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my scripts.data got screwed, plz help me recover my scripts

McP

Member

A few days ago, i edited my project, saved it and closed rmxp.
When I tried to open my project a few days later, i got an error about some corrupted scripts.. i copied all my data to a new project, and found out it was my scripts.rxdata the heart of the game ^^...
Unfortunately I had, of course, no backup.
I was able to remember most of the scripts i used and put them all in again.
But i can't remember the names of some of 'em.
I'd like to ask for your help in the search of my lost scripts.

-The first script was a save script, that, if i am right, was based on squalls asm but it showed a picture of the place where the game was saved and it did not show the size of the savegame.
Maybe it was a merge of some scripts.

-The second one was a teleport script, that was based on the airship flight in ffx.
I think you had to have a map of your world and the player could choose of a list of available teleports to places he already visited or were made available by a switch or script call. -resolved-txt to WeissRaben

edit may 6.
-The third script was a script to get higher amounts of HP and MP than the Editor allows.
You could enter multipliers that doubled or tripled or whatever the amounts entered in the database. It was something like the Limit breaking system, but not the same..

I hope my descriptions are sufficient to find out which scripts i mean.
Thanks for your help and interest.
 
Do you mean this? (sorry I can't upload it, too big)

Code:
#==============================================================================
# â–  ASM - advanced save menu
#------------------------------------------------------------------------------
# by squall // squall@loeher.zzn.com
# monday the 28th of november 2005
#
# Allows to have up to 99 files.
# Files are stored inside of the folder 'Saves' inside of the game's folder.
# Don't forget to create that folder if it doesn't already exist.
#==============================================================================

#==============================================================================
# â–  Window_File
#------------------------------------------------------------------------------
#  This window shows a list of recorded save files.
#==============================================================================

class Window_File < Window_Selectable
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize()
super(0, 64, 320, 416)
self.contents = Bitmap.new(width - 32, 99 * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index
self.index = index
@item_max = 99
refresh
end
#--------------------------------------------------------------------------
# ● refresh the window
#--------------------------------------------------------------------------
def refresh
time_stamp = Time.at(0)
for i in 0...99
filename = "Saves/Save#{i + 1}.rxdata"
self.contents.draw_text(1, i * 32, 32, 32, (i + 1).to_s, 1)
if FileTest.exist?(filename)
size = File.size(filename)
if size.between?(1000, 999999)
size /= 1000
size_str = "#{size} Ko"
elsif size > 999999
size /= 1000000
size_str = "#{size} Mo"
else
size_str = size.to_s
end
time_stamp = File.open(filename, "r").mtime
date = time_stamp.strftime("%d/%m/%Y")
time = time_stamp.strftime("%H:%M")
self.contents.draw_text(38, i * 32, 120, 32, date)
self.contents.draw_text(160, i * 32, 100, 32, time)
self.contents.draw_text(0, i * 32, 284, 32, size_str, 2)
end
end
end
end

#==============================================================================
# â–  Window_FileStatus
#------------------------------------------------------------------------------
#  This window shows the status of the currently selected save file
#==============================================================================

class Window_FileStatus < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(save_window)
super(320, 64, 320, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@save_window = save_window
@index = @save_window.index
rect = Rect.new(x + 16, y + (height - 32) / 2 + 16, width - 32, (height - 32) / 2)
@viewport = Viewport.new(rect)
@viewport.z = z + 10
refresh
end
#--------------------------------------------------------------------------
# ● dispose the map and the window
#--------------------------------------------------------------------------
def dispose
tilemap_dispose
@viewport.dispose
super
end
#--------------------------------------------------------------------------
# ● refresh the window
#--------------------------------------------------------------------------
def refresh
self.contents.clear
tilemap_dispose
filename = "Saves/Save#{@index + 1}.rxdata"
return unless FileTest.exist?(filename)
file = File.open(filename, "r")
Marshal.load(file)
frame_count = Marshal.load(file)
for i in 0...6
Marshal.load(file)
end
party = Marshal.load(file)
Marshal.load(file)
map = Marshal.load(file)
for i in 0...party.actors.size
actor = party.actors[i]
x = i % 2 * 144 + 4
y = i / 2 * 64
draw_actor_name(actor, x + 40, y)
draw_actor_level(actor, x + 40, y + 32)
draw_actor_graphic(actor, x + 10, y + 50)
end
total_sec = frame_count / Graphics.frame_rate
hour = total_sec / 60 / 60
min = total_sec / 60 % 60
sec = total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name
self.contents.font.color = system_color
self.contents.draw_text(4, 128, 120, 32, "Played Time ")
self.contents.draw_text(4, 160, 120, 32, "Location ")
self.contents.draw_text(128, 128, 16, 32, ":")
self.contents.draw_text(128, 160, 16, 32, ":")
self.contents.font.color = normal_color
self.contents.draw_text(144, 128, 120, 32, text)
self.contents.draw_text(144, 160, 120, 32, map_name)

@tilemap = Tilemap.new(@viewport)
@tilemap.tileset = RPG::Cache.tileset(map.tileset_name)
for i in 0..6
autotile_name = map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = map.data
@tilemap.ox = map.display_x / 4 + 176
@tilemap.oy = map.display_y / 4 + 148
end
#--------------------------------------------------------------------------
# ● tilemap_dispose
#--------------------------------------------------------------------------
def tilemap_dispose
unless @tilemap == nil
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
@tilemap = nil
end
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@tilemap.update if @tilemap != nil
if @index != @save_window.index
@index = @save_window.index
refresh
end
super
end
end

#==============================================================================
# â–  Scene_File
#------------------------------------------------------------------------------
#  Base scene for load and save menus.
#==============================================================================

class Scene_File
#--------------------------------------------------------------------------
# ● initialize the scene
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@file_window = Window_File.new
@status_window = Window_FileStatus.new(@file_window)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@file_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@help_window.update
@file_window.update
@status_window.update
if Input.trigger?(Input::C)
decision
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
cancel
return
end
end
#--------------------------------------------------------------------------
# ● return the selected file's name
#--------------------------------------------------------------------------
def filename
return "Saves/Save#{@file_window.index + 1}.rxdata"
end
end

#==============================================================================
# â–  Scene_Save
#------------------------------------------------------------------------------
#  Save menu
#==============================================================================

class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# ● initialize the save menu
#--------------------------------------------------------------------------
def initialize
super("Select a file to record your progress.")
end
#--------------------------------------------------------------------------
# ● decision key pressed
#--------------------------------------------------------------------------
def decision
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(4)
end
#--------------------------------------------------------------------------
# ● cancel key pressed
#--------------------------------------------------------------------------
def cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(4)
end
#--------------------------------------------------------------------------
# ● save the current data into the selected file
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end

#==============================================================================
# â–  Scene_Load
#------------------------------------------------------------------------------
#  Load menu
#==============================================================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# ● initialize the menu
#--------------------------------------------------------------------------
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..99
filename = "Saves/Save#{i + 1}.rxdata"
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Select a file to load.")
end
#--------------------------------------------------------------------------
# ● decision key pressed
#--------------------------------------------------------------------------
def decision
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.load_se)
file = File.open(filename, "rb")
read_save_data(file)
file.close
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● cancel key pressed
#--------------------------------------------------------------------------
def cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# ● load the selected file
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.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)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end

It shows the savefile size though, you need to slightly edit it.
 

McP

Member

yeah, well i already have that in again, but it's not that what I had.
The one I had, had 99save slots and showed a picture of the save position. From what I can remember it wasn't able to show events in that picture but it was quite nice.
If no one has that, could someone maybe edit it so that it shows a picture and no size of the savegame?

--> Another script I had in came to my mind, but i don't know the name.
see first post for details.

--> thanks Exsharaen for your efforts.
 

McP

Member

this is not exactly what I had before, but actually, this is doing the same job and looks better^^
so thank you very much!
your name will be in my credit roll^^
 

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