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Showing results for tags 'MSX - Window_SaveFile'.
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Nome Script: MSX - Window_SaveFile Versione: 1.0 Autore/i: Melosx Informazioni: Nuova finestra di salvataggio con più elementi. Consiglio l'utilizzo dello script Text Cache per una corretta resa delle stringhe di testo. Screenshots: Istruzioni: Copiare lo script Sopra Main e sotto Materials Script: #==============================================================================# ** MSX - Window_SaveFile II#==============================================================================# Author: Melosx# Versione: 1.0# Release Date: 27/03/2012# #==============================================================================# * Description# -----------------------------------------------------------------------------# This script change the Window_SaveFile by adding more information.# This release add: actor name, level, class, map name and gold.##==============================================================================# * Instruction# -----------------------------------------------------------------------------# Place the script under Materials and above Main.##==============================================================================#==============================================================================# ** DataManager#==============================================================================module DataManager def self.make_save_header header = {} header[:characters] = $game_party.characters_for_savefile header[:playtime_s] = $game_system.playtime_s header[:info] = $game_party.characters_info_for_savefile header endend#==============================================================================# ** Game_Party#==============================================================================class Game_Party < Game_Unit def characters_info_for_savefile battle_members.collect do |actor| map_name = load_data("Data/MapInfos.rvdata2")[$game_map.map_id].name [actor.name, actor.level, actor.class.name, $game_party.gold, map_name, actor.face_name, actor.face_index] end endend#==============================================================================# ** Window_SaveFile#==============================================================================class Window_SaveFile < Window_Base def refresh contents.clear self.contents.font.size = 16 change_color(normal_color) name = Vocab::File + " #{@file_index + 1}" draw_text(4, 0, 200, line_height, name) @name_width = text_size(name).width draw_playtime(0, contents.height - line_height, contents.width - 4, 2) draw_info draw_party_characters(150, 117) end def draw_party_characters(x, y) header = DataManager.load_header(@file_index) return unless header header[:characters].each_with_index do |data, i| draw_character(data[0], data[1], x + i * 115, y) end end def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "Playtime: " + header[:playtime_s], 2) end def draw_info header = DataManager.load_header(@file_index) return unless header header[:info].each_with_index do |data, i| draw_face(data[5], data[6], 70 + i * 115, 23) draw_text(70 + i * 115, 3, 110, line_height, data[0], 0) draw_text(75 + i * 115, 38, 110, line_height, Vocab.level_a + " " + data[1].to_s, 0) draw_text(75 + i * 115, 23, 105, line_height, data[2], 0) draw_text(0, contents.height - line_height, contents.width - 4, line_height, "Map: " + data[4], 1) draw_text(4, contents.height - line_height, contents.width - 4, line_height, "Gold: " + data[3].to_s + Vocab::currency_unit, 0) end endend#==============================================================================# ** Scene_File#==============================================================================class Scene_File < Scene_MenuBase def visible_max return 2 endendend