Save Point
Version: 1.00
Introduction
This is a savepoint which allows you to save and load. Simple as that. :crazy:
Screenshots
Imagine Scene_End but with options that take you to the Save, Load, and back to the game.
Script
Instructions
Put all 3 scenes above main, in any order.
Author's Notes
I know this could have been done better, but I'm not a scripter excactly, and I haven't learnt to script, so it probably could've been done loads better. I might make it one scene if I feel like it some day, but don't count on it.
Compatibility
Prolly won't work with the SDK, but it isn't tested.
Version: 1.00
Introduction
This is a savepoint which allows you to save and load. Simple as that. :crazy:
Screenshots
Imagine Scene_End but with options that take you to the Save, Load, and back to the game.
Script
Code:
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================
class Scene_SavePoint
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = "Save"
s2 = "Load"
s3 = "Return to game"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 240 - @command_window.height / 2
# 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 window
@command_window.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # to title
command_save
when 1 # shutdown
command_load
when 2 # quit
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [To Title] Command
#--------------------------------------------------------------------------
def command_save
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Switch to title screen
$scene = Scene_Save_Pt.new
end
#--------------------------------------------------------------------------
# * Process When Choosing [Shutdown] Command
#--------------------------------------------------------------------------
def command_load
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = Scene_LoadPoint.new
end
#--------------------------------------------------------------------------
# * Process When Choosing [Cancel] Command
#--------------------------------------------------------------------------
def command_cancel
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to menu screen
$scene = Scene_Map.new
end
end
Code:
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================
class Scene_LoadPoint < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Remake temporary object
$game_temp = Game_Temp.new
# Timestamp selects new file
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
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("Which file would you like to load?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# If file doesn't exist
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
read_save_data(file)
file.close
# Restore BGM and BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to title screen
$scene = Scene_SavePoint.new
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$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 magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
Code:
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================
class Scene_Save_Pt < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super("Which file would you like to save to?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# Play save SE
$game_system.se_play($data_system.save_se)
# Write save data
file = File.open(filename, "wb")
write_save_data(file)
file.close
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_SavePoint.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_SavePoint.new
end
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
# Make character data for drawing save file
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
# Write character data for drawing save file
Marshal.dump(characters, file)
# Wrire frame count for measuring play time
Marshal.dump(Graphics.frame_count, file)
# Increase save count by 1
$game_system.save_count += 1
# Save magic number
# (A random value will be written each time saving with editor)
$game_system.magic_number = $data_system.magic_number
# Write each type of game object
Marshal.dump($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
Put all 3 scenes above main, in any order.
Author's Notes
I know this could have been done better, but I'm not a scripter excactly, and I haven't learnt to script, so it probably could've been done loads better. I might make it one scene if I feel like it some day, but don't count on it.
Compatibility
Prolly won't work with the SDK, but it isn't tested.