#============================================================================== # +++ MOG - Animated Cursor (V1.2) +++ #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== # Adiciona um cursor animado nos menus de comandos. #============================================================================== # Será necessário ter a imagem # # Menu_Cursor.png # # gravado na pasta GRAPHICS/SYSTEM/ #============================================================================== # Ativando a animação do cursor # # Basta criar uma imagem que tenha a largura com no minimo o dobro de altura da # imagem do cursor. # # EX # largura 32 pixel (width) altura 32 pixel = 1 frames de animação.(Sem animação) # largura 64 pixel (width) altura 32 pixel = 2 frames de animação. # largura 128 pixel (width) altura 32 pixel = 4 frames de animação. # largura 256 pixel (width) altura 32 pixel = 8 frames de animação # Etc... # # NOTA # Não há limite para quantidade de frames de animação, se não quiser a animação # basta criar uma imagem com a altura proporcional a largura da imagem. # #============================================================================== # ● Histórico (Version History) #============================================================================== # v 1.1 - Correção da posição do cursor na cena de batalha. #============================================================================== module MOG_MENU_CURSOR #Ativar animação do cursor se movimentando para os lados. SIDE_ANIMATION = true #Definição da posição do cursor. (Ajustes na posição) CURSOR_POSITION = [0,0] #Definição da velocidade da animação de frames. CURSOR_ANIMATION_SPEED = 6 end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :menu_cursor_name #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_menu_cursor_initialize initialize def initialize mog_menu_cursor_initialize @menu_cursor_name = "Menu_Cursor" end end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :menu_cursor #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_cursor_sprite_initialize initialize def initialize mog_cursor_sprite_initialize @menu_cursor = [false,0,0,0] end end #============================================================================== # ■ Sprite Cursor #============================================================================== class Sprite_Cursor < Sprite include MOG_MENU_CURSOR #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil , x , y) super(viewport) @cursor_image = Cache.system($game_system.menu_cursor_name.to_s) @frame_max = (@cursor_image.width / @cursor_image.height) rescue 1 @frame_range = @frame_max > 0 ? (@cursor_image.width / @frame_max) : 1 @frame = 0 @ca_speed = CURSOR_ANIMATION_SPEED self.bitmap = Bitmap.new(@frame_range,@frame_range) self.z = 10000 self.opacity = 0 @cw = self.bitmap.width / 2 @c_p = [-@cw + CURSOR_POSITION[0],CURSOR_POSITION[1]] @mx = [0,0,0] refresh_animation(true) update_move end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose self.bitmap.dispose self.bitmap = nil @cursor_image.dispose super end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update if cursor_visible? self.visible = true update_move refresh_animation(false) else self.visible = false end end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def refresh_animation(start = false) @ca_speed += 1 return if @frame_max == 1 and !start return if @ca_speed < CURSOR_ANIMATION_SPEED @ca_speed = 0 self.bitmap.clear scr_rect = Rect.new(@frame_range * @frame,0,@frame_range,@frame_range) self.bitmap.blt(0,0,@cursor_image, scr_rect) @frame += 1 @frame = 0 if @frame >= @frame_max end #-------------------------------------------------------------------------- # ● Cursor Visible? #-------------------------------------------------------------------------- def cursor_visible? px = $game_temp.menu_cursor[2] py = $game_temp.menu_cursor[3] return false if $game_temp.menu_cursor[1] == 0 return false if px < 0 or py < 0 or (px == 0 and py == 0) return true end #-------------------------------------------------------------------------- # ● Update Move #-------------------------------------------------------------------------- def update_move self.opacity += 25 @new_pos = [$game_temp.menu_cursor[2],$game_temp.menu_cursor[3]] execute_animation_s execute_move(0,self.x, @new_pos[0] + @mx[1] + @c_p[0]) execute_move(1,self.y, @new_pos[1] + @c_p[1]) end #-------------------------------------------------------------------------- # ● Execute Animation S #-------------------------------------------------------------------------- def execute_animation_s return if !SIDE_ANIMATION @mx[2] += 1 return if @mx[2] < 4 @mx[2] = 0 @mx[0] += 1 case @mx[0] when 1..7; @mx[1] += 1 when 8..14; @mx[1] -= 1 else @mx[0] = 0 @mx[1] = 0 end end #-------------------------------------------------------------------------- # ● Execute Move #-------------------------------------------------------------------------- def execute_move(type,cp,np) sp = 5 + ((cp - np).abs / 5) if cp > np cp -= sp cp = np if cp < np elsif cp < np cp += sp cp = np if cp > np end self.x = cp if type == 0 self.y = cp if type == 1 end end #============================================================================== # ■ CURSOR_MENU SPRITE #============================================================================== module CURSOR_MENU_SPRITE #-------------------------------------------------------------------------- # ● Cursor Sprite Enable #-------------------------------------------------------------------------- def cursor_sprite_enable return if self.index == nil rescue return create_cursor_sprite update_cursor_sprite update_cusor_position if !self.active $game_temp.menu_cursor[1] -= 1 if $game_temp.menu_cursor[1] > 0 end end #-------------------------------------------------------------------------- # ● Create Cursor Sprite #-------------------------------------------------------------------------- def create_cursor_sprite return if @cursor != nil return if $game_temp.menu_cursor[0] $game_temp.menu_cursor[0] = true reset_cursor_position @cursor = Sprite_Cursor.new(nil,x,y) @cursor_name = $game_system.menu_cursor_name end #-------------------------------------------------------------------------- # ● Dispose Cursor Sprite #-------------------------------------------------------------------------- def dispose_cursor_sprite return if @cursor == nil $game_temp.menu_cursor[0] = false reset_cursor_position @cursor.dispose @cursor = nil end #-------------------------------------------------------------------------- # ● Reset Cursor Position #-------------------------------------------------------------------------- def reset_cursor_position $game_temp.menu_cursor[1] = 0 $game_temp.menu_cursor[2] = -32 $game_temp.menu_cursor[3] = -32 end #-------------------------------------------------------------------------- # ● Update Cursor #-------------------------------------------------------------------------- def update_cursor_sprite return if @cursor == nil @cursor.update refresh_cursor_sprite if @cursor_name != $game_system.menu_cursor_name end #-------------------------------------------------------------------------- # ● Refresh Cursor Sprite #-------------------------------------------------------------------------- def refresh_cursor_sprite @cursor_name = $game_system.menu_cursor_name dispose_cursor_sprite create_cursor_sprite end #-------------------------------------------------------------------------- # ● Update Cursor Position #-------------------------------------------------------------------------- def update_cusor_position return if !can_update_cursor_position? x_v = [0,0] if SceneManager.scene_is?(Scene_Battle) if self.viewport != nil x_v = [-self.viewport.ox, self.viewport.rect.y] end end x_e = (self.cursor_rect.x + self.x) - self.ox $game_temp.menu_cursor[2] = x_e + x_v[0] y_e = (self.cursor_rect.y + self.y + self.cursor_rect.height / 2) - self.oy $game_temp.menu_cursor[3] = y_e + x_v[1] $game_temp.menu_cursor[1] = 13 end #-------------------------------------------------------------------------- # ● Can Update Cursor #-------------------------------------------------------------------------- def can_update_cursor_position? return false if !self.active return false if self.index < 0 return false if !self.visible return true end end #============================================================================== # ■ Window Base #============================================================================== class Window_Base < Window include CURSOR_MENU_SPRITE #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- alias mog_menu_cursor_base_dispose dispose def dispose mog_menu_cursor_base_dispose dispose_cursor_sprite end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias mog_cursor_update update def update mog_cursor_update cursor_sprite_enable end end $mog_rgss3_animated_cursor = true
#============================================================================== # [PS0]截图存档 # Window_SaveFile_Plus #------------------------------------------------------------------------------ # 一种带有截图的存档,同时可以自定义存档数量。 #============================================================================== # [核心脚本] # - 快速储存Bitmap的Marshal By 柳之一 #------------------------------------------------------------------------------ # [更新记录] # - 2012.02.16 By 各种压力的猫君 # * 修正地图边缘时截图不完整的错误 # - 2012.01.28 By 各种压力的猫君 # * 去掉效率较差的双线性缩放算法; # * 新增存档管理功能(F5键,复制/移动/删除存档) # - 2011.12.27 By 各种压力的猫君 # * 补上截图阴影; # * 新增“不缩放”截图(推荐使用,尤其是大分辨率); # * 修正选择不存在的存档时存档列表窗口卡死以及奇怪的SE; # * 新增“存档中”提示窗口、覆盖存档提示、删除存档功能(Z键,对应键盘D) # - 2011.12.26 By 各种压力的猫君 # * 功能齐全的测试版 # - 2011.12.16 By 各种压力的猫君 # * 移植至RGSS3,遵循PS0协议; # * 丰富自定义选项,整合双线性插值算法精简版 # - 2008.05.26 By 沉影不器 # * 蓝本(VX新截图存档) #------------------------------------------------------------------------------ # [使用方法] # - 删除原Scene_File、Window_SaveFile 并将本脚本插入到原Scene_File位置。 # - 或者直接将本脚本插入到MAIN以上,并确保本脚本位于上述两个脚本以下。 #============================================================================== $_PS0 = {} if $_PS0 == nil $_PS0["Window_SaveFile_Plus"] = 20120216 #============================================================================== # [PS0] 通用配置模块 #============================================================================== module PS0 module Window_SaveFile_Plus # 最大存档数(范围正整数) MAX_SAVE = 12 # 存档目录(默认值 "Saves/";根目录 "") SAVE_DIR = "Saves/" # 无存档时显示的文字 NO_DATA = "无存档" # 保存时显示的信息 SAVE_NOW = "存档中..." # 复制存档时的帮助文字 HELP_COPY = "要复制到哪个位置?" # 移动存档时的帮助文字 HELP_MOVE = "要移动到哪个位置?" # 是否显示存档中窗口(true:显示;false:不显示) # - 分辨率较大时建议显示 SHOW_SAVE_NOW = false # 截图缩放使用的插值算法 # - "NN" 最邻近(速度最快,质量最差,RM默认算法) # - "NZ" 不缩放(速度快,质量好,以主角为中心切边,非全屏) Zoom_Type = "NZ" # 双线性插值能获得更好的截图缩放质量,但所需时间较最邻近插值更长。 # 缩略图尺寸(范围整数,单位像素) # - VA默认分辨率(544×416)推荐使用340×260 # - VA最大分辨率(640×480)推荐使用425×325 # - 本脚本兼容分辨率解放,窗口大小将自动计算。 # 请自行计算截图分辨率,注意要确保宽高比一致, # 若使用“不缩放”模式则可以不保持一致。 Thumbnail_Width = 340 # 宽度 Thumbnail_Height = 260 # 高度 # 缩略图位置微调(范围整数,单位像素) Thumbnail_ox = -2 # 横向 Thumbnail_oy = -2-32 # 纵向 # 各窗口切换时的渐变帧数 TRANS_DURATION = 5 end end #============================================================================== # [核心脚本] 快速储存Bitmap的Marshal By 柳之一 #============================================================================== class Font def marshal_dump end def marshal_load(obj) end end class Bitmap RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i') RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i') def _dump(limit) data = "rgba" * width * height RtlMoveMemory_pi.call(data, address, data.length) [width, height, Zlib::Deflate.deflate(data)].pack("LLa*") end def self._load(str) w, h, zdata = str.unpack("LLa*") b = self.new(w, h) RtlMoveMemory_ip.call(b.address, Zlib::Inflate.inflate(zdata), w * h * 4) return b end def address buffer, ad = "rgba", object_id * 2 + 16 RtlMoveMemory_pi.call(buffer, ad, 4) ad = buffer.unpack("L")[0] + 8 RtlMoveMemory_pi.call(buffer, ad, 4) ad = buffer.unpack("L")[0] + 16 RtlMoveMemory_pi.call(buffer, ad, 4) return buffer.unpack("L")[0] end end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :save_bitmap attr_accessor :save_snapshoot alias new_initialize initialize def initialize new_initialize @save_bitmap = Bitmap.new(1, 1) @save_snapshoot = Bitmap.new(1, 1) end end #============================================================================== # ■ SceneManager #============================================================================== module SceneManager def self.snapshot_for_save $game_temp.save_bitmap = Graphics.snap_to_bitmap unless FileTest.exist?(PS0::Window_SaveFile_Plus::SAVE_DIR) Dir.mkdir(PS0::Window_SaveFile_Plus::SAVE_DIR) end end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base alias save_terminate terminate def terminate SceneManager.snapshot_for_save save_terminate end end #============================================================================== # ■ DataManager #============================================================================== module DataManager def self.save_file_exists? !Dir.glob(PS0::Window_SaveFile_Plus::SAVE_DIR + 'Save*.rvdata2').empty? end def self.make_filename(index) sprintf(PS0::Window_SaveFile_Plus::SAVE_DIR + "Save%02d.rvdata2", index + 1) end #-------------------------------------------------------------------------- # ● セーブヘッダの作成 #-------------------------------------------------------------------------- def self.make_save_header d_rect = Rect.new(0, 0, PS0::Window_SaveFile_Plus::Thumbnail_Width, PS0::Window_SaveFile_Plus::Thumbnail_Height) case PS0::Window_SaveFile_Plus::Zoom_Type when "NN" s_rect = $game_temp.save_bitmap.rect $game_temp.save_snapshoot = Bitmap.new(d_rect.width, d_rect.height) $game_temp.save_snapshoot.stretch_blt(d_rect, $game_temp.save_bitmap, s_rect) when "NZ" x = [$game_player.screen_x - d_rect.width/2, 0].max x = [x, Graphics.width - d_rect.width].min y = [$game_player.screen_y - d_rect.height/2, 0].max y = [y, Graphics.height - d_rect.height].min s_rect = Rect.new(x, y, d_rect.width, d_rect.height) $game_temp.save_snapshoot = Bitmap.new(d_rect.width, d_rect.height) $game_temp.save_snapshoot.blt(0, 0, $game_temp.save_bitmap, s_rect) end header = {} header[:characters] = $game_party.characters_for_savefile header[:playtime_s] = $game_system.playtime_s header[:snapshoot] = $game_temp.save_snapshoot header end #-------------------------------------------------------------------------- # ● セーブの実行 #-------------------------------------------------------------------------- def self.save_game(index) saving_window = Window_Saving.new Graphics.update begin save_game_without_rescue(index) rescue delete_save_file(index) false end saving_window.dispose return true end end #============================================================================== # ■ Window_Yes_Or_No #------------------------------------------------------------------------------ # 提供“是”、“否”两个选项的窗口(替换、删除存档用) #============================================================================== class Window_Yes_Or_No < Window_HorzCommand #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(yes, no) @yes = yes @no = no super(130, 0) self.visible = false self.active = false @index = 0 end #-------------------------------------------------------------------------- # ● 桁数の取得 #-------------------------------------------------------------------------- def col_max return 2 end #-------------------------------------------------------------------------- # ● コマンドリストの作成 #-------------------------------------------------------------------------- def make_command_list add_command(@yes, :yes) add_command(@no, :cancel) end #-------------------------------------------------------------------------- # ● 決定ボタンが押されたときの処理 #-------------------------------------------------------------------------- def process_ok Input.update call_ok_handler end #-------------------------------------------------------------------------- # ● 按下取消键时的处理 #-------------------------------------------------------------------------- def process_cancel Input.update call_cancel_handler end #-------------------------------------------------------------------------- # ● 启用窗口 #-------------------------------------------------------------------------- def activate temp = self.y + self.height - Graphics.height if temp > 0 self.y -= (temp + 12) end self.active = true self end end #============================================================================== # ■ Window_Saving #------------------------------------------------------------------------------ # 显示保存信息的窗口 #============================================================================== class Window_Saving < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize w = PS0::Window_SaveFile_Plus::SAVE_NOW.length * 16 + 32 x = (Graphics.width - w)/2 y = (Graphics.height - fitting_height(1))/2 super(x, y, w, fitting_height(1)) self.visible = PS0::Window_SaveFile_Plus::SHOW_SAVE_NOW draw_text_ex(4, 0, PS0::Window_SaveFile_Plus::SAVE_NOW) end end #============================================================================== # ■ Window_SaveManagerCommand #------------------------------------------------------------------------------ # 存档管理窗口 #============================================================================== class Window_SaveManagerCommand < Window_Command #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- def initialize(*args) @copy, @move, @delete, @cancel = args[0..3] super(130, 0) self.visible = false self.active = false @index = 0 end #-------------------------------------------------------------------------- # ● 获取窗口的宽度 #-------------------------------------------------------------------------- def window_width return 100 end #-------------------------------------------------------------------------- # ● 获取项目数 #-------------------------------------------------------------------------- def item_max return 4 end #-------------------------------------------------------------------------- # ● 生成指令列表 #-------------------------------------------------------------------------- def make_command_list add_command(@copy, :copy ) add_command(@move, :move ) add_command(@delete, :delete) add_command(@cancel, :cancel) end #-------------------------------------------------------------------------- # ● 按下确定键时的处理 #-------------------------------------------------------------------------- def process_ok Input.update call_ok_handler end #-------------------------------------------------------------------------- # ● 启用窗口 #-------------------------------------------------------------------------- def activate temp = self.y + self.height - Graphics.height if temp > 0 self.y -= (temp + 12) end self.active = true self end end #============================================================================== # ■ Window_FileCommand #------------------------------------------------------------------------------ # 截图存档左侧的选择窗口。 #============================================================================== class Window_FileCommand < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0) end #-------------------------------------------------------------------------- # ● ウィンドウ幅の取得 #-------------------------------------------------------------------------- def window_height return Graphics.height-fitting_height(1) end #-------------------------------------------------------------------------- # ● 表示行数の取得 #-------------------------------------------------------------------------- def visible_line_number item_max end #-------------------------------------------------------------------------- # ● コマンドリストの作成 #-------------------------------------------------------------------------- def make_command_list add_main_commands end #-------------------------------------------------------------------------- # ● 主要コマンドをリストに追加 #-------------------------------------------------------------------------- def add_main_commands for i in 1..PS0::Window_SaveFile_Plus::MAX_SAVE if i < 10 text = Vocab::File + " 0" + i.to_s else text = Vocab::File + " " + i.to_s end add_command(text, :file) end end #-------------------------------------------------------------------------- # ● 決定ボタンが押されたときの処理 #-------------------------------------------------------------------------- def process_ok end end #============================================================================== # ■ Window_SaveFile #------------------------------------------------------------------------------ # セーブ画面およびロード画面で表示する、セーブファイルのウィンドウです。 #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # index : セーブファイルのインデックス #-------------------------------------------------------------------------- def initialize(index) super(160, 0, Graphics.width-160, Graphics.height-fitting_height(1)) @file_index = index @selected = true refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh contents.clear change_color(normal_color) w = (self.width-PS0::Window_SaveFile_Plus::Thumbnail_Width-16)/2 h = (self.height-PS0::Window_SaveFile_Plus::Thumbnail_Height-16)/2 width = w + PS0::Window_SaveFile_Plus::Thumbnail_ox height = h + PS0::Window_SaveFile_Plus::Thumbnail_oy draw_shadow(width+5, height+5) draw_text((self.width-32-PS0::Window_SaveFile_Plus::NO_DATA.length*16)/2, self.height/2-32, PS0::Window_SaveFile_Plus::NO_DATA.length*32, line_height, PS0::Window_SaveFile_Plus::NO_DATA) draw_party_characters(32, Graphics.height-fitting_height(1)-32) draw_playtime(-10, contents.height - line_height-10, contents.width - 4, 2) draw_snapshoot(width, height) end #-------------------------------------------------------------------------- # ● パーティキャラの描画 #-------------------------------------------------------------------------- def draw_party_characters(x, y) header = DataManager.load_header(@file_index) return unless header header[:characters].each_with_index do |data, i| draw_character(data[0], data[1], x + i * 48, y) end end #-------------------------------------------------------------------------- # ● プレイ時間の描画 #-------------------------------------------------------------------------- def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, header[:playtime_s], 2) end #-------------------------------------------------------------------------- # ● 绘制截图 #-------------------------------------------------------------------------- def draw_snapshoot(x, y) header = DataManager.load_header(@file_index) return unless header bitmap = header[:snapshoot] contents.blt(x, y, bitmap, bitmap.rect) bitmap.dispose end #-------------------------------------------------------------------------- # ● 绘制阴影 #-------------------------------------------------------------------------- def draw_shadow(x, y) header = DataManager.load_header(@file_index) return unless header contents.fill_rect(x, y, PS0::Window_SaveFile_Plus::Thumbnail_Width, PS0::Window_SaveFile_Plus::Thumbnail_Height, Color.new(0, 0, 0)) contents.blur end end #============================================================================== # ■ Scene_File #------------------------------------------------------------------------------ # セーブ画面とロード画面の共通処理を行うクラスです。 #============================================================================== class Scene_File < Scene_MenuBase #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- def start super create_help_window create_savefile_viewport create_command_window create_savefile_window create_manager_window create_replace_window create_delete_window end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- def terminate super @savefile_viewport.dispose @savefile_window.dispose @command_window.dispose @window_manager.dispose @window_replace.dispose @window_delete.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super update_savefile_selection end #-------------------------------------------------------------------------- # ● 创建替换窗口 #-------------------------------------------------------------------------- def create_replace_window @window_replace = Window_Yes_Or_No.new("替换", "取消") @window_replace.set_handler(:yes, method(:do_replace)) @window_replace.set_handler(:cancel, method(:do_cancel)) end #-------------------------------------------------------------------------- # ● 创建删除窗口 #-------------------------------------------------------------------------- def create_delete_window @window_delete = Window_Yes_Or_No.new("删除", "取消") @window_delete.set_handler(:yes, method(:do_delete)) @window_delete.set_handler(:cancel, method(:do_return_manager)) @window_delete.x += 40 end #-------------------------------------------------------------------------- # ● 创建管理窗口 #-------------------------------------------------------------------------- def create_manager_window @window_manager = Window_SaveManagerCommand.new("复制", "移动", "删除", "取消") @window_manager.set_handler(:copy , method(:on_copy?)) @window_manager.set_handler(:move , method(:on_move?)) @window_manager.set_handler(:delete, method(:on_delete?)) @window_manager.set_handler(:cancel, method(:do_cancel)) end #-------------------------------------------------------------------------- # ● ヘルプウィンドウの作成 #-------------------------------------------------------------------------- def create_help_window @help_window = Window_Help.new(1) @help_window.set_text(help_window_text) end #-------------------------------------------------------------------------- # ● ヘルプウィンドウのテキストを取得 #-------------------------------------------------------------------------- def help_window_text return "" end #-------------------------------------------------------------------------- # ● セーブファイルビューポートの作成 #-------------------------------------------------------------------------- def create_savefile_viewport @savefile_viewport = Viewport.new @savefile_viewport.rect.y = @help_window.height @savefile_viewport.rect.height -= @help_window.height end #-------------------------------------------------------------------------- # ● セーブファイルウィンドウの作成 #-------------------------------------------------------------------------- def create_savefile_window @savefile_window = Window_SaveFile.new(@index) @savefile_window.viewport = @savefile_viewport end #-------------------------------------------------------------------------- # ● 生成存档列表窗口 #-------------------------------------------------------------------------- def create_command_window @command_window = Window_FileCommand.new @command_window.index = first_savefile_index @index = @command_window.index @command_window.viewport = @savefile_viewport @command_window.set_handler(:file, method(:on_savefile_ok)) end #-------------------------------------------------------------------------- # ● セーブファイル選択の更新 #-------------------------------------------------------------------------- def update_savefile_selection if @source_index != nil if Input.trigger?(:C) if @index == @source_index Sound.play_buzzer elsif FileTest.exist?(DataManager.make_filename(@index)) Graphics.freeze @command_window.deactivate @window_replace.y = 72 + @index * 24 @window_replace.activate @window_replace.visible = true @window_replace.refresh Sound.play_ok Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) else return on_copy_ok end elsif Input.trigger?(:B) return do_return_manager end else if Input.trigger?(:C) if self.is_a?(Scene_Save) and FileTest.exist?(DataManager.make_filename(@index)) Graphics.freeze @command_window.deactivate @window_replace.y = 72 + @index * 24 @window_replace.activate @window_replace.visible = true @window_replace.refresh Sound.play_ok Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) else return on_savefile_ok end elsif Input.trigger?(:B) return on_savefile_cancel elsif Input.trigger?(:F5) unless @window_manager.active == true or @window_delete.active == true or @window_replace.active == true return on_manager? end end end @need_refresh = true if @index != @command_window.index if @need_refresh Graphics.freeze @index = @command_window.index @savefile_window.dispose create_savefile_window @need_refresh = false Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) end end #-------------------------------------------------------------------------- # ● セーブファイル[決定] #-------------------------------------------------------------------------- def on_savefile_ok end #-------------------------------------------------------------------------- # ● セーブファイル[キャンセル] #-------------------------------------------------------------------------- def on_savefile_cancel Sound.play_cancel return_scene end #-------------------------------------------------------------------------- # ● セーブファイル[決定] #-------------------------------------------------------------------------- def on_copy_ok Graphics.freeze source_name = DataManager.make_filename(@source_index) new_name = DataManager.make_filename(@index) case @source_type when "copy" # 复制存档文件(API) Win32API.new('kernel32',"CopyFileA",'ppl','').call(source_name,new_name,0) when "move" # 重命名存档 File.rename(source_name, new_name) end # 返回 @help_window.set_text(help_window_text) @source_index = nil do_return_savelist end #-------------------------------------------------------------------------- # ● セーブファイル[复制] #-------------------------------------------------------------------------- def on_copy? Graphics.freeze @help_window.set_text(PS0::Window_SaveFile_Plus::HELP_COPY) @source_index = @index @source_type = "copy" do_return_savelist end #-------------------------------------------------------------------------- # ● セーブファイル[移动] #-------------------------------------------------------------------------- def on_move? Graphics.freeze @help_window.set_text(PS0::Window_SaveFile_Plus::HELP_MOVE) @source_index = @index @source_type = "move" do_return_savelist end #-------------------------------------------------------------------------- # ● セーブファイル[管理] #-------------------------------------------------------------------------- def on_manager? if FileTest.exist?(DataManager.make_filename(@index)) Graphics.freeze @command_window.deactivate @window_manager.y = 72 + @index * 24 @window_manager.activate @window_manager.visible = true @window_manager.refresh Sound.play_ok Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) else Sound.play_buzzer end end #-------------------------------------------------------------------------- # ● セーブファイル[删除] #-------------------------------------------------------------------------- def on_delete? Graphics.freeze @window_manager.deactivate @command_window.deactivate @window_delete.y = 72 + 72 + @index * 24 @window_delete.activate @window_delete.visible = true @window_delete.refresh Sound.play_ok Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) end #-------------------------------------------------------------------------- # ● 删除 #-------------------------------------------------------------------------- def do_delete Graphics.freeze File.delete(DataManager.make_filename(@index)) @window_delete.index = 0 @window_manager.index = 0 @window_delete.visible = false @window_manager.visible = false @window_delete.deactivate @window_manager.deactivate @command_window.activate @need_refresh = true Sound.play_save if DataManager.save_file_exists? Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) else return_scene end end #-------------------------------------------------------------------------- # ● 替换 #-------------------------------------------------------------------------- def do_replace Graphics.freeze if @source_index != nil return on_copy_ok else return on_savefile_ok end @window_replace.visible = false @window_replace.deactivate @need_refresh = true end #-------------------------------------------------------------------------- # ● 取消 #-------------------------------------------------------------------------- def do_cancel Graphics.freeze Sound.play_cancel @window_delete.index = 0 @window_replace.index = 0 @window_manager.index = 0 @window_delete.visible = false @window_replace.visible = false @window_manager.visible = false @window_delete.deactivate @window_replace.deactivate @window_manager.deactivate @command_window.activate Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) end #-------------------------------------------------------------------------- # ● 返回管理菜单 #-------------------------------------------------------------------------- def do_return_manager Graphics.freeze @help_window.set_text(help_window_text) @command_window.index = @source_index unless @source_index == nil @source_index = nil @source_type = nil @command_window.deactivate @window_delete.index = 0 @window_replace.index = 0 @window_delete.visible = false @window_replace.visible = false @window_delete.deactivate @window_replace.deactivate @window_manager.y = 72 + @index * 24 @window_manager.activate @window_manager.visible = true @window_manager.refresh Sound.play_cancel Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION) end #-------------------------------------------------------------------------- # ● 返回文件列表(复制、移动 用) #-------------------------------------------------------------------------- def do_return_savelist @window_manager.visible = false @window_manager.deactivate @command_window.activate @need_refresh = true Sound.play_ok end end #============================================================================== # [PS0] End of Script #==============================================================================
截图0002.PNG (531.84 KB, 下载次数: 30)
在别的所有地方都正常
截图0001.PNG (528.24 KB, 下载次数: 31)
附图,只有选择存档的地方会错位
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |