#============================================================================== # ☆★☆ Custom Save☆★☆ #------------------------------------------------------------------------------ # - FantasyDR #------------------------------------------------------------------------------ # MSN: [email]FantasyDR_SJL@hotmail.com[/email] #------------------------------------------------------------------------------ # - 2006.7.18 #------------------------------------------------------------------------------ # 自定义存档数据排列顺序并校验存档 #============================================================================== #============================================================================== # ■ Scene_File #------------------------------------------------------------------------------ # 存档画面及读档画面的超级类。 #============================================================================== class Scene_File #-------------------------------------------------------------------------- # ● 存档密钥,请定义成自己的密钥 # 密钥不同的存档将无法被读取 #-------------------------------------------------------------------------- SAVE_KEY = 3975 #发布自己的魔塔游戏时,请一定要把上面的数字换掉 #-------------------------------------------------------------------------- # ● 常量 (存档页数) #-------------------------------------------------------------------------- MaxPages = 8 #-------------------------------------------------------------------------- # ● 初始化对像 # help_text : 帮助窗口显示的字符串 #-------------------------------------------------------------------------- def initialize(help_text) @help_text = help_text @slots = MaxPages * 4 end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 生成帮助窗口 @help_window = Window_Help.new @help_window.set_text(@help_text) @file_index = $game_temp.last_file_index # 生成存档文件窗口 @savefile_windows = [] # 选择最后操作的文件 for i in @file_index / 4 * 4..@file_index / 4 * 4 + 3 load_window(i) @savefile_windows[i].visible = true end @savefile_windows[@file_index].selected = 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 # 释放窗口 @help_window.dispose for i in 0...@slots @savefile_windows[i].dispose if @savefile_windows[i] != nil end end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新窗口 @help_window.update for i in @file_index / 4 * 4..@file_index / 4 * 4 + 3 @savefile_windows[i].update if @savefile_windows[i].visible end # 按下 C 键的情况下 if Input.trigger?(Input::C) # 调用过程 on_decision (定义继承目标) on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end # 按下 B 键的情况下 if Input.trigger?(Input::B) # 调用过程 on_cancel (定义继承目标) on_cancel return end # 按下方向键下的情况下 if Input.repeat?(Input::DOWN) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 光标向下移动 @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % @slots # 翻到下一页的情况下 if @file_index % 4 == 0 for index in @file_index / 4 * 4..@file_index / 4 * 4 + 3 @savefile_windows[(index + @slots - 4) % @slots].visible = false load_window(index) @savefile_windows[index].visible = true end end @savefile_windows[@file_index].selected = true return end # 按下方向键上的情况下 if Input.repeat?(Input::UP) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 光标向上移动 @savefile_windows[@file_index].selected = false @file_index = (@file_index + @slots - 1) % @slots # 翻到上一页的情况下 if @file_index % 4 == 3 for index in @file_index / 4 * 4..@file_index / 4 * 4 + 3 @savefile_windows[(index + 4) % @slots].visible = false load_window(index) @savefile_windows[index].visible = true end end @savefile_windows[@file_index].selected = true return end # 按下方向键左或者 L 的情况下 if Input.repeat?(Input::LEFT) or Input.trigger?(Input::L) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 前翻一页 @savefile_windows[@file_index].selected = false @file_index = (@file_index + @slots - 4) % @slots for index in @file_index / 4 * 4..@file_index / 4 * 4 + 3 @savefile_windows[(index + 4) % @slots].visible = false load_window(index) @savefile_windows[index].visible = true end @savefile_windows[@file_index].selected = true return end # 按下方向键右或者 R 的情况下 if Input.repeat?(Input::RIGHT) or Input.trigger?(Input::R) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 前翻一页 @savefile_windows[@file_index].selected = false @file_index = (@file_index + 4) % @slots for index in @file_index / 4 * 4..@file_index / 4 * 4 + 3 @savefile_windows[(index + @slots - 4) % @slots].visible = false load_window(index) @savefile_windows[index].visible = true end @savefile_windows[@file_index].selected = true return end end #-------------------------------------------------------------------------- # ● 生成文件名 # file_index : 文件名的索引 (0~n) #-------------------------------------------------------------------------- def make_filename(file_index) return "Save/motaSave#{file_index + 1}.rxdata" end #-------------------------------------------------------------------------- # ● 载入当前页存档 # 避免因存档位过多造成的卡壳现象 #-------------------------------------------------------------------------- def load_window(i) if @savefile_windows[i] != nil return else @savefile_windows[i] = Window_SaveFile.new(i, make_filename(i)) end end end #============================================================================== # ■ Scene_Load #------------------------------------------------------------------------------ # 处理读档画面的类。 #============================================================================== class Scene_Load < Scene_File #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize()#save_max = SAVE_MAX) # 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..7 filename = make_filename(i) if FileTest.exist?(filename) begin file = Zlib::GzipReader.open(filename) rescue next end if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("要载入哪个文件?")#,"读取",save_max) end #-------------------------------------------------------------------------- # ● 确定时的处理 #-------------------------------------------------------------------------- def on_decision(filename) # 文件不存在的情况下 unless FileTest.exist?(filename) # 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 begin file = Zlib::GzipReader.open(filename) read_save_data(file) rescue # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end 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 #-------------------------------------------------------------------------- # ● 取消时的处理 #-------------------------------------------------------------------------- def on_cancel # 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 #-------------------------------------------------------------------------- # ● 读取存档数据 # file : 读取用文件对像 (已经打开) #-------------------------------------------------------------------------- def read_save_data(file) $desc=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) # 读取校验 crcs = Marshal.load(file) # 读取文档字串 strings = Marshal.load(file) # 校验检测 key = SAVE_KEY strings.each_index do |i| key = Zlib.crc32(strings[i],key) unless crcs[i] == key file.close raise "file check error" return end end # 读取各种游戏对像 $game_system = Marshal.load(Zlib::Inflate.inflate(strings[0])) $game_variables = Marshal.load(Zlib::Inflate.inflate(strings[1])) $game_self_switches = Marshal.load(Zlib::Inflate.inflate(strings[2])) $game_switches = Marshal.load(Zlib::Inflate.inflate(strings[3])) $game_troop = Marshal.load(Zlib::Inflate.inflate(strings[4])) $game_map = Marshal.load(Zlib::Inflate.inflate(strings[5])) $game_player = Marshal.load(Zlib::Inflate.inflate(strings[6])) $game_screen = Marshal.load(Zlib::Inflate.inflate(strings[7])) $game_actors = Marshal.load(Zlib::Inflate.inflate(strings[8])) $game_party = Marshal.load(Zlib::Inflate.inflate(strings[9])) $floorenemies = Marshal.load(Zlib::Inflate.inflate(strings[10])) $fledam = Marshal.load(Zlib::Inflate.inflate(strings[11])) # $data_enemies = Marshal.load(Zlib::Inflate.inflate(strings[12])) # 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
#============================================================================== # ■ Scene_Load2 #------------------------------------------------------------------------------ # 处理读档画面的类。 #============================================================================== class Scene_Load2 < Scene_File #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize()#save_max = SAVE_MAX) # 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..7 filename = make_filename(i) if FileTest.exist?(filename) begin file = Zlib::GzipReader.open(filename) rescue next end if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("要载入哪个文件?")#,"读取",save_max) end #-------------------------------------------------------------------------- # ● 确定时的处理 #-------------------------------------------------------------------------- def on_decision(filename) # 文件不存在的情况下 unless FileTest.exist?(filename) # 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 begin file = Zlib::GzipReader.open(filename) read_save_data(file) rescue # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end 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 #-------------------------------------------------------------------------- # ● 取消时的处理 #-------------------------------------------------------------------------- def on_cancel # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换到标题画面 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● 读取存档数据 # file : 读取用文件对像 (已经打开) #-------------------------------------------------------------------------- def read_save_data(file) $desc=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) # 读取校验 crcs = Marshal.load(file) # 读取文档字串 strings = Marshal.load(file) # 校验检测 key = SAVE_KEY strings.each_index do |i| key = Zlib.crc32(strings[i],key) unless crcs[i] == key file.close raise "file check error" return end end # 读取各种游戏对像 $game_system = Marshal.load(Zlib::Inflate.inflate(strings[0])) $game_variables = Marshal.load(Zlib::Inflate.inflate(strings[1])) $game_self_switches = Marshal.load(Zlib::Inflate.inflate(strings[2])) $game_switches = Marshal.load(Zlib::Inflate.inflate(strings[3])) $game_troop = Marshal.load(Zlib::Inflate.inflate(strings[4])) $game_map = Marshal.load(Zlib::Inflate.inflate(strings[5])) $game_player = Marshal.load(Zlib::Inflate.inflate(strings[6])) $game_screen = Marshal.load(Zlib::Inflate.inflate(strings[7])) $game_actors = Marshal.load(Zlib::Inflate.inflate(strings[8])) $game_party = Marshal.load(Zlib::Inflate.inflate(strings[9])) $floorenemies = Marshal.load(Zlib::Inflate.inflate(strings[10])) $fledam = Marshal.load(Zlib::Inflate.inflate(strings[11])) # $data_enemies = Marshal.load(Zlib::Inflate.inflate(strings[12])) # 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
#============================================================================== # 自定义存档菜单 #============================================================================== #============================================================================== # ■ Scene_Save #------------------------------------------------------------------------------ # 处理存档画面的类。 #============================================================================== class Scene_Save < Scene_File #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize()#save_max = SAVE_MAX) super("要保存到这个文件吗?")#,"存入",save_max) end #-------------------------------------------------------------------------- # ● 确定时的处理 #-------------------------------------------------------------------------- def on_decision(filename) # 演奏存档 SE $game_system.se_play($data_system.save_se) # 写入存档数据 file = Zlib::GzipWriter.open(filename,9) write_save_data(file) file.close # 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 # 切换到地图画面 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● 取消时的处理 #-------------------------------------------------------------------------- def on_cancel # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 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 # 切换到地图画面 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● 写入存档数据 # file : 写入用文件对像 (已经打开) #-------------------------------------------------------------------------- def write_save_data(file) # 生成描绘存档文件用的角色图形 characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue,actor.id]) end if $game_variables[6]==1 if $game_switches[36] $desc="普通 第 "+$game_variables[2].to_s+" 层" else $desc="普通 "+$game_variables[2].to_s end else if $game_switches[36] $desc="困难 第 "+$game_variables[2].to_s+" 层" else $desc="困难 "+$game_variables[2].to_s end end strings = [] Marshal.dump($desc,file)#自己加的用来显示难度和楼层的 # 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 = $data_system.magic_number # 写入各种游戏对像 #$game_switches[4]=true#楼层第一次刷新的开关打开以便读档后刷新 #R工程的开关4通常都不是“当前楼层第一次刷新”#不能一存档就把开关4打开了, #不然游戏会出错的 strings.push(Zlib::Deflate.deflate(Marshal.dump($game_system))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_variables))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_self_switches))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_switches))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_troop))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_map))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_player))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_screen))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_actors))) strings.push(Zlib::Deflate.deflate(Marshal.dump($game_party))) strings.push(Zlib::Deflate.deflate(Marshal.dump($floorenemies))) strings.push(Zlib::Deflate.deflate(Marshal.dump($fledam))) # strings.push(Zlib::Deflate.deflate(Marshal.dump($data_enemies))) # 计算校验值 crcs = [] key = SAVE_KEY strings.each do |i| key = Zlib.crc32(i,key) crcs.push(key) end Marshal.dump(crcs,file) Marshal.dump(strings,file) end end #============================================================================== # ■ Window_SaveFile #------------------------------------------------------------------------------ # 显示存档以及读档画面、保存文件的窗口。 #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 初始化对像 # file_index : 存档文件的索引 (0~n) # filename : 文件名 #-------------------------------------------------------------------------- def initialize(file_index, filename,viewport=nil) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Save/motaSave#{file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist begin file = Zlib::GzipReader.open(filename) @time_stamp = file.mtime @desc=Marshal.load(file) @characters = Marshal.load(file) @frame_count = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close rescue @file_exist = false end end self.refresh @selected = false end end
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