f=File.new(File.join("C:","Test.txt"), "w+")
f.puts("I am Jack")
f.puts("Hello World")
文件模式
"r" :Read-only. Starts at beginning of file (default mode).
"r+" :Read-write. Starts at beginning of file.
"w" :Write-only. Truncates existing file to zero length or creates a new file for writing.
"w+" :Read-write. Truncates existing file to zero length or creates a new file for reading and writing.
"a" :Write-only. Starts at end of file if file existsotherwise, creates a new file for writing.
"a+" :Read-write. Starts at end of file if file existsotherwise, creates a new file for reading and writing.
"b" :(DOS/Windows only.) Binary file mode. May appear with any of the key letters listed above
二、读取文件
file=File.open(File.join("C:","Test.txt"),"r")
file.each { |line| print "#{file.lineno}.", line }
file.close
三、新建、删除、重命名文件
File.new( "books.txt", "w" )
File.rename( "books.txt", "chaps.txt" )
File.delete( "chaps.txt" )
四、目录操作
1 创建目录
Dir.mkdir("c:/testdir")
04 #删除目录
05 Dir.rmdir("c:/testdir")
07 #查询目录里的文件
08 p Dir.entries(File.join("C:","Ruby")).join(' ')
10 #遍历目录
11 Dir.entries(File.join("C:","Ruby")).each {
|e| puts e
}
1、ARGV and ARGF
ARGV
ARGV <<"cnblogslink.txt"
#The gets method is a Kernel method that gets lines from ARGV
print while gets
p ARGV.class
ARGF
while line = ARGF.gets
print line
end
2、文件信息查询
#文件是否存在
p File::exists?( "cnblogslink.txt" ) # =>true
#是否是文件
p File.file?( "cnblogslink.txt" ) # =>true
#是否是目录
p File::directory?( "c:/ruby" ) # =>true
p File::directory?( "cnblogslink.txt" ) # =>false
#文件权限
p File.readable?( "cnblogslink.txt" ) # =>true
p File.writable?( "cnblogslink.txt" ) # =>true
p File.executable?( "cnblogslink.txt" ) # =>false
#是否是零长度
p File.zero?( "cnblogslink.txt" ) # =>false
#文件大小 bytes
p File.size?( "cnblogslink.txt" ) # =>74
p File.size( "cnblogslink.txt" ) # =>74
#文件或文件夹
p File::ftype( "cnblogslink.txt" ) # =>"file"
#文件创建、修改、最后一次存取时间
p File::ctime( "cnblogslink.txt" ) # =>Sat Sep 19 08:05:07 +0800 2009
p File::mtime( "cnblogslink.txt" ) # =>Sat Sep 19 08:06:34 +0800 2009
p File::atime( "cnblogslink.txt" ) # =>Sat Sep 19 08:05:07 +0800 2009
3、查找文件
puts "查找目录下所有文件及文件夹"
Dir["c:/ruby/*"].each {|x|
puts x
}
puts "条件查询"
Dir.foreach('c:/ruby') {
|x| puts x if x != "." &&x != ".."
}
puts "查找某一类型文件"
Dir["*.rb"].each {|x|
puts x
}
puts "Open 查询"
Dir.open('c:/ruby') { |d| d.grep /l/ }.each{|x| puts x}
puts "---------------------------"
puts "正则表达式查询"
Dir["c:/ruby/ruby/[rs]*"].each{|x| puts x}
puts "------------------------"
Dir["c:/ruby/[^s]*"].each{|x| puts x}
puts "------------------------"
Dir["c:/ruby/{ruby,li}*"].each{|x| puts x}
puts "------------------------"
Dir["c:/ruby/?b*"].each{|x| puts x}
puts "查找目录及子目录的文件"
require 'find'
Find.find('./') { |path| puts path }
3、查询目录及子目录文件
require "find"
Find.find("/etc/passwd", "/var/spool/lp1", ".") do |f|
Find.prune if f == "."
puts f
end
原型:ref.find( [ aName ]* ) {| aFileName | block }
prune:Skips the current file or directory, restarting the loop with the next entry. If the current file is a directory, that directory will not be recursively entered. Meaningful only within the block associated with Find::find.
4、文件比较 复制等
require 'ftools'
File.copy 'testfile', 'testfile1' » true
File.compare 'testfile', 'testfile1' » true
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!