ruby安装完之后,打开文本编辑器,在Window系统就是记事本,输入,
print("Hello,Ruby!\n")
点击文件,选择另存为,这里保存在桌面,文件的名字改为helloruby.rb
点击开始运行,输入cmd,打开命令提示符,
然后返回桌面,点击刚才保存的文件,右键属性,
找到位置,点击复制。
返回cmd,输入cd C:\Documents and Settings\Administrator\桌面(这个是我刚才文件保存的路径,具体情况自己分析)
现在输入刚才在记事本写入的代码文件的名称helloruby.rb
看到了么,倒数的第二行,显示了“Hello,Ruby!”,虽然只有一行代码,但是对于Ruby编程是合法的,"Hello,Ruby!\n"就是ruby的字符串。
LZ好,你如果想用rpgmaker自己弄游戏的话,最好自己先学好ruby语句,这样自己修改脚本就方便多了。 默认脚本是没有问题的,你不会的话最好别在里面乱改东西,因为有时候少一个字就不行了。你把脚本还原就ok你拿这段正常的替换脚本编辑器倒数第7行的Scene_Battle 3
class Scene_Battle
def start_phase3
@phase = 3
@actor_index = -1
@active_battler = nil
phase3_next_actor
end
def phase3_next_actor
begin
if @active_battler != nil
@active_battler.blink = false
end
if @actor_index == $game_party.actors.size-1
start_phase4
return
end
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
phase3_setup_command_window
end
def phase3_prior_actor
begin
if @active_battler != nil
@active_battler.blink = false
end
if @actor_index == 0
start_phase2
return
end
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
end until @active_battler.inputable?
phase3_setup_command_window
end
def phase3_setup_command_window
@party_command_window.active = false
@party_command_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
@actor_command_window.x = @actor_index * 160
@actor_command_window.index = 0
end
def update_phase3
if @enemy_arrow != nil
update_phase3_enemy_select
elsif @actor_arrow != nil
update_phase3_actor_select
elsif @skill_window != nil
update_phase3_skill_select
elsif @item_window != nil
update_phase3_item_select
elsif @actor_command_window.active
update_phase3_basic_command
end
end
def update_phase3_basic_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
phase3_prior_actor
return
end
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
start_skill_select
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 2
start_item_select
end
return
end
end
def update_phase3_skill_select
@skill_window.visible = true
@skill_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_skill_select
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.skill_id = @skill.id
@skill_window.visible = false
if @skill.scope == 1
start_enemy_select
elsif @skill.scope == 3 or @skill.scope == 5
start_actor_select
else
end_skill_select
phase3_next_actor
end
return
end
end
def update_phase3_item_select
@item_window.visible = true
@item_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_item_select
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
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)
@active_battler.current_action.item_id = @item.id
@item_window.visible = false
if @item.scope == 1
start_enemy_select
elsif @item.scope == 3 or @item.scope == 5
start_actor_select
else
end_item_select
phase3_next_actor
end
return
end
end
def update_phase3_enemy_select
@enemy_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_enemy_select
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @enemy_arrow.index
end_enemy_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase3_next_actor
end
end
def update_phase3_actor_select
@actor_arrow.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_actor_select
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @actor_arrow.index
end_actor_select
if @skill_window != nil
end_skill_select
end
if @item_window != nil
end_item_select
end
phase3_next_actor
end
end
def start_enemy_select
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
@enemy_arrow.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_enemy_select
@enemy_arrow.dispose
@enemy_arrow = nil
if @actor_command_window.index == 0
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = false
end
end
def start_actor_select
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
@actor_arrow.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_actor_select
@actor_arrow.dispose
@actor_arrow = nil
end
def start_skill_select
@skill_window = Window_Skill.new(@active_battler)
@skill_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_skill_select
@skill_window.dispose
@skill_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
def start_item_select
@item_window = Window_Item.new
@item_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_item_select
@item_window.dispose
@item_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
end 10866希望对你有帮助!