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Lv1.梦旅人 v
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- 2007-12-19
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好像完全按照柳柳的教程那样改就可以了
你首先创建一个Save文件夹,已经有了话的就把原有的存档文件删光,然后脚本编辑器中替换下面几个脚本
Window_SaveFile★
- #==============================================================================
- # ■ Window_SaveFile
- #------------------------------------------------------------------------------
- # 显示存档以及读档画面、保存文件的窗口。
- #==============================================================================
- class Window_SaveFile < Window_Base
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :filename # 文件名
- attr_reader :selected # 选择状态
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # file_index : 存档文件的索引 (0~3)
- # filename : 文件名
- #--------------------------------------------------------------------------
- def initialize(file_index, filename)
- super(0, 64 + file_index % 4 * 104, 640, 104)
- self.contents = Bitmap.new(width - 32, height - 32)
- @file_index = file_index
- #★★★★★★★★★★★★★★★★★★★★★★★★★★
- @filename = "save/Save#{@file_index + 1}.rxdata"
- #★★★★★★★★★★★★★★★★★★★★★★★★★★★★
- @time_stamp = Time.at(0)
- @file_exist = FileTest.exist?(@filename)
- if @file_exist
- file = File.open(@filename, "r")
- $re = Marshal.load(file)
- @time_stamp = file.mtime
- @characters = Marshal.load(file)
- @frame_count = Marshal.load(file)
- @game_system = Marshal.load(file)
- @game_switches = Marshal.load(file)
- @game_variables = Marshal.load(file)
- @total_sec = @frame_count / Graphics.frame_rate
- file.close
- end
- refresh
- @selected = false
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- # 描绘文件编号
- self.contents.font.color = normal_color
- name = "文件 #{@file_index + 1}"
- self.contents.draw_text(4, 0, 600, 32, name)
- @name_width = contents.text_size(name).width
- # 存档文件存在的情况下
- if @file_exist
- # 描绘角色
- for i in [email protected]
- bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
- cw = bitmap.rect.width / 4
- ch = bitmap.rect.height / 4
- src_rect = Rect.new(0, 0, cw, ch)
- x = 300 - @characters.size * 32 + i * 64 - cw / 2
- self.contents.blt(x, 68 - ch, bitmap, src_rect)
- end
- # 描绘游戏时间
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 8, 600, 32, time_string, 2)
- # 描绘时间标记
- self.contents.font.color = normal_color
- time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
- self.contents.draw_text(4, 40, 600, 32, time_string, 2)
-
- self.contents.draw_text(2,42,640,32,$re)
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置选择状态
- # selected : 新的选择状态 (true=选择 false=不选择)
- #--------------------------------------------------------------------------
- def selected=(selected)
- @selected = selected
- update_cursor_rect
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @selected
- self.cursor_rect.set(0, 0, @name_width + 8, 32)
- else
- self.cursor_rect.empty
- end
- end
- end
复制代码 Scene_Save- #==============================================================================
- # ■ Scene_Save
- #------------------------------------------------------------------------------
- # 处理存档画面的类。
- #==============================================================================
- class Scene_Save < Scene_File
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super("要保存到这个文件吗?")
- end
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_decision(filename)
- # 演奏存档 SE
- $game_system.se_play($data_system.save_se)
- # 写入存档数据
- file = File.open(filename, "wb")
- write_save_data(file)
- file.close
- # 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_Menu.new(4)
- end
- #--------------------------------------------------------------------------
- # ● 取消时的处理
- #--------------------------------------------------------------------------
- def on_cancel
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 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_Menu.new(4)
- end
- #--------------------------------------------------------------------------
- # ● 写入存档数据
- # file : 写入用文件对像 (已经打开)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- case $game_variables[1] # 章节进度,用变量1记录
- when 0 # 第零章
- $re = "第零章:我是一只小小鸟"
- when 1 # 第一章
- $re = "第一章:我长大了"
- end
- Marshal.dump($re, 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])
- 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
复制代码 Scene_Load- #==============================================================================
- # ■ Scene_Load
- #------------------------------------------------------------------------------
- # 处理读档画面的类。
- #==============================================================================
- class Scene_Load < Scene_File
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- 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..3
- filename = make_filename(i)
- 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
- super("要载入哪个文件?")
- end
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_decision(filename)
- # 文件不存在的情况下
- unless FileTest.exist?(filename)
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # 演奏读档 SE
- $game_system.se_play($data_system.load_se)
- # 写入存档数据
- file = File.open(filename, "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
- #--------------------------------------------------------------------------
- # ● 取消时的处理
- #--------------------------------------------------------------------------
- def on_cancel
- # 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
- #--------------------------------------------------------------------------
- # ● 读取存档数据
- # file : 读取用文件对像 (已经打开)
- #--------------------------------------------------------------------------
- def read_save_data(file)
- $re = Marshal.load(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
复制代码 系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~ |
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