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No.1098
👦 破晓丶
  

两岁雷人儿童成“烟鬼”

中华游戏网 cnyouw写于:中华游戏网-CNYOUW 👦会员:破晓丶 🕘时间:2010-07-04 10:46 👀围观:33881人 💬回复:29
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一般人两岁时正是娇憨可爱的时候,然而两岁的印度尼西亚幼童黎萨(见左图)居然已经是“老烟枪”了。据英国《都市报》27日报道,黎萨患有严重烟瘾,每天要抽40多根烟。
黎萨的父母说,黎萨一岁半就开始抽了,还只抽一种牌子的烟,他的烟瘾每天都要花掉这个拮据的家庭3.78英镑(约合37元人民币)。
当地官员许诺,如果黎萨戒掉烟,他们就奖励一辆新汽车。但黎萨的父母还是很为难,黎萨26岁的母亲哭着说:“如果不给他烟,他会用脑袋撞墙。”
印尼儿童保护委员会将原因归咎于天花乱坠的烟草广告和吸烟的父母。




中华游戏网 cnyouw.cn中华游戏网 cnyouw
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中华游戏网 — 玩你所玩,乐你所乐!cnyouw.cn
No.192795
👦 柒月染指╮
  
沙发。。。我闷死了,老是沙发
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韶华白首,不过转瞬!
No.192795
👦 柒月染指╮
  
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韶华白首,不过转瞬!
No.116661
👦 qq550696348
  
真变态阿,这么小就抽烟,有前途。
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莫名其妙的心痛,也不知道自己到底怎么了,
  
这个我在电视上看见过了
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中华游戏网 — 玩你所玩,乐你所乐!cnyouw.cn
  
有前途啊
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No.140720
👧 554856137
  
#===============================================================
# ● [VX] ◦迷你地图 ◦ □
# * 无须图片的迷你地图脚本,浪使者倾情汉化 *
#--------------------------------------------------------------
# ◦ by Woratana [原作者]
# ◦ 用于 RPG Maker VX  
# ◦ 最近更新: 09/06/2008
# ◦ 版本: 1.0 Beta
#--------------------------------------------------------------
# ◦ 特别感谢: KGC 的 XP 迷你地图脚本,
# 没有他的迷你地图脚本,这个就不会被做出来.
#--------------------------------------------------------------

module MiniMap
  #===========================================================================
  # [START]迷你地图脚本设置部分 地图名前+[NOMAP] 不显示
  #---------------------------------------------------------------------------
  SWITCH_NO_MINIMAP = 10 #  打开这个开关的话就不显示迷你地图
    
  MAP_RECT = [410, 20, 100, 100] # 迷你地图的大小和位置
  # [X, Y, Width, Height]
  # 你可以用调用脚本的方法任意改变他:
  # $game_system.minimap = [X, Y, Width, Height]

  MAP_Z = 0 # 迷你地图的Z轴
  # 增加这个数值,如果迷你地图显示在某些物体下面的话(被覆盖)。

  GRID_SIZE = 5 # 引导大小,建议数值大于3.
  
  MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # 色彩设定
  # Color.new(Red, Green, Blue, Opacity)
  MINIMAP_BORDER_SIZE = 2
  
  FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # 可通过物颜色
  BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # 不可通过物颜色

  USE_OUTLINE_PLAYER = true # 是否描绘的角色?
  PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # 角色颜色
  USE_OUTLINE_EVENT = true # 是否描绘特殊事件?(如商人、敌人NPC等)
  EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # 特殊事件颜色
  
  PLAYER_COLOR = Color.new(255, 0, 0, 192) # 角色颜色设定
  #---------------------------------------------------------------------------

  OBJECT_COLOR = {} # 不要改变或删除这一行!
  #===============================================================
  # * 设置关键字和颜色
  #---------------------------------------------------------------
  # ** 例如:
  # OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
  #-------------------------------------------------------------
  # * 'keyword': 你想放到公共事件里来显示的颜色
  # ** 标记: 'keyword' 是很关键的!
  # * Color.new(...): 你需要的颜色
  # 你可输入 0 - 255 的可选色彩范围 (Red, Green, Blue, Opacity)
  #-------------------------------------------------------------
  OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
  OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
  OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
  OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)
  
  #===========================================================================
  # * [说明] 标签:
  #---------------------------------------------------------------------------
  # 改变这些关闭迷你地图 & 或设置显示迷你地图~
  #-----------------------------------------------------------------------
  TAG_NO_MINIMAP = '[NOMAP]'
  TAG_EVENT = 'MMEV'
  #---------------------------------------------------------------------------

  #---------------------------------------------------------------------------
  # [END] 迷你地图脚本设置部分
  #===========================================================================
  
  def self.refresh
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.refresh
    end
  end
  
  def self.update_object
    if $scene.is_a?(Scene_Map)
      $scene.spriteset.minimap.update_object_list
    end
  end
end

#==============================================================================
# ■ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
  def name
    return @name.gsub(/\[.*\]/) { }
  end

  def original_name
    return @name
  end

  def show_minimap?
    return !@name.include?(MiniMap::TAG_NO_MINIMAP)
  end
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  attr_accessor :minimap
  alias wora_minimap_gamsys_ini initialize
  
  def initialize
    wora_minimap_gamsys_ini
    @minimap = MiniMap::MAP_RECT
  end
  
  def show_minimap
    return !$game_switches[MiniMap::SWITCH_NO_MINIMAP]
  end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
  alias wora_minimap_gammap_setup setup
  def setup(map_id)
    wora_minimap_gammap_setup(map_id)
    @db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
    @map_info = @db_info[map_id]
  end
  
  def show_minimap?
    return @map_info.show_minimap?
  end
end
#==============================================================================
# ■ Game_Event
#==============================================================================
class Game_Event < Game_Character
  def mm_comment?(comment, return_comment = false )
    if !@list.nil?
      for i in 0...@list.size - 1
        next if @list.code != 108
        if @list.parameters[0].include?(comment)
          return @list.parameters[0] if return_comment
          return true
        end
      end
    end
    return '' if return_comment
    return false
  end
end
#==============================================================================
# ■ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
  def initialize(tilemap)
    @tilemap = tilemap
    refresh
  end

  def dispose
    @border.bitmap.dispose
    @border.dispose
    @map_sprite.bitmap.dispose
    @map_sprite.dispose
    @object_sprite.bitmap.dispose
    @object_sprite.dispose
    @position_sprite.bitmap.dispose
    @position_sprite.dispose
  end

  def visible
    return @map_sprite.visible
  end

  def visible=(value)
    @map_sprite.visible = value
    @object_sprite.visible = value
    @position_sprite.visible = value
    @border.visible = value
  end

  def refresh
    @mmr = $game_system.minimap
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max

    @x = 0
    @y = 0
    @size = [map_rect.width / grid_size, map_rect.height / grid_size]

    @border = Sprite.new
    @border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
    @border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
    b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
    
    @map_sprite = Sprite.new
    @map_sprite.x = map_rect.x
    @map_sprite.y = map_rect.y
    @map_sprite.z = MiniMap::MAP_Z
    bitmap_width = $game_map.width * grid_size + map_rect.width
    bitmap_height = $game_map.height * grid_size + map_rect.height
    @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @map_sprite.src_rect = map_rect

    @object_sprite = Sprite.new
    @object_sprite.x = map_rect.x
    @object_sprite.y = map_rect.y
    @object_sprite.z = MiniMap::MAP_Z + 1
    @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
    @object_sprite.src_rect = map_rect

    @position_sprite = Sprite_Base.new
    @position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
    @position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
    @position_sprite.z = MiniMap::MAP_Z + 2
    
    bitmap = Bitmap.new(grid_size, grid_size)
    # Player's Outline
    if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
      bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
      brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
        bitmap.rect.height - 2)
      bitmap.clear_rect(brect)
    else
      brect = bitmap.rect
    end
    
    bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
    @position_sprite.bitmap = bitmap

    draw_map
    update_object_list
    draw_object
    update_position
  end

  def draw_map
    bitmap = @map_sprite.bitmap
    bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    
    $game_map.width.times do |i|
      $game_map.height.times do |j|
        if !$game_map.passable?(i, j)
          next
        end
        rect = Rect.new(map_rect.width / 2 + grid_size * i,
          map_rect.height / 2 + grid_size * j,
          grid_size, grid_size)
        if grid_size >= 3
          if !$game_map.passable?(i, j)
            rect.height -= 1
            rect.x += 1
            rect.width -= 1
            rect.width -= 1
            rect.y += 1
            rect.height -= 1
          end
        end
        bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
      end
    end
  end

  def update_object_list
    @object_list = {}
    $game_map.events.values.each do |e|
      comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
      if comment != ''
        type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
        @object_list[type] = [] if @object_list[type].nil?
        @object_list[type] << e
      end
    end
  end

  def draw_object
    bitmap = @object_sprite.bitmap
    bitmap.clear
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    rect = Rect.new(0, 0, grid_size, grid_size)
    mw = map_rect.width / 2
    mh = map_rect.height / 2

    @object_list.each do |key, events|
      color = MiniMap::OBJECT_COLOR[key]
      next if events.nil? or color.nil?
      events.each do |obj|
        if !obj.character_name.empty?
          rect.x = mw + obj.real_x * grid_size / 256
          rect.y = mh + obj.real_y * grid_size / 256
          # Event's Outline
          if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
            bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
            brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
            rect.height - 2)
            bitmap.clear_rect(brect)
          else
            brect = bitmap.rect
          end
          bitmap.fill_rect(brect, color)
        end
      end
    end
  end

  def update
    if @mmr != $game_system.minimap
      dispose
      refresh
    end
    draw_object
    update_position
    if @map_sprite.visible
      @map_sprite.update
      @object_sprite.update
      @position_sprite.update
    end
  end

  def update_position
    map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
    grid_size = [MiniMap::GRID_SIZE, 1].max
    sx = $game_player.real_x * grid_size / 256
    sy = $game_player.real_y * grid_size / 256
    @map_sprite.src_rect.x = sx
    @map_sprite.src_rect.y = sy
    @object_sprite.src_rect.x = sx
    @object_sprite.src_rect.y = sy
  end
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
  attr_reader :minimap
  alias wora_minimap_sprsetmap_ini initialize
  alias wora_minimap_sprsetmap_dis dispose
  alias wora_minimap_sprsetmap_upd update
  
  def initialize
    wora_minimap_sprsetmap_ini
    if $game_map.show_minimap?
      @minimap = Game_MiniMap.new(@tilemap)
      $game_system.show_minimap = true if $game_system.show_minimap.nil?
      @minimap.visible = $game_system.show_minimap
    end
  end
  
  def dispose
    @minimap.dispose if !@minimap.nil?
    wora_minimap_sprsetmap_dis
  end

  def update
    if !@minimap.nil?
      if $game_system.show_minimap
        @minimap.visible = true
        @minimap.update
      else
        @minimap.visible = false
      end
    end
    wora_minimap_sprsetmap_upd
  end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  attr_reader :spriteset
end
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👦 zac丶efron
  
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