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Script Edits and Combatabilty Request Here! Also Normal Reques (Taking Request!)

Did you find My help/edits usefull?

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Ever have a script that you love but just dosn't fit your needs? Or maybe you want a custom menu script for your game. Or maybe that one script just dosn't seem to work with your others.

Well I'm here to make your day all the better!

I'v been doing ruby now for a few months and it's preaty easy, but I know there are those of you who just can't seem to get stuff to work...
Well I'm here to help. I can fix up or edit any scripts that you want to be edited.

If anyone needs some proffs of my work you can go check out the Crissagrim ABS that I'v added quite a bit to!

So If anyone want's a script edit just post it here.

Proffs of Wrok.

Necro_100000's MOG Save Edit Ver. 1.1
Base Script = Mog's Save Scene
What I Did: I edited the amount of save files you could have to 6. Made the files move up and down so you can have as many as you want.


LISTINGS
1. Scelacius (Once I get a demo. Can't tell your prob right off.) (Help)

2. Superman Prime (Edit)

3. Ass (Compatability)

[GRAPHIC REQUEST

color=red]None ATM[/color]

PLEASE SET UP A REQUEST LIKE THIS!

1.Request Type (IE: Conversion, Help, Compatability, Edit)

2. Script

3. What you want/need done.

4. Project demo including ALL YOUR SCRIPTS! If your protective under custome made scripts and understand the problem indepth, then you can only include the scripts that I need to look at =D. (Make sure it's testable becuse I test it to make sure it works!)

5. Extra info

6. Graphics need if required

Thank you. This makes it easyer for me to prosses so I don't have to ask constant questions.  :thumb:

And last but not least

CRIDET THE ORGINAL MAKER OF THE SCRIPT! ALSO INCLUDE ME AND OTHERS THAT HELPED WITH THEM!
 
Awww. Sweet! I could really use your help, because this is bothering the crap out of me.

I would like it so that the Scene_load, and Scene_save have more than 3 slots in Mogs Scene_file script. Basically what I mean is, you can save and load over 3 files unlike the default. I'm not sure how to do this. I'm not sure if this has anything to do with having to edit Mogs script, but I would at least like to know how to do it. Here's Mogs Scene_File script.

Code:
#_______________________________________________________________________________
# MOG Scene File Ayumi V1.2           
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________

module MOG
#Transition Time. 
MSVT = 30
#Transition Type. 
MSVTT = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_ayumi"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def drw_win_file(x,y)
dwf = RPG::Cache.picture("Win_File")
cw = dwf.width 
ch = dwf.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, dwf, src_rect)    
end   
def nada
face = RPG::Cache.picture("")
end  
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)    
end  
def draw_actor_level6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_name6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1)  
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 100, 32, actor.name,1)
end
end
############
# Game_Map #
############
class Game_Map
def map_name
@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
return @mapinfo[@map_id].name
end
end
###################
# Window_SaveFile #
###################
class Window_SaveFile < Window_Base
  attr_reader   :filename                
  attr_reader   :selected                
  def initialize(file_index, filename)
    super(0, 64 + file_index * 138, 640, 240)    
    self.contents = Bitmap.new(width - 32, height - 32)  
    self.opacity = 0
    @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)
      @game_troop = Marshal.load(file)
      @game_map = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close 
    end
    @wiref = 0
    refresh
    @selected = false
  end  
  def refresh
    self.contents.clear
    self.contents.font.name = "Georgia"
    drw_win_file(0,190)
    name = "#{@file_index + 1}"
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(161, 41, 600, 32, name)
    self.contents.font.color = Color.new(255,255,255,255)
    self.contents.draw_text(160, 40, 600, 32, name)    
    @name_width = contents.text_size(name).width
    if @file_exist
      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(cw * @wiref + 1 , 0, cw, ch)
        x = 300 - @characters.size + i * 64 - cw / 4
        self.contents.blt(x - 10, 150 - ch, bitmap, src_rect)
        x = 116
        actors = @game_party.actors
        for i in 0...[actors.size, 4].min
        x     = i * 60
        actor = actors[i]        
        self.contents.font.size = 20
        draw_actor_level6(actor, x + 280, 140)
        actor = actors[0]     
        draw_heroface3(actor,160,180)    
        draw_actor_name6(actor, 160, 155)
        self.contents.font.size = 22
        end          
      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 = Color.new(0,0,0,255)
      self.contents.draw_text(5, 41, 450, 32, time_string, 2)
      self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s)
      self.contents.font.color = Color.new(255,255,255,255)
      self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s)  
      self.contents.draw_text(4, 40, 450, 32, time_string, 2)   
   end
  end
  def selected=(selected)
    @selected = selected
  end
end
##############
# Scene_File #
##############
class Scene_File
  def initialize(help_text)
    @help_text = help_text
  end
  def main
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("MN_BK")
    @mnback.z = 1
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG")
    @mnlay.z = 2
    @help_window = Window_Help.new
    @help_window.set_text(@help_text)
    @help_window.opacity = 0
    @savefile_windows = []
    for i in 0..2
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @savefile_windows[0]
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    @savefile_windows[0].y = 40    
    @savefile_windows[1].y= 140
    @savefile_windows[2].y= 240    
    @win_move_time = 0
    @win_move = 0
    @win_dire = 0
    @win_opac = 255
    @win1_y = 0
    @win2_y = 0
    @win3_y = 0
    Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..50
    @mnback.ox += 1
    @savefile_windows[0].x += 10    
    @savefile_windows[1].x -= 10
    @savefile_windows[2].x += 10
    for i in @savefile_windows
    i.contents_opacity -= 5
    end  
    Graphics.update  
    end      
    Graphics.freeze
    @help_window.dispose
    @mnback.dispose
    @mnlay.dispose
    for i in @savefile_windows
      i.dispose
    end
  end
  def update
    @mnback.ox += 1
    @win_opac += 3
    @win_move_time += 1    
    if @win_opac > 254
       @win_opac = 150
    end         
    if @win_move_time > 60
    @win_dire += 1
    @win_move_time = 0    
    end
    if @win_dire > 1
       @win_dire = 0
    end
    if @win_dire == 0
       @win_move += 1
    else   
       @win_move -= 1
    end         
    if @file_index == 0
    @savefile_windows[0].z = 2  
    @savefile_windows[1].z = 1 
    @savefile_windows[2].z = 0   
    @savefile_windows[0].x = @win_move 
    @savefile_windows[1].x = 0 
    @savefile_windows[1].x= 0
    @savefile_windows[2].x = 0    
    @savefile_windows[0].contents_opacity = @win_opac
    @savefile_windows[1].contents_opacity = 130
    @savefile_windows[2].contents_opacity =  130    
    elsif @file_index == 1
    @savefile_windows[0].z = 1  
    @savefile_windows[1].z = 2 
    @savefile_windows[2].z = 1    
    @savefile_windows[0].x = 0 
    @savefile_windows[1].x = @win_move 
    @savefile_windows[2].x = 0     
    @savefile_windows[0].contents_opacity =  130
    @savefile_windows[1].contents_opacity = @win_opac
    @savefile_windows[2].contents_opacity =  130
    else
    @savefile_windows[0].z = 0  
    @savefile_windows[1].z = 1 
    @savefile_windows[2].z = 2       
    @savefile_windows[0].x = 0 
    @savefile_windows[1].x = 0 
    @savefile_windows[2].x = @win_move  
    @savefile_windows[0].contents_opacity = 130
    @savefile_windows[1].contents_opacity = 130
    @savefile_windows[2].contents_opacity = @win_opac    
    end    
    @help_window.update    
    for i in @savefile_windows
      i.update
    end
    if Input.trigger?(Input::C)
      on_decision(make_filename(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    if Input.trigger?(Input::B)
      on_cancel
      return
    end
    if Input.repeat?(Input::DOWN)
      if Input.trigger?(Input::DOWN) or @file_index < 3
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 3
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    if Input.repeat?(Input::UP)
      if Input.trigger?(Input::UP) or @file_index > 0
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index - 1) % 3
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
  def make_filename(file_index)
    return "Save#{file_index + 1}.rxdata"
  end
end

Also, this question is gonna sound really stupid,  :lol:, but how do you move the text("which file would you like to load/save?") up or down. The location it's currently in doesn't fit well.

~Thankyou

I think what your doing is awsome.  :thumb:
 
Right on. Do you have a demo for the script or is it plug and play? It would be hard for me to work on a scrpit blindly lol. As for moving it up or down I can do that blindly but I don't know how it would turn out lol. I'll try it as a Plug and Play and if it works I'll get to editing!

=D!
 
Here's a link to the original Scene_file. Our banner that is on the original is just slightly moved down on mine, so u don't have to go through that. If you could just explain the method in which you do it, that would be great. Thanks a lot dude. It's kinda funny that you posted this today, because I was just thinking, " I really need help", when I saw your post.  :lol:
 
GUH! Having issues and the original seems to ge removed  :pissed:.

Can you maybe post a demo from like rapidshare or something with the pictures and everything?

I won't steal anything from your game and if you realy feel sensitive about this you can copy your game and post it with everything removed exept for the script. As for adding more files that should be reletivly easy. I just need a working version in order to edit it. Thank you for your pataints.

Edit*

LOL... It's an XP script!

No wonder I couldn't find it! Well I'm more familier with VX but I'll see what I can do!
 
Yeah, sure. I'll post a demo. Hold on a sec.  :thumb:





EDIT: Ok, here you are. This one should work. It's the same thing, except from a different file share host.
 
Easy, got it to work... I think... But I have to manualy enter in the files, this means it's not user friendly... How many do you want? I have to do a loop and if file for each so plz... Less then 100 lol.
 
Ummm...20 should be good if that's ok. Also I'm really sorry about my posts above.  :lol: I wasn't thinking at all. I was going to the pg., getting the url for u, and never even providing the link. I just forgot...twice in a fuckin row. lol.
 
na its cool, but 20!!!??? Damn... Hmmmm I'll give you a set version with 5 to start lol. If I showed you the prosses you'ed understand. I can see why this script its a pain for the maker and why he only made 3. It's a long prosses and XP is not scripter friendly so it's like doing a math problem in long hand...

I can do it, but lets start off with a lower number. Mmk? I mean if that is cool with you.
 
Yeah, that's fine. I can't really complain. lol. 20 isn't really necessary anyways. I'm tired and am oubviously not thinking straight. You provide 5 for me, and I'll do sveral more.  :thumb:
 
Here you go! This is a teaser with 4. This just shows you I know what I'm doing lol. Notice that the 4th file gets cut off. I'll find a why to fix this asap =D. I'll just make an if statment that moves ALL of the flies up and down insted of moving the cursor (The file that bounces) up or down. This why you can easaly move and manage files and will make the moving part at least user frinedly. I'll also add sudo code to show you were you have to edit =D. Try this out and make sure it works.


Necro_100000's Save File Edit Teaser = 3
Code:
#_______________________________________________________________________________
# MOG Scene File Ayumi V1.2           
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time. 
MSVT = 30
#Transition Type. 
MSVTT = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_ayumi"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def drw_win_file(x,y)
dwf = RPG::Cache.picture("Win_File")
cw = dwf.width 
ch = dwf.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, dwf, src_rect)    
end   
def nada
face = RPG::Cache.picture("")
end  
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)    
end  
def draw_actor_level6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_name6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1)  
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 100, 32, actor.name,1)
end
end
############
# Game_Map #
############
class Game_Map
def map_name
@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
return @mapinfo[@map_id].name
end
end
###################
# Window_SaveFile #
###################
class Window_SaveFile < Window_Base
  attr_reader   :filename                
  attr_reader   :selected                
  def initialize(file_index, filename)
    super(0, 64 + file_index * 138, 640, 240)    
    self.contents = Bitmap.new(width - 32, height - 32)  
    self.opacity = 0
    @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)
      @game_troop = Marshal.load(file)
      @game_map = Marshal.load(file)
      @total_sec = @frame_count / Graphics.frame_rate
      file.close 
    end
    @wiref = 0
    refresh
    @selected = false
  end  
  def refresh
    self.contents.clear
    self.contents.font.name = "Georgia"
    drw_win_file(0,190)
    name = "#{@file_index + 1}"
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(161, 41, 600, 32, name)
    self.contents.font.color = Color.new(255,255,255,255)
    self.contents.draw_text(160, 40, 600, 32, name)    
    @name_width = contents.text_size(name).width
    if @file_exist
      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(cw * @wiref + 1 , 0, cw, ch)
        x = 300 - @characters.size + i * 64 - cw / 4
        self.contents.blt(x - 10, 150 - ch, bitmap, src_rect)
        x = 116
        actors = @game_party.actors
        for i in 0...[actors.size, 4].min
        x     = i * 60
        actor = actors[i]        
        self.contents.font.size = 20
        draw_actor_level6(actor, x + 280, 140)
        actor = actors[0]     
        draw_heroface3(actor,160,180)    
        draw_actor_name6(actor, 160, 155)
        self.contents.font.size = 22
        end          
      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 = Color.new(0,0,0,255)
      self.contents.draw_text(5, 41, 450, 32, time_string, 2)
      self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s)
      self.contents.font.color = Color.new(255,255,255,255)
      self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s)  
      self.contents.draw_text(4, 40, 450, 32, time_string, 2)   
   end
  end
  def selected=(selected)
    @selected = selected
  end
end
##############
# Scene_File #
##############
class Scene_File
  def initialize(help_text)
    @help_text = help_text
  end
  def main
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("MN_BK")
    @mnback.z = 1
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG")
    @mnlay.z = 2
    @help_window = Window_Help.new
    @help_window.set_text(@help_text)
    @help_window.opacity = 0
    @savefile_windows = []
    for i in 0..3
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
    @savefile_windows[0]
    @file_index = $game_temp.last_file_index
    @savefile_windows[@file_index].selected = true
    @savefile_windows[0].y = 40    
    @savefile_windows[1].y= 140
    @savefile_windows[2].y= 240
    @savefile_windows[3].y= 340
    @win_move_time = 0
    @win_move = 0
    @win_dire = 0
    @win_opac = 255
    @win1_y = 0
    @win2_y = 0
    @win3_y = 0
    @win4_y = 0
    Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..50
    @mnback.ox += 1
    @savefile_windows[0].x += 10    
    @savefile_windows[1].x -= 10
    @savefile_windows[2].x += 10
    @savefile_windows[3].x -= 10
    for i in @savefile_windows
    i.contents_opacity -= 5
    end  
    Graphics.update  
    end      
    Graphics.freeze
    @help_window.dispose
    @mnback.dispose
    @mnlay.dispose
    for i in @savefile_windows
      i.dispose
    end
  end
  def update
    @mnback.ox += 1
    @win_opac += 3
    @win_move_time += 1    
    if @win_opac > 254
       @win_opac = 150
    end         
    if @win_move_time > 60
    @win_dire += 1
    @win_move_time = 0    
    end
    if @win_dire > 1
       @win_dire = 0
    end
    if @win_dire == 0
       @win_move += 1
    else   
       @win_move -= 1
    end         
    if @file_index == 0
    @savefile_windows[0].z = 4  
    @savefile_windows[1].z = 3 
    @savefile_windows[2].z = 2   
    @savefile_windows[3].z = 0   
    @savefile_windows[0].x = @win_move 
    @savefile_windows[1].x = 0 
    @savefile_windows[1].x= 0
    @savefile_windows[2].x = 0   
    @savefile_windows[3].x = 0  
    @savefile_windows[0].contents_opacity = @win_opac
    @savefile_windows[1].contents_opacity = 130
    @savefile_windows[2].contents_opacity =  130 
    @savefile_windows[3].contents_opacity =  130  
    elsif @file_index == 1
    @savefile_windows[0].z = 1  
    @savefile_windows[1].z = 2 
    @savefile_windows[2].z = 1 
    @savefile_windows[3].z = 0   
    @savefile_windows[0].x = 0 
    @savefile_windows[1].x = @win_move 
    @savefile_windows[2].x = 0
    @savefile_windows[3].x = 0
    @savefile_windows[0].contents_opacity =  130
    @savefile_windows[1].contents_opacity = @win_opac
    @savefile_windows[2].contents_opacity =  130
    @savefile_windows[3].contents_opacity =  130
    elsif @file_index == 2
    @savefile_windows[0].z = 0  
    @savefile_windows[1].z = 1 
    @savefile_windows[2].z = 2
    @savefile_windows[3].z = 1
    @savefile_windows[0].x = 0 
    @savefile_windows[1].x = 0 
    @savefile_windows[2].x = @win_move
    @savefile_windows[3].x = 0
    @savefile_windows[0].contents_opacity = 130
    @savefile_windows[1].contents_opacity = 130
    @savefile_windows[2].contents_opacity = @win_opac 
    @savefile_windows[3].contents_opacity =  130
    else @file_index == 3
    @savefile_windows[0].z = 0  
    @savefile_windows[1].z = 1 
    @savefile_windows[2].z = 2
    @savefile_windows[3].z = 3
    @savefile_windows[0].x = 0 
    @savefile_windows[1].x = 0 
    @savefile_windows[2].x = 0
    @savefile_windows[3].x = @win_move
    @savefile_windows[0].contents_opacity = 130
    @savefile_windows[1].contents_opacity = 130
    @savefile_windows[2].contents_opacity = 130 
    @savefile_windows[3].contents_opacity =  @win_opac
    end    
    @help_window.update    
    for i in @savefile_windows
      i.update
    end
    if Input.trigger?(Input::C)
      on_decision(make_filename(@file_index))
      $game_temp.last_file_index = @file_index
      return
    end
    if Input.trigger?(Input::B)
      on_cancel
      return
    end
    if Input.repeat?(Input::DOWN)
      if Input.trigger?(Input::DOWN) or @file_index < 4
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index + 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
    if Input.repeat?(Input::UP)
      if Input.trigger?(Input::UP) or @file_index > 0
        $game_system.se_play($data_system.cursor_se)
        @savefile_windows[@file_index].selected = false
        @file_index = (@file_index - 1) % 4
        @savefile_windows[@file_index].selected = true
        return
      end
    end
  end
  def make_filename(file_index)
    return "Save#{file_index + 1}.rxdata"
  end
end

Please add code tags to code. Thanks :)
 
It gives me a script error on line 110. It says it's a syntax error. You still want me to get a demo, because I can. (assuming i won't forget to actually post the url.lol)




EDIT: Nvm...I re-copied and pasted it,and it worked fine. I must have not got it all when i copied it. Sorry. You don't need to provide a demo. Just post the script
 
Quick double post just to bump this so you can see it.

HERE IT IS! This is a new version of the Mog Save screen.

# of save files is 5

What it dose...
Each file moves up or down with your cursor moving the files into your view. You can have 5 files. It's not user friendly but you could probubly look around to find how to edit it. Reduced the frames and opacacy to increase the memory so on no ones computer should the extra graphics make a lag =D.

The Demo => http://www.megaupload.com/?d=7CYEI1CA

POST BACK ASAP to tell me any issues. If it works fine just tell me k?
 
Yeah, it works great. Thanks a lot dude, and great job.  :thumb:

And if it's not to much of a bother, i have one more question. Is there anyway I can put some sort of blinking arrow or something at the bottom of the scrren to let the player know there's more save files?
You can just tell me how to do it, and i'll figure it out.

~Thanks
 
Yep sure can! Hmmm but how to go about it... I can think of 3 ways but desiding witch requires the lest amount of effort at the same time of being the most manageable and eye appealing to the user... Give me a sec I'll go plug this right in!  :thumb:

Acutaly I cant =X I only know how to do graphics in VX at the moment = Z sorry. If you have any VX scripts I can be much more of a help to you!

Guess your players can just figure it out lol.

Glad I can help!
 
It's ok. At least you did the save thing for me, and for that, I'm very grateful. Ohh, and a couple more things. I'm using Mogs animated title too, and for some reason, the MOG-Scene_File script overwrites it and sets it to the default.

Gasp*.lol.And the very last thing. In the save/load screen, how can I move the text(which file would you like to save/load?) down?

EDIT: Disregard my first problem. I fixed it.  :thumb:
 
@Guitarshredderj

Its acutaly on the picutre. You need to edit the picture in something like paint and just move it up! =D

@SoulReaperGod

Errr sure. VX would be so much easyer though... =X
 

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