赞 | 2 |
VIP | 0 |
好人卡 | 7 |
积分 | 6 |
经验 | 19992 |
最后登录 | 2024-11-5 |
在线时间 | 282 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 282 小时
- 注册时间
- 2006-4-9
- 帖子
- 203
|
本帖最后由 雪流星 于 2010-12-23 09:56 编辑
- #==========================================================================
- # �—� [VX] �—� Neo Save System V �—� �–�
- #---------------------------------------------------------------------------
- # �—� Author: Woratana [[email][email protected][/email]]
- # �—� Thaiware RPG Maker Community
- # �—� Last Updated:
- # �—� Version: 3.0 -> 5.0
- # �—� Continued support by Helladen
- # �—� (Screen Shot credit Wortana, Andreas21, and Cybersam)
- #---------------------------------------------------------------------------
- # �—� Log V:
- # - Screenshot support for those who want tone/weather/sprites and
- # unlike NSS 1.0 the screen is now centered.
- # - Added an option to stay in save screen after you save the game
- #---------------------------------------------------------------------------
- # �—� Log IV:
- # - New addition for hiding map names. You can control the switch to
- # allow MAP_NO_NAME_LIST to work or not.
- # - Revised some of the settings and script organization.
- # - Added an option to disable the vocab::Gold text right of the number.
- # - Added an option to use default opacity or not.
- # - Swap tile compatibility support.
- #---------------------------------------------------------------------------
- # �—� Log III:
- # - Change back to draw tile map as screenshot. Don't need any image.
- # - For drawing tile map, the characters won't show on the tile map.
- #---------------------------------------------------------------------------
- # �—� Log II:
- # - Screenshot DLL is not work with Vista Aero, so I remove it
- # and use image for each map instead of screenshot.
- # - Actor's level in last version (V.1) is incorrect.
- #---------------------------------------------------------------------------
- # �—� Features:
- # - Unlimited save slots, you can choose max save slot
- # - Many configuration options
- # - Swap tile support
- # - You can use image for scene's background
- # - Choose your save file's name, and folder to store save files
- # - Choose to show only information you want
- # - Editable text for information's title
- # - Draw tile map for map that player is currently on.
- # - Remove text you don't want from map's name (e.g. tags for special script)
- # - Choose map that you don't want to show the name on
- # - Include save confirmation window before overwrite old save
- #===========================================================================
- module Wora_NSS Wora_NSS
- #==========================================================================
- # * START NEO SAVE SYSTEM - SETUP
- #--------------------------------------------------------------------------
- OPACITY_DEFAULT = true # This will use the default opacity for windows
- # Please note that this will affect both opacitys below
- NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest)
- # You can change this to 0 in case you want to use image for background
- NSS_IMAGE_BG = '' # Background image file name, it must be in folder Picture
- # use '' for no background
- NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image
-
- # If you use the screen shot method this does not matter
- SWAP_TILE = false # Make this false if you don't use the swap_tile script
- SWAP_TILE_SWITCH = 84 # The switch needs to be the same as your swap tile
- # switch, but if SWAP_TILE is false it does not matter
-
- # If this is true it will screen shot the map, if false it will draw it
- SCREENSHOT_IMAGE = true # Drawing the map is good because it doesn't require
- # a .DLL or images for the screen shot, but it has sprites, tone, and
- # weather. You need to turn on swap tile if you have this as false.
-
- IMAGE_FILETYPE = '.png' # Image type for screenshot
- # '.bmp', or '.jpg', or '.png'
-
- # If this is true then the scene will not change when you save the game
- SCENE_CHANGE = true # Changes Scene to map if true
- MAX_SAVE_SLOT = 20 # Max save slots
- SLOT_NAME = 'SLOT {id}'
- # Name of the slot (show in save slots list), use {id} for slot ID
- SAVE_FILE_NAME = 'Save {id}.rvdata'
- # Save file name, you can also change its file type from .rvdata to other
-
- # Use {id} for save slot ID
- SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder)
- SAVED_SLOT_ICON = 133 # Icon Index for saved slot
-
- EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
- EMPTY_SLOT_TEXT = 'Empty' # Text to show for empty slot's data
-
- DRAW_GOLD = true # Draw Gold
- DRAW_PLAYTIME = true # Draw Playtime
- DRAW_LOCATION = true # Draw location
- DRAW_FACE = true # Draw Actor's face
- DRAW_LEVEL = true # Draw Actor's level
- DRAW_NAME = true # Draw Actor's name
- DRAW_TEXT_GOLD = true # Draw the vocab::Gold text to the right of the number
-
- PLAYTIME_TEXT = '游戏时间: '
- GOLD_TEXT = '银两: '
- LOCATION_TEXT = '位置: '
- LV_TEXT = '等级. '
-
- MAP_NAME_TEXT_SUB = %w{}
- # Text that you want to remove from map name,
- # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
- MAP_NO_NAME_LIST = [2] # ID of Map that will not show map name, e.g. [1,2,3]
- MAP_NO_NAME = '???' # What you will use to call the map in the no name list
- # This is a switch that can activate or deactivate maps from being displayed as
- # MAP_NO_NAME. If it is off then maps will return back to normal.
- MAP_NO_NAME_SWITCH = 95 # This switch has to be on for MAP_NO_NAME_LIST to work
-
- MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity)
- FACE_BORDER = Color.new(0,0,0,200) # Face border color
-
- # Save confirmation window
- SFC_Text_Confirm = '确定保存' # Text to confirm to save file
- SFC_Text_Cancel = '取消' # Text to cancel to save
- SFC_Window_Width = 200 # Width of Confirmation Window
- SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
- SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically
-
- #-------------------------------------------------------------------------
- # END NEO SAVE SYSTEM - SETUP (Edit below at your own risk)
- #=========================================================================
-
- #-------------------------------------------------------------
- # Screenshot V2 by Andreas21 and Cybersam
- #-------------------------------------------------------------
- @screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
- @readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
- @findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
- module_function
- def self.shot(file_name)
- case IMAGE_FILETYPE
- when '.bmp'; typid = 0
- when '.jpg'; typid = 1
- when '.png'; typid = 2
- end
- # Get Screenshot
- filename = file_name + IMAGE_FILETYPE
- @screen.call(0, 0, Graphics.width, Graphics.height, filename, self.handel,
- typid)
- end
- def self.handel
- game_name = "\0" * 256
- @readini.call('Game','Title','',game_name,255,".\\Game.ini")
- game_name.delete!("\0")
- return @findwindow.call('RGSS Player',game_name)
- end
-
- end
- class Scene_File < Scene_Base
- include Wora_NSS
- attr_reader :window_slotdetail
- #-------------------------------------------------------------------------
- # * Start processing
- #-------------------------------------------------------------------------
- def start
- super
- create_menu_background
- if NSS_IMAGE_BG != ''
- @bg = Sprite.new
- @bg.bitmap = Cache.picture(NSS_IMAGE_BG)
- @bg.opacity = NSS_IMAGE_BG_OPACITY
- end
- @help_window = Window_Help.new
- command = []
- (1..MAX_SAVE_SLOT).each do |i|
- command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
- end
- @window_slotdetail = Window_NSS_SlotDetail.new
- @window_slotlist = Window_SlotList.new(160, command)
- @window_slotlist.y = @help_window.height
- @window_slotlist.height = Graphics.height - @help_window.height
- if OPACITY_DEFAULT == false
- @help_window.opacity = NSS_WINDOW_OPACITY
- @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
- end
- # Create Folder for Save file
- if SAVE_PATH != ''
- Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
- end
- if @saving
- @index = $game_temp.last_file_index
- @help_window.set_text(Vocab::SaveMessage)
- else
- @index = self.latest_file_index
- @help_window.set_text(Vocab::LoadMessage)
- (1..MAX_SAVE_SLOT).each do |i|
- @window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
- end
- end
- @window_slotlist.index = @index
- # Draw Information
- @last_slot_index = @window_slotlist.index
- @window_slotdetail.draw_data(@last_slot_index + 1)
- end
- #--------------------------------------------------------------------------
- # * Termination Processing
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_menu_background
- unless @bg.nil?
- @bg.bitmap.dispose
- @bg.dispose
- end
- @window_slotlist.dispose
- @window_slotdetail.dispose
- @help_window.dispose
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- super
- if !@confirm_window.nil?
- @confirm_window.update
- if Input.trigger?(Input::C)
- if @confirm_window.index == 0
- determine_savefile
- @confirm_window.dispose
- @confirm_window = nil
- else
- Sound.play_cancel
- @confirm_window.dispose
- @confirm_window = nil
- end
- elsif Input.trigger?(Input::B)
- Sound.play_cancel
- @confirm_window.dispose
- @confirm_window = nil
- end
- else
- update_menu_background
- @window_slotlist.update
- if @window_slotlist.index != @last_slot_index
- @last_slot_index = @window_slotlist.index
- @window_slotdetail.draw_data(@last_slot_index + 1)
- end
- @help_window.update
- update_savefile_selection
- end
- end
- #--------------------------------------------------------------------------
- # * Update Save File Selection
- #--------------------------------------------------------------------------
- def update_savefile_selection
- if Input.trigger?(Input::C)
- if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
- Sound.play_decision
- text1 = SFC_Text_Confirm
- text2 = SFC_Text_Cancel
- @confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
- @confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
- @confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
- else
- determine_savefile
- end
- elsif Input.trigger?(Input::B)
- Sound.play_cancel
- return_scene
- end
- end
-
- #--------------------------------------------------------------------------
- # * Execute Save
- #--------------------------------------------------------------------------
- def do_save
- if SCREENSHOT_IMAGE
- File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
- make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)
- end
- file = File.open(make_filename(@last_slot_index), "wb")
- write_save_data(file)
- file.close
- if SCENE_CHANGE
- $scene = Scene_Map.new
- else
- $scene = Scene_File.new(true, false, false)
- end
- end
- #--------------------------------------------------------------------------
- # * Execute Load
- #--------------------------------------------------------------------------
- def do_load
- file = File.open(make_filename(@last_slot_index), "rb")
- read_save_data(file)
- file.close
- $scene = Scene_Map.new
- RPG::BGM.fade(1500)
- Graphics.fadeout(60)
- Graphics.wait(40)
- @last_bgm.play
- @last_bgs.play
- end
- #--------------------------------------------------------------------------
- # * Confirm Save File
- #--------------------------------------------------------------------------
- def determine_savefile
- if @saving
- Sound.play_save
- do_save
- else
- if @window_slotdetail.file_exist?(@last_slot_index + 1)
- Sound.play_load
- do_load
- else
- Sound.play_buzzer
- return
- end
- end
- $game_temp.last_file_index = @last_slot_index
- end
- #--------------------------------------------------------------------------
- # * Create Filename
- # file_index : save file index (0-3)
- #--------------------------------------------------------------------------
- def make_filename(file_index)
- return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
- end
- #--------------------------------------------------------------------------
- # * Select File With Newest Timestamp
- #--------------------------------------------------------------------------
- def latest_file_index
- latest_index = 0
- latest_time = Time.at(0)
- (1..MAX_SAVE_SLOT).each do |i|
- file_name = make_filename(i - 1)
- next if !@window_slotdetail.file_exist?(i)
- file_time = File.mtime(file_name)
- if file_time > latest_time
- latest_time = file_time
- latest_index = i - 1
- end
- end
- return latest_index
- end
- class Window_SlotList < Window_Command
- #--------------------------------------------------------------------------
- # * Draw Item
- #--------------------------------------------------------------------------
- def draw_item(index, enabled = true)
- rect = item_rect(index)
- rect.x += 4
- rect.width -= 8
- icon_index = 0
- self.contents.clear_rect(rect)
- if $scene.window_slotdetail.file_exist?(index + 1)
- icon_index = Wora_NSS::SAVED_SLOT_ICON
- else
- icon_index = Wora_NSS::EMPTY_SLOT_ICON
- end
- if !icon_index.nil?
- rect.x -= 4
- draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
- rect.x += 26
- rect.width -= 20
- end
- self.contents.clear_rect(rect)
- self.contents.font.color = normal_color
- self.contents.font.color.alpha = enabled ? 255 : 128
- self.contents.draw_text(rect, @commands[index])
- end
-
- def cursor_down(wrap = false)
- if @index < @item_max - 1 or wrap
- @index = (@index + 1) % @item_max
- end
- end
- def cursor_up(wrap = false)
- if @index > 0 or wrap
- @index = (@index - 1 + @item_max) % @item_max
- end
- end
- end
- class Window_NSS_SlotDetail < Window_Base
- include Wora_NSS
- def initialize
- super(160, 56, 480, 424)
- @data = []
- @exist_list = []
- @bitmap_list = {}
- @map_name = []
- end
-
- def dispose
- dispose_tilemap
- super
- end
- def draw_data(slot_id)
- contents.clear # 352, 328
- dispose_tilemap
- load_save_data(slot_id) if @data[slot_id].nil?
- if @exist_list[slot_id]
- save_data = @data[slot_id]
- # DRAW SCREENSHOT
- contents.fill_rect(0,30,352,160, MAP_BORDER)
- if SCREENSHOT_IMAGE
- if save_data['ss']
- bitmap = get_bitmap(save_data['ss_path'])
- rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
- contents.blt(2,32,bitmap,rect)
- end
- else
- if SWAP_TILE and $game_switches[SWAP_TILE_SWITCH]
- create_swaptilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
- save_data['gamemap'].display_y)
- else
- create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
- save_data['gamemap'].display_y)
- end
- end
- if DRAW_GOLD
- # DRAW GOLD
- gold_textsize = contents.text_size(save_data['gamepar'].gold).width
- goldt_textsize = contents.text_size(GOLD_TEXT).width
- contents.font.color = system_color
- contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
- contents.font.color = normal_color
- contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
- if DRAW_TEXT_GOLD == false
- gold_textsize = 0
- goldt_textsize = 0
- else
- contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)
- end
- end
- if DRAW_PLAYTIME
- # DRAW PLAYTIME
- hour = save_data['total_sec'] / 60 / 60
- min = save_data['total_sec'] / 60 % 60
- sec = save_data['total_sec'] % 60
- time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
- pt_textsize = contents.text_size(PLAYTIME_TEXT).width
- ts_textsize = contents.text_size(time_string).width
- contents.font.color = system_color
- contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
- pt_textsize, WLH, PLAYTIME_TEXT)
- contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
- contents.font.color = normal_color
- contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
- end
- if DRAW_LOCATION
- # DRAW LOCATION
- lc_textsize = contents.text_size(LOCATION_TEXT).width
- mn_textsize = contents.text_size(save_data['map_name']).width
- contents.font.color = system_color
- contents.draw_text(0, 190, contents.width, WLH, LOCATION_TEXT)
- contents.font.color = normal_color
- contents.draw_text(lc_textsize, 190, contents.width, WLH, save_data['map_name'])
- end
- # DRAW FACE & Level & Name
- save_data['gamepar'].members.each_index do |i|
- actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
- face_x_base = (i*80) + (i*8)
- face_y_base = 216
- lvn_y_plus = 10
- lv_textsize = contents.text_size(actor.level).width
- lvt_textsize = contents.text_size(LV_TEXT).width
- if DRAW_FACE
- # Draw Face
- contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
- draw_face(actor.face_name, actor.face_index, face_x_base + 2,
- face_y_base + 2, 80)
- end
- if DRAW_LEVEL
- # Draw Level
- contents.font.color = system_color
- contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
- face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
- contents.font.color = normal_color
- contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
- face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
- end
- if DRAW_NAME
- # Draw Name
- contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
- WLH, actor.name, 1)
- end
- end
- else
- contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
- end
- end
-
- def load_save_data(slot_id)
- file_name = make_filename(slot_id)
- if file_exist?(slot_id) or FileTest.exist?(file_name)
- @exist_list[slot_id] = true
- @data[slot_id] = {}
- # Start load data
- file = File.open(file_name, "r")
- @data[slot_id]['time'] = file.mtime
- @data[slot_id]['char'] = Marshal.load(file)
- @data[slot_id]['frame'] = Marshal.load(file)
- @data[slot_id]['last_bgm'] = Marshal.load(file)
- @data[slot_id]['last_bgs'] = Marshal.load(file)
- @data[slot_id]['gamesys'] = Marshal.load(file)
- @data[slot_id]['gamemes'] = Marshal.load(file)
- @data[slot_id]['gameswi'] = Marshal.load(file)
- @data[slot_id]['gamevar'] = Marshal.load(file)
- @data[slot_id]['gameselfvar'] = Marshal.load(file)
- @data[slot_id]['gameactor'] = Marshal.load(file)
- @data[slot_id]['gamepar'] = Marshal.load(file)
- @data[slot_id]['gametro'] = Marshal.load(file)
- @data[slot_id]['gamemap'] = Marshal.load(file)
- @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
- if SCREENSHOT_IMAGE
- @data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
- @data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
- end
- @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
- file.close
- else
- @exist_list[slot_id] = false
- @data[slot_id] = -1
- end
- end
- def make_filename(file_index)
- return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
- end
-
- def file_exist?(slot_id)
- return @exist_list[slot_id] if !@exist_list[slot_id].nil?
- @exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
- return @exist_list[slot_id]
- end
-
- def get_bitmap(path)
- if !@bitmap_list.include?(path)
- @bitmap_list[path] = Bitmap.new(path)
- end
- return @bitmap_list[path]
- end
-
- def get_mapname(map_id)
- if @map_data.nil?
- @map_data = load_data("Data/MapInfos.rvdata")
- end
- if @map_name[map_id].nil?
- if MAP_NO_NAME_LIST.include?(map_id) and $game_switches[MAP_NO_NAME_SWITCH]
- @map_name[map_id] = MAP_NO_NAME
- else
- @map_name[map_id] = @map_data[map_id].name
- end
- MAP_NAME_TEXT_SUB.each_index do |i|
- @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
- @mapname = @map_name[map_id]
- end
- end
- return @map_name[map_id]
- end
-
- def create_tilemap(map_data, ox, oy)
- @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
- @viewport.z = self.z
- @tilemap = Tilemap.new(@viewport)
- @tilemap.bitmaps[0] = Cache.system("TileA1")
- @tilemap.bitmaps[1] = Cache.system("TileA2")
- @tilemap.bitmaps[2] = Cache.system("TileA3")
- @tilemap.bitmaps[3] = Cache.system("TileA4")
- @tilemap.bitmaps[4] = Cache.system("TileA5")
- @tilemap.bitmaps[5] = Cache.system("TileB")
- @tilemap.bitmaps[6] = Cache.system("TileC")
- @tilemap.bitmaps[7] = Cache.system("TileD")
- @tilemap.bitmaps[8] = Cache.system("TileE")
- @tilemap.map_data = map_data
- @tilemap.ox = ox / 8 + 99
- @tilemap.oy = oy / 8 + 90
- end
-
- def create_swaptilemap(map_data, ox, oy)
- @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
- @viewport.z = self.z
- @tilemap = Tilemap.new(@viewport)
-
- tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil
- tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil
- tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil
- tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil
- tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil
- tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil
- tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil
- tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil
- tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil
-
- if $tileA1 != nil
- @tilemap.bitmaps[0] = tile1
- else
- @tilemap.bitmaps[0] = Cache.system("TileA1")
- end
- if $tileA2 != nil
- @tilemap.bitmaps[1] = tile2
- else
- @tilemap.bitmaps[1] = Cache.system("TileA2")
- end
- if $tileA3 != nil
- @tilemap.bitmaps[2] = tile3
- else
- @tilemap.bitmaps[2] = Cache.system("TileA3")
- end
- if $tileA4 != nil
- @tilemap.bitmaps[3] = tile4
- else
- @tilemap.bitmaps[3] = Cache.system("TileA4")
- end
- if $tileA5 != nil
- @tilemap.bitmaps[4] = tile5
- else
- @tilemap.bitmaps[4] = Cache.system("TileA5")
- end
- if $tileB != nil
- @tilemap.bitmaps[5] = tile6
- else
- @tilemap.bitmaps[5] = Cache.system("TileB")
- end
- if $tileC != nil
- @tilemap.bitmaps[6] = tile7
- else
- @tilemap.bitmaps[6] = Cache.system("TileC")
- end
- if $tileD != nil
- @tilemap.bitmaps[7] = tile8
- else
- @tilemap.bitmaps[7] = Cache.system("TileD")
- end
- if $tileE != nil
- @tilemap.bitmaps[8] = tile9
- else
- @tilemap.bitmaps[8] = Cache.system("TileE")
- end
-
- @tilemap.map_data = map_data
- @tilemap.ox = ox / 8 + 99
- @tilemap.oy = oy / 8 + 90
- end
-
- def dispose_tilemap
- unless @tilemap.nil?
- @tilemap.dispose
- @tilemap = nil
- end
- end
- end
- end
- class Scene_Title < Scene_Base
- def check_continue
- file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
- @continue_enabled = (Dir.glob(file_name).size > 0)
- end
- end
- class Scene_Map < Scene_Base
- alias wora_nss_scemap_ter terminate
- def terminate
- Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
- wora_nss_scemap_ter
- end
- end
- #======================================================================
- # END - NEO SAVE SYSTEM by Woratana
- #======================================================================
复制代码 |
评分
-
查看全部评分
|