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- #==============================================================================
- #
- # ?\ Yanfly Engine Ace - Ace Save Engine v1.03
- # -- Last Updated: 2012.07.22
- # -- Level: Normal
- # -- Requires: n/a
- #
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported["YEA-SaveEngine"] = true
- #==============================================================================
- # ?\ Updates
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # 2012.07.22 - Fixed: Location Drawing.
- # 2012.01.23 - Anti-crash method added for removed maps.
- # 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/‘f?T 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
- return if $data_mapinfos[@header[:map].map_id].nil?
- 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
- #
- #==============================================================================
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