Krótki opis:
Skrypt dodaje do gry możliwość szybkiego zapisu i wczytania.
Autor:
The Law G14
Tłumaczenie:
Brak
Skrypt:
Spoiler:
Kod:
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#======================*Law's QuickSave System*================================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
Quick_Save_Path = 'Data/'
Quick_Save_Name = 'Quicksave'
Quick_Save_Ext = ''
Quick_Save = Quick_Save_Path + Quick_Save_Name + '.' + Quick_Save_Ext
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "QuickSave"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Warning.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$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")
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# Make command window
s1 = "Quickload"
s2 = "New Game"
s3 = "Continue"
s4 = "Shutdown"
@command_window = Window_Command.new(192, [s1, s2, s3, s4])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@command_window.index = 2
else
@command_window.disable_item(2)
end
# Quickload enabled determinant
# Check if Quick_Save exists
# If enabled, make @quickload_enabled true; if disabled, make it false
@quickload_enabled = false
if FileTest.exist?(Quick_Save)
@quickload_enabled = true
end
# If quickload is enabled, move cursor to "Quickload"
# If disabled, display "Quickload" text in gray
if @quickload_enabled
@command_window.index = 1
else
@command_window.disable_item(0)
end
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of command window
@command_window.dispose
# Dispose of title graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # Quickload
command_quickload
when 1 # New game
command_new_game
when 2 # Continue
command_continue
when 3 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
if FileTest.exist?(Quick_Save)
File.delete(Quick_Save)
end
end
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Command: Quickload
#--------------------------------------------------------------------------
def command_quickload
# Play decision SE
# Quickload Quick_Save data
quickload
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for battle test)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
#===============================================================================
# ** Scene_Warning
#-------------------------------------------------------------------------------
# This class performs warning screen processing.
#===============================================================================
class Scene_Warning
def main
#---------------------------------------------------------------------------
# * Make Command Window
#---------------------------------------------------------------------------
s1 = "No"
s2 = "Yes"
@command_window = Window_Command.new(120, [s1, s2])
@command_window.back_opacity = 100
@command_window.x = 253
@command_window.y = 230
# Make Warning Window
@warning_window = Window_Warning.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@warning_window.dispose
@command_window.dispose
end
#-----------------------------------------------------------------------------
# * Update Window
#-----------------------------------------------------------------------------
def update
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # No
command_no
when 1 # Yes
command_yes
# Update warning window
@warning_window.update
end
end
end
#-----------------------------------------------------------------------------
# * Command_No
#-----------------------------------------------------------------------------
def command_no
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
end
#-----------------------------------------------------------------------------
# * Command_Yes
#-----------------------------------------------------------------------------
def command_yes
$game_system.se_play($data_system.save_se)
quicksave
end
end
#===============================================================================
# ** Window_Warning
#-------------------------------------------------------------------------------
# This window displays warning text.
#===============================================================================
class Window_Warning < Window_Base
#-----------------------------------------------------------------------------
# * Object Initialization
#-----------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.back_opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#-----------------------------------------------------------------------------
# * Refresh
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = knockout_color
self.contents.draw_text(250, 80, 640, 100, "WARNING")
self.contents.draw_text(80, 120, 640, 100, "Are you sure you would like to quicksave game data?")
end
end
#-------------------------------------------------------------------------------
# * Quicksave
#-------------------------------------------------------------------------------
def quicksave
file = File.open(Quick_Save, 'wb')
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
# Write character data for drawing save file
Marshal.dump(characters, file)
# Wrire frame count for measuring play time
Marshal.dump(Graphics.frame_count, file)
# Increase save count by 1
$game_system.save_count += 1
# Save magic number
# (A random value will be written each time saving with editor)
$game_system.magic_number = $data_system.magic_number
# Write each type of game object
Marshal.dump($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
$scene = Scene_Title.new
end
#-------------------------------------------------------------------------------
# * Quickload
#-------------------------------------------------------------------------------
def quickload
if File.exist?(Quick_Save)
$game_system.se_play($data_system.decision_se)
file = File.open(Quick_Save)
read_save_data(file)
file.close
File.delete(Quick_Save)
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$scene = Scene_Map.new
else
$game_system.se_play($data_system.buzzer_se)
end
end
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$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 magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
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