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昨天晚上闲来无事,拿VX来研究,发现功能果然比XP强大(除了画风以外……)
练习脚本的时候就写了这么个东西,恩,就是这样,
截图:
功能4条:
功能一:在Debug窗口当中添加“E”一条,允许修改事件的独立开关。
功能二:在Debug窗口按下shift键,将存档于一号档位。
功能三:在Debug窗口显示伪·FPS。并不是很准确。
功能四:允许在独立开关中做一些邪恶的事情。范例内效果很明显
范例:
http://rpg.blue/upload_program/files/Debugging_100434961.rar
脚本:
- #==============================================================================
- # ■ Debug拓展VX版
- # 作者IamI
- #------------------------------------------------------------------------------
- # 这个脚本的功能是:拓展Debug窗口的功能。
- # 功能一:在Debug窗口当中添加“E”一条,允许修改事件的独立开关。
- # 功能二:在Debug窗口按下shift键,将存档于一号档位。
- # 功能三:在Debug窗口显示伪·FPS。并不是很准确。
- # 功能四:允许在独立开关中做一些邪恶的事情。范例内效果很明显。
- # 怨念:此脚本只是本人练习VX用,没想到这样一个脚本我也能磨蹭几个小时= =
- # 啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊我退化了吗……
- #==============================================================================
- #==============================================================================
- # ■ Game_Map
- #------------------------------------------------------------------------------
- # 追加定义,取得地图ID
- #==============================================================================
- class Game_Map
- attr_reader :map_id
- end
- #==============================================================================
- # ■ Game_Event
- #------------------------------------------------------------------------------
- # 追加定义,开放Event。
- #==============================================================================
- class Game_Event
- attr_reader :event
- end
- #==============================================================================
- # ■ Game_SelfSwitches
- #------------------------------------------------------------------------------
- # 追加定义。使独立开关能够保存其他类型的值
- #==============================================================================
- NULLSTR = "Nil[OFF]"
- class Game_SelfSwitches
- #--------------------------------------------------------------------------
- # ● 获取自我开关
- # key : 键
- #--------------------------------------------------------------------------
- def [](key)
- if @data[key] == nil
- if key[2] == "A" or key[2] == "B" or key[2] == "C" or key[2] == "D"
- return false
- else
- return NULLSTR
- end
- end
- return @data[key]
- end
- end
- #==============================================================================
- # ■ Window_FPS
- #------------------------------------------------------------------------------
- # 伪·FPS计算窗
- #==============================================================================
- class Window_FPS < Window_Base
- def initialize
- super(424,366,120,50)
- @time = Time.now
- @fs = 0
- @fps = 60
- refresh
- end
- def update
- @fs += 1
- nt = Time.now
- tc = (nt - @time)
- if tc >= 1
- @fps = @fs
- @fs = 0
- @time = nt
- refresh
- end
- end
- def refresh
- self.contents.clear
- self.contents.draw_text(self.contents.rect,"伪FPS:" + @fps.to_s)
- end
- end
- #==============================================================================
- # ■ Window_DebugLeft
- #------------------------------------------------------------------------------
- # 调试画面、指定开关及变量块的窗口。
- #==============================================================================
- class Window_DebugLeft < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, 176, 416)
- self.index = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- @switch_max = ($data_system.switches.size - 1 + 9) / 10
- @variable_max = ($data_system.variables.size - 1 + 9) / 10
- @item_max = @switch_max + @variable_max + $game_map.events.values.size
- create_contents
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- if index < @switch_max
- n = index * 10
- text = sprintf("S [%04d-%04d]", n+1, n+10)
- elsif index < @variable_max + @switch_max
- n = (index - @switch_max) * 10
- text = sprintf("V [%04d-%04d]", n+1, n+10)
- else
- n = (index - @switch_max - @variable_max)
- text = "E " + $game_map.events.values[n].event.name
- end
- rect = item_rect(index)
- rect.x += 4
- rect.width -= 8
- self.contents.clear_rect(rect)
- self.contents.draw_text(rect, text)
- end
- #--------------------------------------------------------------------------
- # ● 获取模式
- #--------------------------------------------------------------------------
- def mode
- if self.index < @switch_max
- return 0
- elsif self.index < @switch_max + @variable_max
- return 1
- else
- return 2
- end
- end
- #--------------------------------------------------------------------------
- # ● 获取开头显示部分的 ID
- #--------------------------------------------------------------------------
- def top_id
- if self.index < @switch_max
- return self.index * 10 + 1
- elsif self.index < @switch_max + @variable_max
- return (self.index - @switch_max) * 10 + 1
- else
- return self.index - @switch_max - @variable_max
- end
- end
- end
- #==============================================================================
- # ■ Window_DebugRight
- #------------------------------------------------------------------------------
- # 调试画面、单独显示开关以及变量的窗口。
- #==============================================================================
- class Window_DebugRight < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :mode # 模式 (0:开关、1:变量)
- attr_reader :top_id # 最前显示部分的 ID
- #--------------------------------------------------------------------------
- # ● 初始化对象
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- #--------------------------------------------------------------------------
- def initialize(x, y)
- super(x, y, 368, 10 * WLH + 32)
- self.index = -1
- self.active = false
- @item_max = 10
- @mode = 0
- @top_id = 1
- @hash = {0 => "A",1 => "B",2 => "C",3 => "D",4 => "E",5 => "F",6 => "G",7 => "H",8 => "I",9 => "J"}
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- current_id = @top_id + index
- id_text = sprintf("%04d:", current_id)
- if @mode == 2
- id_text = ""
- end
- id_width = self.contents.text_size(id_text).width
- ############################################
- color = false
- ############################################
- if @mode == 0
- name = $data_system.switches[current_id]
- status = $game_switches[current_id] ? "[ON]" : "[OFF]"
- elsif @mode == 1
- name = $data_system.variables[current_id]
- status = $game_variables[current_id]
- else
- name = "独立开关" + @hash[index].to_s
- status = $game_self_switches[[$game_map.map_id,@top_id + 1,@hash[index]]]
- if status.is_a?(TrueClass) or status.is_a?(FalseClass)
- status = status ? "[ON]" : "[OFF]"
- else
- unless status == NULLSTR
- ############
- color = true
- ############
- status = "[" + status.type.to_s + ":" + status.inspect + "]"
- end
- end
- end
- if name == nil
- name = ""
- end
- rect = item_rect(index)
- rect.x += 4
- rect.width -= 8
- self.contents.clear_rect(rect)
- if color == false
- self.contents.font.color = normal_color
- else
- self.contents.font.color = system_color
- end
- self.contents.draw_text(rect, id_text)
- rect.x += id_width
- rect.width -= id_width + 60
- self.contents.draw_text(rect, name)
- rect.width += 60
- self.contents.draw_text(rect, status, 2)
- end
- #--------------------------------------------------------------------------
- # ● 设置模式
- # id : 新模式
- #--------------------------------------------------------------------------
- def mode=(mode)
- if @mode != mode
- @mode = mode
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置最先显示的 ID
- # id : 新的 ID
- #--------------------------------------------------------------------------
- def top_id=(id)
- if @top_id != id
- @top_id = id
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 囧方法,取得独立开关的三个数值,我实在懒得去逐个逐个算了……
- #--------------------------------------------------------------------------
- def tvt
- return $game_map.map_id,@top_id + 1,@hash[self.index]
- end
- end
- #==============================================================================
- # ■ Scene_Debug
- #------------------------------------------------------------------------------
- # 处理调试画面的类。
- #==============================================================================
- class Scene_Debug < Scene_Base
- #--------------------------------------------------------------------------
- # ● 开始处理
- #--------------------------------------------------------------------------
- def start
- super
- create_menu_background
- @left_window = Window_DebugLeft.new(0, 0)
- @right_window = Window_DebugRight.new(176, 0)
- @help_window = Window_Base.new(176, 272, 368, 144)
- @left_window.top_row = $game_temp.debug_top_row
- @left_window.index = $game_temp.debug_index
- @right_window.mode = @left_window.mode
- @right_window.top_id = @left_window.top_id
- @hash = {0 => "A",1 => "B",2 => "C",3 => "D",4 => "E",5 => "F",6 => "G",7 => "H",8 => "I",9 => "J"}
- @fps_shower = Window_FPS.new
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- $game_map.refresh
- @left_window.dispose
- @right_window.dispose
- @help_window.dispose
- @fps_shower.dispose
- $game_map.need_refresh = true
- end
- #--------------------------------------------------------------------------
- # ● 更新画面
- #--------------------------------------------------------------------------
- def update
- super
- update_menu_background
- @right_window.mode = @left_window.mode
- @right_window.top_id = @left_window.top_id
- @left_window.update
- @right_window.update
- @fps_shower.update
- $game_temp.debug_top_row = @left_window.top_row
- $game_temp.debug_index = @left_window.index
- if @left_window.active
- update_left_input
- elsif @right_window.active
- update_right_input
- end
-
- if Input.trigger?(Input::SHIFT)
- Sound.play_decision
- file = File.open("Save1.rvdata", "wb")
- write_save_data(file)
- file.close
- wlh = 24
- @help_window.contents.clear
- @help_window.contents.draw_text(4, wlh * 0, 336, wlh, "已保存于一号档。")
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新左侧窗口的输入
- #--------------------------------------------------------------------------
- def update_left_input
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- return
- elsif Input.trigger?(Input::C)
- Sound.play_decision
- wlh = 24
- if @left_window.mode == 0
- text1 = "C (Enter) : ON / OFF"
- @help_window.contents.draw_text(4, 0, 336, wlh, text1)
- elsif @left_window.mode == 1
- text1 = "← (Left) : -1"
- text2 = "→ (Right) : +1"
- text3 = "L (Pageup) : -10"
- text4 = "R (Pagedown) : +10"
- @help_window.contents.clear_rect(4, wlh * 0, 336, wlh)
- @help_window.contents.draw_text(4, wlh * 0, 336, wlh, text1)
- @help_window.contents.draw_text(4, wlh * 1, 336, wlh, text2)
- @help_window.contents.draw_text(4, wlh * 2, 336, wlh, text3)
- @help_window.contents.draw_text(4, wlh * 3, 336, wlh, text4)
- else
- text1 = "C (Enter) : ON / OFF"
- @help_window.contents.draw_text(4, 0, 336, wlh, text1)
- end
- @left_window.active = false
- @right_window.active = true
- @right_window.index = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新右侧窗口的输入
- #--------------------------------------------------------------------------
- def update_right_input
- if Input.trigger?(Input::B)
- Sound.play_cancel
- @left_window.active = true
- @right_window.active = false
- @right_window.index = -1
- @help_window.contents.clear
- else
- current_id = @right_window.top_id + @right_window.index
- if @right_window.mode == 0
- if Input.trigger?(Input::C)
- Sound.play_decision
- $game_switches[current_id] = (not $game_switches[current_id])
- @right_window.refresh
- end
- elsif @right_window.mode == 1
- last_value = $game_variables[current_id]
- if Input.repeat?(Input::RIGHT)
- $game_variables[current_id] += 1
- elsif Input.repeat?(Input::LEFT)
- $game_variables[current_id] -= 1
- elsif Input.repeat?(Input::R)
- $game_variables[current_id] += 10
- elsif Input.repeat?(Input::L)
- $game_variables[current_id] -= 10
- end
- if $game_variables[current_id] > 99999999
- $game_variables[current_id] = 99999999
- elsif $game_variables[current_id] < -99999999
- $game_variables[current_id] = -99999999
- end
- if $game_variables[current_id] != last_value
- Sound.play_cursor
- @right_window.draw_item(@right_window.index)
- end
- elsif @right_window.mode == 2
- if Input.trigger?(Input::C)
- Sound.play_decision
- $game_self_switches[@right_window.tvt] = (not $game_self_switches[@right_window.tvt])
- @right_window.refresh
- end
- end
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入文件用对象 (已经打开)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- characters = []
- for actor in $game_party.members
- characters.push([actor.character_name, actor.character_index])
- end
- $game_system.save_count += 1
- $game_system.version_id = $data_system.version_id
- @last_bgm = RPG::BGM::last
- @last_bgs = RPG::BGS::last
- Marshal.dump(characters, file)
- Marshal.dump(Graphics.frame_count, file)
- Marshal.dump(@last_bgm, file)
- Marshal.dump(@last_bgs, file)
- Marshal.dump($game_system, file)
- Marshal.dump($game_message, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, 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
复制代码
恩,附带练习正则表达式的时候对话加强脚本一只:
- #==============================================================================
- # ■ 信息显示Orz版
- #------------------------------------------------------------------------------
- # 功能很简单,实现更简单
- # \B 加粗开始
- # \b 加粗中断
- # \I 倾斜开始
- # \i 倾斜中断
- # \S 阴影开始
- # \s 阴影中断
- # \oC[r,g,b] 将颜色设成RGB。
- #==============================================================================
- #==============================================================================
- # ■ Window_Message
- #------------------------------------------------------------------------------
- # 显示文章的信息窗口。
- #==============================================================================
- class Window_Message
- #--------------------------------------------------------------------------
- # ● 特殊文字变换
- #--------------------------------------------------------------------------
- alias oooooorz_convert_special_characters convert_special_characters
- def convert_special_characters
- oooooorz_convert_special_characters
- @text.gsub!(/\\B/) { "\x09" }
- @text.gsub!(/\\b/) { "\x10" }
- @text.gsub!(/\\I/) { "\x11" }
- @text.gsub!(/\\i/) { "\x12" }
- @text.gsub!(/\\S/) { "\x13" }
- @text.gsub!(/\\s/) { "\x14" }
- #@text.gsub!(/\\oC\[([0-255]+)\,([0-255]+)\,([0-255]+)\/i]) { "\x15[#{$1},#{$2},#{$3}]"}
- @text.gsub!(/\\oC\[([0-9]+)\,([0-9]+)\,([0-9]+)\]/i) { "\x15[#{$1},#{$2},#{$3}]" }
- end
- #--------------------------------------------------------------------------
- # ● 更新消息
- #--------------------------------------------------------------------------
- def update_message
- loop do
- c = @text.slice!(/./m) # 获取下一条文字
- case c
- when nil # 没有可以显示的文字
- finish_message # 更新结束
- break
- when "\x00" # 换行
- new_line
- if @line_count >= MAX_LINE # 行数为最大时
- unless @text.empty? # 如果还有增加则继续
- self.pause = true # 等待输入
- break
- end
- end
- when "\x01" # \C[n] (更改文字色)
- @text.sub!(/\[([0-9]+)\]/, "")
- contents.font.color = text_color($1.to_i)
- next
- when "\x02" # \G (显示所持金)
- @gold_window.refresh
- @gold_window.open
- when "\x03" # \. (等待 1/4 秒)
- @wait_count = 15
- break
- when "\x04" # \| (等待 1 秒)
- @wait_count = 60
- break
- when "\x05" # \! (等待输入)
- self.pause = true
- break
- when "\x06" # \> (瞬间显示 ON)
- @line_show_fast = true
- when "\x07" # \< (瞬间显示 OFF)
- @line_show_fast = false
- when "\x08" # \^ (不等待输入)
- @pause_skip = true
- ##############################################
- when "\x09"
- self.contents.font.bold = true
- when "\x10"
- self.contents.font.bold = false
- when "\x11"
- self.contents.font.italic = true
- when "\x12"
- self.contents.font.italic = false
- when "\x13"
- self.contents.font.shadow = true
- when "\x14"
- self.contents.font.shadow = false
- when "\x15" # \C[n] (更改文字色)
- @text.sub!(/\[([0-9]+)\,([0-9]+)\,([0-9]+)\]/, "")
- contents.font.color = Color.new($1.to_i,$2.to_i,$3.to_i)
- next
- ##############################################
- else # 普通文字
- contents.draw_text(@contents_x, @contents_y, 40, WLH, c)
- c_width = contents.text_size(c).width
- @contents_x += c_width
- end
- break unless @show_fast or @line_show_fast
- end
- end
- end
复制代码
就是这样…… |
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