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Multi saves (commented out until future release)
This commit is contained in:
709
Data/Scripts/050_AddOns/MultiSaves.rb
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709
Data/Scripts/050_AddOns/MultiSaves.rb
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# # Auto Multi Save by http404error
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# # For Pokemon Essentials v19.1
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#
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# # Description:
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# # Adds multiple save slots and the abliity to auto-save.
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# # Included is code to autosave every 30 overworld steps. Feel free to edit or delete it (it's right at the top).
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# # On the Load screen you can use the left and right buttons while "Continue" is selected to cycle through files.
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# # When saving, you can quickly save to the same slot you loaded from, or pick another slot.
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# # Battle Challenges are NOT supported.
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#
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# # Customization:
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# # I recommend altering your pause menu to quit to the title screen or load screen instead of exiting entirely.
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# # -> For instance, just change the menu text to "Quit to Title" and change `$scene = nil` to `$scene = pbCallTitle`.
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# # Call Game.auto_save whenever you want.
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# # -> Autosaving during an event script will correctly resume event execution when you load the game.
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# # -> I haven't investigated if it might be possible to autosave on closing the window with the X or Alt-F4 yet.
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# # You can rename the slots to your liking, or change how many there are.
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# # In some cases, you might want to remove the option to save to a different slot than the one you loaded from.
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#
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# # Notes:
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# # On the first Load, the old Game.rxdata will be copied to the first slot in MANUAL_SLOTS. It won't have a known save time though.
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# # The interface to `Game.save` has been changed.
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# # Due to the slots, alters the save backup system in the case of save corruption/crashes - backups will be named Backup000.rxdata and so on.
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# # Heavily modifies the SaveData module and Save and Load screens. This may cause incompatibility with some other plugins or custom game code.
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# # Not everything here has been tested extensively, only what applies to normal usage of my game. Please let me know if you run into any problems.
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#
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# # Future development ideas:
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# # There isn't currently support for unlimited slots but it wouldn't be too hard.
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# # Letting the user name their slots seems cool.
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# # It would be nice if there was a sliding animation for switching files on that load screen. :)
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# # It would be nice if the file select arrows used nicer animated graphics, kind of like the Bag.
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# # Maybe auto-save slots should act like a queue instead of cycling around.
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#
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# # Autosave every 30 steps
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# # Events.onStepTaken += proc {
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# # $Trainer.autosave_steps = 0 if !$Trainer.autosave_steps
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# # $Trainer.autosave_steps += 1
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# # if $Trainer.autosave_steps >= 30
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# # echo("Autosaving...")
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# # $Trainer.autosave_steps = 0
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# # Game.auto_save
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# # echoln("done.")
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# # end
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# # }
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#
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# #===============================================================================
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# #
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# #===============================================================================
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# module SaveData
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# # You can rename these slots or change the amount of them
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# # They change the actual save file names though, so it would take some extra work to use the translation system on them.
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# AUTO_SLOTS = [
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# 'Auto 1',
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# 'Auto 2'
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# ]
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# MANUAL_SLOTS = [
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# 'File A',
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# 'File B',
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# 'File C',
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# 'File D',
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# 'File E',
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# 'File F',
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# 'File G',
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# 'File H'
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# ]
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#
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# # For compatibility with games saved without this plugin
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# OLD_SAVE_SLOT = 'Game'
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#
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# SAVE_DIR = if File.directory?(System.data_directory)
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# System.data_directory
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# else
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# '.'
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# end
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#
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# def self.each_slot
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# (AUTO_SLOTS + MANUAL_SLOTS).each { |f| yield f }
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# end
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#
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# def self.get_full_path(file)
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# return "#{SAVE_DIR}/#{file}.rxdata"
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# end
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#
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# def self.get_backup_file_path
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# backup_file = "Backup000"
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# while File.file?(self.get_full_path(backup_file))
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# backup_file.next!
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# end
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# return self.get_full_path(backup_file)
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# end
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#
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# # Given a list of save file names and a file name in it, return the next file after it which exists
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# # If no other file exists, will just return the same file again
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# def self.get_next_slot(file_list, file)
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# old_index = file_list.find_index(file)
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# ordered_list = file_list.rotate(old_index + 1)
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# ordered_list.each do |f|
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# return f if File.file?(self.get_full_path(f))
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# end
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# # should never reach here since the original file should always exist
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# return file
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# end
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# # See self.get_next_slot
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# def self.get_prev_slot(file_list, file)
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# return self.get_next_slot(file_list.reverse, file)
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# end
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#
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# # Returns nil if there are no saves
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# # Returns the first save if there's a tie for newest
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# # Old saves from previous version don't store their saved time, so are treated as very old
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# def self.get_newest_save_slot
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# newest_time = Time.at(0) # the Epoch
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# newest_slot = nil
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# self.each_slot do |file_slot|
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# full_path = self.get_full_path(file_slot)
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# next if !File.file?(full_path)
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# temp_save_data = self.read_from_file(full_path)
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# save_time = temp_save_data[:player].last_time_saved || Time.at(1)
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# if save_time > newest_time
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# newest_time = save_time
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# newest_slot = file_slot
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# end
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# end
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# # Port old save
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# if newest_slot.nil? && File.file?(self.get_full_path(OLD_SAVE_SLOT))
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# file_copy(self.get_full_path(OLD_SAVE_SLOT), self.get_full_path(MANUAL_SLOTS[0]))
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# return MANUAL_SLOTS[0]
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# end
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# return newest_slot
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# end
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#
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# # @return [Boolean] whether any save file exists
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# def self.exists?
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# self.each_slot do |slot|
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# full_path = SaveData.get_full_path(slot)
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# return true if File.file?(full_path)
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# end
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# return false
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# end
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#
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# # This is used in a hidden function (ctrl+down+cancel on title screen) or if the save file is corrupt
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# # Pass nil to delete everything, or a file path to just delete that one
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# # @raise [Error::ENOENT]
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# def self.delete_file(file_path=nil)
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# if file_path
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# File.delete(file_path) if File.file?(file_path)
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# else
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# self.each_slot do |slot|
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# full_path = self.get_full_path(slot)
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# File.delete(full_path) if File.file?(full_path)
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# end
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# end
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# end
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#
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# # Moves a save file from the old Saved Games folder to the new
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# # location specified by {MANUAL_SLOTS[0]}. Does nothing if a save file
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# # already exists in {MANUAL_SLOTS[0]}.
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# def self.move_old_windows_save
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# return if self.exists?
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# game_title = System.game_title.gsub(/[^\w ]/, '_')
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# home = ENV['HOME'] || ENV['HOMEPATH']
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# return if home.nil?
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# old_location = File.join(home, 'Saved Games', game_title)
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# return unless File.directory?(old_location)
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# old_file = File.join(old_location, 'Game.rxdata')
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# return unless File.file?(old_file)
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# File.move(old_file, MANUAL_SLOTS[0])
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# end
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#
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# # Runs all possible conversions on the given save data.
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# # Saves a backup before running conversions.
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# # @param save_data [Hash] save data to run conversions on
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# # @return [Boolean] whether conversions were run
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# def self.run_conversions(save_data)
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# validate save_data => Hash
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# conversions_to_run = self.get_conversions(save_data)
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# return false if conversions_to_run.none?
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# File.open(SaveData.get_backup_file_path, 'wb') { |f| Marshal.dump(save_data, f) }
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# echoln "Backed up save to #{SaveData.get_backup_file_path}"
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# echoln "Running #{conversions_to_run.length} conversions..."
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# conversions_to_run.each do |conversion|
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# echo "#{conversion.title}..."
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# conversion.run(save_data)
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# echoln ' done.'
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# end
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# echoln '' if conversions_to_run.length > 0
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# save_data[:essentials_version] = Essentials::VERSION
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# save_data[:game_version] = Settings::GAME_VERSION
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# return true
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# end
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# end
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#
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# #===============================================================================
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# #
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# #===============================================================================
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# class PokemonLoad_Scene
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# def pbChoose(commands, continue_idx)
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# @sprites["cmdwindow"].commands = commands
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# loop do
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# Graphics.update
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# Input.update
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# pbUpdate
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# if Input.trigger?(Input::USE)
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# return @sprites["cmdwindow"].index
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# elsif @sprites["cmdwindow"].index == continue_idx
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# @sprites["leftarrow"].visible=true
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# @sprites["rightarrow"].visible=true
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# if Input.trigger?(Input::LEFT)
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# return -3
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# elsif Input.trigger?(Input::RIGHT)
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# return -2
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# end
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# else
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# @sprites["leftarrow"].visible=false
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# @sprites["rightarrow"].visible=false
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# end
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# end
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# end
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#
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# def pbStartScene(commands, show_continue, trainer, frame_count, map_id)
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# @commands = commands
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# @sprites = {}
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# @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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# @viewport.z = 99998
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# addBackgroundOrColoredPlane(@sprites,"background","loadbg",Color.new(248,248,248),@viewport)
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#
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# @sprites["leftarrow"] = AnimatedSprite.new("Graphics/Pictures/leftarrow",8,40,28,2,@viewport)
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# @sprites["leftarrow"].x=10
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# @sprites["leftarrow"].y=140
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# @sprites["leftarrow"].play
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#
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# #@sprites["leftarrow"].visible=true
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#
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# @sprites["rightarrow"] = AnimatedSprite.new("Graphics/Pictures/rightarrow",8,40,28,2,@viewport)
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# @sprites["rightarrow"].x = 460
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# @sprites["rightarrow"].y = 140
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# @sprites["rightarrow"].play
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# #@sprites["rightarrow"].visible=true
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#
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# y = 16*2
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# for i in 0...commands.length
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# @sprites["panel#{i}"] = PokemonLoadPanel.new(i,commands[i],
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# (show_continue) ? (i==0) : false,trainer,frame_count,map_id,@viewport)
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# @sprites["panel#{i}"].x = 24*2
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# @sprites["panel#{i}"].y = y
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# @sprites["panel#{i}"].pbRefresh
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# y += (show_continue && i==0) ? 112*2 : 24*2
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# end
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# @sprites["cmdwindow"] = Window_CommandPokemon.new([])
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# @sprites["cmdwindow"].viewport = @viewport
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# @sprites["cmdwindow"].visible = false
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# end
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#
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# end
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#
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# #===============================================================================
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# #
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# #===============================================================================
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# class PokemonLoadScreen
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# def initialize(scene)
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# @scene = scene
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# @selected_file = SaveData.get_newest_save_slot
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# end
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#
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# # @param file_path [String] file to load save data from
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# # @return [Hash] save data
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# def load_save_file(file_path)
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# save_data = SaveData.read_from_file(file_path)
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# unless SaveData.valid?(save_data)
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# if File.file?(file_path + ".bak")
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# pbMessage(_INTL("The save file is corrupt. A backup will be loaded."))
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# save_data = load_save_file(file_path + ".bak")
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# else
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# self.prompt_save_deletion(file_path)
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# return {}
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# end
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# end
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# return save_data
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# end
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#
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# # Called if save file is invalid.
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# # Prompts the player to delete the save files.
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# def prompt_save_deletion(file_path)
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# pbMessage(_INTL("A save file is corrupt, or is incompatible with this game."))
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# self.delete_save_data(file_path) if pbConfirmMessageSerious(
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# _INTL("Do you want to delete that save file? The game will exit afterwards either way.")
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# )
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# exit
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# end
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#
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# # nil deletes all, otherwise just the given file
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# def delete_save_data(file_path=nil)
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# begin
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# SaveData.delete_file(file_path)
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# pbMessage(_INTL("The save data was deleted."))
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# rescue SystemCallError
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# pbMessage(_INTL("The save data could not be deleted."))
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# end
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# end
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#
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# def pbStartLoadScreen
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# copyKeybindings()
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# save_file_list = SaveData::AUTO_SLOTS + SaveData::MANUAL_SLOTS
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# first_time = true
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# loop do # Outer loop is used for switching save files
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# if @selected_file
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# @save_data = load_save_file(SaveData.get_full_path(@selected_file))
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# else
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# @save_data = {}
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# end
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# commands = []
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# cmd_continue = -1
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# cmd_new_game = -1
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# cmd_options = -1
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# cmd_language = -1
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# cmd_mystery_gift = -1
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# cmd_debug = -1
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# cmd_quit = -1
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# show_continue = !@save_data.empty?
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# new_game_plus = show_continue && (@save_data[:player].new_game_plus_unlocked || $DEBUG)
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#
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# if show_continue
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# commands[cmd_continue = commands.length] = "#{@selected_file}"
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# if @save_data[:player].mystery_gift_unlocked
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# commands[cmd_mystery_gift = commands.length] = _INTL('Mystery Gift') # Honestly I have no idea how to make Mystery Gift work well with this.
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# end
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# end
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#
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# commands[cmd_new_game = commands.length] = _INTL('New Game')
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# if new_game_plus
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# commands[cmd_new_game_plus = commands.length] = _INTL('New Game +')
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# end
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# commands[cmd_options = commands.length] = _INTL('Options')
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# commands[cmd_language = commands.length] = _INTL('Language') if Settings::LANGUAGES.length >= 2
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# commands[cmd_debug = commands.length] = _INTL('Debug') if $DEBUG
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# commands[cmd_quit = commands.length] = _INTL('Quit Game')
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# cmd_left = -3
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# cmd_right = -2
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#
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# map_id = show_continue ? @save_data[:map_factory].map.map_id : 0
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# @scene.pbStartScene(commands, show_continue, @save_data[:player],
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# @save_data[:frame_count] || 0, map_id)
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# @scene.pbSetParty(@save_data[:player]) if show_continue
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# if first_time
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# @scene.pbStartScene2
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# first_time = false
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# else
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# @scene.pbUpdate
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# end
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#
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# loop do # Inner loop is used for going to other menus and back and stuff (vanilla)
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# command = @scene.pbChoose(commands, cmd_continue)
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# pbPlayDecisionSE if command != cmd_quit
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#
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# case command
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# when cmd_continue
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# @scene.pbEndScene
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# Game.load(@save_data)
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# return
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# when cmd_new_game
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# @scene.pbEndScene
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# Game.start_new
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# return
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# when cmd_new_game_plus
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# @scene.pbEndScene
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# Game.start_new(@save_data[:bag],@save_data[:storage_system],@save_data[:player])
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# @save_data[:player].new_game_plus_unlocked=true
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# return
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# when cmd_mystery_gift
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# pbFadeOutIn { pbDownloadMysteryGift(@save_data[:player]) }
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# when cmd_options
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# pbFadeOutIn do
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# scene = PokemonOption_Scene.new
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# screen = PokemonOptionScreen.new(scene)
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# screen.pbStartScreen(true)
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# end
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# when cmd_language
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# @scene.pbEndScene
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# $PokemonSystem.language = pbChooseLanguage
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# pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
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# if show_continue
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# @save_data[:pokemon_system] = $PokemonSystem
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# File.open(SaveData.get_full_path(@selected_file), 'wb') { |file| Marshal.dump(@save_data, file) }
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# end
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# $scene = pbCallTitle
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# return
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# when cmd_debug
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# pbFadeOutIn { pbDebugMenu(false) }
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# when cmd_quit
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# pbPlayCloseMenuSE
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# @scene.pbEndScene
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# $scene = nil
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# return
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# when cmd_left
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# @scene.pbCloseScene
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# @selected_file = SaveData.get_prev_slot(save_file_list, @selected_file)
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# break # to outer loop
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# when cmd_right
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# @scene.pbCloseScene
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# @selected_file = SaveData.get_next_slot(save_file_list, @selected_file)
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# break # to outer loop
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||||
# else
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# pbPlayBuzzerSE
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# end
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||||
# end
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||||
# end
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||||
# end
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||||
# end
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||||
#
|
||||
# #===============================================================================
|
||||
# #
|
||||
# #===============================================================================
|
||||
# class PokemonSave_Scene
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||||
# def pbUpdateSlotInfo(slottext)
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||||
# pbDisposeSprite(@sprites, "slotinfo")
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||||
# @sprites["slotinfo"]=Window_AdvancedTextPokemon.new(slottext)
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||||
# @sprites["slotinfo"].viewport=@viewport
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# @sprites["slotinfo"].x=0
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||||
# @sprites["slotinfo"].y=160
|
||||
# @sprites["slotinfo"].width=228 if @sprites["slotinfo"].width<228
|
||||
# @sprites["slotinfo"].visible=true
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# #===============================================================================
|
||||
# #
|
||||
# #===============================================================================
|
||||
# class PokemonSaveScreen
|
||||
# def doSave(slot)
|
||||
# if Game.save(slot)
|
||||
# pbMessage(_INTL("\\se[]{1} saved the game.\\me[GUI save game]\\wtnp[30]", $Trainer.name))
|
||||
# return true
|
||||
# else
|
||||
# pbMessage(_INTL("\\se[]Save failed.\\wtnp[30]"))
|
||||
# return false
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# # Return true if pause menu should close after this is done (if the game was saved successfully)
|
||||
# def pbSaveScreen
|
||||
# ret = false
|
||||
# @scene.pbStartScreen
|
||||
# if !$Trainer.save_slot
|
||||
# # New Game - must select slot
|
||||
# ret = slotSelect
|
||||
# else
|
||||
# choices = [
|
||||
# _INTL("Save to #{$Trainer.save_slot}"),
|
||||
# _INTL("Save to another slot"),
|
||||
# _INTL("Don't save")
|
||||
# ]
|
||||
# opt = pbMessage(_INTL('Would you like to save the game?'),choices,3)
|
||||
# if opt == 0
|
||||
# pbSEPlay('GUI save choice')
|
||||
# ret = doSave($Trainer.save_slot)
|
||||
# elsif opt == 1
|
||||
# pbPlayDecisionSE
|
||||
# ret = slotSelect
|
||||
# else
|
||||
# pbPlayCancelSE
|
||||
# end
|
||||
# end
|
||||
# @scene.pbEndScreen
|
||||
# return ret
|
||||
# end
|
||||
#
|
||||
# # Call this to open the slot select screen
|
||||
# # Returns true if the game was saved, otherwise false
|
||||
# def slotSelect
|
||||
# ret = false
|
||||
# choices = SaveData::MANUAL_SLOTS
|
||||
# choice_info = SaveData::MANUAL_SLOTS.map { |s| getSaveInfoBoxContents(s) }
|
||||
# index = slotSelectCommands(choices, choice_info)
|
||||
# if index >= 0
|
||||
# slot = SaveData::MANUAL_SLOTS[index]
|
||||
# # Confirm if slot not empty
|
||||
# if !File.file?(SaveData.get_full_path(slot)) ||
|
||||
# pbConfirmMessageSerious(_INTL("Are you sure you want to overwrite the save in #{slot}?")) # If the slot names were changed this grammar might need adjustment.
|
||||
# pbSEPlay('GUI save choice')
|
||||
# ret = doSave(slot)
|
||||
# end
|
||||
# end
|
||||
# pbPlayCloseMenuSE if !ret
|
||||
# return ret
|
||||
# end
|
||||
#
|
||||
# # Handles the UI for the save slot select screen. Returns the index of the chosen slot, or -1.
|
||||
# # Based on pbShowCommands
|
||||
# def slotSelectCommands(choices, choice_info, defaultCmd=0)
|
||||
# msgwindow = Window_AdvancedTextPokemon.new(_INTL("Which slot to save in?"))
|
||||
# msgwindow.z = 99999
|
||||
# msgwindow.visible = true
|
||||
# msgwindow.letterbyletter = true
|
||||
# msgwindow.back_opacity = MessageConfig::WINDOW_OPACITY
|
||||
# pbBottomLeftLines(msgwindow, 2)
|
||||
# $game_temp.message_window_showing = true if $game_temp
|
||||
# msgwindow.setSkin(MessageConfig.pbGetSpeechFrame)
|
||||
#
|
||||
# cmdwindow = Window_CommandPokemonEx.new(choices)
|
||||
# cmdwindow.z = 99999
|
||||
# cmdwindow.visible = true
|
||||
# cmdwindow.resizeToFit(cmdwindow.commands)
|
||||
# pbPositionNearMsgWindow(cmdwindow,msgwindow,:right)
|
||||
# cmdwindow.index=defaultCmd
|
||||
# command=0
|
||||
# loop do
|
||||
# @scene.pbUpdateSlotInfo(choice_info[cmdwindow.index])
|
||||
# Graphics.update
|
||||
# Input.update
|
||||
# cmdwindow.update
|
||||
# msgwindow.update if msgwindow
|
||||
# if Input.trigger?(Input::BACK)
|
||||
# command = -1
|
||||
# break
|
||||
# end
|
||||
# if Input.trigger?(Input::USE)
|
||||
# command = cmdwindow.index
|
||||
# break
|
||||
# end
|
||||
# pbUpdateSceneMap
|
||||
# end
|
||||
# ret = command
|
||||
# cmdwindow.dispose
|
||||
# msgwindow.dispose
|
||||
# $game_temp.message_window_showing = false if $game_temp
|
||||
# Input.update
|
||||
# return ret
|
||||
# end
|
||||
#
|
||||
# # Show the player some data about their currently selected save slot for quick identification
|
||||
# # This doesn't use player gender for coloring, unlike the default save window
|
||||
# def getSaveInfoBoxContents(slot)
|
||||
# full_path = SaveData.get_full_path(slot)
|
||||
# if !File.file?(full_path)
|
||||
# return _INTL("<ac><c3=3050C8,D0D0C8>(empty)</c3></ac>")
|
||||
# end
|
||||
# temp_save_data = SaveData.read_from_file(full_path)
|
||||
#
|
||||
# # Last save time
|
||||
# time = temp_save_data[:player].last_time_saved
|
||||
# if time
|
||||
# date_str = time.strftime("%x")
|
||||
# time_str = time.strftime(_INTL("%I:%M%p"))
|
||||
# datetime_str = "#{date_str}<r>#{time_str}<br>"
|
||||
# else
|
||||
# datetime_str = _INTL("<ac>(old save)</ac>")
|
||||
# end
|
||||
#
|
||||
# # Map name
|
||||
# map_str = pbGetMapNameFromId(temp_save_data[:map_factory].map.map_id)
|
||||
#
|
||||
# # Elapsed time
|
||||
# totalsec = (temp_save_data[:frame_count] || 0) / Graphics.frame_rate
|
||||
# hour = totalsec / 60 / 60
|
||||
# min = totalsec / 60 % 60
|
||||
# if hour > 0
|
||||
# elapsed_str = _INTL("Time<r>{1}h {2}m<br>", hour, min)
|
||||
# else
|
||||
# elapsed_str = _INTL("Time<r>{1}m<br>", min)
|
||||
# end
|
||||
#
|
||||
# return "<c3=3050C8,D0D0C8>#{datetime_str}</c3>"+ # blue
|
||||
# "<ac><c3=209808,90F090>#{map_str}</c3></ac>"+ # green
|
||||
# "#{elapsed_str}"
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# #===============================================================================
|
||||
# #
|
||||
# #===============================================================================
|
||||
# module Game
|
||||
# # Fix New Game bug (if you saved during an event script)
|
||||
# # This fix is from Essentials v20.1 Hotfixes 1.0.5
|
||||
# def self.start_new(ngp_bag = nil, ngp_storage = nil, ngp_trainer = nil)
|
||||
# if $game_map && $game_map.events
|
||||
# $game_map.events.each_value { |event| event.clear_starting }
|
||||
# end
|
||||
# $game_temp.common_event_id = 0 if $game_temp
|
||||
# $PokemonTemp.begunNewGame = true
|
||||
# pbMapInterpreter&.clear
|
||||
# pbMapInterpreter&.setup(nil, 0, 0)
|
||||
# $scene = Scene_Map.new
|
||||
# SaveData.load_new_game_values
|
||||
# $MapFactory = PokemonMapFactory.new($data_system.start_map_id)
|
||||
# $game_player.moveto($data_system.start_x, $data_system.start_y)
|
||||
# $game_player.refresh
|
||||
# $PokemonEncounters = PokemonEncounters.new
|
||||
# $PokemonEncounters.setup($game_map.map_id)
|
||||
# $game_map.autoplay
|
||||
# $game_map.update
|
||||
# #
|
||||
# # if ngp_bag != nil
|
||||
# # $PokemonBag = ngp_clean_item_data(ngp_bag)
|
||||
# # end
|
||||
# if ngp_storage != nil
|
||||
# $PokemonStorage = ngp_clean_pc_data(ngp_storage, ngp_trainer.party)
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# # Loads bootup data from save file (if it exists) or creates bootup data (if
|
||||
# # it doesn't).
|
||||
# def self.set_up_system
|
||||
# SaveData.move_old_windows_save if System.platform[/Windows/]
|
||||
# save_slot = SaveData.get_newest_save_slot
|
||||
# if save_slot
|
||||
# save_data = SaveData.read_from_file(SaveData.get_full_path(save_slot))
|
||||
# else
|
||||
# save_data = {}
|
||||
# end
|
||||
# if save_data.empty?
|
||||
# SaveData.initialize_bootup_values
|
||||
# else
|
||||
# SaveData.load_bootup_values(save_data)
|
||||
# end
|
||||
# # Set resize factor
|
||||
# pbSetResizeFactor([$PokemonSystem.screensize, 4].min)
|
||||
# # Set language (and choose language if there is no save file)
|
||||
# if Settings::LANGUAGES.length >= 2
|
||||
# $PokemonSystem.language = pbChooseLanguage if save_data.empty?
|
||||
# pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# # Saves the game. Returns whether the operation was successful.
|
||||
# # @param save_file [String] the save file path
|
||||
# # @param safe [Boolean] whether $PokemonGlobal.safesave should be set to true
|
||||
# # @return [Boolean] whether the operation was successful
|
||||
# # @raise [SaveData::InvalidValueError] if an invalid value is being saved
|
||||
# def self.save(slot=nil, auto=false, safe: false)
|
||||
# slot = $Trainer.save_slot if slot.nil?
|
||||
# return false if slot.nil?
|
||||
#
|
||||
# file_path = SaveData.get_full_path(slot)
|
||||
# $PokemonGlobal.safesave = safe
|
||||
# $game_system.save_count += 1
|
||||
# $game_system.magic_number = $data_system.magic_number
|
||||
# $Trainer.save_slot = slot unless auto
|
||||
# $Trainer.last_time_saved = Time.now
|
||||
# begin
|
||||
# SaveData.save_to_file(file_path)
|
||||
# Graphics.frame_reset
|
||||
# rescue IOError, SystemCallError
|
||||
# $game_system.save_count -= 1
|
||||
# return false
|
||||
# end
|
||||
# return true
|
||||
# end
|
||||
#
|
||||
# # Overwrites the first empty autosave slot, otherwise the oldest existing autosave
|
||||
# def self.auto_save
|
||||
# oldest_time = nil
|
||||
# oldest_slot = nil
|
||||
# SaveData::AUTO_SLOTS.each do |slot|
|
||||
# full_path = SaveData.get_full_path(slot)
|
||||
# if !File.file?(full_path)
|
||||
# oldest_slot = slot
|
||||
# break
|
||||
# end
|
||||
# temp_save_data = SaveData.read_from_file(full_path)
|
||||
# save_time = temp_save_data[:player].last_time_saved || Time.at(1)
|
||||
# if oldest_time.nil? || save_time < oldest_time
|
||||
# oldest_time = save_time
|
||||
# oldest_slot = slot
|
||||
# end
|
||||
# end
|
||||
# self.save(oldest_slot, true)
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# #===============================================================================
|
||||
# #
|
||||
# #===============================================================================
|
||||
#
|
||||
# # Lol who needs the FileUtils gem?
|
||||
# # This is the implementation from the original pbEmergencySave.
|
||||
# def file_copy(src, dst)
|
||||
# File.open(src, 'rb') do |r|
|
||||
# File.open(dst, 'wb') do |w|
|
||||
# while s = r.read(4096)
|
||||
# w.write s
|
||||
# end
|
||||
# end
|
||||
# end
|
||||
# end
|
||||
#
|
||||
# # When I needed extra data fields in the save file I put them in Player because it seemed easier than figuring out
|
||||
# # how to make a save file conversion, and I prefer to maintain backwards compatibility.
|
||||
# class Player
|
||||
# attr_accessor :last_time_saved
|
||||
# attr_accessor :save_slot
|
||||
# attr_accessor :autosave_steps
|
||||
# end
|
||||
#
|
||||
# def pbEmergencySave
|
||||
# oldscene = $scene
|
||||
# $scene = nil
|
||||
# pbMessage(_INTL("The script is taking too long. The game will restart."))
|
||||
# return if !$Trainer
|
||||
# return if !$Trainer.save_slot
|
||||
# current_file = SaveData.get_full_path($Trainer.save_slot)
|
||||
# backup_file = SaveData.get_backup_file_path
|
||||
# file_copy(current_file, backup_file)
|
||||
# if Game.save
|
||||
# pbMessage(_INTL("\\se[]The game was saved.\\me[GUI save game] The previous save file has been backed up.\\wtnp[30]"))
|
||||
# else
|
||||
# pbMessage(_INTL("\\se[]Save failed.\\wtnp[30]"))
|
||||
# end
|
||||
# $scene = oldscene
|
||||
# end
|
||||
Reference in New Issue
Block a user