【緊急】登入以及開頭LOGO

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【緊急】登入以及開頭LOGO Empty 【緊急】登入以及開頭LOGO

發表  RPG問題多多者 于 周六 11月 27, 2010 1:46 pm

我在遊戲中插入以下兩個腳本:

【開頭LOGO】
代碼:
module Sword
  Sword29_Name = Array.new
#=======================================
#★ 魔劍工舖 - 標題畫面前顯示LOGO 1.02
# 轉貼腳本請著名出處:[url=http://blog.yam.com/a870053jjkj/]http://blog.yam.com/a870053jjkj/[/url]
# 如果採用在遊戲中,看你高興是否顯示腳本出處,但嚴禁說是自己寫的腳本!!
#=======================================
#●使用者自定設置
Sword29_XPVX = 0    # 此腳本用於XP時設為0;此腳本用在VX時設為1
Sword29_Making = 20          #淡出或淡入效果的時間
Sword29_Time = 80          #LOGO的顯示時間
Sword29_Title = 10            #顯示下1個或到標題畫面的間隔時間,每40約1秒
Sword29_End = 13            #提前結束的按鈕,數值可參考事件[按鍵輸入處理]
#設定顯示的圖片,[]內的數字為圖片編號,可自行添加Sword29_Name[編號]
#編號必須依0、1、2、3、4的順序,圖片請存在遊戲資料夾內的Pictures資料夾裡面
Sword29_Name[0] = "LOGO"
=begin
詳細設置說明請參考:[url=http://blog.yam.com/a870053jjkj/article/23816810]http://blog.yam.com/a870053jjkj/article/23816810[/url]
=end
  $Sword ? $Sword[29] = 202 : $Sword = {29=>202} # 腳本使用標誌
end
#=======================================
#■ 處理標題畫面的類別
class Scene_Title
  include Sword # 連接自定設置
  $Sword_NoRepeat2 = []
  #-------------------------------------------------------------
  #● 主處理
  alias sword29_main main
  def main
    (sword29_main ; return) if $Sword_NoRepeat2[0] # 防止重新時重複顯示
    $Sword_NoRepeat2[0] = true
    for i in Sword29_Name
      # 產生圖片
      sword_logo = Sprite.new
      sword_logo.bitmap = Sword29_XPVX == 0 ?
      RPG::Cache.picture(i) : Cache.picture(i)
      sword_logo.opacity = 0
      Graphics.transition
      b = 255 / Sword29_Making
      # 顯示圖片的處理
      (sword_input ; sword_logo.opacity += b) while sword_logo.opacity <= 254
      a = 0
      (sword_input ; a += 1) while a < Sword29_Time
      # 清除圖片的處理
      (sword_input ; sword_logo.opacity -= b) while sword_logo.opacity >= 1
      sword_logo.bitmap.dispose ; sword_logo.dispose
      # 顯示下一張前的間隔時間
      a = 0
      (sword_input ; a += 1) while a < Sword29_Title
      Graphics.freeze
      (sword29_main ; return) if $Sword_NoRepeat2[1]
    end
    sword29_main
  end
  #-------------------------------------------------------------
  #● 更新畫面與按鍵
  def sword_input
    Graphics.update unless $Sword_NoRepeat2[1]
    unless Sword29_End == 0
      Input.update
      (Graphics.freeze ; $Sword_NoRepeat2[1] = true) if Input.trigger?(Sword29_End)
    end
  end
end

【登入系統】
代碼:
#出自50rpg---http://www.50rpg.com/---這行請勿刪除
if $gmae_F12 ; $add_save_load.save $add_50rpg
end ; $gmae_F12 = true
class String ; def text_size ; self.split(//u).length ; end ; end
class Bitmap ; def word_step1(x, y, width, height, str, align = 0) ; str_arr = str.split(//u) ; str_arr.
size.times{|i|self.draw_text(x + i*self.font.size, y, width, height, str_arr[i], align)} ; end ; end
#class Game_Map ; def initialize ; @map_id, @display_x, @display_y = 1, 0, 0 ; end ; end
class Initialization < Window_Base
  def initialize ; super(200, 240-22-32, 240, 22+32) ; Graphics.transition
    self.contents = Bitmap.new(width - 32, height - 32) ; self.contents.clear ; self.back_opacity =  200
    35.times{|i| ; self.contents.clear
    self.contents.draw_text(0, 0, 340-32, 22, "前置作業中" + "."*(i/3), 0) ; update
    3.times{Graphics.update}} ; 44.times{Graphics.update} ; Graphics.freeze ; self.dispose
    unless FileTest.exist?("Data/add_address_pass_word.rmxp50rpg") ; $add_pass_hash_50rpg = {}
      $add_pass_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
      Marshal.dump($add_pass_hash_50rpg, $add_pass_50rpg) ; $add_pass_50rpg.close
    end ; $add_pass_50rpg = Marshal.load(open("Data/add_address_pass_word.rmxp50rpg"))
  end
end
class Scene_Map
  def call_menu
    $game_temp.menu_calling = false
    if $game_temp.menu_beep
      $game_system.se_play($data_system.decision_se) ; $game_temp.menu_beep = false
    end ; $game_player.straighten ; $scene_menu = Scene_Menu.new
  end
  def call_save
    $game_player.straighten ; $scene_save = Scene_Save.new
  end
end
class Object ; def stop_g ; Graphics.freeze ; end ; end
class Scene_Menu ; alias update_command_part1 update_command
  def initialize(menu_index = 0)
    @menu_index = menu_index ; @out = false ; @del = false ; main
  end
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "狀態"
    s5 = "存檔"
    s6 = "離開"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.back_opacity =  255
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end ; @command_window.disable_item(4) if $game_system.save_disabled
    @playtime_window = Window_PlayTime.new
    @playtime_window.back_opacity = 255
    @playtime_window.x = 0 ; @playtime_window.y = 224
    @steps_window = Window_Steps.new
    @steps_window.back_opacity = 255 ; @steps_window.x = 0 ; @steps_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.back_opacity = 255 ; @gold_window.x = 0 ; @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.back_opacity = 255 ; @status_window.x = 160 ; @status_window.y = 0
    Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out} ; del_win
  end
  def del_win ; unless @del ; @out = [email=!@out]!@out[/email]
    @command_window.dispose ; @playtime_window.dispose ; @del = [email=!@del]!@del[/email]
    @status_window.dispose ; @steps_window.dispose ; @gold_window.dispose ; end
  end
  def update ; @command_window.update ; @playtime_window.update
    @steps_window.update ; @gold_window.update ; @status_window.update
    if @command_window.active ; update_command ; return ; end
    if @status_window.active ; update_status ; return ; end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se) ; @out = [email=!@out]!@out[/email] ; return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se) ; return
      end
      case @command_window.index
      when 0 ; stop_g ; del_win
        $game_system.se_play($data_system.decision_se) ; $scene_item = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se) ; @command_window.active = false
        @status_window.active = true ; @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se) ; @command_window.active = false
        @status_window.active = true ; @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se) ; @command_window.active = false
        @status_window.active = true ; @status_window.index = 0
      when 4 ; stop_g
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se) ; return
        end
        $game_system.se_play($data_system.decision_se)
        del_win ; $scene_save = Scene_Save.new
      when 5 ; stop_g
        $game_system.se_play($data_system.decision_se) ; del_win ; $scene_end = Scene_End.new
      end ; return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1 ; stop_g ; del_win
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se) ; return
        end
        $game_system.se_play($data_system.decision_se)
        $scene_skill = Scene_Skill.new(@status_window.index)
      when 2 ; stop_g ; del_win
        $game_system.se_play($data_system.decision_se)
        $scene_Equip = Scene_Equip.new(@status_window.index)
      when 3 ; stop_g ; del_win
        $game_system.se_play($data_system.decision_se)
        $scene_status = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
class Scene_Item ; def initialize ; @out = false ; main ; end
  def main ; @help_window = Window_Help.new ; @item_window = Window_Item.new
    @item_window.help_window = @help_window ; @target_window = Window_Target.new
    @help_window.back_opacity = 255
    @item_window.back_opacity = 255
    @target_window.back_opacity = 255
    @target_window.visible = false ; @target_window.active = false ; Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out}
  end
  def del_win ; @out = [email=!@out]!@out[/email]
    @help_window.dispose ; @item_window.dispose ; @target_window.dispose
  end
  def update ; @help_window.update ; @item_window.update ; @target_window.update
    if @item_window.active ; update_item ; return ; end
    if @target_window.active ; update_target ; return ; end
  end
  def update_item
    if Input.trigger?(Input::B) ; del_win
      $game_system.se_play($data_system.cancel_se)
      $scene_menu = Scene_Menu.new(0) ; return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @item_window.draw_item(@item_window.index)
          end ; @out = [email=!@out]!@out[/email] ; return
        end
      end
      return
    end
  end
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @item_window.refresh
      end
      @item_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @item_window.draw_item(@item_window.index)
        end
        @target_window.refresh
        if $game_party.all_dead? ; del_win
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0 ; del_win
          $game_temp.common_event_id = @item.common_event_id
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
class Scene_Skill
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index ; @out = false ; main
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @status_window = Window_SkillStatus.new(@actor)
    @skill_window = Window_Skill.new(@actor)
    @skill_window.help_window = @help_window
    @target_window = Window_Target.new
    @help_window.back_opacity = 255
    @status_window.back_opacity = 255
    @skill_window.back_opacity = 255
    @target_window.back_opacity = 255
    @target_window.visible = false
    @target_window.active = false
    Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out}
  end
  def del_win ; @out = [email=!@out]!@out[/email] ; stop_g
    @help_window.dispose ; @status_window.dispose
    @skill_window.dispose ; @target_window.dispose
  end
  def update
    @help_window.update ; @status_window.update
    @skill_window.update ; @target_window.update
    if @skill_window.active
      update_skill
      return
    end
    if @target_window.active
      update_target
      return
    end
  end
  def update_skill
    if Input.trigger?(Input::B) ; del_win
      $game_system.se_play($data_system.cancel_se)
      $scene_menu = Scene_Menu.new(1)
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @skill.scope >= 3
        @skill_window.active = false
        @target_window.x = (@skill_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        if @skill.scope == 4 || @skill.scope == 6
          @target_window.index = -1
        elsif @skill.scope == 7
          @target_window.index = @actor_index - 10
        else
          @target_window.index = 0
        end
      else
        if @skill.common_event_id > 0 ; del_win
          $game_temp.common_event_id = @skill.common_event_id
          $game_system.se_play(@skill.menu_se) ; @actor.sp -= @skill.sp_cost
          @status_window.refresh ; @skill_window.refresh ; @target_window.refresh
          return
        end
      end
      return
    end
    if Input.trigger?(Input::R) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index+1 == $game_party.actors.size ? 0 : @actor_index+1
      $scene_skill = Scene_Skill.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
      $scene_skill = Scene_Skill.new(@actor_index)
      return
    end
  end
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      unless @actor.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      if @target_window.index <= -2
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      if used
        $game_system.se_play(@skill.menu_se)
        @actor.sp -= @skill.sp_cost
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @skill.common_event_id > 0
          $game_temp.common_event_id = @skill.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end
class Scene_Equip
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index ; @equip_index = equip_index ; @out = false ; main
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @help_window.back_opacity = 255
    @left_window.back_opacity = 255
    @right_window.back_opacity = 255
    @item_window1.back_opacity = 255
    @item_window2.back_opacity = 255
    @item_window3.back_opacity = 255
    @item_window4.back_opacity = 255
    @item_window5.back_opacity = 255
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @right_window.index = @equip_index ; refresh
    Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out}
  end
  def del_win ; stop_g ; @out = [email=!@out]!@out[/email] ; @help_window.dispose ; @left_window.dispose
    @right_window.dispose ; @item_window1.dispose ; @item_window2.dispose
    @item_window3.dispose ; @item_window4.dispose ; @item_window5.dispose
  end
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  def update ; @left_window.update ; @right_window.update ; @item_window.update ; refresh
    if @right_window.active ; update_right ; return ; end
    if @item_window.active ; update_item ; return ; end
  end
  def update_right
    if Input.trigger?(Input::B) ; del_win
      $game_system.se_play($data_system.cancel_se)
      $scene_menu = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    if Input.trigger?(Input::R) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index+1 == $game_party.actors.size ? 0 : @actor_index+1
      $scene_Equip = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
      $scene_Equip = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end
class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index ; @out = false ; main
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @status_window = Window_Status.new(@actor)
    @status_window.back_opacity = 255
    Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out}
  end
  def del_win ; stop_g ; @out = [email=!@out]!@out[/email] ; @status_window.dispose ; end
  def update
    if Input.trigger?(Input::B) ; del_win
      $game_system.se_play($data_system.cancel_se)
      $scene_menu = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index+1 == $game_party.actors.size ? 0 : @actor_index+1
      $scene_status = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L) ; del_win
      $game_system.se_play($data_system.cursor_se)
      @actor_index = @actor_index-1 < 0 ? $game_party.actors.size-1 : @actor_index-1
      $scene_status = Scene_Status.new(@actor_index)
      return
    end
  end
end
class Scene_End ; def initialize ; @out = false ; main ; end
  def main ; s1, s2, s3 = "回 到 標 題", "結 束 遊 戲", "回 到 遊 戲"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    @command_window.back_opacity =  255 ; Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out}
    if $scene.is_a?(Scene_Title) ; del_win ; Graphics.transition ; Graphics.freeze ; end
  end
  def del_win ; stop_g ; @out = [email=!@out]!@out[/email] ; @command_window.dispose ; end
  def update ; @command_window.update
    if Input.trigger?(Input::B) ; del_win
      $game_system.se_play($data_system.cancel_se) ; $scene_menu = Scene_Menu.new(5) ; return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0 ; command_to_title
      when 1 ; command_shutdown
      when 2 ; command_cancel
      end ; return
    end
  end
  def command_to_title ; $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800) ; Audio.bgs_fade(800) ; Audio.me_fade(800)
    del_win ; @out = [email=!@out]!@out[/email] ; $scene = Scene_Title.new
  end
  def command_shutdown ; $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800) ; Audio.bgs_fade(800) ; Audio.me_fade(800) ; exit
  end
  def command_cancel ; $game_system.se_play($data_system.decision_se)
    $scene_menu = Scene_Menu.new(5)
  end
end
class Window_SaveFile < Window_Base
  attr_reader    :filename                # 檔案名稱
  attr_reader    :selected                # 選擇狀態
  attr_accessor :index_selected
  def initialize(filename) ; super(0, 64, 640, 104*4)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity =  255 ; @filename = name = filename
    @time_stamp = Time.at(0) ; @file_exist = FileTest.exist?(@filename)
    @gogo_num = 0 ; @gogo = 0 ; @index_selected = 0
    unless @file_exist ; print "! 您的資料遭到刪除 !", "3" ; print "! 您的資料遭到刪除 !", "2"
    print "! 您的資料遭到刪除 !", "1" ; exit ; end
    file = File.open(@filename, "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 ; refresh ; @selected = false
  end
  def update ; refresh
    @index_selected = @index_selected - 1 < 0 ? 1 : 0 if Input.repeat?(Input::LEFT)
    @index_selected = @index_selected + 1 > 1 ? 0 : 1 if Input.repeat?(Input::RIGHT)
    update_cursor_rect
    if @gogo_num == 5
      @gogo = @gogo + 1 > 3 ? 0 : @gogo + 1 ; @gogo_num = 0 ; else ; @gogo_num += 1
    end ; super
  end
  def refresh
    self.contents.clear ; self.contents.font.color = normal_color
    if @file_exist
      for i in [email=0...@characters.size]0...@characters.size[/email]
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(@gogo*32, 0, cw, ch)
        x2 = ch + 10 + 640/5*i ; x3 = 640/4*i-i*3
        #x = 640/10 + ch/2 + 640/5*i#(640/8 + 640/5*i)#300 - @characters.size * 32 + i * 64 - cw / 2
        x = 640/10 + 640/5*i + ch/2
        self.contents.blt(x3, 68 - ch, bitmap, src_rect)
        @actor = $game_party.actors[i]
        xx = (@actor.name.text_size-2)*22 ; draw_actor_name(@actor, x3, 0)#(@actor, x-xx, 0)
        xx = @actor.class_name.text_size*22 ; draw_actor_class(@actor, x3+22*2, 22)
        draw_actor_level(@actor, x3+22*2, 22*2)
        draw_actor_state(@actor, x3, 64)#(@actor, 640/4*i, 64)
        draw_actor_hp(@actor, x3, 22*4, 170)
        draw_actor_sp(@actor, x3, 22*5, 170)
        draw_actor_parameter(@actor, x3, 22*7, 0)
        draw_actor_parameter(@actor, x3, 22*8, 1)
        draw_actor_parameter(@actor, x3, 22*9, 2)
        draw_actor_parameter(@actor, x3, 22*10, 3)
        draw_actor_parameter(@actor, x3, 22*11, 4)
        draw_actor_parameter(@actor, x3, 22*12, 5)
        draw_actor_parameter(@actor, x3, 22*13, 6)
      end
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
      self.contents.draw_text(4, 480-32*4, 600, 32, time_string, 2)
      self.contents.draw_text(4, 480-32*4, 600, 32, "存檔", 0)
      self.contents.draw_text(4+22*4, 480-32*4, 600, 32, "刪除", 0)
    end
  end
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lv")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 20, y, 24, 32, actor.level.to_s, 2)
  end
  def draw_actor_hp(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
      hp_x = x + 32
      flag = true
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 0)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 38, y, 12, 32, "/", 0)
      self.contents.draw_text(hp_x + 50, y, 48, 32, actor.maxhp.to_s)
    end
  end
  def draw_actor_sp(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
      sp_x = x + 32
      flag = true
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 0)
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 38, y, 12, 32, "/", 0)
      self.contents.draw_text(sp_x + 50, y, 48, 32, actor.maxsp.to_s)
    end
  end
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 90, y, 36, 32, parameter_value.to_s, 2)
  end
  def selected=(selected)
    @selected = selected
    update_cursor_rect
  end
  def update_cursor_rect
    if @selected
      self.cursor_rect.set(@index_selected*22*4, 480-32*4, 22*2+8, 32)
    else
      self.cursor_rect.empty
    end
  end
end
class Scene_File
  def initialize(help_text)
    @help_text = help_text ; @out = false ; @del = false ; main
  end
  def main ; @savefile_windows = Window_SaveFile.new "#{$add_50rpg}.rxdata"
    @help_window = Window_Help.new
    hour = $total_sec / 60 / 60 ; min = $total_sec / 60 % 60 ; sec = $total_sec % 60
    time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
    @help_window.set_text("手動存檔" + " "*5 + @help_text  + " "*5 + time_string)
    @help_window.back_opacity =  255
    @file_index = $game_temp.last_file_index
    @savefile_windows.selected = true ; Graphics.transition
    loop{Graphics.update ; Input.update ; update ; break if @out} ; del_win
  end
  def del_win ; unless @del ; @out = [email=!@out]!@out[/email]
    @help_window.dispose ; @savefile_windows.dispose ; @del = [email=!@del]!@del[/email] ; end
  end
  def update
    @help_window.update
    @savefile_windows.update
    if Input.trigger?(Input::C)
      if @savefile_windows.index_selected == 1 ; $add_pass_50rpg.delete($add_50rpg)
        $add_pass_hash_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
        Marshal.dump($add_pass_50rpg, $add_pass_hash_50rpg) ; $add_pass_hash_50rpg.close
        $files1 = $add_50rpg + ".rxdata"
        $dels = true
        File.delete($files1)
        while FileTest.exist?($files1)
          Graphics.update
        end
        Thread.new {system('Game')} ; exit
      else
        del_win
        on_decision($add_50rpg)
        $game_temp.last_file_index = @file_index
        return
      end
    end
    if Input.trigger?(Input::B)
      del_win ; on_cancel
      return
    end
  end
end
class Scene_Save < Scene_File
  def initialize
    super("帳 號 : #$add_50rpg")
  end
  def on_decision(filename)
    $game_system.se_play($data_system.save_se)
    file = File.open(filename + ".rxdata", "wb")
    write_save_data(file)
    file.close
    if $game_temp.save_calling
      $game_temp.save_calling = false
      return
    end
    $scene_menu = Scene_Menu.new(4)
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    if $game_temp.save_calling
      $game_temp.save_calling = false
      return
    end
    $scene_menu = Scene_Menu.new(4)
  end
  def write_save_data(file)
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    Marshal.dump(characters, file)
    Marshal.dump(Graphics.frame_count, file)
    $game_system.save_count += 1
    $game_system.magic_number = $data_system.magic_number
    Marshal.dump($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 < Scene_File
  def initialize
    $game_temp = Game_Temp.new
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("帳 號 : #{$add_50rpg}")
  end
  def on_decision(filename)
    unless FileTest.exist?(filename)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.load_se)
    file = File.open(filename + ".rxdata", "rb")
    read_save_data(file)
    file.close
    # 還原 BGM、BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    $game_map.update
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Title.new
  end
  def read_save_data(file)
    characters = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    $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)
    if $game_system.magic_number != $data_system.magic_number
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    $game_party.refresh
  end
end
class Window_Password < Window_Base ; def initialize ; initializes ; @input = Input_English.new
    super(100, 480/3, 640-200, 480/3) ; self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.clear ; self.back_opacity = 150 ; @address = "" ; @address_x = 0 ; @pass_word = ""
    @pass_word_x = 0 ; @text_glitters = Sprite.new ; @text_glitters.bitmap = Bitmap.new(22*2 +
    2, 24) ; @text_glitters.z = 1000 ; @text_glitters.x = -3 ; @text_glitters.y = -24
    @item = 1 ; @item_glitters = true ; @item_glitters_num = 0 ; @items = 1 ; @pass_words = 0
    self.contents.draw_text(0, 32*3, 340-32, 22, "系統訊息", 1) ; @system_message = ""
    $add_save_load = Add_save_load.new ; @system_messages = "帳號密碼限英文跟數字"
  end ; def initializes ; @initialize = Initialization.new ; end
  def update ; if TrueInput.trigger?(0x2E) ; del_text ; end
    if Input.repeat?(Input::DOWN) ; @item = @item + 1 > 5 ? 1 : @item + 1 ; end
    if Input.repeat?(Input::UP) ; @item = @item-1 < 1 ? 5 : @item-1 ; end
    self.contents.clear ; self.back_opacity = 150 ; super
    self.contents.font.color = Color.new(255, 0, 0) ; if @system_message  ==  ""
    self.contents.draw_text(0, 32*3-20, 440-32, 22, "輸入完畢請指到登入按下【Enter】", 1)
    else ; self.contents.draw_text(0, 32*3-22, 440-32, 22, "[email=#@system_message]#@system_message[/email]", 1)
    end ; self.contents.draw_text(0, 32*3+4, 440-32, 22, "[email=#@system_messages]#@system_messages[/email]", 1)
    self.contents.font.color = Color.new(255, 255, 255) ; @pass_words = @pass_word.size
    self.contents.word_step1(0, 0, 440, 22, "帳號:#@address")
    self.contents.word_step1(0, 32, 440, 22, "密碼:" + "*"[email=*@pass_words]*@pass_words[/email])
    self.contents.draw_text(0, 32+22, 440-32, 22, "登入  清除  離開", 1) ; case @item
    when 1 ; item_update ; @address_x = @address.text_size*self.contents.font.size
      if @items != 1 ; @item_glitters_num = 0 ; @items = 1 ; @text_glitters.bitmap.clear
      end ; if @address.size < 16 ; @address += @input.update
      else ; @system_message = "帳號過長(1~16) 重新輸入請按清除" ; end
      @text_glitters.x = 100 + 22*3 + 10 + @address_x ; @text_glitters.y = 480/3 + 32/2
    when 2 ; item_update ; @pass_word_x = @pass_word.text_size*self.contents.font.size
      @text_glitters.x = 100 + 22*3 + 10 + @pass_word_x ; @text_glitters.y = 480/3 + 32/2 + 32
      if @items != 2 ; @item_glitters_num = 0 ; @items = 2 ; @text_glitters.bitmap.clear
      end ; if @pass_word.size < 16 ; @pass_word += @input.update
      else ; @system_message = "密碼過長(1~16) 重新輸入請按清除" ; end
      @text_glitters.x = 100 + 22*3 + 10 + @pass_word_x ; @text_glitters.y = 480/3 + 32/2 + 32
    when 3 ; if @address  ==  "" and @pass_word  ==  "" ; @system_message = "請輸入帳號密碼"
      elsif @address  ==  "" ; @system_message = "請輸入帳號"
      elsif @pass_word  ==  "" ; @system_message = "請輸入密碼"
      else ; @system_message = "輸入完畢請指到登入按下【Enter】"
        if Kboard.keyb($R_Key_RETURN) == 1
          $add_save_load.save_add(@address, @pass_word)
          @system_messages = "密碼錯誤"
        end
      end ; item_update true
      @text_glitters.x = 210 ; @text_glitters.y = 480/3 + 32/2 + 32*2+11 ; @items = 3
    when 4 ; @text_glitters.x = 210 + 22*4 ; @text_glitters.y = 480/3 + 32/2 + 32*2+11
      item_update true ; @system_message = "重新輸入帳號密碼" ; @items = 4
      del_text if Kboard.keyb($R_Key_RETURN) == 1
      @system_messages = "【Delete】清除全部"
    when 5 ; exit if Kboard.keyb($R_Key_RETURN) == 1 ; item_update true
      @text_glitters.x = 210 + 22*8 ; @text_glitters.y = 480/3 + 32/2 + 32*2+11
      @system_message = "結束遊戲" ; @items = 5
    end
  end
  def item_update(i = false) ; @system_message = ""
    if i ; @text_glitters.bitmap.clear
      @text_glitters.bitmap.fill_rect(0, 0, 22*2 + 2, 1, Color.new(255, 255, 255))
    else
      if @item_glitters_num  ==  10 ; @item_glitters = [email=!@item_glitters]!@item_glitters[/email] ; @item_glitters_num = 0
      else ; @item_glitters_num  +=  1 ; end
      if @item_glitters ; @text_glitters.bitmap.fill_rect(0, 0, 3, 24, Color.new(100, 100, 100))
      else ; @text_glitters.bitmap.clear ; end
    end
  end ; def del_text ; @address, @pass_word = "", "" ; end
  def del_w ; self.contents.clear ; self.dispose ; @text_glitters.dispose ; end
end
class Add_save_load
  def save_add(add, pass)
    $add_50rpg = add
    if $add_pass_50rpg[add] ; $game_temp = Game_Temp.new
      if $add_pass_50rpg[add] == pass ; load(add) ; $scene = Scene_Map.new ; end
    else ; $add_pass_50rpg[add] = pass
      $add_pass_hash_50rpg = open("Data/add_address_pass_word.rmxp50rpg", "w")
      Marshal.dump($add_pass_50rpg, $add_pass_hash_50rpg) ; $add_pass_hash_50rpg.close
      $add_pass_50rpg = Marshal.load(open("Data/add_address_pass_word.rmxp50rpg"))
      $game_system = Game_System.new ; $game_troop = Game_Troop.new
      $game_switches = Game_Switches.new ; $game_temp = Game_Temp.new
      $game_variables = Game_Variables.new ; $game_party = Game_Party.new
      $game_self_switches = Game_SelfSwitches.new ; $game_map = Game_Map.new
      $game_actors = Game_Actors.new ; $game_player = Game_Player.new
      $game_screen = Game_Screen.new ; $add_pass_50rpg[add] = pass ; save(add)
      $game_party.setup_starting_members ; $game_map.setup($data_system.start_map_id)
      $game_player.moveto($data_system.start_x, $data_system.start_y)
      $game_player.refresh ; $game_map.autoplay ; $game_map.update
      save(add) ; $scene = Scene_Map.new
    end
  end
  def save(add) ; file = File.open(add + ".rxdata", "wb") ; characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i] ; characters.push([actor.character_name, actor.character_hue])
    end ; Marshal.dump(characters, file) ; Marshal.dump(Graphics.frame_count, file)
    $game_system.save_count += 1 ; $game_system.magic_number = $data_system.magic_number
    Marshal.dump($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) ; file.close
  end
  def load(add)
    unless FileTest.exist?(add+".rxdata") ; print "! 您的資料遭到刪除 !    4"
      print "! 您的資料遭到刪除 !    3" ; print "! 您的資料遭到刪除 !    2"
      print "! 您的資料遭到刪除 !    1" ; print "資料初始化..." ; $game_screen = Game_Screen.new
      $game_system = Game_System.new ; $game_troop = Game_Troop.new
      $game_switches = Game_Switches.new ; $game_temp = Game_Temp.new
      $game_variables = Game_Variables.new ; $game_party = Game_Party.new
      $game_self_switches = Game_SelfSwitches.new ; $game_map = Game_Map.new
      $game_actors = Game_Actors.new ; $game_player = Game_Player.new
      $game_party.setup_starting_members ; $game_map.setup($data_system.start_map_id)
      $game_player.moveto($data_system.start_x, $data_system.start_y)
      $game_player.refresh ; $game_map.autoplay ; $game_map.update ; save(add)
    end ; file = File.open(add+".rxdata", "rb")
    characters = Marshal.load(file) ; Graphics.frame_count = Marshal.load(file)
    $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)
    if $game_system.magic_number != $data_system.magic_number
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end ; $game_party.refresh
  end
end
class Scene_Title ; alias main_part1 main ; alias update_part1 update
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")
$game_system = Game_System.new ; @pass_windows = Window_Password.new
@sprite = Sprite.new ; @sprite.bitmap = RPG::Cache.title($data_system.title_name)
$game_system.bgm_play($data_system.title_bgm) ; Audio.me_stop ; Audio.bgs_stop
Graphics.transition ; loop{Graphics.update ; Input.update ; update ; if $scene != self
@pass_windows.del_w ; break ; end} ; Graphics.freeze ; @sprite.dispose ; end
def update ; @pass_windows.update
if Kboard.keyb($R_Key_RETURN) ; end ; end ; end ; module Kboard
$Rmouse_BUTTON_L = 0x01 # left mouse button
$Rmouse_BUTTON_R = 0x02 # right mouse button
$Rmouse_BUTTON_M = 0x04 # middle mouse button
$Rmouse_BUTTON_4 = 0x05 # 4th mouse button
$Rmouse_BUTTON_5 = 0x06 # 5th mouse button
$R_Key_BACK = 0x08 # BACKSPACE key
$R_Key_TAB = 0x09 # TAB key
$R_Key_RETURN = 0x0D # ENTER key
$R_Key_SHIFT = 0x10 # SHIFT key
$R_Key_CTLR = 0x11 # CTLR key
$R_Key_ALT = 0x12 # ALT key
$R_Key_PAUSE = 0x13 # PAUSE key
$R_Key_CAPITAL = 0x14 # CAPS LOCK key
$R_Key_ESCAPE = 0x1B # ESC key
$R_Key_SPACE = 0x20 # SPACEBAR
$R_Key_PRIOR = 0x21 # PAGE UP key
$R_Key_NEXT = 0x22 # PAGE DOWN key
$R_Key_END = 0x23 # END key
$R_Key_HOME = 0x24 # HOME key
$R_Key_LEFT = 0x25 # LEFT ARROW key
$R_Key_UP = 0x26 # UP ARROW key
$R_Key_RIGHT = 0x27 # RIGHT ARROW key
$R_Key_DOWN = 0x28 # DOWN ARROW key
$R_Key_SELECT = 0x29 # SELECT key
$R_Key_PRINT = 0x2A # PRINT key
$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key
$R_Key_INSERT = 0x2D # INS key
$R_Key_DELETE = 0x2E # DEL key
$R_Key_0 = 0x30 # 0 key
$R_Key_1 = 0x31 # 1 key
$R_Key_2 = 0x32 # 2 key
$R_Key_3 = 0x33 # 3 key
$R_Key_4 = 0x34 # 4 key
$R_Key_5 = 0x35 # 5 key
$R_Key_6 = 0x36 # 6 key
$R_Key_7 = 0x37 # 7 key
$R_Key_8 = 0x38 # 8 key
$R_Key_9 = 0x39 # 9 key
$R_Key_A = 0x41 # A key
$R_Key_B = 0x42 # B key
$R_Key_C = 0x43 # C key
$R_Key_D = 0x44 # D key
$R_Key_E = 0x45 # E key
$R_Key_F = 0x46 # F key
$R_Key_G = 0x47 # G key
$R_Key_H = 0x48 # H key
$R_Key_I = 0x49 # I key
$R_Key_J = 0x4A # J key
$R_Key_K = 0x4B # K key
$R_Key_L = 0x4C # L key
$R_Key_M = 0x4D # M key
$R_Key_N = 0x4E # N key
$R_Key_O = 0x4F # O key
$R_Key_P = 0x50 # P key
$R_Key_Q = 0x51 # Q key
$R_Key_R = 0x52 # R key
$R_Key_S = 0x53 # S key
$R_Key_T = 0x54 # T key
$R_Key_U = 0x55 # U key
$R_Key_V = 0x56 # V key
$R_Key_W = 0x57 # W key
$R_Key_X = 0x58 # X key
$R_Key_Y = 0x59 # Y key
$R_Key_Z = 0x5A # Z key
$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)
$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)
$R_Key_APPS = 0x5D # Applications key (Natural keyboard)
$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key
$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key
$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key
$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key
$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key
$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key
$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key
$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key
$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key
$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key
$R_Key_MULTIPLY = 0x6A # Multiply key (*)
$R_Key_ADD = 0x6B # Add key ( + )
$R_Key_SEPARATOR = 0x6C # Separator key
$R_Key_SUBTRACT = 0x6D # Subtract key (-)
$R_Key_DECIMAL = 0x6E # Decimal key
$R_Key_DIVIDE = 0x6F # Divide key (/)
$R_Key_F1 = 0x70 # F1 key
$R_Key_F2 = 0x71 # F2 key
$R_Key_F3 = 0x72 # F3 key
$R_Key_F4 = 0x73 # F4 key
$R_Key_F5 = 0x74 # F5 key
$R_Key_F6 = 0x75 # F6 key
$R_Key_F7 = 0x76 # F7 key
$R_Key_F8 = 0x77 # F8 key
$R_Key_F9 = 0x78 # F9 key
$R_Key_F10 = 0x79 # F10 key
$R_Key_F11 = 0x7A # F11 key
$R_Key_F12 = 0x7B # F12 key
$R_Key_NUMLOCK = 0x90 # NUM LOCK key
$R_Key_SCROLL = 0x91 # SCROLL LOCK key
$R_Key_LSHIFT = 0xA0 # Left SHIFT key
$R_Key_RSHIFT = 0xA1 # Right SHIFT key
$R_Key_LCONTROL = 0xA2 # Left CONTROL key
$R_Key_RCONTROL = 0xA3 # Right CONTROL key
$R_Key_L_ALT = 0xA4 # Left ALT key
$R_Key_R_ALT = 0xA5 # Right ALT key
$R_Key_SEP = 0xBC # , key
$R_Key_DASH = 0xBD # - key
$R_Key_DOTT = 0xBE # . Key
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
GetKeyboardState = Win32API.new("user32","GetKeyState",['I'],'I')
GetSetKeyState = Win32API.new("user32","SetKeyboardState",['I'],'I')
module_function
def keyb(rkey) ; if GetKeyState.call(rkey) !=  0 ; return 1 ; end ; return 0 ; end# ; alias repeat? keyb
def 按著(rkey) ; GetKeyState.call(rkey) & 0x01  ==  1 ; end# ; alias press? 按著
def key(rkey, key = 0) ; GetKeyboardState.call(rkey) & 0x01  ==  key ; end# ; alias trigger? key
end
class Input_English
def initialize
[email=#@GetKeyState]#@GetKeyState[/email] = Win32API.new("user32", "GetKeyState", 'i', 'i')
@GetAsyncKeyState = Win32API.new("user32","GetAsyncKeyState",['I'],'I')
@GetKeyState = Win32API.new("user32","GetKeyState",['I'],'I')
@SetKeyboardState = Win32API.new("user32","SetKeyboardState",['I'],'I')
@input = [$R_Key_0 = 0x30,$R_Key_1 = 0x31,$R_Key_2 = 0x32,$R_Key_3 = 0x33,#0~9,A~Z
$R_Key_4 = 0x34,$R_Key_5 = 0x35,$R_Key_6 = 0x36,$R_Key_7 = 0x37,$R_Key_8 = 0x38,
$R_Key_9 = 0x39,$R_Key_A = 0x41,$R_Key_B = 0x42,$R_Key_C = 0x43,$R_Key_D = 0x44,
$R_Key_E = 0x45,$R_Key_F = 0x46,$R_Key_G = 0x47,$R_Key_H = 0x48, $R_Key_I = 0x49,
$R_Key_J = 0x4A,$R_Key_K = 0x4B,$R_Key_L = 0x4C,$R_Key_M = 0x4D,$R_Key_N = 0x4E,
$R_Key_O = 0x4F,$R_Key_P = 0x50,$R_Key_Q = 0x51,$R_Key_R = 0x52,$R_Key_S = 0x53,
$R_Key_T = 0x54,$R_Key_U = 0x55,$R_Key_V = 0x56,$R_Key_W = 0x57,$R_Key_X = 0x58,
$R_Key_Y = 0x59,$R_Key_Z = 0x5A] ; @inputs = "0123456789abcdefghijklmnopqrstuvwxyz"
end ; def update ; @keys = 0 ; for key in @input
if TrueInput.trigger?(key) ; TrueInput.update ; return @inputs.split(//u)[@keys] ; end ; @keys  +=  1
end ; TrueInput.update ; return "" ; end ; end
module TrueInput
  VK_HOME=0x24;VK_LEFT=0x25;VK_UP=0x26;VK_RIGHT=0x27 ; VK_DOWN=0x28
@GetKeyState=Win32API.new("user32","GetKeyState",'i','i')
@keys_list=[];@keys_state={};@keys_trigger={};@keys_trigger_r={}
@keys_repeat={};@dir4input=[0];@dir8input=[];@dir4=0;@dir8=0
def self.update
for key [email=in@keys_list]in@keys_list[/email]
[email=key_state=@GetKeyState.call(key);@keys_state[key]=@GetKeyState.call(key]key_state=@GetKeyState.call(key);@keys_state[key]=@GetKeyState.call(key[/email])
if @keys_state[key]==nil
@keys_trigger_r[key]=false;@keys_trigger[key]=true;@keys_repeat[key]=false;next
end;@keys_trigger_r[key]=false
if @keys_state[key][7]==1;@keys_repeat[key]=([email=not@keys_repeat[key]not@keys_repeat[key[/email]])
[email=unless@keys_trigger[key];@keys_trigger[key]=true;@keys_trigger_r[key]=true;end]unless@keys_trigger[key];@keys_trigger[key]=true;@keys_trigger_r[key]=true;end[/email]
else;@keys_repeat[key]=false;@keys_trigger[key]=false;end
end;self.dir4input(VK_DOWN,2);self.dir4input(VK_LEFT,4)
self.dir4input(VK_RIGHT,6);self.dir4input(VK_UP,8)
@dir8input=@dir4input.dup;@dir4=@dir4input[-1];@dir8=@dir8input.pop
case @dir8;when 2,8;@dir8+=dir8load(4,6,-1,+1)#VK_DOWN,VK_UP
when 4,6;@dir8+=dir8load(8,2,+3,-3)#VK_LEFT,VK_RIGHT
end
end
def self.press?(key)
[email=unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end]unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end[/email]
return (@keys_state[key][7]==1)
end
def self.trigger?(key)
[email=unless@keys_list.include?(key]unless@keys_list.include?(key[/email])
@keys_list.push(key);@keys_trigger[key]=false;@keys_trigger_r[key]=false
end;return @keys_trigger_r[key]
end
def self.repeat?(key)
@keys_list.push(key);@keys_repeat[key]=falseunless@keys_list.include?(key)
return @keys_repeat[key]
end
def self.toggled?(key)
[email=unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end]unless@keys_list.include?(key);@keys_list.push(key);@keys_state[key]=0;end[/email]
if @keys_state[key]==nil;return false;else;return (@keys_state[key][0]==1);end
end
def self.dir4;return @dir4;end;def self.dir8;return @dir8;end
def self.dir4input(key,dir_int)
if self.press?(key);@dir4input.push(dir_int)unless@dir4input.include?(dir_int)
elsif @dir4input.include?(dir_int);@dir4input.delete(dir_int);end
end;def self.dir8load(dir_a,dir_b,val_a,val_b)
[email=last=@dir8input.pop;if]last=@dir8input.pop;if[/email] last==0;return 0;elsif last==dir_a;return val_a
elsif last==dir_b;return val_b;else;return self.dir8load(dir_a,dir_b,val_a,val_b);end;end;end
#TrueInput.update 更新按鍵狀態,每一FRAME調用一次 (同Input模組)
#TrueInput.press?(key)判定key所代表的鍵是否被按下 (同Input模組)
#TrueInput.trigger?(key)判定key所代表的鍵是否重新按下 (同Input模組)
#TrueInput.repeat?(key) 判定key所代表的鍵是否重新按下(自動) (同Input模組)
#TrueInput.toggled?(key)判定Caps Lock、Num Lock、Scroll Lock是否被打開用。
begin ; Font.default_name = (["華康中圓體", "微軟正黑體","新細明體", "細明體",
  "新?明体", "標楷体", "宋体", "黑体", "??", "MS P????", "MS PGothic",
  "Tahoma", "Arial", "Arial Unicode MS"]) ; Graphics.freeze
  $scene = Scene_Title.new ; while $scene != nil ; $scene.main ; end ; Graphics.transition(20)
rescue Errno::ENOENT
  filename = $!.message.sub("No such file or directory - ", "")
  print("沒有發現檔案 #{filename}。 ")
rescue SystemExit
  $add_save_load.save $add_50rpg if $add_50rpg
  File.delete($files1) if $dels
  if $add_50rpg
    Graphics.update while FileTest.exist?($add_50rpg + ".rxdata") if $dels
  end
end ; exit
#出自50rpg---http://www.50rpg.com/---這行請勿刪除

若一起使用,【開頭LOGO】便沒有效果。

請問如何讓【開頭LOGO】先出現,結束後再開始【登入系統】?
RPG問題多多者
RPG問題多多者
拿著木劍的戰士
拿著木劍的戰士

文章數 : 19
注冊日期 : 2010-11-07

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