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想学"三国凡人传"里的转场效果,可是"截图存档"调用截图的位置是在"Save"文件夹,而不是在"Graphics\Pictures"文件夹里的....怎么才能实现"三国凡人传"里的转场效果呢?? 
事件: 
◆脚本: Screen::shot 
◆显示图片:1,'shot,中心 (320,240),(100%,100%),255, 
◆场所移动:[002:大地图],(013,012),下,不淡出 
◆移动图片:1,@10,中心(320,240),(120%,120%),180,普通 
◆更改图片色调:1,(0,0,0,255),@20 
◆等待:10帧 
◆移动图片:1,@10,中心(320,240),(120%,120%),0,普通 
◆等待:12帧 
 
 
 截图存档脚本 
- #===============================================================================
 
  
- 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”
 
  
- # 注意:这个脚本是兼容亿万星辰的“轩辕剑菜单”的版本,不过用在其他场合貌似也不会出错
 
 - #   使用时把这个脚本放在“轩辕剑菜单”脚本的下方,也就是更靠近Main的位置
 
 - # 兼容处理:叶子
 
 - #===============================================================================
 
 - module Screen  
 
 - @screen = Win32API.new 'Dll\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 = 1)
 
 -   # 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    
 
 -   if $shot_guodu == 1
 
 -     file_name = "Graphics/Pictures/sys_screen.jpg"
 
 -     $shot_guodu = 0
 
 -   end
 
 -   # make the screenshot.... Attention dont change anything from here on....
 
 -   @screen.call(0,0,640,480,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
 
 - end
 
  
- class Window_File < Window_Base
 
 - attr_accessor :index
 
 - def initialize(index = 0)
 
 -   @backsp = Sprite.new
 
 -   @backsp.z = 99
 
 -   super(160,0,480,480)
 
 -   #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 = []
 
 -   @sp_ch[0] = Sprite.new
 
 -   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}.jpg")
 
 -       @sprite.bitmap = Bitmap.new(BBS_66RPG_DIR+"Save#{@index}.jpg")
 
 -     else
 
 -       self.contents.draw_text(32,64,400,32,"截图似乎有点问题……您搞什么了您?")
 
 -     end
 
 -     @sprite.x = 176
 
 -     @sprite.y = 16
 
 -     @sprite.zoom_x = 0.7
 
 -     @sprite.zoom_y = 0.7
 
 -     file = File.open(BBS_66RPG_DIR+"Save#{@index}.rxdata", "r")
 
 -     @time_stamp = file.mtime
 
 -     @gold = Marshal.load(file)
 
 -     @save_map_name = Marshal.load(file)
 
 -     @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
 
 -     for i in [email protected]
 
 -       @sp_ch[i] = Sprite.new
 
 -       @sp_ch[i].visible = true
 
 -       @sp_ch[i].bitmap = Bitmap.new("Graphics/system/menu/headp/" + @characters[i][3] + "_save.png") 
 
 -       @sp_ch[i].x = 180 + i*42       
 
 -       @sp_ch[i].y = 460 - @sp_ch[i].bitmap.height
 
 -       @sp_ch[i].z = 101
 
 -     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, 390, 420 + 16, 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, 420, 420 + 16, 32, time_string, 2)
 
 -     self.contents.draw_text(4, 420 - 64, 420 + 16, 32, @save_map_name, 2)
 
 -     self.contents.draw_text(4, 4, 420 + 16, 32, @gold, 2)
 
 -     src_rect = Rect.new(0,0,16,16)
 
 -     bitmap = Bitmap.new("Graphics/system/menu/back/money.png")
 
 -     self.contents.blt(420 + 16 - @gold.size * 16, 4 + 8, bitmap, src_rect)
 
 -   else
 
 -     self.contents.draw_text(32,32,420 + 16,32,"空白记忆")
 
 -   end
 
 - end
 
 - def dispose
 
 -   super
 
 -   @sprite.dispose
 
 -   @backsp.dispose
 
 -   for i in @sp_ch
 
 -     i.dispose
 
 -   end
 
 - end
 
 - end
 
  
 
- class Scene_Save
 
 - def main
 
 -   @command_window = Window_Command.new(160,["回忆 1","回忆 2","回忆 3","回忆 4","回忆 5","回忆 6","回忆 7","回忆 8","回忆 9","回忆10","回忆11","回忆12","回忆13","回忆14"])
 
 -   @command_window.y = 0
 
 -   @command_window.index = $game_temp.last_file_index
 
 -   @content_window = Window_File.new($game_temp.last_file_index)
 
 -   # 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
 
 - 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(4) 
 
 -   end    
 
 -   #———————————————————————#    
 
 -   if Input.trigger?(Input::C)
 
 -     # 演奏存档 SE
 
 -     $game_system.se_play($data_system.save_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.jpg")
 
 -       File.rename(BBS_66RPG_DIR+"shot.jpg", BBS_66RPG_DIR+"Save#{@command_window.index}.jpg") 
 
 -     end
 
 -     file.close
 
 -     $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
 
 -   #####################################################################
 
 -   id = $game_map.map_id
 
 -   name = $data_mapinfos[id].name
 
 -   if name.include?("★")
 
 -     @save_map_name = name.split(/★/)[0]
 
 -   else
 
 -     @save_map_name = name
 
 -   end
 
 -   Marshal.dump($game_party.gold.to_s, file)
 
 -   Marshal.dump(@save_map_name, file)
 
 -   #####################################################################
 
 -   # 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(force = false)
 
 -   @in_game = force
 
 -   # 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..6
 
 -     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
 
 -   @command_window = Window_Command.new(160,["回忆 1","回忆 2","回忆 3","回忆 4","回忆 5","回忆 6","回忆 7","回忆 8","回忆 9","回忆10","回忆11","回忆12","回忆13","回忆14"])
 
 -   @command_window.y = 0
 
 -   @command_window.index = $game_temp.last_file_index
 
 -   @content_window = Window_File.new($game_temp.last_file_index)
 
 -   # 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
 
 - 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)
 
 -    if @in_game
 
 -      $scene = $scene = Scene_Menu.new(4)
 
 -    else
 
 -      # 切换到标题画面
 
 -      $scene = Scene_Title.new
 
 -    end
 
 -   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
 
 -     #..........................................................................
 
 -     if $piantou == 1
 
 -       case $menu_back_type
 
 -       when 0
 
 -         for i in 0..46
 
 -           $menupicback[i].bitmap.dispose
 
 -           $menupicback[i].dispose
 
 -         end
 
 -       when 1
 
 -         for i in 0..69
 
 -           $menupicback[i].bitmap.dispose
 
 -           $menupicback[i].dispose
 
 -         end
 
 -       when 2
 
 -         for i in 0..49
 
 -           $menupicback[i].bitmap.dispose
 
 -           $menupicback[i].dispose
 
 -         end
 
 -       end
 
 -     end
 
 -     #..........................................................................
 
 -     # 演奏读档 SE
 
 -     $game_system.se_play($data_system.load_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)
 
 -   @gold = Marshal.load(file)
 
 -   @save_map_name = 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
 
  
- 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
 
 - end
 
 
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