#==============================================================================
#
# ▼ Yanfly Engine Ace - 存档系统 v1.03
# -- 最后更新: 2012.07.22
# -- 使用难度: 普通
# -- 需要脚本: 无
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-SaveEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.22 - Fixed: Location Drawing.
# 2012.01.23 - Anti-crash method added for removed maps.
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.26 - Started Script and Finished.
#
#==============================================================================
# ▼ 介绍
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 本脚本为玩家提供一个新式存档界面,可以直接在存档界面读档或删除存档。同时为玩家
# 显示更多的存档信息,例如地点、所持金钱以及其他任何你想要显示的变量。
#
# 如果你第一次使用此脚本,查看旧存档文件可能会出现丢失部分存档数据的情况,这时候
# 需要你重新读档并再次存档。
#
#==============================================================================
# ▼ 安装方式
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 打开脚本编辑器,将本脚本拷贝/复制到一个在▼ 插件脚本之下▼ Main之上的新
# 脚本页/槽中.记得保存你的工程以使脚本生效.
#
#==============================================================================
# ▼ 兼容性
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 本脚本仅为RPG Maker VX Ace编写.极不可能在无任何修改的情况下运行于RPG Maker VX.
#
#==============================================================================
module YEA
module SAVE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - 存档文件窗口设置 -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAX_FILES = 16 # 最大存档数. 默认: 16
SLOT_NAME = "Save %s" # 存档文件文本.
# These are the icons
SAVE_ICON = 368 # 已存档的图标
EMPTY_ICON = 375 # 未存档的图标
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - 指令窗口设置 -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ACTION_LOAD = "载入" # 载入的文本.
ACTION_SAVE = "存档" # 存档的文本.
ACTION_DELETE = "删除" # 删除的文本.
DELETE_SOUND = RPG::SE.new("Collapse3", 100, 100) # 删除的音效.
# 在帮助窗口中显示的文本.
SELECT_HELP = "请选择一个存档文件."
LOAD_HELP = "从已保存数据中载入."
SAVE_HELP = "保存当前游戏数据."
DELETE_HELP = "删除全部已保存数据."
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - 覆盖窗口设置 -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ACTION_OVERLAP = "覆盖"
ACTION_CANCEL = "取消"
OVERLAP_HELP = "是否覆盖此存档?"
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - 游戏状态窗口文本 -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "无存档数据" # 无存档数据的文本.
PLAYTIME = "游戏时间" # 显示游戏时间的文本.
TOTAL_SAVE = "存档次数: " # 存档次数的文本.
TOTAL_GOLD = "总金钱数: " # 总金钱数的文本.
LOCATION = "地点: " # 地点的文本.
# 在数组中填入你想要显示变量数值的变量ID,0为不显示
COLUMN1_VARIABLES = [381, 390, 495]
COLUMN2_VARIABLES = [707, 5, 6]
end # SAVE
end # YEA
#==============================================================================
# ▼ 编辑以下内容可能会出现电脑损坏、死机,电脑主人脑袋爆炸、昏迷、死亡或口臭
# 所以编辑了后果自负。
#==============================================================================
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.save_icon
#--------------------------------------------------------------------------
def self.save_icon; return YEA::SAVE::SAVE_ICON; end
#--------------------------------------------------------------------------
# self.empty_icon
#--------------------------------------------------------------------------
def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# overwrite method: savefile_max
#--------------------------------------------------------------------------
def self.savefile_max
return YEA::SAVE::MAX_FILES
end
#--------------------------------------------------------------------------
# overwrite method: self.make_save_header
#--------------------------------------------------------------------------
def self.make_save_header
header = {}
header[:characters] = $game_party.characters_for_savefile
header[:playtime_s] = $game_system.playtime_s
header[:system] = Marshal.load(Marshal.dump($game_system))
header[:timer] = Marshal.load(Marshal.dump($game_timer))
header[:message] = Marshal.load(Marshal.dump($game_message))
header[:switches] = Marshal.load(Marshal.dump($game_switches))
header[:variables] = Marshal.load(Marshal.dump($game_variables))
header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
header[:actors] = Marshal.load(Marshal.dump($game_actors))
header[:party] = Marshal.load(Marshal.dump($game_party))
header[:troop] = Marshal.load(Marshal.dump($game_troop))
header[:map] = Marshal.load(Marshal.dump($game_map))
header[:player] = Marshal.load(Marshal.dump($game_player))
header
end
end # DataManager
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# overwrite method: save_enabled
#--------------------------------------------------------------------------
def save_enabled; return true; end
end # Window_MenuCommand
#==============================================================================
# ■ Window_FileList
#==============================================================================
class Window_FileList < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, 128, Graphics.height - dy)
refresh
activate
select(SceneManager.scene.first_savefile_index)
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return DataManager.savefile_max; end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
header = DataManager.load_header(index)
return false if header.nil? && SceneManager.scene_is?(Scene_Load)
return true
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
header = DataManager.load_header(index)
enabled = !header.nil?
rect = item_rect(index)
rect.width -= 4
draw_icon(save_icon?(header), rect.x, rect.y, enabled)
change_color(normal_color, enabled)
text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# save_icon?
#--------------------------------------------------------------------------
def save_icon?(header)
return Icon.empty_icon if header.nil?
return Icon.save_icon
end
end # Window_FileList
#==============================================================================
# ■ Window_FileStatus
#==============================================================================
class Window_FileStatus < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
super(dx, dy, Graphics.width - dx, Graphics.height - dy)
@file_window = file_window
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
@header = DataManager.load_header(@file_window.index)
if @header.nil?
draw_empty
else
draw_save_contents
end
end
#--------------------------------------------------------------------------
# draw_empty
#--------------------------------------------------------------------------
def draw_empty
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
text = YEA::SAVE::EMPTY_TEXT
change_color(system_color)
draw_text(rect, text, 1)
end
#--------------------------------------------------------------------------
# draw_save_slot
#--------------------------------------------------------------------------
def draw_save_slot(dx, dy, dw)
reset_font_settings
change_color(system_color)
text = sprintf(YEA::SAVE::SLOT_NAME, "")
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
end
#--------------------------------------------------------------------------
# draw_save_playtime
#--------------------------------------------------------------------------
def draw_save_playtime(dx, dy, dw)
return if @header[:playtime_s].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
change_color(normal_color)
draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
end
#--------------------------------------------------------------------------
# draw_save_total_saves
#--------------------------------------------------------------------------
def draw_save_total_saves(dx, dy, dw)
return if @header[:system].nil?
reset_font_settings
change_color(system_color)
text = YEA::SAVE::TOTAL_SAVE
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
end
#--------------------------------------------------------------------------
# draw_save_gold
#--------------------------------------------------------------------------
def draw_save_gold(dx, dy, dw)
return if @header[:party].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
text = Vocab::currency_unit
draw_text(dx, dy, dw, line_height, text, 2)
cx = text_size(text).width
change_color(normal_color)
text = @header[:party].gold.group
draw_text(dx, dy, dw-cx, line_height, text, 2)
end
#--------------------------------------------------------------------------
# draw_save_location
#--------------------------------------------------------------------------
def draw_save_location(dx, dy, dw)
return if @header[:map].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
change_color(normal_color)
cx = text_size(YEA::SAVE::LOCATION).width
return if $data_mapinfos[@header[:map].map_id].nil?
text = @header[:map].display_name
text = $data_mapinfos[@header[:map].map_id].name if text == ""
draw_text(dx+cx, dy, dw-cx, line_height, text)
end
#--------------------------------------------------------------------------
# draw_save_characters
#--------------------------------------------------------------------------
def draw_save_characters(dx, dy)
return if @header[:party].nil?
reset_font_settings
make_font_smaller
dw = (contents.width - dx) / @header[:party].max_battle_members
dx += dw/2
for member in @header[:party].battle_members
next if member.nil?
member = @header[:actors][member.id]
change_color(normal_color)
draw_actor_graphic(member, dx, dy)
text = member.name
draw_text(dx-dw/2, dy, dw, line_height, text, 1)
text = member.level.group
draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
cx = text_size(text).width
change_color(system_color)
text = Vocab::level_a
draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
dx += dw
end
end
#--------------------------------------------------------------------------
# draw_save_column1
#--------------------------------------------------------------------------
def draw_save_column1(dx, dy, dw)
data = YEA::SAVE::COLUMN1_VARIABLES
draw_column_data(data, dx, dy, dw)
end
#--------------------------------------------------------------------------
# draw_save_column2
#--------------------------------------------------------------------------
def draw_save_column2(dx, dy, dw)
data = YEA::SAVE::COLUMN2_VARIABLES
draw_column_data(data, dx, dy, dw)
end
#--------------------------------------------------------------------------
# draw_column_data
#--------------------------------------------------------------------------
def draw_column_data(data, dx, dy, dw)
return if @header[:variables].nil?
reset_font_settings
for variable_id in data
next if $data_system.variables[variable_id].nil?
change_color(system_color)
name = $data_system.variables[variable_id]
draw_text(dx, dy, dw, line_height, name, 0)
value = @header[:variables][variable_id].group
change_color(normal_color)
draw_text(dx, dy, dw, line_height, value, 2)
dy += line_height
end
end
#--------------------------------------------------------------------------
# draw_save_contents
#--------------------------------------------------------------------------
def draw_save_contents
draw_save_slot(4, 0, contents.width/2-8)
draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
draw_save_total_saves(4, line_height, contents.width/2-8)
draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
draw_save_location(4, line_height*2, contents.width-8)
draw_save_characters(0, line_height*5 + line_height/3)
draw_save_column1(16, line_height*7, contents.width/2-48)
draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
end
end # Window_FileStatus
#==============================================================================
# ■ Window_FileAction
#==============================================================================
class Window_FileAction < Window_HorzCommand
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
@file_window = file_window
super(dx, dy)
deactivate
unselect
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; Graphics.width - 128; end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 3; end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
@header = DataManager.load_header(@file_window.index)
add_load_command
add_save_command
add_delete_command
end
#--------------------------------------------------------------------------
# add_load_command
#--------------------------------------------------------------------------
def add_load_command
add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
end
#--------------------------------------------------------------------------
# load_enabled?
#--------------------------------------------------------------------------
def load_enabled?
return false if @header.nil?
return true
end
#--------------------------------------------------------------------------
# add_save_command
#--------------------------------------------------------------------------
def add_save_command
add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
end
#--------------------------------------------------------------------------
# save_enabled?
#--------------------------------------------------------------------------
def save_enabled?
return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
return false if SceneManager.scene_is?(Scene_Load)
return false if $game_system.save_disabled
return true
end
#--------------------------------------------------------------------------
# add_delete_command
#--------------------------------------------------------------------------
def add_delete_command
add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
end
#--------------------------------------------------------------------------
# delete_enabled?
#--------------------------------------------------------------------------
def delete_enabled?
return false if @header.nil?
return true
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
case current_symbol
when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
end
end
end # Window_FileAction
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase
#--------------------------------------------------------------------------
# overwrite method: start
#--------------------------------------------------------------------------
def start
super
create_all_windows
end
#--------------------------------------------------------------------------
# overwrite method: terminate
#--------------------------------------------------------------------------
def terminate
super
end
#--------------------------------------------------------------------------
# overwrite method: update
#--------------------------------------------------------------------------
def update
super
end
#--------------------------------------------------------------------------
# new method: create_all_windows
#--------------------------------------------------------------------------
def create_all_windows
create_help_window
create_file_window
create_action_window
create_status_window
end
#--------------------------------------------------------------------------
# overwrite method: create_help_window
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end
#--------------------------------------------------------------------------
# new method: create_file_window
#--------------------------------------------------------------------------
def create_file_window
wy = @help_window.height
@file_window = Window_FileList.new(0, wy)
@file_window.set_handler(:ok, method(:on_file_ok))
@file_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# new method: create_action_window
#--------------------------------------------------------------------------
def create_action_window
wx = @file_window.width
wy = @help_window.height
@action_window = Window_FileAction.new(wx, wy, @file_window)
@action_window.help_window = @help_window
@action_window.set_handler(:cancel, method(:on_action_cancel))
@action_window.set_handler(:load, method(:on_action_load))
@action_window.set_handler(:save, method(:on_action_save))
@action_window.set_handler(:delete, method(:on_action_delete))
end
#--------------------------------------------------------------------------
# new method: create_status_window
#--------------------------------------------------------------------------
def create_status_window
wx = @action_window.x
wy = @action_window.y + @action_window.height
@status_window = Window_FileStatus.new(wx, wy, @file_window)
end
#--------------------------------------------------------------------------
# new method: on_file_ok
#--------------------------------------------------------------------------
def on_file_ok
@action_window.activate
index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
@action_window.select(index)
end
#--------------------------------------------------------------------------
# new method: on_action_cancel
#--------------------------------------------------------------------------
def on_action_cancel
@action_window.unselect
@file_window.activate
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end
#--------------------------------------------------------------------------
# new method: on_action_load
#--------------------------------------------------------------------------
def on_action_load
if DataManager.load_game(@file_window.index)
on_load_success
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success
Sound.play_load
fadeout_all
$game_system.on_after_load
SceneManager.goto(Scene_Map)
end
#--------------------------------------------------------------------------
# new method: on_action_save
#--------------------------------------------------------------------------
def on_action_save
@action_window.activate
if DataManager.save_game(@file_window.index)
on_save_success
refresh_windows
else
Sound.play_buzzer
end
end
#~ # 此处修改 ----------------------------------------------------------------
#~ alias on_action_save_original on_action_save
#~ def on_action_save
#~ if File.exist?(DataManager.make_filename(@file_window.index)) # 存档已经存在
#~ @action_window.deactivate
#~ @overlap_window.show.open.activate
#~ else
#~ on_action_save_with_overlap
#~ end
#~ end
#~
#~ def on_action_save_with_overlap
#~ on_action_save_original
#~ on_action_save_cancel
#~ end
#~
#~ def on_action_save_cancel
#~ @action_window.activate
#~ @overlap_window.hide.close.deactivate
#~ end
#~ # -------------------------------------------------------------------------
#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; Sound.play_save; end
#--------------------------------------------------------------------------
# new method: on_action_delete
#--------------------------------------------------------------------------
def on_action_delete
@action_window.activate
DataManager.delete_save_file(@file_window.index)
on_delete_success
refresh_windows
end
#--------------------------------------------------------------------------
# new method: on_delete_success
#--------------------------------------------------------------------------
def on_delete_success
YEA::SAVE::DELETE_SOUND.play
end
#--------------------------------------------------------------------------
# new method: refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@file_window.refresh
@action_window.refresh
@status_window.refresh
end
end # Scene_File
#==============================================================================
# ■ Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end
#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; super; end
end # help_window_text
#==============================================================================
# ■ Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end
#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success; super; end
end # Scene_Load
#==============================================================================
#
# ■ End of File
#
#==============================================================================
class Scene_File
alias create_all_windows_original create_all_windows
def create_all_windows
create_all_windows_original
create_overlap_window
end
class Window_Overlap < Window_HorzCommand
def window_width
Bitmap.new(1,1).text_size(YEA::SAVE::OVERLAP_HELP).width + 24 + 8
end
def visible_line_number; 2; end
def col_max; 2; end
def contents_height
height - standard_padding * 2
end
def item_rect(index)
rect = super
rect.y += line_height
rect
end
def draw_all_items
rect = item_rect_for_text(0)
rect.y -= line_height
rect.width = contents.width
draw_text(rect, YEA::SAVE::OVERLAP_HELP)
super
end
def make_command_list
add_command(YEA::SAVE::ACTION_OVERLAP, :overlap)
add_command(YEA::SAVE::ACTION_CANCEL , :cancel )
end
end
def create_overlap_window
@overlap_window = Window_Overlap.new(0, 0)
@overlap_window.set_handler(:overlap, method(:on_action_save_with_overlap))
@overlap_window.set_handler(:cancel, method(:on_action_save_cancel))
@overlap_window.x = (Graphics.width - @overlap_window.width) / 2
@overlap_window.y = (Graphics.height - @overlap_window.height) / 2
@overlap_window.hide.close.deactivate
end
alias on_action_save_original on_action_save
def on_action_save
if File.exist?(DataManager.make_filename(@file_window.index)) # 存档已经存在
@action_window.deactivate
@overlap_window.show.open.activate
else
on_action_save_with_overlap
end
end
def on_action_save_with_overlap
on_action_save_original
on_action_save_cancel
end
def on_action_save_cancel
@action_window.activate
@overlap_window.hide.close.deactivate
end
end