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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: Mitsarugi on February 24, 2011, 10:32:22 AM

Title: load game option for neo save system
Post by: Mitsarugi on February 24, 2011, 10:32:22 AM
i would like to request a script that lets me load a game just as "continue game" does but so that i can call it from the menu scene, it doesn't go back to title sceen when exiting it, and it schould be compatible with neo save system because that is what i use.
or make an add-on for neo save system :)
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 19, 2011, 12:05:40 PM
BUMP
Title: Re: load game option for neo save system
Post by: pacdiggity on June 19, 2011, 12:16:47 PM
I'm on it.
Title: Re: load game option for neo save system
Post by: pacdiggity on June 19, 2011, 12:37:36 PM
Done.
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  alias pacman_load_initialize initialize
  def initialize(menu_index = 0)
    pacman_load_initialize(menu_index = 0)
    check_load
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = "Load"     # Change this to the word you want displayed for load.
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
    if @load_enabled == false                 # If continue isn't enabled
      @command_window.draw_item(5, false)     # Disable load
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Continue is Enabled
  #--------------------------------------------------------------------------
  def check_load
    @load_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # Load
        if @load_enabled
          $scene = Scene_File.new(false, false, false)
        else
          Sound.play_buzzer
          return
        end
      when 6      # End Game
        $scene = Scene_End.new
      end
    end
  end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    elsif @saving
      $scene = Scene_Menu.new(4)
    else
      $scene = Scene_Menu.new(5)
    end
  end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(6)
  end
end

Should work fine. Have any errors, just tell me.
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 19, 2011, 01:33:50 PM
Quote from: Pacman on June 19, 2011, 12:37:36 PM
Done.
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  alias pacman_load_initialize initialize
  def initialize(menu_index = 0)
    pacman_load_initialize(menu_index = 0)
    check_load
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = "Load"     # Change this to the word you want displayed for load.
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
    if @load_enabled == false                 # If continue isn't enabled
      @command_window.draw_item(5, false)     # Disable load
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Continue is Enabled
  #--------------------------------------------------------------------------
  def check_load
    @load_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # Load
        if @load_enabled
          $scene = Scene_File.new(false, false, false)
        else
          Sound.play_buzzer
          return
        end
      when 6      # End Game
        $scene = Scene_End.new
      end
    end
  end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    elsif @saving
      $scene = Scene_Menu.new(4)
    else
      $scene = Scene_Menu.new(5)
    end
  end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(6)
  end
end

Should work fine. Have any errors, just tell me.

O.o WOW fast service Pacman ^^ i'll test it, thanks a lot


EDIT: how would i use it with this menu Scene? (sorry haven't scripted for a while T.T)
btw did you see i asked it to be compatible with Neo save system?


#==============================================================================
# ** Scene_Menu
#By Adurna                        02/06/2010
#        www.rpgmakervx-fr.com
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================
module Adurna

 
  Commandes=[
  "Items",
  "Status",
  "Quests",
  "Party",
  "Beastiary",
  "Achievements",
  "Record",
  "Options"
  ]
 
    Help_txt=[
    "Use items",
    "See character's status and equipments",
    "Quest descriptions",
    "Arrange your party members",
    "See Monsters defeated on your journey",
    "Achieved titles",
    "Records",
    "Game settings"
    ]
   
  Icon = {
  "Zeny"=>147 ,
  "pas"=>48 ,
  "Location"=>153
  }
end

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold2.new(0, 364)
    @status_window = Window_MenuStatus.new(0, 56)
    @help_window=Window_Help.new
    @help_window.width=544-160
    @help_window.height=56
    @help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32)
    @temp=Window_Temp.new(544-160,364-54)
    @loc=Window_lieu.new(544-250,364)
    @step=Window_Step.new(160,364)
    @hunter=Window_Hunter_Rank.new(544-160,364-110)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @temp.dispose
    @status_window.dispose
    @help_window.dispose
    @step.dispose
    @loc.dispose
    @hunter.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    update_help_window
     @temp.update
     @step.update
    @command_window.update
    @gold_window.update
   @loc.update
   @hunter.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end

  #---------------------------------------------------------
  #window_help
  #---------------------------------------------------------

def update_help_window
  if @command_window .active
    @help_window.set_text(Adurna::Help_txt[@command_window.index],1)
  end
end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_Command2.new(160, Adurna::Commandes ,1,11)
    @command_window .x=544-160
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)    # Disable item
      @command_window.draw_item(1, false)    # Disable skill
      @command_window.draw_item(2, false)    # Disable equipment
      @command_window.draw_item(3, false)    # Disable status
      @command_window.draw_item(4, false)
      @command_window.draw_item(5, false)
      @command_window.draw_item(6, false)
      @command_window.draw_item(7, false)
    end
    if $game_system.command_0_disabled                     # If save is forbidden
      @command_window.draw_item(0, false)             # Disable save
    end
    if $game_system.command_1_disabled                     # If save is forbidden
      @command_window.draw_item(1, false)             # Disable save
    end
    if $game_system.command_2_disabled                     # If save is forbidden
      @command_window.draw_item(2, false)             # Disable save
    end
    if $game_system.command_3_disabled                     # If save is forbidden
      @command_window.draw_item(3, false)             # Disable save
    end
    if $game_system.command_4_disabled                     # If save is forbidden
      @command_window.draw_item(4, false)             # Disable save
    end
    if $game_system.command_5_disabled                     # If save is forbidden
      @command_window.draw_item(5, false)             # Disable save
    end
    if $game_system.command_6_disabled                     # If save is forbidden
      @command_window.draw_item(6, false)             # Disable save
    end
    if $game_system.command_7_disabled                     # If save is forbidden
      @command_window.draw_item(7, false)             # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.command_0_disabled and @command_window.index == 0
        Sound.play_buzzer
        return
        elsif $game_system.command_1_disabled and @command_window.index == 1
        Sound.play_buzzer
        return
        elsif $game_system.command_2_disabled and @command_window.index == 2
        Sound.play_buzzer
        return
        elsif $game_system.command_3_disabled and @command_window.index == 3
        Sound.play_buzzer
        return
        elsif $game_system.command_4_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
        elsif $game_system.command_5_disabled and @command_window.index == 5
        Sound.play_buzzer
        return
        elsif $game_system.command_6_disabled and @command_window.index == 6
        Sound.play_buzzer
        return
        elsif $game_system.command_7_disabled and @command_window.index == 7
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # ITEM
        $scene = Scene_Item.new
      when 1   #STATUS
        start_actor_selection
#~         $scene = Scene_Status.new
      when 2   #QUEST
        $scene = Scene_Quest.new
      when 3   #PARTY
        $scene = Scene_Party.new #PartyForm > KGC
      when 4   #BEASTIARY
        $scene = Scene_Bestiary.new
      when 5   #ACHIE
        $scene = Scene_Achievements.new
      when 7   # OPTIONS
        $scene = Scene_End.new
      when 6    #RECORD
        $scene = Scene_Record.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Status.new(@status_window.index)
#~         $scene = Scene_Skill.new(@status_window.index)
#~       when 2  # equipment
#~         $scene = Scene_Equip.new(@status_window.index)
#~       when 3  # status
#~         $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end







#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  HAUTEUR = 96
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 384, 96*3+20)
    taille=$game_party.members.size
    self.contents = Bitmap.new(width - 32, 20+96*taille)
    refresh
    self.active = false
    self.index = -1
  end

  def create_contents
    self.contents.dispose
    self.contents = Bitmap.new(width - 32, [height - 32, row_max * HAUTEUR].max)
  end

  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    return self.oy / HAUTEUR
  end

  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    super(row)
    self.oy = self.oy / WLH * HAUTEUR
  end

  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    return (self.height - 32) / HAUTEUR
  end

  #--------------------------------------------------------------------------
  # * Get rectangle for displaying items
  #    index : item number
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super(index)
    rect.height = HAUTEUR
    rect.y = index / @column_max * HAUTEUR
    return rect
  end

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 104
      y = actor.index * 96 + WLH / 2
      draw_actor_name(actor, x, y)
      draw_actor_exp(actor, x, y+48)
      draw_actor_level(actor, x, y +24)
      draw_actor_state(actor, x+120, y)
      draw_actor_hp(actor, x + 120, y + WLH * 1)
      draw_actor_mp(actor, x + 120, y + WLH * 2)
    end
  end

  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < @item_max
      super
    elsif @index >= 100
      self.cursor_rect.set(0, (@index - 100) * HAUTEUR,contents.width, HAUTEUR)
    else
      self.cursor_rect.set(0, 0, contents.width, @item_max * HAUTEUR)
    end
  end
end


class Window_Gold2 < Window_Base

  def initialize(x, y)
    super(x, y, 160, 52)
    refresh
  end

  def refresh
    self.contents.clear
    draw_icon(Adurna::Icon["Zeny"], 0,-2)
    draw_currency_value2($game_party.gold, 4, 0, 120)
  end
end





class Window_Temp < Window_Base
  def initialize(x, y)
    super(x, y, 160, 54)
    refresh
  end
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.draw_text(0, -3, 110, 32, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end





class Window_lieu< Window_Base
  def initialize(x, y)
    super(x, y, 250, WLH+28)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    draw_icon(Adurna::Icon["Location"], 0,-2)
    $maps = load_data("Data/MapInfos.rvdata")
    @map_id = $game_map.map_id
    @map_name = $maps[@map_id].name
    self.contents.draw_text(-30, -8, 360, 32, @map_name, 0)
  end
end

class Window_Step<Window_Base
    def initialize(x, y)
    super(x, y, 134, 52)
    refresh
  end
  def refresh
    self.contents.clear
      draw_icon(Adurna::Icon["pas"], 0,-4)
    self.contents.draw_text(5, -8, 100, 32, $game_party.steps, 1)
  end
end






class Window_Hunter_Rank<Window_Base
    def initialize(x, y)
    super(x, y, 160, 54)
    refresh
  end
  def refresh
    #HUNTER RANK
#~ if $game_switches[150]# if this switch is ON text is drawn
bitmap = Cache.system("Iconset")
draw_icon(1, 12, 50, true) # Draw Icon
self.contents.font.color = system_color
self.contents.draw_text(0, -3, 110, 32, "Hunter rank" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
self.contents.font.color = normal_color
self.contents.draw_text(0, -3, 110, 32, $game_variables[6] , 2)#[X] = the variable used
#~ end
  end
end





class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

class Window_Base < Window
  def draw_currency_value2(value, x, y, width)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, width--2, WLH, value, 2)
  end
 
  def draw_actor_level_menu(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
  end
  def draw_actor_class_menu(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 85, WLH, actor.class.name)
  end
  def exp_gauge_color1
    return text_color(30)
  end
  def exp_gauge_color2
    return text_color(31)
  end
  def draw_actor_exp(actor, x, y, width = 100)
    if actor.next_exp != 0
      exp = actor.now_exp
    else
      exp = 1
    end
    gw = width * exp / [actor.next_exp, 1].max
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, "Exp")
    self.contents.font.color = normal_color
    xr = x + width
    self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
  end
end

class Window_Command2 < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :commands                 # command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width      : window width
  #     commands   : command string array
  #     column_max : digit count (if 2 or more, horizontal selection)
  #     row_max    : row count (0: match command count)
  #     spacing    : blank space when items are arrange horizontally
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 1, row_max = 0, spacing = 25)
    if row_max == 0
      row_max = (commands.size + column_max - 1) / column_max
    end
    super(0, 0, width, row_max * WLH + 22+24, spacing)
    @commands = commands
    @item_max = commands.size
    @column_max = column_max
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
     create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index   : item number
  #     enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[index])
  end
end

class Scene_File
  #--------------------------------------------------------------------------
  #  Initialize
  #--------------------------------------------------------------------------
def initialize(saving, from_title, from_event,index=4)
    @saving = saving
    @from_title = from_title
    @from_event = from_event
    @index_menu = index
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      $scene = Scene_Menu.new(@index_menu)
    end
  end
end

Title: Re: load game option for neo save system
Post by: pacdiggity on June 20, 2011, 08:20:26 AM
I'll take a look at it later tonight if possible.
Title: Re: load game option for neo save system
Post by: pacdiggity on June 20, 2011, 12:45:53 PM
Well, that menu system is rather... poorly written... It'll take some more intense looking at to make the two work together. I don't have much time to do this until Thursday, but I'll see what I can do until then.
As for NMS, I hope you're using version V because that's all I could get. Hurr. The thing I posted up there does work with the version I have, Helladen's NSS V (http://rmrk.net/index.php/topic,39460.msg456946.html#msg456946), so yeah.
However, I did fix something I noticed in the thing I posted up there. Change the first couple of lines in the script (I think you can figure it out) to this:class Scene_Menu < Scene_Base
  alias pac_load_initialize initialize
  def initialize(menu_index = 0)
    pac_load_initialize(menu_index)
    check_load
  end
It'll fix the bug that the menu will always go to the items option instead of remembering the index you were on. That said, I'll take a look at your menu system tomorrow if time permits.
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 20, 2011, 06:55:46 PM
Quote from: Pacman on June 20, 2011, 12:45:53 PM
Well, that menu system is rather... poorly written... It'll take some more intense looking at to make the two work together. I don't have much time to do this until Thursday, but I'll see what I can do until then.
As for NMS, I hope you're using version V because that's all I could get. Hurr. The thing I posted up there does work with the version I have, Helladen's NSS V (http://rmrk.net/index.php/topic,39460.msg456946.html#msg456946), so yeah.
However, I did fix something I noticed in the thing I posted up there. Change the first couple of lines in the script (I think you can figure it out) to this:class Scene_Menu < Scene_Base
  alias pac_load_initialize initialize
  def initialize(menu_index = 0)
    pac_load_initialize(menu_index)
    check_load
  end
It'll fix the bug that the menu will always go to the items option instead of remembering the index you were on. That said, I'll take a look at your menu system tomorrow if time permits.

Thank you for your time ^^
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 22, 2011, 03:39:40 PM
Bump
Title: Re: load game option for neo save system
Post by: pacdiggity on June 22, 2011, 08:27:49 PM
Why did you feel the need to bump this? I said I would finish this on Thursday afternoon.
Does the script not work with the version of NSS you have? Or do you just want the menu script compatibility, because I can't get the menu to work on its own.
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 23, 2011, 10:07:53 PM
Quote from: Pacman on June 22, 2011, 08:27:49 PM
Why did you feel the need to bump this? I said I would finish this on Thursday afternoon.
Does the script not work with the version of NSS you have? Or do you just want the menu script compatibility, because I can't get the menu to work on its own.
Tested it with my menu and doesnt work :(
would be easier if i could just do a script call for the scene , like $Scene_Load.new
can't you make it alone standing or plug it in the menu script i showed you?
Title: Re: load game option for neo save system
Post by: pacdiggity on June 24, 2011, 07:51:50 AM
The menu doesn't work for me; it's jammed pack with syntax errors. It calls nonexistent methods and the code is, shall we say... poor.
I can't write a plugin for it if it doesn't work. As for your scene call suggestion, you can use Scene_File.new(false, false, false)Will call the load screen.
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 26, 2011, 11:11:21 PM
Quote from: Pacman on June 24, 2011, 07:51:50 AM
The menu doesn't work for me; it's jammed pack with syntax errors. It calls nonexistent methods and the code is, shall we say... poor.
I can't write a plugin for it if it doesn't work. As for your scene call suggestion, you can use Scene_File.new(false, false, false)Will call the load screen.
thanks ill test it , i think you get errors because its looking for scripts i use and it cant find em.
you should be able to get it work if you take out the "$Scene_******.new" 's i added ^^
Title: Re: load game option for neo save system
Post by: Mitsarugi on June 30, 2011, 03:44:24 PM
Okay Pac_Man i made a demo for you to make a patch , please look at it and hope you can make it (would like to have it in my menu ^^ plz)
Link: http://www.mediafire.com/?n02lqxplxdgw2pw
Title: Re: load game option for neo save system
Post by: Mitsarugi on July 05, 2011, 09:34:35 AM
BUMP