Added scripts
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55
scripts/SaveLoad.rb
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55
scripts/SaveLoad.rb
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def save_file_name
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Oneshot::SAVE_PATH + '/Save.rxdata'
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end
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def save
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File.open(save_file_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($game_oneshot, file)
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end
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end
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def load
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return false unless FileTest.exist?(save_file_name)
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File.open(save_file_name, 'rb') do |file|
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# Read frame count for measuring play time
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Graphics.frame_count = Marshal.load(file)
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# Read each type of game object
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$game_system = Marshal.load(file)
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$game_switches = Marshal.load(file)
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$game_variables = Marshal.load(file)
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$game_self_switches = Marshal.load(file)
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$game_screen = Marshal.load(file)
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$game_actors = Marshal.load(file)
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$game_party = Marshal.load(file)
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$game_map = Marshal.load(file)
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$game_player = Marshal.load(file)
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$game_oneshot = Marshal.load(file)
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# If magic number is different from when saving
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# (if editing was added with editor)
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if $game_system.magic_number != $data_system.magic_number
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# Load map
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$game_map.setup($game_map.map_id)
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$game_player.center($game_player.x, $game_player.y)
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end
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# Refresh party members
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$game_party.refresh
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end
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return true
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end
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