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[SCRIPT] Neo Save System V
#1
basta incollarlo sotto materials e ricordatevi di creditare: Woratana
==========================================================================
# ● [VX] ◦ Neo Save System V ◦ □
#---------------------------------------------------------------------------
# â—¦ Author: Woratana [woratana@hotmail.com]
# â—¦ Thaiware RPG Maker Community
# â—¦ Last Updated:
# â—¦ Version: 3.0 -> 5.0
# â—¦ Continued support by Helladen
# â—¦ (Screen Shot credit Wortana, Andreas21, and Cybersam)
#---------------------------------------------------------------------------
# â—¦ Log V:
# - Screenshot support for those who want tone/weather/sprites and
# unlike NSS 1.0 the screen is now centered.
# - Added an option to stay in save screen after you save the game
#---------------------------------------------------------------------------
# â—¦ Log IV:
# - New addition for hiding map names. You can control the switch to
# allow MAP_NO_NAME_LIST to work or not.
# - Revised some of the settings and script organization.
# - Added an option to disable the vocab::Gold text right of the number.
# - Added an option to use default opacity or not.
# - Swap tile compatibility support.
#---------------------------------------------------------------------------
# â—¦ Log III:
# - Change back to draw tile map as screenshot. Don't need any image.
# - For drawing tile map, the characters won't show on the tile map.
#---------------------------------------------------------------------------
# â—¦ Log II:
# - Screenshot DLL is not work with Vista Aero, so I remove it
# and use image for each map instead of screenshot.
# - Actor's level in last version (V.1) is incorrect.
#---------------------------------------------------------------------------
# â—¦ Features:
# - Possibilità di settare il numero massimo di slot di salvataggio
# - Alcune nuove opzioni di configurazione
# - Supporto per lo script "Swap tile"
# - Possibilità di usare immagini come background
# - Scegliere il nome del file di salvataggio, e la catella contenete i save_files
# - Possibilità di mostrare solo le descrizioni volute
# - Editable text for information's title
# - Draw tile map for map that player is currently on.
# - Rimuove parti di testo che non si vogliono visualizzare nel nome della mappa (es: tags di particolari script come il Mode 07)
# - Possibilità di settare mappe di cui non si vuole mostrare il nome
# - Include la conferma dei salvataggi in caso di sovrascrizioni
#===========================================================================

module Wora_NSS Wora_NSS
#==========================================================================
# * START NEO SAVE SYSTEM - SETUP
#--------------------------------------------------------------------------
OPACITY_DEFAULT = true # userà l'opacità di default per le finestre
# Questo influenzerà entrambe le opacità qui sotto
NSS_WINDOW_OPACITY = 255 # opacità di tutte le finestre (minima 0 - 255 massima)
# settare 0 nel caso in cui si volgia utilizzare una picture come background
NSS_IMAGE_BG = '' # Nome del file d'immagine del background, che dev'essere nella cartella Picture
# usare '' per nessun background
NSS_IMAGE_BG_OPACITY = 255 # Opacità dell'immagine di background

# Se si usano gli screenshot come metodo, questa parte non serve!
SWAP_TILE = false # settare false se non si usa lo script swap_tile
SWAP_TILE_SWITCH = 84 # La switch dev'essere la stessa del tuo swap tile
# switch, ma se lo SWAP_TILE è su false, non importa.

# se è true farà uno screenshot della mappa, se false la disegnerà
SCREENSHOT_IMAGE = true # disegnare la mappa è utile perchè non necessita
# una .DLL o un'immagine per lo screenshot, ma non ha sprites, variazioni di tonalità né tempo
# atmosferico. Se questa è settata su false, devi accendere lo swap tile!

IMAGE_FILETYPE = '.png' # estensione dell'immagine di screenshot
# '.bmp', or '.jpg', or '.png'

# If this is true then the scene will not change when you save the game
SCENE_CHANGE = true # Changes Scene to map if true

MAX_SAVE_SLOT = 20 # Massimi slot di salvataggio
SLOT_NAME = 'SLOT {id}'
# Nome dello slot (mostrato nella save list), usa{id} per slot ID
SAVE_FILE_NAME = 'Save {id}.rvdata'
# Nome del save file, possibilità di cambiare anche l'estensione del save file da .rvdata ad altri

# Use {id} for save slot ID
SAVE_PATH = '' # Percorso per memorizzare i save file, es 'Save/' or '' (per le cartelle di gioco)
SAVED_SLOT_ICON = 133 # Icona per gli slot salvati

EMPTY_SLOT_ICON = 141 # Icona per gli slot vuoti
EMPTY_SLOT_TEXT = 'Empty' # testo mostrato per i salvataggi vuoti

DRAW_GOLD = true # visualizza oro
DRAW_PLAYTIME = true # visualizza tempo di gioco
DRAW_LOCATION = true # visualizza locazione
DRAW_FACE = true # visualizza faccia degli eroi
DRAW_LEVEL = true # visualizza livello degli eroi
DRAW_NAME = true # visualizza nome degli eroi
DRAW_TEXT_GOLD = false # visualizza il vocabolo::Gold (oro) alla destra del numero.

PLAYTIME_TEXT = 'Tempo di Gioco: '
GOLD_TEXT = 'Euro: '
LOCATION_TEXT = 'Luogo: '
LV_TEXT = 'Lv. '

MAP_NAME_TEXT_SUB = %w{}
# Testo che si desidera rimuovee dal nome della mappa,
# es %w{[LN] [DA]} rimuoverà il testo '[LN]' e '[DA]' dal nome della mappa
MAP_NO_NAME_LIST = [2] # ID delle mappe di cui non si vuole visualizzare il nome, es [1,2,3]
MAP_NO_NAME = '???' # le mappe senza nome avranno questo testo!

# questa è una switch che può attivare o disattivare la visualizzazione del nome della mappa sui salvataggi.
# MAP_NO_NAME. Se off, allor le mappe ritorneranno alla normailtà.
MAP_NO_NAME_SWITCH = 95 # questa switch dev'essere on affinchè il MAP_NO_NAME_LIST funzioni.

MAP_BORDER = Color.new(0,0,0,200) # colore del bordo della mappa (R,G,B,Opacità)
FACE_BORDER = Color.new(0,0,0,200) # colore del bordo dei face

# Finestra di conferma del salvataggio
SFC_Text_Confirm = 'Conferma il salvataggio' # testo per confermare l'operazione di salvataggio
SFC_Text_Cancel = 'Annulla' # testo per annullare l'operazione di salvataggio
SFC_Window_Width = 200 # larghezza della finestra di conferma
SFC_Window_X_Offset = 0 # sposta la finestra di conferma orizzontalmente
SFC_Window_Y_Offset = 0 # sposta la finestra di conferma verticalmente

#-------------------------------------------------------------------------
# END NEO SAVE SYSTEM - SETUP (Edit below at your own risk)
#=========================================================================

#-------------------------------------------------------------
# Screenshot V2 by Andreas21 and Cybersam
#-------------------------------------------------------------
@screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), ''
@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
module_function
def self.shot(file_name)
case IMAGE_FILETYPE
when '.bmp'; typid = 0
when '.jpg'; typid = 1
when '.png'; typid = 2
end
# Get Screenshot
filename = file_name + IMAGE_FILETYPE
@screen.call(0, 0, Graphics.width, Graphics.height, filename, self.handel,
typid)
end
def self.handel
game_name = "\0" * 256
@readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
return @findwindow.call('RGSS Player',game_name)
end

end

class Scene_File < Scene_Base
include Wora_NSS
attr_reader :window_slotdetail
#-------------------------------------------------------------------------
# * Start processing
#-------------------------------------------------------------------------
def start
super
create_menu_background
if NSS_IMAGE_BG != ''
@bg = Sprite.new
@bg.bitmap = Cache.picture(NSS_IMAGE_BG)
@bg.opacity = NSS_IMAGE_BG_OPACITY
end
@help_window = Window_Help.new
command = []
(1..MAX_SAVE_SLOT).each do |i|
command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
end
@window_slotdetail = Window_NSS_SlotDetail.new
@window_slotlist = Window_SlotList.new(160, command)
@window_slotlist.y = @help_window.height
@window_slotlist.height = Graphics.height - @help_window.height
if OPACITY_DEFAULT == false
@help_window.opacity = NSS_WINDOW_OPACITY
@window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
end

# Create Folder for Save file
if SAVE_PATH != ''
Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
end
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
@index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
(1..MAX_SAVE_SLOT).each do |i|
@window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
end
end
@window_slotlist.index = @index
# Draw Information
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
unless @bg.nil?
@bg.bitmap.dispose
@bg.dispose
end
@window_slotlist.dispose
@window_slotdetail.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if !@confirm_window.nil?
@confirm_window.update
if Input.trigger?(Input::C)
if @confirm_window.index == 0
determine_savefile
@confirm_window.dispose
@confirm_window = nil
else
Sound.play_cancel
@confirm_window.dispose
@confirm_window = nil
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
@confirm_window.dispose
@confirm_window = nil
end
else
update_menu_background
@window_slotlist.update
if @window_slotlist.index != @last_slot_index
@last_slot_index = @window_slotlist.index
@window_slotdetail.draw_data(@last_slot_index + 1)
end
@help_window.update
update_savefile_selection
end
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
def update_savefile_selection
if Input.trigger?(Input::C)
if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_decision
text1 = SFC_Text_Confirm
text2 = SFC_Text_Cancel
@confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
@confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
@confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
else
determine_savefile
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
end
end

#--------------------------------------------------------------------------
# * Execute Save
#--------------------------------------------------------------------------
def do_save
if SCREENSHOT_IMAGE
File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)
end
file = File.open(make_filename(@last_slot_index), "wb")
write_save_data(file)
file.close
if SCENE_CHANGE
$scene = Scene_Map.new
else
$scene = Scene_File.new(true, false, false)
end
end
#--------------------------------------------------------------------------
# * Execute Load
#--------------------------------------------------------------------------
def do_load
file = File.open(make_filename(@last_slot_index), "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
#--------------------------------------------------------------------------
# * Confirm Save File
#--------------------------------------------------------------------------
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @window_slotdetail.file_exist?(@last_slot_index + 1)
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @last_slot_index
end
#--------------------------------------------------------------------------
# * Create Filename
# file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
end
#--------------------------------------------------------------------------
# * Select File With Newest Timestamp
#--------------------------------------------------------------------------
def latest_file_index
latest_index = 0
latest_time = Time.at(0)
(1..MAX_SAVE_SLOT).each do |i|
file_name = make_filename(i - 1)
next if !@window_slotdetail.file_exist?(i)
file_time = File.mtime(file_name)
if file_time > latest_time
latest_time = file_time
latest_index = i - 1
end
end
return latest_index
end

class Window_SlotList < Window_Command
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
icon_index = 0
self.contents.clear_rect(rect)
if $scene.window_slotdetail.file_exist?(index + 1)
icon_index = Wora_NSS::SAVED_SLOT_ICON
else
icon_index = Wora_NSS::EMPTY_SLOT_ICON
end
if !icon_index.nil?
rect.x -= 4
draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
rect.x += 26
rect.width -= 20
end
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end

def cursor_down(wrap = false)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end

def cursor_up(wrap = false)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
end

class Window_NSS_SlotDetail < Window_Base
include Wora_NSS
def initialize
super(160, 56, 384, 360)
@data = []
@exist_list = []
@bitmap_list = {}
@map_name = []
end

def dispose
dispose_tilemap
super
end

def draw_data(slot_id)
contents.clear # 352, 328
dispose_tilemap
load_save_data(slot_id) if @data[slot_id].nil?
if @exist_list[slot_id]
save_data = @data[slot_id]
# DRAW SCREENSHOT
contents.fill_rect(0,30,352,160, MAP_BORDER)
if SCREENSHOT_IMAGE
if save_data['ss']
bitmap = get_bitmap(save_data['ss_path'])
rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156)
contents.blt(2,32,bitmap,rect)
end
else
if SWAP_TILE and $game_switches[SWAP_TILE_SWITCH]
create_swaptilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
save_data['gamemap'].display_y)
else
create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
save_data['gamemap'].display_y)
end
end
if DRAW_GOLD
# DRAW GOLD
gold_textsize = contents.text_size(save_data['gamepar'].gold).width
goldt_textsize = contents.text_size(GOLD_TEXT).width
contents.font.color = system_color
contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
contents.font.color = normal_color
contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
if DRAW_TEXT_GOLD == false
gold_textsize = 0
goldt_textsize = 0
else
contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)
end
end
if DRAW_PLAYTIME
# DRAW PLAYTIME
hour = save_data['total_sec'] / 60 / 60
min = save_data['total_sec'] / 60 % 60
sec = save_data['total_sec'] % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
pt_textsize = contents.text_size(PLAYTIME_TEXT).width
ts_textsize = contents.text_size(time_string).width
contents.font.color = system_color
contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
pt_textsize, WLH, PLAYTIME_TEXT)
contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
end
if DRAW_LOCATION
# DRAW LOCATION
lc_textsize = contents.text_size(LOCATION_TEXT).width
mn_textsize = contents.text_size(save_data['map_name']).width
contents.font.color = system_color
contents.draw_text(0, 190, contents.width, WLH, LOCATION_TEXT)
contents.font.color = normal_color
contents.draw_text(lc_textsize, 190, contents.width, WLH, save_data['map_name'])
end
# DRAW FACE & Level & Name
save_data['gamepar'].members.each_index do |i|
actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
face_x_base = (i*80) + (i*8)
face_y_base = 216
lvn_y_plus = 10
lv_textsize = contents.text_size(actor.level).width
lvt_textsize = contents.text_size(LV_TEXT).width
if DRAW_FACE
# Draw Face
contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
draw_face(actor.face_name, actor.face_index, face_x_base + 2,
face_y_base + 2, 80)
end
if DRAW_LEVEL
# Draw Level
contents.font.color = system_color
contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
contents.font.color = normal_color
contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
end
if DRAW_NAME
# Draw Name
contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
WLH, actor.name, 1)
end
end
else
contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
end
end

def load_save_data(slot_id)
file_name = make_filename(slot_id)
if file_exist?(slot_id) or FileTest.exist?(file_name)
@exist_list[slot_id] = true
@data[slot_id] = {}
# Start load data
file = File.open(file_name, "r")
@data[slot_id]['time'] = file.mtime
@data[slot_id]['char'] = Marshal.load(file)
@data[slot_id]['frame'] = Marshal.load(file)
@data[slot_id]['last_bgm'] = Marshal.load(file)
@data[slot_id]['last_bgs'] = Marshal.load(file)
@data[slot_id]['gamesys'] = Marshal.load(file)
@data[slot_id]['gamemes'] = Marshal.load(file)
@data[slot_id]['gameswi'] = Marshal.load(file)
@data[slot_id]['gamevar'] = Marshal.load(file)
@data[slot_id]['gameselfvar'] = Marshal.load(file)
@data[slot_id]['gameactor'] = Marshal.load(file)
@data[slot_id]['gamepar'] = Marshal.load(file)
@data[slot_id]['gametro'] = Marshal.load(file)
@data[slot_id]['gamemap'] = Marshal.load(file)
@data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
if SCREENSHOT_IMAGE
@data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
@data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
end
@data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
file.close
else
@exist_list[slot_id] = false
@data[slot_id] = -1
end
end

def make_filename(file_index)
return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
end

def file_exist?(slot_id)
return @exist_list[slot_id] if !@exist_list[slot_id].nil?
@exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
return @exist_list[slot_id]
end

def get_bitmap(path)
if !@bitmap_list.include?(path)
@bitmap_list[path] = Bitmap.new(path)
end
return @bitmap_list[path]
end

def get_mapname(map_id)
if @map_data.nil?
@map_data = load_data("Data/MapInfos.rvdata")
end
if @map_name[map_id].nil?
if MAP_NO_NAME_LIST.include?(map_id) and $game_switches[MAP_NO_NAME_SWITCH]
@map_name[map_id] = MAP_NO_NAME
else
@map_name[map_id] = @map_data[map_id].name
end
MAP_NAME_TEXT_SUB.each_index do |i|
@map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
@mapname = @map_name[map_id]
end
end
return @map_name[map_id]
end

def create_tilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)
@tilemap.bitmaps[0] = Cache.system("TileA1")
@tilemap.bitmaps[1] = Cache.system("TileA2")
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[4] = Cache.system("TileA5")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
end

def create_swaptilemap(map_data, ox, oy)
@viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
@viewport.z = self.z
@tilemap = Tilemap.new(@viewport)

tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil
tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil
tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil
tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil
tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil
tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil
tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil
tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil
tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil

if $tileA1 != nil
@tilemap.bitmaps[0] = tile1
else
@tilemap.bitmaps[0] = Cache.system("TileA1")
end

if $tileA2 != nil
@tilemap.bitmaps[1] = tile2
else
@tilemap.bitmaps[1] = Cache.system("TileA2")
end

if $tileA3 != nil
@tilemap.bitmaps[2] = tile3
else
@tilemap.bitmaps[2] = Cache.system("TileA3")
end

if $tileA4 != nil
@tilemap.bitmaps[3] = tile4
else
@tilemap.bitmaps[3] = Cache.system("TileA4")
end

if $tileA5 != nil
@tilemap.bitmaps[4] = tile5
else
@tilemap.bitmaps[4] = Cache.system("TileA5")
end

if $tileB != nil
@tilemap.bitmaps[5] = tile6
else
@tilemap.bitmaps[5] = Cache.system("TileB")
end

if $tileC != nil
@tilemap.bitmaps[6] = tile7
else
@tilemap.bitmaps[6] = Cache.system("TileC")
end

if $tileD != nil
@tilemap.bitmaps[7] = tile8
else
@tilemap.bitmaps[7] = Cache.system("TileD")
end

if $tileE != nil
@tilemap.bitmaps[8] = tile9
else
@tilemap.bitmaps[8] = Cache.system("TileE")
end

@tilemap.map_data = map_data
@tilemap.ox = ox / 8 + 99
@tilemap.oy = oy / 8 + 90
end

def dispose_tilemap
unless @tilemap.nil?
@tilemap.dispose
@tilemap = nil
end
end
end
end

class Scene_Title < Scene_Base
def check_continue
file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
@continue_enabled = (Dir.glob(file_name).size > 0)
end
end

class Scene_Map < Scene_Base
alias wora_nss_scemap_ter terminate
def terminate
Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp')
wora_nss_scemap_ter
end
end
#======================================================================
# END - NEO SAVE SYSTEM by Woratana
#======================================================================
 
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