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Lv1.梦旅人
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我使用了跳过开头脚本 然后根据柳柳的个性自制菜单而跟着做了一个自制个性标题,还是用了 截图存档和截图读档,但是在储存的时候发生冲突, 截图存档的307行 发生冲突。 解读读档是发生在400行,我把脚本都贴出来了,求求各位高手帮帮忙,解决下冲突!!我用的是仿仙剑3的那个工程做的。
跳过标题的脚本是- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
- class Scene_Title
- #==============================================================================
- # 脚本作者:朱仔メ龍 QQ:251724722
- # 脚本转载请保留以上信息
- #==============================================================================
- def main
- $data_actors = load_data("Data/Actors.rxdata")
- $data_classes = load_data("Data/Classes.rxdata")
- $data_skills = load_data("Data/Skills.rxdata")
- $data_items = load_data("Data/Items.rxdata")
- $data_weapons = load_data("Data/Weapons.rxdata")
- $data_armors = load_data("Data/Armors.rxdata")
- $data_enemies = load_data("Data/Enemies.rxdata")
- $data_troops = load_data("Data/Troops.rxdata")
- $data_states = load_data("Data/States.rxdata")
- $data_animations = load_data("Data/Animations.rxdata")
- $data_tilesets = load_data("Data/Tilesets.rxdata")
- $data_common_events = load_data("Data/CommonEvents.rxdata")
- $data_system = load_data("Data/System.rxdata")
- $game_system = Game_System.new
- Graphics.frame_count = 0
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_party = Game_Party.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- $game_party.setup_starting_members
- $game_map.setup($data_system.start_map_id)
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- $game_player.refresh
- $game_map.autoplay
- $game_map.update
- $scene = Scene_Map.new
- end
- end
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
复制代码 而截图存档的脚本 是- #===============================================================================
- 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"
- $shot_guodu = 0
- end
- # make the screenshot.... Attention dont change anything from here on....
- @screen.call(160,120,320,240,file_name,handel,typ)
- end
- # find the game window...
- def handel
- game_name = "\0" * 256
- @readini.call('Game','Title','',game_name,255,".\\Game.ini")
- game_name.delete!("\0")
- return @findwindow.call('RGSS Player',game_name)
- end
- end
- class Window_FileCommand < Window_Selectable
- attr_accessor :index
- def initialize(index,zzhsavenumber)
- @zzhsavenumber = zzhsavenumber
- super(-16,-8,640,430)
- self.windowskin = nil
- self.contents = Bitmap.new(640, 480)
- @index = index
- @commands = []
- for i in 0..35
- @commands.push(i.to_s)
- end
- @[email protected]
- self.opacity = 0
- end
-
- def update
- self.top_row=($top_row)
- self.contents.clear
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- $mouse_not_in_rect = true
- $zzhindex=@index
- for i in 0...@item_max
- @index = i
- @zzhaaa_1=1
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- $mouse_not_in_rect= false
- $zzhindex=@index
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- mouse_x, mouse_y = Mouse.get_mouse_pos
- # 当前行被显示开头行前面的情况下
- if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT)and (mouse_x>500)and(mouse_x<545)and(mouse_y>383)and(mouse_y<408)
- self.top_row +=1
- delay(0.1)
- end
- # 当前行被显示末尾行之后的情况下
- if self.top_row > 0 and Mouse.press?(Mouse::LEFT)and (mouse_x>500)and(mouse_x<545)and(mouse_y>32)and(mouse_y<58)
- # 从当前行向末尾滚动
- self.top_row -=1
- delay(0.1)
- end
- @index = index_var
- if self.is_a?(Window_Target)
- @index=-3
- end
- @zzhaaa_1=2
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- $top_row = self.top_row
- end
-
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.cursor_rect.empty
- return
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.cursor_rect.empty
- return
- end
- # 计算光标坐标
- x = 8
- y = 26 + @index * 92- self.oy
- # 更新国标矩形
- self.cursor_rect.set(x, y, 490, 92)
- end
-
- def top_row
- # 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
- return self.oy / 92
- end
- #--------------------------------------------------------------------------
- # ● 设置开头行
- # row : 显示开头的行
- #--------------------------------------------------------------------------
- def top_row=(row)
- # row 未满 0 的场合更正为 0
- if row < 0
- row = 0
- end
- # row 超过 row_max - 1 的情况下更正为 row_max - 1
- if row > row_max - 1
- row = row_max - 1
- end
- # row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
- self.oy = row * 92
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的行数
- #--------------------------------------------------------------------------
- def page_row_max
- # 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
- return (self.height - 32) / 92
- end
-
- def delay(seconds)
- for i in 0...(seconds * 1)
- sleep 0.01
- Graphics.update
- end
- end
-
- end
-
- class Window_FilePicture2 < Window_Base
- def initialize
- super(-16,-8,640,480)
- self.contents = Bitmap.new(640, 480)
- self.opacity = 0
- self.contents.clear
- end
- def update
- self.contents.clear
- if $mouse_not_in_rect == false
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档-2.png")
- src_rect = Rect.new(0, 0, bitmap.width+15, bitmap.height+15)
- self.contents.blt(8, 30 + ($zzhindex - $top_row) * 92 , bitmap, src_rect)
- end
- end
- end
-
- class Window_FilePicture < Window_Base
- def initialize(index)
- super(-16,-8,640,480)
- self.contents = Bitmap.new(640, 480)
- self.opacity = 0
- self.contents.clear
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档顶条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(5, 12, bitmap, src_rect)
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档底条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(6, 394, bitmap, src_rect)
- if index == 0
- bitmap = Bitmap.new("Graphics/System/menu/sys/存储进度-3.png")
- else
- bitmap = Bitmap.new("Graphics/System/menu/sys/读取进度-3.png")
- end
-
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- bitmap1 = Bitmap.new("Graphics/System/menu/sys/存档-1.png")
- src_rect1 = Rect.new(0, 0, bitmap1.width+15, bitmap1.height+15)
- for i in 0..3
- self.contents.blt(8, 30+i*92, bitmap1, src_rect1)
- self.contents.blt(37, 43+i*92 , bitmap, src_rect)
- end
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档滚动条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(500, 32, bitmap, src_rect)
-
- if index == 0
- bitmap = Bitmap.new("Graphics/System/menu/sys/存储进度-1.png")
- bitmap1 = Bitmap.new("Graphics/System/menu/sys/读取进度-2.png")
- else
- bitmap = Bitmap.new("Graphics/System/menu/sys/存储进度-2.png")
- bitmap1 = Bitmap.new("Graphics/System/menu/sys/读取进度-1.png")
- end
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(97, 0, bitmap, src_rect)
- src_rect = Rect.new(0, 0, bitmap1.width, bitmap1.height)
- self.contents.blt(282, 0, bitmap1, src_rect)
- end
- end
-
- class Window_File < Window_Base
- attr_accessor :index
- def initialize(index ,zzhsavenumber )
- @zzhsavenumber = zzhsavenumber
- @backsp = Sprite.new
- @backsp.z = 99
- super(-8,0,525,480)
- self.opacity = 0
- #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 = 1000
- @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
- self.contents.font.size =18
- self.contents.font.name = ["华文行楷","隶书","黑体","楷体","宋体"]
- self.contents.font.color.set(0,0,0)
- $zzhok = false
- self.contents.draw_text(-3, 55+@zzhsavenumber * 92, 32, 32, @index.to_s , 1)
- $zzhok = true
- 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 = 379
- @sprite.y = 50 + @zzhsavenumber * 92
- @sprite.zoom_x = 0.292
- @sprite.zoom_y = 0.29
- 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
- $game_temp.last_file_index = @index
- 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][2].to_s + "_save.png")
- if i==0
- @sp_ch[i].x = 72
- else
- @sp_ch[i].x = 77+i*43
- end
- @sp_ch[i].y = 120 + @zzhsavenumber * 92-@sp_ch[i].bitmap.height
- @sp_ch[i].z = 1001
- 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.size =18
- self.contents.font.name = ["华文行楷","隶书","黑体","楷体","宋体"]
- self.contents.font.color.set(0,0,0)
- $zzhok = false
- self.contents.draw_text(210, 40+@zzhsavenumber * 92, 72, 32, "时间" , 2)
- self.contents.draw_text(290, 40+@zzhsavenumber * 92, 72, 32, time_string, 2)
- self.contents.draw_text(210, 60+@zzhsavenumber * 92, 72, 32, "金钱", 2)
- self.contents.draw_text(290, 60+@zzhsavenumber * 92, 72, 32, @gold, 2)
- self.contents.draw_text(210, 80+@zzhsavenumber * 92, 72, 32, "地点", 2)
- self.contents.draw_text(290, 80+@zzhsavenumber * 92, 72, 32, @save_map_name, 2)
- $zzhok = true
- # 描绘时间标记
- #self.contents.font.color = normal_color
- #time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
- #self.contents.draw_text(4, 420, 420 + 16, 32, time_string, 2)
- #src_rect = Rect.new(0,0,16,16)
- #bitmap = Bitmap.new("Graphics/system/menu/back/money.png")
- #self.contents.blt(420 + 16 - @gold.size * 16, 4 + 8, bitmap, src_rect)
- #else
- # self.contents.draw_text(32,32,420 + 16,32,"空白记忆")
- end
- end
- def dispose
- super
- @sprite.dispose
- @backsp.dispose
- for i in @sp_ch
- i.dispose
- end
- end
- end
- class Scene_Save
- def main
- @picture_window = Window_FilePicture_2.new(1)
- @picture_window2= Window_FilePicture2_2.new
- @save_command_window = Window_FileCommand_2.new($game_temp.last_file_index,0)
- @save_command_window.y = -4
- @save_command_window.index = $game_temp.last_file_index
- #@save_command_window.update
- @content_window0 = Window_File_2.new($game_temp.last_file_index,0)
- @content_window1 = Window_File_2.new($game_temp.last_file_index+1,1)
- @content_window2 = Window_File_2.new($game_temp.last_file_index+2,2)
- @content_window3 = Window_File_2.new($game_temp.last_file_index+3,3)
- @oldtop_row=0
- $top_row=0
- if $game_temp.last_file_index <= 33
- $top_row=$game_temp.last_file_index
- else
- $top_row=33
- end
- @save_command_window.active = true
- @save_command_window_update = true
- # 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
- @save_command_window.dispose
- @content_window0.dispose
- @content_window1.dispose
- @content_window2.dispose
- @content_window3.dispose
- @picture_window.dispose
- @picture_window2.dispose
- end
- def update
- @save_command_window.update
- @picture_window2.update
- if @oldtop_row != $top_row
- @content_window0.index = $top_row
- @content_window0.refresh
- @content_window1.index = $top_row+1
- @content_window1.refresh
- @content_window2.index = $top_row+2
- @content_window2.refresh
- @content_window3.index = $top_row+3
- @content_window3.refresh
- end
- @oldtop_row = $top_row
- #——————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_Map.new
- 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#{@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#{@save_command_window.index}.jpg")
- end
- file.close
- $game_temp.last_file_index = @save_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_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 还有在个性标题的时候进入读档界面,也发生了冲突 是 第400行 发生冲突
- 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
- $game_temp.last_file_index = i
- end
- file.close
- end
- end
- end
- def main
- @picture_window = Window_FilePicture_2.new(0)
- @picture_window2= Window_FilePicture2_2.new
- @load_command_window = Window_FileCommand_2.new($game_temp.last_file_index,0)
- @load_command_window.y = -4
- @load_command_window.index = $game_temp.last_file_index
- @content_window0 = Window_File_2.new($game_temp.last_file_index,0)
- @content_window1 = Window_File_2.new($game_temp.last_file_index+1,1)
- @content_window2 = Window_File_2.new($game_temp.last_file_index+2,2)
- @content_window3 = Window_File_2.new($game_temp.last_file_index+3,3)
- @oldtop_row=0
- if $game_temp.last_file_index <= 33
- $top_row=$game_temp.last_file_index
- else
- $top_row=33
- end
- @load_command_window.active = true
- @load_command_window_update = true
- # 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
- @load_command_window.dispose
- @content_window0.dispose
- @content_window1.dispose
- @content_window2.dispose
- @content_window3.dispose
- @picture_window.dispose
- @picture_window2.dispose
- end
- def update
- @load_command_window.update
- @picture_window2.update
- if @oldtop_row != $top_row
- @content_window0.index = $top_row
- @content_window0.refresh
- @content_window1.index = $top_row+1
- @content_window1.refresh
- @content_window2.index = $top_row+2
- @content_window2.refresh
- @content_window3.index = $top_row+3
- @content_window3.refresh
- end
- @oldtop_row = $top_row
- #——————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)
- $scene = Scene_Title.new
- end
- #Mouse.press?(Mouse::LEFT)and
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if (mouse_x>600)and(mouse_x<640)and(mouse_y>430)and(mouse_y<470)
- if Mouse.zzhtrigger?(Mouse::LEFT)
- $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#{@load_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#{@load_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
- $game_party.refresh
- end
- end
- class Window_FileCommand_2 < Window_Selectable
- attr_accessor :index
- def initialize(index,zzhsavenumber)
- @zzhsavenumber = zzhsavenumber
- super(44,16,640,454)
- self.windowskin = nil
- self.contents = Bitmap.new(640, 480)
- @index = index
- @commands = []
- for i in 0..35
- @commands.push(i.to_s)
- end
- @[email protected]
- self.opacity = 0
- end
-
- def update
- self.top_row=($top_row)
- self.contents.clear
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- $mouse_not_in_rect = true
- $zzhindex=@index
- for i in 0...@item_max
- @index = i
- @zzhaaa_1=1
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- $mouse_not_in_rect= false
- $zzhindex=@index
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- mouse_x, mouse_y = Mouse.get_mouse_pos
- # 当前行被显示开头行前面的情况下
- if self.top_row < row_max-page_row_max and Mouse.press?(Mouse::LEFT)and (mouse_x>560)and(mouse_x<605)and(mouse_y>407)and(mouse_y<432)
- self.top_row +=1
- delay(0.1)
- end
- # 当前行被显示末尾行之后的情况下
- if self.top_row > 0 and Mouse.press?(Mouse::LEFT)and (mouse_x>560)and(mouse_x<605)and(mouse_y>56)and(mouse_y<82)
- # 从当前行向末尾滚动
- self.top_row -=1
- delay(0.1)
- end
- @index = index_var
- if self.is_a?(Window_Target)
- @index=-3
- end
- @zzhaaa_1=2
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- $top_row = self.top_row
- end
-
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.cursor_rect.empty
- return
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.cursor_rect.empty
- return
- end
- # 计算光标坐标
- x = 8
- y = 26 + @index * 92- self.oy
- # 更新国标矩形
- self.cursor_rect.set(x, y, 490, 92)
- end
-
- def top_row
- # 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
- return self.oy / 92
- end
- #--------------------------------------------------------------------------
- # ● 设置开头行
- # row : 显示开头的行
- #--------------------------------------------------------------------------
- def top_row=(row)
- # row 未满 0 的场合更正为 0
- if row < 0
- row = 0
- end
- # row 超过 row_max - 1 的情况下更正为 row_max - 1
- if row > row_max - 1
- row = row_max - 1
- end
- # row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
- self.oy = row * 92
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的行数
- #--------------------------------------------------------------------------
- def page_row_max
- # 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
- return (self.height - 32) / 92
- end
-
- def delay(seconds)
- for i in 0...(seconds * 1)
- sleep 0.01
- Graphics.update
- end
- end
-
- end
-
- class Window_FilePicture2_2 < Window_Base
- def initialize
- super(-16,-8,640,480)
- self.contents = Bitmap.new(640, 480)
- self.opacity = 0
- self.contents.clear
- end
- def update
- self.contents.clear
- zzhx=60
- zzhy=24
- if $mouse_not_in_rect == false
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档-2.png")
- src_rect = Rect.new(0, 0, bitmap.width+15, bitmap.height+15)
- self.contents.blt(8+zzhx, 30 + ($zzhindex - $top_row) * 92 +zzhy, bitmap, src_rect)
- end
- end
- end
-
- class Window_FilePicture_2 < Window_Base
- def initialize (index)
- super(-16,-16,672,512)
- self.contents = Bitmap.new(656, 496)
- zzhx=60
- zzhy=32
- self.opacity = 0
- self.contents.clear
- bitmap = Bitmap.new("Graphics/System/menu/底图_读档.jpg")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(0, 0, bitmap, src_rect)
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档顶条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(5+zzhx, 12+zzhy, bitmap, src_rect)
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档底条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(6+zzhx, 394+zzhy, bitmap, src_rect)
- if index ==0
- bitmap = Bitmap.new("Graphics/System/menu/sys/读取进度-3.png")
- else
- bitmap = Bitmap.new("Graphics/System/menu/sys/存储进度-3.png")
- end
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- bitmap1 = Bitmap.new("Graphics/System/menu/sys/存档-1.png")
- src_rect1 = Rect.new(0, 0, bitmap1.width+15, bitmap1.height+15)
- for i in 0..3
- self.contents.blt(8+zzhx, 30+i*92+zzhy, bitmap1, src_rect1)
- self.contents.blt(37+zzhx, 43+i*92+zzhy , bitmap, src_rect)
- end
- bitmap = Bitmap.new("Graphics/System/menu/sys/存档滚动条.png")
- src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
- self.contents.blt(500+zzhx, 32+zzhy, bitmap, src_rect)
- end
- end
-
- class Window_File_2 < Window_Base
- attr_accessor :index
- def initialize(index ,zzhsavenumber )
- @zzhsavenumber = zzhsavenumber
- @backsp = Sprite.new
- @backsp.z = 99
- super(-8,0,525,480)
- self.opacity = 0
- #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 = 1000
- @sp_ch = []
- @sp_ch[0] = Sprite.new
- refresh
- end
- def refresh
- self.contents.clear
- zzhx=60
- zzhy=24
- for i in @sp_ch
- i.visible = false
- end
- @sprite.visible = false
- self.contents.font.size =18
- self.contents.font.name = ["华文行楷","隶书","黑体","楷体","宋体"]
- self.contents.font.color.set(0,0,0)
- $zzhok = false
- self.contents.draw_text(-3+zzhx, 55+@zzhsavenumber * 92+zzhy, 32, 32, @index.to_s , 1)
- $zzhok = true
- 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 = 379+zzhx
- @sprite.y = 50 + @zzhsavenumber * 92+zzhy
- @sprite.zoom_x = 0.292
- @sprite.zoom_y = 0.29
- 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][2].to_s + "_save.png")
- if i==0
- @sp_ch[i].x = 72+zzhx
- else
- @sp_ch[i].x = 77+i*43+zzhx
- end
- @sp_ch[i].y = 120 + @zzhsavenumber * 92-@sp_ch[i].bitmap.height+zzhy
- @sp_ch[i].z = 1001
- 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.size =18
- self.contents.font.name = ["华文行楷","隶书","黑体","楷体","宋体"]
- self.contents.font.color.set(0,0,0)
- $zzhok = false
- self.contents.draw_text(210+zzhx, 40+@zzhsavenumber * 92+zzhy, 72, 32, "时间" , 2)
- self.contents.draw_text(290+zzhx, 40+@zzhsavenumber * 92+zzhy, 72, 32, time_string, 2)
- self.contents.draw_text(210+zzhx, 60+@zzhsavenumber * 92+zzhy, 72, 32, "金钱", 2)
- self.contents.draw_text(290+zzhx, 60+@zzhsavenumber * 92+zzhy, 72, 32, @gold, 2)
- self.contents.draw_text(210+zzhx, 80+@zzhsavenumber * 92+zzhy, 72, 32, "地点", 2)
- self.contents.draw_text(290+zzhx, 80+@zzhsavenumber * 92+zzhy, 72, 32, @save_map_name, 2)
- $zzhok = true
- # 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)
- #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
复制代码 请各位高手帮忙解决下!!!! |
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