本帖最后由 小w的w 于 2014-1-19 12:34 编辑 那个……这个问题已经在别的地方得到解决了,不过看了一下版规好像是不允许自己修改为过期的,所以在此说明。 vx默认四个存档,我觉得少就用了一个存档扩张脚本,不 ...
q374435503 发表于 2014-1-1 12:50 lz看看这张存档脚本怎样? #========================================================================= ...
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#==============================================================================# vx新截图存档 by 沉影不器#------------------------------------------------------------------------------# ☆ 核心部分是内存位图的输入输出# (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊#------------------------------------------------------------------------------# ▼ 相比rmxp正版截图存档(作者: 柳柳),主要变动如下:# ① 省去了 screenshot.dll 文件 (因快速存储Bitmap的Marshal的存在)# ② 无须人工新建存档文件夹,脚本将自建# ③ 方便地更改最大存档数,只需设置最大值#==============================================================================MAX_SAVE_ID = 12 # 最大存档数SAVE_DIR = "Saves/" # 改变的存档目录(不希望改变目录请删)#==============================================================================# (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊#==============================================================================class Font def marshal_dump end def marshal_load(obj) endend class Bitmap # 传送到内存的API函数 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*") # 压缩 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# [[[bitmap.object_id * 2 + 16] + 8] + 16] == 数据的开头 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] endend #==============================================================================# ■ Game_Temp#==============================================================================class Game_Temp #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_accessor :save_bitmap # 存档位图 #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- alias ini initialize def initialize ini @save_bitmap = Bitmap.new(1, 1) endend #==============================================================================# ■ Window_SaveFile#==============================================================================class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :filename # 文件名 attr_reader :file_exist # 文件存在标志 #-------------------------------------------------------------------------- # ● 初始化对象 # file_index : 存档文件索引 (0~3) # filename : 文件名 #-------------------------------------------------------------------------- def initialize(file_index, filename) super(160, 56, 384, 360) @file_index = file_index @filename = filename make_dir(SAVE_DIR) if SAVE_DIR != nil load_gamedata refresh(@file_index) end #-------------------------------------------------------------------------- # ● 读取部分游戏数据 #-------------------------------------------------------------------------- def load_gamedata @file_exist = FileTest.exist?(SAVE_DIR + @filename) if @file_exist file = File.open(SAVE_DIR + @filename, "r") begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) @game_message = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @game_self_switches = Marshal.load(file) @game_actors = Marshal.load(file) @game_party = Marshal.load(file) @game_troop = Marshal.load(file) @game_map = Marshal.load(file) [url=home.php?mod=space&uid=14736]@game_player[/url] = Marshal.load(file) # 读取截图 @file_bitmap = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate rescue @file_exist = false ensure file.close end end end #-------------------------------------------------------------------------- # ● 刷新 # index : 索引 #-------------------------------------------------------------------------- def refresh(index) file_index = index self.contents.clear self.contents.font.color = normal_color if @file_exist # 描绘底部阴影 self.contents.fill_rect(12+3, 4+3, 326,249, Color.new(0,0,64)) # 描绘截图 draw_snap_bitmap(12, 4) draw_party_characters(152, 296) draw_playtime(0, 296+8, contents.width - 40, 2) else self.contents.draw_text(0, 296, 384-32, 24, "无此存档!", 1) end end #-------------------------------------------------------------------------- # ◎ 更改索引 # index : 索引 #-------------------------------------------------------------------------- def file_index=(file_index) @file_index = file_index end #-------------------------------------------------------------------------- # ● 描绘游戏人物 # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_party_characters(x, y) for i in [email]0...@characters.size[/email] name = @characters[i][0] index = @characters[i][1] draw_character(name, index, x + i * 48, y) end end #-------------------------------------------------------------------------- # ◎ 生成保存路径 # path : 路径 #-------------------------------------------------------------------------- def make_dir(path) dir = path.split("/") for i in 0...dir.size unless dir == "." add_dir = dir[0..i].join("/") begin Dir.mkdir(add_dir) rescue end end end end #-------------------------------------------------------------------------- # ◎ 生成文件名 # file_index : 存档文件索引 (0~3) #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end #-------------------------------------------------------------------------- # ◎ 描绘截图 # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_snap_bitmap(x, y) bitmap = @file_bitmap if bitmap == nil self.contents.draw_text(0, 112, 384-32, 24, "找不到截图文件!", 1) else self.contents.blur rect = Rect.new(0, 0, 0, 0) rect.width = bitmap.width rect.height = bitmap.height self.contents.blt(x, y, bitmap, rect) end end #-------------------------------------------------------------------------- # ● 描绘游戏时间 # x : 描绘目标 X 坐标 # y : 描绘目标 Y 坐标 # width : 宽 # align : 配置 #-------------------------------------------------------------------------- def draw_playtime(x, y, width, align) 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(x, y, width, WLH, time_string, 2) endend #==============================================================================# ■ Scene_Base#==============================================================================class Scene_Base #-------------------------------------------------------------------------- # ◎ 生成存档位图快照 #-------------------------------------------------------------------------- def snapshot_for_save d_rect = Rect.new(0, 0, 326, 249) s_rect = Rect.new(0, 0, 544, 416) save_bitmap = Graphics.snap_to_bitmap $game_temp.save_bitmap.dispose $game_temp.save_bitmap = Bitmap.new(326, 249) $game_temp.save_bitmap.stretch_blt(d_rect, save_bitmap, s_rect) endend #==============================================================================# ■ Scene_Map#==============================================================================class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● 结束处理 #-------------------------------------------------------------------------- alias save_terminate terminate def terminate snapshot_for_save save_terminate endend #==============================================================================# ■ Scene_Title#==============================================================================class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● 判断继续是否有效 #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob(SAVE_DIR + 'Save*.rvdata').size > 0) endend #==============================================================================# ■ Scene_File#------------------------------------------------------------------------------# 处理文件的类。#==============================================================================class Scene_File < Scene_Base #-------------------------------------------------------------------------- # ● 初始化对象 # saving : 存档标志 (false 为载入画面) # from_title : 调用标题画面的 "继续" 标志 # from_event : 事件的 "调用存档画面" 的调用标志 #-------------------------------------------------------------------------- def initialize(saving, from_title, from_event) @saving = saving @from_title = from_title @from_event = from_event end #-------------------------------------------------------------------------- # ● 开始处理 #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Help.new create_command_window if @saving [url=home.php?mod=space&uid=370741]@Index[/url] = $game_temp.last_file_index @help_window.set_text(Vocab::SaveMessage) else @index = self.latest_file_index @help_window.set_text(Vocab::LoadMessage) end @refresh_index = @command_window.index = @index @item_max = MAX_SAVE_ID create_savefile_window end #-------------------------------------------------------------------------- # ● 结束处理 #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose dispose_item_windows end #-------------------------------------------------------------------------- # ● 还原至原先的画面 #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● 更新画面 #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update update_savefile_windows update_savefile_selection end #-------------------------------------------------------------------------- # ◎ 生成存档文件列表窗口 #-------------------------------------------------------------------------- def create_command_window file_names = [] digit = MAX_SAVE_ID.to_s.size str_f = "" digit.times{|n| str_f += "0"} str_f[str_f.size-1, 1] = digit.to_s for i in 0...MAX_SAVE_ID id = sprintf("%#{str_f}d", i+1) file_names.push(Vocab::File + "\s" + id) end @command_window = Window_Command.new(160, file_names) @command_window.height = 360 @command_window.y = 56 end #-------------------------------------------------------------------------- # ● 生成存档文件窗口 #-------------------------------------------------------------------------- def create_savefile_window @savefile_window = Window_SaveFile.new(@command_window.index, make_filename(@command_window.index)) end #-------------------------------------------------------------------------- # ● 释放存档文件 #-------------------------------------------------------------------------- def dispose_item_windows @command_window.dispose @savefile_window.dispose end #-------------------------------------------------------------------------- # ● 更新存档文件窗口 #-------------------------------------------------------------------------- def update_savefile_windows @command_window.update @savefile_window.update end #-------------------------------------------------------------------------- # ● 更新存档文件选择 #-------------------------------------------------------------------------- def update_savefile_selection if Input.trigger?(Input::C) determine_savefile end if Input.trigger?(Input::B) Sound.play_cancel return_scene end if @refresh_index != @command_window.index @refresh_index = @command_window.index @savefile_window.dispose create_savefile_window end end #-------------------------------------------------------------------------- # ● 确定存档文件 #-------------------------------------------------------------------------- def determine_savefile if @saving Sound.play_save do_save else if @savefile_window.file_exist Sound.play_load do_load else Sound.play_buzzer return end end $game_temp.last_file_index = @index end #-------------------------------------------------------------------------- # ◎ 生成文件名 # file_index : 存档文件索引 #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end #-------------------------------------------------------------------------- # ● 按时间戳选择最新的文件 #-------------------------------------------------------------------------- def latest_file_index index = 0 latest_time = Time.at(0) # 时间戳 for i in 0...MAX_SAVE_ID file_name = make_filename(i) if FileTest.exist?(SAVE_DIR + file_name) file = File.open(SAVE_DIR + file_name, "r") if file.mtime > latest_time latest_time = file.mtime index = i end end end return index end #-------------------------------------------------------------------------- # ● 执行存档 #-------------------------------------------------------------------------- def do_save file_name = make_filename(@command_window.index) file = File.open(SAVE_DIR + file_name, "wb") write_save_data(file) # 保存位图 $file_bitmap = $game_temp.save_bitmap Marshal.dump($file_bitmap, file) file.close return_scene end #-------------------------------------------------------------------------- # ● 执行载入 #-------------------------------------------------------------------------- def do_load file_name = make_filename(@command_window.index) file = File.open(SAVE_DIR + file_name, "rb") read_save_data(file) file.close $scene = Scene_Map.new RPG::BGM.fade(1500) Graphics.fadeout(60) Graphics.wait(40) @last_bgm.play @last_bgs.play endend
#============================================================================== # vx新截图存档 by 沉影不器 #------------------------------------------------------------------------------ # ☆ 核心部分是内存位图的输入输出 # (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊 #------------------------------------------------------------------------------ # ▼ 相比rmxp正版截图存档(作者: 柳柳),主要变动如下: # ① 省去了 screenshot.dll 文件 (因快速存储Bitmap的Marshal的存在) # ② 无须人工新建存档文件夹,脚本将自建 # ③ 方便地更改最大存档数,只需设置最大值 #============================================================================== MAX_SAVE_ID = 12 # 最大存档数 SAVE_DIR = "Saves/" # 改变的存档目录(不希望改变目录请删) #============================================================================== # (快速存储Bitmap的Marshal 作者: 柳之一) 强大啊 #============================================================================== class Font def marshal_dump end def marshal_load(obj) end end class Bitmap # 传送到内存的API函数 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*") # 压缩 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 # [[[bitmap.object_id * 2 + 16] + 8] + 16] == 数据的开头 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 #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_accessor :save_bitmap # 存档位图 #-------------------------------------------------------------------------- # ● 初始化对象 #-------------------------------------------------------------------------- alias ini initialize def initialize ini @save_bitmap = Bitmap.new(1, 1) end end #============================================================================== # ■ Window_SaveFile #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :filename # 文件名 attr_reader :file_exist # 文件存在标志 #-------------------------------------------------------------------------- # ● 初始化对象 # file_index : 存档文件索引 (0~3) # filename : 文件名 #-------------------------------------------------------------------------- def initialize(file_index, filename) super(160, 56, 384, 360) @file_index = file_index @filename = filename make_dir(SAVE_DIR) if SAVE_DIR != nil load_gamedata refresh(@file_index) end #-------------------------------------------------------------------------- # ● 读取部分游戏数据 #-------------------------------------------------------------------------- def load_gamedata @file_exist = FileTest.exist?(SAVE_DIR + @filename) if @file_exist file = File.open(SAVE_DIR + @filename, "r") begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) @game_message = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @game_self_switches = Marshal.load(file) @game_actors = Marshal.load(file) @game_party = Marshal.load(file) @game_troop = Marshal.load(file) @game_map = Marshal.load(file) [url=home.php?mod=space&uid=14736]@game_player[/url] = Marshal.load(file) # 读取截图 @file_bitmap = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate rescue @file_exist = false ensure file.close end end end #-------------------------------------------------------------------------- # ● 刷新 # index : 索引 #-------------------------------------------------------------------------- def refresh(index) file_index = index self.contents.clear self.contents.font.color = normal_color if @file_exist # 描绘底部阴影 self.contents.fill_rect(12+3, 4+3, 326,249, Color.new(0,0,64)) # 描绘截图 draw_snap_bitmap(12, 4) draw_party_characters(152, 296) draw_playtime(0, 296+8, contents.width - 40, 2) else self.contents.draw_text(0, 296, 384-32, 24, "无此存档!", 1) end end #-------------------------------------------------------------------------- # ◎ 更改索引 # index : 索引 #-------------------------------------------------------------------------- def file_index=(file_index) @file_index = file_index end #-------------------------------------------------------------------------- # ● 描绘游戏人物 # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_party_characters(x, y) for i in [email]0...@characters.size[/email] name = @characters[i][0] index = @characters[i][1] draw_character(name, index, x + i * 48, y) end end #-------------------------------------------------------------------------- # ◎ 生成保存路径 # path : 路径 #-------------------------------------------------------------------------- def make_dir(path) dir = path.split("/") for i in 0...dir.size unless dir == "." add_dir = dir[0..i].join("/") begin Dir.mkdir(add_dir) rescue end end end end #-------------------------------------------------------------------------- # ◎ 生成文件名 # file_index : 存档文件索引 (0~3) #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end #-------------------------------------------------------------------------- # ◎ 描绘截图 # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_snap_bitmap(x, y) bitmap = @file_bitmap if bitmap == nil self.contents.draw_text(0, 112, 384-32, 24, "找不到截图文件!", 1) else self.contents.blur rect = Rect.new(0, 0, 0, 0) rect.width = bitmap.width rect.height = bitmap.height self.contents.blt(x, y, bitmap, rect) end end #-------------------------------------------------------------------------- # ● 描绘游戏时间 # x : 描绘目标 X 坐标 # y : 描绘目标 Y 坐标 # width : 宽 # align : 配置 #-------------------------------------------------------------------------- def draw_playtime(x, y, width, align) 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(x, y, width, WLH, time_string, 2) end end #============================================================================== # ■ Scene_Base #============================================================================== class Scene_Base #-------------------------------------------------------------------------- # ◎ 生成存档位图快照 #-------------------------------------------------------------------------- def snapshot_for_save d_rect = Rect.new(0, 0, 326, 249) s_rect = Rect.new(0, 0, 544, 416) save_bitmap = Graphics.snap_to_bitmap $game_temp.save_bitmap.dispose $game_temp.save_bitmap = Bitmap.new(326, 249) $game_temp.save_bitmap.stretch_blt(d_rect, save_bitmap, s_rect) end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● 结束处理 #-------------------------------------------------------------------------- alias save_terminate terminate def terminate snapshot_for_save save_terminate end end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● 判断继续是否有效 #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob(SAVE_DIR + 'Save*.rvdata').size > 0) end end #============================================================================== # ■ Scene_File #------------------------------------------------------------------------------ # 处理文件的类。 #============================================================================== class Scene_File < Scene_Base #-------------------------------------------------------------------------- # ● 初始化对象 # saving : 存档标志 (false 为载入画面) # from_title : 调用标题画面的 "继续" 标志 # from_event : 事件的 "调用存档画面" 的调用标志 #-------------------------------------------------------------------------- def initialize(saving, from_title, from_event) @saving = saving @from_title = from_title @from_event = from_event end #-------------------------------------------------------------------------- # ● 开始处理 #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Help.new create_command_window if @saving [url=home.php?mod=space&uid=370741]@Index[/url] = $game_temp.last_file_index @help_window.set_text(Vocab::SaveMessage) else @index = self.latest_file_index @help_window.set_text(Vocab::LoadMessage) end @refresh_index = @command_window.index = @index @item_max = MAX_SAVE_ID create_savefile_window end #-------------------------------------------------------------------------- # ● 结束处理 #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose dispose_item_windows end #-------------------------------------------------------------------------- # ● 还原至原先的画面 #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● 更新画面 #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update update_savefile_windows update_savefile_selection end #-------------------------------------------------------------------------- # ◎ 生成存档文件列表窗口 #-------------------------------------------------------------------------- def create_command_window file_names = [] digit = MAX_SAVE_ID.to_s.size str_f = "" digit.times{|n| str_f += "0"} str_f[str_f.size-1, 1] = digit.to_s for i in 0...MAX_SAVE_ID id = sprintf("%#{str_f}d", i+1) file_names.push(Vocab::File + "\s" + id) end @command_window = Window_Command.new(160, file_names) @command_window.height = 360 @command_window.y = 56 end #-------------------------------------------------------------------------- # ● 生成存档文件窗口 #-------------------------------------------------------------------------- def create_savefile_window @savefile_window = Window_SaveFile.new(@command_window.index, make_filename(@command_window.index)) end #-------------------------------------------------------------------------- # ● 释放存档文件 #-------------------------------------------------------------------------- def dispose_item_windows @command_window.dispose @savefile_window.dispose end #-------------------------------------------------------------------------- # ● 更新存档文件窗口 #-------------------------------------------------------------------------- def update_savefile_windows @command_window.update @savefile_window.update end #-------------------------------------------------------------------------- # ● 更新存档文件选择 #-------------------------------------------------------------------------- def update_savefile_selection if Input.trigger?(Input::C) determine_savefile end if Input.trigger?(Input::B) Sound.play_cancel return_scene end if @refresh_index != @command_window.index @refresh_index = @command_window.index @savefile_window.dispose create_savefile_window end end #-------------------------------------------------------------------------- # ● 确定存档文件 #-------------------------------------------------------------------------- def determine_savefile if @saving Sound.play_save do_save else if @savefile_window.file_exist Sound.play_load do_load else Sound.play_buzzer return end end $game_temp.last_file_index = @index end #-------------------------------------------------------------------------- # ◎ 生成文件名 # file_index : 存档文件索引 #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end #-------------------------------------------------------------------------- # ● 按时间戳选择最新的文件 #-------------------------------------------------------------------------- def latest_file_index index = 0 latest_time = Time.at(0) # 时间戳 for i in 0...MAX_SAVE_ID file_name = make_filename(i) if FileTest.exist?(SAVE_DIR + file_name) file = File.open(SAVE_DIR + file_name, "r") if file.mtime > latest_time latest_time = file.mtime index = i end end end return index end #-------------------------------------------------------------------------- # ● 执行存档 #-------------------------------------------------------------------------- def do_save file_name = make_filename(@command_window.index) file = File.open(SAVE_DIR + file_name, "wb") write_save_data(file) # 保存位图 $file_bitmap = $game_temp.save_bitmap Marshal.dump($file_bitmap, file) file.close return_scene end #-------------------------------------------------------------------------- # ● 执行载入 #-------------------------------------------------------------------------- def do_load file_name = make_filename(@command_window.index) file = File.open(SAVE_DIR + file_name, "rb") read_save_data(file) file.close $scene = Scene_Map.new RPG::BGM.fade(1500) Graphics.fadeout(60) Graphics.wait(40) @last_bgm.play @last_bgs.play end end
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