
NEO SAVE V4 Script pour RPG Maker VX Ecrit par BlueFraction
C'est moi qui a corrigé les bugs
Pour avoir un "sauvegardeur" améliorer:
Suivez bien !
1re partie: insérez ce script au dessus de main:
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|
#===============================================================
# ? [VX] ? Neo Save System with Unlimited save slots ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 04/05/2008
# ? Version: 1.0
#--------------------------------------------------------------
# ? Credit: - Andreas21 and Cybersam for Screenshot Script
# - RPG Revolution for hosted screenshot DLL file.
#--------------------------------------------------------------
# ? Requirement: screenshot.dll by Andreas21.
# You can download it from:
# <a href="http://www.rpgrevolution.com/users/woratana/DLL_file/" target="_blank">http://www.rpgrevolution.com/users/woratana/DLL_file/</a>
# Put it in project folder. (folder that has Game.exe)
#--------------------------------------------------------------
# ? 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 = '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
IMAGE_FILETYPE = '.png' # Image type for screenshot
# '.bmp', or '.jpg', or '.png'
EMPTY_SLOT_TEXT = 'Pas de données' # 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
PLAYTIME_TEXT = 'Temps: '
GOLD_TEXT = 'PG: '
LOCATION_TEXT = 'Situation: '
LV_TEXT = 'N.: '
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 = 'Remplacer la sauvegarde' # Text to confirm to save file
SFC_Text_Cancel = 'Choisir un autre SLOT' # 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
#--------------------------------------------------------------------------
# * 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
else
determine_savefile
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
end
#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)
file = File.open(make_filename(@last_slot_index), "wb")
write_save_data(file)
file.close
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(make_filename(@last_slot_index), "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
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
end
class Window_SlotList < Window_Command
#--------------------------------------------------------------------------
# * 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
include Wora_NSS
def initialize
super(160, 56, 384, 360)
@data = []
@exist_list = []
@bitmap_list = {}
@map_name = []
end
def draw_data(slot_id)
contents.clear # 352, 328
load_save_data(slot_id) if @data[slot_id].nil?
if @exist_list[slot_id]
save_data = @data[slot_id]
# DRAW SCREENSHOT~
contents.fill_rect(0,30,352,160, MAP_BORDER)
if save_data['ss']
bitmap = get_bitmap(save_data['ss_path'])
rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
contents.blt(2,32,bitmap,rect)
end
if DRAW_GOLD
# DRAW GOLD
gold_textsize = contents.text_size(save_data['gamepar'].gold).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.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
contents.font.color = normal_color
contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
end
if DRAW_PLAYTIME
# 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.font.color = normal_color
contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
end
if DRAW_LOCATION
# 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
contents.draw_text(0, 190, contents.width,
WLH, LOCATION_TEXT)
contents.font.color = normal_color
contents.draw_text(lc_textsize, 190, contents.width, WLH,
save_data['map_name'])
end
# DRAW FACE & Level & Name
save_data['gamepar'].members.each_index do |i|
actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
face_x_base = (i*80) + (i*8)
face_y_base = 216
lvn_y_plus = 10
lv_textsize = contents.text_size(actor.level).width
lvt_textsize = contents.text_size(LV_TEXT).width
if DRAW_FACE
# Draw Face
contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
draw_face(actor.face_name, actor.face_index, face_x_base + 2,
face_y_base + 2, 80)
end
if DRAW_LEVEL
# 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)
end
if DRAW_NAME
# Draw Name
contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
WLH, actor.name, 1)
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)
@data[slot_id]['last_bgm'] = Marshal.load(file)
@data[slot_id]['last_bgs'] = Marshal.load(file)
@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
@data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
@data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
@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_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
#======================================================
|
2e partie: telecharger ce fichier et mettez le dans le dossier de votre projet:
http://www.mediafire.com/?5s280dl3lo4do2m
(pas obligé)3e partie: créer un fichier Save dans votre projet
si vous ne voulez pas de fichier Save, allez a la ligne 46 et modifez:
"Save/" par ""
Voila votre script est prét !
un pti screen:
 By bluefraction at 2011-07-02
un petit merci ne ferais pas de mal
Citation: AJOUTEZ MOI DANS LE CRADIT DE VOTRE JEU SVP!!!
Merci ! :D
|
|
|
Nyan Cat - posté le 04/07/2011 à 22:24:39. (405 messages postés)
|

Punaise, depuis que j'ai installé Terraria, mon projet n'avance pas d'un cil... | Désolé de ce que je vais dire, mais... où sont les changements? |
Un nouveau jeu arrive! Tenez-vous prêts! |
|
Alkanédon - posté le 04/07/2011 à 23:05:23. (4097 messages postés)
|

Intense reflexion | C'est vrai, y a pas l'air d'avoir de changement ?  |
|
BlueFraction - posté le 05/07/2011 à 10:15:21. (7 messages postés)
|
Maker Pro | Ne vous inquiétez pas, il y a eu une toute petite modification
je ne sait plus ou mais regardez ces lignes:
Citation:
# DRAW FACE & Level & Name
save_data['gamepar'].members.each_index do |i|
actor = save_data['gameactor'][save_data['gamepar'].members.id]
face_x_base = (i*80) + (i*8)
face_y_base = 216
lvn_y_plus = 10
lv_textsize = contents.text_size(actor.level).width
lvt_textsize = contents.text_size(LV_TEXT).width
if DRAW_FACE
# Draw Face
contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
draw_face(actor.face_name, actor.face_index, face_x_base + 2,
face_y_base + 2, 80)
end
if DRAW_LEVEL
# 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)
end
if DRAW_FACE
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Testez-le vous verrez
en faite j'exagére quand je dit que c'est une nouvelle version  |
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Nyan Cat - posté le 05/07/2011 à 11:24:53. (405 messages postés)
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Punaise, depuis que j'ai installé Terraria, mon projet n'avance pas d'un cil... | (Tu peux pas tout simplement dire en quoi ces lignes ont effet? J'ai la flame de voir) |
Un nouveau jeu arrive! Tenez-vous prêts! |
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BlueFraction - posté le 05/07/2011 à 23:45:03. (7 messages postés)
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Maker Pro | en faite dans le neo save non corrigé, le systeme ne montre que le lvl de depart, dans la version corrigé, il montre le lvl que vous avez maintenant |
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lohl77 - posté le 09/08/2011 à 11:40:37. (4 messages postés)
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qu'est-ce qu'elle a ma g*** | Argh, j'ai suivi le processus à la lettre et, je ne sais trop comment, tout mon projet a été rayé du disque dur du PC
Du coup, je dois tout recommencer à 0 !
Dommage, moi qui voulait tester la version corrigée !
Il y a des jours comme ça !
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Jess_Vincent - posté le 29/04/2012 à 21:20:04. (1 messages postés)
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| Ca me dit Script "New_Save_Menu (nom du script) line 90: Runtime Error occured
LoadLibrary : screenshot"
Que faire ? |
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Someone123 - posté le 26/05/2012 à 20:06:58. (1 messages postés)
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| .
g un probl :
Tout marche, sauf, le Screenshots.
Lorsque je sauvegarde ma partie, et que je la charge, normalement, il est supposé d'avoir un Screenshots de l'endroit où je me trouve, sur une carte.
Mon Screenshot est TOUT NOIR.
Ça donne un carré noir et dans le grand rectangle, et dans le répertoire de mon jeu.
J'espère que vous m'aideriez s'il vous plait.
Merci! :P
DERNIERE CHOSE : GESS VINCENT :
Il fo ke tu telecharger : screenshot.dll et ke tu le mette dans ton repertoir
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