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Actors name on file select.

I was wondering how you would add the name of the main (actor) character to the file when you save, and when you came back the load it the name is on the "box" that you save your game under. i hope that makes sense. please help. :smile:
 
I just did this the other day, except it was to add a chapter variable.

Insert this code in a script above 'main', below 'Scene_Debug'

Code:
class Window_SaveFile
  
  def initialize(file_index, filename)
    super(0, 64 + file_index % 4 * 104, 640, 104)
    self.contents = Bitmap.new(width - 32, height - 32)
    @file_index = file_index
    @filename = "Save#{@file_index + 1}.rxdata"
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
      file = File.open(@filename, "r")
      @time_stamp = file.mtime
      @characters = Marshal.load(file)
      @frame_count = Marshal.load(file)
      @game_system = Marshal.load(file)
      @game_switches = Marshal.load(file)
      @game_variables = Marshal.load(file)
      @game_self_switches = Marshal.load(file)
      @game_screen = Marshal.load(file)
      @game_actors = Marshal.load(file)
      @game_party  = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close
    end
    refresh
    @selected = false
  end
  
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    name = "File #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    if @file_exist
      # Draw Chapter
#      chapter = "Chapter:" + @game_variables[18].to_s
#      self.contents.draw_text(4, 32, 600, 32, chapter)
      # Draw Actor[0].name
      self.contents.draw_text(4, 32, 600, 32, @game_party.actors[0].name)
      for i in 0...@characters.size
        bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
        cw = bitmap.rect.width / 4
        ch = bitmap.rect.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        x = 300 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt(x, 68 - ch, bitmap, src_rect)
      end
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 8, 600, 32, time_string, 2)
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
      self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
end

Be Well

ref: Junk2
 

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