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//=============================================================================
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// Yanfly Engine Plugins - Save Core
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// YEP_SaveCore.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_SaveCore = true;
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var Yanfly = Yanfly || {};
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Yanfly.Save = Yanfly.Save || {};
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Yanfly.Save.version = 1.06;
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//=============================================================================
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/*:
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* @plugindesc v1.06 存档核心☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @text ---全局---
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* @default
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*
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* @param Max Files
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* @text 最大存档数
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* @parent ---General---
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* @type number
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* @min 1
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* @desc The maximum number of files for your game.
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* Default: 20
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* @default 24
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*
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* @param Saved Icon
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* @text 保存的图标
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* @parent ---General---
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* @type number
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* @min 0
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* @desc Icon ID used for a file slot with a save.
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* @default 231
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*
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* @param Empty Icon
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* @text 空文件图标
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* @parent ---General---
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* @type number
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* @min 0
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* @desc Icon ID used for an empty file slot.
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* @default 230
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*
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* @param Return After Saving
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* @text 保存后返回
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* @parent ---General---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Return to the previous scene after saving?
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* NO - false YES - true Default: true
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* @default false
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*
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* @param Auto New Index
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* @text 自动新建索引
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* @parent ---General---
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* @type boolean
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* @on YES
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* @off NO
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* @desc For new games, automatically decide the save slot?
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* NO - false YES - true Default: true
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* @default true
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*
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* @param ---Action Window---
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* @text ---动作窗口---
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* @default
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*
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* @param Load Command
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* @text 加载命令
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* @parent ---Action Window---
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* @desc Text for the load command in the action window.
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* @default 加载
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*
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* @param Save Command
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* @text 保存命令
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* @parent ---Action Window---
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* @desc Text for the save command in the action window.
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* @default 保存
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*
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* @param Delete Command
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* @text 删除命令
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* @parent ---Action Window---
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* @desc Text for the delete command in the action window.
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* @default 删除
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*
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* @param ---Help Window---
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* @text ---帮助窗口---
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* @default
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*
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* @param Select Help
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* @text 选择帮助
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* @parent ---Help Window---
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* @desc Help text displayed when selecting a slot.
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* @default 请选择一个文件槽
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*
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* @param Load Help
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* @text 加载帮助
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* @parent ---Help Window---
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* @desc Help text displayed when selecting load option.
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* @default 加载当前进度
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*
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* @param Save Help
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* @text 保存帮助
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* @parent ---Help Window---
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* @desc Help text displayed when selecting save option.
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* @default 保存当前进度
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*
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* @param Delete Help
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* @text 删除帮助
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* @parent ---Help Window---
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* @desc Help text displayed when selecting delete option.
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* @default 删除当前进度
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*
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* @param ---Delete---
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* @text ---删除---
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* @default
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*
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* @param Delete Filename
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* @text 删除文件名
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* @parent ---Delete---
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* @type file
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* @dir audio/se/
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* @require 1
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* @desc Used for the delete sound from the /audio/se/ folder.
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* Do NOT include the file extension.
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* @default Damage2
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*
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* @param Delete Volume
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* @parent ---Delete---
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* @desc Volume used for the delete sound.
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* @default 100
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*
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* @param Delete Pitch
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* @parent ---Delete---
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* @desc Pitch used for the delete sound.
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* @default 150
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*
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* @param Delete Pan
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* @parent ---Delete---
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* @desc Pan used for the delete sound.
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* @default 0
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*
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* @param ---Info Window---
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* @text ---信息窗口---
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* @default
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*
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* @param Show Game Title
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* @text 显示游戏标题
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* @parent ---Info Window---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Display the game title in the save file?
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* NO - false YES - true
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* @default true
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*
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* @param Invalid Game Text
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* @text 无效的游戏文本
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* @parent ---Info Window---
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* @desc Text used when the save is for a different game.
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* @default 这是另一个游戏的保存。
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*
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* @param Empty Game Text
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* @text 空游戏文本
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* @parent ---Info Window---
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* @desc Text used when the save is empty.
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* @default Empty
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*
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* @param Map Display Name
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* @text 地图显示名称
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* @parent ---Info Window---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Use the display name for the saved map instead?
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* NO - false YES - true
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* @default true
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*
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* @param Party Display
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* @text 队伍展示
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* @parent ---Info Window---
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* @type select
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* @option None
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* @value 0
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* @option Characters
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* @value 1
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* @option Faces
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* @value 2
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* @option SV Actors
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* @value 3
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* @desc The display type used for the party.
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* 0 - None; 1 - Characters; 2 - Faces; 3 - SV Actors
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* @default 2
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*
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* @param Party Y Position
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* @text 队伍Y位置
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* @parent ---Info Window---
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* @desc This is the base Y position for the party display.
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* Formulas can be used.
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* @default this.lineHeight() + Window_Base._faceHeight
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*
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* @param Show Actor Names
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* @text 显示角色名称
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* @parent ---Info Window---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Display the names of the actors?
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* NO - false YES - true
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* @default true
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*
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* @param Name Font Size
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* @text 名称字体大小
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* @parent ---Info Window---
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* @type number
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* @min 1
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* @desc Font size used for names if names are displayed.
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* Default: 28
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* @default 20
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*
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* @param Show Actor Level
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* @text 显示角色等级
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* @parent ---Info Window---
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* @type boolean
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* @on Show
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* @off Hide
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* @desc Display the levels of the actors?
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* NO - false YES - true
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* @default true
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*
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* @param Level Font Size
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* @text 等级字体大小
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* @parent ---Info Window---
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* @type number
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* @min 1
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* @desc Font size used for levels if levels are displayed.
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* Default: 28
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* @default 20
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*
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* @param Level Format
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* @text 等级格式
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* @parent ---Info Window---
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* @desc The text format used to display levels.
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* %1 - Lv (Abbr) %2 - Lv (Full) %3 - Value
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* @default \c[16]%1 \c[0]%3
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*
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* @param Data Font Size
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* @text 数据字体大小
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* @parent ---Info Window---
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* @type number
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* @min 1
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* @desc Font size used for displaying data.
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* Default: 28
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* @default 20
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*
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* @param Data Column 1
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* @text 数据列1
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* @parent ---Info Window---
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* @desc The data to be displayed in data column 1. Refer to help
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* file for data entries. Separate each entry with commas.
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* @default empty, playtime, save count, gold count
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*
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* @param Data Column 2
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* @text 数据列2
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* @parent ---Info Window---
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* @desc The data to be displayed in data column 2. Refer to help
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* file for data entries. Separate each entry with commas.
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* @default location, variable 1, variable 2, variable 3
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*
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* @param Data Column 3
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* @text 数据列3
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* @parent ---Info Window---
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* @desc The data to be displayed in data column 2. Refer to help
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* file for data entries. Separate each entry with commas.
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* @default empty, variable 4, variable 5, variable 6
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*
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* @param Data Column 4
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* @text 数据列4
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* @parent ---Info Window---
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* @desc The data to be displayed in data column 2. Refer to help
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* file for data entries. Separate each entry with commas.
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* @default
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*
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* @param ---Vocabulary---
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* @text ---词汇---
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* @default
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*
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* @param Map Location
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* @text 地图位置
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* @parent ---Vocabulary---
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* @desc Text used to categorize 'Map Location'.
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* Leave empty to not use this category and center the data.
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* @default
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*
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* @param Playtime
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* @text 游戏时间
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* @parent ---Vocabulary---
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* @desc Text used to categorize 'Playtime'.
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* Leave empty to not use this category and center the data.
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* @default 游戏时间:
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*
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* @param Save Count
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* @text 保存次数
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* @parent ---Vocabulary---
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* @desc Text used to categorize 'Save Count'.
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* Leave empty to not use this category and center the data.
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* @default 保存次数:
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*
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* @param Gold Count
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* @text 金币数量
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* @parent ---Vocabulary---
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* @desc Text used to categorize 'Gold Count'.
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* Leave empty to not use this category and center the data.
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* @default %1:
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*
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* @param ---Technical---
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* @text ---技术---
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* @default
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*
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* @param Save Mode
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* @text 保存模式
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* @parent ---Technical---
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* @type combo
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* @option local
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* @option web
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* @option auto
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* @desc How the save system should work for your game:
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* local web auto
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* @default auto
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*
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* @param Local Config
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* @text 本地配置
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* @parent ---Technical---
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* @desc Filename for config when working with local saves.
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* Default: config.rpgsave
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* @default config.rpgsave
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*
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* @param Local Global
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* @text 本地全局
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* @parent ---Technical---
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* @desc Filename for global when working with local saves.
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* Default: global.rpgsave
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* @default global.rpgsave
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*
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* @param Local Save
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* @text 本地保存
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* @parent ---Technical---
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* @desc Filename for game saves when working with local saves.
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* %1 - File Slot. Default: config.rpgsave
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* @default file%1.rpgsave
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*
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* @param Web Config
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* @text Web配置
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* @parent ---Technical---
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* @desc Filename for config when working with web saves.
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* %1 - Game Name. Default: RPG Config
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* @default RPG %1 Config
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*
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* @param Web Global
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* @text Web全局
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* @parent ---Technical---
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* @desc Filename for global when working with web saves.
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* %1 - Game Name. Default: RPG Global
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* @default RPG %1 Global
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*
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* @param Web Save
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* @text Web保存
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* @parent ---Technical---
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* @desc Filename for game saves when working with web saves.
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* %1 - Game Name. %2 - File Slot. Default: RPG File%1
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* @default RPG %1 File%2
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*
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* @param ---Confirmation---
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* @text ---确认---
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* @default
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*
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* @param Load Confirmation
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* @text 加载确认
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* @parent ---Confirmation---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Show the load confirmation window when loading a
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* save file? NO - false YES - true
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* @default true
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*
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* @param Load Text
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* @text 加载文本
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* @parent ---Confirmation---
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* @desc Text displayed when loading a save file.
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* @default 是否要加载此保存文件?
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*
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* @param Save Confirmation
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* @text 保存确认
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* @parent ---Confirmation---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Show the save confirmation window when overwriting a
|
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|
|
* save file? NO - false YES - true
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* @default true
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*
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* @param Save Text
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* @text 保存文本
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|
|
* @parent ---Confirmation---
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|
|
* @desc Text displayed when overwriting a save file.
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|
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* @default 是否覆盖此保存文件?
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*
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* @param Delete Confirmation
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|
|
* @text 删除确认
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|
|
* @parent ---Confirmation---
|
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|
|
* @type boolean
|
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|
|
* @on YES
|
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|
|
* @off NO
|
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|
|
|
* @desc Show the save confirmation window when deleting a
|
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|
|
|
* save file? NO - false YES - true
|
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|
|
* @default true
|
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*
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|
|
* @param Delete Text
|
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|
|
* @text 删除文本
|
|
|
|
|
* @parent ---Confirmation---
|
|
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|
|
* @desc Text displayed when deleting a save file.
|
|
|
|
|
* @default 是否删除此保存文件?
|
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|
|
*
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|
|
* @param Confirm Yes
|
|
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|
|
* @text 确认是
|
|
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|
|
* @parent ---Confirmation---
|
|
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|
|
* @desc Text used for the 'Yes' confirm command
|
|
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|
|
* @default 是
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*
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|
|
* @param Confirm No
|
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|
|
|
* @text 确认否
|
|
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|
|
* @parent ---Confirmation---
|
|
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|
|
* @desc Text used for the 'No' confirm command
|
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|
|
* @default 否
|
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*
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* @help
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Introduction
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
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|
|
* 注意:这个插件只支持1.1.0以上的版本
|
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|
* 这个插件提供了一个新的存档界面。通过这个新的界面,玩家可以直接从菜单
|
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|
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* 载入或者删除存档,这也将导致存档命令一直显示在之菜单,但是我们可以
|
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|
|
* 关闭或者开启存档选项。从这个界面,玩家可以获得存档的各类信息,
|
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|
|
* 例如位置,金钱树,或者任何你想展示的变量。
|
|
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|
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*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Instructions - Data Columns
|
|
|
|
|
* ============================================================================
|
|
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|
|
*
|
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|
|
* 对于那些想在每个存档显示额外信息的人,你可以添加插件参数里面的Data
|
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|
|
* Columns,用逗号隔开。你可以使用下面的标签
|
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|
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*
|
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|
|
* Data Column Categories:
|
|
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|
|
*
|
|
|
|
|
* Empty
|
|
|
|
|
* - 显示一个空位置,但是没有外框
|
|
|
|
|
*
|
|
|
|
|
* Null
|
|
|
|
|
* - 显示一个空位置,但是有外框
|
|
|
|
|
*
|
|
|
|
|
* Location
|
|
|
|
|
* - 地图坐标
|
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|
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*
|
|
|
|
|
* Playtime
|
|
|
|
|
* - 游戏时间
|
|
|
|
|
*
|
|
|
|
|
* Save Count
|
|
|
|
|
* - 存档数
|
|
|
|
|
*
|
|
|
|
|
* Gold Count
|
|
|
|
|
* - 金钱数
|
|
|
|
|
*
|
|
|
|
|
* Variable x
|
|
|
|
|
* -显示变量的名字和值。你可以使用文本代码。任何在<< >>里面的都不会
|
|
|
|
|
* 被显示。如果没有变量名,变量的值就会居中
|
|
|
|
|
*
|
|
|
|
|
* text: stuff
|
|
|
|
|
* left text: stuff
|
|
|
|
|
* center text: stuff
|
|
|
|
|
* right text: stuff
|
|
|
|
|
* -这将显示自定义文本。可以设置显示位置,默认是居左对齐。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Technical - Save Modes
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 对于想要在网上发布游戏的开发者,你可以看一看Technical里的参数。你可以
|
|
|
|
|
* 设置游戏模式,是“本地”,还是“网站”。默认你可以设置为“自动”。
|
|
|
|
|
* 如果是为了测试目的,你可以在本地运行时设置web模式。
|
|
|
|
|
* 如果游戏运行在网站上,你不可以使用本地模式。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Technical - Save Files
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* 如果你有经验,你可以根据喜好设置'Local Config', 'Local Global', 和 'Local
|
|
|
|
|
* Save'的名字
|
|
|
|
|
*
|
|
|
|
|
* ---
|
|
|
|
|
*
|
|
|
|
|
* 如果你正在做网站包括移动端的游戏,我建议你看下'Web Config', 'Web Global'
|
|
|
|
|
* 和'Web Save'的参数。所以运行在网站上的游戏都会使用相同的设置。
|
|
|
|
|
*
|
|
|
|
|
* This plugin's default settings will solve this sharing issue by making the
|
|
|
|
|
* web save named accordingly to your game's name provided that you keep the
|
|
|
|
|
* current plugin settings as is or adjust it accordingly. Now, your game will
|
|
|
|
|
* have its own individual identity, use its own configuration, global, and
|
|
|
|
|
* save files without clashing with any other RPG Maker MV games players may
|
|
|
|
|
* have played.这个插件默认设置解决了网站游戏存档奔溃的一些问题
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* Changelog
|
|
|
|
|
* ============================================================================
|
|
|
|
|
*
|
|
|
|
|
* Version 1.06:
|
|
|
|
|
* - Updated for RPG Maker MV version 1.5.0.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.05:
|
|
|
|
|
* - Added anti-crash measure for nonexistent $dataMapInfos entries.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.04:
|
|
|
|
|
* - Added 'Map Display Name' plugin parameter. Enabling this option will now
|
|
|
|
|
* display the display name for the map instead of the editor name.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.03:
|
|
|
|
|
* - Fixed a bug that caused web saving to not work properly.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.02:
|
|
|
|
|
* - Fixed a bug that caused the actor's default name to appear in the save
|
|
|
|
|
* screen instead of the actor's current name (if it was changed.)
|
|
|
|
|
*
|
|
|
|
|
* Version 1.01:
|
|
|
|
|
* - Added a wait time update for save info data to load when moving across the
|
|
|
|
|
* various save files.
|
|
|
|
|
*
|
|
|
|
|
* Version 1.00:
|
|
|
|
|
* - Finished Plugin!
|
|
|
|
|
*/
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Parameter Variables
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Parameters = PluginManager.parameters('YEP_SaveCore');
|
|
|
|
|
Yanfly.Param = Yanfly.Param || {};
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveMaxFiles = Number(Yanfly.Parameters['Max Files']);
|
|
|
|
|
Yanfly.Param.SaveIconSaved = Number(Yanfly.Parameters['Saved Icon']);
|
|
|
|
|
Yanfly.Param.SaveIconEmpty = Number(Yanfly.Parameters['Empty Icon']);
|
|
|
|
|
Yanfly.Param.SavePop = eval(String(Yanfly.Parameters['Return After Saving']));
|
|
|
|
|
Yanfly.Param.SaveAutoIndex = eval(String(Yanfly.Parameters['Auto New Index']));
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveCmdLoad = String(Yanfly.Parameters['Load Command']);
|
|
|
|
|
Yanfly.Param.SaveCmdSave = String(Yanfly.Parameters['Save Command']);
|
|
|
|
|
Yanfly.Param.SaveCmdDelete = String(Yanfly.Parameters['Delete Command']);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveHelpSelect = String(Yanfly.Parameters['Select Help']);
|
|
|
|
|
Yanfly.Param.SaveLoadSelect = String(Yanfly.Parameters['Load Help']);
|
|
|
|
|
Yanfly.Param.SaveSaveSelect = String(Yanfly.Parameters['Save Help']);
|
|
|
|
|
Yanfly.Param.SaveDeleteSelect = String(Yanfly.Parameters['Delete Help']);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveDeleteSound = {
|
|
|
|
|
name: String(Yanfly.Parameters['Delete Filename']),
|
|
|
|
|
volume: Number(Yanfly.Parameters['Delete Volume']),
|
|
|
|
|
pitch: Number(Yanfly.Parameters['Delete Pitch']),
|
|
|
|
|
pan: Number(Yanfly.Parameters['Delete Pan'])
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveInfoTitle = String(Yanfly.Parameters['Show Game Title']);
|
|
|
|
|
Yanfly.Param.SaveInfoTitle = eval(Yanfly.Param.SaveInfoTitle);
|
|
|
|
|
Yanfly.Param.SaveInfoInvalid = String(Yanfly.Parameters['Invalid Game Text']);
|
|
|
|
|
Yanfly.Param.SaveInfoEmpty = String(Yanfly.Parameters['Empty Game Text']);
|
|
|
|
|
Yanfly.Param.SaveMapDisplayName = String(Yanfly.Parameters['Map Display Name']);
|
|
|
|
|
Yanfly.Param.SaveMapDisplayName = eval(Yanfly.Param.SaveMapDisplayName);
|
|
|
|
|
Yanfly.Param.SaveInfoPartyType = Number(Yanfly.Parameters['Party Display']);
|
|
|
|
|
Yanfly.Param.SaveInfoPartyType = Yanfly.Param.SaveInfoPartyType.clamp(0, 3);
|
|
|
|
|
Yanfly.Param.SaveInfoPartyY = String(Yanfly.Parameters['Party Y Position']);
|
|
|
|
|
Yanfly.Param.SaveInfoActorName = String(Yanfly.Parameters['Show Actor Names']);
|
|
|
|
|
Yanfly.Param.SaveInfoActorName = eval(Yanfly.Param.SaveInfoActorName);
|
|
|
|
|
Yanfly.Param.SaveInfoActorNameSz = Number(Yanfly.Parameters['Name Font Size']);
|
|
|
|
|
Yanfly.Param.SaveInfoActorLv = String(Yanfly.Parameters['Show Actor Level']);
|
|
|
|
|
Yanfly.Param.SaveInfoActorLv = eval(Yanfly.Param.SaveInfoActorLv);
|
|
|
|
|
Yanfly.Param.SaveInfoActorLvSz = Number(Yanfly.Parameters['Level Font Size']);
|
|
|
|
|
Yanfly.Param.SaveInfoActorLvFmt = String(Yanfly.Parameters['Level Format']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataSz = Number(Yanfly.Parameters['Data Font Size']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol1 = String(Yanfly.Parameters['Data Column 1']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol1 = Yanfly.Param.SaveInfoDataCol1.split(',');
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol2 = String(Yanfly.Parameters['Data Column 2']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol2 = Yanfly.Param.SaveInfoDataCol2.split(',');
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol3 = String(Yanfly.Parameters['Data Column 3']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol3 = Yanfly.Param.SaveInfoDataCol3.split(',');
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol4 = String(Yanfly.Parameters['Data Column 4']);
|
|
|
|
|
Yanfly.Param.SaveInfoDataCol4 = Yanfly.Param.SaveInfoDataCol4.split(',');
|
|
|
|
|
|
|
|
|
|
Yanfly.trimSaveDataColumns = function(array) {
|
|
|
|
|
var length = array.length;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
array[i] = array[i].trim();
|
|
|
|
|
}
|
|
|
|
|
if (length === 1 && array[0] === '') array.splice(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.trimSaveDataColumns(Yanfly.Param.SaveInfoDataCol1);
|
|
|
|
|
Yanfly.trimSaveDataColumns(Yanfly.Param.SaveInfoDataCol2);
|
|
|
|
|
Yanfly.trimSaveDataColumns(Yanfly.Param.SaveInfoDataCol3);
|
|
|
|
|
Yanfly.trimSaveDataColumns(Yanfly.Param.SaveInfoDataCol4);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveVocabLocation = String(Yanfly.Parameters['Map Location']);
|
|
|
|
|
Yanfly.Param.SaveVocabPlaytime = String(Yanfly.Parameters['Playtime']);
|
|
|
|
|
Yanfly.Param.SaveVocabSaveCount = String(Yanfly.Parameters['Save Count']);
|
|
|
|
|
Yanfly.Param.SaveVocabGoldCount = String(Yanfly.Parameters['Gold Count']);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveTechSaveMode = String(Yanfly.Parameters['Save Mode']).trim();
|
|
|
|
|
Yanfly.Param.SaveTechSaveMode = Yanfly.Param.SaveTechSaveMode.toLowerCase();
|
|
|
|
|
Yanfly.Param.SaveTechLocalConfig = String(Yanfly.Parameters['Local Config']);
|
|
|
|
|
Yanfly.Param.SaveTechLocalGlobal = String(Yanfly.Parameters['Local Global']);
|
|
|
|
|
Yanfly.Param.SaveTechLocalSave = String(Yanfly.Parameters['Local Save']);
|
|
|
|
|
Yanfly.Param.SaveTechWebConfig = String(Yanfly.Parameters['Web Config']);
|
|
|
|
|
Yanfly.Param.SaveTechWebGlobal = String(Yanfly.Parameters['Web Global']);
|
|
|
|
|
Yanfly.Param.SaveTechWebSave = String(Yanfly.Parameters['Web Save']);
|
|
|
|
|
|
|
|
|
|
Yanfly.Param.SaveConfirmLoad = String(Yanfly.Parameters['Load Confirmation']);
|
|
|
|
|
Yanfly.Param.SaveConfirmLoad = eval(Yanfly.Param.SaveConfirmLoad);
|
|
|
|
|
Yanfly.Param.SaveConfirmLoadTx = String(Yanfly.Parameters['Load Text']);
|
|
|
|
|
Yanfly.Param.SaveConfirmSave = String(Yanfly.Parameters['Save Confirmation']);
|
|
|
|
|
Yanfly.Param.SaveConfirmSave = eval(Yanfly.Param.SaveConfirmSave);
|
|
|
|
|
Yanfly.Param.SaveConfirmSaveTx = String(Yanfly.Parameters['Save Text']);
|
|
|
|
|
Yanfly.Param.SaveConfirmDel = String(Yanfly.Parameters['Delete Confirmation']);
|
|
|
|
|
Yanfly.Param.SaveConfirmDel = eval(Yanfly.Param.SaveConfirmDel);
|
|
|
|
|
Yanfly.Param.SaveConfirmDelTx = String(Yanfly.Parameters['Delete Text']);
|
|
|
|
|
Yanfly.Param.SaveConfirmYes = String(Yanfly.Parameters['Confirm Yes']);
|
|
|
|
|
Yanfly.Param.SaveConfirmNo = String(Yanfly.Parameters['Confirm No']);
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// DataManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
DataManager.maxSavefiles = function() {
|
|
|
|
|
return Yanfly.Param.SaveMaxFiles;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Save.DataManager_selectSavefileForNewGame =
|
|
|
|
|
DataManager.selectSavefileForNewGame;
|
|
|
|
|
DataManager.selectSavefileForNewGame = function() {
|
|
|
|
|
Yanfly.Save.DataManager_selectSavefileForNewGame.call(this);
|
|
|
|
|
if (Yanfly.Param.SaveAutoIndex) return;
|
|
|
|
|
this._lastAccessedId = 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Save.DataManager_makeSaveContents = DataManager.makeSaveContents;
|
|
|
|
|
DataManager.makeSaveContents = function() {
|
|
|
|
|
var contents = Yanfly.Save.DataManager_makeSaveContents.call(this);
|
|
|
|
|
contents.map.locationDisplayName = $dataMap.displayName;
|
|
|
|
|
return contents;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// StorageManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Save.StorageManager_isLocalMode = StorageManager.isLocalMode;
|
|
|
|
|
StorageManager.isLocalMode = function() {
|
|
|
|
|
if (Yanfly.Param.SaveTechSaveMode === 'local') {
|
|
|
|
|
if (!Utils.isNwjs()) return false;
|
|
|
|
|
return true;
|
|
|
|
|
} else if (Yanfly.Param.SaveTechSaveMode === 'web') {
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.Save.StorageManager_isLocalMode.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
StorageManager.localFilePath = function(savefileId) {
|
|
|
|
|
var name;
|
|
|
|
|
if (savefileId < 0) {
|
|
|
|
|
name = Yanfly.Param.SaveTechLocalConfig;
|
|
|
|
|
} else if (savefileId === 0) {
|
|
|
|
|
name = Yanfly.Param.SaveTechLocalGlobal;
|
|
|
|
|
} else {
|
|
|
|
|
name = Yanfly.Param.SaveTechLocalSave.format(savefileId);
|
|
|
|
|
}
|
|
|
|
|
return this.localFileDirectoryPath() + name;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Yanfly.Save.StorageManager_webStorageKey = StorageManager.webStorageKey;
|
|
|
|
|
StorageManager.webStorageKey = function(savefileId) {
|
|
|
|
|
if (!$dataSystem) return Yanfly.Save.StorageManager_webStorageKey.call(this);
|
|
|
|
|
var title = $dataSystem.gameTitle;
|
|
|
|
|
this.loadConfig();
|
|
|
|
|
if (savefileId < 0) {
|
|
|
|
|
return Yanfly.Param.SaveTechWebConfig.format(title);
|
|
|
|
|
} else if (savefileId === 0) {
|
|
|
|
|
return Yanfly.Param.SaveTechWebGlobal.format(title);
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.Param.SaveTechWebSave.format(title, savefileId);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
StorageManager.loadConfig = function() {
|
|
|
|
|
if (this._configLoaded) return;
|
|
|
|
|
this._configLoaded = true;
|
|
|
|
|
ConfigManager.load();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// BattleManager
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Save.BattleManager_setBattleTest = BattleManager.setBattleTest;
|
|
|
|
|
BattleManager.setBattleTest = function(battleTest) {
|
|
|
|
|
Yanfly.Save.BattleManager_setBattleTest.call(this, battleTest);
|
|
|
|
|
if (battleTest) StorageManager.loadConfig();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_Base
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.drawSvActor = function(actor, x, y) {
|
|
|
|
|
var filename = actor.battlerName();
|
|
|
|
|
var bitmap = ImageManager.loadSvActor(filename);
|
|
|
|
|
var pw = bitmap.width / 9;
|
|
|
|
|
var ph = bitmap.height / 6;
|
|
|
|
|
var sx = 0;
|
|
|
|
|
var sy = 0;
|
|
|
|
|
this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_Base.prototype.textWidthEx = function(text) {
|
|
|
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_MenuCommand
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_MenuCommand.prototype.isSaveEnabled = function() {
|
|
|
|
|
if (DataManager.isEventTest()) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SavefileList
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.itemHeight = function() {
|
|
|
|
|
return this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.drawItem = function(index) {
|
|
|
|
|
var id = index + 1;
|
|
|
|
|
var valid = DataManager.isThisGameFile(id);
|
|
|
|
|
var rect = this.itemRect(index);
|
|
|
|
|
this.resetTextColor();
|
|
|
|
|
//if (this._mode === 'load') this.changePaintOpacity(valid);
|
|
|
|
|
this.changePaintOpacity(valid);
|
|
|
|
|
var icon = valid ? Yanfly.Param.SaveIconSaved : Yanfly.Param.SaveIconEmpty;
|
|
|
|
|
this.drawIcon(icon, rect.x + 2, rect.y + 2);
|
|
|
|
|
this.drawFileId(id, rect.x + Window_Base._iconWidth + 4, rect.y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SavefileList.prototype.playOkSound = function() {
|
|
|
|
|
Window_Selectable.prototype.playOkSound.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SaveAction
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SaveAction() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype = Object.create(Window_HorzCommand.prototype);
|
|
|
|
|
Window_SaveAction.prototype.constructor = Window_SaveAction;
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.initialize = function(x, y, mode) {
|
|
|
|
|
this._width = Graphics.boxWidth - x;
|
|
|
|
|
this._currentFile = 0;
|
|
|
|
|
this._mode = mode;
|
|
|
|
|
Window_HorzCommand.prototype.initialize.call(this, x, y);
|
|
|
|
|
this.deactivate();
|
|
|
|
|
this.deselect();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.windowWidth = function() {
|
|
|
|
|
return this._width;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.maxCols = function() {
|
|
|
|
|
return 3;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.savefileId = function() {
|
|
|
|
|
return SceneManager._scene._listWindow.index() + 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.makeCommandList = function() {
|
|
|
|
|
var id = this.savefileId();
|
|
|
|
|
var enabled = DataManager.isThisGameFile(id);
|
|
|
|
|
var valid = DataManager.loadSavefileInfo(id);
|
|
|
|
|
this.addCommand(this.getCommandName('load'), 'load', valid);
|
|
|
|
|
this.addCommand(this.getCommandName('save'), 'save', this.isSaveEnabled());
|
|
|
|
|
this.addCommand(this.getCommandName('delete'), 'delete', enabled);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.getCommandName = function(type) {
|
|
|
|
|
if (type === 'load') {
|
|
|
|
|
return Yanfly.Param.SaveCmdLoad;
|
|
|
|
|
} else if (type === 'save') {
|
|
|
|
|
return Yanfly.Param.SaveCmdSave;
|
|
|
|
|
} else {
|
|
|
|
|
return Yanfly.Param.SaveCmdDelete;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.isSaveEnabled = function() {
|
|
|
|
|
if (this._mode !== 'save') return false;
|
|
|
|
|
return $gameSystem.isSaveEnabled();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.update = function() {
|
|
|
|
|
Window_HorzCommand.prototype.update.call(this);
|
|
|
|
|
if (this.savefileId() !== this._currentFile) this.updateIndex();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.updateIndex = function() {
|
|
|
|
|
this._currentFile = this.savefileId();
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.playOkSound = function() {
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveAction.prototype.updateHelp = function() {
|
|
|
|
|
var text = '';
|
|
|
|
|
if (this.currentSymbol() === 'load') {
|
|
|
|
|
text = Yanfly.Param.SaveLoadSelect;
|
|
|
|
|
} else if (this.currentSymbol() === 'save') {
|
|
|
|
|
text = Yanfly.Param.SaveSaveSelect;
|
|
|
|
|
} else if (this.currentSymbol() === 'delete') {
|
|
|
|
|
text = Yanfly.Param.SaveDeleteSelect;
|
|
|
|
|
}
|
|
|
|
|
this._helpWindow.setText(text);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SaveInfo
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SaveInfo() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype = Object.create(Window_Base.prototype);
|
|
|
|
|
Window_SaveInfo.prototype.constructor = Window_SaveInfo;
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.initialize = function(x, y, width, height, mode) {
|
|
|
|
|
this._currentFile = 0;
|
|
|
|
|
this._waitTime = 0;
|
|
|
|
|
this._mode = mode;
|
|
|
|
|
Window_Base.prototype.initialize.call(this, x, y, width, height);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.resetFontSettings = function() {
|
|
|
|
|
Window_Base.prototype.resetFontSettings.call(this);
|
|
|
|
|
if (this._drawLevel) this.contents.fontSize = Yanfly.Param.SaveInfoActorLvSz;
|
|
|
|
|
if (this._drawData) this.contents.fontSize = Yanfly.Param.SaveInfoDataSz;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.savefileId = function() {
|
|
|
|
|
return SceneManager._scene._listWindow.index() + 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawDarkRect = function(dx, dy, dw, dh) {
|
|
|
|
|
var color = this.gaugeBackColor();
|
|
|
|
|
this.changePaintOpacity(false);
|
|
|
|
|
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
|
|
|
|
|
this.changePaintOpacity(true);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.update = function() {
|
|
|
|
|
Window_Base.prototype.update.call(this);
|
|
|
|
|
if (this.savefileId() !== this._currentFile) this.updateIndex();
|
|
|
|
|
if (this._waitTime > 0) this.updateTimer();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.systemColorEx = function() {
|
|
|
|
|
if (Imported.YEP_CoreEngine) {
|
|
|
|
|
return '\\c[' + Yanfly.Param.ColorSystem + ']';
|
|
|
|
|
} else {
|
|
|
|
|
return '\\c[16]';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.updateIndex = function() {
|
|
|
|
|
var id = this.savefileId();
|
|
|
|
|
this._currentFile = id;
|
|
|
|
|
this._waitTime = 30;
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.updateTimer = function() {
|
|
|
|
|
this._waitTime -= 1;
|
|
|
|
|
if (this._waitTime > 0) return;
|
|
|
|
|
var id = this.savefileId();
|
|
|
|
|
this._valid = DataManager.isThisGameFile(id);
|
|
|
|
|
this._info = DataManager.loadSavefileInfo(id);
|
|
|
|
|
this.refresh();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.refresh = function() {
|
|
|
|
|
this.contents.clear();
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
var dy = 0;
|
|
|
|
|
dy = this.drawGameTitle(dy);
|
|
|
|
|
if (!this._valid) return this.drawInvalidText(dy);
|
|
|
|
|
this._saveContents = StorageManager.load(this.savefileId());
|
|
|
|
|
this.drawContents(dy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawGameTitle = function(dy) {
|
|
|
|
|
if (!Yanfly.Param.SaveInfoTitle) return dy;
|
|
|
|
|
if (!this._info) return dy;
|
|
|
|
|
if (!this._info.title) return dy;
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
var text = this._info.title;
|
|
|
|
|
this.drawText(text, 0, dy, this.contents.width, 'center');
|
|
|
|
|
return dy + this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawInvalidText = function(dy) {
|
|
|
|
|
this.drawDarkRect(0, dy, this.contents.width, this.contents.height - dy);
|
|
|
|
|
dy = (this.contents.height - dy - this.lineHeight()) / 2;
|
|
|
|
|
if (this._info) {
|
|
|
|
|
var text = Yanfly.Param.SaveInfoInvalid;
|
|
|
|
|
} else {
|
|
|
|
|
var text = Yanfly.Param.SaveInfoEmpty;
|
|
|
|
|
}
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(text, 0, dy, this.contents.width, 'center');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawContents = function(dy) {
|
|
|
|
|
if (!this._saveContents) {
|
|
|
|
|
return setTimeout(this.drawContents.bind(this, dy), 50);
|
|
|
|
|
}
|
|
|
|
|
this._saveContents = JsonEx.parse(this._saveContents);
|
|
|
|
|
dy = this.drawPartyGraphics(dy);
|
|
|
|
|
dy = this.drawPartyNames(dy);
|
|
|
|
|
dy = this.drawPartyLevels(dy);
|
|
|
|
|
this.drawColumnData(dy);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawPartyGraphics = function(dy) {
|
|
|
|
|
if (Yanfly.Param.SaveInfoPartyType === 0) return dy;
|
|
|
|
|
dy = eval(Yanfly.Param.SaveInfoPartyY);
|
|
|
|
|
var length = this._saveContents.party.maxBattleMembers();
|
|
|
|
|
var dw = this.contents.width / length;;
|
|
|
|
|
dw = Math.floor(dw);
|
|
|
|
|
var dx = Math.floor(dw / 2);
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var actorId = this._saveContents.party._actors[i];
|
|
|
|
|
var member = this._saveContents.actors._data[actorId];
|
|
|
|
|
if (member) {
|
|
|
|
|
if (Yanfly.Param.SaveInfoPartyType === 1) {
|
|
|
|
|
var name = member.characterName();
|
|
|
|
|
var index = member.characterIndex();
|
|
|
|
|
this.drawCharacter(name, index, dx, dy);
|
|
|
|
|
} else if (Yanfly.Param.SaveInfoPartyType === 2) {
|
|
|
|
|
var fh = Window_Base._faceHeight;
|
|
|
|
|
var fw = Window_Base._faceWidth;
|
|
|
|
|
var fx = dx - Math.floor(Math.min(fh, dw) / 2);
|
|
|
|
|
var dif = Math.floor(Math.max(0, dw - fw) / 2);
|
|
|
|
|
var name = member.faceName();
|
|
|
|
|
var index = member.faceIndex();
|
|
|
|
|
this.drawFace(name, index, fx - dif, dy - fh, dw, fh);
|
|
|
|
|
} else if (Yanfly.Param.SaveInfoPartyType === 3) {
|
|
|
|
|
this.drawSvActor(member, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
dx += dw;
|
|
|
|
|
}
|
|
|
|
|
return dy;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawCharacter = function(name, index, x, y) {
|
|
|
|
|
var bitmap = ImageManager.loadCharacter(name);
|
|
|
|
|
if (bitmap.width <= 0) {
|
|
|
|
|
return setTimeout(this.drawCharacter.bind(this, name, index, x, y), 50);
|
|
|
|
|
}
|
|
|
|
|
Window_Base.prototype.drawCharacter.call(this, name, index, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawFace = function(name, index, x, y, w, h) {
|
|
|
|
|
var bitmap = ImageManager.loadFace(name);
|
|
|
|
|
if (bitmap.width <= 0) {
|
|
|
|
|
return setTimeout(this.drawFace.bind(this, name, index, x, y, w, h), 50);
|
|
|
|
|
}
|
|
|
|
|
Window_Base.prototype.drawFace.call(this, name, index, x, y, w, h);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawSvActor = function(actor, x, y) {
|
|
|
|
|
var filename = actor.battlerName();
|
|
|
|
|
var bitmap = ImageManager.loadSvActor(filename);
|
|
|
|
|
if (bitmap.width <= 0) {
|
|
|
|
|
return setTimeout(this.drawSvActor.bind(this, actor, x, y), 50);
|
|
|
|
|
}
|
|
|
|
|
Window_Base.prototype.drawSvActor.call(this, actor, x, y);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawPartyNames = function(dy) {
|
|
|
|
|
if (!Yanfly.Param.SaveInfoActorName) return dy;
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SaveInfoActorNameSz;
|
|
|
|
|
var length = this._saveContents.party.maxBattleMembers();
|
|
|
|
|
var dw = this.contents.width / length;;
|
|
|
|
|
dw = Math.floor(dw);
|
|
|
|
|
var dx = 0;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var actorId = this._saveContents.party._actors[i];
|
|
|
|
|
var member = this._saveContents.actors._data[actorId];
|
|
|
|
|
if (member) {
|
|
|
|
|
var name = member._name;
|
|
|
|
|
this.drawText(name, dx, dy, dw, 'center');
|
|
|
|
|
}
|
|
|
|
|
dx += dw
|
|
|
|
|
}
|
|
|
|
|
return dy += this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawPartyLevels = function(dy) {
|
|
|
|
|
if (!Yanfly.Param.SaveInfoActorLv) return dy;
|
|
|
|
|
this._drawLevel = true;
|
|
|
|
|
var length = this._saveContents.party.maxBattleMembers();
|
|
|
|
|
var dw = this.contents.width / length;;
|
|
|
|
|
dw = Math.floor(dw);
|
|
|
|
|
var dx = 0;
|
|
|
|
|
var fmt = Yanfly.Param.SaveInfoActorLvFmt;
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
var actorId = this._saveContents.party._actors[i];
|
|
|
|
|
var member = this._saveContents.actors._data[actorId];
|
|
|
|
|
if (member) {
|
|
|
|
|
var lv = Yanfly.Util.toGroup(member.level);
|
|
|
|
|
var text = fmt.format(TextManager.levelA, TextManager.level, lv);
|
|
|
|
|
var tw = this.textWidthEx(text);
|
|
|
|
|
var dif = Math.floor(Math.max(0, dw - tw) / 2);
|
|
|
|
|
this.drawTextEx(text, dx + dif, dy);
|
|
|
|
|
}
|
|
|
|
|
dx += dw
|
|
|
|
|
}
|
|
|
|
|
this._drawLevel = false;
|
|
|
|
|
return dy += this.lineHeight();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawColumnData = function(dy) {
|
|
|
|
|
var totalColumns = 0;
|
|
|
|
|
var drawnArrays = [];
|
|
|
|
|
if (Yanfly.Param.SaveInfoDataCol1.length > 0) {
|
|
|
|
|
totalColumns += 1;
|
|
|
|
|
drawnArrays.push(Yanfly.Param.SaveInfoDataCol1);
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.SaveInfoDataCol2.length > 0) {
|
|
|
|
|
totalColumns += 1;
|
|
|
|
|
drawnArrays.push(Yanfly.Param.SaveInfoDataCol2);
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.SaveInfoDataCol3.length > 0) {
|
|
|
|
|
totalColumns += 1;
|
|
|
|
|
drawnArrays.push(Yanfly.Param.SaveInfoDataCol3);
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.SaveInfoDataCol4.length > 0) {
|
|
|
|
|
totalColumns += 1;
|
|
|
|
|
drawnArrays.push(Yanfly.Param.SaveInfoDataCol4);
|
|
|
|
|
}
|
|
|
|
|
if (totalColumns <= 0) return;
|
|
|
|
|
var dw = Math.floor(this.contents.width / totalColumns);
|
|
|
|
|
var dif = totalColumns > 1 ? this.textPadding() : 0;
|
|
|
|
|
for (var i = 0; i < totalColumns; ++i) {
|
|
|
|
|
var column = drawnArrays[i];
|
|
|
|
|
var dx = i * dw;
|
|
|
|
|
this.drawColumn(column, dx, dy, dw - dif);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawColumn = function(column, dx, dy, dw) {
|
|
|
|
|
var length = column.length;
|
|
|
|
|
var tp = this.textPadding();
|
|
|
|
|
for (var i = 0; i < length; ++i) {
|
|
|
|
|
this.resetFontSettings();
|
|
|
|
|
this.contents.fontSize = Yanfly.Param.SaveInfoDataSz;
|
|
|
|
|
var data = column[i];
|
|
|
|
|
if (data.toUpperCase().trim() !== 'EMPTY') {
|
|
|
|
|
this.drawDarkRect(dx, dy, dw, this.lineHeight());
|
|
|
|
|
this.drawData(data, dx + tp, dy, dw - tp * 2);
|
|
|
|
|
}
|
|
|
|
|
dy += this.lineHeight();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawData = function(data, dx, dy, dw) {
|
|
|
|
|
if (data.toUpperCase().trim() === 'NULL') {
|
|
|
|
|
return;
|
|
|
|
|
} else if (data.toUpperCase().trim() === 'LOCATION') {
|
|
|
|
|
this.drawLocation(dx, dy, dw);
|
|
|
|
|
} else if (data.toUpperCase().trim() === 'PLAYTIME') {
|
|
|
|
|
this.drawPlaytime(dx, dy, dw);
|
|
|
|
|
} else if (data.toUpperCase().trim() === 'SAVE COUNT') {
|
|
|
|
|
this.drawSaveCount(dx, dy, dw);
|
|
|
|
|
} else if (data.toUpperCase().trim() === 'GOLD COUNT') {
|
|
|
|
|
this.drawGoldCount(dx, dy, dw);
|
|
|
|
|
} else if (data.match(/VARIABLE[ ](\d+)/i)) {
|
|
|
|
|
this.drawVariable(parseInt(RegExp.$1), dx, dy, dw);
|
|
|
|
|
} else if (data.match(/(.*)[ ]TEXT:(.*)/i)) {
|
|
|
|
|
this.drawDataText(String(RegExp.$1), String(RegExp.$2), dx, dy, dw);
|
|
|
|
|
} else if (data.match(/TEXT:(.*)/i)) {
|
|
|
|
|
this.drawDataText('left', String(RegExp.$1), dx, dy, dw);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawLocation = function(dx, dy, dw) {
|
|
|
|
|
var id = this._saveContents.map._mapId;
|
|
|
|
|
if (Yanfly.Param.SaveMapDisplayName) {
|
|
|
|
|
var text = this._saveContents.map.locationDisplayName || '';
|
|
|
|
|
if (text.length <= 0 && $dataMapInfos[id]) text = $dataMapInfos[id].name;
|
|
|
|
|
} else if ($dataMapInfos[id]) {
|
|
|
|
|
var text = $dataMapInfos[id].name;
|
|
|
|
|
} else {
|
|
|
|
|
var text = '';
|
|
|
|
|
}
|
|
|
|
|
if (Yanfly.Param.SaveVocabLocation.length > 0) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(Yanfly.Param.SaveVocabLocation, dx, dy, dw, 'left');
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawPlaytime = function(dx, dy, dw) {
|
|
|
|
|
if (!this._info.playtime) return;
|
|
|
|
|
var text = this._info.playtime;
|
|
|
|
|
if (Yanfly.Param.SaveVocabPlaytime.length > 0) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(Yanfly.Param.SaveVocabPlaytime, dx, dy, dw, 'left');
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawSaveCount = function(dx, dy, dw) {
|
|
|
|
|
var text = Yanfly.Util.toGroup(this._saveContents.system._saveCount);
|
|
|
|
|
if (Yanfly.Param.SaveVocabSaveCount.length > 0) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
this.drawText(Yanfly.Param.SaveVocabSaveCount, dx, dy, dw, 'left');
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawGoldCount = function(dx, dy, dw) {
|
|
|
|
|
var text = Yanfly.Util.toGroup(this._saveContents.party._gold);
|
|
|
|
|
if (Yanfly.Param.SaveVocabGoldCount.length > 0) {
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
var fmt = Yanfly.Param.SaveVocabGoldCount;
|
|
|
|
|
this.drawText(fmt.format(TextManager.currencyUnit), dx, dy, dw, 'left');
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
var fmt = '\\c[0]%1' + this.systemColorEx() + '%2';
|
|
|
|
|
var ftext = fmt.format(text, TextManager.currencyUnit);
|
|
|
|
|
this._drawData = true;
|
|
|
|
|
var fw = this.textWidthEx(ftext);
|
|
|
|
|
dx += Math.max(0, Math.floor((dw - fw) / 2));
|
|
|
|
|
this.drawTextEx(ftext, dx, dy);
|
|
|
|
|
this._drawData = false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawVariable = function(id, dx, dy, dw) {
|
|
|
|
|
var varName = $dataSystem.variables[id];
|
|
|
|
|
varName = varName.replace(/<<(.*?)>>/i, '');
|
|
|
|
|
var text = Yanfly.Util.toGroup(this._saveContents.variables.value(id));
|
|
|
|
|
var diff = Math.max(0, (this.standardFontSize() -
|
|
|
|
|
this.contents.fontSize) / 2);
|
|
|
|
|
if (varName.length > 0) {
|
|
|
|
|
this._drawData = true;
|
|
|
|
|
this.changeTextColor(this.systemColor());
|
|
|
|
|
dy += diff;
|
|
|
|
|
this.drawTextEx(this.systemColorEx() + varName, dx, dy, dw, 'left');
|
|
|
|
|
dy -= diff;
|
|
|
|
|
this.changeTextColor(this.normalColor());
|
|
|
|
|
this._drawData = false;
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'right');
|
|
|
|
|
} else {
|
|
|
|
|
this.drawText(text, dx, dy, dw, 'center');
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveInfo.prototype.drawDataText = function(align, text, dx, dy, dw) {
|
|
|
|
|
this._drawData = true;
|
|
|
|
|
dy += Math.max(0, (this.standardFontSize() - this.contents.fontSize) / 2);
|
|
|
|
|
var align = align.toLowerCase().trim();
|
|
|
|
|
var text = text.trim();
|
|
|
|
|
if (align === 'left') {
|
|
|
|
|
this.drawTextEx(text, dx, dy);
|
|
|
|
|
} else if (align === 'right') {
|
|
|
|
|
var tw = this.textWidthEx(text);
|
|
|
|
|
this.drawTextEx(text, dx + dw - tw, dy);
|
|
|
|
|
} else {
|
|
|
|
|
var tw = this.textWidthEx(text);
|
|
|
|
|
this.drawTextEx(text, dx + (dw - tw) / 2, dy);
|
|
|
|
|
}
|
|
|
|
|
this._drawData = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Window_SaveConfirm
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
function Window_SaveConfirm() {
|
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype = Object.create(Window_Command.prototype);
|
|
|
|
|
Window_SaveConfirm.prototype.constructor = Window_SaveConfirm;
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.initialize = function() {
|
|
|
|
|
Window_Command.prototype.initialize.call(this, 0, 0);
|
|
|
|
|
this.openness = 0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.makeCommandList = function() {
|
|
|
|
|
this.addCommand(Yanfly.Param.SaveConfirmYes, 'confirm');
|
|
|
|
|
this.addCommand(Yanfly.Param.SaveConfirmNo, 'cancel');
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.setData = function(text) {
|
|
|
|
|
this._text = text;
|
|
|
|
|
var ww = this.textWidthEx(this._text) + this.standardPadding() * 2;
|
|
|
|
|
ww += this.textPadding() * 2;
|
|
|
|
|
this.width = ww;
|
|
|
|
|
this.refresh();
|
|
|
|
|
this.x = (Graphics.boxWidth - this.width) / 2;
|
|
|
|
|
this.y = (Graphics.boxHeight - this.height) / 2;
|
|
|
|
|
this.drawTextEx(this._text, this.textPadding(), 0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.itemTextAlign = function() {
|
|
|
|
|
return 'center';
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.windowHeight = function() {
|
|
|
|
|
return this.fittingHeight(3);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Window_SaveConfirm.prototype.itemRect = function(index) {
|
|
|
|
|
var rect = Window_Selectable.prototype.itemRect.call(this, index);
|
|
|
|
|
rect.y += this.lineHeight();
|
|
|
|
|
return rect;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Scene_File
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.terminate = function() {
|
|
|
|
|
Scene_MenuBase.prototype.terminate.call(this);
|
|
|
|
|
if (this._loadSuccess) $gameSystem.onAfterLoad();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Load.prototype.terminate = function() {
|
|
|
|
|
Scene_File.prototype.terminate.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.create = function() {
|
|
|
|
|
Scene_MenuBase.prototype.create.call(this);
|
|
|
|
|
DataManager.loadAllSavefileImages();
|
|
|
|
|
this.createHelpWindow();
|
|
|
|
|
this.createListWindow();
|
|
|
|
|
this.createActionWindow();
|
|
|
|
|
this.createInfoWindow();
|
|
|
|
|
this.createConfirmWindow();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.createHelpWindow = function() {
|
|
|
|
|
this._helpWindow = new Window_Help(2);
|
|
|
|
|
this._helpWindow.setText(Yanfly.Param.SaveHelpSelect);
|
|
|
|
|
this.addWindow(this._helpWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.createListWindow = function() {
|
|
|
|
|
var x = 0;
|
|
|
|
|
var y = this._helpWindow.height;
|
|
|
|
|
var width = 240;
|
|
|
|
|
var height = Graphics.boxHeight - y;
|
|
|
|
|
this._listWindow = new Window_SavefileList(x, y, width, height);
|
|
|
|
|
this.addWindow(this._listWindow);
|
|
|
|
|
this._listWindow.setHandler('ok', this.onSavefileOk.bind(this));
|
|
|
|
|
this._listWindow.setHandler('cancel', this.popScene.bind(this));
|
|
|
|
|
this._listWindow.select(this.firstSavefileIndex());
|
|
|
|
|
this._listWindow.setTopRow(this.firstSavefileIndex() - 2);
|
|
|
|
|
this._listWindow.setMode(this.mode());
|
|
|
|
|
this._listWindow.refresh();
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.createActionWindow = function() {
|
|
|
|
|
var x = this._listWindow.width;
|
|
|
|
|
var y = this._listWindow.y;
|
|
|
|
|
this._actionWindow = new Window_SaveAction(x, y, this.mode());
|
|
|
|
|
this.addWindow(this._actionWindow);
|
|
|
|
|
this._actionWindow.setHelpWindow(this._helpWindow);
|
|
|
|
|
this._actionWindow.setHandler('load', this.onActionLoad.bind(this));
|
|
|
|
|
this._actionWindow.setHandler('save', this.onActionSave.bind(this));
|
|
|
|
|
this._actionWindow.setHandler('delete', this.onActionDelete.bind(this));
|
|
|
|
|
this._actionWindow.setHandler('cancel', this.onActionCancel.bind(this));
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.createInfoWindow = function() {
|
|
|
|
|
var x = this._actionWindow.x;
|
|
|
|
|
var y = this._actionWindow.y + this._actionWindow.height;
|
|
|
|
|
var width = Graphics.boxWidth - x;
|
|
|
|
|
var height = Graphics.boxHeight - y;
|
|
|
|
|
this._infoWindow = new Window_SaveInfo(x, y, width, height, this.mode());
|
|
|
|
|
this.addWindow(this._infoWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.createConfirmWindow = function() {
|
|
|
|
|
this._confirmWindow = new Window_SaveConfirm();
|
|
|
|
|
var win = this._confirmWindow;
|
|
|
|
|
win.setHandler('confirm', this.onConfirmOk.bind(this));
|
|
|
|
|
win.setHandler('cancel', this.onConfirmCancel.bind(this));
|
|
|
|
|
this.addWindow(this._confirmWindow);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onSavefileOk = function() {
|
|
|
|
|
this._actionWindow.activate();
|
|
|
|
|
if (this.mode() === 'load') {
|
|
|
|
|
this._actionWindow.select(0);
|
|
|
|
|
} else if (this.mode() === 'save') {
|
|
|
|
|
this._actionWindow.select(1);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Save.prototype.onSavefileOk = function() {
|
|
|
|
|
Scene_File.prototype.onSavefileOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Load.prototype.onSavefileOk = function() {
|
|
|
|
|
Scene_File.prototype.onSavefileOk.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onActionLoad = function() {
|
|
|
|
|
if (Yanfly.Param.SaveConfirmLoad) {
|
|
|
|
|
this.startConfirmWindow(Yanfly.Param.SaveConfirmLoadTx);
|
|
|
|
|
} else {
|
|
|
|
|
this.performActionLoad();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.performActionLoad = function() {
|
|
|
|
|
if (DataManager.loadGame(this.savefileId())) {
|
|
|
|
|
this.onLoadSuccess();
|
|
|
|
|
} else {
|
|
|
|
|
this.onLoadFailure();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onLoadSuccess = function() {
|
|
|
|
|
SoundManager.playLoad();
|
|
|
|
|
this.fadeOutAll();
|
|
|
|
|
this.reloadMapIfUpdated();
|
|
|
|
|
SceneManager.goto(Scene_Map);
|
|
|
|
|
this._loadSuccess = true;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Load.prototype.onLoadSuccess = function() {
|
|
|
|
|
Scene_File.prototype.onLoadSuccess.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onLoadFailure = function() {
|
|
|
|
|
SoundManager.playBuzzer();
|
|
|
|
|
this.onActionCancel();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Load.prototype.onLoadFailure = function() {
|
|
|
|
|
Scene_File.prototype.onLoadFailure.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.reloadMapIfUpdated = function() {
|
|
|
|
|
if ($gameSystem.versionId() === $dataSystem.versionId) return;
|
|
|
|
|
$gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
|
|
|
|
|
$gamePlayer.requestMapReload();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onActionSave = function() {
|
|
|
|
|
var id = this.savefileId();
|
|
|
|
|
if (Yanfly.Param.SaveConfirmSave && StorageManager.exists(id)) {
|
|
|
|
|
this.startConfirmWindow(Yanfly.Param.SaveConfirmSaveTx);
|
|
|
|
|
} else {
|
|
|
|
|
this.performActionSave();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.performActionSave = function() {
|
|
|
|
|
$gameSystem.onBeforeSave();
|
|
|
|
|
if (DataManager.saveGame(this.savefileId())) {
|
|
|
|
|
this.onSaveSuccess();
|
|
|
|
|
} else {
|
|
|
|
|
this.onSaveFailure();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onSaveSuccess = function() {
|
|
|
|
|
SoundManager.playSave();
|
|
|
|
|
StorageManager.cleanBackup(this.savefileId());
|
|
|
|
|
if (Yanfly.Param.SavePop) {
|
|
|
|
|
this.popScene();
|
|
|
|
|
} else {
|
|
|
|
|
this._listWindow.refresh();
|
|
|
|
|
this._actionWindow._currentFile = this.savefileId() - 1;
|
|
|
|
|
this._infoWindow._currentFile = this.savefileId() - 1;
|
|
|
|
|
this.onActionCancel();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Save.prototype.onSaveSuccess = function() {
|
|
|
|
|
Scene_File.prototype.onSaveSuccess.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onSaveFailure = function() {
|
|
|
|
|
SoundManager.playBuzzer();
|
|
|
|
|
this.onActionCancel();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_Save.prototype.onSaveFailure = function() {
|
|
|
|
|
Scene_File.prototype.onSaveFailure.call(this);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onActionDelete = function() {
|
|
|
|
|
if (Yanfly.Param.SaveConfirmDel) {
|
|
|
|
|
this.startConfirmWindow(Yanfly.Param.SaveConfirmDelTx);
|
|
|
|
|
} else {
|
|
|
|
|
this.performActionDelete();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.performActionDelete = function() {
|
|
|
|
|
AudioManager.playSe(Yanfly.Param.SaveDeleteSound);
|
|
|
|
|
StorageManager.remove(this.savefileId());
|
|
|
|
|
this.onActionCancel();
|
|
|
|
|
this._listWindow.refresh();
|
|
|
|
|
this._actionWindow._currentFile = this.savefileId() - 1;
|
|
|
|
|
this._infoWindow._currentFile = this.savefileId() - 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onActionCancel = function() {
|
|
|
|
|
this._actionWindow.deselect();
|
|
|
|
|
this._listWindow.activate();
|
|
|
|
|
this._helpWindow.setText(Yanfly.Param.SaveHelpSelect);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.startConfirmWindow = function(text) {
|
|
|
|
|
SoundManager.playOk();
|
|
|
|
|
this._confirmWindow.setData(text);
|
|
|
|
|
this._confirmWindow.open();
|
|
|
|
|
this._confirmWindow.activate();
|
|
|
|
|
this._confirmWindow.select(0);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onConfirmOk = function() {
|
|
|
|
|
this._confirmWindow.deactivate();
|
|
|
|
|
this._confirmWindow.close();
|
|
|
|
|
if (this._actionWindow.currentSymbol() === 'load') {
|
|
|
|
|
setTimeout(this.performActionLoad.bind(this), 200);
|
|
|
|
|
} else if (this._actionWindow.currentSymbol() === 'save') {
|
|
|
|
|
setTimeout(this.performActionSave.bind(this), 200);
|
|
|
|
|
} else if (this._actionWindow.currentSymbol() === 'delete') {
|
|
|
|
|
setTimeout(this.performActionDelete.bind(this), 200);
|
|
|
|
|
} else {
|
|
|
|
|
this.onConfirmCancel();
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Scene_File.prototype.onConfirmCancel = function() {
|
|
|
|
|
var index = this._actionWindow.index();
|
|
|
|
|
this._confirmWindow.deactivate();
|
|
|
|
|
this._confirmWindow.close();
|
|
|
|
|
this.onSavefileOk();
|
|
|
|
|
this._actionWindow.select(index);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// Utilities
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
Yanfly.Util = Yanfly.Util || {};
|
|
|
|
|
|
|
|
|
|
if (!Yanfly.Util.toGroup) {
|
|
|
|
|
Yanfly.Util.toGroup = function(inVal) {
|
|
|
|
|
return inVal;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|