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Ally

Interfacce 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:

 

jrd8up.png

 

 

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

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8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? 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'(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
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