Naja, eigentlich funktionieren sie beide sehr gut miteinander, aber eine Kleinigkeit stört mich doch.
Hier ist Yanflys Skript, wie ich es zur Zeit nutze:
Code
- #==============================================================================
- #
- # ?\ Yanfly Engine Ace - Ace Save Engine v1.03
- # -- Last Updated: 2012.07.22
- # -- Level: Normal
- # -- Requires: n/a
- #
- #==============================================================================
- $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.
- #
- #==============================================================================
- # ?\ Introduction
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script provides a new save interface for the player. Along with a new
- # interface, the player can also load and delete saves straight from the menu
- # itself. This will in turn make the save command from the Main Menu always
- # available, but the save option within the new save menu will be enabled
- # depending on whether or not it is allowed or disallowed. From the interface,
- # the player is given more information regarding the save file including the
- # the location the player saved at, the amount of gold available, and any
- # variables that you want to show the player as well.
- #
- #==============================================================================
- # ?\ Instructions
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # To install this script, open up your script editor and copy/paste this script
- # to an open slot below ?\ Materials/ef?T but above ?\ Main. Remember to save.
- #
- # For first time installers, be warned that loading this script the first time
- # may not display all information in the status window for save files made
- # before the installation of this script. To remedy this, just load up the save
- # and save the file again.
- #
- #==============================================================================
- # ?\ Compatibility
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
- # it will run with RPG Maker VX without adjusting.
- #
- #==============================================================================
- module YEA
- module SAVE
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Slot Window Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This section adjusts how the slot window appears on the left side of the
- # screen. This also adjusts the maximum number of saves a player can make,
- # the way the slot names appear, and the icons used.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- MAX_FILES = 24 # Maximum saves a player can make. Default: 16
- SLOT_NAME = "Datei %s" # How the file slots will be named.
- # These are the icons
- SAVE_ICON = 368 # Icon used to indicate a save is present.
- EMPTY_ICON = 375 # Icon used to indicate an empty file.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Action Window Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This section adjusts how the action window appears, the sound effect
- # played when deleting files, and what appears in the help window above.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- ACTION_LOAD = "Laden" # Text used for loading games.
- ACTION_SAVE = "Speichern" # Text used for saving games.
- ACTION_DELETE = "Löschen" # Text used for deleting games.
- DELETE_SOUND = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
- # These text settings adjust what displays in the help window.
- SELECT_HELP = "Bitte wähle einen Speicherstand."
- LOAD_HELP = "Lädt einen Speicherstand."
- SAVE_HELP = "Speichert deinen aktuellen Spielfortschritt."
- DELETE_HELP = "Löscht diesen Spielstand."
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # - Status Window Settings -
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # This section adjusts how the status window appears in the middle of the
- # screen (that displays the game's data) such as the total playtime, total
- # times saved, total gold, the party's current location, and the variables
- # to be displayed.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- EMPTY_TEXT = "Kein Speicherstand" # Text used when no save data is present.
- PLAYTIME = "Zeit" # Text used for total playtime.
- TOTAL_SAVE = "Speicheranzahl " # Text used to indicate total saves.
- TOTAL_GOLD = "Geld: " # Text used to indicate total gold.
- LOCATION = "Ort: " # Text used to indicate current location.
- # These variables will be shown in each of the two columns for those who
- # would want to display more information than just what's shown. Input the
- # variables into the arrays below to designate what data will be shown.
- COLUMN1_VARIABLES = [] #[1, 2, 3]
- COLUMN2_VARIABLES = [] #[4, 5, 6]
- end # SAVE
- end # YEA
- #==============================================================================
- # ?\ Editting anything past this point may potentially result in causing
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
- # halitosis so edit at your own risk.
- #==============================================================================
- #==============================================================================
- # ?! 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]
- if value.is_a? Numeric then value = value.group end
- 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
- #--------------------------------------------------------------------------
- # 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
- #
- #==============================================================================
Und hier das Basic Autosave Skript:
Code
- #Basic Autosave v1.1
- #----------#
- #Features: Autosaves to the first slot every time the map changes. Can't
- # get any simpler then that!
- # Comes with option to rename first slot to whatever you want.
- #
- #Usage: Plug and play.
- #
- #----------#
- #-- Script by: V.M of D.T
- #
- #- Questions or comments can be:
- # posted on the thread for the script
- # given by email: sumptuaryspade@live.ca
- # provided on facebook: http://www.facebook.com/DaimoniousTailsGames
- # All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
- #
- #- Free to use in any project with credit given, donations always welcome!
- #Sets whether to rename first file to denote Autosaveness and what to name it
- NAME_AUTOSAVE_FILE = true
- AUTOSAVE_FILE_NAME = "Autosave"
- AUTOSAVE_ON_MAP = true
- AUTOSAVE_AFTER_BATTLE = false
- $auto_save = true
- class Scene_Map
- alias auto_post_transfer post_transfer
- def post_transfer
- auto_post_transfer
- return unless AUTOSAVE_ON_MAP
- if Module.const_defined?(:Game_Options)
- DataManager.save_game(0) if $game_options.auto_save
- else
- DataManager.save_game(0) if $auto_save
- end
- end
- end
- module BattleManager
- def self.battle_end(result)
- @phase = nil
- @event_proc.call(result) if @event_proc
- $game_party.on_battle_end
- $game_troop.on_battle_end
- SceneManager.exit if $BTEST
- return unless AUTOSAVE_AFTER_BATTLE
- if Module.const_defined?(:Game_Options)
- DataManager.save_game(0) if $game_options.auto_save
- else
- DataManager.save_game(0) if $auto_save
- end
- end
- end
- class Window_SaveFile
- alias auto_refresh refresh
- def refresh
- if NAME_AUTOSAVE_FILE
- contents.clear
- change_color(normal_color)
- if @file_index == 0
- name = AUTOSAVE_FILE_NAME
- else
- name = Vocab::File + " #{@file_index}"
- end
- draw_text(4, 0, 200, line_height, name)
- @name_width = text_size(name).width
- draw_party_characters(152, 58)
- draw_playtime(0, contents.height - line_height, contents.width - 4, 2)
- else
- auto_refresh
- end
- end
- end
Das zweite Skript speichert bei jedem Mapwechsel automatisch im Slot 1 und müsste diesen automatisch umbenennen zu "Autosave". Leider tut es das nicht, weil die Slots schon durch Yanflys Skript umbenannt werden.
Somit ist es für den Spieler nicht ersichtlich und man könnte versehentlich im Slot 1 speichern und dann überschreibt der Autosave das, was man vielleicht nicht will.
Ist es möglich, den Namen "Autosave" für Slot 1 anzeigen zu lassen?