RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
need help w/ savepoints

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 89
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.

**
Rep: +0/-0Level 89
can anyone plz help with this problem......im not very experienced with the script system.

***
Rep:
Level 89
Quote from: ken_adams
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.


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.

**
Rep: +0/-0Level 89
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.

*
Rep:
Level 97
Secret Santa 2013 ParticipantSecret Santa 2012 Participant2011 Most Successful Troll
make end game s5 instead of s6

**
Rep: +0/-0Level 89
I did that already......I just dont understand what is wrong w/ it.  Here is the section i changed:

Code: [Select]

  #--------------------------------------------------------------------------
  # * 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.

*
Rep:
Level 97
Secret Santa 2013 ParticipantSecret Santa 2012 Participant2011 Most Successful Troll
the game overs action part needs to be converted to s5 too
Code: [Select]
omfg s6 action omfg change this into s5
omfg gameover
omg if pressed its gameover
gameover time if you press me
whatever....

**
Rep: +0/-0Level 89
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.

***
Rep:
Level 89
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:

*
Resident Cloud
Rep:
Level 91
in the database you can get rid of save i cant remember which tab

*
Rep:
Level 97
Definitely better than Hitler.
2014 Best IRC Chatterbox2014 Best Musician2013 King of RMRK2013 Best Musician2013 Best Use of Avatar and Signature Space2013 Funniest MemberFor the great victory in the Breakfast War.2012 Best Username2012 Best MusicianFor frequent good quality Wiki writing [citation needed]2011 Funniest Member2011 Best MusicianMost entertaining member on the IRC2010 Most Missed Member
Nope, not in XP, just 2003.
:tinysmile:

*
Rep:
Level 97
Secret Santa 2013 ParticipantSecret Santa 2012 Participant2011 Most Successful Troll
Quote from: ken_adams
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.


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

**
Rep: +0/-0Level 89
@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

**
Rep: +0/-0Level 89
I couldn't find anymore places to change the s6 to s5.......help plz

*
Resident Cloud
Rep:
Level 91
post your menu script that you have and maybe i or someone will be able to help

**
Rep: +0/-0Level 89
alright....here it is:
     
Code: [Select]
#==============================================================================
# ** 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