作为一个妹子,同时还是程序员,对这个问题非常感兴趣,那么写Ruby是一种什么样的体验?简的CTO LarryZhao曾经总结了两个字,对我而言两个字——爽,快。
一些看法 Rubyist在中国的Ruby中国社区正在聚集。由于人数少,大家都很团结,很多人都有义务建立和维护BBS。Rubyis非常友好,即使你是新手,从来没有接触过编程,也开始学习Ruby或RoR(像我一样),RubyChina有一个非常热情的Rubyist来回答你的问题。在线下,人们会定期组织一些聚会,而Ruby周二在上海是一个很好的活动组织。 一些想法中国有哪些好的创业公司使用Ruby ?流利的英语说,mint,Jane books,醒目的,奢华的圈子,燃烧KnewOne,cicada travel,love等公司架构:使用Ruby创业公司,技术团队一般不超过10人。在CTO的领导下,一般没有严格的等级制度(根据资历可以分为Ruby工程师和高级Ruby工程师),然后在各自的任务之后迅速开放。有能力且经验丰富的Ruby程序员往往是独立的。
关于薪资
当然,一些大公司,比如阿里和eBay,倾向于混合和匹配语言,因为它们必须是高效和稳定的。一些非核心功能或内容也可以用Ruby编写(前几天我看到阿里雇佣了一个Ruby工程师)。Ruby程序员能得到多少?有一次,我们会根据平台上的候选人做一份薪资报告,我们会横向比较。注意:1。Ruby程序员的工作寿命指的是Ruby的开发年限,这是Ruby开发3年多的时间,可能会跑到创业公司去做CTO2。Ruby程序员的平均年薪是14w,而互联网公司加奖金的平均工资至少是14w.
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!