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  1. Nome Script: Final Fantasy IX Save Menù Versione: N/D Autore/i: BigEd781 Informazioni: Questo Script farà apparire il vostro Save Menù identico a quello di Final Fantasy IX. Screenshots: Istruzioni: Per il corretto funzionamento copiate le seguenti immagini in Graphics/Pictures: Rinominate quest'immagine in SaveFilewindow.png: Necessiterà anche di un puntatore. Insieme allo script viene fornita la classica "manina" di FF9 ma lo stesso autore ne ha rilasciate altre assieme ad un altro Script. Ve le linko di seguito così avete anche un pò di scelta e potete abbinarlo meglio assieme al FF IX Menù Script. Pointer: Script: =begin BigEd781's Final Fantasy IX Save Screen Rewritten Methods ----------------- Scene_File write_save_data create_savefile_windows start ----------------- =end module FFIXSave # use an image instead of the hazy map background USE_CUSTOM_BACK = true # the name of the background image file (if above is set to 'true') BACK_NAME = 'StoneBackground' # the name of the 'time' image file TIMER_NAME = 'SaveTimer' # the name of the 'gold' image file GOLDCOIN_NAME = 'GoldCoin' # the font to use. Example: 'Times New Roman' FONT_NAME = Font.default_name FONT_SIZE = 20 # the color of the font. (red, green, blue) FONT_COLOR = Color.new(238, 238, 238) # changing this will move the timer and gold # icons left or right (for - or + values). # this is useful if you have long names, or use a smaller font. ICON_OFFSET_X = 0 end class Rect def shift_y(value) new_y = self.y + value return Rect.new(self.x, new_y, self.width, self.height) end end #============================================================================== # ** Sprite_HeaderBar #------------------------------------------------------------------------------ # This is the top right window in the save/load menu #============================================================================== class Sprite_LoadSave < Sprite_Base def initialize(x, y, text, viewport=nil) super(viewport) @bg_image = Cache.picture('LoadSaveDisplay') @text = text self.bitmap = Bitmap.new(@bg_image.width, @bg_image.height) self.x = x self.y = y update end def update self.bitmap.blt(0, 0, @bg_image, @bg_image.rect) self.bitmap.draw_text(self.bitmap.rect.shift_y(3), @text, 1) end end #============================================================================== # ** Sprite_HeaderBar #------------------------------------------------------------------------------ # This is the top left window in the save/load menu #============================================================================== class Sprite_HeaderBar < Sprite_Base #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(viewport=nil) @image = Cache.picture('FF9_HeaderBar') @slot = 1 super(viewport) self.bitmap = Bitmap.new(@image.width, @image.height) self.x = 16 self.y = 18 update end #-------------------------------------------------------------------------- # * slot= #-------------------------------------------------------------------------- def slot=(value) @slot = value end #-------------------------------------------------------------------------- # * update #-------------------------------------------------------------------------- def update self.bitmap.blt(0, 0, @image, @image.rect) text_y = 10 text_h = 24 self.bitmap.draw_text(16, text_y, 220, text_h, "Select a block.") self.bitmap.draw_text(self.width - 72, text_y, 64, text_h, "Slot #{@slot}") end end #============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # #============================================================================== class Scene_File < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_save_start :start def start super create_menu_background @help_window = Sprite_HeaderBar.new create_loadsave_sprite create_savefile_windows @index = @saving ? $game_temp.last_file_index : self.latest_file_index @savefile_windows[@index].selected = true end #-------------------------------------------------------------------------- # * create_menu_background (only if USE_CUSTOM_BACK == true) #-------------------------------------------------------------------------- if FFIXSave::USE_CUSTOM_BACK def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = Cache.picture(FFIXSave::BACK_NAME) @menuback_sprite.color.set(16, 16, 16, 128) update_menu_background end end #-------------------------------------------------------------------------- # * create_loadsave_sprite #-------------------------------------------------------------------------- def create_loadsave_sprite sx = @help_window.x + @help_window.width + 6 sy = @help_window.y text = @saving ? "Save" : "Load" @loadsave_sprite = Sprite_LoadSave.new(sx, sy, text) end #-------------------------------------------------------------------------- # * Update Save File Selection #-------------------------------------------------------------------------- alias :eds_pre_ff9_save_update_savefile_selection :update_savefile_selection def update_savefile_selection eds_pre_ff9_save_update_savefile_selection @help_window.slot = @index + 1 end #-------------------------------------------------------------------------- # * write_save_data #-------------------------------------------------------------------------- def write_save_data(file) characters = [] map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name for actor in $game_party.members characters.push([ actor.character_name, actor.character_index, actor.face_name, # line added actor.face_index, # line added actor.name, # line added actor.level, # line added $game_party.gold, # line added map_name ]) # line added end $game_system.save_count += 1 $game_system.version_id = $data_system.version_id @last_bgm = RPG::BGM::last @last_bgs = RPG::BGS::last Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) Marshal.dump(@last_bgm, file) Marshal.dump(@last_bgs, file) Marshal.dump($game_system, file) Marshal.dump($game_message, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end #-------------------------------------------------------------------------- # * Create Save File Window #-------------------------------------------------------------------------- def create_savefile_windows @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_FFIXSaveFile.new(i, make_filename(i))) end @item_max = 4 end alias :eds_pre_ff9_terminate :terminate def terminate eds_pre_ff9_terminate @loadsave_sprite.dispose end end #============================================================================== # ** Window_FFIXSaveFile #------------------------------------------------------------------------------ # This is the window displayed for each save slot #============================================================================== class Window_FFIXSaveFile < Window_SaveFile # the x , y position of the first column and line of text TEXT_COL1_X = 298 TEXT_LINE1_Y = 0 # the y position of the second line of text, Level and Gold display TEXT_LINE2_Y = 20 #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(file_index, filename) unless FileTest.exist?(filename) image_name = 'FF9_SaveFileWindow_no_overlay' else image_name = 'FF9_SaveFileWindow' end @bg_image = Cache.picture(image_name) @timer_image = Cache.picture(FFIXSave::TIMER_NAME) @gold_image = Cache.picture(FFIXSave::GOLDCOIN_NAME) super(file_index, filename) self.x = 0 self.height = @bg_image.height + 32 # do this so that they images can be close together, # ignoring the 16 pixel window border self.y -= self.y * 0.1 self.contents.dispose self.contents = Bitmap.new(512, @bg_image.height) self.contents.font.name = FFIXSave::FONT_NAME self.contents.font.size = FFIXSave::FONT_SIZE self.opacity = 0 @arrow_sprite = Sprite.new @arrow_sprite.bitmap = Cache.picture('pointer') @arrow_sprite.x = 0 @arrow_sprite.y = self.y + (0.4 * self.height) @arrow_sprite.visible = false @arrow_sprite.z = self.z + 1 refresh end def selected=(value) @arrow_sprite.visible = value end #-------------------------------------------------------------------------- # * refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = FFIXSave::FONT_COLOR draw_background_panel begin if @file_exist draw_party_characters draw_playtime draw_leader_name draw_leader_level draw_gold draw_location draw_icons end rescue # do nothing or the game will crash # before the first save file is created. end end #-------------------------------------------------------------------------- # * draw_background_panel #-------------------------------------------------------------------------- def draw_background_panel self.contents.blt(0, 0, @bg_image, @bg_image.rect) end #-------------------------------------------------------------------------- # * draw_party_characters #-------------------------------------------------------------------------- def draw_party_characters x, y, size = 5, 5, (self.contents.height - 10) for i in [email protected] name = @characters[i][2] index = @characters[i][3] draw_face(name, index, x, y, size) x += size + 2 end end #-------------------------------------------------------------------------- # * draw_playtime #-------------------------------------------------------------------------- def draw_playtime hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) len = contents.text_size(time_string).width + 6 contents.font.color = FFIXSave::FONT_COLOR contents.draw_text(contents.width - len, TEXT_LINE1_Y, contents.width - 4, WLH, time_string) end #-------------------------------------------------------------------------- # * draw_leader_name #-------------------------------------------------------------------------- def draw_leader_name name = @characters[0][4] self.contents.draw_text(TEXT_COL1_X, TEXT_LINE1_Y, 128, WLH, name) end #-------------------------------------------------------------------------- # * draw_leader_level #-------------------------------------------------------------------------- def draw_leader_level level = "Level #{@characters[0][5]}" self.contents.draw_text(TEXT_COL1_X, TEXT_LINE2_Y, 128, WLH, level) end #-------------------------------------------------------------------------- # * draw_gold #-------------------------------------------------------------------------- def draw_gold gold = "#{@characters[0][6]} #{Vocab.gold[0,1]}" text_x = contents.width - (contents.text_size(gold).width + 6) self.contents.draw_text(text_x, TEXT_LINE2_Y, 96, WLH, gold) end #-------------------------------------------------------------------------- # * draw_location #-------------------------------------------------------------------------- def draw_location loc = @characters[0][7] text_y = TEXT_LINE2_Y + 28 self.contents.draw_text(308, text_y, contents.width - 312, WLH, loc) end #-------------------------------------------------------------------------- # * draw_icons #-------------------------------------------------------------------------- def draw_icons self.contents.blt(TEXT_COL1_X + 93 + FFIXSave::ICON_OFFSET_X, TEXT_LINE1_Y + 7, @timer_image, @timer_image.rect) self.contents.blt(TEXT_COL1_X + 93 + FFIXSave::ICON_OFFSET_X, TEXT_LINE2_Y + 7, @gold_image, @gold_image.rect) end #-------------------------------------------------------------------------- # * update_cursor #-------------------------------------------------------------------------- def update_cursor # not needed end #-------------------------------------------------------------------------- # * dispose #-------------------------------------------------------------------------- def dispose super @bg_image.dispose @timer_image.dispose @arrow_sprite.dispose end end Demo: N/D Incompatibilita': Lo Script Sovrascrive i metodi Scene_File write_save_data create_savefile_windows start Controllate che gli altri script in uso non li utilizzino.
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