Save Protetor
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Save Protetor
Save Protetor
Autor: Luuucky
Descrição
Alterações à salvar tela com personalização ENORME!
Pode-se jogar Plug 'n, mas a personalização é algo que você quer olhar
Instruções
Cole Acima do Main
script
Download:
http://www.mediafire.com/?xdy3imgzrnm
OBRIGADO
Autor: Luuucky
Descrição
Alterações à salvar tela com personalização ENORME!
Pode-se jogar Plug 'n, mas a personalização é algo que você quer olhar
Instruções
Cole Acima do Main
script
- Código:
=begin
#-------------------------------------------------------------------------------
Protetor de tela de personalização
By:Luuucky
MRM/CAKER
http://www.cakersrpgmaker.com/forum.htm
http://www.mundorpgmaker.com
#-------------------------------------------------------------------------------
Características do script:
-Alterações à salvar tela com personalização ENORME!
Pode-se jogar Plug 'n, mas a personalização é algo que você quer olhar
-Você pode escolher um dos quatro esquemas possíveis:
1 = sprites personagem, nível, HP com o MP. Não recomendado para uma pequena festa.
2 = sprites personagens e nome, nível, classe HP com o MP.
3 = Image rosto, nome, nível, classe HP com o MP.
4 = Image Face & Name Face, HP »MP. Não recomendado para uma pequena festa.
-Você pode optar por ocultar a localização playtime, ouro, etc
-Se o local contém um "#" (ou qualquer coisa que você escolher), que a localização não será
ser exibido na tela de salvar (Isto é o que o criador do script diz, mas isso
não é o caso. Então eu não tenho nenhuma idéia o que isso faz ...)
Nota:
Este script é NÃO COMPATÍVEL COM OLD salvar arquivos. Se você instalar este script
Depois de já ter salvo, você deve começar novamente.
Actualizar histórico:
7 / 6 script Lançado
7 / 7 Corrigido um erro onde "#" não funciona corretamente
Esta redifines script:
Scene_File
Window_SaveFile
Alterando o script pode resultar em erros de compatibilidade, para fazê-lo em seu
próprio risco ...
=end
#==============================================================================
# Begin Personalização
#==============================================================================
module DAI
# Maximum Save Files (If 6 or more, you will have to scroll down.)
FILE_MAX = 6
# Save File box height. (It's not really neccessary to change this.)
FILE_HEIGHT = 60
# Window Arrangement (0 = left displays files, right shows stats 1 = reversed)
FILE_ARRANGEMENT = 1
# Message Displayed if there is no file saved
FILE_NOT = "NAO SALVO"
# Display the play time?
FILE_PLAY_TIME = true
# If above is true, what term should "Play time" go by?
FILE_PLAY_TIME_NAME = "Play Time"
# Display Amount of Gold?
FILE_GOLD = true
# If above is true, what term should display before the gold amount?
FILE_GOLD_NAME = " Ouro na Posse:"
# Display Location Name?
FILE_PLACE_MAP = true
# If above is true, what term should display before the map name?
FILE_PLACE_MAP_NAME = "Local:"
# Not exactly sure what this does, so DON'T TOUCH IT!
FILE_MAP_NAME_DE = "#"
# Tipo de Display
# 1 = sprites personagem, nível, HP com o MP. Não recomendado para uma pequena festa.
# 2 = sprite personagens e nome, nível, classe HP com o MP.
# 3 = Image rosto, nome, nível, classe HP com o MP.
# 4 = Image Face & Name Face, HP »MP. Não recomendado para uma pequena festa.
FILE_TYPE = 3
# Altura de um personagem em Save Window
# (Type 1 = 32-70, tipo 2 = 60 a 70, Tipo 3 = 60 a 70, Tipo 4 33-70)
FILE_LENGTN = 70
#--------------------------------------------------------------------------
# ○ Se você escolheu DISPLAY TIPO 3 ...
#--------------------------------------------------------------------------
# Display the class of all actors?
FILE_TYPE_C_3 = true
# Face Size Used on The Save Screen
# Please note, the greater the height, the screen gets more crowded
FILE_FACE_LENGTN_X_3 = 96 # horizontal
FILE_FACE_LENGTN_Y_3 = 68 # vertical
#--------------------------------------------------------------------------
# ○IF YOU CHOSE DISPLAY TYPE 4...
#--------------------------------------------------------------------------
# Face Size Used on The Save Screen
# Please note, the greater the height, the screen gets more crowded.
FILE_FACE_LENGTN_X_4 = 96 # horizontal
FILE_FACE_LENGTN_Y_4 = 31 # vertical
# Face Graphic Alignment (Default aligns the eyes centered)
TYPE_4_POSITION_Y = 20
end
#==============================================================================
# End Customization
#==============================================================================
#==============================================================================
# ■ Scene_File
#------------------------------------------------------------------------------
# ファイル画面の処理を行うクラスです。
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# ○ 開始処理 (追加定義)
#--------------------------------------------------------------------------
alias _exmincrsv_start start
def start
@file_max = DAI::FILE_MAX
_exmincrsv_start
wh = DAI::FILE_HEIGHT
adj = (416 - @help_window.height) % wh
@help_window.height += adj
@page_file_max = ((416 - @help_window.height) / wh).truncate
for i in 0...@file_max
window = @savefile_windows[i]
if @index > @page_file_max - 1
if @index < @file_max - @page_file_max - 1
@top_row = @index
window.y -= @index * window.height
elsif @index >= @file_max - @page_file_max
@top_row = @file_max - @page_file_max
window.y -= (@file_max - @page_file_max) * window.height
else
@top_row = @index
window.y -= @index * window.height
end
end
window.y += adj
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
window.x = 404 if DAI::FILE_ARRANGEMENT == 1
end
if DAI::FILE_ARRANGEMENT == 0
@Save_window = Window_Dai_Save.new(140,56,make_filename(@index))
else
@Save_window = Window_Dai_Save.new(0,56,make_filename(@index))
end
end
#--------------------------------------------------------------------------
# ● 終了処理
#--------------------------------------------------------------------------
alias dai_save_terminate terminate
def terminate
dai_save_terminate
@Save_window.dispose
end
#--------------------------------------------------------------------------
# ○ セーブファイルウィンドウの作成 (再定義)
#--------------------------------------------------------------------------
def create_savefile_windows
@top_row = 0
@savefile_windows = []
for i in 0...@file_max
a = 0
a = 1 if FileTest.exist?(make_filename(i))
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i),a))
end
end
#--------------------------------------------------------------------------
# ○ カーソルを下に移動 (再定義)
# wrap : ラップアラウンド許可
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index < @file_max - 1 or wrap
@index = (@index + 1) % @file_max
for i in 0...@file_max
window = @savefile_windows[i]
if @index == 0
@top_row = 0
window.y = @help_window.height + i % @file_max * window.height
elsif @index - @top_row > @page_file_max - 1
window.y -= window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if @index - @top_row > @page_file_max - 1
@top_row += 1
end
end
filename = @savefile_windows[@index].filename
@Save_window.refresh(filename)
end
#--------------------------------------------------------------------------
# ○ カーソルを上に移動 (再定義)
# wrap : ラップアラウンド許可
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index > 0 or wrap
@index = (@index - 1 + @file_max) % @file_max
for i in 0...@file_max
window = @savefile_windows[i]
if @index == @file_max - 1
@top_row = @file_max - @page_file_max
window.y = @help_window.height + i % @file_max * window.height
window.y -= (@file_max - @page_file_max) * window.height
elsif @index - @top_row < 0
window.y += window.height
end
window.visible = (window.y >= @help_window.height and
window.y < @help_window.height + @page_file_max * window.height)
end
if @index - @top_row < 0
@top_row -= 1
end
end
filename = @savefile_windows[@index].filename
@Save_window.refresh(filename)
end
#--------------------------------------------------------------------------
# ● セーブデータの書き込み
# file : 書き込み用ファイルオブジェクト (オープン済み)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([
actor.character_name,
actor.character_index,
actor.name,
actor.level,
actor.class_id,
actor.face_name,
actor.face_index,
actor.maxhp,
actor.hp,
actor.maxmp,
actor.mp,
])
end
assistance = []
gold = $game_party.gold
map_name = $game_map.name
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(gold, file)
Marshal.dump(map_name, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($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
#--------------------------------------------------------------------------
# ● セーブデータの読み込み
# file : 読み込み用ファイルオブジェクト (オープン済み)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
gold = Marshal.load(file)
map_name = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
#==============================================================================
# ■ Window_SaveFile
#------------------------------------------------------------------------------
# セーブ画面およびロード画面で表示する、セーブファイルのウィンドウです。
#==============================================================================
class Window_SaveFile
#--------------------------------------------------------------------------
# ○ オブジェクト初期化 (再定義)
# file_index : セーブファイルのインデックス (0~3)
# filename : ファイル名
#--------------------------------------------------------------------------
def initialize(file_index, filename , a)
wh = DAI::FILE_HEIGHT
super(0, 56 + file_index % DAI::FILE_MAX * wh, 140, wh)
@file_index = file_index
@filename = filename
load_gamedata
refresh(a)
@selected = false
end
#--------------------------------------------------------------------------
# ● リフレッシュ(再定義)
#--------------------------------------------------------------------------
def refresh(a)
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.color.alpha = 128 unless a == 1
name = Vocab::File + " #{@file_index + 1}"
self.contents.draw_text(4, 0, 200, WLH, name)
@name_width = contents.text_size(name).width
end
end
#==============================================================================
# ■ Window_Dai_Save
#------------------------------------------------------------------------------
# セーブファイルの内容を表示するウィンドウです。
#==============================================================================
class Window_Dai_Save < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
#--------------------------------------------------------------------------
def initialize(x, y, filename)
super(x, y, 404, 360)
load_gamedata(filename)
refresh(filename)
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(filename)
self.contents.clear
load_gamedata(filename)
unless FileTest.exist?(filename)
self.contents.draw_text(4, 150, self.width - 40, WLH, DAI::FILE_NOT, 1)
return
end
if DAI::FILE_GOLD
if DAI::FILE_PLAY_TIME
draw_party_gold(0, 280, contents.width - 4, 0)
else
draw_party_gold(0, 307, contents.width - 4, 0)
end
end
draw_playtime(0, 307, contents.width - 4, 0) if DAI::FILE_PLAY_TIME
draw_map_name(0, 283, contents.width - 4, 0) if DAI::FILE_PLACE_MAP
case DAI::FILE_TYPE
when 1
draw_party_characters(16, 33)
draw_actor_hp_gauge(120, 5)
draw_actor_hp(120, 5)
draw_actor_mp_gauge(250, 5)
draw_actor_mp(250, 5)
draw_actor_level(50, 5)
when 2
draw_party_characters(16, 33)
draw_actor_name(50, 5)
draw_actor_hp_gauge(250, 5)
draw_actor_hp(250, 5)
draw_actor_mp_gauge(250, 30)
draw_actor_mp(250, 30)
draw_actor_level(50, 30)
draw_actor_class(116, 30)
when 3
draw_face(0, 0, DAI::FILE_FACE_LENGTN_X_3, DAI::FILE_FACE_LENGTN_Y_3)
if DAI::FILE_TYPE_C_3
draw_actor_level(100, 25)
draw_actor_class(168, 25)
draw_actor_name(100, 0)
else
draw_actor_level(120, 25)
draw_actor_name(120, 0)
end
draw_actor_hp_gauge(250, 0)
draw_actor_hp(250, 0)
draw_actor_mp_gauge(250, 25)
draw_actor_mp(250, 25)
when 4
draw_face_type_4(0, 0, DAI::FILE_FACE_LENGTN_X_4, DAI::FILE_FACE_LENGTN_Y_4)
draw_actor_hp_gauge(120, 5)
draw_actor_hp(120, 5)
draw_actor_mp_gauge(250, 5)
draw_actor_mp(250, 5)
end
end
#--------------------------------------------------------------------------
# ● ゲームデータの一部をロード
# スイッチや変数はデフォルトでは未使用 (地名表示などの拡張用) 。
#--------------------------------------------------------------------------
def load_gamedata(filename)
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(filename)
if @file_exist
file = File.open(filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@gold = Marshal.load(file)
@map_name = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@screen_dump = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# ● 所持金の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
# align : 配置
#--------------------------------------------------------------------------
def draw_party_gold(x, y, width, align)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, DAI::FILE_GOLD_NAME + " " + @gold.to_s + " " + Vocab::gold, 2)
end
#--------------------------------------------------------------------------
# ● パーティキャラの描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x , y + i * DAI::FILE_LENGTN)
end
end
#--------------------------------------------------------------------------
# ● HP ゲージの色 1 の取得
#--------------------------------------------------------------------------
def hp_gauge_color1
return text_color(20)
end
#--------------------------------------------------------------------------
# ● HP ゲージの色 2 の取得
#--------------------------------------------------------------------------
def hp_gauge_color2
return text_color(21)
end
#--------------------------------------------------------------------------
# ● MP ゲージの色 1 の取得
#--------------------------------------------------------------------------
def mp_gauge_color1
return text_color(22)
end
#--------------------------------------------------------------------------
# ● MP ゲージの色 2 の取得
#--------------------------------------------------------------------------
def mp_gauge_color2
return text_color(23)
end
#--------------------------------------------------------------------------
# ● HP の文字色を取得
# actor : アクター
#--------------------------------------------------------------------------
def hp_color(actor)
return knockout_color if actor.hp == 0
return crisis_color if actor.hp < actor.maxhp / 4
return normal_color
end
#--------------------------------------------------------------------------
# ● HP の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_hp(x, y, width = 120)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
maxhp = @characters[i][7]
hp = @characters[i][8]
self.contents.font.color = system_color
self.contents.draw_text(x, y + i * DAI::FILE_LENGTN, 30, WLH, Vocab::hp_a)
self.contents.font.color = normal_color if hp >= maxhp / 4
self.contents.font.color = crisis_color if hp < maxhp / 4
self.contents.font.color = knockout_color if hp == 0
xr = x + width
if width < 120
self.contents.draw_text(xr - 40, y + i * h, 40, WLH, hp, 2)
else
self.contents.draw_text(xr - 90, y + i * h, 40, WLH, hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y + i * h, 10, WLH, "/", 2)
self.contents.draw_text(xr - 40, y + i * h, 40, WLH, maxhp, 2)
end
end
end
#--------------------------------------------------------------------------
# ● HP ゲージの描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_hp_gauge(x, y, width = 120)
for i in 0...@characters.size
h = DAI::FILE_LENGTN
gw = width * @characters[i][8] / @characters[i][7]
gc1 = hp_gauge_color1
gc2 = hp_gauge_color2
n = y + i * h
self.contents.fill_rect(x, n + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, n + WLH - 8, gw, 6, gc1, gc2)
end
end
#--------------------------------------------------------------------------
# ● MP の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_mp(x, y, width = 120)
for i in 0...@characters.size
maxmp = @characters[i][9]
mp = @characters[i][10]
h = DAI::FILE_LENGTN
self.contents.font.color = system_color
self.contents.draw_text(x, y + i * h, 30, WLH, Vocab::mp_a)
self.contents.font.color = normal_color if mp >= maxmp / 4
self.contents.font.color = crisis_color if mp < maxmp / 4
self.contents.font.color = knockout_color if mp == 0
xr = x + width
if width < 120
self.contents.draw_text(xr - 40, y + i * h, 40, WLH, mp, 2)
else
self.contents.draw_text(xr - 90, y + i * h, 40, WLH, mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y + i * h, 10, WLH, "/", 2)
self.contents.draw_text(xr - 40, y + i * h, 40, WLH, maxmp, 2)
end
end
end
#--------------------------------------------------------------------------
# ● MP ゲージの描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
#--------------------------------------------------------------------------
def draw_actor_mp_gauge(x, y, width = 120)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
if @characters[i][9] > 0
gw = width * @characters[i][10] / @characters[i][9]
else
gw = 0
end
gc1 = mp_gauge_color1
gc2 = mp_gauge_color2
n = y + i * h
self.contents.fill_rect(x, n + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, n + WLH - 8, gw, 6, gc1, gc2)
end
end
#--------------------------------------------------------------------------
# ● レベルの描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_level(x, y)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
self.contents.font.color = system_color
self.contents.draw_text(x, y + i * h, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y + i * h, 24, WLH, @characters[i][3], 2)
end
end
#--------------------------------------------------------------------------
# ● 名前の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_name(x, y)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
self.contents.font.color = normal_color
self.contents.font.color = knockout_color if @characters[i][8] == 0
self.contents.draw_text(x , y + i * h,108 , WLH, @characters[i][2], 0)
end
end
#--------------------------------------------------------------------------
# ● 職業の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_class(x, y)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
id = @characters[i][4]
c = $data_classes[id].name
self.contents.font.color = normal_color
self.contents.draw_text(x , y + i * h,108 , WLH, c, 0)
end
end
#--------------------------------------------------------------------------
# ● 顔グラフィックの描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# size_x : 表示サイズx
# size_y : 表示サイズy
#--------------------------------------------------------------------------
def draw_face(x, y, size_x = 96,size_y = 57)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
face_name = @characters[i][5]
face_index = @characters[i][6]
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size_x) / 2
rect.y = face_index / 4 * 96 + (96 - size_y) / 2
rect.width = size_x
rect.height = size_y
self.contents.blt(x, y + i * h, bitmap, rect)
bitmap.dispose
end
end
#--------------------------------------------------------------------------
# ● 顔グラフィックの描画(タイプ4専用)
# x : 描画先 X 座標
# y : 描画先 Y 座標
# size_x : 表示サイズx
# size_y : 表示サイズy
#--------------------------------------------------------------------------
def draw_face_type_4(x, y, size_x = 96,size_y = 57)
h = DAI::FILE_LENGTN
for i in 0...@characters.size
face_name = @characters[i][5]
face_index = @characters[i][6]
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size_x) / 2
rect.y = face_index / 4 * 96 + (96 - size_y - DAI::TYPE_4_POSITION_Y) / 2
rect.width = size_x
rect.height = size_y
self.contents.blt(x, y + i * h, bitmap, rect)
bitmap.dispose
end
end
#--------------------------------------------------------------------------
# ● プレイ時間の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
# align : 配置
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
time_string = sprintf("%02d:%02d", hour, min)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, DAI::FILE_PLAY_TIME_NAME+" " + time_string, 2)
end
#--------------------------------------------------------------------------
# ● マップ名の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 幅
# align : 配置
#--------------------------------------------------------------------------
def draw_map_name(x, y, width, align)
t = @map_name
if t.include?(DAI::FILE_MAP_NAME_DE)
a = t.index(DAI::FILE_MAP_NAME_DE)
t = t[0,a]
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, width, WLH, DAI::FILE_PLACE_MAP_NAME, 0)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + 24, width, WLH, t, 0)
end
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# マップを扱うクラスです。スクロールや通行可能判定などの機能を持っています。
# このクラスのインスタンスは $game_map で参照されます。
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● マップ名取得
#--------------------------------------------------------------------------
def name
map = load_data("Data/MapInfos.rvdata")
return map[@map_id].name
end
end
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OBRIGADO
Luucky- Aldeão
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Re: Save Protetor
Muito lindo....+N
OBS : Parece que as faces ficaram meio esticadas...
OBS : Parece que as faces ficaram meio esticadas...
brandonloco- Guerreiro Mestre
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Re: Save Protetor
Sisplismente incrível.
Essa Imagem do Save Protetor fica no jogo ?
Essa Imagem do Save Protetor fica no jogo ?
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