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646 lines
22 KiB
JavaScript
646 lines
22 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Save Core Extension - Autosave
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// YEP_X_Autosave.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_Autosave = true;
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var Yanfly = Yanfly || {};
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Yanfly.Autosave = Yanfly.Autosave || {};
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Yanfly.Autosave.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.00 (Req YEP_SaveCore.js) Adds Autosave functionality to your
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* RPG Maker game.
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* @author Yanfly Engine Plugins
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This plugin requires YEP_SaveCore. Make sure this plugin is located under
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* YEP_SaveCore in the plugin list.
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*
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* Autosave is a common feature found in standard RPG's nowadays. Games would
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* save at certain triggers or upon changing maps so that the player won't lose
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* any progress in case they forget to manually save. This plugin adds in an
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* Autosave function to your game(s) and lets you control when to Autosave or
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* set it to do it automatically under certain conditions.
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*
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* ============================================================================
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* Instructions
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* ============================================================================
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*
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* There are three ways to go about Autosave with this plugin. Please read them
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* carefully and decide which one(s) is best suited for your game.
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*
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* ---
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*
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* Manual:
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* - By default, Autosave does not happen automatically with this plugin. You,
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* as the game dev, need to insert the Plugin Command: Autosave at the various
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* points you want the Autosave to occur. This one gives you the most control
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* over your game.
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*
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* ---
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*
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* Autosave on Map Load:
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* - This is a Plugin Parameter. When it is set to true, the game will Autosave
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* each time the map scene is loaded. This means entering a new map, coming out
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* of a menu, or finishing a battle. All three of those conditions causes the
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* Autosave function to activate.
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*
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* ---
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*
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* Autosave on Main Menu:
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* - This is a Plugin Parameter. When it is set to true, the game will Autosave
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* each time the player enters the Main Menu from the map scene. Autosave will
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* NOT occur any other way regarding the Main Menu, meaning that coming out of
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* the Item scene to the Main Menu will not activate Autosave.
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*
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* ---
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*
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* Autosaving will not occur if the player disables Autosave. If you don't want
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* to give the player the ability to disable Autosave, you can set the Plugin
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* Parameter "Show Option" to false.
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*
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* You can use all three methods of Autosaving together. You can have it done
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* manually, Autosave on loading a map, and Autosave on calling the Main Menu
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* to get the most coverage.
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*
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* *NOTE: Although you can use all three methods together, be mindful of your
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* players. Sometimes, saving a game could induce a bit of lag depending on how
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* big the save files are. Autosaving is no different. This is something that
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* cannot be fixed by plugins.
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*
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* *NOTE: Autosaving will not occur until the player saved manually at least
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* once in-game. After that, Autosave will take the slot that was used to save
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* and continue saving to it or whichever save slot the player moved to later.
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* Autosave is manually done by the game developer using plugin commands. There
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* are also other plugin commands that can control autosaving, too.
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*
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* Plugin Commands:
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*
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* Autosave
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* - This will make the game automatically save in the last saved file
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* slot used by the player. If the player has started a new game and did
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* not save into a slot yet, nothing will happen. If autosave is disabled
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* by the player through the Options menu or disabled by the system with
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* a plugin command, nothing will happen either.
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*
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* EnableAutosave
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* DisableAutosave
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* - This will forcibly enable or disable autosaving done by the game.
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* This will not bypass the player's option to disable Autosave if trying
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* to enable it. The player's decision to disable Autosaving will take
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* priority over the game dev's. If you wish to take this option away from
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* the player, please change it in the plugin parameters.
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*
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* ============================================================================
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* Options Core Settings - Adding the New Option
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* ============================================================================
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*
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* If you are using YEP_OptionsCore.js, you can add a new Option using this
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* plugin. Here's the following code/parameter settings you can use with it.
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*
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* ---------
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* Settings:
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* ---------
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*
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* Name:
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* \i[231]Autosave
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*
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* Help Description:
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* Enables \c[4]Autosaving\c[0] for your game if ON.
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* You can still manually save your game.
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*
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* Symbol:
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* autosave
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*
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* Show/Hide:
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* show = Imported.AutosaveShowOpt;
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*
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* Enable:
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* enabled = true;
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*
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* Ext:
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* ext = 0;
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*
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* ----------
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* Functions:
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* ----------
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*
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* Make Option Code:
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* this.addCommand(name, symbol, enabled, ext);
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*
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* Draw Option Code:
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* var rect = this.itemRectForText(index);
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* var statusWidth = this.statusWidth();
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* var titleWidth = rect.width - statusWidth;
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* this.resetTextColor();
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* this.changePaintOpacity(this.isCommandEnabled(index));
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* this.drawOptionsName(index);
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* this.drawOptionsOnOff(index);
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*
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* Process OK Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, !value);
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*
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* Cursor Right Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, true);
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*
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* Cursor Left Code:
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* var index = this.index();
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* var symbol = this.commandSymbol(index);
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* var value = this.getConfigValue(symbol);
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* this.changeValue(symbol, false);
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*
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* Default Config Code:
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* // Empty. Provided by this plugin.
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*
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* Save Config Code:
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* // Empty. Provided by this plugin.
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*
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* Load Config Code:
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* // Empty. Provided by this plugin.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.00:
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* - Finished Plugin!
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*
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* ============================================================================
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* End of Helpfile
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* ============================================================================
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*
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* @param ---Automatic---
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* @default
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*
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* @param OnMapLoad
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* @text Autosave on Map Load
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* @parent ---Automatic---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Autosave whenever the map is loaded.
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* YES - true NO - false
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* @default false
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*
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* @param OnMainMenu
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* @text Autosave on Main Menu
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* @parent ---Automatic---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Autosave whenever main menu is called.
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* YES - true NO - false
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* @default false
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*
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* @param ---Option Menu---
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* @default
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*
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* @param Show Option
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* @parent ---Option Menu---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Give player the option to enable or disable Autosave?
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* YES - true NO - false
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* @default true
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*
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* @param Option Name
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* @parent ---Option Menu---
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* @desc The option command text used in-game.
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* @default Autosave
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*
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* @param Default
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* @text Default Setting
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* @parent ---Option Menu---
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* @desc Do you want Autosaving to be enabled by default?
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* YES - true NO - false
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* @default true
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*
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* @param ---Visual---
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* @default
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*
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* @param ShowAutosave
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* @text Show Autosave Message
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* @parent ---Visual---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Show a message when Autosave happens?
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* YES - true NO - false
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* @default true
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*
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* @param AutosaveMsgSave
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* @text Autosave Message On Save
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* @parent ShowAutosave
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* @desc Text used for the auto save message.
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* Can use text codes.
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* @default \i[83]Autosave Complete!
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*
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* @param AutosaveMsgLoad
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* @text Autosave Message On Load
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* @parent ShowAutosave
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* @desc Text used for the auto save message.
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* Can use text codes.
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* @default \i[83]Autosave Loaded!
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*
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* @param MsgGradient1
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* @text Message Gradient 1
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* @parent ShowAutosave
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* @desc Hex color used for the softer gradient color.
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* rgba(0, 0, 0, 0) Reference: Red, Green, Blue, Alpha
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* @default rgba(0, 0, 0, 0)
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*
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* @param MsgGradient2
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* @text Message Gradient 2
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* @parent ShowAutosave
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* @desc Hex color used for the softer gradient color.
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* rgba(0, 0, 0, 0) Reference: Red, Green, Blue, Alpha
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* @default rgba(0, 0, 0, 0.6)
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*
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* @param MsgGradientCode
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* @text Message Gradient Code
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* @parent ShowAutosave
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* @type note
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* @desc JavaScript code for those who would like to tweak
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* how the gradient is drawn.
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* @default "var textWidth = this.textWidthEx(this.message());\nvar half = this.textPadding() + Math.ceil(textWidth / 2);\nvar height = this.lineHeight();\nvar color1 = Yanfly.Param.AutosaveMsgColor1;\nvar color2 = Yanfly.Param.AutosaveMsgColor2;\nthis.contents.gradientFillRect(0, 0, half, height, color1, color2);\nthis.contents.gradientFillRect(half, 0, this.width - half, height, color2, color1);"
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*
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* @param MsgX
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* @text Message X
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* @parent ShowAutosave
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* @desc X position of the message.
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* You can use code here.
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* @default Graphics.boxWidth - 180
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*
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* @param MsgY
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* @text Message Y
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* @parent ShowAutosave
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* @desc Y position of the message.
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* You can use code here.
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* @default Graphics.boxHeight - this.fittingHeight(1) * 2
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*
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* @param MsgDuration
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* @text Message Duration
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* @parent ShowAutosave
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* @type number
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* @desc Duration of the message in frames.
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* @default 120
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*
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* @param FadeSpeed
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* @text Message Fade Speed
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* @parent ShowAutosave
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* @desc Fade speed of the window.
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* Lower - slower Higher - faster
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* @default 16
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*
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*/
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//=============================================================================
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if (Imported.YEP_SaveCore) {
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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_X_Autosave');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.AutosaveOnMapLoad = eval(String(Yanfly.Parameters['OnMapLoad']));
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Yanfly.Param.AutosaveOnMainMenu = eval(String(Yanfly.Parameters['OnMainMenu']));
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Yanfly.Param.AutosaveShowOpt = eval(String(Yanfly.Parameters['Show Option']));
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Yanfly.Param.AutosaveOptionCmd = String(Yanfly.Parameters['Option Name']);
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Yanfly.Param.AutosaveDefault = eval(String(Yanfly.Parameters['Default']));
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Yanfly.Param.AutosaveShowMsg = eval(String(Yanfly.Parameters['ShowAutosave']));
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Yanfly.Param.AutosaveMsgSave = String(Yanfly.Parameters['AutosaveMsgSave']);
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Yanfly.Param.AutosaveMsgLoad = String(Yanfly.Parameters['AutosaveMsgLoad']);
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Yanfly.Param.AutosaveMsgColor1 = String(Yanfly.Parameters['MsgGradient1']);
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Yanfly.Param.AutosaveMsgColor2 = String(Yanfly.Parameters['MsgGradient2']);
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Yanfly.Param.AutosaveMsgCode = JSON.parse(Yanfly.Parameters['MsgGradientCode']);
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Yanfly.Param.AutosaveMsgX = String(Yanfly.Parameters['MsgX']);
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Yanfly.Param.AutosaveMsgY = String(Yanfly.Parameters['MsgY']);
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Yanfly.Param.AutosaveMsgDur = Number(Yanfly.Parameters['MsgDuration']) || 120;
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Yanfly.Param.AutosaveMsgFade = Number(Yanfly.Parameters['FadeSpeed']) || 16;
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//=============================================================================
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// ConfigManager
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//=============================================================================
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ConfigManager.autosave = Yanfly.Param.AutosaveDefault;
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Yanfly.Autosave.ConfigManager_makeData = ConfigManager.makeData;
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ConfigManager.makeData = function() {
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var config = Yanfly.Autosave.ConfigManager_makeData.call(this);
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config.autosave = this.autosave;
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return config;
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};
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Yanfly.Autosave.ConfigManager_applyData = ConfigManager.applyData;
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ConfigManager.applyData = function(config) {
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Yanfly.Autosave.ConfigManager_applyData.call(this, config);
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this.autosave = config['autosave'] || Yanfly.Param.AutosaveDefault;
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};
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.Autosave.DataManager_setupNewGame = DataManager.setupNewGame;
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DataManager.setupNewGame = function() {
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Yanfly.Autosave.DataManager_setupNewGame.call(this);
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StorageManager.setCurrentAutosaveSlot(this._lastAccessedId);
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$gameTemp._autosaveNewGame = false;
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$gameTemp._autosaveLoading = false;
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};
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Yanfly.Autosave.DataManager_saveGame = DataManager.saveGameWithoutRescue;
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DataManager.saveGameWithoutRescue = function(savefileId) {
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var value = Yanfly.Autosave.DataManager_saveGame.call(this, savefileId);
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$gameTemp._autosaveNewGame = false;
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$gameTemp._autosaveLoading = false;
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StorageManager.setCurrentAutosaveSlot(savefileId);
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return value;
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};
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Yanfly.Autosave.DataManager_loadGame = DataManager.loadGameWithoutRescue;
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DataManager.loadGameWithoutRescue = function(savefileId) {
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var value = Yanfly.Autosave.DataManager_loadGame.call(this, savefileId);
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$gameTemp._autosaveNewGame = false;
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$gameTemp._autosaveLoading = true;
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StorageManager.setCurrentAutosaveSlot(savefileId);
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return value;
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};
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//=============================================================================
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// StorageManager
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//=============================================================================
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StorageManager.getCurrentAutosaveSlot = function() {
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return this._currentAutosaveSlot;
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};
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StorageManager.setCurrentAutosaveSlot = function(savefileId) {
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this._currentAutosaveSlot = 1;
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};
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StorageManager.performAutosave = function() {
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if ($gameMap.mapId() <= 0) return;
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if ($gameTemp._autosaveNewGame) return;
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if (!$gameSystem.canAutosave()) return;
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SceneManager._scene.performAutosave();
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};
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//=============================================================================
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// Game_System
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//=============================================================================
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Yanfly.Autosave.Game_System_initialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function() {
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Yanfly.Autosave.Game_System_initialize.call(this);
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this.initAutosave();
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};
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Game_System.prototype.initAutosave = function() {
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this._allowAutosave = true;
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};
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Game_System.prototype.canAutosave = function() {
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if (this._allowAutosave === undefined) this.initAutosave();
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return this._allowAutosave;
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};
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Game_System.prototype.setAutosave = function(value) {
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if (this._allowAutosave === undefined) this.initAutosave();
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this._allowAutosave = value;
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};
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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Yanfly.Autosave.Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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Yanfly.Autosave.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command.match(/EnableAutosave/i)) {
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$gameSystem.setAutosave(true);
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} else if (command.match(/DisableAutosave/i)) {
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$gameSystem.setAutosave(false);
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} else if (command.match(/Autosave/i)) {
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StorageManager.performAutosave();
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}
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};
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//=============================================================================
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// Window_Options
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//=============================================================================
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Yanfly.Autosave.Window_Options_addGeneralOptions =
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Window_Options.prototype.addGeneralOptions;
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Window_Options.prototype.addGeneralOptions = function() {
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Yanfly.Autosave.Window_Options_addGeneralOptions.call(this);
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if (!Imported.YEP_OptionsCore && Yanfly.Param.AutosaveShowOpt) {
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this.addCommand(Yanfly.Param.AutosaveOptionCmd, 'autosave');
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}
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};
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//=============================================================================
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// Window_Autosave
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//=============================================================================
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function Window_Autosave() {
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this.initialize.apply(this, arguments);
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}
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Window_Autosave.prototype = Object.create(Window_Base.prototype);
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Window_Autosave.prototype.constructor = Window_Autosave;
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Window_Autosave.prototype.initialize = function() {
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var width = this.windowWidth();
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var height = this.windowHeight();
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var x = eval(Yanfly.Param.AutosaveMsgX);
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var y = eval(Yanfly.Param.AutosaveMsgY);
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Window_Base.prototype.initialize.call(this, x, y, width, height);
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this.opacity = 0;
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this.contentsOpacity = 0;
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this._showCount = 0;
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this.refresh();
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if ($gameTemp._autosaveLoading) {
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this.reveal();
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$gameTemp._autosaveLoading = false;
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}
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};
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Window_Autosave.prototype.standardPadding = function() {
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return 0;
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};
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Window_Autosave.prototype.windowWidth = function() {
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return Graphics.boxWidth;
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};
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Window_Autosave.prototype.windowHeight = function() {
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return this.fittingHeight(1);
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};
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Window_Autosave.prototype.update = function() {
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Window_Base.prototype.update.call(this);
|
|
if (this._showCount > 0) {
|
|
this.updateFadeIn();
|
|
this._showCount--;
|
|
} else {
|
|
this.updateFadeOut();
|
|
}
|
|
};
|
|
|
|
Window_Autosave.prototype.updateFadeIn = function() {
|
|
this.contentsOpacity += Yanfly.Param.AutosaveMsgFade;
|
|
};
|
|
|
|
Window_Autosave.prototype.updateFadeOut = function() {
|
|
this.contentsOpacity -= Yanfly.Param.AutosaveMsgFade;
|
|
};
|
|
|
|
Window_Autosave.prototype.reveal = function() {
|
|
if (!Yanfly.Param.AutosaveShowMsg) return;
|
|
if (this._showCount > 0) return;
|
|
this._showCount = Yanfly.Param.AutosaveMsgDur;
|
|
this.refresh();
|
|
};
|
|
|
|
Window_Autosave.prototype.message = function() {
|
|
if ($gameTemp._autosaveLoading) {
|
|
return Yanfly.Param.AutosaveMsgLoad;
|
|
} else {
|
|
return Yanfly.Param.AutosaveMsgSave;
|
|
}
|
|
};
|
|
|
|
Window_Autosave.prototype.refresh = function() {
|
|
this.contents.clear();
|
|
this.drawGradient();
|
|
this.drawTextEx(this.message(), this.textPadding(), 0);
|
|
};
|
|
|
|
Window_Autosave.prototype.drawGradient = function() {
|
|
eval(Yanfly.Param.AutosaveMsgCode);
|
|
};
|
|
|
|
Window_Autosave.prototype.textWidthEx = function(text) {
|
|
return this.drawTextEx(text, 0, this.contents.height);
|
|
};
|
|
|
|
//=============================================================================
|
|
// Scene_Base
|
|
//=============================================================================
|
|
|
|
Scene_Base.prototype.performAutosave = function() {
|
|
};
|
|
|
|
//=============================================================================
|
|
// Scene_Map
|
|
//=============================================================================
|
|
|
|
Yanfly.Autosave.Scene_Map_createAllWindows =
|
|
Scene_Map.prototype.createAllWindows;
|
|
Scene_Map.prototype.createAllWindows = function() {
|
|
Yanfly.Autosave.Scene_Map_createAllWindows.call(this);
|
|
this.createAutosaveMessageWindow();
|
|
};
|
|
|
|
Scene_Map.prototype.createAutosaveMessageWindow = function() {
|
|
this._autosaveMsgWindow = new Window_Autosave();
|
|
this.addChild(this._autosaveMsgWindow);
|
|
};
|
|
|
|
Yanfly.Autosave.Scene_Map_onMapLoaded = Scene_Map.prototype.onMapLoaded;
|
|
Scene_Map.prototype.onMapLoaded = function() {
|
|
Yanfly.Autosave.Scene_Map_onMapLoaded.call(this);
|
|
if (Yanfly.Param.AutosaveOnMapLoad) StorageManager.performAutosave();
|
|
};
|
|
|
|
Yanfly.Autosave.Scene_Map_callMenu = Scene_Map.prototype.callMenu;
|
|
Scene_Map.prototype.callMenu = function() {
|
|
Yanfly.Autosave.Scene_Map_callMenu.call(this);
|
|
if (Yanfly.Param.AutosaveOnMainMenu) StorageManager.performAutosave();
|
|
};
|
|
|
|
Scene_Map.prototype.performAutosave = function() {
|
|
if ($gameMap.mapId() <= 0) return;
|
|
if ($gameTemp._autosaveNewGame) return;
|
|
if (!$gameSystem.canAutosave()) return;
|
|
$gameSystem.onBeforeSave();
|
|
DataManager.saveGameWithoutRescue(StorageManager.getCurrentAutosaveSlot());
|
|
if (this._autosaveMsgWindow) this._autosaveMsgWindow.reveal();
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
// Window_SavefileList
|
|
//=============================================================================
|
|
Yanfly.Autosave.Window_SavefileList_drawItem = Window_SavefileList.prototype.drawItem;
|
|
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);
|
|
if(id === 1){ //First is AutoSaved
|
|
this.drawText("自动存档",rect.x + Window_Base._iconWidth + 4, rect.y, 180);
|
|
} else {
|
|
this.drawFileId(id-1, rect.x + Window_Base._iconWidth + 4, rect.y);
|
|
}
|
|
};
|
|
|
|
//=============================================================================
|
|
// Window_SaveAction
|
|
//=============================================================================
|
|
Yanfly.Autosave.Window_SaveAction_isSaveEnabled = Window_SaveAction.prototype.isSaveEnabled;
|
|
Window_SaveAction.prototype.isSaveEnabled = function() {
|
|
if (this._mode !== 'save') return false;
|
|
if (this._currentFile === 1)return false;
|
|
return $gameSystem.isSaveEnabled();
|
|
};
|
|
|
|
//=============================================================================
|
|
// Save Core Check
|
|
//=============================================================================
|
|
} else {
|
|
|
|
Imported.YEP_X_Autosave = false;
|
|
var text = '';
|
|
text += 'You are getting this error because you are trying to run ';
|
|
text += 'YEP_X_Autosave without the required plugins. Please visit ';
|
|
text += 'Yanfly.moe and install the required plugins neede for this plugin ';
|
|
text += 'found in this plugin\'s help file before you can use it.';
|
|
console.log(text);
|
|
require('nw.gui').Window.get().showDevTools();
|
|
|
|
}
|
|
//=============================================================================
|
|
// End of File
|
|
//=============================================================================
|