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Ally

Interfacce Finestra Salva - Carica

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Nome Script: Finestra Salva - Carica
Versione: 1.1
Autore/i: Melosx

Informazioni:
Aggiunge la possibilità di scegliere se Salvare o caricare la partita sostituendo il comando salva del menu.

Istruzioni:
Mettetelo sopra main e sotto Materials.

Script:

#==============================================================================
# ** Salva/Carica
#=============================================================================
# Autore:   Melosx
# Versione: 1.1
# Data di creazione: 23-5-2011 => v1.0
#                    23-5-2011 => v1.1
#
#
# Quando si va sul comando Salva/Carica del menù questo script fa apparire una
# finestra di selezione dove si sceglie se salvare o caricare una partita.
# E' possibile cambiare il nome al comando modificando il valore a NOMECOMANDO.
# Se l'opzione di salvataggio viene disabilitata sarà possibile solo caricare.
#
# v1.1 - Feature:
# - Possibilità di cambiare con facilità il nome al comando.
# - Se salvataggio disabilitato si può solo caricare.
# - Corretti un paio di bug.
#=============================================================================

module SC

  NOMECOMANDO = "Salva/Carica"

end


class Scene_Salva_Carica < Scene_Base

  def start
    super
    create_menu_background
    create_command_window
  end

  def post_start
    super
    open_command_window
  end

  def pre_terminate
    super
    close_command_window
  end

  def terminate
    super
    dispose_menu_background
    dispose_command_window
  end

  def update
    super
    update_menu_background
    @command_window.update
    if Input.trigger?(Input::C)
      if $game_system.save_disabled and @command_window.index == 0
          Sound.play_buzzer
        return
      end
    case @command_window.index
      when 0    #Salva
        comando_salva
      when 1    # Carica
        comando_carica
      end
    elsif Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Menu.new
    end  
  end

  def create_command_window
    s1 = "Salva"
    s2 = "Carica"
    @command_window = Window_Command.new(172, [s1, s2])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 208
    @command_window.openness = 0
    @command_window.open
    if $game_system.save_disabled
      @command_window.draw_item(0, false)
    end
  end

  def dispose_command_window
    @command_window.dispose
  end

  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end

  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # * Salva
  #--------------------------------------------------------------------------
  def comando_salva
    Sound.play_decision
    $scene = Scene_File.new(true, false, false)
  end
  #--------------------------------------------------------------------------
  # * Carica
  #--------------------------------------------------------------------------
  def comando_carica
      Sound.play_decision
      $scene = Scene_File.new(false, false, false)
  end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  * alias
#==============================================================================

class Scene_Menu < Scene_Base
  include SC
  alias melosx_update_command_selection update_command_selection
  alias melosx_create_command_window create_command_window

  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = SC::NOMECOMANDO
    s6 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # se non ci sono giocatori in party
      @command_window.draw_item(0, false)     # Disabilita oggetti
      @command_window.draw_item(1, false)     # Disabilita poteri
      @command_window.draw_item(2, false)     # Disabilita equipaggiamenti
      @command_window.draw_item(3, false)     # Disabilita stato
    end
  end

  def update_command_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0
        $scene = Scene_Item.new
      when 1,2,3
        start_actor_selection
      when 4
        $scene = Scene_Salva_Carica.new
      when 5
        $scene = Scene_End.new
      end
    end
  end
end

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42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 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 ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(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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