셀프변수스크립트를넣고 세이브하려니까 충돌뜨네요 고칠수있는방법좀요..
#=============================================================================
# ** SG Self Variables B
#=============================================================================
# sandgolem
# Version 1
# 19.04.06
#=============================================================================
#
# To use this script, use variables #1 - 3 in any events.
# It'll be whatever that event's self variable for it is.
# This also works for event page conditions
# In battle, these are temporary variables that is reset with each.
#
#=============================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmxp/scripts/
#
# To use this script, copy it and insert it in a new section above "Main",
# but under the default scripts. Needs to be under SG Script Control, but
# above any that alias Game_Event's refresh.
#
# Have problems? You can leave me a message at:
# http://www.gamebaker.com/users/sandgolem
#
#=============================================================================
class Scene_Title
alias sandgolem_selfvarb_title_main main
def main
$sg_self_variables = {}
sandgolem_selfvarb_title_main
end
end
class Scene_Save < Scene_File
alias sandgolem_selfvarb_save_write write_save_data
def write_save_data(file)
$game_sg['selfvars'] = $sg_self_variables
sandgolem_selfvarb_save_write(file)
$game_sg['selfvars'] = nil
end
end
class Scene_Load < Scene_File
alias sandgolem_selfvarb_load_read read_save_data
def read_save_data(file)
sandgolem_selfvarb_load_read(file)
if $game_sg['selfvars'] != nil
$sg_self_variables = $game_sg['selfvars']
$game_sg['selfvars'] = nil
end
end
end
class Scene_Battle
alias sandgolem_selfvarb_battle_main main
def main
for i in 1 .. 3
$game_variables[i] = 0
end
sandgolem_selfvarb_battle_main
end
end
class Interpreter
alias sandgolem_selfvarb_interp_execcommand execute_command
def execute_command
if $scene.is_a?(Scene_Map)
for i in 1 .. 3
key = [@map_id, @event_id, i]
if $sg_self_variables[key] != nil
$game_variables[i] = $sg_self_variables[key]
else
$game_variables[i] = 0
end
end
end
sandgolem_selfvarb_interp_execcommand
end
alias sandgolem_selfvarb_interp_command122 command_122
def command_122
sandgolem_selfvarb_interp_command122
if @parameters[0] <= 3 && $scene.is_a?(Scene_Map)
for i in @parameters[0] .. @parameters[1]
if i <= 3
key = [@map_id, @event_id, i]
$sg_self_variables[key] = $game_variables[i]
end
end
$game_map.need_refresh = true
end
end
end
class Game_Event < Game_Character
def refresh
new_page = nil
unless @erased
for page in @event.pages.reverse
c = page.condition
if c.switch1_valid
if $game_switches[c.switch1_id] == false
next
end
end
if c.switch2_valid
if $game_switches[c.switch2_id] == false
next
end
end
#------------------------------------------------------------------------------
# Begin SG Self Variables edit
#------------------------------------------------------------------------------
if c.variable_valid
if c.variable_id <= 3
key = [$game_map.map_id, @event.id, c.variable_id]
if $sg_self_variables[key] != nil
if $sg_self_variables[key] < c.variable_value
next
end
else
next
end
elsif $game_variables[c.variable_id] < c.variable_value
next
end
end
#------------------------------------------------------------------------------
# End SG Self Variables edit
#------------------------------------------------------------------------------
if c.self_switch_valid
key = [@map_id, @event.id, c.self_switch_ch]
if $game_self_switches[key] != true
next
end
end
new_page = page
break
end
end
if new_page == @page
return
end
@page = new_page
clear_starting
if @page == nil
@tile_id = 0
@character_name = ""
@character_hue = 0
@move_type = 0
@through = true
@trigger = nil
@list = nil
@interpreter = nil
return
end
@tile_id = @page.graphic.tile_id
@character_name = @page.graphic.character_name
@character_hue = @page.graphic.character_hue
if @original_direction != @page.graphic.direction
@direction = @page.graphic.direction
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != @page.graphic.pattern
@pattern = @page.graphic.pattern
@original_pattern = @pattern
end
@opacity = @page.graphic.opacity
@blend_type = @page.graphic.blend_type
@move_type = @page.move_type
@move_speed = @page.move_speed
@move_frequency = @page.move_frequency
@move_route = @page.move_route
@move_route_index = 0
@move_route_forcing = false
@walk_anime = @page.walk_anime
@step_anime = @page.step_anime
@direction_fix = @page.direction_fix
@through = @page.through
@always_on_top = @page.always_on_top
@trigger = @page.trigger
@list = @page.list
@interpreter = nil
if @trigger == 4
@interpreter = Interpreter.new
end
check_event_trigger_auto
end
end
---------------------------------여기까지 셀프변수 스크립트
#--------------------------------------------------------------------------
# ● 공개 인스턴스 변수
#--------------------------------------------------------------------------
attr_reader :filename # 파일명
attr_reader :selected # 선택 상태
#--------------------------------------------------------------------------
# ● 오브젝트 초기화
# file_index : 세이브 파일의 인덱스 (0~3)
# filename : 파일명
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
refresh
@selected = false
end
#--------------------------------------------------------------------------
# ● 리프레쉬
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# 파일 번호를 묘화
self.contents.font.color = normal_color
name = "파일 #{@file_index + 1}"
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
# 세이브 파일이 존재하는 경우
if @file_exist
# 캐릭터를 묘화
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
x = 300 - @characters.size * 32 + i * 64 - cw / 2
self.contents.blt(x, 68 - ch, bitmap, src_rect)
end
# 플레이 시간을 묘화
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 8, 600, 32, time_string, 2)
# 타임 스탬프를 묘화
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
self.contents.draw_text(4, 40, 600, 32, time_string, 2)
end
end
#--------------------------------------------------------------------------
# ● 선택 상태의 설정
# selected : 새로운 선택 상태 (true=선택 false=비선택)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor_rect
end
#--------------------------------------------------------------------------
# ● 커서의 구형 갱신
#--------------------------------------------------------------------------
def update_cursor_rect
if @selected
self.cursor_rect.set(0, 0, @name_width + 8, 32)
else
self.cursor_rect.empty
end
end
end
----------------------------------여기까지 세이브스크립트
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