Ascare
12.04.2012, 21:06
Also ich benutze folgendes Speicherscript, welches mehr Speicherstände erlaubt (hier 99):
#==============================================================================
# ** Unlimited Save Files V1.0
# UnlimitedSaveFiles.rb von RPG Advocate (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/7
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=31205
# http://www.phylomortis.com/resource/script/scr039.html
# http://www.phylomortis.com
#==============================================================================
#============================================================
# Unlimited Save Files V1.0
# by RPG Advocate (26.06.08)
#------------------------------------------------------------
# http://itzamna.rmxp.de/itzamna/node/63
#============================================================
class Scene_File
SAVEFILE_MAX = 99
# -------------------
def initialize(help_text)
@help_text = help_text
end
# -------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@savefile_windows = []
@cursor_displace = 0
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))
end
@file_index = 0
@savefile_windows[@file_index].selected = true
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
for i in @savefile_windows
i.dispose
end
end
# -------------------
def update
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1
if @file_index == SAVEFILE_MAX - 1
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace += 1
if @cursor_displace == 4
@cursor_displace = 3
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 2 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index + 1)
if @file_index == SAVEFILE_MAX
@file_index = SAVEFILE_MAX - 1
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
if @file_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace -= 1
if @cursor_displace == -1
@cursor_displace = 0
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 1 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index - 1)
if @file_index == -1
@file_index = 0
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
end
# -------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
# -------------------
end
class Window_SaveFile < Window_Base
# -------------------
def initialize(file_index, filename, position)
y = 64 + position * 104
super(0, y, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
end
Normalerweise ist das ja so das man auf einen Stand speichert, und wenn man auf dem Titelbildschirm wieder
das Spiel laden will, springt der Cursor automatisch zum zuletzt gespeicherten Spiel. Mit diesem Script funzt das aber nicht.
Es zeigt immer den ersten Speicherslot an... :-/
Hab ein bisschen rumprobiert, aber kam nicht voran. Jemand Ideen?
#==============================================================================
# ** Unlimited Save Files V1.0
# UnlimitedSaveFiles.rb von RPG Advocate (28.07.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/7
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=31205
# http://www.phylomortis.com/resource/script/scr039.html
# http://www.phylomortis.com
#==============================================================================
#============================================================
# Unlimited Save Files V1.0
# by RPG Advocate (26.06.08)
#------------------------------------------------------------
# http://itzamna.rmxp.de/itzamna/node/63
#============================================================
class Scene_File
SAVEFILE_MAX = 99
# -------------------
def initialize(help_text)
@help_text = help_text
end
# -------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@savefile_windows = []
@cursor_displace = 0
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i))
end
@file_index = 0
@savefile_windows[@file_index].selected = true
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
for i in @savefile_windows
i.dispose
end
end
# -------------------
def update
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1
if @file_index == SAVEFILE_MAX - 1
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace += 1
if @cursor_displace == 4
@cursor_displace = 3
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 2 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index + 1)
if @file_index == SAVEFILE_MAX
@file_index = SAVEFILE_MAX - 1
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
if @file_index == 0
$game_system.se_play($data_system.buzzer_se)
return
end
@cursor_displace -= 1
if @cursor_displace == -1
@cursor_displace = 0
for i in @savefile_windows
i.dispose
end
@savefile_windows = []
for i in 0..3
f = i - 1 + @file_index
name = make_filename(f)
@savefile_windows.push(Window_SaveFile.new(f, name, i))
@savefile_windows[i].selected = false
end
end
$game_system.se_play($data_system.cursor_se)
@file_index = (@file_index - 1)
if @file_index == -1
@file_index = 0
end
for i in 0..3
@savefile_windows[i].selected = false
end
@savefile_windows[@cursor_displace].selected = true
return
end
end
end
# -------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
# -------------------
end
class Window_SaveFile < Window_Base
# -------------------
def initialize(file_index, filename, position)
y = 64 + position * 104
super(0, y, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
end
Normalerweise ist das ja so das man auf einen Stand speichert, und wenn man auf dem Titelbildschirm wieder
das Spiel laden will, springt der Cursor automatisch zum zuletzt gespeicherten Spiel. Mit diesem Script funzt das aber nicht.
Es zeigt immer den ersten Speicherslot an... :-/
Hab ein bisschen rumprobiert, aber kam nicht voran. Jemand Ideen?