Dissonance
Member
Posting this because I didn't know if it went here or script requests and everybody on IRC told me to put it here.
My plan is to put both the New Game and the Quit options in the Load menu. Then, remove the [New Game/Load/Quit] from the title screen. The title screen would show only the title graphic with no windows or selections, and then when the user presses enter it would automatically boot into the load screen with these options. I'm using Raziel's Chrono Trigger Save Menu, altered by me, to get the desired effect. Now, I've altered the script a bunch to get the desired look/effects, but I can't get this one. Which is why I'm here! :D
A picture of what I currently have now. The two empty boxes up top should be where New Game and quit go. Please note that the graphics are very obviously placeholder and do not represent how any projects I may have in development right now actually look. :P
My plan is to put both the New Game and the Quit options in the Load menu. Then, remove the [New Game/Load/Quit] from the title screen. The title screen would show only the title graphic with no windows or selections, and then when the user presses enter it would automatically boot into the load screen with these options. I'm using Raziel's Chrono Trigger Save Menu, altered by me, to get the desired effect. Now, I've altered the script a bunch to get the desired look/effects, but I can't get this one. Which is why I'm here! :D
http://xs322.xs.to/xs322/07502/script.PNG[/img]
Code:
#==============================================================================
# ** Chrono Trigger Save Menu
#------------------------------------------------------------------------------
# Raziel
# 2006-09-09
# Version 1.00
#==============================================================================
# ~Instructions
# Icons of the characters are used in the save menu.
# Make sure you put them in the icon folder and name them
# like you name your character file, for example the icon for
# Arshes would be 001-Fighter01
#
# For the chapter function, just use $game_system.chapter = "desired filename"
# in a call script command and then the savefile will have the name
# you choose.
#==============================================================================
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This is a superclass for the save screen and load screen.
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
# help_text : text string shown in the help window
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make save file window
@startgame_window = Window_Base.new(29,22, 290, 50)
@quitgame_window = Window_Base.new(319,22, 290, 50)
@save_window = []
@save_window[0] = Window_Base.new(29,72, 70, 50)
@save_window[1] = Window_Base.new(29,122, 70, 50)
@save_window[2] = Window_Base.new(29,172, 70, 50)
@save_window[3] = Window_Base.new(29,222, 70, 50)
@chapter_window = []
@chapter_window[0] = Window_Base.new(99,72, 510, 50)
@chapter_window[1] = Window_Base.new(99,122, 510, 50)
@chapter_window[2] = Window_Base.new(99,172, 510, 50)
@chapter_window[3] = Window_Base.new(99,222, 510, 50)
@save_left = Window_Base.new(378,293,231,172)
@save_right = Window_Base.new(29,293,320,172)
@savefile_windows = []
@save_status = Window_SaveStatus.new
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
# Select last file to be operated
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@save_status.dispose
@save_left.dispose
@save_right.dispose
@startgame_window.dispose
@quitgame_window.dispose
for i in 0..3
@save_window[i].dispose
@chapter_window[i].dispose
end
for i in @savefile_windows
i.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@save_status.update
$game_temp.save_index = @file_index
if Input.trigger?(Input::C)
# Call method: on_decision (defined by the subclasses)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Call method: on_cancel (defined by the subclasses)
on_cancel
return
end
# If the down directional button was pressed
if Input.repeat?(Input::DOWN)
# If the down directional button pressed down is not a repeat,
# or cursor position is more in front than 3
unless @file_index == 3
if Input.trigger?(Input::DOWN)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Move cursor down
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1)
@savefile_windows[@file_index].selected = true
return
end
end
# If the up directional button was pressed
elsif Input.repeat?(Input::UP)
# If the up directional button pressed down is not a repeatã€