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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm

Script de Gravado Remasterizado 2

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Script de Gravado Remasterizado 2 Empty Script de Gravado Remasterizado 2

Mensaje por maxi Jue 03 Mar 2011, 11:10 am

Introducción:Hola Amigos, vuelvo alfin a hacer un post de un Script hehehe, Bue, Como dice su nombre, es el Script de Gravado Remasterizado 2, pero en realidad es el Neo Save System, Con Un Agregado hecho por mi :).

Creditos: En Realidad no se bien quien lo hizo, hehehe, pero si ustedes saben Agradescanle de mi parte, y bue, un 5% a mi por remasterizarlo hehehe. XD

Modo de Uso: Como todo Script: Arriba del Main


Imagenes Requeridas: Ninguna

Imagenes del Script: No Creo que sea muy necesario ¿o Si? osea... Es = al otro, solo que esté tiene un cambio, al guardar o al Cargar...

Demo: No es Necesaria

El Script:

Código:

#===============================================================
# ● [VX] ◦ Neo Save System III ◦ □
#--------------------------------------------------------------
# Remasterizado por Maxinm
#=================================================================

module Wora_NSS
 #==========================================================================
 # * START NEO SAVE SYSTEM - SETUP
 #--------------------------------------------------------------------------
 NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest)
 # You can change this to 0 in case you want to use image for background
 NSS_IMAGE_BG = '' # Background image file name, it must be in folder Picture.
 # use '' for no background
 NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image
 
 MAX_SAVE_SLOT = 10 # N°de Partidas
 SLOT_NAME = 'Ranura {id}'
 # Name of the slot (show in save slots list), use {id} for slot ID
 SAVE_FILE_NAME = 'Saveslot{id}.rvdata'
 # Save file name, you can also change its file type from .rvdata to other
 # use {id} for save slot ID
 SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder)
 
 SAVED_SLOT_ICON = 133 # Icon Index for saved slot
 EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
 
 EMPTY_SLOT_TEXT = '-Libre-' # Text to show for empty slot's data
 
 DRAW_GOLD = true # Draw Gold
 DRAW_PLAYTIME = true # Draw Playtime
 DRAW_LOCATION = true # Draw location
 DRAW_FACE = false # Draw Actor's face
 DRAW_LEVEL = true # Draw Actor's level
 DRAW_NAME = true # Draw Actor's name
 
 PLAYTIME_TEXT = 'T.Jugado: '
 GOLD_TEXT = 'Dinero: '
 LOCATION_TEXT = 'Localización: '
 LV_TEXT = 'Nv '
 
 MAP_NAME_TEXT_SUB = %w{}
 # Text that you want to remove from map name,
 # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
 MAP_NO_NAME_LIST = [] # ID of Map that will not show map name, e.g. [1,2,3]
 MAP_NO_NAME_NAME = '??????????' # What you will use to call map in no name list
 
 MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity)
 FACE_BORDER = Color.new(0,0,0,200) # Face border color
 
 ## SAVE CONFIRMATION WINDOW ##
 SFC_Text_Confirm = 'Guardar' # Text to confirm to save file
 SFC_Text_Cancel = 'Cancelar' # Text to cancel to save
 SFC_Window_Width = 200 # Width of Confirmation Window
 SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
 SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically
 #----------------------------------------------------------------------
 # END NEO SAVE SYSTEM - SETUP
 #=========================================================================
end
 
class Scene_File < Scene_Base
 include Wora_NSS
 attr_reader :window_slotdetail
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
  super
  create_menu_background
  if NSS_IMAGE_BG != ''
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(NSS_IMAGE_BG)
    @bg.opacity = NSS_IMAGE_BG_OPACITY
  end
  @help_window = Window_Help.new
  command = []
  (1..MAX_SAVE_SLOT).each do |i|
    command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
  end
  @window_slotdetail = Window_NSS_SlotDetail.new
  @window_slotlist = Window_SlotList.new(160, command)
  @window_slotlist.y = @help_window.height
  @window_slotlist.height = Graphics.height - @help_window.height
  @help_window.opacity = NSS_WINDOW_OPACITY
  @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
 
 # Create Folder for Save file
 if SAVE_PATH != ''
  Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
 end
  if @saving
    @index = $game_temp.last_file_index
    @help_window.set_text(Vocab::SaveMessage)
  else
    @index = self.latest_file_index
    @help_window.set_text(Vocab::LoadMessage)
    (1..MAX_SAVE_SLOT).each do |i|
      @window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
    end
  end
  @window_slotlist.index = @index
  # Draw Information
  @last_slot_index = @window_slotlist.index
  @window_slotdetail.draw_data(@last_slot_index + 1)
 end
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
  super
  dispose_menu_background
  unless @bg.nil?
    @bg.bitmap.dispose
    @bg.dispose
  end
  @window_slotlist.dispose
  @window_slotdetail.dispose
  @help_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  super
  if !@confirm_window.nil?
    @confirm_window.update
    if Input.trigger?(Input::C)
      if @confirm_window.index == 0
        determine_savefile
        @confirm_window.dispose
        @confirm_window = nil
      else
        Sound.play_cancel
        @confirm_window.dispose
        @confirm_window = nil
      end
    elsif Input.trigger?(Input::B)
    Sound.play_cancel
    @confirm_window.dispose
    @confirm_window = nil
    end
  else
    update_menu_background
    @window_slotlist.update
    if @window_slotlist.index != @last_slot_index
      @last_slot_index = @window_slotlist.index
      @window_slotdetail.draw_data(@last_slot_index + 1)
    end
    @help_window.update
    update_savefile_selection
  end
 end
 #--------------------------------------------------------------------------
 # * Update Save File Selection
 #--------------------------------------------------------------------------
 def update_savefile_selection
  if Input.trigger?(Input::C)
    if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
      Sound.play_decision
      text1 = SFC_Text_Confirm
      text2 = SFC_Text_Cancel
      @confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
      @confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
      @confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
    else
      determine_savefile
    end
  elsif Input.trigger?(Input::B)
    Sound.play_cancel
    return_scene
  end
 end
 #--------------------------------------------------------------------------
 # * Execute Save
 #--------------------------------------------------------------------------
 def do_save
  file = File.open(make_filename(@last_slot_index), "wb")
  write_save_data(file)
  @help_window.set_text("Guardando Datos...")
    Graphics.wait(4)
      @help_window.set_text("█")
    Graphics.wait(20)
        @help_window.set_text("██")
    Graphics.wait(15)
        @help_window.set_text("███")
    Graphics.wait(20)
        @help_window.set_text("████")
    Graphics.wait(15)
        @help_window.set_text("█████")
    Graphics.wait(14)
        @help_window.set_text("███████")
    Graphics.wait(21)
        @help_window.set_text("████████")
    Graphics.wait(12)
        @help_window.set_text("█████████")
    Graphics.wait(15)
        @help_window.set_text("██████████")
    Graphics.wait(12)
        @help_window.set_text("████████████")
    Graphics.wait(22)
        @help_window.set_text("██████████████")
    Graphics.wait(10)
        @help_window.set_text("█████████████████")
    Graphics.wait(30)
        @help_window.set_text("██████████████████")
    Graphics.wait(45)
        @help_window.set_text("████████████████████")
    Graphics.wait(60)
      @help_window.set_text  ("█████████████████████")
    Graphics.wait(60)
      @help_window.set_text  ("███████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("█████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("██████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("███████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("███████████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("██████████████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("███████████████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("█████████████████████████████████████████")
      Graphics.wait(60)
      @help_window.set_text  ("███████████████████████████████████████████")
    Graphics.wait(82)
     
    @help_window.set_text("Datos Guardados") # Lo que dice el Texto al Gravar
      $data_system.sounds[14].play
  file.close
  $scene = Scene_Map.new
 end
 #--------------------------------------------------------------------------
 # * Execute Load
 #--------------------------------------------------------------------------
 def do_load
  file = File.open(make_filename(@last_slot_index), "rb")
  read_save_data(file)
    @help_window.set_text("Cargando...")
    Graphics.wait(15)
        Graphics.wait(10)
      @help_window.set_text("█")
    Graphics.wait(20)
        @help_window.set_text("██")
    Graphics.wait(23)
        @help_window.set_text("████")
    Graphics.wait(20)
        @help_window.set_text("██████")
    Graphics.wait(25)
        @help_window.set_text("████████")
    Graphics.wait(10)
        @help_window.set_text("█████████")
    Graphics.wait(15)
        @help_window.set_text("████████████")
    Graphics.wait(15)
        @help_window.set_text("███████████████")
    Graphics.wait(20)
        @help_window.set_text("█████████████████████")
    Graphics.wait(22)
        @help_window.set_text("███████████████████████")
    Graphics.wait(22)
        @help_window.set_text("█████████████████████████")
          Graphics.wait(22)
        @help_window.set_text("███████████████████████████")
          Graphics.wait(22)
        @help_window.set_text("███████████████████████████████")
          Graphics.wait(22)
        @help_window.set_text("█████████████████████████████████")
            Graphics.wait(22)
        @help_window.set_text("████████████████████████████████████")
            Graphics.wait(22)
        @help_window.set_text("█████████████████████████████████████")
            Graphics.wait(22)
        @help_window.set_text("███████████████████████████████████████")
            Graphics.wait(22)
        @help_window.set_text("█████████████████████████████████████████")
    Graphics.wait(10)
    Graphics.wait(32)
  @help_window.set_text("Datos Cargardos") # Lo que dice el Texto al Cargar
    $data_system.sounds[14].play
  file.close
  $scene = Scene_Map.new
  RPG::BGM.fade(1500)
  Graphics.fadeout(60)
  Graphics.wait(40)
  @last_bgm.play
  @last_bgs.play
 end
 #--------------------------------------------------------------------------
 # * Confirm Save File
 #--------------------------------------------------------------------------
 def determine_savefile
  if @saving
    Sound.play_save
    do_save
  else
    if @window_slotdetail.file_exist?(@last_slot_index + 1)
      Sound.play_load
      do_load
    else
      Sound.play_buzzer
      return
    end
  end
  $game_temp.last_file_index = @last_slot_index
 end
 #--------------------------------------------------------------------------
 # * Create Filename
 #    file_index : save file index (0-3)
 #--------------------------------------------------------------------------
 def make_filename(file_index)
  return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
 end
 #--------------------------------------------------------------------------
 # * Select File With Newest Timestamp
 #--------------------------------------------------------------------------
 def latest_file_index
  latest_index = 0
  latest_time = Time.at(0)
  (1..MAX_SAVE_SLOT).each do |i|
    file_name = make_filename(i - 1)
    next if !@window_slotdetail.file_exist?(i)
    file_time = File.mtime(file_name)
    if file_time > latest_time
      latest_time = file_time
      latest_index = i - 1
    end
  end
  return latest_index
 end
end

class Window_SlotList < Window_Command
 #--------------------------------------------------------------------------
 # * Draw Item
 #--------------------------------------------------------------------------
 def draw_item(index, enabled = true)
  rect = item_rect(index)
  rect.x += 4
  rect.width -= 8
  icon_index = 0
  self.contents.clear_rect(rect)
  if $scene.window_slotdetail.file_exist?(index + 1)
    icon_index = Wora_NSS::SAVED_SLOT_ICON
  else
    icon_index = Wora_NSS::EMPTY_SLOT_ICON
  end
  if !icon_index.nil?
    rect.x -= 4
    draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
    rect.x += 26
    rect.width -= 20
  end
  self.contents.clear_rect(rect)
  self.contents.font.color = normal_color
  self.contents.font.color.alpha = enabled ? 255 : 128
  self.contents.draw_text(rect, @commands[index])
 end
 
 def cursor_down(wrap = false)
  if @index < @item_max - 1 or wrap
    @index = (@index + 1) % @item_max
  end
 end

 def cursor_up(wrap = false)
  if @index > 0 or wrap
    @index = (@index - 1 + @item_max) % @item_max
  end
 end
end

class Window_NSS_SlotDetail < Window_Base
 include Wora_NSS
 def initialize
  super(160, 56, 384, 360)
  @data = []
  @exist_list = []
  @bitmap_list = {}
  @map_name = []
 end
 
 def dispose
  dispose_tilemap
  super
 end

 def draw_data(slot_id)
  contents.clear # 352, 328
  dispose_tilemap
  load_save_data(slot_id) if @data[slot_id].nil?
  if @exist_list[slot_id]
    save_data = @data[slot_id]
    # DRAW SCREENSHOT~
    contents.fill_rect(0,30,352,160, MAP_BORDER)
    create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
  save_data['gamemap'].display_y)
    if DRAW_GOLD
      # DRAW GOLD
      gold_textsize = contents.text_size(save_data['gamepar'].gold).width
      goldt_textsize = contents.text_size(GOLD_TEXT).width
      contents.font.color = system_color
      contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
      contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
      contents.font.color = normal_color
      contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
    end
    if DRAW_PLAYTIME
      # DRAW PLAYTIME
      hour = save_data['total_sec'] / 60 / 60
      min = save_data['total_sec'] / 60 % 60
      sec = save_data['total_sec'] % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      pt_textsize = contents.text_size(PLAYTIME_TEXT).width
      ts_textsize = contents.text_size(time_string).width
      contents.font.color = system_color
      contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
      pt_textsize, WLH, PLAYTIME_TEXT)
      contents.font.color = normal_color
      contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
    end
    if DRAW_LOCATION
      # DRAW LOCATION
      lc_textsize = contents.text_size(LOCATION_TEXT).width
      mn_textsize = contents.text_size(save_data['map_name']).width
      contents.font.color = system_color
      contents.draw_text(0, 190, contents.width,
      WLH, LOCATION_TEXT)
      contents.font.color = normal_color
      contents.draw_text(lc_textsize, 190, contents.width, WLH,
      save_data['map_name'])
    end
      # DRAW FACE & Level & Name
      save_data['gamepar'].members.each_index do |i|
        actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
        face_x_base = (i*80) + (i*8)
        face_y_base = 216
        lvn_y_plus = 10
        lv_textsize = contents.text_size(actor.level).width
        lvt_textsize = contents.text_size(LV_TEXT).width
      if DRAW_FACE
        # Draw Face
        contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
        draw_face(actor.face_name, actor.face_index, face_x_base + 2,
        face_y_base + 2, 80)
      end
      if DRAW_LEVEL
        # Draw Level
        contents.font.color = system_color
        contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
        face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
        contents.font.color = normal_color
        contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
        face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
      end
      if DRAW_NAME
        # Draw Name
        contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
        WLH, actor.name, 1)
      end
    end
  else
    contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
  end
 end
 
 def load_save_data(slot_id)
  file_name = make_filename(slot_id)
  if file_exist?(slot_id) or FileTest.exist?(file_name)
    @exist_list[slot_id] = true
    @data[slot_id] = {}
    # Start load data
    file = File.open(file_name, "r")
    @data[slot_id]['time'] = file.mtime
    @data[slot_id]['char'] = Marshal.load(file)
    @data[slot_id]['frame'] = Marshal.load(file)
    @data[slot_id]['last_bgm'] = Marshal.load(file)
    @data[slot_id]['last_bgs'] = Marshal.load(file)
    @data[slot_id]['gamesys'] = Marshal.load(file)
    @data[slot_id]['gamemes'] = Marshal.load(file)
    @data[slot_id]['gameswi'] = Marshal.load(file)
    @data[slot_id]['gamevar'] = Marshal.load(file)
    @data[slot_id]['gameselfvar'] = Marshal.load(file)
    @data[slot_id]['gameactor'] = Marshal.load(file)
    @data[slot_id]['gamepar'] = Marshal.load(file)
    @data[slot_id]['gametro'] = Marshal.load(file)
    @data[slot_id]['gamemap'] = Marshal.load(file)
    @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
    @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
    file.close
  else
    @exist_list[slot_id] = false
    @data[slot_id] = -1
  end
 end

 def make_filename(file_index)
  return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
 end
 
 def file_exist?(slot_id)
  return @exist_list[slot_id] if !@exist_list[slot_id].nil?
  @exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
  return @exist_list[slot_id]
 end

 def get_mapname(map_id)
  if @map_data.nil?
    @map_data = load_data("Data/MapInfos.rvdata")
  end
  if @map_name[map_id].nil?
    if MAP_NO_NAME_LIST.include?(map_id)
      @map_name[map_id] = MAP_NO_NAME_NAME
    else
      @map_name[map_id] = @map_data[map_id].name
      MAP_NAME_TEXT_SUB.each_index do |i|
        @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
      end
    end
  end
  return @map_name[map_id]
 end
 
 def create_tilemap(map_data, ox, oy)
  @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
  @viewport.z = self.z
  @tilemap = Tilemap.new(@viewport)
  @tilemap.bitmaps[0] = Cache.system("TileA1")
  @tilemap.bitmaps[1] = Cache.system("TileA2")
  @tilemap.bitmaps[2] = Cache.system("TileA3")
  @tilemap.bitmaps[3] = Cache.system("TileA4")
  @tilemap.bitmaps[4] = Cache.system("TileA5")
  @tilemap.bitmaps[5] = Cache.system("TileB")
  @tilemap.bitmaps[6] = Cache.system("TileC")
  @tilemap.bitmaps[7] = Cache.system("TileD")
  @tilemap.bitmaps[8] = Cache.system("TileE")
  @tilemap.map_data = map_data
  @tilemap.ox = ox / 8 + 99
  @tilemap.oy = oy / 8 + 90
 end
 
 def dispose_tilemap
  unless @tilemap.nil?
    @tilemap.dispose
    @tilemap = nil
  end
 end
end

class Scene_Title < Scene_Base
 def check_continue
  file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
  @continue_enabled = (Dir.glob(file_name).size > 0)
 end
end



Ojala les guste, amigos :) :D
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Script de Gravado Remasterizado 2 Empty Re: Script de Gravado Remasterizado 2

Mensaje por Juners Vie 11 Mar 2011, 7:33 pm

¿Y qué hace exactamente?
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Script de Gravado Remasterizado 2 Empty Re: Script de Gravado Remasterizado 2

Mensaje por kakulukiya Vie 11 Mar 2011, 7:38 pm

Olle creo que olvidaste poner
los creditos de quien lo hizo.
¬_¬ Tu no hiciste todo el codigo
El creador es :Woratana


Última edición por kakulukiya el Vie 11 Mar 2011, 7:43 pm, editado 1 vez
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Script de Gravado Remasterizado 2 Empty Re: Script de Gravado Remasterizado 2

Mensaje por Juancituh Vie 11 Mar 2011, 7:41 pm

maxinm escribió:
#===============================================================
# ● [VX] ◦ Neo Save System III ◦ □
#--------------------------------------------------------------
# Remasterizado por Maxinm
#=================================================================

module Wora_NSS
#==========================================================================

Es de Woratana, dale créditos.

Juners escribió:¿Y que hace exactamente?

Este script reemplaza la escena de guardado del juego por una mejor, que muestra una imagen de donde guardas, el nombre del mapa, tiempo de juego, y otras informaciones.

Saludos. +1
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Script de Gravado Remasterizado 2 Empty Re: Script de Gravado Remasterizado 2

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