I used the savepoint tutorial on this site and erased the "s5 = Save" from the menu screen in the script. It took away the save option from the menu like I wanted and I could still save from a savepoint, but now my end game choice isn't working in the menu.
can anyone plz help with this problem......im not very experienced with the script system.
Quote from: ken_adamsI used the savepoint tutorial on this site and erased the "s5 = Save" from the menu screen in the script. It took away the save option from the menu like I wanted and I could still save from a savepoint, but now my end game choice isn't working in the menu.
Why did you want to do that for.... (I will have to read this Tutorial to see if I can help)...
Back in a few.
I wanted to make a game so that you had to use savepoints to save. I still want the "end game" choice to work in the menu, i just didn't want the "save" option in the menu because it would still let me save wherever I was.
make end game s5 instead of s6
I did that already......I just dont understand what is wrong w/ it. Here is the section i changed:
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
I dont know what else I need to do to it...It's in the Scene_Menu section.
the game overs action part needs to be converted to s5 too
omfg s6 action omfg change this into s5
omfg gameover
omg if pressed its gameover
gameover time if you press me
whatever....
yea....but im a newbie when it comes to the scripts....so a litlle more help would be appreciated. I dont know exactly where that would go or how exactly it would look. Thanks for all the help though.
HOLD ON a MIN.
You wanted to create a save point and you used a script to do this?
You can do this with no script.
Just create an event that has the following in it:
Demo: http://spriteheaven.homestead.com/Save_Point.zip
Images:
http://spriteheaven.homestead.com/save1.JPG
&
http://spriteheaven.homestead.com/save2.JPG
However: If you are looking to get ride of the Save in the menu then...post me the link to this Tut/script so I may use it... :lol: :lol:
in the database you can get rid of save i cant remember which tab
Nope, not in XP, just 2003.
Quote from: ken_adamsyea....but im a newbie when it comes to the scripts....so a litlle more help would be appreciated. I dont know exactly where that would go or how exactly it would look. Thanks for all the help though.
just go to where you see the game over is taking affect and when it says menu option s6 is pressed then you change it to s5
@Jack Sparrow: I used events for the savepoint I made with the tut. Then I got rid of the "save" selection in the menu by deleting "s5=Save" from the scripts so that you would need the savepoints to save. I then changed the "s6=End Game" to "s5=End Game". But now my "end game" selection doesn't work in my menu. It will still show up, but it just won't let me select it.
The link is:
http://crankeye.com/index.php?page=tutorials&id=17&action=view
I couldn't find anymore places to change the s6 to s5.......help plz
post your menu script that you have and maybe i or someone will be able to help
alright....here it is:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# 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
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 4 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end