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发表于 2011-7-6 14:34:26
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- #==============================================================================
- # 本脚本来自www.66RPG.com,转载和使用请保留此信息
- #===============================================================================
- 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”
- #2.12 整合过场 236行
- #===============================================================================
- 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
- # 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.bitmap = Bitmap.new("Graphics/Pictures/存盘背景.jpg")
- @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
- @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
- # 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, 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, 32, time_string, 2)
- else
- self.contents.draw_text(32,32,420,32,"这个存档是空的")
- end
- end
- def dispose
- super
- @sprite.dispose
- @backsp.dispose
- for i in @sp_ch
- i.dispose
- end
- end
- end
- class Scene_Save
- def main
- @command_window = Window_Command.new(160,["回忆 1","回忆 2","回忆 3","回忆 4","回忆 5","回忆 6","回忆 7","回忆 8","回忆 9","回忆10","回忆11","回忆12","回忆13","回忆14"])
- @command_window.y = 0
- @command_window.index = $game_temp.last_file_index
- @content_window = Window_File.new($game_temp.last_file_index)
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面被切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- @command_window.dispose
- @content_window.dispose
- end
- def update
- @command_window.update
- if @command_window.index != @content_window.index
- @content_window.index = @command_window.index
- @content_window.refresh
- end
- #——————下面这一部分是原装脚本——————#
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- if $game_temp.save_calling
- $game_temp.save_calling = false
- $scene = Scene_Map.new
- return
- end
- $scene = Scene_Menu.new(4)
- end
- #———————————————————————#
- if Input.trigger?(Input::C)
- # 禁止存档的情况下
- if $game_system.save_disabled
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
-
- # 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
- # 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
- RPG66_中转地图编号 = 4
- RPG66_中转地图角色出现x位置 = 1
- RPG66_中转地图角色出现y位置 = 1
- RPG66_用来记录真正应该载入的地图编号的变量 = 98
- RPG66_用来记录真正应该载入的地图X的变量 = 99
- RPG66_用来记录真正应该载入的地图Y的变量 = 100
- class Scene_Load
- def initialize
- # 再生成临时对像
- $game_temp = Game_Temp.new
- # 选择存档时间最新的文件
- $game_temp.last_file_index = 0
- latest_time = Time.at(0)
- for i in 0..6
- filename = BBS_66RPG_DIR+"Save#{i}.rxdata"
- if FileTest.exist?(filename)
- file = File.open(filename, "r")
- if file.mtime > latest_time
- latest_time = file.mtime
- $game_temp.last_file_index = i
- end
- file.close
- end
- end
- end
- def main
- @command_window = Window_Command.new(160,["回忆 1","回忆 2","回忆 3","回忆 4","回忆 5","回忆 6","回忆 7","回忆 8","回忆 9","回忆10","回忆11","回忆12","回忆13","回忆14"])
- @command_window.y = 0
- @command_window.index = $game_temp.last_file_index
- @content_window = Window_File.new($game_temp.last_file_index)
- # 执行过渡
- Graphics.transition
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- # 刷新输入信息
- Input.update
- # 刷新画面
- update
- # 如果画面被切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- @command_window.dispose
- @content_window.dispose
- end
- def update
- @command_window.update
- if @command_window.index != @content_window.index
- @content_window.index = @command_window.index
- @content_window.refresh
- end
- #——————下面这一部分是原装脚本——————#
- if Input.trigger?(Input::B)
- # 演奏取消 SE
- $game_system.se_play($data_system.cancel_se)
- # 切换到标题画面
- $scene = Scene_Title.new
- 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
- # 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_map.setup(RPG66_中转地图编号) #此例中读取存档后进入75号地图
- $game_player.center(RPG66_中转地图角色出现x位置, RPG66_中转地图角色出现y位置) #显示画面中心在11,11的坐标
- $game_player.moveto(RPG66_中转地图角色出现x位置, RPG66_中转地图角色出现y位置) #主角出现在11,11的坐标
- $game_system.bgm_play($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)
- # 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)
- $game_variables[RPG66_用来记录真正应该载入的地图编号的变量]=$game_map.map_id
- $game_variables[RPG66_用来记录真正应该载入的地图X的变量] = $game_player.x
- $game_variables[RPG66_用来记录真正应该载入的地图Y的变量] = $game_player.y
- # 魔法编号与保存时有差异的情况下
- # (加入编辑器的编辑过的数据)
- if $game_system.magic_number != $data_system.magic_number
- # 重新装载地图
- $game_map.setup($game_map.map_id)
- $game_player.center($game_player.x, $game_player.y)
- end
- # 刷新同伴成员
- $game_party.refresh
- end
- end
- class Scene_Menu
- alias bbs_66rpg_shotsave_main main
- def main
- if @menu_index == 0
- Screen::shot
- end
- bbs_66rpg_shotsave_main
- end
- end
- class Interpreter
- #--------------------------------------------------------------------------
- # ● 调用存档画面
- #--------------------------------------------------------------------------
- def command_352
- # 设置战斗中断标志
- $game_temp.battle_abort = true
- # 设置调用存档标志
- $game_temp.save_calling = true
- # 推进索引
- @index += 1
- # 结束
- Screen::shot
- return false
- end
- end
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