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 popup à la découverte d'un objet

Aller en bas 
AuteurMessage
deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

popup à la découverte d'un objet Empty
MessageSujet: popup à la découverte d'un objet   popup à la découverte d'un objet EmptyLun 14 Jan 2008, 14:15

Auteur: Inconnu

Fonction: Une fenêtre apparait automatiquement lors de la trouvaille d'un objet

Screen:
popup à la découverte d'un objet Affobj10



Créer un nouveau script au dessus de "Main" et nommez-le "map_obj_popup" et inzérez le script ci-dessous:


Code:
#==========================================================
# 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
Revenir en haut Aller en bas
deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

popup à la découverte d'un objet Empty
MessageSujet: Re: popup à la découverte d'un objet   popup à la découverte d'un objet EmptyLun 14 Jan 2008, 14:16

Code:
#--------------------------------------------------------------------------
 # ● 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
#==========================================================
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