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 Lv1.梦旅人 
	梦石0 星屑85 在线时间20 小时注册时间2005-10-22帖子153 | 
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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。
x
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  跳过标题的脚本是
 而截图存档的脚本 是复制代码#==============================================================================
# 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
#============================================================================== 
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 发生冲突复制代码#===============================================================================
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
请各位高手帮忙解决下!!!!复制代码
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
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