2.学会系统的基本安装使用后,再买一本编程书,c,c++,c#,java,dephi,fortran,甚至GTK,QT,python,perl,ruby等等,一般只需要学一样,编程语言这东西一通百通,没必要都学,也没必要死记语法和关键字,任何一本书或者官方userguide和api文档就是工具书,即用即翻即可(计算机考试就很2b,拿计算机考级证的一般都不是高手,高手只会解决问题,很少关注证的问题,用人单位也不是傻子)
3.学编程,首先从控制台程序开始,然后,如果学的是能编界面的,练练使用简单的IDE(先用中文版的那种吧,比如eclipse英文版会把很多新手吓跑的)进行界面开发。
需要学习一些ruby语言,但是初期不用学得太深入,学一些基本知识就可以开始学习ruby on rails。对ror有一定掌握以后,还是需要再回头补充ruby知识的。一些国内人写的ror入门书,我记得好像有个红皮的《ror完全自学手册》,就是先讲的ruby,用了不少篇幅呢,然后再讲的ror。不过我还是推荐国外人写的书,ruby经典的是《programing ruby》,这个内容很多,我推荐看华章翻译的那个ruby入门经典,前面ruby讲的挺好,后面还附带了ror的基础知识。再就是有个ruby for rails,这个书顾名思义了,也挺有名气的,但是个人感觉翻译得不好,若要是看,建议看原版,或者看完前面那个书后再来看这个。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!