Files
infinitefusion-e18/Data/Scripts/050_AddOns/MultiSaves.rb

719 lines
24 KiB
Ruby

# Auto Multi Save by http404error
# For Pokemon Essentials v19.1
# Description:
# Adds multiple save slots and the abliity to auto-save.
# Included is code to autosave every 30 overworld steps. Feel free to edit or delete it (it's right at the top).
# On the Load screen you can use the left and right buttons while "Continue" is selected to cycle through files.
# When saving, you can quickly save to the same slot you loaded from, or pick another slot.
# Battle Challenges are NOT supported.
# Customization:
# I recommend altering your pause menu to quit to the title screen or load screen instead of exiting entirely.
# -> For instance, just change the menu text to "Quit to Title" and change `$scene = nil` to `$scene = pbCallTitle`.
# Call Game.auto_save whenever you want.
# -> Autosaving during an event script will correctly resume event execution when you load the game.
# -> I haven't investigated if it might be possible to autosave on closing the window with the X or Alt-F4 yet.
# You can rename the slots to your liking, or change how many there are.
# In some cases, you might want to remove the option to save to a different slot than the one you loaded from.
# Notes:
# 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.
# The interface to `Game.save` has been changed.
# 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.
# Heavily modifies the SaveData module and Save and Load screens. This may cause incompatibility with some other plugins or custom game code.
# 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.
# Future development ideas:
# There isn't currently support for unlimited slots but it wouldn't be too hard.
# Letting the user name their slots seems cool.
# It would be nice if there was a sliding animation for switching files on that load screen. :)
# It would be nice if the file select arrows used nicer animated graphics, kind of like the Bag.
# Maybe auto-save slots should act like a queue instead of cycling around.
# Autosave every 30 steps
# Events.onStepTaken += proc {
# $Trainer.autosave_steps = 0 if !$Trainer.autosave_steps
# $Trainer.autosave_steps += 1
# if $Trainer.autosave_steps >= 30
# echo("Autosaving...")
# $Trainer.autosave_steps = 0
# Game.auto_save
# echoln("done.")
# end
# }
#===============================================================================
#
#===============================================================================
module SaveData
# You can rename these slots or change the amount of them
# They change the actual save file names though, so it would take some extra work to use the translation system on them.
AUTO_SLOTS = [
'Auto 1',
'Auto 2'
]
MANUAL_SLOTS = [
'File A',
'File B',
'File C',
'File D',
'File E',
'File F',
'File G',
'File H'
]
# For compatibility with games saved without this plugin
OLD_SAVE_SLOT = 'Game'
SAVE_DIR = if File.directory?(System.data_directory)
System.data_directory
else
'.'
end
def self.each_slot
(AUTO_SLOTS + MANUAL_SLOTS).each { |f| yield f }
end
def self.get_full_path(file)
return "#{SAVE_DIR}/#{file}.rxdata"
end
def self.get_backup_file_path
backup_file = "Backup000"
while File.file?(self.get_full_path(backup_file))
backup_file.next!
end
return self.get_full_path(backup_file)
end
# Given a list of save file names and a file name in it, return the next file after it which exists
# If no other file exists, will just return the same file again
def self.get_next_slot(file_list, file)
old_index = file_list.find_index(file)
ordered_list = file_list.rotate(old_index + 1)
ordered_list.each do |f|
return f if File.file?(self.get_full_path(f))
end
# should never reach here since the original file should always exist
return file
end
# See self.get_next_slot
def self.get_prev_slot(file_list, file)
return self.get_next_slot(file_list.reverse, file)
end
# Returns nil if there are no saves
# Returns the first save if there's a tie for newest
# Old saves from previous version don't store their saved time, so are treated as very old
def self.get_newest_save_slot
newest_time = Time.at(0) # the Epoch
newest_slot = nil
self.each_slot do |file_slot|
full_path = self.get_full_path(file_slot)
next if !File.file?(full_path)
temp_save_data = self.read_from_file(full_path)
save_time = temp_save_data[:player].last_time_saved || Time.at(1)
if save_time > newest_time
newest_time = save_time
newest_slot = file_slot
end
end
# Port old save
if newest_slot.nil? && File.file?(self.get_full_path(OLD_SAVE_SLOT))
file_copy(self.get_full_path(OLD_SAVE_SLOT), self.get_full_path(MANUAL_SLOTS[0]))
return MANUAL_SLOTS[0]
end
return newest_slot
end
# @return [Boolean] whether any save file exists
def self.exists?
self.each_slot do |slot|
full_path = SaveData.get_full_path(slot)
return true if File.file?(full_path)
end
return false
end
# This is used in a hidden function (ctrl+down+cancel on title screen) or if the save file is corrupt
# Pass nil to delete everything, or a file path to just delete that one
# @raise [Error::ENOENT]
def self.delete_file(file_path=nil)
if file_path
File.delete(file_path) if File.file?(file_path)
else
self.each_slot do |slot|
full_path = self.get_full_path(slot)
File.delete(full_path) if File.file?(full_path)
end
end
end
# Moves a save file from the old Saved Games folder to the new
# location specified by {MANUAL_SLOTS[0]}. Does nothing if a save file
# already exists in {MANUAL_SLOTS[0]}.
def self.move_old_windows_save
return if self.exists?
game_title = System.game_title.gsub(/[^\w ]/, '_')
home = ENV['HOME'] || ENV['HOMEPATH']
return if home.nil?
old_location = File.join(home, 'Saved Games', game_title)
return unless File.directory?(old_location)
old_file = File.join(old_location, 'Game.rxdata')
return unless File.file?(old_file)
File.move(old_file, MANUAL_SLOTS[0])
end
# Runs all possible conversions on the given save data.
# Saves a backup before running conversions.
# @param save_data [Hash] save data to run conversions on
# @return [Boolean] whether conversions were run
def self.run_conversions(save_data)
validate save_data => Hash
conversions_to_run = self.get_conversions(save_data)
return false if conversions_to_run.none?
File.open(SaveData.get_backup_file_path, 'wb') { |f| Marshal.dump(save_data, f) }
echoln "Backed up save to #{SaveData.get_backup_file_path}"
echoln "Running #{conversions_to_run.length} conversions..."
conversions_to_run.each do |conversion|
echo "#{conversion.title}..."
conversion.run(save_data)
echoln ' done.'
end
echoln '' if conversions_to_run.length > 0
save_data[:essentials_version] = Essentials::VERSION
save_data[:game_version] = Settings::GAME_VERSION
return true
end
end
#===============================================================================
#
#===============================================================================
class PokemonLoad_Scene
def pbChoose(commands, continue_idx)
@sprites["cmdwindow"].commands = commands
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::USE)
return @sprites["cmdwindow"].index
elsif @sprites["cmdwindow"].index == continue_idx
@sprites["leftarrow"].visible=true
@sprites["rightarrow"].visible=true
if Input.trigger?(Input::LEFT)
return -3
elsif Input.trigger?(Input::RIGHT)
return -2
end
else
@sprites["leftarrow"].visible=false
@sprites["rightarrow"].visible=false
end
end
end
def pbStartScene(commands, show_continue, trainer, frame_count, map_id)
@commands = commands
@sprites = {}
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99998
addBackgroundOrColoredPlane(@sprites,"background","loadbg",Color.new(248,248,248),@viewport)
@sprites["leftarrow"] = AnimatedSprite.new("Graphics/Pictures/leftarrow",8,40,28,2,@viewport)
@sprites["leftarrow"].x=10
@sprites["leftarrow"].y=140
@sprites["leftarrow"].play
#@sprites["leftarrow"].visible=true
@sprites["rightarrow"] = AnimatedSprite.new("Graphics/Pictures/rightarrow",8,40,28,2,@viewport)
@sprites["rightarrow"].x = 460
@sprites["rightarrow"].y = 140
@sprites["rightarrow"].play
#@sprites["rightarrow"].visible=true
y = 16*2
for i in 0...commands.length
@sprites["panel#{i}"] = PokemonLoadPanel.new(i,commands[i],
(show_continue) ? (i==0) : false,trainer,frame_count,map_id,@viewport)
@sprites["panel#{i}"].x = 24*2
@sprites["panel#{i}"].y = y
@sprites["panel#{i}"].pbRefresh
y += (show_continue && i==0) ? 112*2 : 24*2
end
@sprites["cmdwindow"] = Window_CommandPokemon.new([])
@sprites["cmdwindow"].viewport = @viewport
@sprites["cmdwindow"].visible = false
end
end
#===============================================================================
#
#===============================================================================
class PokemonLoadScreen
def initialize(scene)
@scene = scene
@selected_file = SaveData.get_newest_save_slot
end
# @param file_path [String] file to load save data from
# @return [Hash] save data
def load_save_file(file_path)
save_data = SaveData.read_from_file(file_path)
unless SaveData.valid?(save_data)
if File.file?(file_path + ".bak")
pbMessage(_INTL("The save file is corrupt. A backup will be loaded."))
save_data = load_save_file(file_path + ".bak")
else
self.prompt_save_deletion(file_path)
return {}
end
end
return save_data
end
# Called if save file is invalid.
# Prompts the player to delete the save files.
def prompt_save_deletion(file_path)
pbMessage(_INTL("A save file is corrupt, or is incompatible with this game."))
self.delete_save_data(file_path) if pbConfirmMessageSerious(
_INTL("Do you want to delete that save file? The game will exit afterwards either way.")
)
exit
end
# nil deletes all, otherwise just the given file
def delete_save_data(file_path=nil)
begin
SaveData.delete_file(file_path)
pbMessage(_INTL("The save data was deleted."))
rescue SystemCallError
pbMessage(_INTL("The save data could not be deleted."))
end
end
def pbStartLoadScreen
if($game_temp.unimportedSprites && $game_temp.unimportedSprites.size >0)
handleReplaceExistingSprites()
end
if ($game_temp.nb_imported_sprites && $game_temp.nb_imported_sprites > 0)
pbMessage(_INTL("{1} new custom sprites were imported into the game",$game_temp.nb_imported_sprites.to_s))
end
$game_temp.nb_imported_sprites=nil
copyKeybindings()
save_file_list = SaveData::AUTO_SLOTS + SaveData::MANUAL_SLOTS
first_time = true
loop do # Outer loop is used for switching save files
if @selected_file
@save_data = load_save_file(SaveData.get_full_path(@selected_file))
else
@save_data = {}
end
commands = []
cmd_continue = -1
cmd_new_game = -1
cmd_options = -1
cmd_language = -1
cmd_mystery_gift = -1
cmd_debug = -1
cmd_quit = -1
show_continue = !@save_data.empty?
new_game_plus = show_continue && (@save_data[:player].new_game_plus_unlocked || $DEBUG)
if show_continue
commands[cmd_continue = commands.length] = "#{@selected_file}"
if @save_data[:player].mystery_gift_unlocked
commands[cmd_mystery_gift = commands.length] = _INTL('Mystery Gift') # Honestly I have no idea how to make Mystery Gift work well with this.
end
end
commands[cmd_new_game = commands.length] = _INTL('New Game')
if new_game_plus
commands[cmd_new_game_plus = commands.length] = _INTL('New Game +')
end
commands[cmd_options = commands.length] = _INTL('Options')
commands[cmd_language = commands.length] = _INTL('Language') if Settings::LANGUAGES.length >= 2
commands[cmd_debug = commands.length] = _INTL('Debug') if $DEBUG
commands[cmd_quit = commands.length] = _INTL('Quit Game')
cmd_left = -3
cmd_right = -2
map_id = show_continue ? @save_data[:map_factory].map.map_id : 0
@scene.pbStartScene(commands, show_continue, @save_data[:player],
@save_data[:frame_count] || 0, map_id)
@scene.pbSetParty(@save_data[:player]) if show_continue
if first_time
@scene.pbStartScene2
first_time = false
else
@scene.pbUpdate
end
loop do # Inner loop is used for going to other menus and back and stuff (vanilla)
command = @scene.pbChoose(commands, cmd_continue)
pbPlayDecisionSE if command != cmd_quit
case command
when cmd_continue
@scene.pbEndScene
Game.load(@save_data)
$game_switches[SWITCH_V5_1]=true
return
when cmd_new_game
@scene.pbEndScene
Game.start_new
return
when cmd_new_game_plus
@scene.pbEndScene
Game.start_new(@save_data[:bag],@save_data[:storage_system],@save_data[:player])
@save_data[:player].new_game_plus_unlocked=true
return
when cmd_mystery_gift
pbFadeOutIn { pbDownloadMysteryGift(@save_data[:player]) }
when cmd_options
pbFadeOutIn do
scene = PokemonOption_Scene.new
screen = PokemonOptionScreen.new(scene)
screen.pbStartScreen(true)
end
when cmd_language
@scene.pbEndScene
$PokemonSystem.language = pbChooseLanguage
pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
if show_continue
@save_data[:pokemon_system] = $PokemonSystem
File.open(SaveData.get_full_path(@selected_file), 'wb') { |file| Marshal.dump(@save_data, file) }
end
$scene = pbCallTitle
return
when cmd_debug
pbFadeOutIn { pbDebugMenu(false) }
when cmd_quit
pbPlayCloseMenuSE
@scene.pbEndScene
$scene = nil
return
when cmd_left
@scene.pbCloseScene
@selected_file = SaveData.get_prev_slot(save_file_list, @selected_file)
break # to outer loop
when cmd_right
@scene.pbCloseScene
@selected_file = SaveData.get_next_slot(save_file_list, @selected_file)
break # to outer loop
else
pbPlayBuzzerSE
end
end
end
end
end
#===============================================================================
#
#===============================================================================
class PokemonSave_Scene
def pbUpdateSlotInfo(slottext)
pbDisposeSprite(@sprites, "slotinfo")
@sprites["slotinfo"]=Window_AdvancedTextPokemon.new(slottext)
@sprites["slotinfo"].viewport=@viewport
@sprites["slotinfo"].x=0
@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