(XP)SG Animated Savefiles

Больше
18 года 1 мес. назад #18929 от Enyo
Enyo создал тему: (XP)SG Animated Savefiles
При загрузке и сохранение вашей игры все кто в вашей пати как бы двигаються вперед , Выглядит красиво=))
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Code:
#========================================================================== # ** SG Animated Savefiles #========================================================================== #========================================================================== module SG AnimSaveDisableRewrite = false AnimSaveReset = true AnimSaveSpeed = 9 end #========================================================================== # # To check for updates or find more scripts, visit: # http://www.gamebaker.com/rmxp/scripts/ # Our RMVX scripts: http://www.gamebaker.com/rmvx/scripts/ # # This script was meant to be exclusive to GameBaker.com # # Instructions: http://www.gamebaker.com/rmxp/scripts/e/animated-savefiles.php # Discussion/Help: http://forums.gamebaker.com/showthread.php?t=118 # #========================================================================== if Object.const_defined?( SDK ) SDK.log( SG Animated Savefiles , sandgolem , 2, 15.01.08 ) @sg_animsavefile_disabled = true if !SDK.enabled?( SG Animated Savefiles ) end if !@sg_animsavefile_disabled #-------------------------------------------------------------------------- class Window_SaveFile Window_Base attr_accessor :sg_animstage if !SG::AnimSaveDisableRewrite begin SDK.log_overwrite(:Window_SaveFile, :refresh) rescue end def refresh @sg_animstage = -1 if @sg_animstage == 3 or @sg_animstage == nil @sg_animstage += 1 self.contents.clear # Draw file number self.contents.font.color = normal_color name = File#{@file_index + 1} self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # If save file exists if @file_exist # Draw character for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 #-------------------------------------------------------------------------- # This line is all you need to change in another save script src_rect = Rect.new(cw * @sg_animstage, 0, cw, ch) #-------------------------------------------------------------------------- x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # Draw play time hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf( %02d:%02d:%02d , hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) # Draw timestamp self.contents.font.color = normal_color time_string = @time_stamp.strftime( %Y/%m/%d %H:%M ) self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end else alias_method :sg_animatedsave_refresh, :refresh def refresh @sg_animstage += 1 @sg_animstage = 0 if @sg_animstage == 4 sg_animatedsave_refresh end end end class Scene_File alias_method :sg_animatedsave_update, :update def update @sg_animation_speed = 0 if @sg_animation_speed == nil @sg_animation_speed += 1 sg_animatesave if @sg_animation_speed == SG::AnimSaveSpeed sg_animatedsave_update end def sg_animatesave @savefile_windows[@file_index].refresh if SG::AnimSaveReset for i in 0...@savefile_windows.size if i != @file_index && @savefile_windows[i].sg_animstage != 0 @savefile_windows[i].sg_animstage = -1 @savefile_windows[i].refresh end end end @sg_animation_speed = 0 end end #-------------------------------------------------------------------------- end #========================================================================== # End of file! You can find more of my scripts at http://www.gamebaker.com #==========================================================================
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