1 مرفق
رد: موضوع الطلبات و المساعدات RPG Makers
اقتباس:
شكرا لكم جميعا
وجربتها على المحادثة ونجحت احسنت يا نور
صور
لاشكر على واجب,وايضاً اذا اردت
تحويل الخيارات من اليسار الى اليمين:
http://www.montada.com/attachment.ph...1&d=1233226085
أذهب الى قائمة السكربتات وأختر السكربت
Window_Command
ثم اذهب الى السطر 52 :
كود:
self.contents.draw_text(rect, @commands[index])
وغيره بهذا:
كود:
self.contents.draw_text(rect, @commands[index],2)
رد: موضوع الطلبات و المساعدات RPG Makers
الف شكر لك يا نور المهم انك اكتشفت كيف تكتب عربي في الفي اكس ^ــــ^
تقدر تضيفنى انت على الاميل الاميل في التوقيع
رد: موضوع الطلبات و المساعدات RPG Makers
بارك الله بيك يا أنور ( سوف يتم تكريمك على جهودك ^_* ) ..
رد: موضوع الطلبات و المساعدات RPG Makers
اهلا كريم
شكراً لك كريم ,مع العلم انا مافعلت شيئ يستحق التكريم ^^
مجرد كم أضافه على كم سكربت.
حالياً احوال جعل خانة الرسائل تكتب من اليمين الى اليسار.
أي سكربت أو اي تعديل على سكربت محتاجينة انا حاضر.
رد: موضوع الطلبات و المساعدات RPG Makers
ليس قصدي بهذا الموضوع فقط .. بل مشاريعك + ذكاءك + سوف يتم وضع ترقية ب :
ملك مستخدمي برنامج RPG Maker
رد: موضوع الطلبات و المساعدات RPG Makers
اخاوني اريد اعرب قائمة سيف او Save..
كيف...؟
رد: موضوع الطلبات و المساعدات RPG Makers
اقتباس:
اخاوني اريد اعرب قائمة سيف او Save..
كيف...؟
تعربيها سهل جداً.
للأسف انا فرمتت الحاسبه قبل قليل والبرنامج انمسح, حالياً
بحمل البرنامج من النت ,واعطيك طريقة التعريب.
رد: موضوع الطلبات و المساعدات RPG Makers
1 مرفق
رد: موضوع الطلبات و المساعدات RPG Makers
خلصت عربتلك قائمة الـSave & Load والكتابه فيها من اليمين الى اليسار:
http://www.montada.com/attachment.ph...1&d=1233413270
اولا غير سكربت الـ Main بهذا السكربت:
كود:
#==============================================================================
# ** Main
#------------------------------------------------------------------------------
# After defining each class, actual processing begins here.
#==============================================================================
كود:
begin
Font.default_name = $FN = "ALW Cool Hijon."
Graphics.freeze
$scene = Scene_Title.new
$scene.main while $scene != nil
Graphics.transition(30)
rescue Errno::ENOENT
filename = $!.message.sub("No such file or directory - ", "")
print("Unable to find file #{filename}.")
end
===================================
ثم ضع السكربتين فوق الـMain :
الأول:
كود:
#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
# This window displays save files on the save and load screens.
#==============================================================================
كود:
SAVE_SLOT = "?(p|gh mkho" # بدلها بالأسم الذي سوف يضهر
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :filename # filename
attr_reader :file_exist # file existence flag
attr_reader :time_stamp # timestamp
attr_reader :selected # selected
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-3)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 90, 544, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
#--------------------------------------------------------------------------
# * Load Partial Game Data
# By default, switches and variables are not used (for expansion use,
# such as displaying place names)
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = "#{@file_index + 1} " + SAVE_SLOT
self.contents.draw_text(400, 0, 200, WLH, name)
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(174, 48)
draw_playtime(0, 34, contents.width - 4, 2)
end
end
#--------------------------------------------------------------------------
# * Draw Party Characters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 48, y)
end
end
#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
self.contents.font.name = "Arial"
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(x, y-22, width, WLH, ":", 0)
self.contents.draw_text(x+7, y, width, WLH, time_string, 0)
self.contents.font.name = $FN
self.contents.draw_text(x+4, y-23, width, WLH, "?(p|gh Jr,", 0)
end
#--------------------------------------------------------------------------
# * Set Selected
# selected : new selected (true = selected, false = unselected)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @selected
self.cursor_rect.set(400-5, 0, @name_width + 14, WLH)
else
self.cursor_rect.empty
end
end
end
الثاني:
كود:
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
كود:
SAVE_M = 'h\dt ?(o|gh ]dvj Djgh Ikho|gh vjoh' #رسالة التي تضهر بالحفظ
LOAD_M = 'h\@dl|p|j ]dvj Djgh Ikho|gh vjoh' #رساله التي تضهر بالتحميل
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# saving : save flag (if false, load screen)
# from_title : flag: it was called from "Continue" on the title screen
# from_event : flag: it was called from the "Call Save Screen" event
#--------------------------------------------------------------------------
def initialize(saving, from_title, from_event)
@saving = saving
@from_title = from_title
@from_event = from_event
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@help_window = Window_Help.new
create_savefile_windows
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(SAVE_M,2)
else
@index = self.latest_file_index
@help_window.set_text(LOAD_M,2)
end
@savefile_windows[@index].selected = true
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
dispose_item_windows
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(4)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
update_savefile_windows
update_savefile_selection
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 4
end
#--------------------------------------------------------------------------
# * Dispose of Save File Window
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @savefile_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# * Update Save File Window
#--------------------------------------------------------------------------
def update_savefile_windows
for window in @savefile_windows
window.update
end
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
determine_savefile
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if @index != last_index
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end
#--------------------------------------------------------------------------
# * Confirm Save File
#--------------------------------------------------------------------------
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @savefile_windows[@index].file_exist
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @index
end
#--------------------------------------------------------------------------
# * Move cursor down
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end
#--------------------------------------------------------------------------
# * Move cursor up
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
#--------------------------------------------------------------------------
# * Create Filename
# file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rvdata"
end
#--------------------------------------------------------------------------
# * Select File With Newest Timestamp
#--------------------------------------------------------------------------
def latest_file_index
index = 0
latest_time = Time.at(0)
for i in 0...@savefile_windows.size
if @savefile_windows[i].time_stamp > latest_time
latest_time = @savefile_windows[i].time_stamp
index = i
end
end
return index
end
#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
file = File.open(@savefile_windows[@index].filename, "wb")
write_save_data(file)
file.close
return_scene
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(@savefile_windows[@index].filename, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, 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
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
احرص على ان يكون التسلسل صحيح الأول في البدايه
ثم يليه الثاني:
اذا حدث خطأ صور لي الخطأ وارسله لي.
سلام.
رد: موضوع الطلبات و المساعدات RPG Makers
شكرا لك اخي نور ...
اخي عندما احفظ اللعبة ومن ثمه اذهب واضغط تابع اللعب لاياتي شئ ..
رد: موضوع الطلبات و المساعدات RPG Makers
هل هذا حدث عندما استخدمت سكربتات التعريب؟لو قبل ان تستخدمها؟
جرب أحذف السكربتين وأحفظ؟
وصورلي الخطأ أين.
رد: موضوع الطلبات و المساعدات RPG Makers
لم افهم لاكن عندما وضعت السكربت الذي انت وضعته او كان 100%
دحين عندما وضعت السكربتان (2) واحفظ اللعبة أذهب تابع لأيأتي المتابعة (الحفظ)
رد: موضوع الطلبات و المساعدات RPG Makers
هل أتبعت طريقتي لحفظ ملفات الحفظ في مجلد خاص بها؟
اذا أستخدمتها اعطيني أسم المجلد الذي قمت انت بعمله
لملفات الحفظ.
رد: موضوع الطلبات و المساعدات RPG Makers
اقتباس:
المشاركة الأصلية كتبت بواسطة Noor Xp
هل أتبعت طريقتي لحفظ ملفات الحفظ في مجلد خاص بها؟
اذا أستخدمتها اعطيني أسم المجلد الذي قمت انت بعمله
لملفات الحفظ.
لقد عملت ملف واسميته save games
رد: موضوع الطلبات و المساعدات RPG Makers
اولاً امسح السكربتات السابقه وبدلهن بهذه السكربتات:
كود:
SAVE_SLOT = "?(p|gh mkho" # بدلها بالأسم الذي سوف يضهر
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :filename # filename
attr_reader :file_exist # file existence flag
attr_reader :time_stamp # timestamp
attr_reader :selected # selected
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-3)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 90, 544, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
#--------------------------------------------------------------------------
# * Load Partial Game Data
# By default, switches and variables are not used (for expansion use,
# such as displaying place names)
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = "#{@file_index + 1} " + SAVE_SLOT
self.contents.draw_text(400, 0, 200, WLH, name)
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(174, 48)
draw_playtime(0, 34, contents.width - 4, 2)
end
end
#--------------------------------------------------------------------------
# * Draw Party Characters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 48, y)
end
end
#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
self.contents.font.name = "Arial"
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(x, y-22, width, WLH, ":", 0)
self.contents.draw_text(x+7, y, width, WLH, time_string, 0)
self.contents.font.name = $FN
self.contents.draw_text(x+4, y-23, width, WLH, "?(p|gh Jr,", 0)
end
#--------------------------------------------------------------------------
# * Set Selected
# selected : new selected (true = selected, false = unselected)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @selected
self.cursor_rect.set(400-5, 0, @name_width + 14, WLH)
else
self.cursor_rect.empty
end
end
end
كود:
SAVE_M = 'h\dt ?(o|gh ]dvj Djgh Ikho|gh vjoh' #رسالة التي تضهر بالحفظ
LOAD_M = 'h\@dl|p|j ]dvj Djgh Ikho|gh vjoh' #رساله التي تضهر بالتحميل
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# saving : save flag (if false, load screen)
# from_title : flag: it was called from "Continue" on the title screen
# from_event : flag: it was called from the "Call Save Screen" event
#--------------------------------------------------------------------------
def initialize(saving, from_title, from_event)
@saving = saving
@from_title = from_title
@from_event = from_event
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@help_window = Window_Help.new
create_savefile_windows
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(SAVE_M,2)
else
@index = self.latest_file_index
@help_window.set_text(LOAD_M,2)
end
@savefile_windows[@index].selected = true
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
dispose_item_windows
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(4)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
update_savefile_windows
update_savefile_selection
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 4
end
#--------------------------------------------------------------------------
# * Dispose of Save File Window
#--------------------------------------------------------------------------
def dispose_item_windows
for window in @savefile_windows
window.dispose
end
end
#--------------------------------------------------------------------------
# * Update Save File Window
#--------------------------------------------------------------------------
def update_savefile_windows
for window in @savefile_windows
window.update
end
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
determine_savefile
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if @index != last_index
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end
#--------------------------------------------------------------------------
# * Confirm Save File
#--------------------------------------------------------------------------
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @savefile_windows[@index].file_exist
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @index
end
#--------------------------------------------------------------------------
# * Move cursor down
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end
#--------------------------------------------------------------------------
# * Move cursor up
# wrap : Wraparound allowed
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
#--------------------------------------------------------------------------
# * Create Filename
# file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "save games/Save#{file_index + 1}.rvdata"
end
#--------------------------------------------------------------------------
# * Select File With Newest Timestamp
#--------------------------------------------------------------------------
def latest_file_index
index = 0
latest_time = Time.at(0)
for i in 0...@savefile_windows.size
if @savefile_windows[i].time_stamp > latest_time
latest_time = @savefile_windows[i].time_stamp
index = i
end
end
return index
end
#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
file = File.open(@savefile_windows[@index].filename, "wb")
write_save_data(file)
file.close
return_scene
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(@savefile_windows[@index].filename, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, 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
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end
ثم أذهب الى سكربت الـScene_Title ,اذهب الى السطر 131 وغره بهذا السكربت:
كود:
@continue_enabled = (Dir.glob('save games/Save*.rvdata').size > 0)