#==============================================================================
# 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 = 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)
else
self.contents.draw_text(32,32,420,32,"No data")
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 = ["★SAVE★"]
for i in 1..70
ary.push sprintf("%s %02d", "SAVE", 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SAVE")
# 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(0)
end
#———————————————————————#
if Input.trigger?(Input::C)
# 演奏存档 SE
$game_system.se_play($data_system.decision_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..70
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 = ["★SAVE★"]
for i in 1..70
ary.push sprintf("%s %02d", "SAVE", 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SAVE")
# 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.decision_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