#==============================================================================
# +++ MOG - Scene File A (V1.3) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de salvar e carregar animado versão A.
#==============================================================================
# Serão necessários as seguintes imagens na pasta Graphics/System
#
# Save_Number.png
# Save_Background.png
# Save_Character_Floor.png
# Save_Layout01.png
# Save_Layout02.png
# Save_Window01.png
# Save_Window02.png
#
#==============================================================================
#
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.3 - Melhor codificação.
# v 1.1 - Melhoria no sistema de dispose de imagens.
#==============================================================================
module MOG_SCENE_FILE
#Quantidade de slots de saves.
FILES_MAX = 10
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :scene_save
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_scene_file_initialize initialize
def initialize
mog_scene_file_initialize
@scene_save = false
end
end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● draw_picture_number(x,y,value,file_name,align, space, frame_max ,frame_index)
#--------------------------------------------------------------------------
# X - Posição na horizontal
# Y - Posição na vertical
# VALUE - Valor Numérico
# FILE_NAME - Nome do arquivo
# ALIGN - Centralizar 0 - Esquerda 1- Centro 2 - Direita
# SPACE - Espaço entre os números.
# FRAME_MAX - Quantidade de quadros(Linhas) que a imagem vai ter.
# FRAME_INDEX - Definição do quadro a ser utilizado.
#--------------------------------------------------------------------------
def draw_picture_number(x,y,value, file_name,align = 0, space = 0, frame_max = 1,frame_index = 0)
number_image = Cache.system(file_name)
frame_max = 1 if frame_max < 1
frame_index = frame_max -1 if frame_index > frame_max -1
align = 2 if align > 2
cw = number_image.width / 10
ch = number_image.height / frame_max
h = ch * frame_index
number = value.abs.to_s.split(//)
case align
when 0
plus_x = (-cw + space) * number.size
when 1
plus_x = (-cw + space) * number.size
plus_x /= 2
when 2
plus_x = 0
end
for r in 0..number.size - 1
number_abs = number[r].to_i
number_rect = Rect.new(cw * number_abs, h, cw, ch)
self.contents.blt(plus_x + x + ((cw - space) * r), y , number_image, number_rect)
end
number_image.dispose
end
#--------------------------------------------------------------------------
# ● Draw Help Layout
#--------------------------------------------------------------------------
def draw_face_save(name,x,y,type)
if type == 0
image_name = name + "_0"
elsif type == 1
image_name = name + "_1"
else
image_name = name + "_2"
end
image = Cache.face(image_name)
cw = image.width
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y , image, src_rect)
image.dispose
end
#--------------------------------------------------------------------------
# ● draw_parameter_layout
#--------------------------------------------------------------------------
def draw_parameter_layout(x,y)
image = Cache.system("Save_Window01")
cw = image.width
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y , image, src_rect)
image.dispose
end
#--------------------------------------------------------------------------
# ● draw_parameter_layout2
#--------------------------------------------------------------------------
def draw_parameter_layout2(x,y,type)
if type == 0
image = Cache.system("Save_Window02")
else
image = Cache.system("Save_Window03")
end
cw = image.width
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y , image, src_rect)
image.dispose
end
#--------------------------------------------------------------------------
# ● draw_character_floor
#--------------------------------------------------------------------------
def draw_character_floor(x,y)
image = Cache.system("Save_Character_Floor")
cw = image.width
ch = image.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y , image, src_rect)
image.dispose
end
end
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# ● Make Save Header
#--------------------------------------------------------------------------
def self.make_save_header
header = {}
header[:characters] = $game_party.characters_for_savefile
header[:playtime_s] = $game_system.playtime_s
header[:playtime] = $game_system.playtime
header[:map_name] = $game_map.display_name
header[:members] = $game_party.members
header
end
end
#==============================================================================
# ■ Window_SaveFile
#==============================================================================
class Window_SaveFile_A < Window_Base
attr_reader :filename
attr_reader :file_exist
attr_reader :time_stamp
attr_reader :selected
attr_reader :file_index
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 0,720, 140)
self.opacity = 0
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
#--------------------------------------------------------------------------
# ● load_gamedata
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
header = DataManager.load_header(@file_index)
if header == nil
@file_exist = false
return
end
@characters = header[:characters]
@total_sec = header[:playtime]
@mapname = header[:map_name]
@members = header[:members]
end
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
xp = 96
ex = 60
if @file_exist
if @total_sec == nil
draw_parameter_layout2(0,50,0)
draw_parameter_layout(-10 + xp,0)
value = @file_index + 1
draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,0)
self.contents.draw_text(140, 50, 450, 32, "Error! - Please, dont't use your old Save Files...", 0)
return
end
draw_parameter_layout2(0,50,0)
draw_parameter_layout(-10 + xp,0)
value = @file_index + 1
draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,1)
draw_party_characters(180 + xp, 75,ex)
draw_playtime(495, 20, contents.width - 4, 2)
draw_map_location( 400 + xp,64)
draw_level(185 + xp,85,ex)
draw_face_save(40 + xp,0)
else
draw_parameter_layout2(0,50,1)
draw_parameter_layout(-10 + xp,0)
value = @file_index + 1
draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,0)
self.contents.draw_text(260, 50, 120, 32, "No Data", 1)
end
end
#--------------------------------------------------------------------------
# ● draw_face
#--------------------------------------------------------------------------
def draw_face_save(x,y)
draw_actor_face(@members[0], x, y)
end
#--------------------------------------------------------------------------
# ● draw_level
#--------------------------------------------------------------------------
def draw_level(x,y,ex)
self.contents.font.color = normal_color
for i in 0...@members.size
break if i > 3
level = @members[i].level
draw_picture_number(x + (ex * i) , y ,level - 1, "Save_Number_01",1,0,3,1)
end
end
#--------------------------------------------------------------------------
# ● draw_map_location
#--------------------------------------------------------------------------
def draw_map_location(x,y)
self.contents.font.bold = false
self.contents.font.name = "Verdana"
self.contents.font.size = 13
self.contents.font.italic = false
self.contents.draw_text(400, 60, 125, 20, @mapname.to_s, 0)
end
#--------------------------------------------------------------------------
# ● draw_party_characters
#--------------------------------------------------------------------------
def draw_party_characters(x, y,ex)
for i in 0...@characters.size
break if i > 3
name = @characters[i][0]
index = @characters[i][1]
draw_character_floor(- 35 + x + i * ex,y - 20)
draw_character(name, index, x + i * ex, y)
end
end
#--------------------------------------------------------------------------
# ● draw_playtime
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
draw_picture_number(x + 18 * 0, y ,0, "Save_Number_01",0,0,3,0) if hour < 10
draw_picture_number(x + 18 * 1, y ,hour, "Save_Number_01",0,0,3,0)
draw_picture_number(x + 18 * 3, y ,0, "Save_Number_01",0,0,3,0) if min < 10
draw_picture_number(x + 18 * 4, y ,min, "Save_Number_01",0,0,3,0)
draw_picture_number(x + 18 * 6, y ,0, "Save_Number_01",0,0,3,0) if sec < 10
draw_picture_number(x + 18 * 7, y ,sec , "Save_Number_01",0,0,3,0)
end
#--------------------------------------------------------------------------
# ● selected
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
end
end
#==============================================================================
# ■ Scene Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
$game_temp.scene_save = true
super
end
end
#==============================================================================
# ■ Scene Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
$game_temp.scene_save = false
super
end
end
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File
include MOG_SCENE_FILE
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
@saving = $game_temp.scene_save
@file_max = FILES_MAX
@file_max = 1 if FILES_MAX < 1
execute_dispose
create_layout
create_savefile_windows
@index = DataManager.last_savefile_index
@check_prev_index = true
@savefile_windows[@index].selected = true
end
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
Graphics.transition
execute_loop
execute_dispose
end
#--------------------------------------------------------------------------
# ● Execute Loop
#--------------------------------------------------------------------------
def execute_loop
loop do
Graphics.update
Input.update
update
if SceneManager.scene != self
break
end
end
end
#--------------------------------------------------------------------------
# ● Create_background
#--------------------------------------------------------------------------
def create_layout
@background = Plane.new
@background.bitmap = Cache.system("Save_Background")
@background.z = 0
@layout_01 = Sprite.new
@layout_01.bitmap = Cache.system("Save_Layout01")
@layout_01.z = 1
@layout_01.blend_type = 1
image = Cache.system("Save_Layout02")
@bitmap = Bitmap.new(image.width,image.height)
cw = image.width
ch = image.height / 2
if @saving
h = 0
else
h = ch
end
src_rect = Rect.new(0, h, cw, ch)
@bitmap.blt(0,0, image, src_rect)
@layout_02 = Sprite.new
@layout_02.bitmap = @bitmap
@layout_02.z = 3
@layout_02.y = 370
image.dispose
end
#--------------------------------------------------------------------------
# ● Execute Dispose
#--------------------------------------------------------------------------
def execute_dispose
return if @background == nil
Graphics.freeze
@background.bitmap.dispose
@background.dispose
@background = nil
@layout_01.bitmap.dispose
@layout_01.dispose
@layout_02.bitmap.dispose
@layout_02.dispose
@bitmap.dispose
dispose_item_windows
end
#--------------------------------------------------------------------------
# ● Frame Update
#--------------------------------------------------------------------------
def update
update_savefile_windows
update_savefile_selection
check_start_index
end
#--------------------------------------------------------------------------
# ● check_start_index
#--------------------------------------------------------------------------
def check_start_index
return if @check_prev_index == false
@check_prev_index = false
check_active_window
end
#--------------------------------------------------------------------------
# ● check_active_window
#--------------------------------------------------------------------------
def check_active_window
@index = 0 if @index == nil
for i in 0...@file_max
@pw = @index - 1
@pw = 0 if @pw > @file_max - 1
@pw = @file_max- 1 if @pw < 0
@aw = @index
@nw = @index + 1
@nw = 0 if @nw > @file_max - 1
@nw = @file_max - 1 if @nw < 0
case @savefile_windows[i].file_index
when @pw,@nw
@savefile_windows[i].visible = true
@savefile_windows[i].contents_opacity = 80
when @aw
@savefile_windows[i].visible = true
@savefile_windows[i].contents_opacity = 255
else
@savefile_windows[i].visible = false
end
end
end
#--------------------------------------------------------------------------
# ● Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@pw_pos = [-160,32]
@aw_pos = [-96,160]
@nw_pos = [-32,288]
@savefile_windows = []
for i in 0...@file_max
@savefile_windows[i] = Window_SaveFile_A.new(i, DataManager.make_filename(i))
@savefile_windows[i].z = 2
@savefile_windows[i].visible = false
@savefile_windows[i].x = 400
end
check_active_window
@item_max = @file_max
end
#--------------------------------------------------------------------------
# ● Dispose of Save File Window
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @savefile_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# ● Update Save File Window
#--------------------------------------------------------------------------
def update_savefile_windows
update_slide_window
for window in @savefile_windows
window.update
end
end
#--------------------------------------------------------------------------
# ● update_slide_window
#--------------------------------------------------------------------------
def update_slide_window
@background.ox += 0
slide_window_x(@pw,@pw_pos[0])
slide_window_x(@aw,@aw_pos[0])
slide_window_x(@nw,@nw_pos[0])
slide_window_y(@pw,@pw_pos[1])
slide_window_y(@aw,@aw_pos[1])
slide_window_y(@nw,@nw_pos[1])
end
#--------------------------------------------------------------------------
# ● slide_window_x
#--------------------------------------------------------------------------
def slide_window_x(i,x_pos)
if @savefile_windows[i].x < x_pos
@savefile_windows[i].x += 15
@savefile_windows[i].x = x_pos if @savefile_windows[i].x > x_pos
end
if @savefile_windows[i].x > x_pos
@savefile_windows[i].x -= 15
@savefile_windows[i].x = x_pos if @savefile_windows[i].x < x_pos
end
end
#--------------------------------------------------------------------------
# ● slide_window_y
#--------------------------------------------------------------------------
def slide_window_y(i,y_pos)
if @savefile_windows[i].y < y_pos
@savefile_windows[i].y += 15
@savefile_windows[i].y = y_pos if @savefile_windows[i].y > y_pos
end
if @savefile_windows[i].y > y_pos
@savefile_windows[i].y -= 15
@savefile_windows[i].y = y_pos if @savefile_windows[i].y < y_pos
end
end
#--------------------------------------------------------------------------
# ● reset_position
#--------------------------------------------------------------------------
def reset_position(diretion)
check_active_window
case diretion
when 0
@savefile_windows[@pw].y = -64
@savefile_windows[@pw].x = 0
when 1
@savefile_windows[@nw].y = 440
@savefile_windows[@nw].x = 0
end
end
#--------------------------------------------------------------------------
# ● Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
on_savefile_ok
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
last_index = @index
if Input.trigger?(Input::DOWN)
execute_index(1)
if @file_max > 2
reset_position(1)
else
reset_position(0)
end
end
if Input.trigger?(Input::UP)
execute_index(-1)
reset_position(0)
end
if @index != last_index
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end
#--------------------------------------------------------------------------
# ● Execute Index
#--------------------------------------------------------------------------
def execute_index(value)
@index += value
@index = @index >= @file_max ? 0 : @index < 0 ? (@file_max - 1) : @index
end
end
$mog_rgss3_scene_file = true