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1

Samstag, 23. März 2013, 08:59

Auf der Suche nach guten Save/Load scripts

Moin,

bin gerade über dieses Script gestolpert:
Neo Save System | RPG Studio

Leider ist das ja für den VX, daher meine Frage - Gibts ähnlich gute Scripts für den XP?
Suche einen Script der das Mapbild so wie in diesem Script mitanzeigt, aber für Rmxp.

Grüße

Edit falsches Unterforum ~verschoben

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Gjorsch« (23. März 2013, 08:59)


Avery

Dinoritterin mit Herrschaft über die Contests und Ressourcen

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2

Samstag, 23. März 2013, 12:27

Es gab bereits einen Versuch, das ganze ordentlich zu übertragen, es scheint so weit auch zu funktionieren, am besten probierst du es einfach aus:
Woratana's Neo Save Script for RMXP (RGSS1)

3

Sonntag, 24. März 2013, 09:50

Danke für deine schnelle Antwort Avery,

Spoiler

Ich habe den Script gleich mal ausprobiert, scheint so "halbwegs?" zu funtionieren :yahoo!:

Kurze erläuterung:


1.
Um den Script zu benutzen musste ich einen Ordner in Graphics anlegen : "System"
in diesen Ordner ein Png: "Iconset" reinpacken - Welches ich zum testen erst mal Transparent erstellt habe. Da ich nirgends ein Beispiel/Template für dieses Iconset gefunden habe.

1.2
Ich habe in das Hauptverzeichnis die Screenshot.dll von Neo Save System | RPG Studio reingepackt.

2.
In den Hauptordner habe ich einen Ordner: "Save" erstellt in diesem wird nun jeder Spielstand gespeichert mit Mapabbild.
(Ich habe die Datei "temp.png" in den Ordner Save gepackt (1x1 Pixel transparent). Die Datei "Save{id}_ss.png" wird automatisch erstellt als Abbild der Map)



Das Problem:
Mein jetziges Problem ligt darin wenn ich mehr als 2x speichere ohne das Save-Menü zu verlassen.

(Wenn ich Speichere und direkt Überschreibe
Wenn ich Überschreibe und direkt in einen andren Slot speicher
Wenn ich Überschreibe und direkt wieder Überschreibe
Wenn Ich Speicher und danach wieder in einen anderen Slot speicher)


kommt der fehler : Unable to find Save/temp.png or Save/Save{id}_ss.png ({id} bezieht sich hier auf die Nummer des Speicherstands)


Es wäre gut wenn man in den Script so eine Art Sperre einbauen könnte - sodass man Maximal 1x normal Speichern oder überschreiben kann und sich dann das Save-Window schließt -
(So ist es in der VX version von Neo Save System | RPG Studio)

Hier erstmal der Code: (Strings sind in Deutsch übersetzt :: Rest Original)

Spoiler

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#==========================================================================
# ? [XP/VX] ? Neo Save System VI edited
#---------------------------------------------------------------------------
# ? Author: Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Last Updated:
# ? Version: III -> VI (By Helladen) 
# ? Screenshot image credit Andreas21, and Cybersam
# ? Commerical usage ask Woratana.
#---------------------------------------------------------------------------
# ? Converted to XP by LiTTleDRAgo
#---------------------------------------------------------------------------
# ? 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
#
# For XP :
# Put face into folder Graphics/Faces/ and name them into Actor{id}.png
#	ex = Actor1.png
# the faceset must 80x80
#
# Put Iconset.png in VX RTP and put it into folder Graphics/System
#
# Don't forget this script need screenshot.dll
#
#===========================================================================
 
VX = defined?(Window_BattleMessage)
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.
 
  CENTER_NAME = true
  # Set this to true will make Actor name center-aligned,
  # if false will become left-aligned
 
  # If you use the screenshot method this does not matter.
  SWAP_TILE = false # Make this false if you don't use the swap_tile script
  SWAP_TILE_SWITCH = 0 # 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 screenshot 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 screenshot, and it will have tone and
  # weather. If you are using SwapXT and this value is false you need to turn
  # on swap tile.
 
  # Do you want to use your own custom images for each map via map name.
  PREMADE_IMAGE = false # If this is true it sets its priority over
  #					   screenshots/etc.
 
  # Image type for screenshot '.bmp', or '.jpg', or '.png'.
  IMAGE_FILETYPE = '.png'
 
  # If this is true then the scene will not change when you save the game. 
  SCENE_CHANGE = false # Changes scene to map instead of remaining in Save screen.
 
  MAX_SAVE_SLOT = 20 # Max save slots.
  SLOT_NAME = 'Datei {id}'
 
  # Name of the slot (show in save slots list), use {id} for slot ID.
  SAVE_FILE_NAME = VX ? 'Save{id}.rvdata' : 'Save{id}.rxdata'
  # Save file name, you can also change its file type from .rvdata to other.
 
  # Use {id} for save slot ID.
  SAVE_PATH = 'Save/' # 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 = 'Leer' # 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 = false # Draw the vocab::Gold text to the right of the number.
 
  PLAYTIME_TEXT = 'Spielzeit: '
  GOLD_TEXT = 'Gold: '
  LOCATION_TEXT = 'Region: '
  LV_TEXT = 'Stufe: '
 
  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.
 
  # Do we want to use corresponding variables for each map number in MAP_NO_NAME_LIST?
  MAP_NO_NAME_VARIABLE = false # You just apply the value one to the variable which
							  # is the map number to change it from MAP_NO_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 = nil #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 = 'überschreiben' # Text to confirm to save file.
  SFC_Text_Cancel = 'abbrechen' # 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
  	if VX
    	@screen.call(0, 0, Graphics.width, Graphics.height, filename, 
    	self.handel, typid)
  	else
    	@screen.call(0, 0, 640, 480, filename, self.handel,typid)
  	end
	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
 
unless VX
  #==============================================================================
  # ** Vocab
  #------------------------------------------------------------------------------
  #  This module defines terms and messages. It defines some data as constant
  # variables. Terms in the database are obtained from $data_system.
  #==============================================================================
  DataSystem = load_data("Data/System.rxdata")
  module Vocab
 
	SaveMessage 	= "Speichern"
	LoadMessage 	= "Laden"
	File        	= "Datei"
 
	def self.gold
  	return DataSystem.words.gold
	end
  end
 
  #===============================================================================
  # * Sound Module * 
  #  This is a module used by RPG Maker VX - it has been modified to process XP
  #  sound commands.  
  #===============================================================================
  module Sound
 
	def self.play_cursor() $game_system.se_play($data_system.cursor_se) end
	def self.play_decision() $game_system.se_play($data_system.decision_se) end
	def self.play_cancel() $game_system.se_play($data_system.cancel_se) end
	def self.play_buzzer() $game_system.se_play($data_system.buzzer_se) end
	def self.play_equip() $game_system.se_play($data_system.equip_se)end
	def self.play_save() $game_system.se_play($data_system.save_se)  end
	def self.play_load() $game_system.se_play($data_system.load_se)  end
 
	end
 
  module Graphics
 
	def self.width()	640  end
	def self.height()	480  end
 
  end
 
  class Bitmap
	#--------------------------------------------------------------------------
	# * Clear Rectangle
	# by poccil
	#--------------------------------------------------------------------------
	def clear_rect(*arg)
  	if arg.length == 4
    	fill_rect(arg[0], arg[1], arg[2], arg[3], Color.new(0,0,0,0))  	
  	elsif arg.length == 1
    	fill_rect(arg[0], Color.new(0,0,0,0))
  	else
    	raise ArgumentError.new
  	end
	end
  end
 
  #==============================================================================
  # ** Cache
  #------------------------------------------------------------------------------
  #  This module loads each of graphics, creates a Bitmap object, and retains it.
  # To speed up load times and conserve memory, this module holds the created
  # Bitmap object in the internal hash, allowing the program to return
  # preexisting objects when the same bitmap is requested again.
  #==============================================================================
  module Cache
	#--------------------------------------------------------------------------
	# * Get Face Graphic
	# 	filename : Filename
	#--------------------------------------------------------------------------
	def self.face(f) load_bitmap("Graphics/Faces/", f)  end
	#--------------------------------------------------------------------------
	# * Get System Graphic
	# 	filename : Filename
	#--------------------------------------------------------------------------
	def self.system(f)  load_bitmap("Graphics/System/", f)  end
	#--------------------------------------------------------------------------
	# * Clear Cache
	#--------------------------------------------------------------------------
	def self.clear
  	@cache = {} if @cache == nil
  	@cache.clear
  	GC.start
	end
	#--------------------------------------------------------------------------
	# * Load Bitmap
	#--------------------------------------------------------------------------
	def self.load_bitmap(folder_name, filename, hue = 0)
  	@cache = {} if @cache == nil
  	path = folder_name + filename
  	if not @cache.include?(path) or @cache[path].disposed?
    	if filename.empty?
      	@cache[path] = Bitmap.new(32, 32)
    	else
      	@cache[path] = Bitmap.new(path)
    	end
  	end
  	if hue == 0
    	return @cache[path]
  	else
    	key = [path, hue]
    	if not @cache.include?(key) or @cache[key].disposed?
      	@cache[key] = @cache[path].clone
      	@cache[key].hue_change(hue)
    	end
    	return @cache[key]
  	end
	end
  end
 
end
 
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================
 
class Window_Base_Neo < Window
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  WLH = 24              	# Window Line Height
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	x  	: window x-coordinate
  # 	y  	: window y-coordinate
  # 	width  : window width
  # 	height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
	super()
	unless VX
  	@windowskin_name = $game_system.windowskin_name
  	self.windowskin = RPG::Cache.windowskin(@windowskin_name)
	else
  	self.windowskin = Cache.system("Window")
	end
	self.x = x
	self.y = y
	self.width = width
	self.height = height
	self.z = 100
	self.back_opacity = 200
	self.opacity = 255
	create_contents
	@opening = false
	@closing = false
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
	self.contents.dispose
	super
  end
  #--------------------------------------------------------------------------
  # * Create Window Contents
  #--------------------------------------------------------------------------
  def create_contents
	self.contents.dispose if self.contents
	self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	if @opening
  	self.opacity += 48
  	@opening = false if self.opacity >= 255
	elsif @closing
  	self.opacity -= 48
  	@closing = false if self.opacity <= 0
	end
  end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
	@opening = true if self.opacity < 255
	@closing = false
  end
  #--------------------------------------------------------------------------
  # * Close Window
  #--------------------------------------------------------------------------
  def close
	@closing = true if self.opacity > 0
	@opening = false
  end
  #--------------------------------------------------------------------------
  # * Get Text Color
  # 	n : text color number (0-7)
  #--------------------------------------------------------------------------
  def text_color(n)
	case n
	when 0 then Color.new(255, 255, 255, 255)
	when 1 then Color.new(128, 128, 255, 255)
	when 2 then Color.new(255, 128, 128, 255)
	when 3 then Color.new(128, 255, 128, 255)
	when 4 then Color.new(128, 255, 255, 255)
	when 5 then Color.new(255, 128, 255, 255)
	when 6 then Color.new(255, 255, 128, 255)
	when 7 then Color.new(192, 192, 192, 255)
	else
  	normal_color
	end
  end
  #--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  def normal_color() text_color(0) end
  #--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  def system_color() Color.new(192, 224, 255, 255)  end
  #--------------------------------------------------------------------------
  # * Draw number with currency unit
  # 	value : Number (gold, etc)
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	width : Width
  #--------------------------------------------------------------------------
  def draw_currency_value(value, x, y, width)
	cx = contents.text_size(Vocab::gold).width
	self.contents.font.color = normal_color
	self.contents.draw_text(x, y, width-cx-2, WLH, value, 2)
	self.contents.font.color = system_color
	self.contents.draw_text(x, y, width, WLH, Vocab::gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Icon
  # 	icon_index : Icon number
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	enabled	: Enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_icon(icon_index, x, y, enabled = true)
	bitmap = Cache.system("Iconset")
	rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
	self.contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
  end
  #--------------------------------------------------------------------------
  # * Draw Face Graphic
  # 	face_name  : Face graphic filename
  # 	face_index : Face graphic index
  # 	x 	: draw spot x-coordinate
  # 	y 	: draw spot y-coordinate
  # 	size   	: Display size
  #--------------------------------------------------------------------------
  def draw_face(face_name, face_index, x, y, size = 96)
	bitmap = Cache.face(face_name)rescue Cache.face('')
	rect = Rect.new(0, 0, 0, 0)
	if VX
  	rect.x = face_index % 4 * 96 + (96 - size) / 2
  	rect.y = face_index / 4 * 96 + (96 - size) / 2
	else
  	rect.x = 0 
  	rect.y = 0 
	end
	rect.width = size
	rect.height = size
	self.contents.blt(x, y, bitmap, rect)
	bitmap.dispose
  end
end
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window contains cursor movement and scroll functions.
#==============================================================================
 
class Window_Selectable_Neo < Window_Base_Neo
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :item_max             	# item count
  attr_reader   :column_max           	# digit count
  attr_reader   :index                	# cursor position
  attr_reader   :help_window          	# help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	x   	: window X coordinate
  # 	y   	: window Y coordinate
  # 	width   : window width
  # 	height  : window height
  # 	spacing : width of empty space when items are arranged horizontally
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height, spacing = 32)
	@item_max = 1
	@column_max = 1
	@index = -1
	@spacing = spacing
	super(x, y, width, height)
  end
  #--------------------------------------------------------------------------
  # * Create Window Contents
  #--------------------------------------------------------------------------
  def create_contents
	self.contents.dispose if self.contents
	self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  # 	index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
	@index = index
	update_cursor
	call_update_help
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max()(@item_max + @column_max - 1) / @column_max  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row() self.oy / WLH end
  #--------------------------------------------------------------------------
  # * Set Top Row
  # 	row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
	row = 0 if row < 0
	row = row_max - 1 if row > row_max - 1
	self.oy = row * WLH
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max() (self.height - 32) / WLH  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max() page_row_max * @column_max  end
  #--------------------------------------------------------------------------
  # * Get bottom row
  #--------------------------------------------------------------------------
  def bottom_row() top_row + page_row_max - 1  end
  #--------------------------------------------------------------------------
  # * Set bottom row
  # 	row : Row displayed at the bottom
  #--------------------------------------------------------------------------
  def bottom_row=(row) self.top_row = row - (page_row_max - 1) end
  #--------------------------------------------------------------------------
  # * Get rectangle for displaying items
  # 	index : item number
  #--------------------------------------------------------------------------
  def item_rect(index)
	rect = Rect.new(0, 0, 0, 0)
	rect.width = (contents.width + @spacing) / @column_max - @spacing
	rect.height = WLH
	rect.x = index % @column_max * (rect.width + @spacing)
	rect.y = index / @column_max * WLH
	return rect
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  # 	help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
	@help_window = help_window
	call_update_help
  end
  #--------------------------------------------------------------------------
  # * Determine if cursor is moveable
  #--------------------------------------------------------------------------
  def cursor_movable?
	return false if (not visible or not active)
	return false if (index < 0 or index > @item_max or @item_max == 0)
	return false if (@opening or @closing)
	return true
  end
  #--------------------------------------------------------------------------
  # * Move cursor down
  # 	wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_down(wrap = false)
	if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
  	@index = (@index + @column_max) % @item_max
	end
  end
  #--------------------------------------------------------------------------
  # * Move cursor up
  # 	wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_up(wrap = false)
	if (@index >= @column_max) or (wrap and @column_max == 1)
  	@index = (@index - @column_max + @item_max) % @item_max
	end
  end
  #--------------------------------------------------------------------------
  # * Move cursor right
  # 	wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_right(wrap = false)
	if (@column_max >= 2) and
   	(@index < @item_max - 1 or (wrap and page_row_max == 1))
  	@index = (@index + 1) % @item_max
	end
  end
  #--------------------------------------------------------------------------
  # * Move cursor left
  # 	wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_left(wrap = false)
	if (@column_max >= 2) and
   	(@index > 0 or (wrap and page_row_max == 1))
  	@index = (@index - 1 + @item_max) % @item_max
	end
  end
  #--------------------------------------------------------------------------
  # * Move cursor one page down
  #--------------------------------------------------------------------------
  def cursor_pagedown
	if top_row + page_row_max < row_max
  	@index = [@index + page_item_max, @item_max - 1].min
  	self.top_row += page_row_max
	end
  end
  #--------------------------------------------------------------------------
  # * Move cursor one page up
  #--------------------------------------------------------------------------
  def cursor_pageup
	if top_row > 0
  	@index = [@index - page_item_max, 0].max
  	self.top_row -= page_row_max
	end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	super
	if cursor_movable?
  	last_index = @index
  	if Input.repeat?(Input::DOWN)
    	cursor_down(Input.trigger?(Input::DOWN))
  	end
  	if Input.repeat?(Input::UP)
    	cursor_up(Input.trigger?(Input::UP))
  	end
  	if Input.repeat?(Input::RIGHT)
    	cursor_right(Input.trigger?(Input::RIGHT))
  	end
  	if Input.repeat?(Input::LEFT)
    	cursor_left(Input.trigger?(Input::LEFT))
  	end
  	if Input.repeat?(Input::R)
    	cursor_pagedown
  	end
  	if Input.repeat?(Input::L)
    	cursor_pageup
  	end
  	if @index != last_index
    	Sound.play_cursor
  	end
	end
	update_cursor
	call_update_help
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
	if @index < 0               	# If the cursor position is less than 0
  	self.cursor_rect.empty    	# Empty cursor
	else                        	# If the cursor position is 0 or more
  	row = @index / @column_max	# Get current row
  	if row < top_row          	# If before the currently displayed
    	self.top_row = row      	# Scroll up
  	end
  	if row > bottom_row       	# If after the currently displayed
    	self.bottom_row = row   	# Scroll down
  	end
  	rect = item_rect(@index)  	# Get rectangle of selected item
  	rect.y -= self.oy         	# Match rectangle to scroll position
  	self.cursor_rect = rect   	# Refresh cursor rectangle
	end
  end
  #--------------------------------------------------------------------------
  # * Call help window update method
  #--------------------------------------------------------------------------
  def call_update_help
	if self.active and @help_window != nil
   	update_help
	end
  end
  #--------------------------------------------------------------------------
  # * Update help window (contents are defined by the subclasses)
  #--------------------------------------------------------------------------
  def update_help()  end
end
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================
 
class Window_Command_Neo < Window_Selectable_Neo
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :commands             	# command
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	width  	: window width
  # 	commands   : command string array
  # 	column_max : digit count (if 2 or more, horizontal selection)
  # 	row_max	: row count (0: match command count)
  # 	spacing	: blank space when items are arrange horizontally
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
	if row_max == 0
  	row_max = (commands.size + column_max - 1) / column_max
	end
	super(0, 0, width, row_max * WLH + 32, spacing)
	@commands = commands
	@item_max = commands.size
	@column_max = column_max
	refresh
	self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
	self.contents.clear
	for i in 0...@item_max
  	draw_item(i)
	end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  # 	index   : item number
  # 	enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
	rect = item_rect(index)
	rect.x += 4
	rect.width -= 8
	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
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This is a superclass for the save screen and load screen.
#==============================================================================
class Scene_File 
  include Wora_NSS
  attr_reader :window_slotdetail
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
	start                     	# Start processing
	perform_transition        	# Perform transition
	Input.update              	# Update input information
	loop do
  	Graphics.update         	# Update game screen
  	Input.update            	# Update input information
  	update                  	# Update frame
  	break if $scene != self 	# When screen is switched, interrupt loop
	end
	Graphics.update
	Graphics.freeze           	# Prepare transition
	terminate                 	# Termination processing
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition()   Graphics.transition(10)  end
  #--------------------------------------------------------------------------
  # * Create Snapshot for Using as Background of Another Screen
  #--------------------------------------------------------------------------
  def snapshot_for_background
	$game_temp.background_bitmap.dispose
	$game_temp.background_bitmap = Graphics.snap_to_bitmap
	$game_temp.background_bitmap.blur
  end
  #--------------------------------------------------------------------------
  # * Create Background for Menu Screen
  #--------------------------------------------------------------------------
  def create_menu_background
	@menuback_sprite = Sprite.new
	@menuback_sprite.bitmap = $game_temp.background_bitmap
	@menuback_sprite.color.set(16, 16, 16, 128)
	update_menu_background
  end
  #--------------------------------------------------------------------------
  # * Dispose of Background for Menu Screen
  #--------------------------------------------------------------------------
  def dispose_menu_background()   @menuback_sprite.dispose  end
  #--------------------------------------------------------------------------
  # * Update Background for Menu Screen
  #--------------------------------------------------------------------------
  def update_menu_background() end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
	create_menu_background
	if NSS_IMAGE_BG != ''
  	@bg = Sprite.new
  	if VX
    	@bg.bitmap = Cache.picture(NSS_IMAGE_BG)
  	else
    	@bg.bitmap = RPG::Cache.picture(NSS_IMAGE_BG)
  	end
  	@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
  	@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
	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
	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
    	@confirm_window.z = 9999
  	else
    	determine_savefile
  	end
	elsif Input.trigger?(Input::B)
  	Sound.play_cancel
  	return_scene
	end
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
	if @from_title || $game_temp.call_from_title
  	$game_temp.call_from_title = false
  	$scene = Scene_Title.new
	elsif @from_event || $game_temp.call_from_event
  	$game_temp.call_from_event = false
  	$scene = Scene_Map.new
	else
  	$scene = Scene_Menu.new(4)
	end
  end
  #--------------------------------------------------------------------------
  # * Execute Save
  #--------------------------------------------------------------------------
  def do_save
	if SCREENSHOT_IMAGE
  	File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
  	make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)  
	end  
	file = File.open(make_filename(@last_slot_index), "wb")
	write_save_data(file)
	file.close   
	$game_temp.call_from_title = false
	$game_temp.call_from_event = false
	# Alter the scene after the saving is done
	if SCENE_CHANGE
  	$scene = Scene_Map.new
	else
  	if VX
    	$scene = Scene_File.new(true, false, false)
  	else
    	$scene = Scene_Save.new
  	end
	end
  end
  #--------------------------------------------------------------------------
  # * Execute Load
  #--------------------------------------------------------------------------
  def do_load
	file = File.open(make_filename(@last_slot_index), "rb")
	read_save_data(file)
	file.close
	unless VX 
  	$game_system.bgm_play($game_system.playing_bgm)
  	$game_system.bgs_play($game_system.playing_bgs)
	end
	$scene = Scene_Map.new
	if VX
  	RPG::BGM.fade(1500) 
  	Graphics.fadeout(60)
  	Graphics.wait(40)
  	@last_bgm.play
  	@last_bgs.play
	end
	$game_temp.call_from_title = false
	$game_temp.call_from_event = false
  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_Neo
  #--------------------------------------------------------------------------
  # * 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_Neo
  include Wora_NSS
 
  def initialize
  if VX
	super(160, 56, 384, 360)
  else
	super(160, 65, 480, 415)
  end
 
	@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]
	if VX
  	contents.fill_rect(0,30,352,152, MAP_BORDER)
	else
  	contents.fill_rect(0,30,458,160, MAP_BORDER)
	end
		if PREMADE_IMAGE
		  bitmap = get_bitmap("Graphics/Save/" + @data[slot_id]['map_name'] + IMAGE_FILETYPE)
  	if VX
			rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
  	else
    	rect = Rect.new((640-348)/2,(480-156)/2,448,156)
  	end  	
		  contents.blt(2,32,bitmap,rect)
		elsif SCREENSHOT_IMAGE and save_data['ss']
		  bitmap = get_bitmap(save_data['ss_path'])
  	if VX
    	rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
  	else
    	rect = Rect.new((640-348)/2,(480-156)/2,448,156)
  	end
		  contents.blt(2,32,bitmap,rect)
		elsif 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
 
		if DRAW_GOLD
		  gold_textsize = contents.text_size(save_data['gamepar'].gold.to_s).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.to_s)  
 
		  if DRAW_TEXT_GOLD
			contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)
 
		  else
			gold_textsize = 0
			goldt_textsize = 0				
		  end
		end
 
		if 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
		  lc_textsize = contents.text_size(LOCATION_TEXT).width
		  mn_textsize = contents.text_size(save_data['map_name']).width
		  contents.font.color = system_color
  	y = VX ? 190 : 190+35
		  contents.draw_text(0, y, contents.width, WLH, LOCATION_TEXT)
		  contents.font.color = normal_color
		  contents.draw_text(lc_textsize, y, contents.width, WLH, save_data['map_name'])
		end
 
		# Draw level & name
	game_party = VX ? save_data['gamepar'].members : save_data['gamepar'].actors
 
	game_party.each_index do |i|
		  actor = save_data['gameactor'][game_party[i].id]
		  face_x_base = (i*80) + (i*(8+ (VX ? 0 : 18)))
  	face_x_base = (i*80) + (i*(8+18))  # ADD
		  face_y_base = 216
		  face_y_base += 40 if !VX
		  lvn_y_plus = 10
		  lv_textsize = contents.text_size(actor.level.to_s).width
		  lvt_textsize = contents.text_size(LV_TEXT).width
 
		if DRAW_FACE
		  contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
  	unless VX
    	draw_face('Actor'+actor.id.to_s, 1, face_x_base + 2, face_y_base + 2, 80)
  	else
    	draw_face(actor.face_name, actor.face_index, face_x_base + 2,
    	face_y_base + 2, 80)
  	end
		end
 
		if 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.to_s)
		end
 
		if DRAW_NAME
		  contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
		  WLH, actor.name, CENTER_NAME ? 1 : 4)
		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)
  	if VX
    	@data[slot_id]['last_bgm'] = Marshal.load(file)
    	@data[slot_id]['last_bgs'] = Marshal.load(file)
  	end
  	@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
 
  	# Save the image
  	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?
  	if VX
    	@map_data = load_data("Data/MapInfos.rvdata")
  	else
    	@map_data = load_data("Data/MapInfos.rxdata")
  	end
	end
	if @map_name[map_id].nil?
  	if MAP_NO_NAME_LIST.include?(map_id) && MAP_NO_NAME_SWITCH &&
    	(!$game_switches.nil? && $game_switches[MAP_NO_NAME_SWITCH])
    	if $game_variables[map_id] == 0 or !MAP_NO_NAME_VARIABLE
      	@map_name[map_id] = MAP_NO_NAME
    	else
      	@map_name[map_id] = @map_data[map_id].name
    	end  
  	else
    	@map_name[map_id] = @map_data[map_id].name rescue ''
  	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
	return unless VX
	@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
	return unless VX
	@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
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	@saving = true
	super('') 
  end
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	@saving = false
	super('')
  end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================
name = VX ? "< Scene_Base" : ""
eval_text = "
class Scene_Title #{name}
  #--------------------------------------------------------------------------
  # * Check Continue
  #--------------------------------------------------------------------------
  def check_continue
	unless @checked
  	@checked = true
  	file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
  	@continue_enabled = (Dir.glob(file_name).size > 0)
  	return @checked = true if VX
  	if @continue_enabled 
    	@command_window.index = 1
    	@command_window.draw_item(1, Color.new(255, 255, 255, 255))
  	else
    	@command_window.index = 0
    	@command_window.disable_item(1)
  	end
	end
  end
  unless VX
	#--------------------------------------------------------------------------
	# * Update Frame
	#--------------------------------------------------------------------------
	alias update_nss update
	def update
  	check_continue
  	update_nss
	end
	#--------------------------------------------------------------------------
	# * Command: Continue
	#--------------------------------------------------------------------------
	alias command_continue_nss command_continue
	def command_continue
  	$game_temp      	= Game_Temp.new
  	$game_temp.call_from_title = true
  	command_continue_nss
	end
  end
end
 
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
class Scene_Map #{name}
  if VX
	#--------------------------------------------------------------------------
	# * Terminate
	#--------------------------------------------------------------------------
	alias wora_nss_scemap_ter terminate
	def terminate
  	Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
  	wora_nss_scemap_ter
	end
  else
	#--------------------------------------------------------------------------
	# * Main
	#--------------------------------------------------------------------------
	alias wora_nss_scemap_ter main
	def main
  	wora_nss_scemap_ter
  	Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
	end
	#--------------------------------------------------------------------------
	# * Save Call
	#--------------------------------------------------------------------------
	alias wora_nss_scemap_callsave call_save
	def call_save
  	$game_temp.save_calling = false
  	$game_temp.call_from_event = true
  	wora_nss_scemap_callsave
	end
  end
end#"
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
  attr_accessor :background_bitmap,:call_from_event,:call_from_title
end
eval(eval_text)
 
#======================================================================
# END - NEO SAVE SYSTEM by Woratana and Helladen
#======================================================================
zum Lesen den Text mit der Maus markieren


€Habe extra eine Demo angefertigt. In ihr ist alles enthalten was benötigt wird für das Script (Verbuggte Version)
SaveLoadSytem.rar
zum Lesen den Text mit der Maus markieren


€ Problem selbst gelößt.

Gefixte Demo hab ich mal bereit gestellt.
- Das Save Window schließt jetzt nachdem man gespeichert hat. Somit kann der Fehler nicht mehr auftreten.

Neo-Save-System-VI-edited-and-fixed-for-RMXP.rar

Grüße

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Requiem« (24. März 2013, 10:56)


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