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升级版
先看截图
代码
RUBY 代码 - #==============================================================================
- # ■ Window_Command 显示任务帮助窗口的类。
- #------------------------------------------------------------------------------
- # 脚本作者:薄凉看客,转载或使用请保留此信息。
- #==============================================================================
- class Window_Command
- def update_help
- caseself.index
- when0
- help = ""
- when1
- help = ""
- when2
- help = ""
- end
- @help_window.set_text(help)
- end
- end
复制代码
RUBY 代码 - #==============================================================================
- # ■ Window_Helprw 显示任务帮助窗口的类。
- #------------------------------------------------------------------------------
- # 脚本作者:薄凉看客,转载或使用请保留此信息。
- #==============================================================================
- class Window_Helprw < Window_Base
- def initialize
- super(320, 50, 300, 380)
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, height - 32)
- end
- def set_text(text, item = "", align = 0)
- if text != @textor align != @alignor item != @item
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.font.size = 13
- self.contents.draw_text(68, -2, self.width - 40, 32, "任务描述")
- self.contents.draw_text(68, -2 + 113, self.width - 40, 32, "任务目标")
- self.contents.draw_text(68, -2 + 226, self.width - 40, 32, "任务奖励")
- if item == ""and text == ""
- self.contents.font.color = Color.new(255, 120, 120, 255)
- xx = "未选中任务,或没有领取任"
- self.contents.draw_text(15, 20, self.width - 40, 32, xx, align)
- xx = "务没有相关描绘。"
- self.contents.draw_text(15, 40, self.width - 40, 32, xx, align)
- xx = "未选中任务,或没有领取任"
- self.contents.draw_text(15, 111 + 22, self.width - 40, 32, xx, align)
- xx = "务没有相关描绘。"
- self.contents.draw_text(15, 111 + 42, self.width - 40, 32, xx, align)
- xx = "未选中任务,或没有领取任"
- self.contents.draw_text(15, 224 + 20, self.width - 40, 32, xx, align)
- xx = "务没有相关描绘。"
- self.contents.draw_text(15, 224 + 40, self.width - 40, 32, xx, align)
- end
- self.contents.font.color = normal_color
- self.contents.font.size = 15
- if item != ""
- case item.name
- when"一夫当关"
- xx = "乱童山麓一行与树精"
- self.contents.draw_text(27, 20, self.width - 40, 32, xx, align)
- xx = "一战险些丢了命!虽"
- self.contents.draw_text(27, 40, self.width - 40, 32, xx, align)
- xx = "胜却也是惨胜,努力"
- self.contents.draw_text(27, 60, self.width - 40, 32, xx, align)
- xx = "修炼,方能未雨绸缪。"
- self.contents.draw_text(27, 80, self.width - 40, 32, xx, align)
- xx = "帕吉尔等级达到30级"
- self.contents.draw_text(27, 111 + 22, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "完成情况:"
- self.contents.draw_text(27, 111 + 42, self.width - 40, 32, xx, align)
- if$game_party.actors[1].level < 30
- self.contents.font.color = Color.new(255, 120, 120, 255)
- xx = "(未达成)"
- else
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "(已达成)"
- end
- self.contents.draw_text(100, 111 + 42, self.width - 40, 32, xx, align)
- self.contents.font.color = normal_color
- xx = "当前等级:"
- self.contents.draw_text(27, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- actor = $game_party.actors[1]
- xx = actor.level.to_s
- self.contents.draw_text(100, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = normal_color
- xx = "目标等级:"
- self.contents.draw_text(27, 111 + 82, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- xx = "30"
- self.contents.draw_text(100, 111 + 82, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- bitmap = RPG::Cache.icon("刀.png")
- self.contents.blt(15, 224 + 25, bitmap, Rect.new(0, 0, 24, 24))
- xx = "云霄·寒光刀 × 1"
- self.contents.draw_text(45, 224 + 20, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("剑.png")
- self.contents.blt(15, 224 + 45, bitmap, Rect.new(0, 0, 24, 24))
- self.contents.font.color = Color.new(255, 120, 120, 255)
- xx = "云霄·饮血剑 × 1"
- self.contents.draw_text(45, 224 + 40, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 120, 255, 255)
- bitmap = RPG::Cache.icon("棍.png")
- self.contents.blt(15, 224 + 65, bitmap, Rect.new(0, 0, 24, 24))
- xx = "云霄·月魔棍 × 1"
- self.contents.draw_text(45, 224 + 60, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 255, 64, 255)
- bitmap = RPG::Cache.icon("枪.png")
- self.contents.blt(15, 224 + 85, bitmap, Rect.new(0, 0, 24, 24))
- xx = "云霄·青鳞枪 × 1"
- self.contents.draw_text(45, 224 + 80, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- self.contents.font.size = 10
- xx = "以上4种装备任选其一(要什么?要我?)"
- self.contents.draw_text(10, 224 + 95, self.width - 40, 32, xx, align)
- when"将魂"
- xx = "将军战死沙场,他的传"
- self.contents.draw_text(22, 20, self.width - 40, 32, xx, align)
- xx = "说被埋葬,沉睡了千年"
- self.contents.draw_text(22, 40, self.width - 40, 32, xx, align)
- xx = "的将军魂被魔军唤醒。"
- self.contents.draw_text(22, 60, self.width - 40, 32, xx, align)
- xx = "勇士,快去阻止他吧!"
- self.contents.draw_text(22, 80, self.width - 40, 32, xx, align)
- xx = "进入将军墓中,阻止魔"
- self.contents.draw_text(22, 111 + 22, self.width - 40, 32, xx, align)
- xx = "军的邪恶计划!"
- self.contents.draw_text(22, 111 + 42, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "完成情况:"
- self.contents.draw_text(22, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "(未完成)"
- self.contents.draw_text(100, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 255, 64, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "未打败,魔·将魂"
- self.contents.draw_text(22, 111 + 82, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("书·桔色皮.png")
- self.contents.blt(10, 224 + 25, bitmap, Rect.new(0, 0, 24, 24))
- xx = "战法·围魏救赵 × 1"
- self.contents.font.color = Color.new(255, 255, 64, 255)
- self.contents.draw_text(35, 224 + 20, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("书·蓝皮.png")
- self.contents.blt(10, 224 + 45, bitmap, Rect.new(0, 0, 24, 24))
- xx = "战法·火烧乌巢 × 1"
- self.contents.font.color = Color.new(120, 120, 255, 255)
- self.contents.draw_text(35, 224 + 40, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("书·绿皮.png")
- self.contents.blt(10, 224 + 65, bitmap, Rect.new(0, 0, 24, 24))
- xx = "战法·窃符救赵 × 1"
- self.contents.font.color = Color.new(120, 255, 120, 255)
- self.contents.draw_text(35, 224 + 60, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("书·紫皮.png")
- self.contents.blt(10, 224 + 85, bitmap, Rect.new(0, 0, 24, 24))
- xx = "战法·草船借箭 × 1"
- self.contents.font.color = Color.new(255, 120, 120, 255)
- self.contents.draw_text(35, 224 + 80, self.width - 40, 32, xx, align)
- self.contents.font.size = 10
- xx = "以上4种战法任选其一(要什么?要我?)"
- self.contents.draw_text(10, 224 + 95, self.width - 40, 32, xx, align)
- when"探索神秘之塔"
- xx = "小镇后山有一神秘塔。"
- self.contents.draw_text(22, 20, self.width - 40, 32, xx, align)
- xx = "就连当地人也从未进去"
- self.contents.draw_text(22, 40, self.width - 40, 32, xx, align)
- xx = "过,最近在塔顶出现了"
- self.contents.draw_text(22, 60, self.width - 40, 32, xx, align)
- xx = "奇异的色彩,去看看吧!"
- self.contents.draw_text(22, 80, self.width - 40, 32, xx, align)
- xx = "登上神秘塔塔顶,打败"
- self.contents.draw_text(22, 111 + 22, self.width - 40, 32, xx, align)
- xx = "精灵,拿到月华天石。"
- self.contents.draw_text(22, 111 + 42, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "完成情况:"
- self.contents.draw_text(22, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "(未完成)"
- self.contents.draw_text(100, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 255, 64, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "未拿到月华天石"
- self.contents.draw_text(22, 111 + 82, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("特殊魔石.png")
- self.contents.blt(10, 224 + 25, bitmap, Rect.new(0, 0, 24, 24))
- xx = "魔石·莱西斯特 × 1"
- self.contents.font.color = Color.new(255, 255, 64, 255)
- self.contents.draw_text(35, 224 + 20, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("自动魔石.png")
- self.contents.blt(10, 224 + 45, bitmap, Rect.new(0, 0, 24, 24))
- xx = "魔石·拉捷特斯 × 1"
- self.contents.font.color = Color.new(120, 120, 255, 255)
- self.contents.draw_text(35, 224 + 40, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("技能魔石.png")
- self.contents.blt(10, 224 + 65, bitmap, Rect.new(0, 0, 24, 24))
- xx = "魔石·新月之力 × 1"
- self.contents.font.color = Color.new(120, 255, 120, 255)
- self.contents.draw_text(35, 224 + 60, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("魔法魔石.png")
- self.contents.blt(10, 224 + 85, bitmap, Rect.new(0, 0, 24, 24))
- xx = "魔石·菲布尔利 × 1"
- self.contents.font.color = Color.new(255, 120, 120, 255)
- self.contents.draw_text(35, 224 + 80, self.width - 40, 32, xx, align)
- self.contents.font.size = 10
- xx = "随机以上4种魔石,看你有没有RP拿了!"
- self.contents.draw_text(10, 224 + 95, self.width - 40, 32, xx, align)
- when"索尔的委托"
- xx = "乱童山麓,索尔的妹妹"
- self.contents.draw_text(22, 20, self.width - 40, 32, xx, align)
- xx = "被魔蝎攻击,身中剧毒"
- self.contents.draw_text(22, 40, self.width - 40, 32, xx, align)
- xx = "索尔自己要照看妹妹,"
- self.contents.draw_text(22, 60, self.width - 40, 32, xx, align)
- xx = "只好拜托你找解药了。"
- self.contents.draw_text(22, 80, self.width - 40, 32, xx, align)
- xx = "找到解药:"
- self.contents.draw_text(22, 111 + 22, self.width - 40, 32, xx, align)
- xx = "九花玉露"
- self.contents.draw_text(22, 111 + 42, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "完成情况:"
- self.contents.draw_text(22, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "(未完成)"
- self.contents.draw_text(100, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 255, 64, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "未拿到九花玉露"
- self.contents.draw_text(22, 111 + 82, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("048-Skill05.png")
- self.contents.blt(10, 224 + 25, bitmap, Rect.new(0, 0, 24, 24))
- xx = "EXP 上升 10000 点"
- self.contents.font.color = Color.new(255, 255, 64, 255)
- self.contents.draw_text(35, 224 + 20, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("048-Skill05.png")
- self.contents.blt(10, 224 + 45, bitmap, Rect.new(0, 0, 24, 24))
- xx = "金钱 增加 10000"
- self.contents.font.color = Color.new(120, 120, 255, 255)
- self.contents.draw_text(35, 224 + 40, self.width - 40, 32, xx, align)
- when"习乐"
- xx = "音乐是最美妙的艺术!"
- self.contents.draw_text(22, 20, self.width - 40, 32, xx, align)
- xx = "人们在它的世界里陶醉!"
- self.contents.draw_text(22, 40, self.width - 40, 32, xx, align)
- xx = "你与乐神仅一步之遥!"
- self.contents.draw_text(22, 60, self.width - 40, 32, xx, align)
- xx = "去追寻那天籁之音吧!"
- self.contents.draw_text(22, 80, self.width - 40, 32, xx, align)
- xx = "向修道院中乐神习乐,"
- self.contents.draw_text(22, 111 + 22, self.width - 40, 32, xx, align)
- xx = "或者在菜单中学习乐。"
- self.contents.draw_text(22, 111 + 42, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(120, 255, 120, 255)
- xx = "完成情况:"
- self.contents.draw_text(22, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 120, 120, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "(未完成)"
- self.contents.draw_text(100, 111 + 62, self.width - 40, 32, xx, align)
- self.contents.font.color = Color.new(255, 255, 64, 255)
- #这里直接是未完成,其实写的时候,可以分歧一个开关
- xx = "未学习乐"
- self.contents.draw_text(22, 111 + 82, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("乐魂·Easy.png")
- self.contents.blt(10, 224 + 25, bitmap, Rect.new(0, 0, 24, 24))
- xx = "乐魂·海之风暴 × 1"
- self.contents.font.color = Color.new(255, 255, 64, 255)
- self.contents.draw_text(35, 224 + 20, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("乐魂·Fever.png")
- self.contents.blt(10, 224 + 45, bitmap, Rect.new(0, 0, 24, 24))
- xx = "乐魂·高斯模糊 × 1"
- self.contents.font.color = Color.new(120, 120, 255, 255)
- self.contents.draw_text(35, 224 + 40, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("乐魂·Hard.png")
- self.contents.blt(10, 224 + 65, bitmap, Rect.new(0, 0, 24, 24))
- xx = "乐魂·梦的预见 × 1"
- self.contents.font.color = Color.new(120, 255, 120, 255)
- self.contents.draw_text(35, 224 + 60, self.width - 40, 32, xx, align)
- bitmap = RPG::Cache.icon("乐魂·Normal.png")
- self.contents.blt(10, 224 + 85, bitmap, Rect.new(0, 0, 24, 24))
- xx = "乐魂·天空之城 × 1"
- self.contents.font.color = Color.new(255, 120, 120, 255)
- self.contents.draw_text(35, 224 + 80, self.width - 40, 32, xx, align)
- self.contents.font.size = 10
- xx = "乐等级达到5,即可得以上4种乐魂之一。"
- self.contents.draw_text(10, 224 + 95, self.width - 40, 32, xx, align)
- end
- end
- @text = text
- @item = item
- @align = align
- [url=home.php?mod=space&uid=95897]@actor[/url] = nil
- end
- self.visible = true
- end
- end
复制代码
RUBY 代码 - #==============================================================================
- # ■ Window_Itemrw 显示任务列表窗口的类。
- #------------------------------------------------------------------------------
- # 脚本作者:薄凉看客,转载或使用请保留此信息。
- #==============================================================================
- class Window_Item < Window_Selectable
- def refresh
- ifself.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in1...$data_items.size
- if$game_party.item_number(i) > 0
- if$data_items[i].description != "主线任务"and
- $data_items[i].description != "支线任务"and
- $data_items[i].description != "日常任务"
- @data.push($data_items[i])
- end
- end
- end
- unless$game_temp.in_battle
- for i in1...$data_weapons.size
- if$game_party.weapon_number(i) > 0
- @data.push($data_weapons[i])
- end
- end
- for i in1...$data_armors.size
- if$game_party.armor_number(i) > 0
- @data.push($data_armors[i])
- end
- end
- end
- @item_max = @data.size
- if@item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- for i in0...@item_max
- draw_item(i)
- end
- end
- end
- end
- class Window_Itemrw < Window_Selectable
- def initialize
- super(107, 91, 210, 500)
- @column_max = 1
- refresh
- self.index = -1
- end
- def item
- return@data[self.index]
- end
- def refresh(kind = 0)
- ifself.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- if kind == 0
- for i in1...$data_items.size
- if$game_party.item_number(i) > 0
- if$data_items[i].description == "主线任务"
- @data.push($data_items[i])
- end
- end
- end
- elsif kind == 1
- for i in1...$data_items.size
- if$game_party.item_number(i) > 0
- if$data_items[i].description == "支线任务"
- @data.push($data_items[i])
- end
- end
- end
- elsif kind == 2
- for i in1...$data_items.size
- if$game_party.item_number(i) > 0
- if$data_items[i].description == "日常任务"
- @data.push($data_items[i])
- end
- end
- end
- end
- @item_max = @data.size
- if@item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 38)
- for i in0...@item_max
- draw_item(i)
- end
- end
- end
- def draw_item(index)
- item = @data[index]
- case item
- whenRPG::Item
- number = $game_party.item_number(item.id)
- end
- x = index % 1 * (150 + 32) + 10
- y = index / 1 * 38
- self.contents.font.size = 15
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- end
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description,
- self.item == nil ? "" : @data[index])
- end
- def update_cursor_rect
- self.cursor_rect.empty
- end
- end
复制代码
RUBY 代码
赠送:超级命令窗体脚本
RUBY 代码
[code]#==============================================================================
# ■ Window_Command 超级命令窗体的类。
#------------------------------------------------------------------------------
# 脚本作者:薄凉看客,转载或使用请保留此信息。
#==============================================================================
=begin
在生成Command.new时后边可以有第三个参数——一个数组(另附加一个图标文件名数组)
数组详细说明(数组参数是非必须的,可有可无):
[0:列数, 1:X坐标, 2:Y坐标, 3:Z坐标, 4:未选中字体大小, 5:选中字体大小,
6:未选中字体时的颜色, 7:选中字体时的颜色, 8:未选中时的字体名, 9:选中时的字体名,
10:项目无效化时的字体名, 11:项目无效化1, 12:项目无效化2, 13:项目无效化3,
14:项目无效化4, 15:窗口的不透明度, 16:背景的不透明度, 17:内容的不透明度,
18:是否显示图标]
注:如果需要显示图标,需要再加一个数组参数(非必须)来指定图标文件名(
当然也可以使用默认图标,数组内指定的图标会按012345的顺序依次显示,而
且不管你有几个选项,你都必须指定6个图标名,否则按默认处理)。
举个例子:
#---------把Scene_Menu的26行脚本替换为以下内容,就能看到效果---------
array_menu = []
array_menu[0] = 6#让选择项横着选
array_menu[1] = 0#修改命令窗体的X坐标
array_menu[2] = 100#修改命令窗体的Y坐标为100
array_menu[4] = 15#修改命令窗体未选中时的字体大小为15
array_menu[5] = 22#修改命令窗体选中时的字体大小为22
array_menu[3] = 500#修改Z坐标,保证命令窗体显示在最上方
array_menu[11] = 5#让5号选择项(即结束)无效化
array_menu[15] = 150#修改窗体的不透明度
array_menu[16] = 150#修改背景的不透明度
array_menu[17] = 150#修改内容的不透明度
array_menu[18] = true#给命令窗体显示上图标
icon_commands = ["041-Item10.png", "050-Skill07.png",
"019-Accessory04.png", "045-Skill02.png", "036-Item05.png",
"046-Skill03.png"]#这是指定图标文件名
mmand_window = Window_Command.new(640, [s1, s2, s3, s4, s5, s6],
array_menu, icon_commands)
#---------把Scene_Menu的26行脚本替换为以上内容,就能看到效果---------
=end
class Window_Command < Window_Selectable
def initialize(width, command, commands = [], icon_commands = 0)
if icon_commands = 0or icon_commands.class != Array
icon_commands = ["041-Item10.png", "050-Skill07.png",
"019-Accessory04.png", "045-Skill02.png", "036-Item05.png",
"046-Skill03.png"]
elsif icon_commands.class == Arrayand(icon_commands[0] == nilor
icon_commands[1] == nilor icon_commands[2] == nilor
icon_commands[3] == nilor icon_commands[4] == nilor
icon_commands[5] == nil)
icon_commands = ["041-Item10.png", "050-Skill07.png",
"019-Accessory04.png", "045-Skill02.png", "036-Item05.png",
"046-Skill03.png"]
end
if commands.class != Array
commands = []
end
if commands[0] == 1or commands[0] == nil
if commands[1] == niland commands[2] != nil
super(0, commands[2], width, command.size * 32 + 32)
elsif commands[1] != niland commands[2] == nil
super(commands[1], 0, width, command.size * 32 + 32)
elsif commands[1] == niland commands[2] == nil
super(0, 0, width, command.size * 32 + 32)
elsif commands[1] != niland commands[2] != nil
super(commands[1], commands[2], width, command.size * 32 + 32)
end
else
if commands[1] == niland commands[2] != nil
super(0, commands[2], width, 64)
elsif commands[1] != niland commands[2] == nil
super(commands[1], 0, width, 64)
elsif commands[1] == niland commands[2] == nil
super(0, 0, width, 64)
elsif commands[1] != niland commands[2] != nil
super(commands[1], commands[2], width, 64)
end
end
if commands[3] != nil
self.z = commands[3]
else
self.z = 100
end
@command = command
@item_max = @command.size
if commands[0] != nil
@column_max = commands[0]
else
@column_max = 1
end
if commands[4] != nil
@size1 = commands[4]
else
@size1 = 22
end
if commands[5] != nil
@size2 = commands[5]
else
@size2 = 22
end
if commands[6] != nil
@color1 = commands[6]
else
@color1 = normal_color
end
if commands[7] != nil
@color2 = commands[7]
else
@color2 = normal_color
end
if commands[8] != nil
@name1 = commands[8]
else
@name1 = "黑体"
end
if commands[9] != nil
@name2 = commands[9]
else
@name2 = "黑体"
end
if commands[10] != nil
@name3 = commands[10]
else
@name3 = "黑体"
end
if commands[11] != nil
@disable_item1 = commands[11]
else
@disable_item1 = -1
end
if commands[12] != nil
@disable_item2 = commands[12]
else
@disable_item2 = -1
end
if commands[13] != nil
@disable_item3 = commands[13]
else
@disable_item3 = -1
end
if commands[14] != nil
@disable_item4 = commands[14]
else
@disable_item4 = -1
end
self.contents = Bitmap.new(width - 32, @item_max * 32)
if commands[15] != niland commands[15] >= 0and commands[15] = 0and commands[16] = 0and commands[17] |
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