Wstaw dokładnie pod
Scene_Menu.
class Window_Iconz < Window_Base
def initialize
super(0, 0, 314, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
bitmap1 = RPG::Cache.icon("Minigra Surowce 1")
bitmap2 = RPG::Cache.icon("Minigra Surowce 2")
bitmap3 = RPG::Cache.icon("Minigra Surowce 3")
odleglosc = 4
self.contents.clear
self.contents.font.color = normal_color
self.contents.blt(4, 4, bitmap1, Rect.new(0, 0, 24, 24))
self.contents.draw_text(32, 0, 64, 32, $game_variables[106].to_s, 0)
self.contents.blt(96, 4, bitmap2, Rect.new(0, 0, 24, 24))
self.contents.draw_text(124, 0, 64, 32, $game_variables[91].to_s, 0)
self.contents.blt(190, 4, bitmap3, Rect.new(0, 0, 24, 24))
self.contents.draw_text(218, 0, 64, 32, $game_variables[92].to_s, 0)
end
end
class Scene_Map
def main
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
Graphics.transition
@whynot = Window_Iconz.new
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@message_window.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
loop do
$game_map.update
$game_system.map_interpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
@spriteset.update
@message_window.update
@whynot.refresh
if $game_temp.gameover
@whynot.dispose
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
@whynot.dispose
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
if $data_troops[troop_id] != nil
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
if Input.trigger?(Input::B)
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
@whynot.dispose
elsif $game_temp.shop_calling
call_shop
@whynot.dispose
elsif $game_temp.name_calling
call_name
@whynot.dispose
elsif $game_temp.menu_calling
call_menu
@whynot.dispose
elsif $game_temp.save_calling
call_save
@whynot.dispose
elsif $game_temp.debug_calling
call_debug
@whynot.dispose
end
end
end
end
Skrypt zawiera okienko, wyświetlanie na Scene_Map oraz znikanie do przechodzenia do innej klasy.
Chwila, zapomniałem, że ty nie chcesz zawsze tego okienka.

Za chwilkę będzie edit.
A: można wyświetlać liczby do 99999.