捕获.PNG (50.76 KB, 下载次数: 28)
guoxiaomi 发表于 2017-8-15 08:13
用dll截图是没有问题的……如果没找到合适的话我给你发一份我现在正在用的吧 ...
guoxiaomi 发表于 2017-8-15 08:13
用dll截图是没有问题的……如果没找到合适的话我给你发一份我现在正在用的吧 ...
#============================================================================== # 本脚本来自[url=http://www.66RPG.com]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 = 2) # 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) # 角色在不同的位置,选取不同的截图框 x = (($game_player.x > $game_map.width - 6)? 1:0) + (($game_player.x < 5)? 0:1) y = (($game_player.y > $game_map.height - 4)? 1:0) + (($game_player.y < 4)? 0:1) @screen.call(112*x,112*y,416,256,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 # 全图截图 def shot_fast dir = "ScreenShot/" # make the filename.... file = Time.now.strftime("%Y%m%d_%H%M%S") file_name = dir + file + '.png' # make the screenshot.... Attention dont change anything from here on.... @screen.call(0,0,640,480,file_name,handel,2) 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(160,64,480,416) #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 = [] for i in 0..4 @sp_ch[i] = Sprite.new @sp_ch[i].z = 101 end # 刷新 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}.png") @sprite.bitmap = Bitmap.new(BBS_66RPG_DIR+"Save#{@index}.png") else self.contents.draw_text(32,64,400,32,"截图似乎有点问题……") end @sprite.x = 192 @sprite.y = 96 #@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) Marshal.load(file) Marshal.load(file) Marshal.load(file) @game_party = Marshal.load(file) Marshal.load(file) @game_map = Marshal.load(file) Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close # 描绘角色 i = 0 @characters.each do |ch_ary| character_name, character_hue = ch_ary[0], ch_ary[1] bitmap = RPG::Cache.character(character_name, character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 @sp_ch[i].bitmap = bitmap @sp_ch[i].src_rect = Rect.new(0, 0, cw, ch) @sp_ch[i].x = 192 + 40 * i @sp_ch[i].y = 456 - ch @sp_ch[i].visible = true i = i + 1 end # 设置文字颜色 self.contents.font.color = normal_color # 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.draw_text(4, 318, 420, 32, time_string, 2) # 描绘时间标记 time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 348, 420, 32, time_string, 2) # 描绘地图名 @mapinfos = load_data("Data/MapInfos.rxdata") map_string = @mapinfos[@game_map.map_id].name self.contents.draw_text(20, 288, 224, 32, map_string, 0) else self.contents.draw_text(32,32,420,32,"这个记录是空的") end end def dispose super @sprite.dispose @backsp.dispose for i in @sp_ch i.dispose end end end class Scene_Save def main # 档案文件名数组 ary = ["快速存档"] for i in 1..20 ary.push sprintf("%s %02d", "档案", i) end # 创建档案窗口 @command_window = Window_Command.new(160,ary) @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) # 添加帮助窗口 @help_window = Window_Help.new @help_window.set_text("请选择要存入的档案") # 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 # 释放帮助窗口 @help_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.cancel_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.png") File.rename(BBS_66RPG_DIR+"shot.png", BBS_66RPG_DIR+"Save#{@command_window.index}.png") end file.close #---------------------------------------------- # 将存档数据 Hash 写入 SaveHash #---------------------------------------------- f = Game_Global.new("Save/SaveHash") f.set "hash-#{@command_window.index}", File.open("Save/Save#{@command_window.index}.rxdata").read.hash #---------------------------------------------- $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..20 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 # 档案文件名数组 ary = ["快速存档"] for i in 1..20 ary.push sprintf("%s %02d", "档案", i) end # 创建档案窗口 @command_window = Window_Command.new(160,ary) @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) # 添加帮助窗口 @help_window = Window_Help.new @help_window.set_text("请选择要读取的档案") # 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 # 释放帮助窗口 @help_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?(BBS_66RPG_DIR+"Save#{@command_window.index}.rxdata") # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end #---------------------------------------------------------- # 验证存档是否被篡改 #---------------------------------------------------------- f = Game_Global.new("Save/SaveHash") if f.data["hash-#{@command_window.index}"] != File.open("Save/Save#{@command_window.index}.rxdata").read.hash p '存档验证失败!无法读取此存档!' return end #---------------------------------------------------------- # 演奏读档 SE $game_system.se_play($data_system.cancel_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 # 自动存档 def command_autosave Screen::shot("Save0") file = File.open(BBS_66RPG_DIR+"Save0.rxdata", "wb") Scene_Save.new.write_save_data(file) file.close #-------------------------------------------- # 将存档数据 Hash 写入 SaveHash #-------------------------------------------- f = Game_Global.new("Save/SaveHash") f.set "hash-0", File.open('Save/Save0.rxdata').read.hash #---------------------------------------------- end end
#============================================================================== # ■ 二周目类 v2 #------------------------------------------------------------------------------ # 简单的保存与读取二周目数据的类,其中仅包含了key-value对 # # 使用方法: # 0. 在根目录下创建 Global 文件夹,将脚本插到 main 前 # 1. 创建实例 $game_save = Game_Global.new(filename,init_hash) # 注:filename 参数是存档文件名,init_hash 参数是初始的hash值 # 2. 实例调用 $game_save.set(key, value) 设置key-value对 # 3. 实例调用 $game_save.key 即可获取对应的value值 # # 对key的值要求是字符串,不是Symbol对象 # 对value的值没有任何限制,任意对象都可以 # # 特点: # 创造不同的Global文件分别保存数据,避免对所有的Global内容进行频繁读写 #============================================================================== class Game_Global def initialize(name,init_hash={}) @filename = name + '.rxdata' # 初始化 Hash 的各默认值 @data = init_hash # 存档文件存在时则读取 if exist? read end end def write file = File.open(@filename, "wb") Marshal.dump(Graphics.frame_count, file) # 总帧数 Marshal.dump(@data, file) file.close end def read file = File.open(@filename, "rb") Marshal.load(file) # 总帧数 @data = Marshal.load(file) file.close end def exist? return FileTest.exist?(@filename) end def set(key,value) @data[key] = value write end def method_missing(name) return @data[name.to_s] end def data return @data end end #============================================================================== # 本脚本由guoxiaomi制作,使用和转载请保留此信息 #==============================================================================
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