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本帖最后由 jeffice0325 于 2018-10-11 12:41 编辑
duang~duang~duang~duang~!各位玩意儿大家好(局座梗)
更新到1.5版本了!!!!!可以使用AutoCX进行自动操作及BatCX进行批处理操作
我还是那个作死不偿命的升阳,这次我带来的是可以运行的C2X(类实例转换为XML)转换器(RGSS3专用!!)
好吧我还是不会描述,算了发代码
代码
[pre lang="ruby"]
#Version 1.5
module PSCL
$xmlhead = '<?xml version="1.0" encoding="UTF-8"?>' + "\n"
def self.cls2s(cls)
[Array,Hash,Fixnum,Float,String,Symbol,TrueClass,FalseClass,NilClass].each{|c|
if cls.class == c then
return nil
end
}
output = sprintf("<class base=%s>\n",'"'+cls.class.to_s+'"')
vararr = cls.instance_variables
vararr.each{|evt|
output += sprintf("<var name=%s>\n",'"'+evt.to_s+'"')
if cls.instance_variable_get(evt).class == Array then
output += arr2s(cls.instance_variable_get(evt))
elsif cls.instance_variable_get(evt).class == Hash then
output += hsh2s(cls.instance_variable_get(evt))
elsif [Fixnum,Float,String,Symbol,TrueClass,FalseClass,NilClass].include?(cls.instance_variable_get(evt).class)
output += cls.instance_variable_get(evt).to_s + "\n"
else
output += cls2s(cls.instance_variable_get(evt))
end
output += sprintf("</var>\n")
}
output += sprintf("</class>\n",cls.class.to_s)
return output
end
def self.arr2s(arr)
if arr.class != Array then
return nil
end
output = sprintf("<array>\n")
ops = 0
arr.each{|evt|
output += sprintf("<a sub=%s>\n",'"'+ops.to_s+'"')
if evt.class == Array then
output += arr2s(evt)
elsif evt.class == Hash then
output += hsh2s(evt)
elsif [Fixnum,Float,String,Symbol,TrueClass,FalseClass,NilClass].include?(evt.class)
output += evt.to_s + "\n"
else
output += cls2s(evt)
end
output += sprintf("</a>\n")
ops+=1
}
output += sprintf("</array>\n")
return output;
end
def self.hsh2s(hsh)
if hsh.class != Hash then
return nil
end
output = sprintf("<hash>\n")
hsh.each{|key,value|
output += sprintf("<h key=%s>\n",'"'+key.to_s+'"')
if value.class == Array then
output += arr2s(value)
elsif value.class == Hash then
output += hsh2s(value)
elsif [Fixnum,Float,String,Symbol,TrueClass,FalseClass,NilClass].include?(value.class)
output += value.to_s + "\n"
else
output += cls2s(value)
end
output += sprintf("</h>\n")
}
output += sprintf("</hash>\n")
return output;
end
def self.C2X(ci,filename)
file = File.new(filename,"w")
file.write($xmlhead)
file.write(cls2s(ci))
file.close()
end
def self.A2X(ci,filename)
file = File.new(filename,"w")
file.write($xmlhead)
file.write(arr2s(ci))
file.close()
end
def self.H2X(ci,filename)
file = File.new(filename,"w")
file.write($xmlhead)
file.write(hsh2s(ci))
file.close()
end
def self.AutoCX(ci,filename)
if ci.class == Array then
A2X(ci,filename)
elsif ci.class == Hash then
H2X(ci,filename)
else
C2X(ci,filename)
end
end
def self.BatCX(cifilename)
cifilename.each{|key,value|
AutoCX(key,value)
}
end
end
[/pre]运行结果(以$game_map为例)
运行结果代码[pre lang="xml"]<?xml version="1.0" encoding="UTF-8"?>
<class base="Game_Map">
<var name="@screen">
<class base="Game_Screen">
<var name="@pictures">
<class base="Game_Pictures">
<var name="@data">
<array>
</array>
</var>
</class>
</var>
<var name="@brightness">
255
</var>
<var name="@fadeout_duration">
0
</var>
<var name="@fadein_duration">
0
</var>
<var name="@tone">
<class base="Tone">
</class>
</var>
<var name="@tone_target">
<class base="Tone">
</class>
</var>
<var name="@tone_duration">
0
</var>
<var name="@flash_color">
<class base="Color">
</class>
</var>
<var name="@flash_duration">
0
</var>
<var name="@shake_power">
0
</var>
<var name="@shake_speed">
0
</var>
<var name="@shake_duration">
0
</var>
<var name="@shake_direction">
1
</var>
<var name="@shake">
0
</var>
<var name="@weather_type">
none
</var>
<var name="@weather_power">
0
</var>
<var name="@weather_power_target">
0
</var>
<var name="@weather_duration">
0
</var>
</class>
</var>
<var name="@interpreter">
<class base="Game_Interpreter">
<var name="@depth">
0
</var>
<var name="@map_id">
1
</var>
<var name="@event_id">
1
</var>
<var name="@list">
<array>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
355
</var>
<var name="@parameters">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write($head)
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write(cls2s($game_map))
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.close()
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
<var name="@index">
3
</var>
<var name="@branch">
<hash>
</hash>
</var>
<var name="@fiber">
<class base="Fiber">
</class>
</var>
<var name="@params">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
<var name="@indent">
0
</var>
</class>
</var>
<var name="@map_id">
1
</var>
<var name="@events">
<hash>
<hl key="1">
<class base="Game_Event">
<var name="@id">
1
</var>
<var name="@x">
2
</var>
<var name="@y">
2
</var>
<var name="@real_x">
2
</var>
<var name="@real_y">
2
</var>
<var name="@tile_id">
0
</var>
<var name="@character_name">
Actor1
</var>
<var name="@character_index">
0
</var>
<var name="@move_speed">
3
</var>
<var name="@move_frequency">
3
</var>
<var name="@walk_anime">
true
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@opacity">
255
</var>
<var name="@blend_type">
0
</var>
<var name="@direction">
6
</var>
<var name="@pattern">
0
</var>
<var name="@priority_type">
1
</var>
<var name="@through">
false
</var>
<var name="@bush_depth">
0
</var>
<var name="@animation_id">
0
</var>
<var name="@balloon_id">
0
</var>
<var name="@transparent">
false
</var>
<var name="@move_route_forcing">
false
</var>
<var name="@trigger">
0
</var>
<var name="@list">
<array>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
355
</var>
<var name="@parameters">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write($head)
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write(cls2s($game_map))
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.close()
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
<var name="@starting">
false
</var>
<var name="@original_direction">
2
</var>
<var name="@original_pattern">
0
</var>
<var name="@anime_count">
0
</var>
<var name="@stop_count">
0
</var>
<var name="@jump_count">
0
</var>
<var name="@jump_peak">
0
</var>
<var name="@locked">
true
</var>
<var name="@prelock_direction">
2
</var>
<var name="@move_succeed">
true
</var>
<var name="@move_route">
<class base="RPG::MoveRoute">
<var name="@repeat">
true
</var>
<var name="@skippable">
false
</var>
<var name="@wait">
false
</var>
<var name="@list">
<array>
<al>
<class base="RPG::MoveCommand">
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@move_route_index">
0
</var>
<var name="@original_move_route">
</var>
<var name="@original_move_route_index">
0
</var>
<var name="@wait_count">
0
</var>
<var name="@move_type">
0
</var>
<var name="@erased">
false
</var>
<var name="@page">
<class base="RPG::Event::Page">
<var name="@condition">
<class base="RPG::Event::Page::Condition">
<var name="@switch1_valid">
false
</var>
<var name="@switch2_valid">
false
</var>
<var name="@variable_valid">
false
</var>
<var name="@self_switch_valid">
false
</var>
<var name="@item_valid">
false
</var>
<var name="@actor_valid">
false
</var>
<var name="@switch1_id">
1
</var>
<var name="@switch2_id">
1
</var>
<var name="@variable_id">
1
</var>
<var name="@variable_value">
0
</var>
<var name="@self_switch_ch">
A
</var>
<var name="@item_id">
1
</var>
<var name="@actor_id">
1
</var>
</class>
</var>
<var name="@graphic">
<class base="RPG::Event::Page::Graphic">
<var name="@tile_id">
0
</var>
<var name="@character_name">
Actor1
</var>
<var name="@character_index">
0
</var>
<var name="@direction">
2
</var>
<var name="@pattern">
0
</var>
</class>
</var>
<var name="@move_type">
0
</var>
<var name="@move_speed">
3
</var>
<var name="@move_frequency">
3
</var>
<var name="@move_route">
<class base="RPG::MoveRoute">
<var name="@repeat">
true
</var>
<var name="@skippable">
false
</var>
<var name="@wait">
false
</var>
<var name="@list">
<array>
<al>
<class base="RPG::MoveCommand">
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@walk_anime">
true
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@through">
false
</var>
<var name="@priority_type">
1
</var>
<var name="@trigger">
0
</var>
<var name="@list">
<array>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
355
</var>
<var name="@parameters">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write($head)
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write(cls2s($game_map))
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.close()
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@map_id">
1
</var>
<var name="@event">
<class base="RPG::Event">
<var name="@id">
1
</var>
<var name="@name">
EV001
</var>
<var name="@x">
2
</var>
<var name="@y">
2
</var>
<var name="@pages">
<array>
<al>
<class base="RPG::Event::Page">
<var name="@condition">
<class base="RPG::Event::Page::Condition">
<var name="@switch1_valid">
false
</var>
<var name="@switch2_valid">
false
</var>
<var name="@variable_valid">
false
</var>
<var name="@self_switch_valid">
false
</var>
<var name="@item_valid">
false
</var>
<var name="@actor_valid">
false
</var>
<var name="@switch1_id">
1
</var>
<var name="@switch2_id">
1
</var>
<var name="@variable_id">
1
</var>
<var name="@variable_value">
0
</var>
<var name="@self_switch_ch">
A
</var>
<var name="@item_id">
1
</var>
<var name="@actor_id">
1
</var>
</class>
</var>
<var name="@graphic">
<class base="RPG::Event::Page::Graphic">
<var name="@tile_id">
0
</var>
<var name="@character_name">
Actor1
</var>
<var name="@character_index">
0
</var>
<var name="@direction">
2
</var>
<var name="@pattern">
0
</var>
</class>
</var>
<var name="@move_type">
0
</var>
<var name="@move_speed">
3
</var>
<var name="@move_frequency">
3
</var>
<var name="@move_route">
<class base="RPG::MoveRoute">
<var name="@repeat">
true
</var>
<var name="@skippable">
false
</var>
<var name="@wait">
false
</var>
<var name="@list">
<array>
<al>
<class base="RPG::MoveCommand">
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@walk_anime">
true
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@through">
false
</var>
<var name="@priority_type">
1
</var>
<var name="@trigger">
0
</var>
<var name="@list">
<array>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
355
</var>
<var name="@parameters">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write($head)
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write(cls2s($game_map))
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.close()
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@interpreter">
</var>
</class>
</hl>
</hash>
</var>
<var name="@display_x">
0
</var>
<var name="@display_y">
0
</var>
<var name="@vehicles">
<array>
<al>
<class base="Game_Vehicle">
<var name="@id">
0
</var>
<var name="@x">
0
</var>
<var name="@y">
0
</var>
<var name="@real_x">
0
</var>
<var name="@real_y">
0
</var>
<var name="@tile_id">
0
</var>
<var name="@character_name">
Vehicle
</var>
<var name="@character_index">
0
</var>
<var name="@move_speed">
4
</var>
<var name="@move_frequency">
6
</var>
<var name="@walk_anime">
false
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@opacity">
255
</var>
<var name="@blend_type">
0
</var>
<var name="@direction">
4
</var>
<var name="@pattern">
1
</var>
<var name="@priority_type">
1
</var>
<var name="@through">
false
</var>
<var name="@bush_depth">
0
</var>
<var name="@animation_id">
0
</var>
<var name="@balloon_id">
0
</var>
<var name="@transparent">
false
</var>
<var name="@move_route_forcing">
false
</var>
<var name="@original_direction">
2
</var>
<var name="@original_pattern">
1
</var>
<var name="@anime_count">
0
</var>
<var name="@stop_count">
81
</var>
<var name="@jump_count">
0
</var>
<var name="@jump_peak">
0
</var>
<var name="@locked">
false
</var>
<var name="@prelock_direction">
0
</var>
<var name="@move_succeed">
true
</var>
<var name="@move_route">
</var>
<var name="@move_route_index">
0
</var>
<var name="@original_move_route">
</var>
<var name="@original_move_route_index">
0
</var>
<var name="@wait_count">
0
</var>
<var name="@type">
boat
</var>
<var name="@altitude">
0
</var>
<var name="@driving">
false
</var>
<var name="@walking_bgm">
</var>
<var name="@map_id">
0
</var>
</class>
</al>
<al>
<class base="Game_Vehicle">
<var name="@id">
0
</var>
<var name="@x">
0
</var>
<var name="@y">
0
</var>
<var name="@real_x">
0
</var>
<var name="@real_y">
0
</var>
<var name="@tile_id">
0
</var>
<var name="@character_name">
Vehicle
</var>
<var name="@character_index">
1
</var>
<var name="@move_speed">
5
</var>
<var name="@move_frequency">
6
</var>
<var name="@walk_anime">
false
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@opacity">
255
</var>
<var name="@blend_type">
0
</var>
<var name="@direction">
4
</var>
<var name="@pattern">
1
</var>
<var name="@priority_type">
1
</var>
<var name="@through">
false
</var>
<var name="@bush_depth">
0
</var>
<var name="@animation_id">
0
</var>
<var name="@balloon_id">
0
</var>
<var name="@transparent">
false
</var>
<var name="@move_route_forcing">
false
</var>
<var name="@original_direction">
2
</var>
<var name="@original_pattern">
1
</var>
<var name="@anime_count">
0
</var>
<var name="@stop_count">
81
</var>
<var name="@jump_count">
0
</var>
<var name="@jump_peak">
0
</var>
<var name="@locked">
false
</var>
<var name="@prelock_direction">
0
</var>
<var name="@move_succeed">
true
</var>
<var name="@move_route">
</var>
<var name="@move_route_index">
0
</var>
<var name="@original_move_route">
</var>
<var name="@original_move_route_index">
0
</var>
<var name="@wait_count">
0
</var>
<var name="@type">
ship
</var>
<var name="@altitude">
0
</var>
<var name="@driving">
false
</var>
<var name="@walking_bgm">
</var>
<var name="@map_id">
0
</var>
</class>
</al>
<al>
<class base="Game_Vehicle">
<var name="@id">
0
</var>
<var name="@x">
0
</var>
<var name="@y">
0
</var>
<var name="@real_x">
0
</var>
<var name="@real_y">
0
</var>
<var name="@tile_id">
0
</var>
<var name="@character_name">
Vehicle
</var>
<var name="@character_index">
3
</var>
<var name="@move_speed">
6
</var>
<var name="@move_frequency">
6
</var>
<var name="@walk_anime">
false
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@opacity">
255
</var>
<var name="@blend_type">
0
</var>
<var name="@direction">
4
</var>
<var name="@pattern">
1
</var>
<var name="@priority_type">
0
</var>
<var name="@through">
false
</var>
<var name="@bush_depth">
0
</var>
<var name="@animation_id">
0
</var>
<var name="@balloon_id">
0
</var>
<var name="@transparent">
false
</var>
<var name="@move_route_forcing">
false
</var>
<var name="@original_direction">
2
</var>
<var name="@original_pattern">
1
</var>
<var name="@anime_count">
0
</var>
<var name="@stop_count">
81
</var>
<var name="@jump_count">
0
</var>
<var name="@jump_peak">
0
</var>
<var name="@locked">
false
</var>
<var name="@prelock_direction">
0
</var>
<var name="@move_succeed">
true
</var>
<var name="@move_route">
</var>
<var name="@move_route_index">
0
</var>
<var name="@original_move_route">
</var>
<var name="@original_move_route_index">
0
</var>
<var name="@wait_count">
0
</var>
<var name="@type">
airship
</var>
<var name="@altitude">
0
</var>
<var name="@driving">
false
</var>
<var name="@walking_bgm">
</var>
<var name="@map_id">
0
</var>
</class>
</al>
</array>
</var>
<var name="@name_display">
true
</var>
<var name="@map">
<class base="RPG::Map">
<var name="@parallax_name">
</var>
<var name="@height">
13
</var>
<var name="@events">
<hash>
<hl key="1">
<class base="RPG::Event">
<var name="@id">
1
</var>
<var name="@name">
EV001
</var>
<var name="@x">
2
</var>
<var name="@y">
2
</var>
<var name="@pages">
<array>
<al>
<class base="RPG::Event::Page">
<var name="@condition">
<class base="RPG::Event::Page::Condition">
<var name="@switch1_valid">
false
</var>
<var name="@switch2_valid">
false
</var>
<var name="@variable_valid">
false
</var>
<var name="@self_switch_valid">
false
</var>
<var name="@item_valid">
false
</var>
<var name="@actor_valid">
false
</var>
<var name="@switch1_id">
1
</var>
<var name="@switch2_id">
1
</var>
<var name="@variable_id">
1
</var>
<var name="@variable_value">
0
</var>
<var name="@self_switch_ch">
A
</var>
<var name="@item_id">
1
</var>
<var name="@actor_id">
1
</var>
</class>
</var>
<var name="@graphic">
<class base="RPG::Event::Page::Graphic">
<var name="@tile_id">
0
</var>
<var name="@character_name">
Actor1
</var>
<var name="@character_index">
0
</var>
<var name="@direction">
2
</var>
<var name="@pattern">
0
</var>
</class>
</var>
<var name="@move_type">
0
</var>
<var name="@move_speed">
3
</var>
<var name="@move_frequency">
3
</var>
<var name="@move_route">
<class base="RPG::MoveRoute">
<var name="@repeat">
true
</var>
<var name="@skippable">
false
</var>
<var name="@wait">
false
</var>
<var name="@list">
<array>
<al>
<class base="RPG::MoveCommand">
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</var>
<var name="@walk_anime">
true
</var>
<var name="@step_anime">
false
</var>
<var name="@direction_fix">
false
</var>
<var name="@through">
false
</var>
<var name="@priority_type">
1
</var>
<var name="@trigger">
0
</var>
<var name="@list">
<array>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
355
</var>
<var name="@parameters">
<array>
<al>
file = File.new("output.xml","w")
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write($head)
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.write(cls2s($game_map))
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
655
</var>
<var name="@parameters">
<array>
<al>
file.close()
</al>
</array>
</var>
</class>
</al>
<al>
<class base="RPG::EventCommand">
<var name="@indent">
0
</var>
<var name="@code">
0
</var>
<var name="@parameters">
<array>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</al>
</array>
</var>
</class>
</hl>
</hash>
</var>
<var name="@parallax_sx">
0
</var>
<var name="@bgm">
<class base="RPG::BGM">
<var name="@name">
</var>
<var name="@volume">
100
</var>
<var name="@pitch">
100
</var>
</class>
</var>
<var name="@tileset_id">
1
</var>
<var name="@encounter_step">
30
</var>
<var name="@width">
17
</var>
<var name="@data">
<class base="Table">
</class>
</var>
<var name="@bgs">
<class base="RPG::BGS">
<var name="@name">
</var>
<var name="@volume">
80
</var>
<var name="@pitch">
100
</var>
</class>
</var>
<var name="@parallax_loop_y">
false
</var>
<var name="@autoplay_bgm">
false
</var>
<var name="@encounter_list">
<array>
</array>
</var>
<var name="@autoplay_bgs">
false
</var>
<var name="@parallax_show">
false
</var>
<var name="@scroll_type">
0
</var>
<var name="@parallax_loop_x">
false
</var>
<var name="@disable_dashing">
false
</var>
<var name="@parallax_sy">
0
</var>
<var name="@display_name">
</var>
<var name="@specify_battleback">
false
</var>
<var name="@note">
</var>
<var name="@battleback1_name">
</var>
<var name="@battleback2_name">
</var>
</class>
</var>
<var name="@tileset_id">
1
</var>
<var name="@common_events">
<array>
</array>
</var>
<var name="@tile_events">
<array>
</array>
</var>
<var name="@scroll_direction">
2
</var>
<var name="@scroll_rest">
0
</var>
<var name="@scroll_speed">
4
</var>
<var name="@parallax_name">
</var>
<var name="@parallax_loop_x">
false
</var>
<var name="@parallax_loop_y">
false
</var>
<var name="@parallax_sx">
0
</var>
<var name="@parallax_sy">
0
</var>
<var name="@parallax_x">
0
</var>
<var name="@parallax_y">
0
</var>
<var name="@battleback1_name">
</var>
<var name="@battleback2_name">
</var>
<var name="@need_refresh">
false
</var>
</class>
[/pre]
更新日志
- - Version 1.3
- -- 当前版本已最新
- -- 相比上一版本已经更新了简单的储存函数C2X()
- -- 麻麻再也不用担心我输很长时间的代码啦!
- - Version 1.2
- -- 本来想加入C2X函数的
- -- 乱改代码,出现好多BUG
- -- 已删除
- - Version 1.1
- -- 美化/详细/丰富了一部分代码
- - Versioin 1.0 alpha
- -- 基本实现功能
- - Version 0.x
- -- 肿么这么多BUG版本?!Σ(⊙▽⊙"a
- - Version 0.1
- -- 第一个版本,基本实现译码功能
- -- 但是有很多bug(# ̄~ ̄#)
复制代码
原谅不会排版的我……orz
【顺便附录解释】PSCL指的是Project-Sun Code Library(升阳计划代码库),是由一系列代码组成的模版库,本计划已公布于GITHUB,持续更新中 |
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