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714 lines
24 KiB
Ruby
714 lines
24 KiB
Ruby
# Auto Multi Save by http404error
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# For Pokemon Essentials v19.1
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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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# 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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# 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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# 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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# 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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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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# For compatibility with games saved without this plugin
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OLD_SAVE_SLOT = 'Game'
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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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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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def self.get_full_path(file)
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return "#{SAVE_DIR}/#{file}.rxdata"
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end
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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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# 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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# 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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# @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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# 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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# 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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# 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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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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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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@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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#@sprites["leftarrow"].visible=true
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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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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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end
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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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# @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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# 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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# 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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def pbStartLoadScreen
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if($game_temp.unimportedSprites.size >0)
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handleReplaceExistingSprites()
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end
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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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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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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 $DEBUG
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commands[cmd_quit = commands.length] = _INTL('Quit Game')
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cmd_left = -3
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cmd_right = -2
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map_id = show_continue ? @save_data[:map_factory].map.map_id : 0
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@scene.pbStartScene(commands, show_continue, @save_data[:player],
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@save_data[:frame_count] || 0, map_id)
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@scene.pbSetParty(@save_data[:player]) if show_continue
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if first_time
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@scene.pbStartScene2
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first_time = false
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else
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@scene.pbUpdate
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end
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loop do # Inner loop is used for going to other menus and back and stuff (vanilla)
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command = @scene.pbChoose(commands, cmd_continue)
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pbPlayDecisionSE if command != cmd_quit
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case command
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when cmd_continue
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@scene.pbEndScene
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Game.load(@save_data)
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$game_switches[SWITCH_V5_1]=true
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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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#===============================================================================
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#
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#===============================================================================
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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
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@sprites["slotinfo"].width=228 if @sprites["slotinfo"].width<228
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@sprites["slotinfo"].visible=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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class PokemonSaveScreen
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def doSave(slot)
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if Game.save(slot)
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pbMessage(_INTL("\\se[]{1} saved the game.\\me[GUI save game]\\wtnp[30]", $Trainer.name))
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return true
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else
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pbMessage(_INTL("\\se[]Save failed.\\wtnp[30]"))
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return false
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end
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end
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# Return true if pause menu should close after this is done (if the game was saved successfully)
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def pbSaveScreen
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ret = false
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@scene.pbStartScreen
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if !$Trainer.save_slot
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# New Game - must select slot
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ret = slotSelect
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else
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choices = [
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_INTL("Save to #{$Trainer.save_slot}"),
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_INTL("Save to another slot"),
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_INTL("Don't save")
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]
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opt = pbMessage(_INTL('Would you like to save the game?'),choices,3)
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if opt == 0
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pbSEPlay('GUI save choice')
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ret = doSave($Trainer.save_slot)
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elsif opt == 1
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pbPlayDecisionSE
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ret = slotSelect
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else
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pbPlayCancelSE
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end
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end
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@scene.pbEndScreen
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return ret
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end
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# Call this to open the slot select screen
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# Returns true if the game was saved, otherwise false
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def slotSelect
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ret = false
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choices = SaveData::MANUAL_SLOTS
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choice_info = SaveData::MANUAL_SLOTS.map { |s| getSaveInfoBoxContents(s) }
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index = slotSelectCommands(choices, choice_info)
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if index >= 0
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slot = SaveData::MANUAL_SLOTS[index]
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# Confirm if slot not empty
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if !File.file?(SaveData.get_full_path(slot)) ||
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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
|