赞 | 0 |
VIP | 2 |
好人卡 | 0 |
积分 | 1 |
经验 | 3917 |
最后登录 | 2013-8-12 |
在线时间 | 16 小时 |
Lv1.梦旅人
- 梦石
- 0
- 星屑
- 50
- 在线时间
- 16 小时
- 注册时间
- 2009-9-20
- 帖子
- 232
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 p7l8k90 于 2010-9-30 12:15 编辑
这东西很早就出了,相信很多人都看过,没看过的我发下截图,我这里有两个版本,普通的
和石焚刃暖的
,普通的截图下方是调用角色战斗图片,代码如下:- @sp_ch[i].bitmap = RPG::Cache.battler(@characters[i][3], @characters[i][4])
复制代码 ,而石焚刃暖截图下方调用的是Graphics/system/menu/headp/这个文件夹下的与角色战斗图片同名再加_save的图片,代码如下:- @sp_ch[i].bitmap = Bitmap.new("Graphics/system/menu/headp/" + @characters[i][3] + "_save.png")
复制代码 ,接下来是问题,因为用了全动画战斗,所以我的角色战斗图片是透明的,即空像素,而由于某种原因,我又不想用石焚那种头像式截图存档,(原因说了也无妨,我做游戏的需要,它是仙剑2续传,我想尽量做的跟原来差不多一些,虽然只是测试版。)我想在截图存档出来的时候调用角色行走图,而且是面向朝右,停止时动画形态的,请问我该怎么办?恩……把整个截图存档脚本发出来吧,这样懂脚本的就都能解答了,恳请大家解答一下,急用,谢谢!截图存档代码(经过我修改的,哦对了,还有个问题,我把存档数目加到了100,它也确实有一百个存档,可问题是到了14号存档往下就看不到了,有是有,可是……怎么说呢?恩……不自动翻页,这么说应该差不多吧,很苦恼,虽然能用但是效果不太好,不,是太不好了,麻烦高手们也顺便解答了,再次拜谢!):- #===============================================================================
- 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 '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 = RPG::Cache.battler(@characters[i][3], @characters[i][4])
- @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,["No.0","No.1","No.2","No.3","No.4","No.5","No.6","No.7","No.8","No.9","No.10","No.11","No.12","No.13","No.14","No.15","No.16","No.17","No.18","No.19","No.20","No.21","No.22","No.23","No.24","No.25","No.26","No.27","No.28","No.29","No.30","No.31","No.32","No.33","No.34","No.35","No.36","No.37","No.38","No.39","No.40","No.41","No.42","No.43","No.44","No.45","No.46","No.47","No.48","No.49","No.50","No.51","No.52","No.53","No.54","No.55","No.56","No.57","No.58","No.59","No.60","No.61","No.62","No.63","No.64","No.65","No.66","No.67","No.68","No.69","No.70","No.71","No.72","No.73","No.74","No.75","No.76","No.77","No.78","No.79","No.80","No.81","No.82","No.83","No.84","No.85","No.86","No.87","No.88","No.89","No.90","No.91","No.92","No.93","No.94","No.95","No.96","No.97","No.98","No.99"])
- @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..28
- 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,["No.0","No.1","No.2","No.3","No.4","No.5","No.6","No.7","No.8","No.9","No.10","No.11","No.12","No.13","No.14","No.15","No.16","No.17","No.18","No.19","No.20","No.21","No.22","No.23","No.24","No.25","No.26","No.27","No.28","No.29","No.30","No.31","No.32","No.33","No.34","No.35","No.36","No.37","No.38","No.39","No.40","No.41","No.42","No.43","No.44","No.45","No.46","No.47","No.48","No.49","No.50","No.51","No.52","No.53","No.54","No.55","No.56","No.57","No.58","No.59","No.60","No.61","No.62","No.63","No.64","No.65","No.66","No.67","No.68","No.69","No.70","No.71","No.72","No.73","No.74","No.75","No.76","No.77","No.78","No.79","No.80","No.81","No.82","No.83","No.84","No.85","No.86","No.87","No.88","No.89","No.90","No.91","No.92","No.93","No.94","No.95","No.96","No.97","No.98","No.99"])
- @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
- for i in 1..3
- $menupicback[i].bitmap.dispose
- 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
复制代码 |
|