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Advanced Message Script and Saving Errors

I'm using " AMS - Advanced Message Script - R3" and I get this error when I try saving. Is there anyway I can get rid of this error? Any help would be appreciated. :D

http://h1.ripway.com/ScourgeDragon/Untitled-2copy.jpg[/img]


Here's the area of the script that the error occurs.
Code:
#===================================================
# â–² CLASS Scene_Save Additional Code Ends
#=================================================== 
class Scene_Save < Scene_File
  
 
  
  def write_save_data(file)
    ams_original_write_save_data(file)
    Marshal.dump($ams, file)
  end
  
end
 
You get that while saving? I would get something similiar when I would try to load a saved game I had made before adding the script. You might try starting a new game and seeing what happens.

Have you tried getting the newest version of the script? I'm using Release 4 right now.
 
Yeah, I get it while saving, but a save file is still created. Plus when I try to load that file it gives an error. I just made a new file after deleting the old one, but alas, still an error.-_-

I havn't tried getting the newest release. Is it in the download section? If not could you post a link? :D
 
Yeah! I can save!:D . . . but, I still can't load. -_-

Here's the error. . .
http://h1.ripway.com/ScourgeDragon/Untitled-1copy.jpg[/img]

Here's the area of code:
Code:
      def initialize
    @ranged = []
    @display = Sprite_Display.new
    abs_spriteset_map_initialize
    for ally in $game_allies.values
      if ally.map_id != $game_map.map_id
        ally.transparent = true
      else
        ally.transparent = false
      end
      sprite = Sprite_Character.new(@viewport1, ally)
      @character_sprites.push(sprite)
    end
  end
Hee's the specific line:
Code:
for ally in $game_allies.values
 
I don't know. I looked through the script and didnt see anything that said game_allies.

Code:
#===================================================
# â–  AMS - Advanced Message Script - R3
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis 
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# February 13, 2005
#===================================================

LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          

#===================================================
# â–¼ CLASS AMS Begins
#===================================================
class AMS
  
  attr_accessor :name_box_x_offset
  attr_accessor :name_box_y_offset 
  attr_accessor :font_type
  attr_accessor :name_font_type
  attr_accessor :font_size
  attr_accessor :name_font_size
  attr_accessor :message_box_opacity 
  attr_accessor :name_box_skin
  attr_accessor :name_box_text_color
  attr_accessor :message_box_text_color
  attr_accessor :message_box_skin
  attr_accessor :name_box_width
  attr_accessor :name_box_height
   
 def initialize
   
  @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
  @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
  @name_box_width = 8           #Choose the width of the Name Box. default= 8  
  @name_box_height = 26        #Choose the height of the Name Box. default= 26
  
  @font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
  @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
  @font_size = 22                      #Choose the default Font Size for message box text
  @name_font_size = 22            #Choose the deafault Font Size for Name Box text
  @name_box_text_color=0        #Choose the Text Color of the Name Box
  @message_box_text_color=0   #Choose the Text Color of the Message Box
  
  @message_box_opacity = 160            #Choose the opacity of the message window. Default=160
  @message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
  @name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
  
 end
end
#===================================================
# â–² CLASS AMS Ends
#===================================================


#===================================================
# â–¼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable   

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

 xrxs9_initialize

 if $soundname_on_speak == nil then
   $soundname_on_speak = ""
 end

 $gaiji_file = "./Graphics/Gaiji/sample.png"

 if FileTest.exist?($gaiji_file)
   @gaiji_cache = Bitmap.new($gaiji_file)
 else
   @gaigi_cache = nil
 end
 @opacity_text_buf = Bitmap.new(32, 32)
end

#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message
  
 if @name_window_frame != nil
   @name_window_frame.dispose
   @name_window_frame = nil
 end
 
 if @name_window_text  != nil
   @name_window_text.dispose
   @name_window_text  = nil
 end
 xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh
  
 self.contents.clear
 self.contents.font.color = text_color($ams.message_box_text_color)
 self.contents.font.name = $ams.font_type
 self.contents.font.size = $ams.font_size
 self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
 @x = @y = @max_x = @max_y = @indent = @lines = 0
 @face_indent = 0
 @opacity = 255
 @cursor_width = 0
 @write_speed = 0
 @write_wait = 0
 @mid_stop = false
 @face_file = nil
 @popchar = -2
 
 if $game_temp.choice_start == 0
   @x = 8
 end
 
 if $game_temp.message_text != nil
   @now_text = $game_temp.message_text
   if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
      @face_file = $1 + ".png"
      @x = @face_indent = 128
     if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
       self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
     end
     @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
   end

   begin
   last_text = @now_text.clone
   @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
   end until @now_text == last_text
   @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
     $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
    end
   
   #NEW
   #Dubealex's Stop Skip Text ON-OFF
   @now_text.gsub!(/\\[%]/) { "\100" }
   #End new command
    
   #NEW
   #Dubealex's Show Monster Name Feature
    @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
    $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Item Price Feature
    @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
    $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Hero Class Name Feature
    @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
    $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Current Map Name Feature
    @now_text.gsub!(/\\[Mm]ap/) do
    $game_map.name    != nil ? $game_map.name    : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Choose Name Box Text Color
    @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
    $ams.name_box_text_color=$1.to_i
    @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
    end
    #End new command
    
   name_window_set = false
   if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
     name_window_set = true
     name_text = $1
     @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
   end

   if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
     @popchar = $1.to_i
     if @popchar == -1
       @x = @indent = 48
       @y = 4
     end
     @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
   end

   @max_choice_x = 0
   if @popchar >= 0
     @text_save = @now_text.clone
     @max_x = 0
     @max_y = 4
     for i in 0..3
       line = @now_text.split(/\n/)[3-i]
       @max_y -= 1 if line == nil and @max_y <= 4-i
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       @max_x = cx if cx > @max_x
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     self.width = @max_x + 32 + @face_indent
     self.height = (@max_y - 1) * 32 + 64
     @max_choice_x -= 68
     @max_choice_x -= @face_indent*216/128
   else
     @max_x = self.width - 32 - @face_indent
     for i in 0..3
       line = @now_text.split(/\n/)[i]
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     @max_choice_x += 8
   end
   @cursor_width = 0
   @now_text.gsub!(/\\\\/) { "\000" }
   @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
   @now_text.gsub!(/\\[Gg]/) { "\002" }
   @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
   @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
   
    #NEW 
    #Dubealex's Permanent Color Change
    @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
      $ams.message_box_text_color= $1.to_i
     @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
      end
    #End of new command
    
    #NEW 
    #Dubealex's Font Change Feature
     @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
      buftxt = $1.to_s
      $ams.font_type = buftxt
      @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
      end
    #End of new command
    
   @now_text.gsub!(/\\[.]/) { "\005" }
   @now_text.gsub!(/\\[|]/) { "\006" }
   @now_text.gsub!(/\\[>]/) { "\016" }
   @now_text.gsub!(/\\[<]/) { "\017" }
   @now_text.gsub!(/\\[!]/) { "\020" }
   @now_text.gsub!(/\\[~]/) { "\021" }
   @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
   @now_text.gsub!(/\\[Ii]/) { "\023" }
   @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
   @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
   @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
   @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
   
   reset_window
   
   if name_window_set
     color=$ams.name_box_text_color
     off_x =  $ams.name_box_x_offset
     off_y =  $ams.name_box_y_offset
     space = 2
     x = self.x + off_x - space / 2
     y = self.y + off_y - space / 2
     w = self.contents.text_size(name_text).width + $ams.name_box_width + space
     h = $ams.name_box_height + space
     @name_window_frame = Window_Frame.new(x, y, w, h)
     @name_window_frame.z = self.z + 1
     x = self.x + off_x + 4
     y = self.y + off_y
     @name_window_text  = Air_Text.new(x, y, name_text, color)
     @name_window_text.z = self.z + 2
   end
 end

 reset_window
 
 if $game_temp.choice_max > 0
   @item_max = $game_temp.choice_max
   self.active = true
   self.index = 0
 end

 if $game_temp.num_input_variable_id > 0
   digits_max = $game_temp.num_input_digits_max
   number = $game_variables[$game_temp.num_input_variable_id]
   @input_number_window = Window_InputNumber.new(digits_max)
   @input_number_window.number = number
   @input_number_window.x = self.x + 8
   @input_number_window.y = self.y + $game_temp.num_input_start * 32
 end
end

#--------------------------------------------------------------------------

def update
  
 super
 
 if @fade_in
   self.contents_opacity += 24
   if @input_number_window != nil
     @input_number_window.contents_opacity += 24
   end
   if self.contents_opacity == 255
     @fade_in = false
   end
   return
 end
 @now_text = nil if @now_text == "" 

 if @now_text != nil and @mid_stop == false
   if @write_wait > 0
     @write_wait -= 1
     return
   end
   text_not_skip = LETTER_BY_LETTER_MODE
   while true
     @max_x = @x if @max_x < @x
     @max_y = @y if @max_y < @y
     if (c = @now_text.slice!(/./m)) != nil
       if c == "\000"
         c = "\\"
       end
       
       if c == "\001"
         @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
         temp_color = $1
         color = temp_color.to_i
         leading_x = temp_color.to_s.slice!(/./m)
         if leading_x == "#"
           self.contents.font.color = hex_color(temp_color)
           next
         end
         if color >= 0 and color <= 7
           self.contents.font.color = text_color(color)
         end
         next
       end

       if c == "\002"
         if @gold_window == nil and @popchar <= 0
           @gold_window = Window_Gold.new
           @gold_window.x = 560 - @gold_window.width
           if $game_temp.in_battle
             @gold_window.y = 192
           else
             @gold_window.y = self.y >= 128 ? 32 : 384
           end
           @gold_window.opacity = self.opacity
           @gold_window.back_opacity = self.back_opacity
         end
         c = ""
       end

       if c == "\003"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         speed = $1.to_i
         if speed >= 0 and speed <= 19
           @write_speed = speed
         end
         c = ""
       end

       if c == "\004"
         @now_text.sub!(/\[(.*?)\]/, "")
         buftxt = $1.dup.to_s
         if buftxt.match(/\//) == nil and buftxt != "" then
           $soundname_on_speak = "Audio/SE/" + buftxt
         else
           $soundname_on_speak = buftxt.dup
         end
         c = ""
       elsif c == "\004" 
         c = ""
       end
       
       if c == "\005"
         @write_wait += 5
         c = ""
       end
       
       if c == "\006"
         @write_wait += 20
         c = ""
       end
       
       if c == "\016"
         text_not_skip = false
         c = ""
       end
       
       if c == "\017"
         text_not_skip = true
         c = ""
       end
       
       if c == "\020"
         @mid_stop = true
         c = ""
       end
       
       if c == "\021"
         terminate_message
         return
       end
       
       if c == "\023"
         @indent = @x
         c = ""
       end

       if c == "\024"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @opacity = $1.to_i
         color = self.contents.font.color
         self.contents.font.name = $ams.font_type
         self.contents.font.size = $ams.font_size
         self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
         c = ""
       end

       if c == "\025"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         self.contents.font.size = [[$1.to_i, 6].max, 32].min
         c = ""
       end

       if c == "\026"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += $1.to_i
         c = ""
       end
       
       if c == "\027"
         @now_text.sub!(/\[(.*?)\]/, "")
         @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
       c = ""
       end

       if c == "\030"
         @now_text.sub!(/\[(.*?)\]/, "")
         self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
         @x += 24
         c = ""
       end

       if c == "\n"
         @lines += 1
         @y += 1
         @x = 0 + @indent + @face_indent
         if @lines >= $game_temp.choice_start
           @x = 8 + @indent + @face_indent
           @cursor_width = @max_choice_x
         end
         c = ""
       end
       
       if c == "\022"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
         c = ""
       end
       
       #NEW
       #Dubealex's Text Skip On/OFF Command
        if c == "\100"
           if @alex_skip==false
              @alex_skip=true
           else
             @alex_skip=false
           end
          c = ""
        end  
        #end of new command
                                    
       if c != ""
         self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
         @x += self.contents.text_size(c).width
         if $soundname_on_speak != "" then
           Audio.se_play($soundname_on_speak)
         end
       end
       
#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X 
# C = Enter, Space Bar and C
# A = Shift, Z 

   if Input.press?(Input::C) # <-- Change the value on that line
     if @alex_skip==false      
     text_not_skip = false
     end
       end
     else
       text_not_skip = true
       break
     end
     
     if text_not_skip
       break
     end
   end
   @write_wait += @write_speed
   return
 end

 if @input_number_window != nil
   @input_number_window.update
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
     $game_variables[$game_temp.num_input_variable_id] =
       @input_number_window.number
     $game_map.need_refresh = true
     @input_number_window.dispose
     @input_number_window = nil
     terminate_message
   end
   return
 end

 if @contents_showing
   if $game_temp.choice_max == 0
     self.pause = true
   end
   
   if Input.trigger?(Input::B)
     if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
       $game_system.se_play($data_system.cancel_se)
       $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
       terminate_message
     end
   end
   
   if Input.trigger?(Input::C)
     if $game_temp.choice_max > 0
       $game_system.se_play($data_system.decision_se)
       $game_temp.choice_proc.call(self.index)
     end
     if @mid_stop
       @mid_stop = false
       return
     else
       terminate_message
     end
   end
   return
 end

 if @fade_out == false and $game_temp.message_text != nil
   @contents_showing = true
   $game_temp.message_window_showing = true
   refresh
   Graphics.frame_reset
   self.visible = true
   self.contents_opacity = 0
   if @input_number_window != nil
     @input_number_window.contents_opacity = 0
   end
   @fade_in = true
   return
 end

 if self.visible
   @fade_out = true
   self.opacity -= 48
   if self.opacity == 0
     self.visible = false
     @fade_out = false
     $game_temp.message_window_showing = false
   end
   return
 end
end

#--------------------------------------------------------------------------

def get_character(parameter)

 case parameter
 when 0  
   return $game_player
 else 
   events = $game_map.events
   return events == nil ? nil : events[parameter]
 end
end

#--------------------------------------------------------------------------

def reset_window

 if @popchar >= 0
   events = $game_map.events
   if events != nil
     character = get_character(@popchar)
     x = [[character.screen_x -  0 - self.width / 2, 4].max, 636 - self.width].min
     y = [[character.screen_y - 48 - self.height, 4].max, 476 - self.height].min
     self.x = x
     self.y = y
   end
 elsif @popchar == -1
   self.x = -4
   self.y = -4
   self.width = 648
   self.height = 488
 else
   if $game_temp.in_battle
     self.y = 16
   else
     case $game_system.message_position
     when 0  
       self.y = 16
     when 1  
       self.y = 160
     when 2  
       self.y = 304
     end
     self.x = 80
     if @face_file == nil
       self.width = 480
     else
       self.width = 600
       self.x -= 60
     end
     self.height = 160
   end
 end
 self.contents = Bitmap.new(self.width - 32, self.height - 32)
 self.contents.font.color = text_color($ams.message_box_text_color)
 self.contents.font.name = $ams.font_type
  self.contents.font.size = $ams.font_size
 if @face_file != nil
   self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
 end
 if @popchar == -1
   self.opacity = 255
   self.back_opacity = 0
 elsif $game_system.message_frame == 0
   self.opacity = 255
   self.back_opacity = $ams.message_box_opacity
 else
   self.opacity = 0
   self.back_opacity = $ams.message_box_opacity
 end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

 if @gaiji_cache == nil
   return 0
 else
   if @gaiji_cache.width < num * 24
     return 0
   end

   if self.contents.font.size >= 20 and self.contents.font.size <= 24
     size = 24
   else
     size = self.contents.font.size * 100 * 24 / 2200
   end

   self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

   if $soundname_on_speak != "" then
     Audio.se_play($soundname_on_speak)
   end
   return size
 end
end

#--------------------------------------------------------------------------

def line_height
 return 32

 if self.contents.font.size >= 20 and self.contents.font.size <= 24
   return 32
 else
   return self.contents.font.size * 15 / 10
 end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

 sizeback = target.font.size
 target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
 rubysize = [rubysize, 6].max
 opacity = [[opacity, 0].max, 255].min
 split_s = str.split(/,/)
 split_s[0] == nil ? split_s[0] = "" : nil
 split_s[1] == nil ? split_s[1] = "" : nil

 height = sizeback + rubysize
 width  = target.text_size(split_s[0]).width

 target.font.size = rubysize
 ruby_width = target.text_size(split_s[1]).width
 target.font.size = sizeback

 buf_width = [target.text_size(split_s[0]).width, ruby_width].max

 width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

 if opacity == 255
   target.font.size = rubysize
   target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
   target.font.size = sizeback
   target.draw_text(x, y, width, target.font.size, split_s[0])
   return width
 else
   if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
     @opacity_text_buf.dispose
     @opacity_text_buf = Bitmap.new(buf_width, height)
   else
     @opacity_text_buf.clear
   end
   @opacity_text_buf.font.size = rubysize
   @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
   @opacity_text_buf.font.size = sizeback
   @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
   if sub_x >= 0
     target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   else
     target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   end
   return width
 end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
 option == nil ? option = "" : nil
 option.downcase!

 case option
 when "i"
   unless $data_items[index].name == nil
     r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
   end
 when "w"
   unless $data_weapons[index].name == nil
     r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
   end
 when "a"
   unless $data_armors[index].name == nil
     r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
   end
 when "s"
   unless $data_skills[index].name == nil
     r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
   end
 else
   r = $game_variables[index]
 end

 r == nil ? r = "" : nil
 return r
end

#--------------------------------------------------------------------------

def dispose
 terminate_message

 if @gaiji_cache != nil
   unless @gaiji_cache.disposed?
     @gaiji_cache.dispose
   end
 end

 unless @opacity_text_buf.disposed?
   @opacity_text_buf.dispose
 end

 $game_temp.message_window_showing = false
 if @input_number_window != nil
   @input_number_window.dispose
 end
 super
end

#--------------------------------------------------------------------------

def update_cursor_rect
 if @index >= 0
   n = $game_temp.choice_start + @index
   self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
 else
   self.cursor_rect.empty
 end
end
end
#=========================================
# â–² CLASS Window_Message Ends
#=========================================


#=========================================
# â–¼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
 super(x, y, width, height)
 self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
 self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
 super
end
end
#=========================================
# â–² CLASS Window_Frame Ends
#=========================================


#=========================================
# â–¼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
 
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end
#=========================================
# â–² CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# â–¼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
  
  #Dubealex's addition to save data from the AMS in the save files
  $ams = AMS.new
  
end
#=========================================
# â–² CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# â–¼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
 
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
 def hex_color(string)
   red = 0
   green = 0
   blue = 0
   if string.size != 6
     print("Hex strings must be six characters long.")
     print("White text will be used.")
     return Color.new(255, 255, 255, 255)
   end
   for i in 1..6
     s = string.slice!(/./m)
     if s == "#"
       print("Hex color string may not contain the \"#\" character.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     value = hex_convert(s)
     if value == -1
       print("Error converting hex value.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     case i
     when 1
       red += value * 16
     when 2
       red += value
     when 3
       green += value * 16
     when 4
       green += value
     when 5
       blue += value * 16
     when 6
       blue += value
     end
   end
   return Color.new(red, green, blue, 255)
 end
 
#--------------------------------------------------------------------------
 
 def hex_convert(character)
   case character
    when "0"
      return 0
   when "1"
      return 1
   when "2"
      return 2
   when "3"
      return 3
   when "4"
      return 4
   when "5"
      return 5
   when "6"
      return 6
   when "7"
      return 7
   when "8"
      return 8
   when "9"
      return 9
   when "A"
      return 10
   when "B"
      return 11
   when "C"
      return 12
   when "D"
      return 13
   when "E"
      return 14
   when "F"
      return 15
    end
   return -1
 end
end
#=========================================
# â–² CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# â–¼ Class Air_Text Begins 
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
  
 super(x-16, y-16, 32 + designate_text.size * 12, 56)
 self.opacity      = 0
 self.back_opacity = 0
 self.contents = Bitmap.new(self.width - 32, self.height - 32)
 w = self.contents.width
 h = self.contents.height
 self.contents.font.name = $ams.name_font_type
 self.contents.font.size = $ams.name_font_size
 self.contents.font.color = text_color(color)
 self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
 self.contents.clear
 super
end
end 
#==========================================
# â–² CLASS Air_Text  Ends
#==========================================


#===================================================
# â–¼ CLASS Scene_Save Additional Code Begins
#===================================================

#===================================================
# â–² CLASS Scene_Save Additional Code Ends
#=================================================== 
class Scene_Save < Scene_File
  
 
  alias ams_original_write_save_data write_save_data
  def write_save_data(file)
    ams_original_write_save_data(file)
    Marshal.dump($ams, file)
  end
  
end

#===================================================
# â–¼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
  
  alias ams_original_read_save_data read_save_data
  
  def read_save_data(file)
    ams_original_read_save_data(file)

  end
  
end
#===================================================
# â–² CLASS Scene_Load Additional Code Ends
#===================================================
 
Here you go, ScourgeDragon, the newest release of the message system.

Dubealex's Message System R.4

You shouldn't need the uncorrupted File Rgss100J.dll since this was made with the illegal version you needed it then, but it works fine with the legal english version.

It will probably make it so you can't load old saved games, but it's got a lot of cool features, I suggest getting the instructions on it's use from this post as well.

Hope this helps.
 
Cool, thanks! :D

It loads the file and everything. The screen is black when I do load, but I think that's a common event I have running. If I need any more help I'll post again.

Thanks again!:lol:

##EDIT##
I can save, but it won't show anything in the slot.(character sprites and stuff.) Plus the screen stays way off in a croner when I start, but it goes away when I move my character around.
 
^_^ Here it is:

Code:
#==============================================================================
# â–  Scene_File
#------------------------------------------------------------------------------
#  セーブ画面およびロード画面のスーパークラスです。
#==============================================================================

class Scene_File
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     help_text : ヘルプウィンドウに表示する文字列
  #--------------------------------------------------------------------------
  def initialize(help_text)
    @help_text = help_text
  end
  #--------------------------------------------------------------------------
  # ● メイン処理
  #--------------------------------------------------------------------------
  def main
    # ヘルプウィンドウを作成
    @help_window = Window_Help.new
    @help_window.set_text(@help_text)
    # セーブファイルウィンドウを作成
    @savefile_windows = []
    for i in 0..3
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    # 最後に操作したファイルを選択
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    # トランジション実行
    Graphics.transition
    # メインループ
    loop do
      # ゲーム画面を更新
      Graphics.update
      # 入力情報を更新
      Input.update
      # フレーム更新
      update
      # 画面が切り替わったらループを中断
      if $scene != self
        break
      end
    end
    # トランジション準備
    Graphics.freeze
    # ウィンドウを解放
    @help_window.dispose
    for i in @savefile_windows
      i.dispose
    end
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ウィンドウを更新
    @help_window.update
    for i in @savefile_windows
      i.update
    end
    # C ボタンが押された場合
    if Input.trigger?(Input::C)
      # メソッド on_decision (継承先で定義) を呼ぶ
      on_decision(make_filename(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    # B ボタンが押された場合
    if Input.trigger?(Input::B)
      # メソッド on_cancel (継承先で定義) を呼ぶ
      on_cancel
      return
    end
    # 方向ボタンの下が押された場合
    if Input.repeat?(Input::DOWN)
      # 方向ボタンの下の押下状態がリピートでない場合か、
      # またはカーソル位置が 3 より前の場合
      if Input.trigger?(Input::DOWN) or @file_index < 3
        # カーソル SE を演奏
        $game_system.se_play($data_system.cursor_se)
        # カーソルを下に移動
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    # 方向ボタンの上が押された場合
    if Input.repeat?(Input::UP)
      # 方向ボタンの上の押下状態がリピートでない場合か、
      # またはカーソル位置が 0 より後ろの場合
      if Input.trigger?(Input::UP) or @file_index > 0
        # カーソル SE を演奏
        $game_system.se_play($data_system.cursor_se)
        # カーソルを上に移動
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 3) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● ファイル名の作成
  #     file_index : セーブファイルのインデックス (0~3)
  #--------------------------------------------------------------------------
  def make_filename(file_index)
    return "Save#{file_index + 1}.rxdata"
  end
end
 

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