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21

Dienstag, 13. Oktober 2009, 22:53

Genau Neo, der Computer sucht Dateien die jemand vergessen hat zu schliessen, wenn er eine findet sprengt er sich in die Luft =D
Naja, jedenfalls so ungefähr :)
Die Variante mit dem Block ist insofern besser, da hier garantiert wird, dass die Datei am Ende des Blocks geschlossen wird (selbst wenn das Programm mittendrin abstürzt). Wenn du eine Datei z.B. im Schreibmodus öffnest, dann aber vergisst sie zu schließen, haben ggf. andere Programme keinen Zugriff mehr auf die Datei.

22

Mittwoch, 14. Oktober 2009, 16:10

Achso. Tja ich als C++ Programmierer bin halt gewohnt das ich meinen Scheiß selbst weg machen muss ;) Aber ich sehe den Vorteil...

snoopi

Rekrut

Motto: Der Beste Kampf - ist der, der Nie geführt wurde!

  • Nachricht senden

23

Samstag, 3. September 2011, 21:14

Hallo leute... ich weiss der Script ist schon seit Jahren tot... aber bei mir geht jetzt da grad gar nichts :S

Hab beide Scripts ausprobiert und es geschieht einfach nichts..

War meine Annahme falsch, dass die Scriptbefehle immernoch lauten:

Autosave.save zum speichern
und
Autosave.get zum laden?

Lg
Snoopi
Bild

24

Sonntag, 4. September 2011, 07:09

Möglicherweise ist der Switch, der im Script als Abschaltung des Autosave angegeben ist, bei dir schon belegt und aus.

snoopi

Rekrut

Motto: Der Beste Kampf - ist der, der Nie geführt wurde!

  • Nachricht senden

25

Sonntag, 4. September 2011, 14:12

Ne ich hatte es in ner separaten Testmap ausprobiert.. lediglich der besagte Switch 15 war ON..

Also... die Autosave Datei wurde durchaus erstellt... aber mit dem Laden-Befehl klappte es nicht so ganz...

..Könnte es sein, dass es unkompatibel mit folgendem Script ist, dasss ich auch verwende:

Spoiler

Ruby Quellcode

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#==============================================================================
# ** Chaos Project Save Layout V1.4
# ChaosProjectSaveLayout.rb by Fantasist, Blizzard (17.10.2009)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/478
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=32768
# http://forum.chaos-project.com/index.php?topic=796.0
# http://www.quantumcore.forumotion.com
#==============================================================================
 
#============================================================================
# ** Chaos Project Save Layout
#------------------------------------------------------------------------------------------------------------------------
# by Fantasist
# Version 1.4
# 04-Apr-2008
#------------------------------------------------------------------------------------------------------------------------
# Version History:
#
#   1.0 - First version
#   1.1 - Optimized code a bit
#   1.2 - Closer to CP layout and features
#   1.3 - Load-on-demand feature added for faster loading of scene
#   1.4 - Location name and Chapter systems added
#------------------------------------------------------------------------------------------------------------------------
# Description:
#     This replaces the default Save/Load scenes with the layout from the game Chaos Project.
#
#   Features taken from Chaos Project:
#    - The layout
#    - Confirm overwrite window (optional)
#    - Detects and uses the windowskin from the savefile (useful with other scripts which enable
#      in-game changing of windowskins)
#    - Detects and uses the font from the savefile (made to work with Ultimate Font Override from
#      Tons of Addons)
#    - Prevents crashing and displays 'Corrupted save data' (customizable) if a savefile is corrupted
#    - Compatible with DREAM for Savefiles
#    - Location names (optional)
#
#   Additional features:
#    - Chapter System (optional)
#    - Customizable number of save slots
#    - Customizable savefile name
#    - Customizable savefile extension
#    - Customizable savefile location
#    - Customizable text in the Save/Load scene (help window text, overwrite prompt text, etc)
#------------------------------------------------------------------------------------------------------------------------
# Compatibility:
#
#   Might not be compatible with other save/load systems. 99% compatible with everything else.
#   Compatible with 'Ultimate Font Override' from Tons of Addons, 'Storm Tronics CMS' and
#   'DREAM for Savefiles' by Blizzard
#------------------------------------------------------------------------------------------------------------------------
# Installation: Place this script anywhere above main and below Scene_Load. Place above
#                   Tons of Addons if you're using it.
#
# Configuration:
 
module CPSL
 
#============================================================
# Main Config Start
#============================================================
 
  Save_number = 8     # Number of save slots
  Save_path = ''          # Path where savefiles are placed (Example: 'Saves/')
  Save_name = 'Lesezeichen'  # Name of savefiles
  Save_ext = 'rxdata'   # Extension of savefiles. Change to 'dreamX' if you're using DREAM.
                                # X is the DREAM version (like 'dream4')
 
  Confirm_Overwrite = true  # Enable or disable the Confirm Overwrite prompt window
  Confirm_Overwrite_Words = 'Lesezeichen ersetzen?'  # The prompt to be displayed
 
  Chapter = true  # Enable chapter system
  Location = true  # Enable location names
 
  File_name = 'Nr. '  # Text used to display the save slots (No. 1, No. 2, etc)
  No_file_text = 'Kein Lesezeichen vorhanden.'  # Text to be displayed if the slot has no game saved
  Corrupted_file_text = 'Corrupted save data'  # Text to be displayed if the savefile is corrupted
  Load_Help_Text = 'Bei welchem Lesezeichen möchtest du ansetzen?' # Text in help window during Load scene
  Save_Help_Text = 'Wo willst du ein Lesezeichen setzen?'   # Text in help window during Save scene
 
  module_function
 
  def chapter(gs)
    ch = case gs.chapter
    #=============Chapter System Config Start=======================
    # You can change the chapter by using the following code in Call Script event command
    #                           $game_system.chapter = <number>
    #
    when 1 then 'Das Abenteuer beginnt'
    when 2 then 'Der Magier des Chaos'
    when 3 then 'Ein neuer Genosse'
    when 4 then 'Hinterhältige Angreifer'
    when 5 then 'TITEL IM SCRIPT ANPASSEN'
    when 6 then 'TITEL IM SCRIPT ANPASSEN'
    when 7 then 'TITEL IM SCRIPT ANPASSEN'
    when 8 then 'TITEL IM SCRIPT ANPASSEN'
    when 9 then 'TITEL IM SCRIPT ANPASSEN'
    # to add another chapter, copy the above line
    # and change the number and chapter name
    #=====================================================
    else '---'
    end
    return [gs.chapter, ch]
  end
 
#============================================================
# Main Config End (Look below for optional config)
#============================================================
 
  def set_fontsize(font)
    size = case font
    #=============Font size correction config==================
    # This is for the size of the font to be displayed in the file info window.
    # This was made because the font size I decided for the layout (21) might not
    # be suitable for fonts other than Arial. If you're using a different font and
    # it doesn't look right, add that font to this list.
    when 'Impact' then 24
    when 'Comic Sans MS' then 24
    when 'Brush Script' then 24
    # to add another font, copy the above line
    # and change the font name and size
    #==============================================
    else 21
    end
    return size
  end
 
#============================================================
# Config End
#============================================================
 
 
  def make_savename(file_index)
    return Save_path + Save_name + "#{file_index + 1}." + Save_ext
  end
 
end
#------------------------------------------------------------------------------------------------------------------------
# Issues: None
#------------------------------------------------------------------------------------------------------------------------
# Credits: Fantasist for making this
# Thanks: Blizzard (and his game Chaos Project) for original layout and inspiration
#------------------------------------------------------------------------------------------------------------------------
# Notes:
# If you have any questions, problems or suggestions, you can find me at:
#  - www.chaos-project.com
#  - www.quantumcore.forumotion.com
#
# Enjoy ^_^
#============================================================================
 
#==============================================================================
# ** Bitmap
#==============================================================================
 
class Bitmap
 
  def draw_load_bar(num)
    o = 160
    w, h = self.width - 32, 12
    bh = 2
    c = num == 100 ? Color.new(0, 255, 0, o) : Color.new(255, 0, 0, o)
    fill_rect(16 + 0, self.height - bh*h, w, h, Color.new(255, 255, 255, o))
    fill_rect(16 + 1, self.height - bh*h + 1, w-2, h-2, Color.new(0, 0, 0, o))
    fill_rect(16 + 2, self.height - bh*h + 2, (w-4)*num/100, h-4, c)
  end
 
end
 
#==============================================================================
# ** Loading_Bar
#==============================================================================
 
class Loading_Bar < Sprite
 
  def initialize
    w, h = 200, 80
    super
    self.ox, self.oy, self.x, self.y = w/2, h/2, 320, 240
    self.bitmap = Bitmap.new(w, h)
    self.bitmap.fill_rect(self.bitmap.rect, Color.new(0, 0, 0, 160))
    self.z = 999
    self.bitmap.draw_text(0, 0, w, 32, 'Sucht...', 1)
    self.bitmap.draw_load_bar(0)
  end
 
  def refresh(num=0)
    self.bitmap.fill_rect(0, 0, self.bitmap.width, 32, Color.new(0, 0, 0, 160))
    txt = num == 100 ? 'Gefunden!' : 'Sucht...'
    self.bitmap.draw_text(0, 0, self.bitmap.width, 32, txt, 1)
    self.bitmap.draw_load_bar(num)
  end
 
end
 
#==============================================================================
# ** Window_Prompt
#==============================================================================
 
class Window_Prompt < Window_Base
 
  attr_reader :index
 
  def initialize(txt, mode=0, index=0)
    @txt, @mode = txt, mode
    width = [text_width(txt) + 32, 220].max
    height = 64 + mode * 64
    super(320 - width/2, 240 - height/2, width, height)
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    bmp = Bitmap.new(192, 128)
    bmp.fill_rect(0, 0, 128, 128, Color.new(0, 0, 0, 200))
    bmp.fill_rect(128, 64, 32, 32, Color.new(255, 0, 0, 200))
    self.windowskin = bmp
    refresh
    @index = @mode > 0 ? index : -1
  end
 
  def text_width(text)
    dummy = Bitmap.new(640, 64)
    w = dummy.text_size(text).width
    dummy.dispose
    return w
  end
 
  def reset(txt, mode=0, index=0)
    @txt = txt unless txt == nil
    @mode = mode
    @index = @mode > 0 ? index : -1
    self.contents.dispose
    width = [text_width(txt) + 32, 300].max
    self.width, self.height = width, 64 + mode * 64
    self.x, self.y = 320 - self.width/2, 240 - self.height/2
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    refresh
    update_cursor_rect
  end
 
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, self.width - 32, 32, @txt, 1)
    if @mode > 0
      self.contents.draw_text(self.width/2 - 16 - 34, 32, 68, 32, 'Ja', 1)
      self.contents.draw_text(self.width/2 - 16 - 34, 64, 68, 32, 'Nein', 1)
    end
  end
 
  def index=(index)
    @index = index
    update_cursor_rect
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    cursor_width = self.contents.text_size('  Ja  ').width
    x = (self.width - cursor_width)/2 - 16
    y = 32 + @index * 32
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
 
  def update
    super
    if @mode > 0
      if self.active && @index >= 0
        if Input.repeat?(Input::DOWN)
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + 1) % 2
        elsif Input.repeat?(Input::UP)
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - 1) % 2
        end
      end
      update_cursor_rect
    end
  end
 
end
 
#==============================================================================
# ** Window_FileList
#==============================================================================
 
class Window_FileList < Window_Selectable
 
  def initialize
    super(0, 64, 98, 416)
    list = []
    (1..CPSL::Save_number).each {|i| list.push("#{CPSL::File_name}#{i}")}
    @commands = list
    @item_max = list.size
    @ch = list.size < 12 ? (self.height - 32) / list.size : 32
    self.contents.dispose if self.contents
    self.contents = Bitmap.new(self.width - 32, list.size < 12 ? 416-32 : list.size * 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    (0...@item_max).each {|i| draw_item(i, normal_color)}
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, @ch * index, self.contents.width - 8, @ch)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], @commands.size > 9 ? 0 : 1)
  end
 
  alias fant_cpsl_list_upd_cursor_rect update_cursor_rect
  def update_cursor_rect
    fant_cpsl_list_upd_cursor_rect
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * @ch - self.oy + (@ch-32)/2
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
 
end
 
#==============================================================================
# ** Window_FileInfo
#==============================================================================
 
class Window_FileInfo < Window_Base
 
  attr_reader :index
 
  def initialize(file_index=0)
    super(98, 64, 542, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 21
    @index = -2
    @bar = Loading_Bar.new
    @bar.visible = false
    @save_data = []
    reload(file_index)
  end
 
  def reload(index)
    return if @index == index
    @index = index
    self.visible = false
    if @save_data[index] == nil
      filename = CPSL.make_savename(index)
      file_exist = FileTest.exist?(filename)
      if file_exist
        begin
          file = File.open(filename, 'r')
          ts = file.mtime
          if (defined? DREAM) && Required_DREAM_Version >= 4.1
            @bar.refresh(0)
            @bar.visible = true
            Graphics.transition(10)
            gs, gs, gs, gp, gp, gp, gm = DREAM.data(file)
            @bar.refresh(100)
            Graphics.update
            Graphics.freeze
            @bar.visible = false
            Graphics.transition(10)
          else
            @bar.refresh(0)
            @bar.visible = true
            Graphics.transition(10)
            3.times {|i| gs = Marshal.load(file); @bar.refresh(i*100/11); Graphics.update}
            6.times {|i| gp = Marshal.load(file); @bar.refresh((i+3)*100/11); Graphics.update}
            2.times {|i| gm = Marshal.load(file); @bar.refresh((i+9)*100/11); Graphics.update}
            @bar.refresh(100)
            Graphics.update
            Graphics.freeze
            @bar.visible =false
            Graphics.transition(10)
          end
          file.close
          Graphics.freeze
        rescue
          file.close
          @bar.visible = false
          ts = gs = gp = gm = 'bad_file'
        end          
      else
        ts = gs = gp = gm = nil
      end
      @save_data[index] = [ts, gs, gp, gm]
    end
    @time_stamp, @game_system, @game_party, @game_map = @save_data[index][0],
      @save_data[index][1], @save_data[index][2], @save_data[index][3]
    self.visible = true
    refresh
    Graphics.transition(5)
  end
 
  def refresh
    self.contents.clear
    self.contents.font.name = @game_system.fontname rescue 'Arial'
    self.contents.font.size = CPSL.set_fontsize(self.contents.font.name)
    self.windowskin = RPG::Cache.windowskin(@game_system.windowskin_name) rescue nil
    if @game_party == nil
      self.contents.font.color = normal_color
      draw_text_center(CPSL::No_file_text)
    elsif @time_stamp == 'bad_file'
      self.contents.font.color = Color.new(255, 0, 0)
      draw_text_center(CPSL::Corrupted_file_text)
    else
      mtime = @time_stamp
      date = mtime.strftime("%d-%b-%Y")
      time = mtime.strftime("%I:%M:%S %p")
      self.contents.font.color = system_color
      y = !(CPSL::Chapter || CPSL::Location) ? self.contents.height-54 : 0
      self.contents.draw_text(0, y + 0, self.contents.width - 8, 32, time, 2)
      self.contents.draw_text(0, y + 32, self.contents.width - 8, 22, date, 2)
      self.contents.font.color = normal_color
      if CPSL::Chapter
        y = CPSL::Location ? 0 : 14
        chapter = CPSL.chapter(@game_system)
        chapter_text = "Kapitel #{chapter[0]}: #{chapter[1]}"
        self.contents.draw_text(0, y, 502, 32, chapter_text)
      end
      if CPSL::Location
        y = CPSL::Chapter ? 28 : 14
        self.contents.draw_text(0, y, 502, 32, 'Ort: ' + $map_names[@game_map.map_id])
      end
      @game_party.actors.each_index {|i|
        x = 64
        y = (!(CPSL::Chapter || CPSL::Location) ? 8 : 48) + i * 82
        actor = @game_party.actors[i]
 
        draw_actor_graphic(actor, x - 24, y + 86)
        draw_actor_name(actor, 0, y + 12, 82, 1)
 
        draw_actor_level(actor, x + 28, y + 12)
        draw_actor_state(actor, x + 28 + 64, y + 12)
        draw_actor_exp(actor, x + 28, y + 64 - 18)
 
        draw_actor_hp(actor, x + 224, y + 12)
        draw_actor_sp(actor, x + 224, y + 64 - 18)
      }
    end
  end
 
  def draw_text_center(txt)
    self.contents.draw_text(0, (self.height-32)/2 - 16, self.width - 32, 32, txt, 1)
  end
 
  def draw_text_outline(x, y, w, h, t, a=0)
    original_color = self.contents.font.color.clone
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(x-1, y-1, w, h, t, a)
    self.contents.draw_text(x-1, y+1, w, h, t, a)
    self.contents.draw_text(x+1, y-1, w, h, t, a)
    self.contents.draw_text(x+1, y+1, w, h, t, a)
    self.contents.font.color = original_color
    self.contents.draw_text(x, y, w, h, t, a)
  end
 
  def draw_actor_name(actor, x, y, width=120, align=0)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, width, 32, actor.name, align)
  end
 
  def dispose
    super
    @save_data = nil
    @bar.bitmap.dispose
    @bar.dispose
  end
 
end
 
#==============================================================================
# ** Scene_File
#==============================================================================
 
class Scene_File
 
  def initialize(help_text)
    @help_text = help_text
  end
 
  def main
    if $scene.is_a?(Scene_Load)
      text = CPSL::Load_Help_Text
    elsif $scene.is_a?(Scene_Save)
      text = CPSL::Save_Help_Text
    else
      text = @help_text
    end
    @help_text = text
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    (0...CPSL::Save_number).each {|i|
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    }
    @help_window = Window_Help.new
    @help_window.set_text(@help_text)
    @list_win = Window_FileList.new
    @list_win.index = $game_temp.last_file_index
    @info_win = Window_FileInfo.new(@list_win.index)
    @confirm_win = Window_Prompt.new(CPSL::Confirm_Overwrite_Words, 1)
    @confirm_win.visible = @confirm_win.active = false
    @confirm_win.z = @info_win.z + 10
    Graphics.transition
    loop {
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    }
    Graphics.freeze
    @help_window.dispose
    @list_win.dispose
    @info_win.dispose
    @confirm_win.dispose
  end
 
  def update
    @help_window.update
    if @list_win.active
      update_list
    elsif @confirm_win.active
      update_confirm
    end
  end
 
  def update_list
    @list_win.update
    if Input.trigger?(Input::C)
      if $scene.is_a?(Scene_Save) && CPSL::Confirm_Overwrite &&
        FileTest.exist?(make_filename(@list_win.index))
        @list_win.active = false
        @confirm_win.index = 0
        @confirm_win.visible = @confirm_win.active = true
        $game_system.se_play($data_system.decision_se)
        return
      end
      on_decision(make_filename(@list_win.index))
      $game_temp.last_file_index = @list_win.index
    elsif Input.trigger?(Input::B)
      on_cancel
    elsif Input.repeat?(Input::UP)
      @info_win.reload(@list_win.index)
    elsif Input.repeat?(Input::DOWN)
      @info_win.reload(@list_win.index)
    end
  end
 
  def update_confirm
    @confirm_win.update
    if Input.trigger?(Input::C)
      if @confirm_win.index == 0
        on_decision(make_filename(@list_win.index))
        $game_temp.last_file_index = @list_win.index
      end
      $game_system.se_play($data_system.cancel_se) if @confirm_win.index == 1
      @confirm_win.visible = @confirm_win.active = false
      @list_win.active = true
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @confirm_win.visible = @confirm_win.active = false
      @list_win.active = true
    end
  end
 
  def make_filename(index)
    CPSL.make_savename(index)
  end
 
end
 
#==============================================================================
# ** Scene_Title
#==============================================================================
 
class Scene_Title
 
  alias fant_cpsl_title_main main
  def main
    unless $map_names
      $map_names = load_data('Data/MapInfos.rxdata')
      $map_names.each_key {|key| $map_names[key] = $map_names[key].name}
    end
    fant_cpsl_title_main
  end
 
end
 
#==============================================================================
# ** Game_System
#==============================================================================
 
class Game_System
 
  attr_accessor :chapter
 
end
zum Lesen den Text mit der Maus markieren
Bild

snoopi

Rekrut

Motto: Der Beste Kampf - ist der, der Nie geführt wurde!

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26

Mittwoch, 28. Dezember 2011, 13:56

Hallo leute.. Also ich bin mal über dieses kleine aber durchaus nützliche Skript gestolpert..

Da ja hier auf dem Thread ca 20 Variationen davon herumgeistern .. ich spreche von dieser hier xD:
Spoiler

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#==============================================================================
# ** Autosave-Erweiterung V1.0
# AutosaveErweiterung.rb von Alexis Hiemis, Hindi (08.09.2009)
#  ein bisschen verändert von Neo-Bahamut :D
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/345
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=30530
#==============================================================================
 
module Autosave
  ID = 01 # das ist der Swicht in dem du Autosave an/abschalten kannst :3
  Filename = "Autosave.rxdata"
 
  def Autosave.enabled?
	$game_switches[ID]
  end
 
  def Autosave.saved?
	FileTest.exist?(Filename) and Autosave.enabled?
  end 
 
  def Autosave.get
	return unless self.saved?
	File.open(Filename, "rb") {|file| Scene_Load.new.read_save_data(file)}
	$game_map.update
	$scene = Scene_Map.new
  end
 
  def self.load
	self.get
  end
 
  def Autosave.save
	file = File.open(Filename, "wb") {|file| Scene_Save.new.write_save_data(file)}
  end  
end
zum Lesen den Text mit der Maus markieren

Bekanntes Problem: Der Autosave wird auch dann erstellt, wenn der Switch nicht aktiviert ist, nur das Laden funkt dann nicht..

Auf jeden Fal, mein Anliegen ist folgendes:

Könnte man das Skript so erweitern, dass nach dem Gameover-Bildschirm automatisch abgefragt wird, ob ein Autosavestand besteht und ob der Spieler diesen laden möchte?

Der Thread ist zwar alt, aber ich hoffe trotzdem mal auf eure Hilfe..

Danke und lg
Snoopi

EDIT: O.o HUCH... hier habe ich küzlich ja schon mal reingepostet xD ... mmmh kA was da bei mir schiefgelaufen war.. das Problem vom September hat sich auf jeden Fall gelöst xP
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