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Lv1.梦旅人
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RT,借助脚本达成了截图存档,然后在标题画面读档是可以的,菜单的读档却怎么点都没反应······
顺便贴上我修改的脚本部分······求各位指点迷津······- #encoding:utf-8
- #==============================================================================
- # ■ Window_MenuCommand
- #------------------------------------------------------------------------------
- # 菜单画面中显示指令的窗口
- #==============================================================================
- #--------------------------------------------------------------------------
- # ● 生成指令列表
- #--------------------------------------------------------------------------
- def make_command_list
- add_load_command
- end
- #--------------------------------------------------------------------------
- # ● 添加读档指令
- #--------------------------------------------------------------------------
- def add_load_command
- add_command(Vocab::continue, :continue, continue_enabled)
- end
- #--------------------------------------------------------------------------
- # ● 获取读档的有效状态
- #--------------------------------------------------------------------------
- def continue_enabled
- DataManager.save_file_exists?
- end
复制代码- #encoding:utf-8
- #==============================================================================
- # ■ Scene_Menu
- #------------------------------------------------------------------------------
- # 菜单画面
- #==============================================================================
- #--------------------------------------------------------------------------
- # ● 生成指令窗口
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_MenuCommand.new
- @command_window.set_handler(:load,method(:command_load))
- end
- #--------------------------------------------------------------------------
- # ● 指令“读档”
- #--------------------------------------------------------------------------
- def command_load
- SceneManager.call(Scene_Load)
- end
复制代码- #==============================================================================
- # [PS0]截图存档
- # Window_SaveFile_Plus
- #------------------------------------------------------------------------------
- # 一种带有截图的存档,同时可以自定义存档数量。
- #==============================================================================
- # [核心脚本]
- # - 快速储存Bitmap的Marshal By 柳之一
- #------------------------------------------------------------------------------
- # [更新记录]
- # - 2012.01.28 By 各种压力的猫君
- # * 去掉效率较差的双线性缩放算法;
- # * 新增存档管理功能(F5键,复制/移动/删除存档)
- # - 2011.12.27 By 各种压力的猫君
- # * 补上截图阴影;
- # * 新增“不缩放”截图(推荐使用,尤其是大分辨率);
- # * 修正选择不存在的存档时存档列表窗口卡死以及奇怪的SE;
- # * 新增“存档中”提示窗口、覆盖存档提示、删除存档功能(Z键,对应键盘D)
- # - 2011.12.26 By 各种压力的猫君
- # * 功能齐全的测试版
- # - 2011.12.16 By 各种压力的猫君
- # * 移植至RGSS3,遵循PS0协议;
- # * 丰富自定义选项,整合双线性插值算法精简版
- # - 2008.05.26 By 沉影不器
- # * 蓝本(VX新截图存档)
- #------------------------------------------------------------------------------
- # [使用方法]
- # - 将本脚本插入到MAIN以上
- # - 删除原Scene_File、Window_SaveFile(或确保本脚本位于上述两个脚本以下)
- #==============================================================================
- $_PS0 = {} if $_PS0 == nil
- $_PS0["Window_SaveFile_Plus"] = 20120128
- #==============================================================================
- # [PS0] 通用配置模块
- #==============================================================================
- module PS0
- module Window_SaveFile_Plus
-
- # 最大存档数(范围正整数)
- MAX_SAVE = 18
-
- # 存档目录(默认值 "Saves/";根目录 "")
- SAVE_DIR = "Saves/"
-
- # 无存档时显示的文字
- NO_DATA = "无存档"
-
- # 保存时显示的信息
- SAVE_NOW = "存档中..."
-
- # 复制存档时的帮助文字
- HELP_COPY = "要复制到哪个位置?"
-
- # 移动存档时的帮助文字
- HELP_MOVE = "要移动到哪个位置?"
-
- # 是否显示存档中窗口(true:显示;false:不显示)
- # - 分辨率较大时建议显示
- SHOW_SAVE_NOW = false
-
- # 截图缩放使用的插值算法
- # - "NN" 最邻近(速度最快,质量最差,RM默认算法)
- # - "NZ" 不缩放(速度快,质量好,以主角为中心切边,非全屏)
- Zoom_Type = "NZ"
-
- # 双线性插值能获得更好的截图缩放质量,但所需时间较最邻近插值更长。
- # 缩略图尺寸(范围整数,单位像素)
- # - VA默认分辨率(544×416)推荐使用340×260
- # - VA最大分辨率(640×480)推荐使用425×325
- # - 本脚本兼容分辨率解放,窗口大小将自动计算。
- # 请自行计算截图分辨率,注意要确保宽高比一致,
- # 若使用“不缩放”模式则可以不保持一致。
- Thumbnail_Width = 340 # 宽度
- Thumbnail_Height = 260 # 高度
-
- # 缩略图位置微调(范围整数,单位像素)
- Thumbnail_ox = -2 # 横向
- Thumbnail_oy = -2-32 # 纵向
-
- # 各窗口切换时的渐变帧数
- TRANS_DURATION = 5
-
- end
- end
- #==============================================================================
- # [核心脚本] 快速储存Bitmap的Marshal By 柳之一
- #==============================================================================
- class Font
- def marshal_dump
- end
- def marshal_load(obj)
- end
- end
- class Bitmap
- RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
- RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')
- def _dump(limit)
- data = "rgba" * width * height
- RtlMoveMemory_pi.call(data, address, data.length)
- [width, height, Zlib::Deflate.deflate(data)].pack("LLa*")
- end
- def self._load(str)
- w, h, zdata = str.unpack("LLa*")
- b = self.new(w, h)
- RtlMoveMemory_ip.call(b.address, Zlib::Inflate.inflate(zdata), w * h * 4)
- return b
- end
- def address
- buffer, ad = "rgba", object_id * 2 + 16
- RtlMoveMemory_pi.call(buffer, ad, 4)
- ad = buffer.unpack("L")[0] + 8
- RtlMoveMemory_pi.call(buffer, ad, 4)
- ad = buffer.unpack("L")[0] + 16
- RtlMoveMemory_pi.call(buffer, ad, 4)
- return buffer.unpack("L")[0]
- end
- end
- #==============================================================================
- # ■ Game_Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :save_bitmap
- attr_accessor :save_snapshoot
- alias new_initialize initialize
- def initialize
- new_initialize
- @save_bitmap = Bitmap.new(1, 1)
- @save_snapshoot = Bitmap.new(1, 1)
- end
- end
- #==============================================================================
- # ■ SceneManager
- #==============================================================================
- module SceneManager
- def self.snapshot_for_save
- $game_temp.save_bitmap = Graphics.snap_to_bitmap
- unless FileTest.exist?(PS0::Window_SaveFile_Plus::SAVE_DIR)
- Dir.mkdir(PS0::Window_SaveFile_Plus::SAVE_DIR)
- end
- end
- end
- #==============================================================================
- # ■ Scene_Map
- #==============================================================================
- class Scene_Map < Scene_Base
- alias save_terminate terminate
- def terminate
- SceneManager.snapshot_for_save
- save_terminate
- end
- end
- #==============================================================================
- # ■ DataManager
- #==============================================================================
- module DataManager
- def self.save_file_exists?
- !Dir.glob(PS0::Window_SaveFile_Plus::SAVE_DIR + 'Save*.rvdata2').empty?
- end
- def self.make_filename(index)
- sprintf(PS0::Window_SaveFile_Plus::SAVE_DIR + "Save%02d.rvdata2", index + 1)
- end
- #--------------------------------------------------------------------------
- # ● セーブヘッダの作成
- #--------------------------------------------------------------------------
- def self.make_save_header
- d_rect = Rect.new(0, 0, PS0::Window_SaveFile_Plus::Thumbnail_Width,
- PS0::Window_SaveFile_Plus::Thumbnail_Height)
- case PS0::Window_SaveFile_Plus::Zoom_Type
- when "NN"
- s_rect = $game_temp.save_bitmap.rect
- $game_temp.save_snapshoot = Bitmap.new(d_rect.width, d_rect.height)
- $game_temp.save_snapshoot.stretch_blt(d_rect, $game_temp.save_bitmap, s_rect)
- when "NZ"
- x = [[$game_player.screen_x - d_rect.width/2, 0].max, Graphics.width].min
- y = [[$game_player.screen_y - d_rect.height/2, 0].max, Graphics.height].min
- s_rect = Rect.new(x, y, d_rect.width, d_rect.height)
- $game_temp.save_snapshoot = Bitmap.new(d_rect.width, d_rect.height)
- $game_temp.save_snapshoot.blt(0, 0, $game_temp.save_bitmap, s_rect)
- end
- header = {}
- header[:characters] = $game_party.characters_for_savefile
- header[:playtime_s] = $game_system.playtime_s
- header[:snapshoot] = $game_temp.save_snapshoot
- header
- end
- #--------------------------------------------------------------------------
- # ● セーブの実行
- #--------------------------------------------------------------------------
- def self.save_game(index)
- saving_window = Window_Saving.new
- Graphics.update
- begin
- save_game_without_rescue(index)
- rescue
- delete_save_file(index)
- false
- end
- saving_window.dispose
- return true
- end
- end
- #==============================================================================
- # ■ Window_Yes_Or_No
- #------------------------------------------------------------------------------
- # 提供“是”、“否”两个选项的窗口(替换、删除存档用)
- #==============================================================================
- class Window_Yes_Or_No < Window_HorzCommand
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize(yes, no)
- @yes = yes
- @no = no
- super(130, 0)
- self.visible = false
- self.active = false
- @index = 0
- end
- #--------------------------------------------------------------------------
- # ● 桁数の取得
- #--------------------------------------------------------------------------
- def col_max
- return 2
- end
- #--------------------------------------------------------------------------
- # ● コマンドリストの作成
- #--------------------------------------------------------------------------
- def make_command_list
- add_command(@yes, :yes)
- add_command(@no, :cancel)
- end
- #--------------------------------------------------------------------------
- # ● 決定ボタンが押されたときの処理
- #--------------------------------------------------------------------------
- def process_ok
- Input.update
- call_ok_handler
- end
- #--------------------------------------------------------------------------
- # ● 按下取消键时的处理
- #--------------------------------------------------------------------------
- def process_cancel
- Input.update
- call_cancel_handler
- end
- #--------------------------------------------------------------------------
- # ● 启用窗口
- #--------------------------------------------------------------------------
- def activate
- temp = self.y + self.height - Graphics.height
- if temp > 0
- self.y -= (temp + 12)
- end
- self.active = true
- self
- end
- end
- #==============================================================================
- # ■ Window_Saving
- #------------------------------------------------------------------------------
- # 显示保存信息的窗口
- #==============================================================================
- class Window_Saving < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- w = PS0::Window_SaveFile_Plus::SAVE_NOW.length * 16 + 32
- x = (Graphics.width - w)/2
- y = (Graphics.height - fitting_height(1))/2
- super(x, y, w, fitting_height(1))
- self.visible = PS0::Window_SaveFile_Plus::SHOW_SAVE_NOW
- draw_text_ex(4, 0, PS0::Window_SaveFile_Plus::SAVE_NOW)
- end
- end
- #==============================================================================
- # ■ Window_SaveManagerCommand
- #------------------------------------------------------------------------------
- # 存档管理窗口
- #==============================================================================
- class Window_SaveManagerCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● 初始化对象
- #--------------------------------------------------------------------------
- def initialize(*args)
- @copy, @move, @delete, @cancel = args[0..3]
- super(130, 0)
- self.visible = false
- self.active = false
- @index = 0
- end
- #--------------------------------------------------------------------------
- # ● 获取窗口的宽度
- #--------------------------------------------------------------------------
- def window_width
- return 100
- end
- #--------------------------------------------------------------------------
- # ● 获取项目数
- #--------------------------------------------------------------------------
- def item_max
- return 4
- end
- #--------------------------------------------------------------------------
- # ● 生成指令列表
- #--------------------------------------------------------------------------
- def make_command_list
- add_command(@copy, :copy )
- add_command(@move, :move )
- add_command(@delete, :delete)
- add_command(@cancel, :cancel)
- end
- #--------------------------------------------------------------------------
- # ● 按下确定键时的处理
- #--------------------------------------------------------------------------
- def process_ok
- Input.update
- call_ok_handler
- end
- #--------------------------------------------------------------------------
- # ● 启用窗口
- #--------------------------------------------------------------------------
- def activate
- temp = self.y + self.height - Graphics.height
- if temp > 0
- self.y -= (temp + 12)
- end
- self.active = true
- self
- end
- end
- #==============================================================================
- # ■ Window_FileCommand
- #------------------------------------------------------------------------------
- # 截图存档左侧的选择窗口。
- #==============================================================================
- class Window_FileCommand < Window_Command
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0)
- end
- #--------------------------------------------------------------------------
- # ● ウィンドウ幅の取得
- #--------------------------------------------------------------------------
- def window_height
- return Graphics.height-fitting_height(1)
- end
- #--------------------------------------------------------------------------
- # ● 表示行数の取得
- #--------------------------------------------------------------------------
- def visible_line_number
- item_max
- end
- #--------------------------------------------------------------------------
- # ● コマンドリストの作成
- #--------------------------------------------------------------------------
- def make_command_list
- add_main_commands
- end
- #--------------------------------------------------------------------------
- # ● 主要コマンドをリストに追加
- #--------------------------------------------------------------------------
- def add_main_commands
- for i in 1..PS0::Window_SaveFile_Plus::MAX_SAVE
- if i < 10
- text = Vocab::File + " 0" + i.to_s
- else
- text = Vocab::File + " " + i.to_s
- end
- add_command(text, :file)
- end
- end
- #--------------------------------------------------------------------------
- # ● 決定ボタンが押されたときの処理
- #--------------------------------------------------------------------------
- def process_ok
- end
- end
- #==============================================================================
- # ■ Window_SaveFile
- #------------------------------------------------------------------------------
- # セーブ画面およびロード画面で表示する、セーブファイルのウィンドウです。
- #==============================================================================
- class Window_SaveFile < Window_Base
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- # index : セーブファイルのインデックス
- #--------------------------------------------------------------------------
- def initialize(index)
- super(160, 0, Graphics.width-160, Graphics.height-fitting_height(1))
- @file_index = index
- @selected = true
- refresh
- end
- #--------------------------------------------------------------------------
- # ● リフレッシュ
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- change_color(normal_color)
- w = (self.width-PS0::Window_SaveFile_Plus::Thumbnail_Width-16)/2
- h = (self.height-PS0::Window_SaveFile_Plus::Thumbnail_Height-16)/2
- width = w + PS0::Window_SaveFile_Plus::Thumbnail_ox
- height = h + PS0::Window_SaveFile_Plus::Thumbnail_oy
- draw_shadow(width+5, height+5)
- draw_text((self.width-32-PS0::Window_SaveFile_Plus::NO_DATA.length*16)/2,
- self.height/2-32, PS0::Window_SaveFile_Plus::NO_DATA.length*32,
- line_height, PS0::Window_SaveFile_Plus::NO_DATA)
- draw_party_characters(32, Graphics.height-fitting_height(1)-32)
- draw_playtime(-10, contents.height - line_height-10, contents.width - 4, 2)
- draw_snapshoot(width, height)
- end
- #--------------------------------------------------------------------------
- # ● パーティキャラの描画
- #--------------------------------------------------------------------------
- def draw_party_characters(x, y)
- header = DataManager.load_header(@file_index)
- return unless header
- header[:characters].each_with_index do |data, i|
- draw_character(data[0], data[1], x + i * 48, y)
- end
- end
- #--------------------------------------------------------------------------
- # ● プレイ時間の描画
- #--------------------------------------------------------------------------
- def draw_playtime(x, y, width, align)
- header = DataManager.load_header(@file_index)
- return unless header
- draw_text(x, y, width, line_height, header[:playtime_s], 2)
- end
- #--------------------------------------------------------------------------
- # ● 绘制截图
- #--------------------------------------------------------------------------
- def draw_snapshoot(x, y)
- header = DataManager.load_header(@file_index)
- return unless header
- bitmap = header[:snapshoot]
- contents.blt(x, y, bitmap, bitmap.rect)
- bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 绘制阴影
- #--------------------------------------------------------------------------
- def draw_shadow(x, y)
- header = DataManager.load_header(@file_index)
- return unless header
- contents.fill_rect(x, y, PS0::Window_SaveFile_Plus::Thumbnail_Width,
- PS0::Window_SaveFile_Plus::Thumbnail_Height, Color.new(0, 0, 0))
- contents.blur
- end
- end
- #==============================================================================
- # ■ Scene_File
- #------------------------------------------------------------------------------
- # セーブ画面とロード画面の共通処理を行うクラスです。
- #==============================================================================
- class Scene_File < Scene_MenuBase
- #--------------------------------------------------------------------------
- # ● 開始処理
- #--------------------------------------------------------------------------
- def start
- super
- create_help_window
- create_savefile_viewport
- create_command_window
- create_savefile_window
- create_manager_window
- create_replace_window
- create_delete_window
- end
- #--------------------------------------------------------------------------
- # ● 終了処理
- #--------------------------------------------------------------------------
- def terminate
- super
- @savefile_viewport.dispose
- @savefile_window.dispose
- @command_window.dispose
- @window_manager.dispose
- @window_replace.dispose
- @window_delete.dispose
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- update_savefile_selection
- end
- #--------------------------------------------------------------------------
- # ● 创建替换窗口
- #--------------------------------------------------------------------------
- def create_replace_window
- @window_replace = Window_Yes_Or_No.new("替换", "取消")
- @window_replace.set_handler(:yes, method(:do_replace))
- @window_replace.set_handler(:cancel, method(:do_cancel))
- end
- #--------------------------------------------------------------------------
- # ● 创建删除窗口
- #--------------------------------------------------------------------------
- def create_delete_window
- @window_delete = Window_Yes_Or_No.new("删除", "取消")
- @window_delete.set_handler(:yes, method(:do_delete))
- @window_delete.set_handler(:cancel, method(:do_return_manager))
- @window_delete.x += 40
- end
- #--------------------------------------------------------------------------
- # ● 创建管理窗口
- #--------------------------------------------------------------------------
- def create_manager_window
- @window_manager = Window_SaveManagerCommand.new("复制", "移动", "删除", "取消")
- @window_manager.set_handler(:copy , method(:on_copy?))
- @window_manager.set_handler(:move , method(:on_move?))
- @window_manager.set_handler(:delete, method(:on_delete?))
- @window_manager.set_handler(:cancel, method(:do_cancel))
- end
- #--------------------------------------------------------------------------
- # ● ヘルプウィンドウの作成
- #--------------------------------------------------------------------------
- def create_help_window
- @help_window = Window_Help.new(1)
- @help_window.set_text(help_window_text)
- end
- #--------------------------------------------------------------------------
- # ● ヘルプウィンドウのテキストを取得
- #--------------------------------------------------------------------------
- def help_window_text
- return ""
- end
- #--------------------------------------------------------------------------
- # ● セーブファイルビューポートの作成
- #--------------------------------------------------------------------------
- def create_savefile_viewport
- @savefile_viewport = Viewport.new
- @savefile_viewport.rect.y = @help_window.height
- @savefile_viewport.rect.height -= @help_window.height
- end
- #--------------------------------------------------------------------------
- # ● セーブファイルウィンドウの作成
- #--------------------------------------------------------------------------
- def create_savefile_window
- @savefile_window = Window_SaveFile.new(@index)
- @savefile_window.viewport = @savefile_viewport
- end
- #--------------------------------------------------------------------------
- # ● 生成存档列表窗口
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_FileCommand.new
- @command_window.index = first_savefile_index
- @index = @command_window.index
- @command_window.viewport = @savefile_viewport
- @command_window.set_handler(:file, method(:on_savefile_ok))
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル選択の更新
- #--------------------------------------------------------------------------
- def update_savefile_selection
- if @source_index != nil
- if Input.trigger?(:C)
- if @index == @source_index
- Sound.play_buzzer
- elsif FileTest.exist?(DataManager.make_filename(@index))
- Graphics.freeze
- @command_window.deactivate
- @window_replace.y = 72 + @index * 24
- @window_replace.activate
- @window_replace.visible = true
- @window_replace.refresh
- Sound.play_ok
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- else
- return on_copy_ok
- end
- elsif Input.trigger?(:B)
- return do_return_manager
- end
- else
- if Input.trigger?(:C)
- if self.is_a?(Scene_Save) and FileTest.exist?(DataManager.make_filename(@index))
- Graphics.freeze
- @command_window.deactivate
- @window_replace.y = 72 + @index * 24
- @window_replace.activate
- @window_replace.visible = true
- @window_replace.refresh
- Sound.play_ok
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- else
- return on_savefile_ok
- end
- elsif Input.trigger?(:B)
- return on_savefile_cancel
- elsif Input.trigger?(:F5)
- unless @window_manager.active == true or
- @window_delete.active == true or
- @window_replace.active == true
- return on_manager?
- end
- end
- end
- @need_refresh = true if @index != @command_window.index
- if @need_refresh
- Graphics.freeze
- @index = @command_window.index
- @savefile_window.dispose
- create_savefile_window
- @need_refresh = false
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- end
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[決定]
- #--------------------------------------------------------------------------
- def on_savefile_ok
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[キャンセル]
- #--------------------------------------------------------------------------
- def on_savefile_cancel
- Sound.play_cancel
- return_scene
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[決定]
- #--------------------------------------------------------------------------
- def on_copy_ok
- Graphics.freeze
- source_name = DataManager.make_filename(@source_index)
- new_name = DataManager.make_filename(@index)
- case @source_type
- when "copy"
- # 复制存档文件(API)
- Win32API.new('kernel32',"CopyFileA",'ppl','').call(source_name,new_name,0)
- when "move"
- # 重命名存档
- File.rename(source_name, new_name)
- end
- # 返回
- @help_window.set_text(help_window_text)
- @source_index = nil
- do_return_savelist
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[复制]
- #--------------------------------------------------------------------------
- def on_copy?
- Graphics.freeze
- @help_window.set_text(PS0::Window_SaveFile_Plus::HELP_COPY)
- @source_index = @index
- @source_type = "copy"
- do_return_savelist
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[移动]
- #--------------------------------------------------------------------------
- def on_move?
- Graphics.freeze
- @help_window.set_text(PS0::Window_SaveFile_Plus::HELP_MOVE)
- @source_index = @index
- @source_type = "move"
- do_return_savelist
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[管理]
- #--------------------------------------------------------------------------
- def on_manager?
- if FileTest.exist?(DataManager.make_filename(@index))
- Graphics.freeze
- @command_window.deactivate
- @window_manager.y = 72 + @index * 24
- @window_manager.activate
- @window_manager.visible = true
- @window_manager.refresh
- Sound.play_ok
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- else
- Sound.play_buzzer
- end
- end
- #--------------------------------------------------------------------------
- # ● セーブファイル[删除]
- #--------------------------------------------------------------------------
- def on_delete?
- Graphics.freeze
- @window_manager.deactivate
- @command_window.deactivate
- @window_delete.y = 72 + 72 + @index * 24
- @window_delete.activate
- @window_delete.visible = true
- @window_delete.refresh
- Sound.play_ok
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- end
- #--------------------------------------------------------------------------
- # ● 删除
- #--------------------------------------------------------------------------
- def do_delete
- Graphics.freeze
- File.delete(DataManager.make_filename(@index))
- @window_delete.index = 0
- @window_manager.index = 0
- @window_delete.visible = false
- @window_manager.visible = false
- @window_delete.deactivate
- @window_manager.deactivate
- @command_window.activate
- @need_refresh = true
- Sound.play_save
- if DataManager.save_file_exists?
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- else
- return_scene
- end
- end
- #--------------------------------------------------------------------------
- # ● 替换
- #--------------------------------------------------------------------------
- def do_replace
- Graphics.freeze
- if @source_index != nil
- return on_copy_ok
- else
- return on_savefile_ok
- end
- @window_replace.visible = false
- @window_replace.deactivate
- @need_refresh = true
- end
- #--------------------------------------------------------------------------
- # ● 取消
- #--------------------------------------------------------------------------
- def do_cancel
- Graphics.freeze
- Sound.play_cancel
- @window_delete.index = 0
- @window_replace.index = 0
- @window_manager.index = 0
- @window_delete.visible = false
- @window_replace.visible = false
- @window_manager.visible = false
- @window_delete.deactivate
- @window_replace.deactivate
- @window_manager.deactivate
- @command_window.activate
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- end
- #--------------------------------------------------------------------------
- # ● 返回管理菜单
- #--------------------------------------------------------------------------
- def do_return_manager
- Graphics.freeze
- @help_window.set_text(help_window_text)
- @command_window.index = @source_index unless @source_index == nil
- @source_index = nil
- @source_type = nil
- @command_window.deactivate
- @window_delete.index = 0
- @window_replace.index = 0
- @window_delete.visible = false
- @window_replace.visible = false
- @window_delete.deactivate
- @window_replace.deactivate
- @window_manager.y = 72 + @index * 24
- @window_manager.activate
- @window_manager.visible = true
- @window_manager.refresh
- Sound.play_cancel
- Graphics.transition(PS0::Window_SaveFile_Plus::TRANS_DURATION)
- end
- #--------------------------------------------------------------------------
- # ● 返回文件列表(复制、移动 用)
- #--------------------------------------------------------------------------
- def do_return_savelist
- @window_manager.visible = false
- @window_manager.deactivate
- @command_window.activate
- @need_refresh = true
- Sound.play_ok
- end
- end
- #==============================================================================
- # [PS0] End of Script
- #==============================================================================
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