Export your game to a portable EXE file that can be played on ANY Windows system. So you've finished your project and you are ready for others to experience your unique RPG. Ace also has the advantage of being compatible with all existing fan made RPG Maker VX resources right out of the box. RPG Maker VX Ace features a largely expanded collection of graphics resources, with 4 included tilesets and downed sprites included, on top of many new sprites. These new tools are not only flexible, but also incredibly simple to learn and use, being accessed through a simple point and click interface. We have never offered a product before now that allowed such flexibility to the user without the need for any coding knowledge. RPG Make VX Ace enhances RPG making with several powerful new tools. Expanded default resources, including a built in Character Generator to form your own custom sprites and faces.New event options, including playing Ogg Theora video.A Character/Enemy/Skill/Equipment Database with a new powerful, flexible Features system.An enhanced map editor to build your world.Make your game, your way with all the following features: Almost all of the # global variables used by the game are initialized by this module.#=module DataManager #- # * Maximum Number of Save Files #- def self.savefile_max return ToddAutoSaveAce::MAXFILES + 1 end end#=# ** Scene_Map#-# This class performs the map screen processing.Ace provides all the tools you will need to make the game you've always dreamed of. #=module Autosave #- # * Save header writer #- def self.make_save_header header = contents = $game_system contents = $game_timer contents = $game_message contents = $game_switches contents = $game_variables contents = $game_self_switches contents = $game_actors contents = $game_party contents = $game_troop contents = $game_map contents = $game_player contents end #- # * Save contents extractor #- def self.extract_save_contents(contents) $game_system = contents $game_timer = contents $game_message = contents $game_switches = contents $game_variables = contents $game_self_switches = contents $game_actors = contents $game_party = contents $game_troop = contents $game_map = contents $game_player = contents end #- # * Map reloader #- def self.reload_map_if_updated 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) $game_player.make_encounter_count end end #- # * Total fade out # time : duration (milliseconds) #- def self.fadeout_all(time = 1000) RPG::BGM.fade(time) RPG::BGS.fade(time) RPG::ME.fade(time) Graphics.fadeout(time * ame_rate / 1000) RPG::BGM.stop RPG::BGS.stop RPG::ME.stop end #- # * Call method #- def self.call File.open('Autosave.rvdata2', "wb") do |file| $game_system.on_before_save Marshal.dump(make_save_header, file) Marshal.dump(make_save_contents, file) end end def self.load fadeout_all File.open('Autosave.rvdata2', "rb") do |file| Marshal.load(file) extract_save_contents(Marshal.load(file)) reload_map_if_updated end $game_system.on_after_load SceneManager.goto(Scene_Map) end end#=# ** DataManager#-# This module manages the database and game objects. This allows you to use the# "Autosave.call" ans "Autosave.load" commands. VARIABLE = 1 end#=# ** Autosave#-# This module contains the autosave method. AUTOSAVEFILENAME = "Autosave" #Switch to activate autosave before battle? AUTOSAVEBB = 1 #Switch to activate autosave when menu opened? AUTOSAVEM = 2 #Switch to activate autosave when changing map? AUTOSAVETM = 3 #Variable ID that contains the number where the sutosave file will be saved. #=# DT's Autosave# Author: DoctorTodd# Date ()# Edited by: ArkLennard# Date ()# Version: (1.0.0) (VXA)# Level: (Simple)# Email: NOTES: 1)This script will only work with ace.#=# Description: Saves the game when transferring the map, before battle, # and opening the menu (all optional).# Credits: Me (DoctorTodd), ArkLennard#=# Instructions# Paste above main.#=# Free for any use as long as I'm credited.#=# Editing begins 37 and ends on 50.#=module ToddAutoSaveAce #Max files (without autosave). Graphics.wait(fadein_speed / if ToddAutoSaveAce::AUTOSAVETM # * Post Processing for Transferring Player Window_MenuCommand::init_command_positionĪutosave.call if ToddAutoSaveAce::AUTOSAVEM # * Preprocessing for Battle Screen Transition # This class performs the map screen processing. # global variables used by the game are initialized by this module. # This module manages the database and game objects. # This module contains the autosave method. # Free for any use as long as I'm credited. The editor does recognise my file, but only the 'party' options. The save files are within the folder where the game.exe is also located (1 main folder, within that are the game.exe and different types of folders including the 'Saves' folder). # Description: Saves the game when transferring the map, before battle, Xerodrive said: Hi there, Im not exactly sure what you mean. # Email: NOTES: 1)This script will only work with ace.
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