RPG Creator : créez votre MMORPG ou RPG sans aucune connaissance en programmation
Disponible le 4 Juin !
- Jouez à votre jeu sur tablettes tactiles, Smartphones et navigateurs Web
- Personnalisez vos menus
- Dessinez facilement et rapidement vos cartes
- Créez des actions pour le combat A-RPG
Que fait ce Script? 1.Nombre de Save à l'Infinité. 2.Vous pouvez utiliser un image comme background. 3.Permet de voir où vous avez sauvegarder. 4.Permission de sauvegarder.
#=============================================================== # ? [VX] o Neo Save System with Unlimited save slots o ? #-------------------------------------------------------------- # o by Woratana [woratana@hotmail.com] # o Thaiware RPG Maker Community # o Released on: 04/05/2008 # o Version: 1.0 #-------------------------------------------------------------- # o Credit: - Andreas21 and Cybersam for Screenshot Script # - RPG Revolution for hosted screenshot DLL file. #-------------------------------------------------------------- # o Requirement: screenshot.dll by Andreas21. # You can download it from: # http://www.rpgrevolution.com/users/woratana/DLL_file/ # Put it in project folder. (folder that has Game.exe) #-------------------------------------------------------------- # o Features: # - Unlimited save slots, you can choose max save slot # - 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 # - Include Screenshot for each save file, you can choose its image type # - 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 its name # - Include save confirmation window before overwrite old save #=================================================================
module Wora_NSS #========================================================================== # * START NEO SAVE SYSTEM - SETUP #-------------------------------------------------------------------------- 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
MAX_SAVE_SLOT = 20 # Max save slots no. SLOT_NAME = 'SLOT {id}' # Name of the slot (show in save slots list), use {id} for slot ID SAVE_FILE_NAME = 'Saveslot{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
IMAGE_FILETYPE = '.png' # Image type for screenshot # '.bmp', or '.jpg', or '.png'
EMPTY_SLOT_TEXT = '-NO DATA-' # Text to show for empty slot's data
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 = [] # ID of Map that will not show map name, e.g. [1,2,3] MAP_NO_NAME_NAME = '??????????' # What you will use to call map in no name list
MAP_BORDER = Color.new(0,0,0,200) # Map (Screenshot) border color (R,G,B,Opacity) FACE_BORDER = Color.new(0,0,0,200) # Face border color
## SAVE CONFIRMATION WINDOW ## SFC_Text_Confirm = 'Confirm to save' # Text to confirm to save file SFC_Text_Cancel = 'Cancel' # 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 #========================================================================= #------------------------------------------------------------- # 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 @help_window.opacity = NSS_WINDOW_OPACITY @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY # 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
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_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) @map_name[map_id] = MAP_NO_NAME_NAME else @map_name[map_id] = @map_data[map_id].name MAP_NAME_TEXT_SUB.each_index do |i| @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '') end end end return @map_name[map_id] end
def get_bitmap(path) if !@bitmap_list.include?(path) @bitmap_list[path] = Bitmap.new(path) end return @bitmap_list[path] end
def dispose @bitmap_list.each {|i| i[1].dispose } super 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 #======================================================================
Ceci est une nouvelle version du même script qui ne dois pas être utilisé en même temps que le script précédent.
Voila, j'ai trouvé un script de sauvegarde amélioré, qui n'as pas été fait par moi, et que je trouve pratique! donc et ben, le code (a inséré en haut de main ou dans matériel, pas de nom prédéfini) et pour changer les icone, ligne 48 et 49.
#=============================================================== # ● [VX] ◦ Neo Save System III ◦ □ #-------------------------------------------------------------- # ◦ by Woratana [woratana@hotmail.com] # ◦ Thaiware RPG Maker Community # ◦ Released on: 15/02/2009 # ◦ Version: 3.0 #-------------------------------------------------------------- # ◦ Log III: # - Change back to draw tilemap as screenshot. Don't need any image. # - For drawing tilemap, the characters won't show on the tilemap. #-------------------------------------------------------------- # ◦ 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 # - 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 tilemap for map that player is currently in. # - 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 its name # - Include save confirmation window before overwrite old save #=================================================================
module Wora_NSS #========================================================================== # * START NEO SAVE SYSTEM - SETUP #-------------------------------------------------------------------------- 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
MAX_SAVE_SLOT = 20 # Max save slots no. SLOT_NAME = 'SLOT {id}' # Name of the slot (show in save slots list), use {id} for slot ID SAVE_FILE_NAME = 'Saveslot{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 = '-NO DATA-' # Text to show for empty slot's data
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 = [] # ID of Map that will not show map name, e.g. [1,2,3] MAP_NO_NAME_NAME = '??????????' # What you will use to call map in no name list
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 = 'Confirm to save' # Text to confirm to save file SFC_Text_Cancel = 'Cancel' # 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 #========================================================================= 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_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) @map_name[map_id] = MAP_NO_NAME_NAME else @map_name[map_id] = @map_data[map_id].name MAP_NAME_TEXT_SUB.each_index do |i| @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '') end end end return @map_name[map_id] end
def dispose_tilemap unless @tilemap.nil? @tilemap.dispose @tilemap = nil 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 #====================================================================== # END - NEO SAVE SYSTEM by Woratana #======================================================================
et deux petit screenchoot en pièces jointe (le 1er n'as pas les icône changé alors que le deuxième si)
Pièces jointes:
Description du fichier: Image normal, pas d'icône change screenchot 1.jpg [ 68.55 Kio | Consulté 11003 fois ]
Description du fichier: Icône changé Screenchot.jpg [ 48.25 Kio | Consulté 11001 fois ]
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