질문과 답변

Extra Form

이 스크립트를 한국판 rpgvx로 하면 메뉴에서 다른건 다 한국어인데

게임 불러오기만 load game 이라고 영어로 뜹니다.

걍 해도 괜찮지만 조금 찝찝해서 스크립트 수정좀 부탁드립니다.

이 스크립트에서 esc를 누른 다음에 방향키로 확인 가능 합니다,

가능한 빠른 답변 부탁

 

 

#==============================================================================
# One Actor HUD System
# v 1.2 - 8/28/2008
# created by OriginalWij
#==============================================================================
 
module HUD
 
  #=========================================================================#
  # Start User Config                                                       #
  #=========================================================================#
 
  # Colors
  HUD_BACK_COLOR     = Color.new(0,0,0,75)
  HUD_BAR_BACK_COLOR = Color.new(255,255,255,255)
 
  # Gold Icon
  HUD_GOLD_ICON = 205
 
  # Load command name
  HUD_LOAD_NAME = 'Load Game'
 
  # Location name
  HUD_LOCATION = 'Location: '
 
  # Mini-window opactiy
  HUD_MINI_OPACITY = 200
 
  # Hud Switch (turns hud off)
  HUD_DISABLE_SWITCH = 1
 
  #=========================================================================#
  # End User Config                                                         #
  #=========================================================================#

end

#==============================================================================
# HUD Window (new)
#------------------------------------------------------------------------------
# Draws HP/MP bars on-screen
#==============================================================================

class Hud_Window < Window_Base
  #--------------------------------------------------------------------------
  # Init
  #--------------------------------------------------------------------------
  def initialize
    super(-10,-16,200,104)
    self.opacity = 0
    update
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    if $game_switches[HUD::HUD_DISABLE_SWITCH]
      self.visible = false
    else
      self.visible = true
    end
    self.contents.fill_rect(-2, 6, 136, 92, HUD::HUD_BACK_COLOR)
    self.contents.fill_rect(1, 15, 132, 8, HUD::HUD_BAR_BACK_COLOR)
    self.contents.fill_rect(1, 37, 132, 8, HUD::HUD_BAR_BACK_COLOR)
    @hud_actor = $game_party.members[0]
    draw_actor_hp(@hud_actor, 2,  0, 130)
    draw_actor_mp(@hud_actor, 2, 22, 130)
    hud_draw_actor_level(@hud_actor, 0, 48)
    draw_actor_state(@hud_actor, 38, 48)
  end
  #--------------------------------------------------------------------------
  # Draw Level With Small Font
  #--------------------------------------------------------------------------
  def hud_draw_actor_level(actor, x, y)
    self.contents.font.size = 16
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2)
    self.contents.font.size = Font.default_size
  end
end

#==============================================================================
# HUD Command Window (new)
#------------------------------------------------------------------------------
# Draws individual command windows
#==============================================================================

class Hud_Command_Window < Window_Base
  #--------------------------------------------------------------------------
  # Init
  #--------------------------------------------------------------------------
  def initialize(y)
    super(-168, y, 160, 56)
    self.back_opacity = HUD::HUD_MINI_OPACITY
    update
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    self.contents.clear
  end
end

#==============================================================================
# Dummy Location Window (new)
#------------------------------------------------------------------------------
# Draws the dummy location window
#==============================================================================

class Hud_Dummy_Location_Window < Window_Base
  #--------------------------------------------------------------------------
  # Init
  #--------------------------------------------------------------------------
  def initialize
    super(128, 382, 416, 34)
    self.z = 0
    update
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    self.contents.clear
  end
end
#==============================================================================
# Location Window (new)
#------------------------------------------------------------------------------
# Draws the location window
#==============================================================================

class Hud_Location_Window < Window_Base
  #--------------------------------------------------------------------------
  # Init
  #--------------------------------------------------------------------------
  def initialize
    super(128, 370, 416, 56)
    self.opacity = 0
    update
  end
 
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    self.contents.clear
    $hud_maps = load_data("Data/MapInfos.rvdata")
    @hud_maps_id = $game_map.map_id
    @hud_current_map = $hud_maps[@hud_maps_id].name
    @hud_current_map.gsub!(/\N[([0-9]+)]/i) { $game_actors[$1.to_i].name }
    @hud_current_map.gsub!(/[.*]/) {""}
    hud_textsize = contents.text_size(HUD::HUD_LOCATION).width
    self.contents.font.color = system_color
    self.contents.draw_text(0, -4, 128, 32, HUD::HUD_LOCATION)
    self.contents.font.color = normal_color
    self.contents.draw_text(hud_textsize + 5, -4, 400, 32, @hud_current_map, 0)
  end
end

#==============================================================================
# HUD Money Window (new)
#------------------------------------------------------------------------------
# Draws a dummy money window
#==============================================================================

class Hud_Money_Window < Window_Base
  #--------------------------------------------------------------------------
  # Init
  #--------------------------------------------------------------------------
  def initialize
    super(0, 382, 128, 34)
    self.z = 0
    update
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    self.contents.clear
  end
end

#==============================================================================
# Window_Base Overwrite
#------------------------------------------------------------------------------
#  Rewrites draw currency to display an icon and add commas (total rewrite)
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # Daw currency with currency icon and commas
  #--------------------------------------------------------------------------
  def draw_currency_value(value, x, y, width)
    hud_width = width - 22
    self.contents.font.color = normal_color
    @value = value / 1000
    @value3 = value - (@value*1000)
    @value = value / 1000000
    @value2 = (value - (@value*1000000)) / 1000
    @value = value / 1000000
    @value_h = @value3.to_s
    @value_t = @value2.to_s
    @value_m = @value.to_s
    if value > 999999
      if @value3 > 99
        self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
      elsif @value3 > 9
        self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
      else
        self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
      end
      self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
      if @value2 > 99
        self.contents.draw_text(x - 42, y, hud_width, WLH, @value_t, 2)
      elsif @value2 > 9
        self.contents.draw_text(x - 42, y, hud_width, WLH, '0' + @value_t, 2)
      else
        self.contents.draw_text(x - 42, y, hud_width, WLH, '00' + @value_t, 2)
      end
      self.contents.draw_text(x + 12, y, 11, WLH, ',', 2)
      self.contents.draw_text(x - 79, y, hud_width, WLH, @value_m, 2)
    elsif value > 999
      if @value3 > 99
        self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
      elsif @value3 > 9
        self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
      else
        self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
      end
      self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
      self.contents.draw_text(x - 52, y, hud_width, WLH, @value_t, 2)
    else
      self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
    end
    self.contents.font.color = normal_color
    draw_icon(HUD::HUD_GOLD_ICON, x + hud_width, y, true)
  end
end

#==============================================================================
# Window_Command Overwrite
#------------------------------------------------------------------------------
# Allows commands to be aligned
#==============================================================================

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Item (added align)
  #     index   : item number
  #     enabled : enabled flag. When false, draw semi-transparently.
  #     align   : align text flag.      0 = left justified
  #                                     1 = centered
  #                                     2 = right justified
  #    
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true, align = 0) #:add argument
    @align = align     # :add alignment arg.
    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
    case @align # :add check for alignment
    when 1
      self.contents.draw_text(rect, @commands[index], 1) # :add center
    when 2
      self.contents.draw_text(rect, @commands[index], 2) # :add right justify
    else
      self.contents.draw_text(rect, @commands[index], 0) # :old left justify
    end
  end
end

#==============================================================================
#  Window_Help Overwrite
#------------------------------------------------------------------------------
#  Force center alignment
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 544, WLH + 32)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #  text  : character string displayed in window
  #  align : alignment (0..flush left, 1..center, 2..flush right)
  #--------------------------------------------------------------------------
  def set_text(text, align = 1) # :force align
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
      @text = text
      @align = align
    end
  end
end

#==============================================================================
# Window_MenuStatus (mod)
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias hud_menu_status_initialize initialize
  def initialize(x, y)
    hud_menu_status_initialize(x,y)
    self.z = 1000
  end
end

#==============================================================================
# Window_SaveFile Overwrite
#------------------------------------------------------------------------------
# Adjusts window size, count, and appearance
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0-11)
  #     filename   : filename
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    @save_offset = 0
    @save_offset = 272 if file_index > 5
    super(@save_offset, 56 + file_index % 6 * 60, 272, 60)
    @file_index = file_index
    @filename = filename
    load_gamedata
    refresh
    @selected = false
  end
 
  #--------------------------------------------------------------------------
  # * Load Partial Game Data - :added access to character names
  #    By default, switches and variables are not used (for expansion use,
  #    such as displaying place names)
  #--------------------------------------------------------------------------
  def load_gamedata
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      begin
        @characters     = Marshal.load(file)
        @frame_count    = Marshal.load(file)
        @last_bgm       = Marshal.load(file)
        @last_bgs       = Marshal.load(file)
        @game_system    = Marshal.load(file)
        @game_message   = Marshal.load(file)
        @game_switches  = Marshal.load(file)
        @game_variables = Marshal.load(file)
        @hud_self_sw    = Marshal.load(file)
        @hud_actors     = Marshal.load(file)
        @total_sec = @frame_count / Graphics.frame_rate
      rescue
        @file_exist = false
      ensure
        file.close
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    name = Vocab::File + " #{@file_index + 1}"
    self.contents.draw_text(4, 0, 100, WLH, name)
    @name_width = contents.text_size(name).width
    if @file_exist
      draw_party_characters(84, 30)
      self.contents.font.color = normal_color
      draw_playtime(0, 0, contents.width - 4, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Draw Party Characters (changed spacing)
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_party_characters(x, y)
    for i in 0...@characters.size
      name = @characters[i][0]
      index = @characters[i][1]
      draw_character(name, index, x + i * 24, y)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Draw Play Time
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #     width : Width
  #     align : Alignment
  #--------------------------------------------------------------------------
  def draw_playtime(x, y, width, align)
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    time_string = sprintf("%02d:%02d", hour, min)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, width, WLH, time_string, 2)
  end
end

#==============================================================================
# Scene_Base Overwrite
#------------------------------------------------------------------------------
# Rewrites the menu background script to be un-blurred and un-tinted
#==============================================================================

class Scene_Base
  #--------------------------------------------------------------------------
  # Create Un-blurred 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
  end
  #--------------------------------------------------------------------------
  # Create Un-tinted Background for Menu Screen
  #--------------------------------------------------------------------------
  def create_menu_background
    @menuback_sprite = Sprite.new
    @menuback_sprite.bitmap = $game_temp.background_bitmap
    @menuback_sprite.color.set(0, 0, 0, 0)
    update_menu_background
  end
end

#==============================================================================
# Scene_Title Overwrite
#------------------------------------------------------------------------------
# Center start menu commands
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Command Window (centered)
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    @command_window.draw_item(0, true, 1)
    @command_window.draw_item(1, true, 1)
    @command_window.draw_item(2, true, 1)
    if @continue_enabled                        # If continue is enabled
      @command_window.index = 1                 # Move cursor over command
    else                                        # If disabled
      @command_window.draw_item(1, false, 1)    # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end
end

#==============================================================================
# Scene Map Mod
#------------------------------------------------------------------------------
# Adds HP/MP window to map screen
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # Start (Include HUD)
  #--------------------------------------------------------------------------
  alias hud_scene_map_start start
  def start
    hud_scene_map_start
   
    #add hud window
    @hud_window = Hud_Window.new   
  end
  #--------------------------------------------------------------------------
  # Terminate (Include HUD)
  #--------------------------------------------------------------------------
  alias hud_scene_map_terminate terminate
  def terminate
    hud_scene_map_terminate
   
    #dispose hud window
    @hud_window.dispose
  end
  #--------------------------------------------------------------------------
  # Update (Include HUD and L & R)
  #--------------------------------------------------------------------------
  alias hud_scene_map_update update
  def update
    hud_scene_map_update
   
    #update hud window
    @hud_window.update
   
    #check for L and R
    if Input.trigger? (Input::R)
      if $game_party.members.size > 1
        Sound.play_save
        hud_lead_hold1 = $game_party.members[0].id
        $game_party.remove_actor (hud_lead_hold1)
        $game_party.add_actor (hud_lead_hold1)
        $game_player.refresh
      end
    elsif Input.trigger? (Input::L)
      if $game_party.members.size > 1
        Sound.play_save
        hud_lead_hold1 = $game_party.members[0].id
        hud_lead_hold2 = $game_party.members[1].id
        hud_lead_hold3 = $game_party.members[2].id
        @hud_party_size = $game_party.members.size
        $game_party.remove_actor (hud_lead_hold1)
        $game_party.remove_actor (hud_lead_hold2) if @hud_party_size > 2
        $game_party.remove_actor (hud_lead_hold3) if @hud_party_size > 3
        $game_party.add_actor (hud_lead_hold1)
        $game_party.add_actor (hud_lead_hold2) if @hud_party_size > 2
        $game_party.add_actor (hud_lead_hold3) if @hud_party_size > 3
        $game_player.refresh
      end
    end
  end
end

#==============================================================================
# Scene_Menu Mods & Overwrites
#------------------------------------------------------------------------------
# Mods:
# 1) Adjusts command window position
# 2) Makes status window invisible
# 3) Adjusts gold window position
# 4) Makes gold window transparent
# 5) Adds mini-windows to terminate
#
# Adds:
# 1) Mini-windows for commands
#
# Overwrites:
# 1) Rewrites commands to be invisible and adds Load command
# 2) Adds load & up/down check to update selection
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # Start (with adjustments)
  #--------------------------------------------------------------------------
  alias hud_scene_menu_start start
  def start
    hud_scene_menu_start
  # adjust command window position
    @command_window.x = -160
  # adjust status window visibility
    @status_window.visible = false
  # adjust gold window position
    @gold_window.x = -19
    @gold_window.y = 370
  # create location window
    @hud_location_window = Hud_Location_Window.new
  # create dummy windows
    @hud_money_window = Hud_Money_Window.new
    @hud_dummy_location_window = Hud_Dummy_Location_Window.new
  # adjust gold window transparency
    @gold_window.opacity = 0
  end
 
  #--------------------------------------------------------------------------
  # Create Mini Command Windows (new)
  #--------------------------------------------------------------------------
  def create_mini_windows
    @mini_command_window = []
    for i in 0..6
     @mini_command_window[i] = Hud_Command_Window.new(i * 24 + 80)
    end
    if $game_party.members.size == 0
      @mini_command_window[0].contents.font.color.alpha = 128
      @mini_command_window[1].contents.font.color.alpha = 128
      @mini_command_window[2].contents.font.color.alpha = 128
      @mini_command_window[3].contents.font.color.alpha = 128
    end
    @mini_command_window[0].contents.draw_text(-15, 0, 160, 24, Vocab::item, 1)
    @mini_command_window[1].contents.draw_text(-15, 0, 160, 24, Vocab::skill, 1)
    @mini_command_window[2].contents.draw_text(-15, 0, 160, 24, Vocab::equip, 1)
    @mini_command_window[3].contents.draw_text(-15, 0, 160, 24, Vocab::status, 1)
    if $game_system.save_disabled
      @mini_command_window[4].contents.font.color.alpha = 128
    end
    @mini_command_window[4].contents.draw_text(-15, 0, 160, 24, Vocab::save, 1)
    @mini_command_window[5].contents.draw_text(-15, 0, 160, 24, HUD::HUD_LOAD_NAME, 1)
    @mini_command_window[6].contents.draw_text(-15, 0, 160, 24, Vocab::game_end, 1)
  end
 
  #--------------------------------------------------------------------------
  # * Termination Processing (add mini, location, & dummy windows)
  #--------------------------------------------------------------------------
  alias hud_scene_menu_terminate terminate
  def terminate
    hud_scene_menu_terminate
    @hud_money_window.dispose
    @hud_dummy_location_window.dispose
    @hud_location_window.dispose
    for i in 0..6
      @mini_command_window[i].dispose
    end
  end
 
  #--------------------------------------------------------------------------
  # Create Command Window With Invisiblity and Load Command (Rewrite)
  #--------------------------------------------------------------------------
  def create_command_window
    create_mini_windows # new: call mini window creation
    s1 = ""
    s2 = ""
    s3 = ""
    s4 = ""
    s5 = ""
    s6 = ""
    s7 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    for i in 1..10
      @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
      Graphics.wait(1)
    end
  end
   
  #--------------------------------------------------------------------------
  # Update Command Selection With Arrow Check, Load, and Location (Rewrite)
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B) #original
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C) #original
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Items
        $scene = Scene_Item.new
      when 1,2,3  # Skills, Equip, Status
        @status_window.visible = true
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # :changed to Load
        $scene = Scene_File.new(false, false, false)
      when 6      # End Game :changed from 5 to 6
        $scene = Scene_End.new
      end
      # :new - move mini windows
    elsif Input.repeat?(Input::UP)     # :new
      @offset = @command_window.index + 1
      @offset = 0 if @offset > 6
      for i in 1..10
        @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
        @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
        Graphics.wait(1)
      end
    elsif Input.repeat?(Input::DOWN)   # :new
      @offset = @command_window.index - 1
      @offset = 6 if @offset < 0
      for i in 1..10
        @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
        @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
        Graphics.wait(1)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * End Actor Selection (Mod
  #--------------------------------------------------------------------------
  alias hud_end_actor_selection end_actor_selection
  def end_actor_selection
    hud_end_actor_selection
    @status_window.visible = false
  end
end

#==============================================================================
# Scene_Item Overwrite
#------------------------------------------------------------------------------
# Adjusted for only 1 character
#==============================================================================

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # Show Target Window (adjusted viewport)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @item_window.active = false
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    @viewport.rect.set(0, 0, 544, 416)
    @viewport.ox = 0
  end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # * Show Target Window
  #     right : Right justification flag (if false, left justification)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @skill_window.active = false
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    @viewport.rect.set(0, 0, 544, 416)
    @viewport.ox = 0
  end
end
#==============================================================================
# Scene_File Overwrite
#------------------------------------------------------------------------------
# Add return for Load command and adjust number of files
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      if @saving
        $scene = Scene_Menu.new(4)
      else
        $scene = Scene_Menu.new(5)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Save File Window
  #--------------------------------------------------------------------------
  def create_savefile_windows
    @savefile_windows = []
    for i in 0..11
       @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @item_max = 12
  end
  #--------------------------------------------------------------------------
  # * Update Save File Selection
  #--------------------------------------------------------------------------
  alias hud_update_savefile_selection update_savefile_selection
  def update_savefile_selection
    hud_update_savefile_selection
    if Input.trigger?(Input::RIGHT)
      if @index < 6
        Sound.play_cursor
        @savefile_windows[@index].selected = false
        @index += 6
        @savefile_windows[@index].selected = true
      end
    elsif Input.trigger?(Input::LEFT)
      if @index > 5
        Sound.play_cursor
        @savefile_windows[@index].selected = false
        @index -= 6
        @savefile_windows[@index].selected = true
      end
    end
  end
end

#==============================================================================
# Scene_End Overwrite
#------------------------------------------------------------------------------
# Adjusts return for Quit because of adding Load & centers menu
#==============================================================================

class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Command Window (centered)
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::to_title
    s2 = Vocab::shutdown
    s3 = Vocab::cancel
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = (416 - @command_window.height) / 2
    @command_window.openness = 0
    @command_window.draw_item(0, true, 1)
    @command_window.draw_item(1, true, 1)
    @command_window.draw_item(2, true, 1)
  end
 
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(6)
  end
end

 

Comment '2'
  • ?
    Alkaid 2011.11.13 16:53

    module HUD의

    HUD_LOAD_NAME에 지정된 텍스트를 수정하세요.

  • ?
    ba람이 2011.11.13 18:18

    빠른 답변 감사합니다.

    ㄳㄳ


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