This is my first post here, so if I make a mistake sorry and hopefully I don't get into trouble for something (checking spelling mistakes and grammer)
I have been wondering around the scriping in RPG Maker VX and XP and I found out how to increase your saves amount.
Once you go into "Scene_File" in the script editer, you'll see "Create Save File Window" about 6 batch scripts down, Line 70-76 (unless edited)
This is my script now, I can have up to 15 saves.
def create_savefile_windows
@savefile_windows = []
for i in 0..14
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 15
end
This is it originaly
def create_savefile_windows
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 4
end
Then you have to head over to "Window_SaveFile" and change the first script batch. This is the original. Line 21-28 (unedited)
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 90, 544, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
This is my set up(Example with description)
def initialize(file_index, filename)
[color=red]*^1*[/color]
super(file_index % 2 *272,56 + file_index % 15 * 22.5, 272, 70)
*^2* *^3* *^4*
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
1) The filename and index is what the game will call to say how many save amounts there are.
2) The first argument tells the game where to place the visual box. (X-axis)
3) The second argument tells the game where to place the visual box. (Y-axis)
4) the last two will tell the game how big the visual box is. (X-axis,Y-axis)
Next the game will see where the characters pictures are and where the time stamp goes. Original, Line 67 and 68 (unedited)
draw_party_characters(152, 58)
draw_playtime(0, 34, contents.width - 4, 2)
This is my edit.
draw_party_characters(72, 29)
draw_playtime(0, -5, contents.width - 2, 2)
The draw_Party_characters(*1*,*2*) tell you where the characters are.
and draw_Playtime(*1*,*2*) tells you where the time stamp goes.
1) X-axis
2) Y-axis
Here are some attachments of pictures of before(save2) and after(save).
please use [co de]tags[/c ode] REMOVE SPACES next time. this should also be in the scripts section.
ill take a look at the code when my eyes register the existence of the yellow text :D
Like this; THIS IS A CODE BAWKS.
Yo, thanks guys :tpg: and hopefully you can read it now ;8
Thanks for the help, though is this 99 saves, or less? I think that 99 is the best to do, because you can put your most liked saves at the end so that they won't be touched! lol.
Quote from: Helladen on June 02, 2008, 07:28:30 PM
Thanks for the help, though is this 99 saves, or less? I think that 99 is the best to do, because you can put your most liked saves at the end so that they won't be touched! lol.
That be good for offlines games though. lol
your saying to replace the original scripts you can just call the class in a new page and then overwrite it yourself. this makes scripts one page.
for example this feautres your above code but preserves the original code:
class Scene_File < Scene_Base
def create_savefile_windows
@savefile_windows = []
for i in 0..14
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 15
end
end
class Window_SaveFile < Window_Base
def initialize(file_index, filename)
super(file_index % 2 *272,56 + file_index % 15 * 22.5, 272, 70)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = Vocab::File + " #{@file_index + 1}"
self.contents.draw_text(4, 0, 200, WLH, name)
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(72, 29)
draw_playtime(0, -5, contents.width - 2, 2)
end
end
end users wishing to delete your script just delete the page :D