Script Request, Save System
+6
mitchi.exe
Vectomon
Zadorain
SugarBell
Elfsong
Peva
10 posters
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Re: Script Request, Save System
Lol, knowing Omegas he would STILL miss it!
The Creator- Legendary
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Re: Script Request, Save System
Stay on topic fellas.
Peva- Development Moderator
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Re: Script Request, Save System
HEY!
Errrr.... nngh >___>
FINISH MY CASTLE IN AQUARIUM MASTER FIRST >:0
-----
On a side note, how big do you expect the screenshot to be? There are two ways:
The first one will make a perfect screenshot of a portion of the screen. Just a portion, because taking the whole screen might be very time consuming.
The other might be recreating the map with the Tilemap thingy. However, you won't retain certain aspects like your character or special effects like weather.
I'd go for the first option, if you're ok with me just taking a portion of the screen (the player's area)
Errrr.... nngh >___>
FINISH MY CASTLE IN AQUARIUM MASTER FIRST >:0
-----
On a side note, how big do you expect the screenshot to be? There are two ways:
The first one will make a perfect screenshot of a portion of the screen. Just a portion, because taking the whole screen might be very time consuming.
The other might be recreating the map with the Tilemap thingy. However, you won't retain certain aspects like your character or special effects like weather.
I'd go for the first option, if you're ok with me just taking a portion of the screen (the player's area)
Re: Script Request, Save System
Yeah whatever works easier for you. But it needs to be perfect or I won't use it. And your castle is done and Zaddy is mapping
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Re: Script Request, Save System
So this is how it turned out:
Ulrika is actor number 2.
Ralph is actor number 1.
Ylva's House is the map name (I named it \n[4]'s House) your maps with \n[] should work.
The screenshot is small, but it saves performance.
Colors can be changed, yes.
Looks good 0.o? Honestly I don't like save-related systems. I always end up screwing up something related to data XD
Ulrika is actor number 2.
Ralph is actor number 1.
Ylva's House is the map name (I named it \n[4]'s House) your maps with \n[] should work.
The screenshot is small, but it saves performance.
Colors can be changed, yes.
Looks good 0.o? Honestly I don't like save-related systems. I always end up screwing up something related to data XD
Re: Script Request, Save System
This is perfect, better than I could have ever dreamed
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Re: Script Request, Save System
Uh ok then take it far away from me.
Well, first of all, you will need this Bitmap tool I made a while back:
This enables the script below to produce the images and save them.
Here's the script:
Notes: Delete all existing save files after installing the script. They just won't work and will throw errors.
And you better put a huge dragon in my castle which is my pet >:0
Well, first of all, you will need this Bitmap tool I made a while back:
- Spoiler:
- Code:
module BitmapTool
def self.bitmapToArray(bitmap)
array = []
for x in 0...bitmap.width
array[x] = []
for y in 0...bitmap.height
array[x][y] = bitmap.get_pixel(x,y)
end
end
return array
end
def self.arrayToBitmap(array)
bitmap = Bitmap.new(array.size,array[0].size)
for x in 0...bitmap.width
for y in 0...bitmap.height
bitmap.set_pixel(x,y,array[x][y])
end
end
return bitmap
end
end
This enables the script below to produce the images and save them.
Here's the script:
- Spoiler:
- Code:
module StupidSaveSystem
CityNameColor = Color.new(60,220,60)
PlayerNameColor = Color.new(255,255,255)
StupidMapNameColor = Color.new(220,60,60)
VariableColor = Color.new(255,255,255)
GoldColor = Color.new(255,255,50)
StupidVariableID = 1
VariablePrefix = "Day "
GoldPrefix = "Gold: "
end
class Game_System
alias omegaSystemInitialize initialize
attr_accessor :saveScreenshot
attr_accessor :mapID
attr_accessor :actorNames
attr_accessor :variable
attr_accessor :gold
def initialize
omegaSystemInitialize
@saveScreenshot = nil
@mapID = nil
@actorNames = []
@variable = 0
@gold
end
end
class Scene_Menu < Scene_Base
alias omegaMenuInitialize initialize
def initialize(menu_index = 0)
omegaMenuInitialize(menu_index = 0)
takePlayerScreenshot
end
def takePlayerScreenshot
# Full screenshot = Time consuming.
# Here we will only take a portion of the game screen (player's area)
map = Graphics.snap_to_bitmap
bitmap = Bitmap.new(110,110)
bitmap.blt(0,0,map,Rect.new($game_player.screen_x + 16 - 75,
$game_player.screen_y + 16 - 75,110,110))
$game_system.saveScreenshot = BitmapTool.bitmapToArray(bitmap)
end
end
class Scene_File < Scene_Base
alias omegaFileInitialize initialize
def initialize(saving, from_title, from_event)
omegaFileInitialize(saving, from_title, from_event)
end
def create_savefile_windows
@savefile_windows = []
for i in 0..2
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 3
end
def do_save
$game_system.actorNames.clear
for i in 0...$game_actors.data.size
$game_system.actorNames.push($game_actors[i + 1].name)
end
$game_system.mapID = $game_map.map_id
$game_system.variable = $game_variables[StupidSaveSystem::StupidVariableID].to_s
$game_system.gold = $game_party.gold
file = File.open(@savefile_windows[@index].filename, "wb")
write_save_data(file)
file.close
return_scene
end
end
class Window_SaveFile < Window_Base
include StupidSaveSystem
attr_reader :filename # filename
attr_reader :file_exist # file existence flag
attr_reader :time_stamp # timestamp
attr_reader :selected # selected
alias omegaSaveDispose dispose
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 120, 544, 120)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
def refresh
self.contents.clear
name = "Save #{@file_index + 1}"
if @file_exist
name = "#{@game_system.actorNames[1]}"
self.contents.font.color = CityNameColor
self.contents.draw_text(4, 0, 200, WLH, "#{name}")
self.contents.font.color = PlayerNameColor
self.contents.draw_text(4, WLH, 200, WLH, "#{@game_system.actorNames[0]}")
#draw_party_characters(152, 58)
#draw_playtime(0, 34, contents.width - 4, 2)
mapdata = load_data("Data/MapInfos.rvdata")
map_id = @game_system.mapID
self.contents.font.color = StupidMapNameColor
map = mapdata[map_id].name.gsub(/\\N\[([0-9]+)\]/i) { @game_system.actorNames[$1.to_i - 1] }
self.contents.draw_text(200, 0, 200, WLH, "#{map}")
self.contents.font.color = VariableColor
self.contents.draw_text(200,WLH,200,WLH,VariablePrefix + @game_system.variable)
self.contents.font.color = GoldColor
self.contents.draw_text(200,WLH * 2,200,WLH,GoldPrefix + @game_system.gold.to_s)
draw_screenshot
else
self.contents.draw_text(4, 0, 200, WLH, name)
end
@name_width = contents.text_size(name).width
end
def draw_screenshot
@screenshot = Sprite_Base.new
@screenshot.bitmap = BitmapTool.arrayToBitmap(@game_system.saveScreenshot)
@screenshot.z = 300
@screenshot.x = 544 - 110 - 40
@screenshot.y = self.y + 5
end
def dispose
omegaSaveDispose
@screenshot.dispose if @screenshot != nil
end
end
class Game_Actors
attr_reader :data
end
Notes: Delete all existing save files after installing the script. They just won't work and will throw errors.
And you better put a huge dragon in my castle which is my pet >:0
Re: Script Request, Save System
Holy moly. You actually went for the get_pixel method? JEEEEeeez.
I guess the screenshots are small, so not too bad. But Enterbrain could have made Bitmap class so much easier to deal with ¬_¬
I guess the screenshots are small, so not too bad. But Enterbrain could have made Bitmap class so much easier to deal with ¬_¬
IMP1- Coding Moderator
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Re: Script Request, Save System
Yeah, why in the world would they hide Bitmap 0.o
Well, technically we could implement our own Bitmap class XD
I was originally going for simply recreating the Tilemap of the player's save location, but then I wouldn't have stuff like weather or pictures or characters (well characters maybe with some work :/), and I like all that stuff XD
Another choice was saving the screenshot as a .png image for easy loading in the future, but heck, should the player touch that image the whole save is screwed up =/
.get_pixel isn't so bad for small images like Peva's =D.. I think.
Well, technically we could implement our own Bitmap class XD
I was originally going for simply recreating the Tilemap of the player's save location, but then I wouldn't have stuff like weather or pictures or characters (well characters maybe with some work :/), and I like all that stuff XD
Another choice was saving the screenshot as a .png image for easy loading in the future, but heck, should the player touch that image the whole save is screwed up =/
.get_pixel isn't so bad for small images like Peva's =D.. I think.
Re: Script Request, Save System
Thank you! As soon as Zaddy completes my maps I'll get ready to take some screenshots. This can be closed, thanks
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Re: Script Request, Save System
Hey since this is still open, can you add a little thing that makes it have town after actor 2's name?
EDIT: Do you think you can move the little image over to the right a bit?
Also, I believe your script is incompatible with this one...
if you could fix, I would be happy
EDIT: Do you think you can move the little image over to the right a bit?
Also, I believe your script is incompatible with this one...
- Spoiler:
- Code:
# Save confirmation popup
# By Mithran
# Makes a small window popup indicating the game has been saved, after it has been
# saved.
# Install: Insert below any custom file systems. Should work with most
# custom file systems.
class Scene_File
SAVE_CONFIRM_CAPTION = "Save Is Complete!"
SAVE_CONFIRM_LENGTH = 120 # Max length in frames for the confirmed window to stay
BLUR_BEFORE_CONFIRM_CAP = false
# If set to true, the file screen will blur into the background before showing
# the save confirmation box
# do not edit beyond this point ----
alias do_save_orig_popconfirm do_save
def do_save
do_save_orig_popconfirm
@save_done = true
end
alias terminate_orig_popconfirm terminate
def terminate
if @save_done
bp = Graphics.snap_to_bitmap
bp.blur if BLUR_BEFORE_CONFIRM_CAP
bs = Sprite.new
bs.bitmap = bp
end
terminate_orig_popconfirm
if @save_done
save_done_popup
bs.dispose
end
end
def save_done_popup
Graphics.transition(0)
create_save_done_window
update_save_done_window
close_save_done_window
Graphics.freeze
end
def create_save_done_window
tw = Bitmap.new(32, 32).text_size(SAVE_CONFIRM_CAPTION).width
@save_done_window = Window_Base.new(0, 0, tw + 32, Window_Base::WLH + 32)
@save_done_window.openness = 0
@save_done_window.contents.draw_text(0, 0, tw, Window_Base::WLH, SAVE_CONFIRM_CAPTION)
@save_done_window.x = (Graphics.width - @save_done_window.width) / 2
@save_done_window.y = (Graphics.height - @save_done_window.height) / 2
@save_done_window.open
end
def update_save_done_window
sl = 0
while sl < SAVE_CONFIRM_LENGTH
Graphics.update
Input.update
@save_done_window.update
sl += 1 unless @save_done_window.openness < 255
break if Input.trigger?(Input::C)
end
end
def close_save_done_window
@save_done_window.close
while @save_done_window.openness > 0
Graphics.update; @save_done_window.update
end
@save_done_window.dispose
end
end
if you could fix, I would be happy
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Re: Script Request, Save System
Bump, I get this error when I save for the second time.
Oh, and this ickyness is happening too...
Oh, and this ickyness is happening too...
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Re: Script Request, Save System
BUMP Read last two posts
Peva- Development Moderator
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Re: Script Request, Save System
Omegas doesn't seem to be around atm. Just be patient
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Re: Script Request, Save System
Aight Just the game is supposed to be done in about 4 days, so I really need some people to pull through for me.
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Re: Script Request, Save System
I'm currently killing polar bears. Anyway, tell me step by step how to reach that error and I will take a look when got some time.
Re: Script Request, Save System
Ok, well it only happened when I used the event processing to Open Save Screen, also you think you can move the little image over a bit? And be sure to really slaughter some cute bears for me ^^
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