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本帖最后由 px.凤翔九天 于 2010-12-22 23:08 编辑
表示这个问题可能有一定难度,成功解答者表示可能会给v。
问题:诡异的语法错误:在我自己写了一点代码后发现出现了诡异的语法错误...而且因为中途没有测试,所以出错后再想找问题所在就找不到了.....估计不是鼠标脚本的问题,也不太可能是转码工具的问题....我自己写的脚本中提到的文件夹均以创建(验证完毕)表示只要不用我写的。其他的都能和谐共存,用我的结果连写个条件分歧都报错......
错误就是我的脚本的31行...完全不知道怎么改...
试着注释掉,结果依然显示31行报错(注释都有错....)
索性删掉,结果其他地方又报错...
于是我带着报错就删的心态处理.....结果...都删掉了...
极其郁闷.....
先发一下使用到的各种诡异代码(喜欢的自己拿去用):
easyconv:- #==============================================================================
- # 仭 EasyConv module - Ver 0.90
- #--
- # Moonlight INN
- # http://cgi.members.interq.or.jp/aquarius/rasetsu/
- # RaTTiE
- # [email protected]
- #----------------------
- # EasyConv::s2u(text) : S-JIS -> UTF-8
- # EasyConv::u2s(text) : UTF-8 -> S-JIS
- #==============================================================================
- module EasyConv
- # API梡掕悢掕媊
- CP_ACP = 0
- CP_UTF8 = 65001
- #------------------------------------
- # 仠 S-JIS -> UTF-8
- #------------------------------------
- def s2u(text)
- # API掕媊
- m2w = Win32API.new('kernel32', 'MultiByteToWideChar', 'ilpipi', 'i')
- w2m = Win32API.new('kernel32', 'WideCharToMultiByte', 'ilpipipp', 'i')
- # S-JIS -> Unicode
- len = m2w.call(CP_ACP, 0, text, -1, nil, 0);
- buf = "\0" * (len*2)
- m2w.call(CP_ACP, 0, text, -1, buf, buf.size/2);
- # Unicode -> UTF-8
- len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil);
- ret = "\0" * len
- w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil);
-
- return ret
- end
- # module_function偲偟偰岞奂
- module_function :s2u
- #------------------------------------
- # 仠 UTF-8 -> S-JIS
- #------------------------------------
- def u2s(text)
- # API掕媊
- m2w = Win32API.new('kernel32', 'MultiByteToWideChar', 'ilpipi', 'i')
- w2m = Win32API.new('kernel32', 'WideCharToMultiByte', 'ilpipipp', 'i')
- # UTF-8 -> Unicode
- len = m2w.call(CP_UTF8, 0, text, -1, nil, 0);
- buf = "\0" * (len*2)
- m2w.call(CP_UTF8, 0, text, -1, buf, buf.size/2);
- # Unicode -> S-JIS
- len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil);
- ret = "\0" * len
- w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil);
-
- return ret
- end
- # module_function偲偟偰岞奂
- module_function :u2s
- end
复制代码 另外一个不详的转码工具:- #==============================================================================
- # ■ String
- #------------------------------------------------------------------------------
- # 字符串类。可处理任意长度的字节串。(追加编码转换的定义)
- #==============================================================================
- class String
- #--------------------------------------------------------------------------
- # ● 用来编码 Ruby 字符串、解码 unicode 的 两个 Windows API 函数
- #--------------------------------------------------------------------------
- @@MultiByteToWideChar = Win32API.new("kernel32", "MultiByteToWideChar", ['I', 'L', 'P', 'I', 'P', 'I'], 'I')
- @@WideCharToMultiByte = Win32API.new("kernel32", "WideCharToMultiByte", ['I', 'L', 'P', 'I', 'P', 'I', 'P', 'P'], 'I')
- #--------------------------------------------------------------------------
- # ● 返回将 Ruby UTF-8 字符串对象(本身)编码为 unicode 后的字符串
- #--------------------------------------------------------------------------
- def to_unicode
- len = @@MultiByteToWideChar.call(65001, 0, self, -1, 0, 0) << 1
- buf =" " * len
- # 65001: UTF-8 字符集编码(代码页)
- @@MultiByteToWideChar.call(65001, 0, self, -1, buf, len)
- return buf
- end
- #--------------------------------------------------------------------------
- # ● 返回将编码为 unicode 的字符串对象(本身)解码为 UTF-8 后的字符串
- #--------------------------------------------------------------------------
- def to_UTF8
- len = @@WideCharToMultiByte.call(65001, 0, self, -1, 0, 0, 0, 0)
- buf =" " * len
- @@WideCharToMultiByte.call(65001, 0, self, -1, buf, len, 0, 0)
- # 去掉 '\0' 字符串结束符(因为转换之后仅仅用于 Ruby 字符串)
- buf.slice!(-1, 1)
- return buf
- end
- end
- FindFirstFile = Win32API.new("kernel32", "FindFirstFileW", "PP", "L")
- FindNextFile = Win32API.new("kernel32", "FindNextFileW", "LP", "I")
- filenames = []
- findFileData = " " * 592
- hFindFile = FindFirstFile.call(
- "*".to_unicode, findFileData)
- while FindNextFile.call(hFindFile, findFileData) != 0
- filenames.push(findFileData[44, 45 + 260 * 2].to_UTF8)
- end
复制代码 为判断文件名为中文的定义方法:filetest.exists?- PathFileExists = Win32API.new("shlwapi", "PathFileExistsW", "P", "I")
- MultiByteToWideChar = Win32API.new("kernel32", "MultiByteToWideChar", "ILPIPI", "I")
- def FileTest.exists?(filename)
- len = MultiByteToWideChar.call(65001, 0, filename, -1, 0, 0) << 1
- buf = " " * len
- MultiByteToWideChar.call(65001, 0, filename, -1, buf, len)
- return PathFileExists.call(buf) == 0 ? false : true
- end
- 删除文件夹的脚本:
- [code]module Kernel
- def deleteDir(dirname)
- Dir.foreach(dirname) { |filename|
- next if(filename == ".." || filename == ".")
- path = dirname + File::SEPARATOR + filename
- if(File.ftype(path) == "directory")
- deleteDir(path)
- else
- File.delete(path)
- end
- }
- Dir.delete(dirname)
- end
- end
复制代码 复制文件夹的写法(里面是例子:复制data文件夹到桌面)- class String
- @@MultiByteToWideChar = Win32API.new("kernel32", "MultiByteToWideChar", ['I', 'L', 'P', 'I', 'P', 'I'], 'I')
- def to_unicode
- len = @@MultiByteToWideChar.call(65001, 0, self, -1, 0, 0) << 1
- buf =" " * len
- @@MultiByteToWideChar.call(65001, 0, self, -1, buf, len)
- return buf
- end
- end
- sh_file_operation = Win32API.new('shell32', 'SHFileOperationW', 'P', 'i')
- src = "./Data"
- xx="桌面"
- dest = "C:/Documents and Settings/Administrator/#{xx}"
- op_struct = [0, 2, src.to_unicode, dest.to_unicode, 4 | 0x10 | 0x0200, 0, 0, 0].pack('iIppSiii')
- sh_file_operation.call(op_struct)
复制代码 鼠标脚本:- #===========================================================
- #===================
- # 本脚本来自http://rpg.blue/web/,使用和转载请保留此信息
- #==============================================================================
- #=================以下两个用来调整战斗时的手感问题,可以自己试试。
- $敌人选框扩大 = 20
- $角色选框扩大 = 30
- #==============================================================================
- # API调用
- #==============================================================================
- $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
- $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
- $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
- $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
- $Window_HWND = $GetActiveWindow.call
- $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
- #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
- #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
- #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
- #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
- #$Window_HWND = $FindWindow.call(nil, 'mousetry')
- module Mouse
- LEFT = 0x01
- RIGHT = 0x02
- def self.init(sprite = nil)
- # $HookStart.call($Window_HWND)
- $ShowCursor.call(0)
-
- @show_cursor = false
-
- @mouse_sprite = Sprite.new
- @mouse_sprite.z = 99999
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/cursor1.png')
- #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
- @left_press = false
- @right_press = false
- @left_trigger = false
- @right_trigger = false
- @left_repeat = false
- @right_repeat = false
- @click_lock = false
-
- update
- end
- def self.exit
- @mouse_sprite.bitmap.dispose
- @mouse_sprite.dispose
- @show_cursor = true
- # $HookEnd.call
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- def self.update
- left_down = $GetKeyState.call(0x01)
- right_down = $GetKeyState.call(0x02)
-
- @click_lock = false
- mouse_x, mouse_y = self.get_mouse_pos
- if @mouse_sprite != nil
- @mouse_sprite.x = mouse_x
- @mouse_sprite.y = mouse_y
- end
- if left_down[7] == 1
- @left_repeat = (not @left_repeat)
- @left_trigger = (not @left_press)
- @left_press = true
- else
- @left_press = false
- @left_trigger = false
- @left_repeat = false
- end
- if right_down[7] == 1
- @right_repeat = (not @right_repeat)
- @right_trigger = (not @right_press)
- @right_press = true
- else
- @right_press = false
- @right_trigger = false
- @right_repeat = false
- end
- end
- def self.get_mouse_pos
- point_var = [0, 0].pack('ll')
- if $GetCursorPos.call(point_var) != 0
- if $ScreenToClient.call($Window_HWND, point_var) != 0
- x, y = point_var.unpack('ll')
- if (x < 0) or (x > 10000) then x = 0 end
- if (y < 0) or (y > 10000) then y = 0 end
- if x > 640 then x = 640 end
- if y > 480 then y = 480 end
- return x, y
- else
- return 0, 0
- end
- else
- return 0, 0
- end
- end
- def self.press?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_press
- end
- elsif mouse_code == RIGHT
- return @right_press
- else
- return false
- end
- end
- def self.trigger?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_trigger
- end
- elsif mouse_code == RIGHT
- return @right_trigger
- else
- return false
- end
- end
- def self.repeat?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_repeat
- end
- elsif mouse_code == RIGHT
- return @right_repeat
- else
- return false
- end
- end
- def self.click_lock?
- return @click_lock
- end
- def self.click_lock
- @click_lock = true
- end
- def self.click_unlock
- @click_lock = false
- end
- end
- module Input
- if @self_update == nil
- @self_update = method('update')
- @self_press = method('press?')
- @self_trigger = method('trigger?')
- @self_repeat = method('repeat?')
- end
- def self.update
- @self_update.call
- Mouse.update
- end
- def self.press?(key_code)
- if @self_press.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.press?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.press?(Mouse::RIGHT)
- else
- return @self_press.call(key_code)
- end
- end
- def self.trigger?(key_code)
- if @self_trigger.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.trigger?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.trigger?(Mouse::RIGHT)
- else
- return @self_trigger.call(key_code)
- end
- end
- def self.repeat?(key_code)
- if @self_repeat.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.repeat?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.repeat?(Mouse::RIGHT)
- else
- return @self_repeat.call(key_code)
- end
- end
- end
- class Window_Selectable
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in 0...@item_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_NameInput
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- if self.active
- index_var = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in (0...CHARACTER_TABLE.size).to_a.push(180)
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- #
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_InputNumber
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if self.active and @digits_max > 0
- index_var = @index
- mouse_not_in_rect = true
- for i in 0...@digits_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- bottom_x = top_x + self.cursor_rect.width
- #
- if (mouse_x > top_x) and (mouse_x < bottom_x)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- if @last_mouse_y == nil
- @last_mouse_y = mouse_y
- end
- check_pos = (@last_mouse_y - mouse_y).abs
- if check_pos > 10
- $game_system.se_play($data_system.cursor_se)
- place = 10 ** (@digits_max - 1 - @index)
- n = @number / place % 10
- @number -= n * place
- n = (n + 1) % 10 if mouse_y < @last_mouse_y
- n = (n + 9) % 10 if mouse_y > @last_mouse_y
- @number += n * place
- refresh
- @last_mouse_y = mouse_y
- end
- end
- end
- class Scene_File
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- Mouse.click_lock
- idx = 0
- for i in @savefile_windows
- top_x = i.x + 16
- top_y = i.y + 16
- bottom_x = top_x + i.width
- bottom_y = top_y + i.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- i.selected = true
- if @file_index != idx
- @file_index = idx
- $game_system.se_play($data_system.cursor_se)
- end
- Mouse.click_unlock
- else
- i.selected = false
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Enemy
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_troop.enemies do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
- (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Actor
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_party.actors do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
- (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Game_Player
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if @last_move_x == nil
- @last_move_x = false
- end
- if Mouse.press?(Mouse::LEFT)
- last_moving = moving?
- last_direction = @direction
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- last_x = @x
- if @last_move_x
- @last_move_x = false
- elsif mouse_x > screen_x + 16
- move_right
- elsif mouse_x < screen_x - 16
- move_left
- end
- last_y = @y
- if last_x != @x
- @last_move_x = true
- elsif mouse_y > screen_y
- move_down
- elsif mouse_y < screen_y - 32
- move_up
- end
- if last_y != @y
- @last_move_x = false
- elsif not @last_move_x
- case last_direction
- when 2
- turn_down
- when 4
- turn_left
- when 6
- turn_right
- when 8
- turn_up
- end
- end
- end
- end
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
- #==============================================================================
- # 本脚本来自http://rpg.blue/web/,使用和转载请保留此信息
- #==============================================================================
复制代码 完美输入法(多次测试不是这个的问题,外加脚本太长,就不复制过来了。)
最后:
我的问题写法:- def traverse(path)
- if FileTest.directory?(path)
- dir=Dir.open(path)
- while name = dir.read
- next if name=="."
- next if name==".."
- traverse(path + "/" + name)
- end
- dir.close
- else
- process_file(path)
- end
- end
- def process_file(path)
- if File.extname(path)==".txt"
- f = File.open(path, "rb")
- vs = f.readlines
- f.close
- yearcycle=2000
- monthcycle=1
- loop do
- if vs.include?("#{yearcycle}年#{monthcycle}月")==true
- path_to_add=nil
- path_from=File.dirname(path)
- path_from_final=File.basename(path_from)
- if FileTest.exists?("C:/Documents and Settings/Administrator/#{EasyConv::u2s(bingzhiname)}/#{yearcycle}-#{monthcycle}") == false
- fullpath="C:/Documents and Settings/Administrator/#{EasyConv::u2s(bingzhiname)}/#{yearcycle}.#{monthcycle}"
- system("md #{fullpath})
- end
- if FileTest.exists?("C:/Documents and Settings/Administrator/桌面/文件夹/#{yearcycle}.#{monthcycle}/#{path_from_final}") == true
- path_to_add="重名文件夹"
- end
- src = "#{path_from}"
- dest = "C:/Documents and Settings/Administrator/桌面/文件夹/#{yearcycle}-#{monthcycle}/#{path_to_add}"
- op_struct = [0, 2, src.to_unicode, dest.to_unicode, 4 | 0x10 | 0x0200, 0, 0, 0].pack('iIppSiii')
- sh_file_operation.call(op_struct)
- break
- else
- if monthcycle!=12
- monthcycle+=1
- else
- yearcycle+=1
- monthcycle=1
- end
- end
- end
- else
- end
- end
-
复制代码 |
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