XP 스크립트

Source Thread: http://www.creationasylum.net/forum/index.php?showtopic=22162
  이미지 커서 사용여부를 설정할 수 있도록 바뀐 버전입니다.  스크립트가 버전업되었는데도 헤더는 안 바뀌었더군요.  일단 제목에 버전 대신 스크립트가 나온 날짜를 넣었습니다.
  그래픽 커서를 사용할 경우 커서파일명은 'cursor.png'여야 합니다.(GraphicsPictures에 들어감)


#===============================================================================

# Custom Save System (CSS)
#---------------------------------------------
# Created By: StupidStormy36
# Version ID: 1.01
# Started on: 04/10/08 @ 8:36 pm EST
# Finished on: 04/10/08 @ 11:24 pm EST (Beleive it or not, YAY!!)
#===============================================================================

# This script allows you to have as many save files as necessary for your game.
# Simply find GAME_SAVES and change the value to your liking.
#
# This overwrites the Scene_File class and the Window_SaveFile class.
# This will overwrite any other custom save menus.
#
# You will need your own cursor image for this to work properly!
# It can be anything but keep it small.
# And remember to name it "cursor.png", OK?
#
# If there are any suggestions to make this script cleaner and more efficient,
# please let me know.
#
# If there are any errors, let me know that too, OK!
#
# Please credit me for this.
#
#---------------------------
# Small update!
#
# You can now choose to show the cursor image or not. You do not need the
# cursor image any more!
#===============================================================================




# Initializes save game number.
# You only have to edit this and the rest handles itself.


GAME_SAVES = 50 # Sets the number of save files.
USE_CURSOR_IMAGE = true # Sets whether or not to display the cursor image.
DEFAULT_FONT_FACE = "Tahoma" # Change this to display the text in a certain font face.
DEFAULT_FONT_SIZE = 22 # Change this to change the font size.

# End of customization.

# !!! DO NOT EDIT AFTER THIS POINT !!!

# End of custom initialization.
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :filename # file name
attr_reader :selected # selected
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0..Game Saves max)
# filename : file name
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 64 + file_index % GAME_SAVES * 104, 640, 104) #<<== *EDIT*
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = DEFAULT_FONT_FACE
self.contents.font.size = DEFAULT_FONT_SIZE
@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
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw file number
self.contents.font.color = normal_color
name = "File#{@file_index + 1}"
self.contents.draw_text(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
# If save file exists
if @file_exist
# Draw character
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
# Draw play time
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)
# Draw timestamp
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)
else
self.contents.draw_text(4, 40, 600, 32, "No Data")
end
end
#--------------------------------------------------------------------------
# * Set Selected
# selected : new selected (true = selected, false = unselected)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @selected
unless USE_CURSOR_IMAGE
self.cursor_rect.set(0, 0, @name_width + 8, 32)
else
self.cursor_rect.empty
end
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------------
# * End of Class Definition
#--------------------------------------------------------------------------
end


#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This is a superclass for the save screen and load screen.
#==============================================================================


class Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
# help_text : text string shown in the help window
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Creates cursor bitmap.
@cursor = Sprite.new #<<============================= *NEW*
if USE_CURSOR_IMAGE
@cursor.bitmap = RPG::Cache.picture("cursor")
else
@cursor.bitmap = Bitmap.new(1, 1)
@cursor.bitmap.fill_rect(0, 0, 3, 3, Color.new(0, 0, 0, 0))
end
@cursor.x = 0
@cursor.z = 1100
@cursor.visible = USE_CURSOR_IMAGE
# Make help window
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@help_window.z = 999
# Make save file window
@savefile_windows = []
for i in 0...GAME_SAVES #<<============================= *EDIT*
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
# Select last file to be operated
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
# Execute transition
update_cursor
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose items
@cursor.dispose
@help_window.dispose
for i in @savefile_windows
i.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_cursor
# Update items
@cursor.update
@help_window.update
for i in @savefile_windows
i.update
end
# If C button was pressed
if Input.trigger?(Input::C)
# Call method: on_decision (defined by the subclasses)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Call method: on_cancel (defined by the subclasses)
on_cancel
return
end
# If the down directional button was pressed
if Input.repeat?(Input::DOWN)
# If the down directional button pressed down is not a repeat,
# or cursor position is more in front than the maximum game saves - 1
if Input.trigger?(Input::DOWN) or @file_index < (GAME_SAVES - 1) #<<== *EDIT*
# Play cursor SE
update_window_position_down
$game_system.se_play($data_system.cursor_se)
# Move cursor down
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % GAME_SAVES #<<============ *EDIT*
@savefile_windows[@file_index].selected = true
return
end
end
# If the up directional button was pressed
if Input.repeat?(Input::UP)
# If the up directional button pressed down is not a repeat
# or cursor position is more in back than 0
if Input.trigger?(Input::UP) or @file_index > 0
# Play cursor SE
update_window_position_up
$game_system.se_play($data_system.cursor_se)
# Move cursor up
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + GAME_SAVES - 1) % GAME_SAVES #<<=== *EDIT*
@savefile_windows[@file_index].selected = true
return
end
end
# if F9 is pressed and in debug mode, prints out neccessary info only.<<==== *NEW*
if Input.trigger?(Input::F9) and $DEBUG
p @file_index
p @cursor.y
p @savefile_windows[0].y
end
end
#--------------------------------------------------------------------------
# * Make File Name
# file_index : save file index (0..Game Save max - 1)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
# <<============================================== # *NEW*
#--------------------------------------------------------------------------
# * Updates Cursor Image Position
#--------------------------------------------------------------------------
def update_cursor
if @savefile_windows[0].y != 64
@cursor.y = @file_index * 104 + 0 + @savefile_windows[0].y
else
@cursor.y = @file_index * 104 + 128 - @savefile_windows[0].y
end
end
#--------------------------------------------------------------------------
# * Updates Save Window Positions when UP is pressed.
#--------------------------------------------------------------------------
def update_window_position_up
# If Cursor image y value equals 64 and file index is greater than top most...
if @cursor.y == 64 and @file_index > 0
# Move all windows down
for i in @savefile_windows
i.y += 104
end
# If file index is top most...
elsif @file_index == 0
# Reinitializes window positions.
for i in @savefile_windows
i.y -= 104 * (GAME_SAVES - 1) - (376 - 64)
@cursor.y = 376
end
end
end
#--------------------------------------------------------------------------
# * Updates Save Window Positions when DOWN is pressed.
#--------------------------------------------------------------------------
def update_window_position_down
# If Cursor image y value equals 376 and file index is less than bottom most...
if @cursor.y == 376 and @file_index < (GAME_SAVES - 1)
# Move all windows up
for i in @savefile_windows
i.y -= 104
end
# If file index is bottom most...
elsif @file_index == (GAME_SAVES - 1)
# Reinitializes window positions.
for i in @savefile_windows
i.y += 104 * (GAME_SAVES - 1) - (376 - 64)
@cursor.y = 64
end
end
end
#--------------------------------------------------------------------------
# * End of Class Definition
#--------------------------------------------------------------------------
end



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