Project1
标题:
自动存档问题,在新建存档位存档?
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作者:
ichijouziken
时间:
2008-7-15 17:46
标题:
自动存档问题,在新建存档位存档?
我使用自动存档脚本,自动存档覆盖当前使用的存档。怎样才能像黑暗圣剑传说那样,有一个自动存档档位,不覆盖任何存档呢?
这是我的自动存档脚本
module Kernel
alias origin_exit exit unless method_defined? :exit
def exit(*args)
case $scene
when Scene_Map
AutoSave.common_save unless $game_system.map_interpreter.running?
when Scene_Battle
AutoSave.common_save unless $game_system.battle_interpreter.running?
else
if $scene.type != NilClass and $scene.type != Scene_Title
AutoSave.common_save
end
end
origin_exit(*args)
end
end
module AutoSave
if @scene_proc.nil?
@last_scene = nil.class
@scene_proc = proc do |value|
if value.nil? or value.is_a?(Scene_Title)
if @last_scene != NilClass and @last_scene != Scene_Title
AutoSave.common_save
end
end
@last_scene = value.type
end
trace_var(:$scene,@scene_proc)
end
module_function
def common_save
filename = "Save#{$game_temp.last_file_index + 1}.rxdata"
file = File.open(filename, "wb")
write_save_data(file)
file.close
end
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($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)
end
end
复制代码
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版务信息:本贴由楼主自主结贴~
作者:
3535
时间:
2008-7-15 19:27
def common_save
filename = "AutoSave.rxdata"
file = File.open(filename, "wb")
write_save_data(file)
file.close
end
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系统信息:本贴获得楼主认可,66RPG感谢您的热情解答~
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作者:
ichijouziken
时间:
2008-7-16 00:31
这几行加到哪里啊?
作者:
Infrared
时间:
2008-7-16 00:32
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作者:
灯泡没我亮
时间:
2008-7-16 01:47
是仙剑奇侠传二的例子吗,我很想知道哈{/qiang}{/qiang}{/qiang}
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