Project1

标题: 脚本自动输出TXT [打印本页]

作者: hide秀    时间: 2008-6-24 21:55
标题: 脚本自动输出TXT
这个刚才在提问区看到 不少人需要~
脚本比较简单~
使用方法直接 OUT_TXT.start 就可以输出了

module OUT_TXT
  
  def self.start
  
  # 建立目录
  
  @save_path = Dir.pwd
  
  begin
   
  Dir.mkdir("out_txt")
  
  rescue
  
  end
  
  scripts = load_data("Data/Scripts.rxdata")
  
  Dir.chdir(@save_path)
  
  Dir.chdir("out_txt")
  
  for i in 0...scripts.size
   
    name = scripts[1]
   
    # 解码
   
    code = Zlib::Inflate.inflate(scripts[2])

    begin
      file = File.open(name + ".txt","wb")
    rescue   
      p "包含非法文件名,自动改为temp#{i}.txt输出"
      file = File.open("temp" + "#{i}" + ".txt","wb")
    end

    file.write code
   
    file.close

  end
  
  Dir.chdir(@save_path)
  
  p "完毕,全部输出到目录out_txt"
  
  exit

  end
end
作者: wy29    时间: 2008-6-24 21:59
提示: 作者被禁止或删除 内容自动屏蔽
作者: 凌冰    时间: 2008-6-24 22:15
默认脚本名称的数组{/hx}输出时可以考虑避开这些。。。

  1. old = ["Game_Temp","Game_System","Game_Switches","Game_Variables","Game_SelfSwitches",
  2. "Game_Screen","Game_Picture","Game_Battler 1","Game_Battler 2","Game_Battler 3",
  3. "Game_BattleAction","Game_Actor","Game_Enemy","Game_Actors","Game_Party",
  4. "Game_Troop","Game_Map","Game_CommonEvent","Game_Character 1",
  5. "Game_Character 2","Game_Character 3","Game_Event","Game_Player",
  6. "Sprite_Character","Sprite_Battler","Sprite_Picture","Sprite_Timer",
  7. "Spriteset_Map","Spriteset_Battle","Window_Base","Window_Selectable",
  8. "Window_Command","Window_Help","Window_Gold","Window_PlayTime","Window_Steps",
  9. "Window_MenuStatus","Window_Item","Window_Skill","Window_SkillStatus",
  10. "Window_Target","Window_EquipLeft","Window_EquipRight","Window_EquipItem",
  11. "Window_Status","Window_SaveFile","Window_ShopCommand","Window_ShopBuy",
  12. "Window_ShopSell","Window_ShopNumber","Window_ShopStatus","Window_NameEdit",
  13. "Window_NameInput","Window_InputNumber","Window_Message","Window_PartyCommand",
  14. "Window_BattleStatus","Window_BattleResult","Window_DebugLeft",
  15. "Window_DebugRight","Arrow_Base","Arrow_Enemy","Arrow_Actor","Interpreter 1",
  16. "Interpreter 2","Interpreter 3","Interpreter 4","Interpreter 5","Interpreter 6",
  17. "Interpreter 7","Scene_Title","Scene_Map","Scene_Menu","Scene_Item",
  18. "Scene_Skill","Scene_Equip","Scene_Status","Scene_File","Scene_Save",
  19. "Scene_Load","Scene_End","Scene_Battle 1","Scene_Battle 2","Scene_Battle 3",
  20. "Scene_Battle 4","Scene_Shop","Scene_Name","Scene_Gameover","Scene_Debug",
  21. "Main"]
复制代码

作者: hide秀    时间: 2008-6-24 22:20
赫赫 你试试看我这个吧 都是单个单个文件输出的
作者: 凌冰    时间: 2008-6-24 22:29
以下引用hide秀于2008-6-24 14:20:32的发言:

赫赫 你试试看我这个吧 都是单个单个文件输出的

其实在看过wy29给我的帖子地址后,我写出来了
不过写的没你好。。。
作者: 禾西    时间: 2008-6-24 22:29
如果 name 是中文或者日文好像會出錯 = =
作者: hide秀    时间: 2008-6-24 22:36
如果 name 是中文或者日文好像會出錯 = =


不会把....string 难道还和语言有关。。。
作者: 禾西    时间: 2008-6-24 22:39
出錯信息
a.rb:7:in 'intialize':Invalid argument - 鋁?.txt <Errno::EINVAL>
好像跟路徑名字有關.= =
作者: hide秀    时间: 2008-6-24 22:53
出錯信息
a.rb:7:in 'intialize':Invalid argument - 鋁?.txt <Errno::EINVAL>
好像跟路徑名字有關.= =


再试试看吧 加了个 rescue 如果发生文件名错误 就用"temp"+i 得形式作临时文件名

不知道行不行

ms我这边 不管改什么文字 都可以输出....
作者: 凌冰    时间: 2008-6-24 22:56
小小的修改一下
  1. module OUT_TXT
  2.   

  3. def self.start
  4. old = ["Game_Temp","Game_System","Game_Switches","Game_Variables","Game_SelfSwitches",
  5. "Game_Screen","Game_Picture","Game_Battler 1","Game_Battler 2","Game_Battler 3",
  6. "Game_BattleAction","Game_Actor","Game_Enemy","Game_Actors","Game_Party",
  7. "Game_Troop","Game_Map","Game_CommonEvent","Game_Character 1","Game_Character 2",
  8. "Game_Character 3","Game_Event","Game_Player","Sprite_Character","Sprite_Battler",
  9. "Sprite_Picture","Sprite_Timer","Spriteset_Map","Spriteset_Battle","Window_Base",
  10. "Window_Selectable","Window_Command","Window_Help","Window_Gold","Window_PlayTime",
  11. "Window_Steps","Window_MenuStatus","Window_Item","Window_Skill","Window_SkillStatus",
  12. "Window_Target","Window_EquipLeft","Window_EquipRight","Window_EquipItem","Window_Status",
  13. "Window_SaveFile","Window_ShopCommand","Window_ShopBuy","Window_ShopSell","Window_ShopNumber",
  14. "Window_ShopStatus","Window_NameEdit","Window_NameInput","Window_InputNumber","Window_Message",
  15. "Window_PartyCommand","Window_BattleStatus","Window_BattleResult","Window_DebugLeft","Window_DebugRight",
  16. "Arrow_Base","Arrow_Enemy","Arrow_Actor","Interpreter 1","Interpreter 2",
  17. "Interpreter 3","Interpreter 4","Interpreter 5","Interpreter 6","Interpreter 7",
  18. "Scene_Title","Scene_Map","Scene_Menu","Scene_Item","Scene_Skill",
  19. "Scene_Equip","Scene_Status","Scene_File","Scene_Save","Scene_Load",
  20. "Scene_End","Scene_Battle 1","Scene_Battle 2","Scene_Battle 3","Scene_Battle 4",
  21. "Scene_Shop","Scene_Name","Scene_Gameover","Scene_Debug","Main"]


  22. # 建立目录

  23. @save_path = Dir.pwd

  24. begin
  25.    
  26. Dir.mkdir("out_txt")

  27. rescue

  28. end

  29. scripts = load_data("Data/Scripts.rxdata")

  30. Dir.chdir(@save_path)

  31. Dir.chdir("out_txt")

  32. for i in 0...scripts.size
  33.    
  34.    name = scripts[i][1]
  35.    if old.include?(name)
  36.     next
  37.    end
  38.    
  39.    # 解码
  40.    
  41.    code = Zlib::Inflate.inflate(scripts[i][2])
  42.    
  43.    if code.to_s == ""
  44.      next
  45.    end
  46.    name = "("+i.to_s+")" + name
  47.    file = File.open(name + ".txt","wb")
  48.    
  49.    file.write code
  50.    
  51.    file.close

  52. end

  53. Dir.chdir(@save_path)

  54. p "完毕,全部输出到目录out_txt"

  55. exit

  56. end
  57. end
  58. OUT_TXT.start
复制代码



含有文件的非法字符也不行,例如*
。。。。。。我又脑残了,说这种废话。。。。

那什么,西西,?在文件名中算非法字符。。。。
作者: hide秀    时间: 2008-6-24 23:03
厄....赫赫 你改得这个是除了默认脚本以外 全部输出。。。就是不输出默认...赫赫
还是有点区别的 反正知道原理了...随便怎么弄了... {/cy}
作者: 禾西    时间: 2008-6-24 23:03
主要问题是在于宽字符 = =
也就是这种格式...
\342\226\274
不能作为 window 的文件名字...
作者: hide秀    时间: 2008-6-24 23:09
含有文件的非法字符也不行,例如*

我已经修改过了

begin
     file = File.open(name + ".txt","wb")
rescue   
     p "包含非法文件名,自动改为temp#{i}.txt输出"
     file = File.open("temp" + "#{i}" + ".txt","wb")
end

这样就可以了 如果包含非法字符的文件 就用temp文件名输出

作者: yangff    时间: 2008-6-26 16:22
说句实话,我写过这个脚本

但是被柳柳给删了
作者: yangff    时间: 2008-6-29 17:21
你们讨论这个太猥琐了
http://rpg.blue/viewthread.php?tid=5279
作者: 禾西    时间: 2008-6-29 22:40
RM的數據庫完全不設防 = =,簡直就是說任君觀看....
作者: yangff    时间: 2008-6-29 23:08
这个结构我都研究烦了

.........
作者: IamI    时间: 2008-6-29 23:09
以下引用yangff于2008-6-29 15:08:08的发言:

这个结构我都研究烦了

.........

那好,不准用Ruby,给你一个Script,随便什么语言,脚本一字不漏的提取出来
(事实上我想这个好久了……)
作者: yangff    时间: 2008-6-29 23:10
以下引用IamI于2008-6-29 15:09:39的发言:


以下引用yangff于2008-6-29 15:08:08的发言:

这个结构我都研究烦了

.........


那好,不准用Ruby,给你一个Script,随便什么语言,脚本一字不漏的提取出来
(事实上我想这个好久了……)

简单
你以为我没写过编译器 {/cy}
作者: IamI    时间: 2008-6-29 23:15
以下引用yangff于2008-6-29 15:10:23的发言:


以下引用IamI于2008-6-29 15:09:39的发言:


以下引用yangff于2008-6-29 15:08:08的发言:

这个结构我都研究烦了

.........


那好,不准用Ruby,给你一个Script,随便什么语言,脚本一字不漏的提取出来
(事实上我想这个好久了……)


什么意思?

有一个不知里面是什么的Script.rxdata,不准使用Ruby语言,用其他语言(比如VB),拆出里面所有的脚本(先提示一下,用记事本打开的话,只能看到很少的内容)
作者: yangff    时间: 2008-6-29 23:51
太鸡肋了
进程跟踪的时候ruby报错:
  1.     from Put.rb:9:in `each'
  2.     from Put.rb:9
复制代码

作者: yangff    时间: 2008-6-29 23:56
暴寒
编码我恨死你了
为什么这个世界编码格式这么多{/fn}




欢迎光临 Project1 (https://rpg.blue/) Powered by Discuz! X3.1