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script RPGMK VX ACE - ACA save engine

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script RPGMK VX ACE - ACA save engine

Mensaje por ayaiken el Lun 26 Dic 2011, 11:11 pm

continuo con los scripts del nuevo RPG maker VX ace!! esta vez yanfly nos deleita con este save engine!!! similar al neo save sistem permite hasta 24 slots de guardado !!! oviamente como se trata de un software reciente estamos ablando de las primeras versiones de estos engines. asi que podemos esperar algo mejor en el futuro !!!

screenshots:

[Tienes que estar registrado y conectado para ver esa imagen]

intrucciones: solo copia y pega arriba de main



creditos: yanfly




Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Save Engine v1.01
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-SaveEngine"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.26 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a new save interface for the player. Along with a new
# interface, the player can also load and delete saves straight from the menu
# itself. This will in turn make the save command from the Main Menu always
# available, but the save option within the new save menu will be enabled
# depending on whether or not it is allowed or disallowed. From the interface,
# the player is given more information regarding the save file including the
# the location the player saved at, the amount of gold available, and any
# variables that you want to show the player as well.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# For first time installers, be warned that loading this script the first time
# may not display all information in the status window for save files made
# before the installation of this script. To remedy this, just load up the save
# and save the file again.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module SAVE
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Slot Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the slot window appears on the left side of the
    # screen. This also adjusts the maximum number of saves a player can make,
    # the way the slot names appear, and the icons used.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    MAX_FILES = 24        # Maximum saves a player can make. Default: 16
    SLOT_NAME = "File %s"  # How the file slots will be named.
   
    # These are the icons
    SAVE_ICON  = 368      # Icon used to indicate a save is present.
    EMPTY_ICON = 375      # Icon used to indicate an empty file.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Action Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the action window appears, the sound effect
    # played when deleting files, and what appears in the help window above.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ACTION_LOAD  = "Load"          # Text used for loading games.
    ACTION_SAVE  = "Save"          # Text used for saving games.
    ACTION_DELETE = "Delete"        # Text used for deleting games.
    DELETE_SOUND  = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
   
    # These text settings adjust what displays in the help window.
    SELECT_HELP = "Please select a file slot."
    LOAD_HELP  = "Loads the data from the saved game."
    SAVE_HELP  = "Saves the current progress in your game."
    DELETE_HELP = "Deletes all data from this save file."
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Status Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts how the status window appears in the middle of the
    # screen (that displays the game's data) such as the total playtime, total
    # times saved, total gold, the party's current location, and the variables
    # to be displayed.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    EMPTY_TEXT = "No Save Data"      # Text used when no save data is present.
    PLAYTIME  = "Playtime"          # Text used for total playtime.
    TOTAL_SAVE = "Total Saves: "    # Text used to indicate total saves.
    TOTAL_GOLD = "Total Gold: "      # Text used to indicate total gold.
    LOCATION  = "Location: "        # Text used to indicate current location.
   
    # These variables will be shown in each of the two columns for those who
    # would want to display more information than just what's shown. Input the
    # variables into the arrays below to designate what data will be shown.
    COLUMN1_VARIABLES = [1, 2, 3]
    COLUMN2_VARIABLES = [4, 5, 6]
   
  end # SAVE
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Icon
#==============================================================================

module Icon
 
  #--------------------------------------------------------------------------
  # self.save_icon
  #--------------------------------------------------------------------------
  def self.save_icon; return YEA::SAVE::SAVE_ICON; end
 
  #--------------------------------------------------------------------------
  # self.empty_icon
  #--------------------------------------------------------------------------
  def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
   
end # Icon

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # overwrite method: savefile_max
  #--------------------------------------------------------------------------
  def self.savefile_max
    return YEA::SAVE::MAX_FILES
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.make_save_header
  #--------------------------------------------------------------------------
  def self.make_save_header
    header = {}
    header[:characters]    = $game_party.characters_for_savefile
    header[:playtime_s]    = $game_system.playtime_s
    header[:system]        = Marshal.load(Marshal.dump($game_system))
    header[:timer]        = Marshal.load(Marshal.dump($game_timer))
    header[:message]      = Marshal.load(Marshal.dump($game_message))
    header[:switches]      = Marshal.load(Marshal.dump($game_switches))
    header[:variables]    = Marshal.load(Marshal.dump($game_variables))
    header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
    header[:actors]        = Marshal.load(Marshal.dump($game_actors))
    header[:party]        = Marshal.load(Marshal.dump($game_party))
    header[:troop]        = Marshal.load(Marshal.dump($game_troop))
    header[:map]          = Marshal.load(Marshal.dump($game_map))
    header[:player]        = Marshal.load(Marshal.dump($game_player))
    header
  end
 
end # DataManager

#==============================================================================
# ■ Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # overwrite method: save_enabled
  #--------------------------------------------------------------------------
  def save_enabled; return true; end
 
end # Window_MenuCommand

#==============================================================================
# ■ Window_FileList
#==============================================================================

class Window_FileList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, 128, Graphics.height - dy)
    refresh
    activate
    select(SceneManager.scene.first_savefile_index)
  end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return DataManager.savefile_max; end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?
    header = DataManager.load_header(index)
    return false if header.nil? && SceneManager.scene_is?(Scene_Load)
    return true
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    header = DataManager.load_header(index)
    enabled = !header.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_icon(save_icon?(header), rect.x, rect.y, enabled)
    change_color(normal_color, enabled)
    text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
    draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # save_icon?
  #--------------------------------------------------------------------------
  def save_icon?(header)
    return Icon.empty_icon if header.nil?
    return Icon.save_icon
  end
 
end # Window_FileList

#==============================================================================
# ■ Window_FileStatus
#==============================================================================

class Window_FileStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, file_window)
    super(dx, dy, Graphics.width - dx, Graphics.height - dy)
    @file_window = file_window
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return if @file_window.index < 0
    return if @current_index == @file_window.index
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    reset_font_settings
    @header = DataManager.load_header(@file_window.index)
    if @header.nil?
      draw_empty
    else
      draw_save_contents
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_empty
  #--------------------------------------------------------------------------
  def draw_empty
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(0, 0, contents.width, contents.height)
    contents.fill_rect(rect, colour)
    text = YEA::SAVE::EMPTY_TEXT
    change_color(system_color)
    draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_slot
  #--------------------------------------------------------------------------
  def draw_save_slot(dx, dy, dw)
    reset_font_settings
    change_color(system_color)
    text = sprintf(YEA::SAVE::SLOT_NAME, "")
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    change_color(normal_color)
    draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_playtime
  #--------------------------------------------------------------------------
  def draw_save_playtime(dx, dy, dw)
    return if @header[:playtime_s].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
    change_color(normal_color)
    draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_total_saves
  #--------------------------------------------------------------------------
  def draw_save_total_saves(dx, dy, dw)
    return if @header[:system].nil?
    reset_font_settings
    change_color(system_color)
    text = YEA::SAVE::TOTAL_SAVE
    draw_text(dx, dy, dw, line_height, text)
    cx = text_size(text).width
    change_color(normal_color)
    draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_gold
  #--------------------------------------------------------------------------
  def draw_save_gold(dx, dy, dw)
    return if @header[:party].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
    text = Vocab::currency_unit
    draw_text(dx, dy, dw, line_height, text, 2)
    cx = text_size(text).width
    change_color(normal_color)
    text = @header[:party].gold.group
    draw_text(dx, dy, dw-cx, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_location
  #--------------------------------------------------------------------------
  def draw_save_location(dx, dy, dw)
    return if @header[:map].nil?
    reset_font_settings
    change_color(system_color)
    draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
    change_color(normal_color)
    cx = text_size(YEA::SAVE::LOCATION).width
    text = @header[:map].display_name
    text = $data_mapinfos[@header[:map].map_id].name if text == ""
    draw_text(dx+cx, dy, dw-cx, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_characters
  #--------------------------------------------------------------------------
  def draw_save_characters(dx, dy)
    return if @header[:party].nil?
    reset_font_settings
    make_font_smaller
    dw = (contents.width - dx) / @header[:party].max_battle_members
    dx += dw/2
    for member in @header[:party].battle_members
      next if member.nil?
      member = @header[:actors][member.id]
      change_color(normal_color)
      draw_actor_graphic(member, dx, dy)
      text = member.name
      draw_text(dx-dw/2, dy, dw, line_height, text, 1)
      text = member.level.group
      draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
      cx = text_size(text).width
      change_color(system_color)
      text = Vocab::level_a
      draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
      dx += dw
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_save_column1
  #--------------------------------------------------------------------------
  def draw_save_column1(dx, dy, dw)
    data = YEA::SAVE::COLUMN1_VARIABLES
    draw_column_data(data, dx, dy, dw)
  end
 
  #--------------------------------------------------------------------------
  # draw_save_column2
  #--------------------------------------------------------------------------
  def draw_save_column2(dx, dy, dw)
    data = YEA::SAVE::COLUMN2_VARIABLES
    draw_column_data(data, dx, dy, dw)
  end
 
  #--------------------------------------------------------------------------
  # draw_column_data
  #--------------------------------------------------------------------------
  def draw_column_data(data, dx, dy, dw)
    return if @header[:variables].nil?
    reset_font_settings
    for variable_id in data
      next if $data_system.variables[variable_id].nil?
      change_color(system_color)
      name = $data_system.variables[variable_id]
      draw_text(dx, dy, dw, line_height, name, 0)
      value = @header[:variables][variable_id].group
      change_color(normal_color)
      draw_text(dx, dy, dw, line_height, value, 2)
      dy += line_height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_save_contents
  #--------------------------------------------------------------------------
  def draw_save_contents
    draw_save_slot(4, 0, contents.width/2-8)
    draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
    draw_save_total_saves(4, line_height, contents.width/2-8)
    draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
    draw_save_location(4, line_height*2, contents.width-8)
    draw_save_characters(0, line_height*5 + line_height/3)
    draw_save_column1(16, line_height*7, contents.width/2-48)
    draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
  end
 
end # Window_FileStatus

#==============================================================================
# ■ Window_FileAction
#==============================================================================

class Window_FileAction < Window_HorzCommand
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, file_window)
    @file_window = file_window
    super(dx, dy)
    deactivate
    unselect
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; Graphics.width - 128; end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return 3; end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return if @file_window.index < 0
    return if @current_index == @file_window.index
    @current_index = @file_window.index
    refresh
  end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    @header = DataManager.load_header(@file_window.index)
    add_load_command
    add_save_command
    add_delete_command
  end
 
  #--------------------------------------------------------------------------
  # add_load_command
  #--------------------------------------------------------------------------
  def add_load_command
    add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # load_enabled?
  #--------------------------------------------------------------------------
  def load_enabled?
    return false if @header.nil?
    return true
  end
 
  #--------------------------------------------------------------------------
  # add_save_command
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # save_enabled?
  #--------------------------------------------------------------------------
  def save_enabled?
    return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
    return false if SceneManager.scene_is?(Scene_Load)
    return false if $game_system.save_disabled
    return true
  end
 
  #--------------------------------------------------------------------------
  # add_delete_command
  #--------------------------------------------------------------------------
  def add_delete_command
    add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
  end
 
  #--------------------------------------------------------------------------
  # delete_enabled?
  #--------------------------------------------------------------------------
  def delete_enabled?
    return false if @header.nil?
    return true
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    case current_symbol
    when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
    when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
    when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
    end
  end
 
end # Window_FileAction

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # overwrite method: start
  #--------------------------------------------------------------------------
  def start
    super
    create_all_windows
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: terminate
  #--------------------------------------------------------------------------
  def terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: update
  #--------------------------------------------------------------------------
  def update
    super
  end
 
  #--------------------------------------------------------------------------
  # new method: create_all_windows
  #--------------------------------------------------------------------------
  def create_all_windows
    create_help_window
    create_file_window
    create_action_window
    create_status_window
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: create_help_window
  #--------------------------------------------------------------------------
  def create_help_window
    @help_window = Window_Help.new
    @help_window.set_text(YEA::SAVE::SELECT_HELP)
  end
 
  #--------------------------------------------------------------------------
  # new method: create_file_window
  #--------------------------------------------------------------------------
  def create_file_window
    wy = @help_window.height
    @file_window = Window_FileList.new(0, wy)
    @file_window.set_handler(:ok, method(:on_file_ok))
    @file_window.set_handler(:cancel, method(:return_scene))
  end
 
  #--------------------------------------------------------------------------
  # new method: create_action_window
  #--------------------------------------------------------------------------
  def create_action_window
    wx = @file_window.width
    wy = @help_window.height
    @action_window = Window_FileAction.new(wx, wy, @file_window)
    @action_window.help_window = @help_window
    @action_window.set_handler(:cancel, method(:on_action_cancel))
    @action_window.set_handler(:load, method(:on_action_load))
    @action_window.set_handler(:save, method(:on_action_save))
    @action_window.set_handler(:delete, method(:on_action_delete))
  end
 
  #--------------------------------------------------------------------------
  # new method: create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    wx = @action_window.x
    wy = @action_window.y + @action_window.height
    @status_window = Window_FileStatus.new(wx, wy, @file_window)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_file_ok
  #--------------------------------------------------------------------------
  def on_file_ok
    @action_window.activate
    index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
    @action_window.select(index)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_cancel
  #--------------------------------------------------------------------------
  def on_action_cancel
    @action_window.unselect
    @file_window.activate
    @help_window.set_text(YEA::SAVE::SELECT_HELP)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_load
  #--------------------------------------------------------------------------
  def on_action_load
    if DataManager.load_game(@file_window.index)
      on_load_success
    else
      Sound.play_buzzer
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_load_success
  #--------------------------------------------------------------------------
  def on_load_success
    Sound.play_load
    fadeout_all
    $game_system.on_after_load
    SceneManager.goto(Scene_Map)
  end
 
  #--------------------------------------------------------------------------
  # new method: on_action_save
  #--------------------------------------------------------------------------
  def on_action_save
    @action_window.activate
    if DataManager.save_game(@file_window.index)
      on_save_success
      refresh_windows
    else
      Sound.play_buzzer
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_save_success
  #--------------------------------------------------------------------------
  def on_save_success; Sound.play_save; end
 
  #--------------------------------------------------------------------------
  # new method: on_action_delete
  #--------------------------------------------------------------------------
  def on_action_delete
    @action_window.activate
    DataManager.delete_save_file(@file_window.index)
    on_delete_success
    refresh_windows
  end
 
  #--------------------------------------------------------------------------
  # new method: on_delete_success
  #--------------------------------------------------------------------------
  def on_delete_success
    YEA::SAVE::DELETE_SOUND.play
  end
 
  #--------------------------------------------------------------------------
  # new method: refresh_windows
  #--------------------------------------------------------------------------
  def refresh_windows
    @file_window.refresh
    @action_window.refresh
    @status_window.refresh
  end
 
end # Scene_File

#==============================================================================
# ■ Scene_Save
#==============================================================================

class Scene_Save < Scene_File
 
  #--------------------------------------------------------------------------
  # overwrite method: on_savefile_ok
  #--------------------------------------------------------------------------
  def on_savefile_ok; super; end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_save_success
  #--------------------------------------------------------------------------
  def on_save_success; super; end
 
end # help_window_text

#==============================================================================
# ■ Scene_Load
#==============================================================================

class Scene_Load < Scene_File
 
  #--------------------------------------------------------------------------
  # overwrite method: on_savefile_ok
  #--------------------------------------------------------------------------
  def on_savefile_ok; super; end
 
  #--------------------------------------------------------------------------
  # overwrite method: on_load_success
  #--------------------------------------------------------------------------
  def on_load_success; super; end
 
end # Scene_Load

#==============================================================================
#
# ▼ End of File
#
#==============================================================================


Última edición por ayaiken el Lun 26 Dic 2011, 11:36 pm, editado 1 vez
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ayaiken
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Sobre mí:: hace tiempo que deje el maker ... pero por obra del destino regrese a el ... ahora como spriter en varios estilos JUS,LSW y RPGMVX

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Re: script RPGMK VX ACE - ACA save engine

Mensaje por Piranha el Lun 26 Dic 2011, 11:20 pm

My bueno, ojala consiguieras alguno de batalla
lateral :D, jaja habra que esperar
saludos :D
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Sobre mí:: Soy un exboxeador fracasado :P (aa se crean soi un boxeador principiante en ascenso)y sere campeon mundial :D

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Re: script RPGMK VX ACE - ACA save engine

Mensaje por ayaiken el Lun 26 Dic 2011, 11:26 pm

Piranha escribió:My bueno, ojala consiguieras alguno de batalla
lateral :D, jaja habra que esperar
saludos :D


abra que esperar mucho para que desarrollen uno XD
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ayaiken
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Sobre mí:: hace tiempo que deje el maker ... pero por obra del destino regrese a el ... ahora como spriter en varios estilos JUS,LSW y RPGMVX

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Re: script RPGMK VX ACE - ACA save engine

Mensaje por leathiel36 el Vie 06 Jul 2012, 3:45 pm

Muy util! Ty yanfly. sabeis si ay algun script para aumentar el nivel maximo de los personajes en el vx ace? eske kiero subirlo a 150 pero evidentemente no me deja. si encontrais alguno o si lo puede acer alguien se lo agradeceria mucho

PD: se me dan bastante bien los engines, si alguien necesita alguno que me lo pida e intentare acerlo
Gracias de antemano
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Re: script RPGMK VX ACE - ACA save engine

Mensaje por Mike_182 el Vie 06 Jul 2012, 4:26 pm

Bueno, gracias por ofrecer tu ayuda.
No hagas necropost, si tienes alguna duda posteala en la zona indicada.


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Re: script RPGMK VX ACE - ACA save engine

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