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Autor Thema: + [NEO SAVE SYSTEM ] +  (Gelesen 15639 mal)

Offline Hanmac

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #45 am: Dezember 14, 2008, 21:15:33 »
wenn ja deaktiviere aero
"alles ist wahr, wenn wahr einen bestimmten Wert annimmt."

Re: + [NEO SAVE SYSTEM ] +

Offline Akwa

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #46 am: Dezember 15, 2008, 18:37:05 »
Ja ich habe Vista Home Premium 32Bit


Re: + [NEO SAVE SYSTEM ] +

Shinji

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #47 am: Dezember 15, 2008, 18:45:57 »
->
Zitat
wenn ja deaktiviere aero
:)

Re: + [NEO SAVE SYSTEM ] +

Offline Akwa

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #48 am: Dezember 15, 2008, 18:51:13 »
Ich versteh das nicht:

wenn ja deaktiviere Aero


Re: + [NEO SAVE SYSTEM ] +

Offline eugene222

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #49 am: Dezember 15, 2008, 18:58:49 »
Aero ist das Standartdesing von Vista. Die Screenshot.dll hat Probleme mit Aero, das ist der Grund weshalb ich auch auf diesen Skript verzichtet hab. Überleg dir mal ob du nicht ein anderes Save Skript suchst, wenn nicht wie gesagt, es lauft nicht unter Aero.

Re: + [NEO SAVE SYSTEM ] +

Offline Akwa

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #50 am: Dezember 15, 2008, 19:10:02 »
Was gibt es denn noch so für Saveskripts


Re: + [NEO SAVE SYSTEM ] +

Offline eugene222

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #51 am: Dezember 15, 2008, 19:12:01 »
So fallen mir jetzt keine ein, aber ich hab glaub ich auf rmvx.org welche gesehen. Musst du nachschauen. Oder vielleicht war es auch auf rpgrevolution.com. Aber auf jeden Fall weiß ich, dass es welche gibt.

mfg. eugene

Re: + [NEO SAVE SYSTEM ] +

Offline Hanmac

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #52 am: Dezember 15, 2008, 21:04:15 »
meins wird genauso aussehn (weswegen auch woratana credit bekommt)
aber soll unter vx die snap_to_bitmap nutzen
dadürch müsste es auch unter aero laufen
« Letzte Änderung: Dezember 15, 2008, 21:06:59 von Hanmac »
"alles ist wahr, wenn wahr einen bestimmten Wert annimmt."

Re: + [NEO SAVE SYSTEM ] +

Offline Kisuke Urahara

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #53 am: Dezember 19, 2008, 11:14:47 »
O.o ich kann die Demo nicht downloaden...die datei si nicht vorhanden.

Kann die nochmal jemand uploaden?
Can somebody upload the Demo again? It's a broken link.

mfg Ryu
Heroes - A never ending Story
!!!REMAKE!!!


Status:
||||||||||||||||||||
[17% fertig]

Was die 2nd Demo kann:
Spoiler for Hiden:
  • 2nd Kampfsystem (on Map)
  • Seelen als Währung bei den Shinigamihändlern
  • Spirites-Funktion nutzbar
  • Beschwörung der Geister als Actor's
  • Set's (individuelles aussehen von Jin + Setbonus)


Re: + [NEO SAVE SYSTEM ] +

Offline Sk!p

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #54 am: Dezember 19, 2008, 13:54:36 »
Ich habe das Script von Silva geschickt bekommen,
allerdings in schon etwas abgewandelter Form, also nicht mehr das reine Skript.
Aber ich Stelle es hier mal zur Verfügung.
Spoiler for Hiden:
Zitat
#===============================================================
# ? [VX] ? Neo Save System with Unlimited save slots ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 04/05/2008
# ? Version: 1.0
#--------------------------------------------------------------
# ? Credit: - Andreas21 and Cybersam for Screenshot Script
# - RPG Revolution for hosted screenshot DLL file.
#--------------------------------------------------------------
# ? Requirement: screenshot.dll by Andreas21.
# You can download it from:
# http://www.rpgrevolution.com/users/woratana/DLL_file/
# Put it in project folder. (folder that has Game.exe)
#--------------------------------------------------------------
# ? Features:
# - Unlimited save slots, you can choose max save slot
# - You can use image for scene's background
# - Choose your save file's name, and folder to store save files
# - Choose to show only information you want
# - Editable text for information's title
# - Include Screenshot for each save file, you can choose its image type
# - Remove text you don't want from map's name (e.g. tags for special script)
# - Choose map that you don't want to show its name
# - Include save confirmation window before overwrite old save
#=================================================================

module Wora_NSS
  #==========================================================================
  # * START NEO SAVE SYSTEM - SETUP
  #--------------------------------------------------------------------------
  NSS_WINDOW_OPACITY = 100 # All windows' opacity (Lowest 0 - 255 Highest)
  # You can change this to 0 in case you want to use image for background
  NSS_IMAGE_BG = 'title' # Background image file name, it must be in folder Picture.
  # use '' for no background
  NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image
 
  MAX_SAVE_SLOT = 10 # Max save slots no.
  SLOT_NAME = 'Speicher{id}'
  # Name of the slot (show in save slots list), use {id} for slot ID
  SAVE_FILE_NAME = 'Save{id}.rvdata'
  # Save file name, you can also change its file type from .rvdata to other
  # use {id} for save slot ID
  SAVE_PATH = 'Speicherdateien/' # Path to store save file, e.g. 'Save/' or '' (for game folder)
 
  SAVED_SLOT_ICON = 133 # Icon Index for saved slot
  EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
 
  IMAGE_FILETYPE = '.png' # Image type for screenshot
  # '.bmp', or '.jpg', or '.png'
 
  EMPTY_SLOT_TEXT = '-Kein Speicher-' # Text to show for empty slot's data
 
  DRAW_GOLD = true # Draw Gold
  DRAW_PLAYTIME = true # Draw Playtime
  DRAW_LOCATION = false # Draw location
  DRAW_FACE = true # Draw Actor's face
  DRAW_LEVEL = false # Draw Actor's level
  DRAW_NAME = true # Draw Actor's name
 
  PLAYTIME_TEXT = 'Spielzeit: '
  GOLD_TEXT = 'Gold: '
  LOCATION_TEXT = 'Ort: '
  LV_TEXT = 'Level '
 
  MAP_NAME_TEXT_SUB = %w{}
  # Text that you want to remove from map name,
  # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
  MAP_NO_NAME_LIST = [] # ID of Map that will not show map name, e.g. [1,2,3]
  MAP_NO_NAME_NAME = 'Unbekannt' # What you will use to call map in no name list
 
  MAP_BORDER = Color.new(0,0,0,200) # Map (Screenshot) border color (R,G,B,Opacity)
  FACE_BORDER = Color.new(0,0,0,200) # Face border color
 
  ## SAVE CONFIRMATION WINDOW ##
  SFC_Text_Confirm = 'Speichern Bestätigen' # Text to confirm to save file
  SFC_Text_Cancel = 'Zurück' # Text to cancel to save
  SFC_Window_Width = 250 # Width of Confirmation Window
  SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
  SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically
  #----------------------------------------------------------------------
  # END NEO SAVE SYSTEM - SETUP
  #=========================================================================

  #-------------------------------------------------------------
  # 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
    @help_window.opacity = NSS_WINDOW_OPACITY
    @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
   
    # 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
    File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE,
    make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE)
    file = File.open(make_filename(@last_slot_index), "wb")
    write_save_data(file)
    file.close
    $scene = Scene_Map.new
  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
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 draw_data(slot_id)
    contents.clear # 352, 328
    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 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
    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.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
      contents.font.color = normal_color
      contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
    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.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['gamepar'].members
        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
      @data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE
      @data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path'])
      @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_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)
        @map_name[map_id] = MAP_NO_NAME_NAME
      else
        @map_name[map_id] = @map_data[map_id].name
        MAP_NAME_TEXT_SUB.each_index do |i|
          @map_name[map_id].sub!(MAP_NAME_TEXT_SUB, '')
        end
      end
    end
    return @map_name[map_id]
  end
 
  def get_bitmap(path)
    if !@bitmap_list.include?(path)
      @bitmap_list[path] = Bitmap.new(path)
    end
    return @bitmap_list[path]
  end
 
  def dispose
    @bitmap_list.each {|i| i[1].dispose }
    super
  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
#======================================================================

« Letzte Änderung: Dezember 19, 2008, 15:33:14 von hellMinor »

Klischee Antagonist! | Back From Hell To Conquer The World!


Re: + [NEO SAVE SYSTEM ] +

Offline Emelie Rose

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #55 am: Dezember 22, 2008, 14:44:45 »
hat wer das original script?

bei mir kommt immer dieser fehler:



Re: + [NEO SAVE SYSTEM ] +

Offline eugene222

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #56 am: Dezember 22, 2008, 16:02:24 »
Es gibt eine Version 2 von Woratan, welche nicht mehr mit der Screenshot.dll arbeitet. Sie benutzt jetzt Bilder statt der dll. Wenn du interessiert an der Version2 bist, hier der Link:
http://www.mediafire.com/?mmwxyy42dqz

Re: + [NEO SAVE SYSTEM ] +

Offline Emelie Rose

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Re: + [NEO SAVE SYSTEM ] +
« Antwort #57 am: Dezember 22, 2008, 16:05:20 »
vielen dank

Re: + [NEO SAVE SYSTEM ] +

Bahamut

  • Gast
Re: + [NEO SAVE SYSTEM ] +
« Antwort #58 am: März 18, 2009, 13:10:42 »
Hi there.
Well, I'm using the new version without the screenshot.dll and it just works great. thanks a lot for this awesome masterpiece :D

keep on scripting!

-Baha

Re: + [NEO SAVE SYSTEM ] +

Offline Stef-san

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    • Space Live
Re: + [NEO SAVE SYSTEM ] +
« Antwort #59 am: März 21, 2009, 08:17:32 »
aah.. endlich ohne diese screenshot dll :D nice nice. danke fuer den Link! :D

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