Project1
标题:
关于公共事件自制菜单的俩问题,望高手指点迷津!
[打印本页]
作者:
huyunchong
时间:
2010-7-10 21:57
标题:
关于公共事件自制菜单的俩问题,望高手指点迷津!
本帖最后由 huyunchong 于 2010-7-12 21:49 编辑
根据柳大大的视屏做了个自制菜单遇到了两个严重问题= =||
1,从自制菜单进入的特技界面、装备界面和状态界面只显示第一个角色的内容。
2,用了自制菜单后,截图存取档的截图功能无法使用。
望越详细越好,在这里先谢谢了!
截图存取档脚本如下:
###使用说明
#使用前请复制sceneshot.dll到游戏文件下,并新建文件夹Save
#将此文本插入main前面
#游戏前显示头像的文件名为:人物角色名_f,请自行建立几张做测试,不然找不到图片会报错
#自动存档按钮F5 存入档位0(也就是自动存档那栏)
#使用前,请在菜单脚本:scene_menu里面,
# when 4 # 存档
# # 禁止存档的情况下
# if $game_system.save_disabled
# # 演奏冻结 SE
# $game_system.se_play($data_system.buzzer_se)
# return
# end
# # 演奏确定 SE
# $game_system.se_play($data_system.decision_se)
# # 切换到存档画面
# $scene = Scene_Save.new <--这行
#替换为: $scene = Scene_Loadsave.new
#另,在原scene_title里,48行左右
# for i in 0..3
# for i in 0..3
# if FileTest.exist?("Save#{i+1}.rxdata")
###################改成if FileTest.exist?("Save/Save#{i+1}.rxdata")
# @continue_enabled = true
# end
# end
#否则继续游戏时会检测不到存档
class Window_File < Window_Base
attr_accessor :index
def initialize(index = 0)
@backsp = Sprite.new
# @backsp.bitmap = Bitmap.new("Graphics/Pictures/菜单底图.jpg")
@backsp.z = 100
super(160,64,480,416)
#这行可以不用
self.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
@sprite.visible = false
@sprite.z = 100
@sp_ch = []
@sp_ch[0] = Sprite.new
refresh
end
def refresh
self.contents.clear
for i in @sp_ch
i.visible = false
end
@sprite.visible = false
if FileTest.exist?(DIR+"Save#{@index}.rxdata")
@sprite.visible = true
if FileTest.exist?(DIR+"Save#{@index}.jpg")
@sprite.bitmap = Bitmap.new(DIR+"Save#{@index}.jpg")
else
self.contents.draw_text(32,64,400,32,"截图出现问题!")
end
@sprite.x = 290
@sprite.y = 96
@sprite.z = 998
@sprite.zoom_x = 0.5
@sprite.zoom_y = 0.5
file = File.open(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
testname = @characters[i][2].name+"_f"
@sp_ch[i].bitmap = Bitmap.new("Graphics/battlers/#{testname}")
@sp_ch[i].zoom_x = 0.8
@sp_ch[i].zoom_y = 0.8
@sp_ch[i].x = 180
@sp_ch[i].y = 96 + i*90
@sp_ch[i].z = 101
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, 326, 420, 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, 356, 420, 32, time_string, 2)
else
self.contents.draw_text(32,32,420,32,"这个存档是空的")
end
end
def dispose
super
@sprite.dispose
@backsp.dispose
for i in @sp_ch
i.dispose
end
end
end
class Window_File2 < Window_Base
attr_accessor :index
def initialize(index = 0)
@backsp = Sprite.new
# @backsp.bitmap = Bitmap.new("Graphics/Pictures/菜单底图.jpg")
@backsp.z = 100
super(160,0,480,480)
#这行可以不用
self.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
@sprite.visible = false
@sprite.z = 100
@sp_ch = []
@sp_ch[0] = Sprite.new
refresh
end
def refresh
self.contents.clear
for i in @sp_ch
i.visible = false
end
@sprite.visible = false
if FileTest.exist?(DIR+"Save#{@index}.rxdata")
@sprite.visible = true
if FileTest.exist?(DIR+"Save#{@index}.jpg")
@sprite.bitmap = Bitmap.new(DIR+"Save#{@index}.jpg")
else
self.contents.draw_text(32,64,400,32,"截图出现问题!")
end
@sprite.x = 290
@sprite.y = 32
@sprite.z = 998
@sprite.zoom_x = 0.5
@sprite.zoom_y = 0.5
file = File.open(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
testname = @characters[i][2].name+"_f" #修改
@sp_ch[i].bitmap = Bitmap.new("Graphics/battlers/#{testname}")
@sp_ch[i].x = 180
@sp_ch[i].y = 24 + i*110
@sp_ch[i].z = 101
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, 390, 420, 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, 420, 420, 32, time_string, 2)
else
self.contents.draw_text(32,32,420,32,"这个存档是空的")
end
end
def dispose
super
@sprite.dispose
@backsp.dispose
for i in @sp_ch
i.dispose
end
end
end
$打开自动存档用的开关编号 = 999
$自动存档位置 = 1
$按下F5之后的自动存档的音效 = "Audio/SE/系统存档"
$按下F5之后禁止存档时候的音效 = "Audio/Se/系统错误"
DIR = "Save/"
$打开自动存档开关之后调用的公共事件 = 0 #——默认未定义
$按下F5之后可以存档调用的公共事件 = 0 #——默认未定义
$按下F5之后禁止存档调用的公共事件 = 0 #——默认未定义
class Scene_Map
alias auto_update update
def update
auto_update
#——按下F5的时候自动存档,可以修改为F5,F6,F7,F8,也可以修改成默认按键但是不推荐。
#——注意在不可存档的时候是无效的
if Input.trigger?(Input::F5)
unless $game_system.map_interpreter.running?
if $game_system.save_disabled
Audio.se_play($按下F5之后禁止存档时候的音效)
$game_temp.common_event_id = $按下F5之后禁止存档调用的公共事件
else
Audio.se_play($按下F5之后的自动存档的音效)
$game_temp.common_event_id = $按下F5之后可以存档调用的公共事件
auto_save
end
end
end
#——当BOSS战之前打开一下定义的开关,即可自动存档
if $game_switches[$打开自动存档用的开关编号] == true
$game_switches[$打开自动存档用的开关编号] = false
$game_temp.common_event_id = $打开自动存档开关之后调用的公共事件
auto_save
end
end
def auto_save
#——这里定义了储存的文件,如果不希望用Save4可以自己修改编号
# 写入存档数据
Screen::shot
file = File.open( DIR+"Save#{$自动存档位置}.rxdata", "wb")
auto_save_data(file)
if FileTest.exist?( DIR+"shot.jpg")
File.rename( DIR+"shot.jpg", DIR+"Save#{$自动存档位置}.jpg")
end
file.close
end
def auto_save_data(file)
#——以下定义内容和Scene_Save的write_save_data(file)完全一样
#——如果你修改过该存档方法,不要忘记用你修改的覆盖这部分内容。
# 生成描绘存档文件用的角色图形
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue, actor])
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
DIR = "Save/" # 储存文件夹名,请制作游戏时自行建立此文件夹
module Screen
@screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l
p), 'l'
@findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
module_function
def shot(file = "shot", typ = 1)
# to add the right extension...
if typ == 0
typname = ".bmp"
elsif typ == 1
typname = ".jpg"
elsif typ == 2
typname = ".png"
end
file_index = 0
dir = "Save/"
# make the filename....
file_name = dir + file.to_s + typname.to_s
# make the screenshot.... Attention dont change anything from here on....
@screen.call(0,0,640,480,file_name,handel,typ)
end
# find the game window...
def handel
game_name = "\0" * 256
@readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return @findwindow.call('RGSS Player',game_name)
end
end
class Scene_Menu
alias shotsave_main main
def main
if @menu_index == 0
Screen::shot
end
shotsave_main
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
#==============================================================================
# ■ Scene_Load
#------------------------------------------------------------------------------
# 处理读档画面的类。
#==============================================================================
class Scene_Load
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
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..51
filename = 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,["自动存档","快速存档","进度二",
"进度三","进度四","进度五","进度六","进度七","进度八","进度九","进度十",
"进度十一","进度十二","进度十三","进度十四","进度十五","进度十六",
"进度十七","进度十八","进度十九","进度二十","进度二一","进度二二",
"进度二三","进度二四","进度二五","进度二六","进度二七","进度二八",
"进度二九","进度三十"])
@command_window.y = 0
@command_window.height = 480
@command_window.index = $game_temp.last_file_index
@content_window = Window_File2.new($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?(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(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
#==============================================================================
# Window_LoadCommand
#------------------------------------------------------------------------------
# 存取档画面选择按钮窗口
#==============================================================================
class Window_LoadCommand < Window_Selectable
#--------------------------------------------------------------------------
# 初始化对象
#--------------------------------------------------------------------------
def initialize
super(320, 0, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.color = normal_color
@item_max = 2
@column_max = 2
@commands = ["读取", "存储"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# 描画按钮文字
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 144, 32, @commands[index])
end
#--------------------------------------------------------------------------
# ● 项目无效化
# index : 项目编号
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# Scene_Loadsave
#------------------------------------------------------------------------------
# 处理存取档画面的类。
#==============================================================================
class Scene_Loadsave
#--------------------------------------------------------------------------
# ● 初始化对像
# $last_savefile_index : 记录光标位置
#--------------------------------------------------------------------------
def initialize
$last_savefile_index = 0 if $last_savefile_index == nil
# 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..51
filename = 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
#--------------------------------------------------------------------------
# 主处理
#--------------------------------------------------------------------------
def main
@savestate = 0
# 生成窗口
@help_window = Window_LoadHelp.new
@help_window.set_text("请选择.")
@option_window = Window_LoadCommand.new
@option_window.index = $last_savefile_index
########################################################
@command_window = Window_Command.new(160,["自动存档","快速存档","进度二",
"进度三","进度四","进度五","进度六","进度七","进度八","进度九","进度十",
"进度十一","进度十二","进度十三","进度十四","进度十五","进度十六",
"进度十七","进度十八","进度十九","进度二十","进度二一","进度二二",
"进度二三","进度二四","进度二五","进度二六","进度二七","进度二八",
"进度二九","进度三十"])
@command_window.y = 64
@command_window.height = 416
@command_window.index = $game_temp.last_file_index
@content_window = Window_File.new($game_temp.last_file_index)
@command_window.active = false
###############覆盖存档
@confirm_window = Window_Base.new(120, 188, 400, 64)
@confirm_window.contents = Bitmap.new(368, 32)
@confirm_window.contents.font.color = Color.new(255,255,255,255)
string = "确定要覆盖这个进度吗?"
@confirm_window.contents.font.name = "黑体"
@confirm_window.contents.font.size = 24
@confirm_window.contents.draw_text(4, 0, 368, 32, string)
@yes_no_window = Window_Command.new(100, ["覆盖", "取消"])
@confirm_window.z = 1500
@yes_no_window.index = 1
@yes_no_window.x = 270
@yes_no_window.y = 252
@yes_no_window.z = 1500
@confirm_window.visible = false
@yes_no_window.visible = false
@yes_no_window.active = false
# 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
# 释放窗口
@command_window.dispose
@content_window.dispose
@confirm_window.dispose
@yes_no_window.dispose
@help_window.dispose
@option_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@help_window.update
@option_window.update
# @content_window.update
@command_window.update
if @yes_no_window.active
confirm_update
return
end
@content_window.index = @command_window.index
@content_window.refresh
case @savestate
when 0
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
# 返回地图
if $menu_call == false
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 切换到菜单画面
$menu_call = false
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case @option_window.index
when 0
@command_window.active = true
@option_window.active = false
$game_system.se_play($data_system.decision_se)
@help_window.set_text("请选择一个文件进行读取.")
@savestate = 1
return
when 1
@command_window.active = true
@option_window.active = false
$game_system.se_play($data_system.decision_se)
@help_window.set_text("请选择一个文件进行存储.")
@savestate = 2
return
return
end
end
when 1,2
if Input.trigger?(Input::C)
if @savestate == 1
$menu_call = false
load_file
return
else
# 禁止存档的情况下
if $game_system.save_disabled
@help_window.set_text("抱歉,这里禁止存储.")
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$last_savefile_index = @option_window.index
save_file
return
end
end
# 取消
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = false
@help_window.set_text("请选择.")
@savestate = 0
@option_window.active = true
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@savestate = 2
@command_window.active = true
return
end
end
end
#--------------------------------------------------------------------------
# 建立记录文件索引
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# 读取记录文件
# filename : 被读取文件
#--------------------------------------------------------------------------
def load_file
# 文件不存在的情况下
unless FileTest.exist?( 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( 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
#--------------------------------------------------------------------------
# ● 读取存档数据
# file : 读取用文件对像 (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
#--------------------------------------------------------------------------
# ● 写入存档文件
#--------------------------------------------------------------------------
def save_file
if Input.trigger?(Input::C)
unless FileTest.exist?( DIR+"Save#{@command_window.index}.rxdata")
# 演奏冻结 SE
# 演奏存档 SE
$game_system.se_play($data_system.save_se)
# 写入存档数据
file = File.open( DIR+"Save#{@command_window.index}.rxdata", "wb")
write_save_data(file)
if FileTest.exist?( DIR+"shot.jpg")
File.rename( DIR+"shot.jpg", 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
@confirm_window.dispose
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 切换到菜单画面
$scene = Scene_Map.new
end
@yes_no_window.active = true
@command_window.active = false
end
#———————————————————————#
end
#-------------------------------------------------------------------
def confirm_update
@command_index = @command_window.index
@confirm_window.visible = true
@confirm_window.z = 1500
@yes_no_window.visible = true
@yes_no_window.active = true
@yes_no_window.z = 1500
@yes_no_window.update
if Input.trigger?(Input::C)
if @yes_no_window.index == 0
#######################################################
# 演奏存档 SE
$game_system.se_play($data_system.save_se)
# 写入存档数据
file = File.open( DIR+"Save#{@command_window.index}.rxdata", "wb")
write_save_data(file)
if FileTest.exist?( DIR+"shot.jpg")
File.rename( DIR+"shot.jpg", 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
@confirm_window.dispose
@content_window.dispose
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 切换到菜单画面
$scene = Scene_Map.new
else
@yes_no_window.visible = false
@confirm_window.visible = false
$game_system.se_play($data_system.cancel_se)
@yes_no_window.active = false
@command_window.active = true
end
end
if Input.trigger?(Input::B)
@yes_no_window.visible = false
@confirm_window.visible = false
$game_system.se_play($data_system.cancel_se)
@yes_no_window.active = false
@command_window.active = true
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])
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
#==============================================================================
# ■ Window_LoadHelp
#------------------------------------------------------------------------------
# 存取档画面帮助信息的显示窗口。
#==============================================================================
class Window_LoadHelp < Window_Base
#--------------------------------------------------------------------------
# 初始化对象
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# 刷新文本
#--------------------------------------------------------------------------
def set_text(text, align = 1)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
复制代码
作者:
火ZHI意志
时间:
2010-7-11 07:02
本帖最后由 火ZHI意志 于 2010-7-11 07:12 编辑
建议不用把状态、装备、存档和特技放在自制菜单里使用
主要是执行游戏内的一些特别功能、最后再增加系统菜单的选项
况且现在连图片选项脚本都有了,没必要特意用公共事件做了
作者:
村纱水蜜
时间:
2010-7-11 16:18
不是高手的轻轻路过~
装备技能等等界面应该是可以按pgup和pgdn键切换角色的,不过建议还是重新写一个窗口来选择角色为好~
截图存档脚本的话只要在并行处理的公共事件里,“按键B被按下时”的分歧项里加上这么一行脚本:
Screen::shot
就可以啦~
作者:
huyunchong
时间:
2010-7-11 19:35
第二个问题解决了,非常感谢LS的回答,可是不知pgup和pgdown是怎么一回事额= =||
作者:
村纱水蜜
时间:
2010-7-11 20:47
本帖最后由 村纱水蜜 于 2010-7-11 13:48 编辑
就是说不作任何修改的话也应该可以用翻页键切换角色的呀~
如果新写一个窗口的话可以参考这个:
class Scene_Status_2
# --------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
# --------------------------------
def main
@status_window = Window_MenuStatus.new
@status_window.x = 80
@status_window.y = 0
Graphics.transition
@status_window.active = true
@status_window.index = 0
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@status_window.dispose
end
# --------------------------------
def update
@status_window.update
if @status_window.active
update_status
return
end
end
# --------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
复制代码
插到main前,想显示角色状态的时候调用scene_status_2就好了~
其实也就是各种复制粘贴加一点点修改而已..装备和技能窗口也可以用类似的方法~
作者:
huyunchong
时间:
2010-7-11 23:37
那翻页键又是什么呢?(汗……)
作者:
村纱水蜜
时间:
2010-7-12 03:26
就是pgup和pgdn键呀><(死循环了..)
键盘不一样写法也不一样吧,或者叫pageup和pagedown键?
作者:
huyunchong
时间:
2010-7-12 21:47
本帖最后由 huyunchong 于 2010-7-12 21:49 编辑
LS一言惊醒梦中人!真乃高人也!多谢多谢!
自行结贴。。。。
作者:
火ZHI意志
时间:
2010-7-13 09:23
我想说,其实原版的特技、装备、状态显示的角色
本来就能用L\R切换的
作者:
鱿鱼君
时间:
2013-5-1 02:38
村纱水蜜 发表于 2010-7-12 03:26
就是pgup和pgdn键呀>
怎么编写选择角色的窗口呢?
{:2_268:} 我才不会很你说我很崇拜你呢=v=
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1