以下引用goahead于2009-2-4 10:05:13的发言:
事件脚本里运行这两行,应该就明白怎么做了
a = load_data("Data/MapInfos.rxdata")
p a[$game_map.map_id].name
以下引用亿万星辰于2009-2-4 10:09:35的发言:
看看为什么存档里能显示出角色的相关信息,就知道如何显示地图名了
以下引用goahead于2009-2-4 11:08:19的发言:
以下引用玄月于2009-2-4 10:48:09的发言:
以下引用goahead于2009-2-4 10:05:13的发言:
事件脚本里运行这两行,应该就明白怎么做了
a = load_data("Data/MapInfos.rxdata")
p a[$game_map.map_id].name
这个只能显示当前地图名。我要显示存档时候的那个地图名
因为看到你前面还问过一帖截图存档的问题,我以为只要得得地图名你就能明白
看一下吧,在refresh那段加了两行
复制代码
- #==============================================================================
 
- # ■ Window_SaveFile
 
- #------------------------------------------------------------------------------
 
- # 显示存档以及读档画面、保存文件的窗口。
 
- #==============================================================================
 
- class Window_SaveFile < Window_Base
 
- #--------------------------------------------------------------------------
 
- # ● 定义实例变量
 
- #--------------------------------------------------------------------------
 
- attr_reader :filename # 文件名
 
- attr_reader :selected # 选择状态
 
- #--------------------------------------------------------------------------
 
- # ● 初始化对像
 
- # file_index : 存档文件的索引 (0~3)
 
- # filename : 文件名
 
- #--------------------------------------------------------------------------
 
- def initialize(file_index, filename)
 
- super(0, 64 + file_index % 4 * 104, 640, 104)
 
- self.contents = Bitmap.new(width - 32, height - 32)
 
- @file_index = file_index
 
- @filename = "Save#{@file_index + 1}.rxdata"
 
- @time_stamp = Time.at(0)
 
- @file_exist = FileTest.exist?(@filename)
 
- if @file_exist
 
- file = File.open(@filename, "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)
 
- @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)
 
- @total_sec = @frame_count / Graphics.frame_rate
 
- file.close
 
- end
 
- refresh
 
- @selected = false
 
- end
 
- #--------------------------------------------------------------------------
 
- # ● 刷新
 
- #--------------------------------------------------------------------------
 
- def refresh
 
- self.contents.clear
 
- # 描绘文件编号
 
- self.contents.font.color = normal_color
 
- name = "文件 #{@file_index + 1}"
 
- self.contents.draw_text(4, 0, 600, 32, name)
 
- @name_width = contents.text_size(name).width
 
- # 存档文件存在的情况下
 
- if @file_exist
 
- # 描绘角色
 
- for i in [email protected]
 
- bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
 
- cw = bitmap.rect.width / 4
 
- ch = bitmap.rect.height / 4
 
- src_rect = Rect.new(0, 0, cw, ch)
 
- x = 300 - @characters.size * 32 + i * 64 - cw / 2
 
- self.contents.blt(x, 68 - ch, bitmap, src_rect)
 
- end
 
- # 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(4, 8, 600, 32, time_string, 2)
 
- # 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(4, 40, 600, 32, time_string, 2)
 
- #################
 
- mapinfo = load_data("Data/MapInfos.rxdata")
 
- self.contents.draw_text(4, 40, 600, 32, mapinfo[@game_map.map_id].name)
 
- ############
 
- end
 
- end
 
- #--------------------------------------------------------------------------
 
- # ● 设置选择状态
 
- # selected : 新的选择状态 (true=选择 false=不选择)
 
- #--------------------------------------------------------------------------
 
- def selected=(selected)
 
- @selected = selected
 
- update_cursor_rect
 
- end
 
- #--------------------------------------------------------------------------
 
- # ● 刷新光标矩形
 
- #--------------------------------------------------------------------------
 
- def update_cursor_rect
 
- if @selected
 
- self.cursor_rect.set(0, 0, @name_width + 8, 32)
 
- else
 
- self.cursor_rect.empty
 
- end
 
- end
 
- end
 
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