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Diff Revisions 1085 vs 1086 for /s2s/data/5FDD1950K9FA1A4BCCSB00CEE54C8BC8AE54.json

Diff revisions: vs.
  @@ -1 +1,308 @@
1 - {"uid":"5FDD1950K9FA1A4BCCSB00CEE54C8BC8AE54","isLoaded":true,"lastModificationTime":1424021629456,"items":{"name":"Show Save Game Image","type":"data_record","order":4,"category":"commonEvents","data":{"name":"Show Save Game Image","startCondition":0,"conditionEnabled":false,"parallel":false,"parameters":[{"label":"Picture ID","type":1,"numberVariable":{"name":"Picture ID","index":0,"scope":0},"numberValueType":"number"},{"label":"Save Slot","type":1,"numberVariable":{"name":"Slot Area","index":1,"scope":0},"numberValueType":"number"},{"label":"Page","type":1,"numberVariable":{"name":"Page","index":2,"scope":0},"numberValueType":"number"}],"commands":[{"id":"gs.Comment","params":{"text":"This Common Event shows the correct snapshot-image for the specified save game slot. The picture ID to use as well as the slot-area and page are passed via parameters.\n\nWith the help of the page-number and slot-area we calculate the actual save game slot number using the following formula:\n\n(Page - 1) * NumberOfSlotAreas + Slot-Area = Actual Save Game Slot Number\n\nFor Example: If the user clicks on the 2. Slot-Area on Page 3 the actual save game slot number is: \n\n(3 - 1) * 8 + 2 = 18\n\nAfter that, we use a script call to assign the snapshot-image to the picture with the specified picture ID. That is necessary because VN Maker has no command to access the screenshot of a save-game."},"indent":0,"uid":"BCBE63A47E9437410F8A15090310DA56E207","expanded":true},{"id":"gs.ChangeNumberVariables","params":{"target":0,"targetVariable":{"name":"Slot","index":3,"scope":0},"targetScope":0,"targetRange":{"start":0,"end":0},"targetReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"operation":0,"source":0,"sourceValue":8,"sourceRandom":{"start":0,"end":0},"sourceScope":0,"sourceVariable":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"sourceReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"previewBackground":{"name":"$live_preview_snapshot"},"targetReferenceDomain":"com.degica.vnm.default","sourceReferenceDomain":"com.degica.vnm.default"},"indent":0,"uid":"0BE0D3D62B01E4404E696176758CFDDC04E4"},{"id":"gs.ChangeNumberVariables","params":{"target":0,"targetVariable":{"name":"Page","index":2,"scope":0},"targetScope":0,"targetRange":{"start":0,"end":0},"targetReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"operation":2,"source":0,"sourceValue":1,"sourceRandom":{"start":0,"end":0},"sourceScope":0,"sourceVariable":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"sourceReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"previewBackground":{"name":"$live_preview_snapshot"},"targetReferenceDomain":"com.degica.vnm.default","sourceReferenceDomain":"com.degica.vnm.default"},"indent":0,"uid":"460CBD4E2E2D164ABF4984E439C864B96519"},{"id":"gs.ChangeNumberVariables","params":{"target":0,"targetVariable":{"name":"Slot","index":3,"scope":0},"targetScope":0,"targetRange":{"start":0,"end":0},"targetReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"operation":3,"source":0,"sourceValue":{"name":"Page","index":2,"scope":0},"sourceRandom":{"start":0,"end":0},"sourceScope":0,"sourceVariable":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"sourceReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"previewBackground":{"name":"$live_preview_snapshot"},"targetReferenceDomain":"com.degica.vnm.default","sourceReferenceDomain":"com.degica.vnm.default"},"indent":0,"uid":"A4AB3D53744FF34ECB68A1218D46B4BCF91B"},{"id":"gs.ChangeNumberVariables","params":{"target":0,"targetVariable":{"name":"Slot","index":3,"scope":0},"targetScope":0,"targetRange":{"start":0,"end":0},"targetReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"operation":1,"source":0,"sourceValue":{"name":"Slot Area","index":1,"scope":0},"sourceRandom":{"start":0,"end":0},"sourceScope":0,"sourceVariable":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"sourceReference":{"scope":1,"index":0,"domain":"com.degica.vnm.default"},"previewBackground":{"name":"$live_preview_snapshot"},"targetReferenceDomain":"com.degica.vnm.default","sourceReferenceDomain":"com.degica.vnm.default"},"indent":0,"uid":"32F1C8F82EA43345887A8D2733FCE51B7477"},{"id":"gs.Script","params":{"script":"/*\n* This script call is used to assign the correct screenshot image for the slot to the correct picture object. That is necessary because VN Maker has no command by default\n* to access save game date. But feel free to create your own commands for it via plugins!\n*/\n\n/* \n * Here we access tempNumbers which is an array containing all local number variables for this common event.\n * So store the Picture ID, Slot-Area in two local variables \"id\" and \"slotNumber\" to access them later in a shorter way. We also subtract\n * 1 from the slot-number because the internal counting starts at 0 and not at 1. \n*/\nvar id = GameManager.variableStore.tempNumbers[0];\nvar slotNumber = GameManager.variableStore.tempNumbers[3] - 1;\n\n/*\n* Here we use the Picture ID to get the corresponding picture object and store into \"picture\" variable so we can modify the picture object later. We also\n* use the slotNumber to get the corresponding slot-object which contains more info about the save-game slot. So we can check later if that slot is actually used and if yes we\n* can access the screenshot image.\n*/\nvar picture = SceneManager.scene.pictures[id];\nvar slot = GameManager.saveGameSlots[slotNumber];\n\n/* Here we check if the save game slot is used. If so, we can access the screenshot image and\n* set it as bitmap for the picture-object so it is display on screen.\n*/\nif(slot && slot.date) \n{\n // Let's check if there already a cached bitmap-object for our save game slot.\n var bitmap = ResourceManager.getCustomBitmap(\"$slot_\"+slotNumber);\n\n // If there is a cached bitmap-object but it is different from the current slot-image then\n // we have to dispose/destroy the old cached bitmap.\n if(bitmap && bitmap.filePath != slot.image)\n {\n bitmap.dispose();\n bitmap = null;\n }\n\n // If not, so bitmap is null, then we have to create it\n if(!bitmap) \n {\n /* Create a new bitmap-object from slot.image. The slot.image property stores the screenshot image for the\n * save game slot as data url.\n */\n bitmap = new gs.Bitmap(slot.image);\n // Put the new created bitmap object into the cache so we don't need to re-create it everytime.\n ResourceManager.setCustomBitmap(\"$slot_\"+slotNumber, bitmap);\n // Set a callback function called if the bitmap is loaded/ready.\n bitmap.onload = function() \n {\n // We set the image name to \"null\" because we want to set an in-memory bitmap.\n picture.image = null;\n // Set the bitmap object for the picture to display it on screen.\n picture.bitmap = bitmap;\n // Set the size of the picture so it matches the size of the new assigned bitmap\n picture.dstRect.width = bitmap.width;\n picture.dstRect.height = bitmap.height;\n // Set the source-rectangle so it matches the size of the new assigned bitmap.\n picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n };\n }\n // Otherwise, we can just use the cached bitmap object.\n else\n {\n // We set the image name to \"null\" because we want to set an in-memory bitmap.\n picture.image = null;\n // Set the bitmap object for the picture to display it on screen.\n picture.bitmap = bitmap;\n // Set the size of the picture so it matches the size of the new assigned bitmap\n picture.dstRect.width = bitmap.width;\n picture.dstRect.height = bitmap.height;\n // Set the source-rectangle so it matches the size of the new assigned bitmap.\n picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n }\n}\n// If the slot is a free unused save game slot, we make the picture invisible by assigning nothing \"null\" to it.\nelse\n{\n // Set bitmap-property and image-property to null so nothing is displayed on screen for this picture.\n picture.bitmap = null\n picture.image = null\n}"},"indent":0,"expanded":true}],"index":"5FDD1950K9FA1A4BCCSB00CEE54C8BC8AE54","booleanVariables":[{"name":"","index":0,"scope":0}],"singleInstance":false,"numberVariables":[{"name":"Picture ID","index":0,"scope":0},{"name":"Slot Area","index":1,"scope":0},{"name":"Page","index":2,"scope":0},{"name":"Slot","index":3,"scope":0}],"stringVariables":[{"name":"","index":0,"scope":0}],"defaultExpressionId":"BF7CB12110894142C299D341A545C910AA86"},"id":"5FDD1950K9FA1A4BCCSB00CEE54C8BC8AE54","parentId":"72A65D9D3FA5C349F70A8EB8E315DC45F796","localizableStrings":{}},"summary":["name","type","order"]}
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51 + "text": "This Common Event shows the correct snapshot-image for the specified save game slot. The picture ID to use as well as the slot-area and page are passed via parameters.\n\nWith the help of the page-number and slot-area we calculate the actual save game slot number using the following formula:\n\n(Page - 1) * NumberOfSlotAreas + Slot-Area = Actual Save Game Slot Number\n\nFor Example: If the user clicks on the 2. Slot-Area on Page 3 the actual save game slot number is: \n\n(3 - 1) * 8 + 2 = 18\n\nAfter that, we use a script call to assign the snapshot-image to the picture with the specified picture ID. That is necessary because VN Maker has no command to access the screenshot of a save-game."
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248 + },
249 + {
250 + "id": "gs.Script",
251 + "params": {
252 + "script": "/*\n* This script call is used to assign the correct screenshot image for the slot to the correct picture object. That is necessary because VN Maker has no command by default\n* to access save game date. But feel free to create your own commands for it via plugins!\n*/\n\n/* \n * Here we access tempNumbers which is an array containing all local number variables for this common event.\n * So store the Picture ID, Slot-Area in two local variables \"id\" and \"slotNumber\" to access them later in a shorter way. We also subtract\n * 1 from the slot-number because the internal counting starts at 0 and not at 1. \n*/\nvar id = GameManager.variableStore.tempNumbers[0];\nvar slotNumber = GameManager.variableStore.tempNumbers[3] - 1;\n\n/*\n* Here we use the Picture ID to get the corresponding picture object and store into \"picture\" variable so we can modify the picture object later. We also\n* use the slotNumber to get the corresponding slot-object which contains more info about the save-game slot. So we can check later if that slot is actually used and if yes we\n* can access the screenshot image.\n*/\nvar picture = SceneManager.scene.pictures[id];\nvar slot = GameManager.saveGameSlots[slotNumber];\n\n/* Here we check if the save game slot is used. If so, we can access the screenshot image and\n* set it as bitmap for the picture-object so it is display on screen.\n*/\nif(slot && slot.date) \n{\n // Let's check if there already a cached bitmap-object for our save game slot.\n var bitmap = ResourceManager.getCustomBitmap(\"$slot_\"+slotNumber);\n\n // If there is a cached bitmap-object but it is different from the current slot-image then\n // we have to dispose/destroy the old cached bitmap.\n if(bitmap && bitmap.filePath != slot.image)\n {\n bitmap.dispose();\n bitmap = null;\n }\n\n // If not, so bitmap is null, then we have to create it\n if(!bitmap) \n {\n /* Create a new bitmap-object from slot.image. The slot.image property stores the screenshot image for the\n * save game slot as data url.\n */\n bitmap = new gs.Bitmap(slot.image);\n // Put the new created bitmap object into the cache so we don't need to re-create it everytime.\n ResourceManager.setCustomBitmap(\"$slot_\"+slotNumber, bitmap);\n // Set a callback function called if the bitmap is loaded/ready.\n bitmap.onload = function() \n {\n // We set the image name to \"null\" because we want to set an in-memory bitmap.\n picture.image = null;\n // Set the bitmap object for the picture to display it on screen.\n picture.bitmap = bitmap;\n // Set the size of the picture so it matches the size of the new assigned bitmap\n picture.dstRect.width = bitmap.width;\n picture.dstRect.height = bitmap.height;\n // Set the source-rectangle so it matches the size of the new assigned bitmap.\n picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n };\n }\n // Otherwise, we can just use the cached bitmap object.\n else\n {\n // We set the image name to \"null\" because we want to set an in-memory bitmap.\n picture.image = null;\n // Set the bitmap object for the picture to display it on screen.\n picture.bitmap = bitmap;\n // Set the size of the picture so it matches the size of the new assigned bitmap\n picture.dstRect.width = bitmap.width;\n picture.dstRect.height = bitmap.height;\n // Set the source-rectangle so it matches the size of the new assigned bitmap.\n picture.srcRect.set(0, 0, bitmap.width, bitmap.height);\n }\n}\n// If the slot is a free unused save game slot, we make the picture invisible by assigning nothing \"null\" to it.\nelse\n{\n // Set bitmap-property and image-property to null so nothing is displayed on screen for this picture.\n picture.bitmap = null\n picture.image = null\n}"
253 + },
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