I don't know if this was posted before, I tryed serching for it and googleing it but I couldn't find neinfo on how to do it. I need a script that lets you save only when you use a save point, but u can't save in the menu. Btw if it meens nething I'm using a ring menu.
i know what you mean....but i dont know ruby yet so its hard to explain what to do.... you have to take out the save option in your menu and you can make a save point with the events but dont touch the scripts untill a real scripter gives you any directions
I'll give you the script. It's default, but the save function is gone. Make a save point, and that event opens the save menu. Easy as pie.
Find and replace Scene_Menu with this:
#==============================================================================
# â– Scene_Menu
#------------------------------------------------------------------------------
#  メニューç"»é¢ã®å‡¦ç†ã,'行ã†ã,¯ãƒ©ã,¹ã§ã™ã€,
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# â— ã,ªãƒ–ã,¸ã,§ã,¯ãƒˆåˆæœŸåŒ–
# menu_index : ã,³ãƒžãƒ³ãƒ‰ã®ã,«ãƒ¼ã,½ãƒ«åˆæœŸä½ç½®
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ◠メã,¤ãƒ³å‡¦ç†
#--------------------------------------------------------------------------
def main
# ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'作æˆ
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Exit"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
# ãƒ'ーテã,£äººæ•°ãŒ 0 人ã®å ´åˆ
if $game_party.actors.size == 0
# ã,¢ã,¤ãƒ†ãƒ ã€ã,¹ã,ルã€è£...å,™ã€ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,'ç,,¡åŠ¹åŒ–
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ã,»ãƒ¼ãƒ–ç¦æ¢ã®å ´åˆ
if $game_system.save_disabled
# ã,»ãƒ¼ãƒ–ã,'ç,,¡åйã«ã™ã,‹
@command_window.disable_item(4)
end
# プレã,¤æ™,é–"ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'作æˆ
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# æ©æ•°ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'作æˆ
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# ã,´ãƒ¼ãƒ«ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'作æˆ
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'作æˆ
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# トランã,¸ã,·ãƒ§ãƒ³å®Ÿè¡Œ
Graphics.transition
# メã,¤ãƒ³ãƒ«ãƒ¼ãƒ—
loop do
# ã,²ãƒ¼ãƒ ç"»é¢ã,'æ›´æ–°
Graphics.update
# å...¥åŠ›æƒ...å ±ã,'æ›´æ–°
Input.update
# フレーム更新
update
# ç"»é¢ãŒåˆ‡ã,Šæ›¿ã,ã£ãŸã,‰ãƒ«ãƒ¼ãƒ—ã,'䏿–
if $scene != self
break
end
end
# トランã,¸ã,·ãƒ§ãƒ³æº–å,™
Graphics.freeze
# ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'è§£æ"¾
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
def update
# ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'æ›´æ–°
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ãŒã,¢ã,¯ãƒ†ã,£ãƒ–ã®å ´åˆ: update_command ã,'å'¼ã¶
if @command_window.active
update_command
return
end
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ãŒã,¢ã,¯ãƒ†ã,£ãƒ–ã®å ´åˆ: update_status ã,'å'¼ã¶
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ◠フレーム更新 (ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ãŒã,¢ã,¯ãƒ†ã,£ãƒ–ã®å ´åˆ)
#--------------------------------------------------------------------------
def update_command
# B ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
if Input.trigger?(Input::B)
# ã,ャンã,»ãƒ« SE ã,'æ¼"å¥
$game_system.se_play($data_system.cancel_se)
# マップç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Map.new
return
end
# C ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
if Input.trigger?(Input::C)
# ãƒ'ーテã,£äººæ•°ãŒ 0 人ã§ã€ã,»ãƒ¼ãƒ–ã€ã,²ãƒ¼ãƒ çµ,了以外ã®ã,³ãƒžãƒ³ãƒ‰ã®å ´åˆ
if $game_party.actors.size == 0 and @command_window.index < 4
# ブã,¶ãƒ¼ SE ã,'æ¼"å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ã®ã,«ãƒ¼ã,½ãƒ«ä½ç½®ã§åˆ†å²
case @command_window.index
when 0 # ã,¢ã,¤ãƒ†ãƒ
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¢ã,¤ãƒ†ãƒ ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Item.new
when 1 # ã,¹ã,ル
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # è£...å,™
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ã,¹ãƒ†ãƒ¼ã,¿ã,¹
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # ã,»ãƒ¼ãƒ–
# ã,»ãƒ¼ãƒ–ç¦æ¢ã®å ´åˆ
if $game_system.save_disabled
# ブã,¶ãƒ¼ SE ã,'æ¼"å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,»ãƒ¼ãƒ–ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Save.new
when 5 # ã,²ãƒ¼ãƒ çµ,了
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,²ãƒ¼ãƒ çµ,了ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ◠フレーム更新 (ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ãŒã,¢ã,¯ãƒ†ã,£ãƒ–ã®å ´åˆ)
#--------------------------------------------------------------------------
def update_status
# B ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
if Input.trigger?(Input::B)
# ã,ャンã,»ãƒ« SE ã,'æ¼"å¥
$game_system.se_play($data_system.cancel_se)
# ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
if Input.trigger?(Input::C)
# ã,³ãƒžãƒ³ãƒ‰ã,¦ã,£ãƒ³ãƒ‰ã,¦ã®ã,«ãƒ¼ã,½ãƒ«ä½ç½®ã§åˆ†å²
case @command_window.index
when 1 # ã,¹ã,ル
# ã"ã®ã,¢ã,¯ã,¿ãƒ¼ã®è¡Œå‹•制é™ãŒ 2 以上ã®å ´åˆ
if $game_party.actors[@status_window.index].restriction >= 2
# ブã,¶ãƒ¼ SE ã,'æ¼"å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ã,ルç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Skill.new(@status_window.index)
when 2 # è£...å,™
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# è£...å,™ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Equip.new(@status_window.index)
when 3 # ã,¹ãƒ†ãƒ¼ã,¿ã,¹
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Then make savepoints. If you don't know how to do it, just ask me.
Or you could do it like so. Make an event on the very first map and disable saving. Then just make points, where it takes you to the save menu on click. Check your event commands, this should be possible :P
Then he must make such an event on all maps, as that command only functions on the map it was initiated on, then returns to normal i think.
close, you got the basics down, but you also need to change this
case @command_window.index
when 0 # ã,¢ã,¤ãƒ†ãƒ
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¢ã,¤ãƒ†ãƒ ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Item.new
when 1 # ã,¹ã,ル
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # è£...å,™
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ã,¹ãƒ†ãƒ¼ã,¿ã,¹
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # ã,»ãƒ¼ãƒ–
# ã,»ãƒ¼ãƒ–ç¦æ¢ã®å ´åˆ
if $game_system.save_disabled
# ブã,¶ãƒ¼ SE ã,'æ¼"å¥
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,»ãƒ¼ãƒ–ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Save.new
when 5 # ã,²ãƒ¼ãƒ çµ,了
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,²ãƒ¼ãƒ çµ,了ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_End.new
end
to this
case @command_window.index
when 0 # ã,¢ã,¤ãƒ†ãƒ
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¢ã,¤ãƒ†ãƒ ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_Item.new
when 1 # ã,¹ã,ル
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # è£...å,™
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # ã,¹ãƒ†ãƒ¼ã,¿ã,¹
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,¹ãƒ†ãƒ¼ã,¿ã,¹ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'ã,¢ã,¯ãƒ†ã,£ãƒ–ã«ã™ã,‹
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # ã,²ãƒ¼ãƒ çµ,了
# 決定 SE ã,'æ¼"å¥
$game_system.se_play($data_system.decision_se)
# ã,²ãƒ¼ãƒ çµ,了ç"»é¢ã«åˆ‡ã,Šæ›¿ãˆ
$scene = Scene_End.new
end
nontice the difference? :wink:
you also need to go into the Scene_End script, and everywhere you see this line
$scene = Scene_Menu.new[5]
replace the number in the brackets with "4", so that it looks like this-
$scene = Scene_Menu.new[4]
otherwise, when you exit back into the menu, it will select the 6th option which no longer exists.
Thanks. I'll modify the script right away. Tsu, can't you teach me ruby, please? I'm having a hard time learning.
Quote from: RikkuholicThanks. I'll modify the script right away. Tsu, can't you teach me ruby, please? I'm having a hard time learning.
I'm gonna write a series of tutorials, however, I need to wait till things cool down at home *got a court case next week* and I'll probably write them over summer break.
I also need to scrap up $60 so I can buy the RMXP legal license.
tyty but I'm using a ring menu would I have to do nething different?
Quote from: BPKS0tyty but I'm using a ring menu would I have to do nething different?
*sigh* yes...
post the script and I'll edit it for you
k I did a littlebit to edit it I think I did it right. but it doesnt work so u need to look it over
[code]
#==============================================================================
#
Sir Vahalor is a girl...she is french so i think her name means something...
O lol XD
im using the ff styloe menu does anything need to change.
Here you go:
[code]
#==============================================================================
#
It's quite easy to do it. You don't need any scripts. Just events, cause there is the disallow saving event. And just have an event that does that at the beggining, and then make a save point event, that calls the save screen.