RPG VX ACE 스크립트를 받았는데 글자가 정리되어있지 않고 한 줄로 쫙 쓰여져 있었습니다.
잘 모르지만 어떻게든 정리를 해보았는데 실행하니까 오류가 나네요.
스크립트 정리를 잘 못해서 그런 건지 뭔가 잘못되어서 오류가 나는 건지 모르겠습니다.
스크립트 정리와 오류를 해결하려면 어떻게 해야하나요?
스크립트 ▼
#===============================================================================
## DT's Autosave
# Author: DoctorTodd
# Date (06/22/2012)
# Edited by: ArkLennard
# Date (01/13/2013)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: Todd@beacongames.com
##===============================================================================
## NOTES: 1)This script will only work with ace.
##===============================================================================
## Description: Saves the game when transferring the map, before battle,
# and opening the menu (all optional).
## Credits: Me (DoctorTodd), ArkLennard
##===============================================================================
## Instructions# Paste above main.
##===============================================================================
## Free for any use as long as I'm credited.
##===============================================================================
## Editing begins 37 and ends on 50.
##===============================================================================
module ToddAutoSaveAce
#Max files (without autosave).
MAXFILES = 16
#Autosave file name.
AUTOSAVEFILENAME = "자동 저장"
#Switch to activate autosave before battle?
AUTOSAVEBB = 1
#Switch to activate autosave when menu opened?
AUTOSAVEM = 2
#Switch to activate autosave when changing map?
AUTOSAVETM = 3
#Variable ID that contains the number where the sutosave file will be saved.
VARIABLE = 1
end
#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This allows you to use the
# "Autosave.call" ans "Autosave.load" commands.
#==============================================================================
module Autosave
#--------------------------------------------------------------------------
# * Save header writer
#--------------------------------------------------------------------------
def self.make_save_header
header = {}
header[:characters] = $game_party.characters_for_savefile
header[:playtime_s] = $game_system.playtime_s
header
end
#--------------------------------------------------------------------------
# * Save contents writer
#--------------------------------------------------------------------------
def self.make_save_contents
contents = {}
contents[:system] = $game_system
contents[:timer] = $game_timer
contents[:message] = $game_message
contents[:switches] = $game_switches
contents[:variables] = $game_variables
contents[:self_switches] = $game_self_switches
contents[:actors] = $game_actors
contents[:party] = $game_party
contents[:troop] = $game_troop
contents[:map] = $game_map
contents[:player] = $game_player
contents
end
#--------------------------------------------------------------------------
# * Save contents extractor
#--------------------------------------------------------------------------
def self.extract_save_contents(contents)
$game_system = contents[:system]
$game_timer = contents[:timer]
$game_message = contents[:message]
$game_switches = contents[:switches]
$game_variables = contents[:variables]
$game_self_switches = contents[:self_switches]
$game_actors = contents[:actors]
$game_party = contents[:party]
$game_troop = contents[:troop]
$game_map = contents[:map]
$game_player = contents[:player]
end
#--------------------------------------------------------------------------
# * Map reloader
#--------------------------------------------------------------------------
def self.reload_map_if_updated
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
$game_player.make_encounter_count
end
end
#--------------------------------------------------------------------------
# * Total fade out
#time : duration (milliseconds)
#--------------------------------------------------------------------------
def self.fadeout_all(time = 1000)
RPG::BGM.fade(time)
RPG::BGS.fade(time)
RPG::ME.fade(time)
Graphics.fadeout(time * Graphics.frame_rate / 1000)
RPG::BGM.stop
RPG::BGS.stop
RPG::ME.stop
end
#--------------------------------------------------------------------------
# * Call method
#--------------------------------------------------------------------------
def self.call
File.open('Autosave.rvdata2', "wb") do |file|
$game_system.on_before_save
Marshal.dump(make_save_header, file)
Marshal.dump(make_save_contents, file)
end
end
def self.load
fadeout_all
File.open('Autosave.rvdata2', "rb") do |file|
Marshal.load(file)
extract_save_contents(Marshal.load(file))
reload_map_if_updated
end
$game_system.on_after_load
SceneManager.goto(Scene_Map)
end
end
#==============================================================================
# ** DataManager
#------------------------------------------------------------------------------
# This module manages the database and game objects. Almost all of the
# global variables used by the game are initialized by this module.
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# * Maximum Number of Save Files
#--------------------------------------------------------------------------
def self.savefile_max
return ToddAutoSaveAce::MAXFILES + 1
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Preprocessing for Battle Screen Transition
#--------------------------------------------------------------------------
def pre_battle_scene
Graphics.update
Graphics.freeze
@spriteset.dispose_characters
BattleManager.save_bgm_and_bgs
BattleManager.play_battle_bgm
Sound.play_battle_start
Autosave.call if $game_switches[ToddAutoSaveAce::AUTOSAVEBB] == true
end
#--------------------------------------------------------------------------
# * Call Menu Screen
#--------------------------------------------------------------------------
def call_menu
Sound.play_ok
SceneManager.call(Scene_Menu)
Window_MenuCommand::init_command_position Autosave.call
if $game_switches[ToddAutoSaveAce::AUTOSAVEM] == true
end
#--------------------------------------------------------------------------
# * Preprocessing for Transferring Player
#--------------------------------------------------------------------------
def pre_transfer
@map_name_window.close
case $game_temp.fade_type
when 0
fadeout(fadeout_speed)
when 1
white_fadeout(fadeout_speed)
end
#--------------------------------------------------------------------------
# * Post Processing for Transferring Player
#--------------------------------------------------------------------------
def post_transfer
case $game_temp.fade_type
when 0
Graphics.wait(fadein_speed / 2)
fadein(fadein_speed)
when 1
Graphics.wait(fadein_speed / 2)
white_fadein(fadein_speed)
end
@map_name_window.open
Autosave.call if $game_switches[ToddAutoSaveAce::AUTOSAVETM] == true
end
end
end