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Added permaflag/variable functionality
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bc2133b01f
commit
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4 changed files with 83 additions and 1 deletions
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@ -1,4 +1,40 @@
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SAVE_FILE_NAME = Oneshot::SAVE_PATH + '/save.dat'
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SAVE_FILE_NAME = Oneshot::SAVE_PATH + '/save.dat'
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PERMA_FLAGS_NAME = Oneshot::SAVE_PATH + '/p-settings.dat'
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FAKE_SAVE_NAME = Oneshot::DOCS_PATH + '\\My Games\\Oneshot\\save_progress.oneshot'
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def erase_game
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File.delete(SAVE_FILE_NAME)
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end
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def fake_save
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Dir.mkdir(Oneshot::DOCS_PATH + "\\My Games") unless File.exists?(Oneshot::DOCS_PATH + "\\My Games")
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Dir.mkdir(Oneshot::DOCS_PATH + "\\My Games\\Oneshot") unless File.exists?(Oneshot::DOCS_PATH + "\\My Games\\Oneshot")
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File.open(FAKE_SAVE_NAME, 'wb') do |file|
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# Wrire frame count for measuring play time
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Marshal.dump(Graphics.frame_count, file)
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# Increase save count by 1
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$game_system.save_count += 1
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# Save magic number
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# (A random value will be written each time saving with editor)
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$game_system.magic_number = $data_system.magic_number
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# Write each type of game object
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Marshal.dump($game_system, file)
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Marshal.dump($game_switches, file)
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Marshal.dump($game_variables, file)
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Marshal.dump($game_self_switches, file)
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Marshal.dump($game_screen, file)
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Marshal.dump($game_actors, file)
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Marshal.dump($game_party, file)
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Marshal.dump($game_map, file)
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Marshal.dump($game_player, file)
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Marshal.dump($game_followers, file)
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Marshal.dump($game_oneshot, file)
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_temp.footstep_sfx , file)
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end
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save_perma_flags
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end
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def save
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def save
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File.open(SAVE_FILE_NAME, 'wb') do |file|
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File.open(SAVE_FILE_NAME, 'wb') do |file|
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@ -24,6 +60,25 @@ def save
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_temp.footstep_sfx , file)
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Marshal.dump($game_temp.footstep_sfx , file)
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end
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end
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save_perma_flags
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end
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def save_perma_flags
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perma_flags = Array.new(25, false)
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for i in 151..175
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perma_flags[i-151] = $game_switches[i]
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end
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perma_vars = Array.new(25, 0)
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for i in 76..100
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perma_vars[i-76] = $game_variables[i]
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end
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p_name = $game_oneshot.player_name
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File.open(PERMA_FLAGS_NAME, 'wb') do |file|
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Marshal.dump(perma_flags, file)
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Marshal.dump(perma_vars, file)
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Marshal.dump(p_name,file)
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end
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end
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end
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def load
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def load
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@ -62,9 +117,29 @@ def load
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f.moveto($game_player.x, $game_player.y)
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f.moveto($game_player.x, $game_player.y)
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end
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end
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end
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end
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load_perma_flags
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return true
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return true
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end
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end
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def load_perma_flags
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return false if !FileTest.exist?(PERMA_FLAGS_NAME)
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perma_flags = nil
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perma_vars = nil
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p_name = nil
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File.open(PERMA_FLAGS_NAME, 'rb') do |file|
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perma_flags = Marshal.load(file)
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perma_vars = Marshal.load(file)
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p_name = Marshal.load(file)
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end
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for i in 151..175
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$game_switches[i] = perma_flags[i-151]
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end
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for i in 76..100
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$game_variables[i] = perma_vars[i-76]
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end
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$game_oneshot.player_name = p_name
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end
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def real_load
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def real_load
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load
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load
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# Restore BGM and BGS
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# Restore BGM and BGS
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@ -89,6 +164,10 @@ def save_exists
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return FileTest.exist?(SAVE_FILE_NAME)
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return FileTest.exist?(SAVE_FILE_NAME)
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end
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end
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def fake_save_exists
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return FileTest.exist?(FAKE_SAVE_NAME)
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end
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def quit_game_bed
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def quit_game_bed
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$game_system.map_interpreter.index += 1
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$game_system.map_interpreter.index += 1
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save
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save
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@ -99,5 +99,6 @@ class Scene_Load < Scene_File
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f.leader = $game_player
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f.leader = $game_player
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f.moveto($game_player.x, $game_player.y)
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f.moveto($game_player.x, $game_player.y)
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end
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end
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load_perma_flags
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end
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end
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end
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end
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@ -84,5 +84,6 @@ class Scene_Save < Scene_File
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Marshal.dump($game_oneshot, file)
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Marshal.dump($game_oneshot, file)
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_fasttravel, file)
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Marshal.dump($game_temp.footstep_sfx , file)
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Marshal.dump($game_temp.footstep_sfx , file)
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save_perma_flags
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end
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end
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end
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end
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@ -30,6 +30,7 @@ class Scene_Title
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# Load save game/initialize data
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# Load save game/initialize data
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$game_temp = Game_Temp.new
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$game_temp = Game_Temp.new
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new_game #unless load
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new_game #unless load
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load_perma_flags
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# Make system object
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# Make system object
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$game_system = Game_System.new
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$game_system = Game_System.new
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# Skip title screen if debug mode (or demo, but not GDC)
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# Skip title screen if debug mode (or demo, but not GDC)
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