Project1

标题: RMVA存檔腳本的遊戲時間改為電腦時間問題 [打印本页]

作者: e900003    时间: 2014-3-30 16:15
标题: RMVA存檔腳本的遊戲時間改為電腦時間問題
本帖最后由 e900003 于 2014-3-30 16:24 编辑

我想要把存檔腳本的遊戲時間  改為電腦系統時間

雖然我找到這個帖子:http://rpg.blue/thread-358101-1-1.html
可是我也不知道要怎麼把存檔腳本裡面的遊戲時間改為電腦時間的說   
所以我需要幫助....

存檔腳本如下:
RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼Yanfly Engine Ace - Ace Save Engine v1.03
  4. # -- Last Updated: 2012.07.22
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-SaveEngine"] = true
  12.  
  13. #==============================================================================
  14. # ▼Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.07.22 - Fixed: Location Drawing.
  17. # 2012.01.23 - Anti-crash method added for removed maps.
  18. # 2011.12.26 - Compatibility Update: New Game+
  19. # 2011.12.26 - Started Script and Finished.
  20. #
  21. #==============================================================================
  22. # ▼Introduction
  23. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  24. # This script provides a new save interface for the player. Along with a new
  25. # interface, the player can also load and delete saves straight from the menu
  26. # itself. This will in turn make the save command from the Main Menu always
  27. # available, but the save option within the new save menu will be enabled
  28. # depending on whether or not it is allowed or disallowed. From the interface,
  29. # the player is given more information regarding the save file including the
  30. # the location the player saved at, the amount of gold available, and any
  31. # variables that you want to show the player as well.
  32. #
  33. #==============================================================================
  34. # ▼Instructions
  35. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  36. # To install this script, open up your script editor and copy/paste this script
  37. # to an open slot below ▼Materials/素材 but above ▼Main. Remember to save.
  38. #
  39. # For first time installers, be warned that loading this script the first time
  40. # may not display all information in the status window for save files made
  41. # before the installation of this script. To remedy this, just load up the save
  42. # and save the file again.
  43. #
  44. #==============================================================================
  45. # ▼Compatibility
  46. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  47. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  48. # it will run with RPG Maker VX without adjusting.
  49. #
  50. #==============================================================================
  51.  
  52. module YEA
  53.   module SAVE
  54.  
  55.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  56.     # - Slot Window Settings -
  57.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  58.     # This section adjusts how the slot window appears on the left side of the
  59.     # screen. This also adjusts the maximum number of saves a player can make,
  60.     # the way the slot names appear, and the icons used.
  61.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  62.     MAX_FILES = 20         # Maximum saves a player can make. Default: 16
  63.     SLOT_NAME = "檔案 %s"  # How the file slots will be named.
  64.  
  65.     # These are the icons
  66.     SAVE_ICON  = 368       # Icon used to indicate a save is present.
  67.     EMPTY_ICON = 375       # Icon used to indicate an empty file.
  68.  
  69.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  70.     # - Action Window Settings -
  71.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  72.     # This section adjusts how the action window appears, the sound effect
  73.     # played when deleting files, and what appears in the help window above.
  74.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  75.     ACTION_LOAD   = "讀取"           # Text used for loading games.
  76.     ACTION_SAVE   = "存檔"           # Text used for saving games.
  77.     ACTION_DELETE = "刪除"         # Text used for deleting games.
  78.     DELETE_SOUND  = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
  79.  
  80.     # These text settings adjust what displays in the help window.
  81.     SELECT_HELP = "請選擇想要的進度"
  82.     LOAD_HELP   = "讀取上次的遊戲進度檔案"
  83.     SAVE_HELP   = "存取遊戲進度檔案"
  84.     DELETE_HELP = "刪除遊戲進度的檔案"
  85.  
  86.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  87.     # - Status Window Settings -
  88.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  89.     # This section adjusts how the status window appears in the middle of the
  90.     # screen (that displays the game's data) such as the total playtime, total
  91.     # times saved, total gold, the party's current location, and the variables
  92.     # to be displayed.
  93.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  94.     EMPTY_TEXT = "找不到檔案"      # Text used when no save data is present.
  95.     PLAYTIME   = "遊戲時間:"          # Text used for total playtime.
  96.     TOTAL_SAVE = "存檔次數: "     # Text used to indicate total saves.
  97.     TOTAL_GOLD = "楓幣: "      # Text used to indicate total gold.
  98.     LOCATION   = "地點: "        # Text used to indicate current location.
  99.  
  100.     # These variables will be shown in each of the two columns for those who
  101.     # would want to display more information than just what's shown. Input the
  102.     # variables into the arrays below to designate what data will be shown.
  103.     COLUMN1_VARIABLES = [1, 2, 3]
  104.     COLUMN2_VARIABLES = [4, 5, 6]
  105.  
  106.   end # SAVE
  107. end # YEA
  108.  
  109. #==============================================================================
  110. # ▼Editting anything past this point may potentially result in causing
  111. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  112. # halitosis so edit at your own risk.
  113. #==============================================================================
  114.  
  115. #==============================================================================
  116. # ■ Icon
  117. #==============================================================================
  118.  
  119. module Icon
  120.  
  121.   #--------------------------------------------------------------------------
  122.   # self.save_icon
  123.   #--------------------------------------------------------------------------
  124.   def self.save_icon; return YEA::SAVE::SAVE_ICON; end
  125.  
  126.   #--------------------------------------------------------------------------
  127.   # self.empty_icon
  128.   #--------------------------------------------------------------------------
  129.   def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
  130.  
  131. end # Icon
  132.  
  133. #==============================================================================
  134. # ■ Numeric
  135. #==============================================================================
  136.  
  137. class Numeric
  138.  
  139.   #--------------------------------------------------------------------------
  140.   # new method: group_digits
  141.   #--------------------------------------------------------------------------
  142.   unless $imported["YEA-CoreEngine"]
  143.   def group; return self.to_s; end
  144.   end # $imported["YEA-CoreEngine"]
  145.  
  146. end # Numeric
  147.  
  148. #==============================================================================
  149. # ■ DataManager
  150. #==============================================================================
  151.  
  152. module DataManager
  153.  
  154.   #--------------------------------------------------------------------------
  155.   # overwrite method: savefile_max
  156.   #--------------------------------------------------------------------------
  157.   def self.savefile_max
  158.     return YEA::SAVE::MAX_FILES
  159.   end
  160.  
  161.   #--------------------------------------------------------------------------
  162.   # overwrite method: self.make_save_header
  163.   #--------------------------------------------------------------------------
  164.   def self.make_save_header
  165.     header = {}
  166.     header[:characters]    = $game_party.characters_for_savefile
  167.     header[:playtime_s]    = $game_system.playtime_s
  168.     header[:system]        = Marshal.load(Marshal.dump($game_system))
  169.     header[:timer]         = Marshal.load(Marshal.dump($game_timer))
  170.     header[:message]       = Marshal.load(Marshal.dump($game_message))
  171.     header[:switches]      = Marshal.load(Marshal.dump($game_switches))
  172.     header[:variables]     = Marshal.load(Marshal.dump($game_variables))
  173.     header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
  174.     header[:actors]        = Marshal.load(Marshal.dump($game_actors))
  175.     header[:party]         = Marshal.load(Marshal.dump($game_party))
  176.     header[:troop]         = Marshal.load(Marshal.dump($game_troop))
  177.     header[:map]           = Marshal.load(Marshal.dump($game_map))
  178.     header[:player]        = Marshal.load(Marshal.dump($game_player))
  179.     header
  180.   end
  181.  
  182. end # DataManager
  183.  
  184. #==============================================================================
  185. # ■ Window_MenuCommand
  186. #==============================================================================
  187.  
  188. class Window_MenuCommand < Window_Command
  189.  
  190.   #--------------------------------------------------------------------------
  191.   # overwrite method: save_enabled
  192.   #--------------------------------------------------------------------------
  193.   def save_enabled; return true; end
  194.  
  195. end # Window_MenuCommand
  196.  
  197. #==============================================================================
  198. # ■ Window_FileList
  199. #==============================================================================
  200.  
  201. class Window_FileList < Window_Selectable
  202.  
  203.   #--------------------------------------------------------------------------
  204.   # initialize
  205.   #--------------------------------------------------------------------------
  206.   def initialize(dx, dy)
  207.     super(dx, dy, 128, Graphics.height - dy)
  208.     refresh
  209.     activate
  210.     select(SceneManager.scene.first_savefile_index)
  211.   end
  212.  
  213.   #--------------------------------------------------------------------------
  214.   # item_max
  215.   #--------------------------------------------------------------------------
  216.   def item_max; return DataManager.savefile_max; end
  217.  
  218.   #--------------------------------------------------------------------------
  219.   # current_item_enabled?
  220.   #--------------------------------------------------------------------------
  221.   def current_item_enabled?
  222.     header = DataManager.load_header(index)
  223.     return false if header.nil? && SceneManager.scene_is?(Scene_Load)
  224.     return true
  225.   end
  226.  
  227.   #--------------------------------------------------------------------------
  228.   # refresh
  229.   #--------------------------------------------------------------------------
  230.   def refresh
  231.     create_contents
  232.     draw_all_items
  233.   end
  234.  
  235.   #--------------------------------------------------------------------------
  236.   # draw_item
  237.   #--------------------------------------------------------------------------
  238.   def draw_item(index)
  239.     header = DataManager.load_header(index)
  240.     enabled = !header.nil?
  241.     rect = item_rect(index)
  242.     rect.width -= 4
  243.     draw_icon(save_icon?(header), rect.x, rect.y, enabled)
  244.     change_color(normal_color, enabled)
  245.     text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
  246.     draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
  247.   end
  248.  
  249.   #--------------------------------------------------------------------------
  250.   # save_icon?
  251.   #--------------------------------------------------------------------------
  252.   def save_icon?(header)
  253.     return Icon.empty_icon if header.nil?
  254.     return Icon.save_icon
  255.   end
  256.  
  257. end # Window_FileList
  258.  
  259. #==============================================================================
  260. # ■ Window_FileStatus
  261. #==============================================================================
  262.  
  263. class Window_FileStatus < Window_Base
  264.  
  265.   #--------------------------------------------------------------------------
  266.   # initialize
  267.   #--------------------------------------------------------------------------
  268.   def initialize(dx, dy, file_window)
  269.     super(dx, dy, Graphics.width - dx, Graphics.height - dy)
  270.     @file_window = file_window
  271.     @current_index = @file_window.index
  272.     refresh
  273.   end
  274.  
  275.   #--------------------------------------------------------------------------
  276.   # update
  277.   #--------------------------------------------------------------------------
  278.   def update
  279.     super
  280.     return if @file_window.index < 0
  281.     return if @current_index == @file_window.index
  282.     @current_index = @file_window.index
  283.     refresh
  284.   end
  285.  
  286.   #--------------------------------------------------------------------------
  287.   # refresh
  288.   #--------------------------------------------------------------------------
  289.   def refresh
  290.     contents.clear
  291.     reset_font_settings
  292.     @header = DataManager.load_header(@file_window.index)
  293.     if @header.nil?
  294.       draw_empty
  295.     else
  296.       draw_save_contents
  297.     end
  298.   end
  299.  
  300.   #--------------------------------------------------------------------------
  301.   # draw_empty
  302.   #--------------------------------------------------------------------------
  303.   def draw_empty
  304.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  305.     rect = Rect.new(0, 0, contents.width, contents.height)
  306.     contents.fill_rect(rect, colour)
  307.     text = YEA::SAVE::EMPTY_TEXT
  308.     change_color(system_color)
  309.     draw_text(rect, text, 1)
  310.   end
  311.  
  312.   #--------------------------------------------------------------------------
  313.   # draw_save_slot
  314.   #--------------------------------------------------------------------------
  315.   def draw_save_slot(dx, dy, dw)
  316.     reset_font_settings
  317.     change_color(system_color)
  318.     text = sprintf(YEA::SAVE::SLOT_NAME, "")
  319.     draw_text(dx, dy, dw, line_height, text)
  320.     cx = text_size(text).width
  321.     change_color(normal_color)
  322.     draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
  323.   end
  324.  
  325.   #--------------------------------------------------------------------------
  326.   # draw_save_playtime
  327.   #--------------------------------------------------------------------------
  328.   def draw_save_playtime(dx, dy, dw)
  329.     return if @header[:playtime_s].nil?
  330.     reset_font_settings
  331.     change_color(system_color)
  332.     draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
  333.     change_color(normal_color)
  334.     draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
  335.   end
  336.  
  337.   #--------------------------------------------------------------------------
  338.   # draw_save_total_saves
  339.   #--------------------------------------------------------------------------
  340.   def draw_save_total_saves(dx, dy, dw)
  341.     return if @header[:system].nil?
  342.     reset_font_settings
  343.     change_color(system_color)
  344.     text = YEA::SAVE::TOTAL_SAVE
  345.     draw_text(dx, dy, dw, line_height, text)
  346.     cx = text_size(text).width
  347.     change_color(normal_color)
  348.     draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
  349.   end
  350.  
  351.   #--------------------------------------------------------------------------
  352.   # draw_save_gold
  353.   #--------------------------------------------------------------------------
  354.   def draw_save_gold(dx, dy, dw)
  355.     return if @header[:party].nil?
  356.     reset_font_settings
  357.     change_color(system_color)
  358.     draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
  359.     text = Vocab::currency_unit
  360.     draw_text(dx, dy, dw, line_height, text, 2)
  361.     cx = text_size(text).width
  362.     change_color(normal_color)
  363.     text = @header[:party].gold.group
  364.     draw_text(dx, dy, dw-cx, line_height, text, 2)
  365.   end
  366.  
  367.   #--------------------------------------------------------------------------
  368.   # draw_save_location
  369.   #--------------------------------------------------------------------------
  370.   def draw_save_location(dx, dy, dw)
  371.     return if @header[:map].nil?
  372.     reset_font_settings
  373.     change_color(system_color)
  374.     draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
  375.     change_color(normal_color)
  376.     cx = text_size(YEA::SAVE::LOCATION).width
  377.     return if $data_mapinfos[@header[:map].map_id].nil?
  378.     text = @header[:map].display_name
  379.     text = $data_mapinfos[@header[:map].map_id].name if text == ""
  380.     draw_text(dx+cx, dy, dw-cx, line_height, text)
  381.   end
  382.  
  383.   #--------------------------------------------------------------------------
  384.   # draw_save_characters
  385.   #--------------------------------------------------------------------------
  386.   def draw_save_characters(dx, dy)
  387.     return if @header[:party].nil?
  388.     reset_font_settings
  389.     make_font_smaller
  390.     dw = (contents.width - dx) / @header[:party].max_battle_members
  391.     dx += dw/2
  392.     for member in @header[:party].battle_members
  393.       next if member.nil?
  394.       member = @header[:actors][member.id]
  395.       change_color(normal_color)
  396.       draw_actor_graphic(member, dx, dy)
  397.       text = member.name
  398.       draw_text(dx-dw/2, dy, dw, line_height, text, 1)
  399.       text = member.level.group
  400.       draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
  401.       cx = text_size(text).width
  402.       change_color(system_color)
  403.       text = Vocab::level_a
  404.       draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
  405.       dx += dw
  406.     end
  407.   end
  408.  
  409.   #--------------------------------------------------------------------------
  410.   # draw_save_column1
  411.   #--------------------------------------------------------------------------
  412.   def draw_save_column1(dx, dy, dw)
  413.     data = YEA::SAVE::COLUMN1_VARIABLES
  414.     draw_column_data(data, dx, dy, dw)
  415.   end
  416.  
  417.   #--------------------------------------------------------------------------
  418.   # draw_save_column2
  419.   #--------------------------------------------------------------------------
  420.   def draw_save_column2(dx, dy, dw)
  421.     data = YEA::SAVE::COLUMN2_VARIABLES
  422.     draw_column_data(data, dx, dy, dw)
  423.   end
  424.  
  425.   #--------------------------------------------------------------------------
  426.   # draw_column_data
  427.   #--------------------------------------------------------------------------
  428.   def draw_column_data(data, dx, dy, dw)
  429.     return if @header[:variables].nil?
  430.     reset_font_settings
  431.     for variable_id in data
  432.       next if $data_system.variables[variable_id].nil?
  433.       change_color(system_color)
  434.       name = $data_system.variables[variable_id]
  435.       draw_text(dx, dy, dw, line_height, name, 0)
  436.       value = @header[:variables][variable_id].group
  437.       change_color(normal_color)
  438.       draw_text(dx, dy, dw, line_height, value, 2)
  439.       dy += line_height
  440.     end
  441.   end
  442.  
  443.   #--------------------------------------------------------------------------
  444.   # draw_save_contents
  445.   #--------------------------------------------------------------------------
  446.   def draw_save_contents
  447.     draw_save_slot(4, 0, contents.width/2-8)
  448.     draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
  449.     draw_save_total_saves(4, line_height, contents.width/2-8)
  450.     draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
  451.     draw_save_location(4, line_height*2, contents.width-8)
  452.     draw_save_characters(0, line_height*5 + line_height/3)
  453.     draw_save_column1(16, line_height*7, contents.width/2-48)
  454.     draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
  455.   end
  456.  
  457. end # Window_FileStatus
  458.  
  459. #==============================================================================
  460. # ■ Window_FileAction
  461. #==============================================================================
  462.  
  463. class Window_FileAction < Window_HorzCommand
  464.  
  465.   #--------------------------------------------------------------------------
  466.   # initialize
  467.   #--------------------------------------------------------------------------
  468.   def initialize(dx, dy, file_window)
  469.     @file_window = file_window
  470.     super(dx, dy)
  471.     deactivate
  472.     unselect
  473.   end
  474.  
  475.   #--------------------------------------------------------------------------
  476.   # window_width
  477.   #--------------------------------------------------------------------------
  478.   def window_width; Graphics.width - 128; end
  479.  
  480.   #--------------------------------------------------------------------------
  481.   # col_max
  482.   #--------------------------------------------------------------------------
  483.   def col_max; return 3; end
  484.  
  485.   #--------------------------------------------------------------------------
  486.   # update
  487.   #--------------------------------------------------------------------------
  488.   def update
  489.     super
  490.     return if @file_window.index < 0
  491.     return if @current_index == @file_window.index
  492.     @current_index = @file_window.index
  493.     refresh
  494.   end
  495.  
  496.   #--------------------------------------------------------------------------
  497.   # make_command_list
  498.   #--------------------------------------------------------------------------
  499.   def make_command_list
  500.     @header = DataManager.load_header(@file_window.index)
  501.     add_load_command
  502.     add_save_command
  503.     add_delete_command
  504.   end
  505.  
  506.   #--------------------------------------------------------------------------
  507.   # add_load_command
  508.   #--------------------------------------------------------------------------
  509.   def add_load_command
  510.     add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
  511.   end
  512.  
  513.   #--------------------------------------------------------------------------
  514.   # load_enabled?
  515.   #--------------------------------------------------------------------------
  516.   def load_enabled?
  517.     return false if @header.nil?
  518.     return true
  519.   end
  520.  
  521.   #--------------------------------------------------------------------------
  522.   # add_save_command
  523.   #--------------------------------------------------------------------------
  524.   def add_save_command
  525.     add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
  526.   end
  527.  
  528.   #--------------------------------------------------------------------------
  529.   # save_enabled?
  530.   #--------------------------------------------------------------------------
  531.   def save_enabled?
  532.     return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
  533.     return false if SceneManager.scene_is?(Scene_Load)
  534.     return false if $game_system.save_disabled
  535.     return true
  536.   end
  537.  
  538.   #--------------------------------------------------------------------------
  539.   # add_delete_command
  540.   #--------------------------------------------------------------------------
  541.   def add_delete_command
  542.     add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
  543.   end
  544.  
  545.   #--------------------------------------------------------------------------
  546.   # delete_enabled?
  547.   #--------------------------------------------------------------------------
  548.   def delete_enabled?
  549.     return false if @header.nil?
  550.     return true
  551.   end
  552.  
  553.   #--------------------------------------------------------------------------
  554.   # update_help
  555.   #--------------------------------------------------------------------------
  556.   def update_help
  557.     case current_symbol
  558.     when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
  559.     when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
  560.     when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
  561.     end
  562.   end
  563.  
  564. end # Window_FileAction
  565.  
  566. #==============================================================================
  567. # ■ Scene_File
  568. #==============================================================================
  569.  
  570. class Scene_File < Scene_MenuBase
  571.  
  572.   #--------------------------------------------------------------------------
  573.   # overwrite method: start
  574.   #--------------------------------------------------------------------------
  575.   def start
  576.     super
  577.     create_all_windows
  578.   end
  579.  
  580.   #--------------------------------------------------------------------------
  581.   # overwrite method: terminate
  582.   #--------------------------------------------------------------------------
  583.   def terminate
  584.     super
  585.   end
  586.  
  587.   #--------------------------------------------------------------------------
  588.   # overwrite method: update
  589.   #--------------------------------------------------------------------------
  590.   def update
  591.     super
  592.   end
  593.  
  594.   #--------------------------------------------------------------------------
  595.   # new method: create_all_windows
  596.   #--------------------------------------------------------------------------
  597.   def create_all_windows
  598.     create_help_window
  599.     create_file_window
  600.     create_action_window
  601.     create_status_window
  602.   end
  603.  
  604.   #--------------------------------------------------------------------------
  605.   # overwrite method: create_help_window
  606.   #--------------------------------------------------------------------------
  607.   def create_help_window
  608.     @help_window = Window_Help.new
  609.     @help_window.set_text(YEA::SAVE::SELECT_HELP)
  610.   end
  611.  
  612.   #--------------------------------------------------------------------------
  613.   # new method: create_file_window
  614.   #--------------------------------------------------------------------------
  615.   def create_file_window
  616.     wy = @help_window.height
  617.     @file_window = Window_FileList.new(0, wy)
  618.     @file_window.set_handler(:ok, method(:on_file_ok))
  619.     @file_window.set_handler(:cancel, method(:return_scene))
  620.   end
  621.  
  622.   #--------------------------------------------------------------------------
  623.   # new method: create_action_window
  624.   #--------------------------------------------------------------------------
  625.   def create_action_window
  626.     wx = @file_window.width
  627.     wy = @help_window.height
  628.     @action_window = Window_FileAction.new(wx, wy, @file_window)
  629.     @action_window.help_window = @help_window
  630.     @action_window.set_handler(:cancel, method(:on_action_cancel))
  631.     @action_window.set_handler(:load, method(:on_action_load))
  632.     @action_window.set_handler(:save, method(:on_action_save))
  633.     @action_window.set_handler(:delete, method(:on_action_delete))
  634.   end
  635.  
  636.   #--------------------------------------------------------------------------
  637.   # new method: create_status_window
  638.   #--------------------------------------------------------------------------
  639.   def create_status_window
  640.     wx = @action_window.x
  641.     wy = @action_window.y + @action_window.height
  642.     @status_window = Window_FileStatus.new(wx, wy, @file_window)
  643.   end
  644.  
  645.   #--------------------------------------------------------------------------
  646.   # new method: on_file_ok
  647.   #--------------------------------------------------------------------------
  648.   def on_file_ok
  649.     @action_window.activate
  650.     index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
  651.     @action_window.select(index)
  652.   end
  653.  
  654.   #--------------------------------------------------------------------------
  655.   # new method: on_action_cancel
  656.   #--------------------------------------------------------------------------
  657.   def on_action_cancel
  658.     @action_window.unselect
  659.     @file_window.activate
  660.     @help_window.set_text(YEA::SAVE::SELECT_HELP)
  661.   end
  662.  
  663.   #--------------------------------------------------------------------------
  664.   # new method: on_action_load
  665.   #--------------------------------------------------------------------------
  666.   def on_action_load
  667.     if DataManager.load_game(@file_window.index)
  668.       on_load_success
  669.     else
  670.       Sound.play_buzzer
  671.     end
  672.   end
  673.  
  674.   #--------------------------------------------------------------------------
  675.   # overwrite method: on_load_success
  676.   #--------------------------------------------------------------------------
  677.   def on_load_success
  678.     Sound.play_load
  679.     fadeout_all
  680.     $game_system.on_after_load
  681.     SceneManager.goto(Scene_Map)
  682.   end
  683.  
  684.   #--------------------------------------------------------------------------
  685.   # new method: on_action_save
  686.   #--------------------------------------------------------------------------
  687.   def on_action_save
  688.     @action_window.activate
  689.     if DataManager.save_game(@file_window.index)
  690.       on_save_success
  691.       refresh_windows
  692.     else
  693.       Sound.play_buzzer
  694.     end
  695.   end
  696.  
  697.   #--------------------------------------------------------------------------
  698.   # overwrite method: on_save_success
  699.   #--------------------------------------------------------------------------
  700.   def on_save_success; Sound.play_save; end
  701.  
  702.   #--------------------------------------------------------------------------
  703.   # new method: on_action_delete
  704.   #--------------------------------------------------------------------------
  705.   def on_action_delete
  706.     @action_window.activate
  707.     DataManager.delete_save_file(@file_window.index)
  708.     on_delete_success
  709.     refresh_windows
  710.   end
  711.  
  712.   #--------------------------------------------------------------------------
  713.   # new method: on_delete_success
  714.   #--------------------------------------------------------------------------
  715.   def on_delete_success
  716.     YEA::SAVE::DELETE_SOUND.play
  717.   end
  718.  
  719.   #--------------------------------------------------------------------------
  720.   # new method: refresh_windows
  721.   #--------------------------------------------------------------------------
  722.   def refresh_windows
  723.     @file_window.refresh
  724.     @action_window.refresh
  725.     @status_window.refresh
  726.   end
  727.  
  728. end # Scene_File
  729.  
  730. #==============================================================================
  731. # ■ Scene_Save
  732. #==============================================================================
  733.  
  734. class Scene_Save < Scene_File
  735.  
  736.   #--------------------------------------------------------------------------
  737.   # overwrite method: on_savefile_ok
  738.   #--------------------------------------------------------------------------
  739.   def on_savefile_ok; super; end
  740.  
  741.   #--------------------------------------------------------------------------
  742.   # overwrite method: on_save_success
  743.   #--------------------------------------------------------------------------
  744.   def on_save_success; super; end
  745.  
  746. end # help_window_text
  747.  
  748. #==============================================================================
  749. # ■ Scene_Load
  750. #==============================================================================
  751.  
  752. class Scene_Load < Scene_File
  753.  
  754.   #--------------------------------------------------------------------------
  755.   # overwrite method: on_savefile_ok
  756.   #--------------------------------------------------------------------------
  757.   def on_savefile_ok; super; end
  758.  
  759.   #--------------------------------------------------------------------------
  760.   # overwrite method: on_load_success
  761.   #--------------------------------------------------------------------------
  762.   def on_load_success; super; end
  763.  
  764. end # Scene_Load
  765.  
  766. #==============================================================================
  767. #
  768. # ▼End of File
  769. #
  770. #==============================================================================


如果有人知道的話就跟我說腳本怎麼改就可以了~~~
作者: taroxd    时间: 2014-3-30 16:29
本帖最后由 taroxd 于 2014-3-30 16:30 编辑

添加脚本

  1. class Game_System
  2.   def playtime_s
  3.     Time.now.strftime('%T')
  4.   end
  5. end
复制代码
然后所有游戏时间都变成当前系统时间~
作者: e900003    时间: 2014-3-30 17:06
taroxd 发表于 2014-3-30 16:29
添加脚本然后所有游戏时间都变成当前系统时间~

剛剛複製上去  可以用了   
謝謝你了~~




欢迎光临 Project1 (https://rpg.blue/) Powered by Discuz! X3.1