/" + $1 + quot;. g) self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { quot quot } end #——左半身像设置 if (/\\[Ll]\[(.+?)\]/.match(@now_text))!=nil the @face = $1 if $加密 == true if @left_picture != il @left_picture.di ose end @left_picture = Sprite.new @left_picture.bitma = Bitmap.new(Graphics/Faces/#{@face}) @left_picture.y = 480-@left_picture.bitmap.height @left_picture.x = 0 @left_picture.mirror = true @x = @face_indent = @left_picture.bitmap.width @left_kee = true @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { quot quot } 2009-8-2 21:10
else if FileTest.exist?(Graphics/Faces/#{@face}) if @left_picture != il @left_picture.di ose end @left_picture = Sprite.new @left_picture.bitma = Bitmap.new(Graphics/Faces/#{@face}) @left_picture.y = 480-@left_picture.bitmap.height @left_picture.x = 0 @left_picture.mirror = true @now_text.gsub!(/\\[Ll]\[(.*?)\]/) { quot quot } end end end #——右半身像设置 if (/\\[Rr]\[(.+?)\]/.match(@now_text))!=nil the @face = $1 if $加密 == true if @right_picture != il @right_picture.di ose end @right_picture = Sprite.new @right_picture.bitma = Bitmap.new(Graphics/Faces/#{@face}) @right_picture.y = 480-@right_picture.bitmap.height @right_picture.x = 640-@right_picture.bitmap.width @right_kee = true @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { quot quot } else if FileTest.exist?(Graphics/Faces/#{@face}) if @right_picture != il @right_picture.di ose end @right_picture = Sprite.new @right_picture.bitma = Bitmap.new(Graphics/Faces/#{@face}) @right_picture.y = 480-@right_picture.bitmap.height @right_picture.x = 640-@right_picture.bitmap.width @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { quot quot } end end end if (/\\[Rr]k/.match(@now_text)) != il @right_kee = true @now_text.sub!(/\\[Rr]k/) { quot quot } end if (/\\[Ll]k/.match(@now_text)) != il @left_kee = true @now_text.sub!(/\\[Ll]k/) { quot quot } end # 显示人物姓名 name_window_set = false if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != il name_window_set = true name_text = $1 @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { quot quot } end # 文字位置的判定 if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil the @popchar = $1.to_i if @popchar == -1 @x = @indent = 48 @y = 4 end @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { quot quot } end # 开始 begi last_text = @now_text.clone @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) } 2009-8-2 21:10
end until @now_text == last_text @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != il ? $game_actors[$1.to_i].name : quot quot end @now_text.gsub!(/\\\\/) { quot;\000" } @now_text.gsub!(/\\[Cc]\[([0-9]+)\]/) { quot;\001[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { quot;\002" } @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { quot;\003[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { quot;\004[#{$1}]" } @now_text.gsub!(/\\[.]/) { quot;\005" } @now_text.gsub!(/\\[|]/) { quot;\006" } @now_text.gsub!(/\\[]/) { quot;\016" } @now_text.gsub!(/\\[]/) { quot;\017" } @now_text.gsub!(/\\[!]/) { quot;\020" } @now_text.gsub!(/\\[~]/) { quot;\021" } @now_text.gsub!(/\\[Ii]/) { quot;\023" } @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { quot;\024[#{$1}]" } @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { quot;\025[#{$1}]" } @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { quot;\026[#{$1}]" } @now_text.gsub!(/\\[Kk]\[(.*?)\]/) { quot;\027[#{$1}]" } if @popchar gt;= 0 @text_save = @now_text.clone @max_x = 0 @max_y = 4 for i i 0..3 line = @now_text. lit(/\n/)[3-i] @max_y -= 1 if line == il and @max_y lt;= 4-i next if line == il contents.font.size = Size cx = contents.text_size(line).width @max_x = cx if cx gt @max_x end if @right_picture != il and !@right_picture.di osed? self.width = @max_x + 48 + @face_indent + @right_picture.bitmap.width else self.width = @max_x + 48 + @face_indent end if $game_temp.num_i ut_variable_id gt 0 self.height = (@max_y - 1) * 20 + 96 + 8 else self.height = (@max_y - 1) * 20 + 64 end else @max_x = elf.width - 32 - @face_indent end reset_window if ame_window_set off_x = 0 off_y = -40 ace = 2 x = elf.x + off_x - ace / 2 2009-8-2 21:10
y = elf.y + off_y - ace / 2 w = elf.contents.text_size(name_text).width + 26 + ace h = 40 + ace x = elf.x + off_x + 4 y = elf.y + off_y if ame_text == Player_Name name_text = $game_actors[1].name end if ame_text == Player_Name_2 name_text = $game_actors[2].name end if ame_text == Player_Name_3 name_text = $game_actors[3].name end @name_window_text = Air_Text.new(self.x + @face_indent+4+8, elf.y+16, ame_text) @name_window_text.z = elf.z + 2 @bar = Sprite.new @bar.bitma = Bitmap.new(self.width,self.height) @bar.x = elf.x @bar.y = elf.y @bar.z = elf.z + 2 @bar.bitmap.fill_rect(8,16,self.width-16,24,Color.new(120,180,250,80)) end end reset_window if $game_temp.choice_max gt 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end if $game_temp.num_i ut_variable_id gt 0 digits_max = $game_temp.num_i ut_digits_max number = $game_variables[$game_temp.num_i ut_variable_id] @i ut_number_window = Window_I utNumber.new(digits_max) @i ut_number_window.number = umber @i ut_number_window.x = elf.x + @face_indent @i ut_number_window.y = elf.y + $game_temp.num_i ut_start * 32 end end #-------------------------------------------------------------------------- # ● 更新 #-------------------------------------------------------------------------- def update super if @k_tale != il character = get_character(@popchar) x = [[character.screen_x - 0 - elf.width / 2, 4].max, 636 - elf.width].mi y = [[character.screen_y - 48 - elf.height, 4].max, 476 - elf.height].mi self.x = x self.y = y #kk @k_tale.x = ( character.real_x - $game_map.di lay_x + 64 ) * 32 / 128 - 16 @k_tale.y = elf.y + elf.height - 16 if @left_picture != il and !@left_picture.di osed? @left_picture.x = x+8 @left_picture.y = y - @left_picture.bitmap.height + elf.height - 8 2009-8-2 21:10
end if @right_picture != il and !@right_picture.di osed? @right_picture.x = x+self.width-@right_picture.bitmap.width-8 @right_picture.y = y - @right_picture.bitmap.height + elf.height - 8 end @name_window_text.x = elf.x + @face_indent -4 @name_window_text.y = elf.y @bar.x = elf.x @bar.y = elf.y end if @fade_i self.contents_opacity += 24 if @i ut_number_window != il @i ut_number_window.contents_opacity += 24 end if elf.contents_opacity == 255 @fade_i = false end retur end @now_text = il if @now_text == quot quot if @now_text != il and @mid_sto == false if @write_wait gt 0 @write_wait -= 1 retur end text_not_ski = $game_system.typing while true @max_x = @x if @max_x lt @x @max_y = @y if @max_y lt @y if (c = @now_text.slice!(/./m)) != il if c == quot;\000" c = quot;\\" end if c == quot;\001" @now_text.sub!(/\[([0-9]+)\]/, quot quot;) color = $1.to_i if color gt;= 0 and color lt;= 7 self.contents.font.color = text_color(color) end c = quot quot end if c == quot;\002" if @gold_window == il and @popchar lt;= 0 @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 = elf.y gt;= 128 ? 32 : 384 end @gold_window.opacity = elf.opacity @gold_window.back_opacity = elf.back_opacity end c = quot quot end if c == quot;\003" @now_text.sub!(/\[([0-9]+)\]/, quot quot;) eed = $1.to_i if eed gt;= 0 and eed lt;= 19 @write_ eed = eed end c = quot quot end if c == quot;\004" @now_text.sub!(/\[(.*?)\]/, quot quot;) buftxt = $1.dup.to_ if uftxt.match(/\//) == il and uftxt != quot quot the 2009-8-2 21:10
$game_system.soundname_on_ eak = quot;Audio/SE/" + uftxt else $game_system.soundname_on_ eak = uftxt.du end c = quot quot elsif c == quot;\004" c = quot quot end if c == quot;\005" @write_wait += 5 c = quot quot end if c == quot;\006" @write_wait += 20 c = quot quot end if c == quot;\016" text_not_ski = false c = quot quot end if c == quot;\017" text_not_ski = true c = quot quot end if c == quot;\020" @mid_sto = true c = quot quot end if c == quot;\021" terminate_me age retur end if c == quot;\023" @indent = @x c = quot quot end if c == quot;\024" @now_text.sub!(/\[([0-9]+)\]/, quot quot;) @opacity = $1.to_i c = quot quot end if c == quot;\025" @now_text.sub!(/\[([0-9]+)\]/, quot quot;) self.contents.font.size = [[$1.to_i, 6].max, 32].mi c = quot quot end if c == quot;\026" @now_text.sub!(/\[([0-9]+)\]/, quot quot;) @x += $1.to_i c = quot quot end if c == quot;\027" @now_text.sub!(/\[(.*?)\]/, quot quot;) @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - elf.contents.font.size), $1, @opacity) if $game_system.soundname_on_ eak != quot quot Audio.se_play($game_system.soundname_on_ eak) end c = quot quot end if c == quot;\030" @now_text.sub!(/\[(.*?)\]/, quot quot;) self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) if $game_system.soundname_on_ eak != quot quot Audio.se_play($game_system.soundname_on_ eak) end @x += 24 c = quot quot end if c == quot;\ quot if @line gt;= $game_temp.choice_start @cursor_width = [@cursor_width, @max_x - @face_indent].max 2009-8-2 21:10
end @line += 1 @y += 1 @x = 0 + @indent + @face_indent if @line gt;= $game_temp.choice_start @x = 8 + @indent + @face_indent end c = quot quot end if c != quot quot # 文字描画 self.contents.font.size = Size @x += opacity_draw_text(self.contents, @x, 8+@y * line_height + (line_height - elf.contents.font.size), c, @opacity) if $game_system.soundname_on_ eak != quot quot the Audio.se_play($game_system.soundname_on_ eak) end end if I ut.pre ?(I ut::B) text_not_ski = false end else text_not_ski = true break end # 终了判定 if text_not_ski break end end @write_wait += @write_ eed retur end if @i ut_number_window != il @i ut_number_window.update # 决定 if I ut.trigger?(I ut::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_i ut_variable_id] = @i ut_number_window.number $game_map.need_refresh = true @i ut_number_window.di ose @i ut_number_window = il terminate_me age end retur end if @contents_showing if $game_temp.choice_max == 0 self.pause = true end # 取消 if I ut.trigger?(I ut::B) if $game_temp.choice_max gt 0 and $game_temp.choice_cancel_type gt 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_me age end end # 决定 if I ut.trigger?(I ut::C) if @k_tale != il @k_tale.di ose @k_tale = il end if $game_temp.choice_max gt 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end if @mid_sto @mid_sto = false retur else terminate_me age end end retur end if @fade_out == false and $game_temp.me age_text != il @contents_showing = true $game_temp.me age_window_showing = true refresh Graphics.frame_reset self.visible = true 2009-8-2 21:10
self.contents_opacity = 0 if @i ut_number_window != il @i ut_number_window.contents_opacity = 0 end @fade_i = true retur end if elf.visible @fade_out = true self.opacity -= 48 if elf.opacity == 0 self.visible = false @fade_out = false $game_temp.me age_window_showing = false end retur end end #-------------------------------------------------------------------------- # ● 获得字符 #-------------------------------------------------------------------------- def get_character(parameter) case arameter whe 0 retur $game_player else event = $game_map.event retur event == il ? il : events[parameter] end end #-------------------------------------------------------------------------- # ● ウィンドウの位置と不透明度の设定 #-------------------------------------------------------------------------- def reset_window # 判定 if @k_tale != il @k_tale.di ose @k_tale = il end if @popchar gt;= 0 event = $game_map.event if event != il character = get_character(@popchar) x = [[character.screen_x - 0 - elf.width / 2, 4].max, 636 - elf.width].mi y = [[character.screen_y - 48 - elf.height, 4].max, 476 - elf.height].mi self.x = x self.y = y #kk @k_tale = Sprite.new @k_tale.bitma = RPG::Cache.windowskin(001-Blue01-to quot;) @k_tale.x = ( character.real_x - $game_map.di lay_x + 64 ) * 32 / 128 - 16 @k_tale.y = elf.y + elf.height - 16 @k_tale.z = 9999 if @left_picture != il and !@left_picture.di osed? @left_picture.x = x+8 @left_picture.y = y - @left_picture.bitmap.height + elf.height - 8 @left_picture.z += elf.z end if @right_picture != il and !@right_picture.di osed? @right_picture.x = x+self.width-@right_picture.bitmap.width-8 @right_picture.y = y - @right_picture.bitmap.height + elf.height - 8 @right_picture.z += elf.z 2009-8-2 21:10
end end elsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488 else if $game_temp.in_battle self.y = 16 else case $game_system.me age_positio whe 0 # 上 self.y = 16 whe 1 # 中 self.y = 160 whe 2 # 下 self.y = 304 end self.x = 320-self.width/2#80 if @face_file == il self.width = 480*0.8 else self.width = 600 self.x -= 60 end self.height = 160*0.8 end end self.content = Bitmap.new(self.width - 32, elf.height - 32) if @face_file != il self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end if @popchar == -1 self.opacity = 255 self.back_opacity = 0 elsif $game_system.me age_frame == 0 self.opacity = 255 self.back_opacity = 200 else self.opacity = 0 self.back_opacity = 200 end end #-------------------------------------------------------------------------- # ● line_height #-------------------------------------------------------------------------- # 返回値:行高 #-------------------------------------------------------------------------- def line_height retur 20 if elf.contents.font.size gt;= 20 and elf.contents.font.size lt;= 24 retur 20 else retur elf.contents.font.size * 15 / 10 end end #-------------------------------------------------------------------------- # ● 透过文字描画 #-------------------------------------------------------------------------- # target :描画対象。Bitmapクラスを指定。 # x :x座标 # y :y座标 # tr  :描画文字列 # opacity:透过率(0~255) # 返回値 :文字幅(@x増加値)。 #-------------------------------------------------------------------------- def opacity_draw_text(target, x, y, tr,opacity) height = target.font.size width = target.text_size(str).width opacity = [[opacity, 0].max, 255].mi if opacity == 255 target.draw_text(x, y, width, height, tr) 2009-8-2 21:10
retur width else if @opacity_text_buf.width lt width or @opacity_text_buf.height lt height @opacity_text_buf.di ose @opacity_text_buf = Bitmap.new(width, height) else @opacity_text_buf.clear end @opacity_text_buf.font.size = target.font.size @opacity_text_buf.draw_text(0, 0, width, height, tr) target.blt(x, y, @opacity_text_buf, Rect.new(0, 0, width, height), opacity) retur width end end def ruby_draw_text(target, x, y, tr,opacity) sizeback = target.font.size target.font.size * 3 / 2 gt 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2 rubysize = [rubysize, 6].max opacity = [[opacity, 0].max, 255].mi lit_ = tr. lit(/,/) lit_s[0] == il ? lit_s[0] = quot quot : il lit_s[1] == il ? lit_s[1] = quot quot : il height = izeback + rubysize width = target.text_size( lit_s[0]).width target.font.size = rubysize ruby_width = target.text_size( lit_s[1]).width target.font.size = izeback buf_width = [target.text_size( lit_s[0]).width, ruby_width].max width - ruby_width != 0 ? ub_x = (width - ruby_width) / 2 : ub_x = 0 if opacity == 255 target.font.size = rubysize target.draw_text(x + ub_x, y - target.font.size, target.text_size( lit_s[1]).width, target.font.size, lit_s[1]) target.font.size = izeback target.draw_text(x, y, width, target.font.size, lit_s[0]) retur width else if @opacity_text_buf.width lt uf_width or @opacity_text_buf.height lt height @opacity_text_buf.di ose @opacity_text_buf = Bitmap.new(buf_width, height) else @opacity_text_buf.clear end @opacity_text_buf.font.size = rubysize @opacity_text_buf.draw_text(0 , 0, uf_width, rubysize, lit_s[1], 1) @opacity_text_buf.font.size = izeback @opacity_text_buf.draw_text(0 , rubysize, uf_width, izeback, lit_s[0], 1) if ub_x gt;= 0 target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, uf_width, height), opacity) 2009-8-2 21:10
else target.blt(x + ub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, uf_width, height), opacity) end retur width end end #-------------------------------------------------------------------------- # ● \V 变换 #-------------------------------------------------------------------------- def convart_value(option, index) optio == il ? optio = quot quot : il option.downcase! case optio whe quot;i" unle $data_items[index].name == il r = rintf(\030[%s]% quot;, $data_items[index].icon_name, $data_items[index].name) end whe quot;w" unle $data_weapo [index].name == il r = rintf(\030[%s]% quot;, $data_weapo [index].icon_name, $data_weapo [index].name) end whe quot;a" unle $data_armors[index].name == il r = rintf(\030[%s]% quot;, $data_armors[index].icon_name, $data_armors[index].name) end whe quot quot unle $data_skills[index].name == il r = rintf(\030[%s]% quot;, $data_skills[index].icon_name, $data_skills[index].name) end else r = $game_variables[index] end r == il ? r = quot quot : il retur r end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def di ose terminate_me age if @gaiji_cache != il unle @gaiji_cache.di osed? @gaiji_cache.di ose end end unle @opacity_text_buf.di osed? @opacity_text_buf.di ose end $game_temp.me age_window_showing = false if @i ut_number_window != il @i ut_number_window.di ose end super end #-------------------------------------------------------------------------- # ● 矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @index gt;= 0 = $game_temp.choice_start + @index self.cursor_rect.set(4 + @indent + @face_indent, * 20 + 10, @cursor_width, 20) else self.cursor_rect.empty end end 2009-8-2 21:10
end #============================================================================== # ■ Window_Frame (枠だけで中身の无いウィンドウ) #============================================================================== cla Window_Frame lt Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) self.content = il self.back_opacity = 200 end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def di ose super end end #============================================================================== # ■ Air_Text (何も无いところに文字描写 = 枠の无い瞬间表示メッセージウィンドウ) #============================================================================== cla Air_Text lt Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, designate_text) super(x-16, y-16, 32 + designate_text.size * 12, 56) self.opacity = 0 self.back_opacity = 0 self.content = Bitmap.new(self.width - 32, elf.height - 32) self.contents.font.size = 20 w = elf.contents.width h = elf.contents.height self.contents.draw_text(0, 0, w, h, designate_text) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def di ose self.contents.clear super end end #============================================================================== # 本脚本来自
,使用和转载请保留此信息 #==============================================================================
2009-8-2 21:10
123.131.28.*
2009-8-9 17:48
123.131.28.*
请问为什么394行发生了SyntaxError?
2009-8-9 17:59
请问你除了这个脚本还加了那些脚本?
2009-8-9 18:50
123.131.125.*
什么都没加
2009-8-12 23:23
我想会不会是你在复制时出了点问题……
那,传送门给你,可能需要注册……
2009-8-13 08:31
123.131.28.*
能用了,谢谢
2009-8-15 14:07
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