Aariz Patriotes
Messages : 384 Date d'inscription : 26/08/2007 Localisation : Si je dis le trou du cul du monde ,vous voyez où c\'est ?
| Sujet: Demande d'ecrasement de sauvegarde Lun 3 Sep - 20:49 | |
| Ce script permet de demander confirmation en cas d'écrasement d'une sauvegarde Dans le script "Scene_File" après la ligne 51, coller : - Code:
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if self.is_a?(Scene_Save) @confirm_window.dispose @yes_no_window.dispose end Puis, remplacer tout le script "Scene_Save" par : - Code:
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class Scene_Save < Scene_File # ----------------------------- def initialize super("Où sauvegarder?") @confirm_window = Window_Base.new(120, 188, 400, 64) @confirm_window.contents = Bitmap.new(368, 32) string = "Ecraser ce slot ?" @confirm_window.contents.font.name = "Arial" @confirm_window.contents.font.size = 24 @confirm_window.contents.draw_text(4, 0, 368, 32, string) @yes_no_window = Window_Command.new(100, ["Oui", "Non"]) @confirm_window.visible = false @confirm_window.z = 1500 @yes_no_window.visible = false @yes_no_window.active = false @yes_no_window.index = 1 @yes_no_window.x = 270 @yes_no_window.y = 252 @yes_no_window.z = 1500 @mode = 0 end # ----------------------------- def on_decision(filename) if FileTest.exist?(filename) @confirm_window.visible = true @yes_no_window.visible = true @yes_no_window.active = true @mode = 1 else $game_system.se_play($data_system.save_se) file = File.open(filename, "wb") write_save_data(file) file.close if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene= Scene_Menu.new(4) end end # ----------------------------- def update if @mode == 0 super else @help_window.update @yes_no_window.update if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @yes_no_window.index == 0 filename = make_filename(@file_index) $game_system.se_play($data_system.save_se) file = File.open(filename, "wb") write_save_data(file) file.close if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new else $scene = Scene_Menu.new(4) end else @confirm_window.visible = false @yes_no_window.visible = false @yes_no_window.active = false @yes_no_window.index = 1 @mode = 0 end end if Input.trigger?(Input::B) @confirm_window.visible = false @yes_no_window.visible = false @yes_no_window.active = false @yes_no_window.index = 1 @mode = 0 return end end end # ----------------------------- def on_cancel $game_system.se_play($data_system.cancel_se) if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new(4) end # ----------------------------- def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end end | |
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