#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],转载和使用请保留此信息 #=============================================================================== BBS_66RPG_DIR = "Save/" # 储存文件夹名,请制作游戏时自行建立此文件夹 # 若想使用自定义背景图,脚本62行的井号去掉,并放置一张相应图形。 # 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" # 增加进度的方法:138,258行,继续添加。你也可以改“进度X”为“回忆X”或者“红/绿/蓝笔记本” #=============================================================================== 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 # 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 Window_File < Window_Base attr_accessor :index def initialize(index = 0) @backsp = Sprite.new #@backsp.bitmap = Bitmap.new("Graphics/Pictures/存盘背景.jpg") @backsp.z = 99 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?(BBS_66RPG_DIR+"Save#{@index}.rxdata") @sprite.visible = true if FileTest.exist?(BBS_66RPG_DIR+"Save#{@index}.jpg") @sprite.bitmap = Bitmap.new(BBS_66RPG_DIR+"Save#{@index}.jpg") 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 = 176 @sprite.y = 16 @sprite.zoom_x = 0.7 @sprite.zoom_y = 0.7 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]0...@characters.size[/email] @sp_ch[i] = Sprite.new @sp_ch[i].visible = true @sp_ch[i].bitmap = RPG::Cache.battler(@characters[i][3], @characters[i][4]) @sp_ch[i].x = 180 + i*100 @sp_ch[i].y = 460 - @sp_ch[i].bitmap.height @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 class Scene_Save def main @command_window = Window_Command.new(160,["进度一","进度二","进度三","进度四","进度五","进度六"]) @command_window.y = 96 @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(4) 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 $scene = Scene_Map.new end #———————————————————————# end #-------------------------------------------------------------------------- # ● 写入存档数据 # file : 写入用文件对像 (已经打开) #-------------------------------------------------------------------------- def write_save_data(file) # 生成描绘存档文件用的角色图形 characters = [] for i in 0...$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..6 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,["进度一","进度二","进度三","进度四","进度五","进度六"]) @command_window.y = 96 @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_Map.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_Menu alias bbs_66rpg_shotsave_main main def main if @menu_index == 0 Screen::shot end bbs_66rpg_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
shot.jpg (74.72 KB, 下载次数: 10)
for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end
for i in 0..5 if FileTest.exist?("Save/Save#{i}.rxdata") @continue_enabled = true end end
# 请自行把0..3改为0..最大进度号,比如0..9
@command_window = Window_Command.new(160,["进度一","进度二","进度三","进度四","进度五","进度六"])
# this change the name and the type of the screenshot
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