||
#==============================================================================
# 本脚本来自www.66RPG.com,转载和使用请保留此信息
#===============================================================================
BBS_66RPG_DIR = "Save/"
#==============================================================================
# 作者:未知
# 优化修改:243387971
# 版本:1.0
# 注释:研究Win32 API汇编一段时间后,又想碰一下RGSS脚本,这也算是本人的处女作
# 吧。以下#后面的注释均为243387971重新编写。
#==============================================================================
#·······································
#· 这个排版的内容比较繁复,注意看脚本里用【】框起来的内容,这些大致是可以动 ·
#·存档数量也可以改,不过不推荐改太多,因为你还得回Scene_Title也改一次…… ·
#·总之就是除了黑框注释过的东西能不动就别动…… ·
#·······································
#===============================================================================
module Screen
#@screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
#调用名为screenshot的动态链接库中的Screenshot函数
#@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
#为初始化文件中指定的条目取得字串
#对Ini文件进行读操作
#@findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
#查找窗口并返回Long句柄
#列出在VB中调用API的方式进行对比。
#Public Declare Function FindWindow Lib "user32" Alias "FindWindowA" (ByVal lpClassName As String, ByVal lpWindowName As String) As Long
#双P均为指针,指向参数地址。
module_function
#def shot(file = "shot", typ = 1)
# 设定支持图片类型...
# 0为BMP位图
# 1为JPEG压缩图片
# 2为网络格式PNG图片
#if typ == 0
#typname = ".bmp"
#elsif typ == 1
#typname = ".jpg"
#elsif typ == 2
#typname = ".png"
#end
#file_index = 0
#dir = "Save/"
# 创建文件名称....
#file_name = dir + file + typname
#file_name=Save/+file转换为字符串+typename
#$to_s([base])
#将整数变为十进制字符串形式。
# 调用Screenshot函数....
#@screen.call(0,0,640,480,file_name,handel,typ)
#解析:
#0,0应该是图片坐标
#640,480应该是图片的宽度和高度
#file_name应该是图片路径
#handel是图像句柄
#typ是类型
#用PE分析器得出该dll中应该只有一个函数
#分析数据:
#模块名称:PureBasic.dll
#TimeDateStamp: 41AE4E96
#版本: 0.00
#Ordinal base: 00000001
#函数个数: 00000001
#名称个数: 00000001
#Screenshot rva: 00001083 ord: 1
#这应该是调用的Screenshot中的函数,作用应该是读取图片文件并且返回图像数据。
#end
# 这一对象的组合,其目的是获取游戏执行时的窗口句柄
#def handel
#game_name = "\0" * 256
#@readini.call('Game','Title','',game_name,255,".\\Game.ini")
#利用readini函数从Game.ini当中获取游戏的标题
#game_name.delete!("\0")
#return @findwindow.call('RGSS Player',game_name)
#带入函数,findwindow返回句柄到Handel(句柄)并给予Screenshot函数调用
#end
end
class Window_File < Window_Base #集成的是Window_Base类方法
attr_accessor :index
def initialize(index = 0)
#window_file类进行初始化操作
@backsp = Sprite.new
@backsp.bitmap = Bitmap.new("Graphics/Pictures/ui_save.jpg")
@backsp.z = 99
#建立一个backsp实量为精灵对象
#位图图像为Graphics/Pictures/ui_save.jpg(此处路径可自定义)
#定义z轴次序
super(160,50,460,460)
#调用父类Window_Base的initialize同类方法,将160,50,460,460参数实际上是
#赋值给父类的同名方法
self.opacity=0
self.contents = Bitmap.new(width - 32, height - 32)
#self设定自身对象即windows_file类的实例属性opacity=0
# contents=Bitmap.new(width - 32, height - 32)
@index = index
#·························
#·这里我要说明一句,之所以用sprite是为了放缩图片·
#·························
@sprite = Sprite.new
#新建一个Sprite对象
@sprite.visible = false
#设定精灵的可见性为false
@sprite.z = 100
#Z轴次序为100
@sp_ch = []
#定义一个空的sp_ch数组
@sp_ch[0] = Sprite.new
refresh
#调用refresh函数
#意思就是在创建实例时刷新一下,要不要无所谓
end
def refresh
self.contents.clear
#self设定自身对象即windows_file类的实例方法clear清除
for i in @sp_ch
i.visible = false
end
#for循环,由i开始到@sp_ch结束
@sprite.visible = false
if FileTest.exist?(BBS_66RPG_DIR+"Save#{@index}.rxdata")
@sprite.visible = true
#如果该文件存档存在=true就使@sprite的可见性为true
if FileTest.exist?(BBS_66RPG_DIR+"Save#{@index}.jpg")
@sprite.bitmap = Bitmap.new(BBS_66RPG_DIR+"Save#{@index}.jpg")
#如果该存档文件的图片文件存在=true的话就创建图片了
else
self.contents.draw_text(32,64,400,32,"截图似乎有点问题……您搞什么了您?")
end
@sprite.x = 195 #【截图的X坐标,可以调】
@sprite.y = 74 #【截图的Y坐标,可以调】
@sprite.zoom_x = 0.6 #【截图的水平缩放比例,可以调】
@sprite.zoom_y = 0.6 #【截图的垂直缩放比例,可以调】
file = File.open(BBS_66RPG_DIR+"Save#{@index}.rxdata", "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
for i in [email protected]
@sp_ch[i] = Sprite.new
@sp_ch[i].visible = true
@sp_ch[i].bitmap = RPG::Cache.picture(@characters[i][3])
@sp_ch[i].x = 180 + i*100
@sp_ch[i].y = 360 - @sp_ch[i].bitmap.height
@sp_ch[i].z = 101
end
self.contents.font.color = Color.new(0,0,0)
# 描绘游戏时间
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(12, 316, 360, 32, time_string, 0)
#【↑前两个数字是坐标可以调】
@Rtun = Win32API.new 'A1','RturnC', %w(),'p'
$CT = @Rtun.call()
p($CT)
# 描绘时间标记
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
self.contents.draw_text(12, 316, 400, 32, time_string, 2)
#【↑前两个数字是坐标可以调】
else
self.contents.draw_text(32,32,360,32,"这个存档是空的")
#【↑前两个数字是坐标可以调】
end
end
def dispose
super
@sprite.dispose
@backsp.dispose
for i in @sp_ch
i.dispose
end
end
end
class Scene_Save
def main
@command_window = Window_Command.new(160,["进度1","进度2","进度3","进度4",
"进度5","进度6","进度7","进度8","进度9","进度10","进度11","进度12","进度13",
"进度14","进度15","进度16","进度17","进度18","进度19","进度20"])
@command_window.y = 50
#【存档列表的Y坐标,可以调,所有的@command_window.y要保持一致。】
@command_window.height = 384
#【存档列表的高度,可以调,所有的@command_window.height要保持一致。】
@command_window.opacity = 0
@command_window.index = $game_temp.last_file_index
@content_window = Window_File.new($game_temp.last_file_index)
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
@command_window.dispose
@content_window.dispose
end
def update
@command_window.update
if @command_window.index != @content_window.index
@content_window.index = @command_window.index
@content_window.refresh
end
#——————下面这一部分是原装脚本——————#
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new
end
#———————————————————————#
if Input.trigger?(Input::C)
# 演奏存档 SE
$game_system.se_play($data_system.save_se)
# 写入存档数据
file = File.open(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata", "wb")
write_save_data(file)
if FileTest.exist?(BBS_66RPG_DIR+"shot.jpg")
File.rename(BBS_66RPG_DIR+"shot.jpg", BBS_66RPG_DIR+"Save#{@command_window.index}.jpg")
end
file.close
$game_temp.last_file_index = @command_window.index
# 如果被事件调用
if $game_temp.save_calling
# 清除存档调用标志
$game_temp.save_calling = false
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 切换到菜单画面
$scene = Scene_Menu.new
end
#———————————————————————#
end
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入用文件对像 (已经打开)
#--------------------------------------------------------------------------
def write_save_data(file)
# 生成描绘存档文件用的角色图形
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue, actor.id, actor.battler_name, actor.battler_hue])
end
# 写入描绘存档文件用的角色数据
Marshal.dump(characters, file)
# 写入测量游戏时间用画面计数
Marshal.dump(Graphics.frame_count, file)
# 增加 1 次存档次数
$game_system.save_count += 1
# 保存魔法编号
# (将编辑器保存的值以随机值替换)
$game_system.magic_number = $data_system.magic_number
# 写入各种游戏对像
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end
class Scene_Load
def initialize
# 再生成临时对像
$game_temp = Game_Temp.new
# 选择存档时间最新的文件
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..13
filename = BBS_66RPG_DIR+"Save#{i}.rxdata"
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
end
def main
@command_window = Window_Command.new(160,["进度1","进度2","进度3","进度4",
"进度5","进度6","进度7","进度8","进度9","进度10","进度11","进度12","进度13",
"进度14","进度15","进度16","进度17","进度18","进度19","进度20"])
@command_window.y = 50
#【存档列表的Y坐标,可以调,所有的@command_window.y要保持一致。】
@command_window.height = 384
#【存档列表的高度,可以调,所有的@command_window.height要保持一致。】
@command_window.opacity = 0
@command_window.index = $game_temp.last_file_index
@content_window = Window_File.new($game_temp.last_file_index)
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
@command_window.dispose
@content_window.dispose
end
def update
@command_window.update
if @command_window.index != @content_window.index
@content_window.index = @command_window.index
@content_window.refresh
end
#——————下面这一部分是原装脚本——————#
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到标题画面
$scene = Scene_Title.new
end
#———————————————————————#
if Input.trigger?(Input::C)
# 文件不存在的情况下
unless FileTest.exist?(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata")
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏读档 SE
$game_system.se_play($data_system.load_se)
# 写入存档数据
file = File.open(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata", "rb")
read_save_data(file)
file.close
# 还原 BGM、BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# 刷新地图 (执行并行事件)
$game_map.update
# 切换到地图画面
$scene = Scene_Map.new
end
#———————————————————————#
end
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入用文件对像 (已经打开)
#--------------------------------------------------------------------------
def read_save_data(file)
# 读取描绘存档文件用的角色数据
characters = Marshal.load(file)
# 读取测量游戏时间用画面计数
Graphics.frame_count = Marshal.load(file)
# 读取各种游戏对像
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
# 魔法编号与保存时有差异的情况下
# (加入编辑器的编辑过的数据)
if $game_system.magic_number != $data_system.magic_number
# 重新装载地图
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# 刷新同伴成员
$game_party.refresh
end
end
class Scene_Load2
def initialize
# 再生成临时对像
$game_temp = Game_Temp.new
# 选择存档时间最新的文件
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..13
filename = BBS_66RPG_DIR+"Save#{i}.rxdata"
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
end
def main
@command_window = Window_Command.new(160,["进度1","进度2","进度3","进度4",
"进度5","进度6","进度7","进度8","进度9","进度10","进度11","进度12","进度13",
"进度14","进度15","进度16","进度17","进度18","进度19","进度20"])
@command_window.y = 50
#【存档列表的Y坐标,可以调,所有的@command_window.y要保持一致。】
@command_window.height = 384
#【存档列表的高度,可以调,所有的@command_window.height要保持一致。】
@command_window.opacity = 0
@command_window.index = $game_temp.last_file_index
@content_window = Window_File.new($game_temp.last_file_index)
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
@command_window.dispose
@content_window.dispose
end
def update
@command_window.update
if @command_window.index != @content_window.index
@content_window.index = @command_window.index
@content_window.refresh
end
#——————下面这一部分是原装脚本——————#
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到标题画面
$scene = Scene_Menu.new(1)
end
#———————————————————————#
if Input.trigger?(Input::C)
# 文件不存在的情况下
unless FileTest.exist?(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata")
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏读档 SE
$game_system.se_play($data_system.load_se)
# 写入存档数据
file = File.open(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata", "rb")
read_save_data(file)
file.close
# 还原 BGM、BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# 刷新地图 (执行并行事件)
$game_map.update
# 切换到地图画面
$scene = Scene_Map.new
end
#———————————————————————#
end
#--------------------------------------------------------------------------
# ● 写入存档数据
# file : 写入用文件对像 (已经打开)
#--------------------------------------------------------------------------
def read_save_data(file)
# 读取描绘存档文件用的角色数据
characters = Marshal.load(file)
# 读取测量游戏时间用画面计数
Graphics.frame_count = Marshal.load(file)
# 读取各种游戏对像
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
# 魔法编号与保存时有差异的情况下
# (加入编辑器的编辑过的数据)
if $game_system.magic_number != $data_system.magic_number
# 重新装载地图
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# 刷新同伴成员
$game_party.refresh
end
end
class Interpreter
#--------------------------------------------------------------------------
# ● 调用存档画面
#--------------------------------------------------------------------------
def command_352
# 设置战斗中断标志
$game_temp.battle_abort = true
# 设置调用存档标志
$game_temp.save_calling = true
# 推进索引
@index += 1
# 结束
Screen::shot
return false
end
end
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