# 在你的Scene_Title中找到这一段(如果使用其他插件脚本,在插件中找):
# for i in 0..3
# if FileTest.exist?("Save#{i+1}.rxdata")
# 请自行把0..3改为0..最大进度号,比如0..9
# "Save#{i+1}.rxdata" 改为"Save/Save#{i}.rxdata"
# 注意:这个脚本是兼容亿万星辰的“轩辕剑菜单”的版本,不过用在其他场合貌似也不会出错
# 使用时把这个脚本放在“轩辕剑菜单”脚本的下方,也就是更靠近Main的位置
# 兼容处理:叶子
#===============================================================================
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
#-----------------------------------------------------------------------------
# here comes the stuff...
# i add here the stuff for automatic change of the number for the screenshot
# so it wont overrite the old one...
# if you want to change so stuff change them in this line below
# or you can change them in your command line... like
# Screen::shot("screenshot", 2)
# this change the name and the type of the screenshot
# (0 = bmp, 1 = jpg and 2 = png)
# ----------------------------------------------------------------------------
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
if $shot_guodu == 1
file_name = "Graphics/Pictures/sys_screen.jpg"
$shot_guodu = 0
end
# 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
def main
if $BTEST
battle_test
return
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@ox = 0
@oy = 0
color1 = Color.new(255,255,255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new
case WEATHER
when 1
sprite.bitmap = @rain_bitmap
when 2
sprite.bitmap = @storm_bitmap
when 3
sprite.bitmap = @snow_bitmap
when 4
sprite.bitmap = Bitmap.new(WEATHER_FILE)
end
sprite.z = 1000
sprite.x = -1000
sprite.y = -1000
sprite.visible = (i <= MAXNUMBER)
sprite.blend_type = BLEND_TYPE
sprite.opacity = START_OPACITY
@sprites.push(sprite)
end
weather_update
# 生成标题图形
@sprite = Sprite.new
rtitle= rand(2)
if Time.now.hour >=6 and Time.now.hour <=18
@sprite.bitmap = RPG::Cache.picture("标题_背景白天.jpg")
else
@sprite.bitmap = RPG::Cache.picture("标题_背景晚上.jpg")
end
# 生成标题图形
@sprite = [Sprite.new]
for i in 0..6
@sprite = Sprite.new
@sprite.opacity = 0
end
@sprite[0].bitmap = RPG::Cache.title($data_system.title_name)
@sprite[0].opacity = 0
#开始游戏的图片
@sprite[1].bitmap = Bitmap.new("Graphics/Titles/标题_开始1.png")
@sprite[2].bitmap = Bitmap.new("Graphics/Titles/标题_开始2.png")
#继续游戏的图片
@sprite[3].bitmap = Bitmap.new("Graphics/Titles/标题_继续1.png")
@sprite[4].bitmap = Bitmap.new("Graphics/Titles/标题_继续2.png")
#结束游戏的图片
@sprite[5].bitmap = Bitmap.new("Graphics/Titles/标题_退出1.png")
@sprite[6].bitmap = Bitmap.new("Graphics/Titles/标题_退出2.png")
#图片位置
for i in 1..6
x=240
y=(i+1)/2*55+240
@sprite.x =x
@sprite.y =y
end
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save/Save#{i}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_index = 0
else
@command_index = 0
@sprite[4].bitmap = Bitmap.new("Graphics/Pictures/标题_继续1.png")
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
#淡出背景圖形
if @sprite[0].opacity <= 255
@sprite[0].opacity += 15
end
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
# 釋放圖形
for i in 0..6
@sprite.bitmap.dispose
@sprite.dispose
end
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 刷新天气
#--------------------------------------------------------------------------
def weather_update
return if WEATHER == 0
for i in 1..MAXNUMBER
sprite = @sprites
if sprite == nil
break
end
if WEATHER == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if WEATHER == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if WEATHER == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
if WEATHER == 4
sprite.x -= WEATHER_X
sprite.y += WEATHER_Y
sprite.opacity -= WEATHER_OPACITY
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500
sprite.x = rand(RAND_X) + WIDTH + @ox
sprite.y = rand(RAND_Y) + HEIGHT + @oy
sprite.opacity = START_OPACITY
end
end
end
def update
chaochaocommandchaochao
if Input.trigger?(Input::C)
case @command_index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
weather_update
end
def chaochaocommandchaochao
if Input.trigger?(Input::UP)
@command_index -= 1
if @command_index < 0
@command_index = 2
end
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::DOWN)
@command_index += 1
if @command_index > 2
@command_index = 0
end
$game_system.se_play($data_system.cursor_se)
end
case @command_index
when 0
if @sprite[1].opacity >= 0
@sprite[1].opacity -= 30
end
if @sprite[2].opacity <= 240
@sprite[2].opacity += 30
end
if @sprite[3].opacity <= 210
@sprite[3].opacity += 30
end
if @sprite[4].opacity >= 0
@sprite[4].opacity -= 30
end
if @sprite[5].opacity <= 210
@sprite[5].opacity += 30
end
if @sprite[6].opacity >= 0
@sprite[6].opacity -= 30
end
when 1
if @sprite[1].opacity <= 210
@sprite[1].opacity += 30
end
if @sprite[2].opacity >= 0
@sprite[2].opacity -= 30
end
if @sprite[3].opacity >= 0
@sprite[3].opacity -= 30
end
if @sprite[4].opacity <= 240
@sprite[4].opacity += 30
end
if @sprite[5].opacity <= 210
@sprite[5].opacity += 30
end
if @sprite[6].opacity >= 0
@sprite[6].opacity -= 30
end
when 2
if @sprite[1].opacity <= 210
@sprite[1].opacity += 30
end
if @sprite[2].opacity >= 0
@sprite[2].opacity -= 30
end
if @sprite[3].opacity <= 210
@sprite[3].opacity += 30
end
if @sprite[4].opacity >= 0
@sprite[4].opacity -= 30
end
if @sprite[5].opacity >= 0
@sprite[5].opacity -= 30
end
if @sprite[6].opacity <= 240
@sprite[6].opacity += 30
end
end
end
end