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Lv1.梦旅人
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RT 谁能帮忙看看啊
这是截图存档脚本
#===============================================================================
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 '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 = Sprite.new
@sp_ch.visible = true
@sp_ch.x = 180 + i*42
@sp_ch.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,"空白存档")
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,["存档一","存档二","存档三","存档四","存档五","存档六","存档七","存档八","存档九","存档十","存档十一","存档十二","存档十三","存档十四"])
@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
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,["存档一","存档二","存档三","存档四","存档五","存档六","存档七","存档八","存档九","存档十","存档十一","存档十二","存档十三","存档十四"])
@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.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
这个是图片流星标题脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
# 作者:chaochao+66rpg的66
#==============================================================================
#==============================================================================
#■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
MAXNUMBER = 18 # 天气图片数量
WEATHER_FILE = "Graphics/Titles/标题_流星.png"
# 自定义图片路径,这个文件可以从黑暗圣剑DEMO获得,是流星雨
BLEND_TYPE = 0 # 合成方式(0:普通,1:加法,2:减法)
WEATHER_X = 5 # X方向每回合减少象素
WEATHER_Y = 5 # Y方向每回合减少象素
WEATHER_OPACITY = 2 #每回合减低透明度
START_OPACITY = 200 #出现时的透明度
RAND_X = 1200 # 随机X范围
RAND_Y = 600 # 随机Y范围
HEIGHT = -700 # 出现时候的屏幕Y
WIDTH = 100 # 出现时候的屏幕X
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
$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")
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@ox = 0
@oy = 0
color1 = Color.new(255,255,255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new
case WEATHER
when 1
sprite.bitmap = @rain_bitmap
when 2
sprite.bitmap = @storm_bitmap
when 3
sprite.bitmap = @snow_bitmap
when 4
sprite.bitmap = Bitmap.new(WEATHER_FILE)
end
sprite.z = 1000
sprite.x = -1000
sprite.y = -1000
sprite.visible = (i <= MAXNUMBER)
sprite.blend_type = BLEND_TYPE
sprite.opacity = START_OPACITY
@sprites.push(sprite)
end
weather_update
# 生成标题图形
@sprite = Sprite.new
rtitle= rand(2)
if Time.now.hour >=6 and Time.now.hour <=18
@sprite.bitmap = RPG::Cache.picture("标题_背景白天.jpg")
else
@sprite.bitmap = RPG::Cache.picture("标题_背景晚上.jpg")
end
# 生成标题图形
@sprite = [Sprite.new]
for i in 0..6
@sprite = Sprite.new
@sprite.opacity = 0
end
@sprite[0].bitmap = RPG::Cache.title($data_system.title_name)
@sprite[0].opacity = 0
#开始游戏的图片
@sprite[1].bitmap = Bitmap.new("Graphics/Titles/标题_开始1.png")
@sprite[2].bitmap = Bitmap.new("Graphics/Titles/标题_开始2.png")
#继续游戏的图片
@sprite[3].bitmap = Bitmap.new("Graphics/Titles/标题_继续1.png")
@sprite[4].bitmap = Bitmap.new("Graphics/Titles/标题_继续2.png")
#结束游戏的图片
@sprite[5].bitmap = Bitmap.new("Graphics/Titles/标题_退出1.png")
@sprite[6].bitmap = Bitmap.new("Graphics/Titles/标题_退出2.png")
#图片位置
for i in 1..6
x=240
y=(i+1)/2*55+240
@sprite.x =x
@sprite.y =y
end
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save/Save#{i}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_index = 0
else
@command_index = 0
@sprite[4].bitmap = Bitmap.new("Graphics/Pictures/标题_继续1.png")
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
#淡出背景圖形
if @sprite[0].opacity <= 255
@sprite[0].opacity += 15
end
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
# 釋放圖形
for i in 0..6
@sprite.bitmap.dispose
@sprite.dispose
end
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 刷新天气
#--------------------------------------------------------------------------
def weather_update
return if WEATHER == 0
for i in 1..MAXNUMBER
sprite = @sprites
if sprite == nil
break
end
if WEATHER == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if WEATHER == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if WEATHER == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
if WEATHER == 4
sprite.x -= WEATHER_X
sprite.y += WEATHER_Y
sprite.opacity -= WEATHER_OPACITY
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500
sprite.x = rand(RAND_X) + WIDTH + @ox
sprite.y = rand(RAND_Y) + HEIGHT + @oy
sprite.opacity = START_OPACITY
end
end
end
def update
chaochaocommandchaochao
if Input.trigger?(Input::C)
case @command_index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
weather_update
end
def chaochaocommandchaochao
if Input.trigger?(Input::UP)
@command_index -= 1
if @command_index < 0
@command_index = 2
end
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::DOWN)
@command_index += 1
if @command_index > 2
@command_index = 0
end
$game_system.se_play($data_system.cursor_se)
end
case @command_index
when 0
if @sprite[1].opacity >= 0
@sprite[1].opacity -= 30
end
if @sprite[2].opacity <= 240
@sprite[2].opacity += 30
end
if @sprite[3].opacity <= 210
@sprite[3].opacity += 30
end
if @sprite[4].opacity >= 0
@sprite[4].opacity -= 30
end
if @sprite[5].opacity <= 210
@sprite[5].opacity += 30
end
if @sprite[6].opacity >= 0
@sprite[6].opacity -= 30
end
when 1
if @sprite[1].opacity <= 210
@sprite[1].opacity += 30
end
if @sprite[2].opacity >= 0
@sprite[2].opacity -= 30
end
if @sprite[3].opacity >= 0
@sprite[3].opacity -= 30
end
if @sprite[4].opacity <= 240
@sprite[4].opacity += 30
end
if @sprite[5].opacity <= 210
@sprite[5].opacity += 30
end
if @sprite[6].opacity >= 0
@sprite[6].opacity -= 30
end
when 2
if @sprite[1].opacity <= 210
@sprite[1].opacity += 30
end
if @sprite[2].opacity >= 0
@sprite[2].opacity -= 30
end
if @sprite[3].opacity <= 210
@sprite[3].opacity += 30
end
if @sprite[4].opacity >= 0
@sprite[4].opacity -= 30
end
if @sprite[5].opacity >= 0
@sprite[5].opacity -= 30
end
if @sprite[6].opacity <= 240
@sprite[6].opacity += 30
end
end
end
end
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
class Interpreter
BOOK_READING = 50 # 默认打开50开关后进入读书系统
#--------------------------------------------------------------------------
# ● 显示文章
#--------------------------------------------------------------------------
def command_101
# 另外的文章已经设置过 message_text 的情况下
if $game_temp.message_text != nil
# 结束
return false
end
# 设置信息结束后待机和返回调用标志
@message_waiting = true
$game_temp.message_proc = Proc.new { @message_waiting = false }
# message_text 设置为 1 行
$game_temp.message_text = @list[@index].parameters[0] + "\n"
line_count = 1
# 循环
loop do
# 下一个事件指令为文章两行以上的情况
if $game_switches[BOOK_READING] and @list[@index+1].code == 101#阅读书刊报纸
unless $game_temp.in_battle
$scene.message_window.height = 320
$scene.message_window.contents = Bitmap.new($scene.message_window.width - 32, $scene.message_window.height - 32)
$scene.message_window.contents.font.size = 20
$game_temp.message_text += @list[@index+1].parameters[0] +"\n"
line_count+=1
@index+=1
end
end
if $game_switches[BOOK_READING]==false
unless $game_temp.in_battle
if $scene.message_window.height == 320
$scene.message_window.height = 160
$scene.message_window.contents = Bitmap.new($scene.message_window.width - 32, $scene.message_window.height - 32)
$scene.message_window.contents.font.size = 22
end
end
end
if @list[@index+1].code == 401
# message_text 添加到第 2 行以下
$game_temp.message_text += @list[@index+1].parameters[0] + "\n"
line_count += 1
# 事件指令不在文章两行以下的情况
else
# 下一个事件指令为显示选择项的情况下
if @list[@index+1].code == 102
# 如果选择项能收纳在画面里
if @list[@index+1].parameters[0].size <= 4 - line_count
# 推进索引
@index += 1
# 设置选择项
$game_temp.choice_start = line_count
setup_choices(@list[@index].parameters)
end
# 下一个事件指令为处理输入数值的情况下
elsif @list[@index+1].code == 103
# 如果数值输入窗口能收纳在画面里
if line_count < 4
# 推进索引
@index += 1
# 设置输入数值
$game_temp.num_input_start = line_count
$game_temp.num_input_variable_id = @list[@index].parameters[0]
$game_temp.num_input_digits_max = @list[@index].parameters[1]
end
end
# 继续
return true
end
# 推进索引
@index += 1
end
end
end
class Scene_Map
attr_accessor :message_window
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
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